Retro Game Walkthroughs For
"007 James Bond Nightfire"
(PC Games)

This game is also available on PS2, GameCube and GBA.

Retro Game Walkthroughs for 007 James Bond Nightfire (PC Games)
Submitted By: Unknown
"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 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 with
secrets, 'Bond Moves', hidden secret Bond moves and special
secret bond mega-secrets, you
don't need to be reading a walkthrough, you need to be trying to
find some friends.

Have fun :) ([email protected])


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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 onto.
This will take you all the way up to the main entrance, you may
need to kill some 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 above 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 patrolling
spotlight. 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'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 secure door
leading further inside the castle. The 'Energie' switch you are
looking for is found at the
far end of a small courtyard with a fountain. There's a small
flight of stairs to 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 top 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 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-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 found 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 guard. 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 secret lever I
would have thought. The safe is no match for your laser watch
and you now have the documents
requested by 'M'.

The voice of 'M' incidentally is quite a reasonable
impersonation of Judi Dench and Bond is
not far the relaxing sound of Pierce Brosnan. As for 'Q', well,
John Cleese is John Cleese
and 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 enough
to trigger the cutscene.

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


Section 4

No problems here. Laser watch the padlock for an equipment
boost, kill the guards 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 essential
rocket launcher. This will come in handy in 27.3 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. Looking back up
to the cable station, there are two guards firing at you. It's a
good idea to send
them on their way as you hear the sound of an incoming chopper.
The chopper can be easily
despatched with 2 or 3 direct rocket hits, but the problem is
getting a good clear shot. It's
easily heard but hard to be seen, so keep looking out of all
windows until you catch sight
of it. Once you know where it is, try to estimate where it is
heading for when it goes out
of view. Allow for the launch/impact delay when firing rockets,
in other words, the closer
the target 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.



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AIRFIELD AMBUSH

Enjoy the short cutscene in freezing conditions where the female
agent refuses to zip up
her arctic 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 perimeter fence,
easily avoiding the spotlights. Round the back you'll find the
'Enerad' generator. 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. The 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 dart pen
once he is out of sight.

Thank the sleeping guard for his level 1 security pass (I
slipped a 10 Woolworth voucher
inside his jacket) and head to the left of the control tower.
Jump the rail ahead of you
and enter the 'Control Tower Administration' door on your left.

I'm afraid this is a section where you need to look after your
stealth. I have an issue
with mental stealth, but let's not go there. 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
looking in another direction
or if you run underneath them to gather your breath.

*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 yourself, you
can smash the window right next to you and jump through it
without detection. Exit 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 corridor. Rest in
the alcove opposite. Neither the 'Conference Room' nor the
'Server Room' have anything of
interest.

Use your leaning abilities to time the camera and pop across to
the 'Utility Room'. I've
no idea what is in here, but you get a Bond choral blast if you
jump about to collect
something. Next, skip (in a macho manner) into the 'Accounting'
office for the simple
objective of getting a better view of the next security camera.

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

All is quiet at the top of these stairs in the 'Control Tower
Administration'. Smash 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 underneath 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 it 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 stairwell. If you
want to be flash (and save everyone one of us (c) Queen), you
could make a phone call at
this point.

It does no harm to explore the 'Catwalk Access'. Three guards to
kill and some sniper
ammunition are your reward. Next thing you know, the cameras are
offline. Next it is the 'Control
Tower' pinnacle. To reduce your damage you can lob two or three
hand-grenades from the
safety of the stairs, but the general idea is to be assertive.
There's little point in applying
for a UN security resolution in these situations. Whoops, bit of
politics there ((c) Ben Elton).

As your mission objectives explain, your next duty is to shoot
all 7 terminal and 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. This is the
sniper point you need in order to protect the blond piece. No
hints, here... just 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 face 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, you'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 to
your left. Crouch
and go through the tubing to make friends with some more guards.
If in doubt, talk about
football. Once they say the word 'goalkeeper' you should kill
them in a understanding yet
violent manner. You may choose to ascend the crates on your
right and retrace your steps by
jumping from crate to crate in order 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 guards to
your good friend, Mr. Death. Climb the first section of the
radar tower ladder to trigger
the 'Protect Agent Nightshade' objective, then immediately drop
down and return to the plane
to shoot all the oncoming guards as they pile through the
doorway.

