The World Is Not Enough
FAQ/Walkthrough
Table of Contents
I - Introduction
Legal Information
Version History
II - Miscellaneous
01.0 - Cast of Characters
02.0 - Weapons
03.0 - 007 Awards
III - Walkthrough
000.0 - Basic Strategies
001.0 - Courier
002.0 - King's Ransom
003.0 - Thames Chase
004.0 - Underground Uprising
005.0 - Cold Reception
006.0 - Night Watch
007.0 - Midnight Departure
008.0 - Masquerade
009.0 - City of Walkways Part One
010.0 - City of Walkways Part Two
011.0 - Turncoat
012.0 - Fallen Angel
013.0 - A Sinking Feeling
014.0 - Meltdown
Welcome to my The World Is Not Enough FAQ.
Any questions, comments, corrections, or contributions are welcome, my email
is tarrun75(at)gmail(dot)com. Please make sure to add something related to
The World Is Not Enough in the subject line so I don't have to figure out
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already covered in the guide will not be answered. Credit will be given to
anything sent to me that I add or major corrections. For corrections, please
email me only if it's something really important, something that will clearly
confuse anyone reading.
Legal information:
This document is copyrighted Tarrun 2005. This guide may not be reproduced
under any circumstance except for personal or private use. It may not be
placed on any web site, magazine or otherwise distributed publicly without
advanced written permission. This guide may not be used for profit, and may
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Use of this work on any other web site or as a part of any public display is
a violation of copyright and is strictly prohibited.
Version History
First Submission: Version 1.0
II - Miscellaneous
01.0 - Cast of Characters
01.1 - The Good Guys
James Bond - The man with the plan, James Bond needs no introduction. As the
top agent at MI-6, Bond is the first agent sent to protect Elektra King,
daughter of recently killed oil tycoon Robert King.
Christmas Jones - A nuclear physicist that joins Bond to stop Renard
from setting off a nuclear warhead.
M - The head of MI6, M is a close friend of Robert King, which makes her more
determined to find his killer.
Robertson - An MI6 agent that handles all reconnaissance for Bond's mission.
He gives you tips and advice throughout the game.
Q - The gadget king, Q works at MI6 developing useful items for Bond.
However, he's getting up there age-wise and will probably need a replacement.
R - Q's apprentice, R (played by John Cleese) is taking up the reins when Q
retires. He provides you with tips about some of your gadgets.
Zukovsky - Bond's old enemy has become a legitimate businessman in the
past few years. He owns a caviar factory and a casino, but that doesn't
mean he won't have valuable information concerning Renard and Elektra,
as well as have contacts with his old comrades at the KGB.
01.2 - The Bad Guys
Renard - This is your main enemy, the average homicidal psycho. He was shot
in the head, but rather than killing him, it's slowly moving through his
skull. Although it will eventually kill him, in the mean time he's lost all
feelings of pain. Renard stole a nuclear warhead and plans to detonate it
near Istanbul.
Elektra King - The daughter of Robert King, she killed her father in order to
take over his oil business. She plans to destroy all of her competitors'
pipelines to control the oil industry.
Gabor - Elektra's bodyguard, he's loyal to her to the end. If you plan on
getting to Elektra, you'll have to get through Gabor first.
Davidov - A traitor who has been secretly working for Renard. You must kill
him and take his place to track down the maniac.
Bullion - Zukovsky's bodyguard; like Davidov, he's actually a traitor and has
been secretly working for Renard.
02.0 - Weapons
AT 420 Sentinel
Clip Size: 4
Ammunition: Missiles
Description: It's as big as a breadbox, but twice as powerful. The Sentinel's
rate of fire includes automatic or seeking.
Delta Mag 900
Clip Size: 5 rounds
Ammunition: Bolts
Description: Decent rate of fire, powerful, and equipped with a scope, the
Delta is a pretty good weapon to use. It's also more or less silent, which
makes it great when you're trying to avoid attracting attention. The one
downside is that it has a high reloading time.
Deutsche M45
Clip Size: 25 rounds
Ammunition: .45 ACP
Description: A power submachine gun, consider yourself well off if you're
able to pick this weapon up. Can fire in either automatic or burst fire.
Deutsche SA90
Clip Size: 20
Ammunition: 7.62
Description: High power, long-range scope, large clip; the SA90 has almost
everything you could want in a rifle.
Frag Grenade
Clip Size: N/A
Ammunition: N/A
Description: You're average grenade; it has a five second timer on it before
it explodes.
Frinesi Special 12
Clip Size: 8
Ammunition: 12 Gauge
Description: A shotgun that fires pump-action or automatic, very powerful,
but with a short range.
GL40
Clip Size: 1
Ammunition: 40MM
Description: A grenade launcher, great for crowd control. Grenades can
explode upon impact or have a five second timer on it.
Ingalls Type 20
Clip Size: 30 rounds
Ammunition: .45 ACP
Description: Imagine the Meyer TMP with more stopping power and a silencer,
and you've got the Ingalls. It's a great weapon; make sure to use it if you
pick one up.
MB Pow 90
Clip Size: 50
Ammunition: 5.7MM
Description: A very powerful machine gun, used by many of Renard's henchmen.
Meyer Bullpup
Clip Size: 30
Ammunition: 5.56MM
Description: A machine gun that packs a nice punch and fires in automatic or
burst.
Meyer TMP
Clip Size: 25 rounds
Ammunition: 9MM
Description: A small machine pistol, it fires quickly but it lacks the same
kind of punch that other weapons like the Raptor or Ingalls have. Its two
rates of fire are automatic and single.
Mustang .44
Clip Size: 6 rounds
Ammunition: .44 Mag
Description: Take the Raptor Magnum, add more power, but slow down the rate
of fire and reload time. It does come equipped with a scope, though, which
can come in handy. This weapon is an absolute godsend in hostage situations.
Mustang Mar-4
Clip Size: 30
Ammunition: 5.56
Description: A high-powered machine gun with a long-range scope. Consider
yourself lucky if you manage to pick one up. Comes in automatic or burst
fire.
Mustang Mar-4GL
Clip Size: 30
Ammunition: 40MM
Description: Similar to the Mustang Mar-4, but with a grenade launcher as an
alternate fire.
Raptor Magnum
Clip Size: 8 rounds
Ammunition: .44 Mag
Description: One of the most powerful pistols in the game, a hit to the chest
or head will almost always be a kill. Its alternate rate of fire adds a laser
sight.
RL22
Clip Size: 1
Ammunition: Missiles
Description: A rocket launcher that fires a single rocket, very powerful with
a long range.
Seamaster Speargun
Clip Size: 2 rounds
Ammunition: Spears
Description: It may only have two rounds per clip, but the Speargun is
actually pretty powerful. It fires one or two spears at a time, depending on
the rate of fire.
Soviet KA-57
Clip Size: 30
Ammunition: 7.62MM
Description: My personal favorite when it comes to machine guns. Great
stopping power, nice clip size, it's a great on all counts. Fires in
automatic and burst.
Sticky Grenade
Clip Size: N/A
Ammunition: N/A
Description: A Frag Grenade that, as the name implies, can stick to walls and
other surfaces. It has a five second timer before detonating.
Stun Grenade
Clip Size: N/A
Ammunition: N/A
Description: A grenade that knocks an enemy unconscious rather than kill
them. They will remain incapacitated for about fifteen seconds.
Suisse SSR 4000
Clip Size: 5
Ammunition: 7.62MM
Description: The only sniper rifle in the game, it has a long-range scope and
packs quite a punch. The only downside is that each bullet must be loaded
individually, making its reload time high.
Watch Dart
Clip Size: 12
Ammunition: Tranquilizer Darts
Description: A tranquilizer gun built into your watch. Hitting an enemy with
this will instantly knock him out for about twenty seconds.
Watch Grapple
Clip Size: N/A
Ammunition: N/A
Description: A grapple built into your watch that can be attached to specific
walls. You can use the rope to climb up otherwise unreachable areas.
Watch Laser
Clip Size: 100
Ammunition: N/A
Description: A laser built into your watch, it uses the same energy that the
Stunner does. It can cut through locks and such, but can also be lethal.
Watch Stunner
Clip Size: 100
Ammunition: N/A
Description: A taser built into your watch; it will stun an enemy for a few
seconds. If you get close to the enemy while firing the Stunner, you will
punch them unconscious. Even though it drains quickly, the Stunner recharges.
Wolfram P2K
Clip Size: 16 rounds
Ammunition: 9MM
Description: Bond's weapon of choice, you begin every mission with this
weapon. It's quick to reload, has a nice range, and is up the ladder in
stopping-power. Although it's loud, it can be equipped with a silencer. Use
this weapon until you collect enough ammo for a better one.
03.0 - 007 Awards
Courier
Difficulty: Secret Agent
Time: 2:00
Reward: Business Skins
Description: Multiplayer skins like the bank clerks, businessmen, Elektra's
bodyguards, et cetera.
King's Ransom
Difficulty: Agent
Time: 2:20
Reward: Team King of the Hill Scenario
Description: A team earns points for possessing a specific point on the map.
The more team members on the "hill", the more points are scored.
