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GoldenEye 007 — game-behavior 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 behavior (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 behavior you just saw is an original-game quirk or a port regression.

Sources (subjective commentary stripped; mechanical/factual data only):

Distilled from goldeneye_007_reference.md (the full raw walkthrough dump); the walkthrough’s per-stage tactical routes were dropped as not behavior-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

Alerting

AI line-of-sight & animation quirks (exploitable, i.e. defining behavior)


3. Player state

System Behavior
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


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


7. Weapons — data table

Clip / max-capacity / behavior. (Balance and capacity numbers to cross-check against the decomp’s weapon tables.)

Weapon Type Clip Max Behavior 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 (center = 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.


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).