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    Secrets FAQ by LM

    Updated: 01/28/04 | Search Guide | Bookmark Guide

    Date: January 2004
    Author: LM
    Copyright info: This document may be freely copied and reproduced
    Introductory note
    1. The secrets in Nightfire fall into two categories: plain secrets and “Bond
    moves” (abbreviated as S’s and BM’s below). The Bond moves are usually
    roundabout ways to proceed in the game, such as circumventing security,
    avoiding direct confrontation, etc. The Bond moves are different from the
    secrets in that, in most cases, they register only if you perform them when
    they are meaningful, i.e., before doing something more direct and brutish. In
    other words, when a Bond move consists in making use of a grapple point to
    sneak unnoticed past the guards, it may not register if you kill them first and
    then use the grapple. I’ve tried to mark the Bond moves that are sensitive in
    this respect; look for words in capital letters, such as DO NOT, BEFORE, etc.
    2. The secrets and Bond moves are tallied only at the end of each mission,
    which makes it harder to keep track. When you discover them, you don’t get a
    written message, such as “You’ve discovered a secret!” You hear a brief upbeat
    tune, different for secrets and for Bond moves. The discovery of a Bond move is
    also marked by the appearance of a 007 logo in the upper left corner of the
    3. The game has been played in the “Agent” difficulty setting. Other settings
    may produce different results in terms of the number of secrets, ways to get
    them, etc. Probably not, though. However, in mission 6, I’ve been able to
    discover more secrets than the after-mission tally is programmed for. When I
    discovered two secrets and two Bond moves, the after-mission stats were shown
    as follows: Bond moves: 2 out of 0; secrets: 2 out of 1. Therefore, this FAQ
    may not be as complete as I think it is. Then again, maybe it’s just that I
    have an unpatched or defective disc.
    4. The BM’s and S’s are listed in the order I was finding them while playing.
    Your order may be different, but not by much, since the missions are pretty
    linear. One notable exception is mission 3, where several sequences are
    5. A Transition with a capital T means a time when a new scene requires the
    game to load it and you are forced to stare at a certain actor’s likeness with
    the word “LOADING” below it.
    Mission 1. RENDEZVOUS
    Total: 2 Bond moves, 2 secrets
    BM1. DO NOT jump down from your starting position (or get too close to the edge
    without a railing) before reading this. Your objective is to get inside Drake’s
    castle. There are various ways to achieve that, but not all of them will win
    you a Bond move. You should be facing the castle when you land. Look left and
    you’ll see a couple of watchtowers connected by a bridge, with an idling truck
    below. Look right, and there’s another couple of watchtowers. Put on your
    Q-specs (F is the default key) and change their setting (with the V key) to
    infrared, i.e., purple. Still looking right, you should be able to see a guard
    manning a searchlight on the bridge between the twin watchtowers and another
    one patrolling the road. Attach the silencer to your pistol (with the pistol in
    hand, press the Alternate Fire key). Your best bet is to shoot with the Q-specs
    on: that will improve your accuracy immensely. Wait for the gadget to recharge
    and kill the guards. (There are guards on top of the twin watchtowers on your
    left as well, but killing them is not critical for this BM.) You have two
    options to complete the BM:
    OPTION 1. Jump down onto the right-side ledge of the bridge connecting your
    watchtower with its twin. You’ll hear the truck pulling off. Facing the
    watchtowers that were formerly on your right, wait for the truck to come out
    from under the bridge, jump onto its roof, and stay low by crouching (the
    Control key by default). The truck is heading for the castle gates, where it’ll
    stop, ostensibly for the guards to inspect it. You should stay on its roof, but
    I cannot pinpoint what triggers the BM tune. Sometimes I had to kill the
    guards, sometimes it was enough to incapacitate them with flash grenades, and
    sometimes I just stayed crouched with the guards shooting--as the truck was
    apparently being let through the gates.
