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007, NightFire

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    "SOMEBODY DOES IT BETTER" - A WALKTHROUGH FOR JAMES BOND 007: NIGHTFIRE (PC Version)

    This walkthrough was written in thanks to the helpful and friendly people at 'Neoseeker'.I'm nothing but an average first-person-shooter player and this walkthrough is not acomprehensive guide to the game, its purpose is to help people who are stuck toget moreenjoyment out of the game. Is it fair that I make the assumption you can explore withoutspecific instructions and kill baddies without a description of where they willspring from?I think I can, you seem like a nice, intelligent player. If you are obsessed withsecrets, 'Bond Moves', hidden secret Bond moves and special secret bond mega-secrets, youdon't need to be reading a walkthrough, you need to be trying to find some friends.

    Have fun :) ([email protected])

    RENDEZVOUS

    Section 1

    There are a few ways to get into the castle. The straight-forward way is to dropontop of the truck as it passes underneath the archway structure you parachute onto.This will take you all the way up to the main entrance, you may need to kill some guardsif you are spotted.

    If you miss the truck, just walk up to the castle in an unstealthy way, blasting anythingthat gets in your way.

    A more interesting approach is to sneak up the road to the next archway and useyourlaser watch to burn the padlock on the door. There's a guard on the walkway above thearch but you can sneak behind him, through the door and up the ladder. Then it's a caseof working your way around the perimeter of the castle. There's a tricky section whereyou need to edge along with your back to the wall, and another section with a patrollingspotlight. As the path ends, you'll get a message from 'Q' announcing that you can

    grapple onto the metal hook on the balcony above. You grapple using your phone and it'sgood to familiarise yourself with this technique for later on in the game.

    Section 2

    Now you simply need to find a switch to power the lock mechanism to open a secure doorleading further inside the castle. The 'Energie' switch you are looking for is f

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    ound at thefar end of a small courtyard with a fountain. There's a small flight of stairs to the doorand a guard is visible through the window.

    There's another lever switch on an outside generator which knocks the power outto thenearby spotlights. In this same area, see if you can see another grapple hook.

    Explore the area, killing any guards who get in your way. Be sure to visit the top of thelargest tower to collect the sniper gun.

    Now proceed through the security door and sneak or battle your way up the stairs to thepatio doors to watch the short cutscene.

    Section 3

    Welcome to the party. Don't be intimidated by the bouncers, just walk down the corridor,past the beefcake, through the double doors to the main party area and enjoy the cutscene.

    Follow the balcony all the way round, past the windows to where Drake made his heart-warmingspeech and then down the stairs in order to mingle. Getting your 'Q' gadgets issimply acase of approaching the one and only waiter and pressing the action/use key.

    Use the cigarette 'Felix' lighter to take the photos as requested.

    *Problem Point*As described in the hints, you must approach the subject and get them to look at you inorder to take the required close up head shot. If you take a successful snap you

     will geta countdown message e.g. "5 subjects remaining". For some unknown reason, I found thingseasier if the first photo subject is the blond in the short black dress. One ofthe womenhas a suspicious similarity to Halle Berry.

    Now you can go back up the stairs and through the double doors where Drake gavehis welcome.Enter the library and enjoy the cutscene, the snog and the double-entendres.

    Up the spiral staircase, through the double doors and into the artefact/galleryroom with the

    guards. Sod stealth, you could do with some weaponry. You should be able to drop all theguards using your dart pen or electric stunner. Arm yourself with anything theydonate.

    Follow the corridor to the red gallery with the walkable beams, fireplace and guard. Losethe guard because your Q-Specs (in x-ray mode) will reveal something behind thepicture tothe left of the fireplace. How do you get behind the picture? Some sort of secre

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    t lever Iwould have thought. The safe is no match for your laser watch and you now have the documentsrequested by 'M'.

    The voice of 'M' incidentally is quite a reasonable impersonation of Judi Denchand Bond isnot far the relaxing sound of Pierce Brosnan. As for 'Q', well, John Cleese is John Cleeseand that will never change. Perhaps they should have tried to do a Desmond Llewlyn?

    Continue in a linear fashion to the balcony overlooking the meeting and move close enoughto trigger the cutscene.

    Relieve your stress with a gung-ho gun battle, making your way downstairs and throughthe bookshelf door to the stone steps.

    Section 4

    No problems here. Laser watch the padlock for an equipment boost, kill the guard

    s andthank them for better weaponry. Flick the switch to give power to the cable car, and besure to check the crates before entering the cable car, there's ammo and an essentialrocket launcher. This will come in handy in 27 seconds from now. Enter the cable car andnudge the switch.

    Just when you were enjoying the view the cable car stops and is ambushed. Looking back upto the cable station you left, there are two guards firing at you. Its a good idea to send

    them on the way as you hear the sound of an incoming chopper. The chopper can be easilydespatched with 2 or 3 direct hits, but the problem is getting a good clear shot. Itseasily heard but hard to be seen, so keep looking out of all windows until you catch sightof it. Once you know where it is, try to estimate where it is heading if it goes out of view.When firing rockets, allow for the launch/impact delay, in other words, the closer it is,the more likely you are to hit it. If you missed collecting the rocket launcher, the choppercan be brought down by conventional fire if you work hard enough.

    The chopper takes a skydive and you take a cutscene. Double-entendre time again.

    AIRFIELD AMBUSH

    Enjoy the short cutscene in freezing conditions where the female agent refuses to zip upher artic suit. All respect to Bond for keeping his mind focussed on the matter

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    in hand.

    Head to the fencing, to the right of where your colleague waits. Follow the perimeter fence,easily avoiding the spotlights. Round the back you'll find the 'Enerad' generator. Use yourwatch to tell it the time and flick the switch inside.

    Retrace your steps and say hello to your fellow agent. She will explain the plan, you willinstantly forget it and feel an urge to follow her. Don't, keep focussing 007. The guardsare now aware of the problem with the generator and send a guy to check it out.Backtracktowards the fencing and when the guard finally appears, take him out with your dart penonce he is out of sight.

    Thank the sleeping guard for his level 1 security pass and head to the left of the controltower. Jump the rail ahead of you and enter the 'Control Tower Administration' door on yourleft.

    I'm afraid this is a section where you need to look after your stealth. There is a T-junctionahead of you. To the left is a guard that you can safely send to sleep with your dart pen,to the right is a security camera. Security cameras are no problem if they are looking inanother direction or if you run underneath them.

    *Handy Hint* Using the lean/peer keys (default '1' and '3') allows you to watcha camerawithout the worry of it spotting you.

