Disrupt Surveillance Equipment
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Author: CptLima


Date: March 15th, 2026


Category: GE Miscellaneous


Expansion Pak: Yes


TECHNICAL INFORMATION:

Developed and tested on 1964 emulation using the GoldenEye Setup Editor. Play on real hardware is possible, but is not at all recommended. This mod uses the Footsteps patch. Use an xdelta patcher or Hack64's web patcher to apply the xdelta file onto a USA copy of GoldenEye 007.

MOD DESCRIPTION:

GoldenEye 007: Disrupt Surveillance Equipment, #GE007DSE, is a 20-mission, full-game mod designed specifically for GoldenEye 007 veterans. Playing on emulator is notoriously easy, so this mod was designed to make the game more difficult for emulator while not being frustrating or unfair. It also adds back in a number of unused beta assets and ideas.

Every mission has anywhere from 15 to 25 cameras to find and destroy as an added objective, but this mod is more than just a scavenger hunt. It is a challenge mod featuring twists and turns, with many of those new cameras being heavily patrolled by beefed up guards. Veteran players will need to rethink their muscle-memory strategies, especially if they want to beat all of the target times.

There are some trolls and inside jokes, some memes, some shoutouts, and some comedic moments as you navigate James Bond through 20 missions of intense, camera-destroying fun. Several mission objectives have also been added or expanded upon throughout the game. Special attention was given to adding back in beta object presets that were cut in GoldenEye's original development, along with adding in many more details, objects, and guards the original developers "could" have added if they had access to the modern Footsteps patch. Unused spaces are updated to feel more lived in, resulting in levels that feel less empty and more realistic or true to the film.

In DSE, Bond isn't just a 00 agent trying to stop Janus: he is a camera-destroying machine. All cameras area located in-bounds of each level's vanilla clipping. When in doubt, look for cameras in the liminal and unused areas of each mission. DSE tries to make use of many underutilized spaces in GoldenEye's open mission design by adding cameras and other objectives. See the Hints and Tips section if you have trouble on certain missions.

DSE was designed and tested exclusively on 00 Agent, changed to "Camera Agent" in-game. And yes, get used to a lot of over-the-top camera references. That's the mod's theme, after all!

VERSION HISTORY:

GE007DSEv1.xdelta released March 13, 2026 - Original non-public release.

GE007DSEv1-1.xdelta released March 14, 2026 - Update with Graslu00 feedback.

- Fixed possible 599 object limit crashes on Jungle, Archives, Facility, and Caverns by removing some decorative objects (plants, crates, barrels, etc.) that were in the 1-1 version.
- Moved the bollards further down under the arch, per Graslu's suggestion to allow to mess around with the tanks more. Moved up rocket launcher guards accordingly and added one.
- Added more camera-esque dialogue in Bunker 2 and Archives, per Graslu.
- Added more camera-esque dialogue to mission briefings in Control and Caverns, per Graslu.
- Added jeep to Depot to help hide preexisting portal issue, per Graslu.
- Added camera to the "big hole" in Caves section of Jungle, per Graslu.
- Added camera to starting area in Egypt.
- Fixed Depot Mayday dialogue box* issue, and Archives objective screen.
- Thanks to Graslu00's 5-hour premiere livestream on YouTube for all of the above suggestions and bug fixes!

CREDITS:

A mod by Cpt. Lima

Subscribe to CptLima on Twitch and YouTube

Follow CptLima007 on Twitter

This was my first ever mod, after nearly 30 years of playing GoldenEye 007, GoldenEye: Source, Perfect Dark, Medal of Honor Allied Assault, and other classic FPS games. I've been wanting to get into GoldenEye modding for years, often enjoying the showcases by Graslu00's YouTube channel, and finally worked up the courage in mid-2025 to figure out how the GoldenEye Setup Editor works. Development took approximately seven months, although many of the ideas I implemented in the mod were thought of and written down in my notes over the course of the last four years.

