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Agent Under Fire - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Agent Under Fire - Strategy Guide (Page 01).

James Bond 007: Agent Under Fire Walkthrough

Version 1.3 completed by Odge (djgaunt86@hotmail.com)

Contents
1) Introduction
2) Version History
3) Frequently Asked Questions
4) Walkthrough
5) Legal Stuff and Credits

1) Introduction

To be honest, I was pretty impressed by Agent Under Fire, even though I’m 
not a huge fan of shoot-em-ups (as you may have noticed from the FAQs I’ve 
written, I’m more of an RPG person.) There is so much variety in the 
missions (you don’t just go around shooting people, you get to drive really 
fast cars, and use tanks and weird tunnel vehicles), the graphics are pretty 
good, the plot is well constructed, and the multiplayer mode is excellent 
fun despite the lack of bots (due to the Q-Claw and Q-Jet, mostly.) Indeed, 
up until recently, my copy of Jak and Daxter has lain, unplayed, on my 
shelf, because I’ve been playing so much AUF (well, there are other reasons 
why it lay there – largely because it wasn’t that good, to be honest.)
Anyway, I thought I might as well make a walkthrough for this game since 
there aren’t many of them for this game at the moment. There also aren’t 
many that give you a step-by-step walkthrough of the game, and tell you just 
how to get those gold medals, which is what I hope to do in this 
walkthrough.
Well, here we go…

N.B. At the beginning of each mission, I have included all the available 
weapons, plus their clip sizes, which are included in brackets. Also, if 
you’re going for the platinum medal, you should look out for the numbers in 
brackets (such as (1)) that can be found in places in the text. Upon finding 
such a number, you should look at information given after the corresponding 
number, in the ‘Location of 007 tokens’ section that is located at the end 
of every level walkthrough. This information tells you where the 007 tokens 
are located within that area.

2) Version History

Version 1.3 completed 18/02/02

Completed:
-Walkthroughs for all levels complete.
-Locations of 007 tokens added for every level.

Version 1.2 completed 13/02/02

Completed:
-FAQ section added
-Walkthroughs for Evil Summit and Forbidden Depths completed. Only three 
levels left to complete.

Version 1.1 completed 07/02/02

Completed:
-Walkthroughs for all normal missions completed except for Evil Summit 
(which is coming soon.) The walkthroughs for the later missions are taking a 
little longer than expected (due to the fact that they are so vast.)

Version 1.0 completed 22/01/02

Completed:
-Walkthroughs of the first five normal missions completed. Aim to finish 
walkthroughs for normal missions in the next few days (hopefully.) 
Walkthroughs for driving and rail missions are coming soon (the trouble is, 
its difficult to remember the layout of the driving and rail missions, 
because most of the time, you’re not really focusing on where you’re going.)

3) Frequently Asked Questions

Out of all the questions I’m asked about Agent Under Fire, there are several 
that seem to come up a lot more often than others do. Before e-mailing me 
with a question, check that it isn’t in here, since it most likely will be:

Q: I’m stuck on the last part of Forbidden Depths! I just seem to be going 
round and round while my view gets cloudier and cloudier, and I lose more 
and more health. What am I supposed to do?

A: Switch to the RCH-1 that you should have picked up, and look up. Near the 
ceiling, you should see three black lights with red stripes on them. Shoot 
rockets at the lights, and use the left analogue pad to steer the rockets 
into them. When all three have been destroyed, the central structure will be 
destroyed, Bloch will fall into the volcano, and you’ll have completed the 
mission.

Q: How do you jump the river in Streets of Bucharest? I keep falling into 
the river and getting ‘Mission Failed.’

A: You need to activate the Q-Booster (that you should have picked up near 
the entrance to the path leading to the river) just as you hit the bottom of 
the stairs that serve as the ‘ramp’ that you use to jump the river. If you 
activate the Q-Booster right at this time, and hold a steady course, you 
should fly safely over the river.

Q:  How do you destroy the tanks standing under the bridge in the tank 
section of Streets of Bucharest? I can’t seem to destroy them.

A: Switch to the cannon (alt. fire or D-Pad up/down) and target the supply 
train, which is running along the bridge above the tanks. What you need to 
do is hit one of the red petrol carriages that appear every so often. I 
advise just to keep shooting at the train until you, by chance, hit a red 
carriage. Once you hit a red carriage, it will explode, destroying the 
bridge and the tanks underneath it.

Q: In Evil Summit, how do you defeat Bloch?

A: 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.

Q: In the very last part of Evil Summit, I’m on a moving platform, with 
Bloch hovering in front of me. I just keep dying! How do I complete the 
game?

A: 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.

Q: Have you got any cheats for Agent Under Fire? What about Gameshark codes?

A: No. None of the push button codes that you may have seen for this game 
actually work, and I have not seen any Gameshark codes for the game.

4) Walkthrough

Mission 1: Trouble In Paradise

Available Weapons:
P2K (6)
MRL-22 (1)
Grenades (1)
KS7 (30)
Frinesi (8)
SSR 4000 (5)

