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GoldenEye 007 (1997 video game)

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GoldenEye 007
American box art
Developer(s)Rare
Publisher(s)Nintendo
Designer(s)Martin Hollis, David Doak, Duncan Botwood
Programmer(s)Steve Ellis
Artist(s)Karl Hilton, Adrian Smith, B Jones
Writer(s)David Doak
Composer(s)Graeme Norgate, Grant Kirkhope, Robin Beanland
EngineMark Edmonds and Martin Hollis
Platform(s)Nintendo 64
ReleaseAugust 25, 1997
Genre(s)First-person shooter
Mode(s)Single-player, multiplayer

GoldenEye 007 is a first-person shooter video game developed by Rare and published by Nintendo. It is based on the 1995 film GoldenEye and was exclusively released for the Nintendo 64 video game console in August 1997. A different game based on the film, also titled GoldenEye 007, was released for the Wii and Nintendo DS in 2010.

Players assume the role of James Bond, a British Secret Intelligence Service agent, as he fights to prevent a syndicate from using a satellite weapon against London to cause a global financial meltdown. The game features a single player campaign and a multiplayer deathmatch mode that can exclusively be played in split-screen.

A critical and commercial success, GoldenEye 007 received overwhelmingly positive reviews from video game websites and magazines, and sold over eight million copies worldwide. It has been praised for its multiplayer mode, and its incorporation of stealth elements and varied mission objectives into its single player campaign. It is widely considered to be one of the most influential shooting games of all time. GoldenEye 007 was followed by a spiritual successor, Perfect Dark, also developed by Rare for the Nintendo 64. The commercial successor was Tomorrow Never Dies, developed by Electronic Arts for the PlayStation.

Gameplay

Bond holding the silenced PP7 in the Bunker level. The red and blue bars represent the player's health and armour levels. Ammunition information is also displayed.

GoldenEye 007's menu system is presented as an MI6 dossier.[1] Four save files are available to track the player's progress through the game's twenty missions, each of which may be played on "Agent", "Secret Agent" or "00-Agent" difficulty settings, with higher difficulties requiring the player to complete additional and more complex objectives. M, Q, and Miss Moneypenny provide background information on the chosen mission and its goals.[2]

Once a mission is completed, the player may either continue progressing through the story or choose to replay a previously completed level. Completing certain missions within particular target times enables the player to unlock bonus cheat options which make various changes to the graphics and gameplay.[2] Upon fully completing the game on the 00-Agent difficulty level, an additional "007" setting allows the player to customize the challenge of any mission by adjusting enemies' health, reaction times, aiming accuracy, and the damage they inflict.[2]

The player's initial weapon in most missions is James Bond's Walther PPK, called the PP7 ingame. Most of the game's firearms are modelled on real-life counterparts (although their names are altered), while others are based on fictitious devices featured in the Bond films, such as the Golden Gun and Moonraker laser. The weapons vary in characteristics such as rate of fire and type of ammunition used, and inflict different levels of damage depending on which body part they hit.[3] There are no health-increasing pickups in the game, although armour vests can be acquired to provide a second health bar. Stealth is an important element of the game: in order to avoid gunfights with multiple opponents, it is advantageous to eliminate soldiers and security cameras before they spot or hear the player. Certain weapons may be powerful enough to shoot through doors and helmets but are very loud, while others incorporate suppressor or telescopic sight attachments to aid the player in killing enemies discreetly. Also, hiding behind doors and columns is often necessary.

Some gadgets from the James Bond film series are featured in the game and are often used to complete particular mission objectives; for example, 007's in-game watch includes the laser from the GoldenEye film, the remote mine detonator from GoldenEye and Moonraker, and the electromagnet from Live and Let Die.[2]

Multiplayer

The multiplayer mode features all of the characters in the game, including enemies and civilians. At first, only 8 characters are available, with 25 more becoming available as progress is made through the single player campaign. A button code allows players to temporarily unlock another 31 characters, all but two of them likenesses of the programmers.[4]

As with the selectable characters, only a few arenas are available at first, with more becoming available as progress is made in the game. There are eleven arenas and a "random" button that chooses the level randomly. The multiplayer-only arenas are: Temple, Complex, Caves, Library, Basement, and Stack. Several arenas are taken from the single player mode, with alterations such as restrictions on which sections of the map can be used - they are the Facility, Bunker, Archives, Caverns, and Egyptian.[4]

The multiplayer mode features five general scenarios, within which options such as weapon schemes may be altered:

