============James Bond 007 Agent Under Fire Walkthrough ====FAQ written by Aklite -This guide contains no spoilers ================================ Table of Contents ================================ I. Introduction (AUFI) a. Intro b. Version History c. Basic gameplay overview II. Weapons, Gadgets, and Characters (AUFZ1) a. Weapons (AUF1W) b. Gadgets (AUF1G) c. Characters (AUF1C) III.Walkthrough (AUFWX) -Summary of gameplay elements a. Trouble in Paradise (AUFW1) b. Precious Cargo (AUFW2) c. Dangerous Pursuit (AUFW3) d. Bad Diplomacy (AUFW4) e. Cold reception (AUFW5) f. Night of the Jackal (AUFW6) g. Streets of Bucharest (AUFW7) h. Fire and Water (AUFW8) i. Forbidden Depths (AUFW9) j. Poseidon (AUFWA0) k. Mediterranean Crisis (AUFWA1) l. Evil Summit (AUFWA2) IV. Platinum summary walkthrough (AUFPWX) a. Trouble in Paradise (AUFPW1) b. Precious Cargo (AUFPW2) c. Dangerous Pursuit (AUFPW3) d. Bad Diplomacy (AUFPW4) e. Cold reception (AUFPW5) f. Night of the Jackal (AUFPW6) g. Streets of Bucharest (AUFPW7) h. Fire and Water (AUFPW8) i. Forbidden Depths (AUFPW9) j. Poseidon (AUFPWA0) k. Mediterranean Crisis (AUFPWA1) l. Evil Summit (AUFPWA2) V. Multiplayer summary (AUFMP) VI. Legal ================================= I. Introduction (AUFI) ================================= ================================= a. Intro ================================= James Bond 007 Agent Under fire is a first person shooter, and in many cases a stealth based game. The game is pretty straightforward and the game consists of a reasonable mix of action and strategy. The storyline is pretty typical of this type of game; a supervillian emerges with an enormously powerful weapon/ threat/whatever you please and Bond must single handedly take him down and save the world. The game is fun to play and replay value is excellent. ================================= b. Version History ================================= 2.0 (7/15/13): FAQ/Walkthrough complete ================================= c. Basic gameplay overview ================================= There are a number of missions in the game, or levels if you will. Each level has certain objectives that you must complete in order to finish the level and move on to the next one. You will be scored depending on how strategically you perform in each mission, but I will get into detail reguarding that in the FAQ portion. As mentioned, the majority of the game is a first person shooter, but there are two alternative game types. These are rail shooter, and driving missions. In a rail shooter, you are a passenger in a vehicle and the objective is to defend the vehicle or complete other objectives while on the move. In the driving missions you are essentially in control of the vehicle, and objectives for this can vary, from racing to an objective against the clock, to retrieving items, to chasing down and destroying other vehicles or characters. The game consists of a healthy variety for each mission and does not become too redundant through the course of gameplay. ============================================= II. Weapons, Gadgets, and Characters (AUFZ1) ============================================= ======================= a. Weapons (AUF1W) ======================= The game consist of a considerable variety of weapons. The purposes of these range from stealth, to raw firepower, to complete annihilation. Which weapons are good to use depend entirely on what you are up to during the mission. --+Pistols+-- P2K: The P2K is the basic pistol which Bond starts with in every mission. This is almost always the best weapon to use in terms of accuracy and efficiency. There are obvious exceptions like the sniper rifle or rocket launcher, but in terms of ammunition, accuracy, and efficiency, this will usually fall under as your main weapon of choice. Golden gun: The Golden gun is the upgrades version of the P2K, obtained by reaching the 50,000 point gold medal target from the first mission. It has better firepower and has a silencer for every mission. This is a must have once you finish the first mission, and I advise you do not go anywhere until you get the gold medal on the first mission. Its very easy to get those points though; as long as you get all the bond moves I mentioned and kill 27 enemies, its hard not to come out with it as that is 40,000 points right there (on operative difficulty). If you can somehow manage to complete the first mission on 00 agent and not get the gold medal, send me an e-mail cause I am damn impressed. Viper: A revolver with some pretty good firepower, but obviously not as good as the golden gun. If you are out of golden gun ammo however, this makes a good alternative to use in order to keep your ammo efficiency in check. Defender: A standard pistol which is not all that great. Really only best used when you have exhausted all your other weapons. Regular pistols, unlike the golden gun, do not have great accuracy and headshots are really the whole idea of pistols, so when you have your crosshairs trained on an enemies head and miss the shot, it is not a great feeling. --+Submachine guns+-- KS7: The worst gun in the game, bar none. From its attrocious accuracy to.... MORE attrocious accuracy, the KS7 is really only a good weapon if you are willing to throw efficiency and accuracy to the wind. While you can shred enemies at close range, at long range you could barely hit the side of a barn. If you are going for scores, I would just pocket this for every mission; use only in case of emergency. Ingalls: This is a pretty good weapon, with a very good rate of fire and reasonable accuracy. Works best in heavier fights where there are a number of opponents to deal with. PS100: The best submachine gun in the game. This weapon has a very fast rate of fire and a good clip size at 50. It also has very good accuracy as well. Certainly more of a weapon for close up battles, but there are not many better choices for when you are fighting enemies at close or mid range. This weapon is available only during the final few missions of the game. --+Assault Rifles+-- KA-57: A basic assault rifle with reasonable accuracy and a slower rate of fire. This is