__________________________________________________________________________ / | Star Trek: Elite Force II FAQ/Walkthrough by Asdfga3 \__________________________________________________________________________ This is a FAQ and walkthrough for Star Trek Elite Force II. If you wish to contact me with any questions, comments, suggestions, or errors in the FAQ, please feel free to e-mail me. Note about secrets: Previously I have not had all of the secret areas listed in this FAQ. However as of v2.0 I have ALL secrets listed here. ;-) Please note that my e-mail address has changed. If you send any more messages to the old address (asdfga3@lycos.com) you will NOT receive a response. Please use the new address (listed below) from now on. Platform: PC (Windows) My e-mail: @@ron DOT skr AT gmail DOT com (Replace with symbols, @ = a) My site: http://freewebs.com/asdfga3/faqs.html Current version: 2.02 Created: 07-24-03 Last updated: 01-15-04 An HTML version of this and my other FAQ's for Voyager - Elite Force, and the Elite Force 2 beta demo can be found at http://eliteforce.com. __________________________________________________________________________ / | 1. CONTENTS \__________________________________________________________________________ 1. Contents 2. Version 2.1: v0.50 2.2: v0.65 2.3: v0.90 2.4: v1.00 2.5: v2.00 2.6: v2.01 3. Legal Info 4. Cheats 5. Changes from the demo 6. Weapons & Equipment 6.1 Bat'Leth 6.2: Phaser 6.3 Disruptor 6.4 Compression Rifle 6.5 Assault Rifle 6.6 Enhanced Compression Rifle 6.7 Attrexian Arc Launcher 6.8 Mystical Energy Staff 6.9 Tetryon Gattling Gun 6.10 I-MOD 6.11 Sniper Rifle 6.12 Grenade Launcher 6.13 Quantum Burst 6.14 Romulan Experimental Radiation Disruptor 6.15 Tricorder 7. Enemies 7.1: The Borg 7.2: Exomorphs 7.3: Brood Fiends 7.4: Idryll 7.5: Mercenaries 7.6: Romulans 8. Walkthrough 8.0: Training 8.1: End Game 8.2: Reassignment 8.3: Derelict 8.4: Demise 8.5: Discovery 8.6 (1): Destruction 8.6 (2): Remove and Disable 8.7: Search and Rescue 8.8: Payback 8.9: Mercenaries 8.10: Incognito 8.11: End Game 2 9. Secret Maps Walkthrough 9.1: "Swamp Shack" 9.2: "Modern Ruin" 9.3: "Gauntlet" 9.4: "Zoo" 9.5: "Cloning Facility" 9.6: "Zoo" 10. Strategies 9.1: Singe Player 9.2: Multiplayer* 9.3: Puzzles 11. Credits (* = incomplete) __________________________________________________________________________ / | 2. VERSIONS \__________________________________________________________________________ -Version 0.50 (07-27-03) - Well it's halfway there at least. The walkthrough is completed to the end of mission 5... and that's about it. :P -Version 0.65 (07-30-03) - Updated the walkthrough to the end of Attrexian Colony Level 1b and fixed a few other things. Added a partial cheats section, but there are many more codes that have yet to be added. -Version 0.90 (08-07-03) - The walkthrough is now complete!!! :D The weapons section is halfway done, and this FAQ is now available from http://mrdefender.eliteforce.com.com/. The puzzles section of the strategies is complete, as is the secret map walkthroughs. I'm also linking to mrdefender's images of completed pipe puzzles, so hopefully people won't have such a problem with them anymore. :) -Version 1.00 (09-04-03) - Tons of things have been updated and/or fixed. The weapons, and enemies sections are done, as are the strategies. Also, Paranoid Android has been of great assistance pointing out problems and offering strategies for the FAQ. :D -Version 2.00 (10-10-03) - Originally this was just going to be a very big update. However the update just kept getting bigger and bigger and bigger and finally I just decided to make a new version. ;-) Added ALL secrets thanks to mrdefender. Added all known cheats for the game. Rewrote several large portions of the FAQ to make it easier to understand and/or more correct. Added some Holomatch tips, and I also did the Frequent Problems section. -Version 2.01 (01-15-03) - Added a couple of tips that where e-mailed to me. While no updates are planned anytime in the near future, this is by no means the final version. I may well update again with new MP tips or something else. __________________________________________________________________________ / | 3. LEGAL INFO \__________________________________________________________________________ This FAQ is Copyrighted (c) 2003-2006, by Aaron Skwirut, all rights reserved. All trademarks are property of their respective owners. This is 100% my own work (unless otherwise noted). -Distribution: As of right now, this FAQ is only available from these sites: http://freewebs.com/asdfga3/faqs.html http://gamefaqs.com http://eliteforce.com (HTML as well as TXT versions) http://mrdefender.eliteforce.com If you're reading this FAQ and you didn't download it from one of the above URL's it is almost certainly NOT the final version. If you wish to host this FAQ on your site, I would appreciate an e-mail with the URL of your site. Use a title like: "Request to use your Elite Force FAQ on my site" or something similar. I will *not* let your modify this FAQ in any way, change it out of it's .txt form, or let you charge *any* amount of money for it. Aside from that, feel free to host the most recent version. -Spoiler warning: Total spoilers to all weapons and levels. Also contains some spoilers to the story. You have been warned! -Disclaimer: I'm writing this FAQ simply to help people out with this game. You are using any info/strategies in this guide at your own risk. -Note: I don't mean you to use this FAQ all the way through the game. You're certainly free to do that if you wish, but I wrote it mainly to help you if you're stuck at a certain point. __________________________________________________________________________ / | 4. CHEATS \__________________________________________________________________________ NOTE: These cheats are from various cheat code websites. I have, however, edited the descriptions based on my own testing and fiddling around. :P __________________ To Activate Cheats ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 1. Open your start menu and navigate to Programs -> Star Trek Elite Force II. Right click on 'Play Star Trek Elite Force II' and drag it to the desktop, or any convenient location. A menu will pop up. Select 'Copy here.' 2. Right-click on the new shortcut and select -> Properties -> Shortcut tab. 3. Add "+set cheats 1" (WITHOUT THE QUOTES) at the end of the path in the 'Target' area, after the end quote so it looks something like this: "C:\Program Files\Activision\EF2\EF2.exe" +set cheats 1 4. I would suggest that you rename the new shortcut file so you don't get it mixed up with the original. 5. Put the CD-ROM in your drive and close the autoplay that pops up. Double-click on the icon you created to start a cheating game. If you start the game from the autoplay, the cheat codes will not be activated. 6. You can now use the console by pressing the tilde (~ next to 1) key. __________ The Cheats ŻŻŻŻŻŻŻŻŻŻ 1st Year Cadet Type the following commands into the console. Type them again to turn the cheat off unless otherwise noted: god - Makes you completely invincible, and gives you unlimited ammo. noclip - Allows you to move through walls and floors throughout the map. You can't however fire your weapon. Make sure you're not in the middle of an object when you turn the cheat off. :P kill - Causes your instant death, and thus fails the mission. :P quit - Quits the game. notarget - Enemies can no longer detect your presence. This can screw up some scripted events. giveall - Gives you maximum health and all weapons. This cheat does cause your framerate to drop dramatically for about 10-15 seconds, so be patient. health # - Replace # with a number any number from 0 and up to receive that much health. (I haven't found a maximum limit!) If you set it at 0 you switch to a weird 3rd person overhead camera angle and Munro's arms seem to be a bit detached. My theory is that the camera thinks your dead, but the game still thinks you're alive. cg_3rd_person # - Replace # with 1 to activate, and replace it with 0 to deactivate. Moves your camera from the default 1st person view to a next-to-impossible-to-use 3rd person view. While it's quite hard to use this mode normally through the game, it can actually make some puzzles much easier. Read the walkthrough for specific instances where it is useful. g_secretcount # - Replace # with any number to set the number of secret golden starships to that number. 70 is enough to unlock all secret maps. modellist - Lists all available models. (See below) spawn - Use in combination with a model path from the above cheat so it looks something like this: spawn models/char/starfleet_picard.tik spawn models/weapons/worldmodel-phaser.tik ...and so on. Don't leave the .tik off the end or the code will fail. maplist - Lists all maps in the game. Double-click on any of the maps to load it, or use the map or devmap commands (see below). map **** - Replace **** with the name of any map from the Maplist (see above). devmap **** - Same as the 'map' command except cheats are enabled automatically. shaderlist - Lists all shaders. echo **** - Replace **** with the text of your choice and it will appear on the console. ui_minicon # - Replace # with 1 to activate, and replace it with 0 to deactivate. When turned on, a small console will appear in the upper right corner. Use this if for some reason you want to read the text appearing on the console while playing the game at the same time. fps # - Replace # with 1 to activate, and replace it with 0 to deactivate. Shows the number of frames per second in the upper left corner of the screen. __________ Mac cheats ŻŻŻŻŻŻŻŻŻŻ "To enable cheats on the mac version. edit the file /base/usr2.cfg add this line to the end of all the "seta" commands: seta cheats "1" then you can use the cheats like in the windoze world." __________________________________________________________________________ / | 5. CHANGES FROM THE DEMO \__________________________________________________________________________ Q: So what's changed from the EF2 beta demo? A: A lot actually: -The music is much better in the full version. -The graphics look all-around better. -There are a lot more glowing objects: the Chewer attack, the weapons fire, the lights inside the Phaser, ect. -The text size for on-screen messages is much smaller in the full version. -All the weapons are longer ranged and more powerful. -There are much less enemies in the first Maintenance Bay, and many more who attack you and Avok'Stas -The weapons have lots of little features like the blinking lights on the Tricorder. -The "Resume" buttons has been moved to the bottom right of the pause menu. -Sydney wears her hair different. -There's a forcefield over the Attrexian Maintenance bay when the shuttle first lands. It's not there in the demo. -The Arc Launcher is much more powerful and accurate. -The Stardates are correct. ;) -Munro has an Assault Rifle when he walks out of the shuttle. In the demo he's empty-handed. If you have the demo, this FAQ will not apply completely. Please read my EF2 demo FAQ which should be hosted anywhere this one is. __________________________________________________________________________ / | 6. WEAPONS & EQUIPMENT \__________________________________________________________________________ ________________________ 6.1 Klingon Bat'Leth (1) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ammo type: n/a (your arms technically...) Primary Refire Rate: Fast Primary Fire Strength: Average Primary Fire Accuracy: n/a Alternate Refire Rate: Medium Alternate Fire Strength: Powerful Alternate Fire Accuracy: n/a Max clip: n/a Ammo used per reload: n/a The classic weapon of the Klingon empire all the way back to Kah'less. Although quite formidable, (one alternate swipe will take out almost any enemy) the fact that it has a range of only about a foot hampers it extremely. -Primary fire is a left-to-right swipe, a forward jab, and a right-to-left swipe in a random combo. The swipes do a little damage, but the jab is mainly used as a block. -Alternate fire is a slow but powerful downward swipe that can take out most any non-boss enemy in one or two hits. Another downside to this weapon is that it's not used throughout the game. You use it once while training at Starfleet Academy, and then once again while fighting a Naussican boss.... and that's it. Frankly I'm very disappointed in that. I was really looking forward to being able to use it throughout the game. :( Of course there's always cheat codes. ;D _______________ 6.2: Phaser (1) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ammo type: Recharging battery Primary Refire Rate: Constant Primary Fire Strength: Weak Primary Fire Accuracy: Excellent Alternate Refire Rate: Constant Alternate Fire Strength: Powerful Alternate Fire Accuracy: Excellent Max clip: 200 (200/66) Ammo used per reload: n/a The classic sidearm of Star Trek. It's just as powerful as in Elite Force 1, but the range has been reduced considerably. So no more using your Phaser as a Sniper Rifle. :P Its main problem is still that the battery runs out quickly leaving it practically useless until it has time to recharge. Use it in short bursts to kill enemies in a non-urgent situation (i.e. when you have good cover), or to blow open boxes, grates, ect. NOTE: There is no discernable difference between the Voyager style Phaser, and the Nemesis style Phaser acquired after the first mission. _________________________ 6.3 Romulan Disruptor (1) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ammo type: Recharging battery Primary Refire Rate: Very fast Primary Fire Strength: Very weak Primary Fire Accuracy: Terrible Alternate Refire Rate: Variable Alternate Fire Strength: Variable (depending on charge and species) Alternate Fire Accuracy: Average Max clip: 200 (66/4) Ammo used per reload: n/a Why does this remind me of the Bryar Pistol from JK2? Another great gun ruined by the fact that you only have access to it for a portion of one mission. Like the Federation's Phaser, the Romulan Disruptor works of a recharging battery. The battery doesn't recharge as fast as the Phaser battery, but the Disruptor doesn't use as much ammo. This means you can fire for a considerably longer time with the Disruptor than you can with the Phaser. -Primary fire is a weak but, rapid-fire pulse that's useful for taking out just about anything. -Alternate fire can be charged up in the barrel to create a powerful blast with some splash damage. This makes a nice makeshift sniper weapon in Mission 10, where it is your only weapon. It can disintegrate any Romulan with one fully charged shot, but if you cheat to get it outside mission 10 it's entirely useless against any other species. Leave it to the Romulans to create a weapon perfect for killing each other, and worthless for anything else... >_> _________________________ 6.4 Compression Rifle (2) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ammo type: Plasma Energy Primary Refire Rate: Very fast Primary Fire Strength: Average Primary Fire Accuracy: Excellent Alternate Refire Rate: Average Alternate Fire Strength: Very powerful Alternate Fire Accuracy: Excellent Max clip: 400 (10/5) Ammo used per reload: 50 Yet another weapon ruined by lack of availability. :( This weapon is actually not all that different from Elite Force 1. -Primary fire is still quite accurate and powerful enough for general use. -Alternate fire lost it's sniping ability, but it gained a small amount of splash damage and can still disintegrate almost any non-boss enemy in one shot. Better yet it only takes up ten of your Plasma, as opposed to 80 from the first Elite Force. :D This weapon is only available in missions 1, 2 and 6. _____________________ 6.5 Assault Rifle (2) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ammo type: Plasma Energy Primary Refire Rate: Average Primary Fire Strength: Varies (depends on distance from target) Primary Fire Accuracy: n/a Alternate Refire Rate: Average Alternate Fire Strength: Powerful Alternate Fire Accuracy: Good Max clip: 400 (6/3) Ammo used per reload: Varies (45 to 48) This weapon should have been called the "Federation Shotgun" because that's basically what it is. The range has been upgraded considerably from the demo, but it's still not really a long-range weapon. Also, the clip size has been reduced from 10/3 to 6/3. -Primary fire is a spread burst of small Plasma particles. -Alternate fire is a compounded missile-like projectile. It has a longer range than the primary fire, but it's still only good for maybe ten to fifteen feet. Use it in close quarters where groups of enemies are coming right up to you. __________________________________ 6.6 Enhanced Compression Rifle (2) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ammo type: Plasma Energy Primary Refire Rate: Extreme Primary Fire Strength: Very weak Primary Fire Accuracy: Excellent Alternate Refire Rate: Slow Alternate Fire Strength: Powerful Alternate Fire Accuracy: Varies Max clip: 400 (30/2) Ammo used per reload: 30 Similar to the demo version, but a bit more accurate and powerful. -Primary fire is a rapid-fire plasma stream that is useful for general fighting. Basically it's your average machine gun. -Alternate fire is an energy grenade launched from under the barrel. It's pretty powerful, but sometimes it can be hard to aim. ______________________________ 6.7 Attrexian Arc Launcher (3) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ammo type: Idryllium Energy Primary Refire Rate: Extreme (almost constant) Primary Fire Strength: Powerful (more so against Exomorphs) Primary Fire Accuracy: Poor (gets worse the longer you fire) Alternate Refire Rate: Slow Alternate Fire Strength: Very powerful Alternate Fire Accuracy: Varies Max clip: 400 (40/8) Ammo used per reload: 80 The accuracy has been increased _extremely_ from the demo version, and the weapon (especially the alternate fire) is much more powerful. This is actually the weapon you'll be using throughout most of the game. -Primary fire is a rapid fire beam that excels at taking out Exomorphs, but will work on any enemy. The accuracy of the beam lessens the longer you fire it, so try to fire in bursts if using this weapon at long range. If you're in close quarters than don't even worry about it. -Alternate fire releases a small packet that-- on collision with a wall, object person, ect.