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Multiplayer Strategy
Ok, everyone, this is the second time I had
to type out some multiplayer strategies, but I'm grouping them by level/weapon, etc. To
help with strategies, my friend Ian Blake will be my explosives expert for all of the
levels, because those are the only weapons he ever does beat me with 1 in 10 times, heh.
Make sure you read most of his strats, beginning with Temple, the most crucial one. He
gives the introduction to everything, then gives subsidiary tips for the rest of the
levels. Also, you might think about visiting Ian's page, at Ian's Various Stuff Page, Hmm.
Temple
General Strategy
The first thing anyone would notice about this level
is that it is very large and complex, so it's very easy to get lost. I believe one of the
most important things is to get to know the map, always know where you are going. Keep on
the move, not staying in one spot to long, don't stand still and shoot at people unless
you're sure you will kill them. Try and scope out where the weapon and ammo locations are,
so you can be there first and waste your opponent.
The Spin-Around tactic
Of all of the tactics I use when I play in a
bloodbath with a friend, my favorite is one which I believe I invented. I call it the
Spin-Around tactic. You do exactly what it says, you use the strafe and turn stick to curl
around the enemy, making it extremely difficult for them to hit you, for them to aim at
you. You are also capable, with practice, to be able to shoot at the center of the circle
you make around them. Don't use this too much if you have an irritable partner or he'll
hit you in the arm or something.
Pistols, Automatics, and Power Weapons
Temple isn't really the greatest level to use these
weapons in, but when you do, always keep moving and use the spin-around to skew bullets.
If you see that your friend is out of ammo, shoot him in his downtime, then move again. As
always, if they are low on health, a straightaway blast is good if they don't blow you
away with a shotgun :)
Golden Gun
There's not much I can say about this, other than you
should remember that once you have the Golden Gun, that you can't pick up any body armor.
So, in big rooms watch out, because you can get hurt very badly. Try the surprise shots to
win easier.
Explosives
This level is quite large, and one can get lost
easily in it. By far, its greatest asset is the multi-level setup of its field, and its
greatest minus is the repetitiveness and confusion of the level, in which you may not
notice your opponent standing right behind you. In general, for Temple, look for handy
niches and hiding spots, use the holes connecting levels to your advantage, and watch your
back.
>Rockets.
Using: With the rocket launcher in Temple, it is important to remember to lead your
target. Rockets are annoyingly slow, and will dip down right after firing, so be sure you
are aimed where you want to be. Rockets are best for long-range shots, because of their
tendency to explode, so to speak, in your face. If you fire at something close up, prepare
to take part of the blast on your health guage, too.
Avoiding: As I said, the rockets are annoyingly slow. Often you can outrun them, and more
likely move out of their path with time to spare. Rockets cannot be steered, and your
opponent will have to reload before taking another shot. In Temple, you will usually find
yourself in close quarters. In this case, run TOWARDS your opponent, while moving sideways
some. The rocket will miss, and hit the wall behind you. If you stay where you are, it
won't matter if you are hit or not; rockets affect a wide area.
>Grenades.
Using: Temple is a fairly good level for grenades. Their best use comes from their ability
to bounce. I would suggest tossing them down the pits that connect levels, such as the one
in the large open central area. They are also coloured much the same as their surroundings
in Temple, and opponents will have a hard time running from them if they can't see them.
Of course, my favourite strategy for grenades is my "friends" strategy.
In this strategy, which I have found to be quite usefull, you hold a grenade and find the
other player. When you are withing sight of them, hold down the trigger and walk slowly
towards them. They will usually be so surprised by this that you won't have to worry about
dodging fire. When the fuse is about to 1.5 sec., turn to your opponent and grin happily.
Say "Friend." Now, this will either distract, or frighten, them enough to allow
you to let go of the grenade and run. The other player will get blown up, and you will be
safe. If you are a bit crazier, like I, just hold the grenade. This is best if the plan is
about to fail, if they run away, for instance. Pursue them and both characters will be
blown up. A good situation should go like this.
Player one approaches player 2.
Player one: Friennddddddd.
Player two: Uh oh.
There is a large explosion.
Avoiding: Grenades are simple to avoid if you know what you are doing. First, and you have
to think quick, gauge the distance and direction from which the grenade was thrown. If it
is long distance, run away from the opponent. If it is short, the grenade will almost
always have overthrown, and passed you, so run towards them. In a "friend"
situation, especially in temple, grenades are almost impossible to escape. Just run like
heck whenever somewhat approaches you seemingly unarmed.
>Remote Mines.
Using: Temple, in my opinion, is not a great level for remote mines. In fact, i don't like
to use them that much outside single player. In temple, remote mines are most effective
when tossed like grenades and detonated when, or before, they hit the ground. If you want,
try to rig them, but it is terrible time- and mine- intensive.
Avoiding: Not much to say here. In temple, You can sometimes run through a handy doorway,
but mainly, just look out for suspicious round objects. You should be on the lookout
especially if you just saw your opponent leave the room.
>Grenade launchers.
Using: These are odd weapons. Probably the most eccentric of the group. Firing a grenade
launcher is like firing a Klobb, with explosives. Just a couple of things to keep in mind:
Grenades lob terribly, and they bounce. If you shoot straight at someone, don't expect to
hit them. Fire aiming upwards. Takes some trajectory guessing. And, like the rockets,
don't fire too close to yourself.
Avoiding: Temple boasts a fair amount of places for ducking when in trouble. If some
maniac is chasing you with a grenade launcher, DON'T run downhill! Feebs. Grenades, like
other things, must obey the law of gravity. Run somewhere sideways, or, if you must,
uphill. but make sure you can't be reached by the blast if it ricochets.
>Timed Mines.
Using: These are not very usefull on Temple. Because of the size of the level, and the
thickness of the walls, you aren't likely to hit someone if you just go around tossing
them. You can't hold them like grenades, so your best bet is to rig doorways and halls
using the radar screen. In temple, try tossing them down onto the level below you.
Avoiding: Just run, man. If you can get a couple hundred feet, or a hallway away from the
mine in 5 sec., do it. If you can't see the mine, you're going to have to rely on luck. Go
up, if all else fails.
Complex
General Strategy
This has to be one of my favorite levels because it
is so large and...complex. One of the most crucial things is to know your way around. You
need to be able to get to the tower, get to weapons, get to body armor. Make sure and put
to good use the tower, which is an excellent vantage point for almost all weapons. If you
have powerful weapons, like lasers, use the run by shooting method, run by and shoot them
in the head.
