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Nightfire PC Walkthrough Mission Seven |
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ISLAND GETAWAY (7)
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James Bond 007, Nightfire Mission 7 (Island Getaway) Walkthrough
synopsis:
The island you're on 007 is the site of Drake's stronghold
and the very heart of his Nightfire operation. Satellite reconnaissance
indicates that the island houses an elaborate system of subterranean
caves. Infiltrate the facility and sabotage Drake's plans. Agent
McCall will assist you in preventing Drake from continuing his
nuclear reassembly plans....
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After a brief cut scene, 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 (© 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*
Bond
Secret 1. Under the Hut is a gun.
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.
Bond
Move 1. Before you go into the first
cave entrance, go back out to the rock pool and have a swim.
In the pipes just above the first cave entrance is grapple
point, which will lead you to another way into the next cave
and a Bond Move for getting there.
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 that I'm sure is accessible,
but it has taken a personal dislike to me. 'John Zachary Bouwens'
points out that you can enter this meshed area by standing
on one of your own grenades (ala Quake II 'rocket jump') and
that there is a grapple hook next to the orange and yellow
pipes which travel overhead. Thanks John, that's another fine
mess you've got me into (© Oliver Hardy). I believe you
can also perform a 'Rorimo Jump' up the boxes to enter the
same area. Entering this Cage will give you
your next Bond
Secret.
Continue down the cave tunnel to see the green arrow of progression.
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'
(© Yazz and the Plastic Population), and to your right.
Bond
Move 2. If you sneak past the guards
and climb the ladder to the supply table, just above it is
a wire. Use this to get past the guards working on the turbine.
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 (Bond
Secret 3).
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 that can be hacked with your PDA
decrypter, don't kill the civilian engineer in the space suit.
The remaining doorway at the end of the corridor leads to a
spiral staircase. After passing through the doorway at the
top of the stairs you have the choice of another doorway straight
ahead or a corridor on your right. We need to explore both
but we'll head down the corridor to the right first of all.
The corridor hangs right again and past some stairs on the
right which give you a nice view of the missile plus the opportunity
to dispatch a few guards at distance.
Continue to the end of the corridor round the bend to the right
and through the doorway on the left. Proceed round the gangway
and through the door at the end on the right. Walk round the
blue and red pipes and step into the missile chamber. The door
directly in front of you is locked, so get your trunks and
towel and swim to the control room area to the left. There's
a little ladder to help you out of the water. Burst into the
missile computer control office but if you have a twitchy trigger
finger, try to remain calm because killing the civilian lab
technicians will cost you the mission. There's some baddies
down the small flight of stairs to your right who can be sprayed
with bullets. The technicians won't even look up from their
clipboards. Collect the equipment from the lower room and then
'Euro Charge' the Q-virus onto the computer next to the technicians.
After leaving the control room area, begin a new paragraph
because this one is too lengthy.
The missile gantry is now moving up and down like a bizarre
fairground ride. We need to jump onto it from the platform
ahead to the left of you, but first take a very deep breath.
*Problem Point* To fulfil the objective
of placing the explosive beneath the missile gantry you need
to swim down, down, deeper and down (© Status Quo) all
the way to the bottom of the water. There's no access through
the grate, but on either side of this underwater bunker is
a way in and out. Placing the explosives happens automatically,
you simply to need approach the red electricity cabinet which
can't be an electricity cabinet because it's underwater.
Unhelpfully, there's no little ladder to climb out at the ideal
location, so swim back to the platform where you entered the
chamber (not the control room area) and fix your hair. Leave
the missile chamber and retrace your steps all the way back,
past the yellow Sinclair C5, and take the first door that eventually
appears on your right. Follow this corridor and once again
step into the missile chamber in the desired location.
You can run straight ahead on jump onto the moving missile
gantry. When it rises to its highest point you should jump
off the far side to the first catwalk with the ladder. To make
things easier you could now have a bit more sniper practice
by picking off some of the annoying guards in this area. Climb
the ladder past the second catwalk all the way to the top.
*Problem Point* Human instinct suggests
that we run right around the top catwalk and attempt a suicidal
jump back onto the upper part of the moving gantry. Such efforts
will end in tears, but around the back of this catwalk look
above you and say "D'oh!" Make a telephone call to
Dr. Hook and discuss the subject of 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 cut scene gives proof
that the missile is no longer.
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 handgun equipment to collect.
Leave the room by the opposing door and continue the spiral
ascent across the bridge. Halfway across, when you get the
distinct feeling that the bridge is going to collapse... nothing
happens. Deal with the disappointment with the help of the
Samaritans and continue the spiral path to the next control
room. Enter this control room to collect the armour plates
and rockets. Once again, go through the opposing door and continue
up the path. Run across another bridge of disappointment and
into the next control room. Note the wires securing the metal
tower, I'm sure there must a way to reach it. And indeed there
IS. 'Arsetound' explains that after crossing the very first
wooden bridge, face the metal tower and look for the red light
above the gangway. Above the light is a grapple hook and as
you know by now, a grapple a day keeps the doctor away. To
leave the (optional) tower, 'Arsetound' explains that you should
jump from the gangway onto the second wooden bridge at which
point you'll be respected by a 'Bond
move' choral blast.
This final control room is being used as a makeshift prison,
you can't run straight through the door ahead because your
Australian colleague needs to be released from the cage to
your right. The sniper rifle on the table has her name written
on it, but there's some armour plating and more equipment to
be collected beyond the cage. There's also a new weapon, which
sort of falls into the grenade launcher class. You may need
to sacrifice an existing weapon if you choose to take it. Just
drop a handgun if you are greedy.
You'll need the PDA decrypter to free Alura. Amaze yourself
with the next cut scene, her gratitude for being rescued is
astronomical. You may now leave the control room and embark
on the final leg of your ascent, Laura Croft will follow you.
Hang a right through the cave tunnel at the top and don't stray
from the path (© 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.
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 team
work... 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 are some powerups 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. Players 'Matt
Baker' and 'Jim' have pointed out that you can gain access
to this first ECM building via a sneakily located grapple-hook.
Well spotted you two.
Bond
Secret 4. Use the sniper scope to see
the grapple point and then use your cell phone to get to the
top of the building. Drop down directly below where you land
to get the Bond Secret. You can then use the building edges
to sneak around the sides and kill the guards. If you can alarm
the guards without being seen, they come out on to the balcony
and you can drop grenades on their heads, which rattle around
inside them. It's very funny to see when they can't shake them
out.
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 that 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.
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 waterfront to receive an objective
update and a message from Alura who needs your help again.
It's all take, take, take with this Alura character. Anyway,
what are you waiting for? Swim out to the three bridge supports
and plant the bombs. The explosives place themselves automatically;
you simply need to clamber up to the bridge supports in turn.
There's the usual countdown messages to keep you aware of your
progress. How do you get out of the water? You don't. Once
you've placed the third explosive, you are rewarded with a
cut scene and the return of the double-entendre. Much to your
appreciation, this level has finally reached its conclusion.
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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