-- will release a large cloud of pale blue gas. The gas itself doesn't do anything, and will dissipate after about ten seconds. However it's highly volatile and as soon as it is exposed to the primary fire from the Arc Launcher it will ignite and create a large explosion. Several packets of gas can be released in the same area to create an even larger yield. This is useful for taking out large groups of small enemies, or for getting an enemy who's hiding in an area you can't reach. _____________________________ 6.8 Mystical Energy Staff (3) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ammo type: Idryllium Energy Primary Refire Rate: Slow Primary Fire Strength: Powerful Primary Fire Accuracy: Excellent Alternate Refire Rate: Very slow Alternate Fire Strength: n/a Alternate Fire Accuracy: n/a Max clip: 400 (10/5) Ammo used per reload: 100 This actually an excellent weapon, despite being kinda weird. :P The main problem that I've had with it is that there is a fraction of a second of lag in between the time that you press the fire button, and the time that Munro swings the staff back to hurl the blast. If you're strafing this can be quite a problem. However if you make sure to stand still until the blast is released, then strafe and take another shot, you can override this problem. This weapon is hidden in two different secret areas in the first and second Drull Ruins. Read that section of the walkthrough for info on how to access it. -Primary fire is a powerful blast of energy. It's effective against any kind of enemy. The refire rate is somewhat slow though, so you may want to use a different weapon if you're fighting several small enemies at once. -Alternate fire is what makes this weapon stand out. Munro slams the staff into the ground creating a shockwave that will "freeze" all nearby enemies for about three seconds. This is quite useful for bosses if it's followed up with three quick primary fire blasts. However you do have to be quite close-- within a few feet-- so it's not useful in all situations. ____________________________ 6.9 Tetryon Gattling Gun (3) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ammo type: Plasma Energy Primary Refire Rate: Godly Primary Fire Strength: Weak Primary Fire Accuracy: Very bad Alternate Refire Rate: Average Alternate Fire Strength: Powerful Alternate Fire Accuracy: Varies Max clip: 400 (100/10) Ammo used per reload: 100 A sorry replacement for the Gattling gun of EF1, this has a very low range and bad accuracy. However it's rate-of-fire more than makes up for this. Since you only have access to it in mission 11, I save Plasma ammo and use this on bosses. At close range it really is quite effective. However multiplayer is where this weapon really shines. The ability to score four frags in ten seconds makes me a big fan of this weapon. It's better for close quarters or arena-style maps (like dm_kirk). -Primary fire is a weak but fast stream of plasma. It's very powerful and best left for bosses. However accuracy is laughable, as is the range. -Alternate fire is a slow moving projectile fired from the center barrel. Like in EF1 it can bounce off of any nearby hard surface. However due to it's slow speed, and the fact that there's a good chance it will bounce off something and hit you, I rarely use this. ______________ 6.10 I-MOD (4) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ammo type: Plasma Energy Primary Refire Rate: Fast Primary Fire Strength: Average Primary Fire Accuracy: Average Alternate Refire Rate: Slow Alternate Fire Strength: Powerful Alternate Fire Accuracy: Average Max clip: 400 (12/6) Ammo used per reload: 60 This weapons hasn't seen much of an upgrade from EF1. Visually it's much improved, but the basic idea is still the same: two primary or one secondary will take down a drone. Two primaries take the same amount of ammo and time to fire as one secondary. Take your pick. :P This weapon is actually useful thought the game, not just against the Borg; three alternate fire shots will take out a Chewer Exomorph. It can also be used as a sniper rifle in a pinch if you don't have the Sniper Rifle itself, or if you're out of Fed ammo. Read the walkthrough portion of this FAQ for info on how to gain the I-MOD later on in the game. _____________________ 6.11 Sniper Rifle (4) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ammo type: Fed Ammo Primary Refire Rate: Laughable Primary Fire Strength: Godly Primary Fire Accuracy: Godly Alternate Refire Rate: n/a Alternate Fire Strength: n/a Alternate Fire Accuracy: n/a Max clip: 400 (1/0) Ammo used per reload: 30 Your basic sniper rifle; with three big problems: 1) Instead of the scope smoothly zooming in, it has two distinct settings; 2) the reload rate is far to long; 3) there's only one shot per clip, which makes the reload problem even worse. That said, I still like this weapon and use it a lot. Its extremely useful if you've spotted someone hiding, but they haven't seen you yet, or if you've found some good cover for yourself, and you can take out targets at long range. _________________________ 6.12 Grenade Launcher (5) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ammo type: Fed Ammo Primary Refire Rate: Varies Primary Fire Strength: Varies Primary Fire Accuracy: Varies Alternate Refire Rate: n/a Alternate Fire Strength: n/a Alternate Fire Accuracy: n/a Max clip: 400 (3/0) Ammo used per reload: 75 Primary fire launches a grenade. The fire button can be held down to launch the grenade further. Alternate fire detonates the grenade. The grenade will detonate automatically after 10 seconds, or if it hits a destroyable object, or any person. I don't really like this weapon too much. The splash damage is practically non-existent, and there's no option for "sticky" grenades, and old favorite of mine from EF1. If anyone has found a good strategy for using this weapon, please e-mail me. ______________________ 6.13 Quantum Burst (5) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ammo type: Fed Ammo Primary Refire Rate: Slow Primary Fire Strength: Very powerful Primary Fire Accuracy: Excellent. Alternate Refire Rate: n/a Alternate Fire Strength: n/a Alternate Fire Accuracy: n/a Max clip: 400 (3/0) Ammo used per reload: 60 I like this weapon. It's has a good amount of splash damage, it's surprisingly accurate, and it actually uses 5 less ammo per shot than the Grenade Launcher. Primary fire launches a torpedo. Secondary fire activates a blue laser mounted on the barrel. When it's activated, the torpedo will attempt to follow the laser. This isn't quite as cool as it's sounds, but it does have a few uses, most of them in single player. _________________________________________________ 6.14 Romulan Experimental Radiation Disruptor (5) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ammo type: Plasma Ammo Primary Refire Rate: Average Primary Fire Strength: n/a Primary Fire Accuracy: Average Alternate Refire Rate: Laughable Alternate Fire Strength: Godly Alternate Fire Accuracy: Average Max clip: 400 (5/1) Ammo used per reload: 100 This weapon is one hell of a powerful sucker! :D The weapon actually looks more Cardassian in design, than Romulan, but whatever. Primary fire is a novel idea, but not all that useful. It fires several small, tightly grouped packets of radiation that disperse on contact with anything. If it hits a person they will be "poisoned" and their health will slowly degrade. Also, anyone they come near will also become poisoned with the radiation. If the packets hit a surface, they will contaminate it for approximately six seconds. Anyone (including yourself and other teammates) who comes near the surface will be poisoned. However the amount of damage actually inflicted by the radiation is small, and so primary fire isn't all that useful. If you've found a good way to use it, please e-mail me. Secondary fire is where this weapon really shines. It releases a HUGE ball of radiation that will annihilate anyone and anything within several feet. However it will cost you your full clip-- that's 100 Plasma-- so use it sparingly. Also, the packet moves very slowly, so don't try it against any fast-moving targets. __________________ 6.15 Tricorder (6) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Nope. You don't have to cheat for it anymore. The primary fire button activates the scan, which gives info on some surrounding people/aliens/objects. When you hold down the scan button while at a Tricorder-accessible panel (the kind that gives you the blue Tricorder icon when you hover over it), your Tricorder will access the panel. This will either Modulate the panel, or access a puzzle. See the strategies section for info on puzzles. Alternate fire switches view modes: -Normal: Guess what this does. -Structural Integrity: Detects areas in walls or doors that can be damaged or destroyed by weapons fire. -Trace Gas: Traces poisonous gas from certain vents -Bio-Scan: Reveals Bio-Scanners. Some simply detect your presence and sound an alarm, others will injure or kill you. -Bombardment: Calls down a Phaser and Quantum Torpedo attack from the Enterprise. (Note that not all of these modes are available for every level.) Like the Phaser, there is no difference between the standard (Voyager style) and Enhanced Tricorders. __________________________________________________________________________ / | 7. ENEMIES \__________________________________________________________________________ _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ 7.1: The Borg _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ There is no real difference between the different types of drones (with the exception of the one advanced drone, of course), so I won't bother listing the different types here. These drones, unlike the normal kind, have the ability to shoot. Your best bet is to take them out at range with the I-MOD, or another weapon that they have yet to adapt to. Once they have adapted, stop firing because you'll just waste ammo. For some reason, even if the Borg have adapted to your weapons, they can never adapt to your teammates weapons. So if you run out of ammo, or they adapt to all your weapons (this can happen when the Borg are jamming your I-MOD) then just run and let your team handle it. ______________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 7.2: Exomorphs ______________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ All Exomorphs except the Stalker, Commander, Pendra, and Archeopendra types will head-butt you... especially the Bashers. This will drastically injure you so try and avoid getting hit. IMPORTANT NOTE FOR FIGHTING ALL EXOMORPHS: Many of them, especially in level 7 use their impulse drives to fly down on you. If you shoot at them while they're flying it only takes one shot to take them out! Use this to your advantage. _____________ Lurker ŻŻŻŻŻŻŻŻŻŻŻŻŻ Height: 85.43cm Weight: 40.98kg Small and not much of a problem unless they really group up on you. Use any weapon you like on them-- preferably rapid-fire. _____________ Chewer ŻŻŻŻŻŻŻŻŻŻŻŻŻ Height: 130.65cm Weight: 72.77kg Considerably larger than their Lurking cousins, but their range isn't as far. They're relatively strong, so they'll take a lot of firepower before going down. _____________ Basher ŻŻŻŻŻŻŻŻŻŻŻŻŻ Height: 132.45cm Weight: 195.98kg These things are scary. It takes a ton of ammo to take these guys down, and their attack is very powerful. Don't let their size fool you either, they are FAST. They also have a very bad habit of knocking you around. Besides the fact that it is very bad for your health, it almost always means certain death if you're on a catwalk or ledge. Try and take them out from long range. _________ Quadruped ŻŻŻŻŻŻŻŻŻ Height: 199.78cm Weight: 245.65kg These guys are nasty. They have a variety of attacks and they are very fast. The ones you face after Mission 7 have shielding. When their blue shields are up, they are invincible, and some types of projectile shots will actually bounce off their shielding and sometimes back at you! Your best bet for the early (shield-less) ones is to stay at a distance, keep moving, and take them out with the Arc Launcher or any convenient weapon. The later (shielded) ones are a different story however. You should still keep running and try and stay at a distance, but you should use a non-projectile weapon like the Gattling Gun primary fire. _______ Stalker ŻŻŻŻŻŻŻ Height: 154.69cm Weight: 89.76kg A veritable joke. They have the ability to phase shift around, and they cloak, but for some reason the devs made them so weak to compensate for these abilities that they seem hardly worth it. They have a variety of blue energy attacks that they launch from their right arm, and some are quite powerful. They also have the ability to attack you in hand-to hand combat. In fact one strategy that they seem to use quite often is to phase and shift right up behind you and attack at close range. The most important thing to remember is to never EVER stop moving. Otherwise your toast. The Stalkers would make better enemies if they used their cloak and shift abilities more often, but they have an odd habit of just partially phasing, and they leave a pale blue signature. They are still susceptible at that point, so hit them as hard as you can. If he does phase out, keep firing in the area were you last saw him. There's a chance he's still there and has just cloaked. Also, unlike most Exomorphs, he has no engine built into his exoskeleton, so while he's still fast, he can't ram you, or fly like the others do. "It's easy to kill it using Staff. When you are close enough, freeze it and shoot with staff. If you are fast enough, freeze, shoot 3 times, freeze, shoot 3 times till it's dead." _________ Commander ŻŻŻŻŻŻŻŻŻ Height: 178.65cm Weight: 134.20kg Stalker + Basher + lots of steroids = Commander. :P Luckily you'll only face two of these in the entire game. Unlike all other Exomorphs, they remain airborne at all times and never attack from the ground. Most of his shots are pretty easy to dodge, but he's pretty strong. Take him out with the X-Rad or the Gattling Gun while keeping your distance. The most important thing is to never EVER EVER get underneath him. Somehow as soon as you get underneath him you lose more than half your health instantly. I'm not exactly sure how he does it, but sufficive to say, you should keep your distance. :P ______________ Cruiser Turret ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Height: 90.77cm Weight: 156.98kg Hangs in doorways and opens when it detects you. The best way to deal with it is by carefully destroying it before it spots you because it's nasty. ______ Pendra ŻŻŻŻŻŻ Height: 90.77cm Weight: 156.98kg Slightly bigger than the Lurkers, you only face these in the final battle with Suldok/Archeopendra. They have a basic clawing attack, as well as a ranged spitting attack. They are much faster and smarter than their standard Exomorph counterparts. Take them out with the Gattling Gun, and then focus on Suldok/Archeopendra. ____________ Archeopendra ŻŻŻŻŻŻŻŻŻŻŻŻ Height: 245.09cm Weight: 309.99kg Is it just me, or do his stats seem a little less than they should be? :P Despite being the "ultimate" boss, this guy is a pushover. His only attack is to throw lava at you, so simply keep running and he'll rarely, if ever, hit you. He also released Pendra's at you, take them out before dealing with him. Keep hitting him with the primary fire on the Gattling Gun and he goes down surprisingly quick. _________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 7.3: Brood Fiends _________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The skittles of the Alpha Quadrant? ___________________ Brood Fiend Sibling ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Height: 87.09cm Weight: 38.76kg The smallest type. They come in both green and blue flavors. Previously I've stated that there was no difference between the types, but that's not true. "When killed, the blue ones explode, causing splash damage. the green ones just die. I've found it useful to target the blue ones first when they're in groups, because they tend to kill all the green ones around them too." They often kill themselves or each other just by jumping at you. Try and take out the groups with the Assault Rifle. "Or just use the Phaser. Or even harsh language!" :D ________________ Brood Fiend Male ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Height: 87.09cm Weight: 38.76kg For some reason these guys have the same height/weight stats as the smaller Fiends, despite the fact that they're obviously much larger. These are easy to spot because they're much larger and an orange/yellow color. They're much tougher to beat then the little ones, but still very doable. They have an odd tongue attack, so stay away from them and hit them hard. __________________ Brood Fiend Female ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Height: 87.09cm Weight: 38.76kg Again, they have the same stats. These are larger than the Males, and purple. They're also harder to kill. Also, when you kill them, they drop two to four small Siblings. They have a similar attack as the Males, but they also have a long-range attack in which they spit three gobs of green stuff in a spread pattern. _________________ Brood Fiend Queen ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Height: 87.09cm Weight: 38.76kg Lol. She ain't 38kg's, I can tell you that. ;P Basically a really huge female. She has a five shot spread of acid that she fires at you, as well as a big green chunk that explodes on impact and releases some sort of green gas. The gas in hazardous to you, so avoid it. See the walkthrough for more information on beating this boss. ___________ ŻŻŻŻŻŻŻŻŻŻŻ 7.4: Idryll ___________ ŻŻŻŻŻŻŻŻŻŻŻ ____________ Idryll Rebel ŻŻŻŻŻŻŻŻŻŻŻŻ (Mission 6) Height: 143.09cm Weight: 135.09kg (Mission 8) Height: 182.88cm Weight: 72.57kg These are the Idryll that you'll face in Mission 6 and 8. There is basically no difference between the Idryll that you face on the Enterprise and the ones on the planet, except that some on the planet have long-range grenade launchers. For some reason the Idryll on the planet also have different height/weight stats than the Enterprise ones. Each Idryll has an energy shield strapped to their left arm, and a pulse weapon in their right. The shield does give them a few more hitpoints, but it doesn't make them invulnerable. They don't use their shield while firing, so you can use this to your advantage. Their weapons are very powerful, but they themselves are quite weak, so take them out as soon as you can to minimize damage to yourself. If your up against one with an artillery launcher, take them out with the Sniper Rifle quickly and then run as soon as you've taken your shot. Most likely there are still one or two rounds in the air after the launcher goes down. ________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 7.5: Mercenaries ________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ All mercenaries look a little different, hair, clothes, ect. but each one fits into a few basic categories. You also fight holographic mercenaries in Korban's simulations. The height/weight stats are different, but the weapons are the same. ______________________ Human Mercenary (Male) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Height: 182.88cm Weight: 72.57kg These guys all carry rifles similar to your Assault Rifle. Take them out as soon as you can because they will kill you in a couple shots at close range. ________________________ Human Mercenary (Female) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Height: 154.09cm Weight: 50.09kg Ohh... these gals are so good-looking it seems a shame to frag 'em. ;) Each one carries a powerful but incredibly inaccurate disruptor. Take them out from behind cover if you can. __________________ Andorian Mercenary ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Height: 181.42cm Weight: 85.51kg At first I thought they were carrying Quantum Bursts, however on closer inspection they appear to have some sort of quantum grenade launcher. Still just as deadly, so take them out quickly. Ironically enough the Quantum Burst is well suited for taking them out at range! ;) _________________ Klingon Mercenary ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Male: Height: 185.53cm Weight: 108.64kg Female: Height: 175.59cm Weight: 89.68kg All Klingons carry either a Daq'tagh (small knife), a Bat'Leth, or a Klingon Disruptor. The knives are all short range, so take them out before they get near you. The disruptor is similar to the one used by Human Females, so take them out the same way-- from behind cover. _____ Lurok ŻŻŻŻŻ Height: 156.23cm Weight: 178.50kg Lurok was once a member of the Klingon High Council, but he resigned in protest when the Klingons forged a temporary alliance with the Romulans during the Dominion war. His whereabouts have been unknown, but as it turns out, he has been running the trading post. For full info on how to beat this boss, read the walkthrough. _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ 7.6: Romulans _____________ ŻŻŻŻŻŻŻŻŻŻŻŻŻ _______ Romulan ŻŻŻŻŻŻŻ Height: 176.74cm Weight: 79.52kg You'll face these on the Klingon Station holodeck simulation at the Academy. They are best taken out from behind cover. Their AI seems identical to the other Romulans throughout the game, but they seem weaker than the normal type. All of them carry a standard Disruptor pistol or Rifle. _______________ Romulan Soldier ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Height: 180.5cm Weight: 104.2kg The Romulan soldiers guarding the installation in level 10. Some carry the standard Romulan Disruptor Pistol, others carry the Disruptor Rifle. Both are pretty deadly, and VERY inaccurate, so take them out quickly from a distance. The ones wearing snow protection are no different than the others. ____________ Operative 93 ŻŻŻŻŻŻŻŻŻŻŻŻ Height: 165.40cm Weight: 76.3kg A Tal'Shiar agent working for the Federation, but whom it later turns out is working for the Empty Crown. She carries an enhanced version of the Disruptor Rifle, and she has a stealth unit. See the walkthrough for more info. ______________________ Romulan Pistol Soldier ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Height: 165.90cm Weight: 46.40kg Carries a standard Romulan Disruptor Pistol. No real difference between them and the ones in level 10. Take them out quickly and either from a distance or from behind cover. ______________________ Romulan Rifle Soldier ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Height: 165.90cm Weight: 46.40kg Distinguishable by their and helmets, and the pack they carryon their back, these female Romulans carry a Disruptor Rifle. No more accurate than the Pistol, take them out with the same strategies. _________________ Romulan Grenadier ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Height: 165.90cm Weight: 46.40kg These guys are the most f***ing annoying enemy in the game. >_< They wear helmets similar to the ones that