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Enemy Rockets Banaza

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I moved this section from my page (DarkLight93) to create more room on the page.

This is a general walkthrough for 007 Goldeneye on Enemy Rockets 00 Agent.

Goldeneye: Enemy Rockets Banaza

For the 12 years that I played Goldeneye, I attempted the Enemy Rockets setting. It didnt take me more than 1 day to beat Agent and Secret Agent, at which point I thought I was pretty damn good for ER.

I then set on a quest, to complete all 20 levels on 00 Agent Enemy Rockets, which took me months.

Here is my current list of stages according to difficulty:

20. Egypt

19. Cradle

18. Surface II

17. Surface I

16. Streets

15. Bunker I

14. Statue

13. Facility

12. Runway

11. Depot

10. Control

9. Jungle

8. Dam

7. Frigate

6. Aztec

5. Bunker II

4.Archives

3. Caverns

2. Silo

1. Train

Below is my complete list of times.

This section was completed on March 1, 2010. After 90 days of working on it, I finally got all 20 walkthroughs uploaded. This section alone is roughly 35,000 kilobytes.

Dam 00 Agent ER: 2:59

This level is fun and games up until the Tunnels. Be very careful on your way to the data backup room.

2:59 Strat (DL):

  • Do everything you would normally do for a normal WR up until the 2nd tower area. Go behind the silver crates and wait for a few moments. This is very crucial because if you get to the gates too early, you are toast. After about 3 seconds, strafe as fast as you can to the gates. If you timed it right, the gate should open as soon as you get there. Now strafe back and forth towards the 3rd tower. Headshot the guard patrolling there, turn around, and fire a rocket at the first alarm. Hopefully the explosion should have blown up the alarm and the guard that usually narcs on you. Strafe to the Covert Modem plaque, and throw the Covert Modem onto it.
  • Lock shot the gate, and right strafe using look down to the first Dam Tower. Blow up Alarm #2, then strafe all the way to Dam Tower 3. Blow up alarm #3, then go back to Dam Tower 2. Blow up the final alarm, then jump off the ladder and spin in midair around and into the tunnel entrance. Headshot the first guard.
  • Pay close attention to the next 2 paragraphs*
  • Peak around, and headshot the 2nd guard. Strafe down, and shoot the third guard thats hiding around the corner. Now, fire a rocket down the corridor and into the crates. That explosion should kill the guard hanging around behind the crates, and give you time to strafe into the corner to where he was and shoot the guard looking right at you (behind the corner.)
  • Very carefully peak around and headshot the guard down the hall, then go back into the corner. At least 1 rocket should come flying right past you and slam into a wall. Repeat this strat until the next coridor (The entrance to Dam Tower 1). Then, fire all your rockets down the last hall, which hopefully will kill all 3 guards blocking the Data Room.
  • END TUNNEL*
  • Now, open the data room and fire wilding with a K7 which should alert all but 2 of the guards. Take them out, then enter the Data room, peak round, shoot the final guard. And activate the Data Backup from the SIDE of the computer. There is still 1 guard hiding behind the computer so dont alert him. Now strafe all the way back up to the 2nd Dam Tower, and jump off the Bungee Platform.
  • This is one of the most difficult levels to write a strat for, so I hope you can understand it! Remember, it is very difficult to get sub 3 minutes here, and that tunnel is just so unpredictable!

Facility 00 Agent ER: 5:50

5:50 Strat (MG):

