Wreck SevenThis was supposedly a thing before licensing issues came into effect. Zoinkity had made a menu edit to show each of the four Bonds, one per folder. I just recently came up with a way to update the heads for the Bond mission characters whenever needed. Put the two together and voila. The special bonus levels would also require their own tuxedo bodies, but that is not a problem. You could potentially use the same method to have completely different characters to play as.
The start/stop at the beginning of each level is just me pausing the game so the viewer has more time to see Bond's face during the intro.
GoldenEye 007 N64 - Bond Actor Set By Folder SelectionWreck Seven2020-07-04 | This was supposedly a thing before licensing issues came into effect. Zoinkity had made a menu edit to show each of the four Bonds, one per folder. I just recently came up with a way to update the heads for the Bond mission characters whenever needed. Put the two together and voila. The special bonus levels would also require their own tuxedo bodies, but that is not a problem. You could potentially use the same method to have completely different characters to play as.
The start/stop at the beginning of each level is just me pausing the game so the viewer has more time to see Bond's face during the intro.
Download the patch here... http://n64vault.com/ge-misc:all-bonds-deluxeGoldenEye - James Bond is Nominated for Best Spy at the Rareware Gaming Award Show in TwycrossWreck Seven2022-05-02 | Dwayne as a presenter at an award show... What could possibly go wrong?
Everything was done within the game itself, and nothing edited or superimposed in post. Just the start and end fades, of course! Footage was recorded through an emulator (1964 - GE-PD Edition), as it produced the clearest looking image.
Sixty Four - Diddy Kong head model (DKR export) youtube.com/c/DukeSixtyFourGoldenEye 007 N64 - First Aid Kit ItemWreck Seven2021-07-02 | Most FPS games include some sort of health items the player can pick up during a level to replenish lost life. GoldenEye offered the player body armour, instead. Once your armour was depleted, you could never fill back up your orange health meter. This is a combination of repurposing an unused beta weapon (the flare pistol), with a new action block (and a custom made prop). When you equip the kit, you simply press the fire button to use it. In this example, each kit gives the player back 25% health. That could be adjusted to any amount the user prefers for their levels. I also have an alternate version, which applies health as soon as you pick it up. While it does work fine that way, this new method allows the player to stack them in their inventory, and use them only when desperately needed. You will not be able to use it if your health is already full, so that prevents accidental waste.
www.n64vault.com Join the Discord server today for more fun stuff!GoldenEye 007 N64 - Dedicated Kneel, Health Display, & Gadget Cycle Buttons in SiloWreck Seven2021-07-01 | Showing some of the additional dedicated D-Pad uses...
0:07 D-Down switches between kneel and stand 0:30 D-Up shows your current health/armour status 0:41 D-Left cycles your mission vital gadgets
With the kneel button, you can freely use the aimer without having to hold C-Down to stay low. It's much easier to select either the plastique or camera items, as you won't need to go into your watch menu to select them. Also, tapping the D-Up button will quickly display your current health status. If you hold it down, it will stay on screen until you let go.
www.n64vault.com Join the Discord server for more fun stuff!GoldenEye 007 N64 - Cycling Gadgets During GameplayWreck Seven2021-06-24 | One of the nice new features that was added into the XBLA version of the game, was the ability to equip gadgets vital to completing the mission without the need to enter into your watch inventory. So, I decided to have a look into adding this support for the original N64 game. In this example, I am using the D-Pad Left button to cycle through the list of gadgets. It starts with the camera, then goes to key analyzer, and then to the datathief. Should you have the GoldenEye Key in your inventory, you'll also be able to equip it, as well. I also have it show the name of each gadget on screen, so you know right away which one you are equipped with. The first Bunker mission is probably the most complicated when it comes to how much stuff you have to use, which means the rest of the levels should not be a problem. Each level would require a specific action block, in order to set the correct items.
Forgive the emulation performance.
www.n64vault.comGoldenEye 007 N64 - Suppressor Toggle (Proof of Concept)Wreck Seven2021-06-23 | GoldenEye has always had the silenced variations of each weapon as a separate entry in the list. What this does, is it allows the player to switch back and forth between standard and suppressed versions of the PP7 and D5K, using only one slot each. The current method is by holding down both shoulder buttons (L+R) for a brief period. This lowers the weapon off screen, and a moment later, the opposite version will be equipped. It is not without some issues at this time. Hopefully those can be resolved in a future update. This requires the Footsteps patch, created by Carnivorous, which also makes use of the Expansion Pak support mod by Zoinkity.
www.n64vault.comGoldenEye - Dwayne Distracts Trevelyan (with N64 sounds)Wreck Seven2021-04-29 | Good thing our pal was on that chopper...
