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! I>y Nintendo ol America Inc”, 4820 150th Avenue NE, Redmond, Washington 98052, at Sll.00 in the USA (SI5.50 in Canada). 1997 Nintendo ol America Inc. All rights reserved. Nothing that appears in the'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 ol Nintendo ol America Inc. 1997 Nintendo/Rare. Game by Rare. 1962, 1988, 1995 Dartjaci, LLC. & United Artists Corporation. All rights reserved. 1997 Eon 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. STORY BRIEFI SPY CONTRO TECHNIQUES WEAPONS . . GADGETS . . DOSSIERS . . THE MISSION MISSION! MISSION 1: PART 1 PART 2 PART 3 MISSION 2: PART 1 PART 2 MISSION 3: PART 1 MISSION 4: I PART 1 F MISSION 5: PART 1 PART 2 I MISSION 6: ST. PETERSBURG:' PART 1 STATUE PARK PART 2 MILITARY ARCHIVES PART 3 STREETS. . . PART 4 DEPOT PART 5 TRAIN MISSION 7: CUBA PART 1 JUNGLE PART 2 CONTROL CENTER PART 3 WATER CAVERNS PART 4 ANTENNA CRADLE MISSION 8: TEOTIHUACAN ■ fisPMI PART 1 AZTEC COMPLEX MISSION 9: EL-SAGHIRA PART 1 EGYPTIAN TEMPLE KILLER TIMES '*?:• gs« . . . ! . LIVE AND LET DIE RULES OF ENGAGEMENT TEMPLE COMPLEX CAVES LIBRARY STACKS LIBRARY BASEMENT WATER CAVERNS FACILITY BUNKER ARCHIVES EGYPT 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. 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 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. 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. 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 Nintendo Player s Guide TECHNIQUES 5AFc > Go Straight Turn to Wall f N . T, Sidestep & Shoot 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. THE SOUND OF SILENCE 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. A 29 I 12 A 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. FILL IT UP! 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. Its 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 4 ' •% L» MISSION 1 - DATA c %w/ v j 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 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). ZOOM » The KF7, sniper rifle and US AR33 are particularly good for long- yl / 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 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 Bond's weapon of choice. KF7 SOVIET MAGAZINE: 30 MAX: 400 — ™ SNIPER RIFLE MAGAZINE: 8 MAX: 400 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. m 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 MAGAZINE: 8 MAX: 800 The DD44 Dostovei has low recoil, but it's also very loud. \ lf you find two, you can fire both at once for two fistfuls of gunslinging. REMOTE MINE ZINE: 1 MAX: 10 ■ Once you have planted a ^ remote mine, you can acti- \! vate it at a safe distance by I engaging the detonator on ^ i your handy Q Watch. GRENADE Toss a grenade to take out clusters of foes, but be careful that it doesn’t bounce back your way, because it will detonate in about three seconds. Nintendo Player s Guide TIMED MINE MAGAZINE:! 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 •I Scour the runway in Arkangelsk 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- 50 gisli firepower. GRENADE LAUNCHER THROWING KNIFE PLASTIC MAGAZINE: 6 MAX: 12 MAGAZINE:! MAX: 10 MAGAZINE:! MAX: 10 Use the grenade launcher to jettison grenades at long- range targets only; other- wise, the explosion from its unique ammunition may harm you. Take a stab at hurling knives You’ll have the plastic explo- at enemies. You can retrieve sives when you set off to and reuse a knife after blow up the Kirghizstani silo. . you've thrown it, but you can The charges have a six- \ carry up to only 10 of them. minute minimum \ » detonation time. “ " D5K DEUTSCHE MAGAZINE: 30 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 To get the auto shotgun, attack one of Janus's men in Statue Park. Only shotgun cartridges, which carry up to five shells, will work as ammo. ROCKET LAUNCHER MAGAZINE: 1 MAX: 3 Rockets will load only into the Rocket Launcher. Its blasts are devastating, so use it for long-distance fighting to avoid getting burned. PROXIMITY MINE MAGAZINE: 1 MAX: 10 Place the proximity mine in an area where you're expecting enemies to arrive. When the mine detects nearby movement, it will detonate. 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. ZMGC9MM) : 32 MAX: 800 For a rapid-fire, low-recoil blast, try firing theZMG 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. RC-P90 MAGAZINE: 80 MAX: 800 To keep foes at bay, 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 bunker cell. GoldenEye m 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. 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 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. Q Branch not only arms James with the latest high-tech toys, but it also gives him tips on accom- plishing his mission. BYELOMDRYE DAM 4. Q BRANCH 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 images of every item in your inventory. :: ) Consult your watch to review your armor, inventory and state of health. You can also use it to vary the game’s 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. Nintendo Player's Guide BUNGEE ROPE 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. DOOR DECODER 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 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. TRACKER BUG 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 o you straight to the syndi- cate's leader. COVERT MODEM MI6 needs to monitor the computer operations at the 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. WOK % *aer jmi : DATATHIEF 1 * 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 WATCH MAGNET Only a master spy can infil- trate the Janus syndicate's 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. 