King's Ransom
Difficulty: Secret Agent
Time: 3:45
Reward: Security Skins
Description: Multiplayer skins like MI-6 security guards, Spanish police,
London police, et cetera.
Thames Chase
Difficulty: 00 Agent
Time: 4:25
Reward: Exotic Weapons
Description: Your starting weapon is a Seamaster Speargun, and possible
pickups include the GL40, the Delta 900 Mag, and Sticky Grenades.
Underground Uprising
Difficulty: Agent
Time: 2:15
Reward: Castle Arena
Description: It's the area you see during the cinematic after completing
Underground Uprising.
Cold Reception
Difficulty: Secret Agent
Time: 3:15
Reward: Sky Rail Arena
Description: A very large area with a gondala going from one end of the arena
to the other.
Cold Reception
Difficulty: 00 Agent
Time: 3:05
Reward: Exotic Skins
Description: Bond and Elektra in their skiing outfits and scuba divers.
Night Watch
Difficulty: 00 Agent
Time: 2:20
Reward: Forest Arena
Description: Pretty self-explanatory.
Midnight Departure
Difficulty: Agent
Time: 3:05
Reward: Soldier Skins
Description: The Colonel from Masquerade, the forest mercenaries, parahawk
pilots, et cetera.
Masquerade
Difficulty: Agent
Time: 3:15
Reward: Air Raid Arena
Description: The level takes place on a plane while it's in mid-air. One of
the more unique levels in my opinion.
Masquerade
Difficulty: 00 Agent
Time: 4:20
Reward: Scientist Skins
Description: R, a Q-branch scientist, Dr. Warmflash, et cetera.
City of Walkways Part One
Difficulty: Agent
Time: 3:35
Reward: Civilian Skins
Description: Istanbul Bond, Christmas in a dress, air traffic controllers,
the women and men in towels, et cetera.
City of Walkways Part One
Difficulty: Secret Agent
Time: 3:50
Reward: Covert Skins
Description: Covert and undercover Bond, miscellaneous terrorist outfits, and
the like.
City of Walkways Part Two
Difficulty: Agent
Time: 3:40
Reward: Wild Fire Weapons
Description: Your starting weapon is a Frinesi Special, and possible pickups
include the Meyer TMP, Soviets, GL40s, and grenades.
Turncoat
Difficulty: Secret Agent
Time: 3:20
Reward: Capture The Briefcase
Description: Basically the same as Capture the Flag, you must collect the
opposing team's briefcase and bring it back to your base.
Fallen Angel
Difficulty: Secret Agent
Time: 2:45
Reward: Gadget War Weapons
Description: Your starting weapon is a silenced P2K and body armor for a
gadget; possible pickups include the Ingalls, Sticky Grenades, and X-Ray
Glasses.
A Sinking Feeling
Difficulty: 00 Agent
Time: 2:55
Reward: Navy Skins
Description: Renard in his black outfit, members of the Russian sub crew,
Nikolai, et cetera.
Meltdown
Difficulty: Agent
Time: N/A
Reward: Contemporary Skins
Description: Classic characters like Alec Trevelyan, Max Zorin, Wai Lin, and
May Day.
Meltdown
Difficulty: Secret Agent
Time: N/A
Reward: Classic Skins
Description: More memorable Bond characters such as Baron Samedi, Jaws,
Oddjob, and Scaramanga.
Meltdown
Difficulty: 00 Agent
Time: N/A
Reward: Golden Gun Scenario
Description: Collect the three pieces of the Golden Gun littered around the
arena and kill your opponent(s) with it. The player to kill every enemy with
the Golden Gun wins the match.
III - Walkthrough
Note: This walkthrough is based on 00 Agent.
000.0 - Basic Strategies
- Even though this is a first person shooter, don't run in every room
unloading clip after clip. There's a time and a place, my friend; and until
you figure out when those times are, take it slow. Crouch behind objects for
cover, peak around corners for enemies, and try to take enemies down from a
distance.
- Reload as often as you can. This isn't like Goldeneye; reloading a weapon
doesn't take a split second, which means if you're in a firefight and run out
of ammo, you're up the creek without a paddle.
- Strafing is your friend. Don't just stand around shooting, the idea is to
kill your enemies and take minimal damage. Strafing between objects like
crates or trees allows you to quickly get a few shots in without the risk of
injury or death.
001.0 - Courier
Mission Objectives:
- Collect your equipment. (Agent, Secret Agent, 00 Agent)
- Avoid civilian casualties. (Agent, Secret Agent, 00 Agent)
- Collect Sir Robert's money from the vault. (Agent, Secret Agent, 00 Agent)
- Crack the safe and obtain a security pass. (Agent, Secret Agent, 00 Agent)
- Destroy the security tape. (Secret Agent, 00 Agent)
- Escape with the money. (Agent, Secret Agent, 00 Agent)
You begin the mission at a receptionist's desk; the woman tells you that
there's a safety deposit box waiting for you, so let's check it out. Take a
right and enter the double doors. The security guard says that the privacy
room has been set up for you, enter the first room on the right and open the
box to find the Appointment Card.
Return to the main room and talk to the security guard by the metal detectors
and show him your Appointment Card (hold A and press B to cycle through
gadgets; press Z to use it). A cinematic plays, showing Bond handing over his
weapon and entering Lachaise's office. After a bit of dialogue, the "Cigar
Girl" assassinates Lachaise and makes a break for the exit. Using his multi-
purpose glasses, Bond activates the Flashbang Pistol that was in the safety
deposit box and knocks everyone in the room unconscious.
When the cinematic ends, look down at the unconscious guard and kill him.
Cruel? Maybe, but he won't treat you with the same kindness when he wakes up
so don't pass up a free kill.
Enter the office on the right; there's a civilian inside, make sure not to
kill him. However, behind the door at the other end of the room is an enemy,
so open it and be ready to fire. His death should attract another enemy from
the other room; kill him and collect his Magnum. There's another enemy at the
end of the hall, use the door as cover and take him down.
Run down the hall and peek around the corner. If you're playing on 00 Agent,
a police officer will be standing there. Despite his hostility, you can't
kill him. Sorry, find some other way to incapacitate him; punches will knock
him out and darts put him to sleep for a few seconds. There's also an enemy
behind him (or, on the easier difficulties, a bad guy will replace the cop),
so shoot him from behind the wall.
Open the door on the right, but don't go inside. There are two enemies: one
armed with a Meyer TMP. Kill the two of them and wait for reinforcements to
come from the other room on the left. Two more brutes and a cop (00 Agent
only) will enter, so take the cop down first to avoid failing the mission.
When the commotion dies down, open the cabinets and collect some extra ammo.
Now head through the door at the other side of the room; there are a pair of
civilians in here, as well as a safe on the right. Use the safe cracker to
open it and grab your very own security swipe card.
If you're playing on Secret Agent or 00 Agent, leave the room through the
door at the opposite side of the room and take a right, watch for any stray
enemies trying to sneak up behind you. The very last door is locked, so use
your new swipe card to unlock it. A bad guy and a cop (00 Agent only) will
attack you, so knock the cop out and kill the guard. In the far left corner
is some surveillance equipment; run over and use the data scrambler to
destroy the backup video of the events that have taken place.
After you've completed the objective (or after cracking the safe on Agent),
head back to the beginning of the hallway where the mission began. The very
last room on the left requires the swipe card, so use it to gain access. Run
over to the keypad and use the keypad decoder (that's some great foresight)
to unlock the gate to the vault. Grab the brief case on the table and
complete the objective.
Now it's the simple matter of getting outside. No jumping out the window like
in the movie, we're too classy for that. Head downstairs, either by taking
the elevator or staircase. Make sure to unequip your weapon; the main lobby
is filled with Swiss police, but they won't attack if you're unarmed. Walk
through the revolving doors to complete the mission.
002.0 - King's Ransom
Mission Objectives:
- Protect all MI6 personnel. (Agent, Secret Agent, 00 Agent)
- Avoid civilian or security casualties. (Agent, Secret Agent, 00 Agent)
- Find Sir Robert King. (Agent, Secret Agent, 00 Agent)
- Activate the top floor lockdown. (Agent, Secret Agent, 00 Agent)
- Rescue M. (Secret Agent, 00 Agent)
- Escort M to the security center. (Secret Agent, 00 Agent)
- Activate the sprinkler system. (Agent, Secret Agent, 00 Agent)
- Activate the ground floor lockdown. (Agent, Secret Agent, 00 Agent)
- Escort Dr. Warmflash to the injury victims. (Secret Agent, 00 Agent)
- Get to the Q labs. (Agent, Secret Agent, 00 Agent)
Terrorists are attacking MI6 headquarters? Bold move, to say the least. When
the mission begins, M tells you to find Sir Robert, so leave her office and
talk to Money Penny. She's hiding in the corner of the secretary's office,
and she gives you a pen grenade. The security guard in here will tell you to
activate the lockdown in the security center.
Enter the hallway, almost immediately a terrorist will come through the
window on your left. Thankfully, you'll have some help from the security
guards, but don't completely rely on them. Kill the enemy on the left and
then look down the hall; two more terrorists are heading your way, but the
security guards are blocking your view. Make sure to shoot around them, and
kill the two terrorists.
