James Bond 007: NightFire - Strategy Guide (Page 01)
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1234567890123456789012345678901234567890123456789012345678901234567890123456789 James Bond, 007: Nightfire Single Player Guide and Walkthrough ============================================================================== ====[ Table of Contents ]===================================================== ============================================================================== - About this Guide - Controls - Gear (weapons and gadgets) - Vehicles - General Tactics and Tricks - Walkthrough - Cheats - Legal Fine Print and whatnot ============================================================================== ====[ About this Guide ]====================================================== ============================================================================== This is a guide and walkthrough of the single player missions of the game James Bond, 007: Nightfire, for PS2, GCN, and Xbox. It doesn't touch on multiplayer aspects of the game in it's current revision. It is designed to help players achieve Gold and Platinum scores on all missions. The walkthrough in this guide assumes that you are playing on the 00 Agent difficulty level. If you are playing on a lower difficulty level, you will not be able to achieve Gold or Platinum scores on many of the later missions. Some enemies mentioned may not be present on the lower difficulty levels. Also, some of the tactics and tricks described will not work with auto-aim on (it is always off on 00 level, and can be disabled on lower difficulty levels by editing your codename settings). All paragraphs that start with "PLATINUM:" tend to deal with 007 Icon pickup locations, and can be ignored if you are going for a Gold medal on the level. Cases where you see "GOLD:", likewise, only apply when you are going for a Gold medal, but only occur when Gold and Platinum medal actions are mutually exclusive. The 007 Icons do not appear in the missions until you have earned a gold medal, and earning a platinum is not possible unless you pick up all the 007 icons in the mission. Thus, to achieve platinum, you will need to play each mission at least twice. At the end of each level in the walkthrough will be a breakdown of the Bond Moves, 007 Icons, scoring, available weapons, and medal rewards. The actual target for the Stealth rating (only in FPS) is not shown, but I presume it is 100% for most levels. Revision History: 1.0 - First complete walkthrough and guide for single player missions ============================================================================== ====[ Controls ]============================================================== ============================================================================== The controls for this game are fairly straight forward and have multiple configuration options. Find one that works well for you and stick with it. I use Nightfire myself, but that is simply because it is the first one I started playing with. Mostly, play with what you are familiar with. If you have played Agent Under Fire a lot, and are familiar with the controls for that game, I am told the "Classic Bond" configuration is the same control set as AUF. ============================================================================== ====[ Gear ]================================================================== ============================================================================== Bond is given a wide array of weapons and gadgets in Nightfire. Some are, obviously, more useful than others in certain situations. Here is a brief run-down on the gear Bond is given to complete missions. ========[ Weapons ]=========================================================== Wolfram PP7: Bond's starting pistol. Useful if you have nothing else or need a silenced weapon. Very accurate over long distances, 7 round clip. Hard to find ammo for it, but you start with 48 rounds, which is plenty, unless you are really spraying it around. Semi-automatic and silenced semi-auto modes. Gold PP7: First pistol upgrade, very useful when you need accuracy or stealth. Does significantly more damage than the regular PP7, making it better than the Kowloon in most situations, despite the 7 round clip. Semi-automatic and silenced semi-auto modes. Wolfram P2K: Second pistol upgrade, 18 round clip, just as accurate as the PP7, and deals about as much damage as the Gold PP7. It uses 9mm ammo, which is nice because a large number of enemies wield Kowloons, Storms, or DK9's, which all use 9mm ammo. Don't aim with the laser sight, by the way, just use your cross-hairs. The laser sight looks cool, but isn't really useful. Semi-automatic and silenced semi-auto modes. Gold P2K: The final pistol upgrade. All the good things about the normal P2K, and a bunch more damage. What more could you ask for? Semi-automatic and silenced semi-auto modes. Kowloon: Has a larger clip than the PP7 and a burst mode, but is somewhat less accurate. Useful in situations where you can't take the time to reload the PP7 regularly. Semi-automatic and 3 round burst modes. Raptor Magnum: More damaging than either the PP7 or Gold PP7, and holds 9 rounds in the clip. Useful in situations where stealth is not a priority. Do not use the laser sight mode, however. The accuracy difference is not something you should ever notice (if you are shooting at that long a range, you shouldn't be using a pistol), and it makes the shot recovery time noticeably longer. Semi-automatic with optional laser sight mode. Raptor .50: Not to be confused with the Raptor Magnum, this is easily the best pistol you can get short of the Gold P2K. 7 round clip and huge damage output. Like the Raptor Magnum, never use the laser sight mode. Semi-automatic with optional laser sight mode. Deutch M9K: Submachine gun with a 21 round clip, useful in some situations. It is fairly accurate, and can be silenced, making it do less damage but not bring every guard in the area running. 