007: Nightfire FAQ (NGC, PS2, XboX) by Palador

w.douglas@eudoramail.com

Copyright 2002

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Table of Contents

I. History and Version
II. Characters
III. Weapons & Gadgets
IV. Scoring
V. Single Player Walkthrough (w/Bond Moves and 007 Icon locations)
VI. Multiplayer Mode
VII. Cheats & Codes
VIII. Frequently Asked Questions
IX. Thanks, Credit, and Legal
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I.  History and Version

Version 0.6  This is the first version of this FAQ.  It has most everything but
all of the Single Player mission walkthroughs.

Version 0.7  Added walkthroughs for Double Cross, Night Shift, and a partial
for Chain Reaction.  Also added Mayhew's name (I can't believe I missed that),
and I added a clarification for the Grapple.  Apparently some people thought
that upgrade is the grapple when all it really is that the grapple can go a
longer range.

Version 0.9  Added walkthroughs, for Chain Reaction, Phoenix Fire, Deep
Descent, Island Infiltration, and Countdown.  All that's left is to add the 007
Icons for Countdown and Equinox.  Also added a Frequently Added Questions to
this FAQ/Walkthrough.  Also made a few corrections in this FAQ that has been
brought to my attention.

Version 1.0 Completed walkthrough.  Has all Bond moves and all 007 icon
locations.  This FAQ is now full and complete.  I won't say that I'll not add
more in the future, but this FAQ has all the information needed to complete
this game and unlock everything.  If anybody has any questions, feel free to
email me.

Version 1.01 Made some minor corrections on a few errors that I noticed.  Teach
me to proofread BEFORE sending in.  Ah well...

Version 1.1  Made a few more corrections.  Apparently, I got confused with
Agent Under Fire when writing this FAQ.
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II. Characters

Bond...James Bond - The hero of this flick.  You should know him well, and
perhaps even better since Pierce Brosnan
recently appeared in "Die Another Day".  This is an Agent for the British
Secret Service, better known as Mi6.  He is
currently investigating Phoenix Industries about a certain satellite.

Dominque Paradis- She is a French Intelligence agent.  Bond helped her stop
international terrorists from detonating a nuclear bomb
on New Year's Eve, and then she turns around and infiltrate's Drake's
organization.  She was acting as Drake's girlfriend.

Raphael Drake - Head of Phoenix Industries.  He's the bad guy of the game and
you'll see him alot.

Alexander Mayhew - Security advisor for Phoenix Industries.  He holds certain
files about a program called, "Nightfire".  He dies early in the game.

Armitage Rook - Drake's bodyguard.  He's the main henchman, and Bond will fight
him several times in order to get to Drake.

Alura McCall- Austrialian Intelligence agent.  She comes out to help Bond
halfway through the game.

Makiko Hayashi- Mayhew's personal bodyguard.  She betrays   and has him killed.
 She commands a troop of ninjas.

Zoe Nightshade - Yes, that's her from Agent Under Fire.  She is an agent for
the CIA, and is investigating a certain theft
of some guidance controls.
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III. Weapons & Gadgets

PP7 - The traditional Bond gun.  This gun comes with Bond at the start of
nearly every stage.  This gun has rather good
accuracy, and perhaps best used to get headshots and single kill shots.  In
terms of overall power, however, it is on the
weak side.  The alternate fire is the silencer.  When equipped, it can fire
shots that will not alert guards.  It can be
upgraded to a golden version, which is more powerful.

P2K - The gun that replaces PP7.  Basically, a more powerful version of the
PP7, but this one has a laser sight on it, which
increases accuracy.  This gun can too be upgraded to a golden version.

Kowloon Type 40 - A somewhat powerful hand gun.  This gun can be found on the
early stages by most of the guards.  The Alternate Fire on this weapon is a
burst mode which causes the gun to fire three rounds at once rather than just
one.

Raptor Magnum - A powerful hand gun.  This gun is found on the latter stages.
This is a powerful gun and can knock normal enemies down in one or two hits.
The Alternate Fire is the laser sight, which gives increases accuracy.  The
Alternate Fire does not work on all stages.

Deutsche M9K - A powerful sub machine gun.  This gun can be found on most
stages on enemies.  This gun has a silencer attached to it, which prevents
enemies from hearing the gun from firing.

Storm M32 - A sub machine gun.  This gun fires quickly and has a large clip,
but rather inaccurate, especially when fired for more than a few seconds.  The
Alternate Fire switches it to Semi mode, which only fires a single shot when
the fire button is pressed.

SG5 Commando - A powerful Assault rifle.  This gun is a standard mainstay of
the Phoenix Army.  It has a laser sight and a scope, so it can be fired pretty
accurately.  The alternate fire switches it to burst mode which fires only
three shots per button press.

AIMS-20 - A powerful weapons system.  This gun has an electronic sight with
infrared, and is highly accurate and powerful.  This gun fires grenades as its
alternate fire.

Frinesi Automatic 12 - A shotgun.  This gun fires several several bullets all
at once.  This gun is great at close range, but inaccurate over distances.  Its
Alternate Fire switches it to Automatic mode, which allows the shotgun to fire
continuosly when the fire button is pressed, but at a cost of power and
accuracy.

Covert Sniper Rifle - A sniper rifle with a silencer.  The sniper rifle can
kill almost any opponent with one shot, and with a silencer attached, it will
not alert other guards to Bond's presense.

Tactical Sniper Rifle - A sniper rifle without a silencer.  Same as the Covert
Sniper Rifle, but without a silencer.

Militek Mark 6 MGL - A grenade launcher.  This gun shoots out grenades at
enemies, which detonate upon contact.  The Alternate Fire causes the grenades
to delay several seconds before exploding.

AT-420 Sentinel - A rocket launcher.  This launcher shoots out guidance
missiles.  When fired, it switches to the missile's point of view, which allows
Bond to control the missile in any direction he needs it to go.  The Alternate
Fire just fires a missile in whatever direction Bond is pointing at.

AT 600 Scorpion - A rocket launcher.  This launcher fires missiles that are
attracted to heat.  When fired, it will go to wherever enemies are and follow
them around until it explodes.  The Alternate fire just fires missiles straight
wherever Bond is pointing at.

Phoenix Samurai - A laser cannon.  This is an extremely powerful laser cannon,
and the most powerful weapon in the game.  This weapon requires no ammo, and
just a few seconds between shots to cool down.  It can kill most anything in
one or two hits.  It can overheat, and if it does, it won't be able to be fired
again for a few seconds.  The Alternate fire is an overload attack.  For this
attack to work, the laser must be completely cooled down.  After several
seconds of charging, it fires a big laser burst, which causes splash damage
after contact with anything.  This causes the laser to overheat right after
firing, so it can only be used once every few seconds.

Frag Grenade - A grenade.  This grenade causes explosion damage after being
thrown.  It will delay after a few seconds.  This is good for enemies that are
clustered close together.

Smoke Grenade - A grenade.  This grenade produces smoke, which hinders enemies
from aiming at Bond.  Enemies have a hard time hitting Bond after a smoke
grenade is thrown.

Stun Grenade- A grenade.  This grenade produces a bright flash that stuns all
enemies near it.  Be careful not to look in the direction of the grenade as it
explodes, otherwise, Bond will be blind and the screen will go white after a
few seconds.  This does not affect Ninjas.

Satchel Charge - An explosive.  Set the timer to 5, 10, 15, or 20 seconds, and
then stick it to something.  After the timer runs out, it explodes.  This is
good for destroying obsticles.

Remote Mine - An explosive.  Set this on any wall and then switch to Alternate
Fire to trigger them.  This is good for setting up traps for enemies coming to
attack Bond.

Laser Trip Bomb - An explosive.  Set this on a wall, and a laser beam shoots
out from it.  Anything that crosses the laser is damaged by the explosion.
This is also good for setting traps for enemies.

