home ➜ Nintendo® ➜ N64® ➜ Shooter ➜ GoldenEye 007 ➜ Arkangelsk - Walkthrough
GoldenEye 007 #5 - Arkangelsk
Arkangelsk - Walkthrough
GoldenEye 007 #5
- Introduction
- Plot
- Gameplay
- Game Modes
- Controls
- Tips
- Trivia
- Weapons
- Enemies
- » Missions «
- Multiplayer Levels
- Review - Jeff Gerstmann
- Wiki
- Fandom Wiki
- Rare Gamer UK Wiki
- Rare Gamer UK Walkthrough
- OFFICIAL NINTENDO PLAYER'S GUIDE PDF
- INSTRUCTION BOOKLET PDF
Arkangelsk
Byelomorye Dam, Arkangelsk, USSR – Nine Years Ago
Byelomorye Dam is the first mission in GoldenEye 007. It is located at the Byelomorye dam, which serves as the setting for the first part of Bond's first mission in GoldenEye. It is home to a Soviet military outpost, which protects the chemical warfare facility located at the dam's base.
M16 has confirmed the existence of a secret chemical warfare facility at the Byelomorye dam, USSR. Its heavily guarded location and workings are a cause for major concern. Nerve gas produced there has been turning up in the hands of hostile regimes around the world and deals with international terrorists are rumored. This facility should be destroyed with extreme prejudice.
Background
This mountainous, remote region of Russia, according to MI6 intelligence, holds a top-secret weapons facility for the Soviet Union. Reports claim that a high-ranking Russian general named Arkady Ourumov has been in charge in the development of lethal chemical weapons. MI6 agents 007 and 006 have been tasked with inflitrating this facility, destroying the weapons production, and eliminating General Ourumov. 006 will find his way on from the north, coming up from underground, while 007 will take the long way in from the surface of the dam, minimizing security in the area. To the northwest there is a plane runway used to import and export materials and personnel. Use the local biplane in your escape.
Objectives
- Neutralize All Alarms (Secret Agent)
- Install Covert Modem (00 Agent)
- Intercept Backup Data (00 Agent)
- Bungee Jump from the Platform (Agent)
M Briefing
The area around the dam is well defended against full scale military attack but a lone agent stands a much better chance. The easiest way to gain entrance to the weapons factory will be to get down the face of the dam.
Q Branch
Information concerning shipping and contacts is stored on a computer system in a secret ops room within the dam. With this covert modem connected to their satellite link we can intercept the data when a backup is carried out. As for getting down the dam, use the bungee rope. At the bottom of the jump, use the piton gun. Simple.
Moneypenny
Hardly a lover’s leap, James. Be careful though, I hate to think of you falling for anyone else.
Weapons
- Silenced PP7
- DD44 Dostovei (Russian Commandant)
- KF7 Soviet
- Sniper Rifle (found in guard towers)
Gadgets
- Covert Modem
Body Armor
2 (Agent Only)
Secrets
Hidden rifle bullets for the KF7 and sniper rifle are in the boxes by the truck's gate.
Enemies
- Siberian Guard (Arkangelsk)
- Russian Soldier
- Russian Commandant
Around the first corner, you will see a soldier on your left. Your default weapon here is the silencer, aka the pp7 (silenced); use it to shoot him in the head. Grab his weapon, the KF7 Soviet, an loud automatic rifle. Now directly in front of you is a guard tower with a few men around it and in it. Tag them all.
Head to the tower, but go around the left side (not the right side), or you will notify soldiers in the tunnel on the right. At the top is the Sniper Rifle. Look through it, press R, and adjust the zoom lens with the top C button. In the tunnel are two guards. Pick them off.
Head into the tunnel. After taking the tunnel just past the bend you will want to move to the right to protect yourself. In the distance you will see about two close soldiers, peg them and then zoom in to nail the two guys in the bunker. you will notice a tower on your right (sometimes there is a guard in it) and a large stack of crates on your left (behind it hides a guard). In the easy level there is body armor in the tower. Grab it. To collect more ammunition, blow up the wooden crates near the bunker. Shoot only the wooden boxes. Watch for barrels with skulls and cross bones, which will blow up and hurt you.
The green truck is waiting at the far end. To its right is a red switch, so you need to press B to it. After it is another switch, press it. A tower is on your right with at least two guards near it. Make sure to hit them, but be sure to quickly zoom in the soldiers in the far distance, the ones nearest the alarm.