  • Normal: A basic free-for-all deathmatch mode, in which players attempt to kill their opponents as many times as possible within a set amount of time. This mode can also be played in teams of 2 versus 1, 2 versus 2, and 3 versus 1.
  • You Only Live Twice: Similar to Normal mode, except players only have two lives before they are eliminated from the game.
  • The Living Daylights [Flag Tag]: In this adaptation of the playground game "Tag", a flag or "token" is placed in a fixed location on the map. The player who holds it the longest wins the match. A player cannot use weapons while holding the flag (although it is still possible to slap), but can still collect them to keep opponents from stocking ammunition.[4]
  • The Man With the Golden Gun: A single Golden Gun is placed in a fixed location on the map. Players must locate and obtain the Golden Gun, which is usually capable of killing opponents with only one shot regardless of where they are hit, even if they are wearing body armor. After a player acquires the Golden Gun, others are able to see him or her indicated by a blue dot on their radar. The player with the Golden Gun is unable to pick up body armor while opponents can. The only way to obtain the Golden Gun after its removal from the spawn point is to kill the player holding it and retrieve it from where the player dropped it.[4]
  • License to Kill: All attacks, including "slapping", will kill opponents in one hit. This mode cannot be played in teams, unlike the other scenarios.

Weapon selections in the multiplayer mode are grouped by type, such as pistols, automatics, and explosives. Other selectable weapon schemes focus on weapons not frequently found in the single player mode, such as laser guns, throwing knives or the one-hit kill Golden Gun. The "Slappers Only!" setting removes all projectiles, limiting players to hand-to-hand combat.[2]

Storyline

Like the movie, GoldenEye 007 starts in Arkhangelsk, Soviet Union in 1986, where MI6 has uncovered a secret chemical weapons facility at the Byelomorye Dam.[5] James Bond is sent to infiltrate the facility by bungee jumping from the dam,[6] then join his friend and fellow 00-agent Alec Trevelyan in destroying the factory.[7] During the mission, Trevelyan is apparently killed by Colonel Arkady Ourumov, but Bond escapes by commandeering an airplane.[8]

Nine years later, the following missions depict 007's investigation of the satellite control station in Severnaya, Russia,[9] where Natalya Simonova and Boris Grishenko work, a location he did not visit in the film. Entirely new to the game is the "Silo" mission in which Bond investigates an unscheduled test firing of a missile in Kyrgyzstan, believed to be a cover for the launch of a satellite known as GoldenEye.[10] This space-based weapon works by firing a concentrated electromagnetic pulse (EMP) at any Earth target to disable any electrical circuit within range; from its orbit, it would be a threat to any city on Earth. As Bond leaves the silo, he is ambushed by Ourumov and a squad of Soviet troops. He defeats the troops, but Ourumov escapes.

Bond's visit to Monte Carlo and investigation of the frigate La Fayette and the Eurocopter Tiger (referred to as the "Pirate" in the game) were featured in the film, but here they are expanded, with Bond rescuing several hostages inside the ship and planting a tracker bug on the helicopter before it is stolen by the Janus crime syndicate.[11] Bond is then sent a second time to Severnaya, but during the mission he is captured and locked up in the bunker's cells along with Natalya Simonova — this meeting takes place much earlier than in the film. The two escape the complex seconds before it is destroyed, on the orders of Ourumov, by the GoldenEye satellite's EMP.

As in the film, Bond next travels to Saint Petersburg, where he arranges with ex-KGB agent Valentin Zukovsky to meet the chief of the Janus organisation.[12] This is revealed to be Alec Trevelyan — his execution by Ourumov in the Arkhangelsk facility was faked. Bond and Natalya escape from Trevelyan, but are arrested by the Russian police and taken to the military archives for interrogation. The player must escape the interrogation room, rescue Natalya and communicate with Defence Minister Dimitri Mishkin, who has verified Bond's claim of Ourumov's treachery.[13]

Natalya is recaptured by General Ourumov, and Bond gives chase (he can use a tank as in the movie, though he has the option not to) through the streets of St. Petersburg,[14] eventually reaching an arms depot used by Janus — the player must destroy its weaponry stores, then hitch a ride on Trevelyan's Soviet missile train.[15] This section features many departures from the film storyline, where Bond does not reach the depot, and only enters the train after stopping it with the tank. Bond makes his way through the train, killing Ourumov and rescuing Natalya. However, Alec Trevelyan and his ally Xenia Onatopp escape to their secret base in Cuba.[16]