    OPTION 2. Jump down (the truck starts moving) onto the bridge, open the door
    behind you, and run downstairs, outside, and towards the watchtower that was on
    your right when you landed. Grab the submachine gun left by a slain guard, get
    to the door of the watchtower, burn off its lock (read about the watch gadget
    in step S2 below), get upstairs, and jump down onto the roof of the truck--even
    though by that time, M has probably informed you that you have missed it. Stay
    on its roof and do whatever you would at the end of Option 1. (If you are fast
    enough, you can even grab the armor plates that are found on the table in the
    upper room of the watchtower, before getting on the truck.)
    BM2. This should be done BEFORE you kill any searchlight-manning guards or
    shoot out any searchlights. Just inside the castle walls, there is an area to
    the left of the entrance and directly opposite the unloading station where the
    delivery truck has docked. Go there, but don’t venture too deeply inside. As
    you enter, preferably crouching, kill the lone guard up on the balcony
    (remember to use the Q-specs for better accuracy). Still crouching, approach
    the uncovered part of the generator located here. Position yourself so that a
    green icon appears at the bottom of your computer screen. It should show a
    hand, and it is called the Use Item icon. (Actually, the icon can be stubborn
    in this area. Just aim in the general direction of the red switch.) Press the
    Use key (E by default), and the searchlights go dead up on the castle walls.
    S1. Still facing the generator, turn left about 30-45 degrees and you should
    see a gray device just above the balcony where you killed the guard. Its
    brightness oscillates slowly, and it looks like a old-fashioned door handle.
    Whenever you see such a device throughout the game, you know you can use the
    grapple from your gadget inventory (G is the default key for switching from
    weapons to gadgets and vice versa). Equip the grapple (disguised as a cell
    phone), aim at the device, and press the Fire key. There is some ammo and armor
    on the balcony where you’ll land; the way back to the ground is through the
    hole next to the armor plates.
    S2. You find this one inside Drake’s lair, when you’ve already acquired more
    gadgets at the party, taken pictures, and met two female agents. While you are
    making your way through the chateau, M informs you at some point of a secret
    safe in a “red gallery.” The gallery she is talking about is the room you are
    about to enter or have just entered, even though it doesn’t look quite red to
    me. Anyway, that room has a beam that you should use to get to the other side
    and from which you can kill the guard below. The safe is located behind the
    painting hanging to the left of the fireplace downstairs. You may discover it
    on your own by trying to “Use” all the paintings in the area or by putting on
    the Q-specs, switching them to X-ray (blue), and looking for suspicious objects
    behind the canvasses. When you “Use” the camouflage painting, it moves,
    revealing a safe. When the blue-colored Use Item icon appears (it shows a
    watch), switch to the gadgets, equip the watch and burn off the lock. Your
    tangible prize is a couple of hand grenades.
    Mission 2. AIRFIELD AMBUSH
    Total: 1 Bond move, 5 secrets
    S1. Soon after the start of the mission, you come to a generator that you have
    to turn off in order to disable the searchlights. Facing the generator, look up
    and left, about 45 degrees. You should see another one of those gray door
    handles on the roof tower. Whip out your grapple and get to the roof. There’s a
    bag with some supplies there, while the guard standing next to it, whom you can
    and must kill, will leave a sniper rifle for you. The order in which you kill
    the guard, get onto the roof, and deal with the generator is not important.
    However, you may only kill this guard; any attempt to punish the other ones you
    may see, even on this same roof, will lead to mission failure. Don’t worry,
    you’ll have your chance later in the mission. The safe way down from the roof
    would be to jump down to a lower roof nearby and then down to the ground or
    onto the generator.
    S2. In the first building that you enter in this mission, marked “Control Tower
    Administration,” there is a room marked “Administrator”--it’ll be on your left
    after you make your first left turn. The desk inside the room has one of the
    drawers ajar. “Use” that drawer to open it and get a pistol, different from the
    one you already have.
    S3. In the same building, before the up staircase leading to the “Control Tower
    Administration” room, there is a room marked “Utility Closet.” There’s a supply
    bag on the shelf there.
    BM1. As soon as you gain access to the Control Tower, you’ll end up in a
    stairwell. DO NOT use the staircase. Look up: there’s a grapple point on the
    ceiling. Use the grapple to get upstairs quickly.