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 V MISSION « DATA ~~ } - — ■ V' I ' V 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 MIG can't afford senti- ment when it comes to her agents. Bond is a valuable but dan- gerous pawn whose loyalty to the service never sways. Instead of control- ling him, she sets him loose and hopes for the best. Some of the best M J ) scientific and engi- 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. Moneypenny's long flirta- tion with James may just be a cover for her con- cern, both professional and personal. MI6 007 r 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 MI6 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. CONTACT JAMES BOND 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. 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. m ¥ Nintendo Player's Guide 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. ^ % ) 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 MISSION FILES ■ MISSION 1 - DATA V 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 MISSION OBJECTIVES ® 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 b e returned in perfect working order 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. 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 required to c omplet e Secre t Agent a nd 00 Agent levels as well. The mission Medium objective numbers correspond to the Difficult numbered tips and tactics that appear elsewhere in the file pages. OBJECTIVES LEVEL TIPS Although some of the objec- tives don't change on higher 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 the specific objective at each agent level. Look to these blocks of information for tips on hoL to defeat enemies, find items and make your way through specific areas of each stage or part of a mission. 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. 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. ENEMIES ITEMS 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. 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. Agent Door or Gate Stairway- Drone Gun Nintendo Player's Guide Body Armor Agent & Secret Agent Body Armor All levels The following files are cleared for your eyes only. Inside, you’ll find classified documents and information collected fey 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 Mission . i ! Arkangelsk ^ /,* l 'V ' / / I I I V ' ' ~w' V: ! Parti A remote, mountainous region of the Soviet Union holds a deadly secret- a chemical warfare facility. Access to the complex is through a dam and requires a risky bungee dive from the middle of the span. Before you reach the jumping-off point, you'll encounter alarm systems and armed guards on patrol. A lone agent should be able to find enough cover to stay alive. 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, hut 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. Dam Security Area 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 §L Neutralize All Alarms ► _ _ 2 Install Covert Modem 3 Intercept Data Backup (Page 21) 4 Bungee Jump from the Platform (Page 20) Of 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. Destroy the alarms by shooting the red bell. Use the crosshair to aim at the alarm and reduce wasted shots. ft □ INSTALL COVERT MODEM H In order to intercept communications from the » ■ facility, you must install the covert modem. W m. Select the modem from your inventory, aim at I 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 I to a lock, sometimes you can | open it with a well-placed round from your gun. Don't worry about making noise. #1 Take the Plunge By far the toughest part of this assignment on QO Agent level is the interior of the-: dam as you work your way. toward the secret ops room. In^he narrow cdrridor, you are an easy target for the sharp- shooting g'fiards. The beiji: strategy is to takeiadvanta'ge of angled areas where you ' can sidestep into the corridor, pop off a, few shots, then step back to safety. Top of the Dam FROM PAGE 19 Body Armor □ 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 \ 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. 20 Nintendo Player's Guide Weapons Underground 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 m ■ matter of reaching the mainframe computer and waiting about seven ] % 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. (^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. 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. GoldenEye Mission Part 2 FACILITY ^ Arkangelsk . ^ z V * | * O 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. BRIEFING 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. Unlocking the Way the luxury of the attack dur- in. Instead, iced PP7 to to get rity room, e main lab second secu- d up to the sec- ond floor lab and from there go to the bottling room. Ceiling Air Vent Shaft mss: 0 o e 0 • 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. 