Category Archives: Fan Events

Bond Theme Tune Battle Rocks British Court

LONDON (Reuters) – The austere stone walls of London`s High Court were shaken but not stirred Monday by the rousing strains of the James Bond theme, as a libel battle began over who actually wrote it.

Since the 1960s, the catchy tune has led the soundtrack in a string of action movies about the suave British spy.

Award-winning composer Monty Norman, 72, is suing the Sunday Times over an October 1997 article attributing the bulk of the soundtrack to John Barry rather than him.

The article claimed the tune owed nothing to Norman except for a snatch of a much-altered melody line, his counsel James Price said.

The article had damaged Norman`s reputation by suggesting he had been dishonest in taking the credit and receiving the royalties for 35 years, he added.

And it had suggested Norman was a “non-entity,“ describing him as “little known.“

Price told the jury Norman had composed the soundtrack for Dr. No, the film which provided audiences with the debut of the James Bond theme, and had won four awards in recognition of his musical work.

The hearing continues.

Bible Thumps Bond Stars

We noticed during a re-airing of the NBC miniseries “In The Beginning,” not less than five Bond stars making key role appearances!

Steven Berkoff, General Orlov in Octopussy, played Potiphar, the slave owner whose wife tries unsuccessfully to seduce the biblical Joseph

Jacqueline Bisset who made her first onscreen appearance for Casino Royale is now old enough to have portrayed Sarah, matriarch of the Jewish and Arab peoples

Christopher Lee played Rameses, “The Pharaoh With The Golden Empire” to turn a phrase

Diana Rigg of On Her Majesty’s Secret Service portrayed Rebecca, Issac’s wife

Art Malik, who was Kamran Shah in The Living Daylights played the Pharoah of the Exodus.

–Any resemblance between the legacy of James Bond 007 and that of the Holy Bible is purely coincidental.

Archbishop Cool On Bonded Nativity Play

LONDON, Dec 7 (Reuters) – Britain`s Archbishop of Canterbury, spiritual head of the world`s 70 million Anglicans, is worried by the plans of a group of teenagers to stage a James Bond-style Nativity play in his diocese.

The play, “Secret Angels,“ is a modern production of the traditional Nativity story and portrays angels as Bond-style 007 special agents dressed in black, the Times said on Tuesday. “It is without doubt the most unusual Nativity play I think has ever been staged anywhere,“ a spokesman for Archbishop George Carey told the newspaper.

He said Carey had “expressed his concern“ about the play.

But the director, Alis Vile, who plans to stage “Secret Angels“ in St Mary Bredin Church, Canterbury on December 19th, defended the production.

“People should realise that angels are not fairies. The Bible makes it clear that they are carrying fiery swords,“ said Vile, a regular church-goer.

But she denied the production would include angels brandishing guns.

“There was a suggestion that the angels would be armed like 007, but there will be no gun-toting on stage,“ she said.

Michael G. Wilson

Michael G. Wilson has enjoyed a long association with the record-breaking James Bond film franchise.

He first earned his producing stripes as the executive producer on MOONRAKER and went on to serve in the same capacity on FOR YOUR EYES ONLY and OCTOPUSSY. He produced (with Albert R. Broccoli) A VIEW TO A KILL, THE LIVING DAYLIGHTS and LICENSE TO KILL and with his step-sister Barbara Broccoli GOLDENEYE, TOMORROW NEVER DIES and THE WORLD IS NOT ENOUGH. Wilson`s creative contribution to these films extends beyond his producing duties. He also co-wrote the screenplays for many of the aformentioned adventures.

Wilson was born in New York and graduated from college as an electrical engineer. He later became a partner in a prestigious Washington DC law firm, during which time he specialised in International Taxation. Wilson first joined Eon in a legal-administrative capacity in 1972 and became assistant to the producer on The Spy Who Loved Me. His expertise as a corporate lawyer has been instrumental in keeping the film series moving forward, despite spurious legal challenges from ex-Thunderball Producer Kevin McClory.

Born: New York, New York

Lucy Fleming

Lucy Williams (nee Fleming) was born May 15th, 1947. Her father, writer/author Peter Fleming (1907-1971), remarked that by age 10, she was a “good horsewoman”, and by age 14, a “keen and talented shot”: “She began by hitting a woodcock and a driven cock pheasant – never having handled a shotgun before – the first time I took her out, and went on to shoot consistently well. I suppose I enjoyed her prowess and her companionship as much as I have enjoyed anything in the way of shooting.”

Her mother, actress Celia Johnson (1908-1982), is best known for her Academy Award nominated performance in David Lean`s film BRIEF ENCOUNTER (co-written by Ian and Ann Fleming`s friend Noel Coward). Lucy Fleming followed in her mother`s footsteps having wanted to be an actress ever since seeing her mother perform in the Robert Bolt play THE FLOWERING CHERRY. She began with the Farnham repertory company and subsequently went on to the Royal Court Theatre. She even appeared with her mother in several productions including a revival of the Noel Coward play HAY FEVER, and the 1968 BBC production (co-starring Charles Gray; Ernst Stavro Blofeld in the Bond film DIAMONDS ARE FOREVER). She married Joe Laycock (son of Major-General Sir Robert Laycock, an old Peter Fleming friend) in 1971 and they had several children. After a family tragedy in the early 1980s, she married actor/writer Simon Williams, best known for playing the part of Captain Bellamy in the British series UPSTAIRS,DOWNSTAIRS, and also portrayed Nigel Pennington-Smythe in the 1983 tv movie THE RETURN OF THE MAN FROM U.N.C.L.E (featuring one-time James Bond George Lazenby in a Bondish cameo), and wrote the novels TALKING OSCARS (pub 1988) and KILL THE LIGHTSS (pub 1991).

Lucy Fleming`s step-children, Tam and Amy Williams also act, though her own son designs websites. According to Lucy Fleming, “For an actor there`s a rather worrying time when the final dress rehearsal is over and there`s an hour or so to kill before you present the play to its first audience. There`s not much to do except heed the director`s last-minute notes, open some good-luck cards and panic.” These are her screen credits:

http://us.imdb.com/Name?Fleming,+Lucy (So why don`t the Bond producers give her a cameo in a film?)

She starred in the 70`s cult tv series THE SURVIVORS and was recently seen in the miniseries adaptation of Anthony Powell`s A DANCE TO THE MUSIC OF TIME. Lucy Fleming complained in an interview about the lack of film and tv parts for women her age, so instead has appeared mostly on the stage, quite recently in her own husband`s play LAYING THE GHOST.

Her husband told the Daily Mail that “She doesn`t like to be told what to do, so it was a tricky business getting her to do it. Cleverly, I persuaded her by simply leaving the manuscript lying around the house and when she eventually asked who was going to play Judith, I replied sheepishly: “I was rather hoping you would, my dear.” They are in rehearsal and I keep wanting to make the odd little change . . . so I`ve been banned. They`ve even put a combination lock on the rehearsal room!”

In 1993 Lucy Fleming was one of two people selected from 2,687 entrants for the Times sponsored berth in the around-the-world BT Global Challenge voyage, but was forced to withdraw after her brother Nichol died unexpectedly from a heart-attack, aged 56 (the same age as their uncle Ian Fleming when he died). She later wrote a delightful article in The Spectator describing her participation in the 40-day, 7000 mile leg five of the race spanning from Capetown, South Africa to Boston. She was put in charge of weather faxes for her watch, suspecting that this was a wheeze for getting useless crew members out of the way:

“Food started off very promisingly but things declined as the fresh food ran out and dried goods appeared looking like dog food and, even after much inventive preparation, mostly tasting pretty similar. Drinks were the usual hot ones or something called “refresh”, which didn`t. The watermaker converted salt water into slightly less salty water and made a noise like a gout ridden MFH every time it started up. All the crew were issued with a chocolate and sweet ration, known as the nutty bag. Sadly, my family have now applied this title to me.”

Kate Fleming writes that “Lucy and I […] were on the wild side; Lucy was a tomboy and was always at the top of a tree or racing about on a pony. I was very shy and shot upstairs whenever anyone visited the house. Neither of us would put on a dress if we could possibly help it. Our manners left a lot to be desired.” Moreover their childhood home, “Merrimoles”, was intentionally overrun by many unorthodox pets: labradors, a poodle, a cat, ponies, at least one horse, owls, a dormouse, two fox cubs, a raven and a grey squirrel named “Nutto”.

Peter Fleming once wrote in his diary: “Woken early by the patter of tiny feet. Yaks, if stampeded, would make more noise, but not much more noise, than Kate (three) and Lucy (two), who constitute a knockabout turn known as the Reveille Girls.” [He goes on to say about his dogs, “Wonder what Pavlov would have made of Toby and Trigger, who never budge from the bed in my dressing-room until I start brushing my hair. Have tried going downstairs without brushing my hair. Sticklers for protocol, they stayed where they were.” He also left his family the following arrangements for his own funeral: “If there is a memorial service, I would like it to be at the Guards Chapel; the parking facilities are unrivalled.” His final instruction was, “No mourning.”] Both girls were sent off to Cranborne Chase school in Dorset (Kate in 1959, Lucy in 1960), and afterwards Peter Fleming remarked that “the patter of your tiny feet is sadly missed.”

Lucy Fleming: Born 5/15/1947

Lindy Hemming

Lindy attended the Royal Academy of Dramatic Art studying stage management and design. Upon graduation she took work in the Open Space Theatre and the Hampsteadd Theatre Club.

In 1985 she worked on the highly acclaimed “My Beautiful Launderette” with Daniel Day Lewis and “84 Charing Cross Road” with Anthony Hopkins and Anne Bancroft. Other noteable credits include “Four Weddings and a Funeral”, “Blood and Wine”, “Goldeneye” and “Tomorrow Never Dies”. Her work was extremely well received for “The World Is Not Enough”, including the gowns and dresses she created for Sophie Marceau.

Her influence has even been felt at the Oscars, as she recommended an Abu Jani-Sandeep creation to Oscar winner Judi Dench. Lindy was also instrumental in breaking the 30 year tradition of dressing Bond in clothing from Savile Row by putting him in Italian Brioni.

Desmond Llewelyn as Major Boothroyd, “Q”

Born in South Wales in 1914, Desmond Llewelyn has a career in the Arts that spans nearly 60 years, yet is best known for his role as “Q” the gadget man in 16 of 18 Bond films. But if it weren`t for a bit of luck along the way, Desmond may never have been as famous as he is today.

His family was opposed to his interest in theater and tried to prevent him from pursuing that course. An uncle who was a high ranking police officer arranged for Desmond to take the department`s physical exam. He flunked the eye test, he felt because the inspector was drunk with a hangover. He didn`t get the job. He was accepted to RADA (Royal Academy for the Dramatic Arts) in the mid 1930s. The outbreak of World War II stopped his acting career temporarily., and Llewelyn went to fight, eventually becoming a prisioner of war by the Germans.

After the war, Llewelyn was intent on reviving his career. He had a small part in Cleopatra which filmed in Rome. There, he became part of a repatory theater group who were on “call”. If producers had an urgent need to fill a role, Desmond could be counted on. All totaled, Desmond figures he did nearly 50 plays a year back in his theater days.

Luck again played a part in the progression of his career when the original “Q”, Peter Burton, was unavailable to reprise his role in From Russia With Love. Llewelyn, who knew the director, Terence Young, from a film they had worked on together previously called They Were Not Divided and got the call to play “Q”, a role he`s had ever since. The only time he didn`t play Q was in Live and Let Die. There are conflicting stories about why, but the most prevalent one is that the producers wanted to tone down the emphasis on gadgets.

Most people would think that with all of Desmond`s accumulated knowledge of gadgets that he`d be good with the real thing. But he`s not. “I`m not very good with gadgets. I really am not” says Llewelyn. “In the undergrounds [subways] in England, you have this ticket that you push into a machine, it comes out and the barrier opens. Well, 10 to 1, mine always sticks! I don`t know why. I watch and everybody goes through and I don`t and then people say, `Well, I thought you would be able to make it work` .

With the enormous success of the Bond series, Desmond`s biggest fear came true: typecasting. “It`s not just the gneral public, but it`s the directors, casting directors, and everybody else. I`m absolutely stuck as Q and nobody thinks I can do anything else. After all, I am an actor…but I can`t get anybody to realize that.”

Desmond counts among his favorite Bond films License To Kill (because he had his largest role ever) and Tomorrow Never Dies (he made the most money he`s ever made on a Bond film). Desmond counts among his best fans the Germans; “The Germans are absolutely terrific. They sold a million copies of GoldenEye on video there, and eventually they gave me a video Oscar, what for , I don`t know. The Germans are mad about Bond. They really are.”

Desmond was notorious among the Bond family for being the worst at remembering his lines. He once told The Incredible World of 007 “On For Your Eyes Only, I was having difficulty with my script-as usua! John Glen came up and said : “We have a good idea. We`re going to put in a new bit-can you learn this quickly?” I looked at it and said “For God`s sake, this is complicated gibberish! I couldn`t possibly learn all this in time” He said, “Of course you can” I spent the whole of lunch trying to study this bloody stuff and when I finally said I thought I knew it, John and Roger burst into laughter. Roger always took full advantage of my difficulty in learning lines.”

Desmond has spent the past few years basking in the rejuvenation of the Bond series. He filmed a commercial for Playstation`s video game version of Tomorrow Never Dies. He flew to California to promote License To Thrill, the new 007 theme park ride at Paramount. He joined Pierce Brosnan and Jay Leno on The Tonight Show to promote Tomorrow Never Dies. He also attends various Bond conventions around Europe and America, and has confirmed that he will be back in the next James Bond film. Faulty memory and all.

