James Bond - Nightfire Walkthrough By Pranav Jani {pranav_xxx2003@yahoo.com} RENDEZVOUS Section 1 There are a few ways to get into the castle. The straight-forward way is to drop ontop of the truck as it passes underneath the archway structure you parachute onto. This will take you all the way up to the main entrance, you may need to kill some guards if you are spotted. If you miss the truck, just walk up to the castle with an unstealthy Rambo-esque attitude and blast anything that gets in your way. A more interesting approach is to sneak up the road to the next archway and use your laser watch to burn the padlock on the door. There's a guard on the walkway above the arch but you can sneak behind him, through the door and up the ladder. Then it's a case of working your way around the perimeter of the castle. There's a tricky section where you need to edge along with your back to the wall, and another section with a patrolling spotlight. As the path ends, you'll get a message from 'Q' announcing that you can grapple onto the metal hook on the balcony above. You grapple using your phone gadget and it's wise to familiarise yourself with this technique for later on in the game. Section 2 Now you simply need to find a switch to power the lock mechanism to open a secure door leading further inside the castle. The 'Energie' switch you are looking for is found at the far end of a small courtyard with a fountain. There's a small flight of stairs to the door and a guard is visible through the window. There's another lever switch on an outside generator which knocks the power out to the nearby spotlights. In this same area, see if you can see another grapple hook. Explore the area, killing any guards who get in your way. Be sure to visit the top of the largest tower to collect the sniper gun. Now proceed through the security door and sneak or battle your way up the stairs to the patio doors to watch the short cutscene. Section 3 Welcome to the party. Don't be intimidated by the bouncers, just walk down the corridor, past the beefcake, through the double doors to the main party area and enjoy the cutscene. Follow the balcony all the way round, past the windows to where Drake made his heart-warming speech and then down the stairs in order to mingle. Getting your 'Q' gadgets is simply a case of approaching the one and only waiter and pressing the action/use key. Use the cigarette 'Felix' lighter to take the photos as requested. *Problem Point* As described in the hints, you must approach the subject and get them to look at you in order to take the required close up head shot. If you take a successful snap you will get a countdown message e.g. "5 subjects remaining". For some unknown reason, I found things easier if the first photo subject is the blond in the short black dress. One of the women has a suspicious similarity to Halle Berry. Now you can go back up the stairs and through the double doors where Drake gave his welcome. Enter the library and enjoy the cutscene, the snog and the double-entendres. Up the spiral staircase, through the double doors and into the artefact/gallery room with the guards. Sod stealth, you could do with some weaponry. You should be able to drop all the guards using your dart pen or electric stunner. Arm yourself with anything they donate. Follow the corridor to the red gallery with the walkable beams, fireplace and guard. Lose the guard because your Q-Specs (in x-ray mode) will reveal something behind the picture to the left of the fireplace. How do you get behind the picture? Some sort of secret lever I would have thought. The safe is no match for your laser watch and you now have the documents requested by 'M'. The voice of 'M' incidentally is quite a reasonable impersonation of Judi Dench and Bond is not far the relaxing sound of Pierce Brosnan. As for 'Q', well, John Cleese is John Cleese and that will never change. Perhaps they should have tried to do a Desmond Llewlyn? Continue in a linear fashion to the balcony overlooking the meeting and move close enough to trigger the cutscene. Relieve your stress with a gung-ho gun battle, making your way downstairs and through the bookshelf door to the stone steps. Section 4 No problems here. Laser watch the padlock for an equipment boost, kill the guards and thank them for better weaponry. Flick the switch to give power to the cable car, and be sure to check the crates before entering the cable car, there's ammo and an essential rocket launcher. This will come in handy in 27.3 seconds from now. Enter the cable car and nudge the switch. Just when you were enjoying the view, the cable car stops and is ambushed. Looking back up to the cable station, there are two guards firing at you. It's a good idea to send them on their way as you hear the sound of an incoming chopper. The chopper can be easily despatched with 2 or 3 direct rocket hits, but the problem is getting a good clear shot. It's easily heard but hard to be seen, so keep looking out of all windows until you catch sight of it. Once you know where it is, try to estimate where it is heading for when it goes out of view. Allow for the launch/impact delay when firing rockets, in other words, the closer the target is, the more likely you are to hit it. If you missed collecting the rocket launcher, the chopper can be brought down by conventional fire if you work hard enough. The chopper takes a skydive and you take a cutscene. Double-entendre time again. ------------------------------------------------------------------------------------------- AIRFIELD AMBUSH Enjoy the short cutscene in freezing conditions where the female agent refuses to zip up her arctic suit. All respect to Bond for keeping his mind focussed on the matter in hand. Head to the fencing, to the right of where your colleague waits. Follow the perimeter fence, easily avoiding the spotlights. Round the back you'll find the 'Enerad' generator. Use your watch to tell it the time and flick the switch inside. Retrace your steps and say hello to your fellow agent. She will explain the plan, you will instantly forget it and feel an urge to follow her. Don't, keep focussing 007. The guards are now aware of the problem with the generator and send a guy to check it out. Backtrack towards the fencing and when the guard finally appears, take him out with your dart pen once he is out of sight. Thank the sleeping guard for his level 1 security pass (I slipped a £10 Woolworth voucher inside his jacket) and head to the left of the control tower. Jump the rail ahead of you and enter the 'Control Tower Administration' door on your left. I'm afraid this is a section where you need to look after your stealth. I have an issue with mental stealth, but let's not go there. There is a T-junction ahead of you. To the left is a guard that you can safely send to sleep with your dart pen, to the right is a security camera. Security cameras are no problem if they are looking in another direction or if you run underneath them to gather your breath. *Handy Hint* Using the lean/peer keys (default '1' and '3') allows you to watch a camera without the worry of it spotting you. There's nothing of interest in the offices located at the left of the T-junction, so just run underneath the camera on the right and take a breather. After composing yourself, you can smash the window right next to you and jump through it without detection. Exit this office by the far door to 'Administration'. Again exit by the far door, but you'll need to time your departure in accordance with the security camera watching this corridor. Rest in the alcove opposite. Neither the 'Conference Room' nor the 'Server Room' have anything of interest. Use your leaning abilities to time the camera and pop across to the 'Utility Room'. I've no idea what is in here, but you get a Bond choral blast if you jump about to collect something. Next, skip (in a macho manner) into the 'Accounting' office for the simple objective of getting a better view of the next security camera. Time your run, jump the sofas and get in position underneath the next security camera. Look up to observe the camera and when the time is right, make a break for the 'Records' office. Once in this room, smash the first window on your left through which you can see the 'Control Tower Access' door. Watch the camera and make a break for the flight of stairs to the right of the window. All is quiet at the top of these stairs in the 'Control Tower Administration'. Smash one of the office windows on the left to get in and then 'negotiate' with the guards by slaying them. The level 2 security pass is now yours. Return back down the same flight of stairs and at the appropriate time, run underneath the security camera and focus yourself on the 'Control Tower Access' door. *Problem Point* When the camera allows, run to the door and hit active/use on the access panel (NOT the door). This doesn't always work first time, and in some cases it appears that there may be a bug in the game with respect to various hardware. Give it several attempts, sometimes it works first time, on other occasions it can take 5 or 6 retries. I hope you can still join me, if you can, close the door and ascend the stairwell. If you want to be flash (and save everyone one of us (c) Queen), you could make a phone call at this point. It does