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Goldeneye 007 Wii FAQ/Walkthrough
For Wii
By Raining Metal
Version 1.03

===================
>Table of Contents<
===================

1.0 Introduction
1.1 Version History

2.0 Basics
2.1 Controls
2.2 Basic Tips
2.3 Weapons
2.4 Multiplayer Perks
2.5 Characters
2.6 Factions
2.7 Stealth 101
2.8 Difficulties

3.00 Walkthrough
3.10 Act One: Arkhangelsk
3.11 Dam
3.12 Facility
3.13 Airfield
-------------------------------------------------------------------------------
3.20 Act Two: Barcelona, Dubai, Severnaya
3.21 Nightclub
3.22 Carrier
3.23 Outpost
3.24 Bunker
-------------------------------------------------------------------------------
3.30 Act Three: St. Petersburg
3.31 Archives
3.32 Tank
3.33 Station
3.34 Memorial Park
-------------------------------------------------------------------------------
3.40 Act Four: Nigeria
3.41 Jungle
3.42 Solar
3.43 Cradle

4.00 Multiplayer
4.01 Split-Screen
4.02 Online
4.03 Modes
4.04 Maps
4.05 Loadouts
4.06 Modifiers
4.07 Playable Characters
4.08 Online Tips
4.09 Unlockables List
4.10 Cheats
4.11 Accolades & Combat Abilities

5.0 And The Rest!
5.1 F.A.Q
5.2 Email Guide
5.3 Website List
5.4 Credits
5.5 Legal Disclaimer

To search for the section wanted in this Guide, Highlight the Number beside the
subject (Such as 3.3) and press Ctrl + C, then F, and then V. This will
activate a finding system to look for the text put in (in this case, a number
with a decimal) and simply click ďNextĒ.

==================
1.0 >Introduction<
==================
The name's Metal. RainingMetal. Due to its influence on Timesplitters and many
other shooter games, Goldeneye has become a bit of an interest in mine. When it
was announced that this game would be remade for the seventh generation, I knew
I had to get my hands on this game. And here we are.

Oh, and don't worry; Bond doesn't have a big mouth on the cover.

---------------------
1.1 >Version History<
---------------------

Version 1.03

Added the subtle, yet glaring differences between Clips and Magazines.

-------------------------------------------------------------------------------

Version 1.02

Added the Accolades list.

-------------------------------------------------------------------------------

Version 1.01

Added the unlockables list.

-------------------------------------------------------------------------------

Version 1.00

Added the Playable Characters and Modifiers sections, as well as Online Tips
and revising other parts. Completed the information regarding the online
loadouts and supported attachments.

-------------------------------------------------------------------------------

Version 0.91

Made some minor adjustments and corrections. Added some sites to the list and
some ASCII art.

-------------------------------------------------------------------------------

Version 0.90

Initial release. Could use some information regarding the default online
loadouts.

============
2.0 >Basics<
============
This section will cover more or less of what is covered in the manual, and
maybe beyond. The information of this portion will be useful in Bond's everyday
career.

--------------
2.1 >Controls<
--------------
Goldeneye 007 provides a wide arrangement of controls, each supporting
different types of controllers. The defaults will be covered here.

Wii Remote & Nunchuck Controls (On Foot):

Nunchuck Stick: Move/Strafe.
Remote Pointer: Aim.
A Button: Sprint/Action.
B Button: Fire.
Control Pad Up: Cycle Firing Modes.
Control Pad Down: Cycle Weapons.
Control Pad Left: Use Smart Phone.
Control Pad Right: Cycle Grenades.
C Button: Toggle Crouch.
Z Button: Iron Sights/Use Scope.
- Button: Reload.
+ Button: Throw Grenade.
1 Button: Pause.
2 Button: Toggle Nightvision/View Scoreboard.

Shake Nunchuck: Melee Attack.
Z Button and Twist Nunchuck: Lean.

Wii Remote & Nunchuck Controls (Tank):

Nunchuck Stick: Move.
Remote Pointer: Aim.
A Button: Fire Shell.
B Button: Fire Machine Gun.
C Button: Lock on Missile target.
C&A Buttons: Fire Missile.


Wii Zapper Controls (On Foot):

Nunchuck Stick: Move/Strafe.
Remote Pointer: Aim.
A Button: Toggle Crouch.
B Button: Fire.
Control Pad Up: Cycle Firing Modes.
Control Pad Down: Use Smart Phone.
Control Pad Left: Cycle Grenades.
Control Pad Right: Cycle Weapons.
C Button: Sprint/Action.
Z Button: Iron Sights/Use Scope.
- Button: Throw Grenade.
+ Button: Melee Attack.
1 Button: Pause.
2 Button: Toggle Nightvision/View Scoreboard.

Shake Zapper Down: Reload.

Wii Zapper Controls (Tank):

Nunchuck Stick: Move.
Remote Pointer: Aim.
A Button: Fire Machine Gun.
B Button: Fire Shell.
Z Button: Lock on Missile target.
C&A Buttons: Fire Missile.

Wii Classic Controls (On Foot):

Left Stick: Move.
Right Stick: Aim.
A Button: Crouch.
B Button: Action/Sprint.
X Button: Cycle Grenades.
Y Button: Reload.
R Button: Throw Grenade.
L Button: Melee Attack.
ZR Button: Fire.
ZL Button: Iron Sights/Use Scope.
Control Pad Up: Cycle Firing Modes.
Control Pad Left/Right: Cycle Weapon.
Control Pad Down: Smart Phone.
- Button: Toggle Nightvision/View Scoreboard.
+ Button: Pause.

Wii Classic Controls (Tank):

Left Stick: Move.
Right Stick: Aim.
ZR Button: Fire Shell.
R Button: Fire Machine Gun.
ZL Button: Lock on Missile target.
ZL&ZR Buttons: Fire Missile.

Gamecube Controls (On Foot):

Control Stick: Move.
C-Stick: Aim.
A Button: Action/Sprint.
B Button: Reload.
X Button: Crouch.
Y Button: Grenade.
R Button: Fire.
L Button: Iron Sights/Use Scope.
Control Pad Up: Cycle Firing Modes.
Control Pad Left/Right: Cycle Weapon.
Control Pad Down: Smart Phone.
Start Button: Pause.

Z&A Buttons: Toggle Nightvision/View Scoreboard.
Z&B Buttons: Melee Attack.
Z&Y Buttons: Cycle Grenades.

Gamecube Controls (Tank):

Control Stick: Move.
C-Stick: Aim.
R Button: Fire Shell.
Z Button: Fire Machine Gun.
L Button: Lock on Missile target.
L&R Buttons: Fire Missile.

The above control schemes can be customized, but only within preset
schemes. Pick wisely!

----------------
2.2 >Basic Tips<
----------------
Even Bond sometimes needs some common sense put into him. Here are some tips to
keep him going.

-Though this is still Goldeneye, this version plays more like Call of Duty.
Hence, taking cover is more important than strafing.

-Bond's Health levels are determined by the borders on his screen. Get hit too
hard, and the borders will turn red. When veins show up on the border, Bond is
extremely vulnerable. Simply stay out of combat (and try to stay still) to
recover lost health quickly (does not apply to 007 Classic Mode).

-Also like in Call of Duty, Bond can vault over small objects by pressing
Action and moving forward.

-Use stealth whenever possible; it's a lot easier to deal with hefty situations
with stealth than strength.

-Firing weapons will cause recoil, hence, the weapon will become less accurate.
Pay attention to the size of the crosshairs to see how accurate the shot will
be. Watch the recoil when using the guns.

-Using Iron Sights is much more accurate than firing from the hip. Use Iron
Sights whenever possible.

-Bond can carry two other Weapons along with his P99.

-Use the radar to navigate through levels, detect enemies, and find objectives.

-Keep an eye out for the Smartphone and Objective logos.

-Open locks by punching or shooting them. THERE ARE NO KEYS. Locks are commonly
found on Weapon crates and lockers, as well as gates.

-When using the Smart Phone, one has to be close enough to hack/photograph the
object. The distance from the object will be displayed underneath. It will turn
white when Bond is close enough.

-Snipers in Single-Player will always use Laser Sights. Take advantage of this
to spot them quickly.

-There are two types of enemies in Single-Player; normal soldiers and Elites.
Soldiers are the usual run-of-the-mill enemies. Elites are much stronger, and
use heavier weaponry. They often have low, ominous voices, and are often
summoned when the alarm has gone off.

-There are various objects that can be shot to kill enemies. They range from
explosive barrels to fire extinguishers, among others.

-Sentry Guns always have a Terminal attatched to them somewhere. Hack it with
the Smart Phone to turn it against the enemy!

-Sentry Guns can also be disabled permanently by destroying said Terminal.
Handy for keeping undercover.

-The grates on vents can be destroyed as well as pryed off. It's faster, but
louder.

-There are various action sequences throughout the Single-Player mode. The
buttons to be pressed and guestures to be mimicked will be displayed at the
right moments, so be fast!

-During breaching sequences, try not to run out of ammo!

-Buttons can be pressed by using the Action button or by punching them. Eyes
out for the action signal to figure out which one to use.

-Replace any weapon that doesn't have an attachment with one that does (if
possible). It never hurts to get an edge in combat!

-Follow the objective marker in order to advance closer and closer to the
current objective. Secondary objectives are not marked on the radar, however.

-When reloading, the background becomes hazy. Take caution when reloading.

-Using Iron Sights when crouching will result in looking over and increased
height. Take advantage of this when using cover.

-------------
2.3 >Weapons<
-------------
Being a First Person Shooter, Goldeneye has a large library of guns, weapons,
and deadly devices. Like (again) Call of Duty, many Weapons come with
attachments for further destruction!

*************
*Walther P99*
*************

In-game Name: P99.
Clip Size: 16.
Carry Capacity: 192.
Power: Average.
Accuracy: Medium.
Default Rate of Fire: Semi-Automatic.
Range: Medium.
Recoil: Medium.
Reload Time: Short.
Alternate Firing Modes: Silenced.
Attachments: Silencer.
Class: Pistol.
Unlocked At: Level 10.

Bond's signature Pistol (or was it the PPK?). The P99 is a capable weapon, with
good firepower and reliable accuracy. In Single-Player, this gun stays with
Bond at all times, but additional ammo cannot be found anywhere. Use it wisely!

****************
*Tokarev Pistol*
****************

In-game Name: Torka T3.
Clip Size: 8.
Carry Capacity: 104.
Power: Average.
Accuracy: Medium.
Default Rate of Fire: Semi-Automatic.
Range: Short.
Recoil: Medium.
Reload Time: Short.
Alternate Firing Modes: None.
Attachments: None.
Class: Pistol.
Unlocked At: Available at start.

The poor man's P99. Also Russian. The Tokarev lacks in most categories except
carrying capacity and firing rate. It's pretty much a throwaway weapon.

********
*HK USP*
********

In-game Name: Hawksman M5A.
Clip Size: 15.
Carry Capacity: 105.
Power: Average.
Accuracy: Medium.
Default Rate of Fire: Semi-Automatic.
Range: Medium.
Recoil: Low.
Reload Time: Short.
Alternate Firing Modes: None.
Attachments: Silencer, Laser Pointer.
Class: Pistol.
Unlocked At: 21.

Similar to the P99 in almost every way, except that it has a much faster firing
rate. 

*************
*Beretta 93R*
*************

In-game Name: Kunara V.
Clip Size: 21.
Carry Capacity: 105.
Power: Low.
Accuracy: Medium.
Default Rate of Fire: Automatic.
Range: Medium.
Recoil: High.
Reload Time: Medium.
Alternate Firing Modes: Burst.
Attachments: Silencer.
Class: Pistol.
Unlocked At: 31.

A handheld machine gun. It works in a pinch against foes. Due to its low
carrying capacity, however, it may be ideal to use a longer-lasting weapon.

***************
*Colt Anaconda*
***************

In-game Name: Wolfe .44.
Clip Size: 6.
Carry Capacity: 72.
Power: High.
Accuracy: High.
Default Rate of Fire: Semi-Automatic.
Range: Long.
Recoil: High.
Reload Time: Medium.
Alternate Firing Modes: None.
Attachments: Laser Pointer.
Class: Pistol.
Unlocked At: 51.

The most powerful (conventional) Pistol in the game! It's capable of killing
enemies in a couple hits, and it's extremely accurate!

*************************
*Scaramanga's Golden Gun*
*************************

In-game Name: Golden Gun.
Clip Size: 1.
Carry Capacity: Infinite.
Power: One-Shot-Kill High!
Accuracy: High.
Default Rate of Fire: Single.
Range: Medium.
Recoil: High.
Reload Time: Short.
Alternate Firing Modes: None.
Attachments: None.
Class: Game-Breaker.
Unlocked At: N/A.

Available only in the signature Golden Gun Mode. Killing people with this
artifact grants more points than normal. Don't lose it!

******
*MP5K*
******

In-game Name: Sigmus.
Clip Size: 20.
Carry Capacity: 240.
Power: Low.
Accuracy: Medium.
Default Rate of Fire: Automatic.
Range: Medium.
Recoil: Low.
Reload Time: Medium.
Alternate Firing Modes: Burst.
Attachments: Reflex Sight, Silencer, Laser Pointer, ACOG Scope.
Class: Submachine Gun.
Unlocked At: Available at Start.

The MP5K is a basic weapon, ideal for short firefights. It supports numerous
attachments, such as various scopes.

*****
*MP5*
*****

In-game Name: Sigmus 9.
Clip Size: 30.
Carry Capacity: 240.
Power: Low.
Accuracy: Medium.
Default Rate of Fire: Automatic.
Range: Medium.
Recoil: Low.
Reload Time: Medium.
Alternate Firing Modes: Burst.
Attachments: Reflex Sight, Silencer, Laser Pointer, ACOG Scope.
Class: Submachine Gun.
Unlocked At: Level 5.

A better version of the MP5K. Higher clip, same damage!

*****
*MP7*
*****

In-game Name: Stauger UA1.
Clip Size: 40.
Carry Capacity: 200.
Power: Medium.
Accuracy: Medium.
Default Rate of Fire: Automatic.
Range: Medium.
Recoil: Medium.
Reload Time: Medium.
Alternate Firing Modes: Burst.
Attachments: Reflex Sight, Silencer, Laser Pointer, ACOG Scope.
Class: Submachine Gun.
Unlocked At: Level 16.

Small, but nasty! Fires slightly slower than the MP5, but is more powerful and
has a slightly larger clip.

*****
*P90*
*****

In-game Name: Vargen FH7.
Clip Size: 50.
Carry Capacity: 200.
Power: Medium.
Accuracy: Medium.
Default Rate of Fire: Automatic.
Range: Medium.
Recoil: Medium.
Reload Time: Long.
Alternate Firing Modes: None.
Attachments: Reflex Sight, Silencer, Laser Pointer, ACOG Scope.
Class: Submachine Gun.
Unlocked At: Level 29.

What would Goldeneye be without the infamous P90? It has a high clip, yet low
carrying capacity. Use it frequently to make the most out of it. The P90 often
comes with Reflex Sights by default.

************
*TDI Vector*
************

In-game Name: Strata SV400.
Clip Size: 30.
Carry Capacity: 210.
Power: High.
Accuracy: Medium.
Default Rate of Fire: Automatic.
Range: Medium.
Recoil: Medium.
Reload Time: Medium.
Alternate Firing Modes: Semi-Automatic.
Attachments: Reflex Sight, Silencer, Laser Pointer, ACOG Scope.
Class: Submachine Gun.
Unlocked At: Level 45.

Goldeneye's Uzi. The Vector packs a bit more punch than most other Submachine
Guns, and is very accurate.

**************
*Mossberg 590*
**************

In-game Name: SLY 2020.
Clip Size: 7.
Carry Capacity: 56.
Power: Very High.
Accuracy: Very Low.
Default Rate of Fire: Pump.
Range: Short.
Recoil: High.
Reload Time: Short.
Alternate Firing Modes: None.
Attachments: None.
Class: Shotgun.
Unlocked At: Available at Start.

The Zukovsky Shotgun. It may be an unreliable shot, but it features stripper
magazines, which means that this gun always reloads the same time every time!
Don't be afraid to spend all shells in a single clip!

