The Operative: No One Lives Forever

The Operative: No One Lives Forever (commonly shortened to No One Lives Forever, abbreviated NOLF or NOLF 1) is a video game developed by Monolith Productions and published by Fox Interactive. It was released for Windows OS on November 9, 2000. A Game of the Year edition (with a bonus level) was released on October 5, 2001. This edition also included the source code for the game. A port for the PlayStation2 (with three bonus levels) was released on April 18, 2001.

Gameplay
NOLF 1 is a first-person shooter which encourages stealth over head-on combat. There are four difficulty levels: easy, normal, hard and super spy, each of which affect the players ease of detection, enemy strength and damages acquired to body armor and health. The game is structured on a mission-to-mission basis, which requires successful completion of a level in order to progress to the next. Each level (or mission) has a set number of objectives, which must be completed within the level. Completion of objectives or the addition of a new objective will trigger the on-screen message "Mission Objectives Updated." The successful completion of a level will ranked on a mission status screen, based on the amount of intelligence items collected (see below). Certain "awards" can also be earned based on the player's efficiency during the level. This includes clearing the level without taking any damage, remaining undetected and perfect accuracy.

Hit-Points
The player has two sets of hit-points: armor and health. Initial damage will affect one's armor before affecting health when armor runs out. Damage to health only is incurred through falling from excessive heights, drowning or coming into contact with fire or electricity. Armor can be replenished by picking up body armor scattered throughout the levels. Health will not replenish until the beginning of the next level.

Basic Controls
Basic controls follow the same model set by standard first-person shooters. The player can move forward, backwards and to the side, sneak (slow walk) and crouch. The interaction key opens and closes doors, allows the player to pick up intelligence items, and interact with other non-hostile characters (which will trigger a scripted piece of dialogue or cut scene). Usable vehicles include motorcycles and snowmobiles.

Equipment
The game offers various equipment which fall under the general headings of weapons, gadgets and gear, most of which are unlocked as the game progresses. Weapon modifications include silencers and different ammunition types. Most gadgets feature a second function (e.g. the barrette and cigarette lighter). Gear or garment equipment includes bandages (which suppress blood-loss from dum dum ammo), ear plugs (suppresses disorientation from explosives), pink slippers (dims the footstep noise), fire extinguisher (negates most of burn damage from phosphorus ammo), antitoxin (stills the effects of cyanide ammo and poison gas) and scuba-gear for diving. The player is fitted with default equipment during first play-through, which can be customized after successful completion of the game.

Stealth and Detection
Enemies are able to pickup aural and visual cues and give alert whenever they detect the player infiltrating their base of defense. Cameras and spotlights tracking the area will sound the alarm when the player remains in their focus for too long. Enemies will shoot on sight or, in areas with an alarm system, will run for the nearest alarm trigger and call for back-up. Unarmed enemies or scientists will always run for the alarm when spotting the player. Walking on smooth surfaces and crouch peeking from corners to recede back are essentials of the stealth gameplay to minimize your presence besides direct sightline, allowing you to eavesdrop on conversations you might need.

Some levels will require stealth throughout, causing a sounded alarm to fail the mission. In levels, where stealth or combat can be chosen at the player's discretion, alarms will put all enemies on alert and cause stronger foes to emerge from enemy closets that are locked before. Alarms may also cause certain areas to be locked away and may prevent certain dialogue between characters from taking place. Dead bodies will always alert enemies and cause security cameras to trigger the alarm.

Combat
The stealthiest way to dispatch enemies is by hitting them on the head from behind or poisoning them with the barrette. Head-shots result in instant kills, although, depending on the type of weapon used, this may alert other enemies nearby. Silencers greatly the reduce the sound of certain firearms, but will still alert enemies in close proximity. Automatic weapons deal greater damage than pistols, revolvers or semi-automatics, but this will indefinitely draw the attention of every foe in the vicinity and may cause the player being back into a corner. Players are advised to always familiarize themselves with the area and the amount of guards patrolling it before engaging.

Collectibles
Certain documents or dialogue responses are known as Intelligence items which serve as collectibles. Each mission has a set number of intelligence items, while most training levels don't have any. Although only a few levels formally require their collection as part of an objective, the successful collection of all items in a level will reward the player with certain perks including an increase in hit-points and improved ammunition. Tangible items such as envelopes, letters, briefcases and dossiers, can be viewed again in the Intelligence Gallery in the main menu. Intelligence obtained through dialogue or by photographing ledgers (with the spy glasses) cannot be viewed again.

