attack on the MI6 headquarters, prompting Bond to pursue the assassin through a London Underground station. Bond offers her protection, but she ultimately kills herself by exploding a hot air balloon. The MI6 traces the recovered money to a KGB agent-turned-terrorist known as Renard, who previously kidnapped King's daughter, Elektra. M assigns Bond to protect Elektra, who is about to oversee the construction of an oil pipeline in Azerbaijan. During a tour of the pipeline's proposed route in the mountains, Bond and Elektra are attacked by a hit squad in armed, paraglider-equipped snowmobiles. Bond suspects the attack was caused by Elektra's head of security, Davidov, and decides to kill him before taking his place on a flight to a Russian ICBM base in Kazakhstan. There, Bond meets nuclear physicist Christmas Jones and learns that Renard managed to steal plutonium from a nuclear warhead. To get a lead on where Renard might be hiding, Bond visits a former Russian mafia adversary, Valentin Zukovsky, who reveals that Elektra was in exchange for the use of a submarine currently being captained by his nephew. Jones realises that if Renard were to insert the stolen plutonium into the submarine's nuclear reactor, the resulting nuclear explosion would destroy Istanbul, sabotaging the Russians' oil pipeline in the Bosporus. In Istanbul, Bond and Jones are captured by Elektra's henchmen. Jones is taken aboard the submarine, while Bond is taken to the Maiden's Tower. With the help of Zukovsky, Bond kills Elektra and boards the submarine. Ultimately, Bond finds Renard in the submarine's reactor and kills him before escaping with Jones. Development The World Is Not Enough was developed by Eurocom and published by Electronic Arts, which had formed a partnership with MGM in late 1998 to produce games based on MGM's intellectual properties. At the time, Eurocom had started development on a "very scalable" first-person 3D engine intended for sixth generation platforms like the GameCube. After Electronic Arts acquired the James Bond game licence, Eurocom showed them their engine and soon both companies started working together to produce the next Bond-licensed game. This happened when Eurocom was still working on the Nintendo 64 version of Mortal Kombat 4. The engine was created and adapted to take advantage of the Nintendo 64 strengths. It is capable of delivering a fast and smooth frame rate while offering particle explosions, dynamic lighting effects, long draw distances, and other environmental effects