***************
*Remington 870*
***************

In-game Name: SEGS 550.
Clip Size: 8.
Carry Capacity: 56.
Power: High.
Accuracy: Low.
Default Rate of Fire: Pump.
Range: Short.
Recoil: High.
Reload Time: Varies.
Alternate Firing Modes: None.
Attachments: None.
Class: Shotgun.
Unlocked At: Level 7.

A Shotgun often found amongst Janus' troops. This Shotgun follows all the usual
Shotgun functions; reloading may vary depending on how empty the clip is.

*******************
*FN Police Shotgun*
*******************

In-game Name: PT9 Interdictus.
Clip Size: 8.
Carry Capacity: 64.
Power: High.
Accuracy: Low.
Default Rate of Fire: Pump.
Range: Short.
Recoil: Medium.
Reload Time: Varies.
Alternate Firing Modes: None.
Attachments: Reflex Sight.
Class: Shotgun.
Unlocked At: Level 18.

Don't worry, Bond isn't going to kill any policemen! This weapon is primarily
used by Russian guards, and Janus' elite. It stands out amongst other Shotguns,
as it supports Reflex Sights.

*********
*SPAS-12*
*********

In-game Name: Drumhead Type 12.
Clip Size: 8.
Carry Capacity: 64.
Power: High.
Accuracy: Low.
Default Rate of Fire: Pump.
Range: Short.
Recoil: High.
Reload Time: Varies.
Alternate Firing Modes: None.
Attachments: None.
Class: Shotgun.
Unlocked At: Level 32.

The all-popular SPAS-12 makes yet another appearance in Goldeneye. It's not
that different from the other Shotguns, though it's more powerful. It's also
quite common.

*********
*USAS-12*
*********

In-game Name: Masterton M557.
Clip Size: 12.
Carry Capacity: 36.
Power: High.
Accuracy: Low.
Default Rate of Fire: Automatic.
Range: Short.
Recoil: Very High.
Reload Time: Long.
Alternate Firing Modes: Semi-Automatic.
Attachments: None.
Class: Shotgun.
Unlocked At: Level 52.

The USAS-12 stands above the other Shotguns, as it is the only one that isn't
pump-action. It's fully Automatic, but that may be overkill. Its Semi-Automatic
mode is enough to maintain suppressing fire and may be handy for conserving
ammo.

*******
*AK-47*
*******

In-game Name: AK-47.
Clip Size: 40.
Carry Capacity: 240.
Power: Medium.
Accuracy: Medium.
Default Rate of Fire: Automatic.
Range: Medium.
Recoil: High.
Reload Time: Medium.
Alternate Firing Modes: Semi-Automatic.
Attachments: Reflex Sight, Laser Pointer, ACOG Scope, Thermal Scope, Grenade
Launcher.
Class: Assault Rifle.
Unlocked At: Level 3.

Frequently used by Russian troops, the AK-47 is an ideal all-around weapon.
It's weaker than most Assault Rifles, but the availability of the weapon along
with its carrying capacity makes ammo issues rare.

********
*SCAR-H*
********

In-game Name: Kallos TT9.
Clip Size: 30.
Carry Capacity: 180.
Power: High.
Accuracy: High.
Default Rate of Fire: Automatic.
Range: Long.
Recoil: Medium.
Reload Time: Medium.
Alternate Firing Modes: Semi-Automatic.
Attachments: Reflex Sight, Silencer, Laser Pointer, ACOG Scope, Thermal Scope,
Grenade Launcher.
Class: Assault Rifle.
Unlocked At: Level 11.

A favourite amongst the Janus forces, the SCAR-H is a sharpshooting weapon.
Handy for flushing out enemies in cover.

*****
*M16*
*****

In-game Name: Terralite III.
Clip Size: 30.
Carry Capacity: 180.
Power: High.
Accuracy: High.
Default Rate of Fire: Automatic.
Range: Long.
Recoil: Medium.
Reload Time: Medium.
Alternate Firing Modes: Semi-Automatic.
Attachments: Reflex Sight, Silencer, Laser Pointer, ACOG Scope, Thermal Scope,
Grenade Launcher.
Class: Assault Rifle.
Unlocked At: Level 25.

Bring Counter-Strike dreams to life with the M16! Like all other Rifles, it
supports lots of Attachments. It is superior to the SCAR-H.

*****
*G36*
*****

In-game Name: Anova DP3.
Clip Size: 30.
Carry Capacity: 180
Power: High.
Accuracy: High.
Default Rate of Fire: Automatic.
Range: Medium.
Recoil: Medium.
Reload Time: Medium.
Alternate Firing Modes: Burst.
Attachments: Reflex Sight, Silencer, Laser Pointer, ACOG Scope, Thermal Scope,
Grenade Launcher.
Class: Assault Rifle.
Unlocked At: Level 41.

The Elites' ideal choice of gun. Supports lots of attachments, and packs a big
punch.

********
*TAR-21*
********

In-game Name: Ivana Spec-R.
Clip Size: 30.
Carry Capacity: 180.
Power: High.
Accuracy: High.
Default Rate of Fire: Automatic.
Range: Long.
Recoil: Low.
Reload Time: Medium.
Alternate Firing Modes: Semi-Automatic.
Attachments: Reflex Sight, Silencer, Laser Pointer, ACOG Scope, Thermal Scope,
Grenade Launcher.
Class: Assault Rifle.
Unlocked At: Level 56.

A powerful prototype Rifle used by Janus' finest soldiers. Very deadly and
accurate.

**********
*Dragunov*
**********

In-game Name: Pavlov ASR.
Clip Size: 10.
Carry Capacity: 40.
Power: High.
Accuracy: Very High.
Default Rate of Fire: Bolt.
Range: Very Long.
Recoil: High.
Reload Time: Medium.
Alternate Firing Modes: None.
Attachments: Silencer, Laser Pointer, Thermal Scope.
Class: Sniper Rifle.
Unlocked At: Level 9.

Russia's Sniper Rifle. Aim for the head for maximum efficiency.

****************
*Truvelo AV-400*
****************

In-game Name: Toros AV-400.
Clip Size: 5.
Carry Capacity: 40.
Power: High.
Accuracy: Very High.
Default Rate of Fire: Semi-Automatic.
Range: Very Long.
Recoil: High.
Reload Time: Medium.
Alternate Firing Modes: None.
Attachments: Laser Pointer, Thermal Scope.
Class: Sniper Rifle.
Unlocked At: Level 26.

A Sniper Rifle that fires quite quickly. Deadly as it may be, it cannot support
a Silencer, so be prepared to relocate when using this weapon!

*****
*SL8*
*****

In-game Name: Talon HL 450.
Clip Size: 10.
Carry Capacity: 40.
Power: High.
Accuracy: Very High.
Default Rate of Fire: Semi-Automatic.
Range: Very Long.
Recoil: High.
Reload Time: Medium.
Alternate Firing Modes: None.
Attachments: Silencer, Laser Pointer, Thermal Scope.
Class: Sniper Rifle.
Unlocked At: Level 37.

Another Sniper Rifle that fires faster but is less capable of killing people in
one hit. Superior to the Truvelo.

********
*WA2000*
********

In-game Name: WA2000.
Clip Size: 6.
Carry Capacity: 42.
Power: Very High.
Accuracy: Very High.
Default Rate of Fire: Bolt.
Range: Very Long.
Recoil: High.
Reload Time: Long.
Alternate Firing Modes: None.
Attachments: Silencer, Laser Pointer, Thermal Scope.
Class: Sniper Rifle.
Unlocked At: Level 47.

Janus' Sniper Rifle. It seems that Janus gets to hog all the cool yet rare
guns.

*****
*AWM*
*****

In-game Name: Gambit CP-208.
Clip Size: 5.
Carry Capacity: 40.
Power: Extremely High.
Accuracy: Very High.
Default Rate of Fire: Bolt.
Range: Very Long.
Recoil: Very High.
Reload Time: Long.
Alternate Firing Modes: None.
Attachments: Silencer, Laser Pointer, Thermal Scope.
Class: Sniper Rifle.
Unlocked At: Level 55.

The infamous Sniper Rifle from Counter-Strike returns again! It may have a much
lower clip size, but it's much more powerful.

*****
*RPG*
*****

In-game Name: MJR-409.
Clip Size: 1.
Carry Capacity: 1.
Power: Extremely High.
Accuracy: Medium.
Default Rate of Fire: Single.
Range: Very Long
Recoil: Very High.
Reload Time: Long.
Alternate Firing Modes: None.
Attachments: None.
Class: Rocket Launcher.
Unlocked At: N/A.

An excuse for more things to blow up. Aim for surfaces near the enemy for
maximum efficiency.

*********
*Grenade*
*********

Class: Throwable.
Detonated By: Time.
Explosion Type: Explosive.
Requires: Available at Start.

Standard-issue Grenades. Grenades are available only in Multiplayer. Grenades
can be cooked by holding the Grenade button before releasing it. It usually
takes 3 ticks of the crosshairs before the bomb goes off!

Be wary of the Grenade icon on the HUD. While Grenades are nowhere near as
deadly and deplorable like in Call of Duty, they still pack a hell of a punch,
so evacuate immediately upon seeing the warning! Enemies in Single Player also
throw Grenades.

************
*Flash Bang*
************

Class: Throwable.
Detonated By: Time.
Explosion Type: Flash.
Requires: Distraction.

Flash Bangs, the bane of the eagle-eye. The explosion will cause temporary
blindness and loss of hearing. Victims under the effects of a Flash Bang are
much weaker.

************
*Smoke Bomb*
************

Class: Throwable.
Detonated By: Time.
Explosion Type: Smoke.
Requires: Distraction.

Smoke Bombs release non-toxic-yet-highly-annoying smoke in a small radius,
which can be used to cover a vulnerable area, or to render a nest useless, both
of which can be effective against enemy Snipers.

*************
*Timed Mines*
*************

Class: Throwable.
Detonated By: Time.
Explosion Type: Explosive.
Requires: Timed Mines.

Explosives that explode after a period of time. Think TNT. Mines, including
Timed Mines, will stick to surfaces or players upon contact.

**************
*Remote Mines*
**************

Class: Throwable.
Detonated By: Smart Phone.
Explosion Type: Explosive.
Requires: Remote Mines.

Mines that can be detonated at will. Use the Smart Phone to detonate the
explosives. Keep an eye on the areas rigged with these explosives, they won't
detonate themselves! Consider planting them near objectives and keep an eye on
the HUD for some easy kills!

*****************
*Proximity Mines*
*****************

Class: Throwable.
Detonated By: Enemy presence.
Explosion Type: Explosive.
Requires: Proximity Mines.

Handy for the camper. Lay a pair of traps at choke-points and the only thing
dangerous now are the Snipers. Like Remote Mines, consider throwing them on
objectives.

**************
*Oddjob's Hat*
**************

Class: Throwable.
Detonated By: Direct Contact.
Explosion Type: Humiliating.
Requires: Oddjob.

Oddjob's Hat returns! However, these ones don't regenerate, and they replace
the typical explosive Grenades. Use these wisely!

-----------------------
2.4 >Multiplayer Perks<
-----------------------
Different classes provide a set of perks that may help in the midst of combat.
Combine perks with weapons wisely! This section also covers weapon
attachments, which can also be found in Single-Player.

**************
*Reflex Sight*
**************

Type: Attachment.
Purpose: Increases accuracy when using Iron Sights.
Unlocked At: Level 2.

An improvement on Iron Sight shooting. 

**********
*Silencer*
**********

Type: Attachment.
Purpose: Conceals gunshots and increases accuracy.
Unlocked At: Level 20.

A Spy's best friend. Even in the thick of combat, Silencers increase the
accuracy of a weapon, at the cost of slightly less damage dealt.

***************
*Laser Pointer*
***************

Type: Attachment.
Purpose: Increases accuracy when firing from the hip.
Unlocked At: Level 23.

Laser beams. Enemies can't see them for the sake of game balance, so don't
worry!

************
*ACOG Scope*
************

Type: Attachment.
Purpose: Increases magnification of Iron Sights.
Unlocked At: Level 33.

A mini-scope for non-Sniper Rifle weapons. Perfect for long range bullet
spraying!

***************
*Thermal Scope*
***************

Type: Attachment.
Purpose: Outfits scope with thermal detection.
Unlocked At: Level 38.

Thermal Scopes are available to Weapons that already have Scopes. All
biological objects seen through the Scope are white, while the rest is black.

******************
*Grenade Launcher*
******************

Type: Attachment.
Purpose: Launches a contact Grenade.
Unlocked At: Level 54.

Still not enough explosions? The Grenade Launcher holds up to two extra
Grenades in reserve.

***********
*Snap Shot*
***********

Type: Gadget 3.
Purpose: Increases Hip Fire Accuracy.
Unlocked At: Level 4.

Handy when paired up with Submachine Guns and Shotguns.

*************
*Distraction*
*************

Type: Gadget 1.
Purpose: Provides a pair of Flash Bangs and Smoke Grenades.
Unlocked At: Level 6.

Tick off the enemy with this Gadget!

**************
*Heavy Hitter*
**************

Type: Gadget 2.
Purpose: Increases Weapon damage.
Unlocked At: Level 8.

As if Sniper Rifles and Shotguns weren't painful enough! It can be handy for
Pistols as well.

*****************
*Hi Cap Magazine*
*****************

Type: Gadget 1.
Purpose: Increases Weapon clip size.
Unlocked At: Level 13.

More room for dakka. Weapons with low clips also benefit from this.

**************
*Speed Loader*
**************

Type: Gadget 2.
Purpose: Increases reloading speed.
Unlocked At: Level 15.

Speed Loader is immensely useful with Shotguns and Sniper Rifles, along with
other long-loading Weapons.

*************
*Bio Booster*
*************

Type: Gadget 3.
Purpose: Increases health.
Unlocked At: Level 17.

This is why he won't die.

*************
*Timed Mines*
*************

Type: Gadget 1.
Purpose: Provides a pair of Timed Mines.
Unlocked At: Level 19.

Get some Timed Mines.

*****************
*Reactive Armour*
*****************

Type: Gadget 2.
Purpose: Increases Health.
Unlocked At: Level 22.

Like Bio Booster, but occupies a different slot. Juggernauts tend to use this
in conjunction with the Bio Booster.

**************
*Mine Sweeper*
**************

Type: Gadget 3.
Purpose: Detects nearby Mines.
Unlocked At: Level 28.

Lots of people hate Mines (everybody that doesn't use Mines hates Mines!). This
Gadget provides Mine detection for extra security.

**************
*Remote Mines*
**************

Type: Gadget 1.
Purpose: Provides a pair of Remote Mines.
Unlocked At: Level 35.

Get some Remote Mines.

**************
*Light Footed*
**************

Type: Gadget 2.
Purpose: Increases movement Speed.
Unlocked At: Level 36.

The ideal Gadget for the marathon man.

************
*Multi-Task*
************

Type: Gadget 3.
Purpose: Provides an extra Pimary Weapon in place of the Pistol.
Unlocked At: Level 42.

Face it, Pistols aren't that handy in Multiplayer (except for the Revolver).
Use this Gadget to replace it with another Primary Weapon! A savvy Sniper can
use this for a Submachine Gun!

**********************
*Last Act of Defiance*
**********************

Type: Gadget 3.
Purpose: Drops a live Grenade upon death.
Unlocked At: Level 50.

Die with style. Just pray the enemy's reckless enough to engage up close!

**************************
*Polarized Contact Lenses*
**************************

Type: Gadget 2.
Purpose: Provides immunity to Flash Bangs.
Unlocked At: Level 52.

I hate Flash Bangs too. The Lenses defeat their negative effects.

*****************
*Proximity Mines*
*****************

Type: Gadget 1.
Purpose: Provides a pair of Proximity Mines.
Unlocked At: Level 53.

Get some Proximity Mines.

----------------
2.5 >Characters<
----------------
The cast of Goldeneye 007.

James Bond:
An enigmatic, brilliant, and suave 00 agent. Portrayed by Daniel Craig.

Alec Trevelyan:
Another 00 agent. He's no Red Shirt.