Born: South Wales, England

Bruce Feirstein

Bruce Feirstein is the co-screenwriter of “Goldeneye” and “The World is Not Enough”, as well as head writer for “Tomorrow Never Dies”. He`s enjoyed a multifaceted career as a writer in books, magazines, webzines and film.

Before “Goldeneye”, Feirstein may have best been recognized for his book: “Real Men Don`t Eat Quiche” or “Nice Guys Sleep Alone”. His editorial contributions have appeared in a wide ranging and diverse group of publications such as Vanity Fair, The New Yorker, SPy, The New Repubcli, The Washington Post, The Los Angeles Times, New York Magazine, TV Guide and Salon.com

His television credits include writing and producing a one act play entitled “The Best Legs in Eigth Grade”, writing and producing the syndicated show “Monsters”, co-producing Mr. President and guest writing on NBC`s “Saturday Night Live”.

Barbara Broccoli

Barbara Broccoli is the head of development for Danjaq and has also worked in the production and casting departments at Eon Productions for a number of years. Though “Goldeneye” marks her first film as a producer, Broccoli has previously worked in different capacities on earlier Bond films. She was an assistant director on “Octopussy” and “A View to a Kill” before moving on to Associate Producer responsibilities with Tom Pevsner on “The Living Daylights” and “Licence to Kill.”

Prior to starting her career, Broccoli earned her degree from Loyola University in Los Angeles, California, where she majored in motion picture and television communications.

GoldenEye marked her first film as a producer on the Bond films and she has gone on to co-produce Tomorrow Never Dies and The World Is Not Enough. She is currenty preparing for the next James Bond film.

Barbara owns her own independent production company, Astoria Productions. In her downtime from Bond, she has produced “Crime of the Century” for HBO, a fact based television drama that covered the Lindbergh baby kidnapping ordeal. It was nominated for four Golden Globes, including Best Film or MiniSeries made for Television.

Albert R. Broccoli

Albert R. Broccoli, often referred to as “Cubby”, was the longstanding patriarch of the Bond series before his death in 1996 due to natural causes. Actors, writers, directors, stage hands come and go but no one else had been involved with Bond from the beginning the way Cubby had.

Cubby Broccoli, along with his initial producing partner Harry Saltzan, early on saw the potential of Ian Fleming`s novels to be turned into thrilling big screen adventures, even when studio heads weren`t so sure. Even after Saltzman relinquished producing duties in 1975, Cubby Broccoli kept the series moving full steam ahead, during difficult times, when many people felt Bond films had run their course.

In 1982 he received the Irving G. Thalberg Award in recognition of his outstanding lifetime achievement as a motion picture producer. He was introduced to the audience by Roger Moore. In 1987 he was honored with an Order of the British Empire and named Commandeur des Arts et des Lettres by the French Government. He is survived by his wife Dana Broccoli.

What’s The Deal With The Different Bond Board Games?

The two famous board games that waver between Connery’s face and some “unknown one” vary in price depending on who you talk to. Generally speaking, most 60s board games—unless they’re terribly unique—are in the $40 range. My understanding is the the “non-Connery” is the actual rarer game that appeals to game collectors but the Connery is, of course, preferable to 007 fans (and we’re bigger spendthrifts (-: ).

My understanding of what happened is this: In those pre-Star Wars days, the concept of tie-ins and the royalties they could generate weren’t as well defined as they are now.**

Thus when Connery’s face began showing-up on EVERYTHING imaginable, he claimed—and rightly so—that his face could only be used to market those goods directly connected to the EON films or the films themselves. He was not “James Bond” personified, ergo a generic Milton Bradley 007 game—one not tied to the promotion of any EON property—was not legally entitled to bear his likeness, despite Milton Bradley otherwise having been granted license by.

I think this is also why you get certain products using just a silhouette, etc. Check out Corgi’s original Toyota 2000 sometime; they use Aki’s photo, but a drawing of a Connery-like character. Coincidence that Connery had announced he was leaving the series? Probably not.

BTW, I haven’t examined enough of those games to be sure, but to the best of my knowledge, MB only retouched the box; a good many still had Connery-style boards inside. The boards were likely made ahead of time and would have been costly for MB to destroy.

Finally, I always thought it a bit odd that they redid the girl. My guess is that the first one having looked so much like Honor Blackman, they decided to repaint both on the off chance she chose to bring suit, too.

–Alan Stephenson is one of the world’s top 007 collectors.

**Most of the other big character promotions prior to that revolved around cartoon characters—like Superman or Mickey Mouse—who couldn’t sue or people like Hopalong Cassidy (Willaim Boyd) who were better positioned to exert personal control over their image.

The Ultimate James Bond CD-ROM

This two disc set is packed with over 55 minutes of full motion video clips, over 22 minutes of audio clips, over 1,800 still photographs and 850 detailed articles on different aspects of 007`s world.

Highlights from all 17 Bond films (exludes Tomorrow Never Dies and Never Say Never Again), an original video montage of the key story elements for each adventure, storyboards detailing the who, what, when, and where for each film; an animated geographical map of every Bond mission; original film reviews, news clips and box office results plus photos of the original theatrical posters; complete film credits hyperlinked to individual data pages for key cast members.

The Ultimate James Bond also contains the ultimate Bond trivia game: an exciting 4 level trivia game lets you test your secret agent skills with over 400 questions requiring you to identify voices, photographs, audio clips and more!

The Game That Plays You

From the developers of 007Racing and Tomorrow Never Dies comes MAJESTIC, the suspense thriller that infiltrates your life and leaves you guessing where the game ends and reality begins.

Majestic is an episodic online entertainment experience set against the backdrop of a grand and sinister conspiracy — an unfolding mystery adventure that uses the Internet as a canvas for its story, weaving the player through both real and fictional experiences in real-time. Highly personalized and naturally paced, Majestic tailors the experience specifically for each player as it dynamically changes the content of web pages, e-mails, faxes, voicemails and chat conversations in order to immerse the player at the very heart of a developing story. Majestic players assume the leading role in their own adventure, interacting with other characters, uncovering clues, searching for answers, collecting and using digital objects and resolving challenges to progress through the experience. Unlike other forms of entertainment, Majestic actively pursues and interacts with the user based on events developing within the fiction, creating a uniquely suspenseful entertainment experience.

FAMILIAR, UNIQUE INTERACTIONS
Majestic represents the first form of entertainment to employ a range of familiar interaction and communication techniques, including fax, chat, email, voice mail, telephone and web-browsing. Use your existing real-world devices or Majestic`s own web-based fax, email and voice mail capabilities. REAL-

TIME ENGAGEMENT
You don`t just interact with Majestic, it actively calls, emails, faxes and chats with you whenever the need arises, any time, anywhere. You`re never quite sure when the plot will advance, a character will need your help or a new event will unfold, but it always transpires in real time.

BLURRING THE LINES
Innovative plot delivery techniques and familiar interactions blur the lines between fact and fiction, building greater suspense and a more immersive story. Use the Majestic search engine to identify websites with information and clues relevant to your adventure. Some parts of your experience will be real and others fictional, but it`s all part of the game. Players will often be left guessing, “Was that real or part of Majestic?”

CUSTOMIZED EXPERIENCE
Majestic is uniquely tailored to you and your life. It learns more about you the more you play, so it can continue to customize story elements and the overall experience for each participant.

BUILT FOR THE INTERNET
Majestic requires no CD or large download; it leverages the best capabilities of the Internet to organize and deliver a completely unique online entertainment experience.

MYSTERY-SUSPENSE STORY
Majestic taps the power of the Internet and your own imagination to put players at the center of a compelling mystery-suspense story.

EPISODIC
Majestic delivers its epic story in monthly increments or episodes. As with a great television series, Majestic builds over the course of an entire season to deliver a powerful and suspenseful entertainment experience.

For more details, including how to sign up, visit www.majesticthegame.com.

Sideshow Captures 007 License

Sideshow has been awarded the rights to create 12″ collectible figures in celebration of the 40th anniversary off James Bond.

They plan to debut the initially released figures at Toy Fair, in New York City, in Febuary, ’02. Sideshow will post a press release on our web site in the coming week. The range of characters they are planning will be extensive!

For more updates on what characters will be released, when, and how much it will cost, visit www.sideshowtoy.com.

Ride Virtually With Bond, Live!

Motion simulation experience utilizing film footage, a giant-screen image, digital audio technology, special effects and moving seats to create the sensation of speed and motion as you join James Bond in a series of hair-raising stunts.

Ride Designers: Produced by Landmark Entertainment in association with MGM and Danjaq.

The Landmark Entertainment Group is renowned for creating, producing and delivering attractions representing the “magic of Hollywood” to venues around the world including: Terminator 2/3D and Ghostbusters Spooktacular for Universal Studios Florida; Jurassic Park: The Ride and Kongfrontation for Universal Studios Hollywood; and Star Trek: The Experience at the Las Vegas Hilton, a joint production with Paramount Parks.

Opening: May 9, 1998
Ride Duration: 4 minutes
Number of Theaters: 2
Seating Capacity: 148 passengers
Ride Capacity: 1,480 guests per hour

Our Guide To Role Playing With Mr. Bond

James Bond Basic Game, Q Branch and Thrilling Locations

The James Bond 007 Role Playing Series isn`t complete without The Basic Game Book (it also includes an introductory adventure, but you`ll need to buy a 6 sided die and a 10 sided die on your own). The book is 160 pages long and is packed with vital information for the Gamemaster as well as individual players. A special section includes a new villianous organization called TAROT (Technological Accession, Revenge and Organized Terrorism). Q Branch has a sophisticated rundown of all the equipment, vehicles and gadgets used by James Bond. Thrilling Locations helps you set the mood of your game by detailing the most luxurious hotels, yachts, trains and more that James Bond or any other character can come in contact with.

Even if you weren`t interested in playing the games, The Basic Game book and the Thrilling Locations book are fascinating and educational reads all in themselves. The Basic Game book has extensive background on 007`s different skills, the women he encounters, the villians he thwarts and the henchmen he kills. Chapter 15 gives a background history of M.I.6, and Page 118 goes into detail about how James` parents died, plus other background information on him. Chapter 11 goes into great depth detailing everything you need to know about Bond`s equipment…his snowmobiles, weapons, jets, cars, yachts, gadgets, and more.

Thrilling Locations continues your journey into 007`s glamourous life with descriptions of elegant restaurants, luxury hotels, and fanastic traveling accomodations.

It contains 12 pages of full color photos, and over 100 black and white illustrations “that bring the world of first class travel…alive.” Thrilling Locations takes you to such places as the palatial Casino de Monte Carlo, The MGM Grand Hotel in Las Vegas, The Oriental Hotel in Bangkok, The Mandarin Hotel in Hong Kong, Tavern On The Green in New York, and aboard The Orient Express. Ever want to understand the games 007 plays in the casinos? Chapter 1 is devoted to nothing but that. Learn how to play Roulette, BlackJack, Craps, Baccarat and Chemin De Fer. Both Thrilling Locations and The Basic Game book take you into the luxurious, secret and mysterious world of James Bond that got you so interested in the first place. A definite collectors item!

Dr.No: “Welcome to the island of death. Something is terribly wrong on the island paradise of Jamaica. The alway reliable M.I.6 station head has failed to make his report and has since disappeared. What terrible secret is so important on Jamaica it is worth mudering an M.I.6 operative? All clues point to the existence of a mysterious figure unknown to the British Secret Service-someone called Dr.NO. Where is Dr.NO located and could he prove to be a threat to the rest of the world?”

The Dr.NO Adventure package contains: An illustrated 48 page Gamemasters Guide with complete instructions on running an adventure; an Agent`s Briefing Dossier from M.I.6 with 8 Mission Sheets that provide clues and maps for the players; a standup screen containing a map of Jamaica and the floorplan of Dr.No`s lair!

The Man With the Golden Gun: “The next golden bullet has your number on it. Francisco Scaramanga-the Man With The Golden Gun-is the world`s consumate assassin. His fee: one million dollars. His signature: a golden bullet. His specialty: a single shot to kill his victim. Now Scaramanga is after a brilliant scientist and his Solex Agitator, and with it he will be able to create the ultimate firearm-a solar gun that uses the energy of the sun as its projectile. The master killer must be stopped before he can unleash his new golden gun against the free world. ”

The Man With The Golden Gun Adventure package contains: An illustrated 48 page Gamemasters Guide with complete instructions on running an adventure; an Agent`s Briefing Dossier from M.I.6 with 8 Mission Sheets that provide clues and maps for the players; a stand up screen containing maps of the locations where the enemy is waiting.

Octopussy: “Udaipur, India. The City of Dreams. Somewhere in this opulent city the mysterious tradesmen known as Kamal Khan is bringing to fruition a plot that will throw the world into chaos. Elsewhere, in her island palace on Lake Pichola, the beautiful Octopussy is scheming to multiply her enormous store of priceless jewels. Meanwhile, on another continent, one of the great treasures of Tsarist Russia-the Faberge Egg-is being slowly transported by a deadly circus towards an unknown destination.”

The Octopussy Adventure package contains: An illustrated 48 page Gamemasters Guide with complete instructions on running an adventure; an Agent`s Briefing Dossier from M.I.6 with 8 Mission Sheets that provide clues and maps for the players; a full color wrap around folder complete with a portfolio of the major non-player characters.

