One of the hardest levels in singleplayer, the enemies in this mission are extraordinarily tough on 00 Agent
difficulty. Not only can the commandos sustain a lot of damage from your weapons, but their accuracy seems
to be higher than the normal types of enemies. You will need to be patient while playing this level or else
there is no possible chance of passing it. Conserve as much ammunition as possible because there is nothing
more worse than having to find out that you are completely fresh out of ammo while in the middle of a gunfight
with several enemies at once. Use the Sleeper Dart Gun on any enemies that are easy to get without being shot.
Last but not least, try your best to get as many headshots as possible. While the P99 Pistol has some of the
best accuracy for a weapon, making it ideal, you can also use the SIG 552 as an alternative.
Once the level begins, use the hand combat moves to knock out the two enemies armed with batons. Be careful not
to get hit by them as you cannot waste precious health so soon into the level. Once they are down, face towards
the middle of the open area and then hide behind the metal crate to the left of the long sheet of glass. There
are numerous enemies that run from the middle of the area to the left and right directions that try to surround
you. When the enemies are running their separate ways, you can always pop a few headshots using the P99 Pistol.
While you are behind the crate, watch out for a few enemies that run towards the left side. Killing them will
avoid the enemies from side shooting you, but take note of the right side as another few enemies come around
here several seconds later. If you find yourself over-run by the enemies coming from the sides, use the SIG 552
at all costs. Within this time as well, the enemy will activate the defence turrets at the opposite side of the
room - up on the ceiling. You will need to avoid the rockets they fire when you move further into the level.
Stay around the crate until all the enemies from the first batch have been eliminated. If there are any
enemies still hiding behind objects for cover and do not move, you can move up towards them, or else just wait
until you have the chance to shoot them.
Once all the enemies have been eliminated, head towards the left - towards the wall, following the walkway. When
you get to the side, there can sometimes be one or two enemies hiding at the other side of the first computer
console, but this doesn't happen very often. Moving past the first computer console, go around the corner and
turn right. After passing the group of three computer consoles, turn left at the walkway and head towards the
far side. Shoot the enemy to the bottom left of the walkway and continue moving forward until you reach the
computer console at the end, of the walkway to the left. Stand behind the computer console, picking up the armour
and pull out the Network Tap Gun. The advantage of standing at the far back side of the level is that the defence
turrets cannot shoot you as they cannot rotate a full 360 degrees. They can only target enemies in a 180 degree
radius, meaning they are only useful for targets around the first half of the area.
Target the turret at the far side and shoot a dart at it. If you are having trouble getting a lock into any
of the two turrets, you can try moving a little closer to them, but make sure you are aiming towards the back
of the turret and that you are near sufficient cover to avoid being shot. Now that you can control one of
the defence turrets, it is a lot easier to kill some of the enemies that will start to appear in various
areas of the room. Firstly, aim the turret towards the starting zone and wait until three enemies run out of
the entry. Once they make it onto the platform, shoot a rocket towards the enemies to try to eliminate all
of them with the one rocket. Once they have been killed, rotate the turret to the direct left and make it
turn so it is facing the platform below. Wait until another three enemies run out of the side opening and shoot
them with another rocket. If you have managed to kill all six enemies with a certain amount of rockets, you will
earn the first bond moment in the level. Now that the enemies have been taken care of temporarily, move the
turret so it is aimed towards the second defence turret that is not being used. Shoot several rockets at it
to destroy it completely, making it useless and also earning you the second bond moment. For the finale, rotate
the turret so it is facing to the middle of the room so it is aimed towards the small canopy that Nikolai and
Katya are standing in. Shoot one rocket towards the canopy to destroy it.