no harm to explore the 'Catwalk Access'. Three guards to kill and some sniper ammunition are your reward. Next thing you know, the cameras are offline. Next it is the 'Control Tower' pinnacle. To reduce your damage you can lob two or three hand-grenades from the safety of the stairs, but the general idea is to be assertive. There's little point in applying for a UN security resolution in these situations. Whoops, bit of politics there ((c) Ben Elton). As your mission objectives explain, your next duty is to shoot all 7 terminal and control panels in this room. Completion of this is signalled by a short cutscene. Go to the top of the stairs and face right as though you'd just ascended them. This is the sniper point you need in order to protect the blond piece. No hints, here... just kill them and when you've finished, pick off the two remaining guys on the roofs opposite. Retrace back down the stairs in order to leave the building you are in. You'll face new cannon-fodder on the way back, so beware. Once back in the main courtyard, head to the right of the snow-mobile and enter the 'Main Warehouse'. This is a non-stealth area, so grease your Uzi and have fun. Look in all the gaps in the piled crates on your left, there are plenty of guards to injure. Plenty to explore here, but if you keep hanging a left sticking to the crates, you'll be well on track. If you go through the crate maze correctly, you'll be faced by a pile of girders (not Iron Brew), with three sections of tubing to your left. Crouch and go through the tubing to make friends with some more guards. If in doubt, talk about football. Once they say the word 'goalkeeper' you should kill them in a understanding yet violent manner. You may choose to ascend the crates on your right and retrace your steps by jumping from crate to crate in order to reach the secret arms storage. I didn't manage it, but I hope you do. There are two doors available to you now. The 'Primary Aircraft Hangar' door won't open, so head for the unlabelled door that leads to the 'Aircraft Parts Storage Yard' and pick up your required equipment on the way. This next arena is a tough battle. Once entering, your destination is to the far right, a door entitled 'Maintenance Garage'. You are now excited to see your goal... the 'Secondary Aircraft Hangar'. Cue cutscene. Don't be mislead by the talk of 'covering from the radar tower'. The easiest way to tackle this part of the game is to run towards the radar tower and introduce all the guards to your good friend, Mr. Death. Climb the first section of the radar tower ladder to trigger the 'Protect Agent Nightshade' objective, then immediately drop down and return to the plane to shoot all the oncoming guards as they pile through the doorway. Once refuelling is complete the objective about protecting the plane is insignificant. Just keep up with it and when the plane taxis to the end of the runway and all you need to do is approach it before it takes off. Cue pointless cutscene. What's the story with the cutscene graphics quality? Have they transferred them to VCD, copied them to a VCR, then used a video capture card to record the finished footage? ------------------------------------------------------------------------------------------- UNINVITED GUESTS Section 1 No time for messing around, it's a quick start. Shoot the approaching geyser (you might like the gun that he leaves to you in his will), then follow and protect Mayhew. It's easy to lose your bearings in this level and there's more to explore than I will cover, but hey, we just want to get to the next level. In the first patio area, you can only take the one door to your left (sometimes you need to wait for the baddie to open it from the other side). Then hang a right and follow Mayhew through the next door. Turn right after the door, accidentally kill the approaching guards and make a mental note of the double doors to the front driveway on your left. In the next room kill all the guards including those on the upper balcony. When safe to do so, Mayhew approaches a picture frame on the wall and opens a secret door to his bunker. You get a cutscene for your efforts and Mayhew updates your objectives whilst presenting you with a marble that he insists is a key. Section 2 Apart from the ammo boosts, there are two exits from Mayhew's bunker. You can go back the way you came or explore the bunker for a ladder leading to a switch to open a manhole exit. The order in which you tackle the mission is up to you, but the majority of your work can be found by going back the way you came. Open the manhole lever (this is important), but return via the secret door lever to section 1. Go through the far door you originally came through, past the double doors to the outside driveway and continue to the door in front of you. Section 3 Relieve some tension again with another gunfight. If you have no pressing engagements, go up the stairs in the room to your right, shoot the guard and use your laser watch on a chest inside the wardrobe for extra goodies. After loading this section and clearing the way, proceed straight ahead and through the door on your left at the end of the corridor. I know you'll be fascinated by your new weapon, but I found the basic handgun to be most effective at this time. At least three guards need to be read their rights at the other side of this door. One of them is kind enough to give you his shotgun. There's a kevlar vest in the first bedroom on the left if you need it. The next alcove on your left houses two guards holding a servant hostage. Surprise these guards and kill them in order to free the hostage in the 'Servant Quarters'. Ignore the two empty bedrooms on your left and proceed ahead through the door to destroy Mayhew's computer and the guard. When you continue through the next door, you need to take out another two guards without shooting their hostage. If successful, you have rescued the 'Library' hostage. Once this is done, you should clean up the library and insist that all baddies kiss your feet. As you entered the library on the ground floor, there is a corridor in the far right corner. Use it, and go past the double doors on your left which lead to another patio. Enter the next room and make use of your weapons. Bend it like Beckham round to your right and Mayhew's bedroom is through the next partition. Active the silver dragon to open Mayhew's safe, the code key is now yours. There's a kevlar vest in his en-suite should you need it. Next it's another case of retracing your steps back through the bedroom, back through the lounge, but hang a right through the double doors to another patio area. Go through the only other door to the right. Section 4 First of all, let's head to your right, round the corner and to your right again into the kitchen. Why? No reason at all, I was just making the point that you cannot always rely on walkthroughs. Go out of the kitchen and straight ahead into the central lounge area. There's just one door to your right, make use of it. Facing you is the door to the pavilion. Burst in, kill the baddie and thus rescue the 'Pavilion Hostage'. Whilst in this pavilion room, seize the opportunity to kill at least three guards patrolling the gardens through the windows. Smash a window and jump out of the pavilion into the garden area. If you have problems in the next section, make note of the 'washing line' that leads from the rock formation in this area back to the pavilion. As you entered the pavilion, head to the left corner of the garden to the wooden door. Section 5 Kill the guards and hug the building to your left, it's the bathhouse. Enter the bathhouse and rescue the girl. Enjoy the short but flirtatious cutscene. Now you have just the one hostage to rescue located in the front car park guarded by the double doors I mentioned earlier. There are different ways to reach this point, but we are going to go via Meyhew's bunker. So exit the bathhouse via the right hand door and step out into the garden. The manhole to Mayhew's bunker is dead ahead, behind the monument next to the lantern. If you find no way of descending, you must have forgotten to flick the manhole switch from inside Mayhew's bunker. If this is the case, you need to go back through the wooden garden gates, head to the rock formation, shoot the lanterns and clamber back to the pavilion. After that, make your war to the double doors leading to the front carpark, you're on your own this time. Back in Mayhew's bunker, laser the padlock on the equipment cupboard to get tooled up, then proceed past Mayhew and back out via his secret 'picture' entrance. Section Change Don't go upstairs, take the only logical exit and lo and behold, you will find the double doors to the front car park on your right. This is where the final hostage is being held. Once you've killed her captors, familiarise yourself with the front car park as you are about to meet a James Bond equivalent of an end-of-level boss. Retrace your steps as instructed and return to Mayhew via the secret 'picture' door. Section Change Go down the stairs and approach Mayhew. Section Change Watch the cutscene, gasp at the consequences, and prepare for a ninja fight. There's no tactics needed, just run and shoot. When you are successful, you can watch another cutscene and pack your essentials