A View To A Kill: “One of our 00 agents has disappeared! M.I.6 operative 004 is missing. His assignment was to infiltrate deep into the Soviet Union in order to retrieve a stolen microchip that is vital to England`s national defense. 004 never arrived at his rendevous point, and now someone must be sent into the frozen Siberian wastelands to find him. But the stolen microchip is just the tip of the iceberg-there is a conspiracy afoot that could disrupt the world`s economy. Is there enough time left to track down the ruthless mastermind and stop his earth shattering plot? ”

The A View To A Kill Adventure package contains: An illustrated 48 page Gamemasters Guide with complete instructions on running an adventure; an Agent`s Briefing Dossier from M.I.6 with 8 Mission Sheets that provide clues and maps for the players; a stand up screen containing a map of the San Francisco Bay Area and floorplans of the Major Villian`s chateau.

ASSAULT! Published by Victory Games in 1986, this game uses the famous movie assault on the secret rocket base in “You Only Live Twice”.The James Bond Assault Game creates a unique opportunity for role players and simulation gamers to come together in a fast paced exciting game of commando combat! One player, assuming the role of the deadly Karl Ferenc Skorpios and his villainous gang, must successfully launch his rocket from the secret volcano base. The other player controls James Bond, Tiger Tanaka, Kissy Suzuki, as their intrepid ninja band must make the perilous descent from high atop the base to foil the evil plan. Individual pieces, representing the major characters and their troops, battle across the multi-level floor of the base, engage in fire combat and hand to hand struggles as the moments tick away until the launch . Easy to understand rules allow players to quickly begin playing the four scenarios, and rules for solitaire and gamemaster play add to the game`s diversity.

You Only Live Twice: Back of Beyond “Q Lab security has been breached. In the chill of pre-dawn London, a top secret file was stolen from Q Branch despite the tight security of M.I.6 headquarters. The files, containing chemical warfare secrets from Nazi Germany, were passed on before the thief was arrested. The culprit-one of the most trusted and loyal Q Branch technicians! Why has he turned against Queen and country? Who wields such power that he can force a loyal Briton to turn traitor? What havoc does th threaten to wreak with the stolen information?”

You Only Live Twice II: Back of Beyond takes you from London, England to Syndey, Australia. Your thrilling adventure will take you to such exotic locales as Ayers Rock, The Outback and Walkabout. If you survive.

Bond author Raymond Benson designed this game, and you can tell he has a real love of both James Bond and Australia (his debut novel, Zero Minus Ten, also took place in Australia). You Only Live Twice II is an illustrated 28 page GameMaster`s Guide with complete instructions on running the adventure; an Agent`s Briefing Dossier from M.I.6 with 6 Mission Sheets that provide clues and maps for the players; a stand up screen illustrating the Major Villians fortress and much, much more. This is my second favorite game (only because it`s slightly shorter than the others).

For Your Information Game Suppliment. Contains new rules, and special features such as info on brainwashing and amnesia, adventure generation system, more NPCs and locations, background on real-world intelligence organizations and more.

Goldfinger II: The Man With the Midas Touch: Goldfinger`s back, he`s mad, and he`s out for revenge. It seems he didn`t die from Operation Midas Touch (Goldfinger 1). He was severely hurt, yes, but he is alive, if only living in an iron lung. One thing that hasn`t changed is his love of gold, and he`ll do anything, and kill anyone, to get what he wants.

With Goldfinger 2, you`ll jump from Mexico City to the exotic canals of Xochimilco, to the Great Teothicuan Pyramids of ancient Mexico, to Pamplona, Spain, and all the way to Ankara, Turkey.

Goldfinger II: The Man With The Midas Touch is an illustrated 48 page GameMaster`s Guide with complete instructions on running the adventure alone or as a sequel; an Agent`s Briefing Dossier from M.I.6 with 8 Mission Sheets that provide clues for the players; a stand up screen containing maps of a subterranean cave and the enemy`s secret base and much, much more. This one`s my favorite!

NextGen Gets World Exclusive!

The March issue of Next Generation Magazine www.next-generation.com will feature exclusive images of The World Is Not Enough game for Playstation 2. We are showing you a few images here, but the rest you`ll just have to see for yourself when the magazine comes out.

Additionally, new details of the game have leaked out. For example, the goal of the game will still be to save the world`s oil supply, but the game will have it`s own subplots not found within the movie. Not all of the narrative of the film is being used. The BMW-Z8 will be featured as well. Creative Director Randy Breen tells the magazine: “We`re taking the action scenes mainly-they`re the natural setting for interactivity to begin with, and the thing we can most closely represent in the game world.”

Movie worlds recreated for the game will include the bunker explosion that temporarily traps Bond and Christmas, the pipeline/bomb defusion scene and the caviar warehouse sequence (pictured on this page). The images are rich and vibrant in color and finessed with loads of detail that authentically replicate the movie world James Bond inhabited in `Enough`.

**Last month Electronic Arts announced that it had licensed the Quake III Arena(TM) engine from id Software. Electronic Arts will use the engine to develop several games, including The World is Not Enough. Quake III Arena`s enhanced graphics engine displays realistic 3-D environments using features such as curved surface rendering, high detail textures, volumetric fog and specular lighting. According to EA`s January 26th press release it “will allow EA`s development teams to create compelling special effects, unsurpassed interaction between the player and his environment and a totally new standard of gameplay.”

EA previously announced it secured an exclusive long-term licensing agreement with MGM Interactive and Danjaq, LLC to bring James Bond to the interactive entertainment market. Expect more Bond games from the Electronic Arts/MGM Interactive agreement in the near future.

Johnny Lightning and MGM to Release New Bond Wares

Sources reveal that a new line of Johnny Lightning Bond cars will be hitting the market in September. Additionally, MGM will be releasing a DVD version of the 1967 film “Casino Royale”.

The new line of Johnny Lightning cars commemorate 007`s greatest exploits. The new set of six collectible Bond cars will include:

Pola Ivanova`s Corvette from A View To A Kill
1957 Chevy Convertible (Dr. No)
1964 Aston Martin (Goldfinger)
1965 Mustang Convertible (Thunderball)
BMW Z3 (GoldenEye)
BMW Z8 (The World is Not Enough)

The popular “World Is Not Enough” Z8 will be an especially welcome edition as GoldenEye`s BMW Z3 was more widely released in other collectible models from makers around the globe, while the Z8`s have been somewhat less affordable to collectors.

Sources say Johnny Lightning is very interested in fan feedback on their latest line of Bond cars and plans to tailor future runs of vehicles to fan wishes. Perhaps a “comprehensive” Bond car collection is in the offing for memorabilia completists. Can anyone say, “Extra large cars display box, please?”

Also to be had soon is the “many-Bonded” Casino Royale on digital videodisc. Despite the fact that the soon-to be-issued “Casino Royale” will not be a part of the Bond Set 3 special editions on DVD, MGM now only has to release their recently acquired “Never Say Never Again” product to bring all 21 Bond titles, “legal” and otherwise, to home video disc players.

According to DVD/Laserdisc Newsletter, the On Her Majesty`s Secret Service Special Edition DVD is missing 27 seconds of footage (20 seconds from the stock car race and 7 seconds/3 lines of dialogue). If this is true, it`s a travesty of justice in more ways than one. Bond fans shelled out big money to buy special edition DVD titles in the second wave of films that were released and they deserve every second of the movie and then some. Not only should the film be presented in its original, full state, but it would have been nice had MGM included bonus, additional footage that was shot but not used (this is standard practice for many DVD Special Editions, such as Independence Day). The DVD/Laserdisc newsletter encourages readers to write John Cork to complain, but John`s comments on the matter are:

“I think it is closer to 10 seconds of footage missing, but it is irritating! MGM certainly knows as they called me to apologize. I did not have anything to do with the print. The only time I saw the particular print was when I was in the recording booth doing the interstitial commentary.

Oddly, there are ALWAYS timing issues between the print we first use (a letterbox transfer) and the new 16 X 9 transfers of the films with which they have to sync up our audio commentary track. There are many reasons this can occur, from a bad negative telecine to an inexact reel change during telecine, to a slight change in the pull-down rate, to damaged materials that have to be replaced from alternate prints that might have cuts.”–John Cork

James Bond 007: The Duel

You`re no longer just watching Bond. You are Bond – jumping into fast and furious action on your TV screen! And so begins the classic Sega Genesis Bond adventure, originally released in 1992! James Bond 007: The Duel, pits you against your worst enemy, a mad professor with the power to clone your past villains! What`s worse, this villain is planning to take over the world from his secret Caribbean island base.

This is where you come in. As Timothy Dalton`s 007, you pit yourself against five increasingly difficult levels in an effort to stop world domination. You`ll have your trustworthy PPK, as well as the occasional hand grenade, to carve your way through the Professor`s guards, and OddJob and Jaws! The game plays in the classic Genesis side-scrolling environment. You run, gun, and jump your way to victory, working towards your final confrontation inside a boiling volcano. Along the way, you`ll rescue several female hostages, all giving a gracious yelp when you save them.

This game is extremely difficult, making Goldeneye look like a game of solitaire. It`s not a matter of control (you can shoot in every direction), the bad guys are just really good! You face Jaws in the first level, and while he`s not difficult, it`s a big jolt to see his steel teeth in your face! The game supports one player, with MIDI music used thoroughly. The graphics are pretty standard, however I thought the ship level was outstanding. The game uses innovative features such as hand-over-hand climbing, full directional shooting, and ducking, which weren`t featured in a lot of games until around 1995.

The price of this game was $38.96 when it originally was released. However, I picked up a copy for $15.00, and I`m sure you could find one for even less. While this game wasn`t a real hot seller, it still manages to capture 00-Flair for a 16-bit gamer. This is a great game for a rainy Saturday afternoon, just haul out your dusty Sega and have some friends over for some 007 action!

Review by Ben Zimmerman

James Bond 007 For Game Boy/Super Game Boy

Look out! 007 is back for the Game Boy and Super Game Boy systems in James Bond 007. Similar to the Legend of Zelda, the game uses the unique bird`s-eye perspective to bring the game a powerful mix of puzzling secrets and fighting. A battery-backed memory allows you to save 3 games so you can start playing where you left off. Throughout the game you`ll travel to various locations such as the Sahara desert, the Tibetan Mountains, and even a secret military base.

Your Mission: to prevent a secret arms smuggling ring from turning the world into a tyranny ruled by terrorism and havoc. But it won`t be easy. You`ll have to fight enemies such as the infamous Odd Job and the steal toothed Jaws, not to mention a whole slew of new enemies who wish to kill you. For every situation you will have to choose from a variety of weapons including machetes, guns, grenades, missile launchers and more!

And of course you can`t forget Q-branch which will provide you with high tech gadgets such as a laser watch for cutting locks, a powerful stun key chain, and the famous exploding pen. Overall James Bond 007 is an excellent game with a mix of everything. You will really have to use your head to uncover all the secrets and challenges of the game and fully win it.

James Bond 007 also includes a casino feature. You can play 3 excellent card games from the Marrakech Casino (in the game) by just entering these codes. For example: By entering REDOG as your name in the beginning, you can play Red dog. By entering BJACK you can play a game of Black Jack. By entering BACCR as your name you can play Baccarat. In each of these games you will start with $1,000 and you can change the bet from $10 to everything you have. Don`t worry if you run out of money, you can start over.

Review by: Jake Haisley

Gigantic Goldeneye007 Guide With Hidden Mission And Cheats

Your name is Bond, James Bond. The Goldeneye team at Rare Ltd. have been squeezing everything they can out of the Nintendo 64 system to make a first person, cinematic experience that puts you into the action of the thriller.

Goldeneye 007 features action from Russia to Cuba, the likenesses of virtually all of the Goldeneye characters, and universally known Bond signatures such as the theme music, wild chase scenes and heart thumping escapes. As the British super agent, players will use a host of weapons to stop the Janus Corporation`s plot of nuclear extortion. That`s about all you have to worry about for plot. As in the movie itself, the plot is simply a means to cool action scenes.

From a detailed first person perspective, players look out on a world taken directly from the movie. In most areas, Bond has to think on his feet, avoid shooting enemies, penetrating installations and blowing up everything that looks expensive. But Bond is also the most versatile man on earth. Put him in a Russian tank and he will charge through bustling city traffic with no more concern than a hungry weasel in a chicken coop. Other vehicles will come into play, as well, but the flashy BMW didn`t make the cut. The designers also hope to maintain a sense of reality in the character of Bond. For instance you can`t carry an arsenal around with you. At most, you`ll be able to pack two weapons at one time. And Bond doesn`t magically heal himself using medical kits found scattered randomly about. When he`s hit, it reduces the effectiveness of his body armor.

Goldeneye explores many of the key areas in the movie, including the high dam, the nerve gas plant, the Russian base at Severnaya, the Soviet statue park, the military archives, the chase in St.Petersburg, the depot and missle train, and the antenna complex in Cuba.

Other areas that are merely glossed over in the film are also used as major levels in the game. You`ll be able to explore the destroyer, infiltrate a missle silo, dodge troops in the Cuban jungle and descend into the drainage caverns beneath the huge flooded antenna. The developers used actual blue prints of the set designs from the film and made numerous trips to the studios near London during the production of the movie.

The game designers spent much time thinking about their license to kill. The biggest advance in game play is that you will be able to shoot up, down, and all around at any angle. Movement through the game world has also been improved over most 3-D, first person games. Bond doesn`t just stand, walk and run. He (or rather you) will be able to kneel, climb ladders, walk up stairs realistically and move forward at a variable rate due to the Control Stick of the Nintendo 64 controller. Even more intriguing, you can control the volume of Bond`s footsteps by slowing down or speeding up, which may be just the trick you need to sneak past a wary guard.