Take the first left, and then another; a terrorist will be breaking through
the window right about now, so take care of him. Head up the hallway and peak
around the left corner; you should see a fire extinguisher. Shoot it, and all
three enemies will be killed in the blast. Continue that way and yet another
terrorist will jump through the window, so kill him as well.
Now switch from the P2K to your Deutsche and look down the hall; three
terrorists about fifty feet away. Quickly kill them and head to the end, the
security center is on your left. Run over to Robinson and activate the
security panel on the right to shut the blast doors.
As you're heading back up the hall, Money Penny radios in and says that M is
being held hostage. Luckily, she hasn't been moved from her office and
there's only one terrorist guarding her. Switch over to your Raptor and
retrace your steps back to the beginning, killing any terrorists that get in
your way (there may be one around the second corner near the window, and
usually two right outside Money Penny's office). Enter M's office and kill
the terrorist on the right. Don't panic about M dying, there's no risk of her
being shot; the lone terrorist focuses all of his attention on you.
When she's safe, M asks you to escort her to the security center as a
precaution. Lead her there, only three more enemies should have spawned: one
by the blast door, one by the now-destroyed fire extinguisher, and one by the
security center itself. When M is safe, return to the first hallway and take
a left to the area you haven't been.
Around the corner are two terrorists, so strafe around it and kill them with
your Deutsche. On Secret Agent and Agent, there's armor in the meeting room
on the right. Head through the door at the end of the hall that leads to the
stairs; up to three terrorists have repelled down from the ceiling and are
hanging around (literally) to attack you. Strafe back and forth and kill
them, and then head down the stairs. Before going down each flight, look over
the edge and check for enemies, there are a few on the first two floors. When
you reach the bottom, three more terrorists begin repelling down to attack.
Equip your Watch Stunner and knock them out before they reach the bottom.
Enter the ground floor through the door and talk to the security guard; he
mentions that there are fires in the lobby, but the sprinkler system isn't
automatically turning on, so it's up to Bond to activate them manually.
Continue down the hall and enter the main area that branches off. Run
straight and three more terrorists will appear, chasing after a terrified
scientist. When the scientist ducks into the room on the left, shoot the fire
extinguisher to kill the three of them. Take a right at the end of the hall
and enter the darkened room; there's a terrorist hiding in the back, so kill
him and turn on the sprinklers. Turn around and shoot the terrorist that's
about to drop through the hole in the ceiling, and then exit the room. A pair
of enemies are at the opposite end of the hall, so kill them with your
Deutsche and run down and collect their ammunition. Take a left at that end
of the hallway and head through the door that requires handprint
identification; the security panel is inside, so activate the lockdown on
this floor.
Now return to the main area and head down the only hallway that you haven't
explored yet. In the room on your left are two terrorists, so open the door
and shoot the computer inside to kill one of them (make sure to back up
first), and then shoot the other on the left.
Continue down the hall, past the medical center, and reach the vault by the
main lobby. Head inside and talk to the security guard by the actual entrance
to the vault; he asks you to get the doctor from the medical center and
escort her to the vault. It's only down the hall, so there should only be one
or two terrorists on the way there or the way back. Lead Dr. Warmflash to the
vault and continue inside to find Sir Robert, who promptly dies as soon as
you arrive.
Right about now, Q rings in and requests your presence in the Q labs. In case
you didn't see it, the labs are in the hallway that leads to the stairs, so
head back that way. One or two terrorists may have spawned in the halls, and
at least two of them are in the main area with the map, so keep you Deutsche
on hand. Enter the Q labs to trigger the cinematic and complete the mission.
003.0 - Thames Chase
Mission Objectives:
- Pursue the female assassin. (Agent, Secret Agent, 00 Agent)
- Rescue the hostages. (Agent, Secret Agent, 00 Agent)
The assassin will run past you right in the beginning of the mission, but
remember not to shoot her. It really won't matter, though, because she's
extremely fast. In fact, you'll probably lose sight of her in seconds, so you
won't have to worry about accidentally killing her.
Run up to the edge of the docks and crouch down; a boat will appear with two
enemies inside, so wait for them to pass before continuing. Take a right and
head up the stairs, there's an enemy on the opposite side of the docks, so
kill him from there and proceed. Remember, even though it's hard to hit him
at this distance, his chances of making contact are just as bad, so it's
better to be safe. Run over and collect his weapon; from here, look up the
stairs. You should be able to make out a blue van and two green uniforms;
again, kill them from here to reduce your chances of being shot.
When the two of them are dead, run up the stairs and peak around the corner.
Another enemy is by the wall on the left, so unload your clip on him and
collect the set of weapons dropped by the trio.
As you're doing this, a pair of enemies will run out from the shack on the
right and attack you, so quickly shoot the blue/black barrel near the door to
kill them (they might actually do it for you). There's still another
terrorist in the shack that's shooting through the window, so kill him and
collect his rifle.
Leave the shack and head down the stairs across from the doorway. There are
up to three terrorists holding hostages in the shack on the other side of the
inlet, so equip your new rifle and take them all down with headshots. When
the hostages are safe, collect any ammunition lying around and continue
through the stone passageway on the right. Take a left and kill the three
scuba divers (with spear guns no less) that attack you, as well as the three
terrorists positioned on around the rim of the area. There's one on the roof
directly in front of you, one on the outside of the boathouse in the far left
corner, and a third standing in the same general area, except on the
boathouse that you just left.
Enter the boathouse and kill the terrorist facing away from you; I suggest
blowing up the barrel next to him. Enter the open area, but quickly back
away; four enemies enter through the doorway on the second floor and position
themselves around the room. There are two at the doorway, on one the right
side of the room, and the other directly above you. Inch forward so that you
can see about half of one of the terrorists' bodies. Use your rifle to shoot
him in the head, and then repeat this with the second guard by the door. Now
face the crates and strafe towards the barrels until you see a portion of the
third guard and take him down like you did the previous two. As for the final
guard, face the back wall and walk backwards until you see his head; use your
P2K or Spear Master to take him down.
Jump up on the boxes and two more terrorists will appear. Use your Raptor to
take them out, and then collect all of the weapons on the second floor. Leave
the boathouse and look over to the rooftop of the building directly across
from you. Use your rifle to kill the two snipers and head down the ramp.
Inside the building, there are three guards hiding behind crates and barrels
(none that explode), so wait for them to stand up and take them out with
headshots.
Enter the warehouse through the door on the right. Run straight, but before
you turn left to continue to the end, kill the guard hiding in the right
corner. His companion hiding deeper in the maze of crates will probably hear
this, so quickly turn around and defend yourself. Head to the end and kill
the guard standing on the second story, and then take a left and kill the
terrorist holding hostages (note that these hostages don't appear on Agent).
Look up in the middle of the area and find the yellow and black bar on the
ceiling. Fire your Watch Grapple at the bar to create a rope that you can
climb up. Head through the two doors and kill the terrorist on the other
side. Jump down onto the docks, and you'll receive a reminder about the
female assassin. Look left and kill the guard hiding out (00 Agent only) and
then run right, up the docks.
Kill the two guards standing on either side of the crate and watch out for
the passing boat. Follow the dock to the stairway on the right, but make sure
to kill the scuba divers on the large ship first. There are two enemies on
the stairs, so kill them with your Deutsche. Run up the stairs, and another
pair will attack you. Kill them and continue up; there are two more
terrorists by the subway entrance. When the area's clear, head down to the
subway to complete the mission.
004.0 - Underground Uprising
Mission Objectives:
- Rescue the hostages. (Agent, Secret Agent, 00 Agent)
- Defuse the terrorists' bomb. (Agent, Secret Agent, 00 Agent)
- Pursue the female assassin. (Agent, Secret Agent, 00 Agent)
- Avoid civilian casualties. (Agent, Secret Agent, 00 Agent)
You begin the mission with five minutes and thirty seconds before the bomb
explodes. It doesn't sound like much, but it should be plenty of time. The
main idea of this mission is to not murder a hostage by accident. The
terrorists are right next to a civilian or hostage nine times out of ten, so
watch where you aim. Also, civilians will be running back to the surface
throughout most of the level, and at least one of them will die more often
then not. However, this doesn't count as a casualty because you weren't the
one who made the kill, so hang back and wait for any civilians to pass you to
avoid failing the mission.
Run down the stairs and turn left; three or four civilians will pass by you,
and the two terrorists in the ticket booth will begin attacking. Shoot the
computer in the right window to kill them both, and then fight the guard
standing on the left side of the area. Head down the path on the left side of
the booth, past the soda machines is an escalator. A terrorist runs up it; so
take him down before he gets the chance to fire off a round. Crouch down and
allow the escalator to bring you to the bottom; there are two terrorists with
a pair of hostages (not in Agent). Unload a bullet or seven into each of them
quickly; unlike in previous hostage situations, these terrorists will execute
their hostages after being shot at.
After the hostages are safe, collect all of the ammunition lying around (as
well as body armor on Agent and Secret Agent), and then return to the ticket
booth. Head right and kill the guard standing against the left wall before
continuing. Crouch down, equip your Raptor, and crawl down the escalator on
the left. Two terrorists appear and run up, so quickly kill them. Another
terrorist soon follows, except he's on the opposite escalator. Wait until he
stops about three-quarters of the way up, and then stand and take a few cheap
shots. Collect their weapons and continue down.