  • Start out by strafeing out of the vents and skip the bathroom guards. Go out of the hall, and take a right and you should be right behind a guard patrolling. Take him out with 1 headshot, then sprint to the guard at the end of the hall, take him out. Go into the back green hallway and take out both guards back there. Get the Clearance B keycard then go out to the main hallway. Right next to the security room there should be a wall that hangs down from the ceiling a bit. Toss a remote mine up there, then get to a safe distance and blow it up. It should not only kill the 3 guards in the secure room but also a guard into the lab room to the right. Open the security door then go to the locker area. Take out those 2 guards.
  • Go to the "quick door". The second you open it up, close it and run back to the corner of the lockers. About 3 rockets should slam into the door at the same time. Fire a rocket at that door after a few seconds and it should kill the 3 guards. Enter the long hallway. When you get to the double doors, look back and fire a rocket all the way at the end of the hallway at the "quick door". It should kill all 4 KF7 guards. Enter the first door, then shoot the 2nd door with your pistol 7 times. Shut the first door and run back a bit. When the door opens fire 2 rockets into that area. It should kill all 5 guards that come up.
  • Take the left path, kill the guard (if hes there) and shoot the Secure door after shooting it a few times, so the guard opens it up. Take him out. Go up the stairs, and take out the next 2 guards. When the 3rd guard comes walking down the hall, take him out.
  • Now, sprint towards the back of the small area and quickly take out those 2 guards. If they manage to get off a rocket all the scientists will die. Doak should be in one of these rooms, so find him and get that decoder. Heads towards the bottling room, and take out the final 2 guards. Enter the Bottling room, and use the last 4 mines. Place them inbetween each set of 4 bottles. Head towards the exit, but dont open the door. Wait until Trev comes up to you and talks. Blow up the tanks, and the second it says "Objective C Complete", turn around and leave. You dont want to stick around for all the guards to come.

Runway 00 Agent ER: 1:59

1:59 Strat (MG):

  • Start out by doing every normal thing to the key room. Get the key, then kill those 2 guards. Throw a grenade at the opposite wall and out the door, it should kill the guard. Get 3 rockets. From a standpoint at the corner of the boundary of the key room, edge over and destroy the missile lock system. Obtain 1 more rocket. Blow up the 1st turret. Strafe to the other side of the runway and blow up the 2nd turret. Go to the NW corner of the runway and blow up the 3rd and final turret. Run back away from the plane, then strafe as fast as you can to the plane.
  • This strat is extremely difficult because you can get swatted out of the air like a fly with rockets and missile turrets. If the plane gets blown up then its mission failed, the key room standpoint is vital for a successful sub 2 min run.

Surface I 00 Agent ER: 3:19

3:19 Strat (MG):

  • Start out by strafeing with look down all the way to the cabin with the hut key. Take out the guard as fast as possible, and strafe with look up to the hut with the safe key. Obtain the safe key, then strafe with look down to the bunker plans. Obtain them, then headshot a single guard with a RL. Head to the power dish.
  • As you come upon the small snow hill to the left of the power dish, aim the rocket launcher at the Vent Tower. If you aimed it perfectly, it should hit the sealed gate on the top of the Tower, destroying all 4 locks. Now run up the power dish and shut it off. Strafe with look up all the way to the Vent Tower, then enter through the hole in the roof.

Bunker I 00 Agent ER: 4:02

4:02 Strat (OK):

  • Start off by opening the door right in front of you. Shoot the guard by the computers in the foot, that should allow you enough time to get a headshot off on the guard that hits the alarm. Finish the guard that was previously injured, then look at the glass panel in the door. Shoot the camera, and the guard when he walks by. A second guard should run towards you, take him out. Go back into the Ventilation shaft and into the room that is behind you when you start. Take out the camera then go to the glass panel. You should barely be able to get a headshot through the right panel on the guard that stands there. Now, take out the computer room keycard guard and the guard that is at the end of the hallway. Turn around and shoot the camera in that back hallway. Then take out everyone in the computer room. Proceed to the Main room.
  • Take out every single guard that you can see. If you get blown up, restart. Make sure you take out the guard that is standing next to the final camera. When the area is secure, go to Boris. Pick up the goldeneye key. As he is taking you to the computer room, take a picture of the main video screen and analyze the goldeneye key. Retrieve the datatheif data then run to the exit. Make sure you blow up that final camera on your way out if you didnt do so already.

Silo 00 Agent ER: 7:27

7:27 Strat (DL):

You only have 8:30 mins to complete this, which makes it the 2'nd most difficult stage to complete on Enemy Rockets 00 Agent. This walkthrough is therefore longer than every other stage except train, so I will break it up into parts again.

1. First Hallway

2. 2'nd Adjacent Hallway

3. First Room

4. 3'rd Hallway

4. First Silo Launch Bay

5. Fourth Hallway

6. Sixth Adjacent Hallway

7. Second Room

8. Seventh Hallway

9. Catwalk #1

10. Eighth Hallway

11. Ninth Adjacent Hallway

12. Third Room

13. Tenth Hallway

14. Catwalk #1

15. Eleventh Hallway

16. Twelvth Adjacent Hallway

17. Fourth Room

18. Final Hallway

19. Computer Room #1

20. Computer Room #2

21. Home Front

-Room 1-

  • Start out by rushing to the first door. From the catwalk headshot the first two guards, then sprint up the stairs. Charge at the guards and quickly take them down. Enter the first room. Grab the sattelite circuits, grab the keycard and throw a plastique on the way out. Clear out this next hallway, then enter the room on your right. Take out that guard, then open the door.