Natalya accompanies Bond to the Caribbean. Surveying the Cuban jungle aerially, their light aircraft is shot down. Unscathed, Bond and Natalya perform a ground search of the area's heavily guarded jungle terrain, but are ambushed by Xenia,[17] who is quickly killed by Bond. Bond sneaks Natalya into the control center to disrupt transmissions to the GoldenEye satellite and force it to burn up in the Earth's atmosphere.[18] An original mission shows Bond following the fleeing Trevelyan through a series of flooded caverns, which conceal a satellite dish under water.[19] He then arrives at the antenna of the control centre's radio telescope. Trevelyan attempts to re-align it in a final attempt to restore contact with the GoldenEye.[20] Bond destroys machinery vital to controlling the dish and kills Trevelyan in a firefight below the dish.

Additional missions

Two further missions unrelated to the GoldenEye film were included as bonuses for the completion of the game on higher difficulties. The first, "Aztec Complex", is partially based on the James Bond film Moonraker, and is unlocked when the player completes all 18 missions on Secret Agent difficulty. During the mission, Bond is sent to the Aztec complex in Teotihuacan to investigate the Drax Corporation's unlicensed space exploration in which at least one Space Shuttle was stolen from NASA. Although Hugo Drax was killed by Bond in the movie, remnants of his corporation remained active after his death. MI6 believes their intentions with the shuttle in space are militant in nature and authorizes Bond to reprogram the shuttle's guidance computer so that MI6 can take control of the craft once it reaches orbit. During the mission, Jaws makes a return in an effort to stop Bond from completing his mission. Many of the rooms in the mission were copied from the movie but included several new features, such as the launch room for the Moonraker shuttle.[21]

The second bonus level, "Egyptian Temple", blends elements from the films The Man with the Golden Gun, The Spy Who Loved Me and Live and Let Die. To access this level players must complete all previous 19 missions on 00 Agent difficulty.[4] Prior to the mission, M informs Bond that a person claiming to be Baron Samedi is in possession of the deceased Francisco Scaramanga's legendary "Golden Gun". Samedi has invited James Bond to the El-Saghira temple in the Valley of the Kings to retrieve it. Knowing it is a trap, M sends Bond regardless to take possession of the Golden Gun and eliminate Baron Samedi. Although the player "kills" Samedi three times during the level, he can be seen laughing in an end-of-level cut scene, similar to the ending of Live and Let Die. As Bond walks off, Samedi runs after him.

Development

GoldenEye 007 was originally announced for the Super Nintendo Entertainment System[22] before being stepped up to the Nintendo 64.[23] The intention for the first few months of development was for the game to be an on-rails shooter similar to Virtua Cop; it only became a traditional free movement first-person shooter later in development.[24] The development team working on GoldenEye 007 was inexperienced; for all but two of them, the project was their first game. As David Doak explained, "Looking back, there are things I'd be wary of attempting now, but as none of the people working on the code, graphics, and game design had worked on a game before, there was this joyful naïvete."[25]

The game is based upon the GoldenEye film, but, as game designer Martin Hollis explained, many of the missions were extended or modified to allow the player to participate in sequences of which Bond was not originally a part, or those in which he only played a minor role.[24] The development team visited the studios of the GoldenEye film to collect photographs and blueprints of the sets used in the movie.[26] Silicon Graphics Onyx workstations and Nintendo's NINGEN development software were used to create the geometry for virtual environments based on this reference material.[24][26] Initially, the designers' priority was purely on the creation of interesting spaces; level design and balance considerations such as the placement of start and exit points, characters and objectives did not begin until this process was complete. According to Martin Hollis, "The benefit of this sloppy unplanned approach was that many of the levels in the game have a realistic and non-linear feel. There are rooms with no direct relevance to the level. There are multiple routes across the level."[24] Hollis also noted that the concept of several varied objectives within each level was inspired by the multiple tasks in each stage of Super Mario 64.[24]

GoldenEye was developed through two and a half years, the first year of which was spent developing the engine and producing art assets.[24] The game's multiplayer mode was added late in the development process; Martin Hollis described it as "a complete afterthought".[24] According to David Doak, the majority of the work on the multiplayer mode was done by Steve Ellis, who "sat in a room with all the code written for a single-player game and turned GoldenEye into a multiplayer game."[25] The game was released in North America on 25 August, 1997, and had an initial $69.95 USD Manufacturer's Suggested Retail Price in that territory.[27]

In addition to the N64 game, a racing version of GoldenEye was in development for the Virtual Boy, but was cancelled before release.[28]</ref>[23][29]