3 round burst and silenced burst modes. Storm M32: It's clip holds 32 rounds, which is a good thing, because it's terribly inaccurate. Good in situations where you are in close range combat with a number of enemies and other guns just don't have the sustained output. Fully automatic. SG5 Commando (The Exchange): The first incarnation of the SG5 Commando, seen only in The Exchange, is a very nice weapon. Very accurate at range, 3 round burst, and it's silenced. A pity you don't get to use it for long. Silenced burst and silenced semi-auto modes. SG5 Commando (Phoenix Fire): The Commando is not very accurate at long range, but don't worry, you won't be using it at anything more than medium range. The fully automatic firing mode, however, is inaccurate to the extreme. The burst mode (with laser sight) is far more accurate and much more useful. Limited zoom capability when using manual aim. Automatic and 3 round burst modes. AIMS-20: Ahh... what a fine, fine weapon. 30 round clip, 3 round burst, heat sensitive scope, and a grenade launcher. Too bad you don't get to play with these in many missions. 3 round burst and grenade launcher modes. Frinesi Automatic: A semi-automatic shotgun, despite what the name says. As with most shotguns, it's strength is in close-in fighting. At longer ranges, you won't be hitting with many of the pellets, and will just be wasting ammo. The auto mode fires faster, but has a larger spread, making its effective range shorter. The Frinesi has a long reload time, however, as Bond has to load shells individually, but has a 12 round capacity to make up for it. Pump action and semi-automatic modes. Tactical Sniper: A one-hit kill on any non-boss enemy. The sniper rifle is perfectly accurate in manual-aim mode (where you'll be looking through the scope). Do not, however, try to fire this weapon "from the hip". If you are not using manual aim mode, hitting anything will tend to be a matter of blind luck. There is no noticeable difference between the "single-shot" and "armor-piercing" modes, except which kind of ammo you are using. They are both one-hit, one-kill. Upgrades: longer range zoom and a 10 round clip Covert Sniper: Just like the Tactical Sniper in it's ability to kill any non-boss enemy in a single shot, regardless of where you hit them, but it doesn't alert nearby guards when you shoot it. Upgrades: longer range zoom and a 10 round clip Militek mk6: A 6 round grenade launcher, the Militek is a good way to deliver an explosive blast at a short distance without giving your enemies time to react. There is some arc in the flight of the grenades, so you'll want to aim a little high (or very high indeed if using it at long ranges). AT-420 Sentinel: A rocket launcher with camera guided and dumb-fire modes. A great way to deliver very large blast radius explosives very quickly. When used in camera guided mode Bond will not move while the missile is in flight, making it a dangerous weapon to use in a fire fight. Camera guided and unguided modes. AT-600 Scorpion: A heat seeking missile launcher. Excellent in situations where you may not have time to pick your shots. Tends to track on human targets over mechanical ones (Helicopters, for example). Heat seeking and unguided modes. Delta Repeater: A Crossbow with a scope. Very deadly in close, and silent. At long range it can be difficult to hit with as it has a lot of arc in the flight path of the projectile. Though hard to use at long ranges, it does huge amounts of damage. All but boss enemies will be killed with a single hit to the body from this weapon. Phoenix Samurai: A man portable laser rifle. Huge damage, unlimited range with no travel time, and extremely accurate. Manual aim mode gives you a scope with limited zoom capacity. The overcharge mode takes a while to shoot after you pull the trigger, but delivers a large blast radius explosion- like effect when it finally goes off. As a laser weapon it does not have ammunition, but instead has a heat meter (like the laser gadget) that limits long term rate of fire. Beam and Overcharge modes. Korsakov K5: This is actually listed under gadgets in the game, but is selected as a weapon during play. It is a dart gun with a 5 round clip filled with tranquilizer darts. Never use this gun. Use your fists instead, they're better. Trust me. I only included it in this guide for the sake of completeness. ========[ Explosives ]======================================================== Frag grenades: Standard fragmentation grenades. The blast has a decent area of effect and will kill most enemies, and throwing a grenade will also cause most nearby guards to run away, which can be very useful. Also great for taking out mines and other explosive traps with sympathetic