Stunner - This gadget can be used to stun enemies.  However, it does take
several seconds for the enemies to be stunned, and they can recover.  The
upgraded version allows for a greater range, and has a bigger charge.

Laser - This gadget is used to melt certain objects, such as locks and hinges.
The upgraded version melts things faster, and has a greater charge.

Grapple - This allows Bond to latch on to something (usually a hook) and move
up in the world.  This can only be used in certain situations which the grapple
icon will appear on top.  The upgrade is in the Multiplayer mode, which allows
the Grapple to be used on almost any surface.  Please note that the upgrade is
that the grapple in Multiplayer Mode is that it has a longer range.  The
grapple can be used in Multiplayer regardless if the upgrade is unlocked or
not.

Micro-Camera - This camera allows Bond to take pictures of things, as well as
do a bit of scouting around without being exposed.  The upgraded version allows
for a greater zoom, as well as having a green box appear around any enemy in
the camera.  This green box can go through walls, so it can be an invaluable
scouting tool.

Decryptor - Used to open locked doors.  Just point and click on the lock, and
after a few seconds, the door opens.  The upgraded version unlocks the doors
faster.

Q-Worm - A worm designed by R to go into any system and pull out anything.
This is not really important for playing the missions, but rather used as a
mission objective.

Shaver - This is more of a triggered Stun Grenade.  Throw one, use Alternate
fire to pull out the trigger, and then press it when an enemy needs to be
stunned.

Phoenix Ronin - This is a briefcase gatling gun.  Just put it down in a
hallway, and it will shoot anything that moves in front of it.  Just be careful
not to move in front of it.  It can be picked up and reloaded, and it can be
damaged and destroyed.  Press fire to switch to the Phoenix Ronin point of view
mode, and then Bond can control the Phoenix Ronin.

Korsakov K5 - This is a dart gun.  Used to knock out guards without killing
them.  The upgraded version knocks guards out indefinately.

V.E. Glasses - These glasses have two modes.  The first mode is Night Vision
mode.  Used to see things in the dark easier, but don't use this in lighted
areas, as it makes things too bright to see.  The other mode is infrared mode,
which allows Bond to see enemies through walls.  Use the Glasses Button to
switch between modes, and normal view.

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IV. Scoring

Unlike Agent Under Fire, this game is not based off of any score.  The basis of
the scoring is simple addition.

Bond Moves - In all stages, there are certain "special" moves that Bond can
perform.  These can range from taking out an enemy in a certain way to using a
gadget in a certain way.  These are set, and finding them is key to getting a
high score.  When a Bond Move is scored, a short tone will play as well as the
007 Icon flashing on top of the screen.

Enemies Dispatched - Based on a set number, it is the number of enemies killed
with actual weapons.  The closer to the goal,
the higher the score.  If the number of dispatched is equal to or greater than
the goal, then the maximuim score is awarded.

Enemies Subdued - Based on a set number, it is the number of enemies defeated
with fists rather than guns.  Please note that
stunned enemies (either through stun grenades or the stunner) are not
"defeated" and they will get back up again.  A great
way to build up this score is to stun an enemy, walk up to him, and then punch
him.  As before, the closer to the goal, the
higher the score.  If the number subdued is equal to or greater than the goal,
then the maximuim score is awarded.

Enemies Surrendered - Based on a set number, it is the number of enemies that
Bond causes to surrender.  To cause an enemy
to surrender, find an enemy that isn't aware of Bond.  Pull out a firearm and
sneak up behind him.  He will then notice Bond
behind him, drop his weapon, and raise his hands.  A surrender point is then
earned.  Please note that a surrendered enemy
should be considered as a stunned enemy.  If Bond moves away from the
surrendered enemy, then the enemy will pull out a
second firearm, and must be dispatched or defeated.  Some stages it isn't
possible to cause an enemy to surrender, and thus
the goal will be 0.  The closer to the goal, the higher the score.  If the
number should equal to or be greater than the
goal, then the maximuim score is awarded.

Stealth Bonus - This is a score based on the number of enemies that detects
Bond.  Especially in stages where stealth is
required, there is a score that is based on how many times Bond is detected.
Each time an enemy detects Bond, a point is
added.  In every stage, there is a maximuim of points that will be earned
before the score drops.  Once this maximuim has
been reached, the score drops.  If the points are less than the goal, the
maximuim score is awarded.

Accuracy Rating - This is based on the number of shots that hit an enemy
divided by the number of shots fired.  Please note that efficency is not a
factor here, so Bond can shoot an enemy 20 times, it will not effect his score
as long as all 20 shots hit.  Machine guns hurt this score.  To score maximuim,
every shot must hit an enemy.

Health Remaining - Health is based off of 100.  Each time Bond loses health,
this score drops.  It does not take into
account armor, but armor does protect health.

Time - This is simply how fast Bond completes the stage in total.  There is a
goal that Bond can complete the stage in.
This goal is the maximuim time allowed for a maximuim score.  If the stage is
completed under the goal, then the maximuim
score is awarded, and for every second above the goal, the score drops by a
certain percentage.

007 Bonus - After earning a Gold Medal in a stage, Bond can replay the mission
again, but this time to find all of the 007
icons hidden throughout the stage.  If Bond finds all of the 007 icons, a bonus
score of 50,000 is added to the to the
subtotal.  If Bond fails to find all of the 007 icons, then the bonus is not
added.

Difficulty Bonus - This is a multiplyer based on the difficulty bonus of the
mission played.  This score is added AFTER the
subtotal has been added up.  If Bond completes the stage in Operative mode,
then no Bonus is added.  If Bond completes the
stage in Agent mode, then a 1x modifier is added.  If Bond completes the stage
in 00 Agent mode, then a 2x modifier is
added.  To illustrate, if Bond completes a stage in 00 Agent mode with a
subtotal of 30,000, then Bond would be awarded
60,000 for the difficulty bonus (30,000 x 2) which then is added to the 30,000
making the total 90,000 (30,000 + 60,000).

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V.  Single Player Walkthrough

In this walkthrough, I will not be specific as to enemy locations, as levels do
differ in difficulty level.  Some of the differences do include the following.

On lower difficulty levels, there will be less enemies while on higher
difficulty levels there will be more enemies.

Enemies take more shots

Enemies do more damage.

On some stages, the enemy is actually upgraded!

Tips and hints are given in Operative level, while on Agent and 00 Agent, there
are no tips and hints.

Mainly because of the first point, I will not write up enemy locations, but
rather, give a general walkthrough that should allow anyone to get through the
level.  I can only give information, but not skill.

1- Paris Prelude - This is the stage that loads up when first playing a game
(or using a code name for the very first time).
On Operative, this stage is pretty much just a simple walkthrough where Bond
has very little control of the game, and button
presses flash on the screen.  Press the button at the proper time and the stage
plays itself.  On Agent and 00 Agent, Bond
is in complete control of the game.

The game starts with Bond in a helicopter following a car driven by Dominique.
There are several bad guys following her,
and Bond must stop them or Dominique will die.   There will be a series of
three cars that Bond must shoot in order to stop.
There are several ways to stop the cars, such as shooting the shooter, shooting
the hood, shooting the tires, or shooting
the gas tank near the back.  All of them will stop the car and save Dominique.
At one point, the helicopter will move to
change scenes with the cars coming towards Bond.  As before, shoot the black
car chasing Dominique with the same sort of
technique.  The chase then turns into a construction site with two cars chasing
Dominique, and Dominique jumping up a ramp.
Shoot the chain holding the ramp up and end the scene.  After an intense action
sequence, the scene changes once more to a
driving scene.