Natalya Simonova:
A Russian engineer. Knows how to hack a Goldeneye satellite, and get kidnapped.

M:
James Bond's superior officer and exposition announcer.

Bill Tanner:
Another exposition announcer.

Janus:
The mysterious leader of the Janus group.

Arkady Ourumov:
A renegade Russian general. No longer has a vacant expression on his face.

Xenia Onatopp:
A psychotic mercenary. She is indeed "Onatopp".

Valetin Zukovsky:
A Russian gangster who lives in Barcelona. Has recently followed the "Subway"
diet.

Dmitri Mishkin:
A Russian Defence Minister. Knows about the Goldeneye project.

Boris Grishenko:
Sir-not-appearing-in-this-game. Helped Ourumov and Xenia with their work off-
screen.

--------------
2.6 >Factions<
--------------
Different Factions in the game. M16 tends to face off against different
opponents each day.

MI6:
Britain's super-awesome secret service. Includes 00 Agents, mercenaries for
hire, and people that look like Billy-Dee Williams. Their Hero is none other
than Bond.

Russia:
The red scare, but not that scary after the fall of the USSR. These slavics
still aren't any softer though! Their Hero is Ourumov.

Zukovsky's Gang:
Old rivals of M16. They dress to impress and get in fights. Naturally, their
Hero is Zukovsky.

Janus:
A secret organization with a sinister plot. They like to collect rare guns.
Their Hero is Janus himself.

-----------------
2.7 >Stealth 101<
-----------------
Stealth is a major component of Single-Player gameplay (and a minor component
of Multiplayer too!). Here is an article to cover how to beat Solid Snake at
his own game.

-Never be afraid to take a Silenced Weapon. They can help to conserve P99 ammo.

-Crouching makes walking much more quiet and undetectable.

-The basic way of taking down an enemy silently is to sneak up on him from
behind (while crouching) and press the Melee button. Alternatively, run up to 
his back and punch him before he can react.

-Keep an ear out for the musical cues. They will become distinguishable when
Bond gets spotted, maintains to keep his cover, or blows it outright.

-Memorize the enemy patrols.

-If sneaking up and punching an enemy is too difficult, simply shoot him in the
head with a silenced weapon.

-Watch out for Cameras. Shoot them with a Silenced Weapon to neutralize them.
Make sure nobody notices!

-Sentry Guns can also alert the enemy when they start shooting. Ears out for
their signature warning siren. Keep an eye out for their laser, as it
represents their line of sight.

-If there's only one guy left in the area, feel free to shoot him with a
conventional Weapon. He won't be able to react, and nobody's close enough to
hear it!

-For Time Trials, consider shooting people in the head with the P99 instead of
sneaking up on them and using fists.

-In Multiplayer, people don't show up on the radar until they shoot. Silenced
Weapons make an exception of this.

------------------
2.8 >Difficulties<
------------------
Here's the list of difficulty levels available in Single-Player. Levels must be
completed chronologically in order to play them on certain difficulties. One
cannot play the final level on 00 Agent difficulty without completing all other
levels on 00 Agent difficulty first.

Operative:
Easy-peasy! Ideal for new players. Enemies are weaker and do less damage. All
regular objectives must be completed in order to unlock the next level.

Agent:
Normal difficulty. Great for casual players. Enemies put up a fair fight. All
regular objectives and some bonus objectives must be completed in order to
unlock the next level.

00 Agent:
Hard! A challenge for advanced players. Enemies are dangerous. All regular and
bonus objectives must be completed in order to unlock the next level.

007 Classic:
This is war! Guaranteed to grief expert players! Enemies are truly dangerous!
All regular and bonus objectives must be completed in order to unlock the next
level. Health does not regenerate (except in Tank mode), so use those scattered
Armoured Vests wisely! When using a Tank, keep an eye on the fire at the back
of the Tank to determine how much health the Tank has before repairing.

Time Trial:
00 Agent mode with a strict time limit. Taking longer than what the time limit
provides results in an instant failure. Restarting from a checkpoint does not
refund time. Cutscenes also take up time.

==================
3.00 >Walkthrough<
==================
And this is the long, detailed walkthrough. Enjoy!

===========================
3.10 >Act One: Arkhangelsk<
===========================
Bond and Trevelyan must infiltrate a conspicious Dam in Arkhangelsk, where a
rogue general Ourumov is planning to exchange weapons with a local terrorist
group. The two 00 Agents must sabotage the chemical facility in the dam.

----------
3.11 >Dam<
----------

Objectives:
-Infiltrate the dam.
-Gather intel on the EMP hardened helicopter.
-Download the flight plan (Agent).
-Erase the security footage (00 Agent).
-Escape with Trevelyan.

Weapons:
P99
Tokarev Pistol
MP5K
AK-47
Dragunov
RPG-7

Enemy Faction: Russia.

Briefing: Bond and Trevelyan have reached the outskirts of the dam. Now they
must find a way inside.

After chatting a bit, the two Agents slide down the hill. Press Melee to subdue
the guard over the roadblock (this can also be done with other guards over
mountable obstacles).

Sneak towards the tower and head to the left end. The guards will be talking.
Wait for them to finish, then crawl up the stairs and subdue the Sniper on top
as well as the other guy walking in the inside of the tower. There's a whole
bunch of Weapons on both floors, as well as Armour on the second floor.

At this point, Trevelyan will likely start shooting the soldiers near the
truck. A patrol will be coming down the road where the 00 Agents came from. Use
the Dragunov (Pavlov) to pick them off, one by one (or use the AK-47 and shoot
like a madman). When all enemies have been cleared, head to the truck and enter
the passenger seat.

The pair's on the road, and the guards don't know they're a threat. While
discussing Oumurov's history, they get halted by a border patrol, asking them
to step out. Eventually, negotiations fail and Trevelyan opens fire, while Bond
takes an extra AK-47.

Trevelyan's hitting the gas! Shoot any dominant threats (such as the gunners on
the other vehicles, the engine on a truck, and the fuel tank up ahead). Bond
will also get ambushed by a guard on the truck. Shake him off!

Upon reaching the dam, the truck gets hit by a rocket, and crashes upside down.
Bond notices a huge gunship, and then enters the elevator shaft with Trevelyan.

When ready, breach the door. Shoot the guards attempting to raise the alarm
first during this breaching, slow-motion point. When all the guards are dead,
Trevelyan will stay behind to hold the line. Bond's new objective is to
photograph the gunship.

The door on the opposite end leads to one of the security terminals. Hack it.
Move through the long corridor and head down the stairs. Give the guard below a
bop on the head (if the alarm is raised, Stealth is no longer an option).

The guards outside the truck are talking. Snipe the man near the pillar, then
sneak up on the guy near the rails and toss him over. Take out the duo of
soldiers next to the truck and continue.

Don't go through that main gate. Instead, head through the left passage to the
underground tunnels. Climb up the ladder onto onto the catwalk. The guards will
be lining up, facing towards the main gate. Ambush them, then head to the other
end and through the passage on the right.

More enemy reinforcements will arrive by boat. Take them out silently with the
Dragunov when they get onto dry land (don't forget about the guy already on the
dock looking at the boats). There's a Weapons Crate on one of the docking
stations. When finished, head to the other end, through the locked gate.

Open the door and hastily subdue the guard on the other end (or go through the
vent and get him completely by surprise). There's a couple of guards patrolling
the catwalks, and a Camera in the corner. Take them all out before focusing on
the bay window overlooking the region. Sneak up into the bay window area by
going up the ladder. Take them out quickly, and destroy the Camera.

Exit the region by going upward. There's a Weapons Crate with a Dragunov Sniper
Rifle and Armour inside. Use it to snipe both of the guards on the catwalk
underneath the superstructure. Climb the catwalks and head onto the helipad.

When facing the helicopter, take out the Smart Phone and begin making pictures.
Both wings and the cockpit must have cool-looking photos to complete this
objective.

Some more guards will come through the closed gate leading to the top of the
dam. Take them down and head across the road (turn right), dispatching any more
soldiers hoping to stop Bond. There's also a Sniper in the tower. Give him a
bullet in the eye.

Here's something from kijmkijm2:

"When the cost is clear, turn around and head to the lone tower. Your
overturned and burning truck that Trevelyan hijacked is still there. Climb up
the tower and face left. Pick up the RPG nearby. Now take a few steps forward
to pick up an extra rocket."

Before heading down the elevator, go up the stairs to the top of the tower.
Hack the terminal to acquire the flight records. More bad guys are heading
towards the tower! Snipe them with the Dragunov, or engage up close and fill
them up with lead!

Finished? Now head down the elevator. To the left is a security booth with a
lock on the door. Shoot the lock through the hole in the window (silently),
then head through the door on this end. Subdue the guard next to the window and
head on down towards where the window was overlooking.

The guards don't know Bond is here yet. Use the Dragunov to pick them off one
by one if possible. When they are all gone, move forward. However, before
meeting back with Trevelyan, go up the stairs and move back to the security
booth (Bond can enter it from this end). Hack the terminal to completely erase
his infiltration evidence.

Make a run for the road and get to Trevelyan. He manages to hop off. Bond is
about to do the same, but the guards catch him. Bond hands over his parachute
and catches the guards by surprise, hopping off the dam and initiating the
typical 007 opening. Always for England Bond!

---------------
3.12 >Facility<
---------------

Objectives:
-Infiltrate the weapons facility.
-Release the lockdown.
-Download the trade manifests (00 Agent).
-Gather intel for MI6 analysis (Agent).
-Enter the inner facility.
-Rendezvous with Trevelyan.
-Sabotage the fuel tanks.
-Regroup with Trevelyan again.

Weapons:
P99
Tokarev Pistol
AK-47
G36
SL8

Enemy Faction: Russia.

Briefing: Bond and Tevelyan are now deeper in the dam's base. They need to
sabotage the fuel tanks. The two agents split off in separate ways, hoping to
cover more ground. Last one out buys a malt.

Climb into the vent, and navigate all the way to the washrooms. Keep an eye out
for the lights in case Bond gets lost. Upon entering the washroom, ambush the
guy on the can and head on out (What? He forgot to knock). There's an AK-47 in
one of the stalls.

Exit the stalls and ambush the guy on the other end of the glass (either shoot
through the window or go through the door on the side and backstab him). Go
back to the upper levels and head through the other door.

A bunch of guys are discussing about "The Game" (nobody wins there, really).
Along with the pair of talking engineers, there's another technician next to a
terminal below, and two patrolling guards in this area. Plug a bullet into the
technician, then quietly dispatch the two guards when they're in sight. Once
all of these guys have been killed, shoot out the two engineers.

Advance through the door. Trevelyan wants Bond to deactivate the lockdown. Head
into the office to the right while Oumurov is talking to the guy through the
screen in the other office. Knock the guy out of his chair and then crawl
through the vent to get to the other office. There's a Weapons Crate in this
room.

Pry the grate open and then take out the guy next to the terminal. Destroy the
Camera and kill the last technician in the office. Head on out and break the
lock on the door (the small one; there's no way to get past this main gate). It
leads to a maintenance room.

Go through the vents and pry the grate open. Wait for the pair of guards to
exit the hallway before shooting the Camera. There's a technician in one of the
offices and another trying to get a drink from the vending machine. Shoot them
both and then head into the office (without the guard). Take a photograph of
the blueprints before exiting.

There's a Weapons Locker down the stairs (and an Armoured Vest in the fenced
area). There are two ways to enter the next area. The most obvious way is
through the doors leading to the catwalks. The path that needs to be done on
00 Agent Difficulty is through the vents before the stairs.

Should Bond go through the main gate, head straight towards the mini structure
and subdue the technician. Destroy the Camera and go down the stairs. Subdue
the guard on the rails before tackling the enemies near the lower catwalk.

When going through the vent, just keep crawling. Bond will have a nice view of
this room. Head to the roof and enter the furthest hole.

Other than the hole, there's no other way to get into this locked room. Use the
Smart Phone to acquire the data from the terminal, then head out. Destroy the
Camera and possibly the guard that often patrols to this point. Go down the
stairs.

There are a pair of guards watching the main catwalk, and another is just
heading out of the locked door to the left. Shoot him before he can sound the
alarm! When he's out, sneak past the pair of soldiers next to the catwalk (if
there's an additional guard on the catwalk, wait for him to pass by).

Subdue the man relaxing on the rails at the other end, then go up the stairs.
Neutralize the technician and the Camera, then head back to the pair of guards.
Shoot the barrel to dispatch them both, then head on the catwalk and through
the door.

Bond should be entering the computer room by now. There's a handful of
technicians patrolling the perimeter and working on the computers. Kill them
and destroy the Cameras before heading up the stairs.

Breach through the doors and kill the guards. When they have been eliminated,
approach the scientist, and blackmail him into deactivating the lockdown. He'll
resist, so use force to prompt him to undo the lockdown. Then give him a good
bop on the head.

Take the SL8 (Talon) and use it to snipe the enemies patrolling the catwalks
outside. When they have all been dispatched, hop down onto the catwalks and go
through the previously locked gate.

Run through the corridors towards an open room. Trevelyan will appear on the
upper catwalks, and will provide sniper fire when necessary. A group of guards
will appear below; take them out as quietly as possible. There are more enemies
up ahead. Engage them at will. When the region's clear, go through the side
door and up the stairs. Take out the technicians and the Camera, then take a
picture of the Sentry Gun blueprints. Go back downstairs and through the gate.

Bond's reached the laboratory. There's a duo of guards talking to one another
to the left. Ignore them for now; go to the corridor ahead and take out the guy
walking back and forth, then the man guarding the door. When they have been
killed at the hands of Bond, dispatch the pair of guards, and the area will be
clear. Press the button next to the blue screen to access one of the rooms with
a bit of photographic evidence. There's also a Weapons Locker in the same room
(it includes Armour).

Head to the next portion of the laboratory, and take a look through the glass
window. Trevelyan will enter through the air ducts. Use the Smart Phone to
activate the alarm, prompting the scientists to exit (one of them doesn't get
through, and gets beaten up by Trevelyan).

Go through the doors. Trevelyan will open up a locked one. Keep going through
the hallways (gun down the walking guy), then meet up with Trevelyan at the
room before the fuel tanks.

Stealth isn't an easy option in this room. There's a bunch of Cameras, and a
few unpredictable guards to boot. Use force if necessary. Once the place is
clear, plant the charges on the fuel tanks (keep an eye out on the radar if
things aren't too clear).

Exit the area and run to the hallways. Ourumov's got Trevelyan! Bond has a hard
time making a decision, and drops his gun. Ourumov shoots Trevelyan anyways,
and then makes his move on Bond. Press the button to detonate the charges, and
Bond will make a daring escape.

---------------
3.13 >Airfield<
---------------

Objectives:
-Escape from the facility.
-Neutralize the helicopter gunship (Agent).
-Destroy the air tracking consoles (00 Agent).

Weapons:
P99
Tokarev Pistol
MP7
SPAS-12
AK-47
G36

Enemy Faction: Russia.

Briefing: Trevelyan will be missed. But Bond needs to concentrate on saving his
own skin. A plane is landing on the tarmac. Find a way to get out of the
airfield fast!

Grab the AK-47 near the crates and shoot the enemies closing on Bond's
position! When the region's clear, head straight to the bunker ahead. Head up
on top and press the button on the laptop to activate the SAM site, causing it
to fire a missle at the gunship, forcing it to retreat.

There's more soldiers heading towards Bond's position. Go down the stairs and
open up the Weapons Locker (be sure to grab the Armoured Vest, Bond will need
it!). Use the guns to dispatch them before they can reach the bunker! Head
towards the road. There's more enemies on the catwalks ahead. One is even armed
with an RPG! Shoot him first!

Go through the door to the left. There's some soldiers hoping to pack up
quickly, unaware of Bond's presence. Consider taking them out silently if
possible. There's a few more enemies in the garage area as well.

Exit through the door on the upper catwalks. Head down the stairs and follow
the road, killing any enemies along the way (ignore the soldiers on the upper
road). There's Armour inside the room across the road, so grab it! Go through
the door to the left.

