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

ion)
This walkthrough was written in thanks to the helpful and friendly people at 'Ne
oseeker'.
I'm nothing but an average first-person-shooter player and this walkthrough is n
ot a
comprehensive guide to the game, its purpose is to help people who are stuck to
get more
enjoyment out of the game. Is it fair that I make the assumption you can explore
without
specific instructions and kill baddies without a description of where they will
spring from?
I think I can, you seem like a nice, intelligent player. If you are obsessed wit
h
secrets, 'Bond Moves', hidden secret Bond moves and special secret bond mega-sec
rets, you
don't need to be reading a walkthrough, you need to be trying to find some frien
ds.
Have fun :) (mr_mike_smith@hotmail.com)
RENDEZVOUS
Section 1
There are a few ways to get into the castle. The straight-forward way is to drop
ontop of the truck as it passes underneath the archway structure you parachute o
nto.
This will take you all the way up to the main entrance, you may need to kill som
e guards
if you are spotted.
If you miss the truck, just walk up to the castle in an unstealthy way, blasting
anything
that gets in your way.
A more interesting approach is to sneak up the road to the next archway and use
your
laser watch to burn the padlock on the door. There's a guard on the walkway abov
e the
arch but you can sneak behind him, through the door and up the ladder. Then it's
a case
of working your way around the perimeter of the castle. There's a tricky section
where
you need to edge along with your back to the wall, and another section with a pa
trolling
spotlight. As the path ends, you'll get a message from 'Q' announcing that you c
an
grapple onto the metal hook on the balcony above. You grapple using your phone a
nd it's
good 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 secur
e door
leading further inside the castle. The 'Energie' switch you are looking for is f

ound at the
far end of a small courtyard with a fountain. There's a small flight of stairs t
o the door
and a guard is visible through the window.
There's another lever switch on an outside generator which knocks the power out
to the
nearby 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 t
op of the
largest tower to collect the sniper gun.
Now proceed through the security door and sneak or battle your way up the stairs
to the
patio doors to watch the short cutscene.
Section 3
Welcome to the party. Don't be intimidated by the bouncers, just walk down the c
orridor,
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 h
eart-warming
speech and then down the stairs in order to mingle. Getting your 'Q' gadgets is
simply a
case 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 in
order to take the required close up head shot. If you take a successful snap you
will get
a countdown message e.g. "5 subjects remaining". For some unknown reason, I foun
d things
easier if the first photo subject is the blond in the short black dress. One of
the women
has a suspicious similarity to Halle Berry.
Now you can go back up the stairs and through the double doors where Drake gave
his 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/gallery
room with the
guards. Sod stealth, you could do with some weaponry. You should be able to drop
all the
guards using your dart pen or electric stunner. Arm yourself with anything they
donate.
Follow the corridor to the red gallery with the walkable beams, fireplace and gu
ard. Lose
the guard because your Q-Specs (in x-ray mode) will reveal something behind the
picture to
the left of the fireplace. How do you get behind the picture? Some sort of secre

t lever I
would have thought. The safe is no match for your laser watch and you now have t
he documents
requested by 'M'.
The
and
not
ohn
and
yn?

voice of 'M' incidentally is quite a reasonable impersonation of Judi Dench


Bond is
far the relaxing sound of Pierce Brosnan. As for 'Q', well, John Cleese is J
Cleese
that will never change. Perhaps they should have tried to do a Desmond Llewl

Continue in a linear fashion to the balcony overlooking the meeting and move clo
se enough
to trigger the cutscene.
Relieve your stress with a gung-ho gun battle, making your way downstairs and th
rough
the bookshelf door to the stone steps.
Section 4
No problems here. Laser watch the padlock for an equipment boost, kill the guard
s and
thank them for better weaponry. Flick the switch to give power to the cable car,
and be
sure to check the crates before entering the cable car, there's ammo and an esse
ntial
rocket launcher. This will come in handy in 27 seconds from now. Enter the cable
car and
nudge the switch.
Just when you were enjoying the view the cable car stops and is ambushed. Lookin
g back up
to the cable station you left, there are two guards firing at you. Its a good id
ea to send
them on the way as you hear the sound of an incoming chopper. The chopper can be
easily
despatched with 2 or 3 direct hits, but the problem is getting a good clear shot
. Its
easily heard but hard to be seen, so keep looking out of all windows until you c
atch sight
of 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 clos
er it is,
the more likely you are to hit it. If you missed collecting the rocket launcher,
the chopper
can 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 t
o zip up
her artic suit. All respect to Bond for keeping his mind focussed on the matter

in hand.
Head to the fencing, to the right of where your colleague waits. Follow the peri
meter fence,
easily avoiding the spotlights. Round the back you'll find the 'Enerad' generato
r. Use your
watch 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 will
instantly forget it and feel an urge to follow her. Don't, keep focussing 007. T
he guards
are now aware of the problem with the generator and send a guy to check it out.
Backtrack
towards the fencing and when the guard finally appears, take him out with your d
art pen
once he is out of sight.
Thank the sleeping guard for his level 1 security pass and head to the left of t
he control
tower. Jump the rail ahead of you and enter the 'Control Tower Administration' d
oor on your
left.
I'm afraid this is a section where you need to look after your stealth. There is
a T-junction
ahead 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 l
ooking in
another direction or if you run underneath them.
*Handy Hint* Using the lean/peer keys (default '1' and '3') allows you to watch
a camera
without the worry of it spotting you.
There's nothing of interest in the offices located at the left of the T-junction
, so just
run underneath the camera on the right and take a breather. After composing your
self, you
can smash the window right next to you and jump through it without detection. Ex
it this
office by the far door to 'Administration'. Again exit by the far door, but you'
ll need to
time your departure in accordance with the security camera watching this corrido
r. Rest in
the alcove opposite. Neither the 'Conference Room' nor the 'Server Room' have an
ything of
interest.
Use your leaning abilities to time the camera and pop across to the 'Utility Roo
m'. I've
no idea what is in here, but you get a Bond choral blast if you jump about to co
llect
something. Next, skip into the 'Accounting' office for the simple objective of g
etting
a better view of the next security camera.
Time your run, jump the sofas and get in position underneath the next security c
amera. Look

up to observe the camera and when the time is right, make a break for the 'Recor
ds' 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 to
the right of the window.
All is quiet at the top of these stairs in the 'Control Tower Administration'. S
mash one
of the office windows on the left to get in and then 'negotiate' with the guards
by slaying
them. The level 2 security pass is now yours.
Return back down the same flight of stairs and at the appropriate time, run unde
rneath the
security 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 in
the game with respect to various hardware. Give it several attempts, sometimes i
t works first
time, 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 stairwel
l. If you
want to be flash (and save everyone one of us), you could make a phone call at t
his point.
It does no harm to explore the 'Catwalk Access'. Three guards to kill and some s
niper
ammunition as reward. Next thing you know, the cameras are offline. Next it is t
he 'Control
Tower' pinnacle. To reduce your damage you can lob two or three hand-grenades fr
om the
safety 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 an
d control
panels 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. T
his is the
sniper point you need in order to protect the blond piece. No hints, here... jus
t kill them
and 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 f
ace new
cannon-fodder on the way back, so beware.
Once back in the main courtyard, head to the right of the snow-mobile and enter
the 'Main
Warehouse'. This is a non-stealth area, so grease your Uzi and have fun. Look in
all the
gaps in the piled crates on your left, there are plenty of guards to injure.

