r/GoldenEye • u/Heartzz • 7h ago
r/GoldenEye • u/Regular_Number5377 • 23h ago
Enemy Rockets 00 Agent run
For the past few months I’ve been challenging myself to beat the game on 00 Agent with Enemy Rockets activated, and today I finally completed the final level that was eluding me (Caverns). It’s been the most fun I’ve had with Goldeneye in a very long time and it’s forced me to take a fresh look at some levels I hadn’t seriously given thought to in terms of new strategies etc in decades. It’s a really rewarding way to play the game and I would encourage anyone who is looking for a fresh challenge for Goldeneye to give it a go. Below I have noted some of my thoughts on the levels and strategies on how to beat them for anyone interested:
Dam- first half is pretty straightforward, but the corridors at the end are tricky. Best way is to hang way back and use the sniper. Make sure you use rockets to destroy the crates in the early sections for sniper ammo.
Facility - best strategy is to take your time on the first section, kill all guards, and then act as if you are going for the speedrun once you are past the long corridor. Run straight through making sure to put down any guards directly in your path, and hope Doak is in a good place.
Runway - basically the strategy is to use the tank- it lets you absorb a few rocket shots which should hopefully be enough for you to destroy the drone guns.
Surface - no issues, you barely notice a change really due to the open space. Just keep your speed up and treat it as a normal 00 agent run.
Bunker 1 - not too bad if you take your time. Lure and take out every guard methodically, avoid setting the alarm off, and once you get to Boris the rest is just a normal run.
Silo - this is where the difficulty really takes a leap up. Due to the tight corridors, most shots that the guards get off at you are likely fatal. You need to learn the position of every guard and take them all out methodically, but still quickly enough to beat the timer. Orumov is a bit of a nightmare. This is the first of several levels where speed and skill alone won’t do it, the only way through is to have a strategy figured out for each area and practice it until you can consistently get through it.** **
Frigate - very challenging but also my favourite level on ER as more than any other level it forces you to completely change how you play the game. You only have 20 rounds of ammo in your PP7/silenced D5K with no other ammo pickups, and the corridors are way too narrow to use rockets, so you are forced to use slappers to sneak about and kill everyone and save your bullets for freeing hostages (one shot to each hostage guard then lure them out for a slapping). Probably the one level setup I’ve ever played in Goldeneye where you feel most like a proper spy.
Surface 2 - same as the first time, keep your speed up and you’ll barely notice the rockets.
Bunker 2 - outrageously difficult, you need to learn the position of every guard and take them all out strategically. You really feel the lack of guns here, you just have rockets and knives for the most part, that’s it. There’s no easy way to complete this one, just need to keep at it until you crack the timing/strategy. Getting past the first section quickly into the part of the Bunker from Bunker 1 is important as rocket guards appear to keep spawning until you do that.
Statue - easy, only the first few guards have rockets, after that it’s just a regular run.
Archives- you basically need to complete this one like a speedrunner to have any chance, but only took a few tries as using that strategy means no one ever gets a shot off at you. Look up a 00 agent speedrun guide on YouTube and follow it.
Streets - very difficult, using the tank isn’t viable here as there are too many rocket guards, strategically make your way to Valentin, pick up the body armour, and then it’s just a case of speed and dodging mostly. I discovered a new body armour on the street midway through this run because a rocket guard blasted me into it randomly.
Depot - straightforward, the only guards with rockets are the ones outside at the beginning and in the two warehouses, the ones which spawn in only have D5K’s.
Train - the hardest level so far, big challenge is in getting through the first 4 carriages when everything is exploding around you and you have rocket guards coming along the corridors from both directions. If you can make it past those then the armoured guards at the end only have D5K’s as usual so are relatively easy to deal with. I failed 3/4 times after exiting the train as Natalya got blown up by the guards outside which was massively frustrating.
Jungle - very difficult, up there with Train but for different reasons, I was stuck on this one for a while. The main issue is the length, there are just so many opportunities to lose and the presence of Natalya is an unwelcome liability. There are basically four sections where things can go wrong - the first section in the trees, the Xenia fight, the caverns, and then the final run to the elevator. The early stages are do-able however you have to be strategic to lure guards out and then avoid them accidentally killing Natalya or having her kill you or herself with her rocket launcher. Xenia is a real challenge for once because you can get up close to her to stop her firing, but if you do that Natalya will blow you up, so you need to take her out with the PP7 at middle distance keeping away from any trees which rockets can rebound off of and constantly moving to avoid her fire. The final dash through the guards to the elevator is just a case of firing grenades and then a mad dash that you might survive one time in every 5 attempts.
