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SPY LIST
PUBLISHER
"M" ARAKAWA
EDITOR IN CHIEF.
GAIL "REDFINGER" TILDEN
PRODUCTION MANAGER
YOSHIO "TARGET TIME" TSUBOIKE
SENIOR EDITOR
LESLIE "DR. NO" SWAN
WRITERS/EDITORS
JASON "LIVING DAYLIGHTS" LEUNG TERRY "SCARAMANGA" MUNSON SCOTT "SHAKEN, NOT STIRRED" PELLAND PAUL "JAWS" SHINODA
PRODUCTION COORDINATORS
KIM "ROGER" MOORE
TERRY "SCARAMANGA" MUNSON
NANCY "MONEYPENNY" RAMSEY
ART DIRECTOR
KIMBERLY "Q" LOGAN
DESIGNER
JAMES "BOND" CATECHI
STRATEGIC LAYOUT
WORK HOUSE CO., LTD.
JUMPIN' JACK YUSHI NAOYUKI KAYAMA SHIGEHIKO TAKAHASHI YOSHIYUKI OSHINO KENSHOW SUGIMOTO TAKAYUKI ITOH V DESIGN, INC.
YOSHI ORIMO RITSUKO YAMAJI SONJA MORRIS TONY SANDOVAL
DESIGN/PREPRESS SUPERVISOR
JAY "RC-P90"WERGIN
ELECTRONIC PREPRESS
JESSIE "00" BROWN TANYA "THE KNIFE" SHARP VAN "THUNDERBALL" WILLIAMS MARK "MOONRAKER" JOHNSON
PREPRESS ASSISTANT
TODD "LIVE & LET" DYMENT
PRODUCTION ASSISTANT
COREY "ODD JOB" GREEN
GAME CONSULTANT
TOM "AIM HIGH" HERTZOG
SPECIAL THANKS TO YOSHIO HONGO, YASUHIRO SAKAI, KEISUKE TERASAKI AND ATSUSHI TEJIMA AT NINTENDO CO., LTD. THANKS ALSO TO RARE FOR MAKING A KILLER GAME!
The GoldenEye Player's Guide is printed in the U.S.A. and published by Nintendo of America Inc., 4820 150th Avenue NE, Redmond, Washington 98052, at SH OO in the U.S.A. (S15.50 in Canada).
1997 Nintendo el America Inc. All rights reserved. Nothing that appears in thc'GoldenEye Player's Guide may be printed in whole or in part without express written permission from Nintendo of America Inc., copyright owner. Nintendo is a registered trademark of Nintendo el America Inc 1997 Nintendo/Rare. Game by Rare.
1962, 1988, 1995 Qaiijag, LLC. & United Artists Corporation. All rights reserved. 1997 Eoii Productions Ltd. & Mac B. Inc.
FOR YOUR EYES ONLY
BOND. JAMES BOND. Live the life of a spy as 007 tries to blindside GoldenEye, an electromagnetic jamming device that could render entire countries powerless. In an international covert operation that spans nine years, you must track the infamous Janus Syndicate and stop its elaborate and stealthy plans to use GoldenEye to threaten the security of the world. Spy as you might, you'll need some help from headquarters, so we're supplying you with the top secret maps and tips to sabotage GoldenEye and complete your mission. Trust no one but us, and don't let these classified documents fall into the wrong hands — they're for your eyes only, and they're your best bet for surviving the game.
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Time catches up to everyone, even double-0 agent James Bond of Her Majesty's Secret Service. Nine years ago, during the height of the cold war between the West and the Soviet empire, Bond and a fellow operative penetrated a top secret chemical weapons plant in the northern district of Arkangelsk. Their mission, to destroy the weapons-making potential of the facility, met with a tragic end when 006 was seemingly captured and killed by the Soviet guards. Although Bond managed to escape and return to England, he had lost one of the few colleagues he trusted in his highly specialized and dangerous line of work.
Today, the world has changed. The Soviet Union has splintered into many nations, and the Cold War has been replaced by a confusing realignment of old friends and enemies. The new head of MI6 thinks Bond is an outdated dinosaur whose only interests are fast cars, women, gambling and vodka martinis. She isn't sure that there is a place for Bond in the new world order.
But the more things change, the more they stay the same. A new crime syndicate has emerged out of the ashes of the old Soviet order, and its plans are as twisted as those of S.P.E.C.T.R.E. from an earlier epoch in Bond's career. The key to the secret Russian GoldenEye satellite system has been stolen by former Soviet officers who now work for the mysterious Janus Syndicate. In stealing the GoldenEye key, Janus operatives destroyed a Russian satellite tracking facility and murdered all but two of the workers.
Rumor has it that the brutal leader of Janus is a Lienz Cossack — a man whose parents were betrayed by the British government. His desire for revenge has burned for decades, but now, with the GoldenEye hanging silent and lethal in orbit above any target he chooses, Janus — named after the two-faced Roman god — seems to hold all the cards. Who is this man, and how can he be stopped? In a race against time and ghosts from out of his past, James Bond must track down Janus and save England from the ravages of GoldenEye. But even with two lives to live, 007 may be running short of time.
Is MISSION ■ - DATA -
i
V* I O
Just how glamorous and exciting is the life of a secret agent man? Get behind your controller and familiarize yourself with Bond's undercover maneuvers to find out. You'll be able to control the one-man army, and, by arming your controller with the Rumble Pak, you'll get shaken and stirred by every bullet you unload to save the free world.
ON HER MAJESTY'S SECRET SERVICE
James Bond is a man on a mission, but he can reach his goal only if you've mastered the controls. Make Her Majesty's Secret Service proud by familiarizing yourself with all of 007's offensive, defensive and covert maneuvers. The secret agent can execute a number of moves including crouching, sniping, bomb planting, tank driving and karate chopping. Commander Bond's most important moves, however, are quick, dead-on aiming and bullet dodging by sidestepping or kneeling.
RUN AND GUN
Once you've mastered the controls and drummed up enough confidence, try the kamikaze-style "Run and Gun" technique. When you shoot and hit your enemies, they'll be briefly stunned and unable to retaliate. Take advantage of this downtime by charging them with your automatic guns firing— your chances of hitting them again will be much greater as you close in on them. However, if you take the time to aim after hitting them, your victims may have enough time to recover and return fire.
Nintendo Player's Guide
THE MAN WITH THE RUMBLING GUN
There are eight Controller configurations in the game: four configurations are for one Controller and the other four are for two Controllers. You won't see all eight options unless you have two Controllers plugged into your system.
Two players can also use two Controllers in Live and Let Die Mode.
AIM
Like the L Button, the R Button acti- vates your on-screen targeting. To aim, hold down either the L or R Button while you use your Control Stick to move the crosshairs over your target. Once your target's in your sights, pull the Z Button to shoot.
KNEEL
To kneel, tap the bot- tom C Button or push down on the Control Pad while holding the L or R Button. To aim while crouching, press and hold L or R and bottom C again.
To stand back up, tap the L or R Button.
LOOK
FIRE
Hit the Z Button to use whichever weapon or gadget you're armed with. For automatic weapons, hold it down to keep firing, but pistols fire faster if you rapidly tap the Z Button.
MOVE
The Control Stick moves 007. Push up to walk forward and pull down to walk backward. To rotate in place, tap the Control Stick to the left or right. You can also use the Control Stick to steer the tank or position your weapons' crosshairs.
It's easy to overlook ammo on the ground or surveillance cameras mounted high above, so be sure to scan the ceilings and floors. To look up, tap the bottom C Button or press down on the Control Pad. To look down, tap the top C Button or press up on the Control Pad.
SIDESTEP
The C Buttons function exactly like the Control Pad, so by pressing the left or right controls, you'll sidestep. If you hold down the sidestep buttons while using the Control Stick to move, you'll walk considerably faster than you would using the Control Stick alone.
USE WEAPONS
To arm yourself with another weapon, press the A Button. Every time you press it, you'll equip another weapon from your inventory. You can keep tapping the A Button to go through every weapon in your arsenal or hold the A Button and tap the Z Button to scroll backwards.
ACTIVATE
By hitting the B Button, you can activate nearby items. Use the B Button to open or close doors, flip switches, power computers, or board the tank. You can also use the B Button to manually reload your weapon before your magazine runs out of ammunition. You'll automatically reload when your magazine is empty.
GoldenEye
• MISSION fl_, - DATA ~
v* I ‘V
'W vj
It's not just Bond's gadgets, witticisms and suave persona that have helped him escape from danger countless times. To be a successful secret agent, it takes good technique to stay alive. They say you only live twice, but why not get it right the first time around? If you perfect these five espionage essentials, you'll return to England in one piece.
FIELD TACTICS
AROUND THE CORNER
Lurking around almost every comer is an armed guard who is poised to shoot any intruder who heads around the bend. A good spy is always ready to walk into the face of danger, so whenever you make a turn, be sure that you are already facing the direction where you want to be turning. Before you reach a corner, face where you'll be turning, then sidestep until you make it around the bend. If you don't sidestep and use only the Control Stick to walk, you'll make all your turns blindly.
SORRY
If you turn using the Control Stick, you can't face what's around the bend until it's too late. By sidestepping, you'll already be aimed in the right direction.
Nintendo Player's Guide
THE SOUND OF SILENCE FILL IT UP!
To keep his missions covert, 007 must not let the loud sound of his gunshots attract any attention. Nearby guards know the sound of trouble and they will home in on James if they hear his weapon fire. Silence is golden, so use one of your silenced weapons when you're on the prowl.
»|B4
To surprise the living daylights out of a foe, use a silenced weapon. You can silence the PP7 and D5K, while the sniper rifle always has a silencer.
THE COUP DE GRACE
You may need to shoot enemies numerous times before they fall in defeat. Head shots cause the most damage, while body shots do slightly less damage, and arm or leg shots inflict the least damage. It's often hard to tell whether or not you've beaten an enemy since they can suffer agonizingly long demises. When your enemies drop their weapons, you'll know you've fired a lethal shot.
Riddle your enemies with bul-
lets so they won't have time to react. How quickly you beat them depends on where they get hit, so keep firing until they drop their weapons— that's your telltale sign of victory.
Manually reload your weapon whenever possible to avoid hav- ing to do it in mid-battle. Defeated enemies will leave behind varying amounts of ammo. If you're a spy operating in the Agent Level, each of your victims will leave 20 rounds of ammo, while Secret Agents will find 15, and 00 Agents will find 10.
It's usually safer to manu- ally reload your weapon, rather than waiting for your magazine to com- pletely run out of ammo. Before engaging in battle, hit the B Button so you’ll start with a full magazine.
CHECK YOUR ITEMS
Check your inventory if you get stuck in your mission. Q made sure not to pack any unnecessary gadgets, so if you have a Bomb Defuser, you can bet you'll be defusing a bomb. You may also pick up an item, such as a key card, without knowing it.
GoldenEye
MISSION .1 DATA I*
I *\v
W \d
Agent 007 begins every mission with a small arsenal, while his countless enemies are more ably armed with their ballistic stockpiles of weapons. Resourceful as ever, Bond can swipe their weapons to use against his foes. Before setting out to save the world, take in some informal weapons training by spying over your arsenal's bullet points.
TOOLS OF THE TRADE
ZOOM
1 PP7
MAGAZINE: 7 MAX: 800
KF7 SOVIET
MAGAZINE: 30 MAX: 400
I SNIPER RIFLE ^
MAGAZINE: 8 MAX: 400
Bond may be fighting against incredi- ble odds, but with more than 20 unique weapons at his disposal, 007 should be able to outgun his enemies with fire- power. For a while, at least. Most ammo is limited in both numbers and its interchangeability with other weapons. Rifle ammo will work only in rifles, while pistol ammo and automat- ic weapon ammo are interchangeable (except where noted).
■ The KF7, sniper rifle and US AR33
^1 are particularly good for long-
V J Y range targeting. All three have
zoom aim, allowing you to get a closer look at your target through your rifle sight. The sniper rifle also has a macro zoom feature (press the top C Button while pressing your aim button). Any weapon on this arsenal list with the crosshair icon features zoom aim.
SILENCER
If you want to be the strong, silent type, arm one of the three silenced 1 guns. If you have a PP7 or D5K with a silencer, or the always-silenced sniper rifle, you can mount an inaudible stealth attack. The pistol icon quietly points out which guns are in Bond's silenced arsenal.
With its silencer capabili- ties and the highest rate of fire among the handguns, it's no wonder that the low- recoil PP7 is Bonds weapon of choice.
It may have more recoil than the US AR33 Assault Rifle, but the KF7 rifle is consider- ably easier to come across since most enemies use one.
The sniper rifle is the most accurate of the zoom- capable guns, and its recoil will affect aim only when you fire repeatedly at a faraway target.
DD44 DOSTOVEI |
REMOTE MINE |
GRENADE |
|
MAGAZINE: 8 MAX: 800 |
MAGAZINE: 1 MAX: 10 |
MAGAZINE: 1 MAX: 12 |
|
The DD44 Dostovei has low recoil, but it’s also very loud. |
■j Once you have planted a m remote mine, you can acti- |
Toss a grenade to take out clusters of foes, but be |
If you find two, you can fire both at once for two fistfuls of gunslinging.
vate it at a safe distance by engaging the detonator on your handy Q Watch.
careful that it doesn't bounce back your way, because it will detonate in about three seconds.
Nintendo Player's Guide
TIMED MINE
MAGAZINE: 1 MAX: 10
Timed mines are set to explode several seconds after you plant them, so be sure that you have planned out an escape route before placing them.
TANK
MAGAZINE: 1 MAX: 50
Scour the runway in Arkanyelsk and the streets of St. Petersburg to find the tank. You can fire missiles or plow over enemies.
KLOBB
MAGAZINE: 20 MAX: 800
Of all the automatic weapons, the Klobb has the worst recoil. You can use two at once, however, to make up for its slug- 20 gish firepower.
GRENADE LAUNCHER
MAGAZINE: (> MAX: 12
■| Use the grenade launcher to M jettison grenades at long- H range targets only; other- wise, the explosion from its ijk •; ,1 unique ammunition may
if V i
! harm you.
THROWING KNIFE
MAGAZINE: 1 MAX: 10
Take a stab at hurling knives at enemies. You can retrieve and reuse a knife after • you've thrown it. but you can carry up to only 10 of them.
PLASTIC
MAGAZINE:! MAX: 10
You'll have the plastic explo- sives when you set off to blow up the Kiryhizstani silo. The charges have a six- minute minimum detonation time.
T D5K DEUTSCHE
MAGAZINE: TO MAX: 800
The stealthiest of the auto- matic weapons is the D5K Deutsche. By adding a silencer, you can muffle the D5K s low-recoil rapid firing blasts.
PHANTOM
MAGAZINE: 50 MAX: 800
With the Phantom, a minimal recoil automatic weapon, you can double your firepow- er to 100 loaded rounds by shooting two of the guns at once.
AUTO SHOTGUN
MAGAZINE: 5 MAX: 100
I To get the auto shotgun, attack one of Janus’s men in ||g Statue Park. Only shotgun l||jj cartridges, which carry up V to five shells, will work as ammo.
ROCKET LAUNCHER
MAGAZINE: 1 MAX: 3
PROXIMITY MINE
MAGAZINE: 1 MAX: 10
mu |
Rockets will load only into the Rocket Launcher. Its blasts are devastating, so |
Place the proximity mine in an area where you're expecting enemies to arrive. |
||
use it for long-distance |
1 1 |
When the mine detects |
||
mmi |
fighting to avoid |
nearby movement, it |
||
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getting burned. |
will detonate. |
' FW 9 |
ZMGC9MM)
MAGAZINE: 32 MAX: 800
For a rapid-fire, low-recoil blast, try firing the ZMG 9MM, or put your enemies in double jeopardy by arming yourself with two of them.
US AR33 ASSAULT-^
MAGAZINE: 30 MAX: 400
The US AR33 Assault Rifle has less recoil than the KF7 and features the zoom aim so you can easily set your ; sights on a target in the distance.
WATCH LASER
MAGAZINE: 1 MAX: 300
Aboard the train in St. Petersburg, you can fire your Watch Laser as a weapon, but you should save its charges to sear open the escape hatch.
RC-P90
MAGAZINE: 80 MAX: 800
To keep foes at hay, riddle them with the RC P90. The quick-firing spitfire will spew out more bullets per second than any : other automatic.
LASER
Introduced in the film Moonraker, the space weapon has unlimited ammo and zero recoil. Search for it
in the Aztec stage and on the Cheat Menu.
GOLDEN GUN
MAGAZINE: 1 MAX: 100
In the Egyptian stage, you can be the man with the Golden Gun. One hit will take out a foe, but you can't use its special ammo in other guns.
HAND
When all else fails, try bare- knuckle fighting. Your silent karate chops are particular- ly handy when you're trying to escape the hunker cell.
GoldenEye
■ MISSION a
% • r“>>v
The trademark of any Bond adventure is the collection of high-tech gad- gets. Q Branch has developed a diverse array of gizmos and spy toys to help 007 accomplish his missions for MI6. And along the way. Bond may even stumble upon a few other useful and unique devices.
^ Nintendo Player's Guide
Q Branch not only arms James with the latest high-tech toys, but it also gives him tips on accom- plishing his mission.
an electromagnet, Q will prove you wrong, so you'll never say never again. From a bomb-defusing contraption to a credit-card- sized hacking device, you can bet Q will put it in Bond's big bag of tricks.
Bridge bomb successfully defused.
THE Q WATCH V2.01 BETA
The ever-industrious Q has outfitted 007 with the stylish, yet practical, Q Watch V2.01 Beta that keeps track of more than just time. To check your multipurpose wrist- watch, wait until you're safe from enemy fire, then hit the Start Button. The watch face will display both the condition of your health and body armor. You can also consult your watch to review your mission briefings and objectives, as well as view holographic p
images of every item in your inventory.
BOYS WITH TOYS
Gadgetry plays a large part in espionage, and 007 definitely has his share of toys. At MI6's Q Branch, Q masterminds the development of the agency's high-tech weaponry and gizmo arsenal. If you thought a watch would never be able to detonate a mine or turn into
Some guards carry Key Cards that can access a high-security areas. If you shoot them, they may drop their cards.
Consult your watch to review your armor, inventory and state of health. You can also use it to vary the games default settings or rearrange your controller to any of the eight preset configurations. The watch also shows mission briefings and whether or not your objectives are complete.
BUNGEE ROPE ■ DOOR DECODER
To reach the chemical weapons facility, you'll have to leap off the Byelomorye Dam. With great foresight, Q has equipped James with a bungee rope. The item won't appear in your inventory, but don't worry— 007 will auto- matically use it when he takes the plunge.
Not every door opens with a key card, so James will have to locate the Door Decoder to enter the bottling room in the dam’s facility. Double agent Doak, working under- cover as a scientist, has the device, so you'll have to track him down to complete your mission.
BOMB DEFUSER
DETONATOR
Bond needs to defuse the bombs hidden in the frigate's bridge and engine room. Thanks to Q's Bomb Defuser, gone are the days of pliers and wire cutters. Attach the Defuser to a bomb, and, at the push of a button, it will automatically turn the explosive into a dud.