Now dispose of the red alarm on the barrack wall (it looks like a button), and then back up to the red garage door. Open it and be careful of hiding guards as you move inside (there should be at most three). Exit the compound and move onto the next bunker. A set of crates appear just behind the bunker. Blow up the one closest to it, and you will see a monitor. Attach your covert modem to it (in medium and hard). Head to the fence, shoot at the lock, and press B to push the gates open.
In the distance you will see three guard towers. Zoom in and pick off these tower guards with the lovely sniper rifle. there is one guard in each tower. I think it is best to eliminate each guard at each tower, then destroy each alarm, systematically. There is one alarm located in each tower, so just walk through the door and you will see each one on the wall.
You can access this downstairs region by going down a ladder near each guard tower door. But the best way is to go to the farthest tower (farthest from your starting point). Enter the tower, walk down the stairs, open the gate, and head left. The upcoming corridor is loaded with guys, so use the leaning technique and your Sniper Rifle. When you've reached the end of the tunnel, open the door and prepare for serious battle, i.e. take a few steps back. Use the KF7 Soviet for massive attack, making sure not blow up the mainframe in the back at the left. Approach the mainframe and press B to intercept data backup, and you are almost done.
Go back the way you came, and head toward the second guard tower, where, across from it, there is a set of stairs. Walk up and jump off the dam. Mission complete.
Secret Agent
All Secret and 00 Agents run up to the first building on the Dam. Open the door and shoot the second alarm. No need to go inside.
Climb up the ladder and grab your sniper. Aim across the Dam to the second guard tower. You should see a soldier making his rounds. Zoom in all the way and try to bump him off. If not, no biggee, just get him with a Soviet as he comes running down the Dam in a vain attempt to catch you.
One that is done, run up to the second guard tower and do the same you just did (shoot alarm, pick off the next guard) and then run down to the next tower to get the final alarm (Objective a: Completed).
Now, all Secret Agents should run back to the bungee platform and jump off to complete the mission.
00 Agent
With Soviet in hand, run all the way back to the first guard tower. Open the door, run inside, and walk down the stairs.
You are now in the sewer Look through the gate, and you should see a guard. Shoot him, and a few more should come. Open the gate and enter.
Now, take a left. The other way leads to almost certain death and destruction.
The sewer is hard 'cause there are a lot of guys here. Be sure to get the ones that are far away (taking advantage of the scope on the Soviet).
IMPORTANT: Each time you enter a new "room" in the sewer, look behind you. There is always a soldier hiding in the corner, waiting for a poor fool like you.
Geez, that took a while! After a long trek through the sewer, you will get to a mysterious door. it is the computer room! There are a few guards in here but they should not give you any trouble.
If by some chance you never threw the covert modem on to the computer screen back before the locked gate, you cannot download the data yet! You have to go back and plant the modem now!
Now go up to the terminal (if you blew it up, tough luck) and press B. The Covert Modem will start to do it is thing, (Objective c: Completed) and you can run back through the sewer, back to the first door, back on to the Dam, over to the platform, and jump off (Objective d: Completed).
Trivia
- While this level has no counterpart in the GoldenEye film (which starts immediately with Bond's running across the dam and then bungee jumping), it is possibly roughly based on beginning part in the novelization of the film, written by John Gardner and based on early drafts of the screenplay by Michael France, Jeffrey Caine and Bruce Feirstein, which features a violent confrontation prior to Bond reaching the top of the dam.
- The first area of the map is remade more or less exactly in the Wii Re-Imagining and Reloaded versions.
- It was originally planned that Bond had to ride the truck through the earlier checkpoints as a rail-shooting section (like Japanese Virtua Cop). This was eventually "implemented" into the 2010 Wii re-imagining.
- The aforementioned truck ride takes place partly inside a closed tunnel. Though short, it also is referenced in the DS Version, after the ADS Tutorial. The tunnel then leads to two gates with a panel that needs to be activated to open that gate. Only one of the gates can be opened at once, referencing the gate that Bond and the truck go through in the N64 version.
- The crates in the Dam itself contain KF7 Soviets.
- The first level of TimeSplitters 2 was also based around a Russian dam; the company that developed the game, Free Radical Design, consisted largely of former employees of Rare who had worked on GoldenEye 007, and its dam level was included as a reference or homage to the Nintendo 64 game.
- The Russian Commandant was originally planned to be Bond's contact, and would provide him something, perhaps a key for the lock.
- The mountain walls were rumored to have Donkey Kong's face in the textures. Rare had made several DK games with Nintendo prior to GoldenEye 007, such as Donkey Kong Country.