explosions. Stun grenades: One of the most useful weapons you will find on some levels. Any situation involving civilians and enemies is made much easier by tossing a flash-bang or two into the room. Satchel Charge: A very powerful explosive with a huge blast radius. Can be disarmed with the watch laser if you or your enemies plant one in a place you can't get away from. 5-30 second timer. Remote Mine: Grenade size bombs that stick to walls and other surfaces, and can be detonated remotely. Laser Trip-bomb: The ultimate booby-trap, these bombs explode when anything crosses their laser trip-beam once deployed. ========[ Gadgets ]=========================================================== Stunner: A stunner build in to Bonds key-chain. Not really useful, but it can be fun to watch your enemies twitch. Enemies taken out with the stunner, however, do not count as "subdued" for scoring purposes. Upgrade: longer range (much longer, in fact). Laser: What would Bond do without a laser built in to his watch? A needed gadget for a number of occasions, probably the most used gadget in the game. It will overheat if used for extended durations, but this is not a factor unless you are careful when aiming, and you won't be using this gadget in situations where timing is that important. Upgrade: more powerful, lowering required burn-times significantly. Grapple: Needed to get to some hard to reach locations, though it can only be used in specific places. Upgrade: super long range (multiplayer only) Decryptor: While most of the keypad locked doors in the game can be opened with a code found elsewhere on the level, this is much more convenient. Upgrade: much faster unlocking of doors Micro-camera: Used in a few places to... wait for it... take pictures! Joking aside, the bio-sensing ability built into this gadget makes it a great tool for finding hidden or hard to see enemies. Upgrade: Increased Magnification and Bio-target designator Q-Worm: A Virus used to allow Q to monitor computers after Bond installs it on them. Shaver: A stun grenade disguised as a shaver, with a remote trigger. Phoenix Ronin: A chain gun in a suit-case. Motion triggered or manually aimed, with a lot of ammo. Very useful gadget/weapon in some situations, but be careful - when in motion activated mode, it will target (and kill) civilians that cross it's sights, causing mission failure. ============================================================================== ====[ Vehicles ]============================================================== ============================================================================== ========[ Military Snowmobile ]=============================================== An armored snowmobile used in Alpine Escape. Agent Nightshade drives this, with Bond riding shotgun with a machine gun and missile weapon system. Missile ammunition is very limited, so use the machine gun most of the time. The missiles also have a lot of travel time, so you have to lead moving targets pretty well to score hits. ========[ V12 Vanquish ]====================================================== The car Bond drives in the second half of Paris Prelude, and Enemies Vanquished missions. It is very easy to drive and control, even on the ice found in the later sections of Enemies Vanquished. As with all Bond vehicles, it has an array of weapons and gadgets: Missiles: The primary weapon system used in the driving missions is a guided missile system that can lock on to multiple targets. Firing 2 missiles initially, the upgrade makes it fire 4 at a time. Machine Guns: The backup weapon system is a pair of forward firing machine guns. Q-Smoke: A smokescreen, and one of the "non-lethal" means to deter enemies (and local law enforcement). Q-Wedge: A gadget that pops the car up on two wheels, allowing an easy way through a tight spot. Q-Boost: A "turbo-boost" used to just over a river at the end of Paris Prelude. Q-Pulse: An Electromagnetic pulse projectile used to disable the vehicle transporting the bomb in Paris Prelude. ========[ V12 Vanquish Sub ]================================================== To get in to Drake's island base undetected, the V12 Vanquish turns into a submarine. It can be a little awkward handling when reversing directions, so it may take a little getting used to. It won't turn much unless you are accelerating, and is slow turning at low speeds. Homing Torpedoes: A pair of homing torpedoes, used much like the missiles on the "dry-land" Vanquish. Remote Torpedoes: Camera guided torpedoes that can be used to take out remote targets. Not nearly as powerful as the homing torpedoes, using the remote torpedoes to take out targets will take a lot of ammunition. Q-Charge: Deploys a mine, used in a few places to take out a few objectives in Deep Descent. ========[ Security SUV ]====================================================== A Sport Utility Vehicle appropriated by Bond for the first part of Island Infiltration. Like the Vanquish, it has guided missiles and machine guns. The only "gadget" is a radio transmitter used to first receive, and then send security codes to open gates. ========[ Ultralight ]======================================================== A compact push-prop plane piloted by Agent McCall in the second half of Island Infiltration with Bond in the gunners seat. Once again, the familiar "missiles and machine