Bond is now driving his trademark Vanquish.  At first, there are two enemies
driving behind Bond.  Press the proper button to activate his smoke screen, and
lose them.  Turn right and the van with the bomb will appear, but a truck will
block the way.  Go straight ahead through a mall of sorts, and at the end will
be two cars.  Use the two wheel feature to move between them.  Time it just
right so that Bond will be on two wheels just as he's passing the two cars.
Turn left and a car will pull out ahead.  Shoot the car with missiles and head
to the right into an alleyway.  At the end of the alleyway, another car will
pull out.  Shoot it with missiles and it will also explode.  Move to the right
through a park and keep driving down.  Head left and the prompt for the
Q-Booster will appear.  Use it and jump over an incomplete bridge to follow the
van.  Don't shoot the van with missiles, but shoot it with the Q-Pulse when the
prompt appears.  When the Van is hit with the Q-Pulse, the mission ends.

Please note that the tutorial plays again if this mission is played on
Operative level, but on Agent and 00 Agent, full control is granted.

Bond Moves-
1) Shoot the lead car chasing Dominique in the tires.
2) Shoot the car chasing Dominique in the tires.
3) Shoot the car chasing Dominique in the tires.
4) Shoot the car chasing Dominique in the tires.  (Yes, you can do this three
times)
5) Use the Q-Smoke gadget to lose the two cars chasing Bond.
6) Use the Two Wheel gadget to get past the two cars at the end of the mall.
7) Use the Q-Booster to get over the bridge.

007 Icons- Please note that all 007 icons are in the second (Vanquish) part.
1) Off to the right on the first curve
2) Above the Moving van that blocks the way
3) Floating in mid-air in the park
4) Off to the left after the bridge jump chasing after the van.

Bronze Medal Award - Dominique Card

Silver Medal Award - MP Skin - Jaws

Gold Medal Award - Missile Upgrade: This allows the Vanquish to fire 4 missiles
at once instead of two.  This is only available in two stages.

Platinuim Medal Award - MP Skin - Renard

2 - The Exchange
This is the first First Person Shooter (FPS) stage in the game.  Bond starts
out on top of a gate, and from there, he can go several ways.  The easy way
would be to wait for the truck that is coming up the road to pass under the
gate, and have Bond jump from the truck.  From there, ride it until it enters
the Castle Courtyard.  Another way is to go down the stairs and go behind the
guard.  Bond can make the guard surrender by approaching him from the rear with
the gun drawn.  From there, Bond can go up the path, shooting anything in his
way to the gates and approach it with full action, or he can choose a more
stealthy route by going down the ravine to the right, and then after following
it around, use the Q-Grapple to go up the wall at the end.  From there, follow
the path to the left around the castle wall.  Be careful not to slip down, as
it can hurt Bond.  Eventually, Bond will come to a rope.  Jump up to grab the
rope and go hand over hand to the other side.  After following the road down a
bit, Bond will come to a ledge which he will have to wall crawl past.  However,
he will have to pass a couple of windows with a couple of guards patrolling
past them.  If the guards see Bond, they will sound the alarm which will
trigger more guards to come out and attack Bond.  The trick in getting past
this is waiting for the guards to pass the window and then making the way past
them.  If Bond makes it pass without them seeing, then he will be able to
continue without having to deal with guards in the area (and score a Bond Move
in the process).  Continue down to a third ledge which will require the
Q-Grapple to cross.  Move across and then follow the path to a hole in a wall.
Go up the stairs and go through the door to the next area.

The second area starting point will depend on how Bond completed the first
area.  If Bond went through the front gates, either by truck or on foot, he
will start near the front gates and will have to manuever his way to the
castle.  However, if he used the stealth route and entered in by the side door,
he will be pratically at the castle.  If he used the stealth route, go down the
passage way to a door to the left.  Go down the stairs to a courtyard.  Be
quick and move across the courtyard as the lights come on.  If Bond is quick
enough, he can make it across without the guards seeing him.  He can also shoot
out the lights if he feels so inclined.  Go to the left to the castle doors.

If Bond went through the front gates, he will have a much longer route to go.
If Bond came in by foot, he will be at the front gates with a couple of guards
patrolling.  If Bond came in via truck, he will start by the truck, which is to
the right of the front gates.  I will be writing this walkthrough as if Bond
came in by truck.  At the very start, a guard will be talking with the driver
and then walk down the cellar.  If Bond is stealthy enough, he can sneak up to
the guard and make him surrender.  Bond can go down the cellar for some
goodies, but he has to turn around and move down to the front part of the
courtyard.  He'll see two guards talking to each other.  He can sneak past, or
he can shoot them.  If he shoots and kills one, it will alert the other.
Personally, I prefer to knock the guards out.  Go through the door way to the
right on the platform that the two guards were on to find a guard standing at a
fountain.  Bond can sneak up behind this guard and make him surrender.  Shoot
the guard through the window and go into the room to find armor, some bullets,
and a circuit breaker.  Open the box and use the Q-Lazer to cut the green wire.
 Go back out and go to the right into a small corridor with snipers on top.  Go
right, and right again into another courtyard (This is where the stealth route
would have met up with).  Go to the left to the castle doors to end the stage.
Please note that this is my fastest way of completing the stage, and not the
only way.  In fact, feel free to explore a bit further and kill more guards to
increase the score.

In the next stage, Bond joins a party to visit Dominique, Zoe, and Drake.
PLEASE NOTE THAT DRAWING A PISTOL AT THIS POINT WILL CAUSE A MISSION FAIL!
There's nothing really at this point in the game except for a few cutscenes, so
enjoy the party and have a good look at the guests ;).  Move to the right and
follow the red carpet to a room full of guests.  Move across the room through a
door to reach the main lobby.  Go to the left, up the stairs and through a door
to the left to trigger the first cutscene.  After the cutscene go back through
the door and down the stairs.  Take the second left and go through a second
door to trigger the second cutscene.  At this point, Bond pulls out his gun.
Go back to the main lobby and head to the right through the arch that was
guarded.  At this point, guards will start to attack Bond, so feel free to
shoot back as they appear.  Go into a big room filled with guards (I prefer to
lead them back into the corridor and shoot them as they go through), and
through the door on the other side.  Go up the stairs and through the door to
the right, followed by go immediately to the door on the right to end the
stage.

At the fourth stage, move down the corridor to trigger another cutscene.  After
the cutscene, Bond can jump down to fight the guards, or he can go through the
window.  I suggest going through the window.  After jumping through the window,
Bond will see two guards on the next roof along with a zip line.  I'd suggest
shooting the two guards before using the zip line.  Go across the zip line and
jump down from the roof.  Go through the big steel doors ahead and go up the
stairs and go to the door on the right.  Open the small grey box on the wall,
stand back, and use the Q-Laser to open the door.  Go in, use the Laser on the
two hinges on the safe, and grab the briefcase and rocket launcher.  After
that, head back down the stairs, through the doors, and go through the other
set of doors.  Head through the small hallway, down the stairs to the right, to
the trolley hanger.  Go into the trolley where Zoe is at, and the trolley will
start to move.  After going halfway, the trolley stops and a helicopter
appears.  Use the AT-420 Sentinel to shoot the helicopter down, and the stage
will end.

Bond Moves-
1) Jumping into the truck, and riding it to the very end.  (Please note that if
this Bond move is done, then #2 can't be done)
2) Moving past the windows without being detected by the guards. (Please note
that if this Bond Move is done, then #1 can't be done)
3) Using the Zip line to go to the other roof.

007 Icons-
1) In the Back where the truck starts
2) Near Crates at the bottom of the ravine
3) At the end of the corridor if going into the second part via secret way.
(It's still there if you go through the front doors)
4) Behind some barrels in the wine cellar
5) In the Library
6) In front of the fireplace in the banquet hall where Drake was speaking with
his guests
7) Outside of the window after the meeting with Drake and his goons.
8) In a room below the cable car.

Bronze Medal Award - Zoe Nightshade card

Silver Medal Award - MP Skin - Oddjob

Gold Medal Award - Golden PP7: A more powerful version of the PP7.  This does
more damage and has a nice golden shine to it.

