James Bond 007: Agent Under Fire is video game installment of the James Bond series comes with a unique, yet original storyline not based off of the novels or the films. Sadly, this game has excluded the likeness of Pierce Brosnan... Instead, Bond's design had to undergo a dramatic change.
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Unused Swimming Mechanic#
The player is able to swim, although getting into water is not possible under normal circumstances. Swimming controls are fully implemented, and an oxygen meter appears that slowly drains, damages the player when empty, and slowly refills when surfacing. The oxygen meter can still be briefly seen in normal gameplay when standing on the submarine as it submerges. There are only two areas where swimming works, in the final map of Trouble in Paradise and the first map of Fire & Water, if the mission fail trigger is circumvented. The water in the submarine bay at the end of Poseidon does not work the same way.
Malprave Stealth Takedown#
In Bad Diplomacy, if the player noclips into Maplrave's room, she will be standing behind the partition wall, textured entirely in black to give the illusion of a silhouette during the cutscene. When punched, she will play a dramatic falling animation, and the player receives the keycard and a Bond Move, same as the end of the cutscene when entering the room normally. Seeing as there is also a functioning alarm button in the room, there was probably meant to be an interactable sequence planned for this area, instead of the rather awkward fade to black during the cutscene. Shooting Maplrave with the dart gun also awards the player with the keycard and Bond Move, but she does not play an animation.
Changed and Unused Areas#
Trouble in Paradise#
Exterior#
The starting area and the interior actually exist in two different parts of the map. The player gets teleported after the cutscene going through the main doors, or while falling through the vent. Both areas actually show slightly different versions of the exterior.
Different Balcony#
The second map of Trouble in Paradise has a different version of the balcony area seen upstairs just before the elevator ride. This area resembles the version seen in the September 2001 GameSpot Preview Demo.
Unused Cutscene Room#
Also in the second map, there is a room out of bounds not far from the starting area, that contains half an NPC on a sofa. It was probably meant to be used a cutscene, similar to the one seen when entering the facility through the front doors. The NPC's model appears to be a reskin of Zoe Nightshade, also used for the "Evil Zoe" multiplayer model. The sofa and table models appear to be unique.
Door to Research Lab#
Again in the second map, at the end of the final hallway is a small unused area with a door and a unique sign texture. Pressing the button by the door still loads the next map, although in regular gameplay the level change trigger is just located in the hallway leading up to it for some reason.
Evil Summit#
Escape Lift#
In the final map, the bottom of the small elevator shaft that the player starts in is different from the previous map. The area is slightly bigger, has an additional lamp, and a unique animated button texture that is not seen anywhere else in the game.
Unused Voice Lines#
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To do: |
Several lines from the driving and rail shooter missions were cut.
Generic#
General lines which would have been used wherever needed.
Announcer#
A robotic voice announces pickups, weapons, and the weapons'... ammo.
Sound |
Name |
Transcript |
|---|---|---|
m0ammo-grsf |
Guided rocket ammo. |
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m0ammo-rflsf |
Rifle ammo. |
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m0ammo-roksf |
Rocket ammo. |
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m0ammo-shgsf |
Shotgun ammo. |
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m0bostsf |
Q-Booster. |
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m0ch6sf |
CH-6. |
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m0ka57sf |
KA-57S. |
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m0misssf |
Missiles. |
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m0pulsf |
Q-Pulse. |
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m0rch1sf |
RCH-1. |
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m0roksf |
Rockets. |
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m0shel-mgfsf |
MGF-34 Shells. |
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m0shg1sf |
Shotgun. |
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m0slksf |
Q-Slick. |
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m0smksf |
Q-Smoke. |
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m0shldsf |
Shields. |
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m0qshldsf |
Q-Shield. |
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m0vissf |
Q-Vision. |
Interestingly, the Shield and "Q-Shield" never appear in the game, and the "Q-Vision" goggles are never actually picked up and used as an item, they just suddenly appear on the player near the end of Streets of Bucharest.
M#
Sound |
Name |
Transcript |
|---|---|---|
m0bkt2mm |
007, the loss of civilian life is unacceptable! I expect a full report at MI6 immediately. |
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m0bkt4mm |
007, you are to protect, not harm, innocent civilians. Your conduct is appaling. |
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m0bkt5mm |
Bond, your license to kill does not include the civilian population. |
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m0bkt6mm |
The destruction of civilian property is unacceptable, 007. Report back to MI6 immediately. |
R#
Sound |
Name |
Transcript |
|---|---|---|
m0aorqq |
Really, 007! The arrow on your radar shouldn't be that hard to follow! |
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m0gen14qq |
Goodness, 007! |
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m0gtw1qq |
007, you're going the wrong way! |
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m0hintemp1qq |
007, that EMP is an excellent means of disabling any electronic systems within its range! |
Henchmen#
Generic voice lines for the henchmen.
