# GoldenEye 007 — game-behaviour reference Community-documented account of how the retail N64 game is *supposed* to behave: the combat/AI/stealth model, difficulty scaling, per-level objective sets, timers, weapon data, and the original game's known quirks and glitches. **Status of this document.** This is secondary source material, not ground truth. The decompiled game code in `src/` is authoritative for behaviour (see `AGENTS.md`). Use this doc to know *what correct looks like* when playtesting the port — which objectives a level must expose, what a timer value should be, whether a weird behaviour you just saw is an original-game quirk or a port regression. **Sources** (subjective commentary stripped; mechanical/factual data only): - GameFAQs walkthrough by **Brett "Nemesis" Franklin**, v1.01, July 2001 — overview, mechanics, objective lists, weapon/gadget data, glitches. - **marshmallow**, *Extensive 00 Agent Walkthrough* v3.0 (GameFAQs) — the 00 Agent difficulty-delta list and the AI-exploit notes in §3. Distilled from `goldeneye_007_reference.md` (the full raw walkthrough dump); the walkthrough's per-stage tactical routes were dropped as not behaviour-defining. --- ## 1. Difficulty modes Three tiers. **00 Agent is a strict superset** of Agent and Secret Agent — every objective required at a lower tier is also required at 00 Agent, so one 00 Agent run satisfies all three. | Mode | Rank | Layout | Objectives | |---|---|---|---| | Agent | starting rank | small/simple | fewest | | Secret Agent | +1 | average | more | | 00 Agent | highest | big/complex | maximum (superset) | ### What 00 Agent changes mechanically Relative to the lower tiers: 1. Guards are tougher — body-armoured guards can **survive a headshot** (a DD44 headshot may not kill). 2. Better AI — enemies fire sooner, roll/dodge more often, and "hear" the player from further. 3. Picked-up guns start with only **10 rounds**. 4. Body armour is nearly absent (a few fixed locations only). 5. More objectives per level. 6. Low player health — roughly **8× KF7 Soviet hits** or **~5× AR33 hits** is lethal. 7. Higher enemy accuracy. 8. Explosions (crates, grenades, chairs) are near-instant-kill unless the player clears the radius fast. 9. Security cameras acquire the player in **~3 s** (vs ~10 s on Agent). --- ## 2. Combat, stealth & AI model ### Damage - **Body-part damage system** — different hit locations do different damage; head shots are the fastest kill and are the intended way to conserve ammo. - **Auto-Aim** (option) — snaps to the nearest enemy under the crosshair when firing; ~90% reliable at target selection. - **Manual aim** (R / L-R) — zooms for precise body-part targeting. - **Full-auto accuracy falls off** with sustained fire and with distance: "pecking" 1–2 rounds is more accurate than spraying; spray only wins against groups. ### Alerting - A **loud** weapon fired within earshot of **2+ guards** triggers an area alert (they converge on the player's position and can call reinforcements). A lone guard may not call for help. - **Silenced** weapons (PP7 Silenced, D5K Silenced, silenced pistols, knives) never alert. - **Security cameras**: if a camera acquires the player it raises an alert that **spawns black-clad guards** armed with DD44s and KF7s. Shoot the camera centre for a one-shot kill. - **Retreating** breaks pursuit — most guards stop following after a set distance, letting the player reload / heal / reposition. ### AI line-of-sight & animation quirks (exploitable, i.e. defining behaviour) - A guard behind a **wall, low barrier or railing cannot shoot** the player, even point-blank — it must path around the obstacle. **Exception:** a guard behind a **crate** *can* shoot through/over it. - Turrets / sentry guns **drop target beyond a set range**. - Most guards play a **kneel animation before firing** (takes ~1–2 s). Circling a kneeling guard makes it fire at the player's previous position. - **Point-blank**: a guard the player is pressed against **cannot fire** until it steps back. --- ## 3. Player state | System | Behaviour | |---|---| | Health | restored by health packs; no regen. 