guns" weapon system is used, much like the snowmobile from Alpine Escape. Unlike the snowmobile, however, the missiles are guided and there are plenty of them. The "machine gun" is actually described as some kind of pulse laser thing... but... it's basically a machine gun. ========[ Super Sentry Gun ]================================================== Not really a vehicle, but an armored gun turret used by Bond at the end of Island Infiltration. Has two firing modes, Pulse and Main. The Pulse mode is basically a machine gun, best used to shoot down the flights of enemy aircraft. The Main mode is great for taking out the tanks and the submarine that appear, but does take some time to reload. ============================================================================== ====[ General Tactics and Tricks ]============================================ ============================================================================== Aim High -------- Obviously, hitting someone in the head is more likely to kill them in a single shot, but on 00, if you are not hitting some of the enemies in the head, you might as well be using NERF[tm] weapons. At lower difficulty levels, you can rely on auto-aim and just take body shots. On 00, however, not only is auto-aim disabled, but killing enemies with body shots often takes too much time and too many shots, making you use more ammo as well as take more damage. But fear not, head shots are easier to make on a regular basis than you might think. The trick with head shots in Nightfire is elevation and range. You can set your cross hairs up at head height and, so long as you never change elevation (look up or down), all enemies at the same distance from you will have their heads conveniently at that height (unless they are ducking or crouching, or on uneven terrain). Enemies slightly nearer or further away will require different elevations, but many times it is easier to use movement to change the range rather than using the "look" stick to change the elevation. Likewise, strafing left and right to bring your cross hairs onto a target is often easier than turning, as the movement is much smoother and easier to control precisely. Using movement to bring your cross hairs on to an enemies head has two advantages: First and foremost, since you are moving, enemies will have a harder time hitting you. Secondly, using the "look" stick to aim tends to be very difficult, especially when you are getting shot at a lot, as it's difficult to be both precise _and_ fast. It may take a little bit of getting used to, but in the end, it will be well worth it. There are several places in the game where you can take your time setting your cross-hairs at the right level before entering combat, and I will describe them in as much detail as possible when they occur in the walk- through. Know where your enemies are coming from before they do ------------------------------------------------------ This is, essentially, knowing where enemies will spawn, and where they will be coming from before you actually see them and often before they spawn. There are many situations in the game where a little preparation can make fights with even large numbers of opponents very simple. Judicious use of remote and laser-triggered explosives, as well as stun grenades, will allow you to take out a lot of enemies without them so much as getting the chance to take a shot. If you are like me and do _not_ have the god-like reflexes of an 11 year old who's been playing video games since before they could walk, sometimes a little careful planning can even up the odds. Some might call this unsporting, I call it being prepared and using tactics. This is a James Bond game, after all. Keep Moving ----------- Standing still in a fire fight in this game is the best possible way to get dead. Keep moving, especially motion perpendicular to the direction you are being shot at from. Basically, if you are facing at or away from your enemies, strafe left and right. If you are facing 90 degrees from them, be running. Mostly, just don't stand still whenever you are being shot at. Ever. Red vs Green ------------ There are a number of security panels in the game in various levels. These look like little beige or yellow boxes on the wall with electrical conduits leading into them from above and below. Whenever you see one of these, always take the time to open them and use your watch laser to cut the green wire or circuit board inside it. Remember: always cut green, never red. Cutting green is always good, cutting red is always bad. Very simple. Surrender/Subdue ---------------- In some FPS levels, you can get points for making unaware enemies surrender at gun-point, and then punching them out to "subdue" them. Enemies that are already alert, and the "elite" guards that populate the later levels will not surrender, and will only turn and give you a good punch or kick for your troubles should you sneak up on them. Alert enemies will tend to be hunched over slightly, and walk faster than un-alert enemies. To make an unaware enemy surrender, simply walk up behind them with wielding a weapon, wait for them to put their hands up (dropping whatever weapon they are holding) and turn around. Then you can switch to your hands and punch them once to subdue them. If you wait too long before punching them, most enemies will either draw some hidden