Two terrorists are standing in the corner on the right, kill them both and
then run left. Down the hall is your second group of hostages; this time the
terrorist on the left is standing almost directly in front of his hostage, so
if he crouches down and/or you miss your shot, there's a very good chance
that you'll end up killing the civilian. Take your time and use the Raptor's
laser sight as a precaution. When both terrorists are dead, continue down the
escalator to the actual tracks. On this level in the main hall, a group of
five or six civilians run past you as a terrorist chases after them. Kill the
terrorist and take a right; two more enemies are standing in the corner, so
take them down as well.
At the end of this hallway are the tracks along with three more terrorists
and hostages (not in Agent). Quickly kill the enemies with your Raptor, and
watch out when attempting to shoot the terrorist at the end; you won't have
any time to get closer, so aim carefully.
On the left side of the tracks (on the opposite side) is a door leading to
the other portion of the subway. This is obviously dangerous, as the subway
car flies past you every couple of seconds. Right after it passes by, jump
down and run to the small inlet just before the door. Wait there for the
train to pass by again, and then head to the exit.
Run through this room and exit through the door at the other end. You end up
on another set of tracks, but thankfully there aren't any moving trains to
watch out for. Open the door to the train on the right and kill the enemies
inside. Jump up into the car and head through to the other end; when you open
the door to leave you'll find the last set of hostages (not in Agent). There
are three terrorists, and the closest and farthest are holding hostages. Take
them out the same way you did the others, and run down to the end of the
tracks and take a left.
There's a guard in the main hallway, so kill him and get ready for the next
pair that appear from behind the ripped metal gate. When they're both dead,
enter the men's bathroom (the one on the right) and check all of the stalls
for hiding terrorists. The last stall contains the bomb, so equip your bomb
disposal kit and check it out.
When you get close to the bomb, two bars will appear on the right side of the
screen: a blue one on top that represents the "life" of the bomb and a black
one under it that represents how close you are to triggering the bomb's anti-
tampering mechanism. Face the bomb and begin to defuse it, you'll notice that
the bottom bar begins to fill up; don't allow it to, or the bomb will
explode.
When the bomb's been defused, leave the bathroom and head right past the
metal gates. Break the lock on the door on the right and enter inside. The
stairway in front of you explodes, hinting that you should use your Watch
Grapple to get up. However, it's been my experience that you're a sitting
duck while climbing up the grapple, so don't bother. Instead, head up the
stairs to the point where it broke off. Kill the terrorist on the other side
and jump across the gap. You have to be fairly close to the edge before
jumping, but there's enough leeway to make it doable. Once on the other side,
run up the stairs, killing the last pack of terrorists as you go, and break
off the lock on the door at the top. You'll see our female assassin escaping
in a balloon, so run up to the balloon to complete the mission.
005.0 - Cold Reception
Mission Objectives:
- Draw the terrorists away from Electra. (Agent, Secret Agent, 00 Agent)
- Destroy the fuel dump at Tower 1. (Agent, Secret Agent, 00 Agent)
- Destroy the fuel dump at Tower 2. (Agent, Secret Agent, 00 Agent)
- Get to the bottom of the peak. (Agent, Secret Agent, 00 Agent)
Just to let anyone who reads this know, I played through this level twice to
get a better idea of where enemy placements were. It didn't work, but do you
really need a long, descriptive strategy here? Not really, I'm sure if you
entered this level with the concept of "shoot everything that moves" you'd do
just fine. However, I did my best to pick up all of the enemy locations, so
here they are...
After skiing down the first slope and turning left, you're greeted by three
enemies standing still in front of another drop. Even though you're weapon is
the P2K, each enemy takes only a single hit to die. Past the terrorists, drop
down the slope and a parahawk flies by you; you really don't need to worry
about it, though, it takes too much to kill them and they really don't attack
you until near the end of the mission.
Continue skiing (not that you really have another choice) around the next
bend; there's a guard standing around shooting at you, followed by three more
and a parahawk. Now drop down into the cave, there are eight terrorists,
grouped in two sets of four scattered around. Each group should look
something like this:
/ /
/ /
/ /
\ x _ \
\ x |_| \
\ x \
/ x /
/ B /
Yeah it's bad, but it gets the point across so there's no need to make fun of
my terrible ASCII abilities. Don't feel pressured to kill every single enemy;
even if you pass by them, they won't follow you or anything like that. Fight
through both packs; at the end is a jump guarded by two terrorists. Kill them
along with the skier that sneaks up from behind. Shoot him before he drops
something to trip you up, and then speed up and hang left. There's a fork in
the trail just up ahead, so if you start heading left now you'll be able to
take that path without any trouble. There are two guards in front of a jump,
and after landing there are another two along with body armor (yes, even on
00 Agent).
Past the body armor is a tractor, and around the next corner is Tower 1.
Shoot the barrels to destroy the fuel dump and continue down the slope. A few
more enemies on skis, as well as a pair of parahawks and a snowmobile will
attack you; play it safe and make sure to have your AK equipped around this
section. Head inside the small cave begin picking up speed and hanging left
again. Take the left path when the trail forks and you'll end up on top of a
small hut with another bulletproof vest. Just ahead is Tower 2, so hit a
barrel to complete objective C.
Now it's the simple matter of getting down the mountain alive. However, with
full armor this shouldn't be a problem. Cross the bridge and shoot the
barrels next to the tractor to send everyone nearby flying. Ski past the
large building on the right and kill the three guards next to it; a parahawk
flies by not afterwards, and a snowmobile jumps over you on the next jump.
Don't shoot it or you'll take damage from the explosion.
In the final stretch, there are a half-dozen enemies hiding by the trees on
either side of the trail, so shoot as many of them as you can. A parahawk
flies at you, and there's another pair of guards in the middle of the trail
next to some trees, but that's about it. At the end is a long row of barrels;
shoot them from a distance to avoid taking damage. Electra's chopper is on
the other side of the barrels, so ski a few yards more to finish the mission.
006.0 - Night Watch
Mission Objectives:
- Avoid alerting Gabor. (Agent, Secret Agent, 00 Agent)
- Avoid alerting Davidov. (Agent, Secret Agent, 00 Agent)
- Avoid any casualties. (Agent, Secret Agent, 00 Agent)
- Find telephones and plant wiretaps. (Agent, Secret Agent, 00 Agent)
- Photograph evidence. (Agent, Secret Agent, 00 Agent)
Even though the mission objectives are constant throughout all three
difficulties, the number of documents that you have to photograph and phones
you have to tap vary. Here's a quick list of all changes:
Agent: two phones, two pieces of evidence
Secret Agent: three phones, three pieces of evidence
00 Agent: four phones, three pieces of evidence
And keep in mind that all of the telephones and pieces of evidence won't be
present on the lesser difficulties, so you won't have your pick of which ones
to complete the objective with.
Also, you can't kill anyone in this mission. No one. Which means the only two
ways of incapacitating someone is by using your Watch Darts or punching their
lights out (best used when combined with the Watch Stunner). Just be warned
that if you use a tranquilizer dart on someone, they'll wake up about thirty
seconds to a minute later. This gives you enough time to get from Point A to
Point B, but if you have to wait around or complete part of an objective,
don't be surprised if you have to deal with them again. Unless it's
specifically noted otherwise, your best bet is to stick with your fists and
keep them down for the count.
Oh, and one final note. You can't knock Gabor or Davidov out without failing
the respective objective. Also, you can't attack anyone while they're in the
area without catching their attention.
Now that that's been covered, it's time to get down to business...
After a quick reminder from Robinson and R about being stealthy, you find
yourself in your bedroom. The first thing to do is tap the telephone on the
desk near the door (1/4); there's no way to get back here if you forget to.
Open the door that leads to the balcony and jump over the left railing. Drop
down into the courtyard and crawl to the locked gate. Shoot the lock off and
activate your x-ray glasses; wait for the guard to walk up to the gate and
begin heading back down, and then follow him. Knock him out and run down to
the high wall. Activate your glasses again and wait for a guard to walk in
front of the security building. Follow after him and knock him out, make sure
that you're crouched to avoid being seen by the guard in the building through
the windows. Return to the door and equip your Watch Stunner; enter inside
and zap him for a few seconds and knock him out as well. Use your data
scrambler on the small gray box to disable all of the cameras in the area.
Now return to the main courtyard. Crawl left between the wall and the bushes;
at the end are three guards talking to each other. Activate your glasses and
look through the archway to make sure that Gabor isn't coming, and then knock
the three of them out with your Watch Darts. Head through the archway,
there's a guard overlooking the pool. Sneak up behind him and punch him out.
Head around the pool and enter the garden. There are two guards walking up
and down the main rows and two more in front of the door leading to the
dining room. Here's another one of my terrible ASCII maps of the garden:
_______________________________
| |
| . . . . .
| __ . . __ .
| | | . . | | . |
| | | . . | | x |
| | | . . | | . |
| |__| . . |__| . |
| . . . x
| __ x . __ . x
| | | . . | | . |
| | | . . | | . |
| | | . . | | . |
| |__| . . |__| . |
| . . . . . . |
|_____________ ___________|
| |
Those dots represent the path that each of those guards take. The one on the
left walks up and down, while the one on the right walks around the shrubs on
the right. Also, Gabor occasionally is in the area, and his round takes him
completely around the perimeter.
