James Bond 007: Agent Under Fire - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for James Bond 007: Agent Under Fire - Strategy Guide (Page 03).
Location of 007 tokens: (1) Instead of opening that grate, turn round, and open the other. Inside, you’ll find Armour and a 007 token. (2) Immediately upon entering the lab, look right, and you should spot some barrels. Behind the barrels is a 007 token. (3)When you get to the bottom of the stairs here, turn right, and go round to the back of the stairs, where you’ll find a 007 token. (4) In this alcove, there is also a 007 token. (5) When you get to the bottom of the stairs, go underneath the stairs, and jump over a packing crate to find a grate. Open the grate, and crawl through to find a 007 token. Mission 11: Mediterranean Crisis Available Weapons: Golden Gun (12) UGW (40) PS100 (50) SSR 4000 (5) Grenades (1) Defender (6) Frinesi (8) The key to getting the gold on this level is the Defender – using this weapon will keep your Ammo Efficiency, and to some extent, your Accuracy (because the Defender is a reasonably accurate weapon – more accurate than a machine gun, anyway.) From the start, move forwards to pick up the Frinesi (1), switch to it, and climb up the ladder. At the top, you should notice a guard who runs for the alarm, and you should quickly shoot him using the Frinesi before he can reach the alarm. Run through the entrance to your left, and kill the guard in the next room before he notcies you, using the Frinesi. Follow the path around and down the stairs, and walk down the passage until you reach the Brig. Open the door, and blast the guard using the Frinesi before he can do anything about it. Collect his ammo, and get the Frinesi ammo lying on the table in this room, before using the Q-laser to break the lock on the left-hand cell, and this should cause both cell doors to open (2). Go into the right cell, and you should see (slightly above you and to your right) a grate, which you can open using the Q-Laser. To get into the grate, jump onto the bed in the cell, before jumping into the grate, and crouching to get inside (first Bond Move.) Follow the path of the ventilation duct, until you reach another grate, through which you can see one guard straight in front of you, looking the other way, and apparently guarding some barrels. You should also see another guard, in front of you and a fair distance away, walking backwards and forwards. Switch to your golden gun, target the guard that you should see a fair distance away, and shoot him a few times to kill him. Do this quickly, or he’ll walk out of sight, and he won’t come back for absolutely ages. Oddly enough, the guy just in front of you does not notice his buddy dying, and simply stands there, occasionally scratching his knee. Shoot him in the back of the head to eliminate him, and continue on your way. Keep creeping down the ventilation duct (3) until you get near the end, and then, just before you reach the end of the duct, turn right, and go down the small duct until you reach a grate. You should spot a guard patrolling round some seats just in front of you. Target his head using the Golden Gun, and shoot him in the head to finish him off. Don’t worry if you miss him, but you’ll have to finish him off at a closer range. He will come running for you, as well as a super thug, who comes out from behind a wall on your right. Retreat a little way along the vent, and you should see the super thug’s and the guard’s heads poking up above the line of the grate, as they struggle to get near to you. This means that you can simply shoot the top of their heads to kill them. Once both of those guards are out of the way, Q-Laser the grate, and drop down into the conference room. Collect all the ammo there, including a Defender, which is lying just to the left of the grate as you drop down. Go back to the room with the barrels, and pick up the ammo lying there, before heading back to the conference room, and taking the door to the left of the chairs. You should see a set of stairs heading upwards. If your health is low, then you can go past the stairs, and find Armour and some grenades under the stairs. Head up the stairs, and turn right. Through the opening, you should see a biohazard bloke typing at a computer. Shoot him in the back a few times to kill him, which should bring a load of guards running. Go into the room, which had the biohazard guy in, crouch to avoid the fire, and turn left to face the opening to this room, which is on the left. As the guards appear in the opening, take them out using the Frinesi before they can start shooting. After all the guards have been eliminated, collect the ammo (that should be lying just outside the opening) before using your Q-Laser to open the lock that is to the right of the computers (in the room that contained the biohazard guy.) Walk down the grate (4), and Q-Laser the grate at the end. You should spot a guard patrolling just in front of you, who you should