Once refuelling is complete the objective about protecting the
plane is insignificant. Just
keep up with it and when the plane taxis to the end of the
runway and all you need to do
is approach it before it takes off.

Cue pointless cutscene. What's the story with the cutscene
graphics quality? Have they
transferred them to VCD, copied them to a VCR, then used a video
capture card to record
the finished footage?


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UNINVITED GUESTS

Section 1

No time for messing around, it's a quick start. Shoot the
approaching geyser (you 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 follow Mayhew
through the next door. Turn right after the door, accidentally
kill the approaching
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 presenting 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 manhole 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 the 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 engagements, go
up the stairs in the room to your right, shoot the guard and use
your laser watch on a
chest inside the wardrobe for extra goodies.

After loading this section and clearing the way, proceed
straight ahead and through the
door on your left at the end of the corridor. I know you'll be
fascinated by your 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 door. 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. Surprise 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 need to take
out 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 all
baddies 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 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 it's another case
of retracing your steps back
through the bedroom, back through the lounge, but hang a right
through the double doors to
another 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 the
kitchen. Why? No reason at all, I was just making the point that
you cannot always rely on
walkthroughs. Go out of the kitchen and straight ahead into the
central lounge area. There's
just 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 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 note of
the '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, it's the
bathhouse. Enter the bathhouse
and rescue the girl. Enjoy the short but flirtatious cutscene.
Now you have just the one
hostage to rescue located 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 find no way
of descending, you must have forgotten to flick the manhole
switch from inside Mayhew's bunker.
If this is the case, you need to go back through the wooden
garden gates, head to the rock
formation, shoot the lanterns and clamber back to the pavilion.
After that, make your war to 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 tooled 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,
you will find the
double doors to the front car park on your right. This is where
the final hostage is being
held. Once you've killed her captors, familiarise yourself with
the front car park 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' door.


Section Change

Go down the stairs and approach Mayhew.


Section Change

Watch the cutscene, gasp at the consequences, and prepare for a
ninja fight. There's no
tactics needed, just run and shoot. When you are successful, you
can watch another cutscene
and pack your essentials for Tokyo. I don't trust that French
bird.



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PHOENIX RISING

Section 1

Sit back and enjoy the best cutscene in the game. OK, squirm at
the double-entendre but try
to concentrate on the positives. This is the beginning of an
epic mission, if you 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 the 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 your lobster.
Remember not to kill the guards, but tranquilise and electrocute
them as much as you deem
necessary. Then electrocute them again for comedy effect.

Two guards patrol to your left. To make things easy, use your
dart pen on both of 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 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 until
you strike gold and your objectives are updated. The pass should
be facing the sleeping
receptionist.

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

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 override the
red 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 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 display
'Online' above them.


Section 3

Welcome to the top-ish floor, you are about to have SO much fun,
although it will not feel
like fun at the time. If you trip the alarm at any point in the
next section, you are on
your own. You can still complete the level but it's not
pleasurable.

'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 gadget.

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 ahead to the
corridor that bends to the right.

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

Go straight ahead down the small corridor and through the door
on the right. Continue
logically to the next door and listen to the warning from 'Q'.
This is a prime example of
how useful the 'lean' keys can be. Ignore the 'Server Room' for
the time being and
concentrate on avoiding the security cameras. In fact there's
one waiting for you 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. On your left
is a door to the kitchen. If you haven't triggered the alarms,
you can walk in without 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 making a dash
for the far door.

After leaving the kitchen have a rest under the next security
camera in the corridor. 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 single door to
enter the dark offices. You can refill your tranquiliser darts
in the second office 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 light 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 its 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 DO 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 spot it and
you are introduced to Mr. Tommy McTrouble. 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 spiral area if
he runs after you.