-Room 2-

  • Headshot all the guards down this hall, then go up the stairs. Take out the next guards, then enter the second room. Throw a plastique, grab the keycard and circuitry on the way out. Clear out the next hall, be sure to kill that guard on the left. Enter the next door.

-Room 3-

  • Carefully shoot these guards on this narrow catwalk. If a rocket is shot off then most likely you will die. Clear out the next two hallways as you enter the third room. Once in here, take out all the guards, then grab the final circuitry, the final keycard and the DAT to complete 2 objectives. Throw a plastique on the way out.

-Room 4-

  • Clear out the next hallways including the second catwalk, and make your way to the fourth and final room. But before you go there grab the BA in the silo launch bay on your left right after you leave the third room. After that, go to and enter the fourth room. Take a picture of the Sattelite to complete another objective, then throw the last plastique to complete the last objective. All you have to do now is escape the silo before the timer hits zero.

-Home Front-

  • Open the last door then dodge all the rockets that come right at you. Ourmov should run off, leaving you to finish off the final guards. By now the timer should be below 1 minute, so time is running out. Clear out the first computer room, then shoot the last guard, and you should be able to get into the elevator with a few seconds remaining.

Frigate 00 Agent ER: 2:52

Frigate has always been one of my most studied levels. Me and other gamers have attempted at each possible strat, with most coming out to be passable. But one route seems to always be the fastest in time. I hope you have 100% accuracy headshots! Because this strat will use 19 of the 20 bullets you have!

2:52 Strat (DL):

  • Start by immediatly strafing out of the boat and onto the Frigate. Strafe right all the way up to the Left Hallway, going up the stairs. Open the door and shoot the guard at the far end of the corridor in the head. Go into the blue alcove and into the next hallway over, killing the guard next to the door. Go into the door on your left and take out the Dual Rocket Launcher guard, then proceed strafing into the Radio room and take out the guard. Now, you should have 16 bullets left. Edge to the left side of the doorm open it, and shoot the hostage taker in the head, then immediatly side step next to the radio. The other 2 guards in the Bridge should come in so shoot them with headshots. You should have 13 bullets. Defuse the Bridge Bomb. B Complete
  • Now, strafe back into the left hallway all the way down till the last door before the Fan Tail of the ship. Open the door to your right and take out that hostage taker with a headshot. Immediatly strafe down to the back of the ship, open the big brown door, then select the Tracker Bug while the door is opening and turn around and throw it onto the Helicopter. D Complete
  • Proceed, take out the next 8 guards with headshots then go to the engine room. Defuse the Engine Bomb. C Complete
  • Now, crouch and take out the hostage taker below you. By now you should have 3 bullets left. Go back the way you came but now go straight and take out that hostage taker in the small room. Then go around the corner and take out the final hostage taker.
  • With 1 bullet left, go back towards the engine room (the same way you came) and go back up the stairs and strafe all the way to the life boat (following the left side of the Frigate (The way you cleared out) and by now Objective A should be complete, then step onto the boat.
  • Sub 3 mins is quite difficult, and a lot depends on how fast you can get those headshots off. Either way, just dont mess with the right side of the Frigate, because then you wont even get a mission complete.

Surface II 00 Agent ER: 4:01

4:01 Strat (OK):

  • Start out with normal viewing and strafe all the way to the first camera. Do not move your own viewing camera angle, it is perfect for the first camera. Go in and get the comms room key. Shoot the camera then strafe towards the fenced area. Take out the 2nd camera then take out the 3rd camera from a angle just above the snowbank next to the first huts. Now strafe to the Control Tower.
  • Quickly shoot the table and the 2 radios should fall and explode. Now on your way out blow up the final camera, then strafe using look up towards the helicopter. Open the bunker door, and then turn around and toss the mine at the chopper. The second it lands, run into the bunker.