shoot using the Defender, before dropping down into this area, and taking his ammo. Now walk out to the walkway running along the side of the ship, look up, and you should see a perforated hatch. Q-Claw up to the platform above, which should earn you your second Bond Move. Go through the opening to your left here, then turn left immediately, and then right, and in this room, you should see another biohazard bloke, either typing at a computer, or, if he has noticed you, shooting at you. Either way, shoot him quickly using the Defender, and then move up to the computers, where you should see a program emitter. Use the Q-Remote here to get the Harrier Program, and your second Bond Move. Now go back to the platform. Walk to the end of the platform here, and beyond some huge arches, you should see a guard patrolling back and forth. Shoot him a few times using the Defender to kill him, and wait to see if another guard comes out of the arch. If he does, kill him using the Defender, and then drop down. If he doesn’t, drop down, and turn to face the arch. Side step right until you see him (he is nearly always hiding behind the wall to the left of the arch), and shoot him using the PS100. Quickly run through the arch here, look to the left and in front of you, and you should see a gate that would allow you through the fence made of wire netting. Q-Laser the lock on the gate to open it, which should earn you your third Bond Move, but don’t go through it. Return to the walkway running along the side of the ship, look up again, and you should see another perforated hatch standing on the ceiling above another platform. Q-Claw up there to avoid the guards, and collect a fourth Bond Move (5). Walk along this platform, and collect the Armour and grenades before going through the door. Make your way along the passage here, and open the door at the back-left of this room. You should spot yet another biohazard bloke, who is, surprise surprise, typing at a computer. Shoot him in the back using the Defender, and collect his ammo. A guard should soon appear in the room that contained the biohazard guy – shoot him using the Defender as well. Now crawl up to the computers, before standing, and shooting the sniper using the Defender (or the UGW, using the scope.) Now run out onto the catwalk (that had the sniper on.) As you run along the catwalk, collect the SSR 4000 ammo the sniper dropped, and the armour near the ammo, and then continue along the catwalk, turning left, and proceeding through the opening (6). Ignore the guards that are shooting at you from below. Once you are through the opening, proceed up the stairs, and you should now be in a passage that turns to the left. Walk forwards, and look left around the bend in the passageway, and you should see a super thug. Quickly withdraw backwards after the thug begins shooting, and shoot the valve that is pointing in the direction of the super thug. The super thug should walk straight into the steam, and be killed, leaving you to pick up his ammo, and walk up to the door that is at the end of the left passageway to complete this part of the mission. In the next room, there is Armour just to the left of you, which you can always come back to later if you need it. Go up the stairs, and look to your right, where you should see a guard patrolling back and forth, behind a pane of glass. Quickly shoot him using the Defender, before he walks off. Then crawl forwards towards the computers, and select the Q-Remote. Quickly look up, find the program receiver on the harrier in front of you and below you, and then press circle, before ducking again. The harrier’s jets will blast the guards that were shooting at you, and will kill them, as well as getting you a sixth Bond Move. Now turn around, and take the left entrance. Walk up the stairs, and follow the path around and to your left, until you appear out in the open air again. Just in front of you, you should spot a guard, who you should shoot in the back before he turns around and attacks you. Now walk along the catwalk, and turn left, until you reach the end of the catwalk. Pull out the SSR 4000, look up until you see a perforated hatch, and then go into the scope function. Look on the platform just below the perforated hatch, and you should see a guard on the platform, either patrolling, or shooting at you. One shot from the SSR 4000 should be enough to deal with him. Once he has been dealt with, use the Q-Claw to get up to his platform, which should give you another Bond Move. Walk up to the wall of the control room, which is just in front of you, and a load of guards should appear, so hide behind the wall. As a guard appears through the door, which you should see to the right of the control room, take him out using the Frinesi. Now turn so that you’re facing the wall, and select the grenade. Side step to the right until you’re standing in front of the opening to the control room, stand up, and throw a grenade so that it lands directly behind