Walkthrough Links for Quantum of Solace.
Quantum of Solace Walkthrough in Field Operative difficulty mode.
Quantum of Solace Walkthrough Continue in Opera House, Sink Hole, Shanty Town, Construction Site
Quantum of Solace mission Continue in Science Center Interior, Miami Airport, Montenegro Train
Quantum of Solace missions Continue in Casino Royale, Casino Poison, Barge, Venice
Quantum of Solace the final mission Eco Hotel Walkthrough
Quantum of Solace Walkthrough Videos version
The game comes in four difficulty modes: New Recruit, Field Operative
(default), Agent, and 007. For this walkthrough, we played Field
Operative.
White's Estate

Well, they aren't messing around. You're dropped in just as Casino
Royale is ending, right as Mr. White gets shot in the foot. Bond, James
Bond, all that jazz. Unfortunately, he's got some thugs ready to chase
you down, so you'll be escaping through the garden.


First order of business is to take cover (press A) behind that tree.
You can see straight ahead there is an SAF .45 lolling about waiting
for you to pick it up, and despite the airy look to that railing, it'll
provide excellent cover while you take care of the gunmen further out.


Shooting haphazardly is an option, but in general you can probably
be more effective by holding down the L trigger and aiming down the
sight. After the first wave, run up and grab a fancier pistol—the
CR-1911 .45—from just about any of the guys you killed, but watch out
for a couple more guys before you get to the gate.


Unlocking the gate is a simple quick-time event. Use the D-pad to
hit the correct direction when it blinks green. Then head down the
stairs to the dock and boathouse.


After dodging all those bullets, don't let the guy around the corner
surprise you—especially since the game prompts you to try out your
takedown move by clicking the right analogue stick. This sends you into
a one button quick-time event. Very easy.

Take cover against the wall closest to the other dock so you can
line up a good shot at the explosives. A chain reaction should blow the
whole thing. Look behind you right away, though, because a guy is about
to open the door and there's not really anywhere to hide.


Deal with him and head inside. You're looking for the security
system, which is just up the stairs and to the right—pretty much
exactly where the gun is pointing in the screen above. Note the
blinking red light once you're closer.


Hold X to patch into the cameras. Now you can check them at any time via Bond's cell phone by pressing the Back button.


On your way to the greenhouse now, to cut back to the main house.
There is one guy who will take some shots at you right as you come up
the stairs, so it might be a good idea to grab some cover quick and get
rid of him.


Here is your sprinting tutorial! A helicopter is shooting up the
greenhouse, so run as fast as you can (i.e. hold the left stick down as
you go) and get to some cover so you can pop the gunner.


| Cell Phone 1 |
| After you shoot out the helicopter, make
sure to grab the blinking, ringing cell phone on the railing. Check
your data at any time in your own cell phone—use the left or right
trigger to scroll through functions. You always have the mission
briefing. This cell gives you data 02, an image of the briefcase you're
after. |
|


To your left is a path that leads up to another greenhouse. Take the
game's advice and use their sprint-to-cover move (A) to nuzzle up
against that first table. The big obvious tank just to the right of
center doesn't seem to want to explode, but there is a smaller one to
the left that will. There are guys are coming at you from all sides,
though, so make sure not to get flanked beyond recovery.


| Cell Phone 2 |
| On your way up the terraces to the house
make sure to swing by this patio table and grab this phone. The audio
file indicates that you'll eventually have to stop White from escaping
in his helicopter. |
|


Finally back to the house! Head around the right side and walk right
into a guy with a gun on a balcony. Surprised? He was totally on the
security cam earlier! (You can see it is green, behind him.) Anyways,
just shoot him in the face so he'll fall and crash through to the
cellar...

| Cell Phone 3 |
| Right down the stairs, can't miss it. The
text file lets you know that a shotgun should be hanging out around
here somewhere. Wherrrre could it be? |
|


Here's where. It's a Hutchinson A3, right in that yellow box. Grab
it, if you like, but you can only take two weapons aside from your
standard P99. If anything I tended to favor the SAF.


