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 Nine  


Planet Half Life



Misson 9 :Re-Entry
RE-ENTRY (9)

James Bond 007, Nightfire Mission 9 (Re-entry) Walkthrough synopsis:

We have tracked Drake's shuttle to the International Space Station. Your shuttle 007 will dock shortly. You must get inside and stop Drake before it's too late. We have now know he has the nuclear missiles onboard and is more than willing to use them. Best of luck 007. The fate of many nations rests in your hands...


     
 

Welcome to space, breathe normally, and watch the cut scene.

Bond heads for the Space Station.


You've been handed the latest Armani space suit and you are looking dapper but you need to familiarise yourself with the new environment and get to grips with the reduced gravity. This means that you can jump higher, further and slower.

Go straight ahead and open the door. Directly in front of you is a guy ascending a lift. It's surprisingly easy to kill the space engineers with your laser, but it does take some time to recharge if you go berserk. It's easy to be trigger happy as the space baddies take 8 minutes to drop to the floor and die. All right, it's slightly faster than that but I'm having trouble thinking properly in this weird atmosphere. The lift ahead continues to rise to the 'Missile Control' area and you are too late to catch it. No big deal, to your left, next to the window is a space-vat-canister-silo-thingy. With the reduced gravity, you'll have no problem jumping on top of it. Now jump up on top of the next S.V.C.S.T. and finally onto the platform with no identifiable features for me to describe. Take a long running-jump to the platform across the room and hit the use/active button to fill up on space juice (Jetpack refill). If you've drunk enough space juice, you can HOLD down the jump key to boost yourself upwards (there's an indicator built into your space suit which can be monitored at the bottom of your screen).

Armed with this knowledge, step to the back of the platform and look upward to the catwalk above. You can do it. Remember to hold down the jump key and drink more space juice if you are not successful first time, or second time. If you haven't made it by the twelfth attempt, you have probably drunk too much space juice, so you should lie down, close your eyes and watch the multicoloured dragonflies dance on the bouncy concrete.

Pass through the doorways to the 'Communications Centre and kill any guards in slo-mo. The 'Missile Control' room is to your right at the T-junction. It's so sweet that the baddies clearly signpost any area in need of sabotage. As you pass through this doorway you will receive the 'five minute curtain call'. From now on, the mission is timed. Shoot the glass in the viewing alcove in front of you and jump down to the central circular mesh platform to defeat the space baddies.

This is where things go horribly Quake II. Activate the four 'Defusal Access' consoles surrounding the mesh platform in order to open the corresponding missile panels above. If you prefer, you could activate one at a time to keep track of where you are up to. Now you need the eloquence of a ballet dancer to boost jump to the accessible panels near the top of each missile. When you successfully reach such panels, you need to pull one lever, followed by the other before finally hitting the defuse button. Does the society we live in really manufacture weapons of mass destruction with big green buttons marked 'defuse'?
You may have defused one or two, but you'll need to drop down below the mesh platform to top up on space juice at some point. If you are as bad at ballet as I am, you'll need to return for at least 10 pints of space juice at the refill station below. Where's Billy Elliot when you need him?

Defuse all four missiles by activating their 'Defusal Access' then boost jump to the corresponding access panels near the top of the missiles. Twiddle with the levers, knobs and buttons to put an end to each missile in turn. To save time it's best to tackle the missiles in pairs, jumping from one to the other takes far less time than returning to the refill point at the bottom. This all sounds relatively straightforward, but as you have no doubt discovered... it's not. Now you are instructed to find an escape pod. As if you are going to leave without killing the villain? I think not. There's a doorway on the same level as the mesh platform signed 'Locked During Launch Sequence'. As logic would suggest, it's now open. Continue through the doorway ahead and jump up to climb the short ladder. Advance down the corridor and press the blue button to the right of the door to open it.

In space, Mr.Bond...nobody can hear you scream.
The following cut scene leaves you with no doubt that you've reached the end of game boss, Drake. Thankfully, Drake is a realistic Bond baddie as opposed to a typical 'First-Person Shooter' 9-foot mechanical armoured beefcake with rocket launchers and lightning strikes at his endless disposal. If you were low on ammo, worry ye not, you get a free replenish courtesy of Drake. What a sportsman.

You've only got the space laser but it's sufficient enough to kill Drake and pierce the suits of his space henchmen. In fact while you're at it, Pierce Brosnan too. I hold my head in shame for that one.

The recommended tactic is to take refuge in the 'Escape Pod' corridor to the right and zap Drake as he floats like a butterfly (not stings like a bee) around the corridor entrance.
Once Drake is space dust, you do not have much time to play with. Exit via the door with the 'Escape Pod' sign above it, the clue is in the question. Press the blue door panel to spark the final cut scene.

Hope you enjoyed it as much as I did. If you have the patience to play it a second time, you'll notice grapple hooks in positions that you never knew were humanely possible. I've found one that makes it awfully painful to sit down.


Game Walkthrough by Mr. Mike Smith. Thanks to 'Arsetound', 'Pregaming' and 'Gameguru' for the encouragement and help. Additional Bond moves and secrets are credited to 'Rich'.

Additional Updates by [OO9].

Revision 2.8


Go To Mission 8


Download the complete walkthrough here. Nightfire Walkthrough Download
 
     


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