Hug to right wall and use the shrubs for cover. Peek around the right side
and knock out the two guards standing in front of the doorway to the villa,
as well as the guard walking around the shrubs if he's in the way. Enter the
villa and tap the telephone on the left (2/4), and then head through the
doorway on the right. On 00 Agent, there's a guard walking around the
hallway, so use the Watch Stunner to prevent him from shooting you and knock
him out. Take a right and head inside the room to find another telephone on a
small desk (3/4).
Afterwards, return to the hallway and enter a courtyard with a second
security center. There are two guards in the courtyard itself, so use your x-
ray glasses to survey the area before heading outside. When the one walking
around the perimeter passes by the doorway, use a tranquilizer dart to knock
him out and then sneak up to the other one in the right corner. Knock him out
with the Watch Stunner and run over to the security center; there's a third
guard inside, so take him down the same way you did before. Disable all of
the cameras in the area and then head over to the archway across the
courtyard.
There are two different paths to take, a courtyard on the left with a
security center and a stable that leads to the end of the mission. Take the
left path first; destroy the lock on the gate and watch out for the guard
doing his rounds along the perimeter. If you can keep things quiet, follow
behind him and use your Watch Stunner. If he sees you, switch to the Watch
Dart and knock him out from afar, but get ready for the guard in the security
center to investigate the noise. When both of them are out of the picture,
disable the cameras and return to the archway.
Shoot the lock on the door to the stable and enter inside. There's a small
room on the right with the first piece of evidence. Equip your Watch Stunner
and enter the room; two guards are inside, so stun them until they drop their
weapons and punch them out. In the very right corner is a safe, use your safe
cracker to unlock it and take a photograph of it with your camera (1/3).
Leave the room and exit the stable through the door on the right. There's a
long, wooded pathway that leads to the last security center, but you first
have to get through the group of guards at the beginning. Equip your Watch
Dart and hide behind a tree; there's a good chance they know you're in the
area, so be quick about knocking them out.
When they're all unconscious, run down the path and enter the security center
at the end. There will be a small cinematic where you see Davidov walking
down the trail, hinting that this last portion of the mission has a time
limit to it. Quickly run over to the desk on the left and tap the telephone
(4/4) and photograph the papers right next to it (2/3). In the center of the
room is another desk with a small slip of paper on it (it almost looks like a
plane ticket), photograph it (3/3) to complete the objective.
Quickly get out of the security center; remember that Davidov is coming your
way. Hide behind the building while your list of completed objectives is
updated. When it's finished, you'll receive a new objective: get into the
back of Davidov's car. However, if you took too long and Davidov is in sight,
wait behind the security center until Davidov enters the building before
crawling over to his car. Use the Action Button on the trunk of the car to
climb inside and complete the mission.
007.0 - Midnight Departure
Mission Objectives:
- Eliminate Davidov. (Agent, Secret Agent, 00 Agent)
- Pick up Davidov's phone. (Agent, Secret Agent, 00 Agent)
- Get the controller to land the plane. (Agent, Secret Agent, 00 Agent)
- Find Dr. Arkov's ID badge. (Secret Agent, 00 Agent)
- Find an item to bribe the pilot. (Secret Agent, 00 Agent)
- Board the plane. (Agent, Secret Agent, 00 Agent)
- Avoid civilian casualties. (Agent, Secret Agent, 00 Agent)
This mission isn't as strict when it comes to stealth, but you still have to
be quiet to avoid setting off the alarm. If you do, not only will it attract
the enemies around you, but heavily armed reinforcements will also begin
tracking you. However, the positive is that you're allowed to kill once
again, so no more Watch Stunner or Darts. Also, you're equipped with night
vision goggles, which makes things a lot easier when trying to get head
shots.
You begin at the end of a path next to Davidov's car. Follow the path around
the bend and take a right into the wooded area. Beyond a tree around another
corner is a guarded facing away from you, turn on your goggles and shoot him
in the head. Pick up his Deutsche M95 and immediately equip it; if you look
straight ahead you'll see the main path that you branched off of before.
Davidov should be passing by your field of vision any moment, so look through
your scope and put a few rounds in his head. The M95's highest rate of fire
is burst, but quickly shooting off three bursts of fire should be more than
plenty to make Davidov eat the ground.
(NOTE: If you aren't able to kill Davidov, he will be standing inside the
flight control tower near the end of the mission.)
After he dies, three enemies will come to investigate what's going on and
sound the alarm. Shoot the radio that activates the alarm to kill the three
of them in the blast; luckily, no one else will come and attack.
Run over to Davidov and pick up his phone to complete another objective; look
right, there are two terrorists perched on a cliff at the end of the path.
Equip your M95 and switch the rate of fire to single; activate your night
vision goggles and kill them. Head down the dirt road and destroy the radio
in the side to avoid any possible alert. To your left is another wooded area,
there are a few enemies scattered around, but only one should be in your way.
Kill the enemy in the clearing from afar, and then run into the woods and
enter the small hut on the left. Pick up Dr. Arkov's ID badge on the table
with the radio on it, and then return to the main path.
Continue down the road and kill the two guards who try to attack you. Look
right, there's a radio behind a small barricade. Before you destroy it, shoot
the terrorist behind the tree on your right. Collect his weapon and look down
the path, there are two guards on the bridge; use your sniper rifle (the
Suisse SSR 4000) to kill them with ease.
(NOTE: If at any time up to this point an enemy sounded the alarm, the bridge
will be guarded by a military convoy.)
Cross the bridge and run down the path. After a few hundred feet, you'll come
across a truck being guarded by three soldiers. Equip your Deutsche M95 (make
sure to have the rate of fire on burst) and quickly gun them down. Jump into
the back of the truck before it drives away, and you'll have a free ride
directly to the heart of the airport. If you don't make it into the truck in
time, you're forced to walk. The path is relatively empty, but make sure to
check behind the trees for any surprises.
When the truck stops by the flight control tower, kill the two guards by the
tower from inside the back of the truck. Climb out and look around; there are
four watchtowers scattered around the airport, the three farthest from the
right have guards in them. Use your SSR to kill them, and then look across
the airport to the cement compound being guarded by two soldiers: one in the
entranceway and one walking around the outside. Snipe them both from your
position before entering the compound. There are two enemies in here behind
the last truck on the right; kill them and look in the back of the first
truck. On Secret Agent, there's a sports bag in the back that you can use to
bribe the pilot with.
On 00 Agent, however, the bag will be in a different place. Outside of the
compound is a large warehouse with two guards inside. Shoot the barrel to
kill them both and collect the sports bag next to them.
Either way, after collecting the sports bag for the pilot, run back to the
flight control tower and head inside. There's a civilian on the left, so make
sure not to get trigger-happy. If you haven't killed Davidov by now, he'll be
by the stairway at the end of the hall.
Head up the stairs and kill the terrorist at the top of the first flight. At
the very topic is the air traffic controller, talk to him and he'll agree to
give the plane its landing clearance.
Once the conversation ends, run back outside and head over to the plane. Talk
to the mercenary on the other side, and after making sure that you have your
ID badge and a bribe, the mission ends.
008.0 - Masquerade
Mission Objectives:
- Infiltrate the facility. (Agent, Secret Agent, 00 Agent)
- Christmas must survive. (Agent, Secret Agent, 00 Agent)
- Avoid casualties. (Agent, Secret Agent, 00 Agent)
- Pick up the locator card. (Secret Agent, 00 Agent)
- Escape from the blast pit. (Agent, Secret Agent, 00 Agent)
Run left and talk to the guy in the military uniform on the left; he asks to
see your transport documents, so show them to him. He tells you to find the
IDA physicist who can tell you where you're supposed to go. Check out the
other end of the area, there's a woman in black shorts and a gray shirt; talk
to her and show her the transport document. Christmas tells you to head down
in the elevator, so go over to the building and enter the elevator. When both
of you are in the elevator, it begins its descent to the weapons area.
When the gate opens, head down the hall to the blast door. Use the control
panel on the left to open it, and then follow the path right and open the
blast door in the room.
There's a brief cinematic where Bond confronts Renard; but before he's able
to complete his mission, Christmas appears and blows his cover. Renard's
henchmen attack afterwards, and both Bond and Christmas jump into the blast
pit to avoid being killed.
Inside the blast pit, so have a pretty good view of the three soldiers that
are still in the area. Remember, you can't kill the guys in the military
uniforms, but they won't attack you either. The only enemies are Renard's
mercenaries; you can identify them by their blue jumpsuits. The first
terrorist is on a green platform that is slightly raised. The second is on
the left, his head barely sticking out from above the wall. The last soldier
can be seen through the tower of red bars; you can just make out his beige
face.
When all three of them are dead, turn around and look straight up; there's a
grapple hook in the ceiling, so use your watch to climb up from the pit.
