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Nightfire PC Walkthrough Mission Nine |
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RE-ENTRY (9)
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James Bond 007, Nightfire Mission 9 (Re-entry) Walkthrough
synopsis:
We have tracked Drake's shuttle to the International Space
Station. Your shuttle 007 will dock shortly. You must get inside
and stop Drake before it's too late. We have now know he has
the nuclear missiles onboard and is more than willing to use
them. Best of luck 007. The fate of many nations rests in your
hands...
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Welcome to space, breathe normally,
and watch the cut scene.
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 and slower.
Go straight ahead and open the door. Directly in front 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 go berserk. It's easy to be trigger happy
as the space baddies take 8 minutes to drop to the floor and
die. All right, it's slightly faster than that but I'm having
trouble thinking properly in this weird atmosphere. The lift
ahead continues to rise to the 'Missile Control' area and you
are too late to 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 on top of it. Now jump
up on top 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
drunk 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 upward 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. If you haven't
made it by the twelfth attempt, you have probably drunk too
much space juice, so you should lie down, close your eyes and
watch the multicoloured dragonflies dance on the bouncy concrete.
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 in
the viewing alcove in front 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 big green buttons 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'
then boost jump to the corresponding access panels near the
top of the missiles. Twiddle with the levers, knobs and buttons
to put an end to each missile in turn. 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. This all sounds relatively straightforward, but as
you have no doubt discovered... it's not. Now you are instructed
to find an escape pod. As if you are going to 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'. As logic would suggest, it's now open. 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 cut scene leaves you with no doubt that you've
reached the end of game boss, Drake. Thankfully, Drake is a
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 were
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. In
fact while you're at it, Pierce Brosnan too. I hold my head
in shame for that one.
The recommended tactic is to take refuge in the 'Escape Pod'
corridor to the right and zap Drake as he floats like a butterfly
(not stings like a bee) around the corridor entrance.
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 cut scene.
Hope you enjoyed it as much as I did. If you have the patience
to play it a second time, you'll notice grapple hooks in positions
that you never knew were humanely possible. I've found one
that makes it awfully painful to sit down.
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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