GoldenEye 007 - Ken Lobb Classic
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Author: Wreck

Date: November 3rd, 2019

Category: GE For Fun


GoldenEye 007 - Ken Lobb Classic:

Author: Wreck
Version: 1.00
Date: November 3rd, 2019

You are hereby invited to participate in the prestigious Ken Lobb Classic. This challenge requires the player to complete the mission campaign using what is universely agreed upon as the worst weapon in the entire game; the Klobb. Unlike most Klobb only challenges that rely on using cheat options, such as All Guns and Infinite Ammo, this mod does not. Here the player begins each mission with the weapon, or can collect it almost immediately after taking control of Bond. Some levels see you off with a low amount of ammo, and will expect you to go about collecting more from fallen enemies or crates. Most other levels will start you out with a larger count, should you not be able to replenish your supply as you progress. While the idea is to simply finish the mission, eliminating as many of the guards along the way as you can is applauded. Just like any challenge, there are some rules in place to follow. Be sure to read them over before jumping straight into it. Can you conquer GoldenEye with just the Klobb? It's time you found out!


All kills must be caused either directly or indirectly by the Klobb. What this means is that you can use something like a fuel barrel or crate to eliminate guards, but the explosion needs to be set off by a Klobb. However, should an enemy use an explosive device, such as a hand grenade, grenade launcher or rocket launcher, and this results in deaths, these are ruled as suicides. And if you can manage to shoot a hand grenade being pulled by an enemy, than not only does it count, but you should also feel a sense of pride - or luck - in this accomplishment. Shooting dropped grenades is fine, as well.

Any object you are tasked to destroy must be done so with the Klobb (unless noted). Alarms, surveillance cameras, radio equipment, etc. This also includes things like drone guns, padlocks, boxes, consoles, desks, and so on. When faced with an objective that requires you to use something other than the Klobb, such as a remote mine, it is perfectly acceptable to do so. There are certain objects that can only be destroyed with an explosive, so the use of mines or grenades is fine. The bottling tanks in Facility are optional. It would take a minimum of 70 bullets to destroy them all, and the mines were assigned for this very objective. Some other missions also have objects you can use gunfire to destroy (like ammo crates), but have been given mines to use, or can locate within the level. This is up to you. One final exception are the securing hatch bolts in Train. These would require an absolutely absurd number of Klobb rounds to destroy, and the inaccuracy makes it even worse. In this case, the Watch Laser is allowed (and suggested). Just don't use it for anything else. A list of exceptions is provided further down below.

The tank is banned. The thing, itself, is a weapon. It can crush enemies beneath it and run over vehicles or other obstacles. You may not use it in either Runway or Streets for any reason. Sorry, but you'll just have to hoof it.

If you run out of ammunition, you must either restart, or attempt to see it through, should you not actually require any bullets to finish it. No use of the slapper is allowed. Some crates do hold ammo, but make sure you know what's inside, because it will cost you a few rounds just to break it open. No use of other weapons to destroy crates / cardboard boxes is accepted, but should an explosive device being used for objective based purposes happen to blow a nearby one up, than enjoy the extra ammo that pops out.

Should you manage to collect a second Klobb during a mission, it is permitted to use them as a pair. You are still using the correct weapon, after all. This is also a rare enough occurance that it won't be abused. But if you prefer to use just the one, than an extra pat on the back goes to you.

Even the characters in the cast roll have joined in the Ken Lobb Classic, too. Any time you see someone brandishing a firearm, you can rest assured that it is a Klobb. Those who don't, would either rather use their fists, or are laughing their butts off just thinking about it.

Multiplayer mode also has a Klobb only weapon set, which replaces the Throwing Knives. Now you can compete head-to-head in the Ken Lobb Classic against another human opponent. Who will reign supreme as the Lord of the Klobb?

Those of you who are able to complete the game on 00 Agent mode, including the two bonus missions, will be rewarded with a new cheat option. Your mastery of the Klobb shows that you are indeed worthy of something special.

A Special Note on Train…
After quite a bit of testing, I found that 00 Agent becomes much more difficult to complete using just the Klobb, due to how Rare setup the action blocks regarding the ending sequence. Normally, you must kill Xenia in order to gain additional time to allow Natalya to crack Boris' password. If you do not manage to eliminate her before the shutter drops, than there simply is not enough time for Natalya to complete all the hacking objectives. I reloaded a savestate over and over trying it. Attempting to shoot her with the Klobb after hitting Ourumov becomes a painful chore, and more often than not, you only injure her. Even if you do land a shot or two, the low damage it causes may not force her death. This results in a failed run. As this was already slightly unfair to begin with, I decided to alter the blocks to check if she takes any damage at all. Should she be hurt in any way, it sets a flag. This flag is checked for when the shutter drops. If it is set, you get the extra time. So it is in keeping with what Rare designed, but only requires Xenia be injured, rather than killed outright. You might still have trouble, but trust me, it is far less annoying than the original action blocks were. If you really want an added challenge, than see if you can actually take her down in time. Best of luck.

A Special Note on Egypt…
Baron Samedi becomes quite the opponent when you can no longer use the Golden Gun to easily defeat him. In fact, since his third incarnation has three times as much armour as his second form, it will require a lot of gunfire to take him down. This is made even more difficult by the guards who continue to spawn into the level. To help out a little, you are permitted to use the weapon locked away in the floor tile puzzle room. However, utilizing a glitch that can cause the dual Laser wielding voodoo shaman (in his third appearance only) to freeze in position until you shoot at him enough times to deplete his armour is NOT acceptable. There should also be no pride in such a victory. You've made it this far, after all. Finish it like a man!

The strategies you may have used previously might not work this time around. The accuracy of the Klobb makes it difficult to hit things from a distance. Whenever possible, try getting closer to your target. This will help to reduce how much ammo you're using. Aim for the head when up close and personal with an enemy, but watch out for their return fire. Certain guards wear armour, and won't react to being shot until that protection has been depleted. Be very cautious of these guys, as they can quickly become a problem. You can use certain character AI limitations or action block designs to your advantage. In some situations throughout the game, these are almost necessary for survival. Drone guns can be very tricky to destroy, and may be where you use up a good chunk of ammo. Try to find the best spot to shoot at it from. The larger you can make it appear on screen (distance and angle), the more likely your shots will land on it. This weapon is quite noisy, so any stealth approach isn't going to do too well. You'll draw out guards or their clones when they hear your fire, which means you'll either need to lure them further away from others before firing, or be prepared for some serious shoot outs.


The bottling tanks can be destroyed using remote mines.

You'll need to use either timed mines or hand grenades to destroy the heavy gun emplacements and missile battery.

Plastique must be thrown into each of the fuel rooms.

Surface ii:
A remote mine needs to be placed onto the helicopter.

The illegal arms cache can be destroyed using mines.

It is strongly suggested you use the Watch Laser for the floor panel.

Your mines can be used for the ammo dump.

The armoured mainframes will require either mines or hand grenades to blow up.

Control consoles can be destroyed with your mines.

The weapon you're tasked to recover may be used once collected.


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