the Rifle Soldiers wear, except it has an orange face shield. They also wear orange shields on their right arm and leg, so they're pretty distinguishable. They toss energy grenades which detonate when they hit you, or after one bounce. Their grenades are pretty powerful, and they throw you a long distance. Try and take them out with the Sniper Rifle at long range if you can. However some of them are indoors, so if you meet one of them, run right up to them. They will panic, run away from you, and try and toss a grenade. Taking them out before they toss the grenade is preferential. :P ______________ Romulan Sniper ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Height: 165.90cm Weight: 46.40kg These snipers often work in pairs, either two in a tower or on a high rock outcropping, or two towers on either side of a door; one in each tower. So if you take out one, there's a good chance there's another nearby. When dealing with them, find some cover immediately, and try to carefully strafe out from behind. If they're in a tower, try and take out the tower with bombardment from the Enterprise. Otherwise try and take them out with your Sniper Rifle. Don't bother with the scope, it's just to slow, just quickly run out, fire off a shot, and duck back in. If you are targeted by a sniper, an odd pink dot will float around on the screen. If you see that dot, RUN! Quickly duck behind any nearby object or just keep moving. ____________________________ Romulan Photon Lance Soldier ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Height: 165.90cm Weight: 46.40kg Before you say it, yes that thing does look like the Idryll staff. However the similarities end at looks. Actually the weapon fire is quite similar to the Disruptor alternate fire. Their lance is VERY powerful and has good splash damage, but it takes them a few seconds to charge the shot completely. Strafe and take them out quickly, or take them out from long range. __________________________ Romulan Commander (Suldok) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Height: 183.43cm Weight: 124.2kg Since you never really face him head-on, there are no real strategies. All you have to do is hit him with a couple well-timed X-Rad alternate fire blasts. Read the walkthrough for all the info. __________________________________________________________________________ / | 8. WALKTHROUGH \__________________________________________________________________________ NOTE: This walkthrough is based on the 'Normal' difficulty level. ____________ ŻŻŻŻŻŻŻŻŻŻŻŻ 8.0 Training ____________ ŻŻŻŻŻŻŻŻŻŻŻŻ ________________ Training Level 1 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 1 Starships: 1 I don't know why I'm adding this. Probably for a sense of "completeness"... and there's a secret and a golden ship hidden here. :P Anyway, wait for Tuvok to stop talking, and then run around the room a bit. Now walk ahead into the cargo area that appears ahead. Jump over the bars and go into the next room. In the next room, crouch under the bars and walk through the doors. In the next room jump, crouch, and jump again to get through the bars, and then climb the ladder. Go into the next room and carefully make your way don the stack of crates. !NON-SECRET: Jump down and walk behind the crates to find a Tricorder.! Now climb up the stack of crates near where Tuvok is standing. Go through the next door and crawl into the Jeffries tube. !SECRET: Once you get to the end of the Jeffries tube, go down the ladder. Do NOT go all the way to the bottom though, jump off onto the first ledge and use your Tricorder on the panel. Once you get the message "You have unlocked a secret door." go back to the crouching lesson room and go up the stairs to the right of where you came in. Go along the catwalk and crawl through the now-open Jeffries tube. Follow the Jeffries tube until you get to the one unlocked door and go through. Your now on the catwalk above the jumping lesson. There's a golden starship to your right. Grab it and jump down. Now you have to go through the course again... but you got the ship.! Weird stuff: -This is supposed to take place on Voyager, before _End Game_, however the interior of the cargo bays, and the console displays are obviously from the Enterprise-E. However you get a Voyager style Tricorder and Phaser in the third Level, and Tuvok is wearing a Voyager style uniform. It's probably due to the fact that the devs didn't want to spend time modeling Voyager's cargo bays. -The hologram of Tuvok is called "Mr. Tuvok" whereas the normal one is simply called "Tuvok." -During the lesson about crouch-jumping, you don't have to crouch-jump to climb the crates! :D ________________ Training Level 2 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Make running jumps across the Klingon platforms to your right, and go through the door ahead. Go right and jump off the ledge. Use the health terminal on your right, and move on. Use the panel to the right of the locked door to unlock it, (not the door panel, the one farther right) and then go through the door and into the lift. Use the lift controls to move up to the next level. ________________ Training Level 3 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 If you were a dope and didn't get the Tricorder in the first mission, Tuvok gives you one now. Scan the Crystal to the right of where Tuvok is standing (all the other crystals don't work.) Tuvok talks a bit about targets, and then he kills the forcefield ahead. Go through and turn on your night vision. Use it to navigate across the bridges to the other side. Walk up to the next panel and use your Tricorder on it to open the next section. Tuvok now gives you a Phaser. Use it to blow out the Plasma Conduit next to the nearby forcefield to take it down. Scan the rocks ahead of you with the Structural Integrity viewmode on your Tricorder, and then take them out with your Phaser. ________________ Training Level 4 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Tuvok will give you another Phaser, and targets will start flying upwards. Take out four of them to complete this portion of the training. Do the same with the Comp. Rifle and your done. :) _______________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 8.1 Mission 1: End Game _______________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "OK, I just finished the Borg Sphere mission on Hard difficulty. I have some comments on your FAQ. 1. As in the TV series, the Borg will eventually adapt to your weapons (you will have a few shots before they do this). The only exception is the I-Mod, but this weapon is useless for part of this mission as the Borg have a way of jamming it. 2. You are not alone. You can use your teammates (Chang, Chell and Telsia) to your advantage. Note two things about them. First, although the Borg will adapt to YOUR Phaser and compression rifle, they will NEVER adapt to the compression rifles of other Hazard Team members on this mission. Second, for all intents and purposes, your teammates are invulnerable in this mission except in two particular situations in which they are in danger of being assimilated (Chang) or captured (Telsia). 3. Because of 2, this means that you can run away from advancing Borg and let your team mates do the fighting if necessary - a useful strategy for wimps or if you are running low on health/shields or ammo. A general tactic is to avoid shooting Borg if at all possible (there is, however, one Borg in this mission that you MUST shoot) at least until you can restore the effectiveness of the I-Mod. Remember that the Borg only walk, so you can generally outrun them. 4. Be on the lookout for the things you SHOULD shoot in this mission: (i) Borg Distribution Nodes (these have a small blue panel on them) - by destroying one of these, you will shut down all the Borg in the immediate vicinity. (ii) Borg Power Couplings (green) - by shooting one of these you disable nearby green forcefields. (iii) Borg Plasma Conduits (red) - the main reason for destroying these is that you will also tear a hole in the wall underneath them through which you can crawl to find Distribution Nodes and Power Couplings. Be careful about shooting (ii) and (iii) when there are Drones around. They will attack, and on harder difficulty levels you can die very quickly. 5. Pay attention to what it says when you press and hold your mission objectives key (default: TAB): (i) Yellow force fields can be disabled by modulating them with your Tricorder (select the Tricorder and then press and hold FIRE until the modulation is complete). (ii) Green force fields can be disabled by destroying the power source (see 4). (iii) Blue force fields cannot be disabled. Don't waste your time trying to get around them! 6. Lifts sometimes don't operate until all the Borg in the area are deactivated. If you step on a lift and it doesn't work, search the area and make sure you have destroyed its Distribution Node." ____________________ Borg Sphere Level 1a ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 1 Why am I getting Jedi Knight flashbacks? :D Your team was split up during transport, so you'll have to find them. Walk straight ahead into the open area, use your Phaser and take out the Disnode on the wall to your right, then take out the green Power Coupling to your left. Move on through the downed forcefield to your left and get on the lift. There's a short and very pointless cutscene of you and Chang riding down the lift, and go straight ahead. Go left to find Chell stuck behind a forcefield, but don't let him out just yet. Turn around and get out your Phaser. Take out the Plasma Conduit on the wall, and then QUICKLY duck into the hole below and shoot out the Disnode on the wall inside. This will shut down the drones. Don't worry about the drones attacking Chang, he can take care of himself until you shut them down. Now go over to Chell and use your Tricorder on the panel next to the forcefield to shut it down. Go through the downed forcefield into the room where Chell was trapped, and blow out the Plasma Conduit ahead to your left. Crawl through the hole below and into the small room. !SECRET: Use the Structural scan on your Tricorder to find a small crack high in the right wall. Blow it open with your Phaser to yield a golden starship.! Jump down and go left into the next hole. Crawl through till you find a Power Coupling. Blow it out to take down the next forcefield. Go through the downed forcefield, down the corridor, and through the door to load the next level. ____________________ Borg Sphere Level 1b ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 1 Starships: 2 Watch the cutscene of the team finding Voyager, and the Borg capturing Chang. As soon as the cutscene is over the Borg start jamming your I-MOD's with some kind of field, so quickly swap for your Phaser and take out the drones heading for you. Just a small note: Chang would have been taken to an assimilation chamber, not a maturation chamber. Maturation chambers are where assimilated infants and children are kept until they are mature enough to become useful drones. Chang is obviously old enough to become a fully functional drone, so the Borg would simply assimilate him outright. :P Anyway, blow out the Plasma Conduit on the wall to your left, crawl through the hole (stop me if you've heard this one before... :P) and take out the Disnode and Power Coupling inside. Once you get back to the main room, go to the left and down the corridor. Ignore the drone. Somehow, despite the fact that you killed quite a few of his buddies, he doesn't view you as a threat. :P Continue down the corridor and use the health and ammo terminals at the end. Go left and take down the forcefield with your Tricorder. In the next room Chell says he has to stay behind and operate the lift ala the Etherian forcefield from the original Voyager - Elite Force. :D After the lift reaches the bottom, there's a cutscene where you find the partially assimilated Chang. You're now timed so work quickly. Get out your Phaser and blow out the Plasma Conduit to your right. Ignore the attacking drones and quickly duck into the hole. Crawl through and blow out the Power Coupling for the forcefield. Quickly crawl back and ignore the attacking drones and head right for the one assimilating Chang. Take him out and Chang will be beamed back to Voyager. Now take out the rest of the drones. (Leave the regenerating one.) Your Phaser is good for taking out about two more drones, but once they start adapting then switch to the Comp. Rifle. "Even on Hard, you don't really need to kill any of the Borg Drones here! Not even the one next to Chang. Just approach Chang and you will automatically contact Tuvok and ask him to beam Chang back to Voyager. Once this was done, I just ran away from the Drones! Well, OK, maybe I shot one or two of them!" "Also, I should mention it's a lot easier to just blow out the secret wall in the corridor, blow out the disnode, and then proceed to destroy the power coupling, then go to Chang. There's plenty of time for this as long as you're running, and you won't run the risk of losing fire power. Of course the time could be less on hard mode, but I am not sure of that." Go back to the main room and go into the right corridor. !SECRET: Scan the left wall of the corridor to reveal a weakness that can be blown open with your Phaser to find a Disnode and a golden starship.! If you take out the Disnode in the secret mentioned above, all the drones in the area will shut down, including the drone working on Chang. However the timer keeps going until you walk up to him. You can destroy this Disnode before rescuing Chang if you think you have enough time to get back to him before the time is up. It will save you ammo. ;) Go left down the corridor and SAVE! Carefully jump across the pipes without touching the blue forcefield below. !SECRET: As you get ready to make your first jump, notice that there's a wide pipe to your left that extends straight ahead of you, and then curves left. Jump down onto it and turn around. Crouch and crawl underneath the catwalk you were just on. There's a small alcove off to the right with the Starship in it. You'll probably need night vision to see because it's very dark.! Once you get across the pipes, go left and take down the forcefield. Blow out the Power Coupling with your Phaser, and Chell will tell you that that took down the forcefield above. Jump across the pipes once again and go back to the lift. As your riding back up, Tuvok will tell you that Chang is safe and he then orders you to find Telsia. Go through the downed green forcefield ahead of you and the level will end. ____________________ Borg Sphere Level 1c ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 From where you start, follow the corridor and avoid the drones. Once you find Telsia a forcefield goes up and drones start attacking her. A timer starts again, so get a move on. Ignore the drones and run left, right, and left again through the blue passageway. Run through and into the open room and take out the Plasma Conduit ahead. Go ahead and take out the Disnode on the right wall. This will take down all the drones, but you still have to Rescue Telsia. Go back to the Plasma Conduit you blew out and crawl through the hole in the wall. Take out the Power Coupling an go back to the main room. A cutscene kicks in. Take out the Power Coupling to the left of the door, and then go back the way you came. Once you get to the end of the blue passageway, go right and take out the two drones that beam in. About now the Comp. Rifle primary fire will stop being effective, so switch to the alternate fire. (See the weapons section for more info.) Go through the next door and take out the drone at the far end of the corridor. "I DON'T take him out to preserve firepower. I go around him and up the lift, then immediately take out the disnode on the right when I enter the room with the three drones. Also by this point the Borg have only adapted to my phaser normal fire. On the right path after that I can take out the disnode before the drones wake up with my phaser." Continue down the corridor and take the lift up. Kill the next three drones and keep going. Kill the regenerating drone at the end of the corridor, and move on. The next room splits into two sections. Go right and quickly take out the Disnode on the right wall with your Phaser before the drones kill you. Then take out the Power Coupling next to the Disnode and use the health terminal in between them. Go around to the left side and use the ammo terminal. Go around where the two paths meet up again, and go down the corridor and get on the lift to end the level. ____________________ Borg Sphere Level 2a ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Run as fast as you can towards the forcefield ahead. Take it down with your Tricorder and run to the right. Take out the Plasma Conduit and your I-MOD will work again. The drones will also all collapse. Now head right along the catwalk and go through the door. Ahead is a large room. Take out the drones that beam in with the I-MOD and then head right. There's a health terminal in a small room to the right of the main area. Use it and then go out the door to the left of were you came in. That was quick wasn't it? :P ____________________ Borg Sphere Level 2c ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 C!? Did I miss a level or something? o_O Ah, well. As soon as you get through the door, take a few steps back and blow the Plasma Conduit to your right. Chell starts complaining, but Telsia shuts him up. :P Go into the room, kill the drones that beam in, and take the lift down to the lower level. Go into the next room and quickly run down the corridor and take out the Disnode on your left. Then go back and take out the Power Coupling behind you. Keep going down the corridor and taking out the drones that beam in. Go into the room on the right and Chell will try and shut down the generator. He needs some help, so go up to the console ahead of you and use your Tricorder on it. Your first waveform puzzle. See the puzzles section for more info. Once you shut it down the Generator self-destructs. Keep going down the corridor and killing the drones until the level ends. ____________________ Borg Sphere Level 2b ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 B again? Well that explains it... sort of... _ Take out the Power Coupling in the next room, and use the health terminal. Go right and take out the generator the same way you did the first. Head back to the large room and take out the drones that beam in along the way. Use the health terminal again and head straight ahead through the door. Go through the large core area and through the next door. Take out the drones, go left and use the ammo terminal. Then go right down the corridor. Take out the Power Coupling at the end and then go back and go into the generator room. This one's the same as the others, so do the puzzle and take it out. _______________ Borg Boss Level ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Of all the f***ing places Tuvok!!! Quickly get out your Tricorder and duck behind one of the yellow forcefields. Modulate the control to shut down the forcefield around the Disnode, and then take it out with the Phaser. This TEMPORARILY freezes the drone, so hit him hard and fast, preferably with the Comp. Rifle alt fire. After he loses half his health he starts beaming around the room ala One (from the Voyager episode "One"). On Normal and harder difficulties he also beams to the upper level, however this just serves to make him an easier target. "If "strength is irrelevant", why bother developing this guy? Doesn't really make sense to me! Anyway, I got into a firefight with him (I think he's a Nausican on steroids) when I played on Normal. When I played on Hard, however, I used the following trick from the OSG. With this trick, it is possible to take out the ABD in just a few shots. You mention taking out one of the disnodes by modulating the forcefield next to it and then zapping it! The trick here is to keep doing this. After you have shot the disnode, the ABD is rendered powerless for ten seconds. This gives you time to hit him five times with the Alt fire of your compression rifle - the most powerful thing in your arsenal at this point. The disnode will repair itself after forty seconds. Note that you can permanently disable all three disnodes by hitting the last one before the first one has had the chance to repair itself (i.e. within forty seconds). If you do this, the ABD cannot adapt to your compression rifle (that's what the disnodes are there for). However, the trick is not to do this. Instead, disable