Plenty to explore here, but if you keep hanging a left sticking to the crates, y
ou'll
be well on track. If you go through the crate maze correctly, you'll be faced by
a pile
of girders (not Iron Brew) with three sections of tubing (and a guard) to your l
eft. Crouch
and go through the tubing to meet three new guards. Once dead, you may choose to
ascend the
crates on your right and retrace your steps by jumping from crate to crate in or
der to reach
the 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, so
head for the unlabelled door that leads to the 'Aircraft Parts Storage Yard' and
pick up
your required equipment on the way.
This next arena is a tough battle. Once entering, your destination is to the far
right, a
door entitled 'Maintenance Garage'. You are now excited to see your goal... the
'Secondary
Aircraft Hangar'. Cue cutscene.
Don't be mislead by the talk of 'covering from the radar tower'. The easiest way
to tackle
this part of the game is to run towards the radar tower and introduce all the gu
ards to
Mr. Death. Climb the first section of the radar tower ladder to trigger the 'Pro
tect Agent
Nightshade' objective, then immediately drop down and return to the plane to sho
ot all
the oncoming guards through the doorway.
Once refuelling is complete the objective about protecting the plane is insignif
icant. Just
keep up with it and when the plane taxis to the end of the runway and all you ne
ed to do
is approach it before it takes off.
Cue pointless cutscene. What's the story with the cutscene graphics quality? Hav
e they
transferred them to VCD, copied them to a VCR, then used a video capture card to
record
the final image?
UNINVITED GUESTS
Section 1
No time for messing around, it's a quick start. Shoot the approaching geyser (yo
u might like
the gun that he leaves to you in his will), then follow and protect Mayhew. It's
easy to
lose 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

you need to
wait for the baddie to open it from the other side). Then hang a right and follo
w Mayhew
through the next door. Turn right after the door, accidentally kill the three on
coming
guards and make a mental note of the double doors to the front driveway on your
left.
In the next room kill all the guards including those on the upper balcony. When
safe to do
so, 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 pr
esenting you
with 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 the
way you came or explore the bunker for a ladder leading to a switch to open a ma
nhole exit.
The order in which you tackle the mission is up to you, but the majority of your
work can be
found by going back the way you came. Open the manhole lever (this is important)
, but return
via the secret door lever to section 1.
Go through the far door you originally came through, past the double doors to th
e outside
driveway 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, go
up the stairs in the room to your right, shoot the guard and use your laser watc
h on a
chest inside the wardrobe for extra goodies.
After loading this section and clearing the way, proceed straight ahead and thro
ugh the
door on your left at the end of the corridor. I know you'll be fascinated by you
r new
weapon, 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 doo
r. One of
them is kind enough to give you his shotgun. There's a Kevlar vest in the first
bedroom
on the left if you need it.
The next alcove on your left houses two guards holding a servant hostage. Surpri
se these
guards 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

Mayhew's computer and the guard. When you continue through the next door, you ne
ed to take
out another two guards without shooting their hostage. If successful, you have r
escued the
'Library' hostage. Once this is done, you should clean up the library and insist
that all
baddies kiss your feet.
As you entered the library on the ground floor, there is a corridor in the far r
ight corner.
Use it, and go past the double doors on your left which lead to another patio. E
nter the
next room and make use of your weapons. Bend it like Beckham round to your right
and
Mayhew'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 kevlar
vest in his en-suite should you need it. Next its another case of retracing your
steps back
through the bedroom, back through the lounge, but hang a right through the doubl
e doors to
another patio area. Go through the only other door to the right.
Section 4
First of all,
into the
kitchen. Why?
ys rely on
walkthroughs.
rea. There's
just one door

let's head to your right, round the corner and to your right again
No reason at all, I was just making the point that you cannot alwa
Go out of the kitchen and straight ahead into the central lounge a
to your right, make use of it.

Facing you is the door to the pavilion. Burst in, kill the baddie and thus rescu
e the
'Pavilion Hostage'. Whilst in this pavilion room, seize the opportunity to kill
at least
three guards patrolling the gardens through the windows. Smash a window and jump
out of the
pavilion into the garden area. If you have problems in the next section, make no
te of
the 'washing line' that leads from the rock formation in this area back to the p
avilion.
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 the
bathhouse
and rescue the girl. Enjoy the short but flirtatious cutscene. Now you have just
the one
hostage 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.

So exit the bathhouse via the right hand door and step out into the garden. The
manhole to
Mayhew's bunker is dead ahead, behind the monument next to the lantern. If you f
ind no way
of descending, you forgot to flick the manhole switch from inside Mayhew's bunke
r. If this
is the case, you need to go back through the wooden garden gates, head to the ro
ck formation,
shoot the lanterns and clamber back to the pavilion. After that, make your war t
o the
double doors leading to the front carpark, you're on your own this time.
Back in Mayhew's bunker, laser the padlock on the equipment cupboard to get tool
ed up, then
proceed past Mayhew and back out via his secret 'picture' entrance.
Section Change
Don't go upstairs, take the only logical exit and lo and behold it, you will fin
d the
double doors to the front car park on your right. This is where the final hostag
e is being
held. Once you've killed her captures, familiarise yourself with the front car p
ark as you
are about to meet a James Bond equivalent of an end-of-level boss.
Retrace your steps as instructed and return to Mayhew via the secret 'picture' d
oor.
corridor.
Section Change
Go down the stairs and approach Mayhew.
Section Change
Watch the cutscene, gasp at the consequences, and prepare for a ninja fight. The
re's no
tactics needed, just run and shoot. When you are successful, you can watch anoth
er cutscene
and pack your essentials for Tokyo. I don't trust that French bird.

