James Bond 007: Nightfire Walkthrough
James Bond, 007: Nightfire Single Player Guide and Walkthrough ============================================================================== ====[ Table of Contents ]===================================================== ============================================================================== - About this Guide - Controls - Gear (weapons and gadgets) - Vehicles - General Tactics and Tricks - Walkthrough - Cheats - Legal Fine Print and whatnot ============================================================================== ====[ About this Guide ]====================================================== ============================================================================== This is a guide and walkthrough of the single player missions of the game James Bond, 007: Nightfire, for PS2, GCN, and Xbox. It doesn't touch on multiplayer aspects of the game in it's current revision. It is designed to help players achieve Gold and Platinum scores on all missions. The walkthrough in this guide assumes that you are playing on the 00 Agent difficulty level. If you are playing on a lower difficulty level, you will not be able to achieve Gold or Platinum scores on many of the later missions. Some enemies mentioned may not be present on the lower difficulty levels. Also, some of the tactics and tricks described will not work with auto-aim on (it is always off on 00 level, and can be disabled on lower difficulty levels by editing your codename settings). All paragraphs that start with "PLATINUM:" tend to deal with 007 Icon pickup locations, and can be ignored if you are going for a Gold medal on the level. Cases where you see "GOLD:", likewise, only apply when you are going for a Gold medal, but only occur when Gold and Platinum medal actions are mutually exclusive. The 007 Icons do not appear in the missions until you have earned a gold medal, and earning a platinum is not possible unless you pick up all the 007 icons in the mission. Thus, to achieve platinum, you will need to play each mission at least twice. At the end of each level in the walkthrough will be a breakdown of the Bond Moves, 007 Icons, scoring, available weapons, and medal rewards. The actual target for the Stealth rating (only in FPS) is not shown, but IEpresume it is 100% for most levels. Revision History: 1.0 - First complete walkthrough and guide for single player missions 1.0.1 - Minor update, corrections, and addtional codes ============================================================================== ====[ Controls ]============================================================== ============================================================================== The controls for this game are fairly straight forward and have multiple configuration options. Find one that works well for you and stick with it. I use Nightfire myself, but that is simply because it is the first one I started playing with. Mostly, play with what you are familiar with. If you have played Agent Under Fire a lot, and are familiar with the controls for that game, I am told the "Classic Bond"Econfiguration is the same control set as AUF. ============================================================================== ====[ Gear ]================================================================== ============================================================================== Bond is given a wide array of weapons and gadgets in Nightfire. Some are, obviously, more useful than others in certain situations. Here is a brief run-down on the gear Bond is given to complete missions. ========[ Weapons ]=========================================================== Wolfram PP7: Bond's starting pistol. Useful if you have nothing else or need a silenced weapon. Very accurate over long distances, 7 round clip. Hard to find ammo for it, but you start with 48 rounds, which is plenty, unless you are really spraying it around. Semi-automatic and silenced semi-auto modes. Gold PP7: First pistol upgrade, very useful when you need accuracy or stealth. Does significantly more damage than the regular PP7, making it better than the Kowloon in most situations, despite the 7 round clip. Semi-automatic and silenced semi-auto modes. Wolfram P2K: Second pistol upgrade, 18 round clip, just as accurate as the PP7, and deals about as much damage as the Gold PP7. It uses 9mm ammo, which is nice because a large number of enemies wield Kowloons, Storms, or DK9's, which all use 9mm ammo. Don't aim with the laser sight, by the way, just use your cross-hairs. The laser sight looks cool, but isn't really useful. Semi-automatic and silenced semi-auto modes. Gold P2K: The final pistol upgrade. All the good things about the normal P2K, and a bunch more damage. What more could you ask for? Semi-automatic and silenced semi-auto modes. Kowloon: Has a larger clip than the PP7 and a burst mode, but is somewhat less accurate. Useful in situations where you can't take the time to reload the PP7 regularly. Semi-automatic and 3 round burst modes. Raptor Magnum: More damaging than either the PP7 or Gold PP7, and holds 9 rounds in the clip. Useful in situations where stealth is not a priority. Do not use the laser sight mode, however. The accuracy difference is not something you should ever notice (if you are shooting at that long a range, you shouldn't be using a pistol), and it makes the shot recovery time noticeably longer. Semi-automatic with optional laser sight mode. Raptor .50: Not to be confused with the Raptor Magnum, this is easily the best pistol you can get short of the Gold P2K. 7 round clip and huge damage output. Like the Raptor Magnum, never use the laser sight mode. Semi-automatic only, there is no alternate fire mode. Deutch M9K: Submachine gun with a 21 round clip, useful in some situations. It is fairly accurate, and can be silenced, making it do less damage but not bring every guard in the area running. 3 round burst and silenced burst modes. Storm M32: It's clip holds 32 rounds, which is a good thing, because it's terribly inaccurate. Good in situations where you are in close range combat with a number of enemies and other guns just don't have the sustained output. Fully automatic. SG5 Commando (The Exchange): The first incarnation of the SG5 Commando, seen only in The Exchange, is a very nice weapon. Very accurate at range, 3 round burst, and it's silenced. A pity you don't get to use it for long. Silenced burst and silenced semi-auto modes. SG5 Commando (Phoenix Fire): The Commando is not very accurate at long range, but don't worry, you won't be using it at anything more than medium range. The fully automatic firing mode, however, is inaccurate to the extreme. The burst mode (with laser sight) is far more accurate and much more useful. Limited zoom capability when using manual aim. Automatic and 3 round burst modes. AIMS-20: Ahh... what a fine, fine weapon. 30 round clip, 3 round burst, heat sensitive scope, and a grenade launcher. Too bad you don't get to play with these in many missions. 3 round burst and grenade launcher modes. Frinesi Automatic: A semi-automatic shotgun, despite what the name says. As with most shotguns, it's strength is in close-in fighting. At longer ranges, you won't be hitting with many of the pellets, and will just be wasting ammo. The auto mode fires faster, but has a larger spread, making its effective range shorter. The Frinesi has a long reload time, however, as Bond has to load shells individually, but has a 12 round capacity to make up for it. Pump action and semi-automatic modes. Tactical Sniper: A one-hit kill on any non-boss enemy. The sniper rifle is perfectly accurate in manual-aim mode (where you'll be looking through the scope). Do not, however, try to fire this weapon "from the hip". If you are not using manual aim mode, hitting anything will tend to be a matter of blind luck. There is no noticeable difference between the "single-shot" and "armor-piercing" modes, except which kind of ammo you are using. They are both one-hit, one-kill. Upgrades: longer range zoom and a 10 round clip Covert Sniper: Just like the Tactical Sniper in it's ability to kill any non-boss enemy in a single shot, regardless of where you hit them, but it doesn't alert nearby guards when you shoot it. Upgrades: longer range zoom and a 10 round clip Militek mk6: A 6 round grenade launcher, the Militek is a good way to deliver an explosive blast at a short distance without giving your enemies time to react. There is some arc in the flight of the grenades, so you'll want to aim a little high (or very high indeed if using it at long ranges). AT-420 Sentinel: A rocket launcher with camera guided and dumb-fire modes. A great way to deliver very large blast radius explosives very quickly. When used in camera guided mode Bond will not move while the missile is in flight, making it a dangerous weapon to use in a fire fight. Camera guided and unguided modes. AT-600 Scorpion: A heat seeking missile launcher. Excellent in situations where you may not have time to pick your shots. Tends to track on human targets over mechanical ones (Helicopters, for example). Heat seeking and unguided modes. Delta Repeater: A Crossbow with a scope. Very deadly in close, and silent. At long range it can be difficult to hit with as it has a lot of arc in the flight path of the projectile. Though hard to use at long ranges, it does huge amounts of damage. All but boss enemies will be killed with a single hit to the body from this weapon. Phoenix Samurai: A man portable laser rifle. Huge damage, unlimited range with no travel time, and extremely accurate. Manual aim mode gives you a scope with limited zoom capacity. The overcharge mode takes a while to shoot after you pull the trigger, but delivers a large blast radius explosion- like effect when it finally goes off. As a laser weapon it does not have ammunition, but instead has a heat meter (like the laser gadget) that limits long term rate of fire. Beam and Overcharge modes. Korsakov K5: This is actually listed under gadgets in the game, but is selected as a weapon during play. It is a dart gun with a 5 round clip filled with tranquilizer darts. Never use this gun. Use your fists instead, they're better. Trust me. I only included it in this guide for the sake of completeness. ========[ Explosives ]======================================================== Frag grenades: Standard fragmentation grenades. The blast has a decent area of effect and will kill most enemies, and throwing a grenade will also cause most nearby guards to run away, which can be very useful. Also great for taking out mines and other explosive traps with sympathetic explosions. Stun grenades: One of the most useful weapons you will find on some levels. Any situation involving civilians and enemies is made much easier by tossing a flash-bang or two into the room. Satchel Charge: A very powerful explosive with a huge blast radius. Can be disarmed with the watch laser if you or your enemies plant one in a place you can't get away from. 5-30 second timer. Remote Mine: Grenade size bombs that stick to walls and other surfaces, and can be detonated remotely. Laser Trip-bomb: The ultimate booby-trap, these bombs explode when anything crosses their laser trip-beam once deployed. ========[ Gadgets ]=========================================================== Stunner: A stunner build in to Bonds key-chain. Not really useful, but it can be fun to watch your enemies twitch. Enemies taken out with the stunner, however, do not count as "subdued" for scoring purposes. Upgrade: longer range (much longer, in fact). Laser: What would Bond do without a laser built in to his watch? A needed gadget for a number of occasions, probably the most used gadget in the game. It will overheat if used for extended durations, but this is not a factor unless you are careful when aiming, and you won't be using this gadget in situations where timing is that important. Upgrade: more powerful, lowering required burn-times significantly. Grapple: Needed to get to some hard to reach locations, though it can only be used in specific places. Upgrade: super long range (multiplayer only) Decryptor: While most of the keypad locked doors in the game can be opened with a code found elsewhere on the level, this is much more convenient. Upgrade: much faster unlocking of doors Micro-camera: Used in a few places to... wait for it... take pictures! Joking aside, the bio-sensing ability built into this gadget makes it a great tool for finding hidden or hard to see enemies. Upgrade:EIncreased Magnification and Bio-target designator Q-Worm: A Virus used to allow Q to monitor computers after Bond installs it on them. Shaver: A stun grenade disguised as a shaver, with a remote trigger. Phoenix Ronin: A chain gun in a suit-case. Motion triggered or manually aimed, with a lot of ammo. Very useful gadget/weapon in some situations, but be careful - when in motion activated mode, it will target (and kill) civilians that cross it's sights, causing mission failure. ============================================================================== ====[ Vehicles ]============================================================== ============================================================================== ========[ Military Snowmobile ]=============================================== An armored snowmobile used in Alpine Escape. Agent Nightshade drives this, with Bond riding shotgun with a machine gun and missile weapon system. Missile ammunition is very limited, so use the machine gun most of the time. The missiles also have a lot of travel time, so you have to lead moving targets pretty well to score hits. ========[ V12 Vanquish ]====================================================== The car Bond drives in the second half of Paris Prelude, and Enemies Vanquished missions. It is very easy to drive and control, even on the ice found in the later sections of Enemies Vanquished. As with all Bond vehicles, it has an array of weapons and gadgets: Missiles: The primary weapon system used in the driving missions is a guided missile system that can lock on to multiple targets. Firing 2 missiles initially, the upgrade makes it fire 4 at a time. Machine Guns: The backup weapon system is a pair of forward firing machine guns. Q-Smoke: A smokescreen, and one of the "non-lethal" means to deter enemies (and local law enforcement). Q-Wedge: A gadget that pops the car up on two wheels, allowing an easy way through a tight spot. Q-Boost: A "turbo-boost" used to just over a river at the end of Paris Prelude. Q-Pulse: An Electromagnetic pulse projectile used to disable the vehicle transporting the bomb in Paris Prelude. ========[ V12 Vanquish Sub ]================================================== To get in to Drake's island base undetected, the V12 Vanquish turns into a submarine. It can be a little awkward handling when reversing directions, so it may take a little getting used to. It won't turn much unless you are accelerating, and is slow turning at low speeds. Homing Torpedoes: A pair of homing torpedoes, used much like the missiles on the "dry-land" Vanquish. Remote Torpedoes: Camera guided torpedoes that can be used to take out remote targets. Not nearly as powerful as the homing torpedoes, using the remote torpedoes to take out targets will take a lot of ammunition. Q-Charge: Deploys a mine, used in a few places to take out a few objectives in Deep Descent. ========[ Security SUV ]====================================================== A Sport Utility Vehicle appropriated by Bond for the first part of Island Infiltration. Like the Vanquish, it has guided missiles and machine guns. The only "gadget" is a radio transmitter used to first receive, and then send security codes to open gates. ========[ Ultralight ]======================================================== A compact push-prop plane piloted by Agent McCall in the second half of Island Infiltration with Bond in the gunners seat. Once again, the familiar "missiles and machine guns" weapon system is used, much like the snowmobile from Alpine Escape. Unlike the snowmobile, however, the missiles are guided and there are plenty of them. The "machine gun" is actually described as some kind of pulse laser thing... but... it's basically a machine gun. ========[ Super Sentry Gun ]================================================== Not really a vehicle, but an armored gun turret used by Bond at the end of Island Infiltration. Has two firing modes, Pulse and Main. The Pulse mode is basically a machine gun, best used to shoot down the flights of enemy aircraft. The Main mode is great for taking out the tanks and the submarine that appear, but does take some time to reload. ============================================================================== ====[ General Tactics and Tricks ]============================================ ============================================================================== Aim High -------- Obviously, hitting someone in the head is more likely to kill them in a single shot, but on 00, if you are not hitting some of the enemies in the head, you might as well be using NERF[tm] weapons. At lower difficulty levels, you can rely on auto-aim and just take body shots. On 00, however, not only is auto-aim disabled, but killing enemies with body shots often takes too much time and too many shots, making you use more ammo as well as take more damage. But fear not, head shots are easier to make on a regular basis than you might think. The trick with head shots in Nightfire is elevation and range. You can set your cross hairs up at head height and, so long as you never change elevation (look up or down), all enemies at the same distance from you will have their heads conveniently at that height (unless they are ducking or crouching, or on uneven terrain). Enemies slightly nearer or further away will require different elevations, but many times it is easier to use movement to change the range rather than using the "look" stick to change the elevation. Likewise, strafing left and right to bring your cross hairs onto a target is often easier than turning, as the movement is much smoother and easier to control precisely. Using movement to bring your cross hairs on to an enemies head has two advantages: First and foremost, since you are moving, enemies will have a harder time hitting you. Secondly, using the "look" stick to aim tends to be very difficult, especially when you are getting shot at a lot, as it's difficult to be both precise _and_ fast. It may take a little bit of getting used to, but in the end, it will be well worth it. There are several places in the game where you can take your time setting your cross-hairs at the right level before entering combat, and I will describe them in as much detail as possible when they occur in the walk- through. Know where your enemies are coming from before they do ------------------------------------------------------ This is, essentially, knowing where enemies will spawn, and where they will be coming from before you actually see them and often before they spawn. There are many situations in the game where a little preparation can make fights with even large numbers of opponents very simple. Judicious use of remote and laser-triggered explosives, as well as stun grenades, will allow you to take out a lot of enemies without them so much as getting the chance to take a shot. If you are like me and do _not_ have the god-like reflexes of an 11 year old who's been playing video games since before they could walk, sometimes a little careful planning can even up the odds. Some might call this unsporting, I call it being prepared and using tactics. This is a James Bond game, after all. Keep Moving ----------- Standing still in a fire fight in this game is the best possible way to get dead. Keep moving, especially motion perpendicular to the direction you are being shot at from. Basically, if you are facing at or away from your enemies, strafe left and right. If you are facing 90 degrees from them, be running. Mostly, just don't stand still whenever you are being shot at. Ever. Red vs Green ------------ There are a number of security panels in the game in various levels. These look like little beige or yellow boxes on the wall with electrical conduits leading into them from above and below. Whenever you see one of these, always take the time to open them and use your watch laser to cut the green wire or circuit board inside it. Remember: always cut green, never red. Cutting green is always good, cutting red is always bad. Very simple. Surrender/Subdue ---------------- In some FPS levels, you can get points for making unaware enemies surrender at gun-point, and then punching them out to "subdue" them. Enemies that are already alert, and the "elite" guards that populate the later levels will not surrender, and will only turn and give you a good punch or kick for your troubles should you sneak up on them. Alert enemies will tend to be hunched over slightly, and walk faster than un-alert enemies. To make an unaware enemy surrender, simply walk up behind them with wielding a weapon, wait for them to put their hands up (dropping whatever weapon they are holding) and turn around. Then you can switch to your hands and punch them once to subdue them. If you wait too long before punching them, most enemies will either draw some hidden weapon and start shooting, or engage you in melee combat. You can also shoot them, if you like, but you won't get the subdue bonus... not to mention that shooting an unarmed opponent isn't a very nice thing to do, you meanie. Stealth ------- It is much easier to kill an enemy that is not aware you exist. Most guards either don't move, or walk slowly in very predictable patterns when they are not alerted to the presence of a certain British secret agent. You will also get scoring bonuses for stealth on some missions, but exactly how the scoring for this works is kind of hard to determine (though it appears to be based on not being detected by certain guards, either by-passing them, or killing them unawares). Crouching --------- James Bond, apparently, turns almost invisible when crouching. Many enemies in the game will not see you, even at fairly short ranges if you are not right in front of them while you are crouching. Just don't crouch during actual combat, as you won't be able to move as fast. Pre-zooming scopes ------------------ All FPS weapons that have scopes or zoom capability will "remember" how far they are zoomed in. After picking up such a weapon, when you get the first chance to out of combat, zoom it out to it's farthest range. This way you won't need to take the time to zoom out in a crunch. The upgraded sniper rifle, for instance, takes a little while to fully zoom out, and this is not something you want to have to do in the middle of a fire fight. The weapons in rail shooting missions, however, do not remember zoom range and will have to be zoomed each and every time you go into manual aim. Don't worry, though... you don't need to zoom them that often. ============================================================================== ====[ Walkthrough ]=========================================================== ============================================================================== ========[ Mission 1 ]========================================================= ========[ Paris Prelude ]===================================================== Format: Rail Shooter/Driving Objectives: - Protect Dominique - Stop the truck from reaching the Eiffel Tower This mission, the first time you play the game, is a tutorial with all the sniper rifle shots auto-aimed. When you go back to play it again (to earn medals), it becomes a much harder task. The first section is a rail shooter with Bond in a helicopter with a sniper rifle trying to keep villains in black sedans from killing Dominique in her red Shelby Cobra. At lower difficulty levels, you can simply shoot the cars a few times, and they will explode. At 00 level, however, there are only 3 truly effective shots: tires, gas tank, gunner. Shooting out the tires will yield a Bond Move, but is not particularly easy. Shooting the gas tank (an area at the rear of the car just behind the side windows near the small gray gas cap that is visible) twice will make the car explode. Shooting the gunner a single time will kill him, effectively disabling the car. You can also destroy the cars with 4 shots to the same area, but this is not always as easy as it sounds. Destroy or disable one of the first two cars. Shooting the lead car in the tires will show a clip of it running into the rear car and both exploding. Shooting the rear cars tires will show a clip of both cars