Run towards the camera, ignore the double (Diana) doors on your
left and slip through the
door on your right. At the far side ((c) Gary Larson) of this
office, you'll notice a guard
making use of the water fountain. Find a way to put him to
sleep. I forced him to watch the
first two Lord of the Rings films back-to-back and he slept like
a baby.

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/use
to open the CD draw. As per usual, whip out your 'Euro Charge'
credit card gadget 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 and use your
PDA 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 and you are on
your own... you rebel.


Section 4

Double-back on yourself to the right, creep past the window
where the engineer aimlessly
walks 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 musn'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 an indication
of your authority. Before
leaving this room, stun the engineer again. Stun him another
time and phone my psychologist
if you have any explanation as to why I feel the urge to
persecute this guy.

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 crouching,
descend the stairs 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, follow 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 left at the
corridor junction.

On the left at the end of the corridor is a doorway leading to a
room with a guard and an
engineer getting friendly. You can try to sneak into the room
but the guard is almost
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, another
approach is to throw a flash bomb at their feet then run in and
electrocute them in the
confusion. A third method is to locate a nearby fuse-box and cut
the power to the lights in
order to sneak past the enemy. 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 cutscene 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 up 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 guards'
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 prayer 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 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
free from guards, so you whiz up the glass to see the cutscene
where you jump ontop of the
lift.


Section 6

You can only head left after the cutscene. The first room on
your left is the entrance 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 doors. 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 control panel
to make it green.

Enter the dome that houses the main computer terminal and tap
away at the keyboard 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 over describing
your new objectives.

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 office and
go through the 'Exit' door to your left.


Section 7

Enter the penthouse suite. You wish the double doors would open,
but have patience. Use
your 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 for
a BK Chopper (its like a BK Whopper, you need to flame grill
it). Head outside and 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 armour from
behind 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 chopper movement is
not straightforward, but it only takes a couple of hits to bring
it down. You are 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 your watch but
let'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 the
door.

After killing the guards you'll be delighted to discover a
couple of proximity mines in a
cupboard to your left. You need to explore the area behind that
door too. You've
been here before, but you must battle your way to the distantr
room past the
'turbines/generator' wall plaque. After flicking the switch to
generate lift power, you may
return 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 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 await. When
you 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 left
out 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 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 initialising 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 hit the door
switch. The chamber
floods with water but don't panic ((c) The Hitch-Hiker's Guide
to the Galaxy). Follow the
tunnel and activate the next door switch. Kill the baddies and
ascend the platforms
surrounding the shuttle. Since you are underwater, your jump key
allows you to ascend in a
way that is only possible in a porn movie. High above and
slightly to the right is another
door but you'll need to flick the red switch to gain access.

Follow the tunnel to the laser trips and save your game. Observe
and time the lasers 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 the water
leaving you free to proceed.

The next door leads you to a showdown with Rook. He's pretty
harmless and I'm placing my
money on you. Rook tends to linger at the top of the chamber and
you should be aware of
the fan on the floor, it sucks everything towards it, so you
will need to jump from ledge to
ledge 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 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 to kill the
baddies that make your life difficult as the elevator descends.
Award the priority 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 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 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 expected to be
on the same wavelength as the level designer. You have two
options, you can remain on the
lift (which will hurt) or you can concentrate on the metal hook
directly above the guy you
just shot. This is a grapple hook and you need to be familiar
with this technique from now
on. What's the story, morning glory ((c) Oasis), select your
phone gadget and fire it
directly at the metal hook, holding down the fire key until you
have safely landed in the
walkway.


Section 2

Head to the right, you've been here before so you should be
familiar with the layout. At the
T-junction take a left, then left again through the door for an
office battle. After shedding
blood continue ahead, hang a right into an office area and leave
via the far door. Ahead to
the right is the 'Server Room' which is your next objective, but
let's play by the 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 out 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 through the single
door to your left next to the security gate, where three
unfriendly guards choose 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 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. Donald McDeath.