Citadel

GameShark users found several text references to a level called "Citadel" in the game. Rare explained its nature, and joked about speculation that the characters of Oddjob and Mayday - who appeared in the credits sequence, and the multiplayer game, but not in the single-player storyline - could be found there: "'Citadel' was a very rough test level designed during the early stages of multiplayer mode. It is not in the finished game in any shape or form, and Oddjob and May Day would not be in it if it was."[30]

In 2005, the website GoldenEye Forever revealed that it was possible to access a fully playable multiplayer version by linking a GameShark to a computer.[31] The codes to access Citadel in its fullest state totaled nearly 10,000 lines. The test map is largely a mass of shapes and ramps that the players can climb upon, thus giving players many opportunities for sniping and hiding.[32]

Reception

The game received overwhelming critical praise and is widely considered to be one of the most influential shooting games of all time.[39] When it was released in 1997, its stealth elements and varied objectives contrasted with the approaches taken by Doom and Quake, and its split-screen deathmatch mode proved popular. These factors contributed to the game's commercial success, selling eight million copies,[40] a standing record for the genre until being overtaken a decade later by Halo 3 in 2007.[41] Nintendo Power listed GoldenEye 007 as being one of the greatest multi-player experiences in Nintendo history, stating that it is remembered as one of the finest examples of a first-person shooter.[42]

Along with Shiny Entertainment's MDK, GoldenEye is credited with popularizing the video game convention of a zoomable sniper rifle on consoles, enabling players to kill oblivious enemies from vast distances away with a single, precise head shot; context-sensitive enemy hit-locations were also pioneered by the game for console games that followed.[43]

In 1998, GoldenEye received the BAFTA Interactive Entertainment "Games Award" and Rare won the award for "Best UK Developer".[44][45] It also won four awards from the Academy of Interactive Arts & Sciences: "Console Action Game of the Year", "Console Game of the Year", "Interactive Title of the Year" and "Outstanding Achievement in Software Engineering". Additionally, it was nominated for "Outstanding Achievement in Art/Graphics" and "Outstanding Achievement in Interactive Design".[44]

In a January 2000 poll, readers of the long-running British video game magazine Computer and Video Games voted GoldenEye 007 into first place in a list of "the hundred greatest video games".[46] In a poll in the next year, the game was ranked 5th.[47] Also in 2001, Game Informer magazine ranked GoldenEye 007 16th in a list of the "Top 100 Games of All Time", and in 2010, in Game Informer's "Best 200 Games of All Time" GoldenEye 007 was placed 33rd on the list. [48] In 2005, a "Best Games of All-Time" contest at GameFAQs placed GoldenEye 007 at 7th.[49] In a list made by IGN in 2005, GoldenEye was ranked 29th[50] while the Reader's Choice placed it at 7th.[51]

The game originally received a "nine out of ten" score in Edge, with the magazine later stating that "a ten was considered, but eventually rejected".[33] In the magazine's 10th anniversary issue in 2003, the game was included as one of their top ten shooters, along with a note that it was "the only other game" that should have received the prestigious "ten out of ten" rating.[52] Video game review site ScrewAttack rated GoldenEye 007 number one in both a June 2008 list of the "Top 10 FPS Games Ever"[53] and a June 2009 list of the "Top 10 Movie-Based Games".[54] It also topped their most recent list of the top 10 multiplayer games.

Legacy

Perfect Dark

Following the critical and commercial success of GoldenEye 007, Rare developed a spiritual successor entitled Perfect Dark, which was released in 2000 for the Nintendo 64. Although Perfect Dark is not set in the James Bond universe, the game does share many gameplay features with its predecessor, including a similar control scheme, mission objectives that vary with the difficulty setting, and cheat options unlockable through quick level completions. Perfect Dark was well-received by critics and its success has led to the development of the Perfect Dark franchise.

Free Radical Design

A number of the GoldenEye 007 team left Rare soon after development on Perfect Dark commenced, beginning with Martin Hollis in 1998, who after working on the GameCube at Nintendo of America formed his own company Zoonami in 2000.[55] Other members formed Free Radical Design, and by 2004, four of the team of nine who originally worked on GoldenEye 007 were employed there.[25] Free Radical Design developed the TimeSplitters series of first-person shooters, which, like Perfect Dark, are often considered to be "spiritual sequels" to GoldenEye 007. The TimeSplitters series contains many references to GoldenEye 007,[56] including the design of the health-HUD, the nature of the aiming system[57] and the dam setting of the opening level of TimeSplitters 2.[56]

EA Games and Activision

File:Facility-Iterations.png
The popular Facility level has seen numerous redesigns in GoldenEye's spiritual and commercial successors. Appearances clockwise from top left: GoldenEye 007, Quantum of Solace, Perfect Dark, and GoldenEye: Source.

