Version 1.0 completed by Odge (djgaunt86@hotmail.com)

Contents
1) Introduction
2) Version History
3) Walkthrough
4) Legal Stuff and Credits

1) Introduction

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

2) Version History

Version 1.0 completed 22/01/02

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


3) Walkthrough

Mission 1: Trouble In Paradise

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

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

Mission 4: Bad Diplomacy

Available Weapons:
Dartgun (3)

This level is fairly simple to get the Gold Medal in, since youre forced to 
use a pistol in it (which pushes your Ammo Efficiency up) and theres not 
much available ammo for it (so you need to be accurate with it.) However, I 
advise upping the difficulty to Agent just in case.
At the start, dont move, or the guard directly in front of you will notice 
you. Just aim right of him, and when he moves into your crosshairs, take him 
out. Now open the door, and go through the passage. Dont take the lift yet, 
go round the corner, and shoot the guard before he notices you. Go into the 
room to your left after shooting the guard, and pick up the Darts lying 
round the corner.
Now retrace your steps back to the lift, and take it up to the next level. 
Immediately run through the passage to your left and shoot the guard before 
he sets off the alarm. Now you can take the passage to the right. Go through 
the doors into the kitchen.
Notice those boxes lying around on the floor? Well, if you walk near them 
then theyll be knocked over, alerting the guard in the next room. Jump over 
the boxes to avoid this happening. Now take the door in the far right corner 
of the room, and slap the guard that is just behind it in the back of the 
head. Now switch to your Dartgun, and shoot the guard at the end of the 
passage before he has a chance to set off the alarm.
Before continuing, don your Q-Specs and look to the wall on your right, 
where you should see a small panel. Press Square to open it, and use the 
Q-Laser to disable the trip-laser (first Bond Move.) Now go down the 
passage, and you should see an open window to your left. If youve got any 
Dartgun ammo left, side step until youre facing the open window, and shoot 
the guard just outside it.
Now do a 180&#730; turn, and disable the trip-laser that you can see in the 
passage using another panel in the wall (this time on the left-hand side  
second Bond Move.) Go to the end of the passage, where you should see a door 
marked private. Don your Q-Specs once more, and you should spot a hidden 
door on your left. Open it using Square (third Bond Move) and collect the 
Darts and Body Armour inside. Now go back to the window, shoot the guard if 
you havent done so already, and jump out. Walk to the edge of the balcony, 
turn around, and look up. You should see a perforated hatch on the ceiling 
above the ledge above you. Q-Claw up there (fourth Bond Move), and enter the 
next floor using the open door.
Your next job is to find the access code for that computer on your left. But 
first youll need to pick up a Keycard so that you can move around in this 
restricted area. Go into the first door on your right, upon which youll see 
a cutscene, and get your first glimpse of Malprave. When you leave, youll 
have the Keycard, and the fifth of those elusive Bond Moves.
Now open the door on your left, which contains some Darts, and use the 
Keycard to open the door on your far right. Youve finally found Griffin, 
and he appears to want to kill you. Ah well. More fool him. Just to rub it 
in, switch to your bare hands, and slap his ugly ass to death. Besides being 
funny, it allows you to pick up your sixth Bond Move.
Now youll need to go back, and hear whats on the computer. After this, go 
back into the room with Griffin in, and use the Keycard to open the unopened 
door. Run down the stairs on your left, and position yourself in front of 
the alarm button so that you can shoot the guard as he runs for the alarm. 
Now walk down the passage, and you should see another laser, which is now 
moving. If you can see a guard, disable him before fiddling around with the 
laser. As always, theres a hatch to disable it, this time on the right hand 
wall, before the painting (seventh Bond Move.) Now run forward, and position 
yourself in front of the alarm button so that the two guards in this area 
physically cannot get to it. As they run up to you, you can easily pick them 
off using the Dartgun. Now take the elevator down, and run for the main 
door, subduing the guard as it opens. Run through the door to freedom, and 
the Gold Medal.
A Gold Medal for this level gives you the Golden Accuracy, which makes your 
Golden Gun fire much more accurately. This may not sound too hot, but 
believe me, its useful for killing far away enemies such as snipers.