running into an oncoming truck. Either tire shot will end the section and yield a Bond Move. The next section involves another pair of cars. Destroy or disable at least one of them to move on to the next section. Once again, tire shots will count as Bond Moves. If you take too long destroying either car, they have an annoying tendency to move off screen to the front or rear where you can no longer aim at them. If this happens and you haven't taken out at least one of them, they'll kill Dominique. After the cut-scenes, wait for the helicopter to stop moving before you zoom in. Shoot the enemy car in the front to blow it's radiator, or aim at the right or left side in the front for a relatively easy tire shot (Bond Move). After the next scene of Dominique leading the chase through a construction site, wait for the helicopter to stop moving and shoot the flashing blue block hanging over the ramp (it's easy to see, not so easy to shoot). You don't have much time, so make it a quick shot. There's a fairly large area you can shoot at to get a "hit", however. This is the end of the rail shooting section. Once you have control of the V12 Vanquish, hit the gas, and hit the gadget button to deploy the smokescreen. This will take care of the two cars behind you and earn you a Bond Move. PLATINUM: At the left side of the road at the first turn, there's a 007 Icon on the sidewalk, make sure you pick it up before moving on. PLATINUM: Once you are forced off the road by the truck backing up, and you are up on the cobblestones, there's a bunch of benches around trees in an area to the left with a 007 Icon spinning in the middle, grab it and head down the mall. After crashing through the doors into the shopping mall, you'll see your missiles lock on to two cars that have set up a road block in front of you. Don't shoot at them, just aim for the center and hit your gadget button before you hit them. This will activate the Q-Wedge, popping you up on two wheels and you'll sail through them, earning another Bond Move. After the roadblock there will be an enemy car in front of you. Fire a total of 4 missiles to destroy it and duck down the alley to the right. When you come out of the alley there will be another car in front of you. If you got hung up on the corner leading into the alley, the car may be a long way ahead. Whenever you are in range, fire enough missiles to kill it. If the car is into the pedestrian area with the strings of lights overhead, you can't hit it (the missiles will explode on the lights). Wait until it has passed through that section and then kill it if you need to. PLATINUM: There's a 007 Icon above the fountain you jump over. Don't be going full speed off the jump or you'll fly over it. Let up on the gas just after you pass over the small road right before the ramp and you'll be going about the right speed to get the Icon. You'll veer to the left and head towards the bridge that is out now. Try to be going as straight down the road as possible before you hit the Q-Boost to take you over the bridge. If you are not going straight, youOre likely to hit the buildings on either side of the road after you land. Clearing the river will earn a Bond Move. PLATINUM:EThereOs a 00 Icon on the left side of the road after you veer to the right and pass under the first arch. Follow the truck until you see the lightning bolt gadget pop up, and then hit the gadget button to launch an EMPEProjectile to disable the truck and stop it from blowing up the Eiffel Tower. Bond Moves: - Shoot enemy cars in the tires (4 possible) - Use Q-Smoke immediately after entering the driving section of the mission - Use Q-Wedge to pass two "roadblock"Ecars at the end of the mall area - Use Q-Boost to clear the bridge that is out 007 Icons: - On the left side at the first turn in the driving section - On the left side after the truck blocks the road forcing you to the right - Over the fountain after the pedestrian area with the overhead lights - On the left after jumping over the bridge Scoring Summary: Target Points Possible Bond Moves: 7 100,000 Opponents Dispatched: 26 75,000 Accuracy Rating: 100% 50,000 Health Remaining: 100% 50,000 Time: 2:17 50,000+ 007 Bonus: 4 100,000 Rewards: Bronze: Dominique Card Silver: Jaws Multiplayer Skin Gold: V12 Vanquish Missile Upgrade Platinum: Renard Multiplayer Skin ========[ Mission 2 ]========================================================= ========[ The Exchange ]====================================================== Format: FPS Objectives: - Breach the castle walls - Find a way inside to the party - Rendezvous with undercover agents and maintain cover as party guest - Spy on secret meeting - Retrieve guidance chip from the "Safe Room" - Escape with Zoe in gondola Exterior (normal route) ----------------------- As soon as you have control, turn right and head down the stairs (jumping off can cause you to be hurt by falling damage sometimes). Put the silencer on your gun as you are heading down. Just outside the door will be a guard facing away from you. Walk up behind him with your gun out and wait for him to drop his sniper rifle and turn around with his hands up. Switch to your fists (unarmed) and punch him to get both the surrender and subdue bonus. In one of the two towers of the gate house ahead of you will be a sniper (it's totally random). Switch to the sniper rifle, zoom in all the way, and take aim at his head. Now, here's a trick to save sniper ammo:Eswitch back to the silenced pistol without moving the cross hairs and shoot. You'll get a perfect head shot with the pistol. You'll want to keep at least 3 rounds for the sniper rifle if you can, we'll use them later. Now do the same thing with the guard on the left side of the gate. Wait until the truck has come in to view and stalled out (stopped moving) before shooting him or else you'll alert the patrolling guard the walks along the right side of the road. After killing the guard standing at the gate, run up the right side of the road and make the patrolling guard surrender, then punch him out. PLATINUM:ENow, after getting those two surrender/subdues, go back to towards where the truck came from. Head up on to the snow to the left after you pass through the building Bond starts on top of. Crouch down as you move along the snowy area, there's a guard standing in the road that will see you if you are standing. Take him out and then grab the 007 Icon inside the archway at the end of the road. There is some armor in the right hand tower up the ladder if you want it. The left tower is locked. Head up towards the castle gate and take out the two guards there with the sniper rifle (you can use the switching to pistol trick here, too, if you want). After they're dead, move up to the door and hit the action button to head inside. Exterior (simplest route) ------------------------- This is the easiest way to get into the castle, but has two distinct dis- advantages. First, you miss two easy subdue/surrender bonuses, and secondly, you can't get 007 Icons if you are going for Platinum. The easiest way to get inside is to wait for the truck to come up the road and stall out. When it stops moving, jump off the building you start on into the back of the truck. Now crouch down and simply wait until the truck gets all the way up to the castle entrance and the game automatically moves you on to the next section. This will earn you a Bond Move, but you can get them later just as easily. Exterior (alternate route) -------------------------- IEdo not recommend using the alternate "stealth"Eroute. It's actually a little harder because of the way the guards at the "wall-hug window" move, it takes a LOTElonger than the normal route, and when you actually get inside, the first guard you see will spot you before you can kill him (so much for stealth). After that, you have to negotiate the courtyard with the search- lights before you can disable them. Basically, this route gets you the worst score for the most work. Yes, you get a Bond Move for making it past the wall-hug, but it's not worth it. IEmay include directions on how to negotiate the alternate route in later revisions. For now, IEam not going to, because this is a guide for getting Gold and Platinum medals, and the alternate route will NOTEhelp you do that. Castle Yard (assuming you took the "normal"Eroute) -------------------------------------------------- You'll start just inside the gates, with two guards talking about how they should be given flasks of schnapps if they're forced to work outside in the cold. There's a trick you can do here to take them both out very quickly, but it's not exactly easy. Aim your cross hairs (not manual aim, just using movement) a bit to the right and below the right side guards head. He'll start running that direction as soon as you take out his buddy, so you're basically trying to aim at where his head will be after he starts running. Use manual aiming to aim at the left hand guards head. Now, here's the trick: Pull the trigger, release manual aim, and pull the trigger again. If you do this fast enough and were aiming at the right spot in non-manual mode, you'll take out both guards with clean head shots. If you miss the second guard, don't worry. He'll start walking back towards you, but he'll be shooting the wall in front of him. Wait for him to come back in to view and then take him out. Now head to the right towards where the truck is parked. Go towards the left side of the truck, and crouch down as you pass the end of it. Now circle wide of the truck as the guard talks to the old driver. Don't get too close or the guard will see you, even crouching. After a bit, the guard will start to walk down the stairs. Stand up with your gun out and come up behind him. He'll surrender, then you can punch him out, and there's surrender/subdue bonus number 3. PLATINUM: Go down the stairs into the cellar and bring out the SG5 Commando. There are two guards down there, but you can take cover behind the pillars if you need to reload. Kill them both and then get the 007 Icon on the left side of the cellar. Now head back towards the place where you took out the first two guards just inside the gate. Go through the passage behind the well they were standing in front of (the one with the red and white banners on either side, not the one below the lit windows). You should see a guard standing on the other side of a fountain facing away from you. Take him out with a shot to the head, and Bond will make a pithy remark. Now shoot the guard visible in the window beyond the fountain. Another guard inside will be alerted by you shooting his pal (the second guard is not there on the lowest difficulty level). He'll come out the door, but you can take him down easily with the SG5 Commando in burst mode. Now head in the door the guard just came out of. You'll find armor on the bed and some ammo between the bed and the table with the computer. On the other side of the room you'll see some lockers and a panel on the wall to the left. Open the panel, take out your watch laser gadget, and cut the green wire. DOENOTEcut either of the red wires. This will disable the search lights in the courtyard you'll be heading through in a bit, as well as earn you a Bond Move. Now head out the door to the right of the lockers and arm yourself with the sniper rifle. There are 3 guards with rifles up top: one close to where you come out, one on the far side to the right, and one to the left on the far side. Take them all out with the sniper rifle (pick up the close one's rifle if you need more ammo). Now you have a choice of how to get to the courtyard below. You can head back down into the guard room, out the door past the fountain, and up the passageway to the right if you like. The faster method is to hop up on to the railing, turn around, and walk backwards off of it. As soon as you start to fall, push forward so you kind of slide down the wall. There's a little lip on the wall right above the ground that will keep you from taking falling damage. PLATINUM:EGo through the door at the far end of the courtyard below the snipers. Head up the spiral staircase and out the door. There should be a guard to your right walking away from you. You can can a surrender/subdue bonus from him if you missed one earlier, but if you already have 3, don't bother (you don't score more points for getting more than the target number). To the left out the door, at the end of the walkway is a 007 Icon. To the right is the door you come through from the alternate route, and the guard you just took care of comes out of the stairwell door just in time to see you if you take that route (aren't you glad you came in the front door now?). Move up to the passage on the right side of the courtyard, but don't go through it. There's a guard patrolling on the ground in there. If he isn't visible, wait for him to appear coming out of the right side passage on the far wall. Take him out as soon as you see him. There's a sniper above that area on the far wall, but you don't need to kill him - just run through archway to the left and head up the stairs to the right towards the door with the columns on either side. This is the entrance to the castle proper, and the end of this section. Inside the Castle ----------------- Once you get inside, you'll be unarmed (we wouldn't want to alarm the other guests, would we? Oh yeah... don't punch anyone, this will fail the mission). Head down the hallways following the red carpet on the floor. Go through the room with all the people standing in little clumps (Kiko is here in a red dress looking out a window, you'll meet her later). The door after that room will open as you approach and you'll see Rook come out dressed as a butler. Go through the door as soon as he's out of the way and head to the left and up the stairs, then through the door at the top. You'll see a scene with Drake giving a little speech and see Dominique beside him. When it's over, go back out the door you just came through, down the stairs, across, and then left down the hall (you'll see Rook and Kiko off to the left as you head down the stairs if you're fast enough, but you can't follow them because there are guards blocking the way). Go through the door into the library where you'll meet with Dominique and CIAEAgent Zoe Nightshade. After the reunion, grab the armor on the table and head out the door, you'll have your pistol back now. PLATINUM:EMake sure you grab the 007 Icon on the floor to the left of the door before going out. Go down the hall and make a U-turn to the right, following the carpet, and through the door. The hall takes a little zag to the left, and beyond the zag are 5 armed guards. Stop just inside the door and turn left to look at the bust in the alcove. Aim at its neck: this is about head height for the guards you are about to fight. The guards here all drop Kowloon Type 40's when you take them out. If you have the regular PP7, switch to the Kowloon, it's better. If you have any of the pistol upgrade (Gold PP7, P2K, or Gold P2K), keep using your default pistol instead. Head through the door on the far end of the room. There are 3 more guards at the top of the stairs to the left. Take them out and proceed through the door at the top. If you're using the Kowloon, switch back to your normal pistol and put the silencer on it, you'll want a silenced weapon in a bit. PLATINUM:EGet the 007 Icon in front of the fireplace down to the left inside the door. DOENOTEgo through the door to the right until you get the Icon. Pressing action at that door (its flashing and has a diamond pattern in the wood) will end this section of the mission and you will not be able to get the 007 Icon in the room. Go up to the door on the right and press action to end this section of the mission. Inside the Castle, part 2 ------------------------- Move forward just a bit and you'll start a scene with Drake meeting Mayhew and the guards bringing in Zoe who's creating a distraction. Don't bother with the guards below you in the meeting room, they aren't worth killing unless you're feeling particularly cruel. Don't jump down, but head to the window at the end of the walkway. Hit the action button to open it and hop out. PLATINUM:EOut the window to the right is a 007 Icon. You'll find yourself in a small area overlooking a building across a small yard. There's two guards and the roof and two down below. You can use the manual-aim trick to take out both sets of guards very easily. Kill the guards on the roof first. These guards won't react as quickly as the two in the first part of the Castle Yard section, so just put your cross hairs on one guards head, manual aim at the others head, and then pull trigger, release manual aim, pull trigger. If you do this fast enough, you'll head shot both before they have time to react. Not only is this convenient, it looks cool and will impress your friends! After all 4 guards are down, go the the edge of the roof you are on. There's a zip line just to the right (you'll see the "overhead" icon in the upper- right hand corner of the screen). Hit jump, ride it down to the far roof, and earn a Bond Move. Now grab the guns and stun grenades the guards on the roof dropped before hopping over the ramparts on to the slanted part of the roof, then down in to the yard. You'll hear gunfire: that's Zoe in the gondola shooting at guards, don't worry about her, she can take care of herself. Move towards the big metal doors (don't go through the doors with the windows in them yet). Inside will be a pair of guards on the stairs up to your left. If you go forward far enough, you can lob a stun grenade up onto the stairs in front of you - turn around and head back towards the doors to get under cover and make sure you aren't looking at the grenade when it goes off, it will blind you for quite a while. With or without stunning them, take them out. There's a metal door up the first flight of stairs with a small panel next to it. Stand off to the side of the door (not in front of it), open up the panel, and burn the circuit board inside to unlock and open the door. There are two guards in the room, and the easiest way to take them down is to throw and stun grenade inside and turn away (yes, stun grenades will blind you through walls if you are facing them). Kill the two guards inside and grab the armor on the locker at the foot of the bed if you need it. Now get out your handy watch laser again and look at the safe. There are two big black bars in the hinges that you'll need to heat up with the laser until the fall out (don't ever buy a safe with hinges on the outside, by the way). Grab the AT-420 Sentinel and the attache case (which has the guidance chip inside) and head back down the stairs. Here's the fun part: Equip the Sentinel, but switch to unguided mode. Go down to the door with the windows in it, open it up, back off, and launch a rocket into the room (killing the 3 guards inside). Now go through that room, through the door into the gondola engine room, and down the first set of stairs to the landing. Turn right and face down the stairs towards the door at the bottom. Aim at the middle of the right side of the pair of doors, and launch another rocket as soon as a guard opens it. Now wait for a second guard to come through the door and launch another rocket. Now head down the stairs and out to the loading dock. There is sometimes a third guard to your left, but often Zoe kills him before you notice he's there. If you have any armor left, don't grab the armor sitting on the box in front of the gondola - you'll pick it up right before you go inside. Instead, head down the stairs past the gondola and around to the right. There's a room down there with a few guards in it that you want to make sure are all dead. If you aimed the rockets at the right side of the door in the engine room, most of the guards in this room will have been killed by the explosions (through the floor... they're very powerful rockets, ok?). PLATINUM:EThere's a 007 Icon behind the boxes inside that room. As soon as you make sure they're all dead, head back up, grab the armor, and step into the gondola. If you don't make sure these guards are all dead, they'll come out and shoot at you when you're in the gondola, and it's really annoying, and possibly dangerous. The best place to be in the gondola is crouching just to the left of the door up against the wall and the box there. You'll pick up rocket ammo no matter where you are in the gondola, so reload the sentinel now, crouch down, and aim up through the hole in the ceiling (you can aim through the windows, but sometimes the gondola shakes when it gets hit and can cause your rockets to explode inside, doing a ton of damage to you). Oh yes, make sure you put the Sentinel back into Guided mode. After the gondola moves down the wires a bit, you'll get a short scene where the gondola stops and the lights go out, followed by a helicopter coming out from behind the castle. Once you have control again, start shooting guided rockets at the helicopter. It will take a good 6 hits to destroy it on 00, but if you are crouching to the left of the door, you won't be taking much damage during the fight, and if you have full armor you should be fine. When you get the final hit on the chopper, the mission is complete. Bond Moves: - Jump into the back of the truck and ride it all the way up to the gate - Get past the window in wall hug mode without being seen (alternate route) - Cut the green wire in the security panel in the guard room - Slide down the zip line outside the meeting room 007 Icons: - At the end of the road where the truck comes from - In the ravine to the right of the gate house - In the wine cellar - At the end of the walkway on the castle ramparts (alt. route entrance) - In the library where you meet with Dominique and Zoe - In the room Drake gives a speech in near the fireplace - Outside the window from the room Drake meets with Mayhew - In the room below the gondola loading area (Yes, there are actually 8 on the level, but you only need to pick up 7). Scoring Summary: Target Points Possible Bond Moves: 2 50,000 Opponents Dispatched: 30 50,000 Subdued: 3 25,000 Surrendered: 3 25,000 Stealth Rating: 100% 25,000 Accuracy Rating: 100% 50,000 Health Remaining: 100% 50,000 Time: 9:00 25,000+ 007 Bonus: 7 150,000 Rewards: Bronze: Zoe Nightshade Card Silver: Oddjob Multiplayer Skin Gold: Pistol Upgrade Platinum: Baron Samedi Multiplayer Skin ========[ Mission 3 ]========================================================= ========[ Alpine Escape ]===================================================== Format: Rail shooter Objectives: - Escape from Drake's castle compound - Evade Drake's pursuing forces On this level, a number of the snowmobiles you'll face will not be the armored "military"Etype as described here if you aren't playing on 00 difficulty. It is, however, impossible to earn a Platinum medal without playing on 00 and collecting all 3 of the 007 Icons. You'll start out in the garage waiting for Zoe to get the snowmobile started. A guard will appear on the left side of the open door in front of you first. Then a red guard (harder to kill) will come from the right and a guard will pop up from behind the front of the closer car. The gondola will come down now, shoot the blue circle flashing on top of it to earn a Bond Move and crush the guards below. Now a guard will pop up behind the left side of the rear car. After that the left side garage door will open and two guards will run out and then a red guard will come from the right. Then two guards will run from behind the big tank on the left of the parking lot. Shoot the flashing blue square close to the front of the tank to kill the guards and earn the second Bond Move. A red guard will come from the left side, and then the right garage door will open with one normal and one red guard behind it. Just after that the small door to the right of them will open with another normal guard behind it. About this time Zoe will start the snowmobile, finally, and you'll start to move out of the garage. Now hit the "spin" button to turn around, you'll want to be facing forward soon. A building will come in to view on the right side. Shoot the barrels in front of it and a box of ammo will pop out that Zoe will drive over (the explosion will also kill the two guards shooting at you). PLATINUM:EA 007 Icon will be on top of the box of ammo if you shoot the barrels. Now shoot the barrels at the base of the right leg of the guard tower as soon as you see them. This will drop the tower on the 3 guards below it, as well as earn you another Bond Move. After the scene on the road, you'll be facing to the rear and will pick up some armor. Two armored snowmobiles will