At the start of the level, open the main door using your Q-Decryptor, but 
back away before the camera can see you (first Bond Move.)  You can now 
Q-Claw up to the perforated vent above the entrance to the main door, giving 
you your second Bond Move. Run to the end of the walkway and drop down (1). 
When you turn round you should see a bloke typing on a computer – drop down, 
and use your fists to knock him out to obtain a Keycard. Now use the 
Q-Decryptor to open the door in front of the desk (another Bond Move.) Now 
open the armoury using the Keycard, and grab the MRL-22 and Grenades inside 
(fourth Bond Move.) Now go back into the room with the desk, head towards 
the boxes, and take the lift on the right.
Quickly shoot the guard behind the desk as you descend to the next floor (if 
he escapes behind the box, blow up the barrel behind him by shooting it.) 
(2) Pick up his gun and then Q-Laser the gate behind the desk (fifth Bond 
Move). Follow the path until it opens out into an area with guards 
patrolling. Shoot the guard that you can see and then head into the open 
area. After Bond makes his fairly obvious hint as to what you should do 
next, follow his advice, manually target the red petrol tank on the back of 
the Forklift, and then blow it up to eliminate the guards (sixth Bond Move). 
Look up, and to the right you should see a crate. Shoot the rope holding it 
to snag your seventh Bond Move. Now follow the passage to the right. After 
the cut scene, hide behind the box with the armour, and shoot the soldiers 
as they run past. Collect their ammo, and head down the passage to enter the 
next stage.
In the cultivation area, run forward, and immediately duck down as the 
lights go off to avoid the flak. Keep low, and get reasonably close to the 
enemies at the end of the room, hiding behind the plant pots all the time. 
Now is a good time to use some of those MRL-22 rockets, or lob some grenades 
– just hold down the button for a couple of seconds so that they go a 
reasonable distance. Eliminate the guards by popping up from behind the pots 
and using your KS7/P2K to gun down the guards – just watch out for the guard 
throwing grenades at you, and the guard with the Frinesi (a shotgun) that is 
hiding behind the right hand desk. Once everyone is eliminated, pick up 
their weapons and the grenades (3). In the room behind the room containing 
the desks, there is another guard hiding behind some boxes on your left. Lob 
a grenade in his direction to dispatch him with minimum fuss. Pick up his 
gun, the armour there, and the vials, and exit through the door by pressing 
the green button.
You should now enter the submarine pen. (4) Walk up onto the raised path and 
follow it until you see a cut scene. Now take the right hand path towards 
the sniper. Do not shoot him, however, until he sees you and takes out a 
different gun, otherwise he will fall off the walkway, and you won’t get the 
SSR 4000 (the Sniper Rifle.) After you’ve killed him, pick up the SSR 4000 
(he dropped it before he took out his other gun) and his other gun, and take 
the stairs down to the mezzanine. You should now see loads of guards taking 
up positions below you. You can easily take them all out from here, which 
makes getting to the submarine a lot less dangerous. Any guard that is 
hiding near a barrel can be eliminated by blowing the barrels near him up 
(which can be fairly easily achieved using a low accuracy weapon like the 
KS7 or the P2K.) Now pull out that SSR 4000, and kill any of the enemies 
that you haven’t destroyed already by using the scope function of the SSR 
4000 (Alt. Fire), and popping their heads off.
Once you’ve pretty much cleared the area, you can use the lift to get down, 
and start running towards the submarine where Zoe is held captive. Use the 
Frinesi (that you picked up in the cultivation area) to pick off any guards 
that remain, before walking onto the submarine, and freeing Zoe using the 
Q-Laser.
Hopefully, if you’ve got all the Bond Moves, killed all the enemies, and 
finished the mission in time, the gold is yours, and you can now use the 
Golden Gun (instead of that crappy P2K.)

Location of 007 tokens:

(1) There is a 007 token on the walkway here.

(2) In this room, there is a 007 token standing on top of some packing 
crates. Jump on top of the packing crates to reach the token.
(3) There is one in the first area of the cultivation room, near the back 
left of this area.

(4) Before going on to the walkway, turn left, and you should spot the 007 
token in a small area.

Mission 2: Precious Cargo (Rail Shooting Mission)

Available Weapons:
KA-57S (40)
Shotgun (12)
CH-6 (6)