Level 5: Cold Reception

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

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

Level 6: Night of the Jackal

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

The missions are starting to get tougher, and in this mission youll meet 
your first real boss. However, youll also get to use your first assault 
rifle (I bet youre hugely excited.) Hmm. Anyway, lets get this level 
walkthrough underway
At the start, youll be standing in an alleyway, with the embassy fence on 
your right. In a short while, a bus will come in from a road to your left, 
crash into the fence, and a whole load of terrorists will pour out and start 
besieging the building. Walk forwards until you get to the corner of the 
embassy fence, and quickly shoot the two terrorists that come out from 
behind the scenery a distance in front of you. If youre not quick enough, 
one will run behind a flower bed and start shooting at you from behind a 
cover, so try to get close enough so that the guards are enticed to run 
towards you rather than running for cover, where youll never get at them. 
Once these guys are disposed of, pick up their KA-57s, and walk along the 
pavement around to the right, where youll see a grenadier. Shoot him a few 
times with your Golden Gun to get rid of him. Now, before you advance, look 
to your right, where you should see a couple of terrorists hiding behind a 
fountain, and shooting at the embassy. Shoot one of them to alert them of 
your presence, and then duck to avoid their shooting. Hopefully, both guards 
will run round the cars to appear where the grenadier was, and you can pick 
them both off using the KA-57. However, although one of them always does 
this, the other can either run off into the distance, and hide behind a car, 
or come around the cars the other way, and shoot at you from behind. So 
after you kill the first terrorist, if you dont see the other, stand up, 
and retreat into a corner so that you can see where the other is. If he is 
coming at you, pick him off quickly before he has a chance to shoot.
Now pick up the grenades and the gun that the grenadier left earlier, and 
proceed along the street in front of the embassy. To avoid the sniper, take 
a short detour up the passage to your left, before resuming your normal 
course. Run up the street ahead of you, and in two shop windows, you should 
see both some Body Armour, and a Frinesi. Stand on the park benches to get 
up to the windows, and smash through them to get to the goodies.
Now leave this street, and make a hairpin turn around to your left to end up 
in another street, with an archway to your right. An enemy should appear 
through the arch  he should be no problem for your KA-57, except that he 
rolls about a lot. Now run through the arch to lure two guards out from 
their hiding places, before retreating back into the street. You can easily 
pick off the guards as they rush through the arch.
Go through the arch once more, and detour to the left to avoid the laser 
sight of the sniper. Once youre just underneath the sniper, switch to the 
grenades. Look up, until your cross hair is focused on the ceiling just 
above the sniper (if you cant even see the balcony that the sniper is on, 
then youre too far underneath  back up.) Now press X, and count to three 
before releasing it. If youve done it right, the grenade should land right 
in the snipers nest, and blow him up spectacularly (I know that doing this 
is not entirely necessary, but it looks excellent when you pull it off 
successfully.) Now look right of the snipers den, and you should see a 
perforated hatch. Q-Claw up to it, and land on the platform. Now turn so 
that you can see the snipers nest, and you should see that you could just 
jump onto it. Do so, and collect the SSR 4000 lying there (doing this will 
reward you with a Bond Move.)  Do not use this weapon just yet  youll need 
all the shots for this weapon that you can get to have a chance of 
collecting another Bond Move at the end of this mission. Now use the Q-Claw 
to get back onto the platform that you were originally on. Now turn right 
and follow the ledge around the corner, and you should see glass doors to 