PS2 version difference
Due to limited hardware capacity, the PS2 version received several changes to gameplay and settings:
 * HUD customization has been removed. Health/Armor and Ammo are defaulted to "Bar" and the crosshair is cyan "+".
 * Sneaking is removed. The only way to move silently is to crouch-walk.
 * The Flashlight is removed. As a result, its tutorial section is omitted entirely.
 * Mission Select can only be done by loading a Save file and choose Replay mission. Save Progress will only save the latest Scene unlocked, failing a mission means player will have to restart the entire scene.
 * Equipment Select has been removed. Because of this, several secret locations and intelligent items are unavailable.
 * Large Scenes are split up into smaller Scenes.
 * The PS2 version uses a new, original soundtrack that's not found on the PC version.

GOTY version difference

 * An additional Intelligence Gallery was added to Single Player menu.
 * When selecting weapons, special ammo (if present) will always be selected instead of the default FMJ rounds.
 * Guards can no longer be distracted when behind door. In the original version, guards would open door and come out to investigate noises, but now the door must be opened first in order to attract guards' attention.
 * The "sideway" Hampton MPL 9mm SMG is unlocked upon completing Unexpected Turbulence. In the original version, this gun is unobtainable without cheats.

Plot Summary
For a full list of all levels in the game, see The Operative: No One Lives Forever Missions

UNITY in Crisis
Main Articles: The Assignment; Misfortune in Morocco

In September of 1967, UNITY lost several undercover operatives in a series of carefully coordinated attacks resulting in a crisis in the field operations department and the suspicion that the organization had been sold out by a traitor within their midst. As there were no other field operatives available at the time, UNITY directors Mr. Smith and Mr. Jones, reluctantly send Cate Archer and Bruno Lawrie to Morocco to protect the American ambassador to West Germany, Morris Monroe, from being assassinated by a criminal organization known as H.A.R.M. The mission ends in failure as both Ambassador Monroe and Agent Lawrie are gunned down by Volkov.

Extraction from Berlin
Main articles: Berlin by Night; Unexpected Turbulence

Mr. Smith is furious over the mission's outcome, but Mr. Jones is willing to give Archer another chance as they are still dangerously short-staffed. Archer mourns the death of her friend and mentor whose grave she visits at the graveyard. Archer's next assignment involves the extraction the defecting scientist Dr. Otto Schenker from a research facility in Berlin, East Germany and escort him safely to England. Archer successfully infiltrates the facility, locates Dr. Schenker and escorts him to safety.

During their flight to London, Dr. Schenker reveals that he was working on a highly explosive biochemical reagent, which Archer succinctly summarizes as "human time-bombs". The airplane is ambushed by another aircraft commandeered by Magnus Armstrong, a buffy Scotsman working for H.A.R.M. Armstrong knocks Archer out from behind and kidnaps Dr. Schenker. Waking up just in time, Archer escapes the now pilot-less plane and "borrows" a parachute from one of Armstrong's men who jumped out ahead of her. Archer lands safely, but the mission ends in failure.

A New Partner
Main articles: Rendezvous in Hamburg; A Tenuous Lead; The Dive After a full debriefing on the previous mission, Archer is sent to a nightclub in Hamburg, West Germany to meet up with Tom Goodman, her new partner (whom Mr. Smith refers to as "more like a supervisor"). After meeting Goodman at the club, Cate lures the "goon" tailing them into the restroom for interrogation. Having been informed of Archer's arrival, Inge Wagner, a tone-deaf opera singer and the owner of the club, blows a dart into the back of Archer's neck. Apart from the sting, the dart appears to have no other effect and Archer doesn't take any further notice of it. As she interrogates the goon in the overcoat, the bar is shot up by a band of armed thugs. While Goodman sends Archer ahead to an address at the Bremen Docks, he stays behind to see if the club is linked to H.A.R.M.