This is your first rail shooting mission, a mission where you are defending 
yourself from the top of a moving vehicle, without any control of that 
moving vehicle. This mission is actually quite easy to get a Gold Medal in, 
and I managed to get a Gold Medal the first time I played it. Just shoot 
every enemy you encounter, and try and pick up as many Bond Moves as 
possible.
At the start, a helicopter should appear from behind you, and eventually 
draw level with you, to your left. Use the scope feature of the KA-57S to 
target the gunman leaning out of the side of the helicopter, and shoot him 
out of the helicopter (first Bond Move) before destroying the helicopter 
itself.  Now turn right until you’re facing forwards, and shoot the 
helicopter in front of you shooting missiles at you. It may be hard to hit 
the helicopter due to the fact that the car’s swaying from side to side – 
use the CH-6 to finish the helicopter off quickly.
As you progress onwards, a car should now appear on the road behind you. 
After destroying the helicopter, turn round 180° (press L2 to do this 
quickly) and wait until a car appears behind you. Shoot the car using the 
KA-57S until it explodes (for all cars in this mission, you can also shoot 
their tyres, which makes them spin out of control. However, this is 
difficult to do, especially in Operative mode, where the auto-aim is so 
strong that as soon as you get vaguely near the car, the auto-aim pulls the 
crosshairs to the centre of the car. Nevertheless, if you manage to shoot 
the tyres out of enough cars then you’ll be rewarded with up to four Bond 
Moves.) Now turn back so that you’re facing forwards again. Very soon, 
you’ll spot a red armoured van appear in front of you from a road to your 
left. Since the van’s armoured, the only way that you can destroy it is to 
blow out its tyres. Quickly target its tyres, and blow the tyres so that the 
van crashes (if you manage to do this before Zoe tells you to shoot out the 
van’s tyres, then you’ll be rewarded with a sixth Bond Move.)
Now turn round so that you’re facing the road behind you. Two cars will soon 
appear from side streets, and will start tailing you, and firing at you. The 
best way to destroy these cars is by shooting the road in between the cars 
using the CH-6, so that the blast damages both cars. Destroy both cars as 
soon as possible to stop them dealing you too much damage.
Eventually, Zoe will say ‘There’s a roadblock up ahead, and you will spot 
two cars on the road ahead. Before your car turns left, use the CH-6 to 
destroy the cars (1). After turning left, switch to the KA-57S, and take out 
the lone rocket-launcher guard in front of you. Soon, the car should stop in 
a square area, with roadblocks on all sides. With each roadblock, look for 
some barrels positioned near the roadblock. Target the barrels using the 
KA-57S, and shoot them to destroy all the guards on that roadblock. Destroy 
the left-hand roadblock first, then the one in front of you, and lastly the 
one on the right, by shooting the barrels near them (if you destroy all the 
roadblocks only by shooting the barrels, then you will receive a seventh 
Bond Move.) When all the roadblocks have been destroyed, then you can leave 
through the exit to your right. Immediately after entering the next area, a 
park, you will spot a helicopter flying above the road just in front of you. 
A few shots from the KA-57S will finish the helicopter off (but beware – you 
don’t have long to shoot the helicopter before its obscured by trees.) (2) 
Your car will now plough through the park, and will soon be followed by 
another car. Spin round, and take out the car as soon as possible.
After you leave the park, turn around so that you’re facing forward again, 
and when you spot a lone gunman in front of you, shoot him using the KA-57S 
as soon as possible. If you do this fast enough, instead of turning right, 
your car will go straight on, allowing you to pick up some extra Body Armour 
(3). Now spin around and take out the car behind you using the KA-57S.
After a short while, you should come up against a major roadblock, and Zoe 
will stop the car a short distance in front of it. Firstly, shoot the gunman 
out of the helicopter using the zoom function of the KA-57S (seventh Bond 
Move.) Now target the petrol pumps that you should spot just behind the 
armoured van, and shoot them to destroy a large portion of the roadblock 
(ninth Bond Move.) Lastly, destroy the helicopter, before destroying the two 
cars on the left of the roadblock to clear a way through.
After turning left, you will now start to approach a large building which 
has several guards standing around the entrance, and one just above it. Use 
the KA-57S’s scope function to target and kill the guards from a long 
distance (4).
Upon entering the building, your car will stop, and several guards will 
appear on various gantries in front of you and to your left. Below you and 
to your left you should spot some barrels, which can be blown up to kill 
guards standing nearby (tenth Bond Move.) Using the CH-6 to destroy the 
pillar in the middle of this room will also destroy some guards (5). Once 
you’ve destroyed all the guards, your car will start moving again, and you 
should look up in the next area to spot two rocket launcher guards on a 
gantry above and in front of you. Destroy both guards to get an eleventh 
Bond Move. Now look to your right, and you should spot three fans and a 
guard on a gantry. Shoot out all three fans and the guard (6).
You should eventually stop in an area with loads of crates and barrels in. 
Look to your right, and use the scope function of the KA-57S to target the 
barrels near the forklift. Exploding the barrels will kill most of the 
guards, and will get you your twelfth Bond Move.) Now clear up the rest of 
the guards just using the KA-57S. There is one standing just on the right 
edge of the closed door in front of you, and there are several behind you. 
In addition, you should also see a large red light on a generator behind 
you. Shoot this, and it will make a crane bring its load just above the 
generator. Shoot the red block on the crane to make it drop its load on the 
generator (thirteenth Bond Move.) When you have done this, the door in front 
of you will open, allowing you to collect the vials and complete the 
mission.
A Gold Medal in this mission will reward you with the Golden CH-6, which is 
a much more powerful version of the original CH-6.

Location of 007 tokens:

(1) If you destroy both cars forming the roadblock here, a 007 token will 
appear in the passage when you turn left
(2) Shooting down the chopper here will make another token appear on the 
road in front of you.
(3) The 007 token will appear near the armour here. Note that you have to 
have shot the lone gunman earlier to access this area.
(4) Shooting the men around the entrance to the final building will make a 
007 token appear just inside.
(5) Upon destroying the pillar here, a 007 token should appear in front of 
you.
(6) When you’ve shot all three fans here, a 007 token will appear on the 
road in front of you.