Continue down the hallway where a couple thugs are waiting for you.
Ah yes, a wine cellar fight. The trick here is to not get caught behind
a pile of barrels, since they tend to break and/or roll around. The
shelves are much sturdier cover.

| Cell Phone 4 |
| Head up the stairs at the back of the
cellar and you'll end up in a roundish area with a table right in the
middle. There is one guy waiting for you, but then the cell is yours.
The audio file indicates that there's a safe upstairs in White's study. |
|



Go up the next flight of stairs. It is helpful here to sprint
straight for the counter cover (A) before you even cross the threshold.


You next move should be behind the dining table (the left), but if
you want you can move up to the doorway to shoot the guy aiming at you
from the second floor. Then duck to the left again, behind
that...marble...counter/island/desk to pick off the thug at the top of
the stairs.

| Cell Phone 5 |
| Ring-a-ling! It's right above your head
as you're covering to pop that guy on the stairs, so don't miss it. The
audio file is the helicopter pilot—and he's incoming. |
|


Time to find that safe! From the landing where that guy was shooting
at you, keeping going up the stairs to your left. Then hang a right,
where you'll see a green security camera. There are a couple guys along
the way, but nothing tricky--you can even just sprint at them and do a
takedown move.


Well, there's the safe, but no briefcase. Luckily 007 is a pretty
savvy fellow—move in close on the safe and you'll be able to open a
secret door to some major computer access.


Unfortunately, as you try to steal all his little secrets, White is
automatically texted, so he knows to hit the BLOW UP MY WHOLE HOUSE
button he's programmed into his cell phone.


Taking your "perfectly sculpted ass" out of there is easier said
than done, but the key is to run like hell and avoid fire (both the red
flamey kind and the bullet kind, from the straggler thugs who aren't
blown up yet). Take the stairs back down and when you get to where you
picked up the last cell phone, hang a right. A wall conveniently
collapses, clearing the way to the helipad...


...almost. There are two gunmen guarding the stairs, so take some quick cover while you dispatch them.


Then all you need to do is shoot the guy on the ground while the
helicopter takes off and pretend like you want to kill the guys flying
away; i.e. you don't actually have to hit anyone in the cockpit of the
helicopter for it to come crashing down. With that, you have earned the
right to an extended opening credits sequence! Hooray!
Siena


White is brought in for questioning, but suddenly it turns out that
Agent Mitchell is...not your agent. After Mitchell shoots White and
runs, Bond takes up the chase, which leads from the MI-6 Safe House
down to the cisterns underneath the city of Siena. When you come to
that gap in the stairs, just fall down—it doesn't hurt so bad.


Splashing along after Mitchell, you'll come up against this fellow
pretty quick. The best thing to do is just sprint at him (hold the left
analogue stick while you run) to initiate a takedown move. He'll drop a
handy GF18 A.


Come upon another hole in the floor and down you go. The crouching tutorial! Your path is to the right.


Eventually you'll pop out into this more open area for a proper
firefight. Cover is easy to come by here, and the location is
completely conducive to the sprinting move, so just knock out a layer
of guys and sprint ahead until the first section is cleared out. Not
the explosive on the right side of the upper level.


Make sure to loot your corpses—you'll find your first grenades
(thrown with the right bumper, and you can delay the toss by holding it
longer) as well as a Mantis, both of which will be immediately helpful
as you climb over the grating into the second section of this fight.
You can cause a pretty big explosion by aiming at the yellow thing on
the scaffolding to the left. Tossing some grenades at these guys helps,
too, since even when you don't kill them they will get stunned if they
are near the blast.


Once the door blows open, make sure to loot again, since you can
grab an SAF 9mm ARO Scope before you leave this room. Heading down the
hall you'll notice some red flashing lights just before some mines go
off as Mitchell heads through a side door, but the effect is mostly
atmospheric.


The only problem is that shortly thereafter everything starts
collapsing, and a timer kicks in. Shoot a guy in the face. Then you'll
need to do a quick over-under move: rubble falls, so you hit Y to climb
over; more rubble falls, but clearly this time B to duck is the right
move. After that you end up at a ladder and are pretty much home free...


...to the street, that is. Your position behind a potted plant is
one to be vacated as soon as possible. Head to the first watermelon
crate. This fight is not terribly tricky, but you need to keep active
or they'll start throwing grenades.