come from the left and cross over to your right side and behind you. Shoot at the gunners rather than the driver. It takes a lot longer to chew through the armor to kill the driver, and as soon as you kill the exposed gunner they stop being a threat. A third snowmobile will come from the rear. Now spin around towards the front, you're about to pass through a tunnel under a road. Ignore the SUV on the road and shoot the grate covering the tunnel to earn a Bond Move. Now switch to missiles, you'll want them for the next snowmobile. After going through the tunnel you'll see a small scene showing a guard on a snowmobile in front of you. PLATINUM:EKill the driver and a 007 Icon will pop up in front of you. The easiest way to kill him is to hit him with a two missile shots. Make sure you lead you target because the missiles have some travel time. Switch back to machine guns and turn to the left. An armored snowmobile will come out of the forest there shortly. As soon as you take care of it, spin around to face backwards. Another armored snowmobile will come from the rear. Not too long after that you'll end up driving along a wall, with two guards shooting at you from in front. Kill them by shooting the barrels behind them (it's not a Bond Move or anything, but it's easier to hit the barrels than to hit the guards themselves). After you kill them or pass by them, spin back around to face forwards as you approach the gate. GOLD:EIf you are going for a Gold medal, you'll want to use the machine gun here. There's a small glowing blue box on the left side of the gate: shoot it before the gate closes to earn another Bond Move. If you don't hit the box in time, shoot the gate with a missile to blow it open. PLATINUM:ESwitch to missiles if you are going for Platinum. You'll need to kill the two guards on top of the gate very quickly. If you kill them in time, a 007 Icon will pop up in the middle of the gate. Shoot a missile at the gate itself to blow it open. After going through the gate and veering back off the road, you'll grab some armor. Just sit back and enjoy the ride until Zoe drives you through the restaurant. As soon as you finish the quick scenes there will be an armored snowmobile right behind you (you'll be facing to the rear again, so just start shooting). Turn left as soon as you've taken care of the one behind you as another appears there. When both snowmobiles are destroyed, spin towards the front. Another armored snowmobile will appear along the frozen river in little ways up ahead. The gunner will be firing missiles, so take him out fast. A missile hit or two will take care of him quickly, but remember to lead the target due to the missiles travel time. That is the last opponent, so sit back and enjoy the stunt sequence coming up. Bond Moves: - Shoot the flashing blue circle above the gondola to drop it on the guards - Shoot the flashing blue box on the gas tank when the guards from behind it - Shoot the barrels at the base of the guard tower - Shoot the grate covering the tunnel below the road - Shoot the flashing blue box on the left before the gate closes 007 Icons: - Shoot the barrels in front of the first building after you start moving - Kill the guard on the snowmobile that "jousts" with you - Kill both guards on the wall above the gate Scoring Summary: Target Points Possible Bond Moves: 5 100,000 Opponents Dispatched: 55 75,000 Accuracy Rating: 100% 50,000 Health Remaining: 92% 50,000 Time: 4:08 50,000+ 007 Bonus: 3 100,000 Rewards: Bronze: Military Snowmobile Card Silver: Assassination Multiplayer Scenario Gold: Grapple Multiplayer Mode Platinum: Max Zorin Multiplayer Skin ========[ Mission 4 ]========================================================= ========[ Enemies Vanquished ]================================================ Format: Driving Objectives: - Rendezvous with Q at the extraction point - Avoid civilian casualties - Evade local police using non-lethal means As with Alpine Escape, many of the enemy vehicles in this mission will be easier to kill (sedans instead of big SUV's, generally) if you are not playing on 00 difficulty. The main weapon to use in this mission is the missiles. If you don't fire them when you don't have a lock, and pick up all the ammo packs mentioned in the guide, you won't run out of ammo. If you have the missile upgrade and are firing 4 missiles at a time, you can only miss once or you will run out of ammo when you get to the frozen river section, so don't shoot unless you see the missile lock reticles. Hit the gas as soon as you get control. A pair of snowmobiles will come into view shortly, one from the left, one from the right. As soon as you see the target reticles pop up, fire missiles at them. A single salvo of 4 missiles (you got the missile upgrade for earning a Gold medal on Paris Prelude, didn't you?) will take them both out. Around a turn to the right you'll see a billboard ahead. There's a police car behind it. As soon as you pass by, the Q-Smoke gadget will become active and you can deploy a smoke screen to deter the "local authorities", earning a Bond Move. A white SUVEwill come on to the road from the right side in front of you. Four missiles will take care of it. PLATINUM:EAfter the SUV there will be a turn to the right. On the left side of the road just after the turn will be a small sidewalk cafe area with a 007 Icon in it. After the road straightens out, you'll get locks on two enemies on foot on either side of a stairway in front of you. Launch some missiles at them, and then go up the stairs. You'll jump into a small square, earning a Bond Move. PLATINUM:EThere's a 007 Icon in the middle of the building you crash through (it's right in front of you when you land in the square). Make sure you get the armor in the alley after crashing through the building. Slow down just slightly before you get back on the road. Two SUV's will be driving down it, and it's much easier to take them out if you let them get ahead a bit. Four missiles a piece should take care of them nicely. After two small turns to the right, you'll see a small turn-out on the right side of the road where the road goes to the left. Make sure you grab the box of missiles there, you'll need them. Two more SUV's will be in front of you, as well as a single guard on the side of the road up ahead. Fire a salvo of missiles as soon as you see the lock reticle on the single guard, one will take him out and the other(s) will go for the SUV's. If you timed the shot correctly, a second salvo of 4 missiles will take out both of the SUV's. If not, shoot once more to take care of them. After the road sweeps around to the right, there will be another police car on the right side. Hit the smokescreen as soon as you pass by to earn another Bond Move. Yet another SUV will be on the right side of the road after the police car. Four more missiles will take care of it. After you drive through the tunnel, drive down snow covered path going off the road to the right. If you crash into the police barricade in front of you, you'll fail the mission. There's armor in the middle of the path just ahead, so make sure you grab it. Keep your foot on the gas here, if you aren't going fast enough up the slope just after the armor, you won't make the jump over the bridge and will fail the mission. PLATINUM: Make sure you're going fast and straight down the center of the path as you approach the jump on to the frozen river. There's a 007 Icon in the air after the jump. A snowmobile will appear on the left as you are jumping down onto the river. Wait until you have landed before destroying it. If you fire missiles while still in the air, they'll just explode on the trees that are in front of it. There's a missile pack on in the middle of the river just ahead, make sure you grab it. PLATINUM:ETake the left fork up ahead, there's a 007 Icon in the middle of it. Another snowmobile will appear on the right side, wait for a clean shot and take it out with missiles. There will be another snowmobile on the right side before too long, take it out as soon as you see it. Up ahead will be a bridge over the frozen river, as soon as you see missile lock reticles on it, fire a salvo. When it explodes a box of missiles will fall down to the river for you to grab. Just after the bridge there will be a snowmobile on the left side of the river, take it out with missiles as soon as you see it. E After the snowmobile there's a small jump down. If you are just a tad to the right side of center, there's a box of missiles you'll pick up when you land. Keep driving forwards and you'll go off a big jump down on to a frozen lake. You'll fight 3 helicopters and 4 snowmobiles on the lake. There are missile packs scattered around, and armor behind where you start. The best tactic for taking out the snowmobiles and helicopters is using the emergency brake to spin around. It's very difficult to get a shot on a target behind you without using the e-brake to perform a "bootlegger reverse". Just turn hard and hold the e-brake button down and you'll spin around neatly. PLATINUM:EThere's a 007 Icon on the lake near the island on the left (you'll see it as you jump down). As soon as all the enemies on the lake are destroyed the mission is over. Bond Moves: - Use Q-Smoke after you pass the first police car - Go up the stairs and jump into the village square - Use Q-smoke on the second police car after you pass by 007 Icons: - In the cafe area on the left side of the road - In the middle of the building you crash through after jumping into the square - After the bridge jump scene, in the air after the jump off onto the river - In the middle of the left hand fork in the frozen river - On the frozen lake, near the island on the left Scoring Summary: Target Points Possible Bond Moves: 3 100,000 Opponents Dispatched: 41 75,000 Accuracy Rating: 100% 50,000 Health Remaining: 100% 50,000 Time: 3:10 50,000+ 007 Bonus: 5 100,000 Rewards: Bronze: Vanquish Card Silver: Scaramanga Multiplayer Skin Gold: Camera Upgrade Platinum: May Day Multiplayer Skin ========[ Mission 5 ]========================================================= ========[ Double Cross ]====================================================== Format: FPS Objectives: - Escort Mayhew to bunker - Destroy Mayhew's computer - Rescue geisha girls - Find door to servants quarters - Retrieve Dragon Safe contents - Rescue Mayhew's servants - Find the door leading to Mayhew - Defeat the assassin Escorting Mayhew ---------------- You'll start in a room with Mayhew with 3 yakuza rushing in to shoot at you (or Mayhew, if they get bored shooting at you). Kill them as fast as possible. If you have the Gold PP7 from getting a Gold medal on The Exchange, it should only take 3 hits to the body (or one to the head) to drop them. Mayhew will run over to the entrance to the next building after the room is clear. There's 2 boxes of ammo for your pistol on the table in the starting room, make sure you grab them. PLATINUM:EThere's a 007 Icon in the little courtyard just outside the room you start in. It's on the walkway in the far right corner. Follow Mayhew to the entrance to the next building, but don't go to the right yet. Go the the left and stand in the corner up against the door. Now turn around and look at the Japanese characters on the wall hanging. The one on the far right has a part that looks kind of like a circle with an X in the middle. Aim at the center of the X. This will be head height on the 2 yakuza you're about to fight. Now go into the security room through the door you just opened (you can back in if you know where the armor is, to make it easier to maintain your aim elevation). As soon as you grab the armor in the area on the far side from the door, two yakuza will spawn outside and come in to shoot at you (one usually stays in the hall outside, actually). As soon as they are dead, go to the other door in the hallway. You'll see a scene of a few yakuza preparing an ambush for you. Don't open the door just yet, however. Go stand in the left corner up against the door. Now turn around and look at the wall hanging (it's a copy of the one near the security door). Jump once to reset your height (yes, this can make a difference) - if you are standing in the right place and not touching the movement stick, your jump should seem cut off at the top, like you hit your head on something. Now aim at the character on the right, but this time, aim at the top of the circle with the little X in it. This should be about the same height as the head of the red trench coat yakuza in the room with the shotgun. You'll want to kill him with a head shot if you can - it takes as many as 6 shots to the body with the Gold PP7 to kill the red yakuza on 00 difficulty. There will be another yakuza in the room (sometimes he's behind the wall to the right) with a shotgun, and a third with a pistol. If they're behind the wall and don't pop out to shoot at you, go into the room slowly until you can see them and take them out. There will be another red yakuza on the far side of the room with a shotgun that you'll want to kill as quickly as possible. Along with him, there will be a total of 6 or 7 yakuza in the room, including some that will come in from the hall. Occasionally one of them will be a red trench coat wearer (the actual spawns are somewhat random, so the number and weapon layouts will vary slightly each time you play the mission). Don't worry too much about taking a little damage, there's armor in the next hallway. As soon as the room is clear and no one else is coming in from the hall beyond, go back and collect all the weapons (especially the stun grenades!) on the floor. Grab the armor to the left just outside the door and head down the hall. Stop just before you get to the corner, though. Four yakuza will come around the corner, one after the other. One of the later ones will be red. If you can get aimed at the first one's head, the others will conveniently pop around the corner and stick their heads in your cross hairs (though you make have to strafe right or left a tad for some of them). After those four are dealt with, proceed cautiously around the corner. There is a yakuza with a Storm M32 on a walkway above where you come in to the trophy room. Turn around and look up and back slowly into the room until you can see his head, then shoot it. He may shoot at you, but he'll tend to hit the railing or the floor unless you go too far into the room. PLATINUM:EGo across the room to the left, then turn right up the stairs and go around to where the yakuza on the walkway was and grab the 007 Icon there. Now follow Mayhew through the secret door and down to the security bunker. Rescuing Geisha --------------- When you're done listening to Mayhew's list of requests, grab the armor on the table if you need it, then grab the box of stun grenades in the corner at the foot of the bed. Now hop up on to the bed and open the grate covering the ventilation shaft. Hop inside and head up the ladder. When you get up top, don't move forward at all. Turn to your left and make the red yakuza next to the rock surrender, then subdue him. Now make sure you have a silencer on your pistol and head to the left of the tool shed the yakuza was looking at. Crouch down as you go past the shed so the other yakuza don't see you. There's a guard that patrols along the left shore of the big pond, take him down with a silenced round to the head to avoid alerting any of the other yakuza in the area. Now turn to the right and head for the small bridge and the yakuza standing on top of it. There is another yakuza patrolling the walkway on the buildings in front of you. Keep crouching all the way up to the water, and make sure he's not looking in your direction when you enter the pond. You'll auto- matically stand up when you go into the water, and if he's looking in your direction sometimes he'll spot you. Go under the bridge and then aim up through the slats and take out the yakuza on top with a shot to the head. Stay under the bridge until he dies to earn a Bond Move. Now head out and take down the guard patrolling the buildings, who may be alerted by the death of his pal on the bridge. Turn left back towards the pond and go down the side of the building. The last yakuza in this yard is patrolling out by a gazebo with a big gong in it. Take him down when you get a good shot. You can duck into a small passage under the building in the water to keep him from seeing you if he's headed your way. PLATINUM:EGrab the 007 Icon in the back of the the gong house. Now go under the gazebo in the water where you'll find a ladder up to a small cache of weapons with a sniper rifle and pistol in it. Head back out and go into the underwater passage under the building nearest the gong house. Get your Shaver stun-grenade gadget ready, you're going to use in inside the bath house. On the left side will be a ladder leading up into the bathhouse, go up and turn left once you're in the room. There's a red yakuza threatening a geisha and one normal yakuza on either side of him. Drop the Shaver grenade between the two bathtubs in the floor and step forward a bit so you aren't blinded by it. Set it off and then take down the yakuza. Depending on where you placed the grenade, it may not have stunned all 3 of them, so you may have to take one or two down quickly. Make sure you don't hit the geisha during the fire fight. Once all 3 are dead, you should get a Bond Move. Don't pick up the armor in the bath house unless you really need it, we'll come back to get it after a more dangerous part of this area. Now head out of the bath house through the regular entrance and take the hall to the left which will lead you to the second yard. There's a guard on a walkway on the far side that will see you when you are just about to get out into the yard. He's silhouetted nicely against the back lit paper windows. Stop moving when he sees you and wait for him to come around and pop out from behind the building again, then take him down. Now take out the sniper rifle you got from the gong house cache and make sure you pre-zoom it all the way out. There's a sniper in a building across the yard to the left. Take him out with the rifle as soon as you see him. Now move down the walkway along the building to your right. Two yakuza will be coming towards you across a couple of bridges to your left, but they're easy prey for your sniper rifle. PLATINUM:EGrab the 007 Icon at the end of the walkway leading off to the right out of the bath-house. If you're running low on sniper ammo, grab the rifle sniper dropped. It isn't always there for some reason, and sometimes it is under the house where you can't pick it up, so hopefully you haven't missed much with the rifle, we'll still need it for a few more key shots. Head around the building that the sniper was standing on. There's another yakuza in the yard on the far side of it, though sometimes he comes out to where the sniper was standing to shoot at you. Take him down with your weapon of choice, but make sure you don't use the last of your rifle ammo. There's a string of lamps on a wire coming out from the building that you can shoot out, and the hand-over-hand into the building to earn a Bond Move, but you don't need to do this. The center lamp fixture will spark from time to time, which will hurt you, ignoring armor, and this is annoying. If you decide not to do that, take out your Storm M32, make sure it's on Auto and fully loaded, and head up into the house through the door on the far side from the bath house. There's a door to your left that will open up to a hallway with 3 yakuza in it (they aren't there if you came in via the lamp- wire). Just start firing with the Storm and charging down the hallway. If you're aiming somewhere close to head height, you should kill them all before the clip runs out and not take too much damage, even from the guy with the shotgun. Turn around and go back out of the hallway, then turn to your right. You should see Mayhew's computer on a desk in the main part of the building. Put a bullet into any part of it to blow it up, completing that objective. (Just don't ask how shooting a computer erases all data on it's hard drive, please). If the guards in the hall shot you much you can head back to the bath house to grab the armor inside now. Take out your sniper rifle and head down the hall from the building with Mayhew's Computer. If you haven't gotten 2 Bond Moves already, you can get another here. Head across the dining room at the end of the hall and go into the hallway on the other side and turn left. Shoot the yakuza you see through the window with the sniper rifle (no other weapon will penetrate the glass). If you're standing at the far end of the hall when he dies, you'll get a Bond Move. Now move out into the dining room and take care of the other two yakuza in the kitchen, one of which will be a red trench-coat wearer with a shotgun. PLATINUM:EGrab the 007 Icon behind the paper screen in the dining room. The door to the servants quarters (the exit for this part of the mission) is a sliding paper door in the hallway you shot the yakuza through the window from. It'll be flashing when your cross hairs are on top of it if you've completed all the objectives in this area. Hit the action button to move on to the next section of the mission. Rescuing Servants and Feeding the Dragon ---------------------------------------- Head across the courtyard through the open doorway on the left. Turn once inside and you should see a yakuza with his back to you standing in Mayhew's dressing room. Sneak up behind him with a weapon out, then punch him after he surrenders for surrender/subdue bonuses. Now turn around and head into the den. You'll see the Dragon you're supposed to "feed" on the left, but ignore it for now (activating it and getting the safe contents spawns two yakuza, and the gun fight will alert the ones in the library, which we don't want to be alert just yet). Head across the den into Mayhew's bedroom. There's another yakuza in the bedroom facing away from you, begging to become another surrender/subdue bonus. He's kind of hard to see in the shadows, but stay on the right side of the room and he won't see you. There's a painting on the wall across from Mayhew's bed that is hanging a little crooked. Go up to it and press the action button to open a secret door to the left of it (you can see the door if you put on the infrared glasses by hitting select a couple times - they're the one's with the blue tint to them). Go through the secret passage and open the door at the end. You'll see a red yakuza threatening one of Mayhew's servants. Take him out with a shot to the head, but don't get to close behind him or he'll notice you. You'll get a Bond Move when he dies for saving the servant by using the secret passage. There are two more guards in the library on the ground floor, and another two above. Toss a stun grenade into the room and turn around until you hear it go off. This should stun at least a couple of the yakuza in the library. Take them out with single shots, and then dispatch any that the grenade didn't stun, being careful not to shoot the servant (she should be cowering under the stairs, so this shouldn't be a problem). One of the yakuza on the second floor it outside on the balcony. He'll usually stay outside, so you only have to worry about the one's inside, and can take him down when you're done with them. Head back to the den where the Dragon Safe is, activate it by hitting the action button when you're standing in front of it. Have a stun grenade ready, because two yakuza will spawn in the hallway outside the den as soon as you grab the contents of the safe. Toss the stun grenade back towards the dressing room, but not INTOEthe dressing room (it won't stun the yakuza if you throw it all the way into the dressing room). Turn away and head into the bedroom and duck behind the wall to the left (if the stun grenade doesn't get both yakuza, this is good cover to fight them from). Once those two are taken care of, go back to the library and up to the second story, getting out your sniper rifle in the process. There's a sniper on the roof of the building across the courtyard to the left that will shoot at you when you get close to the balcony. Take him down with a shot from your own rifle and grab the armor on the table to the left of the balcony doorway if you need to. Go out onto the balcony and hop over the railing onto the overhang. There's a small beam to the left that connects two sections of the roof you can cross over if you're careful and walk slowly. PLATINUM:EGrab the 007 Icon on the ledge to the left after walking over the beam. Now head towards the skylight near where the sniper