Glitches
- You can shoot through the locked gate leading up to the dam, using the sniper rifle, and the guards will not follow you.
- Dam is the only single player level where it is possible to trigger the infamous "paintbrush" glitch. To do this, the player must be unarmed when picking up the Sniper Rifle, then cycle back to unarmed again. If done correctly, this will result in a paintbrush-like object appearing instead of the rifle stock. This is actually Bond's arm in mission like Frigate, oriented like the sniper rifle stock.
Facility, Arkangelsk
Facility is the second mission of GoldenEye 007. Its full name is Chemical Warfare Facility #2, and it is the second part of Bond's first mission. This is also the reason he was sent to Arkhangelsk in the first place. The level appears as both in Multiplayer and singleplayer states, as well as it is being well known in both of these variants.
Background
Inside the chemical weapons facility you should quickly and efficiently proceed to the bottling area and place demolition charges on the main gas tanks. Political considerations demand that collateral damage is minimized on this mission. Non-military personnel should be disregarded.
Objectives
- Gain Entry to Laboratory Area (Agent)
- Contact the Double Agent (Secret Agent)
- Bond: Time to leave, Dr. Doak.
- Dr. Doak: you will need this decoder to open the bottling room door. Good luck, 007.
- Rendezvous with 006 (Agent)
- Trevelyan: Glad you could make it, 007. For England - James.
- Bond: For England - Alec. It was too easy, Alec.
- Trevelyan: Half of everything is luck.
- Bond: ...and the other half?
- [An alarm rings, soldiers enter the room.]
- Trevelyan: Fate.
- Ourumov: Throw down your weapons... You are surrounded!
- Trevelyan: Finish the job, James!
- Ourumov: You have ten seconds.
- Ourumov: Nine
- Ourumov: Seven
- Ourumov: Five
- Ourumov: Four
- [Ourumov shoots Trevelyan.]
- Ourumov: Two
- Ourumov: One...defeat him!
- Destroy the Tanks in the Bottling Room (Agent)
- Minimize Scientist Casualties (Agent)
M Briefing
You’ll be working with 006 on this assignment, the bottling room is the rendezvous point. Don’t forget to contact our double agent scientist before you leave, and warn him to get out. He will provide you with a decoder for the final security door. There are no women or casinos for a thousand miles, 007, so even you will be able to concentrate on this mission.
Q Branch
Now listen carefully, Bond. Those bombs will be armed as soon as the last one is set. Don’t be too close when you set them off or you’ll go up in flames as well, and while you are at it, please try and bring back that door-opener undamaged for once. Too much rough handling like the last mission and it might go wrong at a bad time. Honestly 007, sometimes I think you damage your equipment on purpose.
Moneypenny
These chemicals could prove to be a match even for your pheromones, James. Don’t take too many risk.
Points of Interest
Bathroom
Bond drops into the bathroom from the facility's ventilation system. Four Russian soldiers can be found here; three are in stalls, with a fourth at a urinal. It is possible for Bond to exit the bathroom without alerting any of the soldiers. After a certain amount of time, a scientist will run in from one of the laboratories. This scientist carries a keycard, which can open any door in the facility, which could only previously be accessed through consoles from security stations, with the exception of the one leading to the bottling room. However, Bond can also find this scientist, while he is on his way to exit from Laboratories. In this case, he needs to be shot once without defeating him, or shooting somewhere near, in order to get his keycard. Otherwise, he will not stop running to the exit.
Security Stations
There are two rooms where soldiers stand watch over the consoles needed to open the security doors located in the facility. The first station is at the bottom of the stairs after exiting the bathroom. The second is found after the processing area. If the consoles in these areas are destroyed, Bond will need to obtain a clearance A keycard to complete his mission. Note that the security doors are only locked from one side, meaning Bond can backtrack past a locked door, but will be stuck on the other side if he cannot open it.
Processing Area
Two large rooms are found after the first security door and locker room. These rooms contain large chemical tanks and have a number of scientists working at consoles. Dr. Doak (or Dr Rakhmanov in the unreleased XBLA remaster) can appear in either of these rooms. The door leading to the second security station marks the boundary of the multiplayer arena.
Storage Area
To the right of the second security station is the storage area. Here, small white drums contain toxic gas, which will be released when they are destroyed. This area has a safety system in place which will lock it down to prevent the gas from leaking into the rest of the facility. It is impossible to exit this area once the doors locked. Note, however, that if the tanks are detonated from outside of this area using the remote mines, the system will not prevent the gas from leaking into the rest of the facility. Dr. Doak/Rakhmanov can appear in this area.