that conference table, behind which most of the guards are hiding. The explosion should eliminate most (if not all) of the guards. If it doesn’t, hide behind the wall again, before popping up and shooting the guards. Be careful, because there may be a guard standing directly behind one of the windows, just to your left. Once all of the guards have been eliminated, enter the control room, and pick up all the ammo in it. Take the door on the left of the control room, and, in a small alcove, you should see some SSR 4000 ammo. After picking this up, take the door on the right of the control room, go down the passage, and then open the other door. When you hear the muffled message from Zoe (7), quickly head up the stairs to your right, until you spot a grenadier, and a super thug. Use the PS100 to quickly dispose of both of these enemies. Before going up onto the platform that they were standing on, and while you are still standing on the stairs, look up, and you should see a laser moving back and forth, indicating a sniper standing in a sniper’s nest above you. Remember what we did in Night of the Jackal, when we were in a similar situation? Well, do the same thing again – look up so that your targeting cursor is targeting the ceiling just above the sniper, select the grenades, hold down the X button, this time counting to four, before releasing it. This should lob a grenade onto the sniper’s platform, killing him. Be sure that you are not too near to the sniper, because if you are, then the grenade will just bounce off the ceiling and land next to you, blowing up, and draining most of your health. (By the way, there is Armour underneath the stairs, just in case you need any.) Keep trying until the laser disappears, and you know that the sniper is dead. When the sniper has been killed, go up onto the platform; collect the ammo and grenades before heading up the next set of stairs. At the top of the stairs, shoot the grenadier before he can take out his Defender (he may not be there if he has been killed by one of the grenades you threw earlier.) Now proceed towards the door you can see on this platform, and open it, with your PS100 selected. Shoot both a guard that comes running in from the left, and also a guard that pops up from behind the bench in front of you and to the left. Now walk a few paces into this room, until you hear the words, ‘Rapid fire, move in’ and/or ‘Cover the flank.’ Now back out of this room and back onto the platform, and look back at the stairs, where you should see a guard running up them. As he reaches the top, quickly shoot him before he starts his attack. Return to the room that you just left, and proceed forwards until you hear a man’s voice, and the sounds of a helicopter, which should appear outside of the window in front of you and to your left. Before focusing on the helicopter, switch to the SSR 4000, and look around the corner of the room to the left, and you should see a guard hiding behind a table. Shoot him (if you don’t, he’ll run up to you when you’re focusing on the helicopter, and will kill you while you’re not looking.) Now focus on the helicopter. Try shooting the pilot while the helicopter’s moving – target just to the right of the helicopter, and hopefully the pilot should move into the targeting cursor just as you press the trigger. However, if you want to kill him easily, you can wait until he goes all the way to the right, upon which he will pause for a while before going back in the direction he came. Killing the pilot using the SSR 4000 will gain you your eighth Bond Move. Now head left through this room, briefly popping through the door on your left to pick up the SSR 4000 ammo. As you reach the end of this room, you should see the room bend around to your left. Walk cautiously forward, and to the left of a big glass pane you should see a guard, who you should immediately dispose of using the PS100. Now walk into the back-left corner of the room, and you should hear voices (you don’t always.) If you do, turn around, and you should see a couple of guards that have tried to sneak up on you from behind. Dispose of these men using the PS100, and grab the armour that is behind the table to your left. Now use the Q-Laser on the lock at the top of the ladder in front of you. Climb up the ladder, immediately turn left, and you should see a guard run out from behind the wall on your right. Use the Defender to quickly dispatch him, then run around the corner, and at the far end of this passage you should see a guard manning a fixed gun. Blow up the barrels around the gun before the guard can start shooting – the fixed gun is really quite damaging. Now walk over to the fixed gun, turn right, and you should see a ladder leading up to a padlocked grate. Q-Laser the padlock, and cautiously climb up the ladder, looking up slightly. When a guard comes into view, shoot him using the Defender, and then jump up into the room. Quickly turn right 90°, and shoot the guard standing to