Bunker II 00 Agent ER: 12:05

12:05 Strat (DL):

Due to the excessive length of this walkthrough, I have broke up the level into 15 seperate parts that I will describe throughout this strat.

1. Cell Area

2. First Hallway

3. Second Hallway

4. Back Room

5. Third Hallway

6. Safe Room

7. Striped Turret Area

8. Document Room

9. Fourth Hallway

10. Fifth Hallway

11. Computer Room

12. Blue Vent Room

13. Ventilation Tower

14. Tape Room

15. Final Video Area

  • Start out by getting out the Watch Magnet Attract and get the cell key. Open the door, grabbing the knives and slapping the guard to death all within one second. Go to the doors. Wait until the guard in front of you goes all the way and opens the doors, then throw a throwing knife all the way down the corridor and into his back.
  • You need to have 100% accuracy for this level. Rush to the doors before they lock. Go all the way to the doors that go to the back room, and wait then kill the guard with the keycard, killing any guards that come up behind you. Get into the safe area in between both doors.
  • Clear out the next area very accurately. Dont make a single mistake, and grab the clipboard on the way out. You also may want to consider blowing up the crates for a KF7 and Ammo. That will help you greatly. Go to the opposite side of the room and blow up the camera through the glass panel using the KF7. Take out the guards on the way to the safe room, then clear out that area. Proceed up the hallway and to the stairs.
  • Clear out the back striped hallway and take out all 3 turrets. Go back and enter that small room and grab the document to complete Objective A. Head into the front hallway, killing the spare guard and destroying the camera. Enter the computer room, grabbing the 2nd safe key and blowing up that security camera on the way out. Go across the hall and into the Blue Vent room.
  • Blow up that camera, then go into the Ventilation Tower. Look up and blow up the 2nd last camera. Enter the next room, killing the guard right in front of you with a headshot and grab the Tape to complete Objective B. Go all the way back to the safe room and grab the Dossier to complete objective D. Go to the final area, the computer room.
  • Clear out the entire main screen area, not letting a single guy get off a rocket. When you have finally killed all the guards in Bunker II, go back and open Nataylas cell. Run all the way back, let her do her thing and blow up the final security camera on the way out of the level, completing both Objective C and E.

Statue 00 Agent ER: 4:01

4:01 Strat (MG):

  • Start out by strafeing using neither look up or look down. As fast as you can, find Valetin using the normal speed running strat. After talking to him, make sure to pick up the BA on the way to Trev. As soon as you complete the objective dodge everything that comes your way to the helicopter. Get Natayla, find the FR. Then go straight to the front gates.

Archives 00 Agent ER: 1:13

Be ready to reset your reset counter. This is in the top 4 hardest ER levels of all time.

1:13 Strat (DL):

  • Immediatly srafe out of the desk and slap the guard with the key, grabbing the gun and ammo on the way. Go out, strafe down the hallway, shooting the guard once, now strafe all the way up the stairs, down the RIGHT hallway. Shoot the dual rocket launcher guard once, open the door into the library. Strafe all the way to the left side, go down this catwalk. Open the doors on your left, kill that guard standing there with a headshot. Now open the door to Nataylas room, the second she sees you start running back to the catwalk, down the stairs, following the left path around into Mishkins room. Slap the guard as you open the door.
  • While waiting for Mishkin to finish speaking, stand next to the safe and keep mashing B, until you grab the FR. Now strafe to the windows, and you should have just enough bullets to shoot out the right window.
  • The strat sounds very simple, and in a way it is....but Archives is so crowded and unpredictable it is very easy for a stray rocket to fly right into you. Just keep practicing. Besides, Caverns, Silo and Train still have to come.

Streets 00 Agent ER: 2:55

2:01 Strat (DL):

  • This level is the only level that is basically the same route and strategy as normal gameplay. Therefore, just do what you normally do and you should be fine.

Depot 00 Agent ER: 4:00

4:00 Strat (DL):

  • Start out with look up and right strafe, as you round the corner take out the 3 guards around here with 3 perfect headshots; ammo is crucial here. Strafe out through the gates and take a right, entering the ammo dump. Make sure to shut the gate behind you.
  • Ammo Dump: Peek out of the side of the crates in front of you, and shoot the guard on the left. Take out the guard on the catwalk, then sprint up the catwalk, and jump off through the center piece and kill the guard before he manages to fire a rocket into your face.

