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    FAQ/Walkthrough by mattie005

    Version: Final | Updated: 05/02/05 | Search Guide | Bookmark Guide

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                    James Bond 007: Nightfire FAQ/Walk Through (PC)
                     WARNING: This walk through my contain spoilers!
    This walk though is best viewed on a -
    Text Document:   Notepad
    Font:            Fixedsys
    Size:            9
    Word Wrap:       Off
    -----------------------------------Latest News-------------------------------
    - NEW add-on maps - new add-on maps can be found at: www.r-a-c.tk. Just click
    on downloads.
    - UPDATED Characters - More information on all of the characters.
    - UPDATED cheats - More information on all of the cheats.
    - NEW game spy arcade section - this part tells you about gpa.
    - NEW suggestions section - This part explains, if you have a suggestion about
    this walkthrough, just email me.
                            © Copyright 2004 Matthew Higgins
    Title:                       James Bond 007: Nightfire
    Genre:                       PC
    Type:                        First person shooter
    Developer:                   EA games
    Publisher:                   EA games
    Author:                      Matthew Higgins 
    Username:                    Mattie005
    E-mail:                      mattie0052004@hotmail.com
    Walk Through version:        Final
    Last update:                 09:42 02/05/2005
    Website:                     http://s7.invisionfree.com/nightfire 
    1 - Introduction
        - Recommendations
    2 - Story line
    3 - Options
        - Controls
        - Difficulty Levels
        - Audio
        - Video and Graphics
    4 - Weapons
        - Pistols
        - Machine Guns
        - Specialized Weapons
        - Explosive Devices
        - Gadgets
    5 - Characters
        - Allies
        - Enemies
    6 - Strategy
        - Body Armour
        - Weapon Choice
        - Secrets
        - Bond Moves
    7 - Walkthrough
        - Rendezvous
        - Airfield Ambush
        - Uninvited Guests
        - Phoenix Rising
        - Hidden Agenda
        - High Treason
        - Island Getaway
        - Zero Minus
        - Re-Entry
        - Ending
        - Jokes
    8 - Cheats
        - Cheats
    9 - Multi Player
        - About Multiplayer
        - Multi Player buttons
        - Characters
        - Maps
    10- Frequently Asked Questions **MORE COMING IN SOON WITH YOUR E-MAILS!**
    11- My review - 7/10
    12- Contact - mattie0052004@hotmail.com
    13- Copyright
        - Copyright
        - Web site permission
    14- Patches
    15- The author
    16- Comments
    17- Game Spy Arcade 
    18- Credits
    19- Suggestions
    20- Latest Downloads
    21- Version history - Final
    ---------------------------------1. Introduction-----------------------------
    If you are stuck in the middle of a level, no problem; I've got the answer!
    Hi James Bond fans. I have tried my best to explain the walk through as specific
    as I can. I have given the easiest, simplest root through the game.
    Good Luck Bond, James Bond on your missions.........!
    I recommend this game to people who like shoot-em-up games and/or stealthy
    It is a really good game with a good single player and a BRILLIANT
    multi player.
    ----------------------------------2. Story Line-------------------------------
      As you know, your name is Bond, James Bond. You are working as an agent for
    MI6, trying to conquer Phoenix. You are being sent on dangerous missions to
    capture youíre newest enemy, Drake. It will not be easy! However, no need to
    worry; you will have your team mates supporting you all the way through!
    ----------------------------------3. Options---------------------------------
    Action                          Keyboard                   My controls
    Move Forward/Backward             W/S                    Up/down arrow keys
    Move Left/Right                   A/D                    Left/right arrow keys
    Turn/Look                   Mouse left/right             Mouse left/right
    Jump                            SPACEBAR                 SPACEBAR
    Crouch                            CTRL                   CTRL
    Lean Left/Right                   1/3                    1/3
    Cycle Weapons/Inventory        Mouse Wheel               Mouse Wheel
    Reload                             R                     Enter
    Use/Action                         E                     Shift
    Fire Weapon/Gadget           Left Mouse Button           Left Mouse Button
    Alternate attack             Right Mouse Button          Right Mouse Button
    Drop Item                          T                     T
    Q-Specs                            F                     F
    Q-Specs Mode Switch                V                     V
    Switch gadget inventory mode       G                     G
    Pause Game                         ESC                   ESC
    View objectives/Hints              TAB                   TAB
    Quick Save                         F5                    F5
    Quick Load                         F9                    F9
    Mouse sensitivity: Adjust the speediness of the mouse
    Invert Mouse Y: Invert the Y-axis of the mouse
    Reset controls: Change to DEFAULT controls
                                  Difficulty Levels
    Operative - Enemies will only take a few shots and don't do a lot of damage.
    For beginning FPS (first-person-shooter) players.
    Agent - Enemies are fairly matched for the most part against you.  They deal
    out more damage and you deal out less.  They are tougher to kill.  Not too
    hard, but a challenge nonetheless.   For the moderate FPS gamer.
    00 Agent - Enemies will deal out a lot of damage, enemies will take more
    damage before they die.  Bosses can be quite difficult at times.  Not for
    beginning level FPS players.
     Music Volume: Controls the background music.
     Master Volume: The normal sound.
    1. Check your speakers are turned on.
    2. Check your speakers are turned up.
    3. Check your speakers are plugged in.
    4. Adjust the volume controls on your computer. (e.g. Go to control panel)
    5. The speakers may be faulty.
    6. If the problem is not any of the above, contact your manufacturer.
    If you have any problems with sound, e-mail me and I could help you!
                                     Video and Graphics
    Resolution: Size of screen
    640 x 480
    800 x 600
    1024 x 768
    1152 x 864
    1280 x 768
    1280 x 960
    1280 x 1024
    1600 x 1200
    1792 x 1344
    1800 x 1440
    1856 x 1392
    1920 x 1080
    1920 x 1200
    1920 x 1440
    2048 x 1536
    Color Depth: Choose the quality
    (Choose 32-bit for better quality)
    Refresh Rate: How many times a second the screen refreshes
    60 Hz
    72 Hz
    75 Hz
    85 Hz
    90 Hz
    100 Hz
    120 Hz
    160 Hz
    200 Hz
    Texture quality: The texture quality
    (Choose 32-bit for better quality)
    Texture Resolution: Sizes of textures
    Anti-aliasing: **NOT SURE**
    Decal limit: The Maximum number of decals to be drawn
    DEFAULT: 128
    Brightness: The brightness of the game
    Accurate flares: Display light flares behind characters
    (Turn OFF to improve performance)
    Model quality: Adjusts the quality of models
    Effects quality: Adjusts the quality of game play
    ----------------------------------4. Weapons---------------------------------
                                        Wolfram P2K
    Holds: 16 bullets
    Max Bullets: 200
    Primary attack: 1 accurate shot.