Collect all of the weapons, including the AKs from the dead military
soldiers, and head through the open blast door. There's a large metal cart
between you and the two terrorists, so crouch behind it and aim through the
bars to kill them. When they're dead, push it forward until the next pair
appears, and repeat the previous strategy. Now look right, there's a small
room with a lone guard inside. Kill him and pick up the locator card that he
drops before continuing to push the metal cart. A third pair of henchmen
attacks you, and past that the blast door closes on the cart, preventing it
from going any farther.
To your right is a crate, jump on it and drop down onto the cart to continue.
Use the walls as cover against the seven or eight more guards down the
corridor. Try and lead a few at a time away from the main group to make it
easier. When you reach the end, talk to Renard in the elevator; a quick
cinematic hints that there's a bomb about to explode, so run back up the
corridor and jump up to grab the yellow and black railing before the half-
closed blast door. Another cinematic shows Bond escaping from the corridor,
and you regain control when you drop down at the blast pit.
Three more terrorists will attack you from the left, so kill them and enter
the corridor leading back to the beginning of the level. The open blast door
is blocked by fire, so use the green platform on the right to jump over it.
From the platform, shoot three of the four terrorists in the area before
dropping down and killing the last of them.
Continue down the corridor and take a right, there are two terrorists
fighting a group of military soldiers. Allow Renard's henchmen to kill them
to prevent an accident casualty, and then open fire. Collect their weapons
and head to the corridor on the other side of the area. There are three more
terrorists by the elevator, so kill them and enter the lift. Christmas is
inside as well, so sit there until the explosion reaches the elevator to
complete the mission.
009.0 - City of Walkways Part One
Mission Objectives:
- Locate Zukovsky. (Agent, Secret Agent, 00 Agent)
- Keep Christmas Jones alive. (Agent, Secret Agent, 00 Agent)
- Do not eliminate your allies. (Agent, Secret Agent, 00 Agent)
- Retrieve Zukovsky's computer files. (Agent, Secret Agent, 00 Agent)
The next three missions, the two City of Walkways and Turncoat, are the three
most difficult levels in the game. Regarding the City of Walkways, you're
main problem is having to deal with the enemies equipped with GL40s and
RL22s. If you're caught in the blast, expect to lose at least half of your
life.
But even with the risk of losing chunks of your life, that's not the whole
problem. You're main weapon will be the Meyer TMP, which lacks enough
stopping power to kill an enemy without draining a lot of ammunition. This
means that you're going to be low on ammo more often that not, on top of the
constant barrage of attacks.
You begin the level in a small dock house near the main warehouse of
Zukovsky's caviar business. Run up the ramp and enter inside; there's a
padlocked door on your left that leads to an office. Break the lock and enter
to trigger a cinematic; when Zukovsky enters the room, Bond asks for
information relating to Elektra and Renard. At first, the ex-KGB is hesitant,
but when Elektra's brutes attack his factory, he agrees to give Bond any
information he has in exchange for protection. Everything he has on the
subject is stored in a computer on the other side of the area.
Head through the door on the other side on the room and stop at the beginning
of the ramp. There are two terrorists at the bottom; one of them runs about
halfway up on the left and the other about two-thirds of the way up on the
right, so stay by the door and kill the latter when he comes into view.
Strafe right and quickly kill the other guy, and then head down the ramp. On
Agent, there's a Soviet and a few crates of ammo in the corner, but otherwise
you're stuck with the Meyer.
Take a left and exit the warehouse. The dock runs left, with two guards on
the lower level and two on the high. Run up to where the dock turns and hide
behind the stacked palettes. Shoot the right guard on the higher level from
there and wait for the two on the bottom to run over to you. Kill them and
make a break for the ramp; shoot the guard and open the warehouse gate by
flipping the lever next to it.
Three more terrorists are waiting at the end of this room, two with Meyers
and one with a GL40. Stay back and kill all three of them from behind cover;
collect their weapons and hit the switch on the right to bring down the
elevator. If you couldn't guess, there's going to be a welcoming committee
coming down with it (two on Agent, three on Secret Agent, four on 00 Agent).
When the doors open, shoot your only round from the GL40 to take them all out
in one swoop and enter the elevator. When it reaches the top, leave and peek
around the corner; there are two guards at the end of the hall, so kill them
one at a time from behind the wall.
Head down the hallway and jump onto the conveyor belt on the other side of
the room; run past the window to avoid being shot and quickly switch belts to
continue. Look down into the room below you, there are four or five guards
hiding behind and on top of crates; use this vantage point to pick a few of
them off, and with any luck the one with the GL40 will fire into a crate and
kill himself.
Follow the conveyor belt to the bottom and kill the guard at the bottom. Turn
around and head down the path (make sure to kill the GL40 solider from afar
if you didn't before); peek around the crates to find each of the guards in
the area, don't forget the guy on top of the crate to your left. When they're
all dead, collect their weapons and flip the switch on the side of the wall
to open the gate back by the conveyor belt. Return there and head back
outside.
This is where things begin to get complicated. No doubt you've already taken
damage, and there are three soldiers with RL22s in the area that are ready to
blow you apart.
Run over to the right side of the dock and crouch down; you should be able to
see a guard with a GL40, so take him out from there. Head down and crawl to
the dock house. Kill the guard inside and flip the switch on the left. Hug
the back wall and kill the enemies by the boat. Be quick about it, because
the soldier with the RL22 might decide to get in on the firefight.
Return to the gate and continue left, there's a guard standing by a bunch of
crates at the end. Kill him and head down; you can't see him, but the guard
with the RL22 is at the other end of the dock. Run up the dock (sounds
suicidal, I know) and equip you night vision goggles; when you see the guard
about to fire a rocket, strafe in one direction to avoid it. As you close the
distance between the two of you, unload as many rounds as you can to kill
him. Run up the dock and kill the guard behind the crates near the end; from
here, take a right and kill the two guards, one actually on the docks and the
other next to the warehouse (with another RL22). Avoid his missiles by
strafing and take cover from the other enemy with an RL22 by hiding where the
other guard was. When you're ready, run along the warehouse wall until the
final guard comes into view. Kill him quickly and run up the stairs leading
into the warehouse.
Two terrorists are on the bottom floor, but on Agent there are a pair of
Zukovsky's bodyguards as well, so make sure not to accidentally kill them.
Head upstairs and kill the next pair of guards from the stairway, peeking
your head over the side until you can just make out their heads. On the top
floor is a guard in the main area with a GL40, along with three others in the
small room on the other side. More than likely the one with the GL40 will
blow himself up, and you can kill the others by shooting through the windows.
Enter the room and run over to the computer in the corner. Use the covert
modem to access all of Zukovsky's files on Elektra and Renard, and then climb
down the ladder to your left. Around the corner of the warehouse is one last
terrorist, so kill him and continue to the next warehouse.
010.0 - City of Walkways Part Two
Mission Objectives:
- Return to Zukovsky. (Agent, Secret Agent, 00 Agent)
- Collect the equipment from Zukovsky's car. (Agent, Secret Agent, 00 Agent)
- Do not eliminate your allies. (Agent, Secret Agent, 00 Agent)
- Destroy the attack helicopter. (Agent, Secret Agent, 00 Agent)
Just when you thought it was over, there's a part two. While I personally
don't think that this mission is very difficult (at least when compared to
the hell that you just went through), there are a few areas, especially near
the end, that can be tricky. Luckily, you'll be equipped with better
equipment (Soviets, body armor, GL40s) and there will be more offensive with
Zukovsky's bodyguards.
Immediately when the mission begins, turn around and pick up the treasures
left for you: a Soviet, Sticky Grenades, and some armor. Run over to the
doorway on the other side of the room and enter the docks. Pull the lever on
the left to lower the bridge, and a helicopter with a blade hanging down from
it will fly down the middle. There are also two guards on the other side of
the bridge, so take them out from here with your P2K (no need to waste your
Soviet ammo just yet). When they're dead, head to the other side and enter
the warehouse (make sure to avoid the helicopter).
Follow the maze of crates around the corner; there are two of Zukovsky's
bodyguards fighting the three terrorists on the ground floor. They might be
able to kill a few or all of them, but more than likely the guard in the room
on the second floor will kill them when he fires a shot from his GL40. The
positive is that this will probably kill his comrades as well, leaving you to
hang back and kill the GL40 guard where he can't reach you.
Head to the end and kill the guard by the stairway. Now look up and throw
your Sticky Grenade into the window where the GL40 guard was. The explosion
will kill the three remaining enemies in the room, so head up the stairs and
collect all of the ammunition in the room, which includes the GL40 and some
extra ammunition, Soviet rounds, and 9MM ammo. Run down the opposite set of
stairs and head for the door; two guards will drop down in front of you, so
kill them with your Meyer (you still shouldn't have used your Soviet yet).
You enter a large open area with caviar vats and catwalks connecting the two
warehouses. Run up the catwalk on the far left and strafe across, there's a
guy with an RL22 on the roof to the right, and strafing will avoid being hit.
At the end, enter the warehouse and follow the trail of crates to the open
area.