Mission 3: Dangerous Pursuit

Available Weapons:
Machine Gun
Rockets
Missiles

Getting a Gold Medal on this level is quite tough, and you might need to 
boost the difficulty up to Agent to get yourself some more points. The key 
to this level is to Q-Pulse the van as quickly as possible – that way, you 
get the maximum points for the time, and the enemies get less of a chance to 
take any of your health off. To keep your accuracy and ammo efficiency 
scores up, try to use missiles and rockets rather than machine guns to 
destroy enemy cars.
(1)At the beginning, follow the road in front of you, picking up the Q-Smoke 
that is under the crane. When you are approaching the roadblock, use a 
couple of rockets to explode the barrels that are just in front of the huge 
pile of crates to the left of the roadblock. This destroys the roadblock, 
allowing you to get through (first Bond Move.) Now proceed through the 
destroyed roadblock, picking up the rockets as you go through. (2) Follow 
the road again until you reach a tunnel with lots of people shooting you 
from a raised platform to your right. You should spot a barrel that is 
standing on the road just to the left of the raised platform. Shooting that 
barrel will blow all the others in this area up, killing the men (second 
Bond Move.)
When you come out of the tunnel, turn left, and keep on the left-hand road, 
picking up any gadgets or weapons that you can see on the road ahead, until 
you see a large building on your left. It should be connected to a building 
to your right by an overhang, which goes above the road in front of you. (3) 
Here, turn left, and there should be a road just to the right of the main 
building, which has a Q-Pulse power up on it. Pick up the Q-Pulse, and then 
turn right at the end of this road to rejoin the main road.
Keep on this road until you spot a petrol pump to your right, with a gunman 
standing just in front of them. Shoot the petrol pumps with a rocket to blow 
them up, and destroy the gunman (third Bond Move.) (4)
Continue on again, and now make for the flashing green dot that you should 
spot on the map, using pretty much any road you choose. (5) Once you reach 
the van, your objective is basically to catch up to the van, and Q-Pulse it 
to deactivate it without destroying the vials within. You mustn’t lose sight 
of the van, however, or you’ll fail the mission. As you chase the van, 
you’ll also have to deal with the cars that frequently appear from side 
roads to tail just behind the van, and guard it. The best way to deal with 
the cars is by using rockets, or missiles. Rockets are best for when you’re 
reasonably near the car, and are on a straight piece of road where the enemy 
car isn’t likely to suddenly swerve off in a different direction. Missiles 
are best for roads with lots of turns – just make sure the missile is locked 
on before firing. If you ever manage to accelerate past a car, or know that 
there’s one behind you (look behind you using L2 to check) then you can use 
the Q-Smoke to confuse the car, and make it slide out of control. If you 
manage to destroy a car using this method, then you’ll be rewarded with a 
fourth Bond Move. One of the best places to do this is in the subway, since 
the confined space means that any car behind you is bound to run into the 
smoke (also, note the Armour halfway along the subway, which you should pick 
up if you’re low on health.)
Just by tailing the van you’re unlikely to catch it up, since both you and 
the van travel at roughly the same speed. There are two ways that you can 
lessen the distance between you and the van. One is by cutting corners (i.e. 
where a road turns, cut across the pavement to lessen the distance.) A good 
place to do this is when you get near the petrol pumps, which should be on 
your left as you come to the corner. Instead of following the road around 
the corner like the van, go in between the pumps to cut the corner and get 
some Armour. You can also do a similar thing at the large building with the 
overhang. The van goes all the way around the building before joining the 
main road again. If you just wait on the main road, and then accelerate just 
as the van joins the main road again, then you can get really close to the 
van, and even in front of it! If you ever end up driving in front of the 
van, do not cut the engine completely, since the van will just zoom ahead, 
while you’re still trying to accelerate back to top speed again. Simply slow 
down a little until you can see the front of the van just at the bottom of 
your screen. Then speed up a little again, to keep your position relative to 
the van constant, and then select and use the Q-Pulse to immobilise the van.
The second way to catch up to the van is by using the gadget ‘Q-Booster’ 
which you should find on the road in several places. The Q-Booster basically 
makes your car go much faster, which allows you to catch up with the van, 
and so immobilise it using the Q-Pulse. However, you have to make sure that 
you’re on a fairly straight piece of road, with no side streets that the van 
might turn off into, since the fact that the car’s going so fast often makes 
it less controllable. If the van suddenly turns off into a side road while 
you’re going flat out, you may not be able to react in time, and may lose 
the van. Also, try and pick a road, which doesn’t have many obstacles to hit 
in it. If you smack into a car while using the Q-Booster, you’ll almost 
inevitably completely stop, or even turn the car over, allowing the van to 
escape.
Make sure that you’re level with the van before pressing R1 to charge up and 
activate the Q-Pulse. Once the van has been hit by the Q-Pulse, it will be 
deactivated, allowing you to collect the vials from within it, and complete 
the mission. If you manage to Q-Pulse the van on your first attempt, without 
the van taking any damage, then you’ll get the fifth and final Bond Move.
A Gold Medal in this mission will reward you with infinite Missiles for all 
driving missions, which makes getting Gold in Streets of Bucharest a little 
easier.

Location of 007 tokens:

(1) Right at the beginning, turn around, and go up the alley behind you. The 
007 token is at the end of the alley.
(2) After the destroying the first blockade, you should spot a lone crate on 
the path ahead. Shoot it – the 007 token is inside.
(3) At the large building with the overhang, go around it until you see a 
path going straight through the middle of it. Go through that path, and you 
should see a 007 token inside.
(4) After blowing up the pump station, drive through the space between one 
of the pump stations and the building wall. The 007 token is hidden there.
(5) Instead of taking any old route here, stay left. When you spot the 
scenery on the left changing from buildings to trees, look left, and you 
should spot a 007 token on the pavement there.

Mission 4: Bad Diplomacy

Available Weapons:
Dartgun (3)

This level is fairly simple to get the Gold Medal in, since you’re forced to 
use a pistol in it (which pushes your Ammo Efficiency up) and there’s not 
much available ammo for it (so you need to be accurate with it.) However, I 
advise upping the difficulty to Agent just in case.
At the start, don’t move, or the guard directly in front of you will notice 
you. Just aim right of him, and when he moves into your crosshairs, take him 
out. Now open the door, and go through the passage. Don’t take the lift yet, 
go round the corner, and shoot the guard before he notices you. Go into the 
room to your left after shooting the guard, and pick up the Darts lying 
round the corner (1).
Now retrace your steps back to the lift, and take it up to the next level. 
Immediately run through the passage to your left and shoot the guard before 
he sets off the alarm (2). Now you can take the passage to the right. Go 
through the doors into the kitchen.
Notice those boxes lying around on the floor? Well, if you walk near them 
then they’ll be knocked over, alerting the guard in the next room. Jump over 
the boxes to avoid this happening. Now take the door in the far right corner 
of the room, and slap the guard that is just behind it in the back of the 
head. Now switch to your Dartgun, and shoot the guard at the end of the 
passage before he has a chance to set off the alarm.
Before continuing, don your Q-Specs and look to the wall on your right, 
where you should see a small panel. Press Square to open it, and use the 
Q-Laser to disable the trip-laser (first Bond Move.) Now go down the 
passage, and you should see an open window to your left. If you’ve got any 
Dartgun ammo left, side step until you’re facing the open window, and shoot 
the guard just outside it.
Now do a 180° turn, and disable the trip-laser that you can see in the 
passage using another panel in the wall (this time on the left-hand side – 
second Bond Move.) Go to the end of the passage, where you should see a door 
marked private. Don your Q-Specs once more, and you should spot a hidden 
door on your left. Open it using Square (third Bond Move) and collect the 
Darts and Body Armour inside (3). Now go back to the window, shoot the guard 
if you haven’t done so already, and jump out. Walk to the edge of the 
balcony, turn around, and look up. You should see a perforated hatch on the 
ceiling above the ledge above you. Q-Claw up there (fourth Bond Move), and 
enter the next floor using the open door.
Your next job is to find the access code for that computer on your left. But 
first you’ll need to pick up a Keycard so that you can move around in this 
restricted area. Go into the first door on your right, upon which you’ll see 
a cutscene, and get your first glimpse of Malprave. When you leave, you’ll 
have the Keycard, and the fifth of those elusive Bond Moves.
Now open the door on your left, which contains some Darts, and use the 
Keycard to open the door on your far right. You’ve finally found Griffin, 
and he appears to want to kill you. Ah well. More fool him. Just to rub it 
in, switch to your bare hands, and slap his ugly ass to death. Besides being 
funny, it allows you to pick up your sixth Bond Move.
Now you’ll need to go back, and hear what’s on the computer. After this, go 
back into the room with Griffin in, and use the Keycard to open the unopened 
door. Run down the stairs on your left, and position yourself in front of 
the alarm button so that you can shoot the guard as he runs for the alarm 
(4). Now walk down the passage, and you should see another laser, which is 
now moving. If you can see a guard, disable him before fiddling around with 
the laser. As always, there’s a hatch to disable it, this time on the right 
hand wall, before the painting (seventh Bond Move.) Now run forward, and 
position yourself in front of the alarm button so that the two guards in 
this area physically cannot get to it. As they run up to you, you can easily 
pick them off using the Dartgun. Now take the elevator down, and run for the 
main door, subduing the guard as it opens. Run through the door to freedom, 
and the Gold Medal.
A Gold Medal for this level gives you the Golden Accuracy, which makes your 
Golden Gun fire much more accurately. This may not sound too hot, but 
believe me, its useful for killing far away enemies such as snipers.