Platinuim Medal Award - MP Skin - Baron Samedi

3 - Alpine Escape
This level is a rail mission, where Bond is pretty much stationary, with Zoe
driving a snowmobile at the same time.  There's no real trick behind this
mission, just shoot enemies as they appear.

The mission begins with Zoe trying to start the snowmobile.  As she's trying to
start it, snow guards will come out and shoot at the two.  Feel free to shoot
back while Zoe is starting the snowmobile.  Just be careful, however, to avoid
shooting the barrels, as they will cause damage if shot.  After several waves
of enemies coming from all directions, Zoe finally starts the snowmobile, and
the hanger explodes.

In this mission there are two types of enemies, depending on the difficulty
level.  The first type are the regular snowmobile guards, and they can be
defeated by simply shooting the man (or the snowmobile, but that takes more
bullets).  The other type is the super snowmobile guards who drives the
snowmobiles that Bond is in.  The best way to take care of them is to shoot the
driver.  Bond can also shoot the man at the gun to stop him from firing.

The snowmobile passes a shack to the right (shoot the barrels to defeat the two
guards near it), followed by a tower straight ahead (shoot the barrels at the
base of the tower to defeat everyone there and score a Bond move at the same
time).  After a short cutscene of escaping a truck and car, Zoe and Bond
continue driving down the snow path.  After fighting a few snowmobiles, an
underpass will come up with a tunnel under it.  Shoot the grate covering the
tunnel and move on.  Right after that, a snowmobile will try to play "chicken"
with Bond and Zoe.  Either let him past, or destroy him, but either way, he's
not much of a threat.  I use the rockets to defeat him.  After a few more
guards and driving against a wall, Bond and Zoe will come to a closing gate.
There are three ways to get past this.  First is to shoot the flashing green
light to the left of the gate.  Second is to shoot the gate itself with
rockets, which will cause it to shatter.  Third is to simply wait.  If enough
time passes while at the gates, then a helicopter will come and shoot the
gates.  After getting past the gates, a helicopter will start shooting at Bond.
 Not much can be done about this at this point, so just sit back and watch what
happens.  Bond and Zoe will pass through a hotel, and the chase continues.  A
few more snowmobiles will attack Bond and Zoe, and after taking care of them,
the stage will end.

Bond Moves -
1) Shoot the flashing green light at the top of the gondola (causing it to fall
on a couple of guards)
2) Shoot the flashing green light on the big gas tank when guards appear near
it.
3) Shooting the barrels at the base of the tower.
4) Shooting the grate before going through it.
5) Shooting the flashing green light next to the big gates.

007 Icons -
1) Shoot the barrels before passing the shed
2) Defeat the snowmobile heading right towards Bond
3) Shoot both rocket launcher guards on top of the gates

Bronze Medal Award- Military Snowmobile Card

Silver Medal Award - MP Scenario - Assassination

Gold Medal Award - MP Mode - Grapple

Platinuim Medal Award - MP Skin - Max Zorin

4 - Enemies Vanquished

This stage is a pure racing stage.  The special part about this stage is that
there's a time limit to this!  So, Bond can't really play around with this
stage.  This is also a good stage to try some of the codes below.

Bond starts out on the road with the timer above.  After some enemies, a cop
will pull out behind Bond.  Don't let him stop you, but use the smokescreen to
get him off of Bond's tail.  If Bond shoots him, the mission will end.  This is
true for any cop car.  After driving down the road, and facing off some
enemies, the road will go left.  But, there will be some stairs to go up on.
Go up the stairs to the right as it's faster and easier (and score some armor
in the process).  Moving down and after fighting more enemies, a second cop
will appear behind Bond.  As like the first cop, use the smokescreen to lose
him and continue to fly down the road.  Bond will go through a tunnel after
that, with a cop blockade ahead.  Veer to the right into a snow path to avoid
the blockade.  Going down the path (and jumping over the blockade), Bond will
drive down a frozen river.  Be careful as traction is poor on the slippery ice.
 After driving down the icy river, Bond will arrive at a frozen lake, and
Helicopters and snowmobiles will appear.  Defeat all enemies to finish the
level.

Bond Moves -
1) Lose the first cop using smoke screen.
2) Go up the stairs and jump over into the courtyard
3) Use the smokescreen to lose the second cop.

007 Icons -
1) Off to the left of the main road before the stairway shortcut
2) Go through the stairway shortcut
3) In Mid air above the icy river
4) To the left of the island in the middle of the river.
5) Behind the island to the left on the frozen lake.

Bronze Medal Award - Vanquish Card

Silver Medal Award - MP Skin - Scaramanga

Gold Medal Award - Upgrade - Camera: This allows Bond to zoom in further.  On
top of that, any enemies will appear with green rectangle around them.

Platinuim Medal Award - MP Skin - May Day

5 - Double Cross

This stage is half stealth and half action.  The enemies here are the Yakuza
guards, which are a little tougher than the Alpine guards Bond faced earlier.
They also have a variety of weapons from the Storm 32 to the Firensi Automatic
Shotgun.  Just be on guard as the stage progresses through.

Bond starts in Mayhew's room with Yakuza literally jumping in.  Just shoot them
and lead Mayhew to the hall way to the left.  Bond should go right, but he can
go to the left to pick up armor.  However, if he does get the armor, be on the
look out for Yakuza that will come out and attack.  When Bond approaches the
door to the right, several Yakuza will confront him.  Shoot them all down and
go to the right, shooting any Yakuza that stand in the way (and guarding Mayhew
from injury at the same time).  Go through the door and go down the hallway,
fighting more Yakuza.  Go to a room to the left and kill anyone in the way of
Mayhew from reaching the secret panel to the bunker.  Follow Mayhew into the
bunker to end the stage.

In the next part, Mayhew gives Bond some directions.  First, find the missing
data.  Second, destroy Mayhew's computer.  Third, rescue any of the Gesha girls
that are held as hostages.  This part is really split into two parts.  The
stage begins in Mayhew's bunker.  Pick up the armor if needed, and then jump
through the grate to a ladder.  Climb the ladder to go to a big outdoor area
that is riddled with Yakuza.  Move to the left behind a rock to sneak up behind
a Yakuza.  Make him surrender and punch him out.  There are several more Yakuza
guards, so take care of them and move on.  Under the gong is a secret area
where Bond can pick up ammo for his PP7 and a sniper rifle.  Go back into the
water and head towards a hole under the building.  Follow the passageway to the
second left where a ladder is.  Go up the ladder and through the grate to find
a group of Yakuza holding a Gesha hostage.  Shoot down the Yakuza to free the
Gesha (And watch her kiss him in thanks.  ^.~) and move on.  Head out the door
and to the left to get to the next area.  In this area, there are several more
Yakuza in the outdoor area.  The one to look out for is the one with the sniper
rifle.  Shoot all of the Yakuza and then make way to the building in the
center.  There are two ways into the building.  One way is a door which is all
the way around on the other side from which Bond entered into the area.  The
other is by going hand over hand across the wire.  Jump on the rocks, and then
jump on the wire to get across.  Shoot the balls first, though, and don't cross
when the wire is sparking.  Wait for it to finish sparking, and then make way
across.  Once across, find the laptop and shoot it, and go through another door
way to a hallway.  Bond will now find himself in a kitchen/dining area.
Continue in the direction till he hits the very end, turn left, and shoot the
Yakuza through the screen.  This should free the hostage in the kitchen, and
enable Bond to leave the area.  Go through the big door to the right to leave
the area.  Feel free, though, to kill any remaining enemies before leaving.