was standing. You'll hear a yakuza and a whimpering servant in the building. Go up to the skylight and look down:Eyou should see a red yakuza pointing a gun at a servant. Take him out before he shoots her to earn another Bond Move. When the red yakuza is dead, toss a stun grenade through the skylight. A second yakuza with a shotgun is down below, but you can't see him until you jump down into the room. A stun grenade is an easy way to prevent him from getting a shot on you, just make sure you turn away so you don't get blinded. Jump down and toss another stun grenade into the room on the left. A yakuza will be coming out of a door in there as you jump down. He's armed with a Raptor Magnum, so incapacitating him before he starts shooting at you is a good way to avoid taking a lot of damage. Go through the small dining room in the servants quarters towards the back room. As soon as you see (or hear)Ea servant come out of a door on the right, toss another stun grenade into the room. There's another yakuza that will come out of the room the servant came from, also armed with a magnum. PLATINUM: There's a 007 Icon in the storage room, which is the door opposite where the yakuza and servant just came from. Now head back out into the courtyard between the library and the servants quarters. On the far end of the yard from the library is a door, behind which you'll find 3 yakuza. Don't open the door! Toss a stun grenade through the open window above the door and turn around. The yakuza inside should be alerted by the grenade just in time to get stunned by it. Go inside and finish them off. If you aren't at full armor, go up the ladder in that room and walk across the beams. There's armor on top of a shelf right next to the window you threw the grenade through - you'll need it for the next section. The level exit is a wood door to the right from where you came into the room. Ninja Fighting 101 ------------------ The Ninja you fight at the end of Double Cross is a nasty fellow. He's armed with a Deutch DK9, Stun Grenades, and a Katana. He takes a lot of damage to kill, and is deadly up close (a hit from his sword will take off all your armor and then some on 00 difficulty). Up close, he'll be using his sword a lot. At medium ranges, he'll mostly be shooting his DK9 (and not missing much, either). If you get to longer ranges, he'll start lobbing stun grenades a lot, which can be very dangerous if you are blinded by them. The best tactic to fight him with depends entirely on what weapons you have. If you have all the pistol upgrades and are equipped with the Gold P2K, I would suggest using it. Just keep pumping rounds into him until he drops. The 18 round clip makes this pretty easy to do. Aim for the head if you can, as it will take a lot fewer shots to kill him that way. If you don't have the Gold P2K, I would use either the Frinesi Auto 12 shotgun or the Sniper Rifle. If you're good at taking snap-shots with the rifle, it only takes a few hits to kill him. If you're using the shotgun, put it on Auto instead of Pump, you'll want the faster rate of fire. Get up close and keep shooting him in the face. If you are close enough, you'll see him bring his right hand up towards the hilt of his sword, which is strapped to his back. When you see him do that, MOVE AWAY! If he manages to hit you with the Katana, you'll be in a lot of pain. If you do get blinded by a stun grenade, the best tactic is to keep running and jumping, slowly turning in a circle. You'll be taking some damage as he shoots you, but he shouldn't be able to slice you to pieces this way. And, in case you were wondering, no, he cannot be stunned by your own grenades. There is armor over by the gate leading out of the driveway if you need it. There are also some Storm M32's scattered around the area, presumably to give you a supply of ammo if you need it... but the only guns you might have that use 9mm ammo in this mission are the Storm and the P2K. If you are using the P2K, you won't need more than the 64 rounds you can carry for it to kill the Ninja (unless you are missing a LOT). If you are using the Storm... you... shouldn't be. It just doesn't do enough damage to be truly effective against the ninja. He's not an easy boss on 00 difficulty, so it may take a few tries to kill him. If you're having a lot of trouble with him, try killing him a few times on a lower difficulty to get a better feel for how he moves and shoots, then try again on 00. Bond Moves: - Kill the guard on the bridge from under the bridge - Use the underwater entrance to the bath house to rescue the geisha inside - Shoot the lamps on the wire and brachiate into the computer building - Shoot the yakuza threatening the geisha in the kitchen through the glass - Rescue the servant in the library using the secret entrance - Shoot the yakuza threatening the hostage in the servants quarters through the skylight 007 Icons: - In the far right corner of the courtyard just outside the starting room - On the walkway above the trophy room - In the gong house across the pond from the tool shed - On the walkway past the bath house in the far corner to the right - Behind the screen in the dining room - On a ledge outside the second floor of the library - In a storage room in the servants quarters Scoring Summary: Target Points Possible Bond Moves: 2 50,000 Opponents Dispatched: 45 50,000 Subdued: 3 25,000 Surrendered: 3 25,000 Stealth Rating: 100% 25,000 Accuracy Rating: 100% 50,000 Health Remaining: 100% 50,000 Time: 8:00 25,000+ 007 Bonus: 7 150,000 Rewards: Bronze: Mayhew Card Silver: Uplink Multiplayer Scenario Gold: Sniper Rifle Upgrade Platinum: Xenia Onatopp Multiplayer Skin ========[ Mission 6 ]========================================================= ========[ Night Shift ]======================================================= Format: FPS Objectives: - Don't let the security guards raise the alarm - Get to the lobby and activate the main elevator system - Install the Q-Worm on office computer systems - Find the security center and unlock exterior door - Find door to outer balcony - Install Q-Worm on Mayhew's computer system - Locate the Secure Terminal Room - Retrieve the Nightfire files from the Secure Terminal - Escape to the roof - Acquire parachute from helicopter then jump off tower roof Parking Garage and Lobby ------------------------ Ok, first things first. Put away the Korsakov K5 Dart Gun. Never use it. Ever. IEmean that. Just use your fists to punch out the guards instead. The dart gun is annoying to shoot with because of the travel time, and guards you hit with it are only knocked out for a short time, after which they will most likely go and set off the alarms. Your fists, on the other hand, knock guards out indefinitely (they disappear), have unlimited ammo, and don't hurt you accuracy rating when you "miss"Ewith them. PLATINUM: Punch out the guard walking in front of you when you start the mission. Now go and grab the 007 Icon in a little alcove on the right side of the garage area in in front of where you start out. Turn around and go through the door behind you (it will be hidden by the pillar you start right in front of. There's a guard patrolling the stairs in there, just run up and punch him once to take care of him. Head up the stairs and out the door into the lobby. There's another guard patrolling the lobby right in front of you, either to the left or right depending on how long you took to get there. Run up and punch him out as well. PLATINUM:EHead out to the left towards the front doors of the building. There are two guards in the reception area you'll need to punch, one patrolling the area, the other behind the front desk. When they're out of the way, grab the 007 Icon near the doors. There's a security room behind a big green glass window, head into the alcove to the left of the window and go through the door. There's a guard that patrols from the lobby and into the security room that you'll need to punch out. Once inside the room, grab the armor next to computers on the far side of the room from the door. Now step up to both computers that have a picture on them and press action (the little red box in the upper left of the screen should turn green). One activates the elevators, the other turns off all laser trip switches on the next floor. Head back out into the lobby, turn left, and go into the elevator with the doors open. Sometimes you'll need to hit the action button once in the elevator to end this section of the mission. Office Floor ------------ Turn right out of the elevator and head out on to the office floor. PLATINUM:ETurn left out of the elevator room, then turn left and go to the end of the sky-bridge (the hall with windows on both sides) and grab the 007 Icon there. If you do this, there's a guard patrolling around the hall straight out from the elevator room and through room 70A that you may need to punch out. Go straight out of the elevator room and turn right down the first hallway. Go through the second door on the left (70C). PLATINUM:EThe last cubicle on the left has a 007 Icon in one corner. There is a guard that patrols through rooms 70C, D, and E. Sometimes he just stands in the middle of 70D, other times he'll be walking around. As soon as you see him, you'll need to punch him out. Go through the door to 70D, the across the room and through the door to room 70E. Go left around the cubicle/desks, you'll see a red/orange glow on the wall coming from a red computer screen. Whip out the Q-Worm gadget and install the worm on the computer to the right of the screen (it's a little box next to the keyboard). Just put your cross hairs and the box and hit action with the Q-Worm to install it. Now continue left around the desk/cubicle things, go left through the partition and out the door next to the water cooler. Go straight across the hall and through the door there (it has a little picture of what looks kind of like boxes on shelves or something). In the left corner of the ceiling is a ventilation duct. Jump up and hit action to open the grate, then take out the grapple and aim at the green target on the ceiling of the duct. You'll need to press forward and duck when you release the grapple, or else you'll fall back down into the storage room. Follow the duct around to the left. Press action to open the grate on the floor of the duct and hop down into the security room, earning a Bond Move. On the desk to your right there will a bank of TVEscreens. Two of them have keyboards in front and pictures on them like the two in the security room in the lobby. Activate both of them, one to unlock the exterior door, the other to turn off the laser trips on the executive floor. No get out the decryptor gadget. Turning left from the bank of TV's you'll see a door. There's a keypad next to the door with a red flashing light on the right side (meaning it's locked). Put your cross hairs on the keypad and hold down the trigger on the decryptor until all 4 digits of the code are found and the door unlocks (the light on the keypad turns green). Head out the door and follow the wall to the right. There's a camera mounted on the right wall with a red cone of light coming out of it you need to watch out for. Don't get hit by the red cone or you'll hear some beeping and then a machine gun turret will activate. It sweeps from side to side and is fairly easy to avoid. You can also walk directly under it without being detected as long as the beams don't hit as you pass under. PLATINUM:ENegotiate the camera beam and head down the hall, following the right wall to get the 007 Icon at the very end of the hallway. In front of the camera is a little alcove, the door on the right is the access to the building exterior and the exit to this section of the mission. Executive Floor and Rooftop --------------------------- Follow the wall to the right all the way to the end of the ledge. There's an exterior elevator that goes up and down, you'll need to jump on top of it. If you run forward as soon as the game finishes loading and skip the scene with Dominique in the helicopter as soon as it starts, you can make it to the elevator before it goes up to the executive floor the first time (this will save you about 30 seconds). If you miss the elevator, it will come back down eventually. Optionally, you can jump off the building and hit Replay when the menu comes up after seeing Bond fall to his death. Replay will start the section of the mission over, hitting Restart from the pause menu will start the WHOLE mission over again. Ride the elevator up and hit the action button to open the grate covering the ventilation duct. Head down the duct, and press action again to open the grate in the floor at the end, dropping you down into a storage room. Outside the storage room is a small room that looks like some kind of employee lounge. PLATINUM: Go through the door on the right into the board room (the room with the long table in it), there's a 007 Icon at the end of the table. Head out of the lounge through the door on the opposite side from the storage room. There's a security camera just outside the door to the left. Go out to the left past the camera, and through the elevator lobby area. Go through the door on the left at the far end (the one on the right is the roof access door you'll go through later). There's another camera you'll have to avoid here. Through the door you'll find a small room with a secretary's desk and another keypad locked door. Break out the decryptor and unlock the door (which leads to Mayhew's office). On the desk in Mayhew's office will be another red-screened computer you'll need to install the Q-Worm on to. Don't forget to grab the AT-600 Scorpion on the desk (apparently Mayhew was really, really paranoid). Now head out of Mayhew's office, through the secretary's office, and out to the left (make sure you avoid the camera beam). Follow the hall to the left and turn left at the intersection to face a huge metal door. On the wall to the right of the door is a card slot with a red light on it. Press the action button on the slot to insert the key card you got from Mayhew's safe in Double Cross and open the door. Inside is a big round room with water around the edges and two not-yet-active machine gun turrets on the far side. The terminal to the secure mainframe will come spinning up out of the floor in the middle of the room. If you turned off all the laser trip switches on the executive floor from the office floor, this room is really simple. You'll get a Bond Move just for stepping up to the secure terminal. If, however, you didn't deactivate the lasers, you'll need to put on your infrared glasses (hit select to change vision modes, the one with the blue tint is infrared). You'll see a whole bunch of laser trip wires you'll have to avoid to get to the terminal. Take out your pistol and get ready to run. As soon as you access the terminal by hitting the action button, the two turrets in the room will become active and two guards will spawn on the executive floor out by the elevator. Hit the terminal, then run out of the room and duck down the hall to either side to avoid being shot at by the turrets. Head out towards the elevator area where you'll find two guards. You can run straight to the roof access door and avoid them, but you won't get full points for opponents dispatched if you don't kill them. If you get hit, there's armor in the board room (the other door in the employee lounge outside the storage room you came in through). Get out the AT-600 Scorpion and make sure it's in Heat seeking mode before you head through the door to the roof (it has a little green and white picture of a man running and an arrow next to it). You'll see a short scene with Dominique before ending up on the roof. There are six guards on the roof, all armed with SG5 Commando's. They're pretty easy to take out with the Scorpion, because the heat seeking missiles will tend to go after the guards rather than the helicopter. You can get a Bond Move for shooting down the flying helicopter, but it's pretty tough to do (IEusually have to use unguided missiles just so they don't go after the guards). Be careful when you launch missiles at the guards, though. If they are in the middle of a burst of gunfire, very often they'll hit the missile you just launched, causing it to explode in your face and do a lot of damage. PLATINUM:EThere's a 007 Icon in the far left corner of the roof. You'll pretty much need to kill all the guards before you can go grab it safely. Once the guards are taken care of, go to the helicopter sitting on the pad. There's a parachute inside it, which you'll need to get off the roof. Once you have it, just jump off the building and the mission is over. Bond Moves: - Enter office floor security room via ventilation duct - Gain access to Secure Terminal - Shoot down helicopter on the roof 007 Icons: - In the garage area in front where Bond starts on the right side - In the lobby near the front door - At the end of the hallway to the left out of the elevator room - In the last cubicle on the left in room 70C - At the end of the hallway near the roof access door - In the board room on the executive floor - On the roof in the far left corner Scoring Summary: Target Points Possible Bond Moves: 2 50,000 Opponents Dispatched: 8 50,000 Subdued: 0 0 Surrendered: 0 0 Stealth Rating: 100% 50,000 Accuracy Rating: 100% 50,000 Health Remaining: 100% 50,000 Time: 4:30 50,000+ 007 Bonus: 7 150,000 Rewards: Bronze: Kiko Card Silver: Team King of the Hill Multiplayer Scenario Gold: Pistol Upgrade Platinum: Christmas Jones Multiplayer Skin ========[ Mission 7 ]========================================================= ========[ Chain Reaction ]==================================================== Format: FPS Objectives: - Investigate building ST-1 - Photograph the Jetpack Prototype - Advance through Warehouse TR-2 - Investigate building ST-3 - Photograph the Laser Prototype - Destroy door C5 with mounted laser on catwalk Building ST-1 and the first yard -------------------------------- You'll start out on the roof of building ST-1 with the sniper rifle out. You can snipe at the guards around the buildings in front of you, but there is really no point. They'll all be re-spawned when you come back out, and you really don't need to kill them to rack up kills to get a full bonus for opponents dispatched. Pull out the laser gadget and turn around. In the back of the building is a grate over a ventilation shaft with 4 metal clasps holding it in place. Burn off all four clasps, then hop down the shaft to earn a Bond Move. The guards inside ST-1 are placed somewhat randomly. There will usually be one guard patrolling the catwalk in front of you, sometimes two. There can also be a guard standing behind the boxes to the left. Before you start shooting, see where the guards up top are. If the patrolling guards are both on the catwalk near the barrel in the middle, you can shoot it a few times and take out both of them. If there's a guard on the left, you can drop him with a shot to the head or a few shots to the body from your pistol if you have the P2K (if you've been getting golds on all the previous missions, you'll have the normal P2K now). When the guards up top are taken care of, duck down behind the boxes and take out the sniper rifle. There will be several guards below, some may be patrolling along the walkways on towards the far end of the building. If you take cover behind the boxes and be patient, you should be able to take any guards in positions to shoot at you with some careful sniping. There will be at least two, sometimes 3 guards on the platform directly under the area with the boxes you dropped down into. Three shots from the P2K (or one to the head) will take them all down. You can use the sniper rifle, but they'll be close enough to hit you with their pistols fairly often, so unless you are really good making snap shots with the rifle, I'd stick with the pistol to take them down as fast as possible. Once the guards below are out of the way, go down the stairs to the level with the Jetpack Prototype on it. Grab the armor on the boxes near the bottom of the stairs, and then take out the micro-camera gadget to take a photo of the jetpack. Use manual aim, make sure the entire jetpack is within the frame, and pull the trigger to take the picture and complete the objective. PLATINUM: Grab the 007 Icon on top of the forklift on the ground level. Exit the building through the tunnel leading out (it will be on your left if you are on the ground level and looking towards the platform with the jetpack on it. You'll want your sniper rifle ready when you get outside. Like the spawns inside, the snipers outside are placed somewhat randomly. There are only 2 that are always present. You will usually have warning when one of them sees you (they'll call out that they've spotted you on the radio). When you hear them say they've seen you, duck back behind whatever cover you just emerged from and proceed with caution. One of the spawns that always seems to be there is in the hanger. As you come out of the tunnel, turn to the left until you are facing down the alley between building ST-1 and the wall next to it. Sometimes there is a sniper on a platform attached to building TR-2 or on the round tower visible. If you hear them say they've spotted you, duck back behind ST-1 and take out your camera. If you got the upgrade from earning a Gold on Enemies Vanquished, the you'll see little green reticles around each sniper, even if you are looking through buildings and walls. If there are any snipers that see you from the alley, take them out. Now back all the way into the corner of the wall nearest the doorway that you came out of ST-1 from. If you look towards the green hanger building (just visible over the top of the wall to your right), and zoom in, looking just above the concrete wall, and just inside the left wall of the hanger, you'll see the arm of a sniper. Any hit from the sniper rifle, regardless of location, will kill the enemy snipers, so you can shoot this one in the arm and take him out. Now head to your left down the alley in back of building ST-1. When you get to the far side of the building, there will be a sniper in the alley to your right. This is the other sniper that is always present. Sometimes there is a sniper, and very rarely, two, on the green tower you can see at the end of the tower. Use ST-1 as cover and take out the camera to help locate them if you have trouble spotting them (if they are there). There's a round concrete that you'll see the top of when you get to where the sniper in the alley was standing. There's a walkway around it about 1/4 of the way down. There is usually a sniper or two standing on that walkway on the left side of the tower. If you don't see them, take out the camera again and check to see if they're moving around to get a shot on you. At least one of the spawn patterns only has a single sniper on the walkway, and he will stay on the far side of the tower until you move around far enough to shoot at him. If there are any snipers visible on the tower, or moving to where you can see them, take them out and then head down the alley. When you get close to the end, you'll see where the alley turns to the right before opening up into the main yard. There is a forklift parked just outside the mouth of the ally you'll see as soon as you can see the end of the alley wall. There is usually a sniper standing on top of the forklift, sometimes 2. There is almost always a sniper standing behind it, as well. Sometimes a sniper will be present near some barrels to the right of the forklift, as well. Once the snipers in the yard near the forklift and/or barrels are all dead, you can head out into the yard. If there was a sniper on the back side of the round concrete tower, move around the the left to take him down. There can also be snipers on the green towers behind it, though usually they will have moved into position to shoot at you when you were still in the alley. Take out your camera and look towards the hanger building. There will almost always be a sniper, sometimes as many as 3 or 4, on the catwalks inside. Just locate them with the camera and proceed with caution until they are taken care of. If you get hit and need armor (one shot from a sniper will take off almost all of your armor on 00), there's a pit between building ST-1 and the hanger that has armor in it and some APErounds for the rifle on top of it. On the building next to the hanger, on the far side from ST-1, is a broken staircase with a grapple point above it. You can get some more APEammo for the rifle and earn a Bond Move by grappling up to the top of the stairs from the moving