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

 Nightfire Tutorials:
 Console
 Script building
 Skin creation



 [OO9] Server

 Walkthrough:
  Introduction

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

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

  Patches And Fixes
  Mods
  DM Maps
  CTF Maps
  Gaming Tools




 Secret Services:
  MI6


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

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







 
  Nightfire PC Walkthrough Mission Seven  


EA games official 007_nightfire homepage



Misson 7 Island Getaway
ISLAND GETAWAY (7)

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....


     
 
  Section 1  


Drake's Island
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.

  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.

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.

  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' (© 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.

...try to remain calm because killing the civilian lab technicians will cost you the mission.
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.

  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 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.

  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 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.

  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 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


Go To Mission 6 | Go To Mission 8


Download the complete walkthrough here. Nightfire Walkthrough Download
 
     

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