Laboratories
The door to the left of the second security station leads to the laboratory area. Just entering here completes Bond's first objective. There are soldiers here, but also a lot of scientists, which means targets should be checked before firing. Dr. Doak/Rakhmanov can appear in two of the labs or outside of them in the hallway. The scientist that holds the Clearance A Keycard is also here. He is located at the final laboratory room near the Bottling Room.
Bottling Room
The bottling room is the final area of the facility. If playing on Secret or 00 Agent, Bond needs to obtain the door decoder from Dr. Doak/Rakhmanov to access this area. Bond meets with Trevelyan here, and must destroy the large bottling tanks to complete the mission. Colonel Ourumov will capture and "execute" Trevelyan here if Bond sticks around, but this is not necessary to witness in order to complete the level, because after he executes him, he will command to fire on Bond next.
Multiplayer
Facility is one of the five solo levels included in Multiplayer. It is a fan favorite and is often considered one of GoldenEye's best multiplayer maps. The multiplayer version of Facility only has the first part of it up until the second checkpoint, at which it prevents moving to it with a locked door and removes most of the objects from the level to make it flow better. Like all solo levels featured in multiplayer, the mission correlating with the one needed to unlock must be completed before it is available for play.
Facility was one of the three "Classic" maps included in Perfect Dark, where it was retextured, slightly modified, and renamed Felicity. It also made it into Perfect Dark's sequel, Perfect Dark Zero, where it resembled a partially destroyed version of GoldenEye 007's Facility. Another, heavily modified version of it, stripped of doors, with several new areas and connections between old areas, is featured in the Wii version of the Quantum of Solace game. In addition to these official reappearances, it has also often recreated by fans for a number of other classic first person shooters, including Doom, Quake, Half-Life and Counter-Strike. In Goldeneye Source, Facility has 3 maps, including one that is a near-perfect copy of the original's solo level.
Weapons and gadgets
- Silenced PP7
- DD44 Dostovei (Scientists, if provoked. Used by General Ourumov.)*
- KF7 Soviet
- D5K Deutsche (Trevelyan)*
- Hand Grenade
- Remote Mine
- Door Decoder (Given by Dr. Doak)
*Note
Not recommended after a weapon means that in order to get that weapon, you put yourself in either a lot of danger, or you risk failing a mission objective.
Gadgets
- Door Decoder (Given by Dr. Doak)
- Keycard (Keycard B - Dropped by one of the Soldiers, Keycard A - by one of the Running to the exit Scientists (He runs from Laboratory))
Body Armor
2 (Agent Only)
Secrets
There is more Soviet ammo in the various wooden boxes that are scattered around the Facility.
Enemies
- Russian Soldier
- Scientists (if provoked on difficulties higher than Agent)
- General Ourumov
- Alec Trevelyan
Notes
Dr. Doak (The Double agent) appears in the following places.
- The room with colored bottles, (on the left of the first stone hallway) at the top of the stairs.
- The room with the gray bottles to the right of the first stone hallway.
- In the room with the gas pipes (located behind the second remote security door on the right). It is not recommended that you enter this room to find Doak.
- In the final hallway with all the scientists.
- In either one of the labs to the left or right of the final hallway.
It is not recommended that you enter the room with the gas pipes (the right security door, because of the danger of gas leaks, plus there are lots of guards in there.
You should also note that one you get past the first security door, guards will start appearing from nowhere to come after you. Once you get into the upper hallway of the laboratory area, more guards will be coming, so watch your step!
Head down the air shaft to the bathrooms, where you will see the head of a sergeant. There are three other soldiers in this room. defeat them with your PP7, other soldiers will hear and swarm the bathroom.
Leave the bathroom, but do not go downstairs. On that floor open up the door and at the bottom of the stairs is one guy. defeat him, and then open the door near to where he was standing. Open it, take a few steps, turn left and you will be behind a guard with Keycard B, which will permit you into an important security room. Across from the stairs is a security door, open it and press B to activate the computer in front of you. There should be three guards in there, and now you should switch to your KF7. Make sure not to blow up the computer. This keycard will open up a timed security door down the hall and to the left. Be quick because there is yet a third door to run through and it closes fast.
Leave that room, turn left, run down the hall, pick up the armor to your left, keep running, take your first left, and open the door on your left. Then turn right, and pass through that door and stop. To your left in a locker room are two guards, it is not necessary to defeat them, but it is fun. Now open the next door, behind which at least three soldiers are waiting with rifles in hand. Open it, step back a few feet and wait for them to enter. They line up so the defeating is easy.