for Tokyo. I don't trust that French bird. ------------------------------------------------------------------------------------------- PHOENIX RISING Section 1 Sit back and enjoy the best cutscene in the game. OK, squirm at the double-entendre but try to concentrate on the positives. This is the beginning of an epic mission, if you don't have trouble at some point in the tower block, then you are Pierce Brosnan himself. Head to your right when in the carpark. Listen to 'M', she gives you good advice. Use your dart gun on the patrolling guard and again on the two guards stationed outside the lifts. Continue past the lift and head right. There is an engineer on a raised platform and a door in the wall on the left infront of him. Pen him if you wish and go through that door. Go up the stairs and enter a world of pain ((c) John Goodman, The Big Lebowski). Section 2 This is a stealth part, imagine yourself as Claude Rains and let the world be your lobster. Remember not to kill the guards, but tranquilise and electrocute them as much as you deem necessary. Then electrocute them again for comedy effect. Two guards patrol to your left. To make things easy, use your dart pen on both of them and keep left avoiding the blackened glass of the security room on the right. Continue hugging the left hand wall and enter the reception area. There's one guard, who's fate lies in your hands, and a sleeping receptionist behind the desk. Most importantly, there's a security pass on the corner of the reception desk. *Problem Point* Sometimes this security pass is not visible, if so, just work your way around the desk until you strike gold and your objectives are updated. The pass should be facing the sleeping receptionist. Return to the main lobby and note the grappling hook if you are out to prove something. You should now head to the security room with the fancy hologram projection. 'Q' will give you a voice-over indicating that you need to use your notepad gadget to override the red control panel which currently shows lots of flashing numbers and reads 'Offline'. When you use the notepad 'decrypter' gadget, hold down the key/button and watch the code numbers flash until you have success. You have now put the main elevators online, so return to the area where you began this section and use one of the two lifts that now display 'Online' above them. Section 3 Welcome to the top-ish floor, you are about to have SO much fun, although it will not feel like fun at the time. If you trip the alarm at any point in the next section, you are on your own. You can still complete the level but it's not pleasurable. 'Q' gives you a lecture about using your Q-Specs to detect hidden trips. I don't intend to use his advise, as the laser guards are pretty obvious, but I'm not stopping you from doing so, especially if you look good in shades. Stun the first patrolling guard using your good looks, er sorry, your electric gadget. Despite all the corridors and doors, there's only one way to proceed. After the lift reception area, hang a left. Don't hang another left across the walkway, move ahead to the corridor that bends to the right. The first door on the left leads to some offices. Explore the offices rather than continue forward through the security beams. Go straight ahead down the small corridor and through the door on the right. Continue logically to the next door and listen to the warning from 'Q'. This is a prime example of how useful the 'lean' keys can be. Ignore the 'Server Room' for the time being and concentrate on avoiding the security cameras. In fact there's one waiting for you outside the door and together with the patrolling guard it presents you with a headache. Stun the guard when out of sight of the camera and continue down the corridor. On your left is a door to the kitchen. If you haven't triggered the alarms, you can walk in without a care in the world. There's a camera in the kitchen so think twice before jumping on a table and performing a striptease. Position yourself directly beneath the camera before making a dash for the far door. After leaving the kitchen have a rest under the next security camera in the corridor. There are some double doors on the way to the balcony area behind a security gate, and there's a single door on the right infront of another laser detection point. Use the single door to enter the dark offices. You can refill your tranquiliser darts in the second office on your left, before bearing to your right into the next section of dark offices. Ahead of you, behind the glass partition is the administrator's office, boasting the only light to be found in this area. Entering his/her office triggers a message from 'Q'. Do as he says, approach the device on the desk with the red light and hit activate/use to open its CD tray. I hardly need tell you that you select your credit card gadget and activate it to place the worm CD in the tray. If you DO need telling, you must select your credit card gadget and activate it to place the worm CD in the tray. Assuming you have not triggered the alarm yet, you can exit the dark offices and venture past the camera into the large balcony foyer with the spiral decorations. If you stick to the left, the two cameras on the right will not bother you. The problem is the guard patrolling the opposing corridor. If you abuse him, the camera will spot it and you are introduced to Mr. Tommy McTrouble. The best way to avoid this is to let him see you then use the dart pen as he attempts to sound the alarm, or deal with him in the spiral area if he runs after you. Run towards the camera, ignore the double (Diana) doors on your left and slip through the door on your right. At the far side ((c) Gary Larson) of this office, you'll notice a guard making use of the water fountain. Find a way to put him to sleep. I forced him to watch the first two Lord of the Rings films back-to-back and he slept like a baby. After exiting this office space, you will find the 'Accounting Exec' suite to your right. After entering this office, confront the hi-tech fax machine on the desk and hit activate/use to open the CD draw. As per usual, whip out your 'Euro Charge' credit card gadget and upload the Q-virus to the accounting executive's computer as instructed. Exit this office and hang a right to the security room. Stun the guard inside and use your PDA decrypter on the nearby console. Turn right out of the security room then left when you see the double doors. Once again, if you trigger the alarms, this level becomes totally different and you are on your own... you rebel. Section 4 Double-back on yourself to the right, creep past the window where the engineer aimlessly walks and pop through the door ahead. You know what to do with the padlock on the storage cupboard by now, so I won't insult you. You musn't kill the engineer, so I suggest you burst in when his back is turned an stun him. In fact stun him again when he's on the ground as an indication of your authority. Before leaving this room, stun the engineer again. Stun him another time and phone my psychologist if you have any explanation as to why I feel the urge to persecute this guy. On the other side of the door is a sensitive area. If you knock out an engineer, the supervisor behind the glass partition is likely to raise the alarm. Whilst crouching, descend the stairs to your left, then hug the wall to your left before ascending the stairs at the far end of the room. Brace yourself before opening the door, all hell is about to break loose. I apologise, I couldn't resist a blatant lie. After passing through the door, follow to your left and through the door to a pointless room. Behind the far door, swanks the supervisor. Burst in and stun him (with your dashing looks). Make a 'Euro Charge' payment to the Elevator Control Computer and head back through the two rooms, taking a left at the corridor junction. On the left at the end of the corridor is a doorway leading to a room with a guard and an engineer getting friendly. You can try to sneak into the room but the guard is almost certain to spot you, and of course killing either of them is out of the question. You don't have enough time to run in and stun the guard either, so if your dart pen isn't out of ink, this is a good time to write some poisoned love-letters. If you are desperate, another approach is to throw a flash bomb at their feet then run in and electrocute them in the confusion. A third method is to locate a nearby fuse-box and cut the power to the lights in order to sneak past the enemy. The opposing door leads to the 'Observation Desk', I suggest you use it. Section 5 Stealthiness is now over so feel free to shoot 'em up. Say goodbye to the first guard and listen to the vocal tip from 'Q'. Continue across the walkway, trigger the cutscene and before you know it, you are Walking on Tokian Glass ((c) Annie Lennox-ish). You are not allowed to make a save during this next stunt so read ahead. Climb up a fraction so that you can see the guard facing you through the window then edge away from him, all the way to the left. Climb up one floor and peek through the window to calculate the guards' movements. When you get the urge, climb the window to the next floor. There's a guard watching the scenery infront of you, so you need to clamber to the far right. As