    There's nothing of interest in the offices located at the left of the T-junction

    , so justrun underneath the camera on the right and take a breather. After composing yourself, youcan smash the window right next to you and jump through it without detection. Exit thisoffice by the far door to 'Administration'. Again exit by the far door, but you'll need totime your departure in accordance with the security camera watching this corridor. Rest inthe alcove opposite. Neither the 'Conference Room' nor the 'Server Room' have anything ofinterest.

    Use your leaning abilities to time the camera and pop across to the 'Utility Room'. I'veno idea what is in here, but you get a Bond choral blast if you jump about to collectsomething. Next, skip into the 'Accounting' office for the simple objective of gettinga better view of the next security camera.

    Time your run, jump the sofas and get in position underneath the next security camera. Look

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    up to observe the camera and when the time is right, make a break for the 'Records' office.Once in this room, smash the first window on your left through which you can see the'Control Tower Access' door. Watch the camera and make a break for the flight of stairs tothe right of the window.

    All is quiet at the top of these stairs in the 'Control Tower Administration'. Smash oneof the office windows on the left to get in and then 'negotiate' with the guards by slayingthem. The level 2 security pass is now yours.

    Return back down the same flight of stairs and at the appropriate time, run underneath thesecurity camera and focus yourself on the 'Control Tower Access' door.

    *Problem Point*When the camera allows, run to the door and hit active/use on the access panel (NOT the door).This doesn't always work first time, and in some cases it appears that there may be a bug inthe game with respect to various hardware. Give it several attempts, sometimes i

    t works firsttime, on other occasions it can take 5 or 6 retries.

    I hope you can still join me, if you can, close the door and ascend the stairwell. If youwant to be flash (and save everyone one of us), you could make a phone call at this point.

    It does no harm to explore the 'Catwalk Access'. Three guards to kill and some sniperammunition as reward. Next thing you know, the cameras are offline. Next it is the 'ControlTower' pinnacle. To reduce your damage you can lob two or three hand-grenades fr

    om thesafety of the stairs, but the general idea is take command no-matter what.

    As your mission objectives explain, your next duty is to shoot all 7 terminal and controlpanels in this room. Completion of this is signalled by a short cutscene.

    Go to the top of the stairs and face right as though you'd just ascended them. This is thesniper point you need in order to protect the blond piece. No hints, here... just kill themand when you've finished, pick off the two remaining guys on the roofs opposite.

    Retrace back down the stairs in order to leave the building you are in. You'll face newcannon-fodder on the way back, so beware.

    Once back in the main courtyard, head to the right of the snow-mobile and enterthe 'MainWarehouse'. This is a non-stealth area, so grease your Uzi and have fun. Look in all thegaps in the piled crates on your left, there are plenty of guards to injure.

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    Plenty to explore here, but if you keep hanging a left sticking to the crates, you'llbe well on track. If you go through the crate maze correctly, you'll be faced by a pileof girders (not Iron Brew) with three sections of tubing (and a guard) to your left. Crouchand go through the tubing to meet three new guards. Once dead, you may choose to ascend thecrates on your right and retrace your steps by jumping from crate to crate in order to reachthe secret arms storage. I didn't manage it, but I hope you do.

    There are two doors available to you now. The 'Primary Aircraft Hangar' door won't open, sohead for the unlabelled door that leads to the 'Aircraft Parts Storage Yard' and pick upyour required equipment on the way.

    This next arena is a tough battle. Once entering, your destination is to the far right, adoor entitled 'Maintenance Garage'. You are now excited to see your goal... the'SecondaryAircraft Hangar'. Cue cutscene.

    Don't be mislead by the talk of 'covering from the radar tower'. The easiest way to tacklethis part of the game is to run towards the radar tower and introduce all the guards toMr. Death. Climb the first section of the radar tower ladder to trigger the 'Protect AgentNightshade' objective, then immediately drop down and return to the plane to shoot allthe oncoming guards through the doorway.

    Once refuelling is complete the objective about protecting the plane is insignificant. Justkeep up with it and when the plane taxis to the end of the runway and all you ne

    ed to dois approach it before it takes off.

    Cue pointless cutscene. What's the story with the cutscene graphics quality? Have theytransferred them to VCD, copied them to a VCR, then used a video capture card to recordthe final image?

    UNINVITED GUESTS

    Section 1

    No time for messing around, it's a quick start. Shoot the approaching geyser (you might likethe gun that he leaves to you in his will), then follow and protect Mayhew. It's easy tolose your bearings in this level and there's more to explore than I will cover,but hey,we just want to get to the next level.

    In the first patio area, you can only take the one door to your left (sometimes

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    you need towait for the baddie to open it from the other side). Then hang a right and follow Mayhewthrough the next door. Turn right after the door, accidentally kill the three oncomingguards and make a mental note of the double doors to the front driveway on yourleft.

    In the next room kill all the guards including those on the upper balcony. Whensafe to doso, Mayhew approaches a picture frame on the wall and opens a secret door to his bunker.You get a cutscene for your efforts and Mayhew updates your objectives whilst presenting youwith a marble that he insists is a key.

    Section 2

    Apart from the ammo boosts, there are two exits from Mayhew's bunker. You can go back theway you came or explore the bunker for a ladder leading to a switch to open a manhole exit.The order in which you tackle the mission is up to you, but the majority of your

     work can befound by going back the way you came. Open the manhole lever (this is important), but returnvia the secret door lever to section 1.

    Go through the far door you originally came through, past the double doors to the outsidedriveway and continue to the door in front of you.

    Section 3

    Relieve some tension again with another gunfight. If you have no pressing engage

    ments, goup the stairs in the room to your right, shoot the guard and use your laser watch on achest inside the wardrobe for extra goodies.

    After loading this section and clearing the way, proceed straight ahead and through thedoor on your left at the end of the corridor. I know you'll be fascinated by your newweapon, but I found the basic handgun to be most effective at this time.

    At least three guards need to be read their rights at the other side of this door. One of

    them is kind enough to give you his shotgun. There's a Kevlar vest in the firstbedroomon the left if you need it.

    The next alcove on your left houses two guards holding a servant hostage. Surprise theseguards and kill them in order to free the hostage in the 'Servant Quarters'.

    Ignore the two empty bedrooms on your left and proceed ahead through the door to destroy

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    Mayhew's computer and the guard. When you continue through the next door, you need to takeout another two guards without shooting their hostage. If successful, you have rescued the'Library' hostage. Once this is done, you should clean up the library and insist that allbaddies kiss your feet.

    As you entered the library on the ground floor, there is a corridor in the far right corner.Use it, and go past the double doors on your left which lead to another patio. Enter thenext room and make use of your weapons. Bend it like Beckham round to your right andMayhew's bedroom is through the next partition.