PHOENIX RISING
Section 1
Sit back and enjoy the best cutscene in the game. OK, squirm at the double-enten
dre but try
to concentrate on the positives. This is the beginning of an epic mission, if yo
u don't have
trouble at some point in the tower block, then you are Pierce Brosnan himself.
Head to your right when in the carpark. Listen to 'M', she gives you good advice
. Use your
dart gun on the patrolling guard and again on the two guards stationed outside t

he lifts.
Continue past the lift and head right. There is an engineer on a raised platform
and a door
in the wall on the left infront of him. Pen him if you wish and go through that
door.
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 yo
ur lobster.
Remember not to kill the guards, but tranquilise and electrocute them as much as
you deem
necessary.
Two guards patrol to your left. To make things easy, use your dart pen on both o
f them and
keep 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 gu
ard, who's
fate lies in your hands, and a sleeping receptionist behind the desk. Most impor
tantly,
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 th
e desk until
you strike gold and your objectives are updated. The pass should be facing the s
leeping
receptionist.
Return to the main lobby and note the grabbling hook if you are out to prove som
ething.
You should now head to the security room with the fancy hologram projection. 'Q'
will
give you a voice-over indicating that you need to use your notepad gadget to ove
rride the
red control panel which currently shows lots of flashing numbers and reads 'Offl
ine'.
When you use the notepad 'decrypter' gadget, hold down the key/button and watch
the code
numbers flash until you have success. You have now put the main elevators online
, so return
to 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 may
not feel
like fun at the time. If you trip the alarm at any point in the next section, yo
u are on

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 to
use his advise, as the laser guards are pretty obvious, but I'm not stopping you
from doing
so, especially if you look good in shades.
Stun the first patrolling guard using your good looks, er sorry, your electric g
adget.
Despite all the corridors and doors, there's only one way to proceed. After the
lift
reception area, hang a left. Don't hang another left across the walkway, move ah
ead to the
corridor that bends to the right.
The first door on the left leads to some offices. Explore the offices rather tha
n continue
forward through the security beams.
Go straight ahead down the small corridor and through the door on the right. Con
tinue
logically to the next door and listen to the warning from 'Q'. This is a prime e
xample of
how useful the 'lean' keys can be. Ignore the 'Server Room' for the time being a
nd
concentrate on avoiding the security cameras. In fact there's one waiting for yo
u outside
the 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. O
n your left
is a door to the kitchen. If you haven't triggered the alarms, you can walk in w
ithout a care
in 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 ma
king a dash
for the far door.
After leaving the kitchen have a rest under the next security camera in the corr
idor. There
are some double doors on the way to the balcony area behind a security gate, and
there's a
single door on the right infront of another laser detection point. Use the singl
e door to
enter the dark offices. You can refill your tranquiliser darts in the second off
ice on your
left, 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 ligh
t to be
found in this area.
Entering his/her office triggers a message from 'Q'. Do as he says, approach the
device on
the desk with the red light and hit activate/use to open it's CD tray. I hardly
need tell
you that you select your credit card gadget and activate it to place the worm CD

in the
tray. If you need telling, you must select your credit card gadget and activate
it to place
the worm CD in the tray.
Assuming you have not triggered the alarm yet, you can exit the dark offices and
venture
past 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. The
problem is
the guard patrolling the opposing corridor. If you abuse him, the camera will sp
ot it and
you are introduced to Mr. Trouble. The best way to avoid this is to let him see
you then
use the dart pen as he attempts to sound the alarm, or deal with him in the spir
al area if
he runs after you.
Run towards the camera, ignore the double (Diana) doors on your left and slip th
rough the
door on your right. At the far side ((c) Gary Larson) of this office, you'll not
ice a guard
making 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 yo
ur right.
After entering this office, confront the hi-tech fax machine on the desk and hit
activate/use
to open the CD draw. As per usual, with out your 'Euro Charge' credit card gadge
t and upload
the 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 an
d use your
PDA decrypter on the nearby console. Turn right out of the security room then le
ft when you
see the double doors.
Once again, if you trigger the alarms, this level becomes totally different and
you are on
your own... you rebel.
Section 4
Double-back on yourself to the right, creep past the window where the engineer a
imlessly
walks and pop through the door ahead. You know what to do with the padlock on th
e 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 a
n 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,
the
supervisor behind the glass partition is likely to raise the alarm. Whilst crouc
hing,

descend the stair to your left, then hug the wall to your left before ascending
the stairs
at the far end of the room. Brace yourself before opening the door, all hell is
about to
break loose.
I apologise, I couldn't resist a blatant lie. After passing through the door, fo
llow to
your left and through the door to a pointless room. Behind the far door, swanks
the
supervisor. Burst in and stun him (with your dashing looks). Make a 'Euro Charge
' payment
to the Elevator Control Computer and head back through the two rooms, taking a l
eft at the
corridor junction.
On the left at the end of the corridor is a doorway leading to a room with a gua
rd and an
engineer getting friendly. You can try to sneak into the room but the guard is a
lmost
certain to spot you, and of course killing either of them is out of the question
. You don't
have enough time to run in and stun the guard either, so if your dart pen isn't
out of ink,
this is a good time to write some poisoned love-letters. If you are desperate, a
nother
approach is to throw a flash bomb at their feet then run in and electrocute them
in the
confusion. The opposing door leads to the 'Observation Desk', I suggest you use
it.
Section 5
Stealthiness is now over so feel free to shoot 'em up. Say goodbye to the first
guard and
listen to the vocal tip from 'Q'. Continue across the walkway, trigger the cutsc
ene and
before 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 u
p a fraction
so that you can see the guard facing you through the window then edge away from
him, all the
way to the left. Climb up one floor and peek through the window to calculate the
guard
movements. When you get the urge, climb the window to the next floor. There's a
guard
watching 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 praye
r for the
people responsible for making the game you have copied. Shimmy to your left and
await the
perfect time to clamber up another floor. The next floor is easy, just keep to t
he right.
Timing is required on the next floor, stick to the right but observe the guard m
ovements.
Again, keeping to the right you can time your ascent to the next floor. The fina
l floor is

free from guards, so you whiz up the glass to see the cutscene where you jump on
top of the
lift.
Section 6
You can only head left after the cutscene. The first room on your left is the en
trance to
Mayhew's office. Go through the next door and 'Euro Charge' his computer. If you
follow the
corridor you get a message from 'M' encouraging you to go through the double doo
rs. There's
nothing else to be found on this level so go right ahead and activate the swipe
console on
the left of the doors. You are not stupid, use your PDA decrypter on the red con
trol panel
to make it green.
Enter the dome that houses the main computer terminal and tap away at the keyboa
rd to
complete your primary objective. Go back the way you came and introduce the new
wave of
baddies to gunfire. Once they have all passed away, 'M' will give you a voice ov
er describing
your 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
the
cutscene. All you need do now is leave the meeting room, through the reception o
ffice and
go through the 'Exit' door to your left.
Section 7
Enter the penthouse suite. You wish the double doors would open, but have patien
ce. Use
your PDA decrypter on the console and get tooled up. The security gate will rais
e later on.
Laser the chest to get more ammo. Get close to the computer to place the bug and
prepare for
a BK Chopper (its like a BK Whopper, you need to flame grill it). Head outside a
nd have a
machine gun battle with the chopper. Once you've made sufficient damage an alarm
will sound
and you can return inside the penthouse to collect the rocket launcher and armou
r from
behind the security gate. Now that you're heavily armed go back outside and comm
unicate with
the chopper via the rocket launcher. Timing the missile impact with the chopper
movement is
not straightforward, but it only takes a couple of hits to bring it down. You ar
e rewarded
with a cutscene homage to "The Spy Who Loved Me" and "The Living Daylights", but
prepare
yourself because you ain't seen the last of the office tower.
HIDDEN AGENDA