You are required to deactivate the Missile Silo Exhaust Vents to prevent Nikolai from launching those armed
missiles. If you stood behind the computer console while using the turret, turn around and press the action
button on the first switch. Quickly turn around once again so you are facing towards the starting area and
move behind the first crate to the right of the walkway. Kill most of the enemies you see ahead of you, making
sure you also kill another one or two enemies that sneak in from the large walkway to your direct left and
move left towards the next switch after killing most of the enemies. Once you have reached the second
switch, deactivate it. Now turn around and head into the middle area of the area with the red carpet. Go
down the first bunch of small stairs and turn right into the area below the walkway. You might want to use
the first few crates as cover against the few enemies hiding ahead, but they are relatively easy to eliminate.
Walk to the very far corner of the ground level and deactivate the third switch. Make your way back towards
the central area once again. While you make your way back there, kill another few enemies standing at the central
area before moving back up there.
When you reach the red carpet area, head straight across to the door at the opposite side. Follow the small
passageway until you reach the small hole at the bottom of the wall after passing the computer console mounted
on the left wall. Pull out the Q Spider and send into the shaft. Once it is inside, turn at the first right and
move straight until you reach the enemies at the next area. There are usually two enemies here, but if you
only manage to kill one with the Q Spider, then use a second one to eliminate the second enemy before entering
through the doors ahead. By doing this, you also earn the third bond moment in the level. Once you have
deactivated all four switches, there is an obstruction somewhere in the small shafts that is avoiding the override
from occurring. You will need to dislodge the obstruction in order to cease the missiles from firing. Pull out another
Q Spider and send it through the small shaft on the bottom of the wall. Once you have sent the Q Spider through
the first straight, make it turn right. Follow the various corners and straights until you reach the pipe
with the wrench leaning against it. It is this small thing that is causing all this hassle. Detonate the Q Spider
to complete the objective. The problem now is that you are not out of the woods just yet. You need to escape
from the area by exiting the entry of the room - in other words, make your way back to the starting area of
the level. It sounds easy, until you realize there are further reinforcements, with some of them even using the
Nano Suits to make things even more trickier.
Use the wall hug technique against the door and shoot the two enemies standing behind the crates in the
passageway ahead. Kill them and make your way out of the passageway and turn left at the red carpet area. When you get to the central area, turn around to check if there is any enemies behind you that try to take
a cheap shot at you. If there are, kill the enemies and then move towards the front entry. Activate the Thermovision
Goggles while moving towards the entry to see any cloaked enemies. If you manage to pop one of them with an EMP
Grenade, you will earn the last Bond Moment. Move towards the entry of the room to finish the first part of the
level.
When you think that it is mission complete, there is still one more job to do - defeat Diavolo. The even more
unfortunate thing is that he is in a Hover Jet and you have just yourself to destroy it, but do not fear, this is
James Bond we are talking about. When this part begins, hide behind the most furtherest bunch of crates at the
back left corner. There is Rocket Launcher ammo scattered throughout the lift, especially in the crates, so collect
the ammo when you need it most. The main priority is to avoid the Machine Gun bullets fired from the Jet. Also, do the same for the Missiles it fires. You will probably need to move around to the side quickly while
a Missile is flying towards you to avoid losing too much health, but barrel rolling is a good option. Progress
towards the front middle pillar of the lift. From here, it is harder for the Jet to hit you, but you will need to
move around to each side of the pillar to avoid being hit by splash damage from the Missiles. Using this tactic, fire
your weapons towards the right missile canopy until it is completely destroyed. Repeat the same process for the
left wing, except Diavolo is a little more psychotic at this part, firing more missiles, so be more careful and continue
to hang around the middle pillar. Collect up the armour pickups from the back of the lift if you really need it.
Once the Missile Canopies have been destroyed, you will need to shoot the undercarriage of the Jet where the Nano
Bomb Compartment is located. At this stage, the Jet fires groups of missiles at once, making it more tough to avoid
them. As long as you keep moving side to side, you should be able to avoid a number of the missiles. Fire several
rockets towards the Jet to finally finish it off - ending the stage.
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