usually a good weapon to use in light, close-up combat. For heavier fights, a more rapid fire weapon is desirable. KA-57S: The main weapon in any rail shooter. The KA-57S can zoom in on enemy targets from afar and is usually what you want to use when targeting consoles or shooting out tires. It is versatile but does tend to be unfavorable to your ammo efficiency score. Calypso: The Calypso is an assault rifle available only during the Fire and Water mission. This rifle has a good rate of fire but is not all that accurate. It does however have the largest clip size of any weapon in the game at 80, and is a good option for long lasting firefights. UGW: A fine assault rifle with a scope and decent accuracy at range. It has a slower rate of fire, but still a good gun for ranged combat. FSU-4: My personal favorite assault rifle, and an excellent one at that. It has a very good rate of fire as well as ranged accuracy, and in addition comes equipped with a grenade launcher. The grenades are just lobbed out rather than shot straight however, so if you are not careful you will wind up shooting something right in front of you. Always be sure to aim this at an upward angle when shooting. D17: The D17 is an excellent assault rifle with good accuracy and a scope to help in killing targets at range. This weapon is only available for the final mission, but it helps a good deal. --+Shotguns+-- Frinessi: This shotgun is effective in certain instances. When you are introduced to mercenaries is effectively when you will realize the great uses for this gun. Otherwise, for regular enemies, I suggest sticking with your pistols. At close range this drops most enemies in one shot, so if you are in an instance where enemies are flooding into a small corner, this might be a good choice. Shotgun: The shotgun for rail shooters. This is very effective for close range and will pretty much always drop enemiesin one shot. Unlike the Frinessi, in rail shooter missions this greatly helps accuracy and efficiency. --+Explosives+-- Grenades: A great all-purpose explosive, but use sparingly. Beneficial for clusters of enemies, tossing around a corner, or blasting enemies behind crates. Just my biggest piece of advice; these things do tend to have a mind of their own, and if you are crouched behind a crate or by a wall and throw a grenade into it, it can blow up in your face. Regular grenades are not a game ender, but golden grenades will do you in. It is safe practice to get out of crouching position before throwing these, and angling your camera view up slightly...unless enemies are right in front of you in broad daylight. In that case, face the ground and just turn and run. Obviously a number of ways to use these, and when used effectively they are a good game changer. Golden Grenades: The reward for completing the sixth mission with a score of 100,000 or higher, grabbing this reward contains two very beneficial factors. First, the increased blast radius and firepower is enough to cause you to rant more swear words than you ever thought possible if you throw it right in front of you, and second, you will have three of these at the start of every mission. But in all seriousness, the difference between these and regular grenades is fantastic, with an enormous blast radius, VERY heavily increased damage, and a 100% suicide rate. On a bad day you will learn that by experience. MAL-22: The rocket launcher, great for taking out rooms full of enemies and if you are not careful, yourself as well. As anyone who has played Halo already knows, when shooting enemies do not aim at them, aim at the ground underneath them, the wall behind them, or the crate next to them. And naturally, use this only on groups of enemies, not single ones. A very effective weapon when properly used; just be sure to aim away from face. CH-6: A rocket launcher used only with rail shooter missions. This can be effective in some instances, and useless in others. On the plus side it does make accuracy and efficiency less of a problem, and makes taking out helicopters or vehicles easier. However shooting out tires on vehicles often results in Bond moves, and this is not possible with the rocket launcher. Golden CH-6: The reward for completing the second mission with a score of 50,000 or higher. The Golden version has more firepower and unlimited ammo. This makes for an excellent reward and is a great asset in those headache inducing rail shooter missions. RCH-1: The guided missile launcher which you use only at the end of the Forbidden depths mission. --+Sniper Rifles+-- SSR4000: The only sniper rifle in the game. This is probably the best weapon you can have, in terms of firepower, safety, and relative quiet. It drops all regular enemies from range with one shot to the chest, and deals loads of damage to bosses when shot in the head. --+Multiplayer Weapons+-- -These weapons are available only on multiplayer. Photon cannon: A powerful plasma cannon which can often kill other players in one shot. It can damage you as well however, so be careful. It has a large area of effect, but can travel fairly slow. Grenade launcher: A weapon very similiar to the photon cannon, but less powerful. Grenades do not launch straight and must be properly angled to hit the target head on, and their shots are not as powerful. However, it does shoot slightly faster. Trip mines: Mines that when places activate a laser than when crossed, will detonate the mine. These are a lot of fun and with a bunch stacked together can launch other players miles into the air. They can be placed on walls, and obviously that is the most effective location. Around corners and in doorways are the best spots for these. Proximity mines: A mine that detonates when any player (including you) comes near it. Use these with caution, and remember where you place them. Detonator mines: Mines that are detonated by you. These are much more controllable, but obviously do require a bit of attention to use effectively. ====================== b. Gadgets (AUF1G) ====================== Q-claw: The Q-claw is a grapple that can be used to pull Bond up onto ledges, into vents, onto platforms, or