the left of the captain. Once the room is clear, use the Q-Remote to obtain the Missile Program (which gets you your ninth Bond Move.) When the captain stops talking, cut her free using the Q-Laser (the padlock is hanging just below where her hands are tied together) and she will deactivate the nuclear warhead. She will also open the door at the back of this room to let you see where Zoe is being held (you’ll need to stand next to the door for her to open it.) When you go through the door, walk over to your right to get to the tram cable hook (do not fall down the hole to your left (8).) Engage the hook with Square. However, if you want to get all the Bond Moves, you don’t want to go all the way to the bottom – as soon as the hook has engaged, keep tapping Square, and the cable will drop you off just before you reach the bottom. When the hook reaches the bottom of the cable (hopefully without you on the end of it) you will obtain your tenth Bond Move. Now, look down at the platform below you, and hopefully you should see a padlocked grate. Q-Laser the padlock, and fall down the shaft into a small control room, with a large flashing button in front of you. Press the button, and the crane arm will move forwards, carrying the quick-witted Zoe with it (eleventh Bond Move.) Now that Zoe is clear of danger, you can go out of the door to your right, and blow up one of the barrels (that the super thugs are standing in front of) to set off a chain reaction which blows up all the barrels, and kills both thugs (9). Now that you have freed Zoe, your next objective is to destroy the clones of the eight world leaders. Pick up the guns that the thugs dropped, before going through a small opening that you should find on the starboard side of the ship. When you get to the ladder going down, keep pressing up until you fix onto it, and then press down to descend into the bowels of the ship. When you get to the bottom of the ladder, turn around, and follow the passage around to the left, picking up the Armour if necessary. Open the door to the right of the armour, but don’t go through. Instead, walk cautiously forward until you can see a program receiver flashing in a small alcove to your left. Use the Q-Remote to activate the missile, which should take out a sniper standing on a platform to your left (twelfth Bond Move.) Once the sniper is taken care of, walk through the door, and turn left with the path. You should see a super thug a fair distance away, who should start running at you once he notices you. Use the UGW’s scope to eliminate him before he can come near, and then run along the passage and up the stairs to the fixed gun. It is important you reach that gun as soon as possible, so that you have the greatest possible chance of destroying that helicopter before it can escape. After the cut scene plays, activate the gun; target the helicopter, and just let rip. Keep shooting at it until it explodes, and your last objective is complete. Note that you can try and kill the pilot of this helicopter using the SSR 4000, which gets you the thirteenth and last of the Bond Moves in this level, but I wouldn’t advise attempting to do so, because of the risks involved. A harrier containing Zoe will now come into view, and to complete the mission all you need to do is walk down the stairs to your left, and walk right up to the edge of the balcony at the bottom of the stairs to end the mission. A Gold Medal in this mission will give you the Regenerative Armour, that replenishes itself every so often during the level. Location of 007 tokens: (1) There is a token in front of you here. (2) In the left-hand cell you should spot a 007 token. (3) There is a 007 token in the duct here. (4) There is another 007 token in this duct. (5) There is a 007 token on this ledge. (6) Instead of going left here, go right and down the stairs. The token should be behind some barrels near the second Harrier jet. (7) Instead of going up the stairs, look underneath them and you should find some Armour as well as a 007 token. (8) This time, do go down the hole on your left, rather than using the tram cable. The token is just under the hole. (9) After blowing up the barrels, go out into the area where the barrels were, and you should spot the token at the back right of this area. Mission 12: Evil Summit Available Weapons: Golden Gun (12) D17 (50) PS100 (50) SSR 4000 (5) MRL-22 (1) Grenades (1) This level is a real toughie to get a Gold Medal on, and you’ll really have to be rushing through this level to get the time bonus for this level. You can also get a load of points for accuracy and ammo efficiency by sniping all the enemies at the start. Naturally you’ll need the difficulty level on 00 Agent to bump up your points as much as possible. At the start, walk over to the door on your right. Open it, and shoot the guard using the Golden Gun several times to kill him. Once he has been disposed with, go around the corner into the back of this room, and you should