Section 1
Listen to the message from 'M' and watch the brief cutscene, the pleasure is all
yours. Make
use of your Q-Specs (night vision) and ascend the ducting. Take a right at each
junction and
continue until you drop a short distance. The next grate can be lasered with you
r watch but
let's continue down the ducting to the final grate which also is vulnerable to y
our laser.
Drop into the storage room and collect any equipment you may require before exit
ing via the
door.
After killing the guards you'll be delighted to discover a couple of proximity m
ines in a
cupboard to your left. You need to explore the area behind that door on the too,
you've
been 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 pow
er, you may
return to the room offering the proximity mines and proceed ahead to the 'Servic
e Elevator'.
The service elevator drops you one floor and the guards you kill leave behind a
handy new
machine-gun. Firstly, head to your left, open the glass door and kill the guards
. When you
return to the service elevator, the security office is open and more baddies awa
it. When
you enter the security office, laser the padlock and pull the lever which activa
tes...
restores power to... opens the... well it does something, trust me on this one.
Head left
out of the security office and throw a hand grenade round the corner to ignite t
he two metal
drums, thus destroying the gate.
Head through the smoking gate and up all the stairs before opening another swish
glass door
leading to an area you are getting sick of. Head left towards the cupboard with
the
proximity mines and through the door. Have another gun battle before initialisin
g the
turbines in 'Control Room 1' and 'Control Room 2'. Pop back downstairs and climb
into a
space 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. T
he chamber
floods with water but don't panic ((c) The Hitch-Hiker's Guide to the Galaxy). F
ollow the
tunnel and activate the next door switch. Kill the baddies and ascend the platfo
rms
surrounding the shuttle. Since you are underwater, your jump key allows you to a

scend.
High above and slightly to the right is another door but you'll need to flick th
e red switch
to gain access.
Follow the tunnel to the laser trips and save your game. Observe and time the la
sers in
order to run past them. Stick with the same method as you continue past the fan
in the floor
of the tunnel. At the end of this section, there is another switch that drains t
he water
leaving you free to proceed.
The next door leads you to a showdown with Rook. He's pretty harmless and I'm pl
acing my
money on you. Rook tends to linger at the top of the chamber and you should be a
ware of
the fan on the floor, it sucks everything towards it, so you will need to jump f
rom ledge to
ledge if you wish to face Rook head-on.
Once Rook is killed you can watch another cutscene whilst you unwillingly fall a
sleep.
HIGH TREASON
Section 1
*Problem Point*
This is the section where normal humans get stuck and die. Stay in the elevator,
don't try
any wild jumps, but if the elevator crashes to the ground killing you, then you
need to
read on.
Your mission James, should you decide to accept it ((c) Mission Impossible) is t
o kill the
baddies that make your life difficult as the elevator descends. Award the priori
ty of your
bullets to the rocket launching guys. Halfway down, a rocket launching guy blows
the
hand-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
shooting
practise as guys attack across an exterior walkway from the left and right alter
natively.
When you've cleared this area, the lift makes another drop leaving you facing th
e external
walkway. A baddie breaks the glass wall of this walkway and fires at you. Why wo
n't he talk
to 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 exp
ected to be
on the same wavelength as the level designer. You have two options, you can rema
in on the
lift (which will hurt) or you can concentrate on the metal hook directly above t

he guy you
just shot. This is a grapple hook and you need to be familiar with this techniqu
e from now
on. What's the story, morning glory ((c) Oasis), select your phone gadget and fi
re it
directly at the metal hook, holding down the fire key until you have safely land
ed in the
walkway.
Section 2
Head to the right, you've been here before so you should be familiar with the la
yout. At the
T-junction take a left, then left again through the door for an office battle. A
fter shedding
blood continue ahead, hang a right into an office area and leave via the far doo
r. Ahead to
the right is the 'Server Room' which is your next objective, but let's play by t
he rules and
find 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 a
briefcase on the table which doesn't like you. Return the compliment with all ou
t machine-gun
fire until it sparks. Proceed through the kitchen and beware of the nasty guard
but be sure to
pick up the briefcase gadget infront of him. Exit via the far door and pass thro
ugh the single
door to your left next to the security gate, where three unfriendly guards choos
e not to
welcome 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 photocopier
and some
baddies at the other side of the double doors. The exploding photocopier blows a
hole in the
wall which is your next point of exit. Pop through the hole in the wall kill any
opposition
and get tooled-up. Exit through the doors to the balcony area and introduce the
baddies to
Mr. Death.
Ahead and slightly to your left is the blackened window of the security office.
Shatter it
and jump inside to lift the security gates with thanks to the switch on your rig
ht. Exit
back out of the window and follow the corridor on your right to the 'Accounting
Exec's office
where a few supplies are waiting for you. Continue down the corridor to the lock
ed 'Security'
office. Round the corner to your left is a guy guarding the exit you will use wh
en we've
completed the outstanding objectives. Continue past the exit and cross the infam
ous walkway
with the grapple hook.

