Levels - Summary

Goldeneye's levels range from the inspired to the not-quite-so-good. Here's a summary of what they contain, and also what we think of them with a rating out of ten.

Single Player Levels

DAM

An excellent introduction to the various elements of the game, with the sniper rifle being available early on - which Rare clearly intend for you to use on the three guards on their towers over-looking the dam. The alarm makes it's first appearance her too. Best bit: getting to grips with the sniper rifle. Hardest bit: none really. An easy first level. Rating 6/10

FACILITY

Probably the best level in the game. Stealth becomes important here, and many doors require the use of remote consoles to open them. Scientists inhabit the various laboratories which you must make your way through to the bottling room and the level's climax, where you meet 006. Experience the joy that is the remote mine for the first time. Best bit: shooting guards in the 'restroom'. Hardest bit: taking out the three guards who sneak up from behind. Rating 10/10

RUNWAY

A very short level with a gauntlet-style set-up around the runway. Beware of the drone guns and guards on the left and right flank; the tank should give you the edge here. Best bit: blowing up the two guards in the hut with a grenade. Hardest bit: destroying the drone guns. Rating 3/10

SURFACE a

An open-air level with lots of sniping opportunities. If you make a noise, you'll probably have to contend with an endless supply of Siberian special forces; curtesy of the alarm. Best bit: killing the two guards by blowing up the fuel drums next to them. Hardest bit: not setting off the alarm. Rating 6/10

BUNKER a

The presence of cameras necessitates caution on this level. By carefully dispatching them the guards will be finite in their numbers, allowing you to concentrate on your objectives. The large control room houses the main video screen, the Goldeneye key, and Boris, who can prove most troublesome in his attempts to escape. Best bit: carefully taking out the cameras Hardest bit: getting Boris to open the computer room door. Rating 6/10

SILO

A fairly linear path provides the only route through to the lift at the end and a confrontation with General Ouromov. On the way are four rooms housing all the objectives. Several doors on the way require the use of keycards to open, which can be obtained from scientists. Best bit: just the general feeling of progression as you make your way to the top of the silo. Hardest bit: Ouromov and his heavies. Rating 7/10

FRIGATE

Excellent design shines through here as you make your way between the engine and bridge rooms searching for hostages. The terrorists here are all armed with Phantom sub-machine guns, and curiously this is the only level in the game in which they can be obtained. Best bit: disarming the bombs. Hardest bit: taking out all the guards before they kill the hostages. Rating 7/10

SURFACE b

The layout here is the same as SURFACE a but it's now night-time and as a result, visibility is heavily reduced. Because of this you may not see the constant stream of marauding attackers until it's too late. Cameras positioned around the place can alert even more guards if you aren't careful. Best bit: blowing up the chopper with the mine. Hardest bit: not being hit by one of the guards who sneak up on you. Rating 4/10

BUNKER b

The bunker has been finished and is now at least twice the size of the first bunker level. Having been captured at the end of the previous level, Bond finds himself in a cell at the start of this one. This level also sees the start of an annoyingly common mission objective: protect Natalya. Many of the doors require keycards to enter, and again if you're not careful, your every move will be seen on camera. Best bit: escaping from the cell with the watch magnet. Hardest bit: getting Natalya out alive. Rating 7/10

STATUE

The worst level, really. The place is so gloomy and there's junk everywhere, making finding out where you are a real problem. Here you need to speak to Valentin, who will inform you of the rendezvous point with Janus. This is the point where Bond finds out Janus is none other than his old friend, 006. Best bit: getting hold of a shotgun. Hardest bit: finding your way back to Natalya before the 'copter blows. Rating 1/10

ARCHIVES

An absolutely fantastic level which you'll probably return to time and time again. After escaping from his captors, Bond must rescue Natalya and inform Defence Minister Mishkin of Ouromov's traitory. The design is stunning, with perfectly sized rooms and corridors leading to more rooms with holes in the floors and ceiling, through which you can shoot guards below/above you. Best bit: the whole piggin' lot really - a smashing level. Hardest bit: escaping from the start room without alerting the whole cavalry. Rating 10/10

STREETS

Bond must pursue General Ouromov who has taken Natalya prisoner. The rotter. Most of the level will see you driving around in a tank, but the filth have set up barricades and strewn mines all over the floor. Beware the soldiers, for many of them carry dangerous rocket launchers. Best bit: running over soldiers (and civilians) in the tank. Hardest bit: not being blown to kingdom come by mines or rockets. Rating 5/10