There's another Weapons Locker here. Grab what's necessary and head outdoors.
Make a beeline to the next bunker ahead, and activate the SAM site. This rocket
will destroy the gunship once and for all. Notice the Armoured Vest next to the
controls. Use it wisely.

Take out the enemies converging on Bond's position. His next destination is
towards the tarmac past the wall. Go up the stairs and clear out the bad guys.
Open the door and enter the airport control centre.

The stairs below is blocked. Engage the enemy here and go upstairs. Before
going on the catwalk outside, go further upstairs. Dispatch the two guards and
shoot the various terminals (be sure to destroy the terminals on the lower
floor also). Then head back to the catwalk.

A motorcycle! Bond slides down and makes his escape. Use the P99 to shoot the
enemies on other motorcycles. There's another guy attacking on the plane. Shoot
him!

Bond's at the end of the line. He makes the jump!. Struggle hard enough to
regain balance in order to enter the crashing plane. When at the cockpit, shake
hard enough to bring the plane out of the dive!

Bond's made it! He's determined to find out about the EMP-immune gunship.

===========================================
3.20 >Act Two: Barcelona, Dubai, Severnaya<
===========================================
A threesome of very short missions. Bond needs to gather intel on Ourumov, and
find out what he's up to. He's also learned of an organization named Janus.

----------------
3.21 >Nightclub<
----------------

Objectives:
-Locate Sergeant Garcia.
-Meet with Zukovsky.
-Obtain Zukovsky's contact list (Agent).
-Photograph evidence of Zukovsky's arms deals (00 Agent).
-Obtain the nightclub's security footage (00 Agent).
-Escape from Zukovsky's nightclub.

Weapons:
P99
Tokarev Pistol
Colt Anaconda
MP5
Mossberg 500
SCAR-H
TAR-21

Enemy Faction: Zukovsky.

Briefing: MI6 suspects that Zukovsky made a deal with Ourumov. Talk to Zukovsky
regarding his intentions, and figure out where to go next.

Head up the stairs in the foyer and move through the open hallways. Walk
straight past the guard and answer the Smart Phone. Keep walking through and
enter the dance club. Nobody in this sector is Garcia, so move down the stairs
(to the right).

Bond will run into a waitress with counterfeit vodka. When the conversation's
done, head down another flight of stairs (Garcia's not here either). Head
across the dance floor to the other end of the room. Garcia's hanging around
this region. Garcia's the woman in the white dress. When Bond has scanned her
face and made introductions, follow Garcia to Zukovsky's office.

Bear with the guard making a cavity search on Bond and taking his gun. Enter
Zukovsky's office and have a chat.

Zukovsky will explain to Bond about his interactions with Oumurov. He told him
to go to the arms fair in Dubai. He also ordered a drink, and the waitress
shoots him anticlimactically. Grab the gun (the waitress also manages to frame
Bond in a couple of seconds) and start shooting at the angry bodyguards.

If time allows, head back to Zukovsky's office and shoot the multicoloured
picture of Zukovsky. His contact list is in there. There's also a Colt Revolver
on the coffee table.

Head back out and go down the stairs near the windows. A guy with an MP5
(Sigmus 9) will attack Bond. Take him out and steal his gun. Move through the
hallways towards the dance floor.

The various enemies will be taking cover behind the rails, tables, and other
assorted objects. Use the Colt Revolver to pick them off. Bond must make his
way to where he entered the dance floor to advance. There's a suit of Armour
behind the bar to the left. Bond MUST grab it if he is to survive.

Bond's first way out is blocked. Head through the open hallway and breach the
door. Kill as many enemies as possible in one clip. There's more enemies hoping
to get the jump on Bond. Pick them off, then head through the door.

More hallways and corridors. Eliminate the bad guys here, and take their
Shotguns. Enter the kitchen house, and destroy the pair of baddies.

Head left. There's a whole weapons cache here! Kill the lone occupant and feel
free to take photographs of the crates. Take any weapons Bond will need to
engage the enemies in the next room.

The thugs are dug in deep in the kitchen. There are various objects that can
give Bond the advantage when shot. When all the enemies here have been cleared,
go through the doors and take out the two guards by shooting the fire
extinguisher.

Bond's almost in the clear. Instead of going through the unlocked door like a
sucker, find the vents and go through. The vents lead to a locked room with a
Revolver and Armour inside, as well as a passage to the upper portion of the
next room.

The enemy's armed to the teeth here! Use the Revolver to pick off as many bad
guys here as possible. This position is also a good place to practice some
sharp-shooting with the scoped TAR-21 (Ivana) on the table. When it's all quiet
on this front, head down the stairs and navigate all the way to the other side.

To record Zukovsky's murder, go up the stairs on this end of the restaraunt. A
few more enemies will come out of the door. Take them out and go through the
door. There's a vent here that leads to the security room. Use the Smart Phone
to record the security footage and then exit through the door. Simply walk back
to the restaurant to continue.

There's no way Bond's going to be able to engage the cops outside the
nightclub! Head through the hallways towards the alley. Bond will ride the
motorcycle, ending this shamefully short mission.

--------------
3.22 >Carrier<
--------------

Objectives:
-Meet with Sky Briggs
-Pursue Ourumov and Onatopp.
-Get to the EMP helicopter.
-Release the lockdown.
-Rescue all hostages (Agent).
-Disarm the explosive charges (00 Agent).
-Plant Smart Phone on the prototype helicopter.
-Escape from the carrier.

Weapons:
P99
HK USP
MP5
P90
USAS-12
G36

Enemy Faction: Janus.

Briefing: Meet up with Sky Briggs at the Dubai Arms Fair. Make sure that
helicopter stays out of the wrong hands. If that's not possible, be sure to
track it down! PS, that gun-toting waitress is named Xenia Onatopp.

After a relatively friendly post-9/11 style security check, the guard will tell
Bond that Briggs is up on the stairs. Walk there and meet up with him (feel
free to eavesdrop on the conversations at the fair). He seems like a pretty
friendly guy. He claims that the EMP helicopter on the carrier is safe.

Bond follows him, as Briggs hopes to introduce him to the whirly-bird pilots.
However, he is anticlimactically shot by Xenia and Ourumov, who have also
murdered the pilots! Go after them!

Open the Weapons Crate and use the MP5 (Sigmus 9) to shoot at the lights
platforms above the enemies hiding behind the various displays. Take the
passage to the left, and take out the enemies coming from the door.

Bond can hack the Sentry Gun from this end of the room (the Terminal is close
by). The Sentry Gun can easily clear out the majority of the enemies here.
Collect as much USP (Hawksman) ammo as Bond can, then hack the Terminal to
unlock the gate.

More lambs to the slaughter! Shred them with the MP5, then keep moving forward.
Turn left and take out more enemies on this floor. Head down either flight of
stairs and engage the terrorists in this area. One of them is carrying a P90
(Vargen), so grab it. Advance when it's clear (don't worry about avoiding the
metal detector, this isn't Left 4 Dead).

Board the carrier. The enemies here don't know Bond is aboard, so bring out the
Silenced USP (Hawksman). Take the left path and go down in the vent-thingy.
From here, Bond can hack the Sentry Gun overlooking the lower deck. It's more
than capable of flushing out the enemies here.

Go up the stairs. The men here haven't heard the gunshots below. Assassinate
the enemies on the control deck with the USP (Hawksman), then kill the pair of
guards at the back. There's also an explosive charge here to be defused.

Head through the door (Bond can collect any ammo the baddies have left behind).
Navigate through the hallways and ignore the men sealing the door. Head left.
There's a closed door with voices coming from it. Open the door and kill the
bad guy, rescuing the hostage on the process. The enemies are planning to blow
up the ship, if Bond hasn't come to this conclusion already.

Go down the ladder. Enter the next room by taking the corridors to the left.
Bond will have the advantage, the guys here have no idea! Shoot both guards
visible from the exit (silently), then sneak up on the thug to the left. Smack
his face on the wall, then head to the exit and blow up the barrel to kill the
last two guards in this room. There's another explosive charge here to be
defused, as well as a hostage being held in the room next to the corridor
where Bond entered. Be careful with this one; there's an explosive barrel here.
Avoid shooting it when dispatching the pair of villains.

Advance through the exit. Bond's now in the engine room. Sneak up on the guard
ahead and wait for him to relax at the rail. Whack his head against it, then
shoot both the guard on the catwalk and the guy arming the charge. Then head
left and dispatch the two men on the terminals. Don't forget to disarm the
aforementioned charge!

Use the Smart Phone to decrease the engine pressure. Use it on the valve and
the terminal to complete this objective. Advance through the big door, and
rescue the last hostage being held in the room.

The explosive barrel is right behind the two bad guys! Use an accurate weapon
to dispose of them carefully to rescue the hostage. When he's safe, move on.

More enemies patrolling a large room ahead. Take them all out silently (there's
a guy on the catwalk and two guys talking next to the crates). Once the place
is clear, navigate across the catwalk and press the button on the terminal.

Some Elites will attack Bond at this point. Bring out a heavy weapon and
slaughter them all! The Elites will be coming from the lift, as well as by
breaching a wall and entering where Bond came from. Get to the lift (under the
SUV) and press the button. More bad guys will attack Bond as he's getting up.
Shoot them, then run to the escaping helicopter.

Simply press Action when it's time to plant the beacon. Time for an awesome
Bond escape! Head into the door and avoid the obstacles as Bond runs through
the hallways. Beware of the gunship firing missiles; they hurt! When he's far
enough, the helicopter will blow a hole in the ship, giving Bond another way to
dive.

--------------
3.23 >Outpost<
--------------

Objectives:
-Track the Smart Phone.
-Avoid the crossfire.
-Find/Infiltrate the lower compound.
-Navigate the tunnel.
-Find the "Black Box" (00 Agent).
-Find the supply crates (Agent).
-Enter the bunker.

Weapons:
P99
MP5K
Remington 870
AK-47
SCAR-H
WA2000

Enemy Factions: Russia, Janus.

Briefing: It's frickin' cold here. Looks like Ourumov and Xenia are up to no
good in Severnaya. Find out what's going on in that observatory. Watch out for
the Russian military though; they're still trigger-happy!

Walk onto the road and smack the lonely guard, then take his Silenced MP5K
(Sigmus). Go up the road and shoot the pair of guards here, then take their
weapons and advance. Keep following the road.

There's another enemy next to the road. Fire at will, nobody will notice. A
couple guys are on the bridge above. Ignore them, and keep going. Assassinate
the guard on the second bridge, he's too much of a threat to be left alone.

Keep walking on the road. Bond will witness the satellite building emit a
crazy-looking charge. His Smart Phone is out, and a helicopter is crashing
right on top of him! He'll come to, and it looks like the Russians have also
been zapped.

Approach the crash site, and wait for the soldiers to pass by. Subdue the guard
resting on the wooden wall, then subdue the enemy next to the snowmobile when
his friend is far away. Do the same to said friend by banging his face on the
stone wall. There's three more guards under the bridge; two of them are talking
next to the wall on the left, and another is resting near a pillar. Destroy
them all quietly.

Sneak to the right and get the jump on the enemies at the scorched field.
There's also a Weapon Crate here with a WA2000 Sniper Rifle (the other open
Crate contains an Armoured Vest). Grab it, and go up the scorch mark.

With the exception of the guy on the wing collapsed on the scorched path, try
to avoid and ignore the enemies here. Keep crawling through the path towards
the lower fields.

Wait for the guard to stop at the tree before attacking him. There's a trio of
soldiers next to the snowmobile. Take them out carefully to avoid detection.
Don't forget about the soldier walking above on the log. Another Weapons Crate
is located next to the crashed vehicle here (it contains AK-47s, so it's
nothing special). Follow the road once more.

A firefight has broken out! Keep following the road, dispatching any enemies
hiding behind the various rocks. There's a sharpshooter on a rock on both sides
of the bridge, so shoot them down. Ignore the firefight going on up on the
mountain top, and enter the cave.

Advance to the firefight in the base. There is a Weapons Crate inside the
concrete building. The Black Box is located somewhere in the crashed plane. Get
on the other side of the crashed plane and enter the next shack. Eliminate all
resistance on the ground (the guys on the rails probably won't stop coming, so
avoid them). Get to the stone wall when it's safe, and head inside. Enter
through the vents inside the wall.

Open the grate and get the jump on the Russians. Go through the wreckage to get
past this obstacle. There's a few Sniper Rifles for shooting the bad guys up
ahead. Use it (or an Assault Rifle) to pick off the enemies in the hallway up
ahead (watch out for the Snipers!).

When they've been cleared, the door will be breached by two guys. Shoot them
and navigate through the vents to get outside.

The enemies here will take their position, unaware of Bond. There's a Silenced
WA2000 here. Use it to pick off the guards protecting this area one by one. The
last Weapons Crate is located to the right, containing more Sniper Rifles.

When the place looks clear, go up the road (beware of enemies that Bond hasn't
taken out yet). A duo of bad guys will come out of the entrance to the bunker.
Dispatch them before they can react. Open the door with force to enter the
bunker.

-------------
3.24 >Bunker<
-------------

Objectives:
-Investigate the bunker.
-Rescue the hostage.
-Locate the power generator.
-Continue the investigation.
-Enter the server room.
-Gather intel from the bunker (Agent).
-Disarm explosive charges (00 Agent).
-Escape the bunker.
-Follow the Russian hostage.

Weapons:
P99
Beretta 
TDI Vector
SPAS-12
SCAR-H
WA2000
RPG-7

Enemy Faction: Janus.

Briefing: Bond has now made his way into the facility. Ourumov and Xenia are
confirmed to be inside. Explore deep enough into the facility to know what's
going on.

Go through the hallways, ignoring the various pipe crashes and electrical
shocks. Head down the stairs, and wait for the running guards to run past by.
Sneak up on the guy next to the explosive charge. Disarm the charge and go
through the hallway.

Enter the first room to the left. Sneak up on the baddie banging on the locker.
Take his gun and do the same to the man to the right searching the table.
There's two more guards patrolling the room here, as well as another searching
another table. Dispatch them quietly, take their weapons, and head through the
door to the left.

There are three guards searching the various articles of furniture in this
room, as well as a blueprint to be photographed. Treat them all with respective
subtletey, and then begin to advance to the hallway ahead.

The door and the vent both lead to the hallway. Since there's a couple of
guards keeping watch over this region, consider which route is best to take
them by surprise. When they have both been dispatched, advance through the
other end of the hallway.

A few more guards are searching this room. Dispatch them all. The room to the
right contains another explosive charge that needs to be defused. It's not
going to be easy to clear this area quietly. When it's safe, defuse the bomb
and advance downstairs.

Depending on how Bond handled the previous situation, there will be a couple
more guards in the hallway, either oblivious or aware of Bond's intrusion. Take
them out and keep moving forward. Be ready to have a nice weapon when breaching
the door.

Kill off the two guards and save the hostage. She's really shaken, not stirred.
Janus has really pulled off a genocide here if her words are to be believed.
She runs away, and the power goes out.

Enter the closet to the right of where Bond entered. Use the Nightvision to see
in this room better. There's a Beretta (Kunara) Pistol here, as well as a suit
of Armour and the switch to reactivate the power. Head through the other door
in the room when the power's on.

Go left and subdue the guard here. Disarm the charge on the wall, then make a
U-turn and enter the room. There's a handful of bad guys here to be subdued and
shot. One of them is overlooking the region, so target him first when possible.
Keep killing all the bad guys quietly, and go through the other end of the
room. This leads to the exit.

More enemies to be suffocated, murdered, and bonked on the head. There's also
another blueprint worthy of another snapshot. When the place is no longer of
interest, go through the empty elevator shaft.

Hop down onto the open elevator. Take down the enemies in the hallways, and
sneak up on the guy near the rail. This is an open area. Go down the stairs and
initiate another stealthy operation.

Focus on clearing out the perimeter of the room. Consider plugging a bullet in
the head of each enemy with a Silenced P99 rather than using fists. There's
another explosive charge on the pillar next to the stairs. After disarming it,
go up the stairs and dispatch the two guys making more cavity searches. Take a
photo of the blueprint here and then go down on the other side.