*Problem Point*
A handful of new baddies are waiting to greet you but you know this level like t
he back of
your hand by now, so make your way to the 'Server Room'. We need to create a mes
s of this
room, so pop back to the 'Administrator's office and the adjoining room if you a
re missing
the rocket launcher or need to stock up on grenades. Grenades are the safest way
to destroy
the servers, but the rocket launcher can be used in reserve. You will receive co
untdown
messages if you are a successful server-slayer, e.g. "You must destroy three mor
e servers".
Resist the natural urge to descend a floor by jumping on the spirals, just head
back
through the walkway with the grapple hook and leave via the stairway exit near t
he
'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 find
level 38 irresistible. Extra rockets and increased damage is all that lies in wa
it. Levels
39, 40 and 'Floor M' (at the top of the stairs) are all inaccessible, head down
rather than
up. Levels 36 and 35 are out of bounds. Level 33 offers you two baddies to kill
but sod all
else. Level 29 has is home to some amour plating, a bag of stuff and a briefcase
infront of
the nearby desk. Upon reaching level 20, the stairwell explodes, but you are jus
t about
able to drop down the first flight by hugging the left hand wall starting from t
he
double-doors of level 19.
Work your way through the offices of level 18 and you'll eventually find yoursel
f looking
up at the nostalgic corridor with the grapple hook. As you begin to reminisce ab
out the
good old days, a guy with a rocket launcher rudely interrupts your dreams. An ex
plosion has
occurred a fraction further along this corridor. Don't pester yourself with the
reason as to
why this has happened, just drop down the hole to the next floor and jump throug
h the
window to where the guards you have just slaughtered lie. You have to be cruel t
o be kind
and despite all this mindless killing, don't forget that you are saving the worl
d.
Happy hunting in the offices and keep a look out for the armour plating and rock
ets. Work
your way through the rooms and locate the stairwell doorway beyond the two guys
boasting
rocket launchers. Level 13 produces a surprise attack that you were no doubt exp

ecting
and you might consider dropping one of your weapons in favour of the ones they l
eave
behind. Level 7 holds the future, but you can venture to the bottom of the stair
s past two
rocket 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 tr
icky. Ahead
of you lies an ajar door with another laser mine behind it. I suggest you lob a
grenade
through the gap in the door, but please perform a quick-save before you do becau
se sometimes
the door jams (jams, as in stuck, not as in a band practise session). Er, many d
eaths 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 will
please in
grazing you. By all means, do it the hard way, but I simply had a party with my
rocket
launcher. The rockets clear all laser mines and, once it opens, a single rocket
will send
the briefcase to the lost luggage department.
Jump through the window to the left of the briefcase and follow the corridor to
your right.
No doors are accessible until you reach the balcony area with the meeting room o
n your right.
If you look up you can just about see the spirals which once magnetised you. If
you
continually see spirals, you cease playing the game and gradually reduce your dr
ug intake.
Approach the opposite end of the balcony to trigger a wave of rocket launching b
addies on
the floor above and below, then say hello to the far security gate to trigger th
e baddies
to burst out of the 'Meeting Room'.
Laser the padlocked chest in the meeting room to acquire the explosives and retu
rn to the
balcony area to find all the security gates recoiled. Choose the corridor to the
right as
you leave the 'Meeting Room' and pop through the single door on the right just b
efore the
security gate. Rocket the briefcase through the window on your left and dispose
of any
other opposition before exploding all three servers in this room. Jump through s
aid window
and continue your task of crippling the computer network. There are two server c
abinets
against the wall on the far left of this room. To save ammo, I suggest you place
a
proximity mine (not using the laser mode) and the left hand one, then stand back
and
rocket the other cabinet on the right. Two birds, one stone... and a proximity m
ine. As

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 th
e dark
offices. There's another two servers to destroy here. Use the same gimmick, a pr
oximity
mine 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 an
d
hand-grenades. After collecting the spare rockets, don't ignore the laser trip m
ines
on the left hand wall. I hardly need lecture you about ways to destroy them. Con
tinue 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 park
without explanation, I panic. A black van makes totally exaggerated tire screech
es whilst
the occupants try to kill you. You can destroy the van with any old machine gun,
but you'll
need to rocket it on harder settings.
To destroy the vans, just lob a hand grenade under all five of them. You may now
pass
through the exit doorway next to the few stairs that leads to some armour, ammo
and a
laserable 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 t
o snowball
the 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 ro
om to your
right. Jump through the broken window and eliminate any remaining opposition. Th
ere's plenty
of ammo and other bare necessities in this room but most importantly there is a
security
lever which currently reads 'Systems Clear' in green. We are about to trigger so
me security
gates that answer only to this switch.
Jump back out of the security window and hug the wall to your right. Pop down th
e stairs to
create a 'security alert' and the grills will drop. This is where we all get stu
ck, how do
we raise the gates? It's not complicated, just pop back to the security room you
came from
and check out the lever as previously described. It now reads 'Gates Engaged' in

red.
Activate/use the lever and you'll hear a minute click followed by a clunk. It's
not a safety
advert for seatbelts, you've just raised the problematic grills even though the
control lever
makes no visual indication.
Make friends with your Australian counterpart during the cutscene and relax, you
've just
completed 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 standing
on it. You
are 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 kn
ew you
couldn't resist taking a pot-shot at one of those pigeons perched on a rock. Con
tinue to
follow the shore until you come to a beach hut guarded by commandos. They are to
ugher
than the normal baddie, but then again, they haven't met you. Enter the hut and
'Euro
Charge' the virus into the terminal. Hell, send a fax if you've nothing better t
o do.
Leave the beach hut and head left across the water to begin your ascent. This ne
xt
section is quite linear, continue up the path back through the rock archway. At
the top
of the path, enter the cave, man.
Section 2
Negotiate with the guards then climb down the ladder from the platform. Descend
just
the one level, there's no need to go swimming. Cross the gangway and admire the
beautiful scenic reflection from the surface of the water... then kill lots of g
uards.
There's a padlock to BBQ and one of the far cupboards supplies you with some arm
our
plating and some Brasso. I suggest you drink the Brasso in one go with your fing
ers in
your ears, your eyes shut and your nose pinched by someone else, it will taste e
xactly
like Bailey's Irish Cream if you concentrate hard enough. Pop back out and throu
gh
the caged area to your left before continuing down the caves.
Kill the guards protecting the next metal mesh gate and waltz through. To your r
ight is
another padlock begging for heat. To your left is yet another meshed area which
I'm

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
guys
in the next room. If you've already tested your sniper rifle, run in and shoot t
he
guys in the next room anyway. There's some equipment up for grabs if you climb t
he
ladder on the far left, but the 'Only Way is Up' ((c) Yazz and the Plastic Popul
ation),
er and to your right.
So climb the stairs and enter the high-tech corridors. The first room on your ri
ght
supplies you with supplies, check all the lockers too. Press on down the corrido
r to
an area which is home to the explosives you are looking for. Kill some people fo
r a
laugh then laser the padlock to get your hands on the explosives. Now head up th
e
stairs on the left side of the room and notice the overhead wire leading to the
far
balcony 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 c
an
be 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. Af
ter
passing through the doorway at the top of the stairs you have the choice of anot
her
doorway straight ahead or a corridor on your right. We need to explore both but
we'll
head down the corridor to the right first of all. The corridor hangs right again
and past some stairs on the right which give you a nice view of the missile plus
the
opportunity to despatch a few guards at distance.
Continue to the end of the corridor round the bend to the right and through the
doorway on the left. Proceed round the gangway and through the door at the end o
n
the 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
m
to the control room area to the right. There's a little ladder to help you out o
f
the water. Burst into the missile computer control office but if you have a
twitchy trigger finger, try to remain calm because killing the civilian lab
technicians will cost you the mission. There's some baddies down the small fligh
t
of stairs to your left who can be sprayed with bullets. The technicians won't ev
en
look up from their clipboards. Collect the equipment from the lower room and the