In the third stage, Bond continues his quest to free all the hostages, get the
missing data, and get back in one piece.  Bond starts out in a plaza area.  Go
to the left and through a doorway.   Ahead should be a Yakuza goon unaware of
Bond.  Sneak up behind him and make him surrender.  Turn around and move a bit
to the left.  In this room, the dragon safe is to the left, but don't bother
with it for now.  Instead, move into the dark bedroom and catch another Yakuza
by surprise.  Make him surrender, and then turn around.  There will be a
picture on the wall.  Quietly activate the picture to unlock a secret door, and
then go through the secret door just to the left of the picture.  Using
stealth, go to the other side to catch a group of Yakuza.  Shoot the closest
one in the head, and then throw a stun grenade to dispose of the rest.  Once
the area is cleared, go back through the secret door to the dragon safe.  Plant
a shaver grenade first, then activate the safe and get the missing data.  Two
Yakuza will attack Bond at this point, so activate the grenade shaver (make
sure they're near it first) and then take care of business.  Go back through
the secret door and continue on through to the courtyard area.  As Bond goes
into the courtyard area, a cutscene with a sniper taking aim at Bond will play.
 Get out of the way and return fire.  After that, move immediately to the door
to the left, and then look right.  Shoot the Yakuza guarding a hostage and move
on to the right.  As Bond makes his way through the area, watch out for girls
running out with Yakuza chasing them.  Never let a girl get between Bond and a
Yakuza, lest the Yakuza "accidently" shoot a girl and causing a mission fail.
Continue through several rooms, Bond will end up in front of a big wooden door
with a symbol similar to the one Bond went through the last stage.  Go through
the door to end the stage and move to the next stage, but feel free to get the
armor in the rafters first.

In this last stage, Bond will fight a ninja.  The best way I've found to
dispatch the ninja is to use the Firensi shotgun and put it on automatic.  The
ninja will jump around constantly while firing a sub machine gun at Bond.
Frequently, he will drop stun grenades which will make the screen completely
white for several seconds.  And if he gets up close to Bond, he will slash at
Bond with his sword which does major damage.  Once the ninja has been defeated,
the mission ends.

Bond Moves -
1) Go through the underwater route to reach the hostage in the spa.
2) Go hand over hand on the wire to where the computer is.
3) Shoot a yakuza guarding the hostage in the kitchen through the screen.

007 Icons -
1) From start, head right and around to find a 007 icon hidden in the corner.
2) On the top level above where the secret panel to the bunker is.
3) By the gong in the second area.
4) To the right of the sniper.
5) Behind a screen in the dining room area.
6) On the other balcony from where the second sniper is at.  Bond will have to
cross the beam from the balcony that is accessible from the room where the
first hostage was at.
7) In the room on the opposite side where a Gesha and Yakuza will run out from.

Bronze Medal Award - Mayhew Card

Silver Medal Award - MP Scenario - Uplink

Gold Medal Award - Upgrade - Sniper Rifle

Platinuim Medal Award - MP Skin - Xenia Onatopp

6 - Night Shift

This stage is almost pure stealth.  Bond cannot shoot any of the guards, but he
can stun them, punch them, or shoot them with the dart gun.  Personally, I
prefer to punch them.  If the guards are shot or sound the alarm, the mission
is failed.

The game starts with Bond coming out from under the truck in the parking
garage.  From there, Bond can either go through a door and up some stairs to
the lobby, or he could take the elevator up to the lobby.  Personally, I'd
suggest the elevator, as Bond will meet less guards that way, and makes it less
likely to meet up with any guards.  After going into the lobby, head to the
right towards the security room.  Once inside the security room, grab the armor
there, and then hit both computers.  One will turn the infrared lasers off,
while the other will open the elevators to move up to the next level.  Leave
the room and go to the now open elevator to move up to the next level.

From there, Bond will have to find several computers in order to move to the
next level.  If a guards sees him, Bond will have a few seconds to subdue the
guard before he reaches for an alarm.  The first computer Bond needs is in 70A.
 This computer will have a green screen, and it will give Bond the access code
to unlock the door that blocks the first half of this level.  The next computer
Bond needs to see is in 70E.  The computer is in the back, and here, Bond needs
to use the Q-Worm in order to leave the level (It's an objective).  Go through
the door using the access code or use the Decryptor.  Go forward to the door at
the end to find a server room.  The computer here with the green screen will
give Bond the access code to get to the security room on this floor.  Go back
out and to the left.  Follow the hallway down and to the right is another
locked door.  Use the Decryptor or use the access code to get in, and then use
the two monitors to turn off the lasers and open the elevator to the next area.
 Go out and take the next left.  Follow the hallway down and to the right is
the door that will end the stage.

The next stage starts outside of the building.  Head to the right, and follow
the rooftop to an elevator.  Jump on top of the elevator and ride it to the
top.  When it stops, ahead will be a grate.  Go through the grate and follow
the vent to a supply closet.  Head to the left to the lobby.  Go across the
lobby, avoiding the camera beams, to a wooden door (The one on the left).  Go
through a door to find a locked door.  Use the Decryptor on the the lock to
open the door and go through to an office.  In the office will be a computer to
use the Q-Worm.  Use the Q-Worm, (feel free to pick up the Scorpion launcher
next to it), and then go back to the lobby.  In the back is a big metal door.
Use the lock (don't need to use the Q-Decryptor) and open the door.  When the
cylnder risess, use the computer that appears to get the files, and quickly get
out of there.  Guards will start appearing, so take care of them quickly and
head to the metal door on the right.  After a short cutscene, Bond will be on
the top of the roof.  A helicopter with a whole slew of guards will be there,
so move quickly.  Dispose them for points, but make way for the helicopter
sitting on the pad.  Grab the parachute and jump off the roof to finish the
mission.

Bond Moves -

1) Reach the location of the Nightfire files
2) Destroy the Helicopter that is flying around.

007 Icons -

1) In an enclove in the garage (straight ahead).
2) In the welcome area of the lobby.
3) On the skybridge.
4) In a cubicle in office 70C.
5) Darkened corridor right before leaving the stage.
6) In the boardroom.
7) On the opposite side of the roof (The one with all of the guards).

Bronze Medal Award - Kiko Card

Silver Medal Award - MP Scenario - Team King of the Hill

Gold Medal Award - Upgrade: P2K

Platinuim Medal Award - MP Skin - Christmas Jones

7 - Chain Reaction

In the next stage, it's mostly about aiming.  Most of the enemies there are
elite guards armed with sniper rifles, so it's important that Bond takes the
enemies out before they take him out.  Stay low to avoid fire, and use the
camera if there's trouble finding enemies.

The mission starts out with Bond on the roof of a warehouse.  There are two
ways down, so take either way to go down.  In the warehouse are several guards,
so take them out with the sniper rifle.  Move down to the second level and take
a picture with the Micro-Camera and move down to the bottom and to the right to
exit the building.  Go either way, but at this point, there are many guards
armed with sniper rifles.  The moment that one is shot, or one sees Bond, all
of them will be aware of where Bond is and will start shooting at him.  And
they do alot of damage, so be careful.  At the center of the area is a still
forklift.  Jump on top of it and use the Grapple to get on top of one of the
white towers.  Move to the right and then go hand over hand to the next tower.
Go right and do the same to get to the next tower, and then the same to get to
the door to the building.  Open the door to the warehouse, and shoot any
enemies inside.  Go down to the second level and move around to the girder that
is leaning.  Go up the girder to reach the third level.  Go out to the door on
the left to finish the level.

In the next level, Bond starts outdoors with several enemies attacking Bond.
Kill all enemies, and then make way to the ground.  Jump on top of the forklift
and then Grapple up to the top of the crane.  Climb up the ladder and then go
hand over hand to the other crane.  Make sure that all enemies are defeated
before going across, or they'll shoot Bond to shreds.  Once on the other crane,
use the instrument panel to make the crane move, and then go on the crane to
reach the door.  Go into the door and move to the right.  Use the instrument
panel to make another crane to move.  Continue moving to the right and go down
the stairs.  Wait for the platform to move under the grapple point, and then
grapple up to the platform.  Move to the right and when the platform reaches
another walkway, jump on the walkway.  Take a photograph of the laser and then
use the laser to kill enemies and blast the door on the far end down.  Once the
blast door has been blasted, go into the door and move quickly to the end of
the hallway to end the mission.