After briefly contacting HQ from a UNITY safe house, Archer proceeds to the docks where she meets Goodman and resets explosive devices in a nearby warehouse to create a diversion. After observing Armstrong and Wagner boarding a cargo freighter, Archer sneaks aboard the same ship to obtain further information. During her investigation, she is apprehended and locked up by Armstrong. After an explosion, the freighter begins to sink. Armstrong and Wagner abandon ship and Archer, after escaping the locked room, places a beacon in the ship's radio room before she herself escapes.Having made it out of the sinking freighter alive, Archer returns to her hotel where she is surprised by Goodman who had been waiting for her in her room. As Archer failed to retrieve the shipping manifest and the captain's log, they must return to wreckage and retrieve them. Inge Wagner and her henchmen ambush the hotel and Goodman advises Archer to escape via the roof. The two take a boat out to sea and locate the wreckage with the help of the tracking beacon. Divers from H.A.R.M.'s Submarine, commandeered by Armstrong and Wagner, are also sent to retrieve the ships documents and ambush Cate underwater. Having successfully obtained what they came for, Archer and Goodman head for shore.

Investigating Dumas Industrial Enterprises
Main Articles: A Man of Influence ; Safecracker Back at UNITY Headquarters, the organization received a threatening video message from H.A.R.M. in which they claim responsibility for the explosion at the Club Metropole in Monte Carlo, using Dr. Schenker's biochemical reagent. A puppet with a distorted voice lists out H.A.R.M.'s demands which must be met in order to avert further terrorist attacks which will occur every 48 hours. Unfortunately, the shipping manifest and the captain's log don't provide much information, but the chemical containers could be traced back to a company called Dumas Industrial Enterprises, based in the United Kingdom. Archer and Goodman investigate the Dumas offices in Bumberton and Archer manages to secure an interview with the company's director, Baron Archibald Dumas.

Although they are convinced that Baron Dumas is an "imbecile", it is still highly likely that Dumas Industrial Enterprises is linked to H.A.R.M. After another debriefing, Archer and Goodman head to the Dumas Corporate Headquarters to crack the safe in the Baron's office. Archer accesses the building via a crane from the nearby construction site. Here she encounters and has a final showdown with Inge Wagner, whom she defeats with a clever combination of water and electricity. Having cracked the Baron's safe, Archer finds Goodman who is being held at gunpoint by Volkov. In an attempt to help Archer escape, Goodman pushes Volkov aside but gets killed in the process.

Retrieving Dr Schenker and Locating the Antidote
Main article: Rescue Attempt ; Trouble in the Tropics ; Low Earth Orbit

Archer grieves over the loss of her second partner and prepares for her next mission at HQ. Although she has no evidence as of yet, Archer has a theory that the Baron's wife, whose maiden name is Felicity Farnsworth could be the mastermind behind the Dumas connection to H.A.R.M. The paperwork retrieved from the Baron's safe provides a lead to Dr. Schenker's whereabouts. Archer heads to the Dumas Lumber Company in Washington State where she uncovers a secret underground base. After locating Dr. Schenker, Archer escorts him to safety and successfully returns with him to HQ.

In response to UNITY's successful retrieval of Dr. Schenker, H.A.R.M. detonates another human explosive in Shilling, England. Dr. Schenker reveals that the antidote to his invention can only be created in a zero-gravity environment, i.e. Outer Space. He further reveals that H.A.R.M. run their own space program headquartered on a tropical island of the coast of Mandaru. Archer learns that there are no antidote samples on the island but that the next rocket into space is heading off that afternoon. After radioing HQ, Archer sneaks aboard the rocket, locates an antidote sample in H.A.R.M.'s Space Station and escapes back to Earth just before the station is destroyed by an incoming meteor shower.

Saving the World from H.A.R.M.
Main articles: Alpine Intrigue ; The Indomitable Cate Archer ; A Very Large Explosion

UNITY are now in possession of the antidote, but still require a list of those infected. Having run out of all leads, Archer persists on her hunch of the Baroness' involvement and heads to the Dumas' holiday resort in the Alps on a whim. Archer tails the Baroness to her chateau in the mountains. After being caught sneaking around, Archer is ambushed for a third and final time by Armstrong and taken into a holding cell.

The Baroness visits Archer in her cell and reveals herself to be the criminal mastermind behind H.A.R.M. and the explosions. She also reveals that while Archer was at the club in Hamburg, Inge Wagner had infected her with Dr. Schenker's reagent (the dart that stung the back of her neck). While the Baroness' orders had been to give Archer a "ten hour fuse", Wagner gave Archer ten days, which now leaves her roughly ten hours to live. The Baroness sends for Armstrong to guard the cell, while she takes a shuttle train into her secret underground lair. Archer provokes Armstrong into fighting her after which he lets her go and reveals the location of the list of names.

