20. Dam Agent 0:52 -- Barely any luck, an easy-to-learn trick, and it doesn't even need boosts anymore. This being GoldenEye's "classic level" should incentivize anyone to play for the time over the next records too.
19. Surface 2 Agent 0:46 -- Again, very little luck, but there is an awkward sequence of button presses that needs to be learnt, and an ending that needs to be clutched.
18. Cradle Agent 0:33 -- Straightforward short level with a lot of luck that tests your patience.
17. Bunker 2 Agent 0:20 -- A level that's benefitted greatly from not needing to pause at the start anymore since you can get more attempts in per session, and the pace is much more forgiving than 0:23 old strat. Some movement is a little awkward to learn, like the tape room and fast R-lean plus warp at the start, but it's otherwise short, simple, straightforward, and fun to play.
16. Depot Agent 0:23 -- Getting the warp seems intimidating if you haven't played the level before and are simply trying to wing attempts. There's three things to know: the location of the "crack", the sharpness of the turn into the crack, and the weapon switch timing. Then being able to consistently execute the movement needed. But once you figure all of this out, you'll know when you have good warp attempts, which makes the time feel cuspy. 0:23 isn't tight, as there's been runs with missed trainshots.
15. Streets Agent 1:11 -- This record can be hit or miss with how grindy it can be depending on your guard luck, but it's a simple strafing level with relatively good GL odds. Even if you get unlucky with guard boostage, it's good to know the record is always within grasp.
14. Frigate Agent 0:22 -- Probably the first "OCB" heavy level in the list, with good movement technique and aiming needed to get fast kills and a quick bug throw. The odds of completing the hostages are quite good, so if you're consistent at failing 22s this should come pretty quickly.
13. Bunker 1 Agent 0:16 -- Probably the first "high" luck level on the list. This can be hit or miss depending on how lucky you get with the boostage, and not being pushed out of the level early.
12. Archives Agent 0:15 -- Another level that requires clean, robotic movement, but it's fairly short and the movement surprisingly isn't as difficult as it seems once you learn how to get clean beginnings. It can be far meatier grind than anything before it, though.
11. Jungle Agent 0:49 -- Clean time that de facto requires 2.x, but you can tell the movement required isn't as strong as on the levels ahead of it. Anyone with 0:50 should be capable of getting this with more effort, figuring out a few tricks, and then eventually clutching a run together.
10. Aztec Agent 1:20 -- I'm not sure how many people have seriously given the crouch strategy a try, but the pace isn't that strong. Players with good OCB and quick guard judgement will benefit the most from this level, since they'll need fewer successful glass opens to make the time doable. It can be a hellish, demoralizing level when you get pinball'd around a lot, so this still ranks higher than many other records.
9. Egypt Agent 0:43 -- Not as tight as 0:45 "back in the day", since you can likely achieve this without needing the fastest death for bost Barons, which mitigates luck quite a lot, but this does need 2.x capability and patience. Fairly overdue, since it is a pretty fun level to play and could definitely be multi-tied.
8. Runway Agent 0:21 -- Learning the "nade volley" is probably intimidating and too boring for many, but now the trick has been figured out, it's mostly a case of learning it and playing the level to death until you finally see a 0:21. Depot Agent on steroids in that sense.
7. Surface 1 Agent 1:01 -- This one probably isn't as strong as it seems and just hasn't been played much by players capable of achieving the time since it's boring to play and there isn't much incentive to slay the record over the other stronger Agent untieds.
6. Caverns Agent 1:00 -- It's hard to accurately place this one just yet and all
past unsuccessful and successful grinds point to it being a very strong time.
But as grindy as it is, it's a straightforward level and a handful of players with 1:01
could give it a real shot. What
puts it weaker than the records ahead of it is the overall "volume of chances" players seem to get;
multiple 1:00 paces in one session isn't unheard of.
5. Statue Agent 2:17 -- 2.x val strafing makes this a lot less accessible to many, and realistically you'll need at least a dozen fails on runs with at least one boost so unless you're insane this could feel hopeless.
4. Silo Agent 0:59 -- A very cool record to get. Zero ties in the past 3.5 years (at the time of this post) despite being a very competitive and fun level to play, where even many players can get 59 pacers to the cam pause shows how difficult it can be to clutch the ending. It's just too easy to get trolled by guards especially with the lag and nerves.
3. Control Agent 3:55 -- Just a very solid record all around that ideally needs a warp out of the very first door.
2. Facility Agent 0:42 -- An untied for over 2000 days on arguably GoldenEye's competitive level says it all. Putting aside the precise movement required to eke out the tenths needed to get from a low 43 to a 42, you'll likely need the vent boost, which makes the labs more unpleasant with all the extra lag, and then you'll need to get lucky with a gT on a 0:42 pacer. Consistency matters so much here. The level doesn't have as much action as Train Agent, but it might require a lot more physical stamina since getting good for this record will probably require doing long sessions. I do think 2.x might make this record more accessible, though.
1. Train Agent 0:55 -- It's debatable which record between this one and Facility 0:42 is the best and that might be require a blog post of its own. The OCB required is so strong that this time will never be accessible to almost every player. Even a skilled player has to be "in the zone" and requires incredible consistency plus focus for the locks (how many people have that these days?), whereas it's always possible for a top OCB player to get back into form for Facility within days after taking a prolonged break. 2.x is almost certainly useless here, and no amount of ties would take away from how good this record is.
Agent CHANGELOG
29 Nov 2025:
(17 → 6) Caverns A 1:00 (bumped everything in between its old and new tier by one as a result)
Swapped S1 1:01 & Statue Agent 2:17