one, get in your five free shots with your compression rifle secondary fire, then move to the next one and repeat. By destroying all the disnodes, you are giving up the opportunity to temporarily disable the ABD and so you give up the chance of getting in all those free hits with the compression rifle. Yes, you can still kill him with your I-Mod, but this takes longer and requires more dodging and moving around (he will, as you mention, eventually move to the upper level). With the compression rifle, you can get 3 times 5 alt fire hits by doing it my way and kill him much quicker. All you need to worry about is dodging his attacks (relatively easy - see below) and healing yourself if necessary in between disabling disnodes and shooting him. The ABD fights in several phases. Each time your attacks lower his health to a certain level, this triggers a cutscene where he changes his attacks. In the first phase, he fires green energy blasts at you (three at a time), which are easy to dodge. He also fires a laser across the room. Either back away or crouch under it. Finally, he likes to run up close and let his fists do the talking. Again, you can dodge these attacks. In his second phase, the ABD adds a powerful bouncing energy sphere blast. In the third phase, he transports up to the balcony and hurls his three-bolt blast from up there while transporting around. If you can temporarily disable him in the way I suggested, this should not prove a problem at all. BTW I don't think much of Munroe's witty one-liner at the end of this fight: "Assimilation is irrelevant!" Is it? Then, why are we trying to stop them from assimilating Voyager? I prefer "Assimilate This!" (Worf from Star Trek: First Contact). Now that's a witty one-liner!" Once he's down, you'll be beamed back and the mission will end. A rather long cutscene then ensues... "Precisely" :P ___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 8.2 Mission 2: Reassignment ___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _________________________ Starfleet Academy Level 1 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Since when is Chang such a violent person? Ah, well. Losing your job can be tough. :P After the Hazard Team discusses what to do, go left down the hallway and get in the turbolift to meet your "visitor." !NON-SECRET Walk left. On the far wall is a door marked "Maintenance." Go inside to find Starfleet's janitor closet.! Also, why would a Warp Theorist be doing a secretarial job? Go right and walk up to the clear doors to meet with Tuvok. After the cutscene, you get called to the Headmasters office, so go out the doors opposite the front desk and walk either way. Head out into the garden (yes, you can scan the fish) You can hang around the garden a bit and listen to people talking, or scan fish, or just admire the fine job the modelers did. Once you're done, head for the tall building on the left. Go in and use the Turbolift straight ahead. Two Cadets are talking about telepathy. You can listen to them or just walk to the Headmasters office at the end of the hall on the right. Get your assignment and then Telsia asks you to come to the courtyard and talk. Go back to the garden. Telsia is standing on one of the small pathways that go over the pond in the center of the garden. Go up to her and press the Use key to talk to her. You get three dialog options: -> "I wont let you throw your career away for me." -> "It won't work. We both need Starfleet or we'll go stir-crazy" -> "Look Telsia, we've had some fun, but now it's over." Option 1: She yells at you and storms off. Option 2: She agrees and you get a hug out of the whole thing. :P Option 3: She gives you a blank stare. Obviously #2 is the best if you want to pursue a relationship with Telsia, but I don't know how the others affect the outcome of the game. I guess more experimenting is in order. If anyone has played through the game and selected each one and knows how/if it this affects the ending, please e-mail me. ;) "In "Starfleet Academy Level 1" I selected the "I wont let you throw your career away for me." option. She was pissed and I decided it was "that time of the month" :-) The ending was fine though - hugs and kisses." _________________________ Starfleet Academy Level 2 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Two years later... Ride up the lift and quickly duck behind the large pipe on your left. Take out the three Romulans attacking you, and move down the corridor. Korban tells you to cover him while he opens the door. Duck behind the crate to the right of where he's standing, and take out the Romulans that beam in. The Comp. Rifle alt fire can get them in groups if you use it right. The door isn't working, so go back to where you started and Korban will open the service ducts. Crawl in and the game will save automatically. Walk as close as you can to the flame-jets without getting burned, and wait for them to die down, then quickly run through. The last two are angled in such a way that you also need to strafe to the side as well as run forward. Once you make it past, crawl through the ducts and take a left out the access panel. Go into the barracks and use the ammo terminal ahead of you, then use your Tricorder on the damaged door panel to your left. The pipe puzzle is ludicrously easy; just turn the two misaligned pipes to get the power flowing to the door. Here's a picture of the completed puzzle: http://mrdefender.eliteforce.com/graphs/puzzles/m2_puzzle01.JPG Once you do that, Korban will come through and a ton of Romulans will beam in. Kill them all and go to the upper level. Use the health terminal before more Romulans beam in. Get in the lift and Korban will access the panel. Once you get to the bottom take out the Romulans and Korban will open the next door. Grab the Bat'Leth in the middle of the room, and start slicin' and dicin' up the incoming Romulans. Read the weapons section for more info on using the Bat'Leth. Once you kill them all, the Holodeck program ends. Go out the door and the next cutscene starts. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 For some reason all the levels you spend on board the Enterprise-E are called that. I don't know why... _ Once the cutscene ends, go right out of the transporter room and head for the Armory. It's the first door on your left. Apparently Korban didn't only take the place of Biessman, he's also doing Oviedo's job. ;P (For those of you who never played the first Elite Force, Oviedo was the weapon technician. ;)) Korban tells you about the new shotgu...er "Federation Assault Rifle" and tells you he's loaded up a new training program. Go into the holodeck to your right and grab the rifle in the middle of the room. The training program is pretty easy. Try to take out the Holographic mercenaries at long range with the alternate fire. Probably the funniest moment in the game (at least for me) was when I talked to Derek Russel. He's wandering around the corridors when you come out of the Armory. His first line of dialog is: "Haven't seen you before..." I could have sworn he was about to say: "I work for the... Liberty Navy. We don't really run this place... but we have an understanding with those who do." Trust me, if you've ever Played Freelancer you'll laugh your ass off at that. ;) Anyway, get in the Turbolift and go to Hazard Ops. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Hang a left out of the Turbolift, another left, and go in the first door on your right. You can look at the lockers, or head straight for Hazard Ops. Near the back of the room Tuvok and Chang are having a conversation about Jurot. Go up front and talk to Chell. (From Bershe) "Hey, one major thing I found was that after the Borg mission the Vulcan chick has an I-MOD in her locker. You can get the code through trial-and-error, and from then on you have a free gun! (you can't use it except during combat missions though)" Two things though: 1) She's Betazed, not Vulcan. :P 2) Go through the door to the left of the viewscreen. On the table to the left of the door is a Padd with Jurot's picture and the number 746 on it. That's her locker combo. :D The I-MOD isn't all that useful later on in the missions, but it's ok at short range for certain stuff. The Hazards Ops office also contains some pictures of babies on the shelf. Go back to the Hazard Team locker room and chat with Jurot. Picard then calls you to the bridge, so head back to the Turbolift. Weird stuff: -Derek Russel is the Assistant Counselor, yet he's working on debugging the Hazard Ops systems. -To the right of where Jurot is working in the Hazard Team locker room, is an LCARS picture of the Milky Way galaxy remarkably similar to the one in the main menu of the first Elite Force. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Walk out onto the bridge and a cutscene will start, ending the mission. Weird stuff: -Picard didn't even give a thought to the fact that the Dallas Captain ordered all ships to stay away. He just flew right into the thick of things. :P _______________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 8.3 Mission 3: Derelict _______________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _______________ Dallas Level 1a ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 3 Starships: 3 You start out in a cargo bay with very low gravity. Turn around and head for the flashing red light in the far right corner of the room. You'll have to jump over a few crates and shelves to get there. Use your Tricorder on the Cargo Door Control Grid panel, and solve the pipe puzzle. It's pretty simple, yellow is already done, all you have to do is route the blue around the short. Picture here: http://mrdefender.eliteforce.com/graphs/puzzles/m3_puzzle01.JPG That opens the doors out into the Shuttle bay. !SECRET: In the center of the room behind where you start is a pile of crates. Climb up on top of the crates, and then use structural scan on your Tricorder. One of the walls will show up a weakened starburst pattern. Jump across to the catwalk and blow open the wall to find a golden ship and some armor.! Go out into the shuttle bay. !SECRET: Walk to the back of the shuttle and while standing directly behind it, press the 'Use' key. The shuttle doors will open revealing a starship inside. BTW, is it just me or is this shuttle grossly undersized compared to the others in the game? :P Walk up to the door on your right. Of course they're also malfunctioning, so go out the door across the Shuttle bay to find another cargo area. Mysterious sighting number one. :P There's a Jefferies tube across from where you came in, but it's been damaged. Access the Manual Door Release on the left and crank it open. It takes a few cranks to open it all the way (about four). Bug: Make SURE you've cranked it open all the way. Hold down the 'Use' key till the handle stops going up and down. There's a bug where the door will look open, but there are still two small corners of it on the sides so the game thinks it's still closed and won't let you in. Once you get it open, crawl in and take the first right. Open the next door... Sighting number two, notice the tail? "It is rather dark in here. Now is a good time to use the Night Vision mode. By the way, if you stay in the Jeffries Tube just by the exit here you can watch the tail dangling. It won't disappear until you exit the Jefferies Tube. You can shoot the tail from inside the tube, but the creature appears to be invulnerable!" Save here!!! Climb up the ladder on the left onto the next level. From here, take advantage of the low gravity and jump across the gap onto the other side. Access the next Jeffries tube manually and crawl through and climb down the ladder at the end. Use the Gravity Control Access panel ahead of you, and then use the control itself. Once again the yellow is done for you, so reroute the blue and your done. Picture: http://mrdefender.eliteforce.com/graphs/puzzles/m3_puzzle02.JPG This restores gravity, but the Shuttle bay doors are still locked. Go back the way you came. When you get to the large gap that you jumped across earlier, a Turbolift will fall down. Jump on top of it, and then use the ladder on the wall to climb up to the next level. Go through the Jeffries tube on your left and crawl across the catwalk. If you turn up the volume your team is having a very funny conversation below. ;) "Why does your team leader go off on scouting missions? Isn't he to valuable to risk?" "Don't ask." Keep crawling through the Jeffries tubes until you get to another ladder. !SECRET: This one's a bit odd. Climb down the ladder just a bit, (do NOT climb down all the way or you'll fall!!!). Then climb back up and go into the Jefferies tube you just came out of. One of the wall panels will be open, and there will be a golden ship inside.! Climb down the ladder all the way, and use your Tricorder on the panel behind and to your right to manually override the Shuttle bay doors. Here is a picture: http://mrdefender.eliteforce.com/graphs/puzzles/m3_puzzle03.JPG Once that's done the rest of your team will come through. Use the door panel near where you dropped down into this room to end the level. _______________ Dallas Level 1b ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 2 Starships: 3 Go out into the main corridor. There's a map ahead of you that gives the basic layout of this deck. An explosion to your right that blocks your path, so go left. Mysterious sighting number three. Go through the door on the left into the Lounge. The aliens momentarily converge on you, but then they run. However one of them damaged the door leading out of the Lounge, so take it down with your Phaser and move back into the corridor. Go left and you'll reach Main Engineering. It's locked, however, so go right into the service door. !SECRET: There's a ladder inside the service door. Climb up to the hatch above you and press the 'Use' key. The hatch will open revealing another golden ship.! Climb down the ladder until you reach the bottom. Crawl through the next Jefferies tubes.... Sighting number four. Keep crawling until you reach another ladder. Climb up and out into the corridor. !SECRET: Blow out the door behind you to find a secret area with another Starship.! Go out to the main corridor and take a left. Sighting number five. :P Follow the corridor and go into the Lounge on the right. Go through the Lounge and back out into the corridor. Once you do, all the lighting in the section will shut down. Now it's super spooky! :P Keep walking and about four creatures will drop down on you. They're not hiding anymore. Take the out with the Adv. Compression Rifle's primary fire, and then head for Main Engineering to link up with your team. However the door is locked and your team is under attack. !SECRET: Turn on night vision and go over to the Warp core. On either side are ladders leading to the upper level. Climb up and walk around behind the core to find another starship. You must do this BEFORE you finish the Tricorder puzzle and free the team!! Go over to the Main Engineering console (the big table-like thing to your right). This puzzle is a bit of a challenge, but despite Chell's yelling at you the Hazard Team isn't in any real danger, and your not timed. This puzzle is pretty difficult, Here's a picture: http://mrdefender.eliteforce.com/graphs/puzzles/m3_puzzle04.JPG After you get them out a cutscene kicks in and you have a new objective. The power's back on, so you can at least see what's going on. Exit Engineering to the left and go towards the Turbolift. It doesn't have power, so go through the Service door on your right and head down the ladder. Open the Power terminal with the panel, and then use your Tricorder to get the power flowing again. Picture: http://mrdefender.eliteforce.com/graphs/puzzles/m3_puzzle05.JPG Go back to the Turbolift and use the control panel on the wall to end the level. ______________ Dallas Level 2 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 1 Starships: 3 Franklin leads the way to the bridge, so follow him. However he gets grabbed by an Exomorph, so you'll have to go on without him. The explosion blocked the corridor he was heading down, so you'll have to find another way. (IMPORTANT NOTE: This next section can be done two different ways. Read down a bit to find the alternate route. Option 1: "I did this part a bit differently because I lowered the forcefield in the corridor first. I think you are meant to lower the forcefield here and get to the Transporter Room only to discover that it is blocked by another forcefield! It is probably quicker to do it your way, but doing it my way makes more sense from the point of view of the story (e.g. you need to discover that there is a forcefield here). Here's what I did: At the intersection where Franklin turned left, go straight ahead. Use the energy recharge station in the room on your first right if needed. Continue forward and you will come to a blue forcefield (FF). At the FF duck into the little hole on the right where you see the body being dragged. This takes you into a crew quarters. Take the other hole back into the corridor. Use the FF control panel here to disable this FF. Continue along the corridor. Go through the door at the end and turn left. The room at the end is the Transporter Room (TR) but it is blocked by another FF. Your teammates speculate about why the TR is blocked by a FF, since the aliens don't seem intelligent enough to do this. Head back to where you accessed the FF control panel and take the first left. Both ways (yours and mine) are acceptable. Yours is quicker (you miss out the first trip to the TR) but mine has the advantage that it is more consistent with the story (i.e. you encounter the mystery of the blocked TR and this makes you think why it might be blocked)." You're right about your version being more in line with the story, but either way will get you through the mission. There really is no advantage either way you do it. - Asdfga3 Option 2: After Franklin is killed go through the blown-in door and head down the corridor. Go into the Lounge on your right and use the ammo terminal on the wall. Keep going and take a right when you hit the forcefield. Take out the creatures that drop down, and go either way. No matter which way you choose, to go, you'll end up here: Both ways onto the Bridge are blocked, so go through the Service door on the RIGHT side (it's the one opposite the door blocked by a forcefield). Climb down the ladder. (Note: If your not collecting secret items, then it doesn't matter which Service door you go through because both end up at the Bridge.) !SECRET: Halfway down the ladder there's a level with two locked (red) Jefferies tube hatches, and one locked Service door. Walk up to each Jefferies hatch and press the 'Use' key. Then try to open the locked Service door. It should open revealing more shielding and another starship.! Go back out and climb all the way down the ladder. Go into the Jefferies tube. Go straight ahead (ignore the right turn) and go up the ladder into the Lounge. Blow open the door to the bridge and walk up to the panel behind the Captains chair. A cutscene will start. !SECRET: After the cutscene, looks across from where you entered the bridge There should be another damaged door. Blow it open and go into the lounge to find another starship.! You now have to get to the Transporter room. Head out of the Bridge and follow the corridor. Take the first right and then go right again. (Note: If you took the second option above read this, otherwise skip down a paragraph.) A forcefield is blocking your path, but the creatures have chewed a hole in the wall to the right of the forcefield. Crawl through it into the crew quarters. There's another hole to your left. Crawl through and use the forcefield controls in front of you. That drops the forcefields, so move on. (Continuing no matter what you did before...) Go straight ahead and through the unmarked door. Go left to avoid the flames, and go into the Transporter room. !SECRET: This is another weird one. Walk onto the transporter pad and walk onto each of the white circles. Then walk over to the main transporter control panel and you'll see a golden ship. However this one starts to slide away from you as soon as you come near it! As soon as the ship gets to the door it stops, so grab it.! Use the ammo and health terminals on the wall to the left of the door and then use the transporter control panel. Enjoy the cutscene. :) So it really does run in the family, eh? ;) Your now timed, so hurry. Quickly run out the door and take a right. Open the door and kill the creatures then run down the corridor. Keep taking out the creatures until an explosion blocks your path. Turn around and go through the door to your left. Run through the hole in the wall and go out the door on your left. Go left quickly and run along the corridor. Ignore the Service door on your right and head straight. Take out the remaining creatures and run onto the bridge. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Head out onto the bridge. You can bother Picard in his Ready Room, or just head into the Turbolift. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 1 Starships: 1 Go right out of the Turbolift and right again down the corridor. Two officers are talking about the Dallas in the corridor ahead of you. You can listen in on them. BTW, "GPS" conduits? It's EPS smarty. :P !SECRET part 1: Go ALL the way down the corridor to the end, and go into the cargo bay. There's a Phase Converter leaning up against the shelf ahead of you. Walk up to it and press 'Use' to pick it up. Keep reading for the next step.! Go back and use either of the two doors along the corridor to get into the smalls rooms outside the shuttle bay. Gah! My framerate! :O !NON-SECRET: When you enter the small room before the shuttle bay, look off to the side (right side if you enter the first room, left side if you enter the second) to see a small console in the wall with a picture of the NX-01 Enterprise on it.! :D Exit the small room through either of the doors, and take either one of the lifts, or one of the ladders down. !NON-SECRET: You can use the three panels on the main floor of the shuttle bay to open and close the three main shuttle bay doors. Pointless really, but kinda cool.! :P !SECRET part 2: There's another shuttle next to the one Chell is working at. Notice where he's standing in relation to the shuttle, but don't talk up to him yet. Walk over to the shuttle on the nearby pad and stand next to the nacelle about where Chell is standing. Press the 'Use' key and a panel should open. It may take a couple tries to find the panel. Once you get it open, you'll see a damaged Phase Converter. Press the 'Use' key while standing in front of it to replace it with the Converter you found in the cargo bay. Now walk around to the rear of the shuttle and it will open. Go inside to find golden starship.! Go over and talk to Chell. BTW, notice the Scotty joke here? ;) Apparently there's something wrong with the Shuttle, so go inside one of the doors, then go through the tiny hallway and into the main cockpit area. Use your Tricorder on the panel to the left (it's the one blinking red) and solve the Waveform puzzle. Then go back out of the shuttle and a cutscene will start, ending the level. _____________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 8.4 Mission 4: Demise _____________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ __________________________ Attrexian Station Level 1a ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 3 Starships: 6 All the people who played the demo will know this like the back of their hand, but there are some small differences. After Sydney drops you off in the Maintenance Bay, you only have a few seconds before the creatures start pouring in, so quickly get out your Assault Rifle and get ready. The most important thing to remember is: DON'T STOP MOVING!!! Use the Alt fire on the groups, and primary on the stragglers that are left. They tend to come on groups of three or four. There are a bunch of crates hanging on the ceiling that will fall and explode when shot at. However the chances of hitting anything with it are nill. :P It seems that there are significantly less creatures here than in the demo. !SECRET: Ahead and to the right of where you start is a locked door. Blow it open to find ammo and health terminals, and a panel to shut off the flame-jets above. It is often advantageous to blow open this room before killing all the creatures if you notice you're running low on health or ammo.! "On the level where you are dropped off on the Attrexian station, someone once mentioned making a dash for the secret room where you get the health and ammo and shut off the vents. They said that it is a good place to take out the Exomorphs. It does work, but I got more beat up doing that than what is my suggestion. There is a large crate on the far left side (looking out to space) of the landing bay force field. That crate is just beside where you go to jump up to the upper catwalk. When the level starts, make a dash towards that crate and run around it and tuck yourself into the small corner it creates. You should now be against the outside wall to space and through a small crack be able to see the landing bay forcefield. From here, you can make the Exomorphs come to you. strafe right every once in a while and a group of Exos start running towards you. You have plenty of time to peg them off. After killing all the ones who will run towards you, there are a few (3 or 4 I think) that are left who are more stationary and shoot the acid. However, that small number is easily disposed of. Using this tactic, I have been able to clear out all Exos without losing a single point of health. Just to note that I have only tried this on easy and normal. I don't know if the tactic would work at higher difficulty." After you've killed all the creatures, go inside the secret area and stock up on whatever health and ammo remain, then use your Tricorder on the panel on the right wall. Use the boxes in the corner to jump up on the catwalk above, then carefully walk along the non-busted parts. Some of the grates will fall as you walk, so be careful!. My brother has found that it's possible to get through without turning off the fires by simply waiting till the flames die down, then quickly running through. Several more creatures will come down on you after you walk around the corner on the catwalk, but if you don't move forward, and just use the Compression Rifle to take them out as they run towards you, they shouldn't be a problem. The amount of creatures here has also been reduced considerably from the demo. Go through the doors to your right, then go through the next door and around the mine cart. Equip your Compression Rifle before going around the corner. Go around the corner and kill the three Exomorphs attacking an Attrexian. Use the primary fire so you don't hurt him. Go back up to the mine cart control area and get the health and ammo on the wall. The mine cart controls next to the railing don't work, so go through the door to the right of the stairs. Go down the hall. An Exomorph will kill an Attrexian, but you can't help him because of the broken door, so just go in the door on your right. As soon as you walk into the room you will see several Exomorphs running down the hall. Get out your Assault Rifle and run back to the room you were just in. Take them out, then go back to the control room and, use your Tricorder on the panel to the left of the door. Picture: http://mrdefender.eliteforce.com/graphs/puzzles/m4_puzzle01.JPG After you get the power going, walk back to the mine cart control panel next to the railing and use it. The mine cart will go down the tracks and crash through the door beyond and a larger creature will jump out. The Compression Rifle primary fire seems to work well against him. Then go down the tracks, through the blown-out door and around to your left near where the mining cart crashed. Go down the hall towards the door at the end. Once you get close, one of the larger creatures will blast through the door and attack you. Your best bet is to hit him with the Assault Rifle alt fire. Go into the room and climb up the ladder. Use the ammo on the wall. Go down the next hall and kill the creature that drops down on you. Go down the hall to the next door and carefully open it. Once you do, several more creatures will attack you. Use the Assault Rifle alt on them then duck back around the corner. After they're dead walk over to the two Attrexians hiding behind the crates, and watch the cutscene. Avak'Stas will head off with you for the weapons locker. While he work at the control panel for the door, four small Exomorphs will bust through the wall. Hit them with the Assault Rifle and they should go down pretty quick. Go into the next room, and walk forward just enough till a huge creature breaks through the wall. After the DO NOT MOVE FORWARD! Dodge it's acid shots (about three of them) and it will get sucked out into space. Wait a bit more and several aliens will come from ahead of you and to your right and they'll all get sucked out. Now equip your Assault Rifle and run around the corner sticking close to the wall that Avak'Stas hanging into. Go into the glassed-in control room and use the control panel to your right, the one that's directly under the window looking out at the hull breach. Quickly spin around and blast the aliens that come in the door behind you, and then use the health and ammo terminals on the wall. Run down the hall and help Avak kill the rest of the aliens. For those of you who read my demo FAQ, you'll remember my brother's tip on how you could jump up on crates and that would keep Avak from coming out of the locker. However I've only been able to get this to work on the easy difficulty level. Here is the strategy if you're playing on Easy: "Note: The idea of hiding on the pile of crates is from my little brother, I give him full credit for it. :) Once he goes into the big storeroom quickly run over and hit the ammo terminal next to the big door he's working on, then jump up on the boxes to the right, crouch, and DON'T GET OFF THE CRATES! Seconds later a tons of aliens will come in, but for some reason if you're on top of that crate they won't attack Avak'Stas and will simply shoot at the crates. If you get on any other stack of crates, they'll simply kill him. Keep killing them even after he gets the locker open and tells you to head back. As long as you stay on the crates he'll be safe in that room. After the aliens stop attacking, look to your left. There should be a hole on the wall with two large Exomorphs inside. Hit the first one with the Phaser to get him out, then kill him with the Compression Rifle. Then carefully try and get the other one out. Once he's dead another bunch of small aliens will come in and you'll have to fight them off. Once you've killed all of them, jump down and go into the locker to pick up the Attrexian Arc Gun in the weapons locker, and use the health terminal on the wall." "I managed to get this to work for me on Normal, but had no luck on Hard. Instead, I suggest that you take cover behind the crates to your immediate left as you enter the room. This will give you some shielding against the first few waves of Lurkers and Chewers, but you will eventually need to come out again to get the Arc Launcher weapon (not necessarily when Avak'Stas tells you to)." However since this FAQ is mainly applicable to the 'Normal' difficulty setting, then here's what you need to do: Use the Assault Rifle. Stay close to Avak and the aliens will leave him alone for the most part. Once the door on your left opens, take out the two big ones as quickly as you can. Once Avak gets the locker open, waste no time in grabbing the Arc Launcher, using the health terminal, and getting back in the fight. !SECRET: After you've killed all the aliens, go back into the locker and use your Phaser to blow out the back wall. It takes one and a half full Phaser charges to bring it down, so be patient.! !SECRET: Go into the area mention above, and jump down into the oddly textured tube to access a weird side-scrolling type mini-game.! How to play "Super Munro Bros.": I suggest putting one finger on right-strafe, and one on jump to play effectively. Don't get ahead of the camera or you'll lose sight of Munro. Also, don't get behind the camera because it will push him along. Munro can jump quite far here, so you'll often over-jump. To remedy this, use the strafe keys to adjust your jump. If you fall it doesn't matter, just jump back into the tube and start over. Once you've gotten all six starships, jump into the gray tube at the end and you'll be transported back. Go back the way you came and fend off the aliens along the way. There are quite a few, so try and hit the big ones first. The alternate fire gas on the Arc Launcher can be useful, but make sure Avak isn't nearby when you light it up. Once you get back to the control room that you used to seal the breach in the wall, use whatever's left of the health and ammo terminals inside. Once you get back to Avak's buddy a cutscene ensues. After it's done, go through the door and down the hall towards the lift. __________________________ Attrexian Station Level 1b ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Wait for the lift to reach the top, then head down the corridor. "There seems to be no way to save the Attrexian here (at least on Hard). I tried several times!" Take out the aliens that attack you from the right, and then head left. Go up to the console are and use the terminals on the wall. Also grab the Idryllium energy on the floor, then go straight ahead back down the corridor. Kill the attacking aliens, then take the first right. A big creature drops down from the ceiling and kills the two Attrexians. Like the one female earlier, there's no way to save them. Once it goes down, walk ahead and take out the smaller creatures who attack you from the left. Keep going ahead down the main corridor and go left through the small door near the end. This next room is somewhat hard to explain, but I'll give it a shot. You can go one of two ways: Right, or straight ahead. Straight ahead: Go through the door ahead and take out the creatures on the right. Then go right and grab the Idryllium. You know have to go back into the room and continue by going right, (well left from your perspective). Right: A cutscene will start. After the cutscene a timer starts. It takes the Attrexian more than half your time to get the damn lift working, so you've gotta be quick. Jump on the lift and use the control panel. As soon as it gets to the top, run out and use the blue control panel directly in front of you. That will jettison the pod. Go back down the lift and talk to the Attrexian who got the lift working for you. He'll thank you and unlock a room full of ammo. Grab the ammo and go back out. If you fail to jettison the pod in time, you'll have to fight the Basher. He kills the two Attrexians so you don't get the ammo, but he goes down somewhat easy. Just stay away from him and use the Arc Launcher. Either way, go back up the lift and go around towards the catwalk. Go right and take the small door out. Go through the hallways and up the ladder. Use the terminals on the right wall, and then go out through the door. Kill the attacking aliens on the left, and then continue down the corridor to the left. Keep going until you get out onto a catwalk overlooking the main control room. Go down the stairs and a cutscene will start. After the cutscene the Attrexian will run to the other two near the window, so run over and stand in front of them. I find it useful to use the Assault Rifle at first when your only being attacked by the small creatures. However once you have to face the bigger ones, switch to the Arc Launcher. After awhile your team will join up with you. Shortly after that another cutscene starts, and the level ends. Weird stuff: -In the first cutscene of this mission Chell says he's found a weapon for dealing with the creatures (presumably the Arc Launcher). Yet when you join up with him he's using the Enh. Compression Rifle. __________________________ Attrexian Station Level 2b ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 1 Starships: 0 2b? Another misnamed mission. :P Watch the cutscene. Even more proof that you should never pick up hitchhikers. Go through the small door on your left and take out the aliens. Go into the next room to find the Chief Engineer. However she's locked in, so go up the stairs behind you and then go up the ladder. Walk to the end of what's left of the catwalk and then carefully walk right across the pipe. When the flames die down, quickly jump across and then jump over the railing. Go through the small door on your left, grab the ammo, and use your Tricorder on the panel ahead. Here's a picture of the puzzle: http://mrdefender.eliteforce.com/graphs/puzzles/m4_puzzle02.JPG Tip: To get back down, instead of jumping across the flame-jet again, just jump over the railing to the right of the door you came out of, and then climb up on the pipe and walk back across and down the ladder. Simple, eh? ;) Go back to the room and go through the door to start another cutscene. Use the ammo terminal on the wall to the left of the door and then follow Vor'chov onto the lift. As soon as you get to the bottom you'll be attacked. Kill the aliens and then follow Vor'chov to the next lift. !SECRET: After Vor'Chov gets off the second lift, use the lift control panel again and it will go up. It will stop at a control room overlooking the core. Use the ammo and health on the right wall and then get back on the lift and ride down. Do this quickly because Vor'Chov is under attack the whole time!! Run over and use the health and ammo terminals on the far wall. This is basically the same as protecting Avak'Stas or the station commanders except much much harder. Basically there's no specific tips I can give you. Just keep fighting, and use the Assault Rifle and Arc Launcher. Once all three generators are online, run up to Vor'chov and a cutscene will start ending the mission. "Here's a tip that works great on both Normal and Hard. Jump off the lift before it gets to the bottom and rush to the Health and Energy terminals. Recharge on both quickly (you don't have to wait for one to finish before starting the other, just press both buttons) and quickly return to the safety of the Lift. From here you can shoot the Exomorphs and also dodge their acid attacks. Occasionally a Lurker will follow you inside, but these can be easily dispatched. The Chewers will not follow you inside. From here, you have a great view of Vor'chov and you can shoot any Exomorphs attacking her from relative safety. You may have to exit the safety of the lift to kill off the final one or two. Very easy!" :D _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Picard asks you to come to Sickbay. So head right out of the transporter room and take the first left. Go up to Picard, Tuvok, and the doctor to start the next cutscene. Picard orders you to research the Attrexians, so take the Turbolift to the Library. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 1 Starships: 1 Go left out of the Turbolift. !SECRET: At the junction, hang a right. Go up to the unmarked door and use it. Go down the stairs and grab the starship in the Trek washroom.! :P Go back and head down the corridor. When you get to the Library you meet Telsia and the following choices are given: -> "I wouldn't mind having you help me do some research on the Attrexians." -> "Yeah, that's about it." Option 1: She goes into the Library. Follow her and walk up to the console she's working at. Use it and Munro and Telsia will discuss the information on the Attrexians. Scroll through the pages with the > button and Munro and Telsia will continue talking. When you're done click the X button to leave the console. Option 2: She turns away angrily and leaves. You'll have to do the research yourself. Other than that it's the same as above. After your done reading, go back into the corridor and Picard will order you to the Hazard Team briefing room. Head back to the Turbolift to end the level. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Head left out of the Turbolift, and take the second right. A cutscene starts and the level ends. ________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 8.5 Mission 5: Discovery ________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "It is possible to get through almost the entire mission by using only the Phaser. The only place where I used the Arc Launcher was when fighting the two Bashers right at the end. Killing the Queen Bug with the Phaser is perfectly doable, it just takes longer. IMHO the Brood Fiends are not worth using real ammo on!" ____________________ Drull Ruins Level 1a ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 1 Starships: 1 After you beam in Chell scans the shuttle in the cutscene. You can go in it, but there's really no point. !SECRET: In front of your beam-in point is a rock arch. Climb up on top of it to find a golden starship.! Go underneath the rock arch and across the bridge. Go into the camp and a cutscene will start. Cute. After everyone else gets sent in, never to be heard from again, they send you. Why does this always happen!? ;P Go into the tunnel on your right and the level will end. ____________________ Drull Ruins Level 1b ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 5 Starships: 5 Go ahead through the tunnel and into the main courtyard. The huge door ahead is locked. Use your Tricorder in Structural Integrity mode and you will discover that the cracked wall on your left is weak. Blast a hole in it with your Phaser. Carefully walk up the broken rocks to your right and crawl around the thin ledge overlooking the door you where just at. Climb up the next set of broken rocks and over the wall. Look down and there are more rocks on the other side of the wall that you can use to get back down. There are two explosive crates next to a cracked Obelisk. Blow them up to knock it over. Once you walk ahead another Obelisk falls and blocks your path, but the one that you knocked down opens a new path for you. !SECRET: Ahead of you and slightly to the right is a large brown arch with a collapsed obelisk beside it. Use the crates at the end of the obelisk to get up on top of it, and walk along while looking to the left. You should see a golden ship hidden in the rubble.! Go inside the ruins under the banners that hang from the archway and go down the corridor. Use the terminals on the all ahead of you, and get out your Assault Rifle. Go down into the lowered area a bit, and then quickly back up the stairs. Several of those "Brood Fiends" will attack you. The Phaser excels at taking them out, even at longer ranges. You can't kill the "mouth" things that are spitting them out, so don't even waste your ammo. Once you've killed them all, go through the door ahead of you and access the panel on your right. Solve the waveform puzzle to restore power. Head back to the main door and the rest of your team, grab the Idryllium ammo on your way out. You'll be attacked several times on your way back. If you need to, go back and use the ammo and health terminals. Once you get back to the main door it opens and your team comes through. Head up the stairs to the right of the main door and use the panel to open the bars ahead. Continue up the stairs. Once you get to the top you'll be attacked again. These purple ones are tougher, and they also drop small ones when they die. Use the ammo and health terminals and then go up the next set of stairs. Chell warns you that the floor ahead is very unstable. !SECRET: For some reason, if you scan the floor with your Tricorder to spot the unstable pieces, and then knock them out with the Phaser, the game will say that you've found a secret area and a wooden box will drop down ahead of you. Blow the box open with your Phaser to get another starship. The box is marked "Warning Explosive", however below that it also says "All censored us." If anyone knows what that means, please e-mail me.! ;) If you for some reason fall of the good areas or step on one of the bad ones, quickly equip your Assault Rifle and get ready for a fight. There's a huge crack in the wall to your right, blow it open to get out. If you do this quick enough after falling you can run outside and shoot the Fiends as they come through. Then go back up the stairs and try again. Once you make it across, go into the room to your right and open the door to let the rest of your team through. Go back through the room and Chell will find the Idryll scouting party, dead. Go out of the room and head right along the walkway. Ahead of you are a few more fiends. Take them out. !SECRET: Along the left side of the walkway is a stone rail. Jump up on top of it and look down. There should be a starship to the right on a small terrace. Jump down and grab it. Unfortunately there's no way to get back up, so you'll have to go all the way around again. However there's a small side trip you may want to make. Just read on.! ;) :P !SECRET: This one is somewhat hard. From the starship mentioned above: get on the ledge ahead of you and look straight down. To your left should be another terrace, and ahead of you should be a small ledge along the wall. Jump down onto the ledge. Walk along to the end of the ledge and then turn 90 degrees to the left and drop down to the next ledge. Crouching along here can help you keep from falling off, and I suggest you save before attempting this so you won't waste time walking back up. Keep crawling along the ledge until you get to a right turn. Keep following it and eventually you'll get to another right and then a left. Keep crawling along the ledge and eventually you'll drop down to the lower level. Keep crawling till you get to an outcropping. Crouch underneath till you get to the end of the ledge. Turn on your night vision and look to the right. There's a golden ship hidden in a small inlet in the wall. You'll have to jump now. Don't forget to use the health terminal on your way back to replenish the health you'll lose in the fall.! And now back to the walkthrough. ;) Walk up to the door panel and use it. Chell yells for you to cover him while he cracks the code. Several more fiends start jumping down on you. Take them out with the Assault Rifle or the Arc Launcher. You'll probably be running low on Plasma about now anyway. "As soon as you use the door panel here you will be attacked by Brood Fiends. A good idea is to run back to where you came from as soon as you use the panel while shooting at the bugs. This way, you can use the Phaser and you won't take any damage (or shouldn't)." Once Chell has the door unlocked, get out your Phaser and walk up to the door. Open the door and shoot the two blue Fiends in the center with your Phaser. The splash damage should kill them all instantly! Go through the next door. This puzzle is kinda weird, but not at all hard. Once you use the panel, three-rowed forcefields will move across. Once a new one starts, walk onto it. You want to stay on the middle field so keep one in front of you at all times. If you ever get so that none are in front of you, or worse yet; two are in front of you, your gonna die. Once you get to the other side go through the door and kill the purple thing. Use the terminals on the wall and go down the stairs. Keep moving on and killing the fiends until you get to the bridge power controls. Once you access them another fiend attacks you from the left, so be careful. Your team will come down and join up with you again. Go through the door to the left of the bridge controls and go down the stairs. Keep going till you get to another courtyard. !SECRET: Once you get to the bottom of the stairs, head right. There's a small door in the left wall, use it and it will open revealing another starship. It's kinda dark here, so use night vision.! Go back to the courtyard and approach the huge doors to the left of the stairs. Use the door panel on the left, and then RUN! The door will open partially, and then break. Then it will explode completely revealing one huge ass-ugly bug. She seems to be quite susceptible to the Arc Launcher, especially the gas. The Assault Rifle alternate fire also does a good job. Once her health drops below about 60% she starts releasing small bugs to attack you. Take care of them before finishing the big bug off. Alternately you can just use the Phaser and let your team take care of the smaller bugs. After it's dead, go through it's nest area and get on the lift to end the level. ____________________ Drull Ruins Level 2a ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 1 Starships: 0 Wait for the lift to get to the bottom, and then walk into the room. After a few seconds a timer will start counting down from 10 seconds and then four turrets mounted on the four main pillars of the room will start moving up and down and firing. The trick to beating them is to stand directly beneath them and fire upwards with the Phaser. They seem to be very susceptible from the underside. Once all four are down, one of the doors in the room opens. "Or, just run straight ahead to one of the columns at the end of the room and hide behind it. You can get free shots from here and your teammates and you should make short work of the turrets. By the way, it is worth mentioning that there are health and energy recharge stations in this room. I came back a few times to recharge here." Go through and into the corridor, but do NOT go near the next door. !SECRET: There are five stones protruding a few inches out of the wall ahead of you with Idryll symbols on them. Using your Phaser, shoot each one of the stones until it goes into the wall a little bit. Get a piece of paper and jot down a simple picture of each symbol in order from top to bottom. Then go back to the room with the lift in it. The door to your right will be unlocked, go through it. There are several stone tiles on the floor of the room. You have to step on the ones with the same symbols as the ones you shot on the wall IN ORDER from top to bottom. Be careful not to step on any other stones, or you'll have to start over. Here's a diagram for you: _________ |X X 3 1| |4 O X| |X 2 X 5| ŻŻŻ ^ ŻŻŻ Door Step on each one in that order. ;) Once you've stepped on all five, a panel in the floor will open revealing a Mystical Energy staff. Grab it. It's a weird weapon, but useful nonetheless.! Go back into the room with the lift and go out the door past the stones on the wall and towards the next room. A cutscene will start. Once it's done you'll have to work fast. There are ten gas vents; four behind you; two to your right; and four ahead of you. Get out your Tricorder and spot the ones that are spewing the gas. Once you've found one, fire your Phaser at it to seal it Trek-style. ;) Every time you seal one, get out your Tricorder and find another. Some of the vents spew gas, and others don't, so don't bother with the inactive ones. Once you've sealed all correct vents, the doors open again. If you missed the Energy Staff before, you can go back and get it now. If you already got it, (or just don't care) then go ahead and through the next door to end the level. ____________________ Drull Ruins Level 2b ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 8 Starships: 4 Walk through the door and keep going until a cutscene starts. Turn on the Bio-Scan mode on your Tricorder. There are three moving beams. Wait till the first two are spread apart and then run through them and jump over the last one. Then quickly hit the control panel on the right to shut down the scanners. Get ready because as soon as you do you'll be attacked. Kill the creatures that attack you and then move into the next area. There's another turret on the ceiling to your right. Take it out quickly. !SECRET: Walk clockwise around the machine in the center of the room to find 50 Idryllium energy.! !SECRET: To the right of the machine near the tubes is a weak section of wall. Blow it open to find a secret area with a golden starship.! Climb up onto the tubes that are being loaded into the machine. Wait till it gets to the end and it will raise up before being dropped into the machine. Jump off ahead before it drops down. Use the health and ammo terminals to your right, and then go through the door ahead. There's another turret on the ceiling in this room. Take it out quickly and then carefully jump up on to one of the tubes being carried along by the machine. Quickly jump off to your left before the tubes go into the machine, or you'll be killed. Jump off the ledge and down onto the tube below. !SECRET: Right near were you drop down is a tube leaning against the wall. Crouch down and crawl underneath it so you're in between it and the wall (not on the catwalk side). Turn right and walk till you get to the wall ahead then turn left. There's a wall panel with vertical stripes on it. 'Use' it to open it and reveal another starship.! Crouch underneath the tube and go across the catwalk. Use the Security Panel at the end of the catwalk to start the elevator system, behind you. !SECRET: Jump up on top of the security panel you just used, and crouch down. You should be able to see some Idryll ammo hidden underneath the platform above you. Crouch and crawl in to get it. Crouch and crawl back to the catwalk to get out.! Go back and jump on top of one of the elevators going up. Jump off onto one of the ledges on the back wall before you hit the Bio-Scanners. !SECRET: If you wait for the elevator to reach the highest ledge (before the Bio-scanners) you will find a case of Idryllium Energy.! Jump off the ledge and onto one of the elevators going down, and then jump off onto the platform to your right. There's a turret to your left that will attack you when you jump onto the platform, so be careful. To the left of the platform there are two pipes and three vats like so: ____________ O = O = <-- Jump onto this pipe, and then jump up onto the catwalk. O Go through the door ahead. Go to your right and use the panel against the wall. Once you do, walk over to the broken area of railing and wait for the Idryll Container. Once it gets near you, jump on it. !SECRET: Once the container gets over the forcefield that guarding the walkway below, jump off. Walk right along the top of the walkway until you get to the end. There you'll find a starship. Walk back to were you first jumped onto the walkway and look down to your right. You should see the support cables for the container you jumped off of. Drop back down onto it (you'll lose about 3 health) and then continue as normal.! Once on the cargo container, wait for it to stop at the lower level below the walkway. Get off and go left. Grab the Idryllium Energy to your right and climb up the ladder. There are more Bio-Scanners ahead, so get out your Tricorder and switch it to the appropriate mode. Jump over the low ones, and wait till the upper ones are out of the way before running through. Once you get through you're stopped by another forcefield, however there's a maintenance hatch right below you. Blow it open with the Phaser and climb down the ladder. Walk along to the end of the catwalk. !SECRET: Don't climb up the ladder just yet, jump up to the raised area to your right and walk over to the small package of shielding. (Night vision is a big help here.) You'll be attacked by several micro-sized creatures! They still pack a punch though, so take them out quickly. Once you've killed them, go back to the ladder and climb up.! Go up the ladder and through the door ahead. Kill the turret above you and use the health and ammo terminals just inside the next door. Walk down the corridor and pretty soon gas will start coming un. Quickly go over to the panel on the wall to your left and Modulate it with the Tricorder to show the pillars that contain the gas vents. Seal the gas vents exactly like you did before-- keep switching back and forth between your Phaser and your Tricorder to find and seal each of the vents. Once all of the bad ones have been sealed, they go back into the floor. Go right and you'll find another of those damn forcefield bridges. SAVE YOUR GAME HERE!!! Previously I've had a hell of a time getting across this bridge, but thanks to Paranoid Android I've found it's actually quite easy. Press the tilde (~) key to bring down the console, and then type "cg_3rd_person 1" (without the quotes). This will switch to a third person view behind Munro. This is next to impossible to use while fighting, but for this it works quite well. Wait till the bridge is totally lit up, and then start running! If you see the field underneath you start to flicker, then jump immediately. I've never fallen while doing this. ;) Once you get across you'll find two turrets above you. Take them out and then grab the Idryll ammo to your right. !SECRET: To your right is some sort of disk shaped thing. Look directly above and you'll see another disk on the ceiling. However this one's cracked. Stand on the lower disk and then blow it out with your Phaser. It will rise to the top. Jump off onto the ledge around the edge of the tiny room, and grab the starship. Walk back onto the disk and it will go back down.! Use the panel ahead of you to turn on the bridge and shut down the forcefield trapping your team. Several creatures will cross the bridge and attack you, so quickly take them out and go back across the bridge. Several smaller creatures will attack you as soon as you get back to the walkway. They shouldn't be a problem for you. If you need health or ammo, use the terminals to your left, then head right and go through the door to end the level. ____________________ Drull Ruins Level 2a ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 2 Starships: 1 Yeah, it's 2a again. One more secret, and one more starship have been added. So when you start the level it will count you as 1/2 and 0/1, assuming you got the staff. Go straight out the door and ahead. Take out the aliens attacking your team. NOTE: If you did not get the Idryll Staff in the first level, and you want it now, read this portion. Otherwise skip down and continue with the walkthrough: !SECRET: From where you start, go straight ahead and through the door. There are five stones protruding a few inches out of the wall ahead of you with Idryll symbols on them. Using your Phaser, shoot each one of the stones until it goes into the wall a little bit. Get a piece of paper and jot down a simple picture of each symbol in order from top to bottom. Then go back to the room with the lift in it. The door to your right will be unlocked, go through it. There are several stone tiles on the floor of the room. You have to step on the ones with the same symbols as the ones you shot on the wall IN ORDER from top to bottom. Be careful not to step on any other stones, or you'll have to start over. Here's a diagram for you: _________ |X X 3 1| |4 O X| |X 2 X 5| ŻŻŻ ^ ŻŻŻ Door Step on each one in that order. ;) Once you've stepped on all five, a panel in the floor will open revealing a Mystical Energy staff. Grab it. It's a weird weapon, but useful nonetheless.! Whether you choose to get the secret or not, go through the door to the right of were you started. Walk up to the mural ahead and Chell will comment on it. !SECRET: To your left are five stone pieces identical to the ones you used to open the door and grab the staff. Shoot them with the Phaser and the wall will slide back revealing a secret room with a golden starship.! Go up the stairs and through the door behind the mural to end the level. That was rather quick and pointless wasn't it? :P ____________________ Drull Ruins Level 2c ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 4 Starships: 2 Go into the next room and use the ammo terminal to your right. You'll be attacked by turrets and Chell yells for you to cover him while he tries to disable them. There are four turrets on the ceiling, once you take out all four they recede back into the ceiling for a few minutes, and then come back out as good as new. Keep taking out the turrets, the Phaser works great. Once you've taken out enough, Chell fixes the system and then locates the Archeologists. Go through the door on the upper level that Chell unlocked to find the Archeologists. !SECRET: After the cutscene turn around. To the right of the door you came through is a control console. Walk past it and go around the right side of it. Behind is several small shielding packets.! Go down the stairs to your left and get on the lift. Once the lift reaches the bottom, kill the attacking Exomorphs. !SECRET: To your right is a damaged door. Blow it open to find 50 Idryll ammo.! !SECRET: Straight ahead of where you started (to the right of the secret mentioned above) is a very dark area. Turn on night vision and crouch down. There's a small hole in the wall in front of you. Duck inside and grab the hidden starship.! Go through the door on your left and take out the attacking Exomorphs. Continue on down the corridor until you get to an open platform. A massive Exomorph will bash its way through the door on your right. DO NOT LET IT GET NEAR YOU!!! If it gets close to you it will do a weird head-butt thing and throw you right off the platform. If you have the Energy Staff, freeze him first so he can't knock you off. Once he's dead, use the panel ahead of you to bring down the bridge so you can cross. !SECRET: Walk over to were the first Basher broke through the wall, and look to your right. There's a hole in the railing with a ladder leading down to the fan system below. Climb down the ladder and walk straight ahead CAREFULLY. Do not fall into the fans! Walk around the edge of the fan farthest from the ladder. Once you get directly behind it turn around and look at the rear support beam holding up the fan. There will be a golden ship on top of it. Walk across the beam and grab the ship. Then just retrace your steps and climb back up the ladder. Once you get across the bridge, another Basher will smash through the wall ahead. He's not quite as hard as the first one because you can back up across the bridge while firing. This will keep him from knocking you off. Once that one's dead, go out the door on your right and a cutscene will start ending the mission. BTW, any of you get that joke? "Dr. Krindo I presume?" :P _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Watch the cutscene and then head out onto the bridge. "If you want, you can talk to Telsia before you get in the Turbolift. She will make some bitchy remarks about Kleeya. :D" If you talk to Telsia you actually get three dialog options: -> "Good point." -> "How can you say that?" -> "I completely disagree." Option #1 and #2 leads to two more options. Option #3: Telsia says she thinks she'll be right in the end. If you picked 1 or 2 you get two more choices: -> "You may be right. But will the Captain see it that way?" -> "It may not be their technology." Option #1: Teslia says she'll try to convince the Captain of her viewpoint. Option #2: She says she thinks she'll be right in the end. I haven't found that choosing different options affects your relationship with Telsia/Kleeya, or the outcome of the game. Once you're done, get in the Turbolift to end the level. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 1 Starships: 1 Hang a left out of the Turbolift, and another left into the main corridor. !SECRET: The door right before Kleeya's is marked "0741 Ens. Law Thompson." Use the door and it will open. Inside in the middle of the floor is a golden starship. Also, around the room are several ship models: to the right of the door on the table is the U.S.S. Voyager; hanging from the ceiling along the right wall is an Idryll ship; on the desk to the left is an Attrexian cargo hauler; next to the desk is a shelf with Romulan and a Ferengi shuttles; on the table farther ahead is half of a warp core from a Sovereign class ship; and on the table next to the window is a Starfleet shuttlecraft.! Kleeya's door is the one marked "Guest Quarters" it's easy to find because the security officer is standing outside. Go in and a cutscene starts. Your then presented with two dialog options: -> "Perhaps another time." -> "Perhaps I can. Come with me to Stellar Cartography." Option #1: Kleeya seems a bit disappointed. Go back out into the main corridor and Telsia will contact you. Option #2: You both go to Stellar Cartography. This will load another level starting with a very long cutscene. If you chose Option #1 while talking to Kleeya, go to Telsia's quarters and another cutscene will start. You then have two more options: -> "I haven't had time to notice." -> "Yea, but not as beautiful as you." Option #1: That conversation ended fast. Option #2: This leads to another set of dialog choices: -> "It'll probably be the last time until we have completed our mission." -> "Things have been hectic." Option #1: Telsia tersely ends the conversation. Option #2: Munro promises a vacation, and the conversation ends. Obviously if you want to pursue Telsia then choose #1 -> #2 -> #2 Likewise if you want Kleeya then choose #2 right off the bat. No matter which option(s) you take, once you've completed them Tuvok will order you to the bridge, so head to the Turbolift and the level will end. Weird stuff: -There is no Ens. Law Thompson on the Hazard Team. There is an Ens. Kenioth Thompson however... _ -Why are there guest quarters right in between crew quarters? And Hazard Team crew quarters to boot. Shouldn't they be on an entirely different level? -If Munro is from Vermont, where's his accent? :P _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Now _that's_ diplomacy. ;) This level is just one really long cutscene. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Another cutscene level. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 After the cutscene, go out the door and into the Turbolift, ending this level. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Go left out of the Turbolift, and go in the first door on your lift. Talk to Korban and he tells you about the new Grenade Launcher. Go into the Holodeck and pick up the Launcher. I suggest that you hold down the primary fire and walk around looking for the holograms. As soon as you see one all you have to do is let go of the grenade and it should hit them and detonate easily. After you finish, the training the level ends. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Another cutscene level. ______________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 8.6 (1) Mission 6: Destruction ______________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _________________ Enterprise Deck 8 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Yet another cutscene. And did it ever occur to anyone that you can _raise_ shields!? o_0 _________________ Enterprise Deck 8 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 2 Hey, the Compression rifle is back. I love this gun. Run out into the hallway and take out the Idryll attackers. They have weird yellow shields set up in the corridor. You can't shoot them when they're behind it, but they can't shoot you either. Wait till the come out to attack and then quickly take them out. Korban asks you to go to the cargo bay and help him. Once you kill the Idryll in the corridor run straight ahead. The wall will blow out ahead of you. Do NOT get anywhere near that breach! Stick to the inside wall of the corridor and walk past. Alternately you can run straight ahead and ignore the Idryll. Once you get far enough ahead to trigger the breach, they'll all die immediately. Go through the door to your right and into the cargo bay. "A good strategy to avoid getting hit here is not to go into the cargo bay straight away but use the cargo bay door as cover. This way you can pick off opponents inside the cargo bay very easily." Korban is on the upper level of the cargo bay. You can run straight ahead and climb up the ladder, or take out the Idryll from down below. !SECRET: There's a high stack of round crates to your left. Behind them is a smaller crate with red stripes on it. Blow it up with the Phaser to reveal a golden ship hidden inside.! If you haven't done so already, go up the ladder on the far side of the cargo bay and use the health and ammo terminals up top. More Idryll will beam in on the catwalk ahead. Quickly take them out. After all the Idryll have been killed, Korban runs over to a nearby console and initializes a security lockdown and thanks you for your help. Jurot then tells you to come to Sickbay. Use the ammo and health terminals one last time, and then go over to where Korban is standing. He'll open a nearby Jeffries tube for you. Go through the Jefferies tube and out into the badly damaged maintenance area. As soon as the flames die down just fall down to the next level-- you won't be injured as much. Avoid the green crap and crawl into the next Jefferies tube. Go up the next ladder and into the next tube. Go right at the next junction. The Jefferies tube in front of you will explode. Jump out of the hole in the wall and drop down into the cargo bay. !SECRET: Behind you are two consoles like those in the library. (why would a cargo bay have library consoles?) Anyway, jump over the crates and use the console on the left. The crates behind you will be beamed out, and a starship will beam in. Grab the starship and then help Tuvok.! Use the ammo and health terminals on either side of the door to your right and then go out the door and into the corridor. Take out the Idryll attacking Tuvok and then move on down the corridor and go into the Jefferies tube near where Tuvok is standing. Go left at the junction and out into the Armory. Kill the two Idryll and run out the door across the corridor and into Sickbay. Run across Sickbay and take up a position behind the carts with Jurot. If you need health or ammo just use the terminals on either side of the surgical bay. This is a good time to use the Grenade Launcher as long as your careful and none of them bounce back at you. There's a Bat'Leth leaning up against the Bio bed behind you, but you can't grab it. :( I don't know if this was supposed to be a pickup at one time and the devs changed it or what, but it's a damn good weapon and I want it. V_V Once all the Idryll have been killed, Chell asks you to come to Engineering. It seems you're an in-demand guy. :P Remember the movie _First Contact_ where Dr. Crusher and the rest of the medical staff escapes the Borg through the Jeffries tube? Well it's your turn now. After using the terminals one last time, go through the Jefferies tube to end the level. __________________ Enterprise Deck 16 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 1 Climb down the ladder and into the next Jeffries tube. Crawl through it and out into the cargo bay. Go behind the shelf on your left and take out the two Idryll hiding behind the crates. "Now is a good time to use the Grenade Launcher. Fire a couple over the crates! Use the terminals on the far wall, and then go out the door on your right and into the corridor. Kill the attacking Idryll and then go down the corridor and turn left. The main door into Engineering closes as you come around the corner, so go left or right and through either of the small doors. Use the ammo terminals on the wall and then go up to Barclay to start a cutscene. After the cutscene the Idryll start attacking. You have to kill them all, but be VERY careful NOT to hit any of the equipment around the warp core. Barclay will yell if you hit any of it. If you shoot out more than a few panels or tubes around the core, the warp core will explode. Just shoot the Idyll. :P Once you've killed enough of them, Barclay will run over to a computer console. Go over to the main engineering controls-- the large control panel where Barclay was standing when you first came in-- and use your Tricorder on it. The yellow and green pipe routes are compete, so you just have to worry about the blue. Here is a picture for you: http://mrdefender.eliteforce.com/graphs/puzzles/m6_puzzle01.JPG Now you have to eject the core. Run over to where Barclay and the other Engineer are working, and look a bit to the right. There's a small console somewhat high up on the wall. Enter a code of 945921 (don't worry about remembering it, your Tricorder will give it to you automatically). Once you do, a cutscene will start. After the cutscene Telsia ask for your help on the Bridge. "In "Enterprise Deck 16", if you do the puzzle fast enough, you wont have to eject the warpcore. It just stops and everyone gives a sigh of relief. Bug: After you eject the core, go up to the Crewman named Jerry Mobieuto-- he's working at a console near the main door-- and talk to him. He gives the same responses as Crewman Erica Cromer who is working at a console on the right side of what used to be the warp core. I'm not sure if this is an actual bug, or a joke, or what, but it's sure as hell funny. :D I'm leaning towards a joke because he has the same freckles on his face as she does. Also, unlike the other Engineers, you can kill him. !SECRET: After the cutscene, go up the ladder to the left of the core and go into the Jefferies tube. At the end is a golden starship.! Run out of the main door and go left, right, and left into the Turbolift to end the level. _________________ Enterprise Deck 1 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 1 Starships: 1 The level starts with a cutscene of Munro tossing Picard a rifle. !SECRET: When the level starts, don't care about Picard, he can hold his own for a few seconds. Instead run into the ready room -- there on the table is a starship. After you get it, you should of course get out and help Picard."! ;) BTW, you'll need to jump-crouch to get onto the table. "Again, here is another great place to use the Grenade Launcher. Did I mention I liked the Grenade Launcher?" :D There are ammo and health terminals on the wall to your left if you need them. Picard fights alright, but since he tends to hide behind the chairs and beams piled up he'll never really get injured. You can't get to the front part of the bridge, so just take out the Idryll and a cutscene will start, ending the mission. BTW, this is the second time Tuvok has said "The invaders have been repelled." ___________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 8.6 (2) Mission 6 Pt. 2: Remove and Disable ___________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _______________ Enterprise Hull ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Go up the ladder and use the panel above to exit the airlock. You now have access to the Sniper Rifle. and you can use it if you like, but I've found that using the Compression Rifle's alternate fire is easier simply because the reload time of the Sniper Rifle is atrocious and you're being timed here. Take your pick of which one to attack first, you'll have to get them all eventually. First take out the Idryll outside the forcefield, and then jump up and take care of the one(s) inside while in midair. Try and maneuver yourself so that you can take them out in the air and then fall down inside the forcefield. That saves you the time of an extra jump. Once you get up to one, use your Tricorder on it to knock it off the hull. Once you've gotten all three a cutscene starts. This next part is one of the hardest in the game so SAVE! This mission is tough enough on Easy, it took me about 30 tries to beat it the first time I played, but it does get easier. However when I went to play it on the 'Normal' difficulty for this FAQ I found that the turret no longer moves up or down. This made barely passable mission nigh impossible. However, after more than a day of trying, I FINALLY beat it! :D First four Idryll fighters zoom past. Don't bother taking out any of the fighters, more just warp in. After that the Capitol Ship passes over. You have to do this right, if you don't just reload your saved game and try again. When the capitol ship makes it's first pass directly overtop of you, fire two Alternate fire projectiles about one inch (on your computer screen) ahead of the center of the red target. If that doesn't work then reload and try again. Once you see it blown off SAVE! If it's shields are flashing red your getting a good hit, if they're flashing blue your getting a bad hit, and if the don't flash at all then your missing. :P Your fire can take out incoming projectiles, and you have to do just that non-stop. If you let more than a few missiles hit the Enterprise your dead. Keep defending until the Capitol Ship is in your sights and then let it have it with the primary fire. The alternate fire is just to slow to be really useful here. You should be able to get one, maybe two hits in per flyover. Assuming you get at least one or two hits per pass, it should take you four to five flyovers >EACH WAY< to take out all the key systems. Yup, a total of ten. I kid you not, ten. You have to take out almost all the oncoming missiles. I actually found that sometimes it's better to let the Capitol Ship pass over without even trying to hit it, rather than let projectiles hit the Enterprise. If you repeatedly fail, don't let it get to you. Like I said, it took me countless tries to beat this level. I can't imagine it on any of the harder difficulties. :o "It's much easier if you explicitly target the orange torpedoes from the capital ship. The white torpedoes from the fighters don't do much damage, but the orange ones really hurt. So that level becomes pretty easy to get through if you make sure to shoot any orange torpedoes but basically just ignore the fighters and white torpedoes." Anyway, once you finish it a cutscene starts and Picard gives you an extremely well-deserved pat on the back, and the mission ends. Weird stuff: -Why would Krindo be trying to destroy the Enterprise to get Kleeya back? Does he have some plan of beaming her out before the ship is destroyed, or what? ________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 8.7 Mission 7: Search and Rescue ________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ___________________ Attrexian Colony 1a ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 8 Starships: 2 After Sydney drops you and your team off, go into the control tower and use the ammo and health terminals. Then cross the bridge. !SECRET: After the bridge and to the right is a ladder. Climb down and duck under the pipes for 50 Idryllium Energy.! The clamp holding the doors shut is cracked, so give it a bit of Phaser fire and it'll blow. However now the door is stuck. Go back to the control tower you were just in, and hit the security panel. Once you get back to the bridge DO NOT CROSS! Two large Exomorphs will drop down and blow out the bridge. For those of you read my demo FAQ, you'll recall that you could easily hide behind the two crates near where the shuttle dropped you off, and let your team take care of the Exomorphs. For some reason they wouldn't attack your team. In the full game it's even easier because the orange crap that the Exomorph attack you with has a much shorter range than in the demo. After they're dead, make a running jump across the narrowest part of the gap. If you do start to fall, aim for the pipe below. If you hit it, you'll only lose a few health points whereas if you fall in the water you'll drown almost immediately. Once you get across, go through the door and a few small Exomorphs will jump out at you. Take them out with your Assault Rifle. Jurot finds that the next door is busted to, so climb up the crates next to the door and Phaser the grate above them. Jump through and crawl along the air duct. Once you get to an open area a small Exomorph will drop down in front of you. A hit with your Phaser's alternate fire should dispatch him before he even gets off a shot. !SECRET: Just beyond the Exomorph is a grate on the floor of the air duct. Shoot it out and drop down inside for another 50 Idryllium Energy.! Once you get to the vent at end of the air duct, shoot it out but DO NOT JUMP OUT! Carefully strafe and use the I-MOD alternate fire to hit the turret hanging above the far end of the bridge. (It takes two shots.) Once it drops down, jump out and head for the health and ammo terminals across the way. Once your ready, walk across the bridge. Two Exomorphs will drop down on the bridge ahead of you. Try to take them out as they're falling. If you do they're much easier to kill than after they land. Use the Adv. Compression Rifle for this. If they do land your in for a bit of a fight. Before fully crossing the bridge, shoot a round or two of Alternate fire from the Arc Launcher and then quickly run forward and then back up. If you time it right two Exomorphs will attempts to ambush you, and you can light up that gas and blow them away! ;D Go up the stairs to your left and use the Arc Launcher to fend off the Exomorphs at the top of the stairs. Go up along the catwalk and hit the panel. Apparently this is another example of screwy Attrexian security, so move on. Go down the ramp to the next street, but get ready to run back up. Once you get far enough down the ramp two Exomorphs will drop down. Go back up the ramp and duck behind the railing. Take them out with the Phaser to conserve ammo. "You can also duck in the entrance to the sunken doorway on the other side of the ramp (to your left as you face the Exomorphs). From here you can get free shots at both Exomorphs." Once they're both dead, get out your Phaser and walk ahead slowly along the left side carefully leaning around the doorways. Once you get to a portion of the wall that's cracked and on fire, lean around the corner and carefully kill the hanging thing in the doorway. Then, without moving, fire a shot of Arc Launcher gas behind the crates at the very far end of the alley (next to the dumpster), then walk towards it. A small Exomorph will jump out of the dumpster and hide behind the crates-- hopefully right where you fired the gas. Simply light it up to take him out. !SECRET: Jump in the dumpster mentioned above for 50 Idryllium Energy.! !SECRET: Across the alley from where the hanging thing was is a pile of crates. Crouch and use your Phaser to blow up the explosives underneath the crates. Duck inside the hole in the wall to get some more Idryllium Energy. Also look through the grate and notice the numbers on the far wall: 715151337.! Go through the doorway where the turret was hanging, and kill the Exomorph beyond, then go back and blow up the broken door to your left. Talk to the Attrexian inside, and grab the Idryllium ammo behind you, then go back