Footage used from the GoldenEye film (1995). Sound effects and music from the GoldenEye game (1997).Snoop Dogg Attempts to Contact Jack Wade (GoldenEye 007 N64)Wreck Seven2021-04-08 | We've all been there.
Joke video. Thanks to Squicx for uploading a green screen version for others to use... youtube.com/channel/UCphNxpB_6RpqQAqtNsHlXxAThe GoldenEye Film Theme But Interest Was Quickly LostWreck Seven2021-04-08 | Yeah, one of those.Anti-Piracy Measure in GoldenEye 007 N64Wreck Seven2021-01-16 | In a pirated version of GoldenEye, you can access the first level of the game, and even play it in its entirety on any of the three difficulty settings. There's really no difference whatsoever to the gameplay or other functions. However, upon completing the mission, you are presented with an alternate scene that is stored inside the ROM (which is only accessed should the anti-piracy measure be triggered). This results in a failed attempt, and boots you back to the folders. There is no way to beat Dam successfully, and thus the rest of the levels are locked off permanently.
So watch who you're buying old games from online. You never know if they're authentic, or a reproduction / knock-off version.
Disclaimer: This is for entertainment purposes only. The video is from an edited ROM, which replaced the original Dam ending. It is not really part of the game, as the scene and its text do not exist anywhere in ROM. It is a mod, which follows the current trend of fake anti-piracy screens in gaming.Resident Evil 2 98 - Leon Meets Kendo, But Its Awkward...Wreck Seven2020-11-22 | Simple voice file switching between Leon and Claire scenarios.
SourceNext v1.1.0, with Classic REbirth.Resident Evil 2 - Leon Saves Leon?Wreck Seven2020-11-21 | I was screwing around with the save files and room jumping, only to witness this...
Playing SourceNext v1.1.0, with Classic REbirth.GoldenEye 007 N64 - Cheesing Samedi & No Spawn Guards in EgyptWreck Seven2020-07-26 | Just a little video to show how you can easily beat the Egypt mission armed with just your PP7, without causing any additional guards to spawn, while also completely destroying Samedi. Here are some details...
OBVIOUSLY some of this is already long known common knowledge, but not all of it. Some is exploiting how the mission setup is constructed, which aren't used in speedrunning, of course.
There are five guards in the level, who when are killed, will spawn a replacement. If you avoid these guys, you won't have to worry about any one other than Samedi attacking you.
I lured the one guard down to the water area, where he will give up his pursuit and keep out of the way. He is one of the five guards you should avoid killing to prevent him spawning security.
Using the upper entrance to the room the first Samedi is in, stay to the right side of the door and get out as quickly as possible. He usually will not see you, but there is still a slight chance he can. From there, you can easily take him out from behind a pillar.
After that, I had to eliminate a few extra guards in order to fill up my ammo. Samedi requires a lot of bullets. Avoid the guy in the far dark corner. I may not have needed to get the one guy in the long hallway, but I was being extra cautious to have enough ammunition.
With the same pillar tactic, you can eliminate Samedi easily. BUT, you should not finish him off. Once you have depleted his armour and reduced his health, let him get a glimpse of you. Have him chase you into the area you encounter his final incarnation, and then end him.
Hide behind the shiny pillar for him to reappear, and slowly inch to the edge. Because this structure is slightly angled, you can see him, but he cannot see you. Unload on the voodoo master until he drops.
Afterwards, simply go and collect the Golden Gun and bullets.