weapon and start shooting, or engage you in melee combat. You can also shoot them, if you like, but you won't get the subdue bonus... not to mention that shooting an unarmed opponent isn't a very nice thing to do, you meanie. Stealth ------- It is much easier to kill an enemy that is not aware you exist. Most guards either don't move, or walk slowly in very predictable patterns when they are not alerted to the presence of a certain British secret agent. You will also get scoring bonuses for stealth on some missions, but exactly how the scoring for this works is kind of hard to determine (though it appears to be based on not being detected by certain guards, either by-passing them, or killing them unawares). Crouching --------- James Bond, apparently, turns almost invisible when crouching. Many enemies in the game will not see you, even at fairly short ranges if you are not right in front of them while you are crouching. Just don't crouch during actual combat, as you won't be able to move as fast. Pre-zooming scopes ------------------ All FPS weapons that have scopes or zoom capability will "remember" how far they are zoomed in. After picking up such a weapon, when you get the first chance to out of combat, zoom it out to it's farthest range. This way you won't need to take the time to zoom out in a crunch. The upgraded sniper rifle, for instance, takes a little while to fully zoom out, and this is not something you want to have to do in the middle of a fire fight. The weapons in rail shooting missions, however, do not remember zoom range and will have to be zoomed each and every time you go into manual aim. Don't worry, though... you don't need to zoom them that often. ============================================================================== ====[ Walkthrough ]=========================================================== ============================================================================== ========[ Mission 1 ]========================================================= ========[ Paris Prelude ]===================================================== Format: Rail Shooter/Driving Objectives: - Protect Dominique - Stop the truck from reaching the Eiffel Tower This mission, the first time you play the game, is a tutorial with all the sniper rifle shots auto-aimed. When you go back to play it again (to earn medals), it becomes a much harder task. The first section is a rail shooter with Bond in a helicopter with a sniper rifle trying to keep villains in black sedans from killing Dominique in her red Shelby Cobra. At lower difficulty levels, you can simply shoot the cars a few times, and they will explode. At 00 level, however, there are only 3 truly effective shots: tires, gas tank, gunner. Shooting out the tires will yield a Bond Move, but is not particularly easy. Shooting the gas tank (an area at the rear of the car just behind the side windows near the small gray gas cap that is visible) twice will make the car explode. Shooting the gunner a single time will kill him, effectively disabling the car. You can also destroy the cars with 4 shots to the same area, but this is not always as easy as it sounds. Destroy or disable one of the first two cars. Shooting the lead car in the tires will show a clip of it running into the rear car and both exploding. Shooting the rear cars tires will show a clip of both cars running into an oncoming truck. Either tire shot will end the section and yield a Bond Move. The next section involves another pair of cars. Destroy or disable at least one of them to move on to the next section. Once again, tire shots will count as Bond Moves. If you take too long destroying either car, they have an annoying tendency to move off screen to the front or rear where you can no longer aim at them. If this happens and you haven't taken out at least one of them, they'll kill Dominique. After the cut-scenes, wait for the helicopter to stop moving before you zoom in. Shoot the enemy car in the front to blow it's radiator, or aim at the right or left side in the front for a relatively easy tire shot (Bond Move). After the next scene of Dominique leading the chase through a construction site, wait for the helicopter to stop moving and shoot the flashing blue block hanging over the ramp (it's easy to see, not so easy to shoot). You don't have much time, so make it a quick shot. There's a fairly large area you can shoot at to get a "hit", however. This is the end of the rail shooting section. Once you have control of the V12 Vanquish, hit the gas, and hit the gadget button to deploy the smokescreen. This will take care of the two cars behind you and earn you a Bond Move. PLATINUM: At the left side of the road at the first turn, there's a 007 Icon on the sidewalk, make sure you pick it up before moving on. PLATINUM: Once you are forced off the road by the truck backing up, and you are up on the cobblestones, there's a bunch of benches around trees in an area to the left with a 007 Icon spinning in the middle, grab it and head down the mall. After crashing through the doors into the shopping mall, you'll see your missiles lock on to two cars that have set up a road block in front of you. Don't shoot at them, just aim for the center and hit your gadget button before you hit them. This will activate the Q-Wedge, popping you up on two wheels and you'll sail through them, earning