to any surface not normally reachable. A large portion of these opportunities both result in a bond move and provide tactical advantage, so it is good practice to keep an eye out for the metal grates and take advantage of them whenever possible. Q-laser: The Q-laser is used to break open glowing red locks. These usually cannot be missed. Just use the laser on the lock until it breaks. Again, several areas accessed by cutting locks provide bond moves as well as tactical advantage, so keep an eye out for these. Q-Decryptor: The Q-Decryptor is used to deactivate any encrypted console used to lock doors. Simply point the decryptor at the blue circle on the console and activate it to start the decryption process and open the door. These also contain a high number of bond moves. Q-Remote: The Q-Remote is used to activate things from afar. As long as you can spot the green signal emitting from something, you can activate it when you target it. Several remote terminals require you to download a program from somewhere before you can use it first; otherwise the emitting signal will appear red. Remote actions result in a number of bond moves; both when downloading the program and performing the following action. Q-specs: The Q-specs only make their appearance in a couple missions, and are used to find secret doors or panels. Q-camera: The Q-camera is used exclusively to take pictures of things for mission objectives, but all you do is equip it to use it. You do not actually "pan around" with it, it is merely equipped and activated to take a picture of whatever is on screen. Q-pack: A jet pack only used in a couple missions that launches you slightly into the air, allowing you to reach higher platforms. It must be charged at a compressed air source before each use. Q-card: A gadget used exclusively during the Night of the Jackal mission. It is not actively used, it is just kept in your inventory in order to open doors. ====================== c. Characters (AUF1C) ====================== Bond: Most obviously the main character in the game, the character you play as, and the character who always saves the world AND gets the girl. M: M is Bonds contact in MI6 and provides the briefings and missions for Bond throughout the game, as well as providing support during missions. R: R handles bonds gadgets and vehicles, and will provide support or explanations for gadgets during briefings and on lesser difficulties, during the mission. Zoe Nightshade: A CIA agent you will be introduced to right at the beginning of the game. Nigel Block: Nigel Block is the primary villian of the game and part of Identicon, an evil corporation. In the interest of spoilers I'll just leave it at that. Malprave: Another member of Identicon, the evil group that Bond is combating throughout the game. Carla the Jackal: A hired mercenary who you will come across at some point of the game. =============================== III. Walkthrough (AUFWX) =============================== ------------------------------- -Summary of Gameplay Elements ------------------------------- The game consists of 12 total missions. For each mission you have a certain point target to hit for the gold medal, and after obtaining the gold medal a target for the platinum medal. Gold medals provide weapon and gadget upgrades for single player, and require only a flat score to obtain. Platinum medals unlock certain elements of multiplayer, and generally require the same score as gold plus collection of all 007 icons. However, these are relatively easier to do as the 007 icons grant the majority of points in and of themselves. Your score receives a multiplier bonus depending on which difficulty you are playing under. In my experience I have not noticed a pressing difference in difficulty levels, but you will receive more damage in higher difficulties, receive less assistance from charcters, and also have less lives. I have played the walkthrough on the 00 agent difficulty, and I am also going to write as if you are receiving all of the score based rewards as you go. These help a great deal for later missions so are a great asset to have. Also a pretty general tip; if you die and wind up back at the start of the mission, start over. You will want that life for a later checkpoint if needed. -Operative: Operative is the most basic difficulty level. You receive full agency assistance, receive minimal damage, and have two lives. This difficulty does not yield any extra points at the end of each mission. -Agent: Agent is the mid-tier difficulty. You receive some agency assistance, receive a reasonable amount of damage, and again have two lives. When playing under this difficulty, you receive an additional 50% points from each mission (If your score is 100,000, the difficulty adds 50,000 points to your total). -00 Agent: 00 Agent is the top difficulty, and as such you receive NO agency assistance, take a good amount of damage, and are now down to only one life. However, when going for a good score, you do not want to die anwway as you will receive no points for damage taken. This difficulty will double your score after each mission. I recommend playing under this difficulty, as compared to other games it is not really a "killer", and gives you peace of mind when going for medal rewards. As long as you completed the mission at least fairly well, you will be in the clear. While the first missions can easily be completed at Operative difficulty to obtain the gold medal, later missions will require higher difficulties. The first missions require 50,000 points, while the final two require 130,000. Platinum medals MUST be obtained under the 00 rank, but all you really need to do is collect the 007 icons in the level, which I will get into later. Now, onto your scores. Each mission scores you on elements of gameplay, and each element has a specific score attached to it. These scores are all added up and the total is granted the multiplier bonus based on how well you performed in that category. Bond moves: Each mission contains a certain number of bond moves, which grant points and in most cases make things easier on you. The total possible points