you side-step, check out the reflection graphics on the glass panels and say a prayer for the people responsible for making the game you have copied. Shimmy to your left and await the perfect time to clamber up another floor. The next floor is easy, just keep to the right. Timing is required on the next floor, stick to the right but observe the guard movements. Again, keeping to the right you can time your ascent to the next floor. The final floor is free from guards, so you whiz up the glass to see the cutscene where you jump ontop of the lift. Section 6 You can only head left after the cutscene. The first room on your left is the entrance to Mayhew's office. Go through the next door and 'Euro Charge' his computer. If you follow the corridor you get a message from 'M' encouraging you to go through the double doors. There's nothing else to be found on this level so go right ahead and activate the swipe console on the left of the doors. You are not stupid, use your PDA decrypter on the red control panel to make it green. Enter the dome that houses the main computer terminal and tap away at the keyboard to complete your primary objective. Go back the way you came and introduce the new wave of baddies to gunfire. Once they have all passed away, 'M' will give you a voice over describing your new objectives. The 'Executive Meeting room' is on your left, approaching the table will trigger the cutscene. All you need do now is leave the meeting room, through the reception office and go through the 'Exit' door to your left. Section 7 Enter the penthouse suite. You wish the double doors would open, but have patience. Use your PDA decrypter on the console and get tooled up. The security gate will raise later on. Laser the chest to get more ammo. Get close to the computer to place the bug and prepare for a BK Chopper (its like a BK Whopper, you need to flame grill it). Head outside and have a machine gun battle with the chopper. Once you've made sufficient damage an alarm will sound and you can return inside the penthouse to collect the rocket launcher and armour from behind the security gate. Now that you're heavily armed go back outside and communicate with the chopper via the rocket launcher. Timing the missile impact with the chopper movement is not straightforward, but it only takes a couple of hits to bring it down. You are rewarded with a cutscene homage to "The Spy Who Loved Me" and "The Living Daylights", but prepare yourself because you ain't seen the last of the office tower. ------------------------------------------------------------------------------------------- HIDDEN AGENDA Section 1 Listen to the message from 'M' and watch the brief cutscene, the pleasure is all yours. Make use of your Q-Specs (night vision) and ascend the ducting. Take a right at each junction and continue until you drop a short distance. The next grate can be lasered with your watch but let's continue down the ducting to the final grate which also is vulnerable to your laser. Drop into the storage room and collect any equipment you may require before exiting via the door. After killing the guards you'll be delighted to discover a couple of proximity mines in a cupboard to your left. You need to explore the area behind that door too. You've been here before, but you must battle your way to the distantr room past the 'turbines/generator' wall plaque. After flicking the switch to generate lift power, you may return to the room offering the proximity mines and proceed ahead to the 'Service Elevator'. The service elevator drops you one floor and the guards you kill leave behind a handy new machine-gun. Firstly, head to your left, open the glass door and kill the guards. When you return to the service elevator, the security office is open and more baddies await. When you enter the security office, laser the padlock and pull the lever which activates... restores power to... opens the... well it does something, trust me on this one. Head left out of the security office and throw a hand grenade round the corner to ignite the two metal drums, thus destroying the gate. Head through the smoking gate and up all the stairs before opening another swish glass door leading to an area you are getting sick of. Head left towards the cupboard with the proximity mines and through the door. Have another gun battle before initialising the turbines in 'Control Room 1' and 'Control Room 2'. Pop back downstairs and climb into a space suit (there are three in the rack) and you may now go through the air-lock. Section 2 Woah, you're wearing a space suit. Turn left and hit the door switch. The chamber floods with water but don't panic ((c) The Hitch-Hiker's Guide to the Galaxy). Follow the tunnel and activate the next door switch. Kill the baddies and ascend the platforms surrounding the shuttle. Since you are underwater, your jump key allows you to ascend in a way that is only possible in a porn movie. High above and slightly to the right is another door but you'll need to flick the red switch to gain access. Follow the tunnel to the laser trips and save your game. Observe and time the lasers in order to run past them. Stick with the same method as you continue past the fan in the floor of the tunnel. At the end of this section, there is another switch that drains the water leaving you free to proceed. The next door leads you to a showdown with Rook. He's pretty harmless and I'm placing my money on you. Rook tends to linger at the top of the chamber and you should be aware of the fan on the floor, it sucks everything towards it, so you will need to jump from ledge to ledge if you wish to face Rook head-on. Once Rook is killed you can watch another cutscene whilst you unwillingly fall asleep. ------------------------------------------------------------------------------------------- HIGH TREASON Section 1 *Problem Point* This is the section where normal humans get stuck and die. Stay in the elevator, don't try any wild jumps, but if the elevator crashes to the ground killing you, then you need to read on. Your mission James, should you decide to accept it ((c) Mission Impossible) is to kill the baddies that make your life difficult as the elevator descends. Award the priority of your bullets to the rocket launching guys. Halfway down, a rocket launching guy blows the hand-rail off the lift, don't let this bother you. The lift halts three-quarters of the way down giving you the opportunity of some shooting practise as guys attack across an exterior walkway from the left and right alternatively. When you've cleared this area, the lift makes another drop leaving you facing the external walkway. A baddie breaks the glass wall of this walkway and fires at you. Why won't he talk to you and resolve the differences peacefully? Shoot him nastily in the head. *Problem Point* Don't feel embarrassed, if you've never used the grappler phone you can't be expected to be on the same wavelength as the level designer. You have two options, you can remain on the lift (which will hurt) or you can concentrate on the metal hook directly above the guy you just shot. This is a grapple hook and you need to be familiar with this technique from now on. What's the story, morning glory ((c) Oasis), select your phone gadget and fire it directly at the metal hook, holding down the fire key until you have safely landed in the walkway. Section 2 Head to the right, you've been here before so you should be familiar with the layout. At the T-junction take a left, then left again through the door for an office battle. After shedding blood continue ahead, hang a right into an office area and leave via the far door. Ahead to the right is the 'Server Room' which is your next objective, but let's play by the rules and find some explosives first. This not a stealth mission, so feel free to damage the camera outside the server room and make your way down the corridor to the kitchen. When you open the door to the kitchen there is a briefcase on the table which doesn't like you. Return the compliment with all out machine-gun fire until it sparks. Proceed through the kitchen and beware of the nasty guard but be sure to pick up the briefcase gadget infront of him. Exit via the far door and pass through the single door to your left next to the security gate, where three unfriendly guards choose not to welcome you. Head to your right and go through the next door to the other office area. Enter the administrator's office to trigger an exploding photocopier and some baddies at the other side of the double doors. The exploding photocopier blows a hole in the wall which is your next point of exit. Pop through the hole in the wall, kill any opposition and get tooled-up. Exit through the doors to the balcony area and introduce the baddies to Mr. Donald McDeath. Ahead and slightly to your left is the blackened window of the security office. Shatter it and jump inside to lift the security gates with thanks to the switch on your right. Exit back out of the window and follow the corridor on your right to the 'Accounting Exec's office where a few supplies are waiting for you. Continue down the corridor to the locked 'Security' office. Round the corner to your left is a guy guarding the exit you will use when we've completed the outstanding objectives. Continue past the exit and cross the