Over the decades, James Bond has tracked down some of the most colorful villains in movies: Blofeld, Jaws, Goldfinger, Dr.No, and Scaramanga. In Goldeneye, you`ll face the treacherous Trevelyan (006), the cruel General Ourumov, and the twisted Onatopp. Digitalized texture maps of the actors` faces have been painted on the polygon figures to give an added sense of reality. But the developers went beyond using the latest villains. They also plan to include hidden areas featuring characters out of Bond`s past such as those mentioned above. Bond himself might even be shaken if not stirred by this high tech adventure of his illustrious career.

Characters Goldeneye007 is shown from the perspective of James Bond. Along the way, you`ll encounter characters from the film such as Natalya Simonova, Xenia Onatopp, Alec Trevelyan, Valentin Zukovsky, General Arkady Ourumov and Boris Greshenko.

On multiplayer level you`ll be able to choose from a wide assortment of different characters to be. They include Moonraker tecnicians, May Day, Baron Samedi, Jaws, Russian Helicopter Pilots and more.

Scenarios

There are 8 multiplayer scenarios for you to choose from: Competitive Shootout, free-for-all, two on two and two on one. Special match themes are based on other Bond films:

The Man With The Golden Gun– The player with the Golden Gun can defeat enemies with a single shot.

You Only Live Twice– you only have two lives in this round.

License To Kill— where every hit is fatal.

The Living Daylights—the winner is the player who carries the flag the longest.

Each mission level comes with a full debriefing. With each debriefing, you`ll receive six or seven pages in a dossier filled with confidential information from MI6. The first file always outlines the primary objective. You cannot continue to the next mission until you complete the objectives of the current mission level and get out alive. M, Q, and Moneypenny will also provide brief summaries to you as the game proceeds.

The number of objectives for each level increases with the difficulty level you choose. The most common objective for each level is to minimize civilian casualties. This is NOT Doom!

Guns

Sure, you`ve got lots of nifty gadgets, courtesy of Q, and weapons. But, the trick is to know how and when to use them. Don`t rely on them as a crutch. For Goldeneye007, Bond will carry covert modems, door decoders, automatic bomb defusers and high speed copying devices.

There are other special weapons hidden in crates and alcoves throughout the game. The savvy player will look for these extra special devices. The really resourceful player will figure out how to get multiple uses from each gadget. HINT HINT!

As a player, you are automatically fitted with handguns, automatic weapons and explosives. With the handguns you can use silencers, and some of these handguns have the potential to blow through doors. The automatics will hold off large contingents of enemies, BUT with the recoil your aim will be thrown off if you fire repeatedly.

1.) PP7: Has silencer capabilities with minimal stopping power. Low recoil. Magazine of 7, with a max of 800 bullets.

2.) DD44 Dostovei: VERY loud. Not recommended for enclosed area(Facility for example). Low recoil. Magazine of 8, with a max of 800 bullets.

3.) Golden Gun: Possibly the strongest of all the hand-guns. One shot SHOULD kill. Low recoil. Magazine of 1, with a max of 100.

4.) KF7 Soviet: Zoom capabilities. The Russian guard gun of choice. Medium Recoil. Magazine of 30, with a max of 400.

5.) Remote Mine: May not be a gun, but it is one very effective explosive. Best for out- door use :-). No recoil. Magazine of 1, with a max of 10.

6.) Timed Mine: Possibly the weirdest explosive because of its abilities. Takes about 3-5 seconds to go off. NOT recommended for any use whatsoever. Magazine of 1, with a max of 10.

7.) Proximity Mine: The very best of explosives. When a guard comes by, it will automatically explode. Doesn`t no the difference between friend or foe. Be careful! Magazine of 1, with a max of 10.

8.) Grenades: Toss a grenade; hope for the best. That`s all there is. Just be careful because like the timed mine, it takes about 3 seconds to explode. Magazine of 1, max of 10.

9.) Sniper Rifle: Zoom and silencer capabilities. The best gun for long-range killing. Useful for stages like Dam with the open areas. Magazine of 8, with a max of 400.

10.) D5K Deutsche: Maximum stopping power. Magazine of 30, with a max of 800.

11.) ZMG(9MM): Fast-Firing Sub-machine Gun. Very effective. Magazine of 32, with a max of 800.

12.) Klobb: worst recoil. Recommended to you 2 to make up for the sluggishness of just one. Magazine of 20, with a max of 800.

13.) Phantom: Very Good. Almost identical to the D5K Deutsche in terms of sound and stopping power. Magazine of 50, with a max of 800.

14.) US AR33 Assault Rife: Zoom capabilities. Has less recoil than the KF7 Soviet. Great with 2 at one time! Magazine of 30, with a max of 400.

15.) RC-P90: The best gun out of the entire Bond Arsenal. Truly one of the best guns out there, and just imagine with 2 at one time! Almost an endless Magazine of 80, with a max of 800!!!!!!!!

16.) Laser: Possibly one of the most useful guns because of its endless magazine of 0!! That`s right, there is an infinite amount of the “bullets” to go around, so have fun! It can also shoot through doors just incase some person is about to kill you.

17.) Watch Laser: Not exactly a weapon, but more of a gadget. This has an important use in the “Train” level of Golden Eye 007. It can be modified for a weapon IF USED UP CLOSE. Magazine of 1-300, with a max of 300.

18.) Rocket Launcher. This behemoth has the most effect stopping power. It releases a missile to anyone who wants to die instantly. Just don`t get to close, cause you will die too! Magazine of 1, with a max of 3.

19.) Grenade Launcher: With this weapon, you can just about destroy everything just like the Rocket Launcher. Alittle bit less accuracy, though. Magazine of 6, with a max of 12.

20.) Automatic Shot-Gun: This gun/rifle can clearly hurt an enemy. Has the ability to totally destroy certain objects as well. Magazine of 5, with a max of 100.

21.) Shot-Gun: Not exactly the “prettiest” thing you have, but just like the Automatic Shot-Gun, it does have an effect towards enemies as well as certain objects. Magazine of 5, with a max of 100.

22.) Throwing-Knife: Take a stab at chucking these bad-boys at bad guys and see what it does. “Re-defines stealth”. Magazine of 1-10, with a max of 10.

23.) Tank: I don`t like to consider this a weapon, but with the All-Guns mode, it is. This is 3 times more effect then the Rocket Launcher, therefore 3 times more likely that you will be killed by the explosion. Magazine of 1, with a max of 50.

24.) Tazer Boy: One of the most secret weapons. Can only be used in All-Guns mode. Little is known about such a weapon, except that you can mainly only use it up close to get the “full effect”.

25.) Your Hand: When all-else fails, this is your only means of survival. It obviously has an infinite amount of “bullets”.

Gadgets

1.) Plastic: A bomb that with kill. Enough said. C-4 explosives. Watch out………

2.) Bungee Rope: Automatically activated as you throw yourself off the dam in Byelemorye Dam. Also known as the Arkangelsk Dam.

3.) Bomb Defuser: Used for when Bond, James Bond, needs to defuse 2 bombs on the Frigate, the “La Fayette” in Monte Carlo. Just go up to the bomb and press A or B or Z.

4.) Key Analyzer: Useful in Severnaya when you need to copy the infamous Golden Eye key. Has been modified by “Q” and is now said to be quite easy to use: just walk up to it and press “Z”.

5.) Covert Modem: Used in the Arkangelsk Dam. Just press “Z” and aim it with “R”.

6.) Camera: The 007 camera used in many Bond movies. Just press “R” to aim the camera and take pictures!

7.) Door Decoder: This is extremely useful in the Facility because you need it to fulfill all of your missions. Dr. Doak will give it to you, but first you must find him………

8.) Detonator: You will automatically have it once you get any of the mines. Just press “Z” to blow mines up.

9.) Tracker Bug: The Janus Syndicate can run, but it surely cannot hide. That is because you have the tracker bug which you must use it in the Frigate, the La Fayette. Just press “R” to aim and Z to throw.

10.) Data Thief: Used to hack the passwords in Severnaya Bunker. Just go up to a mainframe and press “Z”.

11.) Watch Magnet: Also useful in the Severnaya bunker because with out it, you would be stuck in your jail cell. Just aim “R” and press “Z” to activate.

Controls

A:) The “A” is the Control Stick. This allows for 3D Movement in the 3D “terrain”. To move Bond, press “up” on the control stick to move Bond forward; press “down” to move Bond backward. The same goes for right and left.

B.) The “B” is the “B” Button. In GoldenEye 007, this is used as the “action” button. To open doors, just go up to one and press “B”. It will open. Also, you can use it to reload your magazine clip. While after firing your weapon, you can press “B” and it will reload.

C.) The “C” is the “A” button. This button is only used for scrolling forwards through your weapons. To scroll through backwards, just press “Z” and “A” simultaneously.

D.) The “D” is the “C-Buttons”. The “C” buttons are used to look up, down, strafe left and strafe right.

E.) The “E” is the Control pad. It acts just like the “C-Buttons”.

F.) The “F” is the start button. The start button is used to look at your deluxe “Q” Watch. This is the options screen where you can select between Aborting the mission, Sound options, weapons, or controlling.

G.) The “G” is the “Z” Button. The “Z” button, also known as the trigger button, is used to fire your weapon, and use any items that you have selected using the start option(s).

H.) The “H” is the “R” button. The “R” button is used for targeting. Just press “R” and the cross-hair will appear. Aim the cross-hair by holding the “R” button and moving the cross-hair using the control stick. It can also be used to throw objects like the tracker bug or the covert modem.

I.) The “I” is the “L” button. The “L” button is used just like the “R” button.

Character Backgrounds

1.) James Bond (007): The main character and hero of GoldenEye 007. You are 007, assigned to save the MI6 as well as the world from a Russian Space Weapons Facility. With a license to kill, you are forced to go to places like the Arkangelsk Dam, to Severnaya and even St. Petersburg.

2.) Natalya Simonova: Who James Bond rescues while trying to save himself in Severnaya. She is an Assistant Programmer at the Severnaya Space Station Facility in Russia, who almost gets killed by Russian guards in the second bunker.

3.) Alec Trevelyan: Friend of Foe? That is the question that you must decide for youself in GoldenEye as you and Alec Trevelyan try to save the world from the Chemical Weapons Facility in Byelomorye. He is later identified as a Lienz Cossack and Janus.

4.) Boris Grishenko: A brilliant Russian Programmer who likes to”spike” the FBI and the CIA. Was the only surviver at the Severnaya Incident along with Xenia Onatopp and General Arkady Ourumov(and Natalya Simonova). Is a serious threat to the entire world. He could even be the deadliest person alive…..

5.) Defense Minister Mishkin: This Russian Politburo Member intends on finding out exactly what happened at Severnaya. Even though he suspects General Ourumov, he still must lead out an investigation at the St. Petersburg Archives.

6.) Xenia Onatopp: She has theighs of steel, so you better stay out of their grasp. Was a former pilot of the Soviet Air Force, now is a Janus Operative. She is waiting in the Cuban Jungle……….

7.) General Arkady Ourumov: Was formally the head of the Soviet Space Weapons Divison until the Politburo suspected him of the Severnaya incident. Was not aware that Natayla Simonova witnessed the incedent, he is now out to find and kill her. He is the traitor of the Soviet Space Weapons Division and of the entire country of Russia.

8.) Valentin Zukosky: During the cold war in the early 60`s through the 70`s, he was a member of the KGB. He now operates an arms business near St. Petersburg, but has a permanent limp as a result to a past encounter with James Bond. He doesn`t want to have another limp with the other leg(I think), so he agrees to work with Bond. He claims “I like to see my compitition out of business”, but I think the opposite.

9.) May Day: Not much is known about this character except that she is in the multiplayer mode, NOT the main game. I repeat, she is NOT in the main game prior to previous belief.

10.) Jaws: This huge character will not bark, just bite! He has jaws of steel, literally, and can only be found in Aztec Complex in the Main Game and as a character in Mutliplayer mode. He isn`t exactly the best choice for multiplayer because since he is so big, he is an easy target to hit.

11.) Odd-Job: This little-man is quite odd. He is the smallest of all the characters, and he CANNOT be found in the main game. I highly recommend him in multiplayer because he is so small, it is hard to kill him.

12.) Baron Samedi: He, too, is very odd. Not much is known about his witch-craft or himself, except that he can be found in the Temple in the main game.

13.) Russian Soldier: The most common of all the Russian bad-guys.

14.) Russian Infantry

15.) Scientist 1: Can be found in the Facility stage.(Male)

16.) Scientist 2: Can also be found in the Facility stage.(Female)

17.) Russian Commander: Can be found in the Bunker and the Dam stages.

18.) Janus Marine: A Janus Operative. Can be found in Statue and possibly the Depot and Train stages.

19.) Naval Officer: Can be found in the Frigate stage(La Fayette).

20.) Helicopter Pilot. Cannot be found in the main game.

21.) St. Petersburg Guard: Can be found in the Statue level.

22.) Civilian 1: Can be found in the streets stage.

23.) Civilian 2: Can be found in the streets stage.

24.) Civilian 3: Can be found in the streets stage.

25.) Civilian 4: Can be found in the streets stage.

26.) Siberian Guard 1: Can be found in the Dam stage.

27.) Artic Commando

28.) Siberian Guard 2: Can be found in the Dam stage.