    S4. After you save your partner, who keeps “making a break for it,” but before
    you enter the warehouse, note the two trucks docked at the unloading platform
    next to it. Using the Jump/Crouch maneuver, get onto the wooden crate next to
    the truck with no cover and then into the back of the truck. There is a supply
    chest there; burn off its lock to find some goodies.
    S5. Inside the warehouse, you’ll notice a fenced area next to the door marked
    “Main Warehouse Administration.” Since the entrance is blocked, the only way in
    is from the roof of the nearby office. You get to the roof by jumping from
    crate to crate. You will find crates that are stacked suitably enough after
    you’ve crawled through a pipe into another section of the warehouse. The jump
    from the final crate onto the roof of the office adjacent to the fenced area
    can be tricky. I’ve found it useful to switch to the unarmed hand in the
    weapons menu in order to make a successful jump.
    Total: 3 Bond moves, 5 secrets
    S1. After the cut-scene in the bunker, turn away from Mayhew and go left. The
    room at the end of the passage has a locker. Burn off the lock.
    S2. The room where you rescue the Bathhouse hostage has an elevated area. If
    you choose to penetrate the Bathhouse through the underwater passage rather
    than through the entrance door, that’s where you’ll emerge when you enter. Or
    you can simply jump up there from the bath area. Anyway, there is a wooden
    chest there, with a lock for you to burn off.
    BM1. In order to claim this BM, DO NOT go inside the Viewing Pavilion (where a
    hostage is held) before reading this. In the Main Garden you’ll notice two
    Oriental lanterns hanging on a wire. Using the sniper rifle, kill the thug
    guarding the hostage in the Viewing Pavilion. (Then read step S3 below, for
    future reference.) Shoot off the lanterns and climb on the rocks next to the
    tree to which the wire is attached. A green-colored icon (“Hand-over-Hand”)
    should appear. Press the Use key and then the Move Forward key, waiting out
    sparking fits in the two areas where the lanterns used to be.
    S3. If you inspect the Main Garden area before executing BM1, and namely, if
    you take a stroll on the boardwalk adjacent to the houses in the area, you’ll
    notice a room with a wooden chest behind a window. That room can be reached in
    the following manner. From the Viewing Pavilion (where you get after completing
    BM1), go forth and have a fight with some goons in a dining room and a kitchen.
    Walking past the kitchen, you’ll reach a corridor with two doors, one on your
    left and the other straight ahead. Go through the latter and through a
    Transition zone. In the larger and brighter room that follows, go through the
    door (and another Transition zone) on the far right. The chest is now yours for
    the taking. You’ll need to destroy whatever sits on the lid so that it could
    S4. After you leave the S3 area, go through the door directly in front. You’ll
    end up in an enclosed garden. Go to the right (NOT left, or else you are
    risking lucking out on BM2 if you venture too deep inside), past one door (as
    you are walking by, the Transition Ahead icon appears), and through the second
    one. The large room at 1 o’clock from the entrance has an upper level. There is
    a smaller room upstairs, with a closet. “Use” the sliding door, and a wooden
    chest is revealed. Burn off its lock.
    BM2. As you leave the smaller room in step S4, look left. Jump onto the floor
    lantern and then onto the chest of drawers. Using the Jump/Crouch move, crawl
    outside. The 007 logo appears when you land on the roof. (The BM WILL NOT
    register if you have already done something in the building under that roof
    (Servants’ Quarters), other than what is described in S4. That would include
    releasing the Servants’ Quarters hostage or destroying Mayhew’s computer.) You
    can now walk over to the three skylights and kill the goons who are guarding
    the hostage below. What I would suggest next, however, is moving on to BM3
    rather than jumping down to where the hostage is standing.
    BM3. After BM2, jump down into the garden and locate a grapple point above a
    balcony. Use it to gain access into the Library, from upstairs. (The BM WILL
    NOT register if you have already rescued the Library hostage.)