infamous walkway with the grapple hook. *Problem Point* A handful of new baddies are waiting to greet you but you know this level like the back of your hand by now, so make your way to the 'Server Room'. We need to create a mess of this room, so pop back to the 'Administrator's office and the adjoining room if you are missing the rocket launcher or need to stock up on grenades. Grenades are the safest way to destroy the servers, but the rocket launcher can be used in reserve. You will receive countdown messages if you are a successful server-slayer, e.g. "You must destroy three more servers". At first I misunderstood the advise from my mentors and threw lots of grenadine into the room. Being made of pomegranate juice, this did have much effect, although I wrecked the space-bar on one of the servers. Resist the natural urge to descend a floor by jumping on the spirals, just head back through the walkway with the grapple hook and leave via the stairway exit near the 'Security' office which we passed a couple of minutes ago. Section 3 Have a quick gunfight and get your bearings, you are on level 37. You are likely to find level 38 irresistible. Extra rockets and increased damage is all that lies in wait. Levels 39, 40 and 'Floor M' (at the top of the stairs) are all inaccessible, head down rather than up. Levels 36 and 35 are out of bounds. Level 33 offers you two baddies to kill but sod all else. Level 29 is home to some amour plating, a bag of stuff and another crazy briefcase infront of the nearby desk. Upon reaching level 20, the stairwell explodes, but you are just able to drop down the first flight by hugging the left hand wall starting from the double-doors of level 19. Work your way through the offices of level 18 and you'll eventually find yourself looking up at the nostalgic corridor with the grapple hook. As you begin to reminisce about the good old days, a guy with a rocket launcher rudely interrupts your dreams. An explosion has occurred a fraction further along this corridor. Don't pester yourself with the reason as to why this has happened, just drop down the hole to the next floor and jump through the window slaughtering the guards. You have to be cruel to be kind and despite all this mindless killing, don't forget that you are saving the world. Happy hunting in the offices and keep a look out for the armour plating and rocket ammo. Work your way through the rooms and locate the stairwell doorway beyond the two guys boasting rocket launchers. Level 13 produces a surprise attack that you were no doubt expecting and you might consider dropping one of your weapons in favour of the ones they leave behind. Level 7 holds the future, but by all means, venture to the bottom of the stairs past two rocket launching guys for a kevlar vest and yet more rocket ammo. Section 4 You can jump the first laser trip bomb on your left, but the next part can be tricky. Ahead of you lies an ajar door with another laser mine behind it. I suggest you lob a grenade through the gap in the door, but please perform a quick-save before you do because sometimes the door jams (jams, as in stuck, not as in a band practise session). Er, many deaths later, I've just discovered that you simply open it and trip the mine without damage. The following room is full of laser limpet mines and an A.I. briefcase which will take pleasure in grazing you. By all means, do it the hard way, but I simply had a party with my rocket launcher (we wore party hats and had party poppers too. When I pulled the first part popper, my rocket launcher massacred me in self defense). The rockets clear all laser mines and, once it opens, a single rocket will send the briefcase to the lost luggage department. Jump through the window to the left of the briefcase and follow the corridor to your right. No doors are accessible until you reach the balcony area with the meeting room on your right. If you look up you can just about see the spirals which once magnetised you. If you continue to see spirals after this point, you should cease playing the game and gradually reduce your drug intake. Approach the opposite end of the balcony to trigger a wave of rocket launching baddies on the floors above and below, then say hello to the far security gate to trigger the baddies to burst out of the 'Meeting Room'. Laser the padlocked chest in the meeting room to acquire the explosives and return to the balcony area to find all the security gates recoiled (open). Choose the corridor to the right as you leave the 'Meeting Room' and pop through the single door on the right just before the security gate. Rocket the briefcase through the window on your left and dispose of any other opposition before exploding all three servers in this room. Jump through said window and continue your task of crippling the computer network. There are two server cabinets against the wall on the far left of this room. To save ammo, I suggest you place a proximity mine (not using the laser mode) on the left hand one, then stand back and rocket the other cabinet on the right. Two birds, one stone... and a proximity mine. As the countdown message indicates, there's more servers wanting to die. Exit via the far door and nip across the corridor through the door leading to the dark offices. There's another two servers to destroy here. Use the same gimmick, a proximity mine for one, a rocket for the other. Carefully dismantle the window in the next office, by smashing it with tremendous force and head slightly to your right, collecting the armour plating and hand-grenades. After collecting the spare rockets, don't ignore the laser trip mines on the left hand wall. I hardly need lecture you about ways to destroy them. Continue ahead, the lift is open and awaits your presence. Section 5 You are in a car park. I can't speak for you, but when I suddenly find myself in a car park without explanation, I panic. A black van makes totally exaggerated tyre screeches whilst the occupants try to kill you. You can destroy the van with any old machine gun, but you'll need to rocket it on harder settings. To destroy the vans, just lob a hand grenade under all five of them. You may now pass through the exit doorway next to the few stairs that leads to some armour, ammo and a laserable padlock. Merely ascend the stairs to progress. Section 6 *Problem Point* This next section is a sticking point for most humanoid life forms. It is easy to snowball the difficulty beyond control, but it is equally easy to keep it simple. Run past the broken lift and bear right. You can't avoid detection and you don't need to. Kill the five oncoming guards before smashing the darkened glass hiding the security room to your right. Jump through the broken window and eliminate any remaining opposition. There's plenty of ammo and other bare necessities in this room but most importantly there is a security lever which currently reads 'Systems Clear' in green. We are about to trigger some security gates that answer only to this switch. Jump back out of the security window and hug the wall to your right. Pop down the stairs to create a 'security alert', thus dopping grills. This is where we all get stuck, how do we raise the gates? It's not complicated, just pop back to the security room you came from and check out the lever as previously described. It now reads 'Gates Engaged' in red. Activate/use the lever and you'll hear a faint click followed by a clunk. It's not a safety advert for seatbelts, you've just raised the problematic grills even though the control lever makes no visual indication. Make friends with your Australian counterpart during the cutscene and relax, you've just completed the hardest part of the game. ------------------------------------------------------------------------------------------- ISLAND GETAWAY Section 1 After a brief cutscene, you'll realise that life's a beach and you are standing on it. You are in for another epic, but there's nothing to be scared of, especially ridicule ((c) Adam and the Ants) Head to your left past your rubber dingy and head through the rock archway. I knew you couldn't resist taking a pot-shot at one of those pigeons perched on a rock. Continue to follow the shore until you come to a beach hut guarded by commandos. They are tougher than the normal baddie, but then again, they haven't met you. Enter the hut and 'Euro Charge' the virus into the terminal. Hell, send a fax if you've nothing better to do. Leave the beach hut and head left across the water to begin your ascent. This next section is quite linear, continue up the path back through the rock archway. At the top of the path, enter the cave, man. *Enter your very own pun joke in this space* Section 2 Negotiate with the guards then climb down the ladder from the platform. Descend just the one level, there's no need to go swimming. Cross the gangway and admire the beautiful scenic reflection from the surface of the water... then kill lots of guards without blinking. There's a padlock to BBQ and one of the far cupboards reveals armour plating and some Brasso. I suggest you drink the Brasso in one go with your fingers in your ears, your eyes shut and your nose pinched by a third party, it will taste exactly like Bailey's Irish Cream... if you concentrate hard enough. Pop back out and through the caged area to your