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 FACILITY OBJECTIVES Agent Secret Agent 00 Agent 1 Gain Entry to the Laboratory Area (Page 24) 3 Contact the Double Agent 3 Rendezvous with 006 (Page 25) 4 Destroy the Tanks in the Bottling Room (Page 25) 5 Minimize Scientist Casualties (Page 24) 00,0 H 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. linn p □ 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 I will talk to you. Once you find him, he'll hand over the Door Decoder, a device I that will unlock the bottling room door. ■ Key Card B This guard carries the Key Card that unlocks the door across the hall from the stairway. 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. GoldenEye Key Card A 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. H This console operates the security door leading to the Barrel Room. Barrel Room & Q GAIN ENTRY TO THE II LABORATORY AREA a • Once you pass the door into the lab area, you'll complete ■* the first mission objective. The most difficult part is getting 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 & B RENDEZVOUS WITH 006 mk Alec Trevelyan, agent 006, has arrived in the bottling room ahead m\ of you. Go about your business setting the remote mines on the m % 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 4 m » 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 I mine at each intersection of four tanks. Use your gun if you run out of mines. Labs and Bottling Room Trevelyan: Half of everything is luck > 4 *5 »» 33 Ofto ffl 3 H* 91 X GoldenEye Mission & E3 DESTROY THE MISSILE BATTERY The third objective in the Secret Agent level is to i 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 t\ 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. BRIEFING I won’t lie to you— getting out of the chemical weapon complex could be dicey. Our intelligence indicates that a single engine plane is always kept on hand but that the ignition key is kept under guard in a bunker 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 be able to make one of your typically death-defying escapes and be back in London in time for tea. ^ Arkangelsk l V- — ■■ V- I * V y ' I I I I ' X v 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. Preflight Check Drive the tank on the right side of the runway and hit the guard, then angle to the left and target the guards on that side, /p you approach the first gun emplacement, switch to the tank's main gun. Pivot and blast the missile battery, then head down the left side to take out the two remaining guns. -,p □ FIND THE PLANE IGNITION KEY Outside the facility, to the left, is the bunker con- i taining the plane key. Grab the grenades outside the bunker, go inside, and lob a grenade into the alcove containing the guards. The plane key, slightly singed, will be yours for the taking. □ destroy the heavy gun EMPLACEMENTS 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 Exit Service Runway 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. 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 Mission Severnaya ~ Th‘e -abandoned observatory is more active than ever. Troops patrol the sur- face, while programmers work below. -The plans tajbe underground bunker are hidden in a safe in one of the cabins, but the slffe key is locked away elsewhere. And if findiftglhe keys weren't enough of a problem, there are snipers who'll see that you make it only six feet under the surface. 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. BRIEFING Your preference may not he “on the rocks,” hut, 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. 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. 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. Hut Door Key Nintendo Player's Guide 'W-- SORRfl^rtfB JECTIVES Agent Secret Agent 00 Agent 1 Power Down the Communications Dish (Page 30 ) 2 Obtain the Safe Key 3 Steal the Building Plans (Page 3i) 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. Start - Safe Key 0 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. m 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. TO PAGE 31 09 ® u <* CD a 4“ 00 W •» GoldenEye Heads Up If you'd rather speed through the mission than hunt down all of the snipers, idon't bother venturing to the helipad or the pair of cabin&aMhe bottom of the map, sinc,e. neither place ' is crucial to getting into the bunker, just be siite to keep an eye out for soldiers, because they m%y catch you off guard while you're busy with your 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 ■ * Your covert operation won't be so covert if the troops can use their communications M *■ 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 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 L ! 