Apologies if the video is a bit choppy. My PC sounded like it was having a heart attack during the recording. I had also thought my cheap video editor had transition fades between scenes, but it didn't. Any quick jump cuts you see were just to take out long travel routes or waiting times.GoldenEye 007 N64 - Ceiling Track Drone Gun TestWreck Seven2020-07-03 | Something came up in the N64 Vault Discord about possibly moving a drone gun, so I thought I'd give it a test. It worked out fairly well, although the targeting system is a little bit funky. It relies on its initial position to know where it can and can't see (relative to clipping), and does wobble a tiny bit back and forth while aiming at the player. Understandable, as they were meant to be a stationary object. It might be possible to improve some aspects, if more time was spent going over the object data in RAM. But, depending on the layout of a custom level, it could still perform fine.
http://n64vault.comGoldenEye 007 N64 - PD Grid Lift 4-Player Test on ConsoleWreck Seven2020-06-19 | More testing of a functional elevator in GoldenEye. I wanted to try and optimize the design I had for it, and Coockie1173 gave me some really great ideas. This version now works on both console and 60FPS emulator, and isn't really affected by framerate drops. As seen in this video, all four players are crammed together, which is often enough to slow things down.GoldenEye 007 N64 - Newest Feature Tested on ConsoleWreck Seven2020-06-18 | Finally this is in a good enough state to show others. The slower the framerate becomes, the slower the transition between levels. There can sometimes be a bit of jumpiness, but it isn't really bad. This obviously also works in solo, and even AI can use it (if setup correctly). They don't move quite as well as players do, especially on the trip down. Even players required an extra modification to keep them forced down (thanks to Carnivorous for the information on that). I'll be sharing more data on this soon.
Now, it doesn't work as well on a 60FPS emulator, but I should have a remedy for that, as my original tests were done there, and I discovered after that console had to be handled differently.GoldenEye 007 N64 - The Over-Excited Fathead SnogfestWreck Seven2020-06-08 | Just look at 'em go...
You normally can't load the credits scene if you beat Cradle using cheats, so weird stuff like this doesn't usually happen. Not many fun cheats to mess with this scene, though.
Sorry about the bald spot, Natalya. It's something many of us have to live with everyday.GoldenEye 007 N64 - New Tiny Characters Cheat - LibraryWreck Seven2020-06-07 | In the compilation pack, DK Mode has been modified into a new Tiny Characters cheat. If it wasn't already too much fun to send people flying across the map with remote mines before, these poor little suckers take it to the next level. Launch them into walls, or through the ceiling, they don't mind!
Notice: Some librarians were harmed during the making of this video.GoldenEye 007 N64 - Footstep SFX Option and Sight ToggleWreck Seven2020-06-03 | The footsteps action block was made by Carnivorous, and appears in quite a few of the newer custom missions being released. Some people really like the added sounds, while others don't have a strong preference either way. I decided, for the compilation pack, to have this be an option inside the watch. Now you can control whether or not they play. MP is not supported, and it really shouldn't be. Imagine four players running around making these noises all at once through one television or monitor. Yikes!
In order to get it into the watch, I had to replace something. I chose the "Sight On Screen" option. But don't worry, as the player still has control over whether or not the crosshairs will appear. All you need to do is hold both shoulder buttons (L+R) together for a short time period on the first player controller, and the sight will change. Control schemes 1.3 and 1.4 do use those for switching weapons, but that is not a big deal. Multiplayer is unaffected, as the sight is controlled by a separate option in the MP setup menu.GoldenEye 007 N64 - Testing Adding Objectives Mid-MissionWreck Seven2020-06-01 | One of the things about GoldenEye that prevented users from adding objectives mid-mission, was that they were always shown for their difficulty inside your watch menu and the level select folders. This meant that players head a heads up, and couldn't truly be surprised by new important tasks that must be completed in order to finish the assignment.
A while ago, I ran some tests. I didn't have any success, however. Nothing I tried would let you add an objective during the level. However, I had two more ideas I wanted to try.
I knew one would work, but it would still show an "Undisclosed" message for each of the extra objectives, until they became known when the time was right. The other thought depended entirely on one thing being possible. Thankfully, it was, and it allowed me to get the exact results I was after.
In this test, I use the custom mission "Descent", by Zka. In it, two objectives are supposed to be added during the level. Now, normally the player would already see them listed, so they are prepared for them. But with a little method I've come up with, the objectives aren't shown until an action block sets them up to display.
Something like this may have been done in the past, but I haven't seen anyone mention it directly, or discuss how they did it. I'll be posting about it on the Shooters Forever Message Board soon.GoldenEye 007 N64 - Custom Monitor Animation - Compilation Pack PreviewWreck Seven2020-05-29 | Just showing a new custom monitor animation I put together, which people involved in the GE modding scene may recognize as Zoinkity's longtime avatar. It uses seven different 64x64 4-bit colour images; an image type not used for screens normally. You may not be able to get a lot of colours out of it, but the increase in size can make some images look much better.