In 1999, the James Bond game license was acquired by Electronic Arts, which published new games based upon the then-recent James Bond films Tomorrow Never Dies and The World Is Not Enough. The latter game, along with others published by EA such as Agent Under Fire and Nightfire, are first-person shooters similar in style to GoldenEye 007.

In the autumn of 2004, Electronic Arts released GoldenEye: Rogue Agent for Xbox, PlayStation 2, GameCube and later the Nintendo DS. This is the first game based on the 007 franchise in which the player does not take on the role of James Bond himself; rather they control an aspiring 00-agent (named GoldenEye) who is recruited by Auric Goldfinger, the villain in the movie and book Goldfinger. The game has little to do with either the film GoldenEye or the N64 game. It was released to mediocre reviews,[58] and was criticized for using the "GoldenEye" name in what was seen to be an attempt to exploit the success of Rare's game.[59][60][61][62]

Activision-Blizzard now holds the licence to publish new iterations of the James Bond series. EA decided they could not deliver a James Bond product that was profitable. Activision handed the development project to Treyarch, the developer of several Call of Duty games. The reception of their first James Bond game, Quantum of Solace, received mixed reviews. Many reviewers called the story mode very linear.

GoldenEye: Source

GoldenEye: Source is a total conversion mod that was developed for the PC using Valve's Source engine. It aims to be a multi-player and soon single player campaign remake of the Nintendo 64 original.

Ports

In November 2006, Nintendo of America president Reggie Fils-Aime announced that Nintendo was exploring the possibility of adding GoldenEye 007 to the Virtual Console, despite a complicated situation in which the game's developer Rare is owned by Microsoft (producers of the rival Xbox 360 console) and the video game rights to the James Bond franchise are held by Activision. He stated, "We would love to see it [on the Virtual Console], so we're exploring all the rights issues."[63]

On January 10, 2008, Video Games Blogger reported that an updated version of GoldenEye 007 would be released on Xbox Live Arcade in 2008.[64] On January 11, 2008, 1UP.com reported that a GoldenEye port (as opposed to a remake) had been in development at Rare for several months, but stated that the title would not be released on the Xbox Live Arcade since "Microsoft and Nintendo couldn't agree on the financial side of things."[65] As of July 2011 Microsoft has made no comment on further effort to acquire the rights to the game and release GoldenEye 007 on XBLA.

Reimagining

On June 15, 2010, at E3, Activision announced a reimagining of the game developed by Eurocom; updating the game with modern FPS conventions and entirely new level-layouts. Pierce Brosnan, for instance, was replaced by current Bond actor Daniel Craig. Changes were made to the game as well, such as adding an online component, and changing some of the unlockable characters. The reimagining is exclusively for the Wii and Nintendo DS; it was released on November 2, 2010, to mostly positive reviews.[66][67] The following year, at the 2011 edition of the San Diego Comic-Con, Activision announced GoldenEye 007: Reloaded, a version of the game for the Xbox 360 and PlayStation 3 consoles, featuring high definition graphics, new missions and PlayStation Move compatibility.[68]