for bond moves is 20,000, and the points for each bond move depends how many bond moves there are in that particular mission. As far as maxing your score, getting all bond moves is critical. Enemies Subdued: Each mission has a set number of enemies for you to kill, and as long as you kill at least that many enemies you will get the full 20,000 points for this objective. This is by far the easiest objective on the charts and you should max this every mission without problem. Ammo Efficiency: This is a count of how efficienly you are using your ammunition. Killing enemies in one shot increases it, using machine guns destroys it. The absolute best way to help this statistic is by using hand to hand combat anytime possible. It is rare that this is the best solution, but in reality that is what it comes down to, so sneaking up on enemies and punching them down helps greatly. Otherwise, just check your fire. Spending bullets like candy reduces this. At 15,000 maximum points it is not the most critical scoring attribute, but it is still important to keep reasonably in check. Weapon accuracy: Accuracy is the last of the three most important attributes. This is helped greatly by use of grenades, rocket launchers, sniper rifles and accurate pistols. It is killed by submachine guns and shotguns. In any mission the best method is to use your pistol to kill opponents by headshots, which makes for quick deaths with minimal ammo usage. Even if you are killing your opponent at point blank range with a submachine gun, you will have some overfire after he drops that will drop your accuracy, so avoid submachine guns and shotguns whenever possible. Accuracy grants a maximum of 20,000 points, but you do not need 100% accuracy for this. From my experience, anything above 90% grants the full 20,000 points. You just want this to be as high as possible in any mission, so choose your targets wisely. Damage taken: Damage taken is based on how much of your lifebar gets lost over the course of the mission. Picking up body armor does not reset this. Once you have taken the equivelent of your whole life bar in damage, you lose all points for this attribute. Damage taken is worth a total possible 15,000 points, but the less you take, generally the better your other attributes will do. If you are not panicking with your machine gun trying to kill an enemy before they kill you, things go better all around. Also, take note that if you die this does not zero out damage taken. Whenever you die you go back to your last checkpoint and everything since then is disregarded; time, damage taken, Bond moves, etc. It's just a do-over basically. Mission Duration: This score is bar none the least important attribute on the board. Most of the times require essentialy a bolt-through and obviously when you try to get the mission done in a certain time you miss enemies, miss bond moves, miss head shots, have to kill enemies fast with an assault rifle on the move or several pistol shots; overall just don't worry about it. Take your time in the mission and make sure everything is done carefully and right. Completing a mission under the time limit grants 10,000 points, with this total decreasing steadily with more time used and finally dissappearing after you have gone more than 5 minutes over the limit. ============================== a. Trouble in Paradise (AUFW1 ============================== Briefing: M: 007, the CIA has come to us for assistance. It appears that one of their agents, a miss Zoe Nightshade, recently sent out a distress signal. Since you are already on location in Hong Kong, we saw this as an opportunity to help out our American friends. Nightshade was investigating a botanical research firm known as Identicon, headed by a man named Nigel Block. The CIA believes that Identicon is a front for a massive smuggling ring in dealing in bioligical weapons. In Nightshades last report, she informed us that Identicon was taking considerable measures to transport and to protect vials of some unknown substance. Nightshade was to obtain one of their courier cases and have its contents analyzed, but her mission was compromised. You need to retrieve that courier case, 007, and rescue miss Nightshade. R: Now pay attention. I've provided you with a high tension grapple line I call the Q-Claw. Use this device to latch onto special perforated surfaces in order to pull yourself up to ledges and platforms. You also carry the Q-laser, which emits a powerful beam of coherent light, capable of slicing through the metal alloys commonly used in locks. Objectives: -Infiltrate research facility -Find courier case containing vials -Rescue CIA agent Zoe Nightshade Gold medal target: 50,000 Bond moves: 7 Enemies to kill: 27 Mission duration: 5:00 At the start of the mission, it is a good idea to get familiar with the controls here. All your movement is done with the joysticks, you select your weapons with the up and down arrows on the directional pad, and you select gadgets with the left and right ones. X will fire your weapon, and O will use your gadget. When firing weapons, square is used to reload. You can press R2 to aim your weapon without moving, and L2 is used to crouch. The select button is used for alternative fire (silencers, automatic or semi-automatic, etc). Anyway once you are familiar with controls, restart the mission to reset the clock. Before heading into the facility, for the sake of a bond move, equip your decryptor and target the console on the door in front of you. Use the decryptor then move away from the door. Now equip your Q-claw. Aim your camera up to the area above the front of the door and look for the metal grate. With your crosshairs centered on that grate, activate the Q-claw to get to the top of the building and receive a bond move. Head all the way to the end of the walkway to your right, and jump down into the ventilation duct. Once inside, turn back around and you will notice a guard working on a computer. Make sure your fist is your equipped weapon (cycle with up and down arrows; you should just have your fist and your pistol), crouch, and while remaining in the crouch position (hold