see a large metal toolbox, locked with a padlock. Q-Laser this box open to reveal an SSR 4000, which you should pick up (first Bond Move.) Now go back outside, and hide behind one of the boxes on your left, looking at the tower. Sadly, you only have two shots for your SSR 4000, and there are four snipers on the towers, two on each tower. However, you only need to use the SSR 4000’s scope to target the snipers, and then kill them using the Golden Gun (this is where the Golden Accuracy comes in useful.) First, use the SSR 4000’s scope, and move the crosshairs until they’re exactly over the sniper’s body. Now leave the scope function, but don’t move the crosshairs at all – if you do, then you’ll ruin the exact positioning of the crosshair over the sniper. Now switch to the Golden Gun, and just shoot in the direction of the crosshairs until the laser beam of that particular sniper cuts out. Repeat this for every sniper to kill all of them, and make the path to the tower safe. To kill the sniper on the right of the left-hand tower, you may need to move slightly forward and to the right to get a clearer view of his body. Once the area is safe, walk along the path to the towers, and where the path divides, head to the left, and up to the lift. As the lift comes down, look down and to the left, and behind several panes of glass, you should see a guard. If you have any ammo left for the Golden Gun, shoot him before he starts causing a ruckus. When the lift gets to the bottom, get on it, and press the button on it to take you up to the top of the tower (1). At the top, collect the two SSR 4000s dropped by the snipers, and use the Q-Remote to collect the Access Hatch Program from the program emitter from the control room in the middle of the tower (second Bond Move). Down below, you should notice guards starting to appear through the door that was behind you when you started. Find the cable hook on this tower, and use it to ride to the other tower (third Bond Move.) (2) On the other tower, collect the two SSR 4000s dropped by the snipers, and the SSR 4000 ammo, Grenades, and Body Armour in the control room of this tower. Now use the scope to target the alpine guards down below, and zoom right in (right analogue pad up) so that you have maximum chance of hitting their heads. Wait until a guard is hiding behind a source of cover, and when he pops up, target his head, and shoot him to finish him off. Don’t shoot the guards until they are popping up and ducking down from behind a source of cover, because they tend to roll around all over the place while they are not behind cover, which means that you tend to miss them using the SSR, wasting your precious ammo. It may seem that there are unlimited numbers of soldiers coming out of that door, but in fact there are only about twenty, and you can kill all of them if you make sure that every one of your SSR 4000 shots is a head shot. However, if there are still a few enemies left when your SSR 4000 has been emptied, then take the cable hook down to the control room, but don’t drop down (fourth Bond Move.) Look down, and the remaining guards should run in and stand directly below you, waiting for you to drop down. Switch to the PS100 or the Golden Gun, and shoot them as they look up at you. Once the last guard has been dispatched, drop down, and collect all the D-17 ammo all the alpine guards dropped (and there is a lot of it – by the time that you’ve collected it all, you should have about 400 rounds of ammo for the weapon). If your health is low, then there is Armour scattered all over the place (in the lower control room, at the bottom of each tower, to the left of one of the piles of boxes on the landing pad, etc.) Once you’ve collected all the D-17 ammo and your health is fully replenished, find the program receiver that is on the floor on the right of the platform leading up to the towers. Activate it using the Q-Remote, and an access hatch to the left of the receiver will open up, revealing some stairs down to another path below you (fifth Bond Move). If you didn’t shoot that guard behind the panes of glass earlier, then he will soon appear below the hatch and start shooting – finish him off using the D-17. Now walk down the stairs, and up to the door at the end of this passage, to gain access to the base and complete the first part of this mission. At the beginning of the next mission, open the door, and head up the stairs to your right up onto a platform. Go up to the edge of the platform, and look down on this room, and you should see four of the world leader’s being held hostage, with several guards patrolling the room. Use the D-17’s scope to shoot all three of the guards. If you are still hearing shouts, but you can’t see anybody, move around to another one of the platforms on this level, and look around for the remaining guard. Once all the guards have been sorted out, you will have rescued the four world leaders in this room. Leave this network of platforms through