    Active the silver dragon to open Mayhew's safe, the code key is now yours. There's a kevlarvest in his en-suite should you need it. Next its another case of retracing your steps backthrough the bedroom, back through the lounge, but hang a right through the double doors toanother patio area. Go through the only other door to the right.

    Section 4

    First of all, let's head to your right, round the corner and to your right again into thekitchen. Why? No reason at all, I was just making the point that you cannot always rely onwalkthroughs. Go out of the kitchen and straight ahead into the central lounge area. There'sjust one door to your right, make use of it.

    Facing you is the door to the pavilion. Burst in, kill the baddie and thus rescue the

    'Pavilion Hostage'. Whilst in this pavilion room, seize the opportunity to killat leastthree guards patrolling the gardens through the windows. Smash a window and jump out of thepavilion into the garden area. If you have problems in the next section, make note ofthe 'washing line' that leads from the rock formation in this area back to the pavilion.

    As you entered the pavilion, head to the left corner of the garden to the wooden door.

    Section 5

    Kill the guards and hug the building to your left, its the bathhouse. Enter thebathhouseand rescue the girl. Enjoy the short but flirtatious cutscene. Now you have just the onehostage to rescue, in the front car park guarded by the double doors I mentioned earlier.There are different ways to reach this point, but we are going to go via Meyhew's bunker.

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    he lifts.

    Continue past the lift and head right. There is an engineer on a raised platform and a doorin the wall on the left infront of him. Pen him if you wish and go through thatdoor.

    Go up the stairs and enter a world of pain ((c) John Goodman, The Big Lebowski).

    Section 2

    This is a stealth part, imagine yourself as Claude Rains and let the world be your lobster.Remember not to kill the guards, but tranquilise and electrocute them as much as you deemnecessary.

    Two guards patrol to your left. To make things easy, use your dart pen on both of them andkeep left avoiding the blackened glass of the security room on the right.

    Continue hugging the left hand wall and enter the reception area. There's one guard, who's

    fate lies in your hands, and a sleeping receptionist behind the desk. Most importantly,there's a security pass on the corner of the reception desk.

    *Problem Point*Sometimes this security pass is not visible, if so, just work your way around the desk untilyou strike gold and your objectives are updated. The pass should be facing the sleepingreceptionist.

    Return to the main lobby and note the grabbling hook if you are out to prove something.

    You should now head to the security room with the fancy hologram projection. 'Q' willgive you a voice-over indicating that you need to use your notepad gadget to override thered control panel which currently shows lots of flashing numbers and reads 'Offline'.

    When you use the notepad 'decrypter' gadget, hold down the key/button and watchthe codenumbers flash until you have success. You have now put the main elevators online, so returnto the area where you began this section and use one of the two lifts that now d

    isplay'Online' above them.

    Section 3

    Welcome to the top-ish floor, you are about to have SO much fun although it maynot feellike fun at the time. If you trip the alarm at any point in the next section, you are on

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    your own. You can still complete the level but it's not enjoyable.

    'Q' gives you a lecture about using your Q-Specs to detect hidden trips. I don't intend touse his advise, as the laser guards are pretty obvious, but I'm not stopping you from doingso, especially if you look good in shades.

    Stun the first patrolling guard using your good looks, er sorry, your electric gadget.

    Despite all the corridors and doors, there's only one way to proceed. After theliftreception area, hang a left. Don't hang another left across the walkway, move ahead to thecorridor that bends to the right.

    The first door on the left leads to some offices. Explore the offices rather than continueforward through the security beams.

    Go straight ahead down the small corridor and through the door on the right. Continuelogically to the next door and listen to the warning from 'Q'. This is a prime e

    xample ofhow useful the 'lean' keys can be. Ignore the 'Server Room' for the time being andconcentrate on avoiding the security cameras. In fact there's one waiting for you outsidethe door and together with the patrolling guard it presents you with a headache.

    Stun the guard when out of sight of the camera and continue down the corridor. On your leftis a door to the kitchen. If you haven't triggered the alarms, you can walk in without a carein the world. There's a camera in the kitchen so think twice before jumping on a table and

    performing a striptease. Position yourself directly beneath the camera before making a dashfor the far door.

    After leaving the kitchen have a rest under the next security camera in the corridor. Thereare some double doors on the way to the balcony area behind a security gate, and there's asingle door on the right infront of another laser detection point. Use the single door toenter the dark offices. You can refill your tranquiliser darts in the second office on yourleft, before bearing to your right into the next section of dark offices. Ahead

    of you,behind the glass partition is the administrator's office, boasting the only light to befound in this area.

    Entering his/her office triggers a message from 'Q'. Do as he says, approach the device onthe desk with the red light and hit activate/use to open it's CD tray. I hardlyneed tellyou that you select your credit card gadget and activate it to place the worm CD

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     in thetray. If you need telling, you must select your credit card gadget and activateit to placethe worm CD in the tray.

    Assuming you have not triggered the alarm yet, you can exit the dark offices and venturepast the camera into the large balcony foyer with the spiral decorations.

    If you stick to the left, the two cameras on the right will not bother you. Theproblem isthe guard patrolling the opposing corridor. If you abuse him, the camera will spot it andyou are introduced to Mr. Trouble. The best way to avoid this is to let him seeyou thenuse the dart pen as he attempts to sound the alarm, or deal with him in the spiral area ifhe runs after you.

    Run towards the camera, ignore the double (Diana) doors on your left and slip through thedoor on your right. At the far side ((c) Gary Larson) of this office, you'll notice a guardmaking use of the water fountain. Find a way to put him to sleep.

    After exiting this office space, you will find the 'Accounting Exec' suite to your right.After entering this office, confront the hi-tech fax machine on the desk and hit activate/useto open the CD draw. As per usual, with out your 'Euro Charge' credit card gadget and uploadthe Q-virus to the accounting executive's computer as instructed.

    Exit this office and hang a right to the security room. Stun the guard inside and use yourPDA decrypter on the nearby console. Turn right out of the security room then left when you

    see the double doors.

    Once again, if you trigger the alarms, this level becomes totally different andyou are onyour own... you rebel.

    Section 4

    Double-back on yourself to the right, creep past the window where the engineer aimlesslywalks and pop through the door ahead. You know what to do with the padlock on the storage

    cupboard by now, so I won't insult you.

    You can't kill the engineer, so I suggest you burst in when his back is turned an stun him.In fact stun him again when he's on the ground as a show of your authority.

    On the other side of the door is a sensitive area. If you knock out an engineer, thesupervisor behind the glass partition is likely to raise the alarm. Whilst crouching,

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    descend the stair to your left, then hug the wall to your left before ascendingthe stairsat the far end of the room. Brace yourself before opening the door, all hell isabout tobreak loose.