Yes, the level is Grid, from Perfect Dark. It was done by Dragonsbrethren, and is part of the GoldenEye compilation pack. I've made some edits for this version, including additional props ported from PD.GoldenEye 007 N64 - Complex [Oofjay] - Custom Mission - Console PlayWreck Seven2020-02-23 | Oofjay gives us his take on a custom mission for the classic multiplayer map Complex. There are a few interesting things happening here, as well.
First, you'll notice that there's a custom music track playing. That's always a nice way to create a new feel to a level.
Also, while you can't see it in this video, when you play the mission for yourself, the civilians and scientists within the building can change models each time you restart. So a man might be there one time, but a female the next.
Any advice for people wanting to try this out?
Keep as quiet as you can for as long as possible. Making too much noise has the potential to draw out a lot of guards. And many of these guys are packing shotguns, which is no joke.
Be very careful around the scientists and civilians. If even one of these people die, you've failed an objective. That goes double for the lead scientist!
And be prepared for a battle after you've uploaded Q's virus. Should these enforcers get you in a bad spot, it could be game over.
What did I think?
A pretty decent little mission. It took me a few tries to get used to the guards. I was seeing red on a few occasions, believe me. The scientists weren't annoying, so that's a plus. It runs very well on console, with the only slowdown being caused by me firing into a wall with a zoomed in KF7 to fend off the enforcement team. There's no armour on 00 Agent, but once you get a handle on it, that's not a problem whatsoever. Just respect the shotgun guards and all will be fine.
Download the patch at the following location... http://n64vault.com/ge-levels:complexGoldenEye 007 N64 - Destroyed in Aztec with Line Mode onWreck Seven2019-11-28 | So things don't always turn out the way you want them to. And in this clip, you'll see a very bad time to walk into the shuttle launch control area, where I get gangbanged by a couple spawners from each end. Gonna be sore in the morning.GoldenEye 007 N64 - Line Mode - Egypt - 00 AgentWreck Seven2019-11-28 | Final mission in GoldenEye, using the leftover beta cheat Line Mode.
OK, so the floor tile puzzle would have been either an a) infuriating ordeal, or b) a complete joke with the devs just laughing their asses off when you notice there are no damned tiles to follow along! Luckily for me, however, I had discovered an alternative method to collecting the Golden Gun many years ago. In fact, I have a video of it on my channel. I figured out how to do it because I just couldn't be bothered to remember the path to take. Now it all comes together, and there's actually a good reason to use my other technique. For details on how it works, check my other video. Tiles? Tiles?! I don't need no stinking tiles!!!
youtu.be/imVHIjeXnh4GoldenEye 007 N64 - Line Mode - Aztec - 00 AgentWreck Seven2019-11-28 | Nineteenth mission in GoldenEye, using the leftover beta cheat Line Mode.
Another occurrence where Line Mode can actually help is right here in Aztec. Those nasty guards who like to hide behind crates and take pot shots at you are usually a bit harder to see, due to the fog in the level and their distance from safe positions. But with this cheat, their outlines pop out perfectly. Time for some sweet revenge!
You can't see the launch countdown timer, so either hold your ground or keep moving around until the ending scene kicks in.GoldenEye 007 N64 - Line Mode - Cradle - 00 AgentWreck Seven2019-11-28 | Eighteenth mission in GoldenEye, using the leftover beta cheat Line Mode.
You won't be able to read the lines of dialogue that Trevelyan speaks during your encounter with him, so you'll just have to rely on listening to the music change and seeing Alec run off toward the lower platform when he's taken enough damage.
I always try to get two good clean shots off on Trevelyan whenever he has stopped someplace. He usually takes the first hit and resumes aiming at you. That's your opportunity for another shot. This can allow the player to deplete his health more quickly, especially if you get headshots.GoldenEye 007 N64 - Line Mode - Caverns - 00 AgentWreck Seven2019-11-27 | Seventeenth mission in GoldenEye, using the leftover beta cheat Line Mode.
Nothing crucial to point out here. Just make sure you destroy all the consoles as you're doing it, because you won't see the objective completion pop up afterward.GoldenEye 007 N64 - Line Mode - Control - 00 AgentWreck Seven2019-11-27 | Sixteenth mission in GoldenEye, using the leftover beta cheat Line Mode.
You won't have any good idea of when Natalya is finishing up on the computer, so just keep defending her until she starts heading up the stairs. At that point, wrap up whatever you have left to do, and go for the exit lift.