n
'Euro Charge' the Q-virus onto the computer next to the technicians. After leavi
ng
the control room area, begin a new paragraph.
The missile gantry is now moving up and down like a bizarre fairground ride. We
need to jump onto it from the platform ahead on to the left of you, but first
take a very deep breath.
*Problem Point*
To fulfil the objective of placing the explosive beneath the missile gantry you
need to swim down, down, deeper and down ((c) Status Quo) all the way to the
bottom of the water. There's no access through the grate, but on either side of
this underwater bunker is a way in and out. Placing the explosives happens
automatically, you simple to need approach the red electricity cabinet which
can't be an electricity cabinet because it's underwater.
Unhelpfully, there's no little ladder to climb out at the ideal location, so swi
m
back 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 way
back, past the yellow Sinclair C5, and take the first door that eventually
appears on your right. Follow this corridor and once again step into the missile
chamber.
You can run straight ahead on jump onto the moving missile gantry. When it raise
s
to its highest point you should jump off the far side to the first catwalk with
the ladder. To make things easier you could now have a bit more sniper practise
to pick off some of the annoying guards. Climb the ladder past the second catwal
k
all the way to the top.
*Problem Point*
Human instinct suggests that we run right around the top catwalk and attempt a
suicidal jump back onto the upper part of the moving gantry. Such efforts will e
nd
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 either
side. You leave the balcony on the far right and walk past a locked door in the
cave wall on your left. Continue a little bit further along this short walkway
and the green arrow of progression is waiting for your company at the next
doorway 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 manic
gunfire. Just wait outside the door for a short while and listen to this guy's
anger management disorder. After putting the guy out of his misery there's a
kevlar vest and some hand gun equipment to collect.
Leave the room by the opposing door and continue the spiral ascent across the
bridge. Halfway across, when you get the distinct feeling that the bridge is
going to collapse... nothing happens. Deal with the disappointment with the
help of the Samaritans and continue the spiral path to the next control room.

Surprisingly, you should enter this control room and collect the armour plates
and rockets. Once again, go through the opposing door and continue up the path.
Run across another bridge of disappointment and into the next control room.
Note the wires securing the metal tower, I'm sure there must a way to reach it.
This final control room is being used as a makeshift prison, you can run
straight through the door ahead because your Australian colleague needs to be
released from the cage on your right. The sniper rifle on the table has her
name written on it, but there's some armour plating and more equipment to be
collected past the cage. There's also a new weapon, which sort of falls into
the grenade launcher class. You may need to sacrifice and existing weapon if you
choose to take it. Just drop a handgun if you are greedy.
You'll need the PDA decrypter to free Alura. Amaze yourself with the next
cutscene, her gratitude for being rescued is astronomical. You may now leave the
control room and embark on the final leg of your ascent, Laura Croft will
follow you. Hang a right through the cave tunnel at the top and don't stray
from the path ((c) An American Werewolf in London) to descend. Cross the bridge
and continue in a linear fashion.
The path comes to a cul-de-sac in the form of a neat little circle, at this
point you need to jump ahead onto the next section of path below where the guard
s
are waiting. Be sure to jump, don't just drop off. Cross a final bridge and take
a bit more flak as you make your way to a guarded cave entrance. Laura Croft has
probably lost sight of you by now, but it doesn't matter, enter the cave and
she will miraculously be by your side as you begin the next section.
Section 5
Head out to the fresh air, have a quick chat with Laura then follow her by
dropping down the ledges in the direction of the communication buildings. In an
outstanding example of teamwork... she runs off. You may need to provide her wit
h
some covering fire because a man in the generator hut (with the grey chimney)
takes a dislike to her.
You could take this opportunity to sniper some guards in the main communication
building with the satellite tower but your main objective is to investigate the
corrugated iron generator hut. There's some power-ups on the upper balcony, but
our
destination is the bunker door in the far left of the lower floor.
*Problem Point*
When you approach the trapdoor there is no indication that it can be opened, but
go
right ahead and click the activate/use button.
Drop down the ladder, along the tunnel, and climb up the ladder through the trap
door
at the other end. Pop up the stairs and flick the lever next to the radar screen
. One
ECM left to disable. There's little point in going further up the stairs to the
roof,
so retrace your steps to the bottom of the building and exit via the tunnel to t
he
generator hut.
Leave the hut and follow the road past the first ECM building and go through the

concrete road tunnel. Enter the guard hut on the left and pull the lever reading
'Gates Engaged' so that it changes to 'System Clear'. This lever opens the large
iron
gates just down the stairs from the hut. With these gates open, you can now purg
e
ahead and hang a left through the door with an amber roof light outside. Pass st
raight
through the janitor's room and out of the far door.
Take the left hand door in the next office and don't worry about the area throug
h the
windows, there's nothing of interest to be found in there. Continue through yet
another
door to reach the main tunnel exit leading to the second ECM building. Infiltrat
e this
second ECM building and pull the lever next to the radar screen just like before
. Once
again, there's no need to bother going up to the roof. There's a nearby garage-t
ype
building which is worth a visit if the need some flash bombs or rockets.
Head towards the truck outside the next road tunnel. The nearby office boasts a
handgun, whoopie-do. Go past the truck and into the road tunnel, taking the door
on
your left when faced with the large iron gates. Then it's merely a case of passi
ng by
the fuel canisters before exiting via the next door.
Section 6
Head left to the open air area commanding a beautiful bridge view. Pick off as m
any
baddies as you can see, it's sniper time.
*Problem Point*
The road tunnel ahead of you is a dead end. Instead, you should drop from the ro
ad onto
the ledge to the right.
Head all the way to the water front to receive an objective update and a message
from
Alura who needs your help again. It's all take, take, take with this Alura chara
cter.
Anyway, what are you waiting for? Swim out to the three bridge supports and plan
t the
bombs. The explosives place themselves automatically, you simply need to clamber
up to
the bridge supports in turn. There's the usual countdown messages to keep you aw
are of
your progress.
How do you get out of the water? You don't. Once you've placed the third explosi
ve, you
are rewarded with a cutscene and the return of the double-entendre. Much to your
appreciation, this level has finally reached its conclusion.
ZERO MINUS