    I apologise, I couldn't resist a blatant lie. After passing through the door, follow toyour left and through the door to a pointless room. Behind the far door, swanksthesupervisor. Burst in and stun him (with your dashing looks). Make a 'Euro Charge' paymentto the Elevator Control Computer and head back through the two rooms, taking a left at thecorridor junction.

    On the left at the end of the corridor is a doorway leading to a room with a guard and anengineer getting friendly. You can try to sneak into the room but the guard is almostcertain to spot you, and of course killing either of them is out of the question. You don'thave enough time to run in and stun the guard either, so if your dart pen isn'tout of ink,

    this is a good time to write some poisoned love-letters. If you are desperate, anotherapproach is to throw a flash bomb at their feet then run in and electrocute them in theconfusion. The opposing door leads to the 'Observation Desk', I suggest you useit.

    Section 5

    Stealthiness is now over so feel free to shoot 'em up. Say goodbye to the firstguard andlisten to the vocal tip from 'Q'. Continue across the walkway, trigger the cutsc

    ene andbefore you know it, you are Walking on Tokian Glass ((c) Annie Lennox-ish).

    You are not allowed to make a save during this next stunt so read ahead. Climb up a fractionso that you can see the guard facing you through the window then edge away fromhim, all theway to the left. Climb up one floor and peek through the window to calculate the guardmovements. When you get the urge, climb the window to the next floor. There's aguardwatching the scenery infront of you, so you need to clamber to the far right. As you

    side-step, check out the reflection graphics on the glass panels and say a prayer for thepeople responsible for making the game you have copied. Shimmy to your left andawait theperfect time to clamber up another floor. The next floor is easy, just keep to the right.Timing is required on the next floor, stick to the right but observe the guard movements.Again, keeping to the right you can time your ascent to the next floor. The final floor is

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    free from guards, so you whiz up the glass to see the cutscene where you jump ontop of thelift.

    Section 6

    You can only head left after the cutscene. The first room on your left is the entrance toMayhew's office. Go through the next door and 'Euro Charge' his computer. If you follow thecorridor you get a message from 'M' encouraging you to go through the double doors. There'snothing else to be found on this level so go right ahead and activate the swipeconsole onthe left of the doors. You are not stupid, use your PDA decrypter on the red control panelto make it green.

    Enter the dome that houses the main computer terminal and tap away at the keyboard tocomplete your primary objective. Go back the way you came and introduce the newwave ofbaddies to gunfire. Once they have all passed away, 'M' will give you a voice ov

    er describingyour new objectives. At this point you would have preferred some health/shield.

    The 'Executive Meeting room' is on your left, approaching the table will trigger thecutscene. All you need do now is leave the meeting room, through the reception office andgo through the 'Exit' door to your left.

    Section 7

    Enter the penthouse suite. You wish the double doors would open, but have patien

    ce. Useyour PDA decrypter on the console and get tooled up. The security gate will raise later on.Laser the chest to get more ammo. Get close to the computer to place the bug and prepare fora BK Chopper (its like a BK Whopper, you need to flame grill it). Head outside and have amachine gun battle with the chopper. Once you've made sufficient damage an alarm will soundand you can return inside the penthouse to collect the rocket launcher and armour frombehind the security gate. Now that you're heavily armed go back outside and communicate with

    the chopper via the rocket launcher. Timing the missile impact with the choppermovement isnot straightforward, but it only takes a couple of hits to bring it down. You are rewardedwith a cutscene homage to "The Spy Who Loved Me" and "The Living Daylights", but prepareyourself because you ain't seen the last of the office tower.

    HIDDEN AGENDA

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    Section 1

    Listen to the message from 'M' and watch the brief cutscene, the pleasure is all yours. Makeuse of your Q-Specs (night vision) and ascend the ducting. Take a right at eachjunction andcontinue until you drop a short distance. The next grate can be lasered with your watch butlet's continue down the ducting to the final grate which also is vulnerable to your laser.Drop into the storage room and collect any equipment you may require before exiting via thedoor.

    After killing the guards you'll be delighted to discover a couple of proximity mines in acupboard to your left. You need to explore the area behind that door on the too, you'vebeen here before, but you must battle your way to the further room past the'turbines/generator' wall plaque. After flicking the switch to generate lift power, you mayreturn to the room offering the proximity mines and proceed ahead to the 'Service Elevator'.

    The service elevator drops you one floor and the guards you kill leave behind ahandy newmachine-gun. Firstly, head to your left, open the glass door and kill the guards. When youreturn to the service elevator, the security office is open and more baddies await. Whenyou enter the security office, laser the padlock and pull the lever which activates...restores power to... opens the... well it does something, trust me on this one.Head leftout of the security office and throw a hand grenade round the corner to ignite the two metal

    drums, thus destroying the gate.

    Head through the smoking gate and up all the stairs before opening another swish glass doorleading to an area you are getting sick of. Head left towards the cupboard withtheproximity mines and through the door. Have another gun battle before initialising theturbines in 'Control Room 1' and 'Control Room 2'. Pop back downstairs and climb into aspace suit (there are three in the rack) and you may now go through the air-lock.

    Section 2

    Woah, you're wearing a space suit. Turn left and head and hit the door switch. The chamberfloods with water but don't panic ((c) The Hitch-Hiker's Guide to the Galaxy). Follow thetunnel and activate the next door switch. Kill the baddies and ascend the platformssurrounding the shuttle. Since you are underwater, your jump key allows you to a

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    scend.High above and slightly to the right is another door but you'll need to flick the red switchto gain access.

    Follow the tunnel to the laser trips and save your game. Observe and time the lasers inorder to run past them. Stick with the same method as you continue past the fanin the floorof the tunnel. At the end of this section, there is another switch that drains the waterleaving you free to proceed.

    The next door leads you to a showdown with Rook. He's pretty harmless and I'm placing mymoney on you. Rook tends to linger at the top of the chamber and you should be aware ofthe fan on the floor, it sucks everything towards it, so you will need to jump from ledge toledge if you wish to face Rook head-on.

    Once Rook is killed you can watch another cutscene whilst you unwillingly fall asleep.

    HIGH TREASON

    Section 1

    *Problem Point*This is the section where normal humans get stuck and die. Stay in the elevator, don't tryany wild jumps, but if the elevator crashes to the ground killing you, then youneed toread on.

    Your mission James, should you decide to accept it ((c) Mission Impossible) is t

    o kill thebaddies that make your life difficult as the elevator descends. Award the priority of yourbullets to the rocket launching guys. Halfway down, a rocket launching guy blows thehand-rail off the lift, don't let this bother you.