There's one last man patrolling the outer rim. Take him down. When all's clear,
shoot the living daylights out of the two men in the centre of the room. Take a
nice picture of the blueprints, then go down the stairs nearby.

Feel free to use a conventional weapon to kill the guard here. Disarm this last
explosive charge, then go into the elevator. Open it by force and pull down on
the lever.

WOAH! This is one unsafe elevator! When it crashes down, exit and take out the
two bad guys. From here on, heed Tychus Findlay's words: "This isn't a stealth
mission anymore ladies! Bring it loud and fast!"

Take out all the enemies here, then get to the other end and open the gate. It
will take some time to open. Some Elites will rope down to the room, and a few
more enemies will appear on the rails. Take them all out carefully before going
through the gate.

Go up the stairs and head into the inside of the core in the middle of the
room. Take the last snapshot required in the game, and grab the WA2000 near the
rails. Neutralize all the bad guys, then keep going up the stairs. Bond's got
a huge backtracking adventure ahead!

There's a silenced WA2000 here. Grab it, then go through the door. The enemy
ahead is well-fortified, so don't hesitate to pick them off with the Sniper
Rifle. Go up the stairs to the left, and kill off anyone who gets in Bond's
way.

Watch out for the Snipers above. Keep navigating across the room's perimeter,
and then go back up the stairs. More and more enemies will try to stop Bond.
There's another Sniper up above. Kill him and move on. Keep going through the
firey hallways.

Enter the empty elevator shaft, and go up the ladder. Continue roaring through
the hallways, the enemies appear to be determined to get in Bond's way! Vault
over the obstacles if necessary, and avoid the fires if possible. When the core
is in sight, pick off the Snipers and ambush the guys roping their way in.

A girder is blocking Bond's path forward. Move it with force, and enter. Bond
should be in the room where he met the hostage girl. The power room contains a
new Vest, so grab it. Duck under the electrical wires and through the hole. A
pair of terrorists are trying to make their escape. Kill them both and keep an
eye forward.

These guys just won't give up! Stick it to them Bond! Advance through the way
that isn't blocked. Dispatch another batallion of thugs, and re-enter the core.
There's even more Snipers, and even guys armed with RPGs! Snipe them before
they fire any more rockets. Go up the stairs.

The way forward is on the flimsy-looking catwalk thing. Make sure there are no
Snipers or rocket launching men to end this escape in tears. Run across, and
enter the vent.

Bond meets up with the girl again. She knows a way out. Follow her. Avoid the
obstacles, duck, and jump whenever necessary. Eventually, they'll reach the
exit.

Ourumov got away. The girl's name is Natalya, who happens to be a Goldeneye
engineer. The two get caught by the Russian army though.

================================
3.30 >Act Three: St. Petersburg<
================================
Caught by the Russians, Bond and Natalya are being held in the jail/archives
building (can't they just build separate structures?). It just seems that Bond
gets accused of doing everything bad.

---------------
3.31 >Archives<
---------------

Objectives:
-Escape the military archives and pursue Ourumov.
-Recover the interrogation footage (Agent).
-Destroy the servers (Agent).
-Gather Russian intelligence for MI6 (00 Agent).
-Board the Tank.

Weapons:
P99
HK USP
MP5
MP7
FN Police Shotgun
AK-47
G36

Enemy Faction: Russia.

Briefing: Mishkin is asking Bond questions and telling him how people get
punished for crimes against Russia. Natalya claims that Ourumov set off the
Goldeneye satellite to steal another. As Mishkin is wondering, Ourumov rudely
busts in, Kramer-style, and then kills Mishkin anticlimactically and frames
Bond (again). Go after Ourumov's trail (but at any pace, no rush)!

Use the AK-47 to take out the two guards behind the tables. The room opposite
of Bond's room contains a Weapons Crate containing AK-47s (but Bond's already
full on ammo, so it's superfluous). The room adjacent to Bond's room contains
an Armoured Suit. Keep going through the hallway.

They've closed the gate. The way past this is through either of the side rooms
through the window. Head to the other end of the hallway and eliminate all that
stand in Bond's way.

Advance through the hallway. Another gate is being closed. To get past it, go
through the vent to the right. The enemies are dug in deep here. Take them out.
One of them has a Shotgun. Pick it up, and head inside the room. Use the Smart
Phone to record the interrogation footage. There's also a closet with a Weapons
Crate. In addition, there's the switch to open the gate forward. Whack it and
move through the gate.

Move up the stairs, busting through the various guards. Ambush the platoon by
shooting the valves, blinding them all. Keep moving up the stairs.

Open the gate, and take out all the soldiers taking cover behind the various
objects. Instead of moving through the metal detector (which closes the gate),
move right and shoot the explosive can behind the fence. This will blow a hole
in the wall. Go through it and climb the stairwell. There's a Weapons Crate in
the room with the switch, as well as Armour.

Watch out for the enemy above. There's a Weapons Crate here. Head to the
corridor and make a sharp left. The enemies here can be dispatched
conventionally, or by shooting the ceiling fans. Once this office is as silent
as the grave, continue up more flights of stairs.

Bond should be at the server room by now. Focus on taking out the enemies ahead
and above here before focusing on destroying the servers. Shoot the servers
until their lights go out. There's a group of extra servers in one of the side
rooms on this floor (Bond must destroy them also). Go up either stairwell and
head up to the upper floor.

Keep firing at the enemies! Take them out! There's a blocked-off room on this
floor. The way inside is through the vent in the adjacent room. Enter it and
move the locker. Enter the vent. This room contains a bit of Russian
intelligence regarding the Janus group. Take a picture of it, then keep
advancing towards the exit.

In the middle of running through more hallways, Bond will get a phone call.
Answer it and hang up. Go through the door. There are some Elites in this area.
Destroy them all. There's a bunch of Crates and Lockers here containing some
valuable weaponry and a precious Armoured Vest. Go down the stairs and turn
around, moving on the lower level.

Ambush the guys roping in with a Shotgun. There's even more baddies hiding
behind the book cases. Flush them out and head to the wall on the other side.
Keep going around the perimeter, taking out any bad guys along the way.

Yikes! There's a lot of Elites hanging around this sector! Take them out, then
go to the wall to the left. There's a Weapons Crate (with a Vest) and a
computer containing more info on Janus. Go up the stairs.

Move to the other end of this place (on the same floor). When Bond's reached
the gate, hack the Terminal with the Smart Phone to open it.

Ourumov got away with Natalya. They've just headed inside the elevator. Before
going after them, however, take a look around the room. There's various Weapon
Crates containing (mostly) G36s (Anovas) with Grenade Launchers. Some of them
even have Vests, so use them wisely. Pick them up, then press the lift's
button.

Bond has alerted the horde. Try not to get overwhelmed by the many soldiers
hoping to pop a cap in Bond. The waves of enemies seem endless! Avoid going out
in the open, and take cover whenever necessary. When the lift arrives, waste no
time in getting inside and flipping that switch!

Bond's almost there. Head out of the elevator. Ourumov's escaped again in a
car. Eliminate all the soldiers here and go up into the bay window area.
There's one last document to be photographed on one of the terminals (it's the
one regarding the Tank). There's also a couple Weapon Crates here, a Vest on
the counter, and a switch. Press it.

Enemies incoming! Shoot them all, and then enter the Tank that has appeared in
the garage. Enter it. Bond makes his own exit with a tank shell.

-----------
3.32 >Tank<
-----------

Objectives:
-Pursue Ourumov.

Weapons:
Tank Turret
Machine Gun
Missile Launcher

Enemy Faction: Russia.

Briefing: Ourumov and Bond are on the road. Nothing's going to stop Bond from
kicking Ourumov's ass, not even Helicopters and air strikes bombing the
highway!

Read the notes regarding Tank control. When finished, drive under the
structure. Avoid the highly explosive fuel truck, and destroy the Jeeps with
shells. A Helicopter will attack the Tank, so use a Missile to take it down.

Keep following the main road. Turn left and dodge all the enemies here (feel
free to attack them as well). Watch out for the soldiers with RPGs (shoot the
barrels underneath to take them out). Go around left to advance.

Head straight for the road in between the buildings. Follow the road, and try
to suppress the men with RPGs in the building. Continue on the road, and head
in between the buildings.

Stay on the road. There will be a few Helicopters and Jeeps on the attack, so
crush them as soon as possible! Keep driving on the highway, using the Machine
Gun to neutralize the enemy RPGs in the car park to the left. There's even more
pesky Helicopters hoping to end Bond's adventure, so blow them up with
Missiles.

Ourumov's in sight again. Avoid the bombing run and run straight over the
rubble. Keep on the highway, until the planes come and trash the highway. Like
a certain group of survivors in Left 4 Dead 2, Bond will have to find another
way around to his objective.

Head down the dirt, and make a right. Here's the tricky part; there's many
enemies dug in deep in the next area, and Bond's on a tight schedule! Destroy
those Helicopters with extreme prejudice, and avoid the RPG men. Destroy the
Jeeps so that Bond has a chance to recover. Take a dive under the bridge and
pray that the Helicopters won't be too aggressive!

Continue through the tunnel. A shortcut to the highway is through the car park
dead ahead, which gets a bit blown up. Keep going through what remains of it,
and avoid the gunfire. Follow the quite-linear path, and avoid the gunship
(it's practically invulnerable, so make a run for it!).

Bond's almost there! Drive to the road, and make a beeline to the tunnel under
the structures, avoiding the deadly Rockets and bullets on the way. Bond's in
the clear, and he's on Ourumov's trail again!

--------------
3.33 >Station<
--------------

Objectives:
-Enter the train.
-Confront Ourumov.
-Escape the burning carriage.

Weapons:
P99
Beretta 93R
P90
Remington 870
M16
SL8
RPG-7

Enemy Faction: Janus.

Briefing: Bond managed to get Ourumov out of his vehicle (with Natalya).
Oumurov attempts to board a train, but Bond rams into it, causing it to derail.
Bond's on the wrong side of the train. He must trek all the way back to the
right side and get inside to confront Oumurov.

There's a whole bunch of thugs here. Pick up the weapons from their bodies and
move forward. There's also a P90 (Vargen) placed next to the generator.

Go up the escalator and pick off the various enemies above and below. There's
an RPG at the top of the escalator, so feel free to use it! Shoot the explosive
barrels if need be. Keep advancing on the scaffolding to the next region.

More enemies will attack from above and below. Shoot them all, and then take
the SL8 rifle. Use it to shoot both explosive barrels on the construction sites
to neutralize the majority of the enemies. Head down to ground level and run
to the next area.

More enemies, what else? Dispatch them all. They will try to take cover behind
the various objects here. Go down the ramp and make a sharp left turn.

Quickly shoot the guy above, he's got an RPG! Go up to ground level and take
cover behind the wooden barricades to the right. All the enemies will be
shooting at Bond from afar. Pick them off carefully, or rush to their position
and take them out up close.

Pick up their M16 (Terralite) rifles, and go up the ramp (the bottom path is
blocked off). The way forward isn't too hard to miss, so go through there once
the area's clear.

Make a run for the crane and flip the switch. This will even the odds a bit. Go
down. There's an RPG somewhere in the lower levels. Use the rockets to blow the
enemy here away. There's multiple paths to take towards the train: through the
cylindrical block, or down below.

Down below may be a more suitable path, seeing as how Bond can eliminate more
enemies this way. Go up the ramp through the tunnel and enter the train (after
taking out the thugs here of course).

Carve a path through the train. More and more men will try to stop Bond, but
they can easily be cut through. Some of them will attack from outside. Shoot
the barrel on the wooden wheels to dispatch a whole group of them!. Get a good
gun ready before breaching the door.

Bond's been caught. Xenia and Ourumov are holding Natalya hostage. After a bit
of conflicting, Xenia shoots Ourumov and takes his Goldeneye control. When
Natalya makes her move, shoot the three thugs quickly.

Xenia drops a little "present" for our heroes. They must find a way out of the
train before they suffocate from the smog. To do this, shoot the red hinges of
the tiny door in the floor. This will allow Bond to kick his way out of the
train.

Natalya's coming with Bond, seeing as how she can disarm a Goldeneye satellite.
Their next destination is the local memorial park.

--------------------
3.34 >Memorial Park<
--------------------

Objectives:
-Investigate Memorial Park.
-Secure the room.
-Gather photographic evidence.
-Investigate the Janus presence.
-Obtain intel on Janus technology (Agent).
-Record the encrypted transmission (00 Agent).
-Escape the prototype helicopter.

Weapons:
P99
Beretta 93R
TDI Vector
USAS-12
G36
TAR-21
AWM

Enemy Faction: Janus.

Briefing: Natalya claims that the next Janus meeting was at the Memorial Park.
Find out what the enemy is planning next by infiltrating the park. Bond goes
out on his own to the park, leaving Natalya behind in the car (armed with a
gun).

Run ahead and sneak up on the walking guard, then take his Weapon. Head towards
the barrel fire, where to men are talking about flying. Shoot them both with
the P99, then move left and vault over the stone rail. Ambush the man next to
the search light, then head back to the barrel fire. Another guard should be at
that location at this time. Subdue him, then head towards the other side of the
region. There's three more guards here. Use force to take them out, then
advance through the path they were guarding.

Move past the linear path, and then ambush the man walking in front of the
fence. There's another guard next to the fence, who is stationary. Attack him,
then sneak to the left. There's another guard next to a pile of stone, as well
as two more guards talking far ahead of him. Take them all down quietly, then
head to the tunnel with a lighted entrance. There's one more guard here. Kill
him, then enter the tunnel.

Head towards the drain, and then take out the two men walking inside. Run
across the drain, and go up the ladder.

A car should be just parking here, with its occupants running into the
building. Shoot the Camera, then head to the right, and climb the ladder.
There's a Sniper monitoring the area. Subdue him and take his Silenced AWM
(Gambit). Use it to snipe the guard next to the spotlight, then head down the
ladder and enter the insides of the building (it's next to the Camera).

Shoot the man who has just spotted Bond quickly (he's dead ahead of the
entrance!). Once he has been assassinated, subdue the two other guards in the
building. There's a Weapons Locker here too. Head back outside, then shoot the
two guards protecting the exit (it doesn't have to be done quietly!).

A prominent piece of Janus weaponry is located here. To take a photograph of
it, go back on the roof of the building, and break the glass of the ceiling
window opposite of the ladder. The farthest one leads to a locked room,
containing a Weapons Locker (with a Silenced Beretta, or Kunara) and a warhead.
Open the box and take a picture of the warhead.

Done here? Advance through the exit, and ambush the guy with his back turned
(who is also watching the barrel fire). Shoot them all, then open the gate
ahead with some bare hands.

Take the path to the left. This will give Bond a nice view of the next enemy-
infested region. It's not easy to describe the enemy patrol patterns here.
There's also a pair of baddies talking on the balcony, as well as a few more
guarding the exit. If Bond has a lot of firepower to spare, he can just simply
run in there and shoot. If he's going to take the stealthy approach, he'd
better take out the two guards on the balcony quickly and without anyone
watching!

When this region's clear, advance through the exit, and hop over the dirt pile.
Bond will have a nice view of the next region. Make a call to MI6, then head
down.

Ignore the men next to the barrel fire. Instead, use a Sniper Rifle to put the
two Snipers on the rooftops to "sleep". There's also a patrolman walking around
the borders of the park. Subdue him, then go around the park (counter-
clockwise, starting from Bond's entry point).

This path will lead towards the side entrance to the heavily guarded building
ahead. Notice the Sentry monitoring the front door. Hop on the boxes and search
the building for any enemies wandering around near the building.

Head outside and head towards the Sentry Gun (from behind, that is). Hack the
Terminal to turn it to Bond's side, causing it to shoot any enemies out front.
Bond can safely kill the two men near the barrel fire now.

When the area is 100% clear, head to the terminal and press it. This will lock
the doors. Take a photograph of the computer with flight data in it. The
computer also has security footage of Natalya being captured (she could have
used a bigger gun).

An enemy force will break in through the door straight ahead (they'll even
throw in a flash bang!). Look away, then shoot all the enemies breaching.
There's a few more bad guys ahead. When the place is quiet, turn right, and
take a photograph of the Weapons behind the fence (too bad Bond can't pick up
any of these!).