References

  1. ^ The letters "OHMSS" appear on each of the menu dossiers, in a reference to the term O.H.M.S. and the James Bond novel and film On Her Majesty's Secret Service.
  2. ^ a b c d e Rare. GoldenEye 007 (Nintendo 64). Nintendo.
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  5. ^ Rare Ltd. GoldenEye 007. Level/area: Mission 1: Arkangelsk, Part i: Dam. Background: M16 has confirmed the existence of a secret chemical warfare facility at the Byelomorye dam, USSR.
  6. ^ Rare Ltd. GoldenEye 007. Level/area: Mission 1: Arkangelsk, Part i: Dam. Q Branch: As for getting down the dam, use the bungee rope. At the bottom of the jump, use the piton gun. Simple.
  7. ^ Rare Ltd. GoldenEye 007. Level/area: Mission 1: Arkangelsk, Part ii: Facility. Background: Inside the chemical weapons facility you should quickly and efficiently proceed to the bottling area and place demolition charges on the main gas tanks. / M Briefing: You'll be working with 006 on this assignment, the bottling room is the rendezvous point. / Q Branch: Now listen here, Bond. Be sure to place the mines carefully, otherwise you won't take out all the tanks in the bottling room.
  8. ^ Rare Ltd. GoldenEye 007. Level/area: Mission 1: Arkangelsk, Part iii: Runway. M Briefing: 006 knew this was going to be a risky mission. His sacrifice should give you enough time to find an aircraft.
  9. ^ Rare Ltd. GoldenEye 007. Level/area: Mission 2: Severnaya, Part i: Surface. Background: A spy satellite has detected increased levels of activity at an old observatory complex near Severnaya (62.08n, 102.58e) in Russia. / M Briefing: Penetrate the base and find out what is going on.
  10. ^ Rare Ltd. GoldenEye 007. Level/area: Mission 3: Kirghizstan, Part i: Launch Silo #4. Background: M16 has become concerned that unscheduled test firings from a missile silo in Kirghizstan are being used to cover the launch of Goldeneye weapons satellites. / M Briefing: Infiltrate the silo and ascertain what is being placed into orbit.
  11. ^ Rare Ltd. GoldenEye 007. Level/area: Mission 4: Monte Carlo, Part i: Frigate. Background: A demonstration of the Pirate stealth helicopter by the French military has been unexpectedly postponed. Official channels insist that nothing is wrong but unofficially M16 has been asked to help salvage a very tricky hostage situation on board the frigate La Fayette. It seems that a crime syndicate called 'Janus' will stop at nothing in its attempt to hijack the helicopter. / M Briefing: We need you to place a tracker on the Pirate so that we can trace its movements after Janus steals it.
  12. ^ Rare Ltd. GoldenEye 007. Level/area: Mission 6: St. Petersburg, Part i: Statue Park. M Briefing: I've arranged contact with an ex-KGB agent, Valentin Zukovsky, in Statue Park, St. Petersburg. He claims he can set up a meeting with Janus.
  13. ^ Rare Ltd. GoldenEye 007. Level/area: Mission 6: St. Petersburg, Part ii: Military Archives. Background: Captured by the Russians, Bond must escape their military prison. / M Briefing: Your only chance is to speak directly to Defence Minister Mishkin.
  14. ^ Rare Ltd. GoldenEye 007. Level/area: Mission 6: St. Petersburg, Part iii: Streets. Background: After escaping KGB interrogation at the military archives, Natalya has been recaptured by General Ourumov. She is being taken by car to the Janus operations base in St. Petersburg. / M Briefing: Get after them, 007! We can't afford to let the trail go cold and the chances are they'll lead you straight to Trevelyan.
  15. ^ Rare Ltd. GoldenEye 007. Level/area: Mission 6: St. Petersburg, Part iv: Depot. Background: The Janus operations base in St. Petersburg is located in a disused military rail depot. / M Briefing: We also believe that Ourumov has taken Natalya to Trevelyan's converted missile train in the depot. You need to be on that train when it leaves.
  16. ^ Rare Ltd. GoldenEye 007. Level/area: Mission 6: St. Petersburg, Part v: Train. Natalya: Boris is still backing up his files. I can find out where they're going... He's in Cuba!
  17. ^ Rare Ltd. GoldenEye 007. Level/area: Mission 7: Cuba, Part i: Jungle. M Briefing: Miss Simonova will be with you on this mission... Jack Wade has given her some basic firearms training and he thinks she'll be able to carry her weight in a combat situation. / Q Branch: You'll know you're on the right trail if you encounter Janus troops or automated defences... Oh, and look out for that Xenia woman, 007. I think she's after you. You lucky devil.
  18. ^ Rare Ltd. GoldenEye 007. Level/area: Mission 7: Cuba, Part i: Jungle. Background: The Janus Control Centre has been located in an underground complex in the Cuban jungle. / M Briefing: Remember that you and Miss Simonova are a team, it's critical that you protect her while she's hacking into the Janus computers. With any luck she'll be able to stop the Goldeneye from firing.
  19. ^ Rare Ltd. GoldenEye 007. Level/area: Mission 7: Cuba, Part iii: Water Caverns. Background: The Janus Control Center communicates with the Goldeneye weapons system via a large satellite dish which is usually concealed underwater. The pumps which allow Janus to flood the communications dish are housed in a subterranean cave complex defended by crack Janus troops.
  20. ^ Rare Ltd. GoldenEye 007. Level/area: Mission 7: Cuba, Part i: Jungle. Q Branch: There's another blasted control thingy actually on the antenna cradle. Trevelyan might be able to realign the antenna and get one last firing message through to the satellite. Get out there and destroy it!
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