Control - I was dreading this one but it’s not actually too bad, the early sections are just a case of taking your time and strategically getting through each room, (pro tip - if you shoot both doors in the ‘engine room’ section with a rocket, you take out 4 guards that you won’t need to take care of later on) it’s a bit hit and miss but you can usually get to the dreaded ‘protect Natalya’ section with full health and a body armour from upstairs. Make sure to use rockets for everything possible before the ‘protect’ section as you will need every bullet for that. The ‘protect’ section is not too bad as the guards which spawn to take out Natalya don’t have rockets, however it’s still quite tricky as you have to contend with a real lack of ammo. After that just take out the final data bank, grab the spare body armour in the locker room and make a break for the elevator.
Caverns - I would argue this is the most difficult level in the game, and it’s mostly because of that one notorious section with the radio next to the explosive barrels. The majority of the level is difficult but nothing too far removed from what has come before, just lure guards, don’t rush, rinse and repeat. Make sure to break all crates for AR33 ammo. The tricky room however requires you to approach it twice, once from the walkway to take out any visible guards, and again from the main corridor once you have done everything else, at that point you are face on to the area of death, you need to take out all the guards with good headshots with the PP7 so the shots don’t penetrate, hope none of them duck and blow themselves up on a crate, then run in and get the radio, then it’s a simple matter of getting down the final corridor and through the elevator room which is full of rocket guards with RCP90 guards spawning behind you. The big problem with this one compared to the likes of Train is that Train has the really tricky bits up front, Caverns requires 10 minutes of setup before you can even go for the hard part where you will fail more often than not. This is the last mega hard level in the run, complete this one and you will crack the rest no problem.
Cradle - good news, only one enemy in this entire level has a rocket launcher. Bad news, that enemy is Trevelyan. Be careful to shoot him over railings or from across the cradle to avoid letting him get a shot off, but it’s pretty straightforward compared to the last few, this was actually the only level of the whole run I completed first try.
Aztec - very tough, but honestly not too much more so than normal 00 Agent as the guards having rockets makes them easier to dodge than AR33’s, albeit obviously more dangerous as well. Your main issue as you may expect is Jaws, who now has two rocket launchers and you only have 4 rockets and a PP7 with low ammo to deal with him. If you can kill his escort guards early and get right up to him you can slowly slap him to death which is less than ideal but probably the safest way to deal with him overall. After that it’s just a case of taking a laser from a guard and finishing out the run as normal. Right at the very start of this level you have the opportunity to duck out of the opening alcove quickly and make two rocket guards shoot each other simultaneously, which feels like something you would have definitely gotten a ‘Bond Move’ trophy for in the later EA games.
Egyptian- tough, but if you head straight to the golden gun and then keep the speed up to avoid being swarmed with rocket guards in between Samedi kills it’s really not too much harder than a normal run. Be careful not to get caught against pillars etc when dodging rocket fire.
r/GoldenEye • u/idiot-prodigy • 1d ago
Younger me cheated at 00 Agent Facility on N64 Goldeneye. I had to right this wrong.
galleryTime recorded just 10 minutes ago. I did unlock all of the cheats legitimately back in 1997. I remember being an idiot though afterwards and running the Gameshark to move 10x faster in the Facility and Cradle to have sub 30 second times. I regret this now as I wish I knew what my legit times were back then.
r/GoldenEye • u/BabyFetusManJew • 2d ago
GoldenEye for the Wii has it's multiplayer servers BACK ONLINE!!
*Reposted from the Goldeneye Wii discord server*
New GoldenEye Wii Server
I’m excited to announce a new GoldenEye Wii server that fully replicates the original GoldenEye online experience. We now have:
- Full 8-player matches
- Anyone can host
- Working Friend Codes
- Working Leaderboards
- Working Party Invites
- The original GoldenEye matchmaking experience
- Original GoldenEye gameplay
- Dolphin and Wii support for ALL regions
This is a huge milestone for the community. A massive thanks goes to primetime43. His work getting World at War back online provided the foundation that made this possible. I've modified that code and adapted it specifically for GoldenEye. A special shout-out to Kevin for introducing me to Prime. Without that introduction, none of this would have happened. And thanks to Astral, Burd, drc, jKasH_1, Mars, Tomie, and everyone else who has helped, tested, and supported this project along the way. Most importantly, thank you to all of the loyal GoldenEye fans who have stuck with us and put up with the debug server since 2020. Your patience and dedication kept this community alive. After all these years, GoldenEye Wii is finally back the way it was meant to be played.