The Tower
Any of you that have ever played a little bit of
Complex have seen that tower thingamabob where you can get special weapons, explosives,
proxies, etc. Well, this is probably the best ambush spot in the whole level, because you
can rig the place with proxies, remote mines, etc. Also, you can wait for someone to come
up, then you blast them with your most powerful weapon. So, you can run around and kick
butt, or sit there and kick butt, it's your choice.
Lasers and Power Weapons
In my opinion, these are the best gun settings you
can use, just for the shear power of them. Lasers are good, infinite ammo, and devastating
power. Lasers can take out your opponent with a single shot, body armor or not. Same with
shotguns if you are close up. RC-P90 is great for the sprint barrage, catching your
opponent off guard. Remember, trigger-happy is a good thing. Cougar magnums are also good,
but be sure you hit your mark. If you have no weapons, well, "do what we do, run, run
your butt off."
Explosives
This is possibly the most winding, labarynthine,
massive, and strange level in the game. It is composed entirely of one material, and there
is no use trying to keep track of your map position. There are a myriad invisible doorways
and secret passages, and the best survival tactic in this level is to find a place to stay
and defend it. I usually use the room accessed by the metal ramp by the blue and gold
ones; I can get a laser, or other powerful weapon from my ramp, body armour from the gold
one, and I have several vantage/sniping points to other locales. Complex's main plus is
all of the hiding places and sniper points; its minus? You may take up to ten minutes just
to find the other player.
>Rockets.
Using: Not really much I can tell you here. I don't use rockets much in Complex because of
all of the obstacles that tend to detonate them before they reach their target. Remember
what I said in temple. Lead your target, and remember the quirks and physics of your
weapon, i.e. dipping after firing and reload time.
Avoiding: Like I said. Outrun or outmaneuver the rockets. Run towards the attacker. In a
more level-specific view, if your opponent is chasing you with rockets, Go somewhere like
the pillar room, which has plenty of obstacles to deflect rockets. Also find somewhere
with more than one exit.
>Grenades.
Using: Here in the complex, you have to rely on your sense of aim a lot. The best place to
get someone with grenades is a level above them. If you drop several grenades in rapid
succesion, they will scatter and surround the enemy. If you are a very good estimator of
physics and distances, try to ricochet grenades at the enemy round walls or starways. In
my hidout, I can toss grenades against the far wall and send them down the stair towards
an attacker without ever having to be in the line of fire. See also the "friend tactic" in Temple.
Avoiding: Quick reflexes and thinking are about all you need here. If someone pulls the
"drop several in rapid succesion" move, stay where you are. You're probably in
the middle of a circle of explosives, and running towards them sure isn't going t help
you. Otherwise, just get away from the grenade, wait for it to detonate, and then attack
again.
>Remote Mines.
Using: The best use for remote mines in Complex, other than the toss-and-detonate style
move, is to rig the path to your hidout. In my case, I would rig the ramp to my place, and
perhaps the window across from it (opponents will shoot from there since you are at the
same level). If you sense someone in the vicinity, detonate the mines, get out a gun, and
investigate. Also check your opponent's screen frequently.
Avoiding: Be on the lookout for suspicious mine-like things. Remote mines are more
dangerous than timed or proximity in that they need to boot-up time. Timed have fuses, and
proximity have to activiate before sensing. If you do see one, stay away from it. If it
blocks a path you need to access, shoot it at safe range with your gun (you do have a gun,
right?). If you don't have a gun, run towards it and stop, then back up. By faking out
your opponent like this, you can get them to detonate the mine and clear the way for you.
>Grenade Launchers.
Using: Not much advice here, guys. Just remember that the launchers have very unique
physics, and you should be aware that they can cause as much, or more, damage to you than
your opponent if used improperly. In Complex, try ricocheting. A really fun room for this
is the pillar room. If you can see someone below you, just aim and fire. The
grenade-lobbing device will work as good as any gun in this situation.
Avoiding: Keep an eye out for grenade-weilding melvins. Get a fast character, and, if
possible, a good hiding place. Just be on the lookout, and know your physics.
>Timed Mines.
Using: These mines are useful, but bland, in my opinion. Predictable physics and time
fuse. They give your opponent time to run away, but if you are skillful in setting them,
it won't matter. One of my favourite things about the Complex level is the material it is
constructed of. Thin, explosion penetrable metal. If you have some timed mines and see an
opponent coming, place a few on the underside of their ramp or platform. This is a proven
strategy, and is quite useful, but you have to have great timing for it to work. And get
out of the way! Mines have a huge blast radius.
Avoiding: Just like I said for remote mines. See anything suspicious, you can't be too
careful. With timed, you can just wait 5 sec. and see if the suspicious object explodes;
if it does, it was a mine. When you proceed, be ready for an attack, because your opponent
must be within 5 sec. of you.
Bunker 1
General Strategy
This level should be a breeze for anyone in the way
of complexity, and locations of armor and weapons, and starting points. The starting
points are VERY important if you are using proximity mines. Don't stay in one place, keep
running and milking the body armor locations, and pound whoever you are playing quickly.
Power Weapons
The only problem in this level, if you aren't using
radar, is that people can come up behind you very easily.With power weapons, it makes it
even easier for them to kill you. So, always have body armor, and watch their screen a
good percentage of the time so you can tell where they are, and possibly you can catch
them off guard. In my experiences, if the enemy has relatively good aim, and an RC-P90,
don't take them on with a shotgun unless you are positive you can shoot them in the head
at close range. It's almost better to get peaks and shoot them, then hide, and repeat to
waste them down, then bring on a full frontal assault. Also, never take the cougar magnum
lightly. A single head shot can take you down faster than you can say "Do you feel
lucky, punk?"
Proximity Mines
These are one of my favorite settings, because of the
unique tactics I use with them. The first I would like to talk about is the "inside
the door blast screen", or, IDBS for short. To properly set up an IDBS, get proximity
mines, then go to one of the numerous double doors leading to a room. Open the door, then
place a mine on the right or left wall, as close to the door as possible. Do this to as
many as possible. This is great, because even if they saw where you put them, it is
impossible not to die from it. You can't shoot it from a distance, but when you walk by it
explodes through the wall and kills you. The other thing you can do with them, if you have
many IDBS's rigged, is find the many starting points and place a mine RIGHT where the
person would come in. When they do, kaboom, dead. I've planted a few of them, and had my
friend die 4 times in less than 30 seconds. 1 by an IDBS, then 3 by starting points.
