the cutting room mirror

James Bond 007: Agent Under Fire (PlayStation 2)

This article has a talk page!
view on tcrf.net

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.

Sub-Page#

Unused Swimming Mechanic#

007 AUF PS2 drowning.png

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#

To do:
The on-foot missions surely have unused lines too.

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.

m0ammo-rflsf

Rifle ammo.

m0ammo-roksf

Rocket ammo.

m0ammo-shgsf

Shotgun ammo.

m0bostsf

Q-Booster.

m0ch6sf

CH-6.

m0ka57sf

KA-57S.

m0misssf

Missiles.

m0pulsf

Q-Pulse.

m0rch1sf

RCH-1.

m0roksf

Rockets.

m0shel-mgfsf

MGF-34 Shells.

m0shg1sf

Shotgun.

m0slksf

Q-Slick.

m0smksf

Q-Smoke.

m0shldsf

Shields.

m0qshldsf

Q-Shield.

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.

m0bkt4mm

007, you are to protect, not harm, innocent civilians. Your conduct is appaling.

m0bkt5mm

Bond, your license to kill does not include the civilian population.

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!

m0gen14qq

Goodness, 007!

m0gtw1qq

007, you're going the wrong way!

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!

hm26

Don't move!

hm28

Hello.

hm29

Ah, the famous Mr. Bond.

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.

m2gen1zo

Uh oh. Looks like trouble ahead!

m2hglzo

Are you alright, James?

zoe17

James, up ahead!

zoe21

James, shoot those gas barrels!

zoe31

Shoot the tires.

zoe46

The doors are opening!

zoe51

By the generator, look out!

zoe52

There's another one behind those boxes!

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!

m2aspeed1bo

Step on it, Zoe!

m2aspeed2bo

More speed, Zoe!

Announcement System#

Security announcements for the factory.

Sound

Name

Transcript

m2factalrtsf

Intruder alert. Security team to section 8.

m2factfiresf

Fire control teams to section 8, sublevel 2.

m2factwarnsf

Attention, destruction imminent. All personnel, evacuate immediately.

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.

m2betc1mm

007, the contents of that van must remain intact.

m2bfa1mm

They got away, 007. Without those vials we have no hope of moving forward.

m2bfa3mm

007, you were to capture that van and its contents intact. Return to MI6 immediately.

m2bfa4mm

Bond, you failed to acquire our only lead. I expect a full report at MI6 in the morning.

m2btmt4mm

007, they cannot be permitted to get away with those vials.

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.

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.

m7pfrmm

007, MI6 does not need to be clearing up any more international incidents!

m7cmid1mm

You'll have to rendezvous with R, 007. Our satellite indicates that Malprave's men are swarming out there. Exercise extreme caution.

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!

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#

007 AUF PS2 bondicons.png

The Bond silhouette used as the health meter in the September 2001 GameSpot Preview Demo is still in the files.

Oddities#

Hidden Signature#

007_AUF_Hidden_J.png

The "J" hidden out of bounds in Trouble in Paradise is in the PS2 version too.

Bulgaria Mixup#

007 AUF PS2 loadscreen.png

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#

007 AUF PS2 tree 2.png

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#


  1. Sony Computer Entertainment Announces Launch Of Playstation®2 In South Korea↩︎