Section 1
Lovely cutscene and another double-entendre. The man is cooking on gas. Mind you
, check
out Alura tinkering with the generator, she really shouldn't stand like that. I'
m sure
the judge would be sympathetic.
Follow the trail to the complex. You are not supposed to trigger the alarm, but
it
doesn't matter if you do, it resets after a minute. Sniper the guy in the guard
hut
controlling the road barrier. In fact sniper the guy strolling around to the lef
t of the
hut too.
Sneak past the guard hut and head for the overhead bridge/monorail thing. Take a
close
look at the fire ladder. Yep, you can laser the padlock for a sneaky entrance. T
he fire
ladder drops down and hey presto, you're in like Flint. Struth it's dark in here
, mess
with your gamma correction if it helps.
Follow the monorail track into the main complex, climbing the little ladder at t
he end.
Remaining undetected makes things MUCH easier for you and for the nearest hospit
al too.
Most of the soldiers are patrolling near the two large missiles to your left. If
you trip
the alarm it's not the end of the world, infact the security guards that rush to
slay you
will provide you with a new high tech-weapon. It comes with a laser pen sellotap
ed to the
gun barrel as standard.
If you have patience, you can creep around the walkway leading left. At the very
end of
the walkway is a rope which you can climb across, but only if you move the crane
hook out
of the way first. Near the end of this gangway look into the distance below the
yellow
monorail engine. There's a grapple hook awaiting your call. This drops you nicel
y infront
of a lever which moves the crane hook. Keep crouched at all times during this se
quence.
After flicking the lever, descend the few stairs and head to your right to get a
good view
of the walkway you just flew from. There's a grapple hook to take you back up th
ere, you
can use it without attracting attention then perform the Bond move by monkey cli
mbing
across the rope directly above your head. If you've been detected and can't be b
othered
with all this stealthiness, just kill everything and catch up to where we are no
w. Use your
PDA decrypter to bypass the red keypad and open the door, then creep across the
gangway to
the far door are dart the guard if you feel it to be necessary.

Through the opposite door is a well-guarded warehouse. Creep all the way to the
far right of
the gangway, but don't descend the ladder, there's a grapple hook on the far wal
l. Fly across
and laser the grill on your immediate right to head through the ducting. Continu
e past the
drop in the ducting and fall through into a small office. Leave the office and e
xplore the
security room if you are in need of armour.
Use the special lift to exit the level.
Section 2
Head straight out of the lift and through the door facing you. Use your Felix li
ghter to
take a clear photo of the blue map on the desk infront of you. Objectives are up
dated and the
security guards have been alerted. Don't worry about stealth anymore, kill them
in a
disturbing manner. In the security room, there's a pass enabling you to swipe yo
ur way through
the protected door on your left.
Across the gangway to the right is a lever to adjust the position of the overhea
d platform.
Opposite the lever is a lock holding some armour plating. Now that the yellow pl
atform has
relocated to the other side of the room, you can use its the grapple hook for a
quick ascent.
Alternatively, you can take the lonely looking door ahead to your left as you fi
rst entered this
room. Yes, you noticed the padlock, burn it by all means, but only armour lies i
n wait. Pop
through the door, collect yet more armour plating from the dark grey lockers and
go upstairs to
re-enter the previous room on the overhead gangway reaching the point where the
grapple
manoeuvre would have left you.
To make things easier for yourself you can shuffle up the catwalk and sniper mos
t of the guards
ahead and below. Alternatively you can do a Bruce Willis and run down the corrid
or shooting
everything that moves. You should wear a torn, sweaty vest if you opt for this m
ethod. Continue
across the catwalk noting that the security doors on either side are indeed secu
re. Take a
right at the final catwalk junction and drop down the ladder next to the mono-tr
ain. You can also
go left at the catwalk junction if you need to drop into the high voltage cage f
or some supplies.
If you are tired, jump on the train and enjoy the ride. If you insist on doing a
thorough job,
there are another two grapple hooks at the other side of the train track. Use on
e of them in

order to make the road ahead guard-free, and use the walkways and the track to f
ollow the train.
Tackling this section manually makes things easier at the end of the track where
you would
otherwise be faced with a messy gunfight. Keep following the track and the walkw
ays through the
pretty 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 forces
weapon and laser
their lockers for supplies.
Head to the right of the stationary train and use your handy PDA decrypter on th
e door with the
red keylock. Enter the hi-tech corridor and press the metal to the floor ignorin
g the empty
security room on your right. Enter the fish bowl room to be greeted by the globa
l map reading
'Targets Acquired'. On closer inspection, residents of Australia, Africa or Sout
h America, are
under no threat of attack and might as well let someone else deal with this whol
e 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 use
d to ignite the
indoor fireworks. Finally run around the back of the map to escape via the priva
te lift.
The alarm is triggered and you need to be able to handle yourself. The security
room holds
nothing of interest and the doors to your left and right are sealed. As you proc
eed straight
ahead you may have to deal with guards rushing from the security door on the lef
t. If this is
the case then don't forget to rifle through their personal belongings in the loc
kers. Return
to the main corridor and follow it round the bend to the right. There's another
gunfight to
delight 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 getting
close now. Follow the corridor round the left hand bend and use your PDA on the
red door keypad.
Pass through the double wooden doors and inspect Drake's luxurious office. Ascen
d the hanging
stairway and pause for artistic thought at the paintings on display. Then after
0.17 seconds
hang a right through the secret bookshelf door. Follow the hi-tech corridor and
avoid the
security camera if possible. If you trigger the alarm, no problemo ((c) Terminat
or 2) just kill
anything that moves, using mindless violence to intellectually overcome your opp
onents.
At the bottom of the stairwell is a pit of snakes, and you REALLY hate snakes. O
h, hold on, wrong
script, that's Indiana Jones. There's no snakes after all, just a door. A door t

hat resembles a
snake if you squint... and drink a lot. OK, it's just a regular door... but ther
e SHOULD be some
snakes.
Perform a Quick-Save after passing through the door, this next section ain't no
mean feat. Resist
the temptation to step on the huge lift platform on your right and take the oppo
rtunity to sniper
as many guys as possible on the lower walkways. Once you've created as many wido
ws as possible,
ride the large platform lift and if you want my advise, use the special grenade
launcher gun on
the numerous baddies that appear as you descend. I've tried reasoning with them
but they just laugh
at my measly Sean Connery impersonation. As the platform descends, you have the
option of
disembarking on either side to the walkway with the security door. Use this meth
od to avoid
detection, or to deliberately get your hands on the equipment in the guards lock
ers.
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 oth
ers can be dealt
with at distance using the rocket launching gun aimed high. This entire warehous
e room is laced
with laser trip bombs, but this continues to work in your favour as more guards
insist on choosing
an explosive lifestyle. Oh I forgot the mention it, but there's a lovely surreal
bug which causes
baddies 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 the
red lights flash
as there are four security rooms encircling this warehouse and each has two padl
ocked lockers
full of power-ups. Actually, the last one on the left just has the one padlocked
locker and it's
rather stubborn. It's ironic that padlocked lockers are more vulnerable to theft
than those that
are simply shut.
At the far
your PDA
decrypter.
pass them
jumping on

