and that the Jackal had intended to kill Bond. Depending on whether or not the player picked up the verification code, Bond and Zoe are either captured and taken to the brig, or have a sexual encounter as the submarine is automatically piloted to the aircraft carrier. In either case, the pair investigate the ship. It is discovered that eight world leaders have been cloned, and are to be replaced by Malprave-loyal duplicates. Bond destroys the craft carrying the clones, and the pair make their escape. They head back to the Malprave Industries building in the Swiss Alps, where Bond successfully rescues the eight world leaders. Before he can escape from the base however, Bond encounters Malprave, who has set the base to self-destruct. She also reveals that Bloch is still alive, and that Bond had merely killed his clone. After a firefight with him, Bond follows Bloch into Malprave's main office and shoots him with a rocket launcher, sending him crashing through a stained-glass window to his death. Just as Bond manages to leap free of the base before it explodes, Malprave appears and tries to jump clear too, but is consumed by the blast and ultimately killed. Bond lands on a military aircraft being commandeered by Zoe, and together they escape the smouldering base. Development and release Agent Under Fire originally began development as a PlayStation 2 (PS2) and PC game based on the 1999 Bond film The World Is Not Enough (TWINE). The game would include 10 large levels, featuring a combination of stealth and action gameplay similar to the 1997 Bond game GoldenEye. The game would feature boating, skiing, and casino levels, and the player would have access to 20 gadgets throughout the game. Players would have multiple ways to complete a mission, with interactive environments playing a role. Multiplayer would be a prominent part of the game. Electronic Arts (EA) was developing the game, which would run on the id Tech 3 game engine, commonly known as Quake III Arena. It was initially scheduled to release in late 2000, subsequently changed to late 2001. However, EA announced in February 2001 that it was delaying the game until the following year. The delay would allow the company to achieve its vision of a game that would be noticeably different from the Nintendo 64 and PlayStation version of The World Is Not Enough. Two months later, EA