    S5. In a corner on the first floor of the Library, there is a single bookshelf
    that contains, among other books, a thick folder with a red Phoenix logo
    (Phoenix being Drake’s company). When you approach the bookshelf, the Use Item
    icon appears. Press the Use key, and the bookshelf will move, revealing a
    secret room.
    Mission 4. PHOENIX RISING
    Total: 4 Bond moves, 3 secrets
    S1. As you are about to leave the garage through the door marked “Exit,” turn
    around and look for a white van with the Phoenix logo. Its side door is open,
    and you will find some ammo inside it.
    BM1. After the next scene loads, you should immediately neutralize the two
    guards who are walking away through the left-side passage. There are several
    ways to claim the BM now:
    OPTION 1 (the safest and most logical). Proceed through the left-side passage.
    Just as you enter the larger area, look up for a grapple point on the balcony,
    right above you. Getting on the balcony allows you to safely bypass the guard
    who is observing this area from behind the tinted window on the main floor. The
    idea is to get to the far end of the balcony and jump down from there.
    OPTION 2. The BM still registers if you postpone using the grapple point until
    another time before the next Transition. Actually, if you face the giant stone
    tablet hanging from the ceiling, you’ll notice that there are two grapple
    points, one on the right, the other on the left.
    S2. Before you jump from the balcony as mentioned at the end of BM1, Option 1,
    check out the sitting area where the balcony widens into an overhang. There is
    a pistol and some ammo on a table there.
    BM2. This comes when you have turned on the elevator and gone to the upper
    floors. Shortly after you upload the virus to the first computer, you’ll see an
    open area that connects one section of the building with the next. There are
    two spiral-like objets d’art suspended from the ceiling. You can fire your
    grapple at the point where the nearest one is attached to the ceiling. Repeat
    this on the second grapple point and then land on the walkway on the opposite
    side. This apparently allows you to be less noticeable to the guards patrolling
    the area. The BM WILL NOT register if you use the grapple points when, after
    crossing this open passage in the normal fashion, you make a single step into
    the next section of the building, where you see a guard constantly checking the
    alarm-sounding station.
    S3. This will happen right after the Transition that gets you into the
    maintenance area. There is a door to the right of the starting point, past the
    window of the room with a worker. The door leads into a storage room that has a
    locker with a destroyable lock.
    BM3. Soon thereafter, when you open the exit door located up the catwalk in the
    room with generators, turbines, and several workers, you’ll see a fuse box on
    your left. Burn off the lock, open the box, and shoot out the fuses.
    BM4. When you get to Drake’s penthouse, do not bug his computer (the bugging is
    achieved by approaching its front) right away: this summons a gunship, which
    could complicate exploration. Explore the area and find a security keypad next
    to a large gate. After you break the code, a secret door to the right of the
    keypad will open, revealing a supply room. Burn the lock off the chest inside
    the room, which will give you an unlimited source of bullets for your automatic
    rifle and pistols. The gated part of the arsenal, where a rocket launcher is
    stored, will be accessible later. A stray missile from the gunship that will
    appear when you plant the bug will hit this room and clear the way to the
    weapon and its ammo. You’ll hear an alarm go off when that happens. That
    missile will also blast open the supply room if you haven’t done it yourself by
    then, but the BM WILL NOT register in that case.
    Mission 5. HIDDEN AGENDA
    Total: 1 Bond move, 3 secrets
    BM1. Three different ways to achieve this are possible, but Option 1 is not
    available once you are out of the air duct where you start. Also, if you choose
    Option 3, BM1 and its companion S1 will actually be preceded by S1 and S2.
    OPTION 1. When you start this mission inside an air duct, you’ll come across
    several vents with burnable clasps, each allowing you to drop down. For Option
    1 to materialize, go up from the starting point, right (and past a vent), and
    right again. Use the Q-specs now so as not to miss a T-junction that comes
    next. Turn left at the junction (another vent), left again, and then right. The
    vent you see in front is the one you want. Burn off the clasp and jump down
    onto a piece of machinery, which, in my technical ignorance, I presume is a
    generator. First, deal with the resistance on the floor below (let’s call this
    area “Main Machine Room”) and in the various rooms overlooking this one. Then
    look up, and you’ll see a wire overhead. Jump onto the higher part of the
    generator and execute a hand-over-hand maneuver. The BM registers when you land
    on an air duct.