29.) Siberian Special Forces: Can be found in the Surface stage.

30.) Jungle Commando: Can be found in the Jungle stage.

31.) Janus Special Forces

32.) Moonraker Elite 1: Can be found in the Aztec Complex stage.

33.) Moonraker Elite 2: Can be found in the Aztec Complex stage.

There are more, about 31 more, however you will need the 64 characters code which can be found in the codes section.

Goldeneye Mission #1

Goldeneye007 Mission #1 begins in Arkangelsk and is divided into 3 subsections: the dam; the facility; and the runway. Within each subsection you`ll find various goals that must be achieved and a wide range of obstacles and enemies to overcome.

The Dam: Agent Level

OBJECTIVE: Bungee jump from platform.

At the first guard tower you`ll find a sniper rifle . Grab it. It`s useful for long range firing. At the second guard tower you`ll find body armor lying on the floor. Grab it. Most of the box crates contain weaponry or ammo. Take it. You cannot get enough. To activate the security walls, walk up to the control panel and hit the green button on your controller. To move through the fence(s) do the same. You`ll need to shoot the lock off the last fence in order to get to the dam.

You should now be on the dam. You`ll have to pass two guard towers to get to the launching pad for the bungee jump. It will be on your left.

The Dam: Secret Agent Level

Objective #1–Neutralize all alarms
Objective #2–Bunjee jump from platform

Repeat the same steps you took in Agent Level, but now you must also destroy the 4 alarm boxes. One is located before you get to the dam, and the other three are located in the guard towers.

The Dam: `00 Agent` Level

Objective #1–Neutralize all alarms
Objective #2–Install covert modem
Objective #3–Intercept data backup
Objective #4–Bungee jump from platform

The Facility: Agent Level

Objective #1–Gain entry to laboratory area
Objective #2– Contact double agent
Objective #3–Renevous with 006
Objective #4– Destroy the bottling tanks
Objective #5–Minimize Scientist Casualties

Leave the bathroom and begin your search of the lower lobby area. Pick up body armor and more weaponry. One soldier will have a security card that you`ll need. Look for him to drop it and then you will have to scoop it up. After about 10 minutes of running around…if you go back up to the bathroom and check the stalls, you`ll find a frightened scientist who drops his security level card. You`ll need that one also. With both security cards you can now access the rusty iron doors that will take you into the bottling areas. There, look for Dr. Doak. (Only on Secret Agent and `00` Agent levels is this necessary) He`s a scientist doubling for the good guys. He`ll give you a door decoder. It will help you gain access to the bottling plant. Once inside the bottling plant, plant your remote mines on the tanks. Only detonate them when Alec is far away from them. If you accidentally blow him up you fail the mission. Escape on the conveyor belt.

The Runway: Agent Level

On AGENT level you`ll have just two objectives: find the plane`s ignition key and escape in the light aircraft. It`s possible to escape the runway without destroying the bunkers from which the soldiers will be shooting at you. Here`s a step by step guide on what to do:

Carefully look to your right. There will be a guard directly to your right or hiding in an inlet. He`ll have grenades to pick off, plus a box of timed mines are sitting on the floor. Grab them.

You then need to leave the facility. You can slide down the ramp like in the movie or you can open a bay door. The noise of opening the bay door will definitely attract more soldiers. I suggest sliding down the ramp.

The airplane ignition key is in the building directly on your left. There`s a guard patroling outside the building and two inside. Be careful. The key is lying on the table.

Unless you`re prepared to shoot it out, there just happens to be a tank located at the far end of the bottling plant. Run to it and jump in.

Use the “A” button (blue) to change your firing mechanism from your gun hand to the cannon mounted on the tank. From here you will encounter heavy opposition. The plane is located halfway down the runway.

You can simply fire at the soldiers with the cannon, or still drive the tank while firing from any weapon you have handy. Don`t be afraid of these soldiers. You can run over them with your tank. Oh, they make a squishing sound when you run over them. Ugh!

Drive the tank up carefully next to the plane and get out. Run up to the door and press the “B” button. The plane will then take off. For Secret and 00 Agent levels you may need to knock out the firing bunkers first or they`ll shoot the plane down.

Runway: Secret Agent

Repeat steps from Agent Level, but now you must take out the two missle batteries

Objective #1–Find the plane`s ignition key
Objective #2–Eliminate missle battery
Objective #3– Escape in plane

Runway: `00` Agent Level

Repeat previous steps, but now you must eliminate the three firing trenches.

Objective #1–Find the plane`s ignition key
Objective #2– Destroy the heavy guns
Objective #3–Eliminate missle battery
Objective #4– Escape in plane

Goldeneye Mission #2

Mission #2 begins in Severnaya. The Severnaya level is divided into two subsections: Surface and Bunker.

Surface: Agent Level

Objective #1– Power down the communications dish
Objective#2- Enter the base via the ventilation tower

Surface: Secret Agent and 00 Agent

Objective #1– Power down the communications dish
Objective#2 – Obtain the safe key
Objective#3 – Steal the building plans
Objective#4 – Enter the base via the ventilation tower

Bunker: Agent Level

Objective 1 — Copy Goldeneye key; leave the original
Objective #2 — Photograph main video screen

Bunker: Secret Agent

Objective#1 Disrupt all surveillance equipment
Objective#2 Copy Goldeneye key; leave original
Objective#3 Photograph main video screen

Bunker: `00` Agent

Objective#1 Disrupt all surveillance equipment
Objective#2 Copy Goldeneye key and leave original
Objective#3 Get personnel to activate the computer
Objective#4 Download data from the computer
Objective#5 Photograph main video screen

Goldeneye Mission #3

Mission #3 takes place in Kirghizstan at a missle launch silo.

Silo: Agent Level

Objective #1 – Photograph the satellite
Objective #2 – Minimize Scientist Casualties

Silo: Secret Agent Level

Objective #1 – Photograph the satellite
Objective #2 – Retreive Telemetric Data
Objective #3 – Retreive Satellite Circuitry
Objective #4 – Minimize Scientist Casualties

Silo: `00` Agent

Objective #1–Plant bombs in fuel room
Objective #2–Photopgraph satellite
Objective #3–Obtain telemetric data
Objective #4–Retrieve satellite circuitry
Objective #5- Minimize Scientist Casulties

From the start, bear off to your left. Open door. Take out guard. Grab weapon. Follow the path up the stairs to the first labaratory. You`ll be met with heavy resistance along the way. Once inside Lab #1 get a keycard from one of the scientists to go to the next level of the silo. They`ll drop one in fear of being shot. Also, in the far left hand corner are two circuit boards. Pick them up.

With keycard in hand, go up the stairs and open the door. At interesection turn right and open door. You`re now in the missle silo.Take out guards and open door. Follow path up to the second laboratory. In the laboratory you`ll find body armor in the far left corner. Grab it. Also get a keycard from one of the scientists to get through the door and on to the next corridor.

At intersection hang right. Cross gangway, and proceed into labarotory. You`ll get yet another key card here, but peek around for a scientist hiding in a corner. He`s got a DAT that will prove vital for missions other than AGENT level.

Repeat the previous movements. At lab 4 you`ll find the Goldeneye satellite suspended in a blue harness. Pull out your camera and photograh it. Move up the stairs to the door. Open it. Ourumov will be with guards in the hallway. You can`t kill Orumov at this stage of the game, but you can shoot his briefcase away from him which may prove useful on missions of more dangerous levels.

At the intersection, turn left. Orumov should`ve fled that way. At Lab #5 all you need to do is manuever around the computers. In a side passage there will be an elevator. Get to it. That`s your escape route from this mission.

Goldeneye007 Mission #4

Mission #4 takes place in Monte Carlo aboard the LaFayette Frigate.

Frigate: Agent Level

Objective #1 – Rescue Hostages
Objective #2 – Plant tracking device on helicopter

Frigate: Secret and 00 Agent

Objective #1 Resuce the Hostages Objective #2 Disarm the bridge bomb Disarm the engine room bomb Plant the tracking device on the helicopter

Miscellaneous Tips

Learn to differentiate between a hostage and a captor. If you kill a hostage your mission is a failure. If you allow too many hostages to be killed by the guards your mission could also be a failure. When you see a gaurd aiming at a hostage you must act quickly, decisively and with good aim. These guards will shoot hostages so act fast!

You`ll automatically be armed with a tracking device on this mission. The Pirate Helicopter is on the bow of the ship. Come up close to it, choose the tracking device from the menu found in your laser watch, and plant it on the helicopter. Your mission will be a success when you`ve rescued at least one hostage and gotten back on the boat you got out of.

Goldeneye007 Mission #5

Mission #5 takes you back to Severnaya. This mission is again divided into two subsections: Bunker and Surface.

Surface: Agent Level

Objective #1–Break bunker communications link
Objective #2–Gain entry into the bunker

Surface: Secret Agent

Objective #1 – Break bunker communications link
Objective #2 – Disable support helicopter
Objective #3 – Gain entry into the bunker

Surface: 00 Agent

Objective #1 – Disrupt all surveillance equipment
Objective #2 – Break bunker communications link
Objective #3 – Disable support helicopter
Objective #4 – Gain entry into the bunker

How do you disrupt the surveillance equipment? Shoot the cameras! It`ll help cut down on the amount of guards that are able to find you.

How do you break the communications link? Go into the satelite dish control center (but do this only after you`ve gotten a security key card off a soldier), shoot up the equipment and leave. Sounds easy enough? Wrong. If you don`t shoot the computer and radio console before it comes on then it means you`ve been spotted and at that point, no matter how much you shoot the console to pieces, you will not be able to break the link.

Disable the helicopter? There`ll be a helicopter ready to take off. Pick a timed mine and latch it onto the helicopter, then run for cover into the bunker.Once inside the bunker you will be put in a jail cell next to Natalya.

Bunker: Agent Level

Objective #1 – Get CCTV Tape
Objective #2 – Escape with Natalya

Bunker: Secret Agent Level

Objective #1 – Compare Staff/Casualty List
Objective #2 – Recover the CCTV Tape
Objective #3 – Disable security cameras
Objective #4 – Escape with Natalya

Bunker: 00 Agent Level

Objective #1 Compare Staff/Casualty List Objective #2 – Recover the CCTV Tape Objective #3 – Disable Security Cameras Objective #4 – Recover the Goldeneye Operations Manual Objective #5 – Escape With Natalya

In your jail cell…go over and talk to Natalya. Then call the guard over to your cell. Pick your magetic watch from the menu. It`ll stealthily pull away the jail cell key from his body. Open your cell, but before you do, get yourself ready for hand to hand combat. You have no gun and the guard does. So, after opening the jail cell the guard will fire upon you. Run towards him and karate chop him. Grab his gun. Leave Natalya in the cell until you accomplish getting the CCTV tapes. She`ll just get in the way and get shot to death and then you`ll fail the mission.

Once you`ve busted Natalya out (with the key to her cell, not yours) your escape route should take you back to the Operations Center where they activate the Goldeneye. Natalya, who should be right behind you, will make a beeline for the computer console. Don`t bother trying to stop her. Why? Two reasons. The game designers programmed the scenario to go this way and also she`s a woman and is going to do whatever she wants anyway. Natalya will head over to the console and realize Ourumov activated the Goldeneye to fire upon Severnaya in 1 minute. You both have to escape. Stay in front of or behind Natalya depending upon where the shots are coming from. You`ve got body armor and she doesn`t, so you`ll need to provide cover for her. Open the glass doors, head down the corridor and up the stairs out into the night.

Goldeneye007 Mission #6

Mission #6 takes you to St. Petersburg. This misison is divided into five subsections. They are Statue Park, Military Archives, Streets, Depot, and Train.

Statue Park: Agent, Secret and 00 Agent Levels

Objective #1 – Contact Valentin
Objective #2 – Confront and unmask Janus
Objective #3 – Locate the Pirate Helicopter
Objective #4 – Resuce Natalya
Objective #5 – Locate Flight Recoder

Statue Park is very disorienting. Sort of moody or spooky and a virtual maze to go through. But here goes:

Valentine will be hiding inside of an opened, reddish colored box car. He`ll tell you where to meet Janus. Janus won`t meet you there until you`ve spoken with Valentine.

Use Lenin`s statue for cover, but you`ll have to drop your weapon, or else Janus won`t reveal his true identity to you. Once he has, then you can take up a defensive stance.

The helicopter is back at the park gates. You`ll need to memorize your route in order to get back to the helicopter in under 3 minutes(that`s when the helicopter is set to detonate).

A proximity mine is attached to the helicopter, so even if you make it to the helicopter with time to spare, the countdown clock will automatically reset to 15 seconds. Wake up Natalya and hide behind a statue.

After the helicopter explodes, you`ll need to get the flight recording data. The explosion will have thrown the data box (orange, with handles) clear away from the helicopter and somewhere at the bottom of the hill. Check around statues and poles. It`s there.

Once you`ve gotten the box, head back up to the gates to get Natalya. She will be held at gunpoint. DO NOT SHOOT! These are Mishkin`s guards who just want to talk to you. Lower your weapon and walk through the park gates. Mission Accomplished!

Military Archives: Agent Level

Objective #1–Escape from Interrogation room
Objective #2–Find Natalya
Objective #3–Escape with Natalya

Military Archives: Secret and 00 Agent Level

Objective #1–Escape from Interrogation room
Objective #2–Find Natalya
Objective #3–Recover the Helicopter Flight Recorder Data
Objective #4–Escape With Natalya

Unlike the movie, the two guards monitoring you in the interrogation room are not friendly, nor aligned with Mishkin. So, grab the weapon, dispatch the guards, and TRY to escape.

