Cheat mode:

Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "autoexec.cfg" file in the "ea games
ightfire demoond" folder. Add the following lines at the end of the file: 

sv_cheats 1

console 1 

example: D:GamesNightfireBond.exe +sv_cheats 1 +console 1

Begin game play, then press ~ to display the console window. Enter one of the following codes and press [Enter] to activate the corresponding cheat function.

Code - result

god - God Mode 

noclip - No Clipping 

notarget - Invisibility 

fly - Fly Mode 

impulse 101 - all weapons and items -repeating gives more ammo

map X - Change to Level X

give weapon_x - Gives weapon of choice, where x is one of the following:

- bondmine - commando

- flash_grenade - fraggrenade

- frinesi - grapple

- grenadelauncher - kowloon

- laser - lighter

- minigun - mp9

- mp9_silenced - pda

- pdw90 - pen

- pp9 - raptor

- rocketlauncher - ronin

- smokegrenade - taser

- up11 - watch

- qworm - l96a1

To UNLOCK ALL GAME MISSIONS, simply add the line "sv_iamdone 1" (without quotes) to the config.cfg file, if the line already exists, then change the 0 to 1 to activate

Map names:

Use one of the following entries with the map code. 

m1_austria01

m1_austria02

m1_austria03

m1_austria04

m2_airfield01

m2_airfield02

m2_airfield03

m2_airfield04

m3_japan01

m3_japan02

m3_japan03

m3_japan04

m4_infiltrate01

m4_infiltrate02

m4_infiltrate03

m4_infiltrate04

m4_infiltrate05

m4_infiltrate06

m4_infiltrate07

m5_power01

m5_power02

m5_power03

m5_power04

m6_escape01

m6_escape02

m6_escape03

m6_escape04

m6_escape05

m6_escape06

m6_escape07

m7_island01

m7_island02

m7_island03

m7_island04

m7_island05

m7_island06

m8_missile01

m8_missile02

m8_missile03

m8_missile04

m9_space01 

Map names (demo version):

Use one of the following entries with the map code. 

map m3_japan01

map m3_japan02

map m3_japan03

map m3_japan04 

Multi-player: Double pistols:

Choose multi-player mode and for weapons select Phoenix weapons. You will start with a pistol. Find another and you can use two pistols. Note: You must also be a Phoenix character.

"SOMEBODY DOES IT BETTER" - A WALKTHROUGH FOR JAMES BOND 007: NIGHTFIRE (PC 

Version)

This walkthrough was written in thanks to the helpful and friendly people at 

'Neoseeker'.

I'm nothing but an average first-person-shooter player and this walkthrough 

is not a

comprehensive guide to the game, its purpose is to help people who are stuck 

to get more

enjoyment. Is it fair that I make the assumption you can explore without 

specific

instructions and that you can kill baddies without a description of exactly 

where they

will spring from? I think I can, you seem like a nice, intelligent player. 

If you are

obsessed with secrets, 'Bond Moves', hidden secret Bond moves and special 

secret

Bond mega-secrets, you don't need to be reading a walkthrough, you need to 

be finding

some friends.

 

Have fun :) (This email address is being protected from spambots. You need JavaScript enabled to view it.)

 

 

-------------------------------------------------------------------------------------------

 

RENDEZVOUS

 

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.

 

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.

 

 

 

-------------------------------------------------------------------------------------------

 

Thanks to 'Pregaming' and 'Arsetound' for the encouragement and help.

 

Mike Smith (This email address is being protected from spambots. You need JavaScript enabled to view it.)

 

An attractive young woman walks into a bar. She says, "I think I'll have a 

double entendre, please".

So the barman gives her one.

 

Version 1.4