00 Agent pool ≈ 8 KF7 hits (§1). | | Body armour | separate absorbing layer; fixed pickup locations (e.g. by the Jungle drone guns, start of Antenna Cradle). Nearly absent on 00 Agent. | | Explosive barrels/crates | shootable for area damage; can kill the player. In Water Caverns, detonating the barrels **before** using the radio destroys the radio and fails that objective. | --- ## 4. Timers (exact values — verify against decomp) | Level | Trigger | Value | On expiry | |---|---|---|---| | Silo (M3) | level start | **8:30** | facility self-destructs; must reach the escape elevator | | Bunker 2 (M5) | Natalya activates the main control panel | **~60 s** | alarm; must escort Natalya to the exit | | Train (M6) | hostage scene, if Xenia is **not** killed | **4 s** | escape window before failure | --- ## 5. Companion AI — Natalya - Present in Bunker 2, Jungle, Control Center, Water Caverns, Train (Missions 5–7). - Carries a **Cougar Magnum**; engages enemies autonomously. - Must survive — her death fails objectives. - Scripted roles: hacks the mainframe in Control Center (player defends both staircases); freed from a cell and escorted out under the timer in Bunker 2; hacks a terminal in Train while the player laser-cuts the grate bearings. --- ## 6. Objective system Each sub-level exposes a fixed set of **primary objectives** shown at level start; completing the final one ends the sub-level. Objective *count* scales with difficulty (§1). Some are **conditional / fail-state** objectives — "Minimize scientist casualties", "Minimize civilian casualties" — tracked by a running kill count against that class. 21 sub-levels across 9 missions: | M | Location | Sub-levels | |---|---|---| | 1 | Aarkangelsk | Dam → Facility → Runaway | | 2 | Severnaya | Surface → Bunker | | 3 | Kirghizstan | Silo | | 4 | Monte Carlo | Frigate | | 5 | Severnaya (return) | Surface 2 → Bunker 2 | | 6 | St. Petersburg | Statue Park → Military Archives → Streets → Depot → Train | | 7 | Cuba | Jungle → Control Center → Water Caverns → Antenna Cradle | | 8 | Teotihuacán | Aztec Complex | | 9 | el-Saghira | Egyptian Temple | ### Per-level objective sets (00 Agent — the superset) **Dam** — neutralize all alarms · install covert modem · intercept data backup · bungee jump from platform. **Facility** — gain entry to lab · contact double agent (Dr. Doak) · rendezvous with 006 · destroy all tanks in bottling room · minimize scientist casualties. **Runaway** — find plane ignition key · destroy heavy gun emplacements · destroy missile battery · escape in plane. **Surface** — power down comms dish · obtain safe key · steal building plans · enter base via ventilation tower. **Bunker** — disrupt all surveillance equipment · copy Goldeneye Key and leave original · get personnel to activate computer · download data · photograph main video screen. **Silo** — plant bombs in fuel rooms · photograph satellite · obtain telemetric data · retrieve satellite circuitry · minimize scientist casualties. **Frigate** — rescue hostages · disarm bridge bomb · disarm engine-room bomb · plant tracking bug on helicopter. **Surface 2** — disrupt all surveillance equipment · break comms link to bunker · disable Spetznaz support aircraft · gain entry to bunker. **Bunker 2** — compare staff/casualties lists · recover CCTV tape · disable all security cameras · recover Goldeneye operations manual · escape with Natalya. **Statue Park** — contact Valentin · confront and unmask Janus · locate helicopter · rescue Natalya · find flight recorder. **Military Archives** — escape interrogation room · find Natalya · recover helicopter black box · escape with Natalya. **Streets** — contact Valentin · pursue Ourumov and Natalya · minimize civilian casualties. **Depot** — destroy illegal arms cache · destroy computer network · obtain safe key · recover helicopter blueprints · locate Trevelyan's train. **Train** — destroy brake units · rescue Natalya · locate Janus secret base · crack Boris' password · escape to safety. **Jungle** — destroy drone guns · eliminate Xenia · blow up ammo dump · escort Natalya to Janus base. **Control Center** — protect Natalya · disable Goldeneye satellite · destroy armored mainframes. **Water Caverns** — destroy inlet pump controls · destroy outlet pump controls · destroy master