There will be a ton of guards in this corridor on you like fireflies. Better be prepared for a fight. In the room directly across the hall is some body armor. Get in there and grab it!

During several run throughs of this mission, i`ve run to the end of the corridor and hid under the stairwell. From that vantage point you can get guards coming down the stairs, plus use them to protect yourself from other guards at the far end of the hall from where you`ve just come. In a last ditch emergency only would I suggest hiding underneath the stairs. It seems to get the game in a rut, and a non stop continous line of soldiers run down it trying to kill you.
Natalya is in a room, behind an iron door, being held hostage. She`s at gunpoint, so you`ll need to get her guard first.

Once you`ve taken care of the guards, you and Natalya can shoot out the windows and jump to safety

Before leaving the archives you can find Mishkin and talk to him but it`s not necessary to accomplish this (Agent) mission.

Streets: Agent Level

Objective #1–Pursue Ourumov and Natalya
Objective #2–Minimize Civilian Casualties

Streets: Secret and 00 Agent

Objective #1 – Contact Valentin
Objective #2 – Pursue Ourumov and Natalya
Objective #3 – Minimize Civilian Casualties

After taking out several guards, you may want to get into the tank. You`ll have under 5 minutes to locate Ourumov and Natalya.

The path you`ll need to take is complicated, but here goes. Once onto the street, turn right. Keep following the streets. Make a left at the first street where you have a left hand turn option. Follow that path and turn right when you come to your first right hand turn option. At your very next first right hand turn option you`ll come across the train depot. Drive to the end. Mission Accomplished!

If for some reason you get a late start and lose large amounts of time…. Valentine is hiding in a building. Get out of the tank (or drive in the alleys for the more adventurous) and pull up to a building that looks like a theater. Valentine is inside and will call his people to delay Ourumov. That will reset your game time back to 5 more minutes.

Where exactly is Valentine located? Well, if you are coming just out of the archives building and onto the street, hang left and run (or drive) in between the buildings. He`ll be about a quarter mile down on the left.

Try not to run over civilians or land mines (the blue discs on the ground) The noise that sounds like Roman Candles going off are surface to air missles being aimed at the tank. Too many direct hits and your dead.

Depot: Agent Level

Objective #1 – Locate Trevelyan`s Train

Depot: Secret Agent Level

Objective #1 – Destroy the Computer Network
Objective #2 – Obtain the Safe Key
Objective #3 – Recover the Helicopter Blueprints
Objective #4 – Locate Trevelyan`s train

Depot: 00 Agent Level

Objective #1 – Destroy the Illegal Arms Cache
Objective #2 – Destroy the Computer Network
Objective #3 – Obtain the Safe Key
Objective #4 – Recover the Helicopter Blueprints
Objective #5 – Locate Trevelyan`s train

For 00 Agents and the Truly Daring: You`ve tracked down the Janus Base, including Natalya and Ourumov. They, plus Alec and Onatopp have boarded a train somewhere around the disused depot.

You`ll have five things to do in 00 Agent Difficulty. Destroy Illegal Arms Cache, Destroy Janus Computer Network, Find Safe Key, Recover Helicopter Blueprints, and Find Trevelyan`s Train. No problem; it`ll just give you more time to listen to this level`s music!

First, after eliminating the Janus Marines in the first compartment, leave by way of the gates and turn right. Keep going until you get to the second supply warehouse. In here is the Arms Cache (Did I mention it`s illegal?) Eliminate any lingering Marines inside and pick up the Rocket Launcher w/ Three Rockets. Walk back to a safe distance and blow up the brown ammo boxes with your D5K Deutsche. Remember to blow up ALL of the boxes or you won`t complete the mission.

Objective A: Complete.

Oh, by the way, don`t bother picking up the KF7 Soviets on the other three tables, okay? They don`t have any bullets in them. Open the door and be prepared to shoot. Janus Marines know your whereabouts, and will be waiting right at the door. After eliminating everyone in the vicinity, turn left and go straight to the last supply warehouse. Inside, Janus`s Computer Network is hacking from MI6 and will know all of their weaponry. Kill the Marines, then use your Rocket Launcher to destroy the turret gun. Then blow up the computer screen with the world map on it, and then the two Mainframes.

Objective B: Complete.

Then walk over to one of the computer desks and pick up the Safe Key.

Objective C: Complete.

Run back to where you found the Arms Cache, but this time, turn left. Enter the large empty building and go upstairs. Instead of entering the nearest door, turn left from it and open the safe. Turns out Janus is planning to build a bigger and better Pirate Helicopter. Grab the Blueprints for it.

Objective D: Complete.

Now enter the door, go down the stairs and open the door to reveal Trevelyan`s Covert Missile Train. It won`t leave without you.

Objective E: Complete.

Kill the guards inside and walk into the train. Now straighten your tie, loosen your cuffs, and you`re on your way!

Train: Agent Level

Objective #1–Disable the brake units
Objective #2–Rescue Natalya
Objective #3–Escape from the train

Train: Secret Agent

Objective #1 – Destroy the brake units
Objective #2 – Resuce Natalya
Objective #3 – Locate Janus`s secret base
Objective #4 – Escape to safety

Train: 00 Agent Level

Objective #1 Destroy the brake units
Objective #2 – Rescue Natalya
Objective #3 – Locate Janus`s secret base
Objective #4 – Crack Boris`s password
Objective #5 – Escape to safety

Each of the 6 train cars has a handbrake unit. You must destroy all 6 units in order to stop the train.

Natalya will be held at gunpoint by Ourumov. When Ourumov warns you to stop moving, STOP MOVING. Take aim at him and fire. Then fire at Xenia. If you hit her, you`ll gain extra time in escaping from the train. And you`ll need every second you can get.

Natalya will crack Boris` passwords. You just concentrate on opening that white square hatch in the corner. It`s locked down tight by nearly a dozen hinges. Use your laser wrist watch to burn off the hinges. Wait for Natalya to say she has Boris` password and then make a run for it!

Goldeneye007 Mission #7

Jungle: Agent Level

Objective #1 – Destroy the Drone Guns
Objective #2 – Eliminate Xenia
Objective #3 – Escort Natalya to Janus Base

Jungle: Secret and 00 Agent

Objective #1 – Destroy the Drone Guns
Objective #2 – Eliminate Xenia
Objective #3 – Blow up Ammo Dump
Objective #4 – Escort Natalya to Janus Base

There are multiple drone guns you must destroy. Run for cover once you hear incessant firing and look for where it is being fired from. Shoot all drone guns to complete Objective A.

The Janus Syndicate has a dangerous Assault Rifle– It would be perfect to use. Loud, but effective. Halfway across the bridge, Xenia Onatopp will call out to you. She hides behind a tree and will uncover herself. Use your automatic to fire on her, until she is fallen dead. That will complete Objective B.

Xenia is a devastating charcter. Even more deadly than in the film, and she`s virtually impossible to take on straight away. But Xenia has one weakness that can be exploited to your advantage: she won`t shoot diagonally across the bridge. Stand at the end of bridge and wait for Xenia to appear. Move to the left or right of the bridge and use the AR33 as Xenia tries to cross. She won`t return fire from the bridge unless you stand directly in front of her.

If your can kill her before she crosses over to your side, you can pick up her grendade launcher. Otherwise, you may have to get creative with your remote mines to destroy her. On Secret Agent level i`ve placed a remote mine at the end of the bridge, then ran backwards. I detonate the mine right as she crosses over it. That may help weaken her some. She`ll still survive it. From there you need to use the AR33 to keep firing away at her. I`ve found it effective to hide behind trees and let them take the full brunt of her assault. With a few shots from Natalya, Xenia usually goes down.

As soon as you cross the bridge, directly on your left there will be a drone gun hiding behind a tree. Take it out. Move forward and then on your right will be the cove where the ammo dump is. There is a drone gun inside the cove deeply hidden in the darkest parts of the cove. If you have your rocket launcher with you it may be wise to fire off as many rounds as possible here to help clear out any obstacles.

Walk up the pathway but be careful. On SECRET AGENT level there are two guards at the top. There`s also a step ladder. Climb it, but just as you reach the top, peek over. Don`t fully expose your presence. There`s a drone gun aimed right at you (on SECRET AGENT level) and another one behind and to the right of this one (on AGENT level). Also on SECRET AGENT level, there will be rectangular shaped boxes lying on the ground in the same area as the two drone guns. Destroy these boxes to complete objective C (on AGENT level). Finally, to complete the mission, run to the end of the jungle and enter the elevator.

Control Center: Agent, Secret and 00 Agent Levels

On SECRET AGENT level secure the area by shooting all the guards when out of the elevator. There will be 6 guards outside of the elevator, plus 3 drone guns suspended from the ceiling in hard to see areas. Once you take care of them, go back to the elevator and get Natalya. She won`t leave until you have secured the area.

Natalya will open a security blast door, so follow her orders and get to the control center of the base. She`ll stay behind. Natalya can only open one blast door. The rest will open only after you have completed certain tasks.

On the way, multiple guards will hide behind boxes, holding hand grenades. Defeat them and take the grenades. When you go through the security door Natalya has opened for you, there will be a long hall with a box of remote mines at the end. You`ll need them, and to get them you`ll have to take on a half dozen or more guards.

Boris will be there and try to shoot you, but he isn`t skilled at firearms and will drop the gun. Drop your guard and he will run away. Chase him and he`ll uncover body armor for you. Don`t kill him, or Natalya will refuse to help you.

There will be 6 armored mainframes you`ll need to destroy. Only 5 of them can be destroyed before Natalya comes back into play. Two are on the middle floor and two are on the bottom floor. One is behind the only security door that you`ll be able to access. Watch out! There are drone guns suspended from the ceiling! Mainframe number 5 is inside this room.

My next suggestion would be to prepare yourself for Natalya`s arrival. This part of the game is one of THE HARDEST stages you`re likely to encounter. You see, Natalya is the only one capable of destroying the Goldeneye, and she`ll be on the computer the whole time.

Guards will come from all angles to shoot her, so your best bet is to prepare the area to maximize every angle to your advantage. Blow up all the legs from underneath the computer tables except for the front/center computer console. This is where Natalya will work, and it will give you a clearer shot as all the guards start pouring in to kill you. Once you`ve got the computer area ready, go up the right hand staircase( if you are looking at the giant video screen) and open the security door. Natalya will exclaim: James, i`m coming!

Find where Natalya is and she will automatically open the door. She will make sure the GoldenEye is realigned to burn up in Earth`s atmosphere. She will activate the security systems. Protect her from any guards until she cracks the GoldenEye`s code and leaves. This completes Objectives A and B. Once she has realigned the satellite, she`ll take off, unharmed, and you`ll have to blow up the last mainframe. It`s on the bottom floor, behind a door previously inaccessible. Take your grenades or remote mines to blow up the Mainframes. This completes Objective C.

Leave by going through one of the blast doors and go across the room. Once Trevelyan says, “Too Slow, 007!”, go back to the other end of the room and escape through the elevator.

Water Caverns: Agent Level

Objective #1 – Minimize Scientist Casualties

Water Caverns: Secret Agent

Objective #1 – Destroy the Inlet Pump Controls
Objective #2 – Destroy the Outlet Pump Controls
Objective #3 – Destroy the Master Control Console
Objective #4 – Minimize Scientist Casualties

Water Caverns: `00` Agent

Objective #1 – Destroy the Inlet Pump Controls
Objective #2 – Destroy the Outlet Pump Controls
Objective #3 – Destroy the Master Conrol Console
Objective #4 – Use the radio to contact Jack Wade
Objective #5 – Minimize Scientist Casualties

Antenna Cradle: Agent, Secret, and 00 Agent Levels

Objective #1 – Destroy the Control Console
Objective #2 – Settle the score with Trevelyan

Immediately beginning this phase, there is some body armor directly behind you. Grab it! Once you reach the top of the cradle, Alec will activate the Goldeneye to go off in 3 minutes. The computer console is located inside one of two sheds. It`s protected by two drone guns suspended from the ceiling. Knockout the drone guns and destroy the computer console. Objective A completed.

There is body armor on the floor of the other shed. Grab it!

Only shots fired at close range will affect Trevelyan. They won`t kill him, but it will take several attempts at this before Trevelyan finally initiates the final part of the game: the ladder.

He`ll drop down several hundred feet while hanging onto the ladder. Follow him. But you better have your guns ready, because you`ll have only one chance to pick him off on the antenna or he`ll blow you off.

Goldeneye007 Aztec Mission (Bonus)

This secret mission opens up after beating all regular GoldenEye levels on Secret Agent Difficulty.The Drax Corperation is still operating, and they`ve got the best of the Moonraker Elite on this one– they`re armed with AR33s and they`re not afraid to use them.

Plus the best weapon, second only to the Golden Gun,is available in this mission. The Moonraker Laser can kill a regular trooper in one or two shots. You`re great with them, but the Elite are extremely deadly.

As soon as eliminating the Elite in the first two rooms, go across the stone board on the large hole and open up the wall on the other side. Eliminate the troops in the computer room and go into the mainframe by firing a few shots into it to attract attention.

Destroy the computer on the left in the room under the NASA Shuttle and run into the grating. Destroy the turrets on either side and watch out for the Moonraker Elite. Turn right to find some body armor.

Go to the left and enter the shuttle room, destroy the turrets, and defeat the Moonraker Elite. Go up the ladder and activate the computer to close the exhaust bay. Go down the ladder, and into the grating on the opposite side of the room.