The later drone guns were a major pain to destroy. I wasted a lot of ammo on them. It was tough to aim directly for them without the crosshairs, and the support beams they are attached to made them tricky to pinpoint.GoldenEye 007 N64 - Line Mode - Jungle - 00 AgentWreck Seven2019-11-27 | Fifteenth mission in GoldenEye, using the leftover beta cheat Line Mode.
This level is just an absolute mess to look at. I usually exercise caution in Jungle as it is, but it's even more important with Line Mode. It is quite difficult to pick out some of the guards from the plants and trees. Things get better when inside the cavernous areas. Though I did get knocked around like a ping pong ball just before the exit. It's a miracle I survived the assault. I really wonder what my health was at after getting into the lift. Had to have been in the single bar region, for sure.GoldenEye 007 N64 - Line Mode - Train - 00 AgentWreck Seven2019-11-26 | Fourteenth mission in GoldenEye, using the leftover beta cheat Line Mode.
This level is a mixed bag...
It is one of the few missions where Line Mode can actually help the player, as far as visibility is concerned. It's easier to see enemies, especially those guys who take cover behind wooden crates. They are much less of a problem than in the normal game.
However, there are still some challenges. Not being able to read dialogue boxes, see the countdown timer, or know exactly when objectives complete makes things tricky. Natalya won't stray away from the computer until you go outside, so you have to pay close attention to the outlines of the dialogue boxes. The objective complete / fail message outline should also be visible to the lower left, so long as there are some black lines for it to display over top of.
Also, aiming for Xenia and those damned metallic securing strips on the floor panel is harder. If you don't kill Xenia, you won't get the extra time to complete all objectives. I screwed that up on my first attempt.GoldenEye 007 N64 - Line Mode - Depot - 00 AgentWreck Seven2019-11-26 | Thirteenth mission in GoldenEye, using the leftover beta cheat Line Mode.
Nothing too exciting to talk about. It is a bit easier to use the rocket launcher to take out the drone gun, so that's what I did here. Trying to destroy it with just the PP7 ended up getting me killed, as it blends into the architecture lines pretty well.GoldenEye 007 N64 - Line Mode - Streets - 00 AgentWreck Seven2019-11-26 | Twelfth mission in GoldenEye, using the leftover beta cheat Line Mode.
You can't see the mission timer, and won't be able to read anything Valentin says. Just stick around long enough for him to run off, and it will increase the time you have to reach the end. You can't tell how many civilians are dead, but that shouldn't concern you too much. Rare let the player get away with killing a pretty large amount of them before failing. As long as you don't go crazy running everything over with your tank, this should have zero affect.GoldenEye 007 N64 - Line Mode - Archives - 00 AgentWreck Seven2019-11-26 | Eleventh mission in GoldenEye, using the leftover beta cheat Line Mode.
You'll be missing out on the conversations, but there are other obvious cues for when you can get moving. In the starting interrogation room, you can leave whenever you want. You don't need to wait until the patrolling guard comes in with new orders. Once Natalya sees you, she will begin following you around. And with Mishkin, just keep chatting until you hear the beeping sound of receiving the safe key. After that you can simply pop open the safe, grab the flight recorder, and head to an exit.GoldenEye 007 N64 - Line Mode - Statue - 00 AgentWreck Seven2019-11-24 | Tenth mission in GoldenEye, using the leftover beta cheat Line Mode.
Not being able to read any dialogue boxes or seeing objective complete messages kind of sucks in Statue. For Valentin, it isn't a big deal. It completes when he walks away. For Trevelyan, your conversation goes on for a while longer, even after you have "unmasked Janus". So you don't know quite when to start leaving the area. You could wait for him to run off, or just take a guess after a bit of time. The countdown clock for the helicopter bomb also doesn't show, but as long as you get to Natalya quickly and have her follow you to safety, you'll be fine. Search in familiar places for the outlined flight recorder, then get back to the gates.GoldenEye 007 N64 - Line Mode - Bunker 2 - 00 AgentWreck Seven2019-11-24 | Ninth mission in GoldenEye, using the leftover beta cheat Line Mode.
You won't see the countdown timer at the end, but that's not a big deal. You should be long gone before that thing expires. Aiming for cameras is a little trickier, so you might not always get them in one shot. Normally I would take a slower, more stealthy approach. This time, I said the hell with it, and just started shooting.GoldenEye 007 N64 - Line Mode - Surface 2 - 00 AgentWreck Seven2019-11-24 | Eighth mission in GoldenEye, using the leftover beta cheat Line Mode.