When you place explosives, you'll want to be as far away as possible when they go off, so Q added a Detonator feature to the always-useful Q Watch. Once you've plant- ed your remote mines in the dam's bottling room, head to high ground, then activate your Detonator.
KEY ANALYZER
TRACKER BUG
I
I
Inside the observatory in Severnaya you'll find the infamous GoldenEye Key. Once you get it, you can run it through the Key Analyzer. Q's invention, which is clev- erly disguised as an attache case, will decipher the GoldenEye data then create a copy of the key.
Covert modem installed.
COVERT MODEM
MI6 needs to monitor the computer operations at the
r dam, so Q has created a miniature covert modem. When connected to the ■, — dam’s satellite link, the
modem will siphon any of the facility's data and transfer the information to MI6 head- quarters back in England.
The Janus Syndicate can run, but it can't hide. MI6 can monitor the whereabouts of Q's Tracker Bug no matter where it goes. Janus des- perately wants the Pirate stealth helicopter, so plant the bug on it— it should lead you straight to the syndi- cate’s leader.
DATATHIEF
MI6 is curious about the suspicious computer opera- tions going on at the bunker in Severnaya. Bond isn't much of a hacker, but the Datathief is. After access- ing the main computer, attach the Datathief to decode and download all the necessary information.
CAMERA
1 1 I
*
*1
Only a master spy can infil- trate the Janus syndicates bases of operation, so you'll have to bring back photos of your trip to show headquar- ters. Since seeing is believ- ing, MI6 has issued 007 a Microcamera and will request that he photograph some key items.
WATCH MAGNET
James Bond has quite a mag- netic personality, but it's no match for Q's Watch Magnet. By activating the Watch Magnet feature of the Q Watch, you'll be able to attract small metallic objects that may be hard to reach— like cell keys through prison bars, perhaps.
GoldenEye
Nintendo Player's Guide
MISSION • DATA -
Welcome to the world of international intrigue where today's friend becomes tomorrow's foe. Even James Bond, with years of experience, has trouble keeping up with the shifting alliances. You can be sure of one thing only: the spy who loved you may also have a license to kill.
The head of MI6 can't afford senti- ment when it comes to her agents, a valuable but dan- pawn whose loyalty tead of control- and hopes for
Some of the best scientific and engi- fj neering minds in Great Britain work for Q, devising elegant, but often lethal, devices to be used by field operatives. Just once, Q would like Bond to return a device intact.
UoiV()prMij
Moneypenny's long flirta- tion with James may just be a cover for her con- cern, both professional and personal.
MI6
2/
ALLY
Commander James Bond was born of a Scottish father and a Swiss moth- er. When he was eleven years of age, both his par- ents were killed in a climbing accident in the Alps. After studying at Eton, Bond joined MIG and moved up through the ranks to his current position, agent 007, with a license to kill. Briefly married in 1962, Bond's lifetime loyalty has been to queen and country.
JAMES BOND
CONTACT
Alec Trevelyan, agent 006, worked side by side with Bond over the years. The two agents were brought together by the circumstances of their occupation as well as their family histories. Both lost their par- ents at early ages. During a mission to destroy a chemical weapons plant in the U.S.S.R., 006 was apparently lost in an explosion set by 007.
FRIEND?
VALENTIN ZUKOVSKY
In the old days of the Cold War, Zukovsky worked for the KGB. Over the years he had several ill- fated encounters with Bond, one of them result- ing in a permanent limp. Now, Zukovsky operates an arms business out of St. Petersburg, and he is willing to sell information, even to Bond.
006
NATALYA SIMONOVA
A programmer at the Space Command Center at Severnaya, Natalya is thrown into a desperate race to stop Janus from using the GoldenEye satellite. Her computer expertise and Bond's covert skills prove to be an effective combination. Like many cou- ples who meet under intense circum- stances, the relationship between Bond and Natalya is a heated one.
COLLEAGUES
RUSSIA
This Russian Politburo mem- ber hopes to discover who was behind the destruction of the Space Command facility at Severnaya. He suspects Ourumov but needs proof that only Natalya and Bond can deliver. He is an unlikely ally in Bonds mission.
%
DEFENSE MINISTER MISHKIN
TRAITOR?
BORIS GRISHENKO GENERAL ARKADY OURUMOV
Grishenko is a brilliant Russian computer programmer at the Severnaya base who secretly works for the Janus Syndicate. Boris alone knows the secret codes and proto- cols for operating the GoldenEye satellite to make Janus's dream of revenge become a dark reality. Although he looks like a harm- less computer hacker, Boris may be the most dangerous man in the world.
Formerly the head of the
Soviet Space Weapons
Division and currently a mem- *
ber of the Russian Politburo,
General Ourumov is playing a dangerous game of treachery.
Now that he has delivered the GoldenEye satellite into the hands of Janus, Ourumov will be a hunted man in Russia— if anyone discovers that he was responsible. He intends to see that no one does.
XENIA ONATOPP
SUPERIOR
Beautiful and sadistic, Xenia Onatopp once flew fighters for the Soviet airforce. Now she gets her thrills by squeezing the life from her lovers, who will- ingly misinterpret it when she says, "I only have thighs for you." Xenia's bold theft of the experimental Pirate helicopter from the frigate La Fayette made possible the entire GoldenEye scheme. She may be the most dangerous Janus operative.
tn£
4 i I
ENEMY JANUS
THE SYNDICATE
The Janus Syndicate operates around the world at the command of one man who is also known as Janus. No one knows his true identity, but it is rumored that he is a Lienz Cossack and a Russian traitor. The Syndicate employs double agents in high government positions and other people required to execute their nefari- ous schemes.
GoldenEye
The operatives at Nintendo have compiled briefings for on each mission. These classified files have been designed to give you all the information needed to complete the three agent levels. It is recommended that you familiarize yourself with the types of intelligence provided.
FILE THIS INFORMATION
KEY POINTS
In these areas, you'll find information on key points that aren't covered under mission objectives or stage tips. Sometimes you'll find a listing of several key points, and in . other cases you may find more detailed information about one key point.
ITEMS
Nintendo Player's Guide
Drone Gun
Items and special weapons have been called out on the map where you can find them. If an item such as Body Armor appears in the game at a particular point, then an arrow indicates the exact location on the map. If an item is taken from a defeated enemy, then the call-out line connects to the dot that indicates the particular enemy that car- ries that item or weapon.
I Body Armor |
Agent |
J Body Armor |
Agent & Secret Agent |
9 Body Armor |
All levels |
Stairway
LEVEL TIPS
Look to these blocks of information for tips on how to defeat enemies, find items and make your way through specific areas of each stage or part of a mission.
MISSION OBJECTIVES
Agent
Easy
Medium
Each mission objective has been listed under the skill level where you first encounter it. For example, at Agent level in the Dam stage, the first and only mis- sion objective is to "Bungee jump from the platform." Although it appears on red, the Bungee mission objective is re qui red to comtdete Secr^Aogn^and 00 Agent le vels as well. The mission objective numbers correspond to the numbered tips and tactics that appear pkpwhprff in the file nanes
OBJECTIVES
Although some of the obji tives don't change on high agent levels, they may be harder to carry out since ene mies get smarter and more numerous at Secret Agent and 00 Agent levels. Look to these numbered entries to find out how to complete specific objective at each agent level.
TIPS
Enemies are shown as red dots on the maps. Most of them are on patrol so they may not appear exactly where their dots are on the map. You should find them in the general area.
MAP KEY
■■ Door or Gate
ENEMIES
These tips are for specific areas of a stage. The arrows point to the spots where you use the tips. Tips may be about enemies, items, traps, or any important points.
At the begin- ning of each mission stage, M gives you a briefing to fill you in on mission objectives and background. It is vital that you understand what is expected of you in the field. The failure to complete any mission objective will lead to failure of the mission itself.
Q provides tips and advice for the use of specialized devices and weapons provided by Q Branch for use in the field. Although much of what he tells you may seem immaterial, it is recommended that you pay close attention. Q Branch, perhaps unre- alistically, expects all items to be returned in perfect working order from the field.
The following files are cleared for your eyes only Inside, you’ll find classified documents and information collected by operatives around the world to help in your current mission. You will find detailed maps of critical mission arenas, briefings from your supe- riors regarding mission objectives, data on the latest devices, and up-to-date intelligence on enemy tactics. Use these files wisely.
Good luck— M
GoldenEye
Mission Files
BRIEFING
The nerve gas from the secret facility at Byelomorye dam has turned up in the hands of hostile regimes and terror- ists. The facility is well- defended, but one or two agents might get inside.
Q suggests that you use a bungee rope to jump down the face of the dam to reach the facility. Your secondary objective is to tap into their communications link with a covert modem and return with a backup of their data Inside the facility, you’ll meet with an operative, then link up with 006 and destroy the chemicals. Do try to be on time, 007.
Jump to it
In the Agent level, you must sim- ply get to thi| , platform on the dam and jump ontyg a Secret Agent, add tojjthat theypecessity of sh<
bef'6're.you jump. At the 00 Agent revel, you install a covert modem and intercept data backup in afpcret ops room inside the dam.
The pill box in the second area outside the dam contains two sharpshooters. While still inside the tunnel, use the sniper rifle to pick them off from a distance.
Security gates sepa- rate the two staging areas outside the dam complex. The doors are activated by pan- els set to the right. Follow the truck into the next area.
Nintendo Player's Guide
DAM OBJECTIVES
Agent Secret Agent 00 Agent
1 Neutralize All Alarms
2 Install Covert Modem
3 Intercept Data Backup (Page si)
4 Bungee Jump from the Platform (Page 20)
H E NEUTRALIZE ALL ALARMS
Alarms are located in the guard house outside the dam and in the guard towers on the dam itself. If you fail to destroy each of these alarms, someone will alert security and your mission will be doomed to failure. Shoot the alarms to silence them. In the case of the guard house shown on the map below, you must make sure that you destroy the alarm before a guard reaches it.
Take It Easy, 007
On Agent level, you'll find Body Armor on the top floor of the second guard tower, just beyond the tunnel. But don't expect to find this helpful item when you're going through the dam as a Secret Agent or 00 Agent. Even with the Body Armor, you're not invincible.
to
V
6 1"2
Destroy the alarms by shooting the red bell. Use the crosshair to aim at the alarm and reduce wasted shots.
□ INSTALL COVERT MODEM
Wk In order to intercept communications from the facility, you must install the covert modem.
W % Select the modem from your inventory, aim at the communications panel on the outside of the guard house, and use the Z Button to attach the modem.
When you don't have the key to a lock, sometimes you can open it with a well-placed round from your gun. Don't worry about making noise.
GoldenEye
Take the Plunge
By far the toughest part of this assignment on 00 Agent level is the interior of thefrdam as you work your way toward thes secret ops room. In the narrow cdrridor, you are an (easy target for the sharp- shooting guards. JThe best strategy is to take advantage of angled areas where you can sidestep into the corridor, pop off afew shots, then step back to safety.
Top of the Dam
FROM PAGE 19
□ BUNGEE JUMP FROM THE PLATFORM
Surprisingly, the actual jump off the dam is easy. You simply step onto the platform and move to the open edge. Getting there is tougher. Each of the towers along the dam holds an armed guard. Use the sniper rifle to take them out at a distance. On 00 Agent level, you'll have to go to the ops room before returning to the top of the dam to jump.
After removing the guard from his post, enter the door at the base of the guard tower to find the alarm inside. You'll find it mounted on the wall. Save your rifle ammo for the corridor below.
Inside the Dam
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can
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Use the sniper rifle to pick off the guard in the first tower. Since the guards won't see you until you're close by, you can close in until you have an excellent view through the zoom lens.
At the 00 Agent level, the 21 guards inside the dam won't take long to notice you and start shooting. Use the sidestep move to stay in cover as often as possible, but don't crouch behind the wooden boxes. If you use stairway A, be prepared to meet guards from both directions.
Nintendo Player's Guide
Weapons Underground
BRANCH
Try to pay attention. 007. The covert modem attaches to the communications panel outside the guard- house before you reach the dam. But to download the backup data you’ll have to go inside the dam to the secret ops room and acti- vate the backup sequence. The modem must be placed on the panel, not bn the wall or anywhere else. Try not to muck it up.
GoldenEye
Your choice of weapon in the crowded corridor of the dam's interior may make or break this mission. You'll get the greatest advantage from the sniper rifle. Not only can you zoom in, hitting your targets before they even know you're there, but the bullets have effective penetration. When you reach the ops room, switch to the KF7 for all of the close range work.
& 0 INTERCEPT THE DATA BACKUP
■K Intercepting the data in the secret ops room in the dam is simply a matter of reaching the mainframe computer and waiting about seven I % seconds for the data to download. Cleaning put the guards along the way isn't quite so easy. Make sure that you pick up every piece of ammo along the way. You'll need all the rounds you can get.
Off-site data backup initiated.
00 Agent
►
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The guards in the corridor often wait behind angles in the walls. When you see a slight bend or a widening of the corridor ahead, turn sideways and use the left or right C Button to sidestep. In this way, you'll pop out facing the enemy and be able to blast them before they can respond.
Start
BRIEFING
Mission
^ Arkangelsk „ ^
V; i *v
7 ' ' ; 1 ' x v
This is the critical part of the mission, 007. Once you’re inside the chemical weapon facility you’ll have to make your way to the bottling room where the storage tanks of lethal gas are kept. We have had an operative in position in the plant for several months— a Dr. Doak You may be able to receive a door decoder from him if you find him in the lab area. If you can, try to prevent injury to the scientists and technicians. In any event, you are to rendez- vous with 006 to complete the mission He should be in posi- tion by the time you arrive.
The chemical weapons plant is one of the deadliest spots on earth. Not only does the facility store lethal gases, it is also guarded by a crack squad of soldiers with orders to shoot intruders on sight. To make things even worse, many areas of the facility are sealed off and locked by security sys- tems. In some areas, you'll have to watch out for tanks of poisonous gas.
FACILITY
Unlocking the Way
You won't ha\^ the luxury of the sniper rifle's lor&Ldistance attack dur- ing this parirof lie nii^sion. Instead, you must^ly onj'our silenced PP7 to get you afarted, TheAwMflflf? to get the K^yCard to Jhe seJUrity room, then operi%he door teethe main lab area. After se^ireffme second secu- rity room, you'll h$ad up to the sec- ond floor lab and from there go to the bottling room.
Ceiling Air Vent Shaft
_l [SELT
Restroom
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The hidden guards in the stalls could relieve you of your life. They won't start shooting until you open the door or make a racket. Use the silenced PP7. You can eliminate one guard while you're still in the air vent.
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After leaving the restroom, you'll run into two guards on patrol at the bot- tom of the stairs. While still on the second floor, you can crouch and shoot the guards as they walk below you. If you go downstairs to meet them, you could be caught in a cross fire. You may find another guard behind you when you exit the restroom.
Nintendo Player s Guide
iiiniiiniic
FACILITY OBJECTIVES
Agent Secret Agent 00 Agent
1 Gain Entry to the Laboratory Area (Page 24);
2 Contact the Double Agent
3 Rendezvous with 006 (Page 25)
4 Destroy the Tanks in the Bottling Room (Page 25) s Minimize Scientist Casualties (Page 24)
00,0
CD *
H
H w
H-
Body Armor
Pick up this Body Armor in the Agent and Secret Agent levels. You may need it in the locker room just ahead, or when trying to get into the security room before the labs. It doesn't appear in the 00 Agent level.
After dispatching all the patrolling guards, lure the three sentries in the security room outside so you don't inad- vertently blow up the computer console that operates the security door. Use the KF7 to finish them off quickly. Don't worry about the noise.
1st Floor
Key Card B This guard carries the Key Card that unlocks the door across the hall from the stairway.
0 CONTACT THE DOUBLE AGENT
In Secret Agent and 00 Agent level missions, you must meet up with Dr. Doak, either in the second floor lab area or in the room indicated on the map here. Doak is the only scientist who will talk to you. Once you find him, he'll hand over the Door Decoder, a device that will unlock the bottling room door.
GoldenEye
Drawing A Crowd?
The last thing ygu need is to draw the attention of unjpyjted guards as you make youi^ay|TtomWlab area. Use stealth ami yourf^ilencelk PP7. In the locker r^m^^estepserBfwdfffcover to pop tflfnfo guards Then Jo back to the area you jWcleated ano take out the four guards tlw%fp®^n Finally, head to the long corridor ar$l use the doorways for cover.
& [D MINIMIZE SCIENTIST CASUALTIES
M The scientists in the facility may not be M » completely innocent, but your mission M \ requires you to consider them as civilians and not to fire on them. If you shoot three scientists by mistake, you'll fail this mission objective.
This console activates the security door leading to the labs. Draw the guards outside, safely away from the console, to finish them off.
Barrel Room
Key Card A
H
This console operates the security door leading to the Barrel Room.
After defeating the guards in the hall- way, you must face four guards inside the security room. Draw them out of the room by giving them a brief glimpse of you, then back off into the hallway and turn the corner. From there, you can pick them off one by one when they come into view.
Q GAIN ENTRY TO THE LABORATORY AREA
Once you pass the door into the lab area, you'll complete the first mission objective. The most difficult part is getting
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into the security room to trigger the door. It is filled with guards, and on the 00 Agent level, the guards don't miss. The caption above explains the best strategy for clearing the room. Once it's clear, head to the left console to open the door to the labs.
If you go in the Barrel Room, you'll find white barrels full of chemicals and guards on the upper platforms. Don't shoot the barrels or you'll be trapped!
Nintendo Player's Guide
& □ RENDEZVOUS WITH 006 |
|
Wk Alec Trevelyan, agent 006, has arrived in the bottling room ahead |
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m m of you. Go about your business setting the remote mines on the |
iK I |
M 1l tall tanks, but be sure to talk to 006 before detonating the mines. By talking to Trevelyan, you fulfill the third mission objective. |
□ DESTROY THE TANKS IN THE BOTTLING ROOM
IK
I W One mine must blow up at least two tanks. Place each mine on a tank so that * *■ it faces the tank in the other row. You can also use just three mines, placing a mine at each intersection of four tanks. Use your gun if you run out of mines.
Labs and Bottling Room
□
*
• •
mm
Only the Door Decoder will open this door in Secret Agent or 00 Agent level. Stand very close to the door, then trigger the Decoder.
Trevelyan: Half of everything is luck
BRANCH
Q Branch doesn’t just sit about in labs thinking up fun things for you to destroy. 007. Dr. Doak is out in the field, risking his neck for this mis- sion. His Door Decoder must be activated and triggered at close prox- imity to the bottling room door for it to work. Is that quite clear?
mil
mm
GoldenEye
Mission
** Arkangelsk . **
V* I *V
BRIEFING
I won’t lie to you— getting out of the chemical weapon complex could he dicey. Our intelligence indicates that a single engine plane is always kept on hand hut that the ignition key is kept under guard in a hunker at the end of the airstrip. Recent satellite photos have revealed a Soviet tank parked near the loading dock. Use it to destroy the three gun emplacements and the missile battery so you don’t get shot down. If you manage that, you should he able to make one of your typically death-defying escapes and he hack in London in time for tea.
