OO9 Fair Play | Nightfire Bond League (NFBL) | Nightfire Forum | NC NFBSP: Nightfire BSP Source
     
     
 Home
 
 Bookmark This Site
 Site Updates
 Site Help Site Help
 Site Polls
 Link To Us
 
 Nightfire Info:
 Commands
 Nightfire FAQ
 Nightfire 1.1 Patch FAQ
 Gadgets
 Maps
 Music
 Weapons
 FoC

 Nightfire Tutorials:
 Console
 Script building
 Skin creation



 [OO9] Server

 Walkthrough:
  Introduction

  (1) Rendezvous
  (2) Airfield Ambush
  (3) Uninvited Guests
  (4) Phoenix Rising
  (5) Hidden Agenda
  (6) High Treason
  (7) Island Getaway
  (8) Zero Minus
  (9) Re-Entry

 Downloads:
  [OO9] &
  `OS>007bond007
  Tools

  Patches And Fixes
  Mods
  DM Maps
  CTF Maps
  Gaming Tools




 Secret Services:
  MI6


 Links:
 Nightfire BSP Source
 Nightfire matches
 NFBSP Wiki
 Map/Mod Sites
 Fan Sites
 Resource Sites
 Servers & Hosting
 Clan Listing
 James Bond Sites
 Other Game Sites

 Forums:
 Nightfire Forum
 Gearbox Forum
 MI6 Forum
 Commander Bond.net







 
  Nightfire PC Walkthrough Mission Six  


New Maps for Nightfire Project



Mission 6: High Treason
HIGH TREASON (6)

James Bond 007, Nightfire Mission 6 (High Treason) Walkthrough synopsis:


You and Agent Paradis have been brought back to drake's penthouse at the top of the Phoenix Tower. You must find your way safely out of the facility. We look forward to hearing from your successful departure 007...


     
 
  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 (© 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 handrail off the lift, don't let this bother you.

Dominique decks Kiko

The lift halts three-quarters of the way down giving you the opportunity of some shooting practice as guys attack across an exterior walkway from the left and right alternatively. When you've cleared this area, the lift makes another drop leaving you facing the external walkway. A baddie (we'll call him Stanley) breaks the glass wall of this walkway and fires at you. Why won't Stanley just talk to you and resolve the differences peacefully? Shoot him nastily in the head.

*Problem Point* Don't feel embarrassed, if you've never used the grappler phone you can't be expected to be on the same wavelength as the level designer. You have two options, you can remain on the lift (which will hurt) or you can concentrate on the metal hook on the inner roof of the glass walkway, directly above Stanley. This is a grapple hook and you need to be familiar with this technique from now on. What's the story, morning glory (© 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.

Bond Move 1. If you don't kill Stanley and use the grapple to swing into him and knock him out, you get a Bond Move.

  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 that doesn't like you. Return the compliment with all out machine-gun fire until it sparks. Proceed through the kitchen and beware of the nasty guard but be sure to pick up the briefcase gadget in front of him (then wonder why I never mention it again). Exit via the far door and pass through the single door to your left next to the security gate, where three unfriendly guards choose not to welcome you. Head to your right and go through the next door to the other office area. Enter the administrator's office to trigger an exploding photocopier and some baddies at the other side of the double doors. The exploding photocopier blows a hole in the wall that is your next point of exit. Pop through the hole in the wall, kill any opposition and get tooled-up. Exit through the doors to the balcony area and introduce the baddies to Mr. Donald McDeath.

*Problem Point* Ahead and slightly to your left is the blackened window of the security office. Shatter it and jump inside (with a simultaneous crouch) to lift the security gates via the switch on your right. It would appear that there is a graphics bug affecting some people at this point. If you have found and smashed the window in question but are unable to jump through it, then try 'Manny's mayhem method of throwing a handful of grenades at the base of the window. Failing that, I believe the only other way forward is to activate a 'no clipping' cheat mode to walk straight through the window/wall.

Exit back out of the window and follow the corridor on your right to the 'Accounting Exec's office where a few supplies are waiting for you. Continue down the corridor to the locked 'Security' office. Round the corner to your left is a guy guarding the exit you will use when we've completed the outstanding objectives. Continue past the exit and cross the infamous walkway with the grapple hook.