Bond Moves -
1) At the start of the mission, go into the grate that is covered.  Use the
laser on the hinges to make the cover to fall off.
2) Use the grapple timed in such a way that Bond lands on the moving platform.

007 Icons -

1) Top of the forklift in the first building
2) Inside the generator in the hanger with the ronin gun.
3) On the left catwalk in the hanger.  Grapple to the roof of the second
building, and then use the zip line to reach the catwalk.
4) Behind the generator in the second building.
5) In the room with the three shot out windows.
6) On the beam accessible by the moving platform.
7) In the room to the right of the laser.  It's on the second level behind some
crates.

Bronze Medal Award - Rook Card

Silver Medal Award - MP Skin - Wai Lin

Gold Medal Award - Upgrade - Dart Gun

Platinuim Medal Award - MP Skin - Goldfinger

8 - Phoenix Fire

This stage is the complete opposite of Night Shift.  Instead of going from the
bottom to the top, Bond is going from the top on down to the bottom. Instead of
relying on stealth, this stage is purely action.

The mission starts out with Bond in the elevator and a couple of Yakuza
shooting at him.  Go to the left, turn around, and grapple to the top of the
elevator.  Go through the grate to the storage room (if this looks familiar,
it's the same route Bond took in Night Shift).  Go through the door, but watch
out for the hostage that runs between a Yakuza guard and Bond.  Go to the left
(but feel free to stop by the boardroom on the right to pick up some armor) and
head to the other side towards Drake's office (The same one Bond planted the
Q-Worm virus on).  Kill anyone in the way and use the computer to get a code.
Fight back to the lobby, head left and then right to a steel door with a keypad
next to it.  Put in the code picked up from the computer.  More enemies will
start to appear, so fight all the way down the stairs.  In this corridor, many
enemies will attack Bond, so take it slowly.  While there is a time goal, there
is no time limit.  When the bottom is reached, pick up the armor and weapons
under the stairs, and then go through the door to end the stage.

In the next stage, A couple of security guards will be right in front of Bond,
so shoot them to get them out of the way.  Head left, and then when Bond
reaches a T-intersection, look out for the Phoenix Ronin to the right.  Stick
close to the wall to get past the Phoenix Ronin, shoot anyone there, and then
pick up the Phoenix Ronin by moving behind it and hitting the action button.
Continue going down the hallway where the Ronin was till Bond reaches the
atrium with the security room windows.  There are two ways into the security
room.  One way is the easy way, which is to simply put a satchel charge (found
under the stairs in the previous stage) on the window and get out of the way
till the charge blows.  And then simply jump in.  Or the hard way which is to
continue going back to office 70E to the computer that Bond planted the Q-Worm
on in Night Shift, and then going to the door with the code that comes from the
computer.  Either way, Bond needs to get in the security room.  Once inside,
use both screens (and pick up the armor).  One will open the elevators which
lead to the exit of the stage, while the other opens the skybridge.  The easy
way now is to head back towards where Bond came and take a left instead of a
right.  When Bond reaches the skybridge, a helicopter will come out and attack
Bond.  The easiest way to take care of this helicopter is to go towards one of
the windows and place a Phoenix Ronin in front of the window.  The Ronin will
attackt the helicopter automatically, so sit back and watch the Ronin.  After a
few minutes, pick up and replace the Ronin to refill its ammo count, and repeat
as many times as necessary till the helicopter explodes.  Once the helicopter
is gone, pick up the Ronin and make way down the skybridge.  Head to the right
and then take another right.  In the next room are a couple of guards and
another Ronin.  Use a grenade to take care of the guards, slip past the Ronin,
and then go to the open elevator to end the stage.

In the next stage, Bond will be on the top of an elevator going down with
enemies attacking him from the doors.  The easiest way through this stage is to
crouch down with the back towards from where the enemies are coming from.
Watch out for enemies dropping down on lines and wait out the ride.  After a
bit, a cutscene with a couple of guards dropping a satchel charge will play.
On the elevator a satchel charge will appear.  Use the laser on the charge to
disable it, and continue waiting and watching.  A second satchel charge will
drop on the elevator, so take care of it like normal.  Finally, a second
cutscene will play, and the stage will end.

In this last stage of the mission, Bond will be on the ground floor of the
lobby, but there will be many enemies attack him from all directions.  Shoot
anybody, but be aware that more enemies will continue to spawn, so do not waste
too much time attacking, but just get out of there.  Go into the security room
on the right and use the screen to open the door to the exit, and run quickly
out of there to end the mission.

Bond Moves -

1) Go to the ledge to the left of the elevator and grapple up to the air duct.
2) Destroy the helicopter flying around the skybridge.

007 Icons -

1) On the ledge to the left of the elevator
2) In the boardroom
3) In the dark corridor to the left of the skybridge
4) In the cafeteria
5) In the back cubicle of office 70A
6) Behind a column in the lobby
7) In the security room in the lobby

Bronze Medal Award - Alura Card

Silver Medal Award - MP Scenario - Demolition

Gold Medal Award - Upgrade - Pistol

Platinuim Medal Award - MP Skin - Drake Suit

9 - Deep Descent

This is the first in a series of racing missions that will take Bond off road,
underwater, and into the air.

This missions starts Bond in a big underwater chasm.  Move forward and a
cutscene showing a Russian sub will play.  Move towards the right to a ship
with a hole in it (notice it says Malprave Industries).  Go through the holes
in the ship to a rocky tunnel.  Soon after entering the tunnel, another
cutscene showing an enemy sub retreating will play.  Move to the right tunnel
and follow the tunnel to a big room with a series of fans.  Shoot a remote
torpedo and guide it past the three fans to a transmission tower.  Blow up the
tower and then go left to another tunnel.  After getting out of the tunnel,
shoot another remote torpedo and aim it for the oxygen tanks below the enemy
sub.  Right after the enemy sub, shoot another remote torpedo through the laser
trap to a box on the left wall.  In the next area will be mines.  Be careful
not to hit any of the mines, or else it will result in an instant mission fail.
 Continue moving past the mines to another laser trap.  As before, use the
remote torpedo to hit the fuse box on the left wall, but be careful not to hit
any of the mines.  Move past another room full of mines to a room full of
missiles.  Here, Bond must put charges on the green glowing circles at the base
of the missiles.  There are six of them, and when the first one is placed, a
time limit appears.  Place all of the charges on the missiles and get past the
two subs through the exit.  At this point, an enemy sub will run away from
Bond, and Bond has to chase the enemy sub through the tunnels and doors.  If
Bond destroys the sub, or loses him through a closed door, the mission fails.
The best way to keep up with the sub and keep track of it is to equip the
torpedoes and follow him that way.  Watch out for the mines that the enemy sub
will drop in its attempt to lose Bond.  Once Bond follows the sub into a small
tunnel, the objective is fulfilled and the enemy sub doesn't need to be
followed any more.  Move to the end of the tunnel and fire a remote torpedo at
some oxygen tanks that are above a series of three subs.  Destroy any remaining
subs and go to the other side of the room.  Shoot another remote torpedo
through the laser trap to hit another box on the left wall.  Go through the
small tunnel to get to another big area with nuclear submarines all throughout
the area.  At the end of the area is an active nuclear sub.  Sneak past or
destroy the nuclear sub to end the area.  The easiest way to handle this is to
not place charges at first (this prevents the timer from appearing) and to hide
behind the subs and use remote torpedoes to destroy the nuclear sub.  Then
place the charges and get out of there to complete the mission.