Only one escape route from the chemical warfare facility offers any hope for success: the runway. But even this utilitarian airfield is being heavily defended. In addition to armed guards on patrol, you'll face a rain of fire from three gun emplacements and a missile battery. Fortunately, you'll find plenty of ordnance to help you fight back, like a well-armed Soviet tank.
& El DESTROY THE MISSILE BATTERY
The third objective in the Secret Agent level is to ij \\ take out the missile battery. You can do this using f \\, the tank or the timed mines. The tank is your best bet. Aim a bit low, at the roof of the missile tower, rather than at the battery itself.
& □ ESCAPE IN THE PLANE
M This objective ends mission one, no matter which ■ ■ game level you are playing. When you reach the § \ plane, go up to the door and push the B Button.
You'll climb in automatically and fly away.
Preflight Check
Drive the tank on the right side of the/rfrnw^y and hit the guard, then angle to the left
and target the guards on that side, to the tank's main gun. Pivot and to take out the two remaining guns.
ich the first gun emplacement, switch battery, then head down the left side
& Q FIND THE PLANE IGNITION KEY
M Outside the facility, to the left, is the bunker con- m » taining the plane key. Grab the grenades outside the I # %. bunker, go inside, and lob a grenade into the alcove containing the guards. The plane key, slightly singed, will be yours for the taking.
E3 DESTROY THE HEAVY GUN EMPLACEMENTS
m » One well-aimed shell from the tank's * " main gun will destroy a gun emplace- ment. Stay on the left side of the runway so that just one gun can be aimed at you and blast the guns on the left side as you approach them. Finally, pivot and shell the final gun position.
Nintendo Player's Guide
RUNWAY OBJECTIVES
Agent Secret Agent 00 Agent
1 Find the Plane Ignition Key 3 Destroy the Heavy Gun Emplacements
3 Destroy the Missile Battery
4 Escape in the Plane
SB
32 00,0 (D SI
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Don't stand around by the plane. If enemy fire hits the plane several times, it will blow up just like crates or other objects in the game. Keep moving.
Q BRANCH
•fLlv
There's something you should know about this
Soviet tank, 007. You can
drive it and pivot the gun ~ fflBlfc-
turret separately by push- 0000*0****'^
ing the L Button and using — the Control Stick. The tank's direction and speed
is also controlled by the Stick. Since it’s not one of ours,
I expect you won't even leave a scratch on it.
A, 6
P
You can use your own weapons, like the KF7, or the gun turret on the tank. When you first drive on the tarmac, use the sights on the KF7 to drop the guards, then switch to the tank gun in order to destroy the emplacements. Minimize the angle of fire from the heavy guns by staying on the left side of the runway " while pivoting to shoot the missile battery and single gun emplacement on the right side.
Grenades
GoldenEye
•Part 1
Secret Agent
Put Them on Ice
The cabins are perfect places to hide from bullets. You can also lure troopers inside to meet their doom, or you can fight from the doorway, side- stepping behind the cabin walls for safety. The buildings also house enemies, so try launching a grenade into a full house to wipe it out.
From the main walkway, peer over the snowbank and take aim at the oil drums in front of the cabin. If you blast them, they'll ignite an explosion that will take out both guards stationed at the entrance.
Grenade Launcher
Hut Door Key —
\ *
^ Mission * „
* . Severnaya
// 1
The abandoned observatory is more active than ever. Troops patrol the sur^~ face, while programmers yvprk below. The plans to the underground bunker are hidden in a safe in one of the cabins, but thtFfareTcey is locked away elsewhere. And if findiihffThe keys weren't enough of a problem, there are snipers who'll see that you make it only six feet undlfTme surface.
Licensed to Snipe
Though the enemies are few and far between, they can do plenty of damage before you even catch sight of them. Armed with sniper rifles, they can target you far across the tundra. Fight fire with fire by keeping your sniper rifle handy. There aren't many places where you can seek shelter from potshots while on the surface, so be aware of your surroundings and frequently survey the area through your sniperscope.
U3 BRIEFING
Your preference may not be “on the rocks,” but, never- theless, I’m sending you to icy Siberia to investigate the old observatory. Our spy satellite indicates a suspi- ciously high amount of activity going on at the snowbound complex. And speaking of the cold, it seems that General Ourumov is now the head of the Soviet space weapons division. None of this info sits too well with us, 007. Ourumov’s probably operat- ing in the underground bunker, so find the build- ing’s plans and power down the satellite dish to sever the bunker’s communica- tion from the rest of Russia.
Nintendo Player's Guide
SURFA&E^JBJECTIVES
Agent Secret Agent 00 Agent
1 Power Down the Communications Dish (Page 36)
2 Obtain the Safe Key
3 Steal the Building Plans (Page 31)
4 Enter the Base Via the Ventilation Tower (Page 30)
For a view to a kill, climb the watchtower and arm your sniper rifle, then aim toward the main road until you spy the unsuspecting guard who patrols the walkway. Fire carefully, because if you miss, he'll come running your way with reinforcements.
Safe Key
El OBTAIN THE SAFE KEY
To explore the bunker for Part 2 of your mission, you must first steal the building plans, which are locked in a safe. The key to the safe is locked inside the hut, and two soldiers guard the hut door key. Rather than walking into their cabin straight into danger, fire at them through the windows.
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IMIli
You can get a good glimpse of the surface from the top of the old observatory, but don't stay too long— snipers can easily spot you when you're perched atop the tower. The troopers can also easily trap you there, since there's only one staircase.
GoldenEye
; Up
T the mission than hunt
He<
If you'd rather speed Jj down all of the snipers, jdon'fvbpther venturing to the helipad or the pair of cabinS-.aUhe bottom of the map, since neither plae^fs flrucial to getting into the bunker. Ji^st be sure to keep an eye out for soldiers, because they may, catch you off guard while you're busy with yodr objectives.
If you try to open the bunker door by the helipad, your attempt will alert an endless mob of the observatory's special military forces. Besides, guests should never walk through the front door uninvited, so mind your p's and Q's advice— enter the bunker through the ventilation tower.
□ power down the
COMMUNICATIONS DISH
ft
m * Your covert operation won't be so covert if the troops can use their communications " *■ dish to warn others of MI6 activity. Sever their links to the outside by entering the tower and following the stairs to the second door — inside you'll find the mainframe, which you can power down by hitting the B Button. Do not destroy the computer.
□ ENTER BASE VIA V VENTILATION TOWER
Infiltrate the bunker through the ventilation tower ■* *• rather than trying to go in through the door by the helipad. The entrance grate to the ducts is on top of the tower, but padlocks secure it in place. One hit from your KF7 can blow out a lock — just be sure to be on the lookout for snipers since the four padlocks may keep you distracted for a while.
BRANCH
No gadgets, just your PP7 and a sniper rifle for you this time. 007. And that doesn’t mean that bullets will solve all your problems. If you shoot the computer in the communications tower, it will auto- matically engage its emergency power, and you won’t be able to shut it off. So try to be a little less than your usual trigger-happy self, 007.
Nintendo Player's Guide
E STEAL THE BUILDING PLANS
V
; n ; Once you steal the key // \ ■ to the safe from the J " hut, head for the left cabin in the fenced area. Inside it you'll find the safe where the building plans for the under- ground bunker are hidden.
The upper cabin on the map has a camera mounted on it, while the lower cabin has an alarm. Shoot out the warning systems before entering either building. Inside the upper cabin, you'll find a grenade supply.
GoldenEye
Secret Agent
Soldiers Galore
If a guard triggers an alarm, or if you're spotted by the surveillance cameras, the rush of attacking soldiers — like diamonds — will be forever. When you start your mission, you'll be facing a door. Once you open it, the guard on the left will try to trip the alarm in the room's back left corner while another guard will blast you. Put an end to them both by blowing up the computer.
JJJj BRIEFING
Mission
Severnaya , ^
“T(fune«imeras keep watch over the old bunker in Severnaya. A single mis- step in front of one will send infinite- troops^headgfj vour way. Plan your moves accordingly to shoot out the' cameras "fee tore they spy you, but
moves accordingly to : avoid going on a shootfl
»oot out the" cameras befofeihey spy you, but » spree. The mainframe inside the computer room
must remain intact or you'll be unable to downloal
Silence Is Golden
Before entering the second half of the bunker where the main video screen is, stick with using your trusty silenced PP7. lf>you use the KF7, you'll blow your
cover and end up fighting more g To avoid getting attacked from [ before heading for Camera 2.
1 like to deal with at one time. i your way to the top of the map
Shoot out all cameras, but avoid step- ping in front of them or a battalion of infinite soldiers will close in on you.
D
DISRUPT ALL SURVEILLANCE EQUIPMENT
t|
// \ I As soon as the surveillance cameras catch you, endless troops of soldiers will zero in on you. To remain inconspicuous, use your silenced PP7 to shoot out the cameras. For Camera 1, shoot from the window of the first room's door. Blast Camera 2 from around the corner of the hall. Crouch by the door across from the com- puter room and shoot through the window to take out Camera 3. For Camera 4, fire at it before ascending the stairs.
Something’s amiss at the old observatory in Severnaya. Skilled personnel have relo- cated to the facility large shipments of computer hardware have arrived there, and the area has recently been excavated— all quite peculiar for an outdat- ed bunker in the middle of Siberia, wouldn’t you say 007? Clear up this matter for us by penetrating the installation. I realize you fancy yourself as debonair and photogenic, but try to avoid the cameras. If the surveillance equipment detects your presence, the entire secret mission will be jeopardized.
Nintendo Player's Guide
BUNKER OBJECTIVES
Agent Secret Agent 00 Agent
1 Disrupt All Surveillance Equipment
2 Copy the GoldenEye Key, Leave the Original (Page 34)
3 Get Personnel to Activate the Computer (Page 35)
4 Download Data from the Computer
5 Photograph the Main Video Screen (Page 35)
■■■■■■
Bunker
E DOWNLOAD DATA FROM THE COMPUTER
M ■ The computer room where the bunker's mainframe sits is " ™ closely guarded by three soldiers. The computer contains cru- cial data needed by MI6, so try not to let any stray bullets destroy the terminal. If you stand at the door, you should be able to shoot at least two guards through its window. With the room secured, you can safe- ly lead Boris Grishenko inside, where he can hack into the system. Once he gains access, use Q's Datathief to download the information.
Camera 1-
0^
Alarm
One guard will attempt to set off the alarm, while the other will try to shoot you. If you're not much of a sharpshooter, aim for the computer— if you overload its circuits with your bullets, it will explode, taking out the guards and the alarm.
-Body Armor
— Security Key Card
— Camera 2 Camera 3
— Computer Room Key Card
Computer Room
In espionage, stealth is the key, so avoid carelessly rushing into rooms or you'll walk into enemy fire. To enter the com- puter room, spy through the door's window to take aim at the guards.
GoldenEye
Bunker
Body Armor -
GoldenEye Key _
The Key to the Mission
From the hall, peer through the doorway and shoot the soldier who stands on/me plSt^orm by the Camera 4. Quickly retreat back into the hall to take out the counterat- tacking soldiers who wtll cIosk in ^n you. Once the coast is clear, shoot out the camera,. :th£n pursue Boris before he heads for the exit.
Camera 4 will spot you if you try to shoot it from atop its nearby staircase. Remain undetected by taking aim from across the room.
*• *
mo
r »ia
4!
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0 COPY THE GOLDENEYE KEY AND LEAVE THE ORIGINAL
i
Fearing for his safety, computer programmer Boris leaves the •* ^ GoldenEye Key behind at his workstation. You'll need the key, but only to make a copy of it. Grab it, then activate your Key Analyzer. Once it creates a duplicate, toss the original GoldenEye Key aside by hitting the Z Button.
FROM PAGE 33
-Security Door
-Alarm
Shoot out Camera 4 so troops won’t flood in through the exit. Normally, two soldiers guard the Exit, which has an alarm to the left of the door. After blasting the camera, head to the exit and blow away the guards before they have a chance to trip the alarm to call for reinforcements.
Nintendo Player s Guide
□ PHOTOGRAPH THE MAIN VIDEO SCREEN
ft
m * The bunker's personnel have been tracking their operations on the " *■ main video screen where their GoldenEye activities are mapped out. MI6 needs to know of all the remote locations, so preserve the map on film with your Microcamera. When taking your snapshot, be sure far enough away so that you can get the entire screen
□ GET PERSONNEL TO ACTIVATE THE COMPUTER
Before you can download the data from the computer, you must first get Boris to activate the computer. He's not as invincible as he thinks clear the bunker of soldiers or he may take a one of your gunfights. Once you've secured the confront Boris and make him lead you puter room. The weasel ly programmer best to elude you, but if you manage to reach computer room with him, he'll access the bunker mainframe for you. Boris isn't to be trusted, however, and his log-in will alert a task force to your where- abouts. These men in black are highly-trained and strongly-armored sharpshooters, so arm a rapid-fire weapon immediately after downloading the data.
BRANCH
fkiiow ydu’ro not, much of a bhuht.orhug, 007, but. I’ve given you a Mieroomnera to photograph the bunkot's math video Scroll. I trust that the camera won’t, he too difficult to figure out-junf point, and shoot. Tty. not terribly .different, from what you’re used to dot ng. T also k now that you're not used to hacki ng, so I’ve given you the Uatathiof. dimply attach it. to the h i inker's i Mainframe. * i t vv i 1 1 autoniatioa.lly decode and download the necessary information.
Keep your eye on Boris as he leads you to the computer room. If you turn your back, he'll try to elude you and escape through the exit.
Protect Boris from gunfire until he activates the computer for you. If he gets shot, you won't be able to download data from the mainframe.
GoldenEye
Exit
Start
> LAUNCH SILO #4
BRIEFING
MI6 has received reports of unscheduled test firings from the Kirghizstani mis- sile silo. Infiltrate the base, 007, and find out what exactly is being launched. Intelligence reports lead us to believe that the recent activity may he a front to launch the GoldenEye weapons satellites into orbit. If our suspicions are correct, we need to have you bring us back a photo of the satellite and the DAT of its telemetric data. The silo poses a potential threat to international security so sabotage the operation by stealing the control circuitry and destroying the complex.
V
Mission
I 3 !
^ Kirghizstan ^
<3 —
";,v
Countdown to 00
While the Agent Level of operation ha^ffoti*ne constraints, Secret Agents must com- plete their missions in under seven a/id aVialf \imutes. and 00 Agents must finish in less than eight and a half minutes. 1tfeave|tim^, efficiently take out soldiers by blast-
ing any computers that may be nearbytl
but don't hurt the scientists.
Housed inside the-five-story missile complex are four fuel rooms where scientists monitCT'amf control their satellites' activities. Practice caution around the scieitfiste-as-wetl as the armed guards — the labcoats will com- ply with you most of the time, but if they get caught in your cross fire or feel threatened to defend themselves, they may draw their gyns on you.
Nintendo Player's Guide
V
SILO OBJECTIVES
Agent Secret Agent
00 Agent
1 Plant Bombs in the Fuel Rooms (Page 39)
2 Photograph the Satellite (Page 39)- -
3 Obtain Telemetric Data (Page 38)
4 Retrieve the Satellite Circuitry (Page 38)
5 Minimize Scientist Casualties (Page 38)
2nd Floor
Time is of the essence, and one wrong turn can cost you the mission. Always turn right after exiting a fuel room. The only exception is the left turn you must make on the fifth floor.
1st Floor
Key Card
h CPU Circuit Board ' Q I/O Circuit Board
Q RSP Circuit Board
A Key Card will unlock the door to the next level of the high security silo. Only the sci- entists have access, so con- front them for their Key Cards.
Soldiers are ready to greet you with gunfire, and your rifle will no doubt attract more troops. Catch them off guard by blasting the drums at the top of the stairs to send a chain reaction explosion barreling down the hall.
SILOW
SILOW
GoldenEye
Gunshots Within Earshot
Since the alert soldiers willcAaa^running when they hear the rifle fire from your KF 7, use it onIWto p$lt heavily-guarded areas such as Silo Y's third floor, Silo Z's fourj^iilaar. arret^lfentire fifth floor. For other areas, especially the fuel room^orofylaround with the stealth ier, silenced
The lone soldier on the catwalk can attack you from behind while you're clearing out the right wing, so be sure to aim high and blast him when you're on the second floor of Silo X.
FROM PAGE
37 n
Spies ranking in the Agent Level will find Body Armor at all the locations that the map indi- cates. For Secret Agents, Body Armor is available in Silo Y and the satellite room. Operatives working in the 00 Level will find armor only in Silo Y.
= Key — Card
□ MINIMIZE SCIENTIST CASUALTIES
ft
M * You may have a license to kill, but shooting a scientist can result in an unacceptable, non-military casualty. If you take out three scientists, you'll be pulled from the mission. Remember now, you're representing the crown.
0RDP Circuit Board
Body Armor
E| Telemetry Data DAT
R
□ OBTAIN TELEMETRIC DATA
The scientists have been monitoring the launches of their satellites and collecting the crucial telemetry data on to a DAT. If you I
approach the scientist stationed to the right of the entrance, he'll toss you the tape.
& □ RETRIEVE THE
SATELLITE CIRCUITRY
m To align the orbiting weapons satellites, the silo's M control circuits must be installed. Personnel have left the various vital circuit boards lying around in the fuel rooms. Steal the circuits to render the satellites useless. Do it for England.
Nintendo Player's Guide
□ PHOTOGRAPH THE SATELLITE
MI6 is unsure of what the scientists have been launching from the missile silo. The agency suspects the silo is related to GoldenEye, so clear any doubts by snapping a photo of the satellite with your Microcamera.
Satellite
4th Floor
BRANCH
I 'leaso don't di l l.y dally .0071 TTx; plastic oXplofPVO.M IVd given you arc timed to doto uato i ix loss l,b an eight and a ball’ minutes. Plano a charge in each of the four fuel rootxiH and bo quick! Your- automation.! ly primed oxplo si v( sf. will bring down the iioij.no Qu j to literally.
Exit
Plant
PLANT BOMBS IN THE FUEL ROOMS
Plant your plastic explosives wisely, because you're armed with only eight charges. The first four rooms of the complex each has a wall marked with a skull and crossbones. To destroy the missile silo, place your plastic explosives on these walls.
General Uurumov and his troops are poised to blast you with bullets. If you're lucky enough to find a grenade, throw it down the hall once you open the door. Otherwise, wait by the door to blast the sol- diers as they enter. Ourumov will wait at the end of the hall and will flee from your fire as soon as he needs to reload. In his haste to escape, he may leave his briefcase.
This hallway is the only place where you shouldn't turn right after exiting a fuel room. To keep you headed in the correct direction, the doorway to the right is marked with the "do not enter" symbol.
=D0
GoldenEye I
©ITS TIB^SZITtf JTJ[
****i_H2^L s nozssxre
Open the hatch but don't go in. The guards won't react at first, giving you time to aim and fire. If you walk in, the hostage will be shot almost immediately.