Go in and check the left and right rooms, where Dr. Doak, the double agent scientist, will hand you a door decoder for later use. He may not be there (he is got a light brown hair and a beard and he walks slow, without putting his hands up) — if he is not there, you will see him near the bottling facilities upstairs.
Leave those two bottling rooms and continue on through the next door. In front of you is the room with the two security switches, and hallways on either side. Pull out your PP7; pick off the security guard to your left and right. Now, enter and go toward the room in front of you. The room is filled with four guards, so switch to your KF7, but do not throw a mine in there. Go to the left and right and pick off the guards. Almost guaranteed, you will invite others. After dusting those stray guards, and facing the door, hit the console on the right with the flashing button, press B , and now run because the doors are timed. Of course, you will have to bust out through about five guys, so reload your KF7 and then blow the guards away.
If you make it through the security door, go up the stairs, dust the three to four guards and enter the bottling rooms, one by one, to find Dr. Doak, if you haven't already found him. He walks around, and may actually walk toward you if he is near. Talk to him, wait until you get the decoder key, and then get ready to run. Have your KF7 loaded and ready. Now run down the only other hallway. defeating about three guys should set you free for a few seconds.
Now, you can use the door decoder. you will see two doors, the one on the right is your door. In easy mode, you simply approach it, but in medium and hard you must switch to the key and wait. Once you are through it, switch to the mines. Go down the stairs, approach 006 so that a conversation begins and as soon as it starts lay one mine on each of the five giant vats. Across the room from the staircase you descended, there is a door — it is your escape route. Now there are only two things that need be done. One, make sure that 006 is about 5-10 feet away from the tanks (so that when you blow them up he does not die). Two, blow up all of the vats. As soon they're toast, just walk out that door. If you stick around to see what happens, guards will come by the bucketload hooting and a'hollering and gas will flood the room. Make it out alive, and your mission is accomplished.
Trivia
- Facility is one of three multiplayer maps from GoldenEye 007 that appear as playable multiplayer levels in Rare's later FPS game Perfect Dark, the spiritual successor to GoldenEye. The others were Temple and Complex. While the levels were remodeled with new textures, their layout remains identical. Facility was additionally renamed "Felicity."
- In the beta, the Facility had stacked tanks, similar to the movie, in the Bottling Room. It is not known why this was changed to single tanks in the final.
- In the GoldenEye movie, Bond programmed timed mines at a 3 minutes timer, escaped with a plane, and only then the mines blew up. In the N64 (and Wii) game, instead, he actually detonates the explosives himself. Also, in the film the whole facility (or at least the back zone) blows up, while in the game it does not, even though the player must still leave in order to survive. In the N64 game the tanks leak toxic gas.
- In the room with the toxic gas barrels and the 4 platforms behind the double airlock type doors, there is a pipe running across the ceiling with the Russian word 'водка' written below it. This word is also present on a number of boxes throughout other maps taking place in Russia. Водка translates as 'Vodka', which may be meant as a joke by the game's creators playing on traditional Russian stereotypes. Other boxes in the game are labelled картофель ('potato'). Much of the other Russian text depicted throughout the game is either nonsense or simply English words written in the Russian Cyrillic alphabet.
- Like Archives and Caverns, the multiplayer version of Facility draws the entire Facility single player map but renders around half of the level inaccessible with a locked door. Using a cheating device, it is possible to configure a weapon to destroy doors and access the rest of the map; everything is present, but there are no weapon spawns or ammo crates in the normally inaccessible parts of the level.
- Above the door to the second security station is a "No James Bond" sign Easter Egg.
- When speaking with Trevelyan, there is a line of dialogue from Bond that changes relative to how much health the player has. If little to no health was lost, Bond will say "It was too easy, Alec." (which was said in the film). If about a half of health was lost, Bond will say "It was a bit tricky, Alec." If in low health, Bond will say "I almost defeated myself getting here, Alec."
Runway, Arkangelsk, USSR
Runway is a level in GoldenEye 007. The level is located at the service runway behind the Russian Chemical Warfare Facility #2 and is most likely used by planes/trucks shipping the nerve gas produced in the facility. It may also be facility's only normal entrance, as the the building has another access route, which is concealed somewhere near the Arkangelsk Byelomorye Dam. The runway itself is guarded by heavy gun emplacements, soldiers and a missile battery. Nearby, however, there may be a tank which Bond can use.