Go down the stairs and you`ll find your good pal Jaws. Shoot him once with the laser and back into the shadows you go. As soon as he comes to get you, get close and start firing. His arms are too long, so it`ll be easier that way.

After eliminating Jaws, a silent alarm is activated and multiple guards with lasers will come after you. Grab the Smart Card from Jaws and run back to the computer room and place the Guidance Data Floppy Disk in the disk compartment.

Objective A: Complete.

Grab the Launch Protocol DAT from the computer desk and run back to the shuttle room. Go up the ladder, activate the computer to open the exhaust bay, and run across the room to the mainframe. Put in the DAT and run into a grating. The shuttle will blast off in thirty seconds. Guards will be a lot more abundant now, and be aware you still can die during this period, so be careful and fast.

There is no exit to this mission, but you will complete and exit the mission once the shuttle timer reaches zero.

Objective B: Complete.

Goldeneye007 Cheats

Cradle level with Gameshark: Turn on the code “Have all objectives done.” Also, turn on slow motion. Invisibility helps a lot, too. What you do is go to the control console in the room and destroy it. After you are done with that, you follow Trevelyan down the ramp and kill him. If he won`t die, the “All Weapons” Cheat will help. After you have successfully killed him, meet where the helicopter would pick you up. What should happen is Bond will be walking in slow motion to the helicopter and the helicopter should take off without him and you should still beat the level —-sent in by ???

Invisible mines: When you find an ammo crate, throw a mine on it. After you have completed that, get the crate(you won`t be getting the mine).Now, look around and see if you can find it. If you did everything right, the mine shoud appear to not be there. Just step back,and let her blow!

Flying mines: Throw a mine on a window. Then shoot the window out. The mine should not blow up, and should be floating in the air. Step back and blow it up!

Take a gun, find a scientist, shoot him in the leg twice, he pulls out a gun kill him take his gun, which is a DD4D and repeat with another scientist, if the second one is not dead, he takes out grenades. Of course this only works in Secret agent or 00 agent.–sent in by MadCat. Thanks.

If you beat the Aztec Temple on 00 agent and have completed all others on 00 agent, You go to the Egyptian Temple ,Home of the Golden Gun and of Baron Scaramanga!! He has 3 lives and ends up in 3 differents spots! —sent in by Roxanne Mundt.

If you have a gun that youcan hold 2 of, switch weapons superfast then fire. If it fires while you are switching, the weapons will lock, giving you a different weapon in each hand!—sent in Roxanne Mundt.

if you`re in Multiplayer, shoot ammo boxes (not explosives in boxes) in may split into two!—sent in by Roxanne Mundt.

2x weapon code: To do it, you`ll have to have two sets of double weapons such as two Automatic Shotguns and two Sniper Rifles.This is a difficult trick to perform, so if you cant git it to work the first time, try it again and make some subtle changes to your timing. First, activate the second set of weapons you`d like to have and then press the A button. But beforethe gun rotates away press the Z trigger twice then release the A button but as soon and again AS SOON as you take your finger off the A buttn tap it again and then press the Z trigger until both weapons lock. If your timing is perfect you should have twop different sets of weapons.—sent in by Kid Comet!

Facility: Invincibility: Skip the intro movies and run straight for the hole in the ventilation system. As you are falling, open the door, and run out of the bathroom. Run straight down the stairs, strafing around the boxes on the left and right into the room below. Kill the guard with the keycard as soon as you can, making sure not to put a bullet in the wall. Otherwise, guards from the bathroom will run downstairs to kill you. After getting the keycard, run straight into the room with the security door switch, ignoring the guards inside completely. When you get to the small room with the lockers and two guards, ignore them and get out your mines. Open the door leading to the hall with three guards and throw a mine. While the mine is in mid-air and close to them, press A, B, and R at the same time to detonate the mine. Run into the room with the intersection, and take a left down that hall. Kill the guard in the corner, pull out your KF7 Soviet, and shoot the glass near the door. This will alert a guard on the other side. He will open the door. Cycle backwards (A and Z) with your weapons to the silenced PP7 and shoot the guard while he opens the door. Run upstairs into the lab, killing all but the scientists with your PP7. If you don`t find Dr. Doak, you have to start the level over again. If he is there (he can be in one of two glass rooms, or in the hall), the minute you get the decoder run straight for the decoder door. When you meet Trevelyan, start setting mines on the floor inbetween four gas tanks until you run out of mines. You need to lure Trevelyan away from the gas tanks before you detonate them, otherwise. . . well, you know. Start backing up to the conveyor belt exit, and when objective C is complete, blow the mines and bolt out.

Facility: Another Point of View

1. You will Start off in the vent. Take your first left and then a right to fall into the bathroom. open the stall door as you fall and ignore the gaurds completely.

2. (Be sure that as you leave the bathroom you have your mines equiped). Run out of the bathroom and down the stairway.

3. When you get to the bottom of the stairway look/aim downward and throw a mine. (Don`t throw the mine to close to the computer room door or the remote door opener will blow up). If the mine skips make sure that it is not to close too the computer room door. Take your time to ensure that the mine lands safely, but try not to get shot.

4. At the bottom of the stairs after dropping the mine, turn around to your left and go into the door under the stairway. At the same time you should be switching to PP7 silenced or if you find it easier you may use “unarmed”. (Note: You will find it useful in this level to change weapons by using your “change weopon” & “fire button” to cycle through your weopons backwards). After Entering the door kill the guard (preferably before he shoots) and take his keycard and gun.

5. For best results, wait a few seconds and then (with your detonator) blow up the mine killing all gaurds in the computer room and maybe one in the hall. Switch to your silenced PP7.

6. Run back out into the hall and then into the computer room (the door may or may not be open). Assuming that the computer is still working tag it and run back out into the hall. (Note: you may also find it nessecary to pick up droped ammo) Turn left and shoot any guards in the way as you run down the hall (try to kill but don`t worry if you just injure). Turn left as soon as you can and enter then immediatly exit the room with the remote door. Pass the locker room ignoring the guards and at the same time switch to your KF7 Soviet.

7. This next room is likely to be a drain for your health. Try to stand in the doorway and kill the gaurds as quickly as possible (this is a skill that good players/00Agents aquire). You may run in after killing one or two and take out the remaining opposition. Run to the next door and, to preserve health, instead of opening the door when it is right in front of you, turn to the right or left and tag it there.

8. Inside you should do the same thing to avoid being shot (get to one side of the room). Run out and turn left shooting the guards in your area (if the place is allready flooded with guards try your best to avoid the ones behind you). The noise of the KF7 Soviet should alert the guard on the other side of the security door and convince him to open it for you.

9. Once the door is opened, kill the guard and run into the lab area ignoring the gaurd in front of you. Turn to your right and run up the stairs (positioning this may be difficult). Kill the gaurds at the top as you make your way through the hall. (Long distance shooting may be nessecary to take out far away gaurds). After turning right from the long stretch of hallway, you should be able to see the glass windows of the laboratory.

10. Continue down the hall until you get to the area with two gaurds behind a pilar. Turn right when you get there and look for Doctor Doak. Should he not be there, quickly check the glassed in laboratories for him (you may not survive this task unless it is done quickly and your health is OK). If he is not in any of them your luck has run out and you must restart and try again. If you find Doctor Doak immediatly run up and talk to him. As soon as you say “Time to leave Doctor Doak”, run back to the hall (if you are not already there), and continue along (a left turn from where you originally came from). There will be a few guards in your way and it will be very important to kill them. Your health may be low (mine was). When you get to the bottling room door press “start” and equip your door decoder. Use it by pressing “Z” (Solitare).

11. Now the real pressure begins. As soon as the door is open, go down the stairs and over to the tanks. Begin talking to Alec Trevelyen. There are 10 tanks you must destroy, but only four mines. Place mines on the floor so that they land between four tanks. Then quickly run away from the tanks and try to avoid gunfire if it is there. You should run towards the conveyor belt exit which will be ahead at your right. Wait until Alec says “For England James” and make sure that he is far enough away from the tanks so that the explosions won`t kill him. Don`t worry, you should still have enough time. As soon as he is out of the way, Blow up the tanks with your detonator completing the objective and then run out of the facility on the conveyor belt.

Archives: Invisibility: When the level begins, slap the guard with the key and run out of the room before the other guy gets a chance to shoot at you. Remember that you should NEVER fire any weapon on this level. Run out of the interrogation room straight into the large room with two guards. Ignore them and run through the room and upstairs. When you open the door, chances are you will see a guard with twin Klobbs at the end of the hall. If you don`t run down the left hall fast enough, the bullets will knock you back and put your chances of getting invisibility in jeopardy. Ignore the guy with the soviet and run out of the door at the end of the hall. Take a left through the double doors, and find Natalya. Simply open the door, and when she screams “James!” turn around and run out of the double doors you came in by. Take a left down the straightaway to the stairs. Don`t worry if you get hit by bullets–they propell you forward faster more than they do damage. Also, don`t worry if you can`t see Natalya. When you get down the stairs, go right and into a room with bookshelves. The second you enter the room, run left. You should see another door in front of you. Take it, and then go left into the room with Dimitri Mishkin. Wait close to the door, and let him walk to you. While he`s talking, walk to the safe. You should walk to the closest left corner, so when he gives you the key you can open the safe and take the box even before the door opens completely. After taking the box, go right from the safe. The door there will put you into a short hall; pull out your DD4D and open the door at the end of the hall. It will put you into a room with windows and books–blow the windows and run outside. Both of these cheats take several tries, so don`t get discouraged if you don`t make it the first few times.

Disappearing Mines In Multiplayer select remote mines ane when you get them keep piling on top of each other. After about 30 mines they will start to disappear.

The Golden Gun and Baron Samedi in Egypt For the true 00 agents who were able to acquire Egyptian, but can`t seem to reach the Golden Gun, here`s how to get it. Make your way to the Golden Gun room to the right of where you start. When you step on the first tile beyond that narrow hallway, don`t take another step. The entire room is pressure sensitive, save for a few tiles that let you reach the gun safely. From where that tile is, take this path: left 2, forward 2, right 3, forward 2, left 1, forward 1, left 1, forward 2, right 1. This pattern should place you directly in front of the Golden Gun and its box of gold bullets. Take this and start using it immediately–you can kill everyone in one shot! Exit the room via the left exit (it has the same silver square as the door you came in) and pick up the body armor, and then continue out of that hall. You should drop down into a huge room. Run straight out until you see (and hear) Baron Samedi. Shoot him once (that`s all it should take, with the Golden Gun) and then go back to the room you started in. Baron has reappeared, and is back for more. Kill him this time, and the lights go out (not that you can avoid this). Now, run back to where Samedi was in the beginning. Check for any discoloration along the walls (you might want to try this before the lights go out), and try to open it like you would a door. The panel slides aside, allowing access to a long hall. There are several holes on the right side of the hall–they are there so drone guns have an open shot at you. Ignore them (not doing so will cost you time and energy) and take a left at the end of a hall. You should see a room with a large black pillar in the middle. Behind it is a stronger Samedi. Kill him and you`ve won. Also, don`t be afraid of getting the all guns cheat–it`s the easiest one to get in the entire game (and be sure to watch the entire ending “movie” for a disturbing clip. . .)—sent in by BrandonBond

20 SECOND TRICK: On the train in 00 agent, you have only 6 seconds after breaking Boris` password to get out with Nataylia alive. To change it to 20 sec, line up Ouromov`s head with Xenia. After shooting Ouromov in the head immediately shoot and kill Xenia. If you did it right you will now have 20 extra seconds, but she`ll (Xenia) appear in Cuba. But if you`re like me and want a challenge and make the make the game look like the movie you`ll try it without this Trick.

AZTEC STAGE: In the Aztec stage go to the second room where there is one man in a hall, one on each side of him and three in the back behind crates. Kill the guy in the hall and the two next to him. Then run out of the hall and directely to the left or right. Go up the little stairs to the platform and stop. The three guys left will aim but wont shoot at you. You can pivot around but don`t move or they will shoot. Then just kill them with your pistol to save ammo and be on your way. Sent in by — Travis Bowers

Rigging the World
In multiplayer you can rig all the devices including guns and ammo. This can only be used with mines but is best used with proximity mines. Pick up a gun or ammo or mines. Remember where it was. Throw a mine on the ammo box or gun. If using proximity mines when the ammo or gun reappears your enemy will see it but hopefully not the mine and get blown to smithereens. This also works on Body Armor. And it blows up the body armor so the enemy or you can`t pick it up for a couple of minutes. –DGGCruz@aol.com

Shoot Tank Shells From Your Forehead
This is a pretty cool glitch that works only in the tank levels (Streets or Runway). You also need to switch the infinite ammo code on. Go to the tank and climb on top. Switch your weapon to the one immediately before the tank shells. Then, while switching to the tank shells, jump off the tank. If you did it right, Bond`s weapon will still be switched to tank shells you`re ready to fire some “big ones” from your forehead.–DGGCruz@aol.com

Shortcut To Invisibility in Archives
When you start out go over to the guy with the key and slap him. Get the key and leave before the other person gets a chance to shoot you. When you open the door take a right. you will see a person standing their, run right past him and go up the steps. You will see a person with two klobbs, ignore him and turn all the way around and go straight. Take a right and go straight and the person standing their. Go through the door and go left through the double doors. Enter and go to the room where Natalya is. Just simply open the door and then open the door to the left of you . Go in to the room and go down the stairs. Ignore the person at the bottom of the stairs. Go straight to the double doors, open them. Go around the bookshelves and go right. Go straight and you will see a door. Go through it and then go left through the other door. Then you should be in the room with Mishkin. Wait till he gives you the key then get the helicopter recorder. Go out the opposite door you came (right behind the safe) then follow that hallway till you get to the door. Open it and pull out your DD44 Dostov and shoot the glass and get out. (hint: dont stop to shoot anyone and never shoot your gun until you get to the window!) —-By: Morgan of Seattle!