Archer finds the Baroness' secret lair and retrieves the list. The Baroness escapes via helicopter before the UNITY extraction team arrives. Battling her way through the chateau, Archer encounters the Elite Guard, a specially trained hit-squad and the Baroness' private bodyguards. Meanwhile, UNITY helicopters and agents take care of the guards in the outsides area. Archer tells a fellow agent that they need to get off this mountain as "there's going to a very large explosion". Through some misunderstanding, the helicopters leave Archer behind by mistake, prompting her to take the gondola. After fighting off incoming H.A.R.M. helicopters, Baron Dumas, who is currently enjoying his dinner, detonates, bringing the gondola to a halt. Volkov lies in wait for her below, but the effects of the explosion, prompt the ice to shatter, causing Volkov and Archer to fall into a cavern. After a final showdown, Volkov plunges into the deep while Archer gives him a satisfactory goodbye.

Tying up Loose Ends
Main article: Such is the Nature of Revenge

After returning to the alpine village below, Archer contacts UNITY Headquarters via payphone and tells them to expect a telegram with the list of names within the hour. She is ambushed by Baroness Dumas, but Archer has more skill and stamina than her foe. The Baroness claims that "H.A.R.M. will not die with her" and infects herself with the reagent. After Archer clears the streets of civilians, the Baroness explodes and Archer returns safely to HQ.

Back at UNITY HQ, Archer is congratulated by her superiors. Even Mr. Smith, who had been skeptical of his first female operative through the entire mission, must admit that he was wrong. After a congratulatory party in the briefing room, Archer visits Bruno's grave and is surprised by Tom Goodman, who is not only alive but reveals himself to have been working for H.A.R.M. all along. After a showdown on the cemetery, Goodman is given the final blow by Mr. Smith who is in turn shot down by Mr. Jones, who is also joined by Bruno Lawrie, who had merely faked his death to continue his investigation of the traitor undercover. Mr. Smith reaches for his gun and attempts to fire, but is beaten to it by Archer who deals him the lethal blow. Bruno explains that Smith was the traitor within UNITY's ranks who had compromised every mission Archer was sent on. The man posing as 'Tom Goodman' was in fact a vacuum cleaner salesman from Akron, Ohio, named Melvin Blitzny, who had been tasked by Mr. Smith to pose as the real Tom Goodman, for whom Smith had laid a "deadly trap" in Amsterdam. Angry at having been deceived by her mentor, Archer expresses her frustration and chases Bruno out of the cemetery.

Game of the Year Edition
Full article: Rest and Relaxation

The game's "Game of the Year Edition" included a bonus level that was unlocked upon completion of the main game.

As a reward for saving the world from H.A.R.M., Archer is sent on a well-deserved holiday on a remote island in the South Pacific. When a monkey steals her gun, she accidentally stumbles upon a secret H.A.R.M. operation being conducted in the basement of the hotel. Archer follows the trail though the jungle and into a secret volcano base. Archer activates the self-destruct mechanism in the control room and must make her escape before the volcano erupts and, quite literally, goes up in flames.

PlayStation 2 Edition
Main article: Nine Years Ago

The PS2 version of the game has three additional scenes under, which play each time Archer is knocked out by Armstrong. These scenes contain flashbacks to Archer's days as a cat burglar before her recruitment to UNITY and take place years before the events of the main plot.

UNITY (Allies)

 * Cate Archer (Protagonist) - UNITY Field Operative
 * Bruno Lawrie - Field Operative and Archer's mentor
 * Mr. Jones - Director of UNITY
 * Mr. Smith - UNITY Field Operations Coordinator
 * Santa - Head of UNITY's training facilities and gadget maker
 * Dr.Otto Schenker - East German Scientist seeking to defect to the West
 * Tom Goodman - Agent from UNITY's American Branch
 * Ms. Kavanaugh - Receptionist and Secretary at UNITY
 * Werner von Haupt - UNITY's East German Contact

H.A.R.M. (Antagonists)

 * Dmitrij Volkov - Director of Executive Action
 * Magnus Armstrong - Sapper and Demolitions Expert
 * Inge Wagner - Head of H.A.R.M.'s German branch (and self-proclaimed opera singer)
 * Baroness Dumas - Associate Director of H.A.R.M.
 * Elite Guard - The Baroness' private bodyguards
 * Melvin Blitzny - H.A.R.M. operative
 * The Director - Director of H.A.R.M.