There's also a Weapons Crate containing a Silenced TAR-21 (Ivana) with a Laser
Pointer. Pick it up, then advance through the door (that isn't locked). The
place will get dark as Bond makes his way through, so feel free to use
Nightvision whenever necessary.

A whole squad of enemies are closing in on Bond's position! Destroy them all
with ease using the TAR-21 (Ivana). Keep going through the obvious way forward
in the drains when they are all gone. More and more bad guys will step in to
hinder Bond's progress, but they'll all be no match for our hero!

At the end of the drain, it's time to enter Stealth mode again. Head right and
plug some bullets into this guy's back (Stealth will be so much easier with a
Silenced TAR-21!). A bunch of enemies are still packing up in the lower area,
so neutralize them all. Take a photograph of one of the lockers to complete
Bond's holiday snaps here.

There's also a bunch of enemies protecting the hallways around the control room
up ahead. Shoot them all quietly, then go up the ramps. Sneak up on the man
talking on the radio, use the Smart Phone to record the transmission, then
shoot him. Go through the door leading to more drains.

The drains here are still linear, but the enemies are more numerous, and cover
is less so! Use the corners for cover, and shoot anyone wearing a flashlight!
Keep hacking through the drains until Bond reaches the tunnels leading out.

Head towards the helicopter in the middle of the park. Bond's been caught, and
there's....Trevelyan.

Trevelyan is Janus all along, and it looks like he pulled off a Dead Ringer in
Arkhangelsk. He's all hot and bothered over the financial meltdown (who said
anything about his parents?). Bond gets hit by a tranquilizer dart, and finds
himself inside the helicopter, bound and gagged (as yet another example of
James Bondage). The helicopter missiles are set to make a U-turn and hit the
helicopter!

To escape, press the button to the left. This will eject Bond out of the
helicopter. Bond's heading to Africa now.

========================
3.40 >Act Four: Nigeria<
========================
Bond needs to head to Africa, where the Janus headquarters is located. What
could the Janus forces be planning to do? Bond's going to have to confront some
demons of the past...

-------------
3.41 >Jungle<
-------------

Objectives:
-Locate the Pan-African Power Solar plant.
-Disable the drone guns (Agent).
-Destroy the ammunition caches (00 Agent).
-Destroy the gunship.
-Defeat Xenia Onatopp.

Weapons:
P99
HK USP
P90
TDI Vector
SPAS-12
M16
AWM

Enemy Faction: Janus.

Briefing: Bond has tracked the Janus group to a remote base in Nigeria. He's
made it to the outskirts by plane, but thanks to a missile, he'll have to reach
the base on foot.

Bond will exit the crashed plane and hide in the woods. A squad of soldiers are
already examining the crash site. When they disperse, take out the lonely one
and take his shotgun. Shoot the other two soldiers next to each other quietly.
There's a Silenced P90 (Vargen) in the crashed plane.

Go down the dirt and hunt down the walking soldier. There's a whole bunch of
soldiers exploring the area. Take them out one by one, silently. When the
region's clear, head to the next part of the jungle.

Vault over the log and slide down the hill. Shoot the soldier talking on the
radio in the head, then take out the extra soldier ahead. Go around the rock
to the right and sneak up on the guard nearby (give him a facefull of rock).

Hack the Terminal to convert the Sentry Gun, causing it to kill all the
soldiers nearby. Continue on foot to the next region.

Sneak to the left and ambush the man on the ridge. From here, Bond can hack the
Terminal controlling the next Sentry Gun. It should be able to neutralize most
of the enemies here.

There's an extra Sentry Gun on the rocks; its Terminal can be found to the
left of its position. Hack it and advance. A few more enemy reinforcements will
try to get the jump on Bond, but with the Sentry Gun hacked, they shouldn't
stand a chance.

In the valley, go up on the hills to the left. Avoid the enemy platoon heading
through the trough of the valley, and keep walking on the hills. There's bound
to be a handful of soldiers watching this region, so feel free to kill them
silently. Go over the log connecting the hills across the valley.

There's a Sniper monitoring the region below, unaware of Bond's deviousness.
Put him in the ground and take his AWM/Gambit (since it's silenced, it WILL
come in handy in the future). Since there's no way to snipe all the enemies
without getting caught, go back over the log and go down the hill. Feel free to
listen to the enemy chatter from this position.

Go around the rock to the left and hack the Terminal to the left. The Sentry
Gun here will do most of the heavy lifting for Bond here, but he can always
fire a few shots just for fun anyways! Move forward.

Keep following the path provided by mother nature. This will lead Bond to the
jungle springs. He can see some soldiers from this position. Turn left and dip
into the springs, and crawl through the low tunnel (there's a previous Vest
here). When the officer is done berating a soldier for "taking a coffee break",
shoot him and the grunt beside him with the P99, then take out the drinking
soldier (he'll be walking away from the scene by now). From that position,
shoot the Terminal controlling the Sentry Gun above to shut it off.

Follow the river towards the cliff. A soldier is walking towards the crate, so
feel free to plug one in his head. Head to the source of the river flow.
There's a cave ahead. Sneak past the Sentry Gun to the right and enter the
cave.

Go through the cave, sneak up on the Terminal, and hack it. This will provide
some firing support against the Janus squad here. When all is well, go up the
rocks resembling a ramp, and then head through the valley.

Go up the cliffs to the left to avoid the squad coming to investigate the
previous area. Crawl through the log and go back to the ground level.

Some soldiers are still discussing the crash. Sneak up on the guard looking
over the cliffside, and then turn right, subduing the guard ahead as well.
Watch out for the Sentry Gun, and sneak by the edge of the cliff (head to the
wall opposite of Bond).

Bond can sneak up to the Sentry Gun's terminal from here. Hack it and dispatch
the trio of marines. There's also an ammo cache here to be destroyed; shoot the
explosive barrel to destroy it. Go into the bunker.

There's a scoped M16 (Terralite) here. Grab it, then head outside. Turn right
and subdue the Sniper, taking his gun. Here's where the Silenced AWM (Gambit)
will come in handy. There's a guard on the walkway to the right. Take him down,
then go back and move over the catwalk. Some soldiers are talking next to the
truck. Ignore them for now, and head into the bunker on the opposite end of the
catwalk.

Assassinate the technician here, then go to the cliffs. The squad of soldiers
are now dispersing to their posts. Take out the guard heading into the building
first, as his position is heavily covered. The officer is heading towards
Bond's position. Use the P99 to take him down quickly! Head to the truck.

There are two more guards left (but there's also a squad of reinforcements
already walking on the catwalk by now!). One of them is standing next to the
bunker to the left, another is relaxing next to the pillar under the catwalk.
Snipe them both, then get back to where Bond started in this region.

Go over the catwalk and shoot the crap out of the soldiers that have entered
the area. This should be the last of the enemies here. Go back over the
catwalk. The two ammo caches here are located behind where the Sniper once
stood, as well as inside the bunker the technician was working in. Shoot the
barrels beside them to blow them up.

In addition, there are two Sentry Guns present in the other two bunkers. Their
Terminals are located inside, so hack them both. Head to the gate at the end of
the road and hack the Terminal to open it.

Whether Bond has managed to keep his cover or not, the alarm's still going out
by now! Go up the stairs and through the bunker! A gunship is in the sky! The
way forward is through the road, but Bond's got lots of resistance in the way!
Use the various objects beside the road for cover, and dispatch all the
soldiers before continuing. Hop over the roadblock.

A pair of trucks are driving and are dropping off troops! Shoot the red tanks
under the trucks to blow them up (killing a few soldiers in the process). Kill
the remaining grunts and keep advancing.

The bunker contains even more guards hoping to stop Bond. Take them all down.
The last ammo cache in this level is on the roof of the bunker. Shoot the
barrel from a long distance to take it out (otherwise, Bond might as well have
a death wish).

By now, Bond must probably hate helicopters as much as Francis. There's a SAM
site on the bridge ahead, with its manual controls right beside it. See those
various crates and objects on the bridge? Bond will have to take cover behind
them in order to avoid the gunship's bullets and rockets. Always sprint to the
next object when the firing pauses.

Keep hoping from blockade to blockade until Bond is close enough to the SAM
site. Run towards it and make an attempt to press its buttons. Xenia will drop
from the helicopter and jump "Onatopp" Bond. Bond must fight her!

Watch the action commands carefully. One wrong move and it's game over for
Bond! Xenia will punch, kick, and finally choke Bond. Resist as much as
possible. When Xenia has her hands on Bond, struggle to press the SAM buttons.
Don't stop struggling until Bond has managed to slap his palm on the laptop.

The gunship makes a crashing, and goes over the rail. Xenia happens to be
roped to said gunship. She'll slip off over the rail to her demise. So long,
Miss Onatopp! Bond will then head towards the Solar facility.

------------
3.42 >Solar<
------------

Objectives:
-Infiltrate the Pan-African Power solar plant.
-Acquire explosive charges.
-Disable the perimeter defences (Agent).
-Sabotage the cooling towers.
-Enter the cradle.

Weapons:
P99
HK USP
USAS-12
SCAR-H
TAR-21
SL8
RPG-7

Enemy Faction: Janus.

Briefing: Bond has breached the outer permimeter, and must enter the cradle to
confront Trevelyan. Trevelyan has nothing to live for now.

Go up the hallway and listen to what the guards have to say. Shoot them both
(silently) and take their guns. Head to the room to the right of the hallway.
Subdue the guard here and advance through the hallway again.

Take out the two men here quietly, then head into the room to the right.
Destroy the Camera and the guard in this room, then head to the other end of
the room. The previous hallway is blocked, so Bond has no choice than to go
through this more heavily guarded hallway.

Kill the guard next to the Terminal. Disable the Sentry Gun by shooting the
Terminal, and advance through the corridor. There's another guard in the
hallway about to spot Bond, so take him down quickly! Shoot the Terminal behind
him to bring the Sentry nearby offline.

There's another guard and another Camera in the room to the left. Dispatch them
both and take the SCAR-H (Kallos) on the desk, as well as the Vest in the
corner. Before heading to the other hallway, there's a couple of guards
closeby. Go back to the previous hallway and go to where the second Sentry Gun
once stood. Here, Bond can take out the two guards easily. Head into the vents
below to sneak past the Sentry Guns ahead.

At the other end of the vents, open the grate and enter the room above. Resist
the temptation of pressing the button, making a flood that will destroy the
Sentry Guns (and alert the entire facility!). Instead, head to the window and
shoot Terminal, neutralizing them both. Go out to the hallway and continue
through the garage.

There's more guards roaming this place! Use the P99 to take them out from a
distance, and go up the stairs. Watch for the Camera and keep advancing on the
upper walkway. The lnear hallways will lead to the outdoor region of the solar
plant (just keep an open eye for any guards on the way). Shoot the lock and
open the door. Of course, should Bond be spotted during this excursion, he can
discard all the stealthy approaches here and just follow the aforementioned
paths, running and gunning on the way. Don't be afraid to hack all the Sentry
Guns in the process too!

Bond's got a new job: get some bombs. Turn right and go up the stairs, plugging
a bullet in the patrolman's head before he reaches the two guards. They'll be
talking about the late Xenia Onatopp. Assassinate them both, then take the SL8
(Talon) on the rails, and use it to snipe all the guards protecting the area
below. There's an arsenal of guns (plus a Vest) behind where the previous two
guards were talking. Go down the stairs to advance to said position.

As Bond goes down, there will be some guards heading out of the occasional
gate. Take them down quickly, and keep advancing down the stairs. Be sure to
grab a Laser-Guided and Reflex-Sighted TAR-21 (Ivana) on the way. At the lower
tiers should be a supply of Weapons and a Vest, as well as some explosive
charges. Pick them up, and ambush the security team that's just heading out of
the lift. When they are no longer a threat, go down the lift.

Destroy the Cameras on both sides of the hallway, and subdue the guard talking
on the radio. There's a bunch of guards patrolling the outer area of the
generator room, as well as a few more grunts inside each of the control bays.

Use the P99 to take out the guards in the outer region from afar, and quietly.
When the place is clear, head into each bay. The bays include a Terminal that
controls the external defences (located above the windows), as well as a
Weapon on a table (the one with a Sniper Rifle also has an Armoured Vest).
Beware of the extra guards that appear in the bays when Bond enters them, so
take them out silently.

The way towards the cooling towers is through the lift. Press it. Damn thing's
loud! Bond has (again) alerted the horde.

Neutralize the enemy reinforcements with pure force. Once Bond has taken them
all down, the lift should be ready. Go down and take out the technician inside
the silo.

Go down the stairs and eliminate all the soldiers in this region. Go inside the
silos and plant a charge on each of the pillars. Keep blasting through to the
other end, then enter the elevator when all is clear (don't forget to take the
Vest near the rails!).

Bond will set up his phone, reversing some buttons and setting a timer for 20
seconds while the elevator goes down. Bond will find himself in an open
industrial courtyard.

There's not much cover to be used, so take out the two soldiers dead ahead on
the rails. There's a man with an RPG as well, so take him down next! Eliminate
all the soldiers in the way, then cross over the platform. Take note of the
room to the right; it contains a Grenade Launcher, plus an RPG in the Crate, so
use it to demolish those bad guys!

More soldiers! Destroy the man with the RPG first, then take care of the rest.
Keep following the linear path to the other end of the courtyard, eliminating
all enemy resistance in the process. There's a few SCAR-H (Kallos) rifles with
Grenade Launchers around here; they might help Bond flush out the enemies
ahead. If that's not enough, there's an RPG near the fence facing straight
towards the gate (it's to the left). There's various Vests scattered through
this journey, so make good use of them!

Go up the stairs and get to the gate. Looks like Bond has been outgunned now.
He'll make demands to meet Janus, and the officer takes his phone and forces
him to move.

-------------
3.43 >Cradle<
-------------

Objectives:
-Protect Natalya as she hacks the terminals.
-Get to the machine room.
-Create a system overload.
-Confront Trevelyan.
-Redirect the Goldeneye satellite.

Weapons:
P99
MP7
FN Police Shotgun
SCAR-H
M16
Truvelo AV-400

Enemy Faction: Janus.

Briefing: After being escorted to the cradle, Trevelyan tells Bond about his
plans (it's just a bank robbery). After a little distraction, Bond manages to
break free and rescues Natalya. Trevelyan, meanwhile, vanishes...

Shoot the guards with the SCAR-H (Kallos). Don't run out of ammo in this
frantic scenario! Natalya will head to one of the terminals, hacking them in an
attempt to redirect the Goldeneye. Go back to where Bond entered the room and
take the Laser-Sighted and Silenced SCAR-H, as well as the Vest nearby. Use it
wisely!

Grab some guns and protect her while she hacks the various consoles. Try not to
let the console take too much damage from the seemingly never-ending waves of
soldiers (and try not to die either!). Grab an M16 (Terralite) as soon as
possible.

Each time Natalya moves to another console, it will have to be protected (the
health indicator always resets for every new console, so don't worry). Just
keep those thugs off Natalya's back while she makes progress. There's various
hazardous objects around the field that can be shot, damaging nearby enemies.

When Natalya finally gets to the console on the wall, grab any Weapons before
talking to her. She STILL can't hack the satellite! Bond will have to create an
overload in the system to redirect the Goldeneye now. Bond's only got four
minutes before the satellite reaches its target.

Go through the huge gate next to the first console, and open it with force.
Grab the guns in the Lockers. Search the area for a Vest before heading through
the gate.

The path towards the exit is over the catwalk, and around the fires and
electricity. This would be as simple as pie if it weren't for these pesky
soldiers and the time limit. Kill as many as necessary, and make a run for the
exit! To do this safely, go over the catwalk and then go around the path
between the electricity and the fire.

There's a Weapons Locker, one that contains a Truvelo (Toros) AV-400. It may be
handy for sniping the enemies in the next area. Go outside. There's a
combination of catwalks here, but there's also a cannon on top of the bunker
ahead that isn't afraid to shoot some of them off!

The path to the bunker is right, left, straight, then right, then straight (or
just go across the catwalks that haven't been destroyed yet!). There's still
more bad guys in the way too! Shoot them all, and make a run for the bunker!
Beware, as some of them carry Sniper Rifles, and they sting!