Mission
4 1
Monte Carlo . ^
V v>x
v * i • \
[«» FRIGATE
The La Fayette is a warren of corridors, hatches and rooms, so tread soft- ly but quickly. There are three levels: the bridge (upper) deck, the main deck and the lowej deck. Hostages are being held on the bridge deck and the lower deck. You can actually^gef to ffitFbeJicopter very easijy from the outside. Just walk through hatchTTs~€~imdTEJaMllu)p up onto the helipad*^*
BRIEFING
Janus operatives have taken control of the French navy frigate La Fayette and are attempting to steal the Pirate stealth helicopter. To complicate matters. Janus has taken six hostages and is threatening to Plow up the ship if they are not allowed to leave safely This is a golden opportunity to get a lead on Janus, so the French have agreed to let them take the aircraft. You are to infiltrate the ship, disarm the bombs, place a tracking bug on the heli- copter and free the hostages. I need not remind you that the safety of the hostages is paramount!
Walk Softly, But Carry a Big Gun
The exterior of the ship will be clear when yotir hoard, but the interior is crawling with armed Janus operatives. Your silencedt)5K should be your weapon of choice. Though it ; has less stopping power than the Phantoms the criminals are packing, it is accurate and I less likely to draw attention. You don't Want tb. gef caught in crossfire in a confined space.
Main Deck-Exterior
You'll begin and end the mission here. Head through the hatch marked "C" on the map. From there, you can either go forward to the bridge or back toward the communica- tions room. You can also go through hatch E toward the helicopter pad.
A E DISARM THE BRIDGE BOMB
While disarming the bridge bomb with your electronic defuser is a snap, get- ting to it without the hostage being shot can be dicey. Approach the bridge J \ through the ship's interior. There are three enemies on the bridge, and the left hatch gives you the best line of sight on the one guarding the hostage. Take him out first. Once the hostage is free, use the defuser on the bomb. It's attached to the main console on the left side of the room.
r
Nintendo Player's Guide
This is the easiest objective, and the one you may want to complete first. From your launch, make your way through hatches C and E. Hop onto the helipad and
Tracker bug successfully" plaritotHin Pirate
Start
Exit
FRIGATE OBJECTIVES
Agent Secret Agent 00 Agent
Rescue the Hostages (Page 42)
2 Disarm the Bridge Bomb
3 Disarm the Engine Room Bomb (Page 42)
'"IT” — “
4 PtentrtTTe’Tracking Bug on the Helicopter
□ PLANT THE TRACKING BUG ON THE HELICOPTER
The guard in this room is packing two guns. If you prefer the louder but more powerful Phantom automatic, here’s your chance to grab one.
There are three guards each in the two corridors past the hangar. There are more guards on the other side of the pipes in the second corridor and at the bottom of the stairs.
Agent
Hostage Crisis
Each hostage has a single guard holding him at gunpoint. If you shoot that guard, other enemies in the room will gun for you, not the hostage. If you receive the "Hostage released!" message while roaming the ship, it means that a guard has left his hostage and is now searching for you.
GoldenEye
MISSIOW 4
Monte Carlo g Frigate
Hear No Evil
Be very conscious of sounds around you. If you hear the clank of a hatch but don't' anyone, it may mean that a guard has shotted you aritjjip's run to alert his comrades. If you're rfghrt nextfto an area where a hostage is being radd, merag a slim chance the hostage may be shot befcfb'you even enter the room.
El DISARM THE ENGINE ROOM BOMB
The bomb is on the engine control console on the upper catwalk. Come in through the hatch nearest the console. Take out the two guards on the catwalk and any others that come running. Defuse the bomb, then stand next to the console and dispatch the guard below who's holding the hostage. You can crouch and use the targeting cursor at the same time by holding both R and the bottom C Button.
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A □ RESCUE THE HOSTAGES
S You must save five of the six hostages to succeed on 00 Agent level. The ■ M trickiest saves are in the communication rooms on the bridge deck. It's Jf % best to approach from hatch C or E. If you come from that side, you'll have a better view of the guards holding the hostages. Stay outside the first room until it's clear, then step in and pivot to the right to see the next guard and his hostage.
BRANCH
This Bomb Defuser is so simple to use, even you can operate it, 007. Simply activate the device within a few feet of the bombs. It will emit a localized electromagnetic pulse and disrupt the bombs’ primary and backup control systems, ren- dering them completely harmless. As for the Tracker, you only get the one. so do be careful how you handle the thing.
Bridge Deck
There’s a wall of pipes separating this stor- age room and the corridor that leads to and from the hangar. No matter which side you come from, you can shoot between the
Main Deck-Interior
FROM PAGE 41
_ s on the opposite side.
If you're in the corridor, beware of the guards at the bottom of stairway.
HD
If you come in from the hangar, chances are you'll meet a lot of resistance at stairway. Stand at the top of the stairs and blast Janus's men as they scramble through the hatch below.
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If you shoot at this guard from the catwalk and miss, he'll run to you instead of shooting his cap- tive. If you confront him on the lower level and miss, he'll likely shoot the hostage before he tar- gets you.
Mission
! 5 !
Severnaya ,
& — - — - // I *v
Parti
SURFACE
The layout of the Severnaya complex is unchangff are now equipped with remote cameras. A Russia has already secured the area, so expect heavy resis will cut down on visibility, but you'll need to move
BRIEFING
Body Armor
Besides the key, you'll usually find a suit of Body Armor in the corner of the shack. However, if you dare take on this mission as a 00 Agent, you'll have to make do without the extra protection.
Stealth Op
The watchwords for this oper- ation are speed, and stealth. Keep moving ancfWise your PP7 a? much as possible. You. may.: ru n short
on arrtjmo, but yaw'll also avoid cohfront.^ti,pn§/ that way. The Russians higve unlimited reinforcements, and if you stand and fight, it will be just a matter of time before you're worn down.
The lookout towers are good places to take refuge if you're being surrounded, but don't linger in this area for long. Stay just long enough to collect some extra ammo and then move to the shack where the comm room key is located.
Comm Room Key Security has been tightened, and the comm room in the observatory is now kept locked. An officer in this shack has the key. Follow the edge of the forest to avoid troops on the road. Stand back from the building and shoot the camera near the door before you charge in. If you don't, you'll probably be picked up when you open the door.
The Pirate helicopter has been traced hack to the Severnaya observatory com- plex. Our spy satellite detected a brief battle, and now the helicopter has dis- appeared completely. We must find out what busi- ness Janus had at Sever- naya and what he might have taken from the com- plex. In the meantime, the Russians have also respond- ed to the crisis by sending a strike force to the observa- tory. Take care not to be cap- tured, Bond. The Russian military will not respond to your “boyish charm” and will likely put the blame for this fiasco on a certain British secret agent!
W Nintendo Player's Guide
Agent Secret Agent 00 Agent
1 Disrupt All Surveillance Equipmentflfeages 4s and 47)
2 Break the Communications Link to the Bunker ( Page 46)
3 Disable Spetznaz Support Aircraft (Page 46)
4 Gain Entry to the Bunker (Page 47)*. gfl
& □ DISRUPT ALL SURVEILLANCE /\ EQUIPMENT
There are four surveillance cameras that must be destroyed. One is on the same shack that the comm room key is in, one is above the catwalk beneath the satellite dish (look up as you turn the corner to go toward the comm room) and two are on buildings at the southern end of the complex. Try to hit them from far away or approach them from behind.
BRANCH
I'm afraid the silencer for your PP7 and the remote mine are all the support equip- ment you’ll receive for this mission, 007. Just toss the mine onto the helicopter to activate the ten-second fuse. If you miss the target, the mine will deactivate.
Hound MI-4 destroyed.
TO PAGE 46
GoldenEye
Surface
0 DISABLE SPETZNAZ SUPPORT AIRCRAFT
Live on ,the Edge
After you retrieve the comm room key, heagHfrthe observatory (security patrols will be heav- iest near there) and then to the shacks oq the" southeast perimeter. Hug the edge of the map whenever possible. You'll be safe from ambuslt from one side, at least.
I
This should be your second-to-last task. Without the helicopter, the Spetznaz won't be able to take any evidence away from the site. Plant the mine and then take shelter away from the blast. Be sure that you receive the message saying that the objective has been completed before you enter the bunker to end the mission. It sometimes takes a few seconds after the blast for the message to appear.
□ break the communications
LINK TO THE BUNKER
ft
w\ On your last visit to Severnaya, you simply had * to turn off the comm link. This time, you must destroy it. If you fiddle with the console at all, a technician will come on line and spot you. He'll alert the Special Forces, and you'll fail the mission.
Shoot the screen and the two hard drives. You'll first receive a message saying that the link is damaged. Keep at it until you receive a message saying that the link is destroyed. Beware of guards at both doors!
Communications link damaged.
.» -
If you think the ventilation tower is your ticket into the bunker, think again. After your last mission, security had the grate welded shut. Not even a mine or a grenade can blow it open now. You'll have to try something unorthodox, like using the front door.
Expect trouble here for sure. A squad of crack Spetznaz troops is using this shack as a bunkhouse. Even if you don't set off the security alarms, they'll come pouring out at the slightest noise. Double Klobbs will help you deal with this threat, especially the blue-suited Special Forces officers. They're wear- ing Body Armor and can take a lot more punishment than regular troops.
Nintendo Player's Guide
□ disrupt all
SURVEILLANCE
EQUIPMENT
The surveillance camera in the observatory is the one most often missed. To avoid being seen around the easternmost shacks, camera from the north and fire through the chain- camera at the bunkhouse, come sides of the building. Even when the patrols will still track you.
□ GAIN ENTRY TO THE BUNKER
As stated before, you should blow up the helicopter just before you enter the bunker to end the mission. The covered entryway is actually a good place to take shelter while
you wait for the mine to blow. It's far enough back to avoid the concussion from the explosion, and enemies must jump around to your front before they can fire at you. Be sure to clear out all enemies before you turn around to enter the bunker. You'll then be cap- tured automatically.
GoldenEye ^
Mission
5 1
^ Severnaya ,
<■•■
v/ i -O
Parts
BUNKER
Most of the Bunker's security cameras are locat^fMH level. The primary security force is large, but, normal However, if you're picked up on the security dtJPl sounds, unlimited reinforcements will be called Jn.Th diers are much tougher than the usual troops, and the'
Bain (upper) t unlimited.
the alarm ?-s|iited sol- they will findryou.
BRIEFING
This situation is a disgrace 007-to you, to me and to MI6! I was actually begin- ning to think you might be worth keeping on in the Service. As it is, you’ll be lucky to get out of Severnaya alive, much less remain in Her Majesty’s employ. If you do manage to escape, you must erase all record of your presence in Severnaya and bring back any information available on GoldenEye. In addition, we still have not deter- mined who the “inside” operative at Severnaya is, so it is imperative you find the staff and casualty lists and bring any witnesses out with you.
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Pace Yourself
If you sign on as a Secret Agent or 00 Agent, charg- ing around will only get you an » early funeral. Proceed slpwfy -and look for places wat a fe easily defended; like^mafi rooms or alcoves, ft \otsM guards are chasing you, retreat to one of those; places until things die down. You can also lure guards to those places and ambush them.
Body Armor
Novice agents will appreciate the Body Armor, but the room is heavi- ly defended. Keep moving and duck in and out of the alcoves to dodge enemy fire. Another strategy is to draw troops out of the room a lit- tle at a time. Stand in front of the door and fire through it or open and close it quickly, then retreat to a lefensible
more defensible position.
COMPARE STAFF/ CASUALTY LISTS
The casualty list is usually found here, carried by one of the guards. If that particular guard moves, however, you must look for him. All the guards in the Bunker seem especially good at homing in on your current or last known location.
□ recover the goldeneye
OPERATIONS MANUAL
ft
M N The GoldenEye Manual is tucked away in this safe, but you'll need two keys to open it. You'll find Safe Key 1 in this room. The other key, Safe Key 2, is in the computer room on the main level. The guard at the back of the room, just opposite the door, usually carries it. Stand at the door and target him through the left-hand window.
Nintendo Player's Guide
BUNKER OBJECTIVES
Agent Secret Agen
l Compare Staff /Casualty Lists
2 Recover the CCTV tape (Page 50)
3 Disable All Security Cameras (Page 50)
4 Recover the GoldenEye Operations Manual
5 Escape with Natalya (Page 50)
W
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*2
0o
Silenced PP7 (2)
- /
This camera points down the long hall. Go through the large room (where the casualty list is located) and blast the cam- era from the side, where it can't see you.
Cell Key 2
0 TO PAGE 51
The door in front of this guard is kept locked, and he holds the only key, Key Card B. He'll sometimes open the door to let other guards through, and you can ambush him then. You can also draw him out by making a disturbance or ambushing guards down the hall.
Throwing Knives
Use your Watch Magnet to grab Cell Key 2 and bring it to you. Stand right across from the key and activate the magnet. The guard won't even notice.
Once you have the key, wait until the guard is close to your cell door before you open it. Chop him a few times to defeat him. If you crouch, he'll have a harder time shooting you. You'll receive from him Cell Key 1, which opens Natalya's cell.
1»H
a
GoldenEye
Battle Behind Bars
Your cell is one place that's easily defended. The bars will protect you from most enemy guns lobb), but you can ^asily. On the of the auto- Come east. Edge and take out see you. Guards will hear the explosions and try to sneak up behind you.
□ RECOVER THE CCTV TAPE
The CCTV tape is the only hard evidence that you were ever here, but you'll have to avoid the security cameras to get it. The camera near staircase D poses the biggest problem. If you come up staircase B, you might have trouble hitting the camera before it spots you, even if you use the scope-equipped KF7 rifle. The best bet might be to come up staircase A and approach the camera from the side. You'll be closer, and if you crouch, it will be harder for it to see you.
Control Room
□ DISABLE ALL
SECURITY CAMERAS
f j V\ Most of the security cameras .
^ are on the main level (check the icons on the map). You can shoot the one in the computer room through the window in the door. To target the camera in the room across the hall, stand in the hall a step or two back from the door, crouch and look up. Once that camera is gone, enter the room and walk to the left to the next hallway. Open the door and take | one step through. Look straight up.
*t
& 0 ESCAPE WITH NATALYA
■E Once Natalya is free, she'll follow you wherever you go. Though the guards will often ignore her,
M «. she'll likely be caught in the cross fire. To avoid mishaps, don't release her until every other objective has been completed. Take her to the main control room near the exit. She'll discover that the GoldenEye is aimed directly at Severnaya! You'll then have one minute to escape.
BRANCH
After Natalya discovers that Severnaya is about to be destroyed, most of the guards will ignore you and flee. If there are any near the exit, however, they may give you a hard time about leaving the party.
Your standard-issue watch is equipped with a
high-powered electromagnet. It fires a tightly
focused magnetic beam with an effective range
of up to several meters. It should be more than
enough to attract a
small metal object.
such as a key. and
bring it to you. As
for attracting other j|
things, I’m sure you m
can manage that ^ wiwiuwi,. A„MAl.,
well enough on
your own.
Nintendo Player's Guide
in
You can shoot through the window in the door to destroy the camera. If you're having trouble, you can open the door, but shoot quickly before the camera spots you.
Safe Key 2 Even if you stir up a lot of trouble nearby, this guard tends to remain at his post. The Safe Key 2 he's carrying will open the safe located on the Prison Level. The safe contains the GoldenEye Operations Manual.
If you step into full view, the automatic guns will target you easily. Edge around corners until just the barrel or part of the gun is visible. Use the targeting cursor to make sure your aim is true.
STATUE PARK
Mission
St. Petersburg,^*
sA
Bond and MI6 are stymied by the missing Natalya and the dead tracking bug on the Pirate helicopter. To flush out new leads, M has contacted Valentin Zukovsky, a former KGB agent who claims to have connections to A massive arm-smuggling syndicate. If janus wants to unload hisdhot commodity, he'll tr^o sejj it p,n the black market. Petwa^Rb would be willing to cut Bond in on
BRIEFING
I dislike dealing with rogues, hut this fellow Valentin is the only lead we have. You might remember him from a few years hack when he was with the KGB. More than a few of our operatives were ferreted out hy Valentin. It’s rather ironic that we’re working with him instead of against him in the post-Cold War. But don’t think that our former enemy is working with us in the interests of world peace. I believe he’s a shrewd opportunist looking for a way to move in on his business competition, and he probably thinks you’re the best thing to come along since glasnost.
3J..I
The
Graveyard
Statue Park is St. Petersburg's grave- yard foil the Soviet Uniot
and
the fearless tread here at night. Keep the odds in your | favor by moving along the cover of the broken marble.
□ CONTACT VALENTIN
A former enemy of MI6, Valentin Zukovsky became a black market trader of arms and information when the original KGB dissolved with the Soviet Union. Zukovsky claims to know Janus, so M has arranged a meeting between 007 and Valentin in the hopes of find- ing the missing Pirate Helicopter. The only thing disturbing about the whole arrangement is that Janus seems to be just as eager to meet with 007 as MI6 is to recover the helicopter. The whole thing smells like a trap. You must meet Valentin in the cargo container and hear him out.
Valentin is waiting inside an orange cargo container near the middle of the park. Don't let the soldiers interrupt your meeting.
Nintendo Player's Guide
PARK OBJECTIVES
Agent Secret A
1 Contact Valentin
2 Confront and Unmask Janus (Page 54)
3 Locate the Pirate Helicopter (Page 54 )
4 Rescue Natalya CfegefttA.
5 Finfclight Reporder (Page 55)
BRANCH
The Janus Syndicate’s guards carry special automatic shotguns. While we have more powerful weapons in our Q arsenal, you might he hard pressed to find something with more stopping power in St. Petersburg. See if you can bring one back.
GoldenEye
Take Cover
After the meeting with Janus, Statue Park will be trans- formed into a lethal land- scape filled ^Jt^elite security teams, the Statui tough i same composure on your way back out.aTake advan- tage of the extensive cover throughout the level and remember that time is of the essence — those Janus thugs won't dare show their faces at the park gates.
Being arrested by Defense Minister Dimitri Mishkin as you're making your escape from Statue Park might sound like a grim fate, but this Russian official is your only hope for getting out of St. Petersburg alive. The confrontation is a tense standoff, so don't blow it by firing on Mishkin or his deputies. The Minister is known for his fair reputation. He's a far cry from the former Soviet officials in the Politburo, so there's a good chance he'll listen to your case.
0 CONFRONT AND UNMASK JANUS
Ifr
■B Valentin's arranged meeting with Janus is a sticky and tense situation. The cunning syndicate leader m ■ will call off the engagement if you're anything but empty-handed. He's also paranoid enough that he'll " " cancel the conference i if you attempt to walk toward him when he's talking to you.
Keep your distance and hear Janus out. It's impossible to catch him, but you can use the Statue of Lenin as cover when he adjourns the meeting and orders his men to finish you off.
□
LOCATE THE PIRATE HELICOPTER
ft
m ■ Janus landed the Pirate helicopter back at Statue Park's main entrance prior to your meeting at the Statue of Lenin. This is the place where you started the stage. If you paid close attention to the landmarks on the way to the meeting with Janus, you won't have any problems retracing your route, unless you decide to take out the syndicate's operatives along the way. Remember that the enemies in this stage are endless — don't waste your time on them.