Wicked if you do it all right. Also, with proxies, you can also plant places in the
hallways, bends, door, etc. Just to make it very difficult, and deadly, to get around.
It's your choice. The last thing I've done is, after you get proxies, toss one or two in
the spots where the boxes are...you get the picture. Have fun with this.
Pistols, Automatics
With these, you need a quick trigger finger, and a
lot of guts. Once you get the weapons, use a full frontal assualt (FFA) and blast the heck
out of them. Then hide, reload, and do it again if you have enough health. Catching by
surprise is one of the best things you can do.
Explosives
I'd say that bunker is probably my personal favourite
level in Goldeneye Multiplayer. Great lighting, many materials, and plenty of rooms,
hallways, and weapons areas. This is a great level for just normal multiplayer. You have
many, many rooms to choose from to hide in or travel through, two levels and several
balconies and staircases, and many halls and doors. This level's plus, one of many, is the
fantastic styling and modelling of the shapes and rooms. Its minus is the strange and too
unguarded explosives (say mines) locations, like the unprotected main balcony and the
empty hangar bay in the basement. Really cool level, though.
>Rockets.
Using: The only real thing to remember here is the physics of a rocket, and where to lead
and aim. The large open rooms and long hallways provide fine aim points for rockets, and
you aren't likely to miss. There is even an outdoor area where you can ambush enemies. Try
firing at your opponent as they try to stock up on explosives. As I noted, the explosive
arsenal centres are mainly unguarded.
Avoiding: Watch your back. That is about all I can offer in this case, just use the
knowledge you have accumulated in these strategies to help you dodge and avoid rockets. If
nothing else, just outrun them. Remember, you can often run right towards your enemy yo
miss rockets.
>Grenades.
Using: You may also use this level for the "friend"
strategy, but if you don't, here are some tips. In Bunker, you may notice that there are
quite a few large rooms. While this is normally bad for grenades, you can use it to your
advantage. Try to get a really low angle on your tosses so that the grenade slides across
the floor as far as possible. Also practice your fuse-timing, so you can get the grenade
to detonate just where you want it to. You can also toss grenades up under rooms your
enemies or in, or try to lob a few into the room they are in. A tactic I use a lot is to
bring down the TVs above the centre room onto your opponents with grenades or other
explosives. Best for this is Proximity mines.
Avoiding. Just like usual, stay a good distance from the melvin with the grenades, and get
him before he gets you. Your friend/opponent will be quite frustrated if their attacks can
never be completed before you have either left or kicked their butt. In short, be quicker,
and smarter, than your opponent.
>Remote Mines.
Using: Not really any unusual use for remote mines here, but I would reccomend the
rig-the-insides-of-doors strategy that Wes uses. Also see what I wrote about the TVs in
the grenade strategy for this level.
Avoiding: Be on the lookout. Check the TVs and ceilings most here in Bunker, for people
like to rig them, thinking you won't look up. Also try to check the insides of doors
incase people like Wes have rigged them cleverly. My strategy for this is to think out
where the room lies in relation to the door, then find a way to it to disarm the mine. If
you can't do this, toss your own mines onto the doors, stand back, and set off both of
them.
>Grenade Launchers.
Using: This is not a good level for grenade launchers. Flat floors and open spaces don't
allow much ricochet or tactics to be put into play here. Wes is good with grenade
launchers, and has some tactics, but I don't know if they work. All I can suggest is to
try to hit the floor as close as you can to your enemy. Sometimes I have even been able to
fire through broken windows or doors.
Avoiding: In this level, avoiding trigger happy fools with grenade launchers is easy. If
you keep away from them and use longer range weapons, they don't stand a chance. Just stay
away from walls and ricochet points, and most of all, stay elevated. It is likely that
grenades fired by your opponent will fall back to them rather than to you.
>Timed Mines.
Using: Just like remote mines, but timed. Make sure you know your opponent is coming, and
get out of the way of the blast. Many people stay in the vicinity of the mine to watch it
go off. Not smart. And don't set them in small rooms that you are occupying. Use mines
wisely. You can even (and this goes too for remote mines) put mines on glass and shoot the
glass, leaving the mines suspended and nearly invisible. Try putting mines on ammo boxes.
Avoiding: Just like other mines, shoot to defuse, and be careful. I also failed earlier to
mention that you can detonate any mine that is on a box you need to pick up by shooting
the box. This will not damage the box, but will detonate the mine. This does not pertain
to body armour. It will be destroyed.
Facility
General Strategy
This level is small, and there is not a whole bunch
of places to hide, or run. So, always watch where the other person is, and always be ready
to blast away. Use the numerous nooks and crannies to hide while reloading, and also to
let them waste their ammo. Try to avoid skirmishes in which you are on the wrong side of
the body armor, because if you hide to wait, they will just go to the body armor. You
either need to be on the right side, kill them, or destroy the body armor. It doesn't
matter. Keep running and don't worry about dying. It's fast, it's furious, it's facility.
LTK Pistols- The Ultimate Setting
This is my absolute favorite setting in the whole
multiplayer. I win 99% of the time against whoever, and how many other players I am with.
I believe it's the greatest because it doesn't matter who can waste the other one the
quickest, but it matters who can dodge the most bullets and get the shot off first. So,
the strategy in this setting is to always keep moving. Be very good with quick strafe
dodges to keep moving. Use the spin-round tactic in places where there is enough room.
Also, when entering some rooms, spin round near the back and fire many times, you should
hit the player before he/she hits you. Use the cougar magnum to shoot through bullet-proof
glass, doors, windows, bathroom stalls, etc. Other times, I think DD44 is the best, with
the highest rate of fire and an 8-shot clip. If someone is behind a wall, strafe
left/right quick and blast. Also, don't worry about using an FFA, just get the dang shots
off!!! Give it a try for 10 minutes. If you can win with over 70 kills, maybe you should
play me :)
Proxies
Well, proxies aren't the greatest in this level, but
you can do some IDBS's, and you can also rig hard-to-thwart spots, like the outcroppings
in the big hall, sharp corners, etc. Also, you can throw on wall to box yourself in
somewhere and just watch the chaos, hehe.