Blow up the ammo dump, but not before grabbing the Proxmity Mines. Throw one on the door, then exit the now destroyed ammo dump.

  • Computer Warehouse: Strafe using look up all the way to the computer warehouse. Peek on the RIGHT side of the crates, and silence the guard with a headshot, then peek around the left side and fire at the Turret with a rocket. Take out the final guard then grab the safe key, and blow up the 2 computers and the main screen.
  • Exit: By now, you should have close to no health left. What you do next will determine if you catch the train or not.
  • Throw a proxmity mind on the gate, which should kill about 6 guards, then sprint nonstop to the safe. Speed will determine if you die while running to the exit. Quickly open the safe and grab the chopper blueprints, then go to the train. Throw the last proxmity mine on the door, which should kill the final 2 guards. Watch your back as you enter the train. There are still guards behind you that are chasing you as you exit the level.

Train 00 Agent ER: 46:23

46:23 Strat (DL&OK&MG):

-Prequel-

  • It took 3 people to make 1 walkthrough for this. If you have beaten every other single level on enemy rockets with 00 agent setting, then get ready to smash your n64. Train is the HARDEST level in the game on this setting, and it will take many, many tries to pass it. This walkthrough is longer, more in depth, and more difficult to understand than the other 19. Take a nice easy breath, and you might want to chug a Red Bull before attempting this lol.

-Walkthrough-

  • There are 7 cars to pass in this mission:

1. (MG) Freight 1

2. (OK) Freight 2 (Machine Gun)

3. (DL) Passenger 1 (Shot Fly and Tail Method)

4. (DL)Passenger 2 (Shot Fly and Tail Method)

5. (MG) Body Guards Car (No Rockets)

6. (OK) Blue Car

7. (DL) Trev's Car (Ourmov and Xenia)

Be careful throughout this entire mission.

-Car 1-

  • Start out by staying right where you are. There are roughly 6 guards in this car, and they will blow themselves up if done correctly. Stay at the right angle and if a rocket comes flying at you run to the back of the car as quick as you can. This level gets insane.
  • Clear out the first 2 guards simply, wait, then clear out the rest. Blow up the first break unit. Go to the doors up ahead, open the second and shut it immediatly. 3 rockets should come flying into the door. They would have gotten your ass kicked if you didnt shut the door.

-Car 2-

  • The first half the car is protected from the second half via steel crate. So it makes it a little bit easier when clearing out the first half. Hopefully some would have blown themselves up in the process. But once you get the first half cleared, go and crouch behind the steel crate. There should be 1 guard without rockets and instead has a machine gun. Take him out and grab the gun. Use it to clear the second half of the second car. Destroy the second break unit.

-Car 3-

  • Use the side compartments to your advantage in this car. The corridors are crammed even smaller, and there are even more guards this time. Dodge and shoot tactic is useful here, using the side compartments. 1/3 of the way in the car use the "Shot Fly and Tail" method of dodging, charging and shooting down the guards. Blow up the Third Break Unit. Enter the Fourth Car.

-Car 4-

  • Immediatly cut into the bathroom stall as you open the door. Use Shot Fly and Tail in this car as well. Dont forget to blow up the Fourth Break Unit. Side Dodge in this car, using the side compartments just like in the Third Car. If you are lucky, you will be the lone survior of this car, because I have found this car is the hardest in the entire level. But you do have a break coming up.

-Car 5-

  • These guards do not carry Rocket Launchers. Instead they carry Double ZMG's, which are still deadly. Go forward, and when you get to the table in the middle of the room duck underneath it, and shoot down the 3 guards under the table, using the machine gun you acquired earlier in Car 2. You should be close to no health left by now, so be very careful. Blow up the 5'th Break Unit.

-Car 6-

  • There are 3 guards left to kill, so take them down quickly and accurately. Blow up the final Break Unit, then grab the door key and wait. Reload any gun you have, and set it to the Double ZMG.

-Trev's Car-

  • YOU MUST HIT XENIA. If you dont in the process of shooting Ourmov, you will not have enough time to crack the password and escape safely. Position yourself directly in front of the door, at an angle about 40 degrees. Open fire, and take down Ourmov. If you did it right, your bullets should also keep going and hit Xenia. She will say "Wait Trev! Im hit!". With Ourmov dead, you can now worry safely about the Computer.
  • While Natayla is gathering the information, break the floor compartment. Get it done quickly because there are guards that will come into the room. She should locate the hideout, then the timer should keep clicking away. She should Crack the Password, then you and her will escape the train. Run back and shoot down the guards behind the crates.
  • With the timer hitting zero, sprint foward with Natayla and you should barely be able to escape as the Train blows up into a million pieces behind you.