out the door and go left. Go past the crates to the right and talk to the Service Tech hiding behind them. He thinks he can help you get the doors open. Grab the Fed ammo next to where he was hiding, and move back out into the courtyard. Several huge Exomorphs will ambush you. Hit the biggest one first, and try to draw their fire because you'll most likely have more health than he does. You can also run out and kill them while he's still talking. That way he won't be injured at all. Once all the aliens are dead, open the door ahead of you and go out to the catwalk with the security panels. A couple of small Exomorphs will run out at you, but they shouldn't be a problem. Once you get to the panels, he goes up the stairs and you have to use the bottom panel. Once he counts to three hit the panel and you'll open the doors to the city letting in the rest of your team. They'll be attacked by a few small Exomorphs, but they can handle it. !SECRET: Go up the stairs to the Attrexian and climb up on the railing. Carefully jump from the railing to the pipes that run along the top of the bridge and walk across (turning off auto-run helps a LOT). Jump up through the hole at the top of the city wall and grab the golden starship.! !SECRET: Go down to the bridge and go right down the stairs and open the door. Inside is 100 shielding.! !SECRET: Go to the lower security panel (the one you used) and jump up on the railing. Jump up onto the wall next to the bridge, and make your way along the top of the wall. Drop down to the tiered sections of the wall, and then slide down the pair of pipes coming out of the wall. Jump down to the right and there should be a door in the wall next to the river. Go in to grab another golden starship, then climb up the ladder and go out the door! Go back to the two Attrexians you found earlier and a cutscene will start. Follow the female Attrexian and she'll unlock a door for you. !SECRET: Your Attrexian guide will unlock a door for you and run left down the corridor. You should turn right and use your Tricorder on the door panel. Enter the code you found earlier: 715151337 in under 10 seconds to open the door to get... an entirely useless picture of a pissed-off monkey!!! :D Keep following the Attrexian and watch the cutscene. After it's over go around and grab the four cases of Idryllium Energy and the one box of Fed, then use the Health Terminal next to the door, and then finally use the door panel. A cutscene will ensue, and a massive Exomorph will "drop in on you". :P The Arc Launcher primary fire or the Grenade Launcher works well against him. Just stay away from him, strafe, and keep hitting him hard. Once he goes down a piece of pipe above where he landed will partially fall down. Use the health terminal by the door one more time and then hit the hanging pipe with your Phaser. It will fall and smash a hole on the crater our Quadruped friend made. Jump down through the hole to end the level. ___________________ Attrexian Colony 1b ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 5 Starships: 2 There are five small green and gray crates throughout this level with Klingon insignia on them. Walk up to each one and press the 'Use' key. Once you get all five you'll unlock a huge secret. After the cutscene (Oh please, you couldn't squeeze in between those?!) go left and onto the catwalk. Right before you get to the terminals on your right, a small Exomorph jumps out of the wall. Take it out and then use the terminals. Go through the doorway ahead and around the corner out into the main sewers. There are turrets all throughout here, so be careful. Take out the Exomorphs that attack you, and the two turrets. Then go across the bridge in front of you. !SECRET: To your right is a fan that's not moving. Jump up and crawl between the blades and through the shaft. Drop down into the small room. To your right are a couple of crates. Walk behind them to find Fed ammo.! !CRATE: Crate #1 is floating in the water to your left. "Only four more left"! Jump back up into the fan shaft and crawl back through. Go up to the door ahead of you and use the door panel. Of course the power is off, so go back out into the main sewer area and go right. More Exomorphs will attack you along the way, but they shouldn't be a problem. After the corridor turns right, there's another fan to your right. Climb through the damaged part of the grate and drop down into the control room. Use your Tricorder to modulate the panel and restore power. Go out the door and to your left. Go back to the door that you were trying to open earlier. Be very careful here because that fan is sucking hard. There's also an Exomorph here, so stand next to the wall by the fan and take him out with the alternate fire on the Assault Rifle. Go past the fan and through the door. Crouch and slowly walk up the stairs. Take out the turrets to your right with your Phaser. If you do it right you can target them, but they can't target you. Use the panel to open the grates that are blocking you, and then use the terminals on your left. Go back down the stairs and go right. Go past the fan with the broken grate and several more Exomorphs will attack you. !SECRET: Across from the fan with the broken grate is a hole in the wall where an Exomorph broke through. The back wall is weakened, so blow it out with your Phaser. As soon as you do several Exomorphs will attack you, so be ready. Once you've killed them, go through the hole and go left. Jump across and grab the shielding.! !CRATE: In the secret mentioned above, jump down into the water (wait, is that water? This is a sewer after all... _) and go around the corner to find the second crate. "Only three more left"! Go straight ahead out of the secret door, or right if you didn't get the secret and keep going and head underneath the flashing red light. !CRATE: To your right you'll notice the control room that you where in earlier where you opened the grates. Jump into the water directly across from it and go straight left to the far wall. There are three small open sections in the wall, crawl into the middle on to find the third crate. "Only two more left"! (NOTE: If you failed to get the first secret, or the first crate before turning on the fans, and you want to get them now, you can do so by continuing ahead, otherwise continue with the walkthrough.) Directly across from the control room mentioned above is a doorway. Walk through and go down the stairs. Kill the Exomorphs and go along the catwalk. !CRATE: To the right of the stairs you came down is a ladder. Climb down and you'll find the fourth crate ahead of you. "Only one more left"! There are two turrets here, so be careful. After you kill them. climb up the stairs to your right. !SECRET: Go right while on the stairs and jump over to the catwalk above. Walk along to the end to find a golden ship and Idryllium ammo.! Go up the stairs and use the terminals on your right before going through the door ahead of you. You've finally linked up with your team. Walk across the catwalk to your right, and it will collapse dropping you into the water below. Use your Arc Launcher to take out the Exomorph who attacks you, and then use your Tricorder on the ladder control terminal. This brings down a ladder to your right. Climb up and go out the door to your left. Go straight ahead to find the Attrexians. (I thought she said hundreds. That looks a hell of a lot like four...) !CRATE: Jump down into the water in this area, and you'll find the last crate. "A door has opened elsewhere"! There's another door to the right of where you came in. !CRATE SECRET: If you've found all the crates and gotten the door message, then take this route to find the final secret. If you haven't found all the crates, then skip it. Go through the door mentioned above and go over to the grate ahead of you. Use the door panel next to the grate to open it up. Use the terminals if you need them, then go left. Go down the stairs and drop down into the water below. Here's a crappy overhead map of the area: ____ ___| |___ | | | Water | | _ ___| <-- Stairs & door out of the room | | | | ^-- Hidden door Go into the tunnel and out into the room. Walk into the middle of the room and several crates will jump up and create a crate monster. Use the Grenade Launcher on him, and dodge his shots and he'll go down somewhat quickly. Once he does a panel in the floor opens revealing a treasure trove of ammo and powerups.! Go back out to the ladder you used to get the fourth crate, and go back to the grate you opened. Grab the Idryllium ammo, go up to the next door and hit the door panel. An Exomorph will break through, and several more will come through the wall. Take them out and go through the broken down door. The next door is damaged, but you can't take it out with your Phaser. Hit the container next to the door with your Phaser to blow it open. Go through and a cutscene will start. So that's what happened to the hundreds of Attrexians. !SECRET: Jump across the water and walk behind the crates to find another starship.! Use the ladder terminal behind you and then go back through the door you came in. Go up the ladder ahead and take a right to end the level. ___________________ Attrexian Colony 2a ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 2 Starships: 2 Soon after you start several Exomorphs will drop down into the open area to your left. Take them out and use the terminals to your right, then go through the door ahead of you. Fire about three rounds of Arc Launcher gas at the next door, and then quickly open it and run backwards. Light up the gas to take out the Exomorphs that run in through the door. Go out the door and kill the remaining Exomorphs. Go around and up the ramp to the platform with the large machine. Look straight down and shoot the Exomorph below you. Use the terminals to your left and then drop down. Walk ahead and another Quadruped will drop down on you. There are no health terminals here, so try and avoid his shots as much as possible. !SECRET: In the middle of the large area where you fight the Quadruped is a small crate and a crane. Jump up on the crate and wait for the crane to come down. Jump on it and ride it to the top. Once it stops back up a bit and make a running jump across to the ledge. This is hard, and it may take you a few tries to perfect your jump. In front of you is a raised area. Jump over and look down. You should find a starship in a small lowered section.! !SECRET: After you fight the Quadruped, look ahead of you. On your right is a ramp leading to a door. Go left to the pipe coming out of the far wall. Go behind it to find another golden ship.! Go through the door in the far wall and then go through the door at the end of the corridor to end the level. ___________________ Attrexian Colony 2b ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 4 Starships: 2 Go straight ahead into the factory. As soon as you get in you'll be swarmed by Exomorphs, so get ready, There's a turret right above you, take it out as quickly as you can. "A good strategy here is to run straight ahead as soon as the door opens and then turn right down the passageway. From here you can shoot at the lurkers and the Cruiser Turret from relative safety." Once you've killed the attackers, go left and use the terminals, and then go right and use the lift control panel. Like everything else here it doesn't work, so go back out and take a right. Of course the gas jets always work no matter what... _ Get on the conveyor belt. This reminds me of playing the Anteevy Ice Station level in Star Wars Dark Forces. Maneuver through the flame jets, and then go into the office on your right and use the terminals. Go straight ahead out of the office and up the stairs. Use your Tricorder on the other panel ahead of you. As soon as you start up the machinery several Exomorphs will drop down. They only drop one at a time from a pipe above, and they always seem to run to the end of the conveyor belt before they start attacking you. "The reason they do this is so that you can play squash the Exomorph. There is a Piston Control Terminal at the top of the stairs. You are meant to "use" this whenever each of the Exomorphs runs under the giant piston. Nice of them to all wait under it for you!" :D Once you've killed them all, go into the office again, use the terminals one more time, and then drop through the hole in the floor. Turn on night vision and go ahead through the smoke. Take out the small Exomorphs that attack, and then go around the corner and up the ladder. Grab the Idryllium ammo in the small room, and head out the door. Your now back in the part of the factory where you started. Go straight ahead and use the lift panel again. A couple more small Exomorphs will run up behind you and attack. Take them out and then get in the lift. The lift will only get so far and then stop. Phaser out the small access panel in the front right corner of the lift and drop down onto the ladder in the shaft. Consider saving here. Hit the control switch to your left and jump off the ladder into the opened door. Take out the Exomorphs that attack you and then go around the corner. You're now on the catwalk above where you started this level. Several more small Exomorphs will jump out from behind crates. You may want to turn on night vision here. !SECRET: With your night vision on, go to the dark corner where the catwalk turns. There's a door there that's hidden right in plain sight so to speak. :P Open it and go inside to find ammo and health terminals.! Walk along the catwalk till you get to the large crushers (cute). Getting through here can be tough because the crushers have a weird cycle. First the one closest to you will go up. DO NOT JUMP ACROSS! It will slam back down again quickly. Jump across ONLY when all three go up AT THE SAME TIME. The farthest one will slam down quickly, so jump across to the second one and wait till the last one goes back up, then quickly jump to it and out onto the catwalk. SAVE NOW!!!!! Go through the door ahead and kill the Chewer on your right. Go up the stairs near where it was standing, and walk along the catwalk to the next set of stairs. Go along the upper catwalk. Once you get about halfway across a Basher will break through the floor and attack you. He'll try and knock you off the catwalk, so this would be a good time for the Alternate fire of the Energy Staff. ;) "A good strategy here is to quickly run back down to the lower level of the catwalk and shoot the Basher from relative safety." Go through the door ahead of you and climb up the ladder. (Climbing down gets you back to the section of factory where you started the game.) "There is a cruiser in here! Kill it before you enter the room (duck and slide in, shoot it, slide out and repeat)." !SECRET: While climbing the ladder, stop right below the top level and look left. There's a elbow pipe that has 150 Idryllium energy on it.! Once you get to the top level. Go out the door and grab the Idryll and Fed ammo ahead of you. Take the quick jog to the left and go down the corridor. There's a golden ship hidden behind some crates to your right, but you can't get to it right now. Keep going and eventually several small Exomorphs will attack you. Kill them and then go left and then right through the door. There's a Basher in the lift ahead of you. Ironically enough it's the very same lift that broke down on you. If you run out, take a shot at him with the Enh. Compression Rifle's alternate fire and then run back to the door you should be able to take him out with minimal damage to yourself. It is also possible to kill him with the Phaser without hurting yourself. Go out into the main corridor and use the primary fire on your Enh. Compression Rifle to take out the Chewer at the end. Go straight down the corridor past where the Chewer was and use the terminals at the end near the locked door. Go back and take the corridor to your left. There's an Attrexian women in a gas filled room to your right. As soon as you near the door she dies, and I haven't found any way to save her. While still standing in front of the window, get out your Tricorder and switch to the trace gas feature. You should be able to see the gas vent on the left side of the large machine in the lower level. Seal it with your Phaser like always and then walk around the machine. Go up the steps on the other side. !SECRET: Go through the door on your right to find the golden ship you couldn't get to earlier.! Go through the door at the top of the stairs and walk into the room. Go up to the injured Attrexian to start a cutscene. I thought he said he could stabilize him... _ !SECRET: After you reach the injured male Attrexian a cutscene will start. After the cutscene walk up the stairs onto the catwalk and turn left. There you will see a console. If you jump up onto the console you should be able to see a hidden door. Jump up from the console onto the upper floor and go inside the door and you will find a golden starship.! Go up on the platform to your left and use the terminals, and then go through the door ahead of you. Use the door panel ahead to load the next level. ___________________ Attrexian Colony 2c ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 2 Starships: 2 Go out through the door and down the lift. As you ride the lift down the Idryll shuttle will start to take off. However an Exomorph will hit it and it will crash. Use your Staff to take out the Quadruped and then use the terminals on the wall to the left of the lift. "Note that it is possible to hide behind the cylindrical column on the lift shaft and use this as cover when shooting the quadruped. I did this, and none of his attacks hit me!" Keep walking along that wall till you get to another lift. Hit the panel to bring it up, and then take it down to the lower level. Go out into the cargo bay and kill the two Exomorphs. Use the terminals to your left and then use the door panel on the right side of the bay to open the main doors. Go outside and the Exomorphs will attack en-masse. Use the wide-open area to your advantage and put some distance between you and them. I've found that running backwards while hitting them with the Enh. Compression Rifle or another long-range weapon works well here. !SECRET: Go long the inside wall of the courtyard to your right (as you exit cargo bay). There should be a pipe coming out of the building next to the door. Go past it and around the corner. There's an identical pipe coming out of the building along the right wall. Go behind it to find another golden starship.! Go left out of the cargo bay and go up to the door in the far wall of the courtyard. There's a turret hanging inside, take it out and then go in the door. Does this place looks familiar? :P Go through the door ahead and out into the courtyard. Two Bashers and two Chewers will attack you all at once. (What is this? A convention?) Run right out the door, and again, use the distance to your advantage. The Energy Staff and the Enh. Compression Rifle both have considerably longer ranges than the Exomorph's attacks. !SECRET: From the door that you came in through, go right to find a locked door in a lowered section. Go up to it and use the door panel. (Wasn't locked after all! :P). Go inside to find another golden ship.! Go back to the courtyard and around the far corner where the Exomorphs came from. You'll find what's left of the shuttle. Sydney beams you up and the mission is over. ______________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 8.8 Mission 8: Payback ______________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ______________________ Drull Ruins 2 Level 1a ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 1 Starships: 2 There's a cutscene here. (Another scouting joke. :P) After the cutscene you can admire the fine job the modelers did on the crashed shuttle, or just head out. Go past the shuttle and head right. Walk down the shallow stream and several Idryll will attack you. The Enh. Compression Rifle is good for taking them out at range. "I recommend the Sniper Rifle for this, but you can also use the Enhanced Compression Rifle, as you mentioned." Be careful of their weapons, they're quite powerful. Keep following the stream and go into the tent on your left to find Idryllium ammo. Go right from the tent and head through the roots of the huge tree. Take out the patrolling Idryll and go into the next tent to find health and Fed ammo. Continue down the stream and you'll be attacked by the 24th Century version of artillery. The lookout tower ahead will collapse, blocking your path, and several Idryll will beam in ahead of you. Run backwards to avoid the long-range attacks and take out the Idryll