Power Weapons
Power weapons are nice and fun in this level because
the level is small and lots of mayhem can break loose. With the sharp turns it's easy to
go around a corner and blast someone in the head with a shotgun/magnum. Because those are
the most powerful, they make the best one-shotters, the Dostovei and RC-P90 take 2 head
shots. Head shots are the most wonderful thing, heh. Just grab some guns and kick butt,
soldier!
Explosives
This is one of my favourite levels. With its many rooms and dual levels, facility is a
very good multiplayer level. You can easily, travelling through the level, be aware of
everyone else's locations and the status of your current room. Facility also boasts one of
the most unique rooms in Goldeneye: the vent. This level's upside is its clarity and fine
hiding and lookout places. The downside is the ease with which anyone can memorise
facility. It does not take long to learn the map of facility, especially for an avid
one-player user, and this can be a
disadvantage to rookies.
>Rockets.
Using: I do not use rockets much in facility, but I can give a few pointers to people who
do. Most importantly, who hasn't come across this situation? Your opponent stands opposite
a bullet-proof glass wal from you, mocking you intently. They will be so distracted by
annoying you that they will fail to realise that bullet-proof glass is not rocket-proof.
Point for you. Another good place to use rockets is to defend yourself in the tank room.
My friend Wes will often try to get me from outside the room by standing up against the
glass or door and firing his Cougar through the glass/metal. With rockets, he will be
trying to sneak in unnoticed. You have an endless supply of rockets near you, atop the
platform, so just fire at the windows and door until the coast is clear. You can't be hurt
by a blast thirty feet away, but your opponent will be only a foot away from your rockets.
Avoiding: not really anything new here. Just remember the thing about bulletproof glass.
And stay away from doors/walls/windows that seperate you and your rocket-toting opponent.
>Grenades.
Using: I might as well include here a warning that I forgot earlier. If you do choose to
use the "friend" strategy, games can go on for hours,
literally. Once Wes and I played to 5 in Caverns using the "friend"
strategy, and the game lasted forty minutes. More level specific, Facility is a good
grenade level because often people don't understand the map. While on your own, do some
recon in the level. You will find that if you drop a grenade in, say, the toilet in the
bathroom, the blast radius will continue down into the hall below. Use things like this.
Otherwise, just the usual.
Avoiding: Like I say, just watch for suspicious activity and small objects bouncing up to
you. If you are good at dodging, you can easily escape grenades. Often there is plenty of
time before detonation to make a getaway. The only really dangerous time when avoiding
grenades is when you are stuck with one in a tight space. In that case, just get out
anyway you can, or move to the far end of the tight space. The vent is an awful place to
run into this situation. Head for the far branches of the system.
>Remote Mines.
Using. These mines really are somewhat useful in facility. If you need some points bad,
you can rig regen points and blow up opponents as they reappear, but this only works once.
You can detonate them as you throw the mines, but this is risky. A good all-around tactic
for remote mines is to rig them out of sight and hide somewhere, watching your opponent's
screen. Don't show any gleeful expressions, etc. when they get near the mines, just
detonate. And be nearby to re-rig/battle them.
Avoiding: Just follow my strategies for the other levels, really. If you see anything
suspicious, you can't be too careful. Shoot it and disarm it. Also take note of, say, your
enemy laughing maniacally when you enter a certain room. Always check doors and windows,
especially in facility.
>Grenade Launchers.
Using: I'm not very good with grenade launchers, so all I can say is to know your physics
and have good aim. Try to catch your opponent(s) in small spaces where the blast will have
the largest effect, and try to shoot only downhill or level. Never shoot upwards, as
grenades will only detonate on floors.
Avoiding: The main concept here is to stay in open spaces. If you are in a big tank room
or stairway bay, you have a better chance of escaping/surviving a blast than in a toilet
stall (heheh). Just sidestep a lot and keep a good distance from your opponent.
>Timed Mines.
Using: Timed mines really are of little use in multiplayer, but if you can really use them
right, they may be the most dangerous weapon. Timed mines give you time to escape before
the blast, so if your enemy survives and comes looking for you, you'll be long gone. Try
rigging floors and windows that lead to other rooms. If your opponent can't see you, they
won't run away from you.
Avoiding: Just as always, keep moving. Try not to stay in one place for more than five
seconds, and notice if your opponent seems to have dropped something. Stay away from walls
and windows. If you do see a mine, just wait a few seconds (5) to see if it is safe to
proceed.
Archives
General Strategy
This level is almost as fun as facility. It's
compact, with lots of places to run, dead ends, all of those offices, and other things.
It's good to get the weapons and body armor, then use the offices for cover. If you don't
like doing that, you can constantly be on the move and use the run by shooting technique,
so you can shoot them dead in a hurry.
Ltk, fun stuff.
Ltk is very fun as well in Archives. I can't say much
more, you can read what I said about facility and most of it will apply to this level.
For those brave -10 Heroes
Yes, for those of you bold enough to take on a player
with normal health, and you at -10, there are some different things you need to do. Never
never use an FFA unless the person is really low on health or weaponless. This will get
you killed 90% of the time, unless your opponent bungles the job and manages not to kill
you. If they are low on health, a head shot will normally do the job. Use the offices to
your advantages, strafing in and out, dealing damage to the person. The key in this
setting is to kill them with bursts, not a barrage. It's very hard to win like this,
though I do win 4 out of 5 to 10 kills. Normally I get killed around 7 times when I win,
though.
Power Weapons and Lasers
Just be careful when you're using these, but also be
very aggressive in your attacks. If you have a shotgun or magnum, you can do a
run-by-shooting and blast them in the head, killing them instantly, but any other time you
can use an FFA. When low on health, don't stick around and die, just run as fast as you
can to the nearest body armor, THEN resume battle.
Explosives
This is a cool, pretty regular level. I like it for
its simplicity and many office cubicles, but it has some surprises too. Two levels, and
many passages make this a good level for multiplayer. There are many hidden passages here.
Real hidden pasages. Look for light spots on the walls to find them. The level's main plus
is the strategic exploding boxes that can be used to get points on opponents from long
range. Its main minus is the cramped battle areas. there are virtually no open spaces in
the level; all halls and cubicles. Still, that makes it all the more interesting for
explosives.
>Rockets.
Using: This level is like any other in the use of rockets. All I can think of to say is to
look out for glass. If you fire a rocket into a glass panel directly in front of you, it
will still explode. Also, try hiding behind doors. Rockets will miss a door that is
sideways to them, and the doors close automatically after a few seconds, which will mask
your path.