another Bond Move. After the roadblock there will be an enemy car in front of you. Fire a total of 4 missiles to destroy it and duck down the alley to the right. When you come out of the alley there will be another car in front of you. If you got hung up on the corner leading into the alley, the car may be a long way ahead. Whenever you are in range, fire enough missiles to kill it. If the car is into the pedestrian area with the strings of lights overhead, you can't hit it (the missiles will explode on the lights). Wait until it has passed through that section and then kill it if you need to. PLATINUM: There's a 007 Icon above the fountain you jump over. Don't be going full speed off the jump or you'll fly over it. Let up on the gas just after you pass over the small road right before the ramp and you'll be going about the right speed to get the Icon. You'll veer to the left and head towards the bridge that is out now. Try to be going as straight down the road as possible before you hit the Q-Boost to take you over the bridge. If you are not going straight, you're likely to hit the buildings on either side of the road after you land. Clearing the river will earn a Bond Move. PLATINUM: There's a 00 Icon on the left side of the road after you veer to the right and pass under the first arch. Follow the truck until you see the lightning bolt gadget pop up, and then hit the gadget button to launch an EMP Projectile to disable the truck and stop it from blowing up the Eiffel Tower. Bond Moves: - Shoot enemy cars in the tires (4 possible) - Use Q-Smoke immediately after entering the driving section of the mission - Use Q-Wedge to pass two "roadblock" cars at the end of the mall area - Use Q-Boost to clear the bridge that is out 007 Icons: - On the left side at the first turn in the driving section - On the left side after the truck blocks the road forcing you to the right - Over the fountain after the pedestrian area with the overhead lights - On the left after jumping over the bridge Scoring Summary: Target Points Possible Bond Moves: 7 100,000 Opponents Dispatched: 26 75,000 Accuracy Rating: 100% 50,000 Health Remaining: 100% 50,000 Time: 2:17 50,000+ 007 Bonus: 4 100,000 Rewards: Bronze: Dominique Card Silver: Jaws Multiplayer Skin Gold: V12 Vanquish Missile Upgrade Platinum: Renard Multiplayer Skin ========[ Mission 2 ]========================================================= ========[ The Exchange ]====================================================== Format: FPS Objectives: - Breach the castle walls - Find a way inside to the party - Rendezvous with undercover agents and maintain cover as party guest - Spy on secret meeting - Retrieve guidance chip from the "Safe Room" - Escape with Zoe in gondola Exterior (normal route) ----------------------- As soon as you have control, turn right and head down the stairs (jumping off can cause you to be hurt by falling damage sometimes). Put the silencer on your gun as you are heading down. Just outside the door will be a guard facing away from you. Walk up behind him with your gun out and wait for him to drop his sniper rifle and turn around with his hands up. Switch to your fists (unarmed) and punch him to get both the surrender and subdue bonus. In one of the two towers of the gate house ahead of you will be a sniper (it's totally random). Switch to the sniper rifle, zoom in all the way, and take aim at his head. Now, here's a trick to save sniper ammo: switch back to the silenced pistol without moving the cross hairs and shoot. You'll get a perfect head shot with the pistol. You'll want to keep at least 3 rounds for the sniper rifle if you can, we'll use them later. Now do the same thing with the guard on the left side of the gate. Wait until the truck has come in to view and stalled out (stopped moving) before shooting him or else you'll alert the patrolling guard the walks along the right side of the road. After killing the guard standing at the gate, run up the right side of the road and make the patrolling guard surrender, then punch him out. PLATINUM: Now, after getting those two surrender/subdues, go back to towards where the truck came from. Head up on to the snow to the left after you pass through the building Bond starts on top of. Crouch down as you move along the snowy area, there's a guard standing in the road that will see you if you are standing. Take him out and then grab the 007 Icon inside the archway at the end of the road. There is some armor in the right hand tower up the ladder if you want it. The left tower is locked. Head up towards the castle gate and take out the two guards there with the sniper rifle (you can use the switching to pistol trick here, too, if you want). After they're dead, move up to the door and hit the action button to head inside. Exterior (simplest route) ------------------------- This is the easiest way to get into the castle, but has two distinct dis- advantages. First, you miss two easy subdue/surrender bonuses, and secondly, you can't get 007 Icons if you are going for Platinum. The easiest way to get inside is to wait for the truck to come up the road and stall out. When it stops moving, jump off the building you start on into the back of the truck. Now crouch down and simply wait until the truck gets all the way up to the castle entrance and the game automatically moves you on to the next section. This