Location of 007 tokens:

(1) The 007 token is just in front of the darts in this room.
(2) After shooting the guard here, follow the path out onto the rotunda. The 
007 token is on the far side of the rotunda.
(3) There is a 007 token in this secret area, as well as some darts and 
armour.
(4) After subduing the guard here, look behind the showcases full of urns 
here – there is a 007 token there.

Mission 5: Cold Reception

Available Weapons:
Golden Gun (6)
KS7 (30)
Frinesi (8)
Defender (6)
MRL-22 (1)
Grenades (1)
SSR 4000 (5)

Okay, you’re gonna need to be quick at the beginning of this level, 
especially on the harder difficulty levels, due to the fact that there’s a 
timer in the bottom left, which gives you less time the harder the 
difficulty. When this reaches zero, then its back to the start for you. But 
don’t worry too much about the timer – even five minutes is ample time for 
you to complete the timed section of this level.
Right, lets get started. At the start, turn around, and head up the stairs 
behind you to the computers on the various desks. Hit the button on the 
middle desk, and the middle door should open. Immediately hop down to ground 
level, and take out the guards that appear through the door using the Golden 
Gun. You should concentrate on the guy on the right first, because he’s got 
a Frinesi, which is a nasty weapon. Don’t worry if the guy on the right 
sounds the alarm – just kill them both as quickly as possible. If the alarm 
has been sounded, head through the doors and into the passage that the 
guards came out of. Turn around so that you’re facing the main room, and 
select the KS7. Now you can take out the guards one by one as they rush into 
your passage, picking up the ammo that they drop to take out the next guard. 
Once all the guards have been subdued, pick up the Keycard lying in the 
bookcase in this passage (first Bond move.) Now go back to the computer 
area, and press the button on the left-hand table (it is on your left if you 
are standing behind the desks, looking at the computer screens) to open the 
door on the left. (1) Follow the passage along until you get to a door on 
your right. Q-Laser the lock on the grate in front of you, duck, and walk in 
a few paces to get your first Bond Move. However, we won’t be using the 
ventilation duct route since its too easy for the guards to go out of range 
and set off the alarm, which you don’t want. Open the door near the grate, 
and shoot the guard admiring the painting in the back using your silenced 
Golden Gun. Now change weapons to the Frinesi – there are two guards in the 
next room, and if you don’t shoot them quickly, they’ll set off the alarm 
and all hell will break loose. After opening the door, shoot the guard 
patrolling on the left of you, and he should go flying. Now rush over to the 
alarm button, and position yourself in front of it, so that anybody wanting 
to get to the alarm has to get past you first. Shoot the guard that rushes 
at you using the Frinesi, and then switch to the KS7 and take out the guard 
in the next room. Once everything’s clear, select the Q camera, and 
photograph the satellite imagery and the blue prints, both of which can be 
found in these three rooms. One is in the room that had the guard in 
admiring the picture, and the other is in the last room, which also contains 
a similar picture of Malprave.
Now, in the room with the alarm button in, you may have seen an MRL-22 in a 
display case, and may have been tempted to shoot out the glass to obtain it. 
(2) Don’t do this – it makes an alarm sound, and more guards will come 
running who you have to take care of. Instead, go to the last room, and 
press Square near to the picture of Malprave. It will slide away, allowing 
you to grab the MRL-22, as well as some body armour and ammo.
Once you’ve finished all this, you’re ready to leave. Go into the last room, 
open the doors at the end, and walk down the passage towards the elevator. 
Select the Defender, and use it to kill the guard that is half way down the 
passage, on your right. Pick up his ammo, and enter the lift. Once in the 
lift, turn round until you’re facing the doors, and kill the unsuspecting 
guard in front of you when the doors open. Head down the stairs on your 
left, open the fire doors, and go around into the mainframe room. (3) Head 
down the stairs, and go straight ahead. When you reach the end of the 
corridor, turn left, and use the KS7 to eliminate the guard on your left. 
Now walk back down the passage that you just came down, and walk along the 
passage parallel to the wall that has the alarm button on it (you should 
just be able to see the alarm button.) Sprint over to the guard that is at 
the end of this passage, and shoot him down before he can push the alarm 
button. Now that the guards in this room are eliminated, you can focus on 
downloading that mainframe information. Select that Keycard you picked up, 
and insert it into the slot near the computer that you should have spotted 
before when you eliminated the first guard. This will disable the data port 
alarms, and will earn you your third Bond Move (believe me, you need to do 
this. Having an alarm sound every time you download some information from 
the data ports is excruciatingly annoying.) Now go and visit all three of 
the data ports (which can be found in the passages in the middle of the 
room) and download the data from them using the Q-Decryptor.
Before leaving this room, and going on to the next part of the mission, go 
back to the place where you shot the guard, and go up the short flight of 
stairs onto the raised platform. Follow the path round, and you should see a 
table with a rig model on it. Use your Q-Camera to take a snap of that, 
which should give you your fourth Bond Move, and pick up the Grenades lying 
in the open cardboard box. Now jump over the railing, and take the door you 
should see in front of you. Follow the path, and take the lift down to get 
to the next part of the level.
After the lift stops, run down the path until you see a door. Don’t take the 
door, but look up and you should see a perforated hatch. Q-Claw up there, 
and crawl along the vent, until you see a grate below you. Crawl just beyond 
that, and then turn round and Q-laser the hatch so it falls open. Use your 
Defender to take out the guard patrolling underneath you, and then drop down 
onto the pathway. Switch to the MRL-22 (I hope you haven’t been using it 
yet!), run down the pathway towards the alarm button, and then turn right 
with the path into an open area. You should be noticed by a guard, who 
immediately runs for the alarm. Target the alarm, and shoot a rocket at it. 
As the guard just reaches the alarm, the rocket should impact with the 
button and blow the guard to pieces just before he can hit that button. Now 
turn right, and run down the passage towards the blast door. Switch to the 
grenades, and lob a few into the blast door area, which should flush most of 
the guards there out. Just in case any of them are running for the alarm, 
run to the end of the passage, and take a look at the alarm button. If 
anyone is about to press it, take him out using the MRL-22 (from a 
reasonable distance, of course.) Then spin round and see if anybody is left 
in the passage, who hasn’t yet run for the alarm. Once they’re eliminated, 
the area should be secure, and you can pick up a few goodies lying around in 
the sunken areas here. In a sunken area to your left now (if you’re just in 
front of the alarm, facing towards the open area) is Body Armour, which you 
can pick up if you’re running low on health. In a small sunken area, which 
is just off the main open area, you can pick up some more Grenades (4). And 
in a sunken area just in front of the door that you could have used to get 
in here, there is another Body Armour, if your health is really poor. In 
this area, look up, and you should see a perforated vent. Q-Claw up to it, 
and crawl along the passage you should now see in front of you to glean your 
fifth Bond Move (5). At the first vent you come to, Q-Laser it and drop back 
down into the main open area. Now walk back into the passage near the blast 
door. Even if it is open, I would still advise you climb up the ladder on 
the pillar in this passage, and climb along the vent system. Soon it should 
come to an end, but don’t drop out just yet. Look down, and you should see 
an enemy standing guard, but unaware of your presence. Shoot him in the 
back, and drop down.
To your left you should see a program emitter. Collect this program using 
the Q-Remote (sixth Bond Move) and just have a quick look out of the opening 
in front of you. Immediately, all hell will break loose, and a load of 
people will start firing at you. Duck back into the alcove that you just 
came out of, and wait for a guard to run up the stairs, and start running 
towards you. Quickly gun him down, and then go back outside. You should see 
a guard below you, to the left, and another below you and to the right. Walk 
slightly further forward on the gantry, and take these two guys out. The 
first can be taken out by shooting the steam valve that is on his right 
(which also gives you your seventh Bond Move), and shooting some barrels 
that are on the other guard’s left can kill the other.
Now turn around, look upwards, and start slowly walking backwards, until you 
see a sentry standing on the level above. Kill him as quickly as possible 
before he can do you too much damage (using the MRL-22 if necessary.) Now 
you can go down the stairs, where more guards should immediately begin 
pouring out of the entrance in front of you. Kill them using the KS7 as they 
come out, and walk into the passage that they emerged from to pick up some 
KS7 ammo, and Body Armour. (6) and (7) Now walk out of the passage, and pick 
up the KS7 ammo and Armour lying on the boxes in front of you, before 
climbing the stairs right up to the top level, and collecting the SSR4000 
and Defender ammo that the sentry you dispatched earlier dropped. Walk along 
the catwalk on the top level, and eventually you should see a security door 
with a panel on the right that is emitting green pulses. Go up to it, and 
use your Q-Remote to open it (gaining you your eighth Bond Move.) Now switch 
to Grenades, and lob one in, so that it bounces off the walls and goes down 
the passage. Hopefully, it will blow up near a super thug, who will 
immediately start running down the passage to see who was the perpetrator of 
the crime. Just as he runs out of the door, blow him up using the MRL-22, 
and take the Frinesi he drops. Now enter the passage that the super thug 
came out of, and walk down it until it turns left. Switch to the MRL-22, 
turn left, and walk up to the wall. Now side step to your right, and you 
should now see a super thug at the end of the passage. Shoot him once using 
the MRL-22, then back away and walk backward down the passage until the 
super thug appears after you. Shoot him once again with the MRL-22 to defeat 
him. Now follow the passage once more until you reach an open door, with a 
guard standing to the left of the door and facing the other way. Target the 
ground just to the right of him, and shoot it to dispose of this guard.
There is a sniper just beyond the open door, to your left. If you have any 
rockets left, you can simply rush out, target the sniper, and destroy him 
before he can get a lock on you. However, if you’ve run out of rockets, you 
may need to run around to your left, along the walkway, through the two 
doors, and kill him at close quarters using the KS7.
Once the area is clear, go into the room with the computers in, and you 
should spot a ladder just right of one of the entrance doors. Climb up it, 
and walk towards the tram hook. Once you arrive at it, press Square to clip 
it onto you, and complete the mission.
Phew, well that’s that level completed. If you’ve done it fast enough, and 
collected all those Bond Moves, then you should be able to gain the Gold 
Medal, and the Golden Clip for your Golden Gun, which allows your weapon to 
hold 12 shots, as opposed to the normal 6. Great, eh?