your left. Go through them to get your second Bond Move. Now that you are in 
the safe house, follow the pathway in front of you, and take the door on the 
left leading into the bathroom. Watch the cut scene, and collect the Q-Card. 
Now go along the path that was behind R, and you should spot a perforated 
hatch on the embassy wall. Q-Claw over there to collect your third Bond 
Move.
Walk along the edge here, and drop off. The gate is locked, so turn around 
180&#730;, and go up the steps until you spot a door with a card slot. Use 
the Q-Card to gain access, and youve completed the first part of the 
mission.
Inside the embassy, there is Armour under the stairs. Your health is 
probably not all that bad, so you may want to come and collect it later when 
it is. Climb the stairs until you reach the door. Now duck, and keep the 
duck button held as you open the door. A woman will run out screaming, with 
a gangster running after her. As soon as you see the gangster, let rip with 
your KA-57. Your crouched position will reduce the chance of the enemy 
hitting you, if he opens fire, which is unlikely. He should die just before 
reaching you, and you can pick up his ammo, and continue on your way. Walk a 
small way down the path to your left, but stop before it turns off to your 
left. Turn so that you are facing the direction of this pathway, and side 
step right until a man holding a hostage comes into view. Quickly shoot him 
before he has a chance to react, and run down the pathway he was standing 
in, turning right with the path. You should see a room, behind glass panels, 
where some terrorists are holding various Embassy staff as hostages. Creep 
up on them, and make sure you have good cover behind that overturned table. 
Then pop up, and start shooting at one of the guards. Then all of them will 
notice, and youll need to duck down. Keep popping up, shooting guards, and 
then ducking down to avoid fire to defeat all of the guards in this room. Do 
not throw any grenades, since any thrown will blow up hostages as well as 
terrorists, and do not jump through the window until you get a message 
explaining that you have freed the hostages, and you collect your fourth 
Bond Move. If you have not yet got such a message, and you cannot see any 
guards, it may be that one is hiding behind the wall, to your left. If this 
is so, slowly side step right, with your view focused on the left of the 
room, until you can see the remaining bloke. Quickly gun him down, using the 
file cabinet as cover if necessary, to free the hostages. Now jump through 
the window, and collect the ammo, before leaving through the entrance on the 
far wall. Follow the passage around, until you reach the windows of the 
Embassy. The second set will blow up spontaneously on your approach, so 
approach with caution. Use your Ingalls to defeat the guard you can see 
outside the window.
Now stay on the path until you reach the kitchen door, in which there are 
loads of guards. Open the door, and defeat the guard that you should be able 
to see hiding behind the workbench on the far side of the room, in front of 
you. Just keep firing until he stops shooting. Now select the grenade, and 
rush for the kitchen table you should see just in front of you from the 
door, crouching behind it to avoid fire. Now turn so that youre facing the 
underside of the table, and the majority of the guards, whose heads you 
should see poking above the level of the table. Press X to charge up your 
throw for a second or two, pop up briefly, and throw it in front of you to 
eliminate the bulk of the guards. When the smoke has cleared, quickly pop 
your head back up to see if there are any remaining guards. If theres one 
hiding behind the table far in front of you, do a long grenade lob (i.e. 
hold down the button for longer) to eliminate him. Now collect all the ammo 
in this room before leaving through the other door from the one you used to 
get in.
Now follow the pathway round, until you get to the windows again. Crouch 
down, facing the pathway, and pull out the Frinesi that youve hopefully 
been saving just for now. Two guards should run out from the pathway on your 
far left. Shoot them quickly using the Frinesi, and then follow the path to 