control console · use radio to contact Jack Wade · minimize scientist casualties. **Antenna Cradle** — destroy control console · settle score with Trevelyan. **Aztec Complex** — reprogram shuttle guidance · launch shuttle. **Egyptian Temple** — recover the Golden Gun · defeat Baron Samedi. ### Key scripted mechanics per level - **Bunker / Surface 2** — cameras must be killed to avoid the black-clad alert spawn. - **Silo** — Ourumov is killable here (he normally flees; Invisibility stops him); drops DD44 + briefcase. He still reappears later regardless. - **Frigate** — hostages held at gunpoint; shoot the guard not the hostage. Bomb Diffuser used on two terminal-mounted bombs. - **Streets** — tank vehicle; running over a **civilian** fails the mission; street land-mines apply damage-over-time to the tank. - **Train** — kill Xenia + Ourumov simultaneously in the hostage scene; if Xenia survives, the 4 s timer starts and extra guards spawn. - **Jungle** — Xenia boss on the bridge: uses RCP-90 + Grenade Launcher, rolls when hit, drops both weapons. - **Control Center** — Boris pulls a gun ("I am Invincible!") and fades out rather than being killed. - **Water Caverns** — contact Jack Wade by radio **before** detonating the barrel room; Code Cards A/B/C drop from guards in sequence. - **Antenna Cradle** — Trevelyan final boss reappears alternately at the two sheds/catwalks; player kills him at each appearance, final fight point-blank in the shed under the cradle. - **Aztec Complex** — first terminal starts the launch sequence + opens a door; a second terminal must be destroyed to reveal a hidden hallway before the launch finishes. - **Egyptian Temple** — Golden Gun glass case lowers only after a fixed tile-path is walked; Baron Samedi appears twice, uses Lasers, dies only to the Golden Gun. --- ## 7. Weapons — data table Clip / max-capacity / behaviour. (Balance and capacity numbers to cross-check against the decomp's weapon tables.) | Weapon | Type | Clip | Max | Behaviour notes | |---|---|---|---|---| | PP7 | pistol | 7 | 800 | default sidearm | | PP7 (Silenced) | pistol | 7 | 800 | no alert on fire | | DD44 Dostovei | pistol | 8 | 812 | high power, Magnum-like recoil | | Cougar Magnum | pistol | 6 | 200 | high per-shot damage; Natalya's sidearm | | Gold PP7 / Golden Gun | pistol | 7 / 1 | 800 / 100 | one-shot kill anywhere; Golden Gun = 1 round/clip | | Silver PP7 | pistol | 7 | 800 | cosmetic | | Klobb | SMG | 20 | 812 | weakest automatic | | KF7 Soviet | auto rifle | 30 | 400 | ubiquitous early-game weapon | | AR-33 | auto rifle | 30 | 400 | stronger than KF7; zoom | | D5K Deutsche | auto rifle | 32 | 800 | zoom | | D5K (Silenced) | auto rifle | 32 | 800 | no alert; one level | | Phantom | auto rifle | 50 | 800 | very loud; one level | | RCP-90 | auto rifle | 80 | 800 | fastest fire rate in the game | | ZMG (9mm) | heavy auto | 32 | 800 | dual-wieldable | | Automatic Shotgun | auto shotgun | 5 | 200 | Statue Park only (SP) | | Shotgun | pump shotgun | 5 | 200 | slower reload; via All Guns cheat | | Sniper Rifle | bolt rifle | 8 | 400 | longest zoom; best stealth weapon | | Grenade Launcher | launcher | 6 | 12 | arcing grenades | | Rocket Launcher | launcher | 1 | 3 | large blast, can kill player | | Grenades | thrown | 12 | 12 | — | | Throwing Knives | ranged melee | 12 | 12 | low damage | | Hunting Knives | melee | — | — | fast silent takedowns | | Proximity Mines | placed | 10 | 10 | triggers on proximity | | Remote Mines | placed | 10 | 10 | detonated by Remote Watch; no timeout | | Timed Mines | placed | 10 | 10 | detonate ~8 s after placement | | Taser | gadget | — | — | non-lethal stun | | Moonraker (Military) Laser | energy | — | — | fires through walls/doors; kills Jaws | | Tank Shells | vehicle | — | — | Runaway, Streets | Availability: weapons are level-scoped and do not carry between missions unless noted. **All Guns** cheat unlocks everything. --- ## 8. Gadgets | Gadget | Level(s) | Activation / effect | |---|---|---| | Covert Modem | Dam | toss onto a computer screen to install | | Bomb Diffuser | Frigate | use on a terminal-mounted bomb | | Camera | Bunker, Silo | photograph a target (video screen / satellite) | | Key Analyzer | Bunker | copies a key and **destroys the original** | | Data Thief | Bunker | download data from a terminal | | Tracking Bug | Frigate | place on the Pirate helicopter | | Watch Magnet | Bunker 2, Train | pull a key / metal object at range | | Watch Laser | Train | cut metal (grate bearings) | | Remote Mines + Remote Watch | Facility, Control Center, Water Caverns | place, then detonate at range | | Door Decoder | Facility | from Dr. Doak; opens the locked bottling-room door | --- ## 9. World-interaction objects | Object | Rule | |---|---| | Red alarm boxes | shoot to complete "neutralize all alarms"; a guard reaching one spawns reinforcements | | Security cameras | destroy (centre = one-shot); acquisition raises the black-clad alert | | Sentry guns | fixed turrets (Bunker 2 striped corridor, Depot); destroy to pass | | Drone guns | remote turrets (Jungle, Control Center, Water Caverns, Aztec); some pairs must be destroyed together | | Locks / grates | shootable (e.g. the 4-lock vent grate at the end of Surface) | | Doors | B to open; some need keycard / key / code | | Gate switches | red/green buttons control gates (Dam) | --- ## 10. Vehicles | Vehicle | Level | Rules | |---|---|---| | Tank | Runaway, Streets | cannons + missiles (Runaway); may crush enemies, **must not crush civilians** (Streets); street mines = DoT | | Plane | Runaway | final escape after the missile battery is destroyed | | Train | Train | car-to-car traversal; a brake unit (red/yellow wires) in every car must be destroyed | --- ## 11. Controls / input options (relevant to `port/src/input.c`) Default mapping (control style 1.1): **A** switch weapon/device · **B** action / reload · **Z** fire / use gadget · **L/R** aim · **C-Up/Down** look · **C-Left/Right** strafe · **Stick** move · **D-Pad** mirrors C. Four SP control styles (1.1–1.4) permute which of {aim, fire} is on Z vs A/L-R and whether the stick moves or looks. Derived actions: **crouch** = Aim + C-Down, **stand** = Aim + C-Up. Options that change feel: **Reverse Pitch** (invert vertical aim), **Look Ahead** (camera leads movement), **Head Roll** (full 360° look), **Auto-Aim** (snap to nearest on fire), **Aim Control** = Hold or Toggle. --- ## 12. Original-game quirks & glitches These are **retail N64 behaviours**. If the port reproduces them it is faithful; if you see one while testing, it is probably *not* a port bug. - **Guard AI freeze under Invisibility** — kill one guard in a group and the rest aim at the player's last known position but can never re-acquire (player is invisible); they hold the aim pose until the player moves or dies. - **Ourumov / Jaws killable via Invisibility** — both normally can't be engaged (Ourumov flees, Jaws is near-indestructible); with Invisibility the AI can't see the player, so both become killable with any weapon. - **Trevelyan respawn loop (Antenna Cradle, 00 Agent + Invisibility)** — killing Trevelyan on the catwalk can respawn him alive at the far shed, repeatable indefinitely. A pathing/AI bug, not intended. - **Invulnerable 006 in Water Caverns** — with Invisibility, one of the "guards" leaving the elevator is actually a static, invulnerable Trevelyan model (his AI never detects the invisible player). An easter egg, not a spawn error. - **Post-dialogue allies become killable** — after an ally's scripted conversation ends (e.g. Valentin in Statue Park) the player can kill them; no mechanical penalty. - **Ourumov's key opens the Silo launch doors** — the briefcase/key dropped by Ourumov has no objective use, but "firing" the key (action button) near the rocket opens the giant launch doors. Otherwise both items are inert. - **Cut content left in levels**: the Dam has the unused geometry of a cancelled boat mission out on the water; the Train's rear region past Alec/Trevelyan leads nowhere; the Facility's starting vent has a second path blocked purely cosmetically and shootable ceiling glass. --- ## 13. Multiplayer (brief) Up to 4 local players. Deathmatch + variant modes. Level list = all SP levels plus dedicated MP maps. Character/costume/face are swappable (the raw dump has the full GameShark costume/character ID tables if ever needed for the MP character system).