end of the warehouse is a red door keypad which can be bypassed using
There's possible some remaining trip mines, but you should be able to
by
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 will
come as no surprise that the way forward is via the lift that is sealed off and
labelled 'Out
Of Order'.
Crouch to enter this lift and you will probably notice... nothing. This is becau
se it is dark.
Whip out your specs (green nightvision mode) and have a closer inspection of the

lift roof.
Yes, a trapdoor, and should climb through it onto the top of the lift carriage.
Once in position
ontop of the lift, it's grapple time. There's no way of climbing the lift cables
, but look up to
locate the metal hooks. Note that there are two of them. The lower one is useles
s, but the upper
one help you out. It will allow you to ascend onto the roof of another lift at w
hich point you
will come under fire. This is a good opportunity to make a fool of yourself beca
use you'll be
wearing your shades and have nothing but a mobile phone in hand. After regaining
your confidence
you'll spot another grapple hook only just out of reach. After the short grapple
, you have the
choice of climbing the ladder or entering the abandoned lift at the other end th
e cage-like room.
If you take the ladder you can drop onto the defunct lift and make your final gr
apple, if you
enter the lift itself, you just need to climb through the roof trap door before
performing the
same grapple move.
Section 3
Exit the lift (mind the step) and collect the equipment on the table in the far
right corner
before using your PDA decrypter on the red door keypad. Welcome to the 'Launch C
ontrol' room,
step right inside for an action cutscene and notice the effectiveness of the 'Ga
ntry Control'
switch.
After falling into the blast pit, kill the troops to trigger the first launch. A
s in real life,
the klaxon makes it easy to panic and difficult to concentrate but all you have
to do is to run
into 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 an
d protected you
from the blast.
This is not a good point to put the kettle on, as you will now find yourself bac
k in the blast
area with a handful of ninjas to kill. In the background, the nasty lady shouts
negative
instructions to her ninja henchmen which doesn't help your nerves. I explained t
o her that the
nasty lady in a bond movie is bound to die (like the Star Trek extra that stupid
ly agrees to beam
down 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 red
beacon above the door, it's the only door available to you. If you've got time t
o laser the
padlocks and steal some more things that don't belong to you, then all well and
good but as before,

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 you
certainly 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 th
rough which she
was laughing at you a few moments ago when she thought you would fry. Press the
button to bring
life to the lift. At the top of the lift, don't mess about, climb a ramp and loc
ate 'Shuttle 3',
Kiko's chosen escape route. As the door closes behind her, flick the 'Gantry Con
trol' switch next
to 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 to
familiarise yourself with the new environment and get to grips with the reduced
gravity. This
means that you can jump higher, further, er and slower.
Go straight ahead and open the door. Directly infront of you is a guy ascending
a lift. It's
surprisingly easy to kill the space engineers with your laser, but it does take
some time to
recharge if you freak out. There's no need to go mad though, it's a little misle
ading as these
space baddies take 8 minutes to drop to the floor and die. Alright, it's slightl
y faster than that
but I'm having trouble coping with this weird atmosphere. The lift continues to
rise 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-thing
y. With the
reduced gravity, you'll have no problem jumping ontop of it. Now jump up ontop o
f the next
S.V.C.S.T. and finally onto the platform with no identifiable features for me to
describe. Take
a long running-jump to the platform across the room and hit the use/active butto
n to fill up on
space juice (Jetpck refill). If you've drank enough space juice, you can hold do
wn the jump key
to boost yourself upwards (there's an indicator built into your space suit which
can be monitored
at the bottom of your screen).
Armed with this knowledge, step to the back of the platform and look upwards to
the catwalk above.
You can do it. Remember to hold down the jump key and drink more space juice if
you are not
successful first time. Or second time.

Pass through the doorways to the 'Communications Centre' and kill any guards in
slo-mo. The
'Missile Control' room is to your right at the T-junction. It's so sweet that th
e baddies clearly
signpost 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 v
iewing alcove
right infront of you and jump down to the central circular mesh platform to defe
at the space
baddies.
This is where things go horribly Quake II. Activate the four 'Defusal Access' co
nsoles surrounding
the mesh platform in order to open the corresponding missile panels above. If yo
u prefer, you
could activate one at a time to keep track of where you are up to. Now you need
the eloquence of a
ballet dancer to boost jump to the accessible panels near the top of each missil
e. When you
successfully reach such panels, you need to pull one lever, followed by the othe
r before
finally hitting the defuse button. Does the society we live in really manufactur
e weapons of mass
destruction with a big green button marked 'defuse'?
You may have defused one or two, but you'll need to drop down below the mesh pla
tform to top up on
space juice at some point. If you are as good at ballet as I am, you'll need to
return for at least
10 pints of space juice at the refill station below.
Defuse all four missiles by activating their 'Defusal Access', boost jumping to
their access panel
and twiddling with the levers, knobs and buttons. To save time it's best to tack
le the missiles in
pairs, jump from one to the other takes far less time than returning to the refi
ll point at the
bottom.
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 L
aunch Sequence'.
It's now open, so take advantage of it. Continue through the doorway ahead and j
ump up to climb the
short ladder. Advance down the corridor and press the blue button to the right o
f the door to open
it.
The following cutscene leaves you with no doubt that you've reached the end of l
evel boss, Drake.
Thankfully, his character is realistic (as far as Bond movie are concerned) and
he's not a 9 foot
mechanical armoured beefcake with rocket launchers and lightning strikes at his
endless disposal.
If you are low on ammo, worry ye not, you get a free replenish courtesy of Drake
. What a sportsman.

You've
suits
any of
shame

only got the space laser but it's sufficient to kill Drake and pierce the
of
his space henchmen. While you're at it, pierce Brosnan. I hold my head in
for that one.

Once Drake is space dust, you do not have much time to play with. Exit via the d
oor with the
'Escape Pod' sign above it, the clue is in the question. Press the blue door pan
el to spark the
final cutscene.
Hope you enjoyed it as much as I did. If you have the patience to play it a seco
nd time, you'll
notice grapple hooks in positions that you never knew where humanely possible. I
've found one that
makes it awfully painful to sit down.

Thanks to 'Arsetound' for the encouragement and help.


Mike Smith
mr_mike_smith@hotmail.com
An attractive young woman walks into a bar. She says, "I think I'll have a doubl
e entendre, please".
So the barman gives her one.

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