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 right. 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 locked 'Security'
office. Round the corner to your left is a guy guarding the exit
you will use when we've
completed the outstanding objectives. Continue past the exit and
cross the infamous walkway
with the grapple hook.

*Problem Point*
A handful of new baddies are waiting to greet you but you know
this level like the back of
your hand by now, so make your way to the 'Server Room'. We need
to create a mess of this
room, so pop back to the 'Administrator's office and the
adjoining room if you are 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 countdown
messages if you are a successful server-slayer, e.g. "You must
destroy three more servers".
At first I misunderstood the advise from my mentors and threw
lots of grenadine into the room.
Being made of pomegranate juice, this did have much effect,
although I wrecked the space-bar
on one of the 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 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 find
level 38 irresistible. Extra rockets and increased damage is all
that lies in wait. 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 is home to some amour plating, a bag of stuff and
another crazy briefcase
infront of the nearby desk. Upon reaching level 20, the
stairwell explodes, but you are just
able to drop down the first flight by hugging the left hand wall
starting from the
double-doors of level 19.

Work your way through the offices of level 18 and you'll
eventually find yourself looking
up at the nostalgic corridor with the grapple hook. As you begin
to reminisce about the
good old days, a guy with a rocket launcher rudely interrupts
your dreams. An explosion 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 through the
window slaughtering the guards. You have to be cruel to be kind
and 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 rocket ammo.
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 expecting
and you might consider dropping one of your weapons in favour of
the ones they leave
behind. Level 7 holds the future, but by all means, venture to
the bottom of the stairs 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 tricky. 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 because sometimes
the 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 A.I.
briefcase which will take pleasure
in grazing you. By all means, do it the hard way, but I simply
had a party with my rocket
launcher (we wore party hats and had party poppers too. When I
pulled the first part popper, my
rocket launcher massacred me in self defense). 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 on your right.
If you look up you can just about see the spirals which once
magnetised you. If you
continue to see spirals after this point, you should cease
playing the game and gradually
reduce your drug intake. Approach the opposite end of the
balcony to trigger a wave of rocket
launching baddies on the floors above and below, then say hello
to the far security gate to
trigger the baddies to burst out of the 'Meeting Room'.

Laser the padlocked chest in the meeting room to acquire the
explosives and return to the
balcony area to find all the security gates recoiled (open).
Choose the corridor to the right as
you leave the 'Meeting Room' and pop through the single door on
the right just before 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 said window
and continue your task of crippling the computer network. There
are two server cabinets
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) on the left hand one,
then stand back and
rocket the other cabinet on the right. Two birds, one stone...
and a proximity mine. 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 the dark
offices. There's another two servers to destroy here. Use the
same gimmick, a proximity
mine for one, a rocket for the other. Carefully dismantle the
window in the next office,
by smashing it with tremendous force and head slightly to your
right, collecting the
armour plating and hand-grenades. After collecting the spare
rockets, don't ignore the laser
trip mines on 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 park
without explanation, I panic. A black van makes totally
exaggerated tyre screeches 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 to snowball
the difficulty beyond control, but it is equally easy to keep it
simple.

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 smashing the darkened glass
hiding the security room to
your right. Jump through the broken window and eliminate any
remaining opposition. There'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 some security
gates that answer only to this switch.

Jump back out of the security window and hug the wall to your
right. Pop down the stairs to
create a 'security alert', thus dopping grills. This is where we
all get stuck, 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 faint 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,
especially ridicule ((c) Adam
and the Ants)

Head to your left past your rubber dingy and head through the
rock archway. I knew you
couldn't resist taking a pot-shot at one of those pigeons
perched on a rock. Continue to
follow the shore until you come to a beach hut guarded by
commandos. They are tougher
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 to do.