Avoiding: Rockets are extremely tough to avoid in the Archives, and the boxes lining the
halls don't help. Even if you are missed widely by a rocket, the chain reaction of
exploding boxes is likely to cost some health/armour points. Just stay on the move and try
to attack enemies from behind before they can bring their rockets to bear on you.
>Grenades.
Using: Not a good place for surviving a friend arttack, this isn't.
Try to get good distance on your grenades in Archives. If you bowl one out in front of a
running opponent, they can't turn and head towards you in a narrow hall, and risk being
shot directly. They have to keep running. Also, you can get grenades to bounce down stairs
quite well. Just a suggestion. And another thing I failed to mention. Most important to
all strategies is to never indicate that you are using a planned strategy. Just subtly
follow strategies and plans and you will be successful.
Avoiding: Read through my other strategies here. Grenade avoidance rarely changes between
levels. Follow your instincts here.
>Remote Mines.
Using: Not really much I can say here, but I have a great strategy for the Convenient
Exploding Boxes here. If you stick a mine to one in the least conspicuous place you can
find, You can cause chain reacitons that have the same power as several mines. Other than
that, just rig doors, secret passages, etc.
Avoiding: Like all mines, remote mines can be seen (usually) in plain sight. Just shoot at
anything suspicious, unless you are low on ammo, and you should be safe. Also avoid
trailing right behind opponents, for obvious reasons, stay a good mines-toss away.
>Grenade Launchers.
Using: Now, I would not reccomend in this level. But, if you are either Wes, or insane
(or, usually, both), you can try. I would suggest using the launcher only for straight or
downwards shots, and that you know the grenade isn't going to bounce back at you. Like all
explosives, watch for glass, and try to hit the boxes if not your enemy.
Avoiding: All I can say is to not be in a direct line of fire from your opponent. Try to
be above them, and sneak up on them. If you are also using a launcher, don't fire while
they are. I know it sounds silly, but if they are firing, and creating explosions in front
of you, what do you think will happen if you fire a grenade into the explosion. Just head
away from them.
>Timed Mines.
Using: Just the usual. Like remote, but know your enemy's location. You have to catch them
off guard, and rigging open doors or stairs is just the way to do so.
Avoiding: Like always, be on guard, and keep moving. Archives is a bad place to be in a
room, or cubicle, with a timed mine. Make sure you can escape the room you're in if you
suspect it to be rigged.
Library
General Strategy
The strategies for both the basement and stack part
of this level are different, but one thing is very important. First off, you really need
to know your way around. You have to know where ammo/armor is, and not be able to get
lost. Keep moving here, and use plenty of FFA's and blast the person before they can get
to you.
Automatics/Pistols/Power Weapons/ Lasers
These are settings I particularly enjoy because they
are the best for full frontal assaults (FFA's). You can use the spin-round tactic in this
whole mess, and be very victorious if you make good shots within the columns of the
basement, or the tops of the stack. You need to be a bit jittery, a little trigger happy,
and very free strafing. Strafing is the best here because you move around quickly, and can
dart in and out of hallways, so that you can blast, hide, then blast again, making you a
very effective killer.
Man with the Golden Gun in Stack
In my opinion, this is the absolute best place to use
the MWGG setting in all of multiplayer. Simply because it is in the top, you can use this
as a powerful vantage point in which no one can escape. Once you manage to obtain the GG,
you need to keep it the whole time or you may be in trouble. You need to be the first
person there, or you will end up like Baron Samedi. If you are using the MWGG setting,
remember that ONLY you can have the Golden Gun, so, if you please, you can leave the top
to hound your assailant. Try not to be hit much, but rather have the first shot to
eliminate your persons. In the best games with many players, sometimes they'll have their
own little wars in the bottom, and it's not exactly a good idea to wait up top while they
max out their kill counts. Be aggressive, and keep moving.
When a person does get the Golden Gun, you
need to waste them down in quick bursts, not a FFA, or he/she will just kill you, and your
attempt will be wasted. Because the Golden Gun is single-shot, also hurt them in the down
time between shots, then run more to avoid. As always, you can hide and wait for them to
come to you.
Explosives
I'll classify these three levels as one, since they
all are. This strategy pertains to the lower level, the top level, and both. Ergo,
Basement/Stack/Library. This level is a good one for multi. Three levels, and you can see
all three from most given locations. Plenty of walkways and passages, and nicely placed
body armour points. Plus has got to be use of space and rooms, minus is repetitive regen
points.
>Rockets.
Using: When people think of this group of levels, what commonly comes to mind is 'pillars,
pillars, pillars....' The basement of the level is composed almost entirely of pillared
rooms and hallways, and can make the use of rockets a bit tricky. My advice? Sight someone
down at the end of a long hall, and fire. With no obstacles, you can have great aim. If
you are battling it out in a room, don't sidestep a lot. When you fire a rocket, it does
not leave the barrel immediately. If you watch someone fire, then sidestep to soon, there
will be a nice exploding-pillar type scene played out ahead of you. In short, make sure
the line of fire is clear. You can even get someone who is behind a pillar by firing at
their pillar. Pillars are not fireproof. This goes for all levels.
Upstairs, I would recommend firing rockets from the top level down. If you can, try to
fire through doorways, to keep your location secret.
Avoiding: Run quickly, is about all I can say. And remember, pillars are not fireproof. If
you see someone fire at you, dodge and fire back, if the path is clear. Try to get your
opponents to sidestep while firing, and blow themselves up. If you follow these simple
guidelines, and always watch your back, you should be able to guard yourself very well.
>Grenades:
Using: This, too is a good level for the
"friend" tactic. But there are other ways to win. I don't
really reccomend the use of grenades in the basement, due to the high ricochet factor. But
I have found it very productive to drop them into the basement through the various vents
in the floor. Likewise, toss them up into the next level. Upstairs, grenades are
particularily useful when being closely pursued by someone without them. Just drop one and
keep running, right over it. Time it so that the fuse expires right as your foe steps on
it. Another good strategy makes good use of the ricochet range of grenades. If you see
someone go into one of those U-shaped passage thingies, to get ammo or armour or
something, lob a grenade in after them. The range on these
things is amazing.
Avoiding: There is virtually no way to escape the "friend"
tactic, but if the person you battle with does not use it, you have a good chance of
survival. The best advice I can give here is to see how long your enemy held the pin, the
run accordingly. If they just threw it, full fuse, run towards them; it will go past you.