Bond Moves -

1) Shoot the transmission node with a homing missile from behind the fans.
2) Shoot the oxygen tank to destroy the first enemy submarine
3) Shoot the oxygen tanks to destroy the three submarines after the chase

007 Icons -

1) Inside the oil tanker
2) Right next to the comm tower
3) Below the 2nd laser trap box
4) On a ledge right before the 3rd door in the sub chase
5) Above the three subs after the sub chase
6) On a rocky ledge right above the exit of the tunnel leading to the nuclear
sub hanger

Bronze Medal Award - Vanquish Sub card

Silver Medal Award - MP Skin - Nick Nack

Gold Medal Award - Upgrade - Decryptor

Platinuim Medal Award - MP Skin - Elektra King

10 - Island Inflitration

This stage is a series of three driving stages.  In the first stage, Bond goes
into a SUV and drives around the island disabling the various sentries that
guard entry into Drake's fortress.  At first, go straight and then to the right
to a small base.  Stop and wait for the gate to open, and then drive up to the
walkway to a small inlet and download the security clearance.  Bust through the
gate and move to the right.  Follow the road down to a gate, and use the
security codes to open the gate.  A sentry will pop up, so stay at a distance
and shoot it with the machine gun till it comes down.  Continue driving down
the path, shooting anyone who gets in Bond's way.  After opening the second
gate, another sentry will appear behind a curve.  This one is sorta hard to
destroy, as Bond can't hit it without behind hit himself.  After destroying the
second sentry gun, drive down the road till the third gate is reached.  After a
few turns, there will be a secret road off to the right.  Drive that and over a
jump to get into the volcano (and pick up some armor).  Take a left to face a
couple of SUVs and a popped up Sentry to finish the stage.

In the next stage, Alura and Bond take a hovercopter to fly to Drake's hideout.
 There really isn't much to this stage except to shoot anything and everything.
 Alternate between firing rockets and firing the pulse gun.  Use the rockets
against buildings, bridges, and sentries, while using the pulse gun against
other hovercopters and the ships.  When Bond starts the stage, M will instruct
Bond to destroy the bridge directly ahead.  Shoot the bridge down quickly with
a rocket salvo and move on.  Bond will face a couple of towers and sentries,
and then he will have to destroy a second bridge with SUVs travelling on it.
After this, Bond will face a couple of hovercopters and then dive down into a
lake.  In this area, Bond will circle around a lake while fighting ships and
hovercopters.  After several circles, Bond will move to a ravine and move down
it.  After a ship, a couple of towers, and another sentry, the stage will end.

In this final stage of the mission, Bond is shooting a giant sentry gun.  The
gun has two firing modes.  A powerful pulse gun and a single shot blast.  It's
important that Bond destroys the tanks as quickly as possible (preferably with
the single shot blast) as they can do much damage to Bond.  After fighting off
several waves of hovercopters and tanks, a sub will pop up out of the water and
start shooting missiles at Bond.  Shoot a single shot blast at the grey
cylander that appears near the front of the sub to destroy it, and end the
mission.

Bond Moves -

1) Wait for the gate to open before going into the base with the security code
2) Take the secret path that leads to the jump
3) Destroy the bridge that has a bunch of SUVs on it.  It's not the first one
that M tells Bond to destroy.
4) Shoot the gas tanks next to the first tank
5) Shoot down a fleet of hovercopters
6) Shoot down a fleet of hovercopters
7) Shoot down a fleet of hovercopters

007 Icons -

1) Behind Bond at start on the beach
2) Right next to where Bond gets the security code
3) Behind the last sentry in the volcano
4) Destroy the first tower with rockets.

Bronze Medal Award - Ultralight Card

Silver Medal Award - MP Scenario - Protection

Gold Medal Award - Upgrade - Stunner

Platinuim Medal Award - MP Skin - Bond Tux

11 - Countdown

This stage can be one of the toughest First Person Shooter stages in the game,
as it features tough enemies with powerful weapons.  In the first stage, Bond
starts out in a air duct.  Jump down the grate and defeat the guard patrolling
around.  For now, stealth is important, for if a guard sounds the alarm, they
will almost certainly kill Bond.  Rather than going through the door, go around
to one of the other grates on the other side.  Use the grapple to get up into
the air duct and crawl to the left.  After a cutscene, move to the right and
open the grate.  Shoot the guard standing there and jump into the room.  Before
leaving the room, open the box to the left of the door.  Use the Laser to cut
the GREEN circuit board.  Then go out the door and to the left.  Go to the door
at the end of the hallway and to the left.  Shoot the guard standing guard
there and then go to the circuit box on the left wall.  Open the box and cut
the green circuit board.  Grab the armor on the other side and go out of the
door and to the other door directly across the hall.  Using stealth, go past
the guards (don't shoot them) and past a couple of doors, and then head left
into another hallway.  Go all the way down the hallway, shooting anyone in the
way, till Bond reaches the last door on the left.  Go through that door and
stay hidden.  Go through a couple more doors, and then, when he reaches the
hallway, take care of the guard patrolling it and then go through the door
right across from the one he came out of.  Shoot the guard guarding it, and
then open the box on the left and use the laser on the green circuit board.  Go
back out and go down the hallway.  Before going all the way back and to the
left, use the Decryptor on the door that is on the left.  Open that up, and
then go in the room and use the decryptor on the two padlocks to unlock the
door.  This opens up an area filled with AIMS and other ammo.  Go back to the
hallway and move to the corridor turning left.  This triggers a cutscene, and
ends with Bond locked in the room.  In the far back of the room are two boxes.
Open them both and use the laser to cut the green circuit boards.  Then go to
the front of the room and press the Action button.  This causes a series of
explosions and then the door will open back out to the hallway.  At this point,
all of the guards will attack Bond, and a new series of guards will attack Bond
also.  Fight through back to the first hallway.  Once there, Rook will attack
Bond using the Phoenix Laser.  Defeat him (I personally use explosives, but use
whatever works) and pick up the Phoenix Laser.  Go to the big steel doorway to
complete the section.

The next section is a series of connected rooms.  While I won't provide a room
for room walkthrough, as it's really simple.  At every room, a few guards will
attack Bond, and then find the door with a green light next to it.  Before
going into the corridor, set the laser to overload mode, then open the door,
and then aim the laser for a laser tripbomb.  There's one in every corridor.
Repeat this, following the path to the end.  The end appears when the door
"Omega Sector" appears.  Feel free to use the decryptor on any door that has a
red light next to it, as it has armor in the corridor.

In the last section is the Omega Sector.  Bond starts in a big room with a
bunch of guards patrolling around it.  Work up to the second level to a control
room, shooting anyone in the way.  Once in the control room, use the small
column near the windows to unlock the door, and then go back down to the bottom
level.  Go through the door on the far end of the level, and after going
through several doors, go through the door straight ahead towards a space
shuttle to trigger a cutscene.  Bond must now quickly reach one of two rooms,
or else the mission fails.  After the countdown is done, the door closes and
Bond is blinded by the space shuttle launch.  After the screen clears, the
doors will open and enemies will attack.  The best way to handle this is to use
explosives like the Remote Mine and the Laser Tripmine to take care of them.
After dealing with the enemies, a second countdown will occur.  Treat this as
the first countdown and hide in the rooms to the side and wait for the
countdown to run down and the shuttle to launch.  As before, enemies will
attack after the doors open, so use the same tactics as before to defeat them.
Once all the enemies have been defeated, another cutscene will play.  Once the
cutscene is done, immediately move to the door ahead and press the button on
the right to end the mission.

Bond Moves -

1) Laser all three boxes to defeat the base security system.