Leave the beach hut and head left across the water to begin your
ascent. This next
section is quite linear, continue up the path back through the
rock archway. At the top
of the path, enter the cave, man. *Enter your very own pun joke
in this space*


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 guards
without blinking. There's a padlock to BBQ and one of the far
cupboards reveals armour
plating 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 a third
party, it will taste exactly
like Bailey's Irish Cream... if you concentrate hard enough. Pop
back out and through
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 right 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 the
guys in the next room anyway. There's some equipment up for
grabs if you climb the
ladder on the far left, but the 'Only Way is Up' ((c) Yazz and
the Plastic Population),
and to your right.

So climb the stairs and enter the high-tech corridors. The first
room on your right
supplies you with supplies, check all the lockers too. Press on
down the corridor,
kill some people for a cheap laugh, then laser the padlock to
get your hands on the
explosives. Now head up the 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
should 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 can
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. After
passing through the doorway at the top of the stairs you have
the choice of another
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 on
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 swim
to the control room area to the left. There's a little ladder to
help you out of
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 flight
of stairs to your right who can be sprayed with bullets. The
technicians won't even
look up from their clipboards. Collect the equipment from the
lower room and then
'Euro Charge' the Q-virus onto the computer next to the
technicians. After leaving
the control room area, begin a new paragraph because this one is
too lengthy.

The missile gantry is now moving up and down like a bizarre
fairground ride. We
need to jump onto it from the platform ahead 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 simply 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 swim
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 in the desired location.

You can run straight ahead on jump onto the moving missile
gantry. When it rises
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
by picking off some of the annoying guards in this area. Climb
the ladder past
the second catwalk 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 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 either
side. You leave the balcony on the far left 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
ascent 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.

Enter this control room to 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't run
straight through the door ahead because your Australian
colleague needs to be
released from the cage to 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 beyond the cage. There's also a new weapon, which sort
of falls into
the grenade launcher class. You may need to sacrifice an
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, and at this
point you need to jump onto the next section of path below where
the guards
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 with
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 inside on
the upper balcony,
but our destination is the trapdoor in the far right 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 trapdoor
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 the
generator hut. You went upstairs to the roof, didn't you? Come
on, be honest.

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 purge
ahead and hang a left through the door with an amber roof light
outside. Pass straight
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 through 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. Infiltrate 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. If you
want me to be honest, the
very secret to life, the universe and everything is located on
the roof of this building,
the only problem is that it is invisible, it can't be touched,
it can't smelt, heard or
tasted and I'm lying through my teeth.

There's a nearby garage-type 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 passing 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 many
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 road 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 character.
Anyway, what are you waiting for? Swim out to the three bridge
supports and plant 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 aware of
your progress.

How do you get out of the water? You don't. Once you've placed
the third explosive, 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 left 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. The 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/rollercoaster track into the main complex,
climbing the little ladder
at the end. Remaining undetected makes things MUCH easier for
you and for the nearest
casualty hospital 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 sellotaped 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 nicely infront
of 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 view
of the walkway you just flew from. There's a grapple hook to
take you back up there, you
can use it without attracting attention and can then perform the
Bond move by monkey climbing
across the rope directly above your head. If you've been
detected and can't be bothered
with all this stealthiness, just kill everything and catch up to
where we are now. Use your
PDA decrypter to bypass the red keypad and open the door, then
creep across the gangway to
the far door and dart the guard if you deem 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 wall. Fly across
and laser the grill on your immediate right to head through the
ducting. Continue past the
drop in the ducting and fall through into a small office. Leave
the office and explore 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 lighter to
take a clear photo of the blue map on the desk infront of you.
Objectives are updated and the
security guards have been alerted. Don't worry about stealth
anymore, kill them in a
style that would make your mother faint. In the security room,
there's a pass enabling you
to swipe your way through the protected door on your left.

Across the gangway to the right is a lever to adjust the
position of the overhead platform.
Opposite the lever is a locker holding some armour plating. Now
that the yellow platform 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 first entered this
room. Yes, you noticed the padlock, burn it by all means, but
only armour lies in 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 takes you.

