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  Nightfire PC Walkthrough Mission Eight  


MI6.CO.UK The Home Of Bond



Misson 8: Zero Minus
ZERO MINUS (8)

James Bond 007, Nightfire Mission 8 (Zero Minus) Walkthrough synopsis:


The intelligence you gathered 007 strongly indicates that Drake has moved several nuclear missiles off site Locate Drake and determine where the missiles are secretly being stored. You must stop Drake from launching his arsenal. As you know, the consequences could be devastating....


     
 
  Section 1  


Lovely cut scene 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, in fact 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 in front of a lever that 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.

Bond Secret 1. After completing the Bond Move and entering through the sliding door opposite stop. Just above your head is another grapple point, which leads to another Bond secret.

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 in front 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.

Drake's underwater world.
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 that 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 (© 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 are 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 AI 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 to mention the lovely surreal bug that causes baddies who die in obscure positions to float upwards to heaven as they pass away. 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 powerups. 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 that 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 night vision 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 on top of the lift, it's grapple time (this is similar, but less funky than 'Hammer Time' © 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. A hail of bullets will fly past your ears as you stand there in your shades, holding a mobile phone.

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 cut scene 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 snow-blind 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 henchman that doesn't help your nerves. I explained to her that the nasty lady in a bond movie is certain to die (like the Star Trek extra that stupidly agrees to beam down to the planet surface) but this only made her angrier. 'DH' explains that on the more challenging difficulty levels, this area is the perfect place to use your spinning briefcase to mince the ninjas. 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 cut scene.


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


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