-Notes-

  • This was once thought to be impossible. Without a doubt this could not be completed without the machine gun and the Shot Fly and Tail method. The final time is not good, but its a mission complete. With this level completed, Enemy Rockets Banaza is now finished. I used to say Enemy Rockets was the hardest setting, but I got proved wrong when DLTK came out. Go give it a try.

-DL

-MG

-OK

Jungle 00 Agent ER: 13:09

13:09 Strat (OK&DL):

I think Jungle is the only level in the game that, well sucks. This level is just a pure waste of time in my opinion, but none the less it needs to be completed. This is the 19'th walkthrough that I wrote for Enemy Rockets, the 2'nd last stage to be completed. The biggest pain in the ass in this level is XENIA.

  • Start out by going towards the first turret and killing all guards. Don't let Natayla get blown up, that wouldnt be the best thing in the world. Carefully blow up the first turret, attempt to lose no health. Continue on towards the 2nd and third turrets, blowing them up and clearing the entire jungle of guards. Grab the BA, then heads towards The Bridge.

-XENIA-

  • This psyco chick has 2 rocket launchers, the only person in the game besides Jaws that you must kill. And Jaws can be avoided, so therefore this is insanely difficult. Try to hide behind the trees and just pelt her full of rockets and pp7 bullets. Her health is very high so this may take several tries, but you will succeed.
  • After blowing up the fourth Turret head towards the cave area. Blow up that turret then go up the long ladder. Destroy the ammo dump and blow up the last two turrets to complete two objectives. Clear out the last area, then enter the elevator with Natayla to complete the mission.

Control 00 Agent ER: 10:02

10:02 Strat (MG):

  • Start out by peaking through the elevator doors and shooting the 2 guards closes to you. Take out the turrets and the rest of the guards then get Natayla and let her open the security door. Rush to the very bottom, take out those 2 guards very quickly and grab the mines. Clear out the crate area very quickly, then go through the crack in the wall and take out that guard. Now this part requires patience.
  • Take out the first guard on your left, then shoot about 6 bullets so the guards will start running towards you. Jump down below the stairs, and shoot them one by one. Proceed to Boris, let him run, then throw mines on the computers. Get Natayla.

Now this part is just like the normal part because the guards have normal guns. After she disables the Goldeneye, and she gets out of there then quickly go into the long corridor.

  • Take out the turrets, the guards, pretty much everything that moves in that hallway. And hurry up because there are reappearing guards now. Take out those computers, then go into the final area. Blow up the final computers then go into the last hangar area. Sprint with all dear life towards your elevator.

Caverns 00 Agent ER: 42:06

42:06 Strat (MG & OK):

Another list of main areas has been prepared, similar to Bunker II:

1. Starting Elevator

2. First Area

3. Second Area

4. First Catwalk

5. First Flood Control Pumps

6. Second Flood Control Pumps

7. High Cave

8. Third Area

9. Second Catwalk

10. Third Catwalk

11. Bottom Catwalk

12. Back Room

13. Third Flood Control Pumps

14. Fourth Area

15. Radio Room

16. Fifth Area

17. Turret Hallway

18. Sixth Area

  • Start out by peeking through the elevator doors, until you can just barely see the first guard on the rights head. Shoot him. The second guard should run and open the elevator, quickly take him out. Clear out the other 2 guards in this first area. Open the 2 doors carefully and take out the third guard. Proceed, taking out the next guards until you get to the first flood pump controls. Just throw a time bomb at the first computers, that scientist can die. Blow up the crates and grab the AR33.
  • Clear out the next flood control pump area, but be sure to evacuate these 2 scientists. Blow up the computers and Objective A should be complete. Go to the next area, which is the very high cave area. Make sure you take out all the guards in this area as you gain height until you finally get to the door. Shoot some PP7 bullets to gain the guards attention on the other side.
  • Clear back, and shoot a rocket at the door. About 5 guards should die. Clear out the next room, then open the door. These next catwalks are very difficult, so be careful and watch your back. Clear out all of the catwalks, including the bottom one, then go to the back room with the hidden passage. Blow up all the crates and grab all the ammo. Go into the hidden passage, then clear out the entire area. Blow up the turret, take out all the guards, blow up the control consoles. Objective B should be complete.
  • Dont go through the big door, go through the small door. Go all the way to the end of the catwalk, making sure to grab the keycards. Crouch inbetween the doors, and when you can barely see, shoot 2 guards in the head in the Radio Room. Clear out the 3'rd final area, making damn sure some guard doesnt blow up the radios. The scientists must live, also. Activate the radio, which will complete Objective (D)?, then blow up the final console, which will complete Objective C. All you have to do now is leave the level, alive.
  • Go through the main door in front of you, then clear out the 2nd final area, the long blue turret hallway. Then go to the final area, and clear out the last of the guards. Step into the elevator in front of you, and to the awaiting Attenna Cradle. Objective E Complete.

Cradle 00 Agent ER: 1:40

1:40 Strat (MG):

  • This is perhaps the easiest level for Enemy Rockets in the entire game. Only Trevlyan has a Rocket Launcher, so just do what you would normally do until the very end on the platform. Immediatly after landing from the ladder, open fire with doubgle ZMG's at Trevlyan, and dont stop shooting until your sure he fell off. He will fire a rocket at point blank range and blow you and himself up. Its also pretty easy to get better than 1:40.

Aztec 00 Agent ER: 12:34

(No Jaws is required)

12:34 Strat (DL):

  • Crouch and headshot the grenade guard on your left. Headshot the guard next to him, then turn and charge at the 3rd guard on your right. Headshot him before he blasts you with a rocket. Go to the wall and open the door. Long run headshot the guard at the far end, and aim and get another HS at the guard all the way across the room behind the crates. Carefully go through this tunnel, stand in the open then run back. 2 guards should charge at you, take them both out. Finally, get behind a pillar in the next room and take out the last 2 guards. Go to the next room, I like to call it the SR (Science Room).
  • The SR is very important, if you screw up the No Jaws Strategy, you will need to restart the mission. Neither Mangled Gamer, Optical King or myself have ever passed Aztec ER 00A without the No Jaws Strategy, because Jaws carries 2 Rocket Launchers in this mode, a certain death sentence.
  • At this moment, peform the No Jaws Strategy. Upload the Guidance Data then grab the Launch Protocol Data (LPD) on the way out. Hopefully, the console to open the door isnt blown up. Go into the Skylight Hall. Take out all guards in this area, then proceed to the Exaust Bay. Quickly eliminate both guards then blow up a console blocking the door. Now, aim up and headshot the guard standing on the Ledge next to the Exaust door console. Get into a tunnel safely before the Exausts do a test drive.
  • Destroy both Turrets then grab the BA. Carefully go into the final area, the Missile Launch Bay.

(Pay close attention to this part.)

  • Crouch, and destroy the turret on the exact opposite side of the room as you. Then, through a crack of the crates and the wall sitting next to you, destroy the 2nd turret. Headshot the guard standing in front of the Exaust bay. Very quickly sprint and run to the ladder that heads up to the Ledge. Tap A so you will transport immediatly to the top. Open the Exaust bay doors. From the ledge, headshot 3 of the 4 guards you can, and destroy the 2 final turrets. Jump down and charge at the final guard, take him out. Finally upload the LPD to the Master Control Console, then go to the ledge and wait safely for the countdown.

Egyptian Temple 00 Agent ER: 1:10

One of the easiest levels, just keep running and keep a cool head and you will get out of this just fine, perhaps with a time even better than 1:10!

1:10 Strat (DL):

  • Start out in right strafe and strafe all the way to the Golden Gun room, shooting the guard on the left once. Strafe the path in the GG room then pick up the bullets, then open the door, go back and pick up the Golden Gun. A complete.
  • Strafe all the way out, shooting Baron in the head, now strafe all the way to the Pool room. Wait a few moments, then shoot Baron 2 in the head. Now strafe all the way to the Pillar Room, using the secret door path (World Record route). As soon as the wall passes, shoot Baron 3 in the head. B complete.


  • This is one level that is very possible to get faster than 1:10, but as always with Enemy Rockets luck is the key.