This mod would not have been possible without the time and assistance provided by HackBond and Wreck in the N64 Vault and Graslu00 Discord servers. Thank you both - and many others - for walking a newbie through how to mod an N64 game from the ground up, where I literally had to learn every aspect of the editor and GoldenEye's logic for the first time. I hope you have as much fun playing this mod as I did making it.

BETA TESTERS:

BrandonLooneyTunesFan - Ducc
Axdoomer - Redvox57
Johnny Thunder - Jake
Morrigan Aensland-Hill - nioh8
Earth - 00Action
eliellosdios - Nyxem
Graslu00 - AdzyIn3D

Thank you all for your time, assistance, feedback, and bug reporting.

SPECIAL THANKS:

The Entire GoldenEye Modding Community

Yannick and "Dangerous Connections" - Coming soon, get hyped!

ReCollect64 for all your work in showcasing projects like this!

Goose's Gamer Folklore and SpeedLore for documenting GoldenEye's history!

Ben and the GoldenEye Depot: GoldenEye's true Archives!

The-Elite.net Speedrunning Community

The GoldenEye: Source Entropy Server Crew:
Caf - HammerHedhog - ElvisDelvis - GayPride - Kujo
E-S - Spectra - ShempTheWolf - AceKulpster - Morphor - Torn00
Atmosphere - Phimeek - Spunky - Basstronix - Rezzu - Roadhouse
Deanna - Julia - Bobdawg - Cleo - kaza00n - soupcan - Rum
Nostradamus - PreshEye - kokunVegeta - Fawk - RJ - coreyzd
goodieshere - FrankGrimes - Poochie - TZKK - Cipollino - TUnit
and the entire GE:S Saturday Night Community!

TH126 and the entire GoldenEye Netplay Crew:
Goldeneye6490 - 007Action - ZKA - Adzy - Graslu
Robbie - ShootersForever64 - Grim - Scott - TUnit
EternallyAries - Timtamz - Cagt - Spudman - Brandon
TurboChickenMan - David Skedar Warrior - Ovenchips
and anyone I forgot!

kholdfuzion - Zoinkity - the Battle.net Crew
Sole Signal - Tweaklab - GoldenEye Dossier - Jocey
JaceyLu - Foxielicious - ZKA - GoldenIrie - Clemens
youngtoadie - ekanseater - AdrianSettere94 - shan215
SEVENthe1nOnly - MrBlondeSpeedrunning - kb1vyd - 7th Colonial
MOH:AA Spearhead Crew - OscarVictor - <TWL>Viper - Crashoveride
Docm77 Minecraft Server Crew - CNCnet/OpenRA/W3D Crew
And all the old-school gamers and modders out there keeping the classics alive and thriving in 2026.

VERY SPECIAL THANKS TO:

Graslu00
AdzyIn3D
TUnit33
H_Town410
HackBond / Nyxem
Wreck
AXDOOMER
Torn00
Redvox57
Murk17
lalacsulalac
thordern65
Jameson
Hendricks

GoldenEye Setup Editor and Footsteps:
SubDrag - Zoinkity - Wreck - Carnivorous

And a huge thank you to the Rare dream team that came together in the mid-1990s to develop a true, all-time classic that will outlive us all:
Dr. David Doak, Martin Hollis, Grant Kirkhope, Graeme Norgate, Mark Edmonds, Steve Ellis, Brett Jones, Duncan Botwood, Adrian Smith, Karl Hilton, Robin Beanland, Kenn Lobb, and everyone who helped to make GoldenEye 007 the very best video game ever made - and still a blast to play 30 years later.

KNOWN BUGS AND ISSUES:

- This mod was NOT designed or tested to be played on real hardware. Some levels may not be beatable due to lag and the advanced difficulty. Shoutout to you if you try and can beat it anyway! DSE was designed on emulator, and specifically was tested extensively on 1964.