Join the discord server to get the information on how to get back online!
https://discord.gg/uhPxkkAjSC

r/GoldenEye • u/Headset-Historian • 4d ago
GoldenEye Omniport - Initial release - Android, MacOS and Linux native ports
github.comHi folks,
I've been working on a port for Pico and Quest VR headsets and on route to that endgoal it made sense to make a desktop and android port, in that order. Project Midas is another desktop port that is looking to be much better than mine so for pure PC gaming I would highly recommend keeping an eye on that! My main focus here is not the PC version, it's the upcoming VR version and to a lesser extent the android version.
I have implement controller support on all version, and android also has touchscreen controls. You need to bring your own legally obtained rom but it's just drag and drop and you're good to go. Super easy! For android you just launch the game, it will ask you to point it towards your rom on your android device and you choose the file, and that's it. It will remember that file from then on so it's one and done.
Performance is at 30fps currently. Next steps for me will be getting 120fps native working, as that will be needed for VR and is nice to have in general, I also will have a windows version soon. After those 2 changes I will switch to fully being focused on the VR port which will take some time.
Hope you all enjoy!
Android footage here: https://www.youtube.com/watch?v=F8XpCQ4vYfk
r/GoldenEye • u/AdzyIn3D • 5d ago
GoldenEye 007 running on PC at 120 FPS + 80 FOV 👀 This is just the beginning… 🔫 Reticle colour options 🎮 Modern PC enhancements ⚙️ Smoother gameplay 🛠️ Plenty more being worked on Project Midas is already starting to feel insane.
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r/GoldenEye • u/Headset-Historian • 5d ago
GoldenEye Omniport (PC, android, VR) - Currently running natively on Mac. Linux, Windows, Android and VR to come soon.
youtube.comI recorded the laptop itself to showcase the controls, might have been an odd choice ha.
I noticed a few hours ago another PC port went up, probably better than this one tbh but I wanted to share this one as the primary gold is the native VR version down the road.
Code is available here: https://github.com/Gilleece/goldeneye-omniport
r/GoldenEye • u/Nekronnn • 5d ago
Goldeneye on PC, Where to start
Good day fellow 007 nerds.
I would like to play this on my PC, in the best quality possible. There seems to be a new way to do this every day now(hooray) but what is the best/easiest way to get this going?
Help an old goldeneye head out here!
r/GoldenEye • u/neon_laser_84 • 5d ago
I don't remember the game looking so good.
galleryThis is Goldeneye in the Far Cry 5 arcade editor made by Krollywood, I'm honestly blown away by the amount of detail!
On PC, search by author "Graslu00" and download "Golden Cry"
On PS, search "KROOD" and download the maps uploaded by Perfect-Dark1982
On Xbox, search "GoldenEye", order by upload date and go to the old uploads
r/GoldenEye • u/ApelBeats • 6d ago
My friend and I created a Funk-Edm track inspired by Golden Eye.
open.spotify.comr/GoldenEye • u/bigdonut100 • 7d ago
They put it next to the RCP 90 on purpose
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r/GoldenEye • u/IanNewYasha • 8d ago
Does anyone have the in-game sound effects/dialogue from Goldeneye Wii or Reloaded?
I just spent the last weekend or so going through the game files from the Eurocom Goldeneye discs, both the Wii and PS3/XBox 360 Reloaded ports and cannot decrypt or extract them. Just wondering if someone else was more successful in finding them and willing to share.
Without sounding too technical or over my head, they seem to be stored/accessed the same way other games developed by Eurocom, such as Spyro: A Hero's Tail or Harry Potter Kinect. However, even narrowed down to how Eurocom programmed their games, the tools and programs to access them outside of the game is different depending on the game. Interestingly enough, although I cannot access this sort of data, the pre-rendered cutscenes are easily accessible through the Wii version - particularly the mission briefings narrated by Dame Judi Dench as M and the intro sequence with Nicole Scherzinger's version of the theme song.
I COULD just play through the game myself and record every bit of in-game cutscene and NPC dialogue I encounter. Or better yet, just get it off someone else's youtube playthrough assuming they haven't skipped or not catch anything, but I would prefer getting them recorded clean, clear, and isolated from any other background noise.
Thanks in advance.
r/GoldenEye • u/Redtrainer57 • 9d ago
Decals and textures no longer Zfight!
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In ProjectMidas a longtime issue from the original N64 game has been fixed!