    The lift halts three-quarters of the way down giving you the opportunity of some shootingpractise as guys attack across an exterior walkway from the left and right alternatively.When you've cleared this area, the lift makes another drop leaving you facing the external

    walkway. A baddie breaks the glass wall of this walkway and fires at you. Why won't he talkto you and resolve the differences peacefully? Shoot him nastily in the head.

    *Problem Point*Don't feel embarrassed, if you've never used the grappler phone you can't be expected to beon the same wavelength as the level designer. You have two options, you can remain on thelift (which will hurt) or you can concentrate on the metal hook directly above t

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    he guy youjust shot. This is a grapple hook and you need to be familiar with this technique from nowon. What's the story, morning glory ((c) Oasis), select your phone gadget and fire itdirectly at the metal hook, holding down the fire key until you have safely landed in thewalkway.

    Section 2

    Head to the right, you've been here before so you should be familiar with the layout. At theT-junction take a left, then left again through the door for an office battle. After sheddingblood continue ahead, hang a right into an office area and leave via the far door. Ahead tothe right is the 'Server Room' which is your next objective, but let's play by the rules andfind some explosives first.

    This not a stealth mission, so feel free to damage the camera outside the server room and make

    your way down the corridor to the kitchen. When you open the door to the kitchen there is abriefcase on the table which doesn't like you. Return the compliment with all out machine-gunfire until it sparks. Proceed through the kitchen and beware of the nasty guardbut be sure topick up the briefcase gadget infront of him. Exit via the far door and pass through the singledoor to your left next to the security gate, where three unfriendly guards choose not towelcome you. Head to your right and go through the next door to the other office area.

    Enter the administrator's office to trigger to things, an exploding photocopierand somebaddies at the other side of the double doors. The exploding photocopier blows a hole in thewall which is your next point of exit. Pop through the hole in the wall kill any oppositionand get tooled-up. Exit through the doors to the balcony area and introduce thebaddies toMr. Death.

    Ahead and slightly to your left is the blackened window of the security office.Shatter itand jump inside to lift the security gates with thanks to the switch on your rig

    ht. Exitback out of the window and follow the corridor on your right to the 'AccountingExec's officewhere a few supplies are waiting for you. Continue down the corridor to the locked 'Security'office. Round the corner to your left is a guy guarding the exit you will use when we'vecompleted the outstanding objectives. Continue past the exit and cross the infamous walkwaywith the grapple hook.

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    *Problem Point*A handful of new baddies are waiting to greet you but you know this level like the back ofyour hand by now, so make your way to the 'Server Room'. We need to create a mess of thisroom, so pop back to the 'Administrator's office and the adjoining room if you are missingthe rocket launcher or need to stock up on grenades. Grenades are the safest way to destroythe servers, but the rocket launcher can be used in reserve. You will receive countdownmessages if you are a successful server-slayer, e.g. "You must destroy three more servers".

    Resist the natural urge to descend a floor by jumping on the spirals, just headbackthrough the walkway with the grapple hook and leave via the stairway exit near the'Security' office which we passed a couple of minutes ago.

    Section 3

    Have a quick gunfight and get your bearings, you are on level 37. You are likely to findlevel 38 irresistible. Extra rockets and increased damage is all that lies in wait. Levels39, 40 and 'Floor M' (at the top of the stairs) are all inaccessible, head downrather thanup. Levels 36 and 35 are out of bounds. Level 33 offers you two baddies to killbut sod allelse. Level 29 has is home to some amour plating, a bag of stuff and a briefcase infront ofthe nearby desk. Upon reaching level 20, the stairwell explodes, but you are just aboutable to drop down the first flight by hugging the left hand wall starting from t

    hedouble-doors of level 19.

    Work your way through the offices of level 18 and you'll eventually find yourself lookingup at the nostalgic corridor with the grapple hook. As you begin to reminisce about thegood old days, a guy with a rocket launcher rudely interrupts your dreams. An explosion hasoccurred a fraction further along this corridor. Don't pester yourself with thereason as towhy this has happened, just drop down the hole to the next floor and jump through the

    window to where the guards you have just slaughtered lie. You have to be cruel to be kindand despite all this mindless killing, don't forget that you are saving the world.

    Happy hunting in the offices and keep a look out for the armour plating and rockets. Workyour way through the rooms and locate the stairwell doorway beyond the two guysboastingrocket launchers. Level 13 produces a surprise attack that you were no doubt exp

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    ectingand you might consider dropping one of your weapons in favour of the ones they leavebehind. Level 7 holds the future, but you can venture to the bottom of the stairs past tworocket launching guys for a kevlar vest and yet more rocket ammo.

    Section 4

    You can jump the first laser trip bomb on your left, but the next part can be tricky. Aheadof you lies an ajar door with another laser mine behind it. I suggest you lob agrenadethrough the gap in the door, but please perform a quick-save before you do because sometimesthe door jams (jams, as in stuck, not as in a band practise session). Er, many deaths later,I've just discovered that you simply open it and trip the mine without damage.

    The following room is full of laser limpet mines and an AI briefcase which willplease ingrazing you. By all means, do it the hard way, but I simply had a party with myrocket

    launcher. The rockets clear all laser mines and, once it opens, a single rocketwill sendthe briefcase to the lost luggage department.

    Jump through the window to the left of the briefcase and follow the corridor toyour right.No doors are accessible until you reach the balcony area with the meeting room on your right.If you look up you can just about see the spirals which once magnetised you. Ifyoucontinually see spirals, you cease playing the game and gradually reduce your drug intake.Approach the opposite end of the balcony to trigger a wave of rocket launching b

    addies onthe floor above and below, then say hello to the far security gate to trigger the baddiesto burst out of the 'Meeting Room'.

    Laser the padlocked chest in the meeting room to acquire the explosives and return to thebalcony area to find all the security gates recoiled. Choose the corridor to the right asyou leave the 'Meeting Room' and pop through the single door on the right just before thesecurity gate. Rocket the briefcase through the window on your left and disposeof any

    other opposition before exploding all three servers in this room. Jump through said windowand continue your task of crippling the computer network. There are two server cabinetsagainst the wall on the far left of this room. To save ammo, I suggest you place aproximity mine (not using the laser mode) and the left hand one, then stand back androcket the other cabinet on the right. Two birds, one stone... and a proximity mine. As

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    the countdown message indicates, there's more servers wanting to die.