If they threw it short, run away. Try to send their grenades back with ricochets. I have
gotten my grenade to bounce off of theirs.
>Remote mines.
Using: Really, just follow my other strats here. Especially Complex (ask Wes about the
Toltec city). Rig undersides of ramps and, where possible, trap opponents in the U-shaped
thingies. Very effective.
Avoiding: Like I have said before. Shoot from a distance or avoid altogether. Mines should
be very visible in this level, especially the upstairs. If they are rigged on pillars
(another good tactic I should have included above), you may not see them at first, so
snoop around suspicious or dangerous areas a lot. Also watch your opponent's facial
expression, as you can usually tell if you are in mine range by the glee they express.
>Grenade Launchers.
Using: This is actually a good level for these odd, usually ineffective weapons. You can
lay down heavy fire with them in the mid-size quarters of the basement and the open spaces
of the upstairs. Try aiming through doorways and under ramps. All in all, just remember
the physics and be confident. You have to have good aim, too. Heheh.
Avoiding: Not much you can do to avoid these in this level, I'm afraid. When grenades are
fired at the ground, they explode right away, instead of bouncing away like they do on
walls. So my advice for this is to never be below and in range of your opponent. if you
can, stay above them so their shots will arc back to them. You can also get a good chance
of escape if you move around a lot.
>Timed Mines.
Using: Ahh, the good old fuse-rigged explosive. And never a better level for it. These
mines function at their best when rigged in the path of oncoming enemies. My favourite way
to rig them is to sneak up to the exits of a U-shaped thingy and rig them, then toss a
mine inside. No escape there, to the great frustration of, say, Wes. Another good spot is
the overlook into the glass rooms. You can stick a mine to the glass without the enemy,
usually foraging for ammo and weapons, knowing it.
Avoiding: There is nearly no escape from the deadly U-shaped thingy rigging, unless you
see the mine right away and get out. You can easily avoid normal timed mine rigs, however,
if you pay attention to your surroundings. If you have just seen an enemy carrying a mine,
or are pursuing one, it is very likely they have dropped a mine in your path. Never
directly follow an enemy. Know where they are going, and take an alternate route. If you
see a mine, just wait for it ot go off (at a safe distance), then proceed. This is also a
good indicator that your enemy is near your location.
Caverns
General Strategy
This level is a particularly fun level for almost any
weapon, with it's hidden passages, long catwalks, and large battling rooms. Almost anyone
who has played through the game should know their way around this level, and should be
able to remember the locations of the widely spaced out weapons. Keep moving to the
spot(s) where your opponent is, so that you can repeatedly ambush him with FFA's. FFA's
are the main tactic here because, well, there's no sneaking up on the catwalks, etc.
Because this is a two-player level, it's nice that you only have to worry about a single
player. No gun strategies necessary here.
Explosives
This is a very groovy level, but you have to be
careful when travelling in it. The mazes of passages and odd iris-style doors make it
tough to watch your back all the time. I, personally, favour this level for the "friend" tactic. The handy locations of grenades and
"friend" attack points are helpful there. The level's major plus is the ability
to access rooms from many points, and the muti-level walkway setup. Its minus is the poor
lighting (at times) and wall-less walkways.
>Rockets.
Using: Cavern's isn't all that great for rockets beacause of its linear setup. You are
more likely to hit a wall or support girder than your intended target. The point of
rockets is to hit what you aim at, so I don't reccomend them for this level. But if you
must use them, I suggest using them in the main caverns or other open areas. Just know
your rocket physics and all. Another good strategy for rockets is to know when your
opponent is near glass. If you can fire at the large curved windows in the radio cavern or
etc., you can cause large damage. Also, most people don't know this, but that connecting
hall, the octagonal one that Bond chases Trevelyan through in the one-player of Caverns,
is suspended and can be seen from some locations. Try firing rockets at
it.
Avoiding: This isn't that tough in Caverns, since the firing range is so small. If you are
below someone, you may want to keep an eye out for their location and status, and you will
want to watch your back on straightaways. Also, don't get too close to glass.
>Grenades.
Using: Same as always here, but this is, in my opinion, the best level for the friend
tactic. Other than that, just keep grenade physics in mind, and remember that sometimes
you can toss grenades onto the lower walkway from the stairs or upper walkway. And be sure
to avoid your own ricochets.
Avoiding: Really no different here, but don't expect to escape too many "friend" attacks (even if you are the attacker). Look out for
clinking, green objects, and know what weapon your enemy has drawn. In the heat of battle,
it is easy to forget to watch for these things, so be calm.
>Remote Mines.
Using: There is little I can say here to advise you, but I will note that the most
effective Caverns tactic by far is to hide remote mines in the circular style opening
doors, on the inner side of the first door. Your opponent is not going to oppen the door,
get inside the airlock, close the door, and check for mines. And if they do, they won't be
able to avoid them. Check their screen to see when they're in range.
Avoiding: Same as usual. Check doors and glass especially. And those explosive barrels.
Watch out for those.
>Grenade Launchers.
Using: I would not recommend grenade launchers in here. I don't use them, and if you
aren't an expert at them, you'll end up as the proud recipient of a Lemming Award. If you
do use them, I can suggest on tactic. When your opponent is inside an airlock, with the
inner door closed and the outer door (facing you) open, fire into the lock. Other than
that, aim high or fire downwards onto the second walkway.
Avoiding: If someone is following you with a grenade launcher, just stay out of range.
Grenade launchers are ranged weapons, and they cannot fire very far. If you are in a tight
space with an opponent above you, try to hide so they will not notice you, or if they
have, vacate the area any way possible.
>Timed Mines.
Using: Timed mines can be effective in this level, but they have to be used properly. For
instance, when I am playing against Wes, the rare times I don't use the "friend"
tactic, and use timed mines, it is effective for me to rig dorways. When you have just
passed through a doorway with an enemy chasing you, start the door closing and attach a
mine to it. Then run. The time that it takes your opponent to stop the door and open it
again will be enough for the fuse to have been depleted. For other ideas, see my
strategies for other levels.
Avoiding: Not much I can say about avoiding. I've said just about everything there is to
be said for timed mines. Lag behind opponents, mainly, and stay moving. If you have a
lookout point, check it for mines when you go to it.