Location of 007 tokens:

(1) If the right hand door here hasn’t already been opened, go over to the 
right hand computer and press the button on it. Shoot the guards that come 
out of the right hand door, and go into the passage that they just came out 
of. Inside is a 007 token.
(2) In this room with the MRL-22 in, you should spot a 007 token behind one 
of the grates in the room (the grate that is lying just to the left of the 
exit door to this room.) Q-Laser the grate open, and crawl in to grab the 
token.
(3) As you enter the mainframe room, go down the stairs, and immediately 
turn right. The 007 token is in a small niche to the right of the stairs.
(4) In the sunken area with the Grenades in, you should also spot a 007 
token.
(5) In this duct, you should find a 007 token.
(6) There is a 007 token you should spot above one of the water containers. 
Jump onto the mound of earth opposite to the water container, and then jump 
across to the top of the water container to snag the token.
(7) Walk around in this ground floor area until you spot a ladder leading 
up. There is a 007 token to the left of the ladder, behind a water 
container.

Mission 6: Night of the Jackal

Available Weapons:
Golden Gun (12)
Frinesi 12
KA-57 (30)
Ingalls (40)
SSR 4000 (5)
Grenades (1)
FSU-4 (40)
MRL-22 (1)
Viper (6)
Fixed Gun #1 (Limited Ammo)