    Exit via the far door and nip across the corridor through the door leading to the darkoffices. There's another two servers to destroy here. Use the same gimmick, a proximitymine for one, a rocket for the other. Carefully dismantle the window in the next office,by smashing it and head slightly to your right, collecting the armour plating andhand-grenades. After collecting the spare rockets, don't ignore the laser trip mineson the left hand wall. I hardly need lecture you about ways to destroy them. Continue ahead,the lift is open and awaits your presence.

    Section 5

    You are in a car park. I can't speak for you, but when I suddenly find myself in a car parkwithout explanation, I panic. A black van makes totally exaggerated tire screeches whilstthe occupants try to kill you. You can destroy the van with any old machine gun,

     but you'llneed to rocket it on harder settings.

    To destroy the vans, just lob a hand grenade under all five of them. You may now passthrough the exit doorway next to the few stairs that leads to some armour, ammoand alaserable padlock. Merely ascend the stairs to progress.

    Section 6

    *Problem Point*

    This next section is a sticking point for most humanoid life forms. It is easy to snowballthe difficulty beyond control, but it is equally easy to keep things easy.

    Run past the broken lift and bear right. You can't avoid detection and you don't need to.Kill the five oncoming guards before smash the darkened glass of the security room to yourright. Jump through the broken window and eliminate any remaining opposition. There's plentyof ammo and other bare necessities in this room but most importantly there is asecuritylever which currently reads 'Systems Clear' in green. We are about to trigger so

    me securitygates that answer only to this switch.

    Jump back out of the security window and hug the wall to your right. Pop down the stairs tocreate a 'security alert' and the grills will drop. This is where we all get stuck, how dowe raise the gates? It's not complicated, just pop back to the security room you came fromand check out the lever as previously described. It now reads 'Gates Engaged' in

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     red.Activate/use the lever and you'll hear a minute click followed by a clunk. It'snot a safetyadvert for seatbelts, you've just raised the problematic grills even though thecontrol levermakes no visual indication.

    Make friends with your Australian counterpart during the cutscene and relax, you've justcompleted the hardest part of the game.

    ISLAND GETAWAY

    Section 1

    After a brief cutscene, you'll realise that life's a beach and you are standingon it. Youare in for another epic, but there's nothing to be scared of.

    Head to your left past your rubber dingy and head through the rock archway. I knew youcouldn't resist taking a pot-shot at one of those pigeons perched on a rock. Con

    tinue tofollow the shore until you come to a beach hut guarded by commandos. They are tougherthan the normal baddie, but then again, they haven't met you. Enter the hut and'EuroCharge' the virus into the terminal. Hell, send a fax if you've nothing better to do.

    Leave the beach hut and head left across the water to begin your ascent. This nextsection is quite linear, continue up the path back through the rock archway. Atthe topof the path, enter the cave, man.

    Section 2

    Negotiate with the guards then climb down the ladder from the platform. Descendjustthe one level, there's no need to go swimming. Cross the gangway and admire thebeautiful scenic reflection from the surface of the water... then kill lots of guards.There's a padlock to BBQ and one of the far cupboards supplies you with some armourplating and some Brasso. I suggest you drink the Brasso in one go with your fingers in

    your ears, your eyes shut and your nose pinched by someone else, it will taste exactlylike Bailey's Irish Cream if you concentrate hard enough. Pop back out and throughthe caged area to your left before continuing down the caves.

    Kill the guards protecting the next metal mesh gate and waltz through. To your right isanother padlock begging for heat. To your left is yet another meshed area whichI'm

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    sure is accessible, but it has taken a personal dislike to me.

    Continue down the cave tunnel to see the green arrow of progression.

    Section 3

    We haven't used the sniper rifle yet, have we? If you want to test it, shoot the guysin the next room. If you've already tested your sniper rifle, run in and shoot theguys in the next room anyway. There's some equipment up for grabs if you climb theladder on the far left, but the 'Only Way is Up' ((c) Yazz and the Plastic Population),er and to your right.

    So climb the stairs and enter the high-tech corridors. The first room on your rightsupplies you with supplies, check all the lockers too. Press on down the corridor toan area which is home to the explosives you are looking for. Kill some people for alaugh then laser the padlock to get your hands on the explosives. Now head up th

    estairs on the left side of the room and notice the overhead wire leading to thefarbalcony if you are low on equipment (you'll need to jump to reach it).

    Continue across the upper walkway through the only door available on your right.Should you need a rocket launcher, there's a red door keypad on the left which canbe hacked with your PDA decrypter, don't kill the civilian engineer in the space suit.The remaining doorway at the end of the corridor leads to a spiral staircase. Afterpassing through the doorway at the top of the stairs you have the choice of anot

    herdoorway straight ahead or a corridor on your right. We need to explore both butwe'llhead down the corridor to the right first of all. The corridor hangs right againand past some stairs on the right which give you a nice view of the missile plus theopportunity to despatch a few guards at distance.

    Continue to the end of the corridor round the bend to the right and through thedoorway on the left. Proceed round the gangway and through the door at the end onthe right. Walk round the blue and red pipes and step into the missile chamber.The door directly infront of you is locked, so get your trunks and towel and swi

    mto the control room area to the right. There's a little ladder to help you out ofthe water. Burst into the missile computer control office but if you have atwitchy trigger finger, try to remain calm because killing the civilian labtechnicians will cost you the mission. There's some baddies down the small flightof stairs to your left who can be sprayed with bullets. The technicians won't evenlook up from their clipboards. Collect the equipment from the lower room and the

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    n'Euro Charge' the Q-virus onto the computer next to the technicians. After leavingthe control room area, begin a new paragraph.

    The missile gantry is now moving up and down like a bizarre fairground ride. Weneed to jump onto it from the platform ahead on to the left of you, but firsttake a very deep breath.

    *Problem Point*To fulfil the objective of placing the explosive beneath the missile gantry youneed to swim down, down, deeper and down ((c) Status Quo) all the way to thebottom of the water. There's no access through the grate, but on either side ofthis underwater bunker is a way in and out. Placing the explosives happensautomatically, you simple to need approach the red electricity cabinet whichcan't be an electricity cabinet because it's underwater.

    Unhelpfully, there's no little ladder to climb out at the ideal location, so swimback to the platform where you entered the chamber (not the control room area)and fix your hair. Leave the missile chamber and retrace your steps all the wayback, past the yellow Sinclair C5, and take the first door that eventuallyappears on your right. Follow this corridor and once again step into the missilechamber.

    You can run straight ahead on jump onto the moving missile gantry. When it raisesto its highest point you should jump off the far side to the first catwalk withthe ladder. To make things easier you could now have a bit more sniper practiseto pick off some of the annoying guards. Climb the ladder past the second catwalkall the way to the top.