forklift. You don't need to do this, however, unless you are running low on ammo, as both normal and APErounds are both one hit kills. Go back to the forklift parked near the concrete tower, climb up on top of it and grapple up to the walkway on the tower (you can also climb up the ladder on the side of the tower, but it takes a lot longer). Now go around to the left until you reach a wire you can hand-over-hand across to one of the green towers. Head around towards the other green tower. There's another wire leading across to the next tower, but you can ignore it and just run to where the towers come together and jump across to the other walkway. Now continue around until you get to the end of the walkway. There's a wire leading across to building TR-2, but don't go across just yet. This next section is optional, unless you are going for Platinum, but getting the Delta Repeater and Phoenix Ronin will make the second part of the mission a little easier. If you don't want to bother getting them and aren't going for a Platinum medal, just skip ahead to the section marked "Building TR-2". If you stand on the very end of the walkway and look up, there's a vent pipe coming out of the top of TR-2 with a grapple point on it. Grapple up, and the head across the roof towards the hanger. On the side of TR-2 you'll find a zip line that will take you to the right side catwalk of the hanger. On the catwalk you'll find a Delta Repeater and some armor. PLATINUM:EGrab the 007 Icon at the end of the catwalk, as well. Now jump down on to the building inside the hanger. In the middle there's a fan propped up vertically with a grate in the roof of the building next to it. Laser the clasp holding the grate in place (it's on the far side of the grate from the fan) and drop down inside the building. PLATINUM:EYou'll land on a 007 Icon inside. At the other end of the room is a Phoenix Ronin (it looks like a little suitcase). Next to the Ronin is a door you can open and head back out into the yard. Now go back up the concrete tower, across the green towers, and across the wire onto the platform leading into building TR-2. Building TR-2 ------------- There are a number of guards inside, also with fairly random locations. They all have Storms, so they aren't much of a threat to you at long range. Crouch in the doorway and shoot any you can see. There are usually a few on the walkways in front of you on lower levels, and usually one or two that walk along the catwalk on the far side of the building, or sometimes one that will stand facing the exit door on the far side. There's a turbine on the floor on the far side of the building, and usually a guard or two behind it that will sometimes come out from behind to shoot at you. There are also usually guards near boxes on the left side of the building. The only guard that is always present is on the same level as the door you come in, but you can't shoot him until you drop down from the doorway. Turn to the left, stand up, and you should be able to see his head sticking up behind the boxes on the catwalk above the one you are standing on now. PLATINUM:EGo down the broken stairs near you on to the floor and grab the 007 Icon behind the turbine. Then get back up onto the catwalks via the stairs near the turbine. Head around to where the big metal support beam has fallen with one end resting on the catwalks. If you've been hit at all, you can grapple up onto the walkway above from the beam or the box nearby and grab the armor in the corner. Now walk carefully across the broken beam, jump down onto the boxes or barrels on the walkway on the far end, and head towards the door with the flickering green sign above it. Press action when you're up against the door to move on to the next section of the mission. The second yard --------------- This is probably the hardest part of this mission. You'll be facing a number of enemy snipers, and you won't always have good cover to fight them from. There is armor right in front of where you spawn, but unless you get hit before moving on, it's difficult to get back to (you can jump up on the railing and jump across the gap in the stairs if you really need to). There is also armor on some broken stairs in the yard, and in the room with the broken windows high above the yard. When you start out, duck down and move to the corner in back and to the right. There will be a sniper walking along the crane on the right side of your vision. Take him down and then aim over towards the left side of the crane he was walking on. There's another crane behind it and a sniper that will pop into view as soon as you kill the first one. Once the two on the cranes are dead, torn slightly to the left and aim a bit downwards. When you stand up there will be a sniper standing in the corner of an overhang. When he's dead, you can head down the broken stairs you are on. Run down the stairs and jump out onto some rusty containers next to the stairs. There is a doorway you'll see ahead of you as you run across the top of the containers. Inside the doorway is a small room with some more ammo, as well as 1-3 snipers. If you have the Delta Repeater, take it out and wait to the right of the doorway. The snipers will come out into view and you can drop them with a single bolt. If you didn't get the crossbow, you can take them out with your pistol or with snap-shots from the rifle, but the crossbow is the easiest way to drop them quickly. As soon as you've cleared that room, head out into the yard, but go between the two metal containers, they'll give you good cover from the next two snipers. In the far left corner of the yard, the corner farthest from the room you just came from is another round concrete tower. There are two snipers on it. You may have to maneuver around a bit to get a shot on them as both cranes are in the way, but don't go too far out into the yard if you can avoid it, or the guards in the room high above you will start shooting at you. Once you've taken down the two on the round tower, head into the alcove to the right. You'll want to get behind the wall of building TR-2 and use it as cover to fight the snipers in the room above. On the top of the tall building connected to ST-3 is a room with 3 broken windows. There will be 1-3 snipers inside the room (between the room below and broken window room there will always be a total of 4). You may need to move around in the yard a bit to get them to come to the windows to start shooting at you, but get behind TR-2 as soon as they do, then use the micro-camera to locate them and take them out with your rifle. They seem to really like hiding behind the small pieces of glass in the bottom left corner of each window, so you can often shoot in through the glass to take some of them out. Occasionally, you'll get a sniper up in that room that won't move to where you can shoot him (and he can shoot you), no matter how far into the yard you move. Sometimes standing on the forklift at the base of the big crane will coax him into showing himself, other times, he'll stay put until you actually grapple up on the the crane itself. If this happens, you'll have a tough time with the snipers that spawn on top of ST-3 when he's dead. As soon as the snipers in the high room are all dead, a single sniper will spawn on the roof of ST-3 . You'll be able to see him come over into view if you are looking up at the top of the building. Take him down as fast as possible, because he'll probably have a good shot on you. When he's dead, hop up onto the forklift at the end of the crane and then grapple up onto the crane itself. When you get up top, 5 snipers will spawn on the roof of ST-3, though usually only 4 will actually come into view. You can stay behind what cover is available at the end of the crane and fight them. Another option is to run to the far end of the crane as soon as you get up top, take the zip line down the ground, and duel them from behind cover of the two metal containers. Do whatever works for you. You have to be pretty lucky not to get hit in the fight with them, as they WILLEget shots on you, no matter how good you are. When they are all dead, you can grab the armor on top of the broken stairs in the yard, or, if you need to, climb back up to where you started the section and grab the armor there (you can get past the broken part of the stairs by standing on the rail and jumping across, but it's tricky). Now head back up to the top of the big crane (unless you're already up there) and climb the ladder to the platform on top of it. Go hand-over-hand to the smaller crane, but move quickly. If you pause for very long at all, you risk running out of strength to hang on (the bar on top of the screen). Go into the control booth of the smaller crane and hit the button inside to swing it around. PLATINUM:EOnce the crane has finished moving, you can jump onto a small ledge running along the side of ST-3. Follow it to the end and climb up the ladder to the roof of ST-3. Usually there's a sniper that stayed at the back of the building when the one's on the roof spawned, so you may need to take him out when you get up there. On rare occasions, there's actually 2 of them that stayed at the back. There's a bent pipe leading up to a ledge in front of the room with the broken windows the snipers were in. Jump on to it and walk up it until you see the wall-hug icon, then press action. Wall hug along the ledge until it widens out a bit. Be careful here, because if you are still holding the stick to move in the wall-hug mode, you can actually strafe off the ledge to the left and fall. Jump through the window into the room and grab the 007 Icon inside. There's also armor and more APEammo in there. Take the zip line back down to the big crane, and head back across the wire to the small crane. Walk out along the arm of the crane after it's finished moving and drop down onto the platform on the side of building ST-3, then go inside. Inside ST-3 ----------- Once inside ST-3, head to the right and out into the control booth. There is armor in the room to the left, but it's best to save it until you've dealt with all the guards on the floor if you can, you'll want to have full armor when you start the last part of the mission. Out on the floor, and on some catwalks in the far right corner will be a number of guards, all armed with Storms. Like in TR-2, they aren't much of a threat to you at long range, so don't worry about being hit a few times. Use cover where it is available, and snipe then as they pop out to shoot at you. When no more guards are visible, head down the stairs to the right on to the floor, and make sure they're all dead. There is usually one guard on the catwalks on the right that won't pop out until you come around the corner, and occasionally a guard or two that will be standing in front of the big metal door (C5) on the left. Once you are sure all the guards in the area are dead, you can head back up to the control booth. If you got the Phoenix Ronin in the first part of the mission, you'll want to make use of it now. There are 3 big metal plates hanging from the beam near the catwalks with the laser mounted on them. Place the Ronin in front of the one directly opposite the big door marked C5, facing the door. PLATINUM:EOn the left side of the wall opposite the control booth is a door leading to a storage room. There are 3 guards inside, one on the floor and two on the shelves in the back. Take them out, grabbing the armor on the boxes next to the forklift if you need it. Now jump up onto the boxes with the armor, and then jump across onto the left side of the lower shelf. There's a 007 Icon behind the boxes on the shelf. Grab the armor in the room through the control booth if you need it. Now hit the action button while in front of the controls in the booth to activate the crane. Stand on the stairs just outside the booth and grapple up to the hook in the ceiling. Hold the trigger on the grapple so you don't fall. When the crane comes close, jump down on to it to earn a Bond Move. PLATINUM:EJump off the crane on to the beam the crane moves along on the right (if you are facing away from the control booth). There's a 007 Icon on the beam on the far end from the booth. Hop down on to the catwalks in alcove in the far right corner when you get there. There's a laser mounted in the middle of the walkway. As soon as you see it you'll get an objective to take a picture of it. Take out the camera and take a shot with the whole laser mount in frame, just like with the jetpack. Now you'll need to use the laser to destroy the big door marked C5 so you can escape the building. Hit action to begin using the laser. If you put the Ronin down on the floor, it will start shooting at the guards and snipers that spawn down there. With the Ronin in place, you'll only need to worry about the guards that come along the catwalks to the right, and rarely, a sniper on the far left behind the big tanks. If you didn't get the Ronin and put it on the floor, you'll have to make sure you kill all the snipers on the floor as they appear. Use the laser in short bursts to take out the guards. The laser will overheat if you use it for two long, leaving you vulnerable, with no way to shoot your enemies (unless you disengage from the laser and use your normal weapons). As you have time, use the laser to heat up the C5 door until it explodes. Now, hit action again to disengage from the laser, then run down the walkway to the right. You'll probably have to shoot a guard or two on the catwalk, but the Ronin should be covering the floor for you. (If you didn't get the Ronin, you'll have to watch for the snipers on the floor, too). At the end of the walkway, jump down on to the boxes below, and then head out the doorway to and down the tunnel to complete the mission. Bond Moves: - Gain access to building ST-1 through the covered shaft at the rear - Grapple on to the platform with armor and ammo from the moving forklift - Grapple up on to moving crane in ST-3 007 Icons: - On top of the forklift in ST-1 - On one of the catwalks in the hanger building - In the turbine in the hanger building - On the floor behind the big transformer on the floor of TR-2 - In the room high above the second yard with the broken windows - At the end of the rail the crane moves along in ST-3 - Behind some boxes on the left side of the middle shelf in the back room of building ST-3 Scoring Summary: Target Points Possible Bond Moves: 2 50,000 Opponents Dispatched: 45 75,000 Subdued: 0 0 Surrendered: 0 0 Stealth Rating: 0 0 Accuracy Rating: 100% 50,000 Health Remaining: 100% 50,000 Time: 20:00 25,000+ 007 Bonus: 7 150,000 Rewards: Bronze: Rook Card Silver: Wai Lin Multiplayer Skin Gold: Dart Gun Upgrade Platinum: Goldfinger Multiplayer Skin ========[ Mission 8 ]========================================================= ========[ Phoenix Fire ]====================================================== Format: FPS Objectives: - Escape from the tower - Gain access to lower office floor - Activate elevator override control in security center - Escape through the elevator shaft - Gain access to lobby - Raise security gate and escape through front entrance Executive Floor and Stairway ---------------------------- Phoenix Fire is easily one of the hardest missions in the game, possibly even harder than both Countdown and Equinox (it really depends on what you are good at in the game). It is certainly the most combat intensive mission. On easier difficulty levels this mission isn't that hard. The Raptor Magnum .50 is a one hit kill for most enemies, and on Operative level none of the keypad doors are locked. On 00, however, it's pretty challenging. Phoenix Fire takes place in the same office building as Night Shift. If you aren't too familiar with the layout of the building, IEwould suggest playing Night Shift a few times to get used to where things are. It is certainly easier to explore the area in Night Shift, as in Phoenix Fire there are usually people shooting at you. You'll start out with a Raptor Magnum .50 in the elevator on the executive floor. Soon after you have control, a yakuza will run into view from the left. Two shots to the body (or one to the head) will take him down, and you will want to kill him quickly. A red yakuza will come from the right, and it's easier to take the red one down if you can get outside the elevator to maneuver more easily. One to the head or three to the body will take down the red yakuza. Don't miss much with either of these two, as you only have the 7 rounds in the clip to start out with. Grab the ammo and grenades they drop, then go back into the elevator and jump through the broken glass onto the ledge outside. PLATINUM:EThere's a 007 Icon at the far end of the ledge. Even if you aren't crouching, the two yakuza in Mayhew's office won't notice you out on the ledge (just don't shoot at them, you can't shoot through the glass anyway). Switch to the grapple gadget and use it to get on top of the elevator. Open the grate there (the same one you went through in Night Shift) and head into the storage room, earning a Bond Move. As you drop down you'll pick up the Militek grenade launcher. Don't move from where you land, instead, aim at the shelf on the far side of the room (to the right of the door). On the shelf that is about eye level there are what looks like boxes wrapped in brown paper (reams of printer paper, maybe?). Aim at the bottom of the boxes/reams where they meet the shelf. Now walk up to the door (it will unlock and open automatically, don't hit the action button or you'll actually close it). There's a civilian that will see you and alert the yakuza standing in the middle of the lounge. As soon as he's dead, turn towards the door on the right leading to the board room. Open the door to the boardroom, but don't go inside. There is another civilian, as well as 2 yakuza (one red, with a shotgun) in the board room. You can stand outside and alert them, causing them to run up and stand in the doorway to shoot at you. If you were aiming at head level for the yakuza in the lounge, you'll be at about the right level to head-shot the yakuza when they get to the doorway. After dropping the two yakuza inside, go grab the armor sitting on the table and the grenades on the floor. You'll also have a shotgun now, which makes taking out most of the yakuza on this floor a lot easier, but save a few rounds for later, you'll want them for the first part of the stairwell later on. PLATINUM:EMake sure you get the 007 Icon at the far end of the table from the door. Now head out through the lounge into the elevator lobby area. Go all the way across towards Mayhew's office (the door on the left across from the board room lounge. Go through the secretaries room and open the door to Mayhew's Office, but, just like the board room, don't go inside. There are two yakuza (one red) inside that you can alert and then shoot when they run up and stand in the doorway. When they are dead head into Mayhew's office and get behind the desk. Do not activate the computer Mayhew's desk yet. Instead, aim at the neck of the orange vase on display to the left. The neck which will be about head height for the next two yakuza when the stop in front of the desk to shoot at you (you can hit them as they run over from the door, but it's tough). When you activate the computer terminal and get the code from it, two yakuza will run into the room. Stay behind the desk, as it will offer fairly decent cover from their shots. They'll run over at the end of the desk to your left to shoot at you. Take them out as fast as possible, the one with the pistol, especially, will do a lot of damage to you very quickly (the one with the shotgun tends to hit the desk more than he hits you). head out of Mayhew's office and stop in the secretaries room for a bit. There will be two yakuza out near the elevator armed with pistols (one normal, one red). Stand in the corner near the door to Mayhew's office and aim just below the base of the lamp to the left of the door leading out to the lobby (you'll want the top of your cross hairs to almost touch the bottom of the lamp). Aimed like that, you'll be at head height for the two yakuza out by the elevator when they are at the range you first see them at. Now head around the partition wall towards the big metal door to the secure mainframe room you went into in Night Shift. Stop when you are in the opening in front of the mainframe door and look to your right where you'll see the door to the stairs. While standing in the doorway, aim at the keypad to the right of the door, which will be about head height for the last four yakuza you'll fight. Now back down the hallway towards the stairwell door. The yakuza will come in pairs, running from the area of Mayhew's office down and run up to in front of the mainframe door to shoot at you. They will be armed with pistols and shotguns, and at least one (sometimes 2)Eof them will be red trench coat wearers. Now unlock the door with the code you got from Mayhew's computer. As you enter the stairwell, a guard will come running up the stairs towards you. I like to use the shotgun because it's the easiest way to take him down in a single shot as he charges up the stairs. As you head down the first flight of stairs, another guard will poke his head around the corner and is also easy prey for the shotgun. Now get a frag grenade ready and head down the stairs until you see a yellow stripe on the wall in front of you. When you get to the landing with the where the yellow stripe starts, lob a grenade down the stairs to take out a few guards below (there's 3 coming up the stairs a level or two below you). Some of them may survive the grenade blast depending on where it lands, so back up around the corner and get your shotgun ready if any come up the stairs to you. Now head down the stairs and collect the guns they dropped. Take a few seconds to pre-zoom the SG5 Commando, as well as set it for burst fire (the mode with the laser sight) as full auto fire is too inaccurate to hit anything more than a few feet away. When you get to the landing with the first door, take out another grenade. You want to throw the grenade so it stops bouncing in the middle of the landing and back down the stairs towards the door to the 73rd floor. Two guards will come running down the stairs from above and should be take out by the grenade. As soon as you throw the grenade, switch to either the shotgun or Commando. A guard will come rappelling down the left wire in the middle of the stairwell, shooting as you as he comes down. You won't have any cover from him, so you want to take him out as fast as possible. Two more guards will come running up the stairs towards you as well. When all five guards are dead and you've collected their guns, repeat the grenade trap and back down to the door to floor 72. Two more guards will come from above and should die in the explosion. The two guards from below and the rappelling guard won't spawn until you move a little ways out of the corner near the door. The repeller will again be coming down the wire on the left. The two guards below probably won't run up the stairs to you, so you may need to kill them as they shoot at you from the landing below. The SG5 Commando in burst mode, using manual aim to zoom in is probably the easiest way to take them out. There are no more guards that come from below, so you can run down the next two flights of stairs, ignoring the guards coming from above. Grab all the goodies under the last flight of stairs (especially the armor and the satchel charges). Now run up to the door and hit action to move to the next section before the guards above have time to shoot at you much. Office Floor ------------ You'll start outside the door to the stairs with two guards facing away from you. A civilian will alert them to your presence shortly, and they'll turn to fight you. After they are down grab the suitcase near them (it's a Phoenix Ronin that we'll use later, in the lobby). Go up to the intersection and turn right (don't go down the left hall yet, there's a helicopter outside and you don't have the weapons to fight it yet). Around the next corner to the right is a pair of guards and a Phoenix Ronin (suitcase gun). Toss two grenades near the Ronin (from around the corner, you don't want it to be shooting at you) and you'll take it out. Then you can move out and engage the two guards behind the dead Ronin. Now head past the Ronin and down the hallway to the left. There will be a pair of guards walking into the second door on the left, and you can them out fairly easily as they move into the office. If you've been hit, there's armor on a table across the office from the door the guards went in. Now