L2), move forward to drop down into the room. Slowly move up behind the guard and once directly behind him, stand up, "equip" your fist, and with your crosshairs over him hit the X button to knock him out. Move up to the right side of the desk to pick up a keycard for the armory. Now head up to the left side of the door here, equip your decryptor, and target the decryption console on the door. With the decryptor equiped and the crosshairs places over the console, hit the circle button. If you do not get it on the first try, just move it around a bit and keep hitting the circle button until it activates. Opening this door grants you another bond move. There is a camera in here, but it will not notice you. This is only applicable if you came in the front door, which we did not. With the door down, run across the room to the armory on the far side, and hit the square button while facing the keycard slot on the right side. On the inside are four grenades and a rocket launcher (!). We will use this later. Now head back into the computer room and make a right into the elevator. Equip your P2K pistol and hit the square (action button) on the button in back to head down a floor. Once down here a guard will spot you are retreat over to the left behind some boxes. Crouch and hide on the right side of the elevator, and poke your head out just enough to see a yellow barrel behind the guard. Use R2 to manually aim at it, and shoot it once to dispatch this guard here. Head over to his body to pick up some more pistol ammo, then equi your Q-laser and move to the gate on the right side of this area. Target the lock and activate your laser for another bond move. Head through the passage here to just before the end, then crouch down once more and slowly move up a bit to spot a guard down to your right in the next area. Manually aim for his head with your pistol, and shoot him once. He should drop. Now, while remaining crouched slowly move down the path while facing the ramp on the right (strafe using the L1 button to do this easily) and a couple guards will notice you and take cover behind crates in the very back. Shoot the red fuel tank on the back of the forklift right next to them to kill them and receive another bond move. Move up to where you killed them for the KS7 submachine gun. Our goal is to NOT use this at all, as the accuracy is attrocious and will destroy your accuracy score. Anyway once you are where you killed these guards, move right and you will notice a suspended crate hanging by a cable ahead just a bit. Move up a little until you notice the guard poke his head out, then aim at the cable with your pistol and shoot it once to drop the crate, kill the guard, and receive another bond move. Move up to where the guard was, and while hugging the left side of the path move up while keeping an eye on the hallway to the right at the end of this area. Equip your grenades, hold the X button to get one ready, and slowly move forward until the guards show up. Keep your crosshair trained on the entrance to the hallway. Once the guards show up, release the grenade and quickly run back. Once they are down and out, pick up the body armor in the loading dock on the left side, behind some crates in the far corner, and head down the hallway at the end of this area to complete the first objective. This next area is the first considerable fight you will have. Crouch and move forward until the lights go out, and hide behind the first planter. Now, you want to start launching all those grenades you have, but BE CAREFUL! If you throw them while you are crouched behind the planter, they will blow up in your face. In this area, there are two guards in the far corners of the room, and a bunch of guards coming in a doorway in the middle of the far side. Anyway the first thing to do is launch the rest of your grenades into the far doorway. Do this by moving up to the second row of planters, remaining in the crouched position, and hold X to pull back the grenade. Now aim your crosshairs at a slight upward angle (to try to hit the rear doorway), come out of the crouch, and launch the grenade. With luck, it will hit the guards in the doorway. Launch all 4 grenades in that direction to take out as many guards as you can, then stay crouched and pull back slightly from the planter to get a view of the guards heads. Careful of the guard in the top right corner, as he can launch grenades toward you. If he does, just run all the way back to where you entered the area. You will know if a grenade is coming by the distinct metal clanking noise you hear. When you hear this, RUN! Anyway as for the rest of the guards, the key is to be patient. If you are a few feet behind the second planter, you should be able to hit the guards heads and will rarely receive any fire, if any. You should be able to take out the guard in the top right and all guards coming through the middle doorway in this position. After these guards are taken care of two remain; the one in the top left, and another one back past the doorway with a shotgun. The one in the topleft can be killed from here, but he is hard to see. What you want to do is run all the way to the left wall, behind the portion sticking out. Now move up to the next one, and you should have a good angle to kill the guard with the shotgun. He is in the doorway behind some crates on the right side. Aim for his head, and take him out. The shotgun does not do much at this range, so cover is not essential. With him done one remains. Crouch back down and follow the row of planters right next to you out to the right, remaining crouched for cover. At the very end, poke out slightly and get a view of the guard in the top left corner. Take him out and that will conclude all but one guard for this entire area. The last one is at the far end of the area, in the red room on the left. To take care of him, crouch and move up to where the guard with the shotgun was located at, and slowly move up to the doorway while keeping your view angled over to the left of the red room. The guard is behind some crates here. Strafe over until you can get a look at him, and then shoot him in the