The missions are starting to get tougher, and in this mission you’ll meet 
your first real boss. However, you’ll also get to use your first assault 
rifle (I bet you’re hugely excited.) Hmm. Anyway, let’s get this level 
walkthrough underway…
At the start, you’ll be standing in an alleyway, with the embassy fence on 
your right. In a short while, a bus will come in from a road to your left, 
crash into the fence, and a whole load of terrorists will pour out and start 
besieging the building. Walk forwards until you get to the corner of the 
embassy fence, and quickly shoot the two terrorists that come out from 
behind the scenery a distance in front of you. If you’re not quick enough, 
one will run behind a flower bed and start shooting at you from behind a 
cover, so try to get close enough so that the guards are enticed to run 
towards you rather than running for cover, where you’ll never get at them. 
Once these guys are disposed of, pick up their KA-57s, and walk along the 
pavement around to the right, where you’ll see a grenadier. Shoot him a few 
times with your Golden Gun to get rid of him. Now, before you advance, look 
to your right, where you should see a couple of terrorists hiding behind a 
fountain, and shooting at the embassy. Shoot one of them to alert them of 
your presence, and then duck to avoid their shooting. Hopefully, both guards 
will run round the cars to appear where the grenadier was, and you can pick 
them both off using the KA-57. However, although one of them always does 
this, the other can either run off into the distance, and hide behind a car, 
or come around the cars the other way, and shoot at you from behind. So 
after you kill the first terrorist, if you don’t see the other, stand up, 
and retreat into a corner so that you can see where the other is. If he is 
coming at you, pick him off quickly before he has a chance to shoot.
Now pick up the grenades and the gun that the grenadier left earlier, and 
proceed along the street in front of the embassy. To avoid the sniper, take 
a short detour up the passage to your left, before resuming your normal 
course. Run up the street ahead of you, and in two shop windows, you should 
see both some Body Armour, and a Frinesi (1). Stand on the park benches to 
get up to the windows, and smash through them to get to the goodies.
Now leave this street, and make a hairpin turn around to your left to end up 
in another street, with an archway to your right. An enemy should appear 
through the arch – he should be no problem for your KA-57, except that he 
rolls about a lot. Now run through the arch to lure two guards out from 
their hiding places, before retreating back into the street. You can easily 
pick off the guards as they rush through the arch.
Go through the arch once more, and detour to the left to avoid the laser 
sight of the sniper. Once you’re just underneath the sniper, switch to the 
grenades. Look up, until your cross hair is focused on the ceiling just 
above the sniper (if you can’t even see the balcony that the sniper is on, 
then you’re too far underneath – back up.) Now press X, and count to three 
before releasing it. If you’ve done it right, the grenade should land right 
in the sniper’s nest, and blow him up spectacularly (I know that doing this 
is not entirely necessary, but it looks excellent when you pull it off 
successfully.) Now look right of the sniper’s den, and you should see a 
perforated hatch. Q-Claw up to it, and land on the platform. Now turn so 
that you can see the sniper’s nest, and you should see that you could just 
jump onto it. Do so, and collect the SSR 4000 lying there (doing this will 
reward you with a Bond Move.)  (2) Do not use this weapon just yet – you’ll 
need all the shots for this weapon that you can get to have a chance of 
collecting another Bond Move at the end of this mission. Now use the Q-Claw 
to get back onto the platform that you were originally on. Now turn right 
and follow the ledge around the corner, and you should see glass doors to 
your left. Go through them to get your second Bond Move. Now that you are in 
the safe house, follow the pathway in front of you, and take the door on the 
left leading into the bathroom. Watch the cut scene, and collect the Q-Card. 
Now go along the path that was behind R, and you should spot a perforated 
hatch on the embassy wall. Q-Claw over there to collect your third Bond 
Move.
Walk along the edge here, and drop off. The gate is locked, so turn around 
180°, and go up the steps until you spot a door with a card slot. Use the 
Q-Card to gain access, and you’ve completed the first part of the mission.
Inside the embassy, there is Armour under the stairs. Your health is 
probably not all that bad, so you may want to come and collect it later when 
it is. Climb the stairs until you reach the door. Now duck, and keep the 
duck button held as you open the door. A woman will run out screaming, with 
a gangster running after her. As soon as you see the gangster, let rip with 
your KA-57. Your crouched position will reduce the chance of the enemy 
hitting you, if he opens fire, which is unlikely. He should die just before 
reaching you, and you can pick up his ammo, and continue on your way. Walk a 
small way down the path to your left, but stop before it turns off to your 
left. Turn so that you are facing the direction of this pathway, and side 
step right until a man holding a hostage comes into view. (3) Quickly shoot 
him before he has a chance to react, and run down the pathway he was 
standing in, turning right with the path. You should see a room, behind 
glass panels, where some terrorists are holding various Embassy staff as 
hostages. Creep up on them, and make sure you have good cover behind that 
overturned table. Then pop up, and start shooting at one of the guards. Then 
all of them will notice, and you’ll need to duck down. Keep popping up, 
shooting guards, and then ducking down to avoid fire to defeat all of the 
guards in this room. Do not throw any grenades, since any thrown will blow 
up hostages as well as terrorists, and do not jump through the window until 
you get a message explaining that you have freed the hostages, and you 
collect your fourth Bond Move. If you have not yet got such a message, and 