the opening on the opposite side of the room from the entrance door. Directly in front of you, you should see a ladder leading upwards. Go around the other side of the ladder, climb up, and jump off onto the catwalk. Move forwards, and at the end of this passage, you should see a catwalk encircling a slender pillar, which supports the holographic projector-pillar thing below you. Pick up the SSR 4000 ammo and Armour on the catwalk that surrounds the pillar (3), and then select the Q-Laser, point it at the support, and laser the support until it breaks, and destroys a large portion of the floor below you (sixth Bond Move.) Turn around, go down the ladder, and down one of the ramps into the main room (where the world leaders are standing.) Head forwards and to the right over to the computer with the label ‘Silo 1.’ Use your Q-Remote to obtain the Silo 1 Access program. Now go through the opening to the left, and follow the path until you reach a sealed door with a program receiver next to it. Use the Q-Remote to activate the receiver, and open the door. Walk through the door, around the passage to the right, and go out onto the small platform, which should be through an opening to your left. Note that in every silo, there is usually Armour in a wall mounting somewhere in the small passage on the way to the small opening. You should be in a circular room with a rocket in the centre of it, and catwalks going halfway around the room. Shoot one bullet in a random direction to alert their attention, and as they run out from behind the rocket towards the door on your right, gun them down using the D-17 (using the scope to get more accurate aiming if necessary). Once both guards have been defeated, you will have rescued the French PM (who is standing on the other side of the rocket (seventh Bond Move.) (4) Now leave this silo, and return to the main room. Go across the room over to the computer with the label ‘Silo 2’ and the Silo 2 Access program emitter. Collect the program, and go through the opening to the right of the computer. Follow the path until you get to yet another program receiver, and a sealed door. Use the Q-Remote on the receiver to gain access to silo 2. Once inside, follow the passage (5) until you find an opening onto another small platform. You’ll recognise the room as almost identical to silo 1, except that there are a few barrels standing next to the closed door on your right, and you can see one of the guards. Shoot the guard that you can see, and the other guards should notice, and will start running for the closed door. Target the guards using the D-17 scope, and finish them off quickly. Avoid blowing up the barrels, since that also blows the door behind them up, and allows any surviving guards to get to you. Once silo 2 is secure, the German Chancellor is safe (eighth Bond Move.) Leave silo 2, and return to the main room. As you may have guessed, we’ll be going into silo 3 next. Go diagonally across the main room, skirting the huge hole in the middle of the room, to get to the computer with the label ‘Silo 3’ and the Silo 3 Access program emitter. As usual, progress through the path to the right of the computer, and use the Q-Remote on the program receiver at the end of this passage to get through the locked door. Go down the passage, and through the opening to get onto the customary small platform. This time, the catwalk on the left joins onto a series of steps, which go downwards, ending in a small platform. Move slightly to your left, until you are standing right on the left of your small platform, and you should see, in a small gap between the rocket and its supporting pillar, the back of a guard. Zoom in using the D-17's scope, and shoot the unsuspecting guard. As usual this will bring all the other guards running, and they will all run down the stairs to the left of the rocket, and shoot at you from the small platform at the bottom. Look down and to your left at the bottom of the stairs, and shoot the guards with the D-17 as they run down. When all the guards in this area have been disposed of, you will have rescued the UK PM (ninth Bond Move.) Right, only one more world leader to go, and I think that you can probably guess where he’ll be. Head back to the main room, and cross the room over to the computer with the label ‘Silo 4’ and the Silo 4 Access program emitter. I think you know what to do by now: use the Q-Remote to get the program, go down the passage to the left of the computer, open the sealed door using the Q-Remote, and then follow the passage until you get to the opening onto the circular room with the rocket in. This time, you are not standing on a small platform, but part of the catwalk that extends all the way round the rocket. On the far side of the room, the catwalk is higher up, and so there are stairs to connect the two levels of catwalk. Look upwards, and standing just to the left of the rocket you should see a guard, his back to you. Use the D-17 to eliminate him. As