head. Pick up the body armor back behind here, collect the case of vials on the right side of the room and then hit the action button in front of the green light to open the door and head in to complete this objective. Now in the next area, head up the steps and move forward for a cut-scene. On the right side of the catwalk is a sniper. Run up just a bit and then crouch and slowly move up to him and shoot him in the head. Pick up the sniper rifle and continue forward. Head to the end of the catwalk, make a left, and then make another left onto this second catwalk over here. Here you want to use your three rocket launcher shots to clean out as many guards as you can. Launch one just below you to your left, near where the doorway is. Rockets have an ENORMOUS blast radius, so shoot in the middle of as many guards as you can see. Next, shoot all the way to the right on this side to kill a couple more guards. Shoot the last one about in between where you shot the first two, wherever else you spot guards. After this is all said and done head back off the catwalk and down the stairway in back of this area, and at the bottom head across the ramp, but before heading to the elevator stop and take a look just down below you to the right. If you see any guards here, use your sniper rifle to kill them. Now, head across and down the elevator. On the bottom, head up and right, and briefly look out the doorway to spot a guard behind some crates directly in front of you. Shoot the barrel to eliminate the guards cover, and kill the guard here with your pistol. Now reequip your sniper rifle and look all the way to the back of the pen. There should be a slightly crouched guard back here. Shoot him, and then move forward just a little bit. There is another guard along the left wall slightly ahead; move up until you see him. Once you do snipe him as well, but stay back as far as possible. Continue forward and about where this guard was, along the left wall behind some crates, is some body armor. Grab it, and from here look out to the top right and you should see another guard standing behind some crates, slightly right of the first guard you sniped. Snipe him as well, and head to the spot you sniped the first guard and pick up his grenades. Move right until another guard comes out to attack you; if you have any sniper rounds left use them, if not run back and use a grenade. With him taken care of continue up until the path turns right again, equip your grenades, and look through the doorway. A couple guards will come out of the elevator down at the end of this path. Also take note of the barrels along the left wall. When the guards come out of the elevator launch a grenade into the alcove with the barrels; if you have two still use both of them. If not, be ready to kill one with a pistol. After they are done with head forward and make a right onto the submarine. Cut the lock next to Zoe's cuffs to complete the mission. With 50,000 points you have unlockled the golden gun, an improved version of the P2K. ========================== b. Precious Cargo (AUFW2) ========================== Briefing: M: Good work on your successful infiltration of the research facility, Bond. As you know, your liberation of Nighthade did not go undetected. Block's men have been ordered to apprehend you at all costs. I recommend you leave the driving to her, and use whatever means at your disposal to fend off enemy attackers. Your destination is Identicons factory near the dockyards. Agent Nightshade has indicated that the second shipment with the last set of vials can be found there. Penetrate their defenses and recover that case. Once you have recovered the vials, deliver them to R for analysis. He will be waiting for you at the dockyards and will escort Agent Nighshade to safety. Objectives: -Infiltrate Identicon facility -Locate missing vials Gold medal target: 50,000 Bond moves: 13 Enemies to kill: 72 Time limit: 5:00 This is the first rail shooter in the game. These missions are the most difficult to fulfill your score on, with the exception of time. It can be difficult to avoid taking damage, you only get one shot for bond moves, and there are generally a TON of enemies to kill. In addition with using your assault rifle, efficiency and accuracy tends to suffer. However, if you complete this on 00 agent as I recommend, it is another 50,000 point mission and essentially very easy to get the gold for it, and you get the Golden CH-6 as a reward, a rocket launcher used exclusively in rail shooters. The golden version has more improved firepower and, more importantly, unlimited ammo, making for a great way to increase your efficiency and accuracy for the other rail shooter missions. This mission is exclusively a rail shooter. At the start of the mission a helicopter is heading toward you. Use your assault rifle to target the gunner on the side and shoot him to receive a bond move. Make a habit of reloading your gun with the square button between attacks. After the first helicopter is taken care of turn and face the front of the car, use your manual aim and zoom in using the right analog stick to spot a helicopter out a ways. Start shooting that and try to destroy it before passing it. After you do that an enemy car will come up behind you. Shoot the tire out for another bond move. Use your manual aim to make this easier. After that car is down, face forward to spot an armored car in front of you with a man shooting you in back. Again, shoot out the tire for a Bond move. In order to help accuracy, you can just start unloading on the body of the van after the tire is taken care of. This doesn't help efficiency, but accuracy is more important so it may be a good idea to do. Anyway once this van is taken care of, face the back of the car and you will see another two cars. As is business as usual, shoot the tire out on each one to receive two more bond moves. Now face forward and you will soon come up to a road block and then head left. There are a couple guys a bit up; one with a rocket launcher. Shoot him if possible, and after crossing the street you will be in an area with cars blocking every exit. Shoot