    *Problem Point*Human instinct suggests that we run right around the top catwalk and attempt asuicidal jump back onto the upper part of the moving gantry. Such efforts will end

    in tears, but around the back of this catwalk look above you and say "D'oh!"Make a telephone call to Dr. Hook and discuss the subject of grappling.

    You are now on the very top catwalk and you may follow the balcony round eitherside. You leave the balcony on the far right and walk past a locked door in thecave wall on your left. Continue a little bit further along this short walkwayand the green arrow of progression is waiting for your company at the nextdoorway on the left. A short cutscene gives proof that the missile is no longer.

    Section 4

    Follow the caves to the left or right and begin your spiral ascend at the far

    side. As you approach the door to the first control room, you will hear manicgunfire. Just wait outside the door for a short while and listen to this guy'sanger management disorder. After putting the guy out of his misery there's akevlar vest and some hand gun equipment to collect.

    Leave the room by the opposing door and continue the spiral ascent across thebridge. Halfway across, when you get the distinct feeling that the bridge isgoing to collapse... nothing happens. Deal with the disappointment with thehelp of the Samaritans and continue the spiral path to the next control room.

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    Section 1

    Lovely cutscene and another double-entendre. The man is cooking on gas. Mind you, checkout Alura tinkering with the generator, she really shouldn't stand like that. I'm surethe judge would be sympathetic.

    Follow the trail to the complex. You are not supposed to trigger the alarm, butitdoesn't matter if you do, it resets after a minute. Sniper the guy in the guardhutcontrolling the road barrier. In fact sniper the guy strolling around to the left of thehut too.

    Sneak past the guard hut and head for the overhead bridge/monorail thing. Take a closelook at the fire ladder. Yep, you can laser the padlock for a sneaky entrance. The fireladder drops down and hey presto, you're in like Flint. Struth it's dark in here, messwith your gamma correction if it helps.

    Follow the monorail track into the main complex, climbing the little ladder at the end.Remaining undetected makes things MUCH easier for you and for the nearest hospital too.Most of the soldiers are patrolling near the two large missiles to your left. If you tripthe alarm it's not the end of the world, infact the security guards that rush to slay youwill provide you with a new high tech-weapon. It comes with a laser pen sellotaped to thegun barrel as standard.

    If you have patience, you can creep around the walkway leading left. At the very

     end ofthe walkway is a rope which you can climb across, but only if you move the crane hook outof the way first. Near the end of this gangway look into the distance below theyellowmonorail engine. There's a grapple hook awaiting your call. This drops you nicely infrontof a lever which moves the crane hook. Keep crouched at all times during this sequence.

    After flicking the lever, descend the few stairs and head to your right to get a good viewof the walkway you just flew from. There's a grapple hook to take you back up th

    ere, youcan use it without attracting attention then perform the Bond move by monkey climbingacross the rope directly above your head. If you've been detected and can't be botheredwith all this stealthiness, just kill everything and catch up to where we are now. Use yourPDA decrypter to bypass the red keypad and open the door, then creep across thegangway tothe far door are dart the guard if you feel it to be necessary.

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    order to make the road ahead guard-free, and use the walkways and the track to follow the train.Tackling this section manually makes things easier at the end of the track where you wouldotherwise be faced with a messy gunfight. Keep following the track and the walkways through thepretty glass tunnel. At the end of the track you are in danger of triggering the alarm again,but as before, if you do, you can arm yourself with the special security forcesweapon and lasertheir lockers for supplies.

    Head to the right of the stationary train and use your handy PDA decrypter on the door with thered keylock. Enter the hi-tech corridor and press the metal to the floor ignoring the emptysecurity room on your right. Enter the fish bowl room to be greeted by the global map reading'Targets Acquired'. On closer inspection, residents of Australia, Africa or South America, areunder no threat of attack and might as well let someone else deal with this whole mess.

    Use your 'Euro Charge' credit card to make a deposit in the computer on the desk

     facing the map.This slides back the glass protecting the red launch button which can now be used to ignite theindoor fireworks. Finally run around the back of the map to escape via the private lift.

    The alarm is triggered and you need to be able to handle yourself. The securityroom holdsnothing of interest and the doors to your left and right are sealed. As you proceed straightahead you may have to deal with guards rushing from the security door on the left. If this isthe case then don't forget to rifle through their personal belongings in the loc

    kers. Returnto the main corridor and follow it round the bend to the right. There's anothergunfight todelight you in the next room, head out the opposite door when you've cleaned-up.

    Pass the security room on the right, and raid it if you've triggered the alarm.Ooh we're gettingclose now. Follow the corridor round the left hand bend and use your PDA on thered door keypad.Pass through the double wooden doors and inspect Drake's luxurious office. Ascend the hangingstairway and pause for artistic thought at the paintings on display. Then after0.17 seconds

    hang a right through the secret bookshelf door. Follow the hi-tech corridor andavoid thesecurity camera if possible. If you trigger the alarm, no problemo ((c) Terminator 2) just killanything that moves, using mindless violence to intellectually overcome your opponents.

    At the bottom of the stairwell is a pit of snakes, and you REALLY hate snakes. Oh, hold on, wrongscript, that's Indiana Jones. There's no snakes after all, just a door. A door t

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    hat resembles asnake if you squint... and drink a lot. OK, it's just a regular door... but there SHOULD be somesnakes.

    Perform a Quick-Save after passing through the door, this next section ain't nomean feat. Resistthe temptation to step on the huge lift platform on your right and take the opportunity to sniperas many guys as possible on the lower walkways. Once you've created as many widows as possible,ride the large platform lift and if you want my advise, use the special grenadelauncher gun onthe numerous baddies that appear as you descend. I've tried reasoning with thembut they just laughat my measly Sean Connery impersonation. As the platform descends, you have theoption ofdisembarking on either side to the walkway with the security door. Use this method to avoiddetection, or to deliberately get your hands on the equipment in the guards lockers.

    As the platform reaches the bottom, a large gate opens and more baddies charge.The A.I. isn't

    so hot at this point as half of them run straight into laser trip mines. The others can be dealtwith at distance using the rocket launching gun aimed high. This entire warehouse room is lacedwith laser trip bombs, but this continues to work in your favour as more guardsinsist on choosingan explosive lifestyle. Oh I forgot the mention it, but there's a lovely surreal bug which causesbaddies who die in mid air to float upwards to heaven when they die.

    If you haven't tripped the alarms by now, I'm impressed, but you should let thered lights flashas there are four security rooms encircling this warehouse and each has two padl

    ocked lockersfull of power-ups. Actually, the last one on the left just has the one padlocked locker and it'srather stubborn. It's ironic that padlocked lockers are more vulnerable to theft than those thatare simply shut.