B RESCUE NATALYA
n
M Natalya is lying unconscious beside the Pirate t » Helicopter. Directly above her head is a proximity mine * * with a 1 5-second fuse. I The mine will automatically activate no matter how you approach the helicopter, and you don't have a Bomb Defuser in your inventory. The only solution is to wake Natalya and persuade her to follow you away from the heli- copter before the proximity mine detonates. It's an easy task unless you procrastinate.
Nintendo Player's Guide
Janus Hot Shots
The Janus troops will start pouring into the park after your meet- ing with their head honcho goes sour. Since the enemies in this stage are endless, your best strategy is to beat a hasty retreat back up to the helicopter and Natalya, but the shotgun toting Janus team will be waiting for you when you return to pick up the flight recorder. These foes are wearing reinforced Body Armor. Try to steal one of their automatic shotguns and turn their own weapons against them.
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0 FIND THE FLIGHT RECORDER
&
■R Built to survive the toughest crashes, the helicopter's flight data recorder will remain intact after Janus's " " explosives light up the night sky. The only problem is that the force of the explosion will throw the flight recorder down the hill and back into the park. No matter how many times you play, you'll never find the flight recorder in the same place twice, but the game will warn you when you wander too far.
GoldenEye
MISSION 6
--- v
Mission
6 ■
* St. Petersburg ^
# I *\
S» MILITARY ARCHIVES
Bond and Natalya are being interned at the Military Archives. Mishkin demapds to know about the theft of the GoldenEye, but before 007 can explain the connection between General Ourutr»qj| and the stolen satel- lite, there is a knock at the door. Tbe' General has orders fojglu' ex^Q^jon ' of’ Bond ai^RHm^ffective immediately. MM
RJ BRIEFING
First you were captured by Spetznaz in Severnaya, now you’re detained by the Russian Military Police. Your performance has been deplorable as of late. 007. something we’ll discuss in detail at your next review. Your best chance for a fair trial is to win the support of Defense Minister Mishkin. The latest word from our operative in the Politburo is that Mishkin is a fair man. but there seems to be some sort of political power strug- gle between him and that chap you had a run-in with during the Kirghizstan operation two years ago— a certain General Arkady Ourumov.
Maze Madness
Even if you've been through it a dozen times, the Military Archives can be a confus- ing labyrinth, especially in the smoke and confusion of battle. Until you have it mem- orized, find a dark corner and ambush your foes one at a time.
□ escape from the
INTERROGATION ROOM
ft
a » You have several options for making your escape. The most practical is to * *“ activate your Watch Magnet so you can grab your gun and ammo at the same moment and neutralize your interrogators, but the gunfire will draw other guards into the room. If you're quick enough, you can eliminate the interrogators with your bare hands before they can react. If you don't fire your gun, the guards in the hallway won't know you're loose until you have them in your sights.
Start
If you sprint across the hall- way from the interrogation room, you'll find boxes stacked in a supply room. Look for the Body Armor between two boxes.
Archives 1st Floor
® Nintendo Player's Guide
ARCHIVES OBJECTIVES
Agent Secret Agent 00 Agent
1 Escape from the Interrogation Room
2 Find Natalya (Pages 57 and 58)
H Recover the Helicopter Flight Recorder (Page 58) 4 Escape with Natalya, (Page 59)
*ttl et » I
® 3
4 o I to 3 1
O'® I 0 4 00,
Archives 2nd Floor
If you find this hidden passage, you can ambush the Dostovei-toting guards in this crowded room. Natalya will run here if you lose her during a firefight.
□ FIND NATALYA
The interrogators are covering Natalya, and, unlike the terrorists on the Frigate, they'll open fire on you instead of taking her out first. Unfortunately, these officers are intelligent enough to stand behind Natalya and use her as a human shield. They won't harm her, but if you're not careful, you will. Use your cross hairs to target each interrogator and watch your back — the noise from this tricky firefight will bring other sentries to assist their companions.
GoldenEye
Archives 1st Floor
The Records Department
Compared to the interrogation [level, the records department inside the Military Archives/s lightly defended with a handful of bored sentries. The seemingly endleWbookcases and numer- ous dark corners are grajat p|ace! to seek refuge from Ourumov's troops and the wool-boated intelligence officers.
□
0 NATALYA ON THE RUN
Aside from her harrowing experience in Severnaya, Natalya hasn't been around you enough to trust you with her life.
She'll rely on her own instincts and take flight if she finds herself in the midst of a swarm of flying lead. If Natalya says she's scared, she'll flee to another part of the com- plex. The soldiers won't shoot at her — they know you're the one licensed to kill. If you lose Natalya, try searching for her at one of the three locations indi- cated on the map.
Secret Agent
& & RECOVER THE HELICOPTER FLIGHT RECORDER
General Ourumov's execution order is in direct violation of the Politburo's new policies for dealing with spies. Defense Minister Mishkin is waiting to talk to you about Ourumov and the helicopter flight recorder in the basement. If you keep your cool, Mishkin will give you the key to the safe that holds the flight recorder. Don't turn your back on the door.
Minister Mishkin has picked a dangerous place for a ren- dezvous. He's waiting for you in a room packed with explosives. A few stray rounds will obliterate ev except the safe in the corner. Keep ger until you have the safe key. After Mishkin leaves, can use this chamber as a trap. Lure Ourumov's guards into room, then blast the crates before they realize that they've made their final mistake.
Body Armor
\ (
NH-
If you're playing Agent rank, you'll find Body Armor waiting for you on top of a box. Put it on before the elite guards spot you. Blast the boxes next to the charging troops and let the resulting explosions do the work for you.
Nintendo Player's Guide
Archives 2nd Floor
& □ ESCAPE WITH NATALYA
H Break the glass and leap out of any one of these a ■ three library windows to make your escape from M m. the Military Archives. Natalya will follow you unless she has told you that she is scared by the gunfire. If Natalya is frightened, you'll have to track her down in the archives and persuade her to follow you. The mission will be a complete failure if you jump out the window without Natalya close behind you.
GoldenEye
Mission
^ St. Petersburg ^
Bond. and Natalya barely make it out of St. Petersburg's Military Archives before a black sedan screeches to a bait in front of them. A car door opens and General Ourumov grabs Natalya and thrusts her into the car. Bond
kar vanishes in a cloud of smoking I
BRIEFING
With Ourumov’s cover blown, it’s only a matter of time before Trevelyan and the General flee from Russia. We don’t have any leads as to where they might run, but they’re the only link we have to the stolen GoldenEye Satellite. Stay close on their tail, but don’t create an internation- al incident by accidentally bumping into the citizens of St. Petersburg. If you contact Valentin Zukovsky he might know a way to slow down Ourumov’s vehicle.
gj CONTACT VALENTIN
Two Ways to Chase
St. Petersburg is a fast-paced maze filled With Ourumov's troops. The key to complet- ing your mission is not to waste precjoustime engaging the enemy. You can complete this mission using the tank or running dn foot.
fr
Valentin is waiting for Bond up an alley I near the archives. Talking to him will give you six minutes to complete the mission instead of only three, which makes your objectives easier to complete. Valentin will take his time speaking with his associates, so it's important to talk to him while you still have at least fifty seconds left on the timer.
Grenade Launcher
Body Armor No matter which agent rank you're playing, you'll always find this Body Armor up the alley.
Minefield
If you're driving the tank, it's best to clear the minefield with your tank's gun, a hand grenade or a grenade launcher before proceeding. The mines won't explode if you're on foot
Nintendo Player's Guide
GoldenEye
STREETS OBJECTIVES
Agent Secret Agent
■ Contact Valentin
2 Pursue Ourumov and Natalya
3 Minimize Civilian Casualties
00 Agent
Q^BRANCH
You’ve let the girl carry the flight recorder? Now Ourumov has the recorder and the girl again? A gentlemen should always carry the luggage. 007. 1 don’t have any gadgets for you to lose, hut you might see if Valentin can spare a grenade launcher.
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PURSUE OURUMOV AND NATALYA
m % Any true Bond fan will remember the famous St.
Petersburg tank chase from the GoldenEye movie. You can pursue Ourumov by commandeering the tank near the beginning of the stage or by running through the streets on foot. If you remember to take every right turn, you won't get lost. You must complete the entire course before the timer expires — or General Ourumov will get away.
Body Armor
Someone left Body Armor neatly folded on the side- walk. The street is heavily defended and this item is probably bait for a trap.
| MINIMIZE CIVILIAN CASUALTIES
m m With all the gunfire and explosions, the stunned citizens of St. Petersburg are running around in a blind panic, abandoning their cars in the mid- dle of the city streets. The last time they I experienced anything of this nature was during the Second World War. Do your best to swerve and avoid all pedestrians, especially if you're driving the tank. Ten casualties will end the chase, even if the civilians are inadvertently injured by the sentries trying to stop you.
IT5
BEXSSIOir 6
DEPOT
Part 4
Agent
fU BRIEFING
A report from our operative in Libya indicates that the Janus syndicate is trying to sell a modified version of the Pirate stealth helicopter to international terrorist groups. They probably blew up the original because they found a way to improve upon the French design.
The world could become a better place if you found a way to steal those blue- prints back from Trevelyan, 007. Make sure that you have them before the train leaves the station.
Warehouses For Warfare
The Depot is packed with Body Armor on the Agent and Secret Agent levels, but that's because the Janus troops defenqjng the warehouses are equipped with he|yy,:l arms and arm©r>;:£n'd'1:hey know exactly where you're hiding.^ Thafkey to survival here is to keef)"‘':'moving constantly and to complete your objectives as quickly as possible.
Body Armor
You're probably already wearing Body Armor, but it's important to remember where you can find a spare, especially if you have a run-in with the elite guards firing two D5Ks. Back track to this Body Armor when you need it.
Mission \
! 6 !
^ St. Petersburg
• i *\N ^
General Ourumov's car slogs through the muddy potholes surrounding he abandoned military depot near St. Petersburg. 007 would have to be a fool to follow him here. These rusting warehouses contain the entire weapons svnclicale, apd the elite guards hert^aj^mat^han deal with a solitary British SecretiR|»ihlf^
A Body Armor Bonanza
The abandoned St. Petersburg Military Depot has more Body Armor stockpiled for Agents and Secret Agents than any other stage in the game, but the crack Janus troops guarding the facility are going to make you pay dearly for this luxury. You'll encounter end- less ambushes around every dark corner while you grope through your mission objectives. Make a note of which Body Armor you've already picked up so you won't have to waste time visiting the same loca- tions twice.
Body Armor
You can enter one of three bay doors to reach this Body Armor, but don't be surprised if you're followed. Watch your back and don't exit from the same door that you entered.
Nintendo Player's Guide
DEPOT OBJECTIVES
Agent Secret Agent 00 Agent
1 Destroy the Illegal Arms Cache (Page 64)
P| Destroy the Computer Network (Page 64) 1
3 Obtain the Safe Key (Page 64) JP
4 Recover the Helicopter Blueprints (Page 65 ;
5 Locate Trevelyan's Train (Page 65)
Loading bays
Body Armor
If you're on the run and looking for breathing room, don this Body Armor and wait to ambush the roving Janus guards searching for you.
Body Armor
If you're new to playing Secret Agent level, be sure to grab this Body Armor. You'll need it when you confront the troops near the computer center.
Body Armor
This Body Armor is available only on Agent level, but there are three sentries waiting for you in this corner. You can find easier item pickings elsewhere in the level.
GoldenEye
RovingGuards
There are fewer stationary. guards in the second^Kafohihe Depot. Most of the sentries are actively rov- ing around the dark corners of the buildings. fctoand-asTttffle time as possible retracing your route by taking out the Janus computer network before\|im|iajrig the illegal weapons cache.
Q DESTROY THE ILLEGAL ARMS CACHE
ft
■ » The illegal arms cache is locked away in the brown crates in the I * middle of the warehouse. Pick up the rocket launcher, proximi- ty mines and other weapons before you blast the crates. You'll find that you can save ammunition by shooting the middle crates and letting the resulting explosion consume the surrounding boxes. Your objective is complete once all the crates are destroyed.
|& 0 DESTROY THE COMPUTER NETWORK
A computerized drone gun is guarding the Janus computer net- " work. To destroy the gun, peek around the corner on the leftside of the stack of boxes until you see less than half the drone. The gun won't be able to see you, so it won't shoot back. Destroy the mainframe com- puters and the electronic map to complete the objective, but don't leave until you locate the safe key.
ET:-
M « * W*
y * «r
The computerized drone gun has a higher rate of fire than your guns, so try knocking it out by peeking around the corner without letting it spot you.
OBTAIN THE SAFE KEY
4
mm The safe key is lying on one of the desks near the elec- 'n tronic map screen in the network computer room. The B d tiny, brass key is resting next to a computer keyboard. If you've had a tough engagement with the computer room guards, the key may have fallen onto the floor. Try searching by walking around each desk in the front row until a message tells vou that vou've picked uo the kev.
Body Armor
Nintendo Player's Guide
I
Apparently the Janus syndicate manufac- tures and distributes proximity mines similar to the ones our operatives used during the 1981 Falkland Islands campaign. If you come across a cache, you might find the devices rather useful for discouraging tai Igaters. While the mines stick to any surface, you can also drop them behind you like bread crumbs. Those Janus blokes might stumble across a nasty surprise that quite literally blows their socks off.
■ Body Armor
O recover the
HELICOPTER
BLUEPRINTS
Use the safe key you found in the computer room on the safe on the second floor of the Depot Station Office. If you're clever enough to plant proximity mines behind you, make sure you don't leave one on the office door or you'll get burned by the explosion radius of your own booby trap. Double check the completed objectives on your watch before attempt- ing to board the train.
B LOCATE TREVELYAN'S TRAIN
ft
II To reach Trevelyan's train, you'll have to enter the * *■ Depot Station office, climb up the stairs, enter the warehouse, then open the cargo bay door. This train trans- ported missiles during the Cold War, so don't expect win- dows or a dining car.
Board the train by opening the sliding doors marked with the yellow and black stripes. You can dispatch the guards yourself or leap into the train and watch the animation do it for you.
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GoldenEye g
■Part 5
BRANCH
I’d appreciate it if you didn’t treat this laser watch as a toy. 007. Now. pay atten- tion. Once you activate the laser, you’ll have 300 charges to burn away the hinges on the floor panel. Aim the laser and move the beam along the four sides of the panel. Even a child could do it.
Train Car 1
Start
BRIEFING
I shouldn’t have to tell you that hostage situations can be the most volatile and un- predictable. I don’t need a cowboy running loose on that train. Take your time, avoid risks and scout out the posi- tions of the enemy before walking into possible am- bushes. You can destroy the brake units to stop the train, then it’s vital that you get Natalya to locate the Janus Syndicate’s secret ops center. If she can hack Boris Grishenko’s computer pass- word you’ll have all the data you need to end this business. And I want it ended now.
Is that clear?
Mission
6 1
** St. Petersburg. ^
- r • ^
D O*
One of the tougher but shorter missions you'll encounter, especially at the 00 Agent level, takes place on the Janus command train. The narrow con- fines and sharp-shooting guards orj the train makg it a death trap. You must memorize a 1 1,, enemy location^and plan each shot witJis&K&gsfciaJng
emy location^and plan each s Whenever possible.
In Training
On Agent level, you can Rambo through the cars with- out taking much damage. But at 00 Agent level, it's another story. Irythe frstotetake out the guafrd on the far ftghtthen edggarf»S«g**he v^S9|n crates until tl% guarcj on the left is barely vistMgJjijgdcilong a lit- tle farther unt| the second guard appears. Each time a guard is barely in view, use your crosshair to line up the shot.
O DESTROY THE BRAKE UNITS
ft
m * Each of the six trains cars has a brake unit that must be destroyed in order to stop the train. After defeating the guards in ; each car, shoot the brake unit until it blows up. In some cases, such as at the end of the first and second cars, you should defeat the guards in the adjoining car before destroying the brake units.
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Nintendo Player's Guide
If you stand near the crates when the guards storm in from the third car, you could be hurt in an explosion. It's better to wait off to the side of the door.
After opening the double doors and ducking back to the right, angle yourself toward the door and move backward until the guard on the far left barely comes into view. Take the shot, then move carefully until the second guard appears, and so on. This will keep you out of the line of fire.
TRAIN OBJECTIVES
Agent Secret Ag
1 Destroy the Brake Units
2 Rescue Natalya (Page 68)
3 Locate Janus’s Secret Base (Page 68)
4 Crack Boris’s Passwoxd (Page 69I^gg
5 Escape to Safety (Page 69)
Train Car 2
Between a Box and a Hard Place
Agent
You can hide behind the wooden crates only as long as you're unseen, or if you're seen only by the enemy you're shooting. If more enemies see you, they'll blow up the crate and you'll take damage. Metal crates are another matter. In the second train car, after you make it past the first set of guards, use the stacked metal crates for cover. Angle your view to the right and inch out until you see the guard on the far right. Take him out, then inch a little farther, taking out guards as they come into view. It's usually preferable to maneuver for the safe shot than to rush in to a welcome of flying lead.
GoldenEye
Agent
You Only Knock Twice
Several guards hideWn locked cabins on the train and won't appear until after you've passed. If you're.aware of them, you can wait for the guard^to appear, therfkake them out. The first hidden „guard is in the restroom in the third car. He appears after you defeat the six guards outside.Tvyo guards wait in the second cabin of the fourth car: A guard in the fourth car restroom appears only after you pass through most of the fifth car.
Restroom Rumble
A short hall in the fifth car is flanked by two restrooms and is one of the deadliest parts of the train. Two of the three guards will come out of the door with their guns blazing. Wait for them on the right side and shoot slightly low to take out the kneeling guard. If you kneel, you might avoid taking a stray bullet. You'll pick up twin ZMGs for even more fire power.
Once you've shot all the guards in the hallway here, continue down the aisle several steps, then return to the restroom with the locked door. The guard there should be just emerging and you'll be able to take him before he raises his gun.
& □ RESCUE NATALYA
M As you enter the front area of the train, you'll stumble upon General Ourumov ■ « holding Natalya at gunpoint. Behind them in the shadows are Trevelyan and § % Onatopp. When the General warns you to stop moving, do so. Take aim and send Ourumov to the great mess hall in the sky. Immediately after that, take aim
at Onatopp in the distance. If you hit her, you'll gain precious extra time to escape from the train. Do not hit Natalya under any circumstances.
& El LOCATE JANUS'S SECRET BASE
While you cut away the hinges on the floor panel, Natalya will be at the computer console attempting to discover the whereabouts of the hidden GoldenEye control center. There's nothing you can do but wait for her to locate Boris. At that point, if you're playing Secret Agent level, you can jump out of the train and escape.
Nintendo Player's Guide
As soon as you shoot out the final brake unit, you'll see a mes- sage indicating the success of your first objective. Now turn and face the corridor to the right. Two guards will rush into view. Before they can react to your presence, gun them down.
Cf H
Once you enter this area of the train, the guard who was locked in the restroom back in the fourth car will now make his way forward. Go back to the parlor area through the last door and wait for him to come to you.