Trevelyan ambushes Bond. Eyes out for the guesture signs to resist Trevelyan's
attacks! He'll smash out an axe. Make some attempts to grab it and bring it out
of Trevelyan's hands! He'll even try to push Bond into the solar reactor!
Struggle as much as possible to put Trevelyan off-guard. He'll toss Bond over
the rail.

Go up the ladder and get out of the bunker. Turn left and pursue Trevelyan
through the ducts. Keep vaulting over the rails to head downward. There's a
whole bunch of Weapon Lockers here. Take as much of their contents as possible
before heading into the arena.

It's one of those "fallen-friend" confrontations. Trevelyan will always move
along a set path when he's taking a bit of damage from Bond. However, more
importantly, he'll summon reinforcements that will gladly take Bond by
surprise! Avoid heading outside, as there's a helicopter with a machine gun on
it!

Don't be afraid to spray a few bullets at Trevelyan, but take cover if Bond's
taken too much damage. Kill off the various mooks before they overwhelm Bond,
and when Trevelyan's had enough, finish off the rest of the numerous nusiances.
Avoid the Grenades fired by both Trevelyan and his men.

Go through the newly opened gate on the upper floor to the elevator. Go through
it and make a run for the console. Press it.

Trevelyan's making another pounce on Bond! Knock his gun out, and keep it out
of his hands! Avoid his attacks. He'll be covered in pipes soon, and an
explosion will send Bond to a cliffhanger! Climb back up the pipe to the
console and Bond will (rather quickly) type in the password to redirect the
satellite to the base. He'll turn around and see Trevelyan making his last
stand.

"For England, James?"

"No. For Wii."

Fire the P99 at Trevelyan enough times and he'll fall to his demise. Natalya's
managed to hijack the helicopter. Bond will make a jump for it, and the two
escape, witnessing the spectacular destruction of the base.

They'll land and make a typical 007 ending in the jungles. The end! Oh, and
Boris survives, but he gets crushed by a fridge.

==================
4.00 >Multiplayer<
==================
Here's another important section, how to dominate all the other players in the
match!

-------------------
4.01 >Split-Screen<
-------------------
Up to four players can compete in Split-Screen, on a single console. There's no
bots though, sorry! The game provides a number of pre-set loadouts, and players
can select any character they wish.

-------------
4.02 >Online<
-------------
Things get a little more serious during Online play. While there are still a
bunch of pre-set loadouts, there are also five custom loadouts that can be
adjusted for online play. To unlock more Weapons and Gadgets to use for the
custom loadouts, one must gain experience by killing people and winning games.
Each level unlocks a Weapon or Gadget. Up to eight players can play in a single
match.

------------
4.03 >Modes<
------------
Here are all the game modes available.

**********
*Conflict*
**********

Available on: Split-Screen, Online.
Teams?: No.
Scoring System: Kills-Suicides.
Typical Score Limit: 30.

A free-for-all deathmatch. Shoot anything that moves!

***************
*Team Conflict*
***************

Available on: Split-Screen, Online.
Teams?: Yes.
Scoring System: Team Kills-Suicides.
Typical Score Limit: 40.

Two teams duke it out. Anyone with a green name over his head is a teammate.
Work together to gather as many kills as possible!

*****************************
*The Man with the Golden Gun*
*****************************

Available on: Split-Screen, Online.
Teams?: No.
Scoring System: Kills+Golden Gun Kills-Suicides.
Typical Score Limit: 40.

A Golden Gun is lying somewhere in the level. Killing with the Golden Gun earns
more points! Beware, as the Golden Gun and its carrier are always visible on
the radar!

*********************
*You only live Twice*
*********************

Available on: Split-Screen.
Teams?: No.
Scoring System: Deaths.
Typical Score Limit: Deaths.

Players are given a set amount of lives. Run out of lives and it's game over!
The last man standing winds!

***********
*Black Box*
***********

Available on: Online.
Teams?: Yes.
Scoring System: Destructions/Downloads.
Typical Score Limit: Objective.

The Black Box is somewhere in the level. MI6 must shoot the crap out of the Box
while the opposing force must download from it. The man holding the Black Box
can only use a Pistol!

***********
*Goldeneye*
***********

Available on: Online.
Teams?: Yes.
Scoring System: Goldeneye Activations.
Typical Score Limit: Objective.

A bunch of satellite consoles are scattered throughout the map. Players must
capture them to cause the Goldeneye satellite to drift towards the enemy base
in its collision course. Teamwork is essential here; it takes time to hack into
the consoles! The more consoles controlled, the faster the satellite will drift
to the enemy base!

********
*Heroes*
********

Available on: Online.
Teams?: Yes.
Scoring System: Kills+Hero Assassinations+Hero to Hero Kills-Suicides.
Typical Score Limit: 120.

A Hero is selected on each team. The Hero does more damage and passes on
passive benefits to nearby teammates. He also has an infinite supply of
bullets. Killing a Hero yields a lot of points!

*****************
*Licence to Kill*
*****************

Available on: Online.
Teams?: Yes/No.
Scoring System: Kills-Suicides-Betrayals.
Typical Score Limit: 30/40.

Realism mode for Goldeneye. Friendly Fire is on (if applicable), there is no
radar, and damage is much higher. Only experienced agents may play this map.

******************
*Classic Conflict*
******************

Available on: Online.
Teams?: No.
Scoring System: Kills-Suicides.
Typical Score Limit: 30.

Play as a classic Bond villain in this free-for-all game! Great for the
aristocrats!

-----------
4.04 >Maps<
-----------
A list of the maps playable.

*********
*Outpost*
*********

Closure: Open.
MI6 Outfit: Arctic.
Opposing Force: Russia (Spetsnaz).
Brightness: Bright.
Online-only Areas: None.

It's still cold here! Watch out for the many sniper nests and holes underneath
the shacks!

**********
*Archives*
**********

Closure: Close.
MI6 Outfit: SAS.
Opposing Force: Russia (Red Army).
Brightness: Medium.
Online-only Areas: None.

Do a bit of book-burning in this close-up facility. Mines, explosives, and
close-combat dominate this map.

**********
*Facility*
**********

Closure: Close.
MI6 Outfit: SAS.
Opposing Force: Russia (Red Army).
Brightness: Dark.
Online-only Areas: Outer rim.

The instability of the generators are the players' least concerns here. Lots of
catwalks and ladders here! There's also a room (open only during certain modes)
that contains the players' biggest desire...

************
*Industrial*
************

Closure: Medium.
MI6 Outfit: SAS.
Opposing Force: Russia (GRU).
Brightness: Dark.
Online-only Areas: None.

Play cat-and-mouse in this Enemy at the Gates-esque map. Try not to get lost!

*******
*Docks*
*******

Closure: Medium.
MI6 Outfit: Undercover.
Opposing Force: Zukovsky.
Brightness: Bright.
Online-only Areas: Tower.

A wide map with lots of hallways and open courtyards. Keep an eye out for
sniper fire and ambushes!

***********
*Nightclub*
***********

Closure: Close.
MI6 Outfit: Undercover.
Opposing Force: Zukovsky.
Brightness: Dark.
Online-only Areas: Purple rooms.

Duke it out in the nightclub with Shotguns, backstabbing, and gunshots! Fun for
the whole family!

*********
*Station*
*********

Closure: Open.
MI6 Outfit: Undercover.
Opposing Force: Janus (Thugs).
Brightness: Bright.
Online-only Areas: None.

Wreak havoc on the construction site! Features a train that can be used for
sniping as well as underground passages.

********
*Jungle*
********

Closure: Medium.
MI6 Outfit: SAS.
Opposing Force: Janus (Black Ops).
Brightness: Bright.
Online-only Areas: None.

Welcome to the Jungle! We've got fun and games! Shoot the crap out of the bad
guys while they read your name! Avoid the crossfire in between the road.

**********
*Memorial*
**********

Closure: Open.
MI6 Outfit: Undercover.
Opposing Force: Janus (Thugs).
Brightness: Dark.
Online-only Areas: Bunkers.

Goldeneye's version of 2Fort. Two bunkers facing off on opposite ends is just
asking for a sniper war! There's a bunch of bunkers and dark passages too.

********
*Sewers*
********

Closure: Close.
MI6 Outfit: Undercover.
Opposing Force: Janus (Black Ops).
Brightness: Dark.
Online-only Areas: None.

The waste isn't the only thing that's going to reek here. This is home to many
underground passages.

---------------
4.05 >Loadouts<
---------------
Here is a list of all the default loadouts. There are also five customizable
loadouts available online.

********
*Sigmus*
********

Available on: Split-Screen.
Primary Weapon: MP5K.
Secondary Weapon: Colt Anaconda.
Gadget 1: Priximity Mines.
Gadget 2: Reactive Armour.
Gadget 3: Bio Booster.
Attachment: None.

A mix of underpowered and overpowered weeapons. It also makes up for the weak
MP5K by supporting multiple life-preserving Gadgets and a bunch of deadly
Proximity Mines.

**************
*Sigmus 9 + R*
**************

Available on: Split-Screen.
Primary Weapon: MP5.
Secondary Weapon: P99
Gadget 1: Remote Mines.
Gadget 2: Heavy Hitter.
Gadget 3: Bio Booster.
Attachment: Reflex Sight.

A versatile loadout. Guaranteed to make matches go by quicker.

****************
*Vargen FH7 + R*
****************

Available on: Split-Screen.
Primary Weapon: P90.
Secondary Weapon: Beretta 93R.
Gadget 1: High Cap Magazine.
Gadget 2: Reactive Armour.
Gadget 3: Snap Shot.
Attachment: Reflex Sight.

As if the P90 alone didn't hold plenty enough rounds! Ideal for those who like
to fire from the hip.

**************
*Strata SV400*
**************

Available on: Split-Screen.
Primary Weapon: TDI Vector.
Secondary Weapon: Tokarev T3.
Gadget 1: Timed Mines.
Gadget 2: Polarized Contact Lens.
Gadget 3: Mine Sweeper.
Attachment: None.

A loadout for the man who hates to be caught off guard by Flash Bangs and
Mines.

*********************
*PT9 Interdictus + R*
*********************

Available on: Split-Screen.
Primary Weapon: FN Police Shotgun.
Secondary Weapon: HK USP.
Gadget 1: Distraction.
Gadget 2: Speed Loader.
Gadget 3: Mine Sweeper.
Attachment: Reflex Sight.

The Shotgun loadout. The USP and Reflex Sight will be handy for long ranges,
and the Speed Loader will be handy for empty clips.

****************
*Masterton M557*
****************

Available on: Split-Screen.
Primary Weapon: USAS-12.
Secondary Weapon: Tokarev T3.
Gadget 1: Remote Mines.
Gadget 2: Polarized Contact Lens.
Gadget 3: Mine Sweeper.
Attachment: None.

A deadly close-quarters loadout. Avoid the open, as the only means of defence
from afar is the lowly Tokarev T3.

***********
*AK-47 + R*
***********

Available on: Split-Screen.
Primary Weapon: AK-47.
Secondary Weapon: P99.
Gadget 1: Distraction.
Gadget 2: Heavy Hitter.
Gadget 3: Bio Booster.
Attachment: Reflex Sight.

A typical rifleman class. The Heavy Hitter will complement the AK-47's damage
output, and both the Distraction and Bio Booster will be handy in making a
daring excape.

*****************
*Kallos TT9 + AC*
*****************

Available on: Split-Screen.
Primary Weapon: SCAR-H.
Secondary Weapon: HK USP.
Gadget 1: Distraction.
Gadget 2: Polarized Contact Lens.
Gadget 3: Snap Shot.
Attachment: ACOG Scope.

An ideal loadout for a bit of sharpshooting.

***********
*Anova DP3*
***********

Available on: Split-Screen.
Primary Weapon: G36.
Secondary Weapon: HK USP.
Gadget 1: Distraction.
Gadget 2: Light Footed.
Gadget 3: Bio Booster.
Attachment: None.

The hit and run loadout. Make good use of the Light Footed Gadget, and use the
various Distraction Grenades to gain the edge.

********************
*Terralite III + GL*
********************

Available on: Split-Screen.
Primary Weapon: M16.
Secondary Weapon: HK USP.
Gadget 1: High Cap Magazine.
Gadget 2: Reactive Armour.
Gadget 3: Snap Shot.
Attachment: Grenade Launcher.

The grenadier class. Good for those who fire both bullets and grenades from the
hip.

********************
*Terralite III + AC*
********************

Available on: Split-Screen.
Primary Weapon: M16.
Secondary Weapon: Colt Anaconda.
Gadget 1: Proximity Mines.
Gadget 2: Polarized Contact Lens.
Gadget 3: Bio Booster.
Attachment: ACOG Scope.

Counter-Strike's favourite loadout! Features none other than the M16 and Colt
Revolver! It also has a bit of explosives and extra life thrown in for good
measure.

******************
*Ivana Spec-R + R*
******************

Available on: Split-Screen.
Primary Weapon: TAR-21.
Secondary Weapon: Tokarev T3.
Gadget 1: Timed Mines.
Gadget 2: Polarized Contact Lens.
Gadget 3: Mine Sweeper.
Attachment: Reflex Sight.

A powerful primary weapon hindered only by a lowly secondary weapon.

************
*WA2000 + S*
************

Available on: Split-Screen.
Primary Weapon: WA2000.
Secondary Weapon: Beretta 93R.
Gadget 1: High Cap Magazine.
Gadget 2: Speed Loader.
Gadget 3: Mine Sweeper.
Attachment: Silencer.

The assassin's loadout. Nobody will know what hit them. Use the Beretta in
close-quarters wisely.

**************
*Toros AV-400*
**************

Available on: Split-Screen.
Primary Weapon: Truvelo AV-400.
Secondary Weapon: P99.
Gadget 1: Proximity Mines.
Gadget 2: Light Footed.
Gadget 3: Bio Booster.
Attachment: None.

A sniper loadout for those who like to frequently relocate. Since there's no
silencer included, make use of being quick on the move. Use the Mines to help
secure camping locations.

*********
*MJR-409*
*********

Available on: Split-Screen.
Primary Weapon: RPG-7.
Secondary Weapon: Tokarev T3.
Gadget 1: Distraction
Gadget 2: Light Footed.
Gadget 3: Bio Booster.
Attachment: None.

A loadout for quick destruction. Be sure to pick up another Weapon quickly,
since that rocket launcher doesn't carry much ammo!

*****
*SMG*
*****

Available on: Online.
Primary Weapon: MP5.
Secondary Weapon: P99.
Gadget 1: None.
Gadget 2: Heavy Hitter.
Gadget 3: Mine Sweeper.
Attachment: ACOG Scope.

A loadout for quick killing and Mine protection.

*********
*Assault*
*********

Available on: Online.
Primary Weapon: SCAR-H.
Secondary Weapon: HK USP.
Gadget 1: Distraction.
Gadget 2: None.
Gadget 3: Snap Shot.
Attachment: Grenade Launcher.

A loadout for firing various grenades and range shooting.

*********
*Shotgun*
*********

Available on: Online.
Primary Weapon: Remington 870.
Secondary Weapon: HK USP.
Gadget 1: Distraction.
Gadget 2: Speed Loader.
Gadget 3: None.
Attachment: None.

Use this loadout in tight maps. The Shotgun will blast anyone dumb enough to
fight up close, and the various Grenades will help close the distance. The
Speed Loader should aid in the reloading process.

****************
*Close Quarters*
****************

Available on: Online.
Primary Weapon: MP7.
Secondary Weapon: P99.
Gadget 1: High Cap Magazine.
Gadget 2: None.
Gadget 3: Snap Shot.
Attachment: Laser Sight.

An alternative to the SMG class. Features a laser and a bigger clip!

********
*Sniper*
********

Available on: Online.
Primary Weapon: Dragunov.
Secondary Weapon: P99.
Gadget 1: Timed Mines.
Gadget 2: Reactive Armour.
Gadget 3: None.
Attachment: None.

A loadout that's handy for those who wish to Snipe and used Timed Mines in
earlier levels.

