This is a sub-page of Proto:007 Legends (Xbox 360).
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This prototype is documented on Hidden Palace. |
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The second earliest playable version, this build is only dated 7 days after the last. As such, this page will instead mostly compare to the April 5th build than the final game.
Goldfinger: Auric Enterprises#
- The intro to the cutscene between disassembly lines 2 and 3 has been skipped, Bond magically teleports onto the aircraft in the other room instead. Pussy Galore now uses Bond's default model as a placeholder instead of Holly Goodhead's.
- Pussy returns to the Holly Goodhead placeholder during the office cutscene, then switches back to Bond during gameplay. Restarting the lobby checkpoint (and possibly others) reverts to Goodhead again.
- The receptionists in the lobby are no longer frozen and can be killed.
- Takedowns work on Pussy in the elevator when using Bond's model, but pushes her and the player to the bottom of the elevator shaft and unable to progress.
Goldfinger: Fort Knox#
- The area lighting outside Fort Knox is brighter and starting to look closer to final.
- An objective is active to defuse three bombs. These bombs don't appear to implemented and were likely cut due to the main objective also being to defuse a bomb anyway.
OHMSS: Piz Gloria#
- Blofeld's office seems to still not be completable, but hacking the modem now reveals a placeholder screen for Blofeld's plans for the Angels Of Death.
Licence To Kill: Felix Hotel#
This option, which previously worked in the April 5th build, now crashes this build.
Licence To Kill: Refinery#
- The drains run out of collision again, slightly further than before. There seems to be no direct connection between the drains and refinery 1.
- Refinery 1's ladder is now climbable, but the top is not attached to the platform, rendering the mine objective up there still unreachable.
- Sanchez's office has a number pad lock instead of a fusebox puzzle.
- The 'puzzle' for Sanchez's office is slightly different; Bond must collect an item in the corner instead of pushing a hidden switch, and then interact with the laptop instead of the globe.
- The checkpoint for the Dario fight is broken and spawns Bond falling through the floor.
Licence To Kill: Driving#
Pressing Y to look behind the Humvee no longer triggers an explosion sound.
Licence To Kill: Sanchez#
This map loads in this build. It consists of a single room with a turret overlooking the refinery helipad. The turret cannot reach all areas the enemies will run to, so you'll have to jump on the window to attack everyone. Enemies spawn for quite a number of waves of Moonraker guards and James Bonds, including snipers. A door out of this room opens once all enemies are defeated.
After moving past a drone turret and fighting more enemies behind plenty of cover around the helipad, the level spawns more enemies on the corridor to the refinery and then gives up. The refinery in this map is significantly earlier than the Refinery campaign level.
Die Another Day: Ice Hotel#
Moonraker: Space Port#
- The door designs for the decompression chamber and poison pod rooms have changed. The chamber still suffers from some performance drops but not as much, and no longer has issues with map streaming.
- However, backing out and re-entering the poison pod room unloads Goodhead's model, instead using the fallback Bond model.
- The poison pod room looks far more polished in texturing and lighting. The cutscenes with Goodhead and the melee mini-boss are fully voiced, and the melee fight itself works, labelling the enemy as "Nasty Man" and using tutorials for the Zao boss.
- The door to the poison pod room remains locked even after the melee fight.
- Checkpoint 2 of the Breeder Rooms checkpoint now spawns the player in the same place as checkpoint 1 instead of falling through the floor.
- Goodhead still gets stuck in her pathing to the upper control room, but the modem can now be hacked. After tinkering with the power supply, a ceiling-mounted drone gun activates.
- The QTE to push Jaws' face away is now implemented.
- Aiming the screwdriver is now locked onto Jaws, making it impossible to miss. Completing this QTE also no longer softlocks the build.
- The following QTE to grab the wire is not implemented, meaning Bond will run out of time and be killed by Jaws.
- The prompt for the fan control unit was updated to accurately portray opening the panel rather than kicking it.
- The cutscene where Bond and Goodhead change is significantly closer to final, but still using an early line from Goodhead.
Moonraker: Space Station#
- Intro cutscene now has textures for the space shuttle and movement towards the station.
- After the cutscene ends, the player starts slightly further forward.
- Bond now has a full body model in the space suit, which is used by NPCs in the Jaws cutscene.
Skyfall: Istanbul#
Istanbul Old Town functions identically, except its environment textures are more broken.
Frontend#
Blacked-out glass shards have been implemented on the main menu, which move around when selecting the MI6 Ops or Extras menus. GoldenEye's multiplayer maps have been removed from the split-screen map selection.
Misc.#
- This build is marked as version 213.
- A bug causing the player to randomly take damage seems to have been fixed.
- A bug causing the smartphone to not work and softlock the player out of their weapons inventory has been fixed.
- The phone has a fourth, green view mode called Bio Viewer. It is used to follow the chemical trails in Auric Enterprises. It was probably cut from the final game due to serving no other purpose, instead being merged with the UV viewer in the final game.
- The default proximity mine icon has been changed from a proximity mine to an ACOG scope.
- Infinite Ammo has been added to the debug menu.
- Weapons may unintentionally sometimes appear to have infinite ammo even if this setting is disabled.
- All number pads use the code 6834. The faintest fingerprint on the numpad can be difficult to see.
- The Moonraker Laser's scope is closer to final and the ammo counter has reverted back to its GoldenEye design.
- Phone hacks use the camera, not the EMF Viewer.
(Source: Alpine Escape)