Train Car 4
• •
A □ CRACK BORIS'S PASSWORD
M % It's up to Natalya to crack the code.
" *■ Your job is to cut away the floor panel and be ready to jump. If you left any of the guards alive behind in the train, they will make their way forward. Be prepared. If you didn't shoot Xenia earlier, you will have slightly less than five seconds to get out of the train once Natalya gets Boris's pass- word. Wait for Natalya to say she has it, then immediately jump.
Natalya: Got it!
You’re a slug-head, Boris!
E ESCAPE TO SAFETY
This can be the trickiest part of all, particularly in 00 Agent level. Begin by using the watch laser to cut through the gray hinges on the floor panel until it drops away. If you shot Xenia after Ourumov, you'll have extra time once Natalya has Boris's pass- word. In that case, once you drop through the floor panel, turn right and race toward the front of the train, dodging to avoid the fire. If you didn't shoot Xenia, turn to the left toward the guards by the side of the track. With luck, Natalya will escape the blast from the train.
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GoldenEye
Mission
Cuba ^
* I *a'
haven't been able to locate any physical of, a' space control center, the coordinates recovered from the smok- Janus computers at the Depot in SJ. Petersburg convince M that a facil- ity exists in the jungles of Cuba. It's up to Bond and Natalya to check it out on the ground.
BRIEFING
Natalya Simonova will accompany you on your mis- sion to Cuba. If our assump- tions are true and Janus has GoldenEye. we’ll need Ms. Simonova’s skills to disable their computer system We’ve contacted Jack Wade from the CIA and he has been able to give her some basic firearm training. He said she fared better than most of his trainees, but that doesn’t sur- prise me considering the meager funds the United States appropriates to the CIA these days. Get her in to do the job, then get out of there.
Murky Mist
A thick, steamy vapor hangs in the jungle air, limiting your visibility. Your first pri- ority is^ff graBSone of the enemy's AR33 Assault Rifles. Even if'^-you dofi't have ammo; you can use the rifle's telescoping sight to spot the dangerous details in the distance.
Body Armor Finding this Body Armor is a lucky break, especially for 00 Agents searching for protection. Even if you neu- tralize the sentries in the jungle without taking a hit, you'll need this precious item for your double- barreled confrontation with Xenia Onatopp.
The explosion from your wrecked plane will draw the attention of two nearby guards. This isn't necessarily bad because Natalya can knock both of them out before you have time to line up your shot. Make sure you pick up the enemy's AR33, especially since you can use the rifle's telescoping sight to scout out the trouble lurking in the murky mist. The AR33 also has more stopping power than most weapons in the game.
Nintendo Player's Guide
• •
MISSION OBJECTIVES
Agent Secret Agent
1 Destroy the Drone Guns (Page's 71. 72 and 73)
2 Eliminate Xenia (Page 72) *
SI Blow Up the Ammo Dump (Page 73)
4 Escort Natalya to Janus Base (Page 73)
Jungle Part 1
Body Armor
Grab this Body Armor if your other one is already frayed or gone, or save it in case your confrontation with Xenia Onatopp turns terribly sour. It might seem like a long retreat, but remember that you can lay remote mines behind you and weaken Xenia— or she might blow herself up as she attempts to return fire with her grenade launcher.
BRANCH
Here are six remote mines. 007. These devices are exactly like the ones you used nine years ago in the Arkangelsk mission. How they’re used is completely up to your discre- tion, but I thought you might find them useful for dis- patching Janus troops holed up in fortified positions.
)
& □ DESTROY THE DRONE GUNS
M There is a total of seven drone guns you must destroy before entering m m the Control Center. Unlike the video-camera-controlled drone guns M «. you found in Severnaya and the St. Petersburg Depot, these drone guns are controlled by a motion-sensing radar. Thankfully, the range of the gun sensor is shorter than your eyesight, so you can use your AR33's sights to blast the guns before their electronic circuits register that you're there. While all guns can rotate and track targets, the sensors can see targets only in front of them. If you can sneak up behind a gun or take it out from a perpendicular angle, it will never know what hit it.
CD
GoldenEye ^
mission ?
The Cage
Xenia Onatopp patrols the bridge leading to The Cage, a twisted series of caverns packed with Janus troops. Make use of the forest cover and save your best weapons for the final push to get through the doors of the Control Center.
& Q DESTROY THE DRONE GUNS
II You'll have to get by two drone guns before * " you can enter the caverns known as The Cage, but only the first gun will give you trouble. Stand behind the trees on the right or left side of the forest to take out the drone gun beneath the wooden tower. The other drone gun is facing away from the bridge, so it won't return fire unless you walk past it.
You'll find Body Armor behind the tower if you're playing at Agent or Secret Agent rank. If you've used up only one Body Armor, you might find it easier to retrace your steps to the armor back at the last corner so you can save this one in case you need it while fighting Xenia or the guards inside The Cage.
Jungle Part 2
FROM PAGE 71
& □ ELIMINATE XENIA
■K Xenia Onatopp will smash most players m m unless they figure out her weakness: she § % won't shoot diagonally across the bridge. Stand at the end of the rope bridge until Xenia appears. Step to the left or right of the bridge and unload your AR33 as Xenia attempts to cross to your side. She'll never return fire from the bridge unless you stand directly in front of her. If your aim is true, she won't make it even halfway, and you'll be able to pick up her grenade launcher and the incredibly fast RC-P90. If Xenia does make it across the bridge, try retreating into the trees as you return fire and use remote mines. When Xenia uses her launcher, the grenade may bounce off a trunk and hit her.
Nintendo Player's Guide
□ DESTROY MORE DRONE GUNS
Even if you take the long, winding slope up to the top of The Cage, you'll retrace your steps and eliminate the remaining two drone guns This is easy to do if you remember to crouch on the lad- e side of the cliff. You can destroy the gun before it sees
Apj dluvv mt THE AMMO DUMP
This is an easy task once you figure out how to neutralize the two drone guns guarding the dump. The trick is to approach the dump from the ladder. There's a drone gun covering this entrance, but if you crouch on the ladder, you can pick off the gun before it registers that you're there. From this angle, you'll have an easy shot at the other drone gun covering the second entrance. Make sure that Natalya is clear of the area before you blast the crates.
ESCORT NATALYA TO JANUS BASE
The Janus troops in front of the entrance to Control Center are endless, so you should eliminate as many as you can and then sprint to the complex doors before reinforcements can run up and take the places of their fallen comrades. Since the sentries are hiding behind steel crates, your best means of dispatching them is to use explosive devices such as grenades or remote mines. The guards are aiming for you, and most of them will ignore Natalya.
GoldenEye
HOISSIK
Cuba
" ilV
Mission ^
! 7 !■-
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V' I 'V
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CONTROL CENTER
Bond knows he has only a few minutes before the GoldenEye Satellite will fly above the city of London and obliteraje \nearly half of the European market in one blinding flash, plungipg tKe world into economic chaos. He has to get Natalya into’ the Janus Control Center So ^he can shut down 'the' Satellite. *’.z ,
Nintendo Player's Guide
[U BRIEFING
Work as a team with Natalya Simonova to shut down the GoldenEye Satellite, 007. She’ll take care of breaking into the computer software while you’re smashing the Janus hardware. I don’t know how she will handle things under pressure, hut she’s our only hope for shutting down their computer net- work. Beware of traps. Remember that a former 00 Agent designed this mas- sive underground complex, and he’s undoubtedly bor- rowed from our own book on the tricks of the trade.
Ignore Boris and go about your business. If you hurt him, Natalya will abort your mission by refusing to cooperate. If you've seen the GoldenEye movie, you already know that he'll get what he has coming to him.
Blast Doors
Natalya can work on getting the first door open fpr you, but the rest of the doors jo thenGfrttfol Center won't opeti unlfess you complete certain tasksT^*^'
Control Center 1st Floor
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The drone guns suspended over this hallway have a limited range, so you can plug them from a dis- tance. The two icons on the right show two more hidden drone guns waiting for Secret and 00 Agents. If you run past them, they won't have time to track and hit you.
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CONTROL OBJECTIVES
Agent Secret Agent OOAgent
1 Protect Natalya (Page 76)
2 Disable the GoldenEye Satellite (Page 7?>
3 Destroy the Armored Mainframes (Page 77)
Treat the sentries behind the crates like drone guns: peer around the corner just enough to hit them without being detected. Just remember that unlike drone guns, these cunning foes may toss a grenade to throw you off.
Natalya can hack into the securi- ty computers and open one of the blast doors for you, but then it's up to you to clear the Control Center of Janus troops so she can finish the work on the GoldenEye Satellite computers.
Prioritize your targets at the start of the stage. Let the guards come to you and neutralize each one as he rounds the corner. Once the chamber is clear, start working on the drone guns. The three arrows are pointing to key safe spots where you can stand and knock out the guns. The trick is to carefully aim around the corner and shoot at only a portion of the gun so the drone's sensor can't detect you. If you can see the entire gun, it can see you, too.
BRANCH
I figured you would use up my remote mines before you entered the Control Center, but I wish you would have saved a few for the armored mainframes. You’ll need a bomb or something to knock those monsters off line. Perhaps you’ll find more explosives somewhere.
GoldenEye
Body Armor
Glass Walls
The most complicated room in the Control Center is the Computer Room with the GOldenEyek.tracking screen. Make a note of: the room's four entrances and the location of each glass wall. You must cover all these areas while protecting Natalya.
Control Center 1st Floor
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After Natalya is clear of danger, work your way to this corner and pick up this Body Armor before attempting to get to the elevator. You'll need some extra protection when you run Trevelyan's heavily fortified gauntlet waiting for you inside the warehouse.
CZ5
CQ
□ PROTECT NATALYA
■K Protecting Natalya in the Computer Room is the most dangerous objec- m m tive in this mission. Pick up the Body Armor on the third floor before you M \ lead Natalya to the terminal. Stand in the front of the room and do your best to cover all four entrances as the Janus troops start to charge. Sofne guards will target you to throw off your aim, while oth- ers will focus only on taking Natalya out. You can't pick your targets — eliminate everyone before he can pull
Alec Trevelyan taunts you as he jumps into this elevator, but there's no way to catch him, even if you do manage to throw a grenade inside the closing door. Duty to your country comes first— you'll have to settle your score with him in a later stage of the game.
Protecting Natalya is one of the stickiest and trickiest objectives in the game. Some Janus troops will target you while others will aim for her. You can't pick your targets, so your only chance is to watch the entrances and eliminate every approaching threat.
Nintendo Player's Guide
While you don't have to follow Boris-and he probably would pre- fer that you didn't-if you do, you'll discover his own private stash of Body Armor hidden away in this short, narrow corridor.
□ DISABLE THE H GOLDENEYE
/\ SATELLITE
If you manage to protect Natalya in the midst of the wild cross fire, she'll find a way to alter the satellite's trajectory, driving it into the heat of the earth's atmosphere. But keep an eye on all of the entrances. Janus's men will still try to jump out of the shadows in an attempt to stop Natalya.
using a grenade or two on a computer, but remember to aim careful- ly so the grenade doesn't rebound and come rolling back to you.
GoldenEye ^
WATER CAVERNS
Part 3
Mission
Even, as the GoldenEye Satellite slowly sinkswfoward the earth, Alec Trevelyan is Struggling to regain control ,0^ his space weapon by repro- gramming the telemetry data from a remote terminal on the submersible Satellite dish. It's up to Bond to intervene and shut -down the Janus Syndicate once and for all.
BRIEFING
Remember your priorities and stick to them. 007. Ignore your grudge with Alec Trevelyan and concentrate on destroying the Janus operation before their scien- tists figure out how to repro- gram GoldenEye’s navigation instructions. Jack Wade has offered assistance in the form of a detachment of US Marines, but he needs to know the exact coordinates of the secret base and the satellite dish. If you can call him on the radio and lock up the base’s water pumps, he’ll know exactly where to send in the troops.
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Aim High
j The Water Caverns beneath the ijanus Control Center are packed t with the best equipped guards in the game, making it one of the ; most challenging stages in ; GoldenEye. Ammo conservation is [ critical w hij^ylb p I o r i n g the
! first fev\#champers inwie stage, : especially if you'rg^pjaying at i Secret A^erirfor 00 Agenjlrank. All : sentries %e wealing E^oy Armor, I so you'll nfe*^yps«lKe sure your i shots land on the I time-or you'll pay | your mistakes.
Body Armor
There's Body Armor resting on this crate if you're playing at Agent rank. Make sure you blast open ail the crates and collect the extra ammo inside for the rooms ahead.
Alec will flee as soon as he sees you open the elevator door. You can't do anything to catch him, so take your time and eliminate his escorts before they can turn and point their guns at you.
Nintendo Player's Guide
CAVERNS OBJECTIVES
Agent Secret Agent 00 Agent
m Destroy the Inlet Pump Controls §§ Destroy the Outlet Pump Controls (PagetfO)' |
M Destroy the Master Control Console (Page 82)
4 Use the Radio to Contact Jake Wade (Page 82)
5 Minimize Scientist Casualties (Pages 79 and 82) ' :
Water Caverns 1st Floor
| DESTROY THE INLET PUMP CONTROLS
Technicians must engage the four computer consoles to acti- vate the inlet pump controls that allow water to fill the lake concealing Trevelyan's submersible satellite dish. Shoo the timid scientists away from the computers, then destroy the consoles with your guns or timed mines. Select your ord- nance based on your agent rank. Use mines if you're a 00 Agent-you'll need to conserve your rounds for the guards waiting to ambush you in the long, damp corridors ahead.
□ minimize scientist
CASUALTIES
ft
M * There are three scientists operating the four inlet pump controls. They'll begin to flee as soon as they see you, but sometimes one or two will panic and blindly run in circles. Lead the confused civilians to safety before you destroy the computers.
If you have extra rounds to spare in your AR33, you can use your rifle sight to neutralize the guards on the spiraling walkway from a distance. You won't sustain any damage if you rely on long range combat through- out your climb up the dome's spiral passage.
TO PAGE 80
GoldenEye
'Caverns
Double-Decker Danger
Water Caverns 2nd Floor
The sentry on guard in this chamber carries two ZMG 9MMs, which means you can be a two-fisted gunner when you recover his weapons. You’ll use both of these guns until you claim one of the RC-P90s or a pair of AR33s used by the guards at the end of the stage.
The second half of the WateHpverns is a double-decker corrid< crammed with trouble. If you takgjyour time and cash in on tf weapons cache, you shouftToe able^fto dispatch the guards on boi levels without taking a hit. B^suldro use the secret passage leadir to the outlet pump controls.
□ destroy the outlet pump controls
Four computers activate the outlet pump controls that allow the lake water to drain from around the satellite dish. The best way to access the room containing the consoles is through the secret passage behind the lockers in the ammo cache chamber. This approach isn't covered by security, and you'll be able to bypass the forces waiting to intercept you on the steel walkways in the adjacent cham- ber. Remember to destroy the drone gun before you attempt to leave the room.
Use the sights on your AR33 to disconnect the drone gun above the blast door. Two calm and collected sentries are savvy enough not to bolt under the explosion, and they'll wait to hit you when you climb the stairs. They won't give you trouble if you remember to expect them.
mi
Nintendo Player s Guide
Water Caverns Basement
Your ammo shortage will be over once you reach this weapons cache. Drop a timed mine in the center of the crates and let the explosion open up all the boxes at once. When you've collected all the rounds, blast the steel lockers on the wall. After the smoke clears, you can climb through the wreckage and explore the narrow tunnel leading to the computers that activate the outlet pump controls.
The sentry toting two ZMGs is also holding Code Card A, a key card that allows you to pass through one of the doors later in the stage. Code Card A will not open the blast door beneath the drone gun where the pump outlet controls are located, but it will get you to the radio.
TO PAGE 83
BRANCH
Janus has his blast doors set up on a code card sys- tem, and he's assigned the cards to his guards on a need-to-use basis. You’ll have to take out the sentries and search
TO PAGE 83
0
0
o'
v
©
0
©
GoldenEye $
ju Noissm
Code ICey Cards
Before you leave the Water Caverns, you'll have to cdfiljcfThree Code Cards that will open the doors leading to the stage exit. Alec Trevelyan will be waiting for you, so"fYe .ready for a last-second dirty trick or two.
& [D MINIMIZE SCIENTIST CASUALTIES
Wk The only scientists remaining in this section of the Water I M » Caverns are controlling the master control console. Don't |
M m. bother them until you've dealt with all the sentries. You'll need to persuade them to leave the premises so you can destroy their I computer. Scientists will typically raise their hands and stand still when you approach them, making it difficult to get around them. If you shoot your gun near their feet, they'll catch a clue and bolt for the exits. Injuring three scientists will end your mission.
□ USE THE RADIO TO CONTACT JACK WADE
I ■ The radio is in the corner of the chamber opposite the master control console. There are a dozen barrels of flamma- " " ble liquid stacked to the left of the radio and one more behind the radio table. You need to lure the guards away from the barrels before you take them out. The I best way to do this is to shoot at the wooden crates outside the room and lure the guards one at a time though the auto- matic doors. Select the AR33 and use your crosshairs to aim at each target. Use the radio only after all the sentries have been neutralized.
Jack Wade: Got your bearings Jimbo!
Me and my boys are on our way.
E! DESTROY the master control console
' . The master control console operates the water pumps that immerse the satellite dish in Janus's artificial lake. This is the I 1 final piece of equipment you'll need to immobilize the satellite dish. Do not destroy this computer until you've
* Vi contacted Jack Wade on the radio. Several barrels of flammable liquid have been stored next to the computer, and a chain reaction will wipe out the radio before you can contact Wade.
The trigger-happy guards will also blast themselves into oblivion, so try to lure them out through the automatic doors where you can dispose of them on the steel walkways.
After you've eliminated all the guards, persuade the scientist to leave by aiming your pistol near his toes and forcing him to dance his way to safety.
Nintendo Player's Guide
C\ %
Alec's taunt is actually a signal to the guards sneaking up behind you. Turn around and neutralize the guards before you use your AR33 to knock out the drone guns in the distance. If you've fulfilled all your mission objec- tives, you can run down the corridor after Trevelyan and move on to the final stage.
The sentry waiting outside this door is carrying Code Card C. This card will open the blast door leading to Alec Trevelyan and exiting out of the Water Caverns.
Code Card B
If you're playing on Agent or Secret Agent rank, you'll find Body Armor waiting for you on top of this crate. This is the only Body Armor in the entire level, so try to make it last through your confrontation with Alec Trevelyan beneath the drone guns.
« |
||
* |
M |
|
i |
* / |
/ ' |
230 | 30 |
26 1 230 |
Code Card B opens up the blast door on page 80. Do not return to this blast door until you've called Jack Wade on the radio and destroyed the master control console.
GoldenEye
MISSION *7 8 Part 4
Cuba § Jungle I Control ftaverns | Cradl
ANTENNA CRADLE
■Part 4
Almost everyone at Mlf> believes that the JanUs satellite communications sys- tem has been destroyed-everyone pxcepl.Q* After a scan of real-time footage by a passing Keyhole- 1 ElFnT Satellite, he* has noticed cables leading to a shed on the dish. If Q Is' correct, London, is tar froth safe. Trevelyan may be able to reprogram GoldenEye if he can realign the dish antenna.