Grenades are the safest way to destroy the servers, but the rocket launcher can be used in reserve.
*Problem Point* A handful of new baddies are waiting to greet you but you know this level like the back of your hand by now, so make your way to the 'Server Room'. We need to create a mess of this room, so pop back to the 'Administrator's office and the adjoining room if you are missing the rocket launcher or need to stock up on grenades. Grenades are the safest way to destroy the servers, but the rocket launcher can be used in reserve. You will receive countdown messages if you are a successful server-slayer, e.g. "You must destroy three more servers". At first I misunderstood the advise from my mentors and threw lots of grenadine into the room. Being made of pomegranate juice, this didn't have much effect, although I wrecked the spacebar on one of the servers.

Resist the natural urge to descend a floor by jumping on the spirals, just head back through the walkway with the grapple hook and leave via the stairway exit near the 'Security' office which we passed a couple of minutes ago.

  Section 3  


Have a quick gunfight and get your bearings, you are on level 37. You are likely to find level 38 irresistible. Extra rockets and increased damage is all that lies in wait. Levels 39, 40 and 'Floor M' (at the top of the stairs) are all inaccessible, head down rather than up. Levels 36 and 35 are out of bounds. Level 33 offers you two baddies to kill but sod all else. Level 29 is home to some amour plating, a bag of stuff and another crazy briefcase in front of the nearby desk. Collecting the briefcase will gain you a 'Rich' Bond secret. Upon reaching level 20, the stairwell explodes, but you are just able to drop down the first flight by hugging the left hand wall starting from the double-doors of level 19.

Work your way through the offices of level 18 and you'll eventually find yourself looking up at the nostalgic corridor with the grapple hook. As you begin to reminisce about the good old days, a guy with a rocket launcher rudely interrupts your dreams. An explosion has occurred a fraction further along this corridor. Don't pester yourself with the reason as to why this has happened, just drop down the hole to the next floor and jump through the window slaughtering the guards. You have to be cruel to be kind and despite all this mindless killing, don't forget that you are saving the world. Happy hunting in the offices and keep a look out for the armour plating and rocket ammo. Work your way through the rooms and locate the stairwell doorway beyond the two guys boasting rocket launchers. Level 13 produces a surprise attack that you were no doubt expecting and you might consider dropping one of your weapons in 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, more rocket ammo and another 'Rich' Bond secret.

  Section 4  


You can jump the first laser trip bomb on your left, but the next part can be tricky. Ahead of you lies an ajar door with another laser mine behind it. I suggest you lob a grenade through the gap in the door, but please perform a quick-save before you do because sometimes the door jams (jams, as in stuck, not as in a band practice session). Errr, 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 that 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-defence). 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 that 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 are another two servers to destroy here. Use the same gimmick, a proximity mine for one, and 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. A nifty little Rich trick is throw activate/drop a ballistic briefcase outside the lift door and run off to watch the action from behind the safety of a pillar.

To destroy the vans, just lob a hand grenade under all five of them. You may now pass through the exit doorway next to the few stairs that leads to some armour, ammo and a laserable padlock. Merely ascend the stairs to progress.

  Section 6  


This next section is a sticking point for most humanoid life forms. It is easy to snowball the difficulty beyond control, but it is equally easy to keep it 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 that currently reads 'Systems Clear' in green. You can ignore this lever for the time being because we need to trigger some security gates that answer to this switch and this switch alone. So jump back out of the security window and hug the wall to your right. Pop down the stairs to create a 'security alert', thus dropping the grills.

*Problem Point* This is where we all get stuck, how do we raise the gates? It's not complicated, just pop back to the security room you came from and check out the lever as previously described. It now reads 'Gates Engaged' in red. Activate/use the lever and you'll hear a faint click followed by a clunk. It's not a safety advert for seatbelts, you've just raised the problematic grills even though the control lever shows no visual indication.

If you find yourself stuck in this final foyer area facing a constant spawning stream of guards, you will develop a major migraine and you have left your painkillers in the car. I suggest you activate your spinning briefcase of death in the foyer centre and re-attempt the guidelines above. There's also an ultra-rich 'Rich' Bond move to be gained by firing a rocket at the large stone dragon carving where it attaches to the ceiling. Make friends with your Australian counterpart during the cut scene and relax, you've just completed the hardest part of the game.



Game Walkthrough by Mr. Mike Smith. Thanks to 'Arsetound', 'Pregaming' and 'Gameguru' for the encouragement and help. Additional Bond moves and secrets are credited to 'Rich'.

Additional Updates by [OO9].

Revision 2.8


Go To Mission 5 | Go To Mission 7

Download the complete walkthrough here. Nightfire Walkthrough Download
 
     

 
  Legal Notices & Site Information
[OO9] Fair Play 2003 - 2010