Another pair of Zukovsky's bodyguards are fighting three terrorists down the
hall; there's one on a crate in the front, one on the right in a small gap,
and one on the left at the end of the hall. When they're dead, equip your
GL40 and head to the other side; quickly fire a grenade near the two guards
by the door (one of them has a GL40). Around the left corner are two more
guards, one inside a large crate with boxes of ammunition in it.
Leave the warehouse and head to the next one; an attack helicopter will begin
firing at you, so hide in the entranceway of the warehouse to avoid being
shot. The chopper will stick around the front for a while, but after about
thirty seconds it'll go away. Now enter the warehouse and take a right,
there's another body armor in the corner.
Take the right exit from the warehouse that leads to an open area with more
caviar vats. There are three catwalks that lead to the other side; take the
one on the far right, but wait for the chopper to cut through it and destroy
the barrels first. Equip your Soviet and night vision goggles and run up the
catwalk, there's a soldier with an RL22, so quickly gun him down before he
gets a chance to fire a rocket. Look to the middle catwalk and kill the guard
by the end before heading down and entering the next warehouse.
When the maze of crates ends, shoot the barrels near the two terrorists. Not
only will the explosion kill the two of them, but the small flame will move
across the floor and ignite the other barrels next to the other guard. Just
make sure to get away from the end of the hall, there are barrels stacked
behind you that will explode. Head over to the end of the warehouse and kill
the two terrorists at the exit.
Exit the warehouse and begin to leave the docks, but back up when the attack
helicopter attacks. When it passes you, follow behind it; there's a terrorist
in the area at the end with an RL22. Equip your night vision goggles and kill
him with your Soviet when he comes into view. Continue up to the main area
and run down the ramp in the middle. Pick up the AT 420 Sentinel in
Zukovsky's trunk and run over to the raises bridge (make sure to destroy the
barrel first).
The helicopter will pass by you twice, and then hover over your head. When it
does, switch you rate of fire to Automatic and unload all four rockets at it.
Reload and repeat, if you run out of ammunition you can pick up more in
Zukovsky's car, but unless you miss the chopper you shouldn't have to.
When the chopper explodes, the bridge will lower; there are two guards on the
other side, so kill them with your Soviet and enter the warehouse to complete
the mission.
011.0 - Turncoat
Mission Objectives:
- Pursue Bullion. (Agent, Secret Agent, 00 Agent)
- Rescue the hostages. (Agent, Secret Agent, 00 Agent)
- Avoid innocent casualties. (Agent, Secret Agent, 00 Agent)
Just as a note, there's another mission objective - "Christmas must survive".
However, since Christmas never actually appears in the mission, it's
pointless to add.
In my opinion, this mission is the worst in terms of annoyance. The streets
of Istanbul are littered with civilians, but the problem doesn't come with
accidentally killing them, rather the terrorists doing so. In every mission
previous to this, enemies were allowed to kill civilians (apart from
hostages) without it counting as a casualty. Not here, though. If you kill a
civilian, you fail. If a terrorist kills a civilian, you fail. If a civilian
has a heart attack somewhere on the other side of the city, you fail. This
becomes frustrating because you might be ten yards away from an innocent, and
an enemy will still manage to hit them as they fire erratically.
Also, there are a few times where you're forced to jump across rooftops. If
you're unfamiliar with first person shooters, you'll soon realize that
there's nothing more aggravating than jumping puzzles (probably as irritating
as climbing a ladder and getting stuck at the top), and this holds true in
The World Is Not Enough; running towards the ledge and jumping too soon or
not far enough will lead to an instant death, forcing you to repeat the
mission.
I could go on about how much I despise this level, but I'll stop here.
Before the mission begins, the cinematic makes a point of showing Bond forget
his P2K, but don't think you'll have to fight anyone unarmed. Turn the corner
of the alley and climb up the ladder on the left, at the end of the catwalk
is a P2K. Jump down and run down the street; two enemies appear from behind
the parked van, so hide behind the car on the left and kill them.
Pick up their Magnums and immediately equip it; three enemies appear at the
end of the street, two with Magnums and one with an Ingalls. Use the Magnum's
scope to kill them from a distance and run over to collect their weapons.
There's another guard on your right and two more join soon after. Kill them
and take a left down the alley, there's are a lot of civilians but no one
looking for your blood, so don't get trigger happy.
Equip your Ingalls and head to the end of the alley, take a right and kill
the two guards in front of you. There are up to two more guards at the end of
the street, either in the corner on the right, at the beginning of the
smaller path on the left, or both. Kill them from behind cover and continue.
Take a left and kill the guard in the corner as well as the two that appear
at the end of the road. As you're about to enter the door on the left,
another guard appears, so kill him as well.
Run up the stairs and look left, there are up to two hostages in this area.
________ ___________________
| __________________________ |
| |x5|
| H x1| |
| | | |
|x3| ________ | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | |________| | |
| | x2 | |
| | H | |
| | x4 | |
| |_________________________| |
|_____x6_________________ ___|
JB |
___________________________________|
Just to clarify, that thin ring around the area is a second level. The three
guys in that ring are, naturally, on that higher level. Also, the exit at the
bottom and the one in the top left corner are on the lower level, while the
one at the top is on the higher level. Got it?
You should have at least five rounds in your Magnum for this to work well,
but anything above two will still get the job done. Kill the enemy labeled X1
on the map to release his hostage (note that this hostage won't always
appear) and quickly look left and kill the enemy labeled X2 to release the
second hostage (this hostage will always appear). Now back up out of view,
the remaining three enemies will try to shoot you if you're in view, putting
the hostages at risk. Wait for them to run down the stairs past you before
reappearing at the archway. Stand in the back right corner so that you can
attack X3 on the second level without being attacked by the other guards in
the room, and then look left to kill X4. Stay under the back walkway, but
enter the room and look in the far right corner and kill X5. Lastly, move
away from the walkway about three feet and look up to find the last guard
(X6) and kill him.
Once everyone's dead, collect their weapons and pick up the body armor under
the walkway near X1. Leave the area through the archway on the left and head
up the stairs, there's a guard halfway up but he's facing away from you. When
you reach the higher level, pick up any of the weapons that weren't dropped
over the side and continue through the door on your left. There's a guard at
the top of these stairs, so kill him and take a left. From the doorway to the
rooftop, kill the enemy on the adjacent building and head outside, another
guard will appear from the left, so take care of him as well.
In the back corner of this rooftop is a portion of the stone that's broken
off, hinting that you're supposed to jump to the next building. I suggest
strafing diagonally to pick up more speed, allowing you to jump farther. On
the other roof, head right and kill the two guards through the drying laundry
and run down the ramp on your right. Kill the guard in the far left corner as
well as the two in the building through the windows. Jump up onto the ledge
and hop onto the balcony. Leave the apartment through the door across the
room and kill the two guards in the hall, in these close quarters it wouldn't
be a bad idea to use your shotgun. Enter the room on the right and kill the
guard at the door, in the adjoining room are two more guards as well as
another pair on the balcony to your right. Kill the four of them and head
outside.
At the far end of the area, you'll see an enemy climbing up the roof, quickly
pull out your Magnum and kill him before he gets the chance to attack. Take a
right and kill the guard on the right, use the ladder behind him to climb up
and continue the chase. Equip your Ingalls and kill the pair of enemies on
the other side of the hanging clothes, and run to the end of this area. There
are two enemies here, both near the end. The very last hole on the right has
a ripped gate, so drop down into the market and equip your Mustang. Run down
the hall and take a right, there are six or seven enemies guarding a single
hostage.
_____________
x x x|
_____x_ |
| x |
| |
| x1 H|
| |
| x x|__
|
|________
The enemy labeled X1 is the one holding the hostage, meaning that killing him
will allow the hostage to run away. However, there's a very good chance that
one of the enemies in the back will accidentally kill him while trying to get
to you. Your best course of action is to strafe into the room and basically
kill everything you can as quickly as you can. This will probably be the only
time you see this in the guide, but charge through the room and worry about
not dying later. This can be one of the trickiest areas in the level due to
the cramped space, but it's fairly simple if you just run in and get it over
with.
Take a left and kill the three guards at the end of the hall. When they're
dead, equip your Magnum and run halfway down the stairs. Look through your
scope and kill the guard near the door holding the hostage.
The next room contains yet another hostage along with four enemies. Use your
Magnum and kill the one on the right to free the hostage; back into the
previous room and allow the hostage to run to safety before reentering and
killing the rest of the enemies in the room. Head through the door at the end
that leads to the market, there are three enemies inside, with one holding a
final hostage. Kill the guard in front of you and quickly take down the enemy
to your right to free the hostage, and then head for the door, making sure to
watch out for the guard around the corner on the left. When you enter the
second part of the market, kill as many enemies as you can while strafing
left. In the corner of the room is a doorway leading to a set of stairs;
enter that room to trigger the ending cinematic and complete the mission.
012.0 - Fallen Angel
Mission Objectives:
- Open the security. (Agent, Secret Agent, 00 Agent)
- Rescue M. (Agent, Secret Agent, 00 Agent)
- Stop Elektra from warning Renard. (Agent, Secret Agent, 00 Agent)
- Do no eliminate your allies. (Agent, Secret Agent, 00 Agent)
After the insanity that was the two City of Walkways and Turncoat, the last
three missions should seem like a walk in the park.