take out a satchel charge, we're going to blow open the windows to the security room (there's a computer with the code to open the locked door much later in the level, but blowing open the windows is a heck of a lot faster and safer). Go out the door at the end of the hallway and place a satchel charge near the big windows looking out of the security room. You can hit the alternate fire button to put more time on the detonator, but 5 seconds should be enough to clear the area. Just put the charge near the windows (it has a very large blast radius)Eand get back into the hallway to avoid being hurt by the blast. There are 2 guards on the floor below you and 2 more above in the central room, but you don't need to kill them if you don't want to. If you don't spend much time in the central area and the security room and keep moving, they won't get good shots on you. If you go into the security room through the middle window, you'll grab the AT-600 Scorpion and the box of ammo for it on the table, as well as the armor if you need it). Make sure you get both the missile launcher AND the ammo, you'll need both to take out the helicopter IEmentioned before. Press action on both of the computer terminals on the bank of TV's while you are inside the security room, one opens the security shutters on the sky- bridge and the other activates the elevator to the lobby. Take out the Scorpion and head back towards where you started and down the hallway towards the sky bridge (where IEtold you not to go before). A heli -copter will come around the building from the left as you get to the sky- bridge intersection. Stay behind cover while it's facing you, it'll do a lot of damage with it's machine guns, and will also fire guided rockets at you. You can take it out with 6 hits from the Scorpion. It is best to fire at it from the windows in the hall (not from the bridge) and shoot when it is off to the far right. Don't fire rockets at the helicopter when it is able to fire machine guns at you, as it will almost always hit the rocket you just shot almost as soon as it leaves the launcher, blowing it up in your face. Destroying the helicopter will earn you a Bond Move. Another tactic for destroying the helicopter is to place a Phoenix Ronin (suitcase gun) in front of one of the windows and then get back some place the helicopter can't shoot at you and use the manual aim mode of the Ronin to shoot the helicopter down. If you use this method, make sure you pick up a replacement Ronin from elsewhere on the level, as you'll want one with full ammo for the lobby later on. PLATINUM:EMake sure you grab the 007 Icon at the end of the hall to the left of the sky bridge. Head across the bridge once you've shot the helicopter down. There will be two guards patrolling the hallway at the end of the bridge. Usually they will be a ways down to the left. You can usually take them from behind before they even know you are there. Now head down the hall to the first door on the right into room 70A. PLATINUM:EThere will be a 007 Icon on the floor in front of you as you go into the room. Head around the cubicle to the other door and open it, but do not go into the hallway. There is a Phoenix Ronin set up in the elevator lobby aiming down this hall. Stand in the doorway until you see a pair of guards coming from the hall across the way and a little to the right. Then duck behind the wall into cover. The guards will walk into the hall to attack you and be shot by the Ronin. When the pair is dead, stand in the doorway again until you see two more guards coming for you. Be patient, they will come. You can lure a total of 10 guards to their doom this way. After the guards have been slaughtered by their own Ronin, head out the door you came in and around to the left, past the sky bridge. The opening to the right past the bridge is the elevator lobby. There are two guards inside, as well as the Ronin. Lob a couple frag grenades inside to take care of the Ronin (if it hasn't used all it's ammunition on the guards in the hallway, that is), and then move in to take care of the guards. If you aren't going for a Platinum, you can step into the elevator shaft now and move on to the next section. PLATINUM: Head down the hall the guards we're coming from when you were standing in room 70A. The first door on the right leads into the cafeteria. If you waited for all 10 guards to be killed by the Ronin, there should only be two left inside. One will be to the right behind the bar, and the other to the left in the middle of the tables. The 007 Icon is in the far left corner on the floor. There is also armor, as well as some ammo and grenades, behind the bar. Elevator Shaft -------------- The safest place to be as you ride down on top of the elevator is in the corner to your left as you start, up against the wall opposite the open shaft and the wall with the doors in it. There are guards that will shoot at you from the open doors, but they won't hit you much at all if you are in that corner and crouched down. Take out the SG5 Commando and aim up at the right side of the open shaft. There are a total of 3 guards that will repel down, and they are the only one's you really need to worry about. Not too long after the first repeller comes down, you'll see a scene with the guards above you dropping a satchel charge onto the elevator. After the scene is over, get back into your corner before you worry about the bomb. After you are back crouched in your corner, take out your laser and use it to disarm the satchel charge (you'll have about 15 seconds total). Now get the SG5 out again and aim back up towards where the repellers will be coming from. After second, you'll see another satchel charge fall down and start beeping. Do NOT move yet, another guard will begin repelling down at the same time the second charge is dropped. If you switch to the laser immediately and start to disarm the bomb, he'll shoot you to pieces before you get a change to take him out. Drop him as soon as possible, then switch over to the laser and take care of the bomb. After the third repeller and second satchel charge, take out your Militek grenade launcher (you'll want it at the start of the next section) and sit tight. Before too long you'll see a scene with the guards blowing up the elevator cable, dropping the elevator car (and Bond)Edown to the lobby. Lobby ----- There will be 4 or 5 guards to the left as you begin this section. A grenade from the Militek will take care of the first couple of them. Move out of the elevator and a bit to the left until you see the others, then fire a grenade towards the near pillar in the lobby to take care of the others. Now move to the right and fire a grenade at the big green window in front of the security room to blow it open. Sometimes there will be a guard or two shooting at you from the second story of the lobby. If you have any rounds left for your Scorpion from the helicopter fight, a heat seeking missile is a great way to take care of any guards sniping at you from above. Move up to the window to the security room and look inside. There will be a guard along the wall with the computers, and another on the far side. Both will be unaware of your presence, and a grenade from the Militek fired right between them will take them both out. Now take out the Phoenix Ronin (the one you grabbed at the start of the Office Floor section of the mission). Place it in the opening between the elevator and the security window, facing out into the lobby. It will cover your back while you go into the security room and make a run to the lobby doors. Hop into the security room, activate the computer on the right side to open the shutters on the lobby door, and grab the armor on the counter on the far side of the room in the corner. Keep moving here, as guards will have spawned behind you and will be shooting at you. Don't turn to fight them, just keep moving and let the Ronin cover you. PLATINUM:EMake sure you grab the 00 Icon in the middle of the floor in the security room. Now head out the door on the left side of the room and out into the lobby. PLATINUM:EThe last 007 Icon is in the lobby to the left of the doorway you need to get to. If the Ronin is still shooting, you should be able to get the Icon without taking lethal damage from whatever guards are in the lobby. Go through the open doorway out into the front area and end the mission. Bond Moves: - Enter storage room from ventilation shaft - Shoot down helicopter outside of sky bridge 007 Icons: - On ledge outside of Mayhew's office - In the board room - At the end of the hallway near the sky bridge - In room 70A - In the cafeteria - In the lobby security room - In the lobby to the left of the exit Scoring Summary: Target Points Possible Bond Moves: 2 50,000 Opponents Dispatched: 65 75,000 Subdued: 0 0 Surrendered: 0 0 Stealth Rating: 0% 0 Accuracy Rating: 100% 75,000 Health Remaining: 100% 75,000 Time: 12:00 25,000 007 Bonus: 7 150,000 Rewards: Bronze: Alura Card Silver: Demolition Multiplayer Scenario Gold: Pistol Upgrade Platinum: Drake Suit Multiplayer Skin ========[ Mission 9 ]========================================================= ========[ Deep Descent ]====================================================== Format: Driving (well, sort of... what do you call driving a sub? Piloting?) Objectives: - Make it to beach undetected - Fine alternate way into Drake's base - Destroy communications node - Plant charges on missiles - Follow sub into base - Place Q-Charges on docked submarines - Destroy enemy attack sub When the mission starts, head a little to the right and go around the rock pillar. If you go around the right side of the pillar, you'll be aimed right at the hole in the sunken tanker after the short scene with the enemy sub lurking nearby. Now go through the hole into the tanker. PLATINUM:EThere's a 007 Icon below and to the right just after the dividing wall in the tanker. Head through the other hole in the back of the tanker and you'll see a short scene with an enemy mini-sub and a warning from Alura. Head down the tunnel to the right until you get into a room in front of a tunnel with propellers in it. At the far end of the tunnel past all 3 propellers is the communications node you need to destroy (it's a big tower with flashing blue stuff on it). You can hit it with a well timed set of regular torpedoes, but it's a lot easier to fire a single remote torpedo and guide it past the propellers. You'll get a Bond Move if you destroy the communications node while you are still in the big room and haven't gone down the propeller tunnel yet. Once the node is destroyed, head down the tunnel past the propellers. Just be a little careful with timing and they're easy enough to avoid. The Vanquish in sub form is not quick to accelerate, so it's easier to get up to speed and steer to avoid the blades rather than stop in front of them and try to accelerate forward to pass through them. PLATINUM:EOn the floor of the room with the communications node, right under the last propeller, is a 007 Icon. Stop in the communications node room and fire a remote torpedo down the tunnel leading up to the left. The mini-sub you saw before is sitting beyond the end of the tunnel over some air tanks on the floor. Hit the air tanks with your torpedo to destroy the mini-sub without alerting it and earn a Bond Move. Now head up the tunnel to where the mini-sub was and you'll see a passageway covered by a laser grid. Fire a remote and guide it through the grid and hit the vaguely bug-like box with the flashing lights on it on the other side of the grid, on the lower left side of the tunnel. The lasers will detonate your remote, so you need to avoid them. The easiest places to get through are the big gaps at the corners. With the laser grid out of action, head down the tunnel towards the first of several mine fields. At the 00 difficulty, hitting a single mine will cause a tunnel collapse and mission failure. Someone once made a comparison between Han Solo (Star Wars and Jean Luc Picard (Star Trek) in regards to navigating an asteroid field. Jean Luc Picard slows to 1/4 Impulse and maneuvers on thrusters. Han Solo floors it and kicks ass. For the first two mine fields (both are in the same section of tunnel with a small gap between them), IEprefer the Han Solo method of navigation. Keep your speed up and rely on reflexes to get you through. You may also want to switch to first person view, as the V12 can block your view of mines in front and below you in third person mode. Stay high and there aren't too many mines you'll need to worry about. You can maneuver slowly if you like, but IEhave found that it is actually somewhat harder to avoid all the mines because of the V12 subs slow rate of acceleration, and almost complete inability to turn at low speed. Also, if you want to make a par time for the mission, you have to move fast. There's a short gap after the first mine field, then the second begins. Stay high and keep your speed up and it shouldn't be too hard. You'll reach a second laser door a bit after the second field ends. Fire another remote and follow the cables on the left side of the cave (they have a string of lights on them for your convenience) down to the control box and blow it up to deactivate the grid. Now head down into the third and final mine field. You'll want to move slowly here. If you floor it and stay high, there are two mines that come up to the very top of the tunnel and you will almost certainly hit one of them. PLATINUM:EThere is a 007 Icon at the bottom of the cave, under the last mine. This can be a tough one to get. Be patient and avoid the mine moving from side to side over the Icon. If you are all the way at the bottom, nudged up against the floor, that last mine will actually pass over you. Getting turned around so you can actually see when it's clear can be difficult, but turning sharply while going backwards and forwards can spin you around. There is a tunnel leading up from just above the bottom of the cave with the mines in it that you need to go down (it's the only way out, but it can be hard to see). Head up the tunnel until you see it open out into a room with six missile launch platforms (and the missiles on them). After the short scene is over, use the regular homing torpedoes to destroy the mini sub in front of you (it will take 3 hits total). Now you'll have to place Q-Charges on the little panels at at the base of each missile platform. The door you'll need to leave through is high up on the far side from the tunnel you came in. If you go counter clock-wise starting with the second missile platform on the right from the tunnel, when you place the last charge, you'll be heading towards the door when it opens. You can take the time to destroy the two mini-subs that come out of the exit, but you don't have a lot of time (the timer at 00 difficulty starts at 50 seconds from when you place the first charge). When you head out through the door, you'll see a mini-sub start to run away from you, and a short scene where Alura tells you to follow it. This is the beginning of the fabled chase. Hit the gas and stay on it. Don't follow the enemy subs path exactly. There are two reasons for this. The first is that it drops little mines behind it that will hit you if you are following it exactly. The second is early on in the chase where the sub darts to the right around a rock pillar in the tunnel after the first door. A big rock slides down blocking the right path, which will delay you long enough that you won't make it to the second door in time unless you went left. PLATINUM: After the second door the tunnel will open up a bit into a wider area with some pillars and a couple man-made structures. After that it will narrow down into a rock tunnel briefly, and then open up again. Stay high and you'll see a natural rock bridge. There's a 007 Icon high up on the right side of the tunnel just before the third door. If you went above the natural bridge you'll see it clearly and should be able to grab it as you pass by. After the third door the tunnel will open up into a large area with the rusting frame of a WWII bomber and you'll follow the mini-sub up towards the surface. The chase then leads through a section with a lot of metal structures, at the end of which is the final door. As soon as you see the objective complete text come up it means you've followed the sub to the base. You still have to make it through the last door, but you can blow it up now. A single homing torpedo will destroy it. The tunnel after the door will curve around to the left. Don't do all the way out or the three subs in the next area will become alert and you won't be able to get the Bond Move for destroying them with the air tanks. Move up the tunnel slowly until you can see the second pipe coming from the right side of the room outside the tunnel. Now fire a remote torpedo and guide it all the way across the room. You'll see the enemy mini-subs on little cranes (if you don't see the subs, or you don't see all three of them spawned yet, you won't get the bonus for dispatching all three, but don't worry about it). Even if you don't destroy all three, as long as you got one of them with the air tanks you'll get the Bond Move, and all three will be disabled. PLATINUM:EAbove the mini-sub launching area and behind a little concrete barrier is a 007 Icon. There is another laser grid door on the far side of the room from where you came in. The control panel for is it down the tunnel a bit on the left side. In the middle of the tunnel on the bottom is some armor you'll want to grab. PLATINUM: As you exit the tunnel into the sub pen, head straight up the wall, all the way up to the water. There's a small alcove in the rock right above the tunnel exit almost at the surface with a 007 Icon in it. There are three big submarines docked in the sub pen that you'll need to set Q-Charges on. The panel to place the charge is up where the gantry is attached, just above the conning tower. You'll have 90 seconds to escape after placing the first charge, and you have to fight an attack submarine guarding the exit before you can leave. If you aren't sure you can destroy it quickly, you might want to go fight the sub before placing the charges and then go back to plant them. The best way to fight the attack sub is to sit behind the conning tower of the third docked up, dart out and fire a salvo of homing torpedoes, and then duck back behind the docked sub so the torpedo from the enemy blows up on the conning tower (and not you). A direct hit from the attack subs torpedoes will do significant damage, so you don't want to fight it out in the open. Another tactic is to stay behind the third sub, launch remote torpedoes, and guide them into the attack sub. The problem with this is it takes a long time, and you may not have enough remote torpedoes left to kill it. It takes 11 or 12 hits from a remote torpedo to take it down on 00 difficulty, and only 4 hits from the normal homing torpedoes. If you've been using remotes to destroy all the "hard to reach"Etargets, you most likely won't have enough to destroy the attack sub. One the attack sub is dead and the Q-Charges are all planted on the docked subs, head out past where the attack sub was and you'll finish the mission. Bond Moves: - Destroy communications node from room behind propellers - Take out enemy mini-sub by destroying air tanks - Take out 3 enemy mini-subs by destroying air tanks 007 Icons: - In the sunken tanker to the right after the partition wall - On the floor in front of the communications node - Below the mines after the second laser door - High and to the right before third door during the chase - Above and behind the sub cranes in the factory room - High above the entrance to the sub pen Scoring Summary: Target Points Possible Bond Moves: 3 100,000 Opponents Dispatched: 9 75,000 Accuracy Rating: 100% 50,000 Health Remaining: 90% 50,000 Time: 6:05 50,000+ 007 Bonus: 6 100,000 Rewards: Bronze: Vanquish Sub Card Silver: Nick Nack Multiplayer Skin Gold: Decryptor Upgrade Platinum: Elektra King Multiplayer Skin ========[ Mission 10 ]======================================================== ========[ Island Infiltration ]=============================================== Format: Driving/Rail Shooter Objectives: - Dismantle Drake's island defenses - Download defense system code from compound - Disable island defense Sentinels - Disable primary access route - Protect Alura as she completes the mission Driving the SUV --------------- The SUVEdoesn't drive like the V12 Vanquish. It actually handles a lot like a real SUV: unwieldy when turning sharply and slow to break. It's pretty easy to fishtail if you are turning sharply around the turns in the road, so slow down if you hear the tires slipping. Like the Vanquish, it has a missile system as primary weapon with a machine gun as backup. The missiles fire in pairs if you got a gold medal on Paris Prelude (if you haven't, go back and do that now, it'll make this mission a lot easier). PLATINUM:EAs soon as you have control, hit the brakes and back up all the way to the beginning of the road at the beach where you'll pick up the first 007 Icon. Head up the road and go to the right when it forks. As soon as you see the security center, slow down. You'll want to stop right in front of the gate, and if you're going to fast you'll skid right through it, alerting the guards on duty. When you come to a stop just short of the gate, it'll will open (because you're driving one of their vehicles) and you'll earn a Bond Move. Be careful when driving around the base. If you hit the walls or railing it is ok, but if you run into a light pole, the guards will be alerted and attack. Head to the right under the first building, there's a box of missiles under the overpass there. Now go between the tower on the left and the ramp up to the helipad and grab the armor there. Back up carefully after getting the armor and then head up the ramp. PLATINUM: There's a 007 Icon on the left side of the helipad. Hit the action button once you are on the helipad (you'll see an action available in the lower right part of the screen) to download the security codes for the island. Now drive carefully out of the base and crash through the gates. The guards inside will be alerted when you crash the gate, but you'll leave them in the dust. Take the right path at the fork (the left is where you came from). Shortly after the fork there's a pair of guards on a bridge over the road. A salvo of missiles will take care of them. Towards the end of the long right turn after the guard bridge an SUVEwill come on to the road from the left. It takes three missile hits to destroy an enemy SUVEon 00 difficulty. Fire a pair of missiles as soon as you see it and follow it around the last part of the turn. You'll see another bridge ahead, and when you fire the second salvo of missiles, one will destroy the SUVEand the other will destroy the bridge. Watch where the destroyed SUV ends up on the road, because it can be an annoying obstacle (if you hit it, you'll send it careening down the road ahead of you). The road takes a little right-left-right S turn, at the end of which a second SUVEwill come from the right. Two salvos of missiles will take care of it in short order, you can fire the first as soon as you see the missile lock show up and the missiles will follow it around the bend in the road. A little ways up the road after the second SUV will be a gate. When you get close you'll see the upload action appear on the lower right side of your screen. Hit the action button to upload the code and open the gate. You'll see a short scene of a defense Sentinel rising up out of the ground. The best place to destroy it from is at the gate. It will take 3 missile hits to destroy it, but as soon as you fire the second salvo you can start moving up the road and the Sentinel will be destroyed before it can start shooting at you. An enemy plane will appear high above the beach to your right. Ignore it. If you are moving fast enough, it won't have time to shoot at you and it's not worth spending the ammo to destroy it. A little ways up the road will be a second gate. Hit the action button as soon as the upload icon appear to open it. The second Sentinal gun is up ahead in a little village at the end of the long right turn in the road. Slow down when you see the hut in front of you (it will be round and beige with a straw roof, and looks vaguely like a very squat mushroom). Creep up the road while trying to a bit to the right and eventually you'll see a missile lock reticle (and probably hear the Sentinel firing at you). You can use the side of the road as cover and shoot two salvo's of missiles to