Background
The service runway is the obvious escape from the Arkangelsk chemical weapons facility.
Objectives
- Find the Plane Ignition Key (Agent)
- Destroy Heavy Gun Enplacements (00 Agent)
- Destroy the Missile Battery (Secret Agent)
- Escape in the Plane (Agent)
M Briefing
006 knew this was going to be a risky mission. His sacrifice should give you enough time to find an aircraft. Keep a cool head and you’ll get out alive. Just be certain to knock out the heavy gun emplacements and missile battery or they will swat you out of the air like a silly fly.
Q Branch
No time for gadgets here, 007. Just improvise with what you can find close to hand.
Moneypenny
Grace under pressure, as always, James.
Weapons
- Silenced PP7 (Given by default, judging by the fact Bond had it in the previous to this mission)
- Klobb (Russian Soldiers)
- KF7 Soviet (Siberian Guards, Russian Soldiers)
- Hand Grenade (Siberian Guards, Russian Soldier in some storage containers of ammo.)
- Timed Mine (Somewhere nearby, in a storage container.) Tank (Near the facility.)
Important Items
- The Plane Ignition Key
Enemies
- Siberian Guard (Arkangelsk)
- Russian Soldier
- Drone Guns - placed variously near the service runway.
On Agent level, the runway is the easiest level in the game.
You start off in this little garage place. Look around, and you will see a little box right next to you. Oh goodie, grenades! Now look around some more and you can see a little alcove. Walk over there, and lean over to find a soldier. Shoot him, and your reward is a KF7 Soviet and a box of timed mines.
Now go back to where the grenades were, and go out that little conveyer belt. Great, now you are on the runway! There is a guard out here patrolling, and your Soviet will make short work of him.
Run up to that little brown building and grab the box of grenades that is sitting there. Open the door and walk inside. Just to be cool, throw a grenade into the little space next to the file cabinets. Boom! There goes two more soldiers. Run up into the smoke (after the explosion dies down) and you should grab the plane ignition key (Objective a: Completed).
Now, run back outside. See the plane? No???? Well then, just start running (or speed strafing) across the runway. You will get hit, but not enough to defeat you.
Once you get close to the plane, Secret Agents should switch to their timed mines. See that big brown thing? Throw as many mines as you like on top of it, then run away! The missile battery will explode (Objective b: Completed), leaving you free to escape in the plane (Objective c: completed).
00 Agent walkthrough
You start off in this little garage place. Look around, and you will see a little box right next to you. Oh goodie, grenades! Now look around some more and you can see a little alcove. Walk over there, and lean over the corner to find a soldier. Shoot him, and your reward is a KF7 Soviet and a box of timed mines.
Now go back to where the grenades were, and go out that little conveyer belt. Great, now you are on the runway! There is a guard out here patrolling, and your Soviet will make short work of him.
Run up to that little brown building and grab the box of grenades that is sitting there. Open the door and walk inside. Just to be cool, throw a grenade into the little space next to the file cabinets. Boom! There goes two more soldiers. Run up into the smoke (after the explosion dies down) and you should grab the plane ignition key (Objective a: Completed).
Quick! Run back outside! Now the guys will start coming for you! Follow the big building on your right until you get to a little space where there is...the tank!
WARNING: Do NOT attempt to strafe while inside the tank! Doing so will mess up your whole driving...thing, and make driving the tank very difficult. You have been warned.
Jump into the tank, and switch to your tank missiles. Start driving back to the runway. There should be lots of guys, but do not worry, because you can take A LOT less damage while in the tank.
do not try to shoot the soldiers, just run 'em over! But, you do have to shoot those big guns that are firing at you! There are four of those big guns scattered around the runway, all within plain site (no pun intended), so you should be able to get rid of them easily enough with the tank missiles (Objective: b: Completed).
Now, drive your tank back over to the plane, and knock out that missile battery (Objective c: Completed) using either tank missiles or timed mines, hop out of the tank, and into the plane (objective d: Completed).
Trivia
- Motorcycle was supposedly going to appear in Runway, but was replaced with the tank.
- Tank was not originally intended to be used in Runway, and was to be exclusive solely to the Streets level. This was later changed after the developers first tried tank in Runway, so eventually, it replaced the motorcycle.
- If the level is played with cheats activated, the music cue that plays during the ending cutscene will end before the last note is heard. The reason for this is unknown. However, this same glitch may occur, independent of the cheats and other reasons.