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Nightfire PC Walkthrough Mission Six |
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HIGH TREASON (6)
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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...
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*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.
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.
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.
*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.
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.
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.
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.
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
Download the complete
walkthrough here. 
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