destroy the Sentinel gun without being hit (it will chew your armor and health down very rapidly if you let it shoot at you). As soon as the Sentinel is destroyed, head up the road into the village. There's a pedestrian bridge with guards on it ahead, easily destroyed with a salvo of missiles. Below the bridge on the left side of the road is another missile pack you'll want to grab. Now follow the road up into a deep chasm cutting through the rock. At the end of long straight section of the road you'll see some bushes on the right side. Switch to machine gun and shoot the side of the road where the bushes are and you'll destroy a barrier and uncover a secret path. Take the path up to the right, and keep your foot on the gas. At the end of the secret path is a jump over the chasm that you won't make if you are going too slow. Clearing the chasm earns you a Bond Move, as well as not failing the mission. You'll land on a section of paved road through a tunnel after the jump, and there's armor in the middle of the tunnel you'll want to collect (it's pretty hard to not get it, actually). Just past where the road rejoins the main path will be a large arena with 2 enemy SUV's in it. If you creep up until you get missile lock on them you can destroy them without taking too much damage. Interestingly enough, if you switch to first person view you can get lock on them earlier, because the viewpoint is from the front of the vehicle in first person mode. After destroying both SUV's, proceed slowly into the arena. A Sentinel gun will pop up in the middle and cave the tunnel in behind you. Back up a bit after you regain control and fire a pair of missiles as soon as you see the lock reticle appear. PLATINUM:EThere's a 007 Icon on the right side of the Sentinel, as soon as you fire the first set of missiles, hit the gas and grab the icon. You'll need to use the e-brake to fishtail to a stop facing the Sentinel to get off the second shot to destroy it. As soon as you fire your second pair of missiles, hit the gas and head for the armor on the left side of the Sentinel. You should have just enough time to grab the armor before the Sentinel finishes blowing up and you move on to the next section of the mission. Flying in the Ultralight ------------------------ You'll start out diving towards a large bridge with a convoy going across it. This is the "primary access route"Eyou need to disable. A single salvo of missiles anywhere in the center section of the bridge will bring it down. You can wait until you get a missile lock on the truck going across the bridge and fire at the truck to destroy the bridge as well. After the bridge there will be a SAMEtower on the right side of the canyon. Destroy it with a missile shot as soon as you have lock (or before, if you have steady enough aim). PLATINUM:EAfter destroying the SAMEtower with missiles, a 007 Icon will pop up in your flight path directly above it. A Sentinel gun will pop up on high on the left side of the canyon. Destroy it with two pairs of missiles as fast as you can fire them. Then turn to the right and fire a pair of missiles at the SAMEtower in the bottom of the canyon just above the river. You'll see a road on the left side of the canyon leading out of a tunnel. Alura will drop down along side the road so you can shoot up the SUV's driving along it. It takes 5 or 6 missiles to destroy an SUV, and they can do a lot of damage with their machine gun. Shoot 3 pairs of missiles at the rear-most SUV (it will be emerging from the tunnel as you pull up along the road). Now aim up ahead towards the bridge in the road. You'll lose lock on the second SUV briefly as it passes behind a bend in the road. As soon as you have lock on it again, fire missiles at it. You should hit it just as it's driving over the bridge, destroying the bridge and earning a Bond Move. Now fire missiles at the lead SUV when you get lock on it until it is destroyed. Another Sentinel gun will pop up on the right side of the canyon after you pass the road with the SUV's on it. Like the first, destroy it with 2 salvos of missiles as soon as you can. Up ahead you'll see another bridge with a big concrete tower in the middle of it. Fire a pair of missiles into the tower at the level of the bridge and you'll destroy both sections of the bridge, and the SUV's parked on it. If you miss the tower, you can still take out the bridge sections individually when you get missile locks on the SUV's. Just after the bridge, two enemy Ultralights will come from the left and fly ahead of you. Keep firing missiles at them until you shoot both of them down. It takes a good six hits to destroy each plane. After you pass over a small cluster of huts a third enemy plane will appear ahead of you heading towards you. You can get off a single salvo of missiles after you see the lock reticle on it before it passes by on your right side. It will circle around and reappear under your left wing. You'll have time to fire two more sets of missiles at it before you see a short scene of your Ultralight diving after the enemy plane over a waterfall. If you got your shots off early enough, you'll see the enemy plane being destroyed during the scene. If it wasn't, you'll need to fire another pair of missiles at it as soon as the scene is over. On the river below the waterfall are four hovercraft. You'll want to switch to the "pulse" weapon (basically the machine gun) to take them out. If you destroy them with missiles, it'll take 6 hits to take each hovercraft out and you'll be running very low on ammo after than. If you don't have at least 4 missiles remaining for the very last Sentinel gun, you'll be in trouble. As you finish your pass over the hovercraft, a plane will appear diving down at you from the waterfall. Switch back to missiles and keep shooting until you see it burst into flames. You'll turn around heading back down the canyon and see another enemy Ultralight appear in front of you. Fire a salvo of missiles as soon as you have lock, but don't shoot again until after it passes below you. Another plane will appear off to the right as the first passes under you. Keep shooting at both until they burst into flame and are destroyed. If you didn't destroy all the hovercraft on the river, you can finish them off now with missiles (just make sure you have at least 14 missiles remaining, that's how many you'll need to finish off the last 3 enemies). After the second pass, you'll turn back down the canyon and keep heading down it. There's another SAMEtower on the right side you'll want to take out with missiles. After the SAMEtower there's a single hovercraft in the middle of the river. Fire three pairs of missiles as soon as you get lock to take care of it (make sure you'll have at least 4 missiles left, however, and switch to the pulse weapon if you need to). After passing over where the hovercraft was, you'll climb up to the left where the third Sentinel in this section will pop up out of a rock out- cropping in the left side of the canyon. Take it out with two pairs of missiles as soon as you can. The flying section of the mission will end shortly after the last Sentinel is destroyed with a scene of your Ultralight being shot down by a large turret in the base below. Shooting in the Turret ---------------------- The big turret has two weapon system. The "Pulse"Eweapon (machine gun) and the "Main" gun, which is an anti-tank cannon, basically. You'll start out in Pulse mode, which is what you want to be using. Turn to the left and you'll see a warehouse building with a cylindrical gas tank in front of it. Aim at the gas tank and shoot at it as soon as you see the tank (the armored vehicle kind) driving out of the warehouse. You'll blow up the gas tank, destroying the vehicular tank, and earning a Bond Move. A flight of two planes will fly out of the canyon just to the right of the warehouse. They'll come in low, not too far off the water. Shoot down both planes to earn a Bond Move. Now switch to the Main gun and aim turn back to the right. Aim at the road between the cargo ship and the building on the right. As soon as you see the tank driving up, shoot it with the Main gun to take it out. Now switch back to the Pulse weapon and aim above the cargo ship. A flight of three planes will come around the cliff there. Shoot down all 3 to earn another Bond Move. The last pair of planes will appear coming down over the waterfall behind the big yellow crane right in front of the turret. Shoot both of them down to earn the final Bond Move in the mission. Switch back to the Main gun and aim to the left in front of the gas tank you blew up to destroy the first tank. A third tank will drive up and start shooting at you. Stay with the Main gun and aim at the water in front of the turret, just below the big tower next to the cargo ship. A submarine will come up out of the water just as Alura is telling you she's discovered a weakness. Wait for it to come all the way up out of the water and you'll see a little silver box rise up out of the front of the sub. As soon as the box comes all the way up (you'll see two little flaps come up out of the top of it), hit it with a shot from the Main gun and you'll destroy the whole submarine. It takes 3 Main gun shots to blow up the sub if you don't hit the box, and the sub will be firing missiles at you the whole time, doing significant damage to you. After the sub is destroyed the mission will end with a scene of Bond and Alura running away from the big turret as it explodes. Bond Moves: - Stop in front of gate to security center to get in without a fight - Take secret route and jump over chasm - Shoot out bridge SUVs drive over - Destroy enemy tank by shooting gas tank - Shoot down both planes in first flight - Shoot down all planes in second flight - Shoot down both planes in third flight 007 Icons: - At the beginning of the road where you start - On the left side of the helipad - On the right side of the third sentinal gun - After destroying first SAMEtower with missiles Scoring Summary: Target Points Possible Bond Moves: 7 100,000 Opponents Dispatched: 79 75,000 Accuracy Rating: 100% 50,000 Health Remaining: 100% 50,000 Time: 8:13 50,000+ 007 Bonus: 4 100,000 Rewards: Bronze: Ultralight Card Silver: Protection Multiplayer Scenario Gold: Stunner Upgrade Platinum: Bond Tux Multiplayer Skin ========[ Mission 11 ]======================================================== ========[ Countdown ]========================================================= Format: FPS NOTE: If you have not earned at least the first pistol upgrade (Gold PP7), the guards in this mission will NOT be killed by a single silenced shot to the head. If you have not earned a Gold medal on The Exchange, Night Shift, or Phoenix Fire, you will need to go back and Gold at least one of them before attempting this mission. Not being able to take down guards with a single shot to the head will make this level difficult in the extreme. Objectives: - Infiltrate Drake's facility undetected - Follow Kiko to the Security Control Center - Sabotage base security and escape from the room - Prevent Rook from cutting the power to Delta Sector - Take the exit to Delta Sector - Fine the exit to Omega Sector - Reach Drake's launch silo - Prevent Kiko from launching into space Enemy Base ---------- You'll start out in yet another ventilation duct. You'll be wielding the Delta Repeater, which we'll use a fair amount during the beginning of this mission, but take out your pistol for now. Make sure you put a silencer on it, you don't want to alert all the guards in the area (that will happen soon enough). There's a grate right in front of you that you'll need to hit the action button to open before dropping down. There's a guard patrolling the room you drop in to, and he should be not to far to the right and walking away from you (unless you took a long time getting out of the duct). Drop him with a silenced shot to the head, but don't sneak up too close behind him or he'll notice you and make a run for the alarm switch. Now head around the room to the blue double-doors on the right side. There are two guards outside them facing away from the doors. Open the doors and back away to the left a bit. Now aim at the top of the head of the guard on the right and drop him with a single silenced shot. There are a number of death animations, and only one of them will not alert the other guard. If he does a kind of back flop with his arms flying up, you're ok. If he does any other animation (spinning forward, falling to his knees and then forward, etc.) the other guard will see him dying and be alerted. If this happens, take out the Delta Repeater and drop the other guard with a single shot anywhere in his torso. If the other guard is not alerted, you can move to the right and take him down with a silenced shot to the head as well. Now take out the Delta Repeater and move out the door and down the hall to the left. Keep heading down the hall after you see the scene with Kiko telling the guards to be alert. When you get near the intersection with the next hallway, crouch down to avoid alerting the guards that patrol there. You should see one walking through the intersection as you approach. Even crouching, he'll see you if you get too close. Drop him with a shot from the crossbow (you may need to lead him a bit depending on how far away you are, as the crossbow has a little travel time). Now stand up and run into the next hallway to the left. You should see another guard walking away from you down the hall. Take him down with a shot from the crossbow (or a pistol shot to the head if you prefer). Now turn left and open the double doors with the windows in them. You'll see a guard standing in front of a bank of monitors. A single silenced shot to the head will take care of him (he'll be totally unaware of you unless you move up too close behind him). Take out your laser gadget and look for the security panel in the room. It's on the wall with the doors just on the other side of the railing. Open it up and destroy the green circuit board inside, but don't touch the red ones). There are some remote mines behind the bank of computers near the panel, but you start with a full load of them, and won't really need any more. PLATINUM:EThere is a 007 Icon in the ventilation ducts above the room you started in. You can get it any time after taking out the two patrolling guards (if you get it before, their pattern makes it harder to kill both without one of them being alerted). As you enter the starting room from the doorway, head to the right along the outer walkway until you see the grapple icon appear. Turn right to face the wall, then open the grate above you and grapple up into the shaft. Move forwards into the ducts, turn left, and then turn left again. You'll crawl over another grate, but don't open it. Turn right after the grate and you'll see the 007 Icon. Go back to the hall with the patrolling guards, and head down towards room A4 (the blue door on the left with a security camera picture on it). There's a guard inside, facing out the window away from the door. Take him out with a clean head shot and move up onto the platform he was standing on. There's armor and some grenades up there, as well as another security panel. Open up the panel and destroy the green circuit board inside. Now head out into the hallway, turn left, and go out into corridor A5. Turn to the right, but don't move down the hallway. Past the first set of boxes on the right side you'll see two guards standing in front of a big door. Like the two guards at the door leading out of the ventilation room, these can both be taken unaware as well. Aim for the far guard first. You can use the scope on the crossbow to aim at the very top of the guards head, and then switch to your pistol to take him out. If he does the back-flop death animation, the other guard won't notice him dying. Aiming at the very top of the guards head seems to make the back-flop animation more common. If the other guard is alerted, you can take him out with the crossbow. If he didn't notice his partner dying, you can go back through the door into corridor A2, and go through the door on the left into warehouse A6. You can shoot the remaining guard in the back of the head through the barred window in the door. PLATINUM:EThere's a crawl space under the big stack of boxes on the far side of A6 from the door. Inside is some armor, as well as a 007 Icon. Further up corridor A5 is another big door with another pair of guards. Repeat the same procedure for taking them out as with the previous pair. Now head all the way down A5 and into corridor A8. There is a guard that patrols the long section of corridor A8 through the door to the left. Have your crossbow ready in case he's currently patrolling near the door and sees you when you open it. If he's walking away from you, or is at the far end of his patrol, you can take your time and use a head shot from your pistol to dispatch him. Once the guard in A8 is taken care of, head down to the end through the far door. To the left is a doorway into corridor A12. Just beyond the door is another pair of guards in front of another big warehouse door. Use the same procedure to take them out as you did for the pairs of guards in A5. The difference here is that if one of them is alerted, he may run down the corridor far enough to alert the next pair of guards standing in front of the next big door. If this happens, just use the boxes as cover and take them out as quickly as you can. Once you're done dealing with all the guards in A12, head down past the big doors to the first small set of doors on the right leading into A16. The guard patrolling A16 can and will see you through the windows in the door. If you are fast enough, you can aim at his head as he's walking towards you, open the doors, and shoot him before he reacts (you can't shoot through the windows in the door). If this doesn't work, take out your trusty crossbow and drop him. He'll most likely run to take cover behind the boxes on the right side of the corridor, but once he stops moving you can shoot him easily enough. Try to avoid a noisy fire fight too close to the blue door to room A15, as the guard inside may be alerted and come out to fight you. If the guard inside A15 is not alerted, open the door and take him out with a shot to the head (he'll be facing the window just like the guard in A4). Now go into A15 and cut the green circuit board inside the security panel. If you've cut the green boards in all 3 of the security panels, you'll earn a Bond Move, as well as reduce the number of guards that you'll have to fight later on. There's armor in A15 as well, but leave it unless you really need it. You'll be needing plenty or armor later on. Now head back out into A16 to the left, and break out your decryptor gadget. There's a keypad locked door on the left side leading into A17, the base armory. If you got a Gold on Deep Descent, you'll notice a great improvement in the decryptor's speed at unlocking doors. Inside the armory you'll find armor in an open locker (leave it for later if you can) and another door with 2 keypad locks on it. Decrypt both locks to open up the door to the weapon storage room. Inside you'll find laser trip bombs, AIMS-20's, and lots of ammunition. Grab some laser trip bombs and all the AIMS' you can pick up (so you have as much ammo as you can carry for it). On top of the shelves on the left is a box with 4 20mm grenades for the AIMS (the ones on the wall don't have grenades in them, the ones the guards drop later on, will). Now head back to the cross corridor (A8), we're going to plant some explosives there to make the fight after the security center a little easier. There will be a large number of guards that spawn in the middle section of A8, and some carefully placed remote mines and laser trip bombs will take care of all of them in one fell swoop. Place your first remote mine right next to the door at the end near corridor A5. Don't plant the mine outside the door in the room with the exit to Delta Sector, you want it to be inside the long center section of A8. There will be a guard hiding behind the boxes on the left and right, and this mine will take care of both of them. Now move back down the corridor a bit. In the open area past the first bulkhead there's a yellow chevron painted on the floor. Place a second mine right in the middle of it. Place a third mine a bit further down the corridor, between the second set of boxes close to the chevron you just mined. There are two-high stacks of boxes on both sides where they start, you want the mine in between those stacks, close to where they start. There will be 3 guards here, two behind the two-high stacks, and one behind the single box on the right (if you are facing down the corridor towards A12). Now take out a laser trip bomb. There is a guard that spawns, crouching, just inside the first bulkhead from the door on the A12 side, on the left as your facing the door. Plant a laser trip-bomb on the wall just inside the bulkhead (where the wall flat with a blue and white zig-zag pattern, not where the wall is bare rock). Place the bomb low on the wall, about knee height, so the laser will hit a crouching guard. Now we're done with A8, but we're going to plant a few more laser trip-bombs in the warehouse rooms along A12. Go through the first warehouse room (A14) and into warehouse A13. Place a trip-bomb on the set of boxes on the left just inside the door. Make sure the bomb is on the flat part of the boxes so the laser is pointing horizontally across the warehouse, effectively blocking off the doorway. Now move towards the door to A16. Place another trip-bomb on the boxes to the right of the door, on the end near the barrels, with the laser pointing across to block access to the doorway. The last laser trip-bomb we'll be placing out in corridor A16. Place it on the wall next to the door to A15, so it blocks the doorway to A12. Now go grab the other pack of laser trip-bombs from the armory, we'll be using them later on. After grabbing them, head down A16, turn left at the intersectionE(follow the chevron/arrows on the floor) and go into the security center on the right at the end of the corridor. You'll see a scene with Bond sneaking in behind Kiko, and Kiko ordering the guards out and locking the room. At the far end of the room you'll find two security panels. Open them up and burn the green board inside each with your laser (the red boards will cause an explosion that will kill you if you destroy them, so be careful). Now head back to the front of the room where you'll see one of the screens has turned red. Hit the action button at the red screen and the generators in the back of the room will begin to explode. Take out your AIMS-20 and go stand by the door. Pre-zoom the AIMS-20 if you haven't already. If you didn't get the Bond Move by deactivating all the security panels before, there will be a bunch of guards assembled outside the security center and in corridor A16, and you will be in for a much more difficult fight. After the generators and computers finish blowing up, the door will unlock and open. Head out into corridor A16 and stop at the intersection. Turn right to face the door at the end of the corridor and wait for the guards to start coming. Use the scope on the AIMS-20 to aim just above the bottom of the windows in the door, as this will be about head height on the guards as they come down the corridor towards you. The guards and commando's you are about to fight are tough. If you are not using head shots it will take you a long, long time to kill them all. The red beret wearing guards can take as many as 4-6 full bursts from the AIMS-20 in the chest to kill, and the red commandos can take almost an entire clip depending on where you hit them. All the guards and commandos, however, will drop to a single burst to the head. Duck back into the cross-corridor if you need cover or have to reload. There will be a total of 6 guards, 2 with red berets that will come into A16 to attack you. When they are all dead, go into the armory and restock on AIMS-20 ammo and grab the armor if you need it. Now move up towards the door to A12 until you see the scene with Rook deploying the elite guard. Get back to the intersection in A16 where you were before, and wait for the commandos to come. Six commandos will come into A16 and attack you. They're armed with AIMS-20's as well, and can do a lot of damage if you let them shoot at you for long. When they're all dead, collect the ammo and grenades from their guns (switch to grenades and reload, so you get a full 12 grenades for the AIMS, just make sure to switch back to burst mode after). Grab the armor in