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5/14/24

Water Caverns Keycard Map...

Got Your Bearings, Jimbo!


One of the most disliked GoldenEye 007 levels is the 17th stage, the Water Caverns.

"Open the blast doors!"


Not only is the Caverns a relatively long & dark mission, but the guards are heavily armed (and armored).


Navigating through a set of locked security blast doors is something that usually snags me on every playthrough.

The collectable keycards are rather counter-intuitive.
Whenever you locate a guard with a key, his particular smart card doesn't seem to open the door that's nearby.

A quick reference map for the final portion of the Water Caverns, illustrating the locked doors, and where to find the corresponding keycards.

WATER CAVERNS
Color-coded Keycard Map
(final portion of the level)


The guards with cards have blue hats on their heads.

It's also possible that when a guard is killed, his keycard might fly well away from where his weapon lands. Especially in a big open room, sometimes this can prevent players from locating the card and exiting the level.


Guard in the Radio Room has no idea we're spying on him...



The guard carrying Keycard B is in the big open room with the Radio.




Guard with the blue hat has Keycard C.

Just outside the big Radio Room, is another guard who carries the crucial Keycard C.
Incidentally, that guard is easiest to pick off as you can snipe him from a distance.

The guard inside the room that has Keycard B can also be lured out of the room by shooting at the glass from outside.



 

Unlike the Scientists in the Facility or Silo, these labcoats aren't very keen on leaving their workstations.


Three objectives focus on blowing shit up.
Bottom line: Several computers to be destroyed - WITHOUT allowing the death of more than TWO Scientists in the explosions.




Janus has stockpiled for the Apocalypse, with fuel drums stacked on top of fuel drums...



On 00 Agent (highest difficulty), the player is required to use the radio to contact Jack Wade, which completes an Objective.

Guards in this area will tend to cause an explosion that destroys the radio, so proceed with caution.






"Close the blast doors!"


The AR33 Assault Rifle can actually shoot right through the blast doors.
Use this knowledge to put a few extra bullets into guards, as they won't open fire on you until the door is fully open.



The final stretch...



Save enough ammo with the Assault Rifle to help pick off the two drone guns in the final corridor.
Several Janus Special Forces are waiting for you there.

It's best to work quickly, because if you stick around the blast door area, you'll soon have to deal with infinitely spawning troops with RC-P90s and Shotguns.








Guard Characters in Multiplayer...

Russian Soldier, Russian Infantry, Russian Commandant, Janus Marine Naval Officer, Civilian (1), Civilian (2), Civilian (3) Civilian (4), Si...