007 Icons -

1) In the air ducts above where Bond starts
2) In a crawl space on the left side of the first crate room.
3) In the room to the left in Silo 12D
4) On top of the crates right before the door to Omega Sector.
5) In the room opposite of the room with the column to unlock the door on the
second level
6) Beneath a shuttle
7) Beneath a shuttle

Bronze Medal Award - Drake Card

Silver Medal Award - MP Mode - Explosive Scenery

Gold Medal Award - Upgrade - Laser

Platinuim Medal Award - MP Skin - Pussy Galore

12 - Equinox - This mission is the final confrontation against Drake.  This
stage has three features.  First are the
missiles to the side that must be disarmed.  These missiles can disarmed only
when they're ready to fire.  When a missle is
armed and ready to launch, the coupling is exposed.  The coupling is the little
gold button surrounded by lights found at
the base of the missiles.  When the missile is safe, the lights around the
coupling will turn from green to red.  A second
hazard is the laser that Drake keeps firing.  It will fire from the main lens
to the center orbiting satellite to one of the
side orbiting satellites, to Bond.  There is no easy way of avoiding this, and
the only tip is keep moving.  However, Bond
will eventually be hit.  A third hazard will be the enemies that pop out to
fight Bond.  Just zap them with the laser as
they come out, and they won't present themselves too much of a hazard.

Once the last missile has been disarmed and launched, the platform will
explode, and Drake will come out and start firing
missiles at Bond.  Shoot him with the laser while avoiding the missiles to
defeat him.  Be warned that there is a time limit
to this fight, and if the fight goes on too long, then the mission will fail.
After defeating Drake, sit back and watch
Bond get the girl.

Bond Moves - None

007 Icons -

1) In front of the giant lens where the laser comes from
2) In front of the middle satellite
3) To the right of the left satellite
4) Below the front of the right platform
5) Below the front of the left platform
6) Below the right missile one down from the top
7) Below the left missile one down from the top

Bronze Medal Award - James Bond Card

Silver Medal Award - MP Scenario - GoldenEye Strike

Gold Medal Award - Upgrade - Sniper Rifle

Platinuim Medal Award - MP Skin - Bond Space Suit
==========================================================
VI. Multiplayer Modes

Arena: Standard Deathmatch mode.  It's everyone against everyone else.   Shoot
the most people to win.

Team Arena: Team Deathmatch mode.  Everybody is on two teams.  Shoot the most
people on the other team to win.  Beware of Friendly Fire if it's on, as it can
subtract from a team's score if someone shoots someone else on the same team.

Capture the Flag: To score points, go to the other team's flag and take it back
to your own flag.

Uplink:  There are a series of satellite dishes.  Whichever team activates a
satellite dish starts to get points.  Control multiple satellite dishes to earn
points for your team faster.  To control a satellite dish, just run over it.

Top Agent:  It's everyone for themselves in this mode.  Everyone has a certain
number of lives, and they lose a life when they get killed.  When someone loses
all of their lives, they are out of the game.  The last agent standing wins the
game.

Demolition: Mi6 vs. Phoenix.  In this scenario, Mi6 is to destroy a missile
guarded by Phoenix.  All Mi6 players have timed charges which they can use to
blow up the missile.  Mi6 scores if the missile is destroyed, while Phoenix
scores a point if the timer runs out before Mi6 can destroy the missile.  Teams
are determined by skin selection (I.E. if Bond is selected as a skin, then the
player is on the Mi6 team.  If Drake is selected as a skin, then the player is
on the Phoenix team)

Protection: Same as Demolition, only roles are reversed.  Mi6 is protecting a
missile while Phoenix is out to destroy it.

Industrial Espionage: Disks are hidden throughout the stage.  Players on both
teams must hunt out these disks and bring them back to their base computer to
score a point.

GoldenEye Strike: Two pieces, a key and a crystal, are hidden in the stage.  If
a team gets both pieces, the team scores a point and a player on the other team
will be instantly killed.

Assassination: There are three types of players: The Assassin, The Target, and
The Guard.  There is only one Assassin, only one Target, and everyone else is a
Guard.  The Assassin scores points if he kills the Target, and everyone else
scores a point if they kill the Assassin.  Whoever kills the Assassin becomes
the Assassin, while the Target is randomly selected among the non-Assassins.
The Assassin is designated by the Sniper Rifle while the Target is designated
by the Crosshairs.

King of the Hill: In this mode, it's everyone against everyone else.  Somewhere
on the stage is a glowing blue circle.  The object is to stand in this glowing
blue circle for as long as possible while preventing everyone else from
standing in the blue circle.

Team King of the Hill: Same as King of the Hill, only this time everyone is on
two teams.  The more members of the team in the glowing blue circle, the faster
points are scored for the game.

==========================================================
VII. Cheats and Codes

There is a Code Menu where a player can enter cheat codes to unlock something.
To unlock something, just put in the proper
code.  You will not get a confirmation that the code worked however.

Stage Unlocks
Alpine Escape - POWDER
Enemies Vanquished - TRACTION
Double Cross - BONSAI
Nightshift - HIGHRISE
Chain Reaction - MELTDOWN
Phoenix Fire - FLAME
Deep Descent - AQUA
Island Inflitration - PARADISE
Countdown - BLASTOFF
Equinox - VACUUM
All Stages - PASSPORT

Single Player Upgrades
Golden PP7 - AU PP7
Grapple - LIFTOFF
Camera - SHUTTER
Rifle Scope - SCOPE
P2K - P2000
Dartgun - SLEEPY
Golden P2K - AU P2K
Decryptor - SESAME
Stunner - ZAP
Laser - PHOTON
Rifle Clip - MAGAZINE
Vanquish Missiles - LAUNCH
All Upgrades - Q LAB

Bonus Skins
Oddjob - BOWLER
Bond Tuxedo - BLACKTIE
Wai Lin - MARTIAL
Nick Nack - BITESIZE
Scaramanga - ASSASSIN
Jaws - DENTAL
Drake Suit - NUMBER 1
Baron Samedi - VOODOO
Xenia Onatopp - JANUS
Goldfinger - MIDAS
Mayday - BADGIRL
Elektra King - SLICK
Christmas Jones - NUCLEAR
Pussy Galore - CIRCUS
Renard - HEADCASE
Max Zorin - BLIMP
Bond Spacesuit - ZERO G
All Skins - PARTY

Multiplayer
Scenario: Assassination - TARGET
Scenario: Uplink - TRANSMIT
Scenario: Team King of the Hill - TEAMWORK
Scenario: Demolition - TNT
Scenario: Protection - GUARDIAN
Scenario: Goldeneye Strike - ORBIT
Mode: Explosive Scenery - BOOM
All Scenarios - GAMEROOM

There are also certain cheats that can be activated in Racing Mode.  This is
done by pressing Start, holding down the Left
trigger (L1 for PS2), press the button sequence, and then release the left
trigger.  If done right, the game will give a
tone (not to mention it'll be painfully obvious).

Cheat              XBox                NGC                 PS2
---------          ------              ------              ------
Frantic            XYBYX               BYXBYX              STOSTO
Trails             XBBX                BXXB                SOOS
Race in Alps       BBXXY               XXBBY               OOSST
SUV in Alps        XBYXY               BXYBY               SOTST
Double Armor       BYXBB               XYBXX               STOSS
Triple Armor       BYXBBB              XYBXXX              STOSSS
Quad Armor         BYXBBBB             XYBXXXX             STOSSSS
Super Bullets      BBBB                XXXX                OOOO
Berserker          XYYXYB              BYYBYX              STTSTO
==========================================================
VIII. Frequently Asked Questions

These are questions that I've seen asked frequently asked on both the message
boards and to me via email.

Q: How do I use the Decryptor?
A: Point the crosshairs at the keypad, and then hold down the fire button.
Once all four numbers are displayed, and the keypad light changes from red to
green, then the door is unlocked.

Q: Where do I put in the cheat codes?
A: First select Codenames, then select a code name (or make one), and then the
first option is Secret Unlocks.  Once there, just put in a cheat code and move
from there.
==========================================================

IX. Thanks, Credits, and Legal

Thanks goes out to EA and Eurocom for making such an awesome game.
Thanks goes out to GameFAQs for putting this up.

Credits

Me for writing this.
EA and Eurocom for making and producing this game
GameFaqs for publishing this FAQ and Walkthrough

Comments, questions, concerns?  Write me at w.douglas@eudoramail.com

FAQ Copyright 2002.  This FAQ may not be reproduced or distrobuted without my
express permission.