Mission 3: Kirghizstan
Part i: Launch Silo #4
Mission 3: Kirghizstan
Part i: Launch Silo #4
MI6 has become concerned that unscheduled test firings from a missile silo in Kirghizstan are being used to cover the launch of Goldeneye weapons satellites. Deep intelligence reports suggest that this operation may well be outside the control of the former Soviet powers in the region.
Infiltrate the silo and ascertain what is being placed into orbit; if it is the satellites, recover their control circuitry and sabotage the launches. You are authorized to destroy the base if necessary. This is a matter of international security, 007. Consider the military personnel expendable.
The layout of the missile silo means that a few carefully placed explosive charges will destroy the entire complex - concentrate on the fuel rooms (H4, C3, K2 and A1). 007, remember to treat the timed explosives with respect - you know what happened to 004 in Beirut. Oh, and get me a picture of the satellite, there's a good chap.
You leave at 1800 hours for Bishkek. James, just imagine those romantic nights in the steppes. Lying beneath the stars, the campfires twinkling on the hills - sounds like heaven. When you're in the arms of some dusky maiden, spare a thought for poor old me cooped up behind a desk in rainy London.
Silo is the sixth level of GoldenEye 007 and the only level of the third mission. Silo was invented for the game and has no basis in the movie.
The game states that Silo takes place "Two years ago." Whether we use the movie's release date of 1995, or the game's release date of 1997, Silo occurs after the fall of the Soviet Union. Bond is sent to investigate and interdict GoldenEye Satellite launches.
Silo is unusual for a GoldenEye level in that it has a lot of verticality. The player gains about 17 meters in elevation while traversing the complex. Each launch silo has a diameter of about 8.2 meters and a height of about 28.5 meters.
If Silo has a theme, I believe that theme would be the number four. There are four launch silos and four fuel rooms. There are four Circuit Boards to collect and four Plastiques to place. The complex's name is even "Launch Silo #4."
Silo is chock-full of mysteries. It may very well have the most of any level. We will go over those in the Curiosities section as well as the Silo Prerelease page.
The US version only has one intro camera.
PAL and Japanese versions add four additional intro cameras.
Silo begins on the lowest level of missile silo 4-H4. On Secret Agent and 00 Agent you get a message informing you that you have limited time before the entire complex explodes!
On Secret Agent you have seven minutes and thirty seconds to finish. 00 Agent is actually a little more generous, giving you eight minutes and thirty seconds.
Being on a timer may feel nerve-racking, but as long as you proceed with even mild promptitude you will be fine.
Looking up from the start point you will notice the immense height of the rocket as well as several catwalks. Some catwalks are accessible and some are not.
Entering the first corridor you will encounter Russian Infantry. Get used to them because you will be plowing through many.
Silo has 65 Russian Infantry. A few of them are even capable of spawning clones.
Going up the steps and around the corner, you find more guards. Silo has quite a few enemies who like to take cover behind the silver metal crates.
This is the first of four fuel rooms, 4-H4. The first three fuel rooms have scientists who drop keycards. Be sure to point your weapon at them and force them to drop the keycards.
Grab the two Circuit Boards off this desk. These are the first two of four needed for Objective D.
Close up of the large computer consoles seen throughout the level.
Fuel room 4-H4 from the other side. Remember to place a Plastique in every fuel room for Objective A.
▶ TIP: It does not matter where in the room the Plastique is placed.
After climbing the stairs you will find this next corridor with a T-junction.
If you turn left at the junction you will find a silver door which leads back to the missile silo you started in, albeit a level higher.
The other direction leads to another silver door and the path forward.
Stepping through the door takes the player into missile silo 4-C3 with this curved catwalk.
From this point onward you will notice a repeating pattern of corridor-fuel room-corridor-missile silo. This pattern repeats four times throughout the level. Each time you complete one of these sections you gain elevation.
In fuel room 4-C3 remember to pick up Circuit Board 3 of 4 and the Keycard a scientist drops. Don't forget to plant a Plastique, too. Other than the arrangement of objects within the fuel rooms they are all identical.
Watch out for this guard behind the crate in the T-junction hall after fuel room 4-C3. There is nothing on the catwalk beyond the door aside from a guard who can be ignored if you're quiet.
This is the next missile silo, 4-K2, which has a straight catwalk and a couple guards. The enemies in the corridor beyond are easily alerted by KF7 Soviet fire.
The third fuel room, labeled 4-K2, has the scientist who drops the DAT. Get close and aim your weapon at him to get him to drop it. Pick it up and you will complete Objective C.
This fuel room also has the final of the four Circuit Boards needed. Collect it to complete Objective D.
▶ TIP: After fuel room 4-K2, if you turn left at the T-junction, you will find this Body Armor on the catwalk.
This is the last unvisited missile silo, 4-A1.
Looking up at the missile silo blast doors.
And down through the catwalk.
The corridor after the missile silo has three guards who take cover behind these crates and also like to throw Grenades sometimes.
We have finally arrived at the fourth and final fuel room. Equip your Camera and photograph the GoldenEye Satellite to complete Objective B.
Do not forget to place a Plastique in here as well to complete Objective A.
Close up look at the GoldenEye Satellite.
You confront General Ourumov in the hall after the fuel room. He's quite accurate with his DD44 Dostovei pistol.
I like to do quick peeks into the doorway, knock down a couple guards, then duck back into cover. There are eight Russian Infantry in this hall so you will need to do several peeks to take them all out. Once that is done you can pump Ourumov full of lead to make him flee or just wait awhile. He is programmed to run away after 30 seconds.
If you turn right at the T-junction and go through the door you will enter missile silo 4-H4, the one where you started, albeit much higher up. It is a dead end though, so you should turn left at the T-junction.
The short curved catwalk leads the level's final rooms.
Going through the steel door takes you into this room.
To the left of the previous screenshot there a bunch of tall computer consoles.
▶ TIP: Blowing up these consoles can be a handy way to take out some of Silo's few remaining guards.
The final console room will have one or two guards depending on how much noise you have been making. The enemy seen here is deaf and cannot be lured by gunfire sound.
Finally, after thoroughly ravaging this missile complex, you can step into the elevator and finish the mission.
*Info here*