room A15 if you need it, then head into warehouse A13. You'll notice that the laser trip- bomb you put on the boxes has exploded already (it took out a few guards for you). The bomb near the door to A14 may have detonated already, as well, taking out a commando or two for you. A total of 4 commandos will come through the door to A14 (if the bomb killed the first pair, you'll only see two). Take them down as fast as possible, using the boxes for cover if you need. Stay clear of the barrels in A13 and A14, as they'll be exploding as you pass through the rooms. Now switch over to remote mines and hit the alt-fire button to get the detonator on your watch ready. Head towards corridor A8 with the detonator ready. Open the door to the long center corridor you mined before, and hit the trigger to blow up all the mines (the laser-bomb should have already exploded killing the crouching guard near the bulkhead). If the mines and laser-bomb were placed in the right spots, they should kill all the commandos that spawn in the corridor. If not, take out your AIMS and finish them off. Go all the way down to the end of the center section, and open the door to the intersection with corridor A5. There will be some more commandos coming up A5, and Rook will be at the end of the corridor coming towards you. Open the door to A5 and toss a frag grenade down the corridor to take care of a few commandos, then duck back into the center section of A8. A few more commandos will come from A5 and through the warehouses into A8. Take them out with frag grenades and your AIMS. Rook will be coming through the door from A5 shortly, and it's easier to fight him if you don't have to deal with any commandos at the same time. When you see Rook coming up A5 towards you, head back into the center section of A8, and go down past the second set of boxes and get ready to take cover behind them. When Rook enters the corridor, hit him with a grenade from the AIMS. He should go into the corner near the door behind the boxes on the right. If you keep hitting him with grenades, he should stay there, making pithy remarks each time you hit him with a 20mm grenade. Duck behind the boxes when you need to reload, and keep hitting him. It will take a good 8-10 hits from grenades to take him out. If you run out, you can either switch to burst fire and just keep hitting him until he dies, or switch to the Delta Repeater and try to get in close. He's armed with a Phoenix Samurai and can do a lot of damage to you, but he doesn't shoot too often if you keep hitting him. Once Rook is dead, grab the Samurai and if there is any armor left on the level, go grab it. You'll want to be full armor when you start the silo's if you can be. Also make sure you have at least 2 remote mines left, we'll be using them later. If you don't, you can find more on top of boxes in some of the warehouse rooms, as well as back in the first security room where you disarmed the first panel. Now go up to the door to Delta Sector and hit action. If you are standing right up against it, it won't work for some reason, but if you stand a couple feet back and hit the action button, the base section of the mission should end. Missile Silos ------------- Pre-zoom the Phoenix Samurai before you go up the the first door. If your TV is kind of dark, you may want to use the low-light function of your glasses (hit select to change vision modes, low-light is the mode that looks green). The silo beyond the first door is pretty dark, and the red commando inside may not be easy to see. Open the door, but don't go into the silo yet. He's usually on the right side of the silo, visible through the door, but occasionally he can be on the left side or near the boxes on the far side. Take him down with a laser shot to the head (or 4 to the body) from the Phoenix Samurai. When he's dead, take aim at the center of the window in the door on the far side of the silo, then move into the room. Two guards will appear in the hallway behind the door, and you can shoot them with laser shots through the window. If you're aimed at the center of the window, you'll be hitting them in the head if you start shooting as soon as they appear. When they're dead, move across the silo to the door leading into the hall they appeared in. You'll see a laser trip-switch across the hallway near the door at the far end. Toss a frag grenade down the hall to blow up the laser trip-bomb, but stand well back, the blast radius of the trip-bombs is quite large. In the silo beyond the hallway will be two normal guards and a red commando. You can stand near the door and shoot them all through the window if you like. If you stand to the left of the door and aim at the right side of the silo beyond, they'll usually all come around into view for you to shoot at. Sometimes they'll be on the left side of the silo, taking cover behind some boxes there. When they are dead, move into the silo and break out your decryptor if you need armor. The keypad locked door on the far side of the silo has armor behind it. Now open up the door on the left and toss a frag grenade into the hall to blow up the 3 laser trip bombs inside. Stand far back until you see and/or hear them explode, then move into the hall. The next silo has two red commandos and a regular guard inside. The two commandos are behind the boxes on either side, and the guard will run over to the boxes on the left as you approach the door. You can switch the Samurai to Overcharge mode, trigger it, and then move up to the door, aiming through the window towards the boxes on the left. The shot takes some time to fire after you pull the trigger, but when it goes off it will create a large explosion that should take out the commando and guard behind the boxes. The commando on the right can be taken out with an overcharge shot as well, or you can switch to the AIMS-20 and use a pair of grenades shot at the boxes to kill him. Enter the hallway on the far side of the silo and move in until you see and hear a grenade being tossed in. Then back out and move to the side, the grenade will explode both blue barrels in the hall, and the detonation can blind you a bit. After the barrels explode a guard will be coming down the hall. Two shots to the body, or one to the head from the Samurai will take him out. A red commando will be in the silo beyond, and will move up and shoot at you from just outside the doorway on the left (he'll do that lean out and shoot at you trick you may have seen them do in the base). Move into the silo after the commando is dead, and open up the door on the left. There are some frag grenades and ammo inside if you need them. PLATINUM:EThere's also a 007 Icon in the hallway behind the left door. Now move around the silo to the door on the right (you'll have to go around the left side because of the boxes blocking the catwalk on the right). Open the door and you'll see a box on the floor of the hallway near the far end. There's a laser trip-bomb on the back side of that box, so toss a frag grenade down the hall and stand back until it explodes and takes the trip-bomb with it. In the next silo will be two red commandos and one normal commando. They won't spawn until you hop up on the box near the doorway. Hop up on the right side of the box and crouch down immediately. One of the commandos will spawn on the left side of the silo and you can take him down with a head shot from the Samurai. Now open the door and proceed around the silo to the left. The other commandos will have spawned behind the missile. You'll see a laser trip-switch through the window of the door on the right of the silo. Toss a grenade towards the door to take out the bomb before moving into the hallway. The bomb will explode even if the door is closed, so there's no need to open it before tossing the grenade. On the far side of the next silo you'll see some blue barrels. There's a guard that spawns behind them, a regular commando on the left that will run and take cover behind the barrels, and a red commando on the right near the doorway. Wait until you see the normal commando get close to the barrels and then shoot them. The explosion should take out the guard and commando, leaving only the red commando to deal with. If you have trouble seeing him on the right side of the silo, use the low-light glasses again. The keypad locked door on the right has armor behind it if you need it, and the decryptor will get you past the door easily enough. Open up the door behind the exploded barrels and toss a frag grenade into the hall to take care of the 3 laser trip-bombs placed in the middle of the hallway. The next silo has 3 commandos in it, two red and one normal. Usually, they will come up to the door to shoot at you, and you can head-shot them through the window. Sometimes they'll stay a little farther back, but you can still shoot at them through the window in the door. PLATINUM:EOn top of the boxes on the far side of the silo you'll see a 007 Icon. Now go through the door on the far side and into the hallway to the door leading to Omega Sector. Like the door to Delta Sector in the base, this one won't activate if you are standing right up against it. Stand a few feet back and hit the action button to move on to the next section of the mission. Shuttle Bays ------------ You'll start in a small corridor facing a blue and white door. Crouch as you approach the door and open it. If you aren't crouching, there's a chance the commando's inside the big room beyond the door will see you and become active. You should see 3 commandos on the catwalk on the far side of the room. Shoot the red one in the middle of catwalk first, then the red and normal one on the left side. There's a regular commando on the ground on the far side of the room, usually ducking behind some boxes. He may also be moving around towards you along the left side of the room, so shoot him wherever you see him. Move out of the doorway a bit, and aim up at the catwalk above the doorway to your left. There's a commando that will appear up there and shoot down at you. When he's dead, turn to the right to face the last commando in the room. He'll either be up on the catwalk at the top of the ramp to the right of the door, or coming down the ramp to fight you. When he's dead, head up the ramp onto the catwalks. PLATINUM:EGo up the little stairs to the left at the top of the ramp and grab the 007 Icon on the boxes in the room there. Turn right at the top of the ramp and go around the catwalks into the control center. Grab the armor on the table if you need it, and turn to face the little screen on a pedestal in front of the windows. When you hit the action button at the screen there, a couple things will happen. The door at the far end of the big room from where you started will unlock and open, and commandos will begin spawning in the hallway beyond it. They will continue to spawn until you pass through the doorway into the halls beyond it, so you want to get through it as fast as possible to avoid having to fight too many of them. The fastest way to get down to the door is to head out of the control center to the left. If you jump over the railing down to the floor, you'll take some falling damage. If you jump over the railing in the corner, and kind of slide down the outside of the railing, you can land on the floor without taking any falling damage, and only have to face one or two guards spawning in the hallway. It's a little tricky to land on the railing right, but don't worry too much if you take a little falling damage, it's still better than having to fight too many guards coming out of the hall. Head down the hallways, through all the doors until you reach the shuttle loading area. Go across and through the doorway on the far side (it's the only one that will be unlocked. Get out your laser trip-bombs, we'll be using them shortly. When you go through the door and out towards the shuttle, you'll see a scene with Kiko appearing behind you, dropping the gantry you're standing on and beginning the shuttle launch sequence. Once the scene is over you'll be in the shuttle bays and you'll only have 20 seconds to get into one of the bunkers or the shuttle will launch and you'll die. Before going into one of the bunkers, however, we need to lay a trap for the guards and Ninja you'll be fighting after the first shuttle launch. Head out of the shuttle bay around so you're in the area between the concrete barriers and go to the left or right. Where the bend in the barriers is, stop and place a pair or trip-bombs on the floor (so the laser is pointed straight up), one on either side near the barriers. Now place a remote mine in between the two laser bombs, and get into the nearest control bunker. The bunker doors begin closing at 10 seconds to launch, and you won't be able to fit through them after about 7 seconds left on the countdown. Sit tight inside the bunker until after the shuttle launches and switch to the detonator for the remote mine. As the doors begin to open again, 3 guards will appear on the ground and a ninja will be running towards the door. When the Ninja is on top of the remote mine, detonate it. The explosion of the mine and the laser trip-bombs will kill the ninja, and probably take out a guard or two as well. Use the Phoenix Samurai to take out any remaining guards. There will also be a guard on the catwalks above each shuttle bay. You'll want to take out the catwalk guards before planting a second "ninja- trap" in front of one of the control bunkers, and you'll only have 60 seconds before the next shuttle launches. Just make sure you set the trap in front of one of the bunkers, as the third side of the shuttle bay room is just a blank wall. PLATINUM:EThere are 007 Icons under each of the two remaining shuttles. After the second shuttle launch, you probably won't have time to get them, so do it now. Get into the bunker you laid the trap in front of and wait for the next shuttle launch. Another ninja will appear after the launch, running towards your trap again, and you can take him out by detonating the mine and the laser bombs with it. With the ninja this time there will be 3 commandos. As soon as all 3 commandos and the ninja are dead, a scene will start with Kiko swearing at you and you'll see Bond grapple on to the bottom of the elevator she's in. Kiko will then go through the door towards the remaining shuttle and grin at you, maliciously. When you regain control, move up and hit the switch to the right of the door immediately. If you try to open the door, or don't hit the switch in time, you'll fail the mission. If you hit the switch before Kiko gets to the shuttle the mission is over and you'll see the ending scene. Bond Moves: - Destroy green circuit board in all three control panels in enemy base (the two panels in the large security room are separate) 007 Icons: - In the ducts in the starting room - In the crawl space below the boxes in warehouse room A6 - In the dead end hallway to the left off of silo D12C - On some boxes in front of the exit door in silo D5C - In the room across from the control center in the shuttle bay section - Under one of the remaining shuttles in the shuttle bay - Under the other remaining shuttle in the shuttle bay Scoring Summary: Target Points Possible Bond Moves: 1 50,000 Opponents Dispatched: 65 75,000 Subdued: 0 0 Surrendered: 0 0 Stealth Rating: 100% 25,000 Accuracy Rating: 100% 75,000 Health Remaining: 100% 50,000 Time: 15:00 25,000+ 007 Bonus: 7 150,000 Rewards: Bronze: Drake Card Silver: Explosive Scenery Multiplayer Mode Gold: Laser Upgrade Platinum: Pussy Galore Multiplayer Skin ========[ Mission 12 ]======================================================== ========[ Equinox ]=========================================================== Format: FPS (in space) Objectives: - Disable the missile before they are launched - Defeat Drake before the base goes critical Equinox is a difficult mission, to be sure. To get a Gold on Equinox, you need to get full points for opponents dispatched (if you don't kill all the guards, you'll probably be dead anyway). You also need to get a total of 150% combined from Health and Accuracy (ie., if you get 85% Accuracy, you'll need to have at least 65% Health remaining). Getting a Platinum is actually easier than getting a Gold, because you can finish with a much lower score for accuracy and health and still get Platinum if you picked up all the 007 Icons. The key to beating Equinox is being aware of where you are and where you need to be to disable the next missile or set of missiles, as well as where and when the guards are coming out of the airlocks, and when the big laser cannon is firing. This is a lot of information to keep track of, and you won't really have time to think about all of this when you are trying to survive and shoot everything (and everyone)Eyou need to shoot. Getting used to the pattern of the missile launches and where and when the guards come out is probably the most important factor. If you know where things are going to happen before they happen, it's a lot easier to be prepared for them. This is a basic map of the layout of the level, with numbers representing the missile launch sequence. =| L | | R |= ==---=======---== ================= (5)| |C| |(5) c | |D| | c (3)| B| | |(2) | | | | (1)| | | |(4) | | | | (5)| | | |(4) ----------- c C c C B - Bonds starting location D - Location where Drake emerges from the space station L - Left airlock guards emerge from R - Right airlock guards emerge from c - 007 Icons below the main deck of the station C - 007 Icons above the main deck of the station 1-5 - Missile locations in the order they are launched The missiles all have a hatch on them that will open up with a bunch of green lights around it. The lights turn off as the launch timer counts down. You must shoot at the coupling inside the hatch three times to destroy it and disable the missile. If you watch the opening movie (with Drake talking about how Nightfire can't be stopped and then pressing a big red button) it shows you exactly where the coupling is on the missile gantry. At the end of Drake's little speech, two guards will come out, one from each Airlock (marked LEand R on the map). PLATINUM:EAs soon as both guards are dead the missile launch sequence will begin, the laser cannon will begin firing periodically, and the sets of guards will start coming out of the airlocks, all on a set schedule. Run around and collect all the 007 Icons before you kill both guards as you probably won't have time to collect them once the missiles start launching. Here is a schedule of events that take place starting with the second guard being killed. These times may be off by a second or two in some cases, and the laser cannon shot times are noted by when the sound begins, not when the shot animation graphics beginE(the shot times are when the actual shot that can damage you is fired). 0:00 Second guard is killed MissileEbegins launch sequence (1) 0:12 Laser cannon begins to fire (shot at 0:16) 0:16 MissileEhatch opens (1) 3 guards emerge from left airlock 0:19 MissileEbegins launch sequence (2) 0:28 Laser cannon begins to fire (shot at 0:32) 0:37 MissileEhatch opens (2) 0:40 MissileEbegins launch sequence (3) 3 guards emerge from right airlock 0:44 Laser cannon begins to fire (shot at 0:48) 0:54 3 guards emerge from left airlock 0:56 MissileEhatch opens (3) 1:00 2 missiles begin launch sequence (4) Laser cannon begins to fire (shot at 1:05) 1:12 3 guards emerge from right airlock 1:16 2 missile hatches open (4) Laser cannon begins to fire (shot at 1:20) 1:32 Laser cannon begins to fire (shot at 1:36) 1:46 3 missiles begin launch sequence (5) 2 guards emerge from each airlock 1:48 Laser cannon begins to fire (shot at 1:52) 2:02 3 missile hatches open (5) 2:08 Laser cannon begins to fire (shot at 2:12) 2:20 Laser cannon begins to fire (shot at 2:24) 2:36 Laser cannon begins to fire (shot at 2:40) 3:04 Drake emerges from station (and begins shooting rockets at you) Killing Drake ------------- After all the missiles are disarmed and the laser cannon destroys the first reflector satellite (effectively disabling the cannon), Drake will emerge from the station after a large piece of debris smashes into it. The big laser cannon won't fire any more aimed shots, but the beam is still firing and will kill you if you move into it. Drake fires homing missiles at you that will do significant damage if they hit. The missiles can be destroyed with a shot from your Phoenix Samurai, but you are better off saving your shots for Drake (unless you hit them as soon as they are fired, and then they'll blow up and damage Drake as well). Keep shooting Drake until he starts spinning like the guards did when they died, and keep moving, even after Drake is dead. The missiles Drake has fired will continue to home in on you, even after he's dead, and they can still kill you. You are not safe until the mission complete text comes up. Also note that you cannot move fast enough to dodge the missiles when you are in manual aim mode, so you'll have to dodge them and pick your shots on Drake when you have time (or simply shoot him without manually aiming if you are close enough to not need it). Congratulations, you've just saved the world. After the ending movie and the scoring screens, you'll get to see a shot "making of" movie, followed by the credits. 007 Icons: - In front of the laser cannon barrel - Below the main deck between the first two missiles on the right - Below the main deck between the first two missiles on the left - Below the main deck in the back left corner - Below the main deck in the back right corner - High above main deck near the center reflector satellite - High above main deck near the right reflector satellite Scoring Summary: Target Points Possible Bond Moves: 0 0 Opponents Dispatched: 15 100,000 Subdued: 0 0 Surrendered: 0 0 Stealth Rating: 0 0 Accuracy Rating: 100% 100,000 Health Remaining: 100% 100,000 Time: 4:15 0 007 Bonus: 7 150,000 Rewards: Bronze: James Bond Card Silver: Goldeneye Strike Multiplayer Scenario Gold: Sniper Rifle Upgrade Platinum: Bond Space Suit Multiplayer Skin ============================================================================== ====[ Cheats ]================================================================ ============================================================================== This is a list of all the cheat codes listed on the GameFAQs.com FAQs, message boards, and cheat codes section as of this writing. Race Mode in Enemies Vanquished: Xbox: Hold L-trigger and press X, X, B, B, Y, then release PS2: Hold L1 and press circle, circle, square, square, triangle, then release GCN: Hold L and press right, right, left, left, up, then release Level unlocks: POWDER - Alpine Escape TRACTION - Enemies Vanquished BONSAI - Double Cross HIGHRISE - Night Shift MELTDOWN - Chain Reaction FLAME - Phoenix Fire AQUA - Deep Descent PARADISE - Island Infiltration BLASTOFF - Countdown VACUUM - Equinox PASSPORT - Unlock all levels Upgrades: AUEPP7 - Gold PP7 P2000 - P2K AUEP2K - Gold P2K SCOPE - Sniper Rifle Scope MAGAZINE - Sniper Rifle Magazine LAUNCH - Missiles (for vehicles) PHOTON - Laser ZAP - Stunner LIFTOFF - Grapple SHUTTER - Camera SESAME - Decryptor SLEEPY - Dart Gun QELAB - All weapon and gadget upgrades Mutliplayer modes: BOOM - Explosive Scenery TARGET - Assassination TNT - Demolition GUARDIAN - Protection TEAMWORK - Team King of the Hill ORBIT - Goldeneye Strike TRANSMIT - Uplink GAMEROOM - All Multiplayer modes Multiplayer skins: ZEROEG - Bond Spacesuit BLACKTIE - Bond Tux CIRCUS - Pussy Galore SLICK - Elektra King MARTIAL - Wai Lin MIDAS - Goldfinger BOWLER - Oddjob VOODOO - Baron Samedi DENTAL - Jaws BADGIRL - Mayday ASSASSIN - Scaramanga BITESIZE - Nick Nack HEADCASE - Renard BLIMP - Max Zorin NUCLEAR - Christmas Jones JANUS - Xenia Onatopp NUMBERE1 - Drake PARTY - All skins ============================================================================== ====[ Legal Fine Print and whatnot ]========================================== ============================================================================== Thanks (and credit) is due to all my friends who helped me learn the ins and outs of Nightfire and alerted me to various Bond Moves and 007 Icon locations. Thanks to all the people that have submitted codes and guides before me on GameFAQs.com for various codes and cheats. Thanks also to Scott Parr and Jim James for factual corrections and additional strategy. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. If you find factual errors or have comments, feel free to drop me a line: firstname.lastname@example.org Copyright (c) 2003 Chrome Tiger Software, Inc.
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