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 GoldenEye BRIEFING 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. Silence Is Golden Before entering the second half of the .bunker where the main video screen is, stick with using your trusty silenced PP7. If you use the KF7, you'll blow your cover and end up fighting more guards than you'd like to deal with at one time. To avoid getting attacked from behind,-, make your way to the top of the map before heading for Camera 2. Soldiers Galore If a guard triggers an alarm, or if you're spotted by j 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. Secret Agent □ disrupt all surveillance EQUIPMENT 1 J / 1 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. Shoot out all cameras, but avoid step- ping in front of them or a battalion of infinite soldiers will close in on you. -- -• V/ Mission 2 1 ^ Severnaya ^ V — -■ c V ' I *v Folir-eafneras keep watch over the old bunker in Severnaya. A single mis-" step in front of one will send infinite troops headed your way. Plan your moves accordingly to shoot out the" cameras beforefhey spy you, but avoid going on a shooting spree. The mainframe inside the computer room must remain intact or you'll be unable to downiotreOTrPaata. 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) Camera 1- □3 j& □ DOWNLOAD DATA FROM THE COMPUTER Jr » 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. Alarm r* 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 a — 1 ^ Camera 2 ■ Camera 3 Security Key Card Computer Room Key Card 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 or^ihe platform by the Camera 4. Quickly retreat back i nfo t he hall to take out the counterat- tacking soldiers who wffl close in in you. Once the coast is clear, shoot out the camfera y 4 hen 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. ■«E=I tuft ( »|m □ • □ □ □ COPY THE GOLDENEYE KEY AND LEAVE THE ORIGINAL ft m m 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. t*=ir 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 you're standing far enough away so that you can get the entire screen in your picture. □ GET PERSONNEL H TO ACTIVATE f\ 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 he is, so clear the bunker of soldiers or he may take a bullet in one of your gunfights. Once you've secured the area, confront Boris and make him lead you to the com- puter room. The weaselly programmer will try his best to elude you, but if you manage to reach the 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 rkuow you'ro not, much of a shuhturhug. 007. bnl, I'vo given you a iyi inrobainor'a, to photograph the bunk or ’a main video sorhon. I trust that tjTobamora won't, bo too difficult to figure out- just point and shoot. It’s pot terribly different, front what .you're used to dot ng. T, also k now that you're not, used to hacking, so I’ve given you I, ho Datathiof. Simply attach it. tut. ho hvnfKor';: .mainframe- • if will automation,! ly decode arid download the necessary in format, ion. 9* *- hhhi • ^ e ' - -v wm 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. co ® < a 4 V » << w H V I n » f Hi Vi 0*1 05 a * 4 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 MISSION 8 Mission Kirghizstan Parti * LAUNCH SILO #4 Housed inside the- five-story missile complex are four fuel rooms where scientists monitoranct control their satellites' activities. Practice caution around the IrirjntiRtiQ tin urti 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 guns on you. Exit 4th Floor Start Countd While the Agent Level of operation plete their missions in under seven less than eight and a half minutes, ing any computers that may be nearby to oo constraints, Secret Agents must com- iutes, and 00 Agents must finish in efficiently take out soldiers by blast- don't hurt the scientists. 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 be 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. Nintendo Player's Guide 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. Start GoldenEye SILO OBJECTIVES Agent Secret Agent 00 Agent 1 Plant Bombs in tbe Fuel Rooms (Page 391 2 Photograph the Satellite (Page 39) r 3 Obtain Telemetric Data (Page 38) 4 Retrieve the Satellite Circuitry (Page 38) 5 Minimize Scientist Casualties (Page 38) 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. □ CPU Circuit Board □ I/O Circuit Board 0 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. mission- 3 Kirghiz stan FI Telemetry Data DAT □ 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 approach the scientist stationed to the right of the entrance, he'll toss you the tape. □ RETRIEVE THE SATELLITE CIRCUITRY To align the orbiting weapons satellites, the silo's 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 Body Armor © @ Q f Ijftjp E 45 ■ Q BRANCH !‘0f)4se (]()h’i.(liMy dally Onyi T'l)<: pluM.i'o <-:X()lo«iVO,‘l IVp given you arc tinied to do to natu in loss tlian eight amla Tiaif mi mjt.08. Plano a charge in each of the four ( no:) PooniH and l>n q ulekl Your automatically primed oxplo sivo.'i will bringdown the iio(ff.o. (,).u jtn literally Exit Q 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 Ourumov 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. 130 X P'S F'w Ng SI * et« 9> P Sfl- O h GoldenEye mMmm FRIGATE 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 blow 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 you board, but the interior is crawling with armed Janus operatives. Your silence d ffD 5K shouldbe 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 to get caught in crossfire in a confined space. 