the barrels at the right exit to receive a Bond move. Now you head outside the area. There will be some body armor upon heading out. Another car will be chasing you from behind. Yet AGAIN shoot the tire for yet another Bond move. Shortly after another car will come up behind, shoot the tire for the 47th time for another Bond move. After this quickly face forward until you come across a shooter on a corner; kill him and you will take the road forward, picking up some armor along they way. After this you come upon a road block near a gas station...ideas? Anyway as should be obvious zoom in from afar and shoot the gas pumps for a Bond move, and then shoot the gunner out of the helicopter for another Bond move. Unload on the two cars to the left after that. After this you turn left and straight ahead are a couple shooters in front of the factors; zoom in and take them out at range. There is another one in the window above them you want to take out. Once inside the building, there is a shooter on the catwalk in front of you, and two on the left side. There is a barrel located above the bottom doorway, so shoot that for a Bond move to kill the two enemies over here. There are two more remaining; one in the far bottom left and another near the top of the large white cylinder in the middle. Kill them, and after the door opens and once you start moving forward, quickly center your angle forward and zoom in to kill the enemy at the bottom of the stairs, in the doorway. You will pick up some body armor, and then at the bottom of the stairs zoom in a bit more and kill another enemy slightly ahead on the right. Now, zoom to the far end of this room and angle your view up; kill the two shooter up here on the catwalk for a Bond move. After that pan over to the right and kill the shooters on the catwalk near where the fans are, if you can. Now, for the final room. At the far end, shoot the barrels on your right for a Bond move, then kill the shooter right in front of you to the left, another on the catwalk to the right, and a couple back near the blinking red panel. Kill every enemy in this area and after they are all dead, shoot the blinking red panel to move the beam over the cylinder. After this, shoot the red support above the beam to drop it and complete the mission. You receive the Golden CH-6 as a reward, an excellent reward for rail shooters. ============================== c. Dangerous Pursuit (AUFW3) ============================== Briefing: M: 007, it's too late for Agent Nightshade, but she needn't have died in vain. It's imperative that you reclaim those vials as quickly as possible. We've interecepted their radio transmission. They intend to transfer the vials to an armored van for more secure transportation. You must get to that rendevous before they escape. Should you be unable to prevent the transfer from occuring, you must stop the armored van at all costs. Use caution, however. We need those vials intact. R: 007, I've airdropped some Q-lab equipment in your area. They will appear as blips on your radar. The Q-pulse is particularly effective at disabling vehicles without damaging their contents. You'll need to get within a few meters of your target and allow adequate charge up time in order to ensure success. Objectives: -Locate stolen vials -Disable armored van Gold medal target: 70,000 Bond moves: 5 Enemies subdued: 15 Mission duration: 2:30 This is the first driving mission, and is relatively straightforward. You need to catch up to an armored van, and then chase it down and disable it using the Q-pulse. Compared to other missions, subduing the 15 required enemies here is not of great concern, as if you play it right your efficiency and accuracy will be near 100%. As long as you get the 5 bond moves and complete the mission with the tactics here I suggest, you will have no problem at all grabbing the gold medal. At the start, drive through the docks, following the path as it curves right. When the music changes slightly, there will be a road block ahead and some barrels stacked on the right side. Shoot those barrels with your machine guns for the first bond move, and then continue forward as the road curves left. Be sure to grab any vehicle enhancements along the way; there should be a Q-smoke under a crane as you are heading through here. There are rockets too, but you should not need to use those. Anyway, continue following the path as it curves right and heads into a tunnel with some enemies, and about halfway down you will come across a barrel along the right side. Shoot it with your machine guns once again for another bond move, and now head out of the tunnel and make a left. The only point of this first drive is a bond move. Follow the road all the way up, staying to the left at every turn. You will soon come out into a clearing with a large building next to a river on your left. This same building has a skyway heading over the road. Continue forward under the skyway and observe your radar. You should see several of those yellow powerups, but what you are looking for is a red dot; this indicates some enemies next to a gas station. Head over to the gas station and shoot the pumps with your machine gun for another bond move. Now you want to follow the arrow on your radar to reach the armored van from here. Pick up any powerups along the way, but what you are really focused on are Q-smokes and Q-pulses. If you see a Q-booster grab that as well as it can be beneficial, but it is not necessary. Follow the arrow until you see the blinking green blip, indicating the armored van. Regardless of what side you are coming up on, your goal is to drive up to the van at full speed and take a sharp turn once it takes off down the center road. There are two vehicles guarding the van that will engage you, and your goal is to get them behind you. If you can manage to do that, equip your Q-smoke and use it to lose them and obtain another bond move. Now you want to catch up to the van. Occasionally cars will come at you and defend the van, but you want to stay focused on the van. Use missiles if necessary, but you are really better off getting ahead of them and