Egyptian
General Strategy
Egypt is a fun level because of its derivement from the game, and it's large open spaces
which are good for explosive battles, and power weapon battles as well. Here, make sure
you know how to get to the weaponry. Also, use all of the pillars everywhere to your
advantage, and also use the spin-round tactic with your opponent, because of the large
space. Don't sit somewhere, constantly be on the move to a different place and don't be
afraid to give your opponent an FFA, because sometimes that is the best choice over
anything.
Power Weapons
Power weapons are, as you can see, my favorite
setting. They are...powerful. Egpyt is a good level for all power weapons because of the
large spaces it can leave your opponent as a sitting duck, or at least a blatant target.
He/she will almost certainly always stand out somewhere, so you can see and shoot from a
distance with your RC-P90 or Cougar Magnum. In the rooms full of pillars you can hound
them in there, and in the mess of confusion, blow their heads off (figuratively, of
course, I'm not condoning real-life violence here) with an auto shotgun.
Proxies
Not a good choice here, folks. No strategy, I'm just
saying it would be pointless.
Explosives
The last level in the Goldeneye multiplayer list is
accesible only by completing certain in-game requirements. This is the multiplayer version
of the one-player level. Very little is changed, and you can still find the Golden Gun
room, the Obelisk room, and plenty of pillars. This is a good, large, well lit level, and
the pool room is pretty cool. Upside is the large area and multiple level setup, downside
is the lag experenced sometimes when using explosives (due to the large pictoral content
of the level, the processor slows somewhat), but this is usually
not noticable. All in all, a good level.
>Rockets.
Using: Rockets are effective here, and if you have read all the strategies up to this
point, you should be a seasoned veteran of rocket-marksmanship. The best use I can derive
from rockets here is to get annoying snipers that reside in the upper-level lookouts.
Watch for pillars in your way, though.
Avoiding: Don't stay in one place too long. In this level, you may not see a rocket coming
when it is fired towards you. Watch you back a lot and try to stay behind pillars.
>Grenades.
Using: Really no difference between here and, say, Caverns. Use as often as you please,
and drop plenty of grenades from above. You may also want to try, of course, the "friend" tactic. Just watch for rebounds off the pillars. Nothing
more pointless than having to outrun your own grenades when they bounce back.
Avoiding: Just the usual here, but be especially aware of attacks from above and ricochets
from pillars in your vicinity.
>Remote Mines.
Using: I have really found no use for any type of mines in Temple, because of the lack of
anything good to stick them too, but if you look around, I'm sure you'll find places. For
example, a popular place for enemies (or you) to go may be the myriad secret passages in
the level. The golden gun room, the pyramid/water room, the pool room, the obelisk room,
all are accessed by secret passages. You may even try rigging the Monolith.
Avoiding: Check everything here. You wouldn't believe the places some people will put
mines. And on the round pillars or pyramid-like grey monolith, you may not see mines at
first. Recall the tactic "shoot first, investigate later" to help you here. If
you see a potential explosive, don't walk up to it and look at it. Shoot it and see if it
explodes.
>Grenade Launchers.
Using: My friend Wes would probably be better in instructing you here, but the best
strategy I can see for grenade launchers in Egyptian Temple is to fire at pillars and hope
the rebound lands on your opponent, not you. You can even fire them as rocket launchers
from sniper points, but if you are firing upwards (not reccomended), aim high.
Avoiding: You are likely to see whoever is firing at you here, since launchers are short
range. Just check around often and make sure no one is following you or taking aim at you.
Check you opponent's screen. And remember, it doesn't take much to dodge a grenade, since
they aren't extremely accurate.
>Timed Mines.
Using: Just the usual. Like remote mines but timed, hence the name. Read through the
strategies for a good approach. There really isn't much to put a mine on in Egyptain, but
if you need ideas, see the Remote Mine strategy for this level.
Avoiding: Just like remote mines. Check everything quite thoroughly, and if you have no
guns, rig your own mine near the suspicious area and set them both off.
Caves
General Strategy
Caves is a lot like Complex in the way that it is
incredibly complex and hard to get around. It is also very poorly lighted. It's difficult
to see dark-colored opponents, and it's difficult to find ammuntion. I just don't like
this level. When/if you do play this level, watch the layout of it so you can get around,
and watch the other player's screen to see where they are, and always have your biggest
gun out to blast them away. It's a tough level I win maybe 3 in 5 here. FFA's are the only
way to go.
Proximity Mines
Yeah, I guess proximity mines are excellent here.
Because of the dark halls and twisting winding areas, proximity mines can be placed and
your opponent probably won't remember where they are, because he/she will most likely be
trying to find the way around. Anywhere is good, just don't kill yourself.
Explosives
This may be my least favourite level, but hey, if
you're good at it, it can be the best. This level is composed of hundreds of twisty little
passages, all alike. You can easily get lost, and the lighting is not the greatest. Now,
this poses a hazard for us explosive users, because your visibility is extremely low, and
when you fire, you may hit a wall in front of you that you didn't know was there. Caves's
main plus? Real easy to lose enemies here, and easier to draw fire away from you. Minus is
the poor lighting and often circling trails.
>Rockets.
Using: Here you will need to have a good knowledge of rocketry physics. In caves, large,
open (or well-lit) spaces are rare. Remember how rockets dip? In caves, you can use that
to your advantage. In tight spaces, you will surely take your opponent off guard if you
start firing high explosives within five feet of your person. When the rocket dips, you
can make it go under an obstacle, say one of those annoying pillars, and funnel the blast
away from you. Otherwise, aim high and as soon as you fire, leave the room 'till the
explosion subsides.
Avoiding: In caves, as I have stated, you can find plentiful ways to lose an opponent. If
your enemy just happens to have some explosive, self-launching projectiles, don't think
yourself at an advantadge. You may be better off unarmed. You can easily jump behind an
object or doorway in caves and make your opponent think you are still there. One tactic
that works for me is to wait almost until they fire, or milliseconds after, and step
sideways behind an object or doorway and back. The rocket, if you did this correctly, will
not only miss, but hit the object and damage your enemy. You can also jump off of the
stairway in the central cavern to escape.
>Grenades.
Using: Heheh, this is a good level for the "friend" tactic
(see Temple). But if you don't feel like risking your health that often, this is a good
level, due to its tight spaces, for grenade-tossing. Let's say your enemy is running
beneath you through a narrow hallway. Now, if you toss a grenade ahead of them with a
short fuse, or bounce one off the wall, there's no way they can escape. Point for you.