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. % 0 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 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. S ifiSt. x x Tm §f n 20 | 79 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. Nintendo Player's Guide GoldenEye Start Exit □ DISARM THE ENGINE ROOM BOMB ft j \ I 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. & O RESCUE THE HOSTAGES ■E You must save five of the six hostages to succeed on 00 Agent level. The ■ • trickiest saves are in the communication rooms on the bridge deck. It's § % 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. Take a moment to aim, and be careful that you don't shoot a hostage yourself. Whether a hostage is shot by you or an enemy, it will be arr unacceptable loss. 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. Hear No Evil Be very conscious of sounds around you. If you hear the clank of a hatch br m dpn^f'See anyone, it may mean that a guard has spotted you anfcyjg's run to alert his comrades. If you're fight next 'to an area where a hostage is being held, there's a slim chance the hostage may be shot before you even enter the room. Nintendo Player s Guide “a® — i — 4 Bridge Deck © i i j w I QlI ET Oft" © 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 pipes to tag the guards on the opposite side. If you're in the corridor, beware of the guards at the bottom of stairway. Main Deck- Interior FROM PAGE 41 • • • •*- 1 §• • M. • ID ED • • Lower Deck 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. 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. SURFACE : --'vi Mission * 5 *- ^ Severnaya ^ x v V* I 'V Part 1 The layout of the Severnaya complex is unchange^.i^LgH^he buildings are now equipped with remote cameras. A RussiaiyWiciai Forces team has already secured the area, so expect heavy resistance. The overcast sky will cut down on visibility, but you'll need to move rast, nevertKeless. BRIEFING The Pirate helicopter has been traced back 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! Stealth Op The watchwqrds for this oper- ation are speed, and stealth. your pssible. short , , also avoid confrontations that way. The Russians nave 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. Body Armor Nintendo Player's Guide SURFACE OBJECTIVES Agent Secret Agent 00 Agent 1 Disrupt All Surveillance EquipmentflPSJfc and 47) 2 Break the Communications Link to the Bunker (Page 46) N^Pljpi 3 Disable Spetznaz Support Aircraft (Page 46) !■' 4 Gain Entry to the Bunker (Page 47)^^gfl 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. II 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. Hound MI-4 destroyed. GoldenEye Surface Live on .the Edge After you retrieve the comm room key, head t’o'the observatory (security patrols will be heav- iest near there) and then to the shacks oi/the'sou^ieast perimeter. Hug the edge of the map whenever possible. You'll be safe from ambush, from one side, at least. □ break the communications LINK TO THE BUNKER ft m ■ 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. Communications link damaged. ■/ 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! E DISABLE SPETZNAZ SUPPORT AIRCRAFT 1 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. 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 FROM PAGE 45 □ DISRUPT ALL SURVEILLANCE EQUIPMENT The surveillance camera in the observatory is the one most often missed. To avoid being seen around the easternmost shacks, approach the camera from the north and fire through the chain- link fence. To take out the camera at the bunkhouse, come around the north and west sides of the building. Even when the cameras are gone, security patrols will still track you. % M 8 < 8 H U 01 W V I* 5 jil H □ GAIN ENTRY TO THE BUNKER ft ■■ As stated before, you should blow up the helicopter just before you enter ■ m 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 8 BUNKER ■Part 2 V BRIEFING This situation is a disgrace, 007— to you, to me and to MI6! I was actually "begin- ning to think you might he worth keeping on in the Service. As it is, you’ll he 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 hack 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. Mission 5 1 ■» ^ Severnaya ^ Most of the Bunker's security cameras are located^SB^e^a-jn (upper) level. The primary security force is large, but, norma p i m (s not unlimited. However, if you're picked up on the security cam^f' and the alarm sounds, unlimited reinforcements will be called in^Thes^rolue-s^ited sol- diers are much tougher than the usual troops, and they will fintfyou. 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. Pace Yourself If you sign on as a Secret Agent or 00 Agent, charg- ing around will only get you an early funeral. Proceed slowly and look for places '-that afe easily defended, I ike' small rooms or amoves. If lots b>f 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 more defensible position. □ RECOVER THE GOLDENEYE OPERATIONS MANUAL ft M wa 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 Agent 00 Age 1 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 ■Rsna.-nft with l\Ta.t,a.1va. flli Silenced PP7 (2) Safe Key 1 TO PAGE 51 DM0 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. Cell Key 2 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. - J pi j 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 1 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. GoldenEye Battle Behind Bars Your cell is one place that's easily defended. The bars will protect you from most enemy guns (except the tflobb), but you can fire through the bars easily. On the main Idvel, b