    OPTION 2. The same wire is accessible from the ground floor. In this case, you
    can experiment with different vents in the air duct and choose the most
    suitable one in terms of safety and advantage. Then find the Main Machine Room
    and kill everyone there. There is a door on the ground floor, marked “Control
    Room 1.” There is also a small ledge in the wall, running at a little less than
    your height along most of the perimeter. Note the generator next to the wall,
    not far from Control Room 1. Next, use one of these alternatives: (1) If there
    still are flammable barrels nearby, Jump/Crouch on them; (2) If all the barrels
    have been destroyed, walk past the generator, locate a small lamp wedged
    between the floor and the wall, jump onto the lamp. Then get onto the wall
    ledge, move towards the generator, and Jump/Crouch onto it. From there, jump
    onto the nearest generator, and continue until you reach the sixth one. It’s
    the one where you land after dropping from the initial air duct in Option 1.
    Follow the instructions above to reach the second air duct.
    OPTION 3. The generator from which you start jumping in Option 2 can be reached
    in a different way. At some point in this mission, you’ll be required to visit
    Control Room 1, which will be accessible by then. Once the turbine-activating
    button turns green upstairs in that room, jump onto the control panel and crawl
    outside. Drop onto the generator and follow the rest of the instructions in
    Option 2.
    S1. Still on top of the air duct you reach at the end of BM1, burn the clasp
    off the side vent and get inside the duct. Crawl all the way into an otherwise
    unreachable room with supplies, including a rocket launcher.
    S2. Back in the Main Machine Room, note the security room overlooking the
    machinery and flanked by catwalks. Also note the two fenced areas to the left
    and right of the control room on the ground floor. There is an armor jacket in
    one of them, but the gate is blocked. You can get inside the security room
    (after breaking its window) from the catwalk. Or you can reach it eventually
    while exploring the corridors, in which case it will be discovered after S3. In
    any event, the security room (its door is marked by a picture of two
    maintenance tools, so maybe it’s not so much a security room as a maintenance
    control one) has a vent in the floor. Burn off the clasp, drop or climb down,
    crawl, and claim the aforementioned jacket.
    S3. Back in the Main Machine Room yet again, go up the catwalk to the right of
    the security room. Walk through the door marked “Service Elevator” and then
    through another door. Turn right and open the central maintenance panel on the
    wall. Take the laser trip mines.
    Mission 6. HIGH TREASON
    Total: 2 Bond moves, 2 secrets
    BM1. When you are in the falling elevator, there comes a point when your ordeal
    is almost over and you have to use your grapple to jump ship. Well, you need to
    do this WITHOUT shooting the guard who appears next to the grapple point. By
    doing so, you’ll crush him when you grapple-jump. Sadistic economizing, if you
    ask me.
    S1. This happens after you have entered the stairwell. One of the rooms on the
    29th floor has a supply bag and an armor plate sitting on the floor. Less
    visible is the Phoenix Ronin, i.e., machinegun suitcase, which is located under
    one of the desks in the same room.
    S2. When you reach the 7th floor, a Transition Ahead icon will appear. Before
    going through that door, go all the way down: there’s a maintenance area behind
    a chain-link door. Burn off the lock for some armor and ammo.
    BM2. When you are back in the lobby of Phoenix, plan your actions with this in
    mind: There is a huge stone tablet hanging from the ceiling in the larger area
    of the lobby. Now that you have a rocket launcher, find time to fire a rocket
    at the ceiling where the masterpiece is attached. It should come down. Visit
    the crash site because the tablet has landed on some supplies. Note: There is a
    launcher-wielding yakuza on the balcony. If you get on the balcony before
    destroying the tablet, a stray rocket from his weapon might do the job for you.
    The BM will still count as your achievement.
    Mission 7. ISLAND GETAWAY
    Total: 3 Bond moves, 4 secrets
    S1. Still on the beach, search under the hut that serves as an outpost. There
    should be a pistol there.