usual, the other guard is alerted, and will start running down the stairs to your right. As he comes down, use the PS100 to kill him, and rescue the US President (tenth Bond Move.) Now you’ve rescued all eight world leaders, but unfortunately you’ve been locked in to silo 4. Walk to your right a little, and look down, and halfway down you should see a platform. Leap down onto this platform, and then leap off the platform to land on the floor of the silo, unscathed. (6) To your right, you should spot a door that you can use to escape, so progress through the door, and along the passage. Grab the Armour in the wall mounting to your left before taking the lift out of here. You should now find yourself back in the main room of the complex, in which you’ll be reintroduced to one of your old friends – Nigel Bloch (predictably, the Bloch you killed in Forbidden Depths was only a double.) After a short cut scene, a battle between you and Bloch will begin. At the start, let rip at him using the D-17, strafing left and right if he starts firing missiles at you. If he runs away, run after him, firing. Eventually, he will have had enough, and will jetpack up onto one of the platforms on the network of catwalks that run along the edges of this room. Switch to the SSR 4000, and run under the platform he is currently standing on, to force him to jetpack off the one he is currently standing on. He will make for the next platform clockwise in the room, so, using the scope function of the SSR 4000 target the middle of, and just above that platform, in the position where you expect his head to be when he lands. When he does land, if your crosshairs are not pointing directly at his head, move them slightly so that they are, before firing. Immediately run under the platform he is currently standing on, to avoid his rocket launcher fire, and to force him to move to the next platform on clockwise. If, at any time during the battle, your health gets low, then you can find Armour in wall mountings that are on the wall to the left of the compressed air containers (which you use to refuel your Q-Jet.) Keep repeating this process until he flies right up to the top of this room, blows up the catwalk that used to be around that ceiling support (so that it now hangs at a 45° angle), and then escapes through a porthole. Charge up your Q-Jet using one of the compressed gas containers standing at either end of this room, and then go and stand so that you are facing the catwalk that used to encircle the ceiling support. Now you need to Q-Jet up to this catwalk, land on it, and then walk up to its highest point. Turn around, look up, and you should spot a perforated hatch just above the porthole that Bloch used to escape. Use the Q-Claw to get up to the porthole, and just press analogue pad up at the entrance to the porthole to automatically crawl through, jump out, and land in a room with Bloch hovering in front of a huge set of windows. You’ll probably recognise this room as the room you started in for the mission Cold Reception. The floor will start moving underneath you, and a count will start, but don’t panic. Just stay absolutely still, and you will quickly pick up an MRL-22 on the floor, which you will automatically switch to. Just point the MRL-22 at Bloch, and shoot a rocket at him. A well-placed rocket will blast him through the window, and to his death. Bond will jump out of the window just as the whole place goes up, and will be rescued by Zoe in a harrier. Now that Malprave and her whole complex have been destroyed, you have completed the mission, and finished the game. A Gold Medal for this level will reward you with Infinite Ammo for the Golden Gun (and the Golden CH-6). This may not sound like much, but combined with Rapid Fire, Golden Accuracy, and Golden Clip, the Golden Gun behaves much like an extremely accurate and deadly machine gun. With Infinite Ammo, it is possible to complete any level just using the Golden Gun, which makes getting Platinum Medals for all the other levels pretty easy. Location of 007 tokens: (1) There is one on the walkway surrounding the left tower. Walk around the tower to find the token. (2) There is another on the walkway surrounding the right tower. Walk around the tower to find the token. (3) Besides the Armour and SSR4000 ammo, there is also a 007 token on the walkway here. (4) After rescuing the French PM, drop to the bottom of Silo 1, where you should spot a 007 token. (5) Before you find the opening out to the small platform, take the path to the right, and you should find a 007 token at the end. (6) There is another 007 token at the bottom of Silo 4. 5) Legal Stuff and Credits All material © 2002 Odge If you want to use this FAQ on your website, ask me first, and don’t change anything! I spent hours writing this thing, so I want some credit. If you have any further queries, tips, or suggestions, send an e-mail to me at djgaunt86@hotmail.com.
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