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    FAQ/Walkthrough by RainingMetal

    Version: 1.03 | Updated: 01/29/11 | Search Guide | Bookmark Guide

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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.

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