Sunday, February 8, 2009

James Bond - Nightfire Walkthrough

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.

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