left before continuing down the caves. Kill the guards protecting the next metal mesh gate and waltz through. To your right is another padlock begging for heat. To your left is yet another meshed area which I'm sure is accessible, but it has taken a personal dislike to me. Continue down the cave tunnel to see the green arrow of progression. Section 3 We haven't used the sniper rifle yet, have we? If you want to test it, shoot the guys in the next room. If you've already tested your sniper rifle, run in and shoot the guys in the next room anyway. There's some equipment up for grabs if you climb the ladder on the far left, but the 'Only Way is Up' ((c) Yazz and the Plastic Population), and to your right. So climb the stairs and enter the high-tech corridors. The first room on your right supplies you with supplies, check all the lockers too. Press on down the corridor, kill some people for a cheap laugh, then laser the padlock to get your hands on the explosives. Now head up the stairs on the left side of the room and notice the overhead wire leading to the far balcony. If you are low on equipment you should jump to reach it. Continue across the upper walkway through the only door available on your right. Should you need a rocket launcher, there's a red door keypad on the left which can be hacked with your PDA decrypter, don't kill the civilian engineer in the space suit. The remaining doorway at the end of the corridor leads to a spiral staircase. After passing through the doorway at the top of the stairs you have the choice of another doorway straight ahead or a corridor on your right. We need to explore both but we'll head down the corridor to the right first of all. The corridor hangs right again and past some stairs on the right which give you a nice view of the missile plus the opportunity to despatch a few guards at distance. Continue to the end of the corridor round the bend to the right and through the doorway on the left. Proceed round the gangway and through the door at the end on the right. Walk round the blue and red pipes and step into the missile chamber. The door directly infront of you is locked, so get your trunks and towel and swim to the control room area to the left. There's a little ladder to help you out of the water. Burst into the missile computer control office but if you have a twitchy trigger finger, try to remain calm because killing the civilian lab technicians will cost you the mission. There's some baddies down the small flight of stairs to your right who can be sprayed with bullets. The technicians won't even look up from their clipboards. Collect the equipment from the lower room and then 'Euro Charge' the Q-virus onto the computer next to the technicians. After leaving the control room area, begin a new paragraph because this one is too lengthy. The missile gantry is now moving up and down like a bizarre fairground ride. We need to jump onto it from the platform ahead to the left of you, but first take a very deep breath. *Problem Point* To fulfil the objective of placing the explosive beneath the missile gantry you need to swim down, down, deeper and down ((c) Status Quo) all the way to the bottom of the water. There's no access through the grate, but on either side of this underwater bunker is a way in and out. Placing the explosives happens automatically, you simply to need approach the red electricity cabinet which can't be an electricity cabinet because it's underwater. Unhelpfully, there's no little ladder to climb out at the ideal location, so swim back to the platform where you entered the chamber (not the control room area) and fix your hair. Leave the missile chamber and retrace your steps all the way back, past the yellow Sinclair C5, and take the first door that eventually appears on your right. Follow this corridor and once again step into the missile chamber in the desired location. You can run straight ahead on jump onto the moving missile gantry. When it rises to its highest point you should jump off the far side to the first catwalk with the ladder. To make things easier you could now have a bit more sniper practise by picking off some of the annoying guards in this area. Climb the ladder past the second catwalk all the way to the top. *Problem Point* Human instinct suggests that we run right around the top catwalk and attempt a suicidal jump back onto the upper part of the moving gantry. Such efforts will end in tears, but around the back of this catwalk look above you and say "D'oh!" Make a telephone call to Dr. Hook and discuss the subject of grappling. You are now on the very top catwalk and you may follow the balcony round either side. You leave the balcony on the far left and walk past a locked door in the cave wall on your left. Continue a little bit further along this short walkway and the green arrow of progression is waiting for your company at the next doorway on the left. A short cutscene gives proof that the missile is no longer. Section 4 Follow the caves to the left or right and begin your spiral ascent at the far side. As you approach the door to the first control room, you will hear manic gunfire. Just wait outside the door for a short while and listen to this guy's anger management disorder. After putting the guy out of his misery there's a kevlar vest and some hand gun equipment to collect. Leave the room by the opposing door and continue the spiral ascent across the bridge. Halfway across, when you get the distinct feeling that the bridge is going to collapse... nothing happens. Deal with the disappointment with the help of the Samaritans and continue the spiral path to the next control room. Enter this control room to collect the armour plates and rockets. Once again, go through the opposing door and continue up the path. Run across another bridge of disappointment and into the next control room. Note the wires securing the metal tower, I'm sure there must a way to reach it. This final control room is being used as a makeshift prison, you can't run straight through the door ahead because your Australian colleague needs to be released from the cage to your right. The sniper rifle on the table has her name written on it, but there's some armour plating and more equipment to be collected beyond the cage. There's also a new weapon, which sort of falls into the grenade launcher class. You may need to sacrifice an existing weapon if you choose to take it. Just drop a handgun if you are greedy. You'll need the PDA decrypter to free Alura. Amaze yourself with the next cutscene, her gratitude for being rescued is astronomical. You may now leave the control room and embark on the final leg of your ascent, Laura Croft will follow you. Hang a right through the cave tunnel at the top and don't stray from the path ((c) An American Werewolf in London) to descend. Cross the bridge and continue in a linear fashion. The path comes to a cul-de-sac in the form of a neat little circle, and at this point you need to jump onto the next section of path below where the guards are waiting. Be sure to jump, don't just drop off. Cross a final bridge and take a bit more flak as you make your way to a guarded cave entrance. Laura Croft has probably lost sight of you by now, but it doesn't matter, enter the cave and she will miraculously be by your side as you begin the next section. Section 5 Head out to the fresh air, have a quick chat with Laura then follow her by dropping down the ledges in the direction of the communication buildings. In an outstanding example of teamwork... she runs off. You may need to provide her with some covering fire because a man in the generator hut (with the grey chimney) takes a dislike to her. You could take this opportunity to sniper some guards in the main communication building with the satellite tower but your main objective is to investigate the corrugated iron generator hut. There's some power-ups inside on the upper balcony, but our destination is the trapdoor in the far right of the lower floor. *Problem Point* When you approach the trapdoor there is no indication that it can be opened, but go right ahead and click the activate/use button. Drop down the ladder, along the tunnel, and climb up the ladder through the trapdoor at the other end. Pop up the stairs and flick the lever next to the radar screen. One ECM left to disable. There's little point in going further up the stairs to the roof, so retrace your steps to the bottom of the building and exit via the tunnel to the generator hut. You went upstairs to the roof, didn't you? Come on, be honest. Leave the hut and follow the road past the first ECM building and go through the concrete road tunnel. Enter the guard hut on the left and pull the lever reading 'Gates Engaged' so that it changes to 'System Clear'. This lever opens the large iron gates just down the stairs from the hut. With these gates open, you can now purge ahead and hang a left through the door with an amber roof light outside. Pass straight through the janitor's room and out of the far door. Take the left hand door in the next office and don't worry about the area through the windows, there's nothing of interest to be found in there. Continue through yet another door to reach the main tunnel exit leading to the second ECM building. Infiltrate this second ECM building and pull the lever