Civillians

 * Morris Monroe - American ambassador
 * Martha - American tourist
 * Clark - American tourist
 * Baron Dumas - Director of Dumas Industrial Enterprises
 * Tom - Spy used by Archer to follow Baroness Dumas

Opening Credits
(Based on the title sequence from The Assignment, Scene 1)

Fox Interactive presents a game by Monolith Productions

Starring Cate Archer as The Operative in No One Lives Forever

With Kit Harris as the voice of Cate Archer

Jock Blaney as Dmitrij Volkov

Ken Boynton as Santa

Scott Burns and Mark Dias as Thugs

Roger Curtis as Mr. Smith

Barbara Dirickson as Baroness Dumas

John Patrick Lowrie as Bruno Lawrie

Mike Madeoy as Tom Goodman

Nigel Neale as Mr. Jones

David Stalker as Magnus Armstrong

Jeff Steitzer as Baron Dumas

CHOREOGRAPHY:

Jenna Hawkins

Andrew Heffernan

Jamil Mullen

Music Composed and Arranged by Guy Whitmore

Title Track by Rich Ragsdale

Filmed in LithScope


 * Like most espionage movies of the 1960's, the opening credits features a character (in this case Archer) dancing around the credits with a colorful background.

Closing Credits

 * See: The Operative: No One Lives Forever End Credits

Trivia

 * The lead game designer, Craig Hubbard, was also responsible for writing the dialogue. He is not credited for the latter role, however.
 * This game is the only video game, to date, that Roger Curtis has worked on. Apart from voicing Mr. Smith, he is also the motion capture artist for the project. Future ventures saw him participating in TV series and theatrical plays.
 * After Sierra Studios closure under Vivendi, most of the voice actors and actresses were hired by Valve Software. Some notable examples of their work include Defense of the Ancients 2 and the Half Life series.
 * NOLF1 had a rocky introduction to the game world. When Monolith Productions tried to describe the game, game journalists queried if it was just like the James Bond 007 series and if there was a rivalry, which the developer indirectly denied.
 * One of the settings within the game would cause bodies to fade after enemies are killed, probably because the player did not have the ability to move bodies here like they would in the sequel.
 * Some enemies will only bring out their weapons when alerted, and killing them after that is the only chance that the player can acquire them. The player could not search the bodies of enemies for weapons, which would become a core mechanic in the sequel.
 * This is the only game in the series to reward the player with increased armor or health when they find all the possible intelligence items and achieve a high completion rate on a mission.
 * The very first release of the game is the only one in the entire franchise to be given a "Teen" rating by the ESRB. Subsequent re-releases, along with the other games were rated "Mature".
 * On the menu screen, Archer can be seen wearing sunglasses and holding a Shepherd Arms 9mm. In the actual game, Archer can hold either a weapon or a gadget, but not both.
 * Evidently, the game allows for most of the weapons to utilize a few different types of ammunition. These different types of ammunition were to have their own training sections, which were ultimately scrapped.
 * There is a large arsenal of modern firearms featured here. While some weapons have their names changed, their model designs are true to those of their real world counterparts.
 * Besides modifiers for weapons such as a scope or suppressor, the player can also find additional items which grant passive benefits on a mission and unlock them for later use. Once they are found on one playthrough, they will not have to be picked up again.
 * Enemies only react to Archer's footsteps, completely disregarding others walking around loudly. This could be due to Archer's high heels making too much noise. This is still the case when wearing traditional spy attire or a spacesuit in the missions where she uses footwear with flat treads, which should produce less sound.
 * The game uses a limited set of voices for its enemies, which is made more obvious when one regularly draws out their reactions in stealth or engaging in combat. Only a few different voices can be heard saying the exact same lines (under certain circumstances) at the same pitch and pace.
 * If Cate behaves polite towards Mr. Smith in dialogues, in the end of mission it'll show 'reputation bonus'. A reputation mechanic was planned, but was neither developed nor removed. If she had or lacked enough reputation, future dialogues' outcomes would vary. She also gets intelligence items this way, probably because Mr. Smith doesn't reciprocate, so she gets clues about the betrayal.
 * The plot's main idea resembles the one of "The Ipcress File". Although, being more skeptical of the protagonist's abilities and disregard of his skills, Colonel Ross bears a characteristic resemblance to Mr Jones, who still has some faith in Harry Palmer as Jones had in Cate during her first field assignment. Ross is the director of a counterintelligence and espionage department within the MI-5, who recruited Harry from the army, blackmailed into getting enlisted into the official secrets act branch, similar to Cate's own entry to UNITY. Just like Jones used Cate to find out who was the traitor within the spy circle, Ross does the same with Harry Palmer to expose the double agent. Dalby has the exact similarity to Mr Smith in personality and traits, as well as the likeness to some extent, being the head of another MI5 branch that tails the number one priority targets, being lower in rank and authority than Ross's throne. Dalby is always skeptical of Palmer, whom Ross assigns to the former's department to work in and take orders from, but nevertheless, Ross and Dalby are always in contact and evening meetings, engaging into discussions and sorting strategies upon the case the same way Jones and Smith did throughout the mission briefings and some of the cutscenes in the first NOLF game. Likewise, both Dalby and Smith appear to be patriotic and concerned about the national security, but never want to spare the life of the protagonist and want him gone as soon as possible. In the end, it was revealed that Dalby is the double agent, selling secrets to an unknown terrorist organization, and kidnapping numerous British agents and brainwash them for their own advantage, therefore, ordering them to smuggle confidential items from MI5 to the enemy, similar to what Melvin Blitzny's (in disguise as Tom Goodman) role demanded of him within UNITY, being Smith's right hand man. In the end, like Cate shoots Smith in a sudden standoff, and Palmer does the same with Dalby, before the antagonist could aim his gun.