Mission 6: The Interrogation Room.
Don`t take the gun. Instead walk over to the first soldier and stand right next to him. He won`t do anything to you at first. Then whack him with your hand, one hit and he will be dead. Then immediately run over to the other soldier. You may need to crouch down to hit him as sometimes he crouches down. Whack him about three times to kill him. Now you have their guns. You can grab the one on the table if you want it. The advantage to doing this rather than grabbing the gun on the table immeadiately is that it will not alert anyone out in the hallway. You can then just walk right out and through the second door to get the armor. If you shoot the guards with the gun on the table you will get into a huge gun fight with the soldiers trying to come into the room. ——Mr. Camaro

More Archives suggestions
I have passed Goldeneye, needless to say my favorite game, and I just wanted to help some people out on an especially difficult level, the Military Archives on 00 Agent. I have found that the easiset and fastest way to beat the mission is to not shoot your gun at anyone at all. This stops the guards and infinite numbers of soldiers from coming as the shooting of the bad guys is for some reason not heard. This may seem a stupid idea, playing the level without any weapon, but it works, all you need is a bit of patience. When you meet a soldier two chops with your hand will usually kill him. This trick can also be used to get the invisibility cheat, you only need to chop the guard right in front of you to get the key, then you must rush out the door, let Natalya see you, talk to Mishkin, who is agonizingly slow, get the flight recorder, pull out any gun you have and shoot the window—-Tomas R.

This is a code I learned from a friend, so I can`t take all the credit. On multiplayer mode, select the bunker level (only for three players) and remote mines as your weapon. Get some mines and head for the large room with the T.V. screens hanging off the ceiling. Place a mine on each T.V. hanging down and detonate them all at once. Toss another mine out in the open. If done correctly, all the mines for the rest of the game will float in the air! This is a great trick to pull on the other players.

66 Characters in Multi-Player
This will double the amount of characters to choose from in Multiplayer mode.

Hold the L and R buttons and press C-Left
Hold the L button and press C-Up
Hold the L and R buttons and press “left” on the D pad
Hold the L button and press “right” on the D pad
Hold the R button and press “down” on the D pad
Hold the L and R buttons and press C-Left
Hold the L button and press C-Up
Hold the Land R buttons and press “right” on the D-pad
Hold the L and R button and press C-Down
Hold the L button and press “down” on the D pad.

Drive-By Shooting

In May 11th-13th, 2000, the Electronic Entertainment Expo, better known as E3, was ground zero for the unveiling of the next James Bond game from Electronic Arts tentatively titled “007 Racing”. As the hoped-for temporary title suggests, this is an all-racing, all-driving, action game.

Bond fans will certainly be excited to see that the Aston-Martin is one of six featured cars in the new game, including the BMW Z-3 and the Lotus Turbo Esprit. The other three cars identities aren`t yet known.

The game is labeled as “combat racing” though that doesn`t mean you can expect a Carmagheddon-style game, nor will it be a strictly speed game either. Bond has fifteen missions to complete, including a teaser mission unrelated to the rest of the game. Missoins may include you picking up stinger missles, destroying a helicopter, or doing stealth surveillance.

Multi-player is planned, but it`s good to remember that as long as a game is in development, anything can happen (Tomorrow Never Dies was scheduled for multi-player and then was scrapped). “007 Racing” is schedule for release late in the third quarter/early fourth quarter of 2000. If The World Is Not Enough and 007Racing both make their due dates, Bond fans should have plenty of thrills to keep them busy this Fall.

Bond Collectible Going Out Of Print

Due to a licensing difficulty, the “Cheapass Games” intriguing offer, “Before I Kill You, Mr. Bond” is going out of print at the end of August, after which the item may no longer be sold or offered at the Cheapass website.

The game places you as James Bond, trying to stall a villain from murdering you by gettting him to talk and boast about his plan!

Games are available to purchase at:

Cheapass Games.

***

In other collectibles news, one of the two Octopussy Bede Jets was auctioned off by Maud Adams and Bianca Jagger last week on an American Movie Classics Live Auction but failed to meet its $200,000 reserve, despite Jagger’s encouragement that the lucky winner could easily fit the 300 m.p.h. jet in their garage.

007`s Collectible Card Game

Nefarious schemes, wily henchmen, thrilling locations, incredible gadgets, dashing men, beautiful women. These are elements of a James Bond film. Now you can relieve this excitement again and again with the JAMES BOND COLLECTIBLE CARD GAME. Do you have what it takes to send James Bond to dangerous locales and into the jaws of death? Now`s your chance to find out.

Each starter deck contains approximately 60 cards. You can get more cards to add to your collection by purchasing additional Starter Decks like the one shown above, or by purchasing Booster Packs. Booster Packs are packaged like traditional baseball packs. They contain fewer cards than the Starter Deck, but they contain rarer cards. The rarer the card, the more powerful they are in the game. There are over 200 different cards in the JAMES BOND COLLECTIBLE CARD GAME and your opponent should have access to a Starter Deck.

Collecting the Lifestyle of James Bond

Paul Kyriazi specializes in making men of mice, and Bonds out of barely successful fellows. He is the author and lecturer of “How to Live the JAMES BOND Lifestyle”, a fascinating program geared toward turning our Walter Mitty-ish fantasies about the world’s greatest super spy into practical advice for conquering our own personal supervillains and winning the girl and saving the day.

Drawing heavily from the world of 007, especially the man’s man portrayal of Bond in the early 60’s films, Kyriazi walks his listeners through more than a dozen chapters offering advice on everything from the secret motivations of women to “taking command” of resorts and securing choice hotel accommodations, to gambling in Las Vegas like Bond in Diamonds Are Forever (but on a sensible gaming budget!) and living, thinking, dressing and acting for success, just like our man 007.

Straightforward, whimsical and personable, Kyriazi delivers a cornucopia of tips and tricks for success for men among James Bondian moves, witticisms and choices. He points out the universals of Bond’s appeal, such as a constantly intrigued, bemused expression on a tanned, weathered face with an appetite for life, the delivery of fun, charm and sophistication to any woman he meets, always having the right gadget and the right amount of cash, charm and control to get the job done at hand, and much more. Kyriazi’s Bond is the gentlemanly lover of a good woman in “On Her Majesty’s Secret Service”, the connoisseur of fine beverages in “Goldfinger” and the man of the world who knows how to tip his help in “Diamonds Are Forever”.

Working now in Japan to train men to live and think for success with his popular program on “Mr. Kiss-Kiss-Bang-Bang”, Paul Kyriazi has taken the lifestyle of the world’s greatest fictional hero and honed it to acquiring the confidence and sophistication today’s man needs to survive with integrity in our dog-eat-dog culture. Bond fans will enjoy his materials and reminiscences, and men needing to get organized, get sensible about their budgets and get ahead in life will benefit as well.

To learn more about living like James Bond contact Paul Kyriazi and his staff by email or online at or their website, “Bondlife.Com” or by mail at:

RONIN AUDIO BOOKS
12335 SANTA MONICA BLVD PMB 116
LOS ANGELES CA 90025

–Matt Sherman’s twenty-year-plus hobby of collecting James Bond 007 has taken on a new and ironic dimension through “How to Live the JAMES BOND Lifestyle”, practicality!

TMWTGG – Alice Cooper

The album “Muscle of Love” contains the `Golden Gun` theme song he submitted to EON after they had invited him to do so. Cooper, a James Bond/John Barry fan, may have hoped EON was looking for another hard, Live and Let Die-style song for The Man With The Golden Gun, but they didn`t like Cooper`s offering and rejected it. Variations on the song have Liza Minnelli doing guest vocals.

A sample of the song can be found here:
http://imusic.com/showcase2/rock/music/alicecooper.html

Guitar tabs to the song can be found here:
http://home.cray.com/~btd/alice-cooper/tab/mol.txt

Here are they lyrics to Cooper`s version:
The Man With The Golden Gun [4:12] – Muscle of Love, 1973

The man
With the golden gun
Is waiting
Somewhere
Out there
For you

But you`ll never see him
He`ll be looking for you

Demand
For the golden gun
It`s high priced
Precise
And true

But you`ll never see him
He`ll be looking for you

The man with the golden
Gun in his pocket, Oh, oh
The man with the golden
Gun in his case, Oh, oh
The man with the golden
Gun in your face

But you`ll never see him
He`ll be looking for you
You better believe
He`ll be looking for you

He-e-e-e-e-e`s, The man with the golden
Gun in his pocket
The man with the golden
Gun in his case
The man with the golden
Gun in his pocket
The man with the golden
Gun in your face

But you`ll never see him
He`ll be looking for you
You better believe
He`ll be looking for yo-ou

He-e-e-e-e-e`s, The man with the golden
Gun in his pocket
The man with the golden
Gun in his case
The man with the golden
Gun in his pocket
The man with the golden
Gun in your face

The man with the go-o-olden
Gun in his pocket
The man with the go-o-lden
Gun in his case
The man who gave you the golden gun

Changing James Bond’s World of Espionage

Recently, the smartphone game James Bond: World of Espionage was taken down. The servers closed and players, including the author, lost their game progress. I played the game often and would like to put down some thoughts for future Bond gaming.

  1. James Bond WOE did receive careful thought. The game was better than most pundits wrote. The graphics and music were top notch and looked and felt splendid on phones. The game dropped with the then-new Bond movie, Spectre, and game characters included not only the flight of Spectre folks but characters from the original Ian Fleming novels!
  2. A slightly different game engine would have worked wonders. If JBWOE used the engine from Star Wars: Galaxy of Heroes, a similar card matching fighting game, people would still be playing it now. SWGOH uses more complex thinking about character building and promotion, strategy and tactics. JBWOE fell into routines more often.
  3. Better daily rewards would have encouraged more gameplay. I toughed it out some with JBWOE and the free play rewards were stinting.
  4. More 007, 007! It was costly and difficult to acquire James Bond as a character. Multiple Bonds, Ms and Qs in their different iterations would have been fun.
  5. The critics didn’t dig deep. Critics have the game helped kill it. The reviews came so quickly I knew the critics didn’t play the game for any length of time. A few days of avid play brought players into guilds where there was great conversation and group strategy and tactics. I’m not an avid smartphone gamer but I liked JBWOE and it gave a fix of 007’s world after Spectre left theatres.

A Look Back: Live and Let Die with Robert Baum

maxresdefaultFollowing Sean Connery’s return to British intelligence in Diamonds Are Forever (1971), Roger Moore is the new Bond, James Bond in Live and Let Die. Note to trivia buffs: this is film number eight based on Ian Fleming’s second Bond novel and Moore is the third James Bond–following Connery, George Lazenby, and Connery again.

The man who once essayed the title role in the tv series based on Leslie Charteris’ The Saint books imbues agent 007 with a lighter touch than Connery. Moore brings a charm to the role and shows more ease in his first Bond outing than Lazenby displayed in On Her Majesty’s Secret Service (1969).

When Moore is first seen (following the pre-credit sequence), he is at home in the company of a gorgeous woman. The tryst is interrupted by the early morning arrival of Bond’s boss M (Bernard Lee) and his secretary Miss Moneypenny (Lois Maxwell). They send 007 on his way to New York for his mission. One which will involve voodoo, heroin, and a lovely fortune teller named Solitaire (Jane Seymour).

It has been noted that the producers were hoping Connery would return to the series–and not for his 1971 mission. One can only imagine how certain moments of the film might have turned out had that happened. Like a sequence in Harlem when Bond enters a restaurant which serves as a front for his adversary’s illicit operations. And everyone in the place is black. An approach which an undercover operative calls a “clever disguise.”

“Voyage to the bottom of the Sea” regular David Hedison becomes the fifth actor to play 007’s longtime ally CIA agent Felix Leiter. His rendering of the role is a far cry from the most recent Leiter (Norman Burton in Diamonds Are Forever, who seemed more like light comic relief) and makes for probably the best Leiter since Jack Lord played the agent in the first Bond adventure Dr. No (1962).

Yaphet Kotto makes for an OK villain but his claw-handed henchman Tee Hee (Julius Harris) makes for a delightful scene-stealer. Clifton James is amusing as a redneck sheriff though he comes off as being too much of a buffoon. Former Beatle Paul McCartney’s title tune certainly makes for the liveliest Bond theme song ever. Seymour is quite a stunning presence despite the fact that her accent makes her sound like a fairy tale princess. However, she does establish herself in a pantheon of such Bond beauties as Ursula Andress, Honor Blackman, Claudine Auger, and Diana Rigg.

While the film is a bit chatty, director Guy Hamilton–who also helmed 1964s Goldfinger and Diamonds Are Forever–keeps the narrative going at a slightly brisk pace. But hey, this is a new Bond; Hamilton is breaking Moore in, presumably saving the heavy stunt extravaganzas (though there is a jaw-dropping boat chase which includes a moment which made the Guiness Book of World Records) for later entries in the series–hopefully. Moore relies primarily on being witty and charming to get himself out of trouble than the fisticuffs frequently employed by Connery (when there was no available gadget or PPK around to do so). to extricate himself from sticky situations.