next to the radar screen just like before. Once again, there's no need to bother going up to the roof. If you want me to be honest, the very secret to life, the universe and everything is located on the roof of this building, the only problem is that it is invisible, it can't be touched, it can't smelt, heard or tasted and I'm lying through my teeth. There's a nearby garage-type building which is worth a visit if the need some flash bombs or rockets. Head towards the truck outside the next road tunnel. The nearby office boasts a handgun, whoopie-do. Go past the truck and into the road tunnel, taking the door on your left when faced with the large iron gates. Then it's merely a case of passing by the fuel canisters before exiting via the next door. Section 6 Head left to the open air area commanding a beautiful bridge view. Pick off as many baddies as you can see, it's sniper time. *Problem Point* The road tunnel ahead of you is a dead end. Instead, you should drop from the road onto the ledge to the right. Head all the way to the water front to receive an objective update and a message from Alura who needs your help again. It's all take, take, take with this Alura character. Anyway, what are you waiting for? Swim out to the three bridge supports and plant the bombs. The explosives place themselves automatically, you simply need to clamber up to the bridge supports in turn. There's the usual countdown messages to keep you aware of your progress. How do you get out of the water? You don't. Once you've placed the third explosive, you are rewarded with a cutscene and the return of the double-entendre. Much to your appreciation, this level has finally reached its conclusion. ------------------------------------------------------------------------------------------- ZERO MINUS Section 1 Lovely cutscene and another double-entendre. The man is cooking on gas. Mind you, check out Alura tinkering with the generator, she really shouldn't stand like that. I'm sure the judge would be sympathetic. Follow the trail to the complex. You are not supposed to trigger the alarm, but it doesn't matter if you do, it resets after a minute. Sniper the guy in the guard hut controlling the road barrier. In fact sniper the guy strolling around to the left of the hut too. Sneak past the guard hut and head for the overhead bridge/monorail thing. Take a close look at the fire ladder. Yep, you can laser the padlock for a sneaky entrance. The fire ladder drops down and hey presto, you're in like Flint. Struth it's dark in here, mess with your gamma correction if it helps. Follow the monorail/rollercoaster track into the main complex, climbing the little ladder at the end. Remaining undetected makes things MUCH easier for you and for the nearest casualty hospital too. Most of the soldiers are patrolling near the two large missiles to your left. If you trip the alarm it's not the end of the world, infact the security guards that rush to slay you will provide you with a new high tech-weapon. It comes with a laser pen sellotaped to the gun barrel as standard. If you have patience, you can creep around the walkway leading left. At the very end of the walkway is a rope which you can climb across, but only if you move the crane hook out of the way first. Near the end of this gangway, look into the distance below the yellow monorail engine. There's a grapple hook awaiting your call. This drops you nicely infront of a lever which moves the crane hook. Keep crouched at all times during this sequence. After flicking the lever, descend the few stairs and head to your right to get a good view of the walkway you just flew from. There's a grapple hook to take you back up there, you can use it without attracting attention and can then perform the Bond move by monkey climbing across the rope directly above your head. If you've been detected and can't be bothered with all this stealthiness, just kill everything and catch up to where we are now. Use your PDA decrypter to bypass the red keypad and open the door, then creep across the gangway to the far door and dart the guard if you deem it to be necessary. Through the opposite door is a well-guarded warehouse. Creep all the way to the far right of the gangway, but don't descend the ladder, there's a grapple hook on the far wall. Fly across and laser the grill on your immediate right to head through the ducting. Continue past the drop in the ducting and fall through into a small office. Leave the office and explore the security room if you are in need of armour. Use the special lift to exit the level. Section 2 Head straight out of the lift and through the door facing you. Use your Felix lighter to take a clear photo of the blue map on the desk infront of you. Objectives are updated and the security guards have been alerted. Don't worry about stealth anymore, kill them in a style that would make your mother faint. In the security room, there's a pass enabling you to swipe your way through the protected door on your left. Across the gangway to the right is a lever to adjust the position of the overhead platform. Opposite the lever is a locker holding some armour plating. Now that the yellow platform has relocated to the other side of the room, you can use its the grapple hook for a quick ascent. Alternatively, you can take the lonely looking door ahead to your left as you first entered this room. Yes, you noticed the padlock, burn it by all means, but only armour lies in wait. Pop through the door, collect yet more armour plating from the dark grey lockers and go upstairs to re-enter the previous room on the overhead gangway reaching the point where the grapple manoeuvre takes you. To make things easier for yourself you can shuffle up the catwalk and sniper most of the guards ahead and below. Alternatively you can do a Bruce Willis and run down the corridor shooting everything that moves. You should wear a torn, sweaty vest if you opt for this method. Continue across the catwalk noting that the security doors on either side are indeed secure. Take a right at the final catwalk junction and drop down the ladder next to the mono-train. You can also go left at the catwalk junction if you need to drop into the high voltage cage for some supplies. If you are tired, jump on the train and enjoy the ride. If you insist on doing a thorough job, there are another two grapple hooks at the other side of the train track. Use one of them in order to make the road ahead guard-free, and use the walkways and the track to follow the train. Tackling this section manually makes things easier at the end of the track where you would otherwise be faced with a messy gunfight. Keep following the track and the walkways through the pretty glass tunnel. At the end of the track you are in danger of triggering the alarm again, but as before, if you do, you can arm yourself with the special security forces weapon and laser their lockers for supplies. Head to the right of the stationary train and use your handy PDA decrypter on the door with the red keylock. Enter the hi-tech corridor and press the metal to the floor ignoring the empty security room on your right. Enter the fish bowl room to be greeted by the global map reading 'Targets Acquired'. On closer inspection 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 problemo ((c) Terminator 2) just kill anything that moves, using mindless violence to intellectually overcome your opponents. At the bottom of the stairwell is a pit of snakes, and you REALLY hate snakes. Oh, hold on, wrong script, that's Indiana Jones. There's no snakes after all, just a door. A door that resembles a snake if you squint... and drink a lot. OK, it's just a regular door... but there SHOULD have been some snakes. Perform a Quick-Save after passing through the door, this next section ain't no mean feat. Resist the temptation to step on the huge lift platform on your right and take the opportunity to sniper as many guys as possible on the lower walkways. Once you've created as many widows as possible, ride the large platform lift and if you want my advise, use the special grenade launcher gun on the numerous baddies that appear as you descend. I've tried reasoning with them but they just laugh at my measly Sean Connery impersonation. As the platform descends, you have the option of disembarking on either side to the walkway with the security door. Use this method to avoid detection, or to deliberately get your hands on the equipment in the guards lockers. As the platform reaches the bottom, a large gate opens and more baddies charge. The A.I. isn't so hot at this point, as half of them run straight into laser trip mines. The others can be dealt with at distance using the rocket launching gun aimed high. This entire warehouse room is laced with laser trip bombs, but that works in your favour as more guards insist on choosing an explosive lifestyle. Oh I forgot the mention the lovely surreal bug which causes baddies who die in obscure positions to float upwards to heaven when they die. If you haven't tripped the alarms by now, I'm impressed, but you should let the red lights flash as there are four security rooms encircling this warehouse and each has two padlocked lockers full of power-ups. Actually, the last one on the left just has the one padlocked locker and it's rather stubborn. It's