the rotunda, shooting the guard there using the Frinesi before he has a 
chance to act. Now turn to your right immediately, and press Square near the 
Union Jack to open the secret door (and obtain a fifth Bond Move.) Walk down 
the secret passage, and you should meet Damascu (sixth Bond Move.) Now pick 
up the Armour, and use the Q-Card to get into the elevator.
When the elevator opens, look up and to your left, and blow up the barrels 
to avoid taking too much damage. Blow up the barrels directly in front of 
you to reveal Armour and some Viper ammo. Pick up the Viper ammo, but dont 
take the Armour  you may need it in the upcoming boss battle. Now open the 
doors that you can see in front of you and a battle with Carla the Jackal 
will begin.
Immediately run for cover, and shelter behind that first group of wooden 
crates to avoid taking damage from the Jackals FSU-4 assault rifle. When a 
volley of shots stops, stand up again (that is, if youre crouching behind 
one crate) or side step (you can only do this if youre shielded by two 
wooden crates one on top of the other.) Now move your targeting cursor so 
that it is on the Jackal, and start letting rip with either the KA-57 (which 
is your preferred weapon, due to its improved accuracy) or the Ingalls. Once 
she starts firing again, side step back behind cover again, or crouch. Do 
not move your targeting cursor, so that when you stand up again, or side 
step out, your targeting cursor will still be on the Jackal, and you wont 
have to waste time targeting her each time.
Each time a crate in the group explodes (that is in front of you) youll 
need to run for cover behind another crate in that group. Watch out for the 
grenades that Carla shoots, since they can do immense damage, and blow up 
huge amounts of your cover.
Once youve shot Carla enough, she should run backwards, and will stand near 
a huge pile of barrels. Simply shoot the barrels behind her to move her on 
to her next stopping point, which is to the right.
Just keep ducking while she shoots, and jumping up and shooting her while 
she reloads, to move her right until she is standing right over that vat of 
chemicals. If she blows up the whole of the first group of crates, run to 
the one you should see in front of you and to your right, and shelter behind 
that. If your health gets low, run into that previous room, and snag that 
Armour that you saved just for this moment. If your ammo gets low, then 
there are a few ammo clips in places around the room  its just a bit risky 
to get to them, since theyre in open areas with no cover.
Once shes over the vat of chemicals, then you should press a switch, which 
is on the right of the second group of crates, and is on a small pedestal, 
which is sandwiched between the group of crates and the right-hand wall. 
This switch will knock Jackal into the vat, defeating her, and giving you 
your seventh Bond Move.
Now climb up the ladder, and walk along the catwalk, collecting the FSU-4 
ammo, and the Armour up there, before leaving using the door at the end. 
Climb the stairs, and open the other door at the top of them. After watching 
a small white and blue helicopter take off, a huge great black one will 
appear, armed to the teeth with rocket launchers and a machine gun. Although 
the machine guns are extremely inaccurate, the rocket launchers are, and can 
cause massive amounts of damage. To finish the helicopter off quickly, and 
gain your final Bond Move, you need to target the pilot using your SSR 4000 
(that you saved just for now right?) and shoot him while he is hovering in 
mid-air. If you run out of SSR 4000 shots (which you hopefully shouldnt, 
since the pilot stays still for quite a long time in this mission) then 
there is an MRL-22 and some ammo for it placed in the four corners of the 
level, as well as four fixed guns.
Once youve hit the pilot, it should spin momentarily in the air just above 
you, before crashing into the building behind you. Hopefully, if youve 
collected all the Bond Moves, and not gone too slowly through this level, 
you should snag the Gold Medal for this level, and the Golden Grenades, 
which are great due to their large blast radius and increased power.

