On his way to disrupt DVS's operations, 006 will face various enemies, who will hurt him on touch and may have other tricks up their sleeve. Luckily, almost all of them are susceptible to gunfire, though most can withstand multiple hits and may respond by turning around and counter-attacking.
Due to ammo being finite and carrying over between levels, it may be a good idea to circumvent enemies that don't absolutely have to be dispatched, especially when playing the HD version's Hard difficulty mode.
(Note that aside from Humans, most enemies have no official names and are named here after what they are or are described as.)
Humans are common one-tile-sized enemies that walk back and forth on platforms. There are five "ranks" of Humans in the game, each of which will transform into the next lower rank and turn towards 006 when shot at.
Shooting the lowest rank, the Guard, will turn him into a Tombstone, which can be collected for 1000 points or will eat up a shot and award only 100 (though destroying Tombstones counts towards an HD version achievement).
Note that when playing on Easy in the HD version, Humans still go through the same rank progression when shot at, so their effective health points are the same as on all other modes!
Name
|
Image
|
Description
|
HP
|
Points
|
Guard
|
|
The lowest-ranking Human, who wears white clothing and has the slowest enemy speed in the game. Shooting him turns him into a Tombstone.
|
1
|
100
|
Sentry
|
|
The second rank of Human. Wears red and walks a bit faster. Turns into a Guard when shot.
|
1 (2)
|
0
|
Ninja
|
|
The third rank of Human. Dressed in a black bodysuit and moves very fast. Turns into a Sentry when shot.
|
1 (3)
|
0
|
Ninja Master
|
|
The fourth rank of Human. Dressed in blue and walks slower than the Ninja, but will shoot at 006 if it is facing him and on the same level, sometimes right after being shot at. Turns into a Ninja when shot.
|
1 (4)
|
0
|
Thug
|
|
The highest rank of Human. Looks like an evil 006 and acts like the Ninja Master, but moves a little faster. Turns into a Ninja Master when shot, who may immediately shoot back, so be ready.
|
1 (5)
|
0
|
These enemies are mostly robots and leave nothing behind. Enemies with multiple hitpoints have one hitpoint less when playing on Easy mode in Secret Agent HD.
Name
|
Image
|
Description
|
HP
|
Points
|
Robot Dog
|
|
Moves back and forth on a platform and is two tiles wide, making it slightly harder to jump over.
|
3
|
500
|
Flying Robot
|
|
Flies left and right, generally close to the ground, and occasionally stops to create electricity on the tile directly below it. It is indestructible and often gives no room to jump over it, so 006 should time carefully when he walks underneath.
|
N/A
|
N/A
|
Ceiling Gun
|
|
Moves back and forth on the ceiling, firing a fast laser beam downwards if 006 moves under it. If there is enough space between the Ceiling Gun and the ground, the beam will not hit 006 as long as he keeps moving, but if it's too close to the ground, it may be necessary to destroy it.
|
3
|
500
|
Tank
|
|
A small robot on treads. Destroying it causes it to split into shrapnel flying left and right in a straight line, so be ready to dodge.
|
3
|
1000
|
Armoured Robot
|
|
A 2-tile-high robot that walks back and forth and can shoot a laser straight forward from its stomach if it's facing 006 and he is on the same level. It stops occasionally to crane its neck, during which it cannot shoot. Shooting its head as it peaks up is the only way to destroy it; other shots cause it to turn towards 006, but are wasted otherwise.
|
1
|
1000
|
Cyborg
|
|
A half-man-half-machine enemy that is identical to the Armoured Robot. Rather than craning its neck, it will open a visor when it stops, exposing its weak head. Despite the visor only opening in the front, it can be shot from either side, just like the Armoured Robot.
|
1
|
1000
|
Robbie the Robot
|
|
A two-tile-high robot that moves back and forth on a platform, shooting straight forward from its stomach if 006 is in front of it and on the same level. Unlike the Armoured Robot, it never stops and is always vulnerable when shot anywhere; however, destroying it takes multiple shots.