ironic that padlocked lockers are more vulnerable to theft than those that are simply shut. At the far end of the warehouse is a red door keypad which can be bypassed using your PDA decrypter. There's possibly some remaining trip mines, but you should be able to pass them by jumping on crates, or failing that you can blow them up at distance. *Problem Point* The area past the warehouse door appears to be a dead end. There are four lifts, and it will come as no surprise that the way forward is via the lift that is sealed off and labelled 'Out Of Order'. Crouch to enter this lift and you will probably notice... nothing. This is because it is dark. Whip out your specs (green nightvision mode) and have a closer inspection of the lift roof. Yes, a trapdoor, and you should climb through it onto the top of the lift carriage. Once in position ontop of the lift, it's grapple time (this is similar, but less funky than 'Hammer Time' (c) M.C. Hammer). There's no way of climbing the lift cables, but look up to locate the metal hooks. Note that there are two of them. The lower one is useless, but the upper one will help you out. It will allow you to ascend onto the roof of yet another lift at which point you will come under fire. This is a good opportunity to make a fool of yourself because you'll be wearing your shades and have nothing but a mobile phone in hand. After regaining your confidence you'll spot another grapple hook only just out of reach. After the short grapple, you have the choice of climbing the ladder or entering the abandoned lift at the other end the cage-like room. If you take the ladder you can drop onto the defunct lift and make your final grapple, if you enter the lift itself, you just need to climb through the roof trap door before performing the same grapple move. Section 3 Exit the lift (mind the step) and collect the equipment on the table in the far right corner before using your PDA decrypter on the red door keypad. Welcome to the 'Launch Control' room, step right inside for an action cutscene and notice the effectiveness of the 'Gantry Control' switch. After falling into the blast pit, kill the troops to trigger the first launch. As in real life, the klaxon makes it easy to panic and difficult to concentrate but all you have to do is to run into the open security room and raid the lockers whilst you wait for the missile launch. Although you'll go snowblind for a few seconds, 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 bound to die (like the Star Trek extra that stupidly agrees to beam down to the planet surface) but this only made her more angry. Another launch is about to take place, so you should run into the next 'bunker' room with the red beacon above the door, it's the only door available to you. If you've got time to laser the padlocks and steal some more things that don't belong to you then all well and good, but as before, once the launch takes place, you will find yourself back in the blast pit. This next sequence is time-restricted, so don't spend too much time enjoying the scenery and you certainly shouldn't choose this moment to tuck into your packed-lunch. To put an end to Kiko, enter the 'Control Room' lift in the centre of the blast pit. It was the door through which she was laughing at you a few moments ago when she thought you would fry. Press the button to bring life to the lift. At the top of the lift, don't mess about, climb a ramp and locate 'Shuttle 3', Kiko's chosen escape route. As the door closes behind her, flick the 'Gantry Control' switch next to the door to give her a taste of her own medicine. Stick the kettle on, open your packed-lunch and watch the two-part cutscene. ------------------------------------------------------------------------------------------- RE-ENTRY Welcome to space, breathe normally, and watch the cutscene. You've been handed the latest Armani space-suit and you are looking dapper but you need to familiarise yourself with the new environment and get to grips with the reduced gravity. This means that you can jump higher, further, er and slower. Go straight ahead and open the door. Directly infront of you is a guy ascending a lift. It's surprisingly easy to kill the space engineers with your laser, but it does take some time to recharge if you freak out. There's no need to go mad though, it's a little misleading as these space baddies take 8 minutes to drop to the floor and die. Alright, it's slightly faster than that but I'm having trouble coping with this weird atmosphere. The lift continues to rise to the 'Missile Control' area and you are too late to try and catch it. No big deal. To your left, next to the window is a space vat-canister-silo-thingy. With the reduced gravity, you'll have no problem jumping ontop of it. Now jump up ontop of the next S.V.C.S.T. and finally onto the platform with no identifiable features for me to describe. Take a long running-jump to the platform across the room and hit the use/active button to fill up on space juice (Jetpack refill). If you've drank enough space juice, you can hold down the jump key to boost yourself upwards (there's an indicator built into your space suit which can be monitored at the bottom of your screen). Armed with this knowledge, step to the back of the platform and look upwards to the catwalk above. You can do it. Remember to hold down the jump key and drink more space juice if you are not successful first time. Or second time. Pass through the doorways to the 'Communications Centre' and kill any guards in slo-mo. The 'Missile Control' room is to your right at the T-junction. It's so sweet that the baddies clearly signpost any area in need of sabotage. As you pass through this doorway you will receive the 'five minute curtain call'. From now on, the mission is timed. Shoot the glass viewing the alcove infront of you and jump down to the central circular mesh platform to defeat the space baddies. This is where things go horribly Quake II. Activate the four 'Defusal Access' consoles surrounding the mesh platform in order to open the corresponding missile panels above. If you prefer, you could activate one at a time to keep track of where you are up to. Now you need the eloquence of a ballet dancer to boost jump to the accessible panels near the top of each missile. When you successfully reach such panels, you need to pull one lever, followed by the other before finally hitting the defuse button. Does the society we live in really manufacture weapons of mass destruction with a big green button marked 'defuse'? You may have defused one or two, but you'll need to drop down below the mesh platform to top up on space juice at some point. If you are as 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', boost jumping to their access panel and twiddling with the levers, knobs and buttons. To save time it's best to tackle the missiles in pairs, jumping from one to the other takes far less time than returning to the refill point at the bottom. Now you are instructed to find an escape pod. Leave without killing the villain? I think not. There's a doorway on the same level as the mesh platform signed 'Locked During Launch Sequence'. It's now open, which is an example of perfect logic. Continue through the doorway ahead and jump up to climb the short ladder. Advance down the corridor and press the blue button to the right of the door to open it. The following cutscene leaves you with no doubt that you've reached the end of game boss, Drake. Thankfully, Drake is realistic Bond baddie as opposed to a typical 'First-Person Shooter' 9-foot mechanical armoured beefcake with rocket launchers and lightning strikes at his endless disposal. If you are low on ammo, worry ye not, you get a free replenish courtesy of Drake. What a sportsman. You've only got the space laser but it's sufficient enough to kill Drake and pierce the suits of his space henchmen. Infact while you're at it, you should use it to pierce Brosnan. I hold my head in shame for that one. Once Drake is space dust, you do not have much time to play with. Exit via the door with the 'Escape Pod' sign above it, the clue is in the question. Press the blue door panel to spark the final cutscene. Hope you enjoyed it as much as I did. If you have the patience to play it a second time, you'll notice grapple hooks in positions that you never knew were humanely possible. I've found one that makes it awfully painful to sit down. ------------------------------------------------------------------------------------------- This is An Official Dragon Walkthrough By Pranav Jani Û Û Û Û Û Û Û Û ÛÛ Û Û ÛÛ ÛÛ Û ÛÛÛ ÛÛÛ Û ÛÛÛÛ ÜÜÜÜÜÜ ÛÛÛÛÛ Û ÛÛÛÛÛÛ ÜÜÜÜÛÛÛÛÛÛÛÛÜ ÛÛÛ ÛÛ Û ÛÛ ÛÛÛÛ ÜÛÛÛÛÛÛÛ ÛÛÛÛÜÜÜÜ ÛÛÛÛ ÛÛ Û ÛÛ ÛÛÛÛÜÜÛÛÛÛ ÛÛÛÛÛÛÜÛÛÛ ÛÛß Û ÛÛ ÛÛÛÛÛ ÛÛÛÛ ÛÛ Û ÛÛ ÛÛ Û ÛÛ Ü Ü ÛÛ Û ÛÛ ÛÛÛ ÚÄÄÄÄ¿ ÛÛÝ ÛÛ Û ÛÛ ÞÛÛÛÛ ³ÛÛÛÛ³ ÛÛÛÛÝ ÛÛ Û ßÛ ÛÛÛÛÛÛ ³Û Û³ ÛÛÛÛÛÛÝ ÛÛ Û Û ÞÛÛÛÛÛÛÛ ³ÛÛÛÛ³ ÛÛÛÛÛÛÛÛ ÛÛ Û Û ÞÛÛÛÛÛÛÛÛ ÃÄÄÄÛ³ ÛÛÛÛÛÛÛÛÛ ÛÛ Û ßÛÛ ÛÛÛÛÛÛÛÛÛ ³ÛÛÛÛ³ ÛÛÛÛÛÛÛ Ûß Û ÛÛ ÛÛÛÛÛÛÛ ÀÄÄÄÄÙ ÛÛÛÛÛ ÛÛ Û ßÛ ÛÛÛÛÜ ÜÛÛÛÛ ÛÛ Û ÛÛ þ þ ÛÛ Û ÛÛ ÛÛ Û ÛÛ ÄÄÄÄÄÄÄÄÄ Û ßÛÛ ÄÄÛÛ ÄÄÄ Û ÄÄÄÄÄÄÄÄÍÍ Û Û ÍÍÍÄÛÛ ÄÄ Û ÄÄÄÄ ÛÛ ÍÍÍ ÛÜ ÜÛ ÍÍÍ ÛÛ Û ÄÄÄÄÄ ßÛ ÍÍÍÍÛÛÛ ÛÛÛÍÍÍÄÍÍÄÄÄÄÄÄÄÄÄ Û ÄÄÄ ÍÍÍÍÍ ÍÍ ÍÍÍÍÍÍ Ä ÄÄÄ ÄÄÄ Û ÄÄ ÄÄÄÄ ÛÛÍÍÍÍÍͺ º ÍÍÍÍ ÛÛ ÄÄÄÄ Û Ä ÄÄÄÄÄ Û Íͺ º ÍÍ Û ÄÄÄÄ Û ÄÄÄÄÄ ßÛÛ ÛÛ Ä Û ÄÄÄ ÛÛ Û ÄÄÄ Û ÄÄÄ ÛÛÛ ÛÛÛ ÄÄ Û ÄÄ ÛÛÛÛÛÛÛÛÛÛ Ä Û Ä ßßßßßßßß Û Ä Û ÄÄ Û Ä