Nothing serious to point out in this one.GoldenEye 007 N64 - Line Mode - Frigate - 00 AgentWreck Seven2019-11-23 | Seventh mission in GoldenEye, using the leftover beta cheat Line Mode.
Since you can't see when an objective is completed, I decided to give it a little extra time at the end. I wanted to make sure the hostages had escaped safely before getting back into my escape boat. If they hadn't, it would have resulted in a failed run. Thus explains my short trip around the frigate before leaving.GoldenEye 007 N64 - Line Mode - Silo - 00 AgentWreck Seven2019-11-23 | Sixth mission in GoldenEye, using the leftover beta cheat Line Mode.
Nothing too exciting to point out. Just don't confuse the scientists with the guards! It's pretty easy to tell what your gadgets are in the inventory menu, even with only outlines.GoldenEye 007 N64 - Line Mode - Bunker 1 - 00 AgentWreck Seven2019-11-22 | Fifth mission in GoldenEye, using the leftover beta cheat Line Mode.
About the only notable thing is aiming to break the cameras. It is a little trickier to take it out in a single shot, so be prepared to put a few extra bullets into them.GoldenEye 007 N64 - Line Mode - Surface 1 - 00 AgentWreck Seven2019-11-22 | Fourth mission in GoldenEye, using the leftover beta Line Mode cheat.
Nothing too worthwhile to mention here. Just aim carefully at the four padlocks, or blast them with the grenade launcher, if you grabbed it in the cabin earlier.GoldenEye 007 N64 - Line Mode - Runway - 00 AgentWreck Seven2019-11-21 | Third mission in GoldenEye, using the leftover beta cheat Line Mode.
Nothing serious to contend with here. I suppose aiming the tank might give some people trouble, but it really isn't bad.GoldenEye 007 N64 - Line Mode - Facility - 00 AgentWreck Seven2019-11-20 | Second mission in GoldenEye, using the leftover beta cheat Line Mode.
The main things to concern yourself with are making sure all ten bottling tanks and destroyed, and you must talk with Trevelyan long enough to complete the rendezvous objective. If you are worried and want to be absolutely sure, just wait until the alarm sounds. You'll be plenty safe at that point. Once you start chatting with Dr. Doak, he'll give you the decoder even if you have run off.
I used a remote mine from a distance to kill the two guards inside the locker room, in order to prevent them from spawning the other guards who come from behind shortly after. It's nice not having to look over your shoulder constantly during the next few areas.GoldenEye 007 N64 - Line Mode - Dam - 00 AgentWreck Seven2019-11-20 | First mission in GoldenEye, using the leftover beta Line Mode cheat.
No major issues caused by Line Mode here.GoldenEye - Ken Lobb Classic (Klobb Only Challenge) - Egypt w/ KlobbWreck Seven2019-11-03 | Final mission in the Ken Lobb Classic. So I did a little poking at Egypt's action blocks, to see why exactly the guards start spawning into the level. There are five specific enemies within the stage, who when they are killed, will spawn a replacement. If you can simply avoid killing them, you can prevent anyone else from spawning in. In this video, I only take out one guard. I lure the other one away to a safe zone, where he won't come after me again. The Klobb is noisy, so you need to take on Samedi in areas that are far enough away from other guards. Should they hear your gunfire, it will start getting messy, and you will likely kill somebody that will begin the spawning process for them. This method is very safe, but don't sell Samedi short. He's killed me all by his lonesome before. I leave the floor tile puzzle for last to lessen the chance of encountering guards.
Part of me feels bad for figuring out this strat. It took a difficult mission in the Ken Lobb Classic, and makes it fairly easy. Guess it's up to the player on how they wish to proceed.
Download link... http://n64vault.com/ge-for-fun:goldeneye-007-ken-lobb-classicGoldenEye - Ken Lobb Classic (Klobb Only Challenge) - End CreditsWreck Seven2019-11-02 | Ending credits of the Ken Lobb Classic. Congrats if you made it here! Nothing is really different, except the first two lines of dialogue between Bond and Natalya. An additional credit was added near the end, as well.
The ending cast roll does not show every single character, as this was on a brand new game file without Aztec or Egypt unlocked.
