
1997 · Rare · fps · Nintendo
21 sources · 28 facts · verified 5mo ago
Why this one is in the canon, and how to start it well.
Codes, glitches and easter eggs on this page are AI-drafted from the sources cited below and checked against a curated facts file. Spot a mistake? Tell us: hello@gamesharklabs.com.
No corrections logged for this guide yet. Spot something wrong? Use “Report an error” on any section above.
The cheat-code culture around GoldenEye ran on aspiration, not shortcuts. The in-game cheat menu—invincibility, DK Mode, paintball mode, All Guns—unlocked only if you beat missions under strict time limits on the right difficulty tiers. Players traded strategies for shaving seconds off Facility or Surface the way speedrunners do today, because unlocking those cheats was a badge that proved execution under pressure. GameShark hex codes existed for the impatient, but the real flex was earning the menu legitimately. GoldenEye didn’t just influence the next generation of console shooters—Halo’s debt is obvious—it created a template for how cheat systems could reward mastery instead of bypassing it, and it remains the game that proved consoles could own the FPS genre on their own terms.
Spot a mistake? Sign in to report it.
Run Dam on Agent. It’s the mandatory opener—learn C-button aim (default Solitaire scheme), practice manual aim with R, and accept that body shots drop guards faster than waiting for headshot windows while you’re still learning the weapon handling.
Read the objective list at mission start. Pause immediately and memorize every objective—GoldenEye gives you no waypoints. Secret Agent and 00 Agent add objectives mid-mission; know what’s required or you’ll trigger the exit early and fail the run.
Silenced weapons preserve stealth; alarms lock you into firefights. The PP7 (silenced) and D5K Deutsche (silenced SMG) drop guards without alerting the map. Trigger an alarm and reinforcements spawn indefinitely in most levels—speed becomes mandatory.
Reload behind cover, always. The reload animation is long and leaves you vulnerable. GoldenEye punishes reload-walking; guards land hitscan shots on higher difficulties.
Aim for explosive objects in firefights. Red barrels, ammo crates, and control panels chain-detonate. Facility’s first room and Archives’ server stacks reward environmental kills when outnumbered.
Unlock Facility for multiplayer. Beat the second mission (Facility) on any difficulty to enable the bathroom-and-vents map. Proximity mines on Complex or Facility is the standard four-player starter.
Check your watch for mission-critical info. Hold START to open the watch interface—it shows objectives, key items, and mission status. Some objectives require specific gadgets; if you’re stuck, the watch inventory tells you what you’re carrying.
Spot a mistake? Sign in to report it.
Strafe with the C-buttons, not the stick. C-button strafing is faster and more accurate than analog aiming in close quarters. Save R-button aim-mode for distance shots—strafing while auto-aimed keeps you mobile and harder to hit.
Reload behind cover or between rooms. The reload animation locks you in place. Duck behind crates, step through doorways, or reload while sprinting room-to-room—never in the open. Guards punish the window.
Crouch to shrink your hitbox and tighten spread. Crouching (C-down twice) makes you harder to hit and improves weapon accuracy. Essential for sniper duels and surviving turret sections on higher difficulties.
Objectives scale with difficulty; scout on Agent first. Secret Agent and 00 Agent add objectives mid-mission. Run Agent once to learn the map and enemy placements, then tackle the expanded list with a route already built.
Silenced weapons preserve stealth only if you avoid alarms. The PP7 Silenced and D5K Deutsche don’t alert distant guards to gunfire, but bodies, broken glass, and tripped alarms still cascade the alert state. Clean kills in isolated corners buy time; messy ones don’t.
Armor respects damage type, not just amount. Body armor absorbs bullet damage well but offers minimal protection against explosives and melee. Prioritize armor pickups before firefights, not before grenade/mine gauntlets.
Multiplayer: Odd Job is banned for a reason. His hitbox is chest-height on other characters, breaking auto-aim balance. License to Kill mode (one-hit kills) negates this, but in default health modes he’s a known exploit.
Destructible objectives can skip reinforcements. Blowing up equipment or computers sometimes skips later alarms or enemy waves. Not all are mandatory, but speedrunners exploit these chains—experiment on repeat runs.
Spot a mistake? Sign in to report it.
The walls players actually hit, and the way through each.
Facility: Escaping the bottleneck
The timed escape after rescuing 006 on Agent difficulty catches players who don’t know the route. Sprint straight from the scientist cell block to the ventilation room where you entered—ignore side hallways. On Secret Agent and 00 Agent the timer tightens; memorize the exact path during infiltration, plant mines on the mainframe before rescuing Alec to bank seconds, and save dual-wielding ammo for the soldier clusters near the exit. The vent shaft is your only exit; any detour kills the run.
Caverns: The hostage room
Alec’s hostage setup in the final mission punishes frontal assault. Enter through the left doorway facing the hostages, crouch immediately, and snipe the two guards flanking Natalya with silenced weapons before Alec triggers his speech. If he starts talking, hostages die on a timer. On 00 Agent you have roughly 8 seconds from room entry to neutralize both threats—use the Cougar Magnum for one-shot reliability. Speedrunners use grenades through the doorway but this requires pixel-perfect bounce angles cite.
Control: Protecting Natalya
Natalya’s AI in the jungle clearing after the helicopter walks directly into Janus Marine fire. Clear the entire upper catwalk before descending to her position—two marines spawn behind crates on the far-left platform that most players miss. Equip the RC-P90 and strafe-shoot while moving toward her spawn point. On 00 Agent a third marine spawns in the tower; take him first or Natalya paths into his line of fire within 10 seconds. Protect-NPC missions in this era rarely telegraph enemy spawn priority; expect trial-and-error.
Aztec: The shuttle launch timer
The final objective—start the shuttle launch—requires inputting a code on the center console, but Janus guards respawn infinitely once you approach. Toss a proximity mine on each stairwell before touching the console, input the code and hold A through the animation, then sprint to the launch pad. The shuttle-boarding window is tight—don’t fight the reinforcements.
Spot a mistake? Sign in to report it.
10 of 5279 verified codes, free to read. The rest are in the Code Vault.
800A9EBA 00AA800696B9 0001801D2D98 0000800D3758 00038002113A 00018103F444 00018103F446 00018103F448 00018103F44A 00018103F44C 00018103F44E 00018103F450 00018103F452 00018103F454 00018103F456 00018103F81C 010A812AD674 596F812AD676 7520812AD678 4F6E812AD67A 6C79812AD67C 204C812AD67E 6976812AD680 6520812AD682 3120812AD684 5469812AD686 6D65812AD688 73008019CE6F 0009810B003C 4CCC810B004E 000080044E11 000180044E91 000180044EC9 000180044F49 00FF80045001 000180045039 0001800450F1 00FF800451A9 000180045261 0001800452E1 000180045319 0001800453D1 000180045451 00FF80045489 000180023255 00FF80023259 00FF80023281 00FF80023285 00FF800214CF 0018GameShark Labs · SharkVault Founding Membership
Unlock the full guide
9 more sections with membership, including boss strategies, glitches and easter eggs. All 5279 codes are in the Code Vault, a one-time $99 purchase.
35 days until GTA VI. Lock in the founding rate for life at $1.99/mo: it stays your price for as long as your membership stays active (standard is $2.99/mo).
Surfaced from external sources, newest first. Not editorially endorsed.· 17 more in this feed.