Sound |
Name |
Transcript |
|---|---|---|
hm25 |
Hey you! |
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hm26 |
Don't move! |
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hm28 |
Hello. |
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hm29 |
Ah, the famous Mr. Bond. |
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hm32 |
Let's go, Bond! |
Precious Cargo#
Zoe#
All of these lines would have logical spots for them to be in this mission, but were likely cut for being unnecessary.
Sound |
Name |
Transcript |
|---|---|---|
m2afactrapazo |
James, we're trapped. |
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m2gen1zo |
Uh oh. Looks like trouble ahead! |
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m2hglzo |
Are you alright, James? |
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zoe17 |
James, up ahead! |
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zoe21 |
James, shoot those gas barrels! |
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zoe31 |
Shoot the tires. |
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zoe46 |
The doors are opening! |
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zoe51 |
By the generator, look out! |
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zoe52 |
There's another one behind those boxes! |
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zoe55 |
WOHOOOO! |
Bond#
Even Bond himself had a few things to say.
Sound |
Name |
Transcript |
|---|---|---|
m2arblk1bo |
Don't worry, I'll take care of them! |
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m2aspeed1bo |
Step on it, Zoe! |
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m2aspeed2bo |
More speed, Zoe! |
Announcement System#
Security announcements for the factory.
Sound |
Name |
Transcript |
|---|---|---|
m2factalrtsf |
Intruder alert. Security team to section 8. |
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m2factfiresf |
Fire control teams to section 8, sublevel 2. |
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m2factwarnsf |
Attention, destruction imminent. All personnel, evacuate immediately. |
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m2factwarnfc |
[Less reverb] Attention, destruction imminent. All personnel, evacuate immediately. |
M#
A single line for M would have fit in this mission.
Sound |
Name |
Transcript |
|---|---|---|
m2atmt9mm |
007, the situation in that factory is volatile. You must find a way to cut that power - and quickly. |
Dangerous Pursuit#
M#
Mostly alternate lines for M.
Sound |
Name |
Transcript |
|---|---|---|
m2bbeg1amm |
Bond, we are intercepting their radio transmission. They intend to transfer the vials to a waiting armored car. Don't let that vehicle get away. |
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m2betc1mm |
007, the contents of that van must remain intact. |
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m2bfa1mm |
They got away, 007. Without those vials we have no hope of moving forward. |
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m2bfa3mm |
007, you were to capture that van and its contents intact. Return to MI6 immediately. |
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m2bfa4mm |
Bond, you failed to acquire our only lead. I expect a full report at MI6 in the morning. |
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m2btmt4mm |
007, they cannot be permitted to get away with those vials. |
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m2bxdock1mm |
Bond, we've intercepted their radio transmission. Agent Nightshade's assassins are on their way to rendezvous with an armored van. You must recover the briefcase before they can transfer it to the van. |
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m2btmt1mm |
007, you must not let that vehicle get away. |
Streets of Bucharest#
M#
Sound |
Name |
Transcript |
|---|---|---|
m7fa2mm |
007, your failure in such a vital mission is inexcusable. Return to MI6 immediately. |
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m7pfrmm |
007, MI6 does not need to be clearing up any more international incidents! |
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m7cmid1mm |
You'll have to rendezvous with R, 007. Our satellite indicates that Malprave's men are swarming out there. Exercise extreme caution. |
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m7hed1mm |
Good job, 007. R is waiting for you. |
Both of the last two lines are heard in game, but mixed in with cutscene audio.
R#
Two cut lines for R indicate a different plan for the mission, involving a bridge to Q-Lab, and requiring the player to take out all pursuers before arriving there.
Sound |
Name |
Transcript |
|---|---|---|
m7jmpb1qq |
007, that bridge is the only way to reach me! |
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m7wtp2qq |
Need I remind you 007, that Malprave's men are not welcome at Q-Lab. Make sure you dispatch all of them before attempting our rendezvous! |
Forbidden Depths#
Bloch#
The following line is heard in-game, but mixed with cutscene audio and through a radio filter.
Sound |
Name |
Transcript |
|---|---|---|
m9order2bl |
Stop him at all costs! |
M#
The briefing explains that the facility is too deep to maintain radio contact, but one order from M would have just barely made it through.
Sound |
Name |
Transcript |
|---|---|---|
m9cstcmm |
007, Bloch must be stopped at all costs. Use any and all means at your disposal! |
R#
Somehow R would have gotten through much clearer.