Keep in mind that as long as 006 is not on the same ground level as Robbie, he is safe from its shots, but may still be able to hit it. Aim to stand at a 1-block elevation when possible to dispatch it easily.
|
3
|
1000
|
Mine
|
|
A robotic mine that goes left and right. It does not turn around when shot and can be destroyed, though its explosion can still harm 006 if he stands too close.
|
2
|
250
|
Flame
|
|
Fire that moves back and forth on a platform and is dangerous to touch. Shots go through it.
|
N/A
|
N/A
|
Shark
|
|
A shark fin moving back and forth on the water. It is invincible and usually placed in such a way that 006 would have to fall into the water (and die) to touch it, making it largely irrelevant in the original game; however, it can get in the way while using a Scuba Gear or Jetpack power-up in Secret Agent HD.
|
N/A
|
N/A
|
These traps are stationary and usually cannot be destroyed, but still have the potential to harm or even kill 006.
Name
|
Image
|
Description
|
Instant-kill hazards
|
|
Spears, Landmines, Water, Acid and Lava will kill 006 instantly when he touches them, no matter how much health he has left. (In the HD version, collecting the Scuba Gear lets 006 move through water unharmed for a short time.)
|
Ceiling Fan
|
|
A small animated ceiling fan that looks like a decoration, but can harm 006 when jumped into.
|
Spike Trap
|
|
A spike hidden in the ground or ceiling that emerges on a set rhythm, which can be different for each individual spike. There are many Spike Traps throughout the levels and they often start out invisible, so move carefully.
|
Rocket Launcher
|
|
A stationary launcher that occasionally fires a rocket straight forward if 006 is in front of it and on the same level. It has a cooldown between shots, so use that to gain time by baiting out a shot at your discretion and dodging it.
It is sometimes embedded in a larger wall section, so can be hard to see.
|
Plasma Shooter
|
|
Like the rocket launcher, but fires different-looking projectiles. It is on the side of a wall rather than embedded into it, but 006 can safely move through it as long as it isn't shooting.
|
Electric Gate
|
|
A vertical or horizontal gate with a single space inbetween, where it periodically generates harmful electricity. Move through it while it's safe - it cannot be disabled.
|
Scanner
|
|
A rotating device in a glass dome on the ceiling. 006 instantly dies if he walks under it, but it can (and usually must) be destroyed by shooting it three times.
|
These enemies appear only in Secret Agent HD, and only in the bonus Episode The Spy who Dumped me or in custom levels.
Name
|
Image
|
Description
|
HP
|
Points
|
Dog
|
|
Walks left and right on a platform and speeds up extremely fast if it faces 006 and he is on the same level.
|
2
|
500
|
Drone
|
|
A flying guard robot that can move back and forth vertically or horizontally. It shoots a small laser forward if 006 is in its line of sight.
|
2
|
500
|
Crawler Bot
|
|
A robot that crawls on the ceiling and drops down when 006 is under it or it is shot (except on Easy mode), exploding when it hits the ground and sending flames left and right. It can be destroyed while falling, which also earns the player an achievement.
|
2
|
1000
|
Mecha-Spider
|
|
A mechanical spider that moves up and down, periodically phasing in and out. It can only be harmed when it is fully visible, though it always hurts to touch.
|
2
|
500
|
Dr. No Body
|
|
The final boss of the game. He flies left and right within a small zone, occasionally stopping to send a row of bombs falling down one by one, which split into flames like the Crawler Bots.
To harm him, 006 must use the electricity cannon in the centre of the room once it is charged up (with the fire key), which sends a shot straight upwards. If it hits Dr. No Body, he will be stunned and platforms will briefly appear that let 006 climb up high enough to hit him.
Unlike other enemies, he cannot be used in custom levels, appearing only in the final stage of "The Spy who Dumped me".
|
12
|
10k
|