The Former 006 is up to His Usual Tricks
Alec knows you have more than enough time to disable the computer in the shed, so he's ordered his troops to trap and delay you on the spans of the Antenna Cradle. In the event that you reach the shed, Trevelyan will leap from the shadows and taunt you. Alec's guard uni- 1
form allows him to blend into the hostile crowd, but you can easily identify him by the star-shaped muzzle flash from his customized AR33. All of the other soldiers carry one or two ZMGs. Knock out the computer before you attempt to chase Trevelyan.
And don't trip over the grenades that he leaves behind as he flees from you.
BRIEFING
Jack Wade has called in the US Marines, and we want you out of there, 007. 1 think you’re letting this personal vendetta with Alec Trevelyan cloud your judg- ment. As far as I’m con- cerned, your mission is over and you should he on your way hack to England. Of course, you’ll have to make time for travel arrange- ments and your usual extracurricular activities. What you do on your own time is your own business, and I don’t think we need to know anything else about what goes on out there on the Antenna Cradle. All we care about is that you get home, James— alive.
Three Minutes Until the Antenna Aligns!
Elite sentries equipped with Body Armor ahd ZMGs are pacing every girder on the Antenna Cradle. You'll have three. ,rt>inutes tq;1<nock out the computer remote termi- nal in the shed, then you can deal witfi Trevelyan and his troops.
BRANCH |
|
Trevelyan must have done |
|
some heavy number crunch- |
|
ing in his head to figure out |
|
how to manually reset the |
ji ' if a |
dish antenna so that it inter- |
jij |
cepts GoldenEye. It’s literally |
wU % f |
a shot in the dark, but if |
|
GoldenEye receives a course correction, it wil l fire on |
|
London. Knock out the computer to shut down the dish far good. |
Nintendo Player's Guide
Antenna Cradle Upper Level
1 Destroy the Control Console'CPage S6)'
2 Settle the Score with Trevelyan (Page
cradle objectives
Agent Secret Agent 00 Agent
Body Armor
This Body Armor is available for all agent ranks, but it’s actually bait for a trap. If you run down the long passage to reach it, the Janus troops will close in behind you and cut you off from Trevelyan and the Antenna Cradle control console inside the shed.
Body Armor Always grab the first Body Armor behind the post at the start, but don't go for any of the armor on the outlying points at the top of the Antenna Cradle unless you've already demolished the computer control console activated by Trevelyan inside the shed.
Like the Body Armor on the far left, this armor is a fatal attraction. Janus troops will seal off the corridor behind you, blocking your access to the Antenna's lower levels. You'll use up the armor just trying to fight your way back out of your predicament.
GoidenEye
Antenna Cradle Middle Level
Endless
The Janus guards in this stage are them. If you remember that sentri< they'll never fire over a railing, y< guards off from a distance.
inemles
you'll pay dearly if you ignore walkway as a hallway and that that you can easily knock the
The control console is pro- tected by two drone guns sus- pended from the roof of the shed. Open the door and knock out the first one before you enter the building, then blast the second gun before you destroy the control console. Keep the shed doors closed so the guards can't push you into the remaining drone gun.
FROM PAGE 85
Body Armor The only thing worth taking from this shed is the Body Armor hidden behind the heavy machinery. If you grabbed the Body Armor near the start of the stage and made all your shots count, the armor in this building should be all the protection you need to finish the game.
{& □ DESTROY THE 1 CONTROL CONSOLE
m ■ The Antenna Cradle control console can be destroyed with any gun or grenade, but you'll need to neutralize both drone guns inside the shed before you take out the com- I puter. Janus sentries will pour into this building as you attempt to blast the console, so buy yourself some time and protection by sliding the door shut behind you and by using the heavy machinery in the center of the room as cover. The timer and alarm will stop as soon as you blast the computer.
Antenna Cradle Lower Level
Antenna
Cradle
Maintenance
Shed
□
□ SETTLE THE SCORE WITH TREVELYAN
The toughest part of your battle with Trevelyan is dispatching his guards, but if you take your time and make these sentries a priority target, you'll have enough ammunition to keep the former 006 reeling. As you chase Trevelyan, you'll notice that there are several locations where he always stops and waits for you. If you remember where Alec's ambush loca- tions are, you'll be able to anticipate his next move and sidestep his AR33 and grenades. Like most enemies in the game, Trevelyan has a weak spot. The more times Alec gets hit in the head, the sooner he'll come to his sens- es and challenge you to "finish the job" at the bottom of the Cradle inside the maintenance shed. When you receive Alec's final challenge, follow Trevelyan through the hole in the Antenna Cradle Maintenance Shed and nail him before he can hit you. You'll need to complete all the stages at Secret Agent rank to move on to Mission 8.
o
c*
p
GoldenEye
Mission?
mm AZTEC COMPLEX
Mission
Teotihuacan
While Hugo Drax's remains are floating somewhere in deep space, fragments of his corporation still exist. The Drax Corporation is still involved in small, unlicensed space exploration and military research. Bond has orders to reprogram the next shuttle launch so MI6 can capture the spacecraft and determine what the renegade company is planning to unleash on the world.
BRIEPING
NASA isn’t sure how many shuttles they lost during the Moonraker operation, so we’re assisting them hy checking out the locations where we’ve detected unau- thorized launches. The South American site you’ll have to penetrate is close to the original Drax complex. Since NASA designed the computer systems on their shuttles, they’ve furnished Q with a computer patch program that will repro- gram the craft’s guidance system as soon as it reaches orbit. Your job is to infil- trate the Drax complex and upload the patch into the shuttle’s program before it leaves the launch pad.
The Toughest Level?
Infinite guards, hidden drone guns and an oversized lug named Jaws are the three rea- sons most operatives consider the Aztec Complex the toughest mission in the game. Even if you know exactly what to do, luck plays a significant role in determining your success-but gambling with the ultimate stakes is a way of life for James Bond.
Key Card
Jaws is holding the Key Card you'll need to locate the shuttle guidance program and launch protocol. This metal-mouthed giant is toting a pair of AR33s and plen- ty of attitude. Hit Jaws once to get him to follow you, then run circles around the Aztec Complex Stairway connected to point C on the map. Jaws will quickly retire if you shoot at him from a diagonal angle while he chases you around the stairs.
BRANCH
I know how you dislike cracking computers, so I’ve simplified the guidance data patch program on this 3.5" diskette so it will do most of 1 the work for you. All you have to do is plug it in. Oh yes. I almost forgot-you’ll have to find a DAT contain- ing the Drax launch proto- ■**1
col. We can’t steal their shuttle unless you can get it off the ground.
Nintendo Player s Guide
AZTEC COMPLEX OBJECTIVES
Agent Secret Agent 00 Agent
1 Reprogram the Shuttle Guidance System (page 90)
2 Launch the Shuttle (page 90)
Aztec Complex 2nd Floor
The trick to eliminating the drone guns in the hangar is to shoot them from the other side of the vent grating. While you can see the guns, they can't see you. In fact, the drone guns behind the con- trol room window won't detect you until you break the glass. The only drawback with this location is that you'll have to go through Jaws to get here. Since legions of guards will start pouring into the complex after you defeat Jaws, you might find it easier to knock out all the drone guns from Point E on page 91.
TO PAGE 91
Start
o
X
f
GoldenEye |
'89
Take Out the I
Guards will pour into the Aztec Complex the moment you defe
tern nearly impossible to complete. Luckily, there's a trick to/reachim plish this task by foiling the deadly exhaust bay trap and knocking
>rone Guns First
making your task of reprogramming the shuttle guidance sys-
the shuttle hangar before you confront Jaws. You can accom- t all the drone guns protecting the hangar.
Q REPROGRAM THE SHUTTLE IK GUIDANCE SYSTEM
a ■ Before reprogramming the guidance ■» " system, you'll need to get the Key Card tucked inside Jaws's pocket. But before you march off to fight this major monument to orthodontia, you should clear the guards from the Shuttle Hangar. Stand outside the exhaust bay door and blast the computers blocking the vents on the other side of the room. Run through the exhaust bay and clear out the hangar from point E on the map on page 91 . Next, defeat Jaws and use his Key Card on the door inside the Guidance Center. Shut the door behind you before you use Q's disk on the computer.
The guards are searching for you, so watch your back while you're uploading the Grab the DAT with the launch protocol fight your way back to the Shuttle Hangar.
Aztec Complex Stairway
• te>
FROM PAGE 90
Lure Jaws into chasing you around this circular stairway. Jaws will only shoot if he can aim in a straight line. The trick here is to shoot at Jaws from a diago- nal angle across the gap in the stairs. If you keep doing this, he won't be able to return fire. Continue running around the stairs until Jaws surrenders his Smart Card. At this point, legions of guards will begin pouring into the Aztec Complex, so you'll need to hurry in order to complete your mission.
ft E3 LAUNCH THE SHUTTLE
M If you have uploaded Q's guidance data into the computer system and picked up the DAT inside the Launch Guidance Center, you're ready to launch the shuttle. Fighting your way back to the Shuttle Hangar won't be difficult if you cleared out # lL the sentries before you defeated Jaws. The remaining guards are more of a nuisance than a threat. At the back of the Shuttle Hangar you'll find the computer mainframe. To load the DAT into the mainframe/you'll have to select and use the DAT the same way you would choose and fire a weapon. Since you'll be defenseless during the loading, make sure you turn around and clear the hangar of any charging guards. The launch sequence will begin after the tape is loaded, but the countdown will hold at ten seconds if the shuttle exhaust bay doors are closed. Return to the computer above the hangar to open the doors and watch the launch.
EGYPTIAN TEMPLE
-Part 1
Nintendo Player's Guide
r li ^ ^
Mission
* 9 •_
m* m " ^
^ el-Saghira ^
- c*
V ’ I * V
$U BRIEPING
I have some unsettling news, 007. Despite Solitaire’s eye- witness account that you dis- patched Baron Samedi, our Q Branch handwriting analy- sis machine has matched the scribbled blood on this letter with the voodoo master’s old Haitian income tax state- ments. This challenge was written by the same person. Scaramanga’s Golden Gun is tantalizing bait for a trap, but I’m certain that you will use discretion and extreme care in dealing with this matter. This cannot be an MI6 operation, so I presume you’re here to request leave.
A vacation to sunny el-Saghira, perhaps?
Scaramanga was vanquished when James Bond dueled The Man With the Golden Gun, but the whereabouts of the assassin's weapon has not been revealed-until now. MI6 has received a blood-spattered letter. Baron Samedi, a sorcerer Bond crossed machetes with in Live and Let Die, possesses the gun and has issued a challenge: A duel to the death among the tombs of the piharaohs.
Dark Passage
The Egyptian Temple at el-Saghira is a d&rkand foreboding maze, packed with infinite guards and one resurrected voodoo master. The maze gets darker as you draw closer to the final confrontation with Sarfiedi. Itfe easy to get caught up in all the tricks, traps and bewildering stone passageways, ' but the less time you waste completing your objectives, the more the odds for survival and success will tip in your favor.
Temple 1st Floor
□ RECOVER THE GOLDEN GUN
mk The Golden Gun inside Scaramanga's Shrine is pro- m M tected by a puzzle. Finding the solution can be jf m. bewildering since you haven't encountered any other puzzles in the game. The trick is to step on the correct tiles leading to the Golden Gun. You can use trial and error to figure out the puzzle for yourself, or you can follow the path on the map inset below. Once you're standing in front of the Golden Gun case, the bulletproof glass will drop, and you'll be able to collect the gun and the bullets. Exit the room through the hidden door in the left wall.
Scaramanga’s Shrine
Save this Body Armor for last, because this is the final loca- tion where you'll encounter Samedi. It will probably be dark by the time you get here, so find the armor before you engage the enemy.
.. |
|
if • _ |
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EGYPTIAN TEMPL ^OBJECTIVES
Agent Secret Agent 00 Agent
1 Recover the Golden Gun
M SiM'f
2 Defeat Baron Samedi?.(Pag&94)
Unless you're looking for Body Armor, try to avoid this shadowy corridor. While you can dispatch the sentries lying in wait around the cor- ners, more guards will even- tually take their places, and the new guards will hide in random locations throughout the temple. Grab the Body Armor and get back to your mission objectives.
Dispatch the guards here to find more Body Armor. It's hard to surprise these sentries since their backs are against the wall, but if you make noise you'll be at a dead end.
OfoH
Body Armor
Once you have the Golden Gun, you can exit Scaramanga's Shrine by sliding open the hidden door behind the white engraving on the wall. Grab the Body Armor and run for the door at the end of the one-way pas- sage. You've got a date with a voodoo master beneath the dark skies of el-Saghira.
4 o o oo o o oo
doo
mm
• %IJ |
O |
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O |
||
9n |
o |
O O O
This dark passage is an ideal place to set up an ambush, but remember that the guards in this level are endless. Dispatch any tailgaters, then run up the stairs and enter Scaramanga's Shrine.
GoldenEye
The Golden Gun
As the song says, "One golden shot means another poor vic- tim has come to a glittering end." The Golden Gun can neu- tralize any foe in the game with a single bullet. Unfortunately, Baron .Samedi has three times the lives as a normal person-four tihnes if you count your encounter with him on Haiti— anid, you have but one life to give to your country. While Scaramanga's lethal weapon has made you the man with the Golden Gun, you need to know where Samedi is waiting for you and how to get between the ren- dezvous points while sustaining minimal damage.
0 DEFEAT BARON SAMEDI?
Baron Samedi's haunting laugh reverberates through the halls of the ancient, stone temple. This massive structure was carved out by hands that have long gone on to their final resting place. You'll soon be join- ing the ancients if you don't devise a plan for dispatching Samedi and dispelling his voodoo ways. To win, you'll have to defeat him at three different locations
If you run past the drone guns in this cor- ridor you won't sustain a single hit, but you may be delayed by guards wandering the long hallway. You can also take out the drone guns by climbing the stairs on the left side of the map and shooting down at them before they can turn around and return fire. Clearing out the drone guns does consume valuable time-something you won't have when the guards eventually close in on you.
inside the temple. The Baron can be neutralized with normal weapons, but you'll have to replenish your ammunition at least a dozen times before the stage ends. The best method is to hit him with three bullets from Scaramanga's Golden Gun. Search for Samedi as soon as you exit the passageway leaving Scaramanga's Shrine. You'll find the Baron directly in front of you. Ignore the infinite guards and concentrate on taking out Samedi. As soon as the Baron
is defeated, you'll hear his laughter emanating from the pool where you started the level. Return to the pool, defeat Samedi again, then run for the black obelisk in the lower left corner of the map. Grab the Body Armor next to the obelisk and finish the job with a final shot. Then sit back and watch the animation as Samedi's laughter echoes into oblivion.
□
□
TTTTTTTQ
FROM PAGE 93
After you defeat Samedi at the pool, you'll hear his laughter as the sunlight is blotted out by black clouds. While your visibility is limited, this shouldn't prevent you from making a run to the black obelisk and your final confrontation with the voodoo master. Ignore the infinite guards and concentrate on finishing the work you started.
W Nintendo Player's Guide
There are two hidden doors in the corner of the room where you meet Baron Samedi for the first time, but the upper door at the far end of the chamber is a one-way exit. There is no way to climb up into the door. This upper door can serve as an ambush location, but eventually the guards will hunt you down and take you out when you're not pay- ing attention to the long hallway behind you.
Temple 1st Floor
ooo
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ooo
Qo ooo o o oo o o oo
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O |
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ooo ooo ooo o o o
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Temple Basement
FROM PAGE 93
Avoid the Guards
All of the guards in this mission are here to slow and wear you down. Aside from a handful of ZMGs and endless ammunition, they have nothing to give you, and there will always be more sentries waiting to replace the ones you've eliminated. Concentrate on getting the Golden Gun and finishing off Samedi. If you finish this mission in under six minutes, you'll earn the All- Weapons Cheat Option.
The Temple's water-filled basement is the safest route to take to the black obelisk. You won't find any guards here unless a random sentry has stumbled down the stairs. This underground passage is an ideal path if your Body Armor is wearing or your life is running out, but keep in mind that there may be a sentry or two waiting for you when you climb the stairs back up to the surface.
J_r
mrn FROM PAGE 93
GoldenEye
MISSION 9
el Sagliira
KILLER TIMES
■ MISSION ■ DATA
As you would expect in a game devoted to spies and covert operations GoldenEye is filled with secrets. Some of the secret Cheat Optwris are just for fun, but others give you awesome abilities, Once you earn a Cheat Option, a Cheat Menu will appear at the beginning when you enter the Cheat Mode game files.
A LICENSE TO CHEAT
When you complete a stage in GoldenEye within a target time and at a specific agent level, you'll earn a special Cheat Option that appears on the Cheat Menu. The special options include fun stuff like the big-headed enemies in DK Mode or the god-like powers of Invincibility. Beating most target times won't be easy. The chart below lists the stages, agent levels and target times for each Cheat Option.
DK Mode H Paint Ball if Double Hunting Knives
STAGE AGENT (Easy) SECRET AGENT (Medium) 00 AGENT (Hard)
Dam |
None |
Paint Ball 2:40 |
None |
|
Facility |
None |
None |
Invincible 2:05 |
|
Runway |
DK Mode 5:00 |
None |
None |
|
Surface |
None |
Double Grenade Launchers 3:30 |
None |
|
Bunker |
None |
None |
Double Rocket Launchers 4:00 |
|
Silo |
Fast Mode 3:00 |
None |
None |
|
Frigate |
None |
No Radar (MULTI) 4:30 |
None |
|
Surface 2 |
None |
None |
Tiny Bond 4:15 |
|
Bunker 2 |
Double Throwing Knives 1 :30 |
None |
None |
|
Statue Park |
None |
Fast Animation 3:15 |
None |
|
Archives |
None |
None |
Invisible 1:20 |
|
Streets |
All Enemies w/Rockets 1 :45 |
None |
None |
|
Depot |
None |
Slow Animation 1 :40 |
None |
|
Train |
None |
None |
Silver PP7 5:25 |
|
Jungle |
Double Hunting Knives 3:45 |
None |
None |
|
Control |
None |
Infinite Ammo 10:00 |
None |
|
Caverns |
None |
None |
Double RC-P90S 9:30 |
|
Cradle |
Gold PP7 2:15* |
None |
None |
|
Aztec Complex |
None |
Double Lasers 9:00** |
None |
|
Egyptian Temple |
None |
None |
All Guns 6:00*** |
*Cougar Magnum if over 2:15 **Single Laser if over 9:00 ***Golden Gun if over 6:00
Nintendo Player s Guide
This is where the real down-and-dirty business of covert opera- tions begins. It’s just you and one, two or three other agents running loose in a maze and armed to the teeth. Who lives, who dies, who stabs who in whose back— it’s all up to you. Long after you’ve mas- tered the intricacies of the Mission Mode of GoldenEye, you’ll still be learning, playing and loving the Multiplayer Mode, which we fondly call Live And Let Die.
