Strategies, Hints and Tips

The following strategies and tips for single and multiplayer may keep you alive that little bit longer. The multiplayer tips are with regard to License to Kill mode - the only way to play as far as we're concerned.

Single Player Strategies

The first thing you should know is that the effectiveness of the auto-aim is reduced as you increase the difficulty level. On Agent mode Bond will visibly adjust his aim for you, whilst on 00 Agent the adjustment is miniscule.

Guards have a 'range of hearing' as well as vision, although some guards are more alert than others, it seems. Certain guards will come straight to your position if they here gunfire, and the only way to avoid this is to use silenced weapons if available (the silenced PP7 being the obvious example).

Cameras can be dangerous beasts. If you get spotted by one you'll here an alarm, and more often than not, hoards of rock-hard special forces blokes will come bursting in to see what all the fuss is about. Either shoot them when they aren't facing you or very quickly shoot them in the lens to avoid this.

The toughness of the guards is dependant on the difficulty level and the type (naval marine, Janus special forces etc). This obviously affects how many shots it takes to kill them, as does where you hit them. On 00 Agent many guards can survive a shot to the head. Only when a guard has dropped his gun do you know that he is dead and not faking.

Also, if you're wondering why a guard didn't drop like all his mates, you've probably either hit his gun, hat, or helmet. If you did, he didn't take any damage. You will realize how frequently this happens if you play on paintball mode.

Strafing (side-stepping) is hugely important for success. Strafing around corners will allow you to instantly shoot any enemies there without having to turn 90 degrees first. Strafing left, right, and in a circle also helps to avoid enemy fire (and annoying boxes in your path).

Body armour completely absorbs all damage until it is destroyed. If surviving on a certain level is proving problematic, then look hard for any body armour you may have missed.

Destroying explosive objects (crates, boxes, barrels) from a distance is a good way of killing any nearby guards.

As fun as shooting scientists may be, some of them carry guns and even grenades. Obviously they're more of a danger to themselves than anyone else but you dying or several scientists dying amounts to the same thing - mission failure.

This may sound obvious, but it's worth destroying any alarms that you see as otherwise a guard may go and set it off if he sees you, which will generally trigger infinite enemies.

On the facility level one of the scientists carries around with him a clearance A security card. A couple of minutes into the mission and he makes his way to the bog to relieve himself. Now's your chance to hold him up and get the card - it will allow you to open all the doors that normally require the use of remote consoles.

The sniper rifle's telescopic sight is actually more powerful than many of you might think - the default zoom can be increased by holding R and pressing up-C, or decreased by pressing down-C.

Many of the levels have infinite enemies. Some from the outset and some after they are alerted. This table shows the levels with infinite enemies, and when or how they come. 

LEVEL INFINITE ENEMIES IF YES, HOW OR WHEN
DAM No n/a
FACILITY Yes After speaking with Trevelyan
RUNWAY Yes After going on the runway
SURFACE a Yes If the alarm is raised
BUNKER a Yes If the alarm is raised
SILO No n/a
FRIGATE No n/a
SURFACE b Yes From start of level
BUNKER b Yes If the alarm is raised
STATUE Yes From start of level
ARCHIVES Yes If you make a noise in the cell at the start
STREETS Yes From start of level
DEPOT Yes From start of level
TRAIN No n/a
JUNGLE Yes At the end of the level
CONTROL Yes When Natalya sets off the alarm
CAVERNS No n/a
CRADLE Yes From start of level
AZTEC Yes From start of level
EGYPTIAN Yes From start of level
 License to Kill Mode Multiplayer Strategies

Run like the wind until you get a weapon.

Try and arm yourself with a penetrating weapon to give you the edge in standoffs - being able to shoot through doors is a real bonus.

DO NOT use the klobb if you have any other weapon. Simple as that.

Time your reloading carefully. The perfect time to burst in on an opponent is the split second they are reloading. Try to not empty your clip, giving yourself the choice of when to reload.

Learn the levels, and also how to watch both your's and your opponent's screen. If you see yourself on their screen, run.

Be aware of explosive boxes - don't let your opponent blow them up with you next to them.

Try never to confront an opponent on stairs or a slope - you'll either shoot too high or low.

As soon as you kill your opponent, position yourself right in the middle of the level, so that, if you're quick enough, as soon as they reappear you can run straight to where they are before they get a weapon.

If you suspect your opponent is going to try the above, either run in the opposite direction to where they're coming from or take your (small) chances with the slap. If you try and use the slap, get as close to them as possible making it harder for them to hit you.

If you intend to open a slow rising door (such as in the caverns), it's a good idea to crouch so you can see your opponent's feet if they're there, allowing you to get the first shot off.

If you think your opponent is nearby, try shooting and seeing if the gunfire appears on their screen - this can be used to pinpoint their exact position.

If you're using grenades or other explosives, you might be able to get a cheap kill by throwing them randomly about the level, as the explosion penetrates walls and floors. If your opponent tries this, look for any smoke or sign of explosion on your screen and if you see some, you can find out where they are.

Obviously your willingness to take the offensive approach is going to be mostly down to the weaponry at you and your opponent's disposal. It's worth going all guns blazing if you're wielding an RCP-90 and they're stuck with the PP7. Conversly one accurate shot from a pistol can end it all leaving them wondering where they went wrong.

It's worth varying your strategy between caution and recklessness to keep your opponent guessing. If you always try and jump out with guns blazing, then your opponent will simply wait for you.

The character you choose to play as has very little bearing on play. There are a few notable exeptions. It is generally a bad idea to choose a character who is dressed in bright colours such as the Moonraker Elite as this makes them much easier to spot. Also, some characters have different properties. Jaws is very tall, making it difficult to see or hit things close up. The opposite is true for Oddjob, who is very short, hitting the floor when aiming at long range. We do not recommend you play as either of these characters unless you are desperate for some variation. James Bond, Trevelyan, Natalya, and Xenia are good, allround choices.

The choices of weapon you are given on the selection screen can be deceptive - here are the weapons actually available after making your selection.
 
WEAPON CHOICE  WEAPONS AVAILABLE
Pistols Silenced PP7, DD44 Dostovei, Cougar Magnum
Throwing Knives Throwing Knives
Automatics Silenced PP7, DD44 Dostovei, Klobb, D5K Deutsche
Power Weapons DD44 Dostovei, RC-P90, Automatic Shotgun, Cougar Magnum
Sniper Rifles DD44 Dostovei, Klobb, Sniper Rifle, Cougar Magnum
Grenades DD44 Dostovei, Klobb, KF7 Soviet, Grenades
Remote Mines PP7, ZMG (9mm), AR33 Assault Rifle, Remote Mines
Grenade Launchers DD44 Dostovei, Klobb, KF7 Soviet, Grenade Launcher
Timed Mines PP7, ZMG (9mm), AR33 Assault Rifle, Timed Mines
Proximity Mines PP7, ZMG (9mm), AR33 Assault Rifle, Proximity Mines
Rockets DD44 Dostovei, Klobb, KF7 Soviet, Rocket Launcher
Lasers DD44 Dostovei, Klobb, KF7 Soviet, Military Laser
Golden Gun Silenced PP7, DD44 Dostovei, Klobb, KF7 Soviet, Golden Gun
Slappers Only! What it says - you're stuck with the slap

Back to 007 Base