When the mission begins, run over to Zukovsky and pick up the P2K he dropped;
he dies, asking you to avenge his nephew's death with his final breath. To
your left is a spiral staircase, run up it and talk to Zukovsky's bodyguard,
who tells you that Elektra went through a security door that requires
fingerprint identification. Continue up the stairs and kill the guard through
the door, two more appear at the doorway, so take care of them as well. Enter
the room and pick up the crates of ammunition on the desk. There's also a
fingerprint scanner on the table as well, how convenient, don't you think?
There are three more guards on this level, so kill them and head back down to
the room with Zukovsky. Take a left and head through the door leading
outside. Look right and kill the guy in the corner, and then head left. Look
over the ledge and kill the guard on the balcony; collect his weapon and run
to the far left area with the hole in the ceiling. From the balcony, kill the
guard near (or on, occasionally) boat as well as Bullion, who's directly
under you behind a barricade. Also, just to be safe, destroy the barrel on
the docks to avoid getting caught in the blast later on.
Drop down into the hole to pick up some body armor. Use your machine gun to
kill the five guards in the hallway. At the end, turn left and kill the pair
of enemies in the room. Run down the ramp and shoot the two guards on either
side of the room; the door leads outside, so run over to Bullion and scan his
fingerprints. Remember that even if he falls into the water, you can still
dive in and scan his prints.
Return to the room with Zukovsky by heading back up the ramp (watch out, the
two guards in here have been replaced) and exiting through the door to the
right. The room adjacent to the one with Zukovsky now has a terrorist in the
upper level; you can either kill him or ignore him.
Since the area here has been cleared out, simply run over to the security
door and use the fingerprint scanner to open it. When you enter, you'll see
Elektra running up the stairs, but don't chase after her. If you examine the
room, you'll see that there are two metal blast doors that will trap you if
you try to run through. Not only that, but poisonous gas will emit from the
vents on either side of the room. If this happens, you'll have to use your
Watch Grapple and climb up through the hole in the ceiling. However, there's
a much safer way to go. Look in the far right corner, there's a camera; a
second one is also placed on the left right above you. If you destroy both
cameras, the blast doors won't shut on you, allowing you to pass through
unharmed.
Run up the spiral staircase and look left, there are two guards here. Kill
them, but don't pick up their weapons. Enter the area on the right and shoot
the guard, and then turn back into the hall where another pair of enemies
have spawned. Like before, don't collect their weapons.
Return to the area you were just in and head down to the end; M is in the
last prison cell on the right. Shoot the lock and enter the cell, Elektra
will appear with Gabor. She takes M away with her and leaves you, unarmed, to
fight Gabor.
Luckily (or unfortunately if you were expecting a great fight), Gabor doesn't
put up much of a fight. Simply run up to him and start punching, he won't
even get a single shot off. When he dies, pick up his weapon and return to
the hall. Pick up all of the weapons that you left in the hall and run up the
stairs opposite the prison. At the top are two guards, kill them and head
into Elektra's room. There's a quick cinematic where Elektra mocks you,
confident that you won't pull the trigger. When the scene ends, prove her
wrong and put a bullet or seven into her skull. After a few seconds, the
mission ends.
013.0 - A Sinking Feeling
Mission Objectives:
- Board the submarine. (Agent, Secret Agent, 00 Agent)
- Locate and rescue Christmas. (Agent, Secret Agent, 00 Agent)
- Gain access to the control room. (Agent, Secret Agent, 00 Agent)
- Avoid submarine crew casualties. (Agent, Secret Agent, 00 Agent)
- Escort Christmas to the mine room. (Agent, Secret Agent, 00 Agent)
- Destroy the steering controls. (Agent, Secret Agent, 00 Agent)
If you remember back to the beginning of this guide, one of the tips outlined
in the Basic Strategies section said to be careful and avoid running into a
room, shooting like a maniac. Well, this is really the one exception to this
rule. Once you enter the sub, don't hold back. Unload rounds like there's no
tomorrow, use your most powerful weapon as soon as you get them.
However, the beginning of this mission requires complete stealth. You have to
kill enemies quietly and quickly, and also only one at a time.
After the cinematic ends, equip your pistol with its silencer and turn
around. Crouch down and crawl left until you come up behind the guard walking
around this area. Sneak up behind him and deliver a clean headshot. Pick up
his MB Pow and head over to where the sub is. Kill the guard standing by the
alarm and wait there for a moment, another guard should be walking by any
second, fire a third round to take him out of the picture. Collect his weapon
and run to the end of the submarine via the walkway; dive off the edge and
climb up onto the sub's stern. Crouch down and crawl along the left side (to
avoid being seen by the remaining guards) to the porthole in the middle.
Climb up the ladder and drop down, objective A complete.
Climb down the next ladder, but stop about two-thirds of the way down. Equip
your x-ray glasses and look straight down, there's a guard standing right
below you, but he blends in to the floor without the glasses. Shoot him in
the head and climb the rest of the way down.
You're first job is to find Christmas; even though she doesn't appear in a
set room, you won't have to search each one, thanks to the x-ray glasses.
Head through the door that you were facing when you climbed down (not the one
near the alarm) since it leads to a dead end, if Christmas isn't there,
return to the main ladder hallway and check the room on the left. If she's in
either of these rooms, kill the guard holding her there and talk to her.
After that she follows you to the mine room at the other end of the sub.
If she isn't there, though, you still have some searching to do. Leave the
hall through the door near the alarm and look through the wall in front of
you with the glasses. If she's in either of the two rooms, free her and
continue up. If she's in the room on the right or you haven't found her, take
the right hallway up and kill the two guards in the area. You've probably
attracted some attention by now, and there are four or five guards in the
room at the end of the hall. Kill them and head through one of the three
halls (check for Christmas if you still haven't found her). Take a left and
continue up the submarine, after heading through two doors you'll come to the
control room on the right. Open the door and kill the three guys inside, but
don't enter it yet. Continue onwards and kill the guard in the room on the
right (I think this is another room that Christmas might be in, but I've
never found her here). Past this area is a ladder on your left that leads
down to the mine room, climb down and Christmas will follow you.
Once she's safe, return to the control room. Enter inside and check out the
small room in the far left corner. There are two more enemies in this room as
well as the steering controls. It's a lone consol with two big levers;
destroy it, and a few seconds later the mission will end.
014.0 - Meltdown
Mission Objectives:
- Enter the reactor chamber. (Agent, Secret Agent, 00 Agent)
- Eliminate Renard. (Agent, Secret Agent, 00 Agent)
- Stop the meltdown. (Agent, Secret Agent, 00 Agent)
- Escape from the flooding sub. (Agent, Secret Agent, 00 Agent)
The last level in The World Is Not Enough has a little bit of a twist with
it. There are hardly any enemies, without thinking about it I'd say five or
six guys. However, before you can save the world you'll have to swim from the
control room to the reactor chamber on the other side of the submarine. This
can cause problems due to the sub's blandness; it's easier than you think to
get lost and end up back where you started if you aren't careful. There are a
few air pockets scattered throughout the sub, but make one wrong turn and
you'll lose quite a few health points before you can catch your breath.
There are two ways to figure out where to go. Either learn the path through
trial-and-error, or follow the green lights hanging along the sub walls.
Whichever way you decide to get through, this guide will hopefully make it
easier.
Drop down into the water and swim through the doorway near the floating
corpse. Come up for air and then swim down, take a left after swimming
through the door; the first door under you is open, so swim that way. There's
an air pocket in the room about halfway down this hall.
Continue down and take a right when the hall splits (note that it's a right
if the air pocket above was on your left), the other end is blocked by pipes.
Swim down and follow the corridor to the middle doorway, and then head that
way. Halfway down is another air pocket, which you'll probably be needed by
now.
Swim the rest of the way down through the door and enter the next hall by
heading through the long, broken window in front of you. Take a right and
swim up to the air pocket before the last leg. After refilling your oxygen,
continue along the pathway; eventually you'll reach a ladder leading to the
reactor chamber. Swim the rest of the way up and equip your pistol (or MB Pow
if you collected one in any of the air rooms), when you come out of the
water, kill the two enemies at the end of the hall (one of them is hanging
from the ceiling).
Collect their weapons and run over to the other side of the room and grab the
body armor in the water. Equip your Watch Grapple and look up through the
door; attach the grapple to the yellow and black hook point and climb up. Two
more guards are at the other end of the hall, so kill them as well. Grapple
up through the white door in the middle to enter the reactor chamber.
You'll see Renard, but you can't attack him. However, on the left side of the
area is a large red button just begging to be pushed. Push it and the nuclear
rod will shoot out and pierce Renard's chest. Not only does this kill Renard,
but it stops the meltdown as well.
The only thing left to do is escape. Return to the rope you used to climb up
and continue to the top. An enemy rappels down from the room above, so kill
him and jump onto the ledge. Grapple up to the next area and kill the two
guards at the end of the hall. Similar to the first non-flooded hall, one of
them drops down from the doorway. Grapple up to the next area through that
door and run over to the open door in the middle. It's a short climb, but
grapple up to complete the mission.
Congratulations on completing the game. Hopefully you found this guide
useful. Thanks for reading.