Publications/Promotions

 * The model used to create Cate Archer is Mitzi Martin, who also went on a publicity tour to promote the game.
 * No One Lives Forever Prima's Official Strategy Guide

Accolades

 * Action Game of the Year awarded by PC Gamer. This magazine also ranked NOLF1 #44 on the Top 50 Games of All Time list.
 * Computer Games Magazine named NOLF1 Game of the Year and Action Game of the Year.
 * Computer Gaming World awarded Action Game of the Year 2001 to NOLF1. They also awarded Best Screenplay and Villain of the Year. In 2005 this magazine admitted NOLF1 into their hall of fame.
 * The International Game Developers Association awarded NOLF1 the Game Spotlight Award for innovation. This group also nominated NOLF1 for awards in the following categories the Game Developers Choice Awards: Game of the Year, Original Character of the Year and Excellence in Level Design.
 * Academy of Interactive Arts & Sciences nominated NOLF1 for the 2001 Interactive Achievement Award in the Game Play Engineering category and the PC Action/Adventure category.
 * Gamespy ranked NOLF1 #19 on their Top 25 Underrated Games of All Time. They also awarded NOLF1 a Special Award for Story in 2000.
 * GameStar awarded NOLF1 Best Action Game in 2000. They also named the mission Unexpected Turbulence as one of the 10 coolest levels.
 * In 2001, PC Player magazine named NOLF1 Best Action-Adventure game of 2000.

Publication Dates

 * Canada
 * Windows- November 9, 2000
 * Denmark
 * Windows- December 8, 2000
 * Finland
 * Windows- December 8, 2000
 * France
 * Windows- December 2000
 * Germany
 * Windows- December 6, 2000
 * Windows (Game of the Year)- 2002
 * PlayStation 2- May 24, 2002
 * Japan
 * Windows- December 14, 2001
 * Norway
 * Windows- December 8, 2000
 * Poland
 * PlayStation 2- June 28, 2003
 * Russia
 * Windows- December 2000
 * Sweden
 * Windows- December 8, 2000
 * United Kingdom
 * Windows- December 8, 2000
 * Windows (Game of the Year)- 2002
 * PlayStation 2- May 24, 2002
 * United States
 * Windows- November 9, 2000
 * Windows (Game of the Year)- October 3, 2001
 * PlayStation 2- April 17, 2002
 * Macintosh- November 21, 2002

Patch Dates

 * Retail English Version 1.001 Patch- December 7, 2000
 * International Version 1.001 Patch and Map Pack 1- December 23, 2000
 * Retail Version 1.002 Patch and Map Pack 2- March 2, 2001
 * Retail Version 1.003 Patch- April 27, 2001
 * Retail Game of the Year Version 1.004 Patch- October 13, 2001