******
*Bond*
******

Available on: Heroes.
Primary Weapon: G36.
Secondary Weapon: P99 (Silenced).
Gadget 1: Proximity Mines.
Gadget 2: Reactive Armour.
Gadget 3: Bio Booster.
Attachment: ACOG Scope.

Bond's loadout. A versatile mix of handy weapons and gear. The trio of
Proximity Mines will prove to be useful in holding the line.

*********
*Ourumov*
*********

Available on: Heroes.
Primary Weapon: AK-47.
Secondary Weapon: Tokarev Pistol.
Gadget 1: Smoke Grenades.
Gadget 2: Reactive Armour.
Gadget 3: Bio Booster.
Attachment: Grenade Launcher.

Certainly not the best Hero loadout. However, the Grenade Launcher will make up
for the lack of any big, powerful guns. The Smoke Grenades can also provide
some support.

**********
*Zukovsky*
**********

Available on: Heroes.
Primary Weapon: USAS-12.
Secondary Weapon: Colt Anaconda (Laser).
Gadget 1: Grenades.
Gadget 2: Reactive Armour.
Gadget 3: Bio Booster.
Attachment: None.

Zukovsky's all about extremes here. His Shotgun can devastate his enemies up
close, while his Colt Revolver can paint any enemy from afar. He's got a whole
bunch of Grenades too! Just don't get caught switching weapons red-handed!

***********
*Trevelyan*
***********

Available on: Heroes.
Primary Weapon: P90.
Secondary Weapon: USP (Laser).
Gadget 1: Remote Mines.
Gadget 2: Reactive Armour.
Gadget 3: Bio Booster.
Attachment: Laser Pointer.

A loadout that may rival Bond's. Both weapons are equipped with Laser beams, so
firing from the hip will make quick work of unsuspecting enemies. Those Remote
Mines will also be handy for flushing out the enemy.

----------------
4.06 >Modifiers<
----------------
The list of Modifiers meant to spice up Split-Screen gameplay.

Time Limit:
How long the game will last.

Score Limit:
Score required to win the game.

Lives:
Number of lives before permanent elimination.

Screen Split:
Which way the split-screen will be split. 2 Player only.

Friendly Fire:
Determines if attacks can damage allies. Team play only.

Radar:
Determines if the Radar is usable or not.

Radar Dots Always Visible:
Determines if players show on the radar at all times or not.

Hot Shot:
Head Shots are the only way to kill.

Melee Only:
No weapons allowed. All players have giant hands.

Paintball Mode:
All weapons fire paint, not bullets. Bullet marks will be much more visible.

Singularity:
Players explode on contact.

Mode Your Feet:
Stationary players are eliminated.

Revenge:
Players gain a damage boost each time they are eliminated by another player.

Rubber Grenades:
Grenades are very, very bouncy.

Sticky Grenades:
Grenades stick on contact.

Nick Nack Mode:
All players are tiny and cannot vault.

Invisibility:
All players can become invisible when they Sprint.

Tag:
The player who is Tagged cannot score points.

--------------------------
4.07 >Playable Characters<
--------------------------
The list of characters playable in Split-Screen mode. In Online play, players
are randomly assigned a character depending on what faction they're playing as.

Goldeneye:
Bond
Natalya
Trevelyan
Onatopp
Ourumov
Zukovsky
Mishkin
Hazmat
Soldier (from the bathroom)
Pilot
Security
Sky Briggs

Dr. No:
Dr. No

From Russia with Love:
Rosa Klebb
Red Grant
Blofeld

Goldfinger:
Oddjob

The Man with the Golden Gun:
Scaramanga

The Spy who loved Me:
Jaws

Live and let Die:
Baron Samedi

MI6 (SAS):
Red-One
Red-Four
Red-Five
Red-Nine

Russia (Red Army):
Pvt. Gurov
Pvt. Harkov
Pvt. Kozmin
Pvt. Shkadov

MI6 (Undercover):
Jones
Davis
Smyth
Adams

Janus (Thugs):
Two-Two
Two-Four
Two-Six
Two-Seven

Russia (GRU):
Sgt. Glebov
Sgt. Baikov
Sgt. Chzov
Sgt. Drashev

Janus (Black Ops):
Five-One
Five-Two
Five-Three
Five-Four

Zuukovsky's Gang:
Vincient
Slav
Boris (not Grishenko)
Alionso

Russia (Spetsnaz):
Sgt. Morozov
Sgt. Zotkin
Sgt. Udalov
Sgt. Shubkin

------------------
4.08 >Online Tips<
------------------
Here are some tips on gaining experience from the enemy during Online play.

-Try to beat the game on Agent difficulty before heading Online.

-The crosshairs will have a flashing "X" whenever hitting an enemy with a
bullet, explosive, or blinding them with a Flash Bang. Take huge advantage of
this!

-Memorize the maps. Doing it first in Split-Screen may be ideal before doing
the real thing Online.

-During team matches, stay together! Lonely players are just asking for a
beating!

-Don't waste ammo, and don't get caught out!

-Aim for the head whenever possible.

-Use explosives whenever necessary.

-Mines can be destroyed by shooting them.

-Know that during the Golden Gun and Heroes modes, always consider the fact of
being hunted down. Camp, and let the enemy come! Play it defensively.

-In Man with the Golden Gun, the Golden Gun can be used as bait to bring in
unsuspecting victims. Otherwise, take it and head to a safe location!

-In Man with the Golden Gun, know where the respawn areas are. Head to the
place that doesn't have any for maximum success!

-In Heroes, NEVER accept to be a Hero when in the midst of combat. Wait until
the coast is clear, then take the burden.

-In Heroes, killing a Hero when not playing as a Hero yields more points than
killing a Hero as a Hero.

-In Goldeneye, consider crouching when hacking. Cover any teammates who are
hacking a Console.

-In Goldeneye, neutralizing an enemy Console can even up the battle, even if it
doesn't manage to be converted. Don't be afraid to intercept an enemy capture
either.

-In Black Box, try using explosives to destroy it. It's also ideal to camp near
the Black Box, monitoring any enemies trying to get at it.

-In Black Box, consider having a nice firearm for use.

-The man carrying the Black Box cannot sprint.

-Always keep an eye on the radar to keep in touch with vital intel.

-Upon entering a game, custom Loadouts cannot be changed. They can be switched,
but not changed.

-Loadouts can be switched through the pause menu, or through the scoreboard
display in Split-Screen mode.

-Consider using different Weapons in order to accomplish their according
proficiencies for more Experience.

-----------------------
4.09 >Unlockables List<
-----------------------
Here's a complete list of all the unlockable gear in online mode, sorted in
chronological order.

Level 1 - Navy Officer Cadet Title
Level 2 - Reflex Sight 
Level 3 - AK-47 
Level 4 - Snap Shot 
Level 5 - MP5 
Level 6 - Distraction & Midshipman Title
Level 7 - Remington 870
Level 8 - Heavy Hitter 
Level 9 - Dragunov SVD
Level 10 - P99 
Level 11 - SCAR-H & Sublieutenant Title
Level 13 - High Cap Magazine 
Level 15 - Speed Loader 
Level 16 - MP7 & Lieutenant Title
Level 17 - Bio Booster 
Level 18 - FN Police Shotgun
Level 19 - Timed Mines 
Level 20 - Silencer 
Level 21 - HK USP
Level 22 - Reactive Armour 
Level 23 - Laser Pointer 
Level 25 - M16 & License to Kill
Level 26 - Truvelo AV-400 & Commander Title
Level 28 - Mine Sweeper 
Level 29 - P90
Level 30 - Team License to Kill
Level 31 - Beretta 93R & M16 Recruit Title
Level 32 - SPAS-12
Level 33 - ACOG Scope 
Level 35 - Remote Trigger Mine & Classic Conflict Mode
Level 36 - Light Footed & Firearms Specialist Title
Level 37 - SL8
Level 38 - Thermal Scope 
Level 41 - G36
Level 42 - Multi-Task 
Level 45 - TDI Vector
Level 47 - WA2000 
Level 50 - Last Act of Defiance 
Level 51 - Colt Anaconda & Field Agent Title
Level 52 - USAS-12 & Polarized Contact Lenses 
Level 53 - Proximity Mine 
Level 54 - Grenade Launcher 
Level 55 - AWM
Level 56 - TAR-21 & 00 Status Title

-------------
4.10 >Cheats<
-------------
Here's a list of cheat codes that can be entered in the cheat code menu.

<477MYFR13NDS4R3SP13S> = Big Heads Mode
Inv1s1bleEv3ryth1ng = Unlock Invisibility Modifier
NotIt!!!11 = Unlock Tag Modifier

-----------------------------------
4.11 >Accolades & Combat Abilities<
-----------------------------------
A complete list of the available Accolades and Combat Abilities. Obtaining a
certain Accolade for the first time nets extra Experience, as does performing
Combat Abilities a certain amount of times.

----------------------
Life & Death Accolades
----------------------

-Licence to Kill: Most Eliminations.
-Expendable: Most Deaths.
-Untouchable: Highest Elimination Streak.
-Marked Man: Highest Death Streak.
-Sharpshooter: Most Headshot Eliminations.
-No Return: Most Suicides.
-Butter Hook: Most Melee Eliminations.
-Last Word: Last Elimination of the match.
-Professional: Highest Elimination to Death ratio.
-Quantum of Solace: Fewest Eliminations.
-Bullet Dodger: Fewest Deaths.
-Marksman: Longest Elimination distance.
-Underdog: Most Eliminations of higher rank.
-Taking Advantage: Most Eliminations of lower rank.
-I Expect You To Die!: Longest Life.
-Shaken Not Stirred: Most explosions survived.
-Eliminator: Eliminated the entire enemy team.
-Low Profile: Most Eliminations while crouched.
-Double Agent: Most Betrayals.
-Blink Of An Eye: Shortest Life.

----------------
Weapon Accolades
----------------

-Reloaded: Most reloads.
-Blind Fire: Most shots fired.
-Deadeye: Most accurate.
-Off Target: Least accurate.
-Double 0 Agent: Most accurate and lethal.
-Gun Slinger: Most Pistol Eliminations.
-COB Master: Most SMG Eliminations.
-Pump Action Professional: Most Shotgun Eliminations.
-Mercenary: Most Rifle Eliminations.
-Point & Click: Most Sniper Eliminations.
-Shrapnel: Most explosive Eliminations.
-A View To Kill: Most Iron Sights Eliminations.
-From The Hip: Most hip-fire Eliminations.

-------------------
Game Mode Accolades
-------------------

-Goldeneye: Most Console captures.
-Defender: Most Console captures intercepted.
-Big Spender: Most Golden Bullets fired.
-Golden Shot: Most Golden Gun Eliminations.
-The Man With The Golden Gun: Most time spent carrying the Golden Gun.
-Boxing Clever: Most downloads obtained from the Black Box.
-One Dent At A Time: Most damage done to the Black Box.
-Downloadus Interruptus: Most Black Box carriers Eliminated.

-----------------------
Miscellaneous Accolades
-----------------------

-Marathon Man: Most time spent sprinting.
-Zen Master: Most time spent standing still.
-Improvised: Most impact-by-Grenade-tossing Eliminations.
-Crater Maker: Most fall damage.
-Steeple Chase: Most vaults.
-Tomorrow Never Dies: Play every Map.
-Die Another Day: Play every Game Mode.
-The World Is Not Enough: Play every Game Mode on every Map.

----------------
Combat Abilities
----------------

-Account Opened: Make the first Elimination of the match.
-Ambushed: Eliminate enemies with Mines.
-Grenade Juggler: Eliminate enemies with Grenades.
-Pistol Whipped: Eliminate enemies with Fists.
-Insult To Injury: Eliminate enemies blinded by Flash Bangs.
-On The Brink: Eliminate enemies while low on Health.
-Tag Team: Assist in Eliminations.
-IED: Eliminate enemies by shooting Mines.
-Hot Shot: Eliminate enemies with Headshots.
-Injury To Insult: Eliminate enemies while blinded by a Flash Bang.
-Skill Vs Experience: Eliminate enemies 5 levels above.
-Final Bullet: Eliminate enemies with the last bullet in a clip.
-Last Orders: Make the last Elimination of the match.

===================
5.0 >And the Rest!<
===================

All of this will cover up the rest of the guide.

===========
5.1 >F.A.Q<
===========

Q: Who is Prince Luigi?
A: A player in Goldeneye. Word says he's at the top of the honest list.

Q: WHERE. IS. BORIS?!!!!11!1!
A: He's not in the game, sadly.

Q: What's ADS?
A: Aiming Down Sights. The same as Iron Sights.

Q: Why do I keep getting the message "Host quit. Disconnecting." during online
play?
A: Ragequitting is only natural in the eyes of a typical gamer. However,
sometimes even the randomly-selected host will do this too. Those who are in
the lobby first should heed this information.

Q: Does Ragequitting result in a loss?
A: Quitting in the middle of a game does not count as a loss, but all progress
towards Weapon Proficiencies and Accolades are lost.

Q: Are cheats premanently applied whenever I enter the code?
A: No. One must enter the code every time they want to use the Tag and
Invisibility modifiers after booting up the game.

Q: Does completing Time Trials unlock anything?
A: Nope.

Q: How come people are using Grenade Launchers at lower levels?
A: The Assault Loadout has the Grenade Launcher, as does Ourumov's custom-built
AK-47.

Q: What's the difference between a Clip and a Magazine?
A: A Clip is a set of bullets attached to a strip that's designed to enter the
firing chamber of firearms that are otherwise forced to reload by individual
rounds. A Magazine is a simple storage box filled with bullets, designed for
more conventional and modern guns. While they aren't interchangeable, for
simplicity's sake, I'll just refer to them in this guide as the same.

Q: I only want to get a certain part of this guide! What can I do?
A: Select what's necessary and then right click and click on copy (or select
and then press control C). Then go to some other word document, right click,
and paste (or press control V). Print away!

Q: I want to contribute to this guide by writing some information for it!
A: Go right ahead. E-mail me at boocatcher5(@)hotmail(.)com (omit the
brackets).

Be free to e-mail me some more questions. Rules for it are explained below.

=================
5.2 >Email Guide<
=================

Here are some ground rules for sending me e-mails.

1. Spell correctly with good grammar.

2. Donít ask something thatís already inside this guide.

3. Try to make your strategy neat, because I will directly take your strategy
from your E-mail. Also, pressing enter at the end of each line would help.

4. Donít forget about the subject (Goldeneye 007)!Then I will know what the
topic is about.

5. Don't ever try to contact me through a messenger program. Ever.

6. If there's an error or a vital note for the guide missing, please inform me
of it immediatley.

7. If you're going to criticize my guide, please leave some constructive
criticism.

8. Don't forget to leave your nickname so that I can put it on the credits!

Just give me these things if you want to contact me about the guide.

1. Strategies on incomplete stuff.

2. Additional FAQs.

3. Notable glitches.

4. Other stuff to make this guide interesting.

Here's a list of things not to send me (I will block whoever sends me the
following):
-Spam
-Death Threats
-Invitations to Facebook, Myspace, any kind of blogging websites (because I
never use them)

------------------
5.3 >Website List<
------------------
This is a list of the Websites that this guide is available to:

-GameFAQs.
-GameSpot.
-Neoseeker.
-MMGN.
-Super Cheats.
-Cheat Code Central.
-Gamer Shell.

=============
5.4 >Credits<
=============

-Me, the Author.
-lolbox & jedi-namor for the Unlockables list.
-Magnumomega for a quick correction.
-Glass Giant for the ASCII art program.
-Eurocom for the game itself.
-GameFAQs for uploading this guide.

----------------------
5.5 >Legal Disclaimer<
----------------------

Copyright 2011 Brett Sim

This may be not rewritten under any circumstances except for personal, private
use. It may not be placed on any web site or otherwise distributed publicly
without permission before so. Use of this guide on any other web site or as a
part of any public display is strictly, indisputably prohibited, and a
violation of copyright.

Failure to comply with the above terms can result in a lawsuit.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

If you wish to get some information from this guide, they must be confirmed and
chosen by the author, Raining Metal.

If you do not agree with the terms here, you should not use this guide any
further.

Thank You.