DEPOT

The primary objective is to locate Trevelyan's train, destroying an illegal arms cache and computer network along the way. Again you will have to contend with a continuous stream of enemies in this level. Best bit: getting your sweaty hands on a nice shiny rocket launcher. Hardest bit: not being totally hammered by the drone gun. Rating 4/10

TRAIN

Another gauntlet-style level where you must make it to the front of the train in one piece. In the final carriage Bond is faced with the dilema: "There's only time for one shot James, the girl or the mission." Quite. In this instance the girl is the mission, making things somewhat easier. Best bit: creaming guards with some heavy weaponry, the ZMG or RCP-90 to you sir? Hardest bit: murdering that git Ouromov. Rating 9/10

JUNGLE

The jungle is slightly disappointing, with visibility too poor to really let the AR33 you're given come into it's own. Drone guns line the path to the exit, and Xenia's hoping for her share of the pleasure when you meet her on the bridge. Natalya doesn't prove as much of a hindrance as previous levels - she's armed with a magnum and not a bad shot either. Best bit: nicking Xenia's grenade launcher. Hardest bit: not letting Xenia get onnatop of things. Rating 6/10

CONTROL

The crux of this level is protecting Natalya while she redirects the goldeneye satellite. Other than that, Bond must destroy some armoured mainframes with remote mines. Once the satellite is redirected a new section of the level opens up. Best bit: seeing Boris's knees tremble as you intimidate him. Hardest bit: protecting Natalya. Rating 5/10

CAVERNS

Bond must chase Trevelyan through the level, destroying several consoles on the way. Later on the level splits into upper and lower walkways, and the room containing the radio has lots of dangerously placed fuel drums. Best bit: wreeking vengeance on the guards with twin ZMGs. Hardest bit: getting to the radio before it gets destroyed by one of the grenade-toting blokes. Rating 7/10

CRADLE

The finale and Bond's job is clear - take out Trevelyan at all costs. A hectic last level with enemies coming from all sides as you try and pop one up Trevelyan's once and for all. Best bit: seeing an imaginary tear go down his face as Janus plunges to the ground. Hardest bit: killing Janus. Rating 6/10

AZTEC

The first secret level and an excellent one at that, the huge space shuttle needs to be reprogramed and then launched. Along the way you'll meet one of Bond's old foes, and he's not too keen on the idea of giving up that security card he has on him... Best bit: seeing the shuttle lift off. Hardest bit: murdering Jaws. Rating 8/10

EGYPTIAN

The final level in the game. The golden gun needs to be retrieved and then promptly used on Baron Samedi, who has a habit of getting up after you kill him. Best bit: using the golden gun Hardest bit: getting the golden gun without being eviscerated by the drone guns. Rating 5/10

MultiPlayer Levels

TEMPLE

An absolutely enormous level and thus not brilliant in two-player. The stone doors open excruciatingly slowly, and there are too many ramps which ruin your aim. Made utterly obsolete by better levels frankly. Rating 2/10

COMPLEX

Another huge level but with plenty of distinguishing features to let you know where you/your opponent are. There are also a couple of good sniping positions. Rating 5/10

CAVES

With one cave barely distinguishable from another, this is a good level if you want to get lost and disorientated. If you keep the radar on there's plenty of opportunies for fun and frollicks however. Rating 4/10

LIBRARY

The library combines the basement and stack to produce a huge level, with lots of places to hide and seek, so to speak. Rating 9/10

BASEMENT

Quite fast-paced action ensues here as the combatents are thrust into a fairly tight arena. Not as good as library. Rating 7/10

STACK

The stack houses the best level-dominating sniping spot in the whole game. An excellent level. Rating 9/10

FACILITY

Almost as good as it's single player conterpart, the compactness of the facility makes for non-stop action. Rating 9/10

BUNKER

This gives you the whole of bunker b to play around in. With two exits to just about every room and corridor, standoffs can be avoided easily. Rating 7/10

ARCHIVES

You only have less than half of the single player archives at your disposal, but this is surely the best multiplayer level. Rating 10/10

CAVERNS

A large level this, with play seemingly coming to standoffs most of the time at one of the two main rooms. Rating 7/10

EGYPTIAN

Perhaps marginally better than temple, but only in as much as you probably know the layout from single player. Rating 3/10

Back to 007 Base