Level 8: Fire and Water

Available Weapons:
Golden Gun (12)
Calypso (80)
FSU-4 (40)
Defender (6)
SSR 4000 (5)
MRL-22 (1)
Golden Grenades (1)
Fixed Gun (Unlimited ammo)

Allegedly this is a really tough level to get Gold on, but I didnt think 
so. The key to getting the Gold medal is to get as many Bond Moves as 
possible, and get through the level as quickly as possible. Therefore, I 
will show you a route through this level that allows you to get through the 
level extremely quickly, and get all those points for mission time. 
Naturally, you should have the difficulty on 00 Agent, to bump your points 
up as much as possible.
When you start, immediately run on to the pipes, and up the ladder. Shoot 
the guard on this level (who, by the way, will point his gun at you for ages 
before shooting), and climb up the ladder onto the next level, on which 
there is another easy guard to kill. Turn around, and look up at the opening 
onto the next level. After a while, you should see a man patrolling this 
level, who you should also shoot quickly before he can run for the alarm. 
Now ascend the ladder, immediately turn left, and you should see another 
guard trying to hide himself (somewhat in vain) behind a box. Shoot him in 
the head using the Calypso before he can emerge and project a huge volley of 
shots at you. Collect his ammo, turn round and look up, and you should see a 
helicopter hovering in mid-air. Unload just over one clip of Calypso ammo 
into the machinery of the helicopter to explode it (this will save you 
trouble later.) Now ascend the ladder on this level, and, while still on the 
ladder, quickly shoot a guard (who you should see typing in a room at the 
top of the ladder) in the back using your Golden Gun before Bloch starts 
shooting through the window and the guard notices you. Now jump into the 
room, and watch the cut scene, before running towards Bloch a short 
distance, and then crawling the rest (this stops Bloch hitting you at all  
as soon as he starts letting rip, immediately duck to avoid his fire.) As 
soon as you get near, Bloch will run off, leaving you in peace. Firstly you 
should obtain the Crane Program from the computer in this room using the 
Q-Remote (first Bond Move), and then go out of the door in this room that 
isnt locked, onto a ledge overlooking the rig. Look down, and you should 
see two cranes with program receivers on them. Activate both cranes using 
the Q-Remote (second and third Bond Moves), and grab the Armour standing on 
this ledge of you need to. Now enter the computer room, and go over to the 
window. Look up, and you should see another program receiver on the crane 
outside, at the top. Activate this to collect another Bond Move, and blow up 
the crate that the crane was holding, revealing some grenades. Now turn on 
the spot, and cut the lock on the door on your left using the Q-Laser (fifth 
Bond Move), but dont go outside. Instead, duck behind the protective glass, 
and watch two guards who have now moved behind the boxes just outside. When 
then come out from their cover, pop up, and eliminate them using the 
Calypso. You can now go outside, and collect the ammo those guards dropped, 
as well as those grenades dropped by the crane.
Now proceed down the stairs on the left of the outside area. Jump down them 
to get down quicker. When you get to the bottom, switch to your Q-Laser, and 
look slightly upwards, as you proceed onwards towards Bloch, who is standing 
behind that wire fence. Quickly cut the lock that you can see on the door in 
the fence before Bloch opens fire, and as the gate swings open he should run 
off. Now cut the lock on the grate you should see on your left (sixth Bond 
Move) but dont go through it. Instead, cut the one on you right (seventh 
Bond Move), crawl through it, and Q-Laser the lock at the end. Climb up the 
ladder on your right, and as soon as you get to the top, eliminate the guard 
there. Jump onto the gantry, and walk slightly forward. Another guard should 
soon come running over, who you should easily be able to eliminate before he 
gets a lock on you. Now run along the gantry towards the sniper, and shoot 
him when you are quite close (this way, hell drop the SSR 4000, and draw 
out a Defender, meaning that you can pick up both Defender and SSR 4000 ammo 
that he drops when he dies.) You can now pick up your eighth Bond Move by 
sniping the pilot in the helicopter that should now be hovering in the sky, 
but this is risky, especially if youre standing above a load of barrels, 
and is also time consuming. My advice is simply to run to the end of the 
gantry and hit the switch to the right of the door to complete your 
objective.
Once in the pump room, walk past the crates in front of you, and shoot the 
first guard as he emerges from some crates on your left. Continue forward, 
and shoot the guard behind the crates directly in front of you, and also the 
guard hiding behind the crates in the corner of the room. Now cross over to 
the boxes to the left of the entrance door, and turn left. You should see a 
guard patrolling a walkway, who you can kill using the SSR 4000. Before 
leaving this area, charge up your Q-Jet using the canisters of compressed 
air you should see near the wall. Go back to the stairs, and walk halfway 
down. Access the scope on the SSR 4000, and shoot both the snipers who are 
standing either side of that central pillar, before they spot you. Now head 
down into the main room and over to the central pillar. A guard should 