- Rare crashes during testing has happened in some levels, although they are not consistent enough to find a cause or prevent level completion if reset and attempted again. This is including but not limited to:
- Runway, occasional crashes occur outside, in front of the Facility building
- Caverns, on the final hallway facing Trev
- Caverns, when throwing a timed mine from the elevator at too many guards (appears to be fixed in v. 1-1 due to eliminating some objects)
- Control, one crash reported in the crate grenade guard area
- Jungle, occasional crashes occur in the starting area, near the first 3 guards (appears to be fixed in v. 1-1 due to eliminating some objects)
- Surface 2, perhaps due to too many guards present
- Causes of these crashes are unknown, and they are rare/inconsistent
- Testing of all levels showed only the identified Runway and Jungle crashes happen with consistent frequency (Jungle crash may be fixed in v. 1-1)

- Extra guards do not spawn in most levels when you set off an alarm - this is a feature, not a bug. No logic was added to do so in missions where this does not already happen in vanilla. The rationale was there are already hundreds of extra guards throughout the game, and some cameras are unavoidable to set off which would be unfair to the player. I didn't see the need to make it even tougher or penalize players for exploring and tripping an alarm in a mod where exploration is kind of the whole point.

- On Frigate, sometimes hostages or guards will get stuck around the engine room. Leave the room and they'll find their way where they need to go. Players can't walk on the bridge wings due to vanilla clipping, but guards can.

- The Xenia X-track music can be a bit buggy when it plays. In testing, this often resolved when Xenia is defeated and the next track kicks in within a few seconds.

- A few of the cameras will spot you through walls or across the map. This is not ideal, but it is not considered a bug. Some cameras are simply unavoidable.

- There were initially some cameras on Bunker 1 and in Silo that were reduced in size by 50% or 75%. However, these were changed to full-size cameras in the release version due to crash issues on console only (calculation of triangle size for the lens glass).

HINTS AND TIPS:

- All 20 missions feature a new, custom cheat target time that was tested and beaten by me, with at least 10-15 seconds to spare on 1964 emulator, using basic strats - not speedrun shenanigans. All cheat options are unlocked using 00 Agent only (Camera Agent). No testing was done, and no cheats are available, on Agent or Secret Agent modes. This is a mode designed for GoldenEye 007 pros used to playing on 00 Agent difficulty.

- Extra body armors, and some Agent/SA-only body armors, have been added throughout the game due to the increased number of guards and difficulty.

- A few missions have extra ammo crates or magazines, or guards with non-vanilla weapons for that mission who are strategically placed to give you some extra ammunition. Still, this mod is supposed to be tough: don't waste ammo, and try to take out most cameras in one shot.

- All geometry, clipping, and level boundaries are vanilla in this version. There are no added areas, and no objectives or cameras located outside of clipping, that aren't or can't be in vanilla GoldenEye. So, no need to use the sniper rifle to find a camera way out on the mountains or on the Dam Island - there isn't one there, because there's no clipping. Understood? Good.

- When in doubt, explore, explore, and explore some more. There are cameras hidden in places especially because no one ever pays attention to those areas (in playthroughs, speedrunning, in other mods, etc.), and I wanted to draw attention to them to give others ideas to better use these liminal and unused spaces. If unlike me you haven't explored every inch of this game since you were 12, you'll bound to be surprised by some new things that have always been there.

- Most (but not all) missions feature several new opening cutscenes. These cutscenes are intended to be a neat change of pace, but also offer helpful clues to first time players of this mod of some of the big changes that have been made in some areas.

- Finally, don't forget to read the full mission briefings. I didn't update the watch, just the regular briefings - and there's plenty of small hints and dumb jokes there to be found.

SPOILERS - DETAILED HINTS

*Don't read below if you want to keep all of the surprises!!!*

Dam: When in doubt, backtrack. You probably walked right past a camera or two. The Soviets love hiding cameras in storm drains, I hear. Don't forget to check your mission objectives are all complete before jumping. Remember: this mod is about exploration - so explore all the areas of the levels you normally would skip over. You will almost always find something.