    At the far end of the warehouse is a red door keypad which can be bypassed using your PDAdecrypter. There's possible some remaining trip mines, but you should be able to pass them byjumping on crates, or failing that you can blow them up at distance.

    *Problem Point*The area past the warehouse door appears to be a dead end. There are four lifts, and it willcome as no surprise that the way forward is via the lift that is sealed off andlabelled 'OutOf Order'.

    Crouch to enter this lift and you will probably notice... nothing. This is because it is dark.Whip out your specs (green nightvision mode) and have a closer inspection of the

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     lift roof.Yes, a trapdoor, and should climb through it onto the top of the lift carriage.Once in positionontop of the lift, it's grapple time. There's no way of climbing the lift cables, but look up tolocate the metal hooks. Note that there are two of them. The lower one is useless, but the upperone help you out. It will allow you to ascend onto the roof of another lift at which point youwill come under fire. This is a good opportunity to make a fool of yourself because you'll bewearing your shades and have nothing but a mobile phone in hand. After regaining your confidenceyou'll spot another grapple hook only just out of reach. After the short grapple, you have thechoice of climbing the ladder or entering the abandoned lift at the other end the cage-like room.If you take the ladder you can drop onto the defunct lift and make your final grapple, if youenter the lift itself, you just need to climb through the roof trap door beforeperforming thesame grapple move.

    Section 3

    Exit the lift (mind the step) and collect the equipment on the table in the farright cornerbefore using your PDA decrypter on the red door keypad. Welcome to the 'Launch Control' room,step right inside for an action cutscene and notice the effectiveness of the 'Gantry Control'switch.

    After falling into the blast pit, kill the troops to trigger the first launch. As in real life,the klaxon makes it easy to panic and difficult to concentrate but all you have

    to do is to runinto the open security room and raid the lockers whilst you wait for the missile launch.Although you'll go snowblind for a few seconds, the security room door closed and protected youfrom the blast.

    This is not a good point to put the kettle on, as you will now find yourself back in the blastarea with a handful of ninjas to kill. In the background, the nasty lady shoutsnegativeinstructions to her ninja henchmen which doesn't help your nerves. I explained to her that the

    nasty lady in a bond movie is bound to die (like the Star Trek extra that stupidly agrees to beamdown to the planet surface) but this only made her more angry.

    Another launch is about to take place, so you should run into the next 'bunker'room with the redbeacon above the door, it's the only door available to you. If you've got time to laser thepadlocks and steal some more things that don't belong to you, then all well andgood but as before,

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    once the launch takes place, you will find yourself back in the blast pit.

    This next sequence is time-restricted, so don't spend too much time enjoying the scenery and youcertainly shouldn't choose this moment to tuck into your packed-lunch. To put an end to Kiko,enter the 'Control Room' lift in the centre of the blast pit. It was the door through which shewas laughing at you a few moments ago when she thought you would fry. Press thebutton to bringlife to the lift. At the top of the lift, don't mess about, climb a ramp and locate 'Shuttle 3',Kiko's chosen escape route. As the door closes behind her, flick the 'Gantry Control' switch nextto the door to give her a taste of her own medicine.

    Stick the kettle on, open your packed-lunch and watch the two-part cutscene.

    RE-ENTRY

    Welcome to space, breathe normally, and watch the cutscene.

    You've been handed the latest Armani space-suit and you are looking dapper but y

    ou need tofamiliarise yourself with the new environment and get to grips with the reducedgravity. Thismeans that you can jump higher, further, er and slower.

    Go straight ahead and open the door. Directly infront of you is a guy ascendinga lift. It'ssurprisingly easy to kill the space engineers with your laser, but it does takesome time torecharge if you freak out. There's no need to go mad though, it's a little misleading as thesespace baddies take 8 minutes to drop to the floor and die. Alright, it's slightly faster than that

    but I'm having trouble coping with this weird atmosphere. The lift continues torise to the'Missile Control' area and you are too late to try and catch it.

    No big deal. To your left, next to the window is a space vat-canister-silo-thingy. With thereduced gravity, you'll have no problem jumping ontop of it. Now jump up ontop of the nextS.V.C.S.T. and finally onto the platform with no identifiable features for me to describe. Takea long running-jump to the platform across the room and hit the use/active button to fill up onspace juice (Jetpck refill). If you've drank enough space juice, you can hold do

    wn the jump keyto boost yourself upwards (there's an indicator built into your space suit which can be monitoredat the bottom of your screen).

    Armed with this knowledge, step to the back of the platform and look upwards tothe catwalk above.You can do it. Remember to hold down the jump key and drink more space juice ifyou are notsuccessful first time. Or second time.

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    Pass through the doorways to the 'Communications Centre' and kill any guards inslo-mo. The'Missile Control' room is to your right at the T-junction. It's so sweet that the baddies clearlysignpost any area in need of sabotage. As you pass through this doorway you will receive the'five minute curtain call'. From now on, the mission is timed. Shoot the glass viewing alcoveright infront of you and jump down to the central circular mesh platform to defeat the spacebaddies.

    This is where things go horribly Quake II. Activate the four 'Defusal Access' consoles surroundingthe mesh platform in order to open the corresponding missile panels above. If you prefer, youcould activate one at a time to keep track of where you are up to. Now you needthe eloquence of aballet dancer to boost jump to the accessible panels near the top of each missile. When yousuccessfully reach such panels, you need to pull one lever, followed by the other beforefinally hitting the defuse button. Does the society we live in really manufactur

    e weapons of massdestruction with a big green button marked 'defuse'?

    You may have defused one or two, but you'll need to drop down below the mesh platform to top up onspace juice at some point. If you are as good at ballet as I am, you'll need toreturn for at least10 pints of space juice at the refill station below.

    Defuse all four missiles by activating their 'Defusal Access', boost jumping totheir access paneland twiddling with the levers, knobs and buttons. To save time it's best to tackle the missiles in

    pairs, jump from one to the other takes far less time than returning to the refill point at thebottom.

    Now you are instructed to find an escape pod. Leave without killing the villain, I think not.There's a doorway on the same level as the mesh platform signed 'Locked During Launch Sequence'.It's now open, so take advantage of it. Continue through the doorway ahead and jump up to climb theshort ladder. Advance down the corridor and press the blue button to the right of the door to openit.

    The following cutscene leaves you with no doubt that you've reached the end of level boss, Drake.Thankfully, his character is realistic (as far as Bond movie are concerned) andhe's not a 9 footmechanical armoured beefcake with rocket launchers and lightning strikes at hisendless disposal.If you are low on ammo, worry ye not, you get a free replenish courtesy of Drake. What a sportsman.

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