    BM1. Soon after you get inside the caves, you cross a bridge. There will be a
    sequence of fenced areas for you to liberate and explore. Right after you do
    that in the second such area, you’ll find yourself facing a narrow passage.
    Stopping by the tripod spotlight that is just inside the passage, turn around
    and look at the overhead pipes. There should be a grapple point a little to the
    right of the pipes. Use it to get onto the pipes, and then move into the upper
    passage that mirrors the one underneath. Obviously, all this should be done
    BEFORE you venture into the next cave using the normal path or try to kill any
    guards you see there.
    S2. This happens right after BM1, when you emerge from the overhead passage
    above another fenced area. There are two more such areas ahead. The one on the
    right has a burnable lock, so it doesn’t present a problem. The door of the
    left one is blocked, but there are some boxes next to its left side. You can
    Jump/Crouch onto them and then drop inside. That’s your secret for you.
    BM2. The S2 cage is followed by a Transition. Right at the start of the next
    scene, peek into the large area and note a couple of guards working on a piece
    of machinery. DO NOT kill them now or try to cross the area openly, or else the
    BM won’t register. Moving carefully, enter and go left, then right, and up the
    ladder onto a catwalk. There is a desk there with some supplies. Grab them and
    get on the desk. A Hand-over-Hand icon should appear after you move a little
    forward, as if to jump down. Press the Use key to start moving across the wire
    above the guards. Beware of the sparking part in the middle of the wire.
    S3. Soon after BM2, you end up in a large room with machinery, a fenced area,
    and a catwalk. The catwalk goes all the way around the room, but it passes
    through a booth with a closed door, so you seem to lack access to its remaining
    part. However, when you just get to the upper part of the catwalk after two
    flights of stairs, turn left and face the sign “Demolitions” on the other side.
    Look up, and there’s a wire going in the direction of that sign. Execute the
    Hand-over-Hand move, keeping in mind that there’s a sparking part in the
    middle, and land on the opposite part of the catwalk. Visit the booth on the
    right for supplies.
    BM3. After you sabotage the missile, you end up in a large shaft. The passage
    that spirals around the shaft is littered with several security buildings. When
    you’ve cleared the first one and crossed the bridge that comes next, stop and
    look left and up. Locate a grapple point on the tall tower that occupies the
    center of the shaft and use it to get there. Find a ladder and climb it as far
    as it goes. Eliminate the guards in the third security building, who will have
    noticed you by now, and then jump down onto the bridge between that building
    and the lower (second) one, which you would have crossed if you had followed
    the path below. The BM WILL NOT register if you visit the second building prior
    to executing the move.
    S4. When you first see buildings in the ESM (electronic countermeasures) area,
    note the one with a high tower and an antenna on the roof. If you look through
    the scope of your sniper rifle, you’ll notice that the antenna has a grapple
    point. You should be able to use it when you get closer. This provides you with
    an alternative way to get inside this building and also gets you some ammo,
    which one of Drake’s minions has left on the roof.
    Mission 8. ZERO MINUS
    Total: 1 Bond move, 1 secret
    BM1. When you’ve successfully eliminated the resistance (including some tougher
    soldiers) in the first spacious warehouse, move towards the door marked
    “Security.” Before going through, though, look left. There is a staircase
    leading to a control panel with a lever. Facing the panel, look 10 o’clock:
    there’s a grapple point above the upper catwalk. If you get there right away
    and start Hand-over-Handing, you’ll discover that a crane is blocking your
    passage. Return to the control panel and push the lever; the crane will move
    out of the way. Now you can execute the maneuver to its logical conclusion,
    i.e., get to the other portion of the upper catwalk.
    S1. Proceeding along the BM1 catwalk, use the decoder on the keypad blocking
    the next door. Cross the next catwalk (the door on the other end will open when
    you approach) and enter another spacious warehouse. Stop and look up and left:
    there’s a grapple point above what looks like a bridge crane. When you get up
    there, look for a rocket launcher.
    Mission 9. RE-ENTRY
    No secrets

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