Facility: Vents and pipes. Looking up is a good idea. Don't let the white gas cannisters get shot… and make sure to check your exit doors for cameras before you leave. That will be a common theme in this mod, so get used to it.

Runway: You'll probably need to use the tank here to stay alive - the Soviets have really beefed up Runway security, it seems. And you might need that sniper rifle from those cold-weather guards for a camera or two. Try not to bother the poor mechanics working on the other aircraft over in the motor pool.

Surface 1: The alarm will go off. Deal with the chaos. Accept it. And run for your life from the grenade launcher guards chasing after you (they don't respawn, but there are several, fair warning). This is one of several levels where alarms are essentially unavoidable - this is intended, as it adds to the pressure and chaos of the level, and the challenge.

Bunker 1: You're in for a few surprises here. Just remember that all cameras can come in all shapes and sizes, big or small… Consider yourself lucky the Soviets didn't install those drone guns yet. There's plenty of body armor around if you have to deal with the spawning guards, but it's pretty easy to beat the level without triggering them until the mainframe objective.

Silo: All the action-packed fun you love Silo for, except more guards with more weapon types. Learn the camera positions as you go and eventually you'll be able to beat the timer with several minutes to spare. That troll grenade launcher guard may actually help you out later when you face a big group of enemies in Silo's tight halls. But watch out for that Oddjob - he's a real rocket man.

Frigate: Now it's a real hostage crisis. And careful with those helicopter pilots, James - they're decent shots. This is the last "easy" mission before things get really challenging from here on out. While there are many guards, you'll find appropriate weaponry to deal with them after an intense start.

Surface 2: Keep moving! If you're smart, you can set a trap for the Arctic Commandos at the start of the level. I've also hidden a special weapon in one of the shacks that may help you against the waves of spawning guards later. Make sure you get the key from the Commandant before exploring the observatory. The fenced-in area has all of the extra radio equipment.

Bunker 2: Ourumov and Xenia are planning to set off the GoldenEye weapon. They've brought a heavy security detail with them - way more guards than you're used to here, so you'll have to think of some new strats besides the tired old stealthy throwing knives. Consider all civilians to be armed KGB operatives. If you want to keep the framerate up, lure some of the guards from the main control room before storming in… For your health.

Statue Park: The added guards sent in by Janus and Ourumov really make this a lot more intense than normal. Take your time, watch your ammo, and mind those heavy weapons, James. Try to take out the guards around Lenin's statue before triggering the meeting with Trev, or else you'll be dancing all day like FPS Doug.

Archives: Three guards in the starting room? You can tell from the start that the difficulty is amped up here. And now you actually need to go through the whole level, not just your usual route to Natalya and Mishkin. Enjoy Archives like you've never seen it before… and if you're not a classic GoldenEye multiplayer veteran, don't forget there are two secret hallways in this level. For the two cameras outside, yes, you have to hang slightly out the second floor window, without dropping down, to shoot them. It's not hard, and can be done consistently every time. Just like a Kaizo Mario hack, this is pro tech, not a glitch. Are you pro enough to hang out of windows? I hope so. Just don't try it on the first floor.

Streets: If you can't figure out how to get out of the starting area, you shouldn't be playing this mod (lol). The fact I put up bollards around the tank pen is a sign that using the tank is harder on this mission than running and gunning. Although I did leave a tank further down the street if you really want the challenge. Remember, once you get under the archway, there are no cameras until the very last street that leads to the Depot. This mission it too big, with a time limit, to hide cameras throughout, and I error on the side of fun rather than being a troll. Whichever path you chose, be careful: there are way more dangerous obstacles here than you would normally encounter. And it's a little more movie accurate.

Depot: The Easter egg in this level should be pretty obvious: each warehouse has a camera (except the server room), and each of those cameras is guarded by a different group of guard types that you encounter throughout the game. Just fun level design, that is. From a lore perspective, maybe they'll all just there to buy weapons for their factions. You don't need to take out Mayday at the end if you know where the cameras are and can take them out quickly. Don't forget the extra mainframe in the final building!