you cannot see any guards, it may be that one is hiding behind the wall, to 
your left. If this is so, slowly side step right, with your view focused on 
the left of the room, until you can see the remaining bloke. Quickly gun him 
down, using the file cabinet as cover if necessary, to free the hostages. 
Now jump through the window, and collect the ammo, before leaving through 
the entrance on the far wall. Follow the passage around, until you reach the 
windows of the Embassy. The second set will blow up spontaneously on your 
approach, so approach with caution. Use your Ingalls to defeat the guard you 
can see outside the window.
Now stay on the path until you reach the kitchen door, in which there are 
loads of guards. Open the door, and defeat the guard that you should be able 
to see hiding behind the workbench on the far side of the room, in front of 
you. Just keep firing until he stops shooting. Now select the grenade, and 
rush for the kitchen table you should see just in front of you from the 
door, crouching behind it to avoid fire. Now turn so that you’re facing the 
underside of the table, and the majority of the guards, whose head’s you 
should see poking above the level of the table. Press X to charge up your 
throw for a second or two, pop up briefly, and throw it in front of you to 
eliminate the bulk of the guards. When the smoke has cleared, quickly pop 
your head back up to see if there are any remaining guards. If there’s one 
hiding behind the table far in front of you, do a long grenade lob (i.e. 
hold down the button for longer) to eliminate him. Now collect all the ammo 
in this room before leaving through the other door from the one you used to 
get in.
Now follow the pathway round, until you get to the windows again. Crouch 
down, facing the pathway, and pull out the Frinesi that you’ve hopefully 
been saving just for now. Two guards should run out from the pathway on your 
far left. Shoot them quickly using the Frinesi, and then follow the path to 
the rotunda, shooting the guard there using the Frinesi before he has a 
chance to act. Now turn to your right immediately, and press Square near the 
Union Jack to open the secret door (and obtain a fifth Bond Move.) Walk down 
the secret passage, and you should meet Damascu (sixth Bond Move.) Now pick 
up the Armour, and use the Q-Card to get into the elevator.
When the elevator opens, look up and to your left, and blow up the barrels 
to avoid taking too much damage. Blow up the barrels directly in front of 
you to reveal Armour and some Viper ammo. Pick up the Viper ammo, but don’t 
take the Armour – you may need it in the upcoming boss battle. Now open the 
doors that you can see in front of you and a battle with Carla the Jackal 
will begin.
Immediately run for cover, and shelter behind that first group of wooden 
crates to avoid taking damage from the Jackal’s FSU-4 assault rifle. When a 
volley of shots stops, stand up again (that is, if you’re crouching behind 
one crate) or side step (you can only do this if you’re shielded by two 
wooden crates one on top of the other.) Now move your targeting cursor so 
that it is on the Jackal, and start letting rip with either the KA-57 (which 
is your preferred weapon, due to its improved accuracy) or the Ingalls. Once 
she starts firing again, side step back behind cover again, or crouch. Do 
not move your targeting cursor, so that when you stand up again, or side 
step out, your targeting cursor will still be on the Jackal, and you won’t 
have to waste time targeting her each time.
Each time a crate in the group explodes (that is in front of you) you’ll 
need to run for cover behind another crate in that group. Watch out for the 
grenades that Carla shoots, since they can do immense damage, and blow up 
huge amounts of your cover.
Once you’ve shot Carla enough, she should run backwards, and will stand near 
a huge pile of barrels. Simply shoot the barrels behind her to move her on 
to her next stopping point, which is to the right.
Just keep ducking while she shoots, and jumping up and shooting her while 
she reloads, to move her right until she is standing right over that vat of 
chemicals. If she blows up the whole of the first group of crates, run to 
the one you should see in front of you and to your right, and shelter behind 
that. If your health gets low, run into that previous room, and snag that 
Armour that you saved just for this moment. If your ammo gets low, then 
there are a few ammo clips in places around the room – its just a bit risky 
to get to them, since they’re in open areas with no cover.
Once she’s over the vat of chemicals, then you should press a switch, which 
is on the right of the second group of crates, and is on a small pedestal, 
which is sandwiched between the group of crates and the right-hand wall. 
This switch will knock Jackal into the vat, defeating her, and giving you 
your seventh Bond Move.
Now climb up the ladder, and walk along the catwalk, collecting the FSU-4 
ammo, and the Armour up there, before leaving using the door at the end. 
Climb the stairs, and open the other door at the top of them. After watching 
a small white and blue helicopter take off, a huge great black one will 
appear, armed to the teeth with rocket launchers and a machine gun. (4) 
Although the machine guns are extremely inaccurate, the rocket launchers 
are, and can cause massive amounts of damage. To finish the helicopter off 
quickly, and gain your final Bond Move, you need to target the pilot using 
your SSR 4000 (that you saved just for now right…?) and shoot him while he 
is hovering in mid-air. If you run out of SSR 4000 shots (which you 
hopefully shouldn’t, since the pilot stays still for quite a long time in 
this mission) then there is an MRL-22 and some ammo for it placed in the 
four corners of the level, as well as four fixed guns.
Once you’ve hit the pilot, it should spin momentarily in the air just above 
you, before crashing into the building behind you. Hopefully, if you’ve 
collected all the Bond Moves, and not gone too slowly through this level, 
you should snag the Gold Medal for this level, and the Golden Grenades, 
which are great due to their large blast radius and increased power.

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