appear from behind a small pillar, who you should immediately shoot, and 
there is another guard behind a pillar further in front of you, who you 
should also gun down as soon as he ducks out from his pillar.
Now cross to the other side of the room, and climb the left-hand ladder. 
When you reach the top, quickly shoot the grenadier just as he switches to 
the Defender, and then jump onto the ledge. Turn left, and wait, with your 
FSU-4 on grenade mode. When you see a super thug and a guard in the opening 
in front of you, project a grenade through it to (hopefully) blow up both 
the super thug and the guard. If one or both escape the grenade, switch back 
to the regular mode on the FSU-4, and shoot them down before they can do 
much damage.
After the guard and the thug have been subdued, walk through the opening, 
and follow the passage until you get to the computer room. Dont touch the 
button yet, but go out of the entrance on your left, and around the central 
pillar, to collect two SSR 4000s and some Body Armour. Now go back into the 
room, hit that button and the oil pumps should start moving up and down. Go 
back onto the ledge leading up to the central pillar and you should see two 
super thugs, one on your left, and another on your right, both below you. 
Pull out the SSR 4000 and dispose of those thugs by sniping them in the 
head. The one on the right is difficult to kill due to the fact that part of 
the time, he is obscured by the oil pump when it is at its lowest point.
When the guards have been killed, walk past the central pillar, and get onto 
the gantry that you should see in front of you by Q-Clawing the perforated 
hatch that is on the ceiling just above the gantry (ninth Bond Move.) Now 
walk along the gantry, and turn so that you are facing the end of the oil 
pump. When it reaches its lowest point, jump onto it, and use your Q-Jet to 
blast upwards onto the platform above when the pump is at its highest. 
Immediately run for cover behind the lone block that you should see here, 
and switch to the FSU-4s grenade mode. Stand up, and shoot one grenade 
through the gap close to the left of that central pillar, and another 
through a gap just right of that central pillar. This should dispose of 
every guard except one, who you can see right at the other end of the room, 
just to the right. Use the SSR 4000 to target him and defeat him. Now pick 
up all the ammo in this room before leaving through the door at the end, to 
complete your objective.
In this open area, immediately run forward and to the right, and then turn 
left to see a ladder. Climb up the ladder, jump up onto the ledge, 
immediately turn left, and take the guard there out using the Calypso. Now 
run to the end of the ledge, switch to the FSU-4, and shoot the sniper 
before he notices you. Q-Claw over to his platform (tenth Bond Move) and 
pick up his SSR 4000 and some Body Armour, before Q-Clawing back, and using 
the tram cable to reach the tower.
A load of guards will immediately appear. Quickly run and duck behind the 
boxes just in front of you. Pop out to shoot the guard hiding behind the 
boxes on your left, and the guard hiding behind the box in front of you (you 
may want to use the grenade function on the FSU-4 to achieve this.) Now look 
up, and watch the elevator coming down. As soon as it gets to the bottom, 
shoot another grenade onto the elevator platform to eliminate the two guards 
travelling on it.
Now walk right around the central pillar, and shoot the guard who appears. 
Switch to the Q-Remote when you see the grenadier hiding behind the crates, 
and activate the crane just above him to defeat him and earn yourself 
another Bond Move. Gather any Armour or ammo that you need from this level 
before you take the elevator up to the next level.
As soon as you reach it, blow up the crates in front of you, turn around, 
and walk to the window. Switch to the SSR 4000, and use the scope function 
to target the pilot. Attempt to shoot him, but this time he moves around the 
tower, which can make hitting him difficult. You get a short chance at the 
beginning and at the end of his chance to easily shoot him, as he stays 
still for a while. If you manage to shoot him with the SSR 4000, then you 
can collect your eleventh Bond Move. There is an MRL-22 hidden behind some 
barrels on this level, just in case you run out of SSR 4000 ammo.
Before going up to the next level, look upwards in the area where you got 
the MRL-22, and you should see a sniper standing on a platform supported by 
a crane. Activate this crane to give the sniper the drop. There is a 
similar snipers platform above and to the left of the ladder, so activate 
this crane as well to eliminate the threat of the snipers.
Now you can climb up to the next level. Shoot the barrels in front of you, 
and then cross over to where they were. Turn round, and look right up to the 
top platform. Looking through the scope of the SSR 4000, you should be able 
to see a grenadier, who you should snipe from this safe distance. Now Q-Claw 
up to his platform (there is a perforated hatch that you should be able to 
see just above and to the left of the platform) and Q-Laser the lock on the 
grate above you to complete the mission.

4) Legal Stuff and Credits

All material  2002 Odge

If you want to use this FAQ on your website, ask me first, and dont change 
anything! I spent hours writing this thing, so I want some credit.

If you have any further queries, tips, or suggestions, send an e-mail to me 
at djgaunt86@hotmail.com.