Train: The normal stuff, 007. More guards, more cameras. Mishkin being in Train and being… a troll… is a tribute to the famous E-S map Train of Thought in GoldenEye: Source. But he's a useful troll: you can't beat the mission without him. Don't waste what he gives you! When you escape, go left (as Ourumov would say) and twait until the explosions stop. You should have plenty of firepower to hold off the local forces responding to the train crash. All doors - including the roller doors - are unlocked in case you need to go back and get a camera you missed.

Jungle: Look out for cameras, up in the trees… Some Janus special forces troops have come up from Caverns to help their comrades in camouflage, so proceed with caution. I didn't add any extra drone guns, because while I'm all for a good troll, I hate drone guns myself. After you handle Xenia, don't forget she has a helicopter pilot, too.

Control: A lot of work went here to make Control more interesting, and more film-accurate. Extra mainframes have been added, but you won't need extra explosives - not all of them are armored. The "civilians" in the Control Centre are all highly trained operatives working for Janus - don't be surprised if they shoot first and ask questions later. Notice the extra crates in the final room? Yeah, those are leftover from 1997 beta - the devs cut them, either for performance reasons or to streamline the ending, but I've added them back in, exactly where they had them, to create more of a hedge-maze. Fun times when you're low on health.

Caverns: One of the few missions that is still tough on vanilla, I went ahead and made it tougher here. There are many new guards - almost the maximum I could add without taking away my prized objects and added detailing. And a few trolls. The scientists working down here are kidnapped from Cuba, so make sure you minimize casualties this time around - and destroy all of their extra pump control consoles, too.

Cradle: This mission is way too easy in the original game - most pros can beat it in 45 seconds or less every time. Not in DSE, though. Cradle is a real challenge now, although there's plenty of body armour to help you through it. My advice? Take out the cameras and consoles on all three towers before heading downstairs. You have plenty of time to do so and still take out the console that stops the timer. There are four consoles in total, and all need to be destroyed before your final encounter with Alec. You'll need to make sure you have taken out all cameras before facing him on the lowest platform, too - and you may have a tough time with that, since there are two cameras on that final platform. The challenge is as-designed, and isn't too difficult once you practice it.

Aztec: Jaws I, Jaws II, and Jaws III - can you find them all? Look up for the cameras, especially in the main shuttle launch room and vents. You can come up with new guard lure strats to get out of the starting room with full health. I did it, and I believe in you. The guards below the bridge are a bit jank and troll, but you can deal with them too if you know what to do.

Egyptian: All your past enemies have been brought back to life by the Baron. This is not what Mr. Miyamoto envisioned when he suggested Bond meet everyone in the hospital later. Don't forget to take out the mysterious Soviet surveillance base hidden in the temple - you'll find plenty of explosives around to help you. And the Golden Gun room has a new "puzzle" for you to figure out, but I won't spoil it here. No Egypt cakewalk to finish the game here… Good luck, 007!

Multiplayer: No changes in this version, just your normal vanilla GoldenEye multiplayer. Wasn't tested, either. This may be changed in future versions, if there are future versions. But there are plenty of other great multiplayer mods out there for Netplay, so I didn't see a need to do anything creative here. The purpose of DSE was to do some things that have never been done before (at least not in a full 20-mission romhack) that I've always wanted to see done. Other modders hadn't done it yet, so I taught myself (and got a lot of help to do that self-teaching from others), and did it. If you get inspired by watching or playing mods like this, and have never tried modding yourself, give it a shot!

*END OF SPOILERS*

S U R V E I L L A N C E E Q U I P M E N T W I L L R E T U R N

DISCLAIMER:

By using this patch you confirm that you will not sell or make any profit on the patch or resulting modified ROM. You also agree that the ROM will not be included in any emulator builds or assembled ROM sets.
This modification patch is a free, fan-made project. If you paid for this, you were scammed!

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