The guy up in the window is just obnoxious, so take him as early as
you can. Another useful early shot is the tank on the right. If you pop
it early enough, it will keep another guy from waltzing out of that
corner, even though it only stuns the one already shooting at you.

| Cell Phone 1 |
| Kick off this level's cell phone hunt by
going to the café behind you after killing all those guys from your
watermelony post. Grab it off the table and you'll learn that a spare
firearm (to be used by your enemies in case you survived the chase thus
far) is hidden "in the apartment on the top floor of the building
beyond the marketplace." |
|




You should be able to get a Mantis, GF18 A, and SAF 9mm ARO Scope
before leaving. Pick your two favorite—I took the GF and the SAF. The
way out is up the yellow striped pole. Once at the top there is a
window into an apartment (where a lady will become rather alarmed as
you climb through), but if you make the mistake of trying to jump
across you'll just end up in an alley below, where you can climb some
stairs to the same effect (and in fact, you could've done that from the
beginning instead of climbing the pole, but you probably wouldn't have
found the SAF...)

| Cell Phone 2 |
| It's on a bedside table in the apartment.
Mitchell is requesting back-up in this audio file. "Expected extraction
point is now (panting), at the Gallery." |
|


Interestingly enough, right behind you after picking up the cell
phone (against the wall where you might not notice it if you just
barrel through the room) is a glowy yellow case containing—oh yes—an
LTK Super Magnum, the sidearm Cell Phone 1 spoke of. I'll take it.


Head up the stairs and make the jump after Mitchell to the roof of
the next building. Unfortunately, you slip and end up hurling yourself
(in a cut-scene moment) across the street.


Take immediate cover here and work your way through the guys in the
windows across the street. The Magnum is pretty handy, for this. When
it's safe to move on, drop down to the lower rooftop area, but watch
out in case there is still a guy lurking there. You're probably looking
across the street again to check if any more thugs are racing to the
windows, but behind you is an ammo box. Use it to restock all your
weapons. Then, when it's clear, head into the building.

Take cover in the doorway leading to the next area and focus on
taking out the bad guys (without being grenaded!) before grabbing...

| Cell Phone 3 |
| On the floor in the corner as you move
into this apartment building. Mitchell says, "Sleeper One is now
active. White being brought in @ 16:00 hours. I will not fail." |
|


Move to some outside cover and some guys will start shooting from
the level below you in the next building. You can try to hit that
yellow thing, but it's almost easier to just pop them in the face and
be done with it, as there's no guarantee they'll be close enough to be
affected. When they're gone, you can jump across.

| Cell Phone 4 |
| Find the last cell phone of the area all
the way up at the top of the building (past the exit). It's an image of
a newspaper report pointing out that, "The Domo Gallery is undergoing
renovation." |
|


Continue to explore this room to find who we must assume is one of
the window snipers you shot earlier. He dropped his A3 Raker, boo-hoo.
So now you should be feeling pretty boss with your Magnum and Raker.
Head back to the doorway you passed on your way up.


Here you need to get to the other side of the street. There is a
stripy yellow bar to climb, but it's on the building opposite you.
Thankfully (?) a bus crashes and makes a convenient bridge. Make sure
you take out the gunman on the roof before trying to climb, though, or
he'll make your life miserable (or, you know, end it).


There are a bunch of guys staking out the bell tower, and in fact,
even when you leave your first cover spot there are more, so I advise
using the A button zoom to the next spot. Make sure to nab that fellow
in the window—pretty easy since you can just pop the explosive he's
standing next to.


When the music stops you know you're in the clear. Be careful not to
go up to the bell tower prematurely or debris might fall and crush you.
(Hey, it happened to me...) Once inside, you've essentially beaten the
level...


...except for this goofy quick-time fight with Mitchell. Very
straightforward timed button presses, with the exception of two "mash"
commands in the middle. Mitchell is dead! Oh, why'd you have to kill
him, 007?
Walkthrough Links for Quantum of Solace.
Quantum of Solace Walkthrough in Field Operative difficulty mode.
Quantum of Solace Walkthrough Continue in Opera House, Sink Hole, Shanty Town, Construction Site
Quantum of Solace mission Continue in Science Center Interior, Miami Airport, Montenegro Train
Quantum of Solace missions Continue in Casino Royale, Casino Poison, Barge, Venice
Quantum of Solace the final mission Eco Hotel Walkthrough
Quantum of Solace Walkthrough Videos version