GoldenEye
Live And Let Lie
-■'\r
LIVE
■ AND LET ®- ~ \ DIE ^
v / i
RULES OF ENGAGEMENT
Unlike most multiplayer games, GoldenEye gives you not one but an almost endless number of ways in which to triumph gloriously over hapless friends. Your options include a variety of scenario rules for determining the winner, eleven mazes, lots of weapons and eight GoldenEye characters.
PLAYERS
From two to four players can mix it up in Live And Let Die Mode, stalking each other through new versions of stages from the Mission Mode. Each player can choose his or her own character and handicap. You can team up against other players or go at it solo. Either way, Live And Let Die Mode is fast-paced, intense action that never gets old.
SCENARIOS
Live And Let Die matches aren't just the simple hunt-and-kill death matches like those found in many games. Each GoldenEye scenario changes the rules of engagement and the strategies needed for winning or playing the game. Since you can customize other elements of the match, such as the type of weapons used, the variety becomes almost endless. In addition to the differences in rules found in the scenarios, you can play team matches, as well.
NORMAL
In the standard mode, players try to score the most points within a set time limit or be the first to reach a certain number of victories. You can set the time and point totals to be five, ten, or 20 minutes or points.
YOU ONLY LIVE TWICE
One life for your dreams and one life to live doesn't leave much of a margin for error. In this scenario, each player has just two lives to give to his or her country, and the last person alive wins.
THE LIVING DAYLIGHTS
In this mode the idea is to find the flag and hold on to it for as long as possi- ble. The player who holds it longest wins. The downside is that you can't hold a weapon while holding the flag.
THE MAN WITH THE GOLDEN GUN
One shot is all a real 00 Agent needs, and that's all it takes if you have the Golden Gun. In this scenario, one Golden Gun has been placed in the arena. If you don't have it, someone else probably does.
LICENSE TO KILL
The ultimate challenge can be found in License To Kill, in which every hit results in a victory-or a defeat if you're on the receiving end. Staying alive in this scenario is almost impossible.
TEAM
There are three team modes for three- and four-player matches: 2 vs. 2, 3 vs. 1, and 2 vs. 1. Only the very best agents will be able to go two-on-one or three-on-one and win.
Nintendo Player's Guide
LEVEL
In this option, you get to choose the stage or setting of the upcoming battle. The eleven areas are the Temple, the Complex, the Caves, the Library, the Library Base- ment, the Library Stacks, the Facility, the Bunker, the Archives, the Caverns, and the Egyptian Temple. Some of these areas, like the Caves and the Complex, aren't even in the Mission Mode.
LIBRARY STACKS
LIBRARY BASEMENT
If you choose the Random setting, the computer selects one of the available areas at random for the ensuing fight.
These six multiplayer battlefields are always available, whether you've played any of the Mission Mode or not. Even though several of the maps are based on mission maps, such as the Library, which is based on the Archives in the Mission Mode, you'll find many differences between Mission and multiplayer areas. Some maps, such as the Caves and Complex, were designed just for Live And Let Die Mode.
These final five areas become accessible only after you play the corresponding stage in the Mission Mode. Once again, you'll find substantial differences between most of the Mission and multiplayer version maps, although some, like the Bunker, haven't changed much.
EGYPTIAN TEMPLE
CHARACTERS
SL |
NiUlye |
JL ] |
1 ] |
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kiduf |
Soloct Ch»acto» |
MM |
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1 Russian Commandant |
1 Russian Commandant |
If you've ever wondered how other people see you, you'll never have to wonder again.
You can be any one of eight characters from the GoldenEye Mission Mode, including James Bond, Natalya, Trevelyan, Xenia, General Ourumov, Boris, Valentin or Defense Minister Mishkin. They all have the same abilities in the Live And Let Die Mode, but when you meet your fellow players in the halls, they'll look just like the characters from the game.
GAME LENGTH
You can set the length of a match in the nor- mal scenario, The Living Daylights, The Man With the Golden Gun and License To Kill. Game lengths can be set at five, ten, and 20 minutes or Unlimited for a true marathon session. In many scenarios, you can also set the number of points needed to win.
14 8aton Samod |
1 |
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Jaws |
TOP SECRET
HIDDEN
CHARACTERS
Once you finish the game on Agent level or above, you'll get extra charac- ters to use in the Live And Let Die Mode. Twenty-five new characters appear in all, giving you an overall choice of 33 characters. In addition to characters that you encounter throughout the game, you'll find char- acters from Bond movies other than GoldenEye. How would you like to play as the giant, Jaws, or as the mys- tical voodoo sorcerer Baron Samedi from Live And Let Die?
Live And Let Die
WEAPON OF CHOICE
Nothing changes the nature of a multiplayer game quite as much as the choice of weapons you select. In the case of some selected weapons, such as Throwing Knives or Slappers, the entire match is played out with just that one type of attack available to all players. But when you choose [ a specialty weapon like the Laser or Remote Mines, you'll find those weapons in just a few special locations, while you'll find more conventional weapons elsewhere. In addi- tion to finding weapons, you can take them from defeated opponents. Finding Body Armor can have an even more dra- matic impact on your success, and Body Armor always appears in the same locations. Learn the stages and item locations for a huge advantage.
OTHER WEAPONS
When a special selected weapon has been chosen, that weapon may give players a big advantage in the arms race, but other weapons also will appear. A well placed bullet from a PP7 can be just as effective as a burst of Laser fire. Ammo and weapons will be found through- out the mazes in quantities great enough to supply a small army, so you should seldom have to resort to karate chops, also known as slappers. Remember to pick up weapons from defeated opponents.
Talk about overkill. One well-directed rocket is about all an opponent can take. Unfortunately, you can carry only a few extra rockets.
The Moonraker Laser can fire an end- less number of shots in rapid succes- sion. It's great for leaving messages on walls or tattooing your enemies.
GOLDEN GUN
Scaramanga may have the names of his victim printed on the golden bullets, but you'll have to live with being able to finish off anyone with a single shot.
In the handgun category, you can pick up the DD44 Dostovei, a silenced PP7, and a Cougar Magnum with its unique, hard-hitting bullets. Accuracy wins the day.
AUTOMATICS
Your choice of weapons will include the Klobb and DK5 D
sure to grab gobs of ammo.
SNIPER RIFLES
The only reason to use Sniper Rifles is to hit targets at long range. In some mazes, the angles are so restrictive that using these weapons can be a liability.
REMOTE MINES
If you know an area's geography well, using remote mines can be very effec- tive. Place the mines in a high traffic area, then activate them at a distance.
TIMED MINES
Tricky. Very tricky. Once you plant mines, you have about three seconds to evacuate the area while hoping that an enemy comes into range.
SLAPPERS ONLY
Forget about weapons. Slappers-also known as your own two hands-are the only means of offense in this
THROWING KNIVES
Throwing Knives and nothing but Throwing Knives is what you get in this embarrassingly brutal mode. You need to be close and accurate to be effective.
POWER WEAPONS
Who has the biggest gun of all? The automatic shotgun is nice, but opt for the RC-P90 any day. This rapid fire monster holds 80 rounds in a clip.
Grenades require patience and accura- cy. These are great weapons to use in ambush situations when you look down on opponents, or when they run into dead ends.
GRENADE LAUNCHERS
All the fun of exploding grenades but with the added benefit of being able to shoot them at a distance. Like rockets, you can carry only limited rounds of ammo.
PROXIMITY MINES
These mines are triggered by people coming within a short distance of them— the ultimate ambush weapon, because you don't have to be any- where nearby.
Nintendo Player's Guide
LIVE AND LET DIE TECHNIQUES
LOOK-THROUGH POINTS
Any time you can target an opponent and get a hit without exposing yourself to return fire, you'll have an advantage. In many of the multiplayer areas, you'll find ledges, ramps and open lofts from which you can spy on opponents, take aim at leisure and defeat them in relative safety. Of course, if you can hit them, they can probably hit you, too. Sniping from an upper or lower level is not a foolproof strategy.
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Look-through areas allow players to see opponents on upper or lower ledges or floors. You'll have a huge advantage if you stake out such sites and wait for the little flies to be snared in your diabolical web.
BEST SITES
There are three major considerations for any location in multiplayer mode. First, how good is your line of sight? Can you see all entry points so that you can take the first shot? The second priority is having an avenue of escape. The final consideration is hiding. You can hide in the shadows and around corners, and in some areas you can walk through metal grates, becoming invisible to players who are on the other side.
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Four players have stum- bled into the same room, but it’s likely that only one will leave safely. The play- er in the lower, right-hand corner has the best view of ail the other players, plus he has an easy escape route he can back into quickly. Each of the other players has at least one blind spot or a limited escape route.
LIVE AND LET DIE FILES
Shaded areas indicate ledges or walk- ways above a main floor. These areas may be ideal for ambushing unwary opponents on the floor below.
0 START
(□) BODY ARMOR
-I* SELECTED WEAPON
— SELECTED WEAPON ^ AMMO
^ STANDARD WEAPON
STANDARD WEAPON ^ AMMO
V| FLAG
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Look-through areas have been noted on the multiplayer maps with numerals indicating where the line of sight exists on both levels. A numeral 2 on a higher level will be within sight of a numeral 2 on a lower level. The file
GOLDEN GUN
The number of golden Bonds indicates how good an area is as an ambush spot. One Bond means the site is pretty good while three Bonds means it's a great place to wait.
There is only one Golden Gun per arena, and its location is noted on each map. If you're in a non-Golden Gun match, the it will be replaced with the Selected Weapon chosen for the scenario. Any nearby ammo caches will always contain cartridges that can be used with the available weapon.
Like the Golden Gun, the flag in The Living Daylights scenario is always in the same place in the beginning. That location is shown on each area map.
Live And Let Lie
TEMPLE
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The Temple is a favorite of novices and veterans/lts wide rooms and pas- sages give you lots of maneuvering room, but there isn't much cover, and it can be difficult to see opponents at the far sides bf t)ie large chambers.
Wide Open Spaces
The Temple's open spaces make Basement
it relatively ea|^ to spot and tar- get y o ur^bpab nem$. but just remember that! if yoi%can see them, they can seq you. If you're caught out in'the open, jam at an angle or in a serpentine pattern to throw off youc, Opponent's aim.
Remember that you normally aim downward slightly, so if you're trying to hit a target at the other end of a large chamber, tip the end of your weapon up just a bit.
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Golden Gun
This hall leads to the only Body Armor in the Temple, so you can expect at least some action around here. If you collect the armor yourself, you can wait in the shadows to ambush the next person who comes along, but you won't be able to dodge any return fire. A better strategy might be to collect the armor and then leave a mine or two in the shadows as a gift to your fellow combatants.
If you crouch in this corner, you can cover most of the basement (including the weapon and ammo caches) and two of the major pas- sages leading into the basement quite easily. Anyone coming down the slope from door C would be especially vulnerable, and it would be difficult for an opponent to dodge, retreat or return fire with- out taking at least a few hits.
Nintendo Player's Guide
This junction is arguably the best ambush spot in the Temple. Just be sure to close the door to your left before you settle in. If some- one is foolish enough to open the door, you can shoot him or her in the kneecaps. Because of the extreme angle, anyone coming around the corner to your left will have to step into full view before he or she can target you. You'd also have a pretty fair advantage over anyone coming up the steep slope to your right.
Many players just stand at the edge of the look- through and shoot, but there are sneakier strategies. W**' If you're on the first floor, use the radar to gauge your opponent's position and lob mines, grenades or rockets - * through the hole from a distance. If you're in the base- ment, you can also lob explosives through the hole, but a better ploy would be to plant mines on or shoot rockets at the ceiling. The explosions will penetrate the ceiling and tag your pursuer from below.
COMPLEX
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You'll probably spend a lot of time looking over tiieir shoulder. It's difficult to tell from the radar if someone is on the same or a different level from you, and you'll often charge around a corner to find. ..nothing!
Nintendo Player's Guide
From the outside, you'll see just a blank wall. In reality, there's a camouflaged alcove here. If you're standing in the alcove, you'll be able to see out, but you won’t be able to shoot through the camouflage. Someone standing on the outside of the alcove, however, will be able to shoot into it. If you're coming up ramp A or running along the walk- way, you might want to fire a few shots in this direction, just in case there's someone waiting to jump you.
This corner will give you a terrific view of ramp F, but don't linger here long waiting for someone. If you're using mines, someone could very easily plant one on the underside of the walkway beneath your feet.
It's not likely you'll get someone in your sights through look-through 2, but it looks down at a point next to where ramps B and C meet. You can chuck a mine ora grenade through the hole and score some collateral damage, at least.
Look-through 1 is a remote spot, but someone is bound to cross your line of sight sooner or later. If you're hurt badly, this is a good spot to hole up because it's easily defended.
second floor weapon and ammo caches. You can also plant mines under the walkways. |
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GoldenEye
LIVE AND LET DI3B
CAVES
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The Caves seem more complex than they really are bejcause it's so easy to get turned around in the shadows. There are lots of look-through poipts, and whoever holds the high ground will hold a definite Advantage.
Uphill Battle
If you like proximity mines, then you'll love the Caves. There are lots of shad- owy passages |n which to hide mines, and opponents won't see them even at close range. Combatlpts with dark clothini* will* also Jjnd,.^ this a particularly friend If^rw^nment. The lack of%learly defined Jbors or levels is co n f u s’ihg^ a n d;: thg'ltee p angles on the ramps anaHpok-through points give the advantage to anyone on the upper levels. Practice running and shooting uphill simultaneously. The auto-aim function does not work well on an uphill target, so you'll have to aim manually.
Look-through 3 gives you a perfect position to cover the entrance to this small chamber. Just crouch and point your gun at a spot just inside the entrance opposite. If someone walks in, your gun will automatically track your foe almost anywhere in the chamber without your even touching the Control Stick— just pull the trigger!
This corner is off the beaten path, so if you appear here after being defeated, you might actually have a few seconds to gather your wits before someone shows up. Grab the weapon and ammo and back up against the wall. The shadows will provide some camouflage, and you'll have a good line on anyone coming to grab the goodies. The auto-aim feature won't work well on any target near or beyond the rock formation ahead of you, so watch for movement.
Look-through 2 poses some intriguing pos- sibilities. The southeast ledge is easily defended and is probably the best vantage point. From there, you have a good angle on the intersection below, on the path heading north and on the ledge across the way. The northeast ledge is brightly lit, exposing anyone who tries to collect the Body Armor.
On the other hand, this ledge does allow you to cover much of the lower passage heading east. You'll just have to keep an eye on your radar to make sure that no one sneaks up on you.
Nintendo Player's Guide
Look-through 5 is an ambush spot that, despi its many opportunities, often goes unused. If you stand in the shadows opposite the top of the ramp, you can cover the ramp, the two ammo caches to your left and the Body Armor to your right. Unless you're wearing light- colored clothing, your foes won't even know what hit them.
Stand between the second and third pillars on this ramp. You'll have a good view of most of the room below, includ- ing the starting point in the alcove across the way. You'll be able to tag anyone coming from either entrance, and, if you want to be very unsporting, you can shoot unarmed com- batants as they pop back into existence. In addition, most combatants will assume that the slope in front of you is too steep to climb, so they will try to swing around to your right and come up the ramp. In fact, you can run up and down the slope quite easily. You'll be able to jump down, around and catch your opponents from behind!
the game. From this vantage point, you can cover the bottom of a ramp and a well-lit passage to the north, as well as two ammo boxes and a starting point to the east and southeast. Chances are that if an opponent pops into existence at the starting point, he or she will be facing the wall. Even if your hapless foe survives the initial assault and manages to get his or her bearings, the closest available weapon will be right next to your posi- tion, and the only escape routes will be directly in your line of fire. Brutal!
GoldenEye
*' LIVE ■and LET ■- -J DIE
W W W W W 1M*
LIBRARY STACKS
The Stacks will accommodate almost any group of vfreapons and lots of different strategies. With all the secret passages, a fleet-footed agent can run rings around the competition before they realize what's happening.
One Arena Or Two?
The Library is actually made up of two areas: the Stacks (the up4ec,|wo floors) and the Basement. If you select either the Stacks or the Basement for your match, the other area will not be open tjb you. jXvou choose the Library, you'll be able to move freely between the two areas. More than any other area except perhaps thd"mality, tjSe Library Stacks favor those who keep moving, who are very good at weaving around blind corners, and who are quick on the-tfraw.
Stacks 2nd Floor
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Golden Gun
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Nintendo Player's Guide
If you're tired of chasing rogue agents around the Stacks, cool your heels on the upper walkway at look-through 1. Agents trying to use the "back roads" to circle around the perimeter of the Library will often pass right below you from right to left or left to right. Most people tend to forget that there's a look-through here, and since the radar will show that you're on another level, they won't even think to look up. The room below has a starting point right out in the open, and it's also a major thoroughfare for people going to or coming from the Basement via ramp C.
CD
This ambush spot is particularly nasty. If you stand in this corner, you'll be able to cover all of the upper entrances and most of the gallery below. You can lob mines, grenades or rockets at the entrance to the secret passage as soon as you see it begin to open. If you don't have any explosives, just wait until your opponent is well into the room before opening up. That way, he or she will be far from any cover. There's also a starting point beneath the walkway to your left. Leave a proximity mine on the walkway above it as insurance against any unexpected visitors. In fact, if you plan to stay a while, plant proximity mines above all of the entrances.
Stacks 1st Floor
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TO PAGE 111 CO
Here's another ambush spot that's easily defended. You'll have a good view of both secret passages as well as the ramp to the Basement. You can plant proximity mines on your side of the doors and just wait for the fireworks. If you want to get really creative, plant a remote mine (a proximity mine may not work) ahead of time on the wall directly above ramp C. It will be out of sight to anyone coming upstairs. If you know someone is coming from the Basement toward ramp C, show yourself and try to lure him or her up the ramp. If he or she is reluctant to follow you too closely, duck into the passage opposite the ramp. When your opponent tries to come upstairs, blow the mine.
you'll be here to make them pay a heavy toll. The passage runs long in both directions, and if some- one tries to launch an explosive your way, you can try to detonate it with gunfire before it reaches you. The grate to your left is right in line with a weapon cache in the Basement. You won't be able to see your target very well, so you'll have to your radar. Someone in the Basement may not be expecting an assault from above, and, with luck, he or she will be too surprised and confused to move out of the line of fire. On the other hand, a clever opponent may try to target your ambush spot from below.
GoldenEye ^
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LIBRARY BASEMENT
Despite the fact that the Basement is not very big, it is to get lost in it because so much of it looks the;samj^|| the Body Armor is at the very center of ffie tffaze.' ; 3
Grate Disaster
If you're using the entire Library com- plex, remember that you don't have to move up to the Stacks or down to the Basement to confront your opponents. There are grates can shoot through, an#man>lpf the larger rooms above andjfbelow overlam snaking it easy to ilay ‘booby traps on cesi lings and floors with\iines. If iyou'i#limited to the Basemew,‘'a;y||mb^pillars and alcoves for cover as r|uch as possible, but beware of mines planted on pillars near weapon and ammo caches. Space is tight, so get used to maneuvering in close quarters. Sidestepping is essen-