Zfighting is where textures fight to show ontop of each other and can look really glitchy, ontop of possible performance issues in some games.
This has finally been fixed in after all these years. Decals, floor paint and more have never looked better! There is also a ton of fixes and new tweaks since the last time this project has been showcased! Everything is going smoothly so far and def keep an eye out in the near future!
r/GoldenEye • u/segfaultevan • 10d ago
Goldeneye Native OpenGL Port Complete! 60fps 4K
galleryI've got GoldenEye 007 running natively through OpenGL at full speed, with 4K resolution and 60 FPS.
Mac version is available now. Windows build coming shortly.
- 2–4 player split-screen multiplayer
- 4K / 60 FPS
- Bluetooth controller support
- Configurable cheats, dev mode, framerate, mod packs, HD textures and more
- One config file controls it all
*Requires your own legal GoldenEye 007 ROM. No game data included.*
I've included screenshots from the actual macOS build, including the game running in a normal macOS window.
GitHub: goldeneye-native on GitHub
r/GoldenEye • u/murkantor • 9d ago
Ask and you shall receive; 16:9 HUD Centering in Project Midas
galleryWork is coming along quickly. We're doing final bug sweeps and fixes. Hold on just a bit longer!
r/GoldenEye • u/Stylish-Dark • 9d ago
Happy 29th birthday GoldenEye 007 🍸
29 years ago today was GoldenEye's release on N64.
Built by a tiny team (ten or so people, most of whom had never worked on a video game before) it became one of the most influential games of its generation.
I still remember being so young that the first time Baron Samedi laughed, I literally dropped the controller and straight-up hauled ass out of the room. 🤦🏻♀️
Then there was multiplayer with proxy mines in Caves, hiding in facility's vent with the flag and of course, the fights about Oddjob.
And now, 29 years later, my partner and I have 79 screenshots sitting in our Telegram chat from obsessively following the decomp and sending each other every little bit of progress.
Now the decomp's complete, we're all looking forward to seeing what comes from recomp projects.
I can confidently say there aren't many games that remain part of your life for three decades.
Yet, here we are, 29 years later, and GoldenEye is somehow STILL giving us things to look forward to.
For England, James?
No. For the world.
r/GoldenEye • u/mastermalpass • 10d ago
When you’re trying to make the most of your Sniper rifle under the dam.
r/GoldenEye • u/maruserim • 10d ago
Goldeneye 007 smooth emulation on Anbernic RG40XX H
youtube.comr/GoldenEye • u/Stylish-Dark • 11d ago
Want to show appreciation for the decomp? Here's how

We've all been buzzing about the decomp hitting 100% lately.
A massive thanks to the whole team that worked on the project, but especially KholdFuzion, the biggest contributor and leading force behind it.
I've been watching this decomp get chipped away at for years, and it's honestly incredible seeing it finally reach 100%. The value this will bring to the whole community is insane.
For those of us wanting to show some love, Khold has a GitHub Sponsors page. So if you've enjoyed seeing this project come together and feel like throwing him a small token of appreciation for all the work he's put in, here's where you can:
https://github.com/sponsors/kholdfuzion
Cheers Khold. 🍸

r/GoldenEye • u/Neat_Telephone_3045 • 11d ago
Now with the decomp:
Is it viable to make a running AI that plays the game? That beats the game, LTK, DLTK etc? If not, why?
r/GoldenEye • u/LesSharp987987 • 12d ago
How to prevent the guards from spawning behind you in Facility?
In Facility, there are 4 guards that spawn behind you when you enter the room with the lockers. I know there's a way to prevent these guards from spawning. I've done it before, but don't remember. I'm trying to beat it on DLTK so it's important to remember how to do this.
r/GoldenEye • u/Zealousideal_Beat907 • 13d ago
Can someone explain to me what the new decomp/ports are?
I only know that u can emulate goldeneye to pc or play it on xbox 360 etc and so on . I opened reddit and I am seeing posts all over about ports and decomp? Could someone please explain it to me, like what is it and what is the purpose for it?
r/GoldenEye • u/Redtrainer57 • 13d ago
A 3 level showcase of Project Midas - The definitive early on PC port for GoldenEye!
youtu.beHere is a quick demonstration of where we are currently at in the project! Currently the game is 100% beatable from start to end, however there are small tweaks and fixes we need to iron out before we would be comfortable having a concrete launch date for it!
A handful of talented Modders, Decompers, and Content creators are hard at work bug testing and documenting everything currently needed fixing.