using your Q-smoke. Collect these along the way, as well as any armor you come across. Now, for catching the van. Getting the van with your first Q-pulse results in a Bond move, but the longer you chase the van the harder it gets to grab it so you want to get it done in the first shot anyway. If you find a Q-booster, use it to catch the van, but these are not as big of a help as they seem. What you want to do is cut corners sharper than the van. The van tends to stick to a more or less fixed route, though where it heads next is fairly random. The main areas it goes through are the subway, around the building by the river line, and down an wide alley between some buildings. The best spots to catch it are the building by the river, and when it turns the corner at the gas station. The van takes the gas station corner extremely wide, and you can cut through the gas station to catch up to it. The building by the river bed, the van goes all the way around the building so you can just follow the road up to the other side and wait for it to come out. Irregardless the Q-pulse takes a moment to charge, about 1 second, so you want to time this correctly. At any rate the best means to hit it is to take a corner sharp, and while catching up, activate the pulse. When done correctly you will be near the van when it activates. NEVER collide with the van as you will bounce right off and more than likely be well out of range when the pulse activates. You want to drive up along side it and activate the Q-pulse at minimum range without actually hitting it. For getting it on the first shot you get a Bond move, and after the van is down the mission is complete. If Q-smoke was your weapon of choice and you got the van quick, you will have a very high score and can easily have 90+% in both effiency and accuracy categories. Generally, the quicker this mission is done, the better. You will have more than half the enemies subdued just from killing them at the docks, so these should be more than sufficient to get you the gold medal. ========================== d. Bad Diplomacy (AUFW4) ========================== Briefing: M: The evidence you retrieved in Hong Kong contained 9 vials of human blood samples, as well as photographs of the British embasy in Romania. 8 of the vials were labeled with the initials of the worlds industrial nations. The last vial was marked Griffin. The computer database search turned up a man named Reginald Griffin serving as a British diplomat in Romania. Griffins behavior has been a subject of an internal foreign ministry report. He seems obsessed with protecting a secure room in the embassy, an area normally outside his jurisdiction. We want you to infiltrate Griffins secure room, find out what he is hiding, and access his computer records. Because he's a high level diplomat, this must remain a strictly covert investigation. We're not sure of the extent of the conspiracy, so trust nobody. Remember too that the guards are not suspected and may not be harmed. R: On that note 007, I've provided you with a dart gun that will tranquilize, but not harm the guards. I've also issued you a pair of Q-spces which can be used to see hidden doors and hatches. British embassys rely heavily on these security measures. Objectives: -Infiltrate private quarters on top floor -Gain access to secure room -Use passcode generator on Griffin's computer -Escape Embassy Gold medal target: 70,000 Bond moves: 7 Enemies subdued: 11 (that is all of them) Mission duration: 3:30 This is a strictly stealth mission, and if you are discovered and the guard triggers an alarm, the mission if failed. You can neutralized guards either with the dart gun, or your fist. I recommend using your fist whenever possible for the sake of ammo efficiency and conservation. With that said, at the start there is one guard patrolling side to side just ahead of where you start the mission. Sneak up the stairs on your left, get behind him, and knock him out with a punch. Head through the doors, follow the hall as it curves around the elevator (do not enter the elevator yet), and you will come across another guard. Just as before, sneak up behind him and knock him out. Head into the room at the end and head left to pick up some darts off the desk in here. Now head back out and into the elevator you just passed. Head out the elevator to the left, and slowly move up the hall to the end. There is a guard at the end of here, near the rotunda. Sneak up to him and knock him out. If he does happen to discover, just get up and chase him to the alarm button, located just out in the rotunda to the left. He will take a few seconds to activate the alarm from the time he reaches it, so you just have to take care of him before he does this if that happens. Anyway, now head back to the elevator and head to the other side of it, up the hall and through the double doors at the end to reach a kitchen. There are no guards in here, but the boxes on the floor make noise if contacted so be cautious of those. Our method of passing through here will be right through the middle area. Jump over the boxes to the other side, and take a look through the double doors to your right. Move up to open the doors, move through and punch the guard. Make sure you don't do this when the guard further down the hall is there though. If you happen to hit the boxes, the best thing to do is run back into the hallway out of the kitchen, and crouch down here, waiting for the guard to come investigate. When he does, manually aim and shoot him with the dart gun. Now with that guard dealt with, open the doors and head just slightly in. Wait here for another guard to patrol into your view here, and shoot him as well. Now equip your Q-specs and hit circle to enable. Look on the left wall to reveal a panel that you can open with the action button. Open it and shoot your laser into the panel to disable the trip laser and receive a Bond move. Now continue forward and make a right at the end, crouch down and look ahead on your left to see an open window. There is a guard just outside this window who will not trip an alarm, but will shoot you. Crouch and slowly move over