will earn you a Bond Move, but you can get them later just as easily. Exterior (alternate route) -------------------------- I do not recommend using the alternate "stealth" route. It's actually a little harder because of the way the guards at the "wall-hug window" move, it takes a LOT longer than the normal route, and when you actually get inside, the first guard you see will spot you before you can kill him (so much for stealth). After that, you have to negotiate the courtyard with the search- lights before you can disable them. Basically, this route gets you the worst score for the most work. Yes, you get a Bond Move for making it past the wall-hug, but it's not worth it. I may include directions on how to negotiate the alternate route in later revisions. For now, I am not going to, because this is a guide for getting Gold and Platinum medals, and the alternate route will NOT help you do that. Castle Yard (assuming you took the "normal" route) -------------------------------------------------- You'll start just inside the gates, with two guards talking about how they should be given flasks of schnapps if they're forced to work outside in the cold. There's a trick you can do here to take them both out very quickly, but it's not exactly easy. Aim your cross hairs (not manual aim, just using movement) a bit to the right and below the right side guards head. He'll start running that direction as soon as you take out his buddy, so you're basically trying to aim at where his head will be after he starts running. Use manual aiming to aim at the left hand guards head. Now, here's the trick: Pull the trigger, release manual aim, and pull the trigger again. If you do this fast enough and were aiming at the right spot in non-manual mode, you'll take out both guards with clean head shots. If you miss the second guard, don't worry. He'll start walking back towards you, but he'll be shooting the wall in front of him. Wait for him to come back in to view and then take him out. Now head to the right towards where the truck is parked. Go towards the left side of the truck, and crouch down as you pass the end of it. Now circle wide of the truck as the guard talks to the old driver. Don't get too close or the guard will see you, even crouching. After a bit, the guard will start to walk down the stairs. Stand up with your gun out and come up behind him. He'll surrender, then you can punch him out, and there's surrender/subdue bonus number 3. PLATINUM: Go down the stairs into the cellar and bring out the SG5 Commando. There are two guards down there, but you can take cover behind the pillars if you need to reload. Kill them both and then get the 007 Icon on the left side of the cellar. Now head back towards the place where you took out the first two guards just inside the gate. Go through the passage behind the well they were standing in front of (the one with the red and white banners on either side, not the one below the lit windows). You should see a guard standing on the other side of a fountain facing away from you. Take him out with a shot to the head, and Bond will make a pithy remark. Now shoot the guard visible in the window beyond the fountain. Another guard inside will be alerted by you shooting his pal (the second guard is not there on the lowest difficulty level). He'll come out the door, but you can take him down easily with the SG5 Commando in burst mode. Now head in the door the guard just came out of. You'll find armor on the bed and some ammo between the bed and the table with the computer. On the other side of the room you'll see some lockers and a panel on the wall to the left. Open the panel, take out your watch laser gadget, and cut the green wire. DO NOT cut either of the red wires. This will disable the search lights in the courtyard you'll be heading through in a bit, as well as earn you a Bond Move. Now head out the door to the right of the lockers and arm yourself with the sniper rifle. There are 3 guards with rifles up top: one close to where you come out, one on the far side to the right, and one to the left on the far side. Take them all out with the sniper rifle (pick up the close one's rifle if you need more ammo). Now you have a choice of how to get to the courtyard below. You can head back down into the guard room, out the door past the fountain, and up the passageway to the right if you like. The faster method is to hop up on to the railing, turn around, and walk backwards off of it. As soon as you start to fall, push forward so you kind of slide down the wall. There's a little lip on the wall right above the ground that will keep you from taking falling damage. PLATINUM: Go through the door at the far end of the courtyard below the snipers. Head up the spiral staircase and out the door. There should be a guard to your right walking away from you. You can can a surrender/subdue bonus from him if you missed one earlier, but if you already have 3, don't bother (you don't score more points for getting more than the target number). To the left out the door, at the end of the walkway is a 007 Icon. To the right is the door you come through from the alternate route, and the guard you just took care of comes out of the stairwell door just in time to see you if you take that route (aren't you glad you came in the front door now?).
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