Sound |
Name |
Transcript |
|---|---|---|
m9hint2qq |
Those generators look rather unsturdy, 007. They might be helpful in defeating Bloch. |
Music Zone Scripts#
Some of the scripts that control which music plays in different areas and for different events have leftovers from earlier versions of the maps.
Bad Diplomacy#
Mentions of two events suggest that there would have been more targets for the Q-Claw.
music_ev_qclaw_zone2
music_ev_qclaw_zone3
Fire & Water#
An interesting mention of a "Q-Slide". In the game, Bond just grabs onto hooks to slide across cables.
// player Q-slides across the map.
// Play a stinger for Bond jumping into a dangerous situation.
// high action moment!
music_event_PlayerUsesQSlide
An interesting comment from one of the developers.
// WTF??? This is in the script file with all the stingers.
//bloch_laugh_outside_pumproom
// No bloch here!
// message "Ha Ha Ha(Repace with Bloch Taunt)"
//end
Poseidon#
The first two maps of Poseidon were originally one single map, but were split at some point. All of the second map's music zones are defined in the first map's .sni file, but don't get loaded. This means that the map is entirely silent if played in stealth, as the only music that will play is random combat music that will loop because it has no "sneak" music to go back to.
A less interesting fact is that Bond would have activated the crane in the sub bay himself.
// NEW music event
// Bond hits a button that activates the crane that he Q-claws to.
// Positive, but not heroic.
music_event_ActivateCrane
Meditarranean Crisis#
This event suggest an interesting plot beat, where Malprave would have been on the carrier herself and the player would have seen her escape. A jet is seen flying off at the very end of the mission, but it is never suggested that Malprave is in it.
// Malprave escapes in harrier.
music_event_MalpraveEscapesInHarrier
Evil Summit#
A helicopter was supposed to show up and deliver enemies after the player gets the access program. Instead they all just flood out of a door.
// NEW music event.
// After getting the Q-Remote program from the computer, A chopper arrives and drops off some thugs.
// This stinger indicates an OMINOUS event.
music_event_ThugHelicopterArrives
The name and description of this event and another named music_event_BondCloneCrashesThroughWindow may suggest that the final boss was originally a clone of James Bond himself.
// Bond Clone Boss comes into view. This is bad!
music_event_BondCloneFightBegins
Music zones are set up for non-combat versions of Malprave's office and the pipe used to get to it. Instead, the boss fight music loops everywhere.
// music_zone_2 Malprave office music
// room_pipe //traverse through metal pipe
// room_moffice //end in Malprave's office (same as alp1_1)
Another mention of the cut Q-Slide.
// NEW music event.
// Player uses Q-slide and slides down wires. This is a HEROIC stinger!
music_event_PlayerUsesQSlide
Other#
The scripts for the cut training mission still exist, and reveal that the mission would have been silent except for R's instructions.
Several pickups have stingers defined for them, but they either don't play or get drowned out by the Bond Move stinger.
music_event_item_keycard_pickup
music_event_item_keycard2_pickup
music_event_item_armorbig_pickup
music_event_item_armormedium_pickup
music_event_item_armorsmall_pickup
music_event_ammo_darts_pickup
Unused Graphics#
The Bond silhouette used as the health meter in the September 2001 GameSpot Preview Demo is still in the files.
Oddities#
Hidden Signature#
The "J" hidden out of bounds in Trouble in Paradise is in the PS2 version too.
Bulgaria Mixup#
In the loading screens for Night of the Jackal and Streets of Bucharest, Bulgaria is mislabeled as Hungary. The border between Greece and Turkey also appears to be missing.
Misplaced Tree#
There is a tree placed inside a building in the final map of Night of the Jackal.
Infinite Button Bug#
The button on one of the towers that is used to download the "access hatch program" in Evil Summit can still be used with the Q-Remote after the download, and will continue to give the player "Bond Moves".
References#
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The James Bond series | |
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Atari 2600 |
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Oric |
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NES |
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Sega Master System |
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SNES |
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Genesis |
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Game Boy |
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PlayStation |
Tomorrow Never Dies (Prototype) • The World Is Not Enough • Racing |
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Nintendo 64 |
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PlayStation 2 |
Agent Under Fire • NightFire • Everything or Nothing (Demo) • From Russia with Love |
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GameCube |
Agent Under Fire (Demo) • NightFire • Everything or Nothing • From Russia with Love |
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Xbox |
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Xbox 360 |
GoldenEye • Blood Stone (Prototypes) |
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PlayStation Portable |
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Nintendo DS |
Quantum of Solace • GoldenEye • Blood Stone • GoldenEye: Rogue Agent |
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Windows |
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Wii |
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