Also feel free to experiment in tossing them up, into the next level. Your "friend" is not going to expect a grenade to appear at their feet
without first falling form above. If you've ever played Multi, you don't look down alot,
and aren't likely to hear a quiet 'clink' below them if there's firing and stuff going on.
Avoiding: Now, if you do hear a 'clink', try to ascertain where it came from, and run the
opposite direction. Due to its poor lighting, Caves is a really bad level to be stuck in a
small room with an armed grenade in. Grenades in Goldeneye are dark green, and surprise,
surprise, so is much of caves. The best strategy for escaping a grenade-happy opponent is
to get him to bounce his grenades back toward himself and get Lemming counts. There is, I
note, little chance of escaping a direct 'friend' attack.
>Remote mines.
Using: Really, caves is a relatively good level for remote mines. With the low visibility
and small, nichelike rooms offered by the maze of a level that it is, you can get a pretty
high score using remote mines. Although I wouldn't advise you to merely throw and detonate
(you will, doubtless, injure yourself), if you an plant and rig mines efficiently, they
are quite useful. Try placing mines on one of the circular paths and then attracting your
foe(s) to you by waiting in a dead-end blocked by mines. When they come for you, guns
blazing, get behind a pillar and detonate. Sure-fire, if you know what you're doing.
Avoiding: Hmm, tough one. As I said, mines blend in rather nicely with the rocks and
shadows in caves (which is not my favourite level anyway.). Your best bet is to take it
slow and careful when playing against someone who is using mines. You can try one of many
strategies for stayin' alive here. You can try to trick them into setting off their mines,
you can try to merticulously search and destroy all of the mines, which rarely works due
to the fact that the opponent just sets new ones, or you can charge straight through the
mines. This may sound suicidal, and often is, but when it works, your enemy will be so
stunned that they won't have time to react. The smoke from exploding mines also provides
excellent cover.
>Grenade Launchers.
Using: This is probably the weapon I would recommend least for use in caves. You will
undoubtably kill yourself at least two times out of ten points unless you are a pro at
this. Grenade launchers exhibit the same tend-to-explode-in-your-face characteristic of
rockets, coupled with the ricochet factor. If you are very good at richochets, try this.
Once your opponent is in sight, preferably below you, find an object that will, if hit,
deflect the grenade to the ground near your opponent. If you can find something like this,
you are in luck. If not, use a wall. The round will bounce off the wall and detonate on
the floor of the cavern. One thing I do credit the launchers with is their effectiveness
if fired down into a narrow hall or dead end.
Avoiding: If your feeb-like opponent is obsessed now with finding you with their grenade
launcher, probably in payback for all those points you got with the "friend"
tactic (see temple, grenades), then you have some options. In caves, these options are
limited but good. You can use the tiny space in caves to your advantage, for one. Grenades
fired from a launcher, in my experience, always bounce at least once. If you can get
against a wall in front of your enemy, they will, feeb that they are, fire on you. The
grenade will bounce off the wall. In the time that it spends in the air, you can move to a
safe location or make your escape. The grenade, of course, will fall back to earth(or
cave) and land on your opponent. Not only did you escape, you gained a point. Another
tactic is used by me quite a bit in matches. The people I play against, excluding Wes of
course, have a knack for misjudging distances. If you can find a way to know how off they
are, you may be able to run towards them and past them, causing them to fire over your
head, and receive the ricochet.
> Timed Mines.
Using: Really not much I can say here, but timed mines can save your butt in a dead-end
situation. If you toss a mine in front of you and know an opponent is coming, you can get
out of a potentially deadly situation quite fast. The people I play against take pleasure
in scoring points off of their victims, and take an inordinate amount of time aiming to
finish them off. In this time, I can usually rig a mine, watch it go off, and head for the
hills. If this doesn't work, and you are about to die, just drop one right in front of
you. Who do you know who plays Goldeneye who doesn't pick up your weapons and ammo after
you're dead? In the time it takes them to stroll over to your former location, the fuse
will have reached zero. Another point for you.
Avoiding: These may be the most deadly of mines in caves. They are nearly invisible, and
are tough to detect and disarm in the time that their short fuse allows. My favourite
tactic for escaping timed mines is to just head for the nearest exit. Caves has nice thick
walls, and running through an entire room rarely takes more than two seconds. In other
words, don't stay in one place too long.
Final Notes
Final Strategies. That wraps it up for the explosive strategies. The ones you read were
mainly level-specific, so here are some important general tips for usage and avoidance. A
quick-reference guide, if you will. Explosives are the only class of weapons in Goldeneye
with which you can cause as much or more damage to yourself as to your enemy. You need
good concentration and good aim to use them.
>Rockets. Rockets dip right after firing, so be sure no objects are
directly in front of you. They also fire quite slowly, so lead you target, and if you are
being shot at, dodge them. Most importantly, remember that you must be in a safe area to
avoid being injured by a rocket. The blast zone is large, and you have to make sure your
line of fire is clear.
>Grenades. Grenades, most importantly, bounce. They also have a
five-second fuse. You need to know your physics for Goldeneye, and if you toss a grenade
up, it will come down. Use ricochets to your advantage. And have good timing. You'll look
like a fool if you are about to toss a grenade at an enemy and blow yourself up with it by
holding it too long.
>Remote Mines. Remote mines are the most dangerous of all mines in
Goldeneye. They do not require an arming period, and are active immediately. To
successfully rig remote mines, you must be able to hide them so the enemy won't see them,
and know when to detonate them. You should also try to cover the area evenly with mines if
you know where your enemy will be.
>Grenade Launchers. These are the most erratic of all the explosive
weapons. You may fire straight at something and hit yourself, or fire to the side. All you
need to help you with these are some good level strategies and a working knowledge of
grenade launcher-aiming principals (i.e., aim high).
>Timed Mines. Although sometimes ineffective, these explosives can be
very useful. They will save your butt in some places, and fry it in others. Just be
careful that you are out of the way when they go off, and make sure your opponent will be
within range in five seconds. As with all mines, if you need to avoid them, shoot at
anything that even resembles a mine. Spending some ammo on defusing a potential mine is
better than getting blown up.
That's it then. And a tip for the tactics. Don't use these strategies exactly, verbatim.
Adapt them to your situation, and modify them to your habits as you feel fit. If you see a
flaw or logical error in the strategies, tell me or Wes and we'll fix it. Any other tips
or tricks, E-mail me at dsblake@bright.net or Wes at wessm@bright.net. Thanks, and Good
Luck.
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