Download link... http://n64vault.com/ge-for-fun:goldeneye-007-ken-lobb-classicGoldenEye - Ken Lobb Classic (Klobb Only Challenge) - Egypt w/ Klobb Mk.IIWreck Seven2019-11-02 | Final mission in the Ken Lobb Classic. Egypt can go from one of the easiest levels in the entire game, to one of the hardest. It isn't just Samedi you need to deal with (three times), but guards who continue to spawn into the level. The weapon located in the floor tile maze room can be used, but extra points to those who would rather stick to their old Klobb. Grab as much armour as you can get, because you will need it. After you have finally defeated the last incarnation of Samedi, watch the outro scene for a special cameo. Oh, and give the briefing a read. It may help things to make a little more sense.
This was my Mk.II run. I'll be uploading another video using the standard Klobb, with a new strategy I devised. It unfortunately (or fortunately, depending on how you look at it) makes the mission much easier.
Download link... http://n64vault.com/ge-for-fun:goldeneye-007-ken-lobb-classicGoldenEye - Ken Lobb Classic (Klobb Only Challenge) - AztecWreck Seven2019-11-02 | Nineteenth mission in the Ken Lobb Classic. What is already considered by many as the most difficult mission in the game, is raised to another level. The first two rooms offer up the greatest challenge. If you don't get through these without at least half your health or more, I'd suggest restarting. The next troublesome spot is the launch area. Between four nasty drone guns and a group of laser toting elite guards with incredible accuracy, you'll be in for a real test. Deal with the closest drones first, then work on the guards. Keep enough distance so the further drones won't target you. Jaws is not much of a problem. Due to the clipping system, you can easily avoid his attacks by keeping a gap between you and him. Be cautious of the spawning elite that start appearing after Jaws has been killed. They can have your screen dripping red in no time. Upload the guidance data, install the launch protocol DAT, and defend your position.
I was killed three times climbing the long ladder right at the end. Make sure nobody is around when you head up it.
Download link... http://n64vault.com/ge-for-fun:goldeneye-007-ken-lobb-classicGoldenEye - Ken Lobb Classic (Klobb Only Challenge) - CradleWreck Seven2019-11-02 | Eighteenth mission in the Ken Lobb Classic. Cradle can give you some trouble. The first major hurdle is simply making it up the very first ramp without taking too much damage. Skip the intro scenes to prevent the guard from making it too far down the ramp, and be sure to grab the armour behind you. Spawning guards can hassle you a lot, so always remember one could be around a corner or behind a door. The framerate is another problem. From time to time, you will really feel it slow down. Try to keep Trevelyan on the lower areas. If he gets up top, it becomes more difficult. Use railings to stay out of his sight, and try to get one or two good clean shots on him whenever he isn't invincible. Once he heads to the bottom platform, keep after him closely. Unload on him as quick as you can to complete the mission.
Be very cautious. Even though Trevelyan is gone, guards from up above the ladder can still ruin your day and make you fail the mission!
Download link... http://n64vault.com/ge-for-fun:goldeneye-007-ken-lobb-classicGoldenEye - Ken Lobb Classic (Klobb Only Challenge) - CavernsWreck Seven2019-11-02 | Seventeenth mission in the Ken Lobb Classic. Caverns isn't horrible, but there are things to watch out for. Guards wearing blue berets have more armour than others, and they can soak up your Klobb rounds pretty well. Always use caution in the radio room area, or things can go very badly for you. You'll also want to try avoiding having Trevelyan see you in the final hallway. Once he does, it will spawn in some really tough enemies from behind. I would also recommend collecting some ammo from the little area below the catwalks after the spiral ramp section.
The beginning elevator can actually be one of the toughest parts. If you don't make it out with all or most of your health, give it a restart.
Download link... http://n64vault.com/ge-for-fun:goldeneye-007-ken-lobb-classicGoldenEye - Ken Lobb Classic (Klobb Only Challenge) - ControlWreck Seven2019-10-31 | Sixteenth mission in the Ken Lobb Classic. Control presents a few areas where using the Klobb makes things a little harder. First of all, trying to destroy drone guns is annoying - especially those that are far away. You can use up a lot of ammo attempting to even hit them. Defending Natalya can also be more painful. Be sure to grab the body armour up top, and you may want to get the other one in the locker area on your way out.
You want me to keep it down, Natalya? Fat chance when I'm stuck using this damned thing!