To make things easier for yourself you can shuffle up the
catwalk and sniper most of the guards
ahead and below. Alternatively you can do a Bruce Willis and run
down the corridor shooting
everything that moves. You should wear a torn, sweaty vest if
you opt for this method. Continue
across the catwalk noting that the security doors on either side
are indeed secure. Take a
right at the final catwalk junction and drop down the ladder
next to the mono-train. You can also
go left at the catwalk junction if you need to drop into the
high voltage cage for 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 one of them in
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 would
otherwise be faced with a messy gunfight. Keep following the
track and the walkways 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 the door with the
red keylock. Enter the hi-tech corridor and press the metal to
the floor ignoring the empty
security 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, are
under 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 the
indoor 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 security room holds
nothing of interest and the doors to your left and right are
sealed. As you proceed straight
ahead you may have to deal with guards rushing from the security
door on the left. If this is
the case then don't forget to rifle through their personal
belongings in the lockers. 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. Ascend 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) Terminator 2) just kill
anything 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, wrong
script, that's Indiana Jones. There's no snakes after all, just
a door. A door that resembles a
snake if you squint... and drink a lot. OK, it's just a regular
door... but there SHOULD have
been 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 opportunity to sniper
as 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 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 method to avoid
detection, 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 dealt
with at distance using the rocket launching gun aimed high. This
entire warehouse room is laced
with laser trip bombs, but that works in your favour as more
guards insist on choosing an
explosive lifestyle. Oh I forgot the mention the 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 padlocked 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 end of the warehouse is a red door keypad which can
be bypassed using your PDA
decrypter. There's possibly some remaining trip mines, but you
should be able to pass them by
jumping 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 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 because it is dark.
Whip out your specs (green nightvision mode) and have a closer
inspection of the lift roof.
Yes, a trapdoor, and you should climb through it onto the top of
the lift carriage. Once in
position ontop of the lift, it's grapple time (this is similar,
but less funky than 'Hammer Time'
(c) M.C. Hammer). 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
useless, but the upper one will help
you out. It will allow you to ascend onto the roof of yet
another lift at which point you
will come under fire. This is a good opportunity to make a fool
of yourself because 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 the cage-like room. If you take the ladder you
can drop onto the defunct lift
and make your final grapple, 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 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 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 and protected you
from the blast.

This is not a good point to put the kettle on, as you will now
find yourself back 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 to her that the
nasty lady in a bond movie is bound to die (like the Star Trek
extra that stupidly 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 to 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 through 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 locate 'Shuttle 3',
Kiko's chosen escape route. As the door closes behind her, flick
the 'Gantry Control' 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 you 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 misleading as these
space 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 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-thingy. With the
reduced gravity, you'll have no problem jumping ontop of it. Now
jump up ontop of 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 button to fill up on
space juice (Jetpack refill). If you've drank enough space
juice, you can hold down 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 the 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 viewing the alcove
infront of you and jump down to the central circular mesh
platform to defeat the space
baddies.

This is where things go horribly Quake II. Activate the four
'Defusal Access' consoles surrounding
the mesh platform in order to open the corresponding missile
panels above. If you 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 missile. When you
successfully reach such panels, you need to pull one lever,
followed by the other before
finally hitting the defuse button. Does the society we live in
really manufacture 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 platform 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. Where's
Billy Elliot when you need him?

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 tackle the missiles in
pairs, jumping from one to the other takes far less time than
returning to the refill 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 Launch Sequence'.
It's now open, which is an example of perfect logic. Continue
through the doorway ahead and jump
up to climb the short ladder. Advance down the corridor and
press the blue button to the right
of the door to open it.

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

Once Drake is space dust, you do not have much time to play
with. Exit via the door with the
'Escape Pod' sign above it, the clue is in the question. Press
the blue door panel to spark the
final cutscene.

Hope you enjoyed it as much as I did. If you have the patience
to play it a second 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
[email protected]

An attractive young woman walks into a bar. She says, "I think
I'll have a double entendre, please".
So the barman gives her one.

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