    Secondary attack: Removable silencer
    Good thing: Has a removable silencer
    Bad thing: Its rate of fire is a bit slow
    Tip: The silenced mode on the gun is brilliant for stealth missions
    My rating: Good - (8/10)
    Shoot underwater: No
                                      Kowloon Type 40
    Holds: 16 bullets
    Max bullets: 200
    Primary attack: 1 fast, rapid shot; Very accurate indeed
    Secondary attack: -
    Good thing: A very good, fast, rapid shot
    Bad thing: Runs out of bullets very quickly
    Tip: If you have this gun, use it instead of the Wolfram P2K
    My rating: Great - (9/10)
    Shoot underwater: No
                                      Raptor Magnum
    Holds: 9 bullets
    Max bullets: 72
    Primary attack: 1 powerful shot
    Secondary attack: -
    Good thing: It shoots very powerful
    Bad thing: It is very slow (especially at reloading)
    Tip: Don't even think of using this gun in front of large enemies!
    My rating: All right - (6/10)
    Shoot underwater: No
                                       Machine Guns
                                        Storm M9-32
    Holds: 32 bullets
    Max bullets: 200
    Primary attack: 1 simple shot
    Secondary attack: -
    Good thing: Comes in two forms: Silenced and non-silenced. It is lightweight
    Bad thing: Doesn't shoot very accurately from long range
    Tip: Only use this gun on close range if possible
    My rating: Not bad - (4/10)
    Shoot underwater: No
                                    Suisse SG5 Commando
    Holds: 30 bullets
    Max bullets: 200
    Primary attack: 1 single shot or a 3 round burst
    Secondary attack: Zoom in
    Good thing: Has a sniper mode which is good for long range
    Bad thing: The bullets can go very quickly
    Tip: If you want to use this gun for long range, your sniper mode might help
    My rating: Good - (8/10)
    Shoot underwater: No
                                   Munitions Belga PDW90
    Holds: 50
    Max bullets: 200
    Primary attack: 1 single
    Secondary attack: -
    Good thing: It is a medium range gun
    Bad thing: Larger and heavier than the other machine guns
    Tip: This gun is fairly accurate
    My rating: Great - (9/10)
    Shoot underwater: No
                                   Specialized Weapons
                                  Frinesi Automatic 12
    Holds: 8 barrels
    Max Bullets: 125
    Primary attack: 1 barrel shot
    Secondary attack: A large blast shot
    Good thing: Has a rapid rate of fire
    Bad thing: Not so good in long range
    Tip: A large blast shot will make more damage than a normal primary shot
    My rating: Good - (8/10)
    Shoot underwater: No
                                     SeaMaster UPP44
    Holds: 5 barrels, each loaded with a single dart
    Max Bullets: 24
    Primary attack: 1 single dart
    Secondary attack: -
    Good thing: It's the only gun that can shoot underwater!
    Bad thing: If does not do much damage if you shoot an enemy out of the water
    Tip: Only use this weapon underwater if possible
    My rating: All right - (6/10)
    Shoot underwater: Yes
                                   Winter Convert Sniper
    Holds: 10 sniper rounds
    Max Bullets: 50
    Primary attack: 1 sniper round
    Secondary attack: Zoom in
    Good thing: It can kill within a shot or two. It has a zoom in mode too
    Bad thing: It takes a while switching between zooms so be careful
    Tip: Don't use snipers for close range, use machine guns for close range shots
    My rating: Good - (8/10)
    Shoot underwater: No
                            Militek Mark 6 Multi Grenade Launcher
    Holds: 6 rounds
    Max Bullets: 12
    Primary attack: 1 non-timed grenade
    Secondary attack: 1 timed grenade
    Good thing: Fires highly explosive, fragmentation grenades
    Bad thing: Does always kill enemies, even if they are standing close to the
    Tip: Use this against large groups
    My rating: All right - (6/10)
    Shoot underwater: No
                             At-420 Sentinel (Rocket launcher)
    Holds: 4 rockets
    Max Bullets: 16
    Primary attack: An un-guided rocket
    Secondary attack: A guided rocket (guide the rocket with the arrow keys)
    Good thing: It causes tremendous damage to enemies
    Bad thing: Not very accurate. The rockets are slow. You are more likely to
    damage yourself if you aren't careful
    Tip: Fire in open spaces if possible. Don't fire in closed up spaces or you
    could damage yourself
    My rating: All right - (6/10)
    Shoot underwater: No
                Phoenix International Experimental Laser Rifle (Space gun)
    Holds: - (Rechargeable)
    Max Bullets: - (Rechargeable)
    Primary attack: 1 single high-powered laser beam
    Secondary attack: A charged up, powerful shot
    Good thing: Very powerful, heavy shots
    Bad thing: It takes some time to recharge its self
    Tip: when using secondary attack, make sure you don't kill yourself!
    My rating: Good - (8/10)
    Shoot underwater: No
                           Phoenix International X6 Annihilator
    Holds: 100-rounds chain gun
    Max Bullets: 200
    Primary attack: 1 single shot
    Secondary attack: -
    Good thing: It can kill enemies very quickly
    Bad thing: Forces a kickback. Takes a second to warm its self up
    Tip: Using this gun is horribly inaccurate
    My rating: So-so - (5/10)
    Shoot underwater: No
                                    Explosive Devices
                                  Fragmentation Grenade
    Holds: 10
    Max Bullets: 10
    Primary attack: 1 single throw of a grenade
    Secondary attack: -
    Good thing: (CAN'T THINK OF ONE!) -
    Bad thing: There's no point using these; you might as well shoot enemies
    Tip: Guards will usually run when they see one
    My rating: Poor - (3/10)
    Shoot underwater: **NOT SURE**
                                     Laser Trip Mine
    Holds: 5
    Max bullets: 5
    Primary attack: 1 laser trip mine
    Secondary attack: **NOT SO SURE**
    Good thing: Kills enemies in one go
    Bad thing: Again, there's no point using these, you might as well shoot.
    Tip: They can come in handy some times though
    My rating: Poor - (3/10)
    Shoot underwater: No
                                    Flash-Bang Grenade
    Holds: 10
    Max bullets: 10
    Primary attack: 1 throw
    Secondary attack: -
    Good thing: Stuns enemies so their vision goes for a few seconds
    Bad thing: Enemies will still shot while stunned though
    Tip: Guards can't run away from these because they go off too quickly
    My rating: So-so - (5/10)
    Shoot underwater: No
                                       Smoke Grenade
    Holds: 10
    Max bullets: 10
    Primary attack: 1 throw
    Secondary attack: -
    Good thing: It lasts long, lets out smoke that blocks your vision.
    Bad thing: If you walk into it, you don't choke!
    Tip: Use this to stun guns
    My rating: All right - (6/10)
    Use underwater: No
    Please Note: Smoke Grenades are SO fun!
    Can be used to temporarily knock out an enemy.  Not very useful, since your
    punches are quicker.  Recharges automatically.
                                        Laser Watch
    Necessary for cutting through locks and clasps.  Recharges automatically.
                                       Cell Phone Grapple
    Whenever you see a metal grapple point, you can use your cell to pull yourself
    up to it. This is no recharge on this.
                                          Dart Pen
    Fires tranquilizer darts.  The only time you need to resort to this is in the
    first mission, when you're at the party with no weapons.
    Needed to crack electronic keypads.  If you use the right-mouse button to
    activate it, it'll skip over the animation.
                                         Micro Camera
    Only used once in the first level.  If you're having a hard time photographing
    the women at the party, download the patch.
    Has night vision, x-ray, and infrared modes.  Useful for seeing in the dark,
    seeing through walls/clothing, and spotting invisible lasers.
    You occasionally use this to hack into computers.  Like the decryptor, if you
    use the right-mouse button to activate it, it'll skip over the animation.
                                         Phoenix Ronin
    Very important to have at certain points, such as the blast pit in Zero Minus
    or while fighting the armored van in High Treason.
    ----------------------------------5. Characters------------------------------
    As usual, there is a huge selection of beautiful women!
                                    Allies (UPDATED!!!)
    Dominique Paradise -
    First Found: Rendezvous
    Zoe Nightshade
    First Found: Rendezvous
    Alura McCall - An Australian operative on load to MI6, Alura McCall is
    extremely adept with a variety of firearms. You'll find her services very
    useful, I'm sure.
    First Found: Island Getaway
                                      Enemies (UPDATED!!!)
    Rafael Drake
    First Found: Re-Entry
    Armitage Rook
    First Found: Rendezvous
    Alexander Mayhew
    First Found: Uninvited Guests
    Makiko Hayashi
    First Found: Zero Minus
    ----------------------------------6. Strategy--------------------------------
                                       Body Armour
      To be able to stay alive; you must watch your Armour level. And at the same
    time, collect as much as you can. Armour is very important. Make sure you have
    lots of Armour.
      There are two types of Armour:
      A full Armour jacket gives you 100% Armour.
      Armour plates restores 3-4 sections of your health on Operative and 2-3
    sections of your health on 00 Agent.
                                     Weapon Choice
    In single player missions, you are only allowed to have 4 weapons at a time.
    This means you need to drop weapons you won't need and pick up weapons you
    will definitely need. There are a few hard decisions to make sometimes; but
    you need to choose the best arsenal.
      In levels 1, 2, 4 and 9 this isn't a problem.
    Secrets give you supplies like Armour and weapons. For example, look at the
    1st mission called Rendezvous. If you laser the padlock on a door you get a
    "rich" secret, or if you turn the generator off to switch the spotlights off
    on Mission 1 called Rendezvous. Secrets get you points, too!
    I shall keep you updated with "rich" secrets in my walk through!
                                       Bond Moves
     You get bond moves when you do a stunt like James bond. For example, look at
    the 1st mission called Rendezvous. If you grapple up to a grapple; you will
    earn a bond move. You also earn points for this, too!!!
    I shall also keep you updated with bond moves in my walk through!
    ----------------------------------7. Walk Through-----------------------------
                                   Mission 1 - Rendezvous
    o Breach the security perimeter of Drake's castle
    o Enter Drake's castle and infiltrate the party
    o Rendezvous with CIA agent, maintain party guest cover
    o Acquire your Q-Gadgets from the undercover waiter
    o Mayhew's female bodyguard is in attendance - photograph every woman
    o Recover the stolen briefcase containing the guidance module
    o Rescue Agent Nightshade and escape the castle with the guidance module
    SECRETS   : 2
                                        Section 1
    There are a few ways to get into the castle. The straight-forward way is to
    drop on top of the truck as it passes underneath the archway structure you
    parachute onto.
    How rude of me, I'm forgetting introductions. Please meet 'Rich' (a dedicated
    player from the Neoseeker forums). 'Rich' is your guide to secrets and Bond
    moves and at this very point,'Rich' points out that jumping on top of the truck
    will award you with a Bond move (signified by the Bond choral blast).
    Using the truck-top method, will take you all the way up to the main entrance,
    you may need to kill some guards if you are spotted. Ooh, before I forget,
    don't forget that you mustn't forget that you will need to hit use/activate
    to open doors in this game. Glad I didn't forget that.
    If you miss the truck, just walk up to the castle with an unstealthy
    Rambo-esque attitude and introduce bullets to 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, up the
    ladder and perform a monkey climb across the washing line for a Bond move.
    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 mobile phone gadget and it's
    wise to familiarize 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 for a 'Rich' secret.
    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 cut scene.
                                            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 cut scene.
    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 cut scene, the snog and the
    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' and another 'Rich' secret.
    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 cut scene.
    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 dispatched 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 cut scene. Double-entendre time
                               Mission 2 - Airfield Ambush
    o  Avoid security detection
    o  Disable the security searchlights
    o  Subdue the investigating guard to obtain a Level 1 Security Pass Key
    o  Infiltrate the Flight Control Tower
    o  Enter the Main Control Room of the Flight Control Tower
    o  Subdue or eliminate the tower personnel using any means necessary
    o  Destroy the flight control tower communication and radar consoles
    o  Obtain a sniper rifle and cover Agent Nightshade in the Freight Yard
    o  Determine the status of the aircraft in the Secondary Aircraft Hangar
    o  Reach the Radar Tower vantage point eliminating any enemy resistance
    o  Protect Agent Nightshade as she prepares the aircraft for take off
    o  Protect the taxiing aircraft piloted by Agent Nightshade
    o  Escape in the aircraft
    SECRETS   : 5
    Enjoy the short cut scene 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. There's a grapple hook above you if you are interested, but
    it didn't exactly reward me with untold riches. Ironically though, it's
    another 'Rich' secret.
    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.
    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, however there is a 'Rich' secret to be found in a
    drawer in one of these initial offices.
    Use your leaning abilities to time the camera and pop across to the 'Utility
    Room'. I've no idea what is in the bag, but you get a 'Rich' Bond choral blast
    if you jump about to collect it. 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. If you do, you will be rewarded
    with a Bond 'Rich' move.
    It does no harm to explore the 'Catwalk Access'. Three guards to kill and some
    sniper ammunition is 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 signaled by a short
    cut scene.
    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'. 'Rich' is again kind enough to share the discovery
    of another secret in a locked box in the nearby truck. This is a non-stealth
    area, so grease your Uzi (that's not a metaphor) 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
    get 'Rich' by ascending the crates on your right and retracing your steps,
    jumping from crate to crate in order to reach the secret arms storage. The
    final jump for this optional extra is a toughie, but you are rewarded with a
    Bond move if you persevere.
    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 cut scene.
    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 refueling 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. Approach
    it from the front or side, if you run after it from behind it will always be
    out of your reach.
    Cue pointless cut scene. What's the story with the cut scene graphics quality?
    Have they transferred them to VCD, copied them to a VCR, then used a video
    capture card to record the finished footage?
                               Mission 3 - Uninvited Guests
    o Escort Mayhew to the hidden bunker
    o Destroy the computer in Mayhew's office
    o Retrieve the code key from the bedroom safe
    o Rescue the hostage in the Front Car Park
    o Rescue the hostage in the Bathhouse
    o Rescue the hostage in the Main Garden Viewing Pavilion
    o Rescue the hostage in the Library
    o Rescue the hostage in the Servant Quarters
    o Return to Mayhew in the Bunker
    o Eliminate Yakuza Assassin
    SECRETS   : 5
                                      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. 'Rich' points out that there's a secret padlocked chest
    through the door to your right as you face the double glass doors. 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 cut scene 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
    (including a 'Rich' secret).
    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. If you wish for a 'Rich' secret you need to look around for a secret
    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 walk throughs. 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 cut scene.
    You can earn yourself a bonus if you manage to jump onto the raised area in
    the bathhouse and open the padlocked chest behind the shampoo shelving
    (gaining a 'Rich' secret). 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 avoiding the
    sparks but earning a 'Rich' Bond move. After that, make your war to the double
    doors leading to the front car park, you're on your own this time.
    Back in Mayhew's bunker, laser the padlock on the equipment cupboard to get
    tooled up (rewarding yourself with a 'Rich' secret), 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, familiarize yourself
    with the front car park as you are about to meet a James Bond equivalent of
    an end-of-level boss.
    We are missing two 'Rich' Bond moves. If you are the kind of player who is
    willing to pay a bit more for those optional extras, then you could explore
    the upstairs area with a Sherlock Holmes magnifying glass. Outside one of the
    upstairs rooms stands a cupboard with a lantern and a chest. You can climb up
    the lantern, onto the chest and jump/crouch/move/shuffle/squeeze through the
    window onto the roof. Finally, whilst on the rooftops, pay attention to the
    balcony near the library. It's grapplable, but much easier if you have
    already rescued the library hostage.
    Retrace your steps as instructed and return to Mayhew via the secret 'picture'
                                      Section Change
    Go down the stairs and approach Mayhew.
                                      Section Change
    Watch the cut scene, 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 cut scene and pack your essentials for Tokyo. I don't trust
    that 'oiseau' (French bird).
                                Mission 4 - Phoenix Rising
    o Remain undetected
    o Steal the Nightfire data from the Terminal Computer
    o Activate main tower elevators
    o Upload Q-Worm to Administrator's Computer
    o Upload Q-Worm to Accounting Executive's computer
    o Upload Q-Worm to Elevator Control Computer
    o Use magnetic grapples to scale glass surface of building
    o Upload Q-Worm to Mayhew's computer
    o Bug Executive Meeting Room
    o Bug Drake's Penthouse Office
    SECRETS   : 3
                                        Section 1
    Sit back and enjoy the best cut scene 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 car park. 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 in front of him. Pen him if you
    wish and go through that door but press the rewind button to check out the
    van opposite for a 'Rich' secret.
    Go up the stairs and enter a world of pain ((c) John Goodman, The Big
                                         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 tranquilize 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
    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
    *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. For the price of a Lamb
    Bhuna you can perform a 'Rich' (Bond) move followed by a 'Rich' secret when
    you collect the gun/ammo on the distant coffee table.
    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
    The reception area to the right seems impossible to jump over. As this causes
    unwanted anxiety you'll be pleased to know that the goodies at the other side
    are available if you use the 'Rorimo' jump technique (holding down the 'walk'
    key, whilst manipulating 'jump'/'crouch'). 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 in front of another laser
    detection point. Use the single door to enter the dark offices. You can refill
    your tranquilizer 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
    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
    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. Note the blackened security window overlooking this balcony area,
    you're going to use it later.
    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 by pointing out
    that there's a 'Rich' secret here. Sorry, I just just insulted you by pointing
    out there's a 'Rich' secret here.
    You mustn'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 right, 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 apologize, 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, swank 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. On the left of the corridor is a laserable
    padlocked panel which needs to be punched/shot after opening. Not only does
    this gain you a 'Rich' move, but it also cuts the lights where the two dead
    guys are still living. The darkness allows you to use your Q-specs to sneak
    past them or sneak up to them. If you are desperate, another approach is to
    throw a flash bomb at their feet then run in and electrocute them in the
                                        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 cut scene 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
    in front 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 cut scene where you jump on top of the lift.
                                         Section 6
    You can only head left after the cut scene. 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 cut scene. 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 to get tooled up and awarded
    with a 'Rich' Bond move. 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 speak with with the chopper in machine-gun language. 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 cut scene 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.
                               Mission 5 - Hidden Agenda
    o Locate and defeat Rook
    o Restore power to the service elevator
    o Gain access to the astronaut training facility
    o Take the service elevator to the basement
    o Disengage the security locks to the control rooms
    o Activate the turbines to drain the airlock
    o Drain water from the airlock
    o Acquire the space suit
    SECRETS   : 3
                                        Section 1
    Listen to the message from 'M' and watch the brief cut scene, 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. If you are a dedicated player, there are three 'Rich' secrets and a
    'Rich' move to be found in this area.
    After killing the guards you'll be delighted to discover a couple of proximity
    mines in a cupboard to your right. You need to explore the area behind that
    door too. You've been here before, but you must battle your way to the distant
    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 initializing 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 float 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 shuttle 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 cut scene whilst you unwillingly fall
                              Mission 6 - High Treason
    o Destroy the Phoenix Transport Vans
    o Escape the tower alive
    o Cripple the Phoenix computer network
    o Destroy the servers in the server room
    o Destroy the servers on the accounting floor
    o Find and acquire the explosive charges
    SECRETS   : 2
                                   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
    The lift halts three-quarters of the way down giving you the opportunity of
    some shooting practice 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 (we'll call him
    Stanley) breaks the glass wall of this walkway and fires at you. Why won't
    Stanley just 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 on the inner roof of the glass walkway, directly above
    Stanley. 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 in front of him (then wonder why I never mention it
    again). 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.
                                       *Problem Point*
    Ahead and slightly to your left is the blackened window of the security
    office. Shatter it and jump inside (with a simultaneous crouch) to lift the
    security gates via the switch on your right. It would appear that there is a
    graphics bug affecting some people at this point. If you have found and
    smashed the window in question but are unable to jump through it, then try
    'Manny's mayhem method of throwing a handful of grenades at the base of the
    window. Failing that, I believe the only other way forward is to activate
    a 'no clipping' cheat mode to walk straight through the window/wall.
    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 didn't 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 in front
    of the nearby desk. Collecting the briefcase will gain you a 'Rich' secret.
    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 favor 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, more rocket ammo and another 'Rich' secret.
                                        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 practice 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 magnetized 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 tire 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. A nifty little Rich trick is throw activate/drop a ballistic
    briefcase outside the lift door and run off to watch the action from behind
    the safety of a pillar.
    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
    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
    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.
    You can ignore this lever for the time being because we need to trigger some
    security gates that answer to this switch and this switch alone. So jump back
    out of the security window and hug the wall to your right. Pop down the stairs
    to create a 'security alert', thus dropping grills.
                                    *Problem Point*
    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 shows no visual indication.
    If you find yourself stuck in this final foyer area facing a constant spawning
    stream of guards, you will develop a major migraine and you have left your
    painkillers in the car. I suggest you activate your spinning briefcase of
    death in the foyer center and re-attempt the guidelines above. There's also
    an ultra-rich 'Rich' secret to be gained by firing a rocket at the large stone
    dragon carving where it attaches to the ceiling.
    Make friends with your Australian counterpart during the cut scene and relax,
    you've just completed the hardest part of the game!!!
                                 Mission 7 - Island Getaway
    o Find and rescue Alura
    o Gain entry into the caves
    o Gain entry into the island base
    o Locate and acquire explosives
    o Place explosives beneath missile gantry
    o Plant Q-Worm into missile launch computer
    o Locate electronic counter measure (ECM) buildings
    o Disable all electronic counter measures (ECM)
    o Reach Drake's island base
    o Plant explosives on all bridge supports
    SECRETS   : 4
                                          Section 1
    After a brief cut scene, you'll realize 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.
    'John Zachary Bouwens' points out that you can enter this meshed area by
    standing on one of your own grenades (aka Quake II 'rocket jump') and that
    there is a grapple hook next to the orange and yellow pipes which travel
    overhead. Thanks John, that's another fine mesh you've got me into ((c) Oliver
    Hardy). I believe you can also perform a 'Rorimo Jump' up the boxes to enter
    the same area.
    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
    dispatch 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 in front 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 fulfill 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 practice 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
    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 cut scene gives proof that the missile is no
                                    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. And indeed
    there IS. 'Arsetound' explains that after crossing the very first wooden
    bridge, face the metal tower and look for the red light above the gangway.
    Above the light is a grapple hook and as you know by now, a grapple a day
    keeps the doctor away. To leave the (optional) tower, 'Arsetound' explains
    that you should jump from the gangway onto the second wooden bridge at
    which point you'll be respected by a 'Bond move' choral blast.
    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
    cut scene, 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. Gain access to this first ECM
    building via a sneakily-located grapple-hook.
    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
    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 cut scene and the return of the
    double-entendre. Much to your appreciation, this level has finally reached
    its conclusion.
                                Mission 8 - Zero Minus
    o Breach the security perimeter of missile decommissioning facility
    o Obtain photographic evidence of missile assembly
    o Disable active missile silos
    o Find and capture Drake
    o Infiltrate Shuttle Bay
    o Escape From Blast Pit
    o Stop Kiko from Boarding the Shuttle
    SECRETS   : 1
                                      Section 1
    Lovely cut scene 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/roller coaster 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, infarct 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 in front 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 in front 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
    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 man oeuvre
    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
    Head to the right of the stationary train and use your handy PDA decrypter
    on the door with the red key lock. 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 of the map, residents of Australia, Africa or South
    America, are under no threat of attack, so if you fall into this category
    you 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 problem ((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 are 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 favor as more guards insist on
    choosing an explosive lifestyle. Oh I forgot to mention the lovely surreal
    bug which causes baddies who die in obscure positions to float upwards to
    heaven as they pass away.
    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 night vision 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 on top 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. A hail of bullets will fly past
    your ears as you stand there in your shades, holding a mobile phone.
    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 cut scene
    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
    snow blind for a few seconds, you'll discover that the security room door
    closed behind you, protecting 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 certain to die (like the Star Trek extra that stupidly agrees to beam
    down to the planet surface) but this only made her more angry. 'DH' explains
    that on the more challenging difficulty levels, this area is the perfect place
    to use your spinning briefcase to mince the ninjas.
    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
    center 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 cut scene.
                                 Mission 9 - Re-Entry
    o Find and disarm nuclear missiles
    o Disarm Missile 1
    o Disarm Missile 2
    o Disarm Missile 3
    o Disarm Missile 4
    o Find and eliminate Drake
    o Find escape pod
    SECRETS   : 0
    Welcome to space, breathe normally, and watch the cut scene.
    You've been handed the latest Armani space-suit and you are looking dapper
    but you need to familiarize 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 in front 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 go berserk. It's easy
    to be trigger happy as the space baddies take 8 minutes to drop to the floor
    and die. All right, it's slightly faster than that but I'm having trouble
    thinking properly in this weird atmosphere. The lift ahead continues to rise
    to the 'Missile Control' area and you are too late to 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 on top of it. Now jump up on top 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
    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. If you
    haven't made it by the twelfth attempt, you have probably drank too much space
    juice, so you should lie down, close your eyes and watch the multicolored
    dragonflies dance on the bouncy concrete.
    Pass through the doorways to the 'Communications Center' and kill any guards
    in slow-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 in the viewing
    alcove in front 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 big green buttons marked
    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 bad 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' then boost jump
    to the corresponding access panels near the top of the missiles. Twiddle with
    the levers, knobs and buttons to put an end to each missile in turn. 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.
    This all sounds relatively straight-forward, but as you have no doubt
    discovered... it's not.
    Now you are instructed to find an escape pod. As if you are going to 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'. As logic would
    suggest, it's now open. 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 cut scene leaves you with no doubt that you've reached the end
    of game boss, Drake. Thankfully, Drake is a realistic Bond baddie as opposed
    to a typical 'First-Person Shooter' 9-foot mechanical armored beefcake with
    rocket launchers and lightning strikes at his endless disposal. If you were
    low on ammo, worry ye not, you get a free replenish courtesy of Drake. What a
    You've only got the space laser but it's sufficient enough to kill Drake and
    pierce the suits of his space henchmen. In fact while you're at it, pierce
    Brosnan too. I hold my head in shame for that one. The recommended tactic
    is to take refuge in the 'Escape Pod' corridor to the right and zap Drake as
    he floats like a butterfly (not stings like a bee) around the corridor
    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 cut scene.
    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
    were humanely possible!!!
    An attractive Bond girl walks into a bar. She says, "I think I'll have a
    double entendre, please". So the barman gives her one.
             Got any more jokes? Email me them on mattie0052004@hotmail.com.
    ----------------------------------8. Cheats----------------------------------
                                  Cheats (UPDATED!!!)
    1. Go to your desktop (the main screen of your computer.)
    2. Right click on your nightfire shortcut.
    3. Select properties.
    4. Go down to the target line.
    5. and add +console 1 at the end of it.
    6. so it should look like this:
    ''C:\Program Files\EA Games\Nightfire\Bond.exe'' +console 1
    Next time you launch the game, launch it through the shortcut or else they
    won't work.
    If you dont have a shortcut on the destop, go to the start menu --> Programs
    --> EA games --> Play James Bond 007: Nightfire 
    Left click and hold on this. drag to the destop.
    At your desktop, right click on the Nightfire shortcut and select
    ''properties''. Edit the target line by adding +console 1 to what the target
    reads. Using default installation settings, it should read:
    ''C:\Program Files\EA Games\Nightfire\Bond.exe'' +console 1.
    Then click apply, and simply hit the tilde (`) button to bring up the console
    in game. (The button to the left of the one)
                                       SINGLEPLAYER CHEATS
    impulse 101 -                               All weapons and ammo
    god -                                       God Mode
    noclip -                                    Walk through walls
    notarget -                                  Invisible
    Kill all opponents -                        Olmil
    Suicide -                                   Kill
    Level select                                Map <map name>
    Spawn indicated weapon                      Give <weapon name>
                                      MULTIPLAYER CHEATS
    Toggle allowable head shots to bots         sk_character_head1 <0 or 1>
    Toggle allowable arm shots to bots          sk_character_arm1 <0 or 1>
    Toggle allowable chest shots to bots        sk_character_chest1 <0 or 1>
    Toggle allowable stomach shots to bots      sk_character_stomach1 <0 or 1>
    Toggle allowable leg shots to bots3         sk_character_leg1 <0 or 1>
    Toggle allowable head shots to players3     sk_player_head1 <0 or 1>
    Toggle allowable arm shots to players3      sk_player_arm1 <0 or 1>
    Toggle allowable chest shots to players3    sk_player_chest1 <0 or 1>
    Toggle allowable stomach shots to players3  sk_player_stomach1 <0 or 1>
    Toggle allowable leg shots to players3      sk_player_leg1 <0 or 1>
    Press [Backspace] for more ammunition       mp_weaponstay 0
    Reload current                              map restart
    Eliminate black screens                     v_dark 0
    Change your server name                     host_name<server name with "_" for
    spaces>  Change your username                  Change your username
    Toggle password protection                  sv_password <0 or 1>
    Information on all users in a server        status
    Exit game immediately                       Quit
    All shots fired at target will hit          sv_clienttrace 999999999
    Alter forward momentum                      sv_accelerate <-1000000 to 1000000>
    Alter maximum speed                         sv_maxspeed <-1000000 to 1000000>
    Alter forward in air momentum               sv_airaccelerate <-1000000 to
    Alter forward in water momentum             sv_wateraccelerate <-1000000 to
    Alter forward speed of everyone's motion    sv_airmaxvel <-1000000 to 1000000>
    Alter friction for everyone                 sv_friction <-1000000 to 1000000>
    Alter water friction                        sv_waterfriction <-1000000 to
    Alter falling friction                      sv_edgefriction <-1000000 to
    Set gravity for everyone                    sv_gravity <-1000000 to 1000000>
    Set fall damage; higher for more damage     mp_falldamage <-1000000 to 1000000>
    Toggle footstep sounds                      sv_footsteps <0 or 1>
    Set ability to step on and over objects     sv_stepsize <-1000000 to 1000000>
    Set amount of players                       maxplayers <1-32>
    Map names: (single player only!)
    Use one of the following case-sensitive entries with the MAP code. (map_givename)
    Example: map_m1_austria03 or map_m4_infiltrate04
    Map names (Demo Version):
    Use one of the following case-sensitive entries with the MAP code.
    Example: map_m3_japan04
    Weapon names: (single player + multiplayer)
    Use one of the following entries with the GIVE code. (give_weapon-name)
    Example: give_weapon_bondmine or give_lighter
    WEAPON_BONDMINE (Laser Trip Mine)
    WEAPON_COMMANDO (Suisse SG5 Commando)
    WEAPON_FLASHGRENADE (Flash-Bang Grenade)
    WEAPON_FRINESI (Frinesi Automatic 12)
    WEAPON_GRAPPLE (Cell Phone Grapple)
    WEAPON_GRENADELAUNCHER (Militek Mark 6 Multi Grenade Launcher)
    WEAPON_KOWLOON (Kowloon Type 40)
    WEAPON_LASERRIFLE (Phoenix International Experimental Laser Rifle)
    WEAPON_MINIGUN (Phoenix International X6 Annihilator)
    WEAPON_MP9_SILENCED (Storm M9-32 Silenced)
    WEAPON_PDW90 (Munitions Belga PDW90)
    WEAPON_PP9 (Wolfram P2K)
    WEAPON_RAPTOR (Raptor Magnum)
    WEAPON_RONIN (Phoenix Ronin)
    WEAPON_UP11 (SeaMaster UPP44)
    WEAPON_TASER (Stunner)
    WEAPON_PDA (Decryptor)
    WEAPON_LIGHTER (Micro Camera)
    WEAPON_FRAGGRENADE (Fragmentation Grenade)
    WEAPON_L96A1 (Covert Sniper)
    WEAPON_L96A1_WINTER (Winter Convert Sniper)
    WEAPON_MP9 (Storm M9-32)
    WEAPON_PEN (Dart Pen)
    WEAPON_WATCH (Laser Watch)
    Item names:
    Use one of the following entries with the GIVE code.(give_weapon-name)
    Example: give_item_armor_vest or give_item_key
    ITEM_CTFBACKPACK (Ammo Power Up)
    ITEM_CTFSPEED (Shoe Power Up)
    Have fun!!!
    ----------------------------------9. Multi Player-----------------------------
    When you have finished and bored of single player, you can always play on
    multi player! And believe it or not, you don't have to the Internet; you can
    just play with bots.
      Multi player mode is very challenging! You can play online around the world
    on different maps, characters and weapons!
    To create a multi player game:
    1. Choose MULTI PLAYER from the Main menu. The multi player menu appears.
    2. Click CREATE GAME and customize your game by adjusting the options to your
    3. When you are finished customizing the options, click START. Your game
                                  Create Game Options
    Adjust game options to create the perfect multi player game for others to join.
    SERVER NAME:       Enter a server name.
    PASSWORD:          Enter a password that other players must know in order to
    join a game.
    MAX PLAYERS:       Select the maximum number of players permitted to enter a
    TIME LIMIT:        Select the desired time limit of a game.
    POINT LIMIT:       Select the number of points required to win the match.
    CAPTURE LIMIT:     Select the number of flag captures required to win the CTF
    GAME TYPE:         Select a game type.
    MAP:               Toggle through the available map locations.
    LOCAL SERVER:      Click this to play not on the Internet.
    PUBLIC SERVER:     Click this to play on the Internet
    FRIENDLY FIRE:     If selected, team mates can cause injury to one another.
    WEAPONS STAY:      Select if weapons stay on the ground after the play or bot
    has been dispatched.
    BOTS:              Customize the addition of highly intelligent Al Bots.
    NAME:              Name of Al Bot to enter game.
    SKILL:             Skill level of Al Bot to enter game.
    To join a game:
    1. Click JOIN GAME from the Multi player menu.
    2. Choose either LAN or INTERNET tab.
    3. Click update to locate available servers.
    4. Highlight a server name and click connect. You've joined the game.
    Edit Agent:        Customize your characters name, appearance and connection
    CODENAME:          Give your character an online identity
    CONNECTION SPEED:  Choose between 56k, ISDN OR CABLE/DSL/TI.
                                 Multi player characters
    Choose the character you want to be while playing multi player.
    MI6 Tux
    MI6 Suit
    MI6 Stealth
    Christmas Jones (It's not Christmas!)
    Pussy Galore
    Wai Lin
    Baron Samedi
    Castle Guard
    Snow Guard
                                      Multi player Maps
    Choose the map you want to play on while playing multi player
                            Combat Training (Every one for themselves!)
    Fort Knox
    Extras (for the version 1.1 patch)
                       Team Combat Training (MI6 and Phoenix against each other)
    Fort Knox
    Extras (for the version 1.1 patch)
                                     Capture the Flag (Each team has their own
    flag. The objective is to capture the other team's flag and defend your own.)
    Fort Knox
    Extras (for the version 1.1 patch)
    Space station
    If you are experiencing any problems on multiplayer email me and I will happily
    reply to your e-mail and help you.
    ----------------------------10. Frequently Asked Questions--------------------
       Q. I can't jump through a smashed window! What shall I do?
       A. You have to do a "ducking-jump". You jump, duck in mid-air and move
    forward at the same time. You'll get the hang of it soon.
       Q. My night-vision goggles aren't working. What shall I do?
       A. Lowering the screen resolution may help.
       Q. I've run out of bullets. What shall I attack enemies with?
       A. I'm afraid that you'll have to use your fists, or if you have any
    grenades, use them if possible.
       Q. My controls on Bond are playing up! What shall I do?
       A. Play around with the mouse sensitive may help.
       Q. I have an error message when trying to start multiplayer
       A. That is probably because you have tried to install the 1.1 patch. That 
    patch needs to be updated because it has a problem with it. Go to section 14
    on this walkthrough and it will tell you how to delete the patch.
    -------------------------------11. My Review---------------------------------
                          This is my review that i wrote.
                        James bond 007: Nightfire Review
    Story Line  8 out of 10
    As you will know, your name is Bond, James Bond. You work for MI6 and have
    been sent on dangerous missions to capture your newest enemy, Drake. It
    will not be easy! However, no need to worry; you will have your team mates
    supporting you all the way through!
    Graphics  8 out of 10
    The graphics for me is very good. It is actually brilliant almost! It is very
    realistic. On the other hand, the graphics can be really S L O W when you shot
    an enemy or move. That does not happen all the time, though. It can be
    absolute S L O W sometimes; so slow that your computer can crash, but do not
    worry, that is not common.
    Sound  7 out of 10
    The sound of this game is good as well.
    Weapons  10 out of 10
    One thing you do not have to worry about is weapons. You have plenty of GREAT
    weapons and a nice arsenal of them. (If you run out of weapons, you can always
    use your fists!)
    Game play/missions  8 out of 10
    I have to say, the missions are great! They are all long enough, have good
    objectives to do and are just great! The bad thing is; there are not enough of
    them! Plus that there is nothing else to do once youíve completed single
    player except go on multi player. Except from that, all the missions are
    challenging. It was really cool the first time I played it and I am sure it
    will be for you!
    Controls  6 out of 10
    The controls part of this game really let me down! They are really dodgy!
    For instance, the duck left and right buttons were useless. What was the
    real point in actually having them??? Other than that, the controls were
    all right to me although the mouse sensitivity was really dodgy.
    Multi player  9 out of 10
    Multi player mode is absolutely great! There are good maps, characters, weapons
    to choose from. Plus, the best thing about it is, you can play it online!
    However; some servers tend to be S L O W
    Should you buy it? Probably
    This game overall is very good. I think it is a decent first person shooter
    and is really worth playing. This game has a reasonable price too and is
    worth the money! It costs about £13 to £23. The multi player and single player
    are both good. If you donít like THIS game, youíre CRAZY!
    Rating: 8/10
    By Mattie005
    ------------------------------12. Copyright----------------------------------
    © Copyright 2004 Matthew Higgins. It may not be stolen, altered, or used for
    any type of profit. It may not be placed on a CD, printed in a magazine or
    any type of publication.
                                 Web Site Permission
    Web Sites Granted Permission:
    Any other web sites that wish to post my guides on their site must ask
    permission on the e-mail address mattie0052004@hotmail.com. Put the subject as
    "Web Site Permission."
              I will be very pleased if you do want my FAQ on your web site!!!
    --------------------------------13. Contact----------------------------------
    If you need to contact me, e-mail me at the address provided.  E-mail me about
    questions concerning Nightfire, or if there are any errors in this document.
    I will be glad to reply to most e-mail.
      However I will not except spam or any virus's to be sent to me. No bad
    language or insulting language. No irrelevant e-mails.
      Thank You!
    E-mail: mattie0052004@hotmail.com
    --------------------------------14. Patches----------------------------------
    There is now a NEW patch available. It offers new multi player maps and fixes
    bugs and common problems.
    However, lately there has been a BIG problem. If you download and install the
    new patch, multi player gets messed up with an error. The error message is:
    client.dll is different the server you are connecting to.
    Therefore, not many players apply for the patch.
    If you do apply for the patch and get these problems, there are two ways to
    solve it.
    The first way is to reinstall the game.
    The other way is a solution to it: (sent in my "RollingSkull")
    Go to the Nightfire\backup directory in your Nightfire install folder, copy
    the client.dll out of there and replace the Nightfire\bond\cl_dlls\client.dll
    with it. You may want to back up the client.dll you're replacing, but I highly
    doubt you'll need to.
    I don't have the patch installed; it's up to you if you want it installed!
    ---------------------------------15. The Author------------------------------
    Last Updated: April 2004
    Author: Matthew Higgins
    E-mail: mattie0052004@hotmail.com
    These are the guides I have written:
    James Bond 007: Nightfire (PC) - FAQ/Walk Through
    Half Life: Opposing Force (PC) - FAQ/Walk Through
    These are the reviews I have written:
    James Bond 007: Nightfire (PC) - Review
    Half Life: Opposing Force (PC) - Review
    Fifa football 2004 (PSONE) - Review
    I am now writing:
    SimCity 4 (PC) - Review
    Age of Empires: Conqerors Expansion (PC) - FAQ/Strategy Guide
    Half-Life: Blue Shift (PC) - Review
                 I hope you really enjoy reading my walk throughs!!
    "Thanks for the Nightfire walk through. Reading it was more fun than playing
    the actual game!" (Pawel Ochmanski)
    "Brilliant walk through" (It Is Me)
    "Mike's walk through is excellent... well worth reading. Exceedingly good"
    "Your walk through gave just enough to get me moving" (NTP)
    "If I'd waited I could've saved the cost of the Prima guide" (Emilio)
    "Excellent walk through, keep up your good work" (Radoslav Krehlik)
    "I could've done it without it but it wouldn't have been much fun" (Marten van
    "I love the walk through" (Sam Bates)
    "I could not have played the game without it" (Mav)
    "Thanks, I appreciate it" (Romie)
    "Thank you for the walk through, hope to see more of you" (Igor Despotovic)
    "Thanks, that was a big help" (Agent Nightfire)
    "You did a great job" (Manny)
    "Thank you SOOO much... sincerely" (Christopher Locklear)
    "Your walk through has been great, and I enjoy your sense of humor" (Dan
    "Your excellent walk through was extremely helpful" (David Alldredge)
    "Helpful and surprisingly amusing. Perhaps that's because it's the only
    frickin' walk though I could find for the PC version!"
    "Thank you for the best walk through I've ever come across" (Rich)
    "This is the BEST damn walk through I have ever used. It might not have the
    fancy pictures and whatever, but it is well written and so easy to follow"
    "Hey, your walk through is terrific" (Chris Boal)
    "Even though I'd already completed the game... awesome!" (Joe Cool)
    "Really cool. Funny too, I laugh my head off when using it" (Amphibian)
    "It kept me in the game and in stitches too. It was a pleasure." (Matt)
    "Helpful and entertaining" (Jeff)
    "Awesome. It helped me greatly and gave me a few laughs" (Annonymous Aussie)
    "Best walkthrough I have ever experienced. I loved all the puns and little
    extras. Hope to see another" (Buck Rogers (the real one))
    "Without your tips, my six year old son and I would have lost interest" (Will
    "I greatly appreciated the humorous touch as I was getting a little steamed"
    (Phil L)
    "Thanks... I almost blasted milk through my nose. Great music references and
    name usage" (steven)
    "You have jeopardised the game and put our agents at risk" (Judi Dench, 'M')
    "This is a GREAT text!" (Bernd Wolffgramm)
                      Thanks for the e-mails, keep them coming in!
    ----------------------------17. Game Spy Arcade (NEW!!!)----------------------
    It is easier, faster and much better to use Game Spy Arcade when playing bond.
    It gives you a list of all the games, tells you hows playing them and so on.
    To download, visit www.gamespyarcade.com
    PLease note: If you have problems installing gpa please email me for more
    --------------------------------18. Credits-----------------------------------
     I BIG thank you to all the people who emailed me about how good my FAQ was!!
                   Thank you to all the people who emailed me FAQs!!
    Thank you to the people who made suggestions and contributed to my walkthrough!
    ---------------------------------19. Suggestions (NEW!!!)-------------------------
    If you have any suggestions about any of this walkthrough, just email me on:
    Thank you!
    ---------------------------------20. Latest downloads-----------------------------
    For the latest downloads for nightfire just log onto:
    On the website you can find more of the latest updates, patches and news and
    post messages too!
    Visit the site NOW!!!
    --------------------------------21. Version History--------------------------
    6.0 (95.9k) - I did a lot! The whole of the walkthrough, options, characters,
    cheats, multiplayer, FAQs, contact, copyright, patches and a proper title. It
    took a lot of hard work and I am pleased with myself. I'm updated soon!
    8.0 (125k) - Added a few extras like: The auther, audio, viedo, multiplayer,
    Website permission. I reckon 1 more updation and I'll a finshed!
    9.0 (129k) - Added lots and lots. Added: The author, comments, my review,
    credits etc. I added bits and bobs. I really like this FAQ guide. It took
    loads of hard work.
    Final (134k) - I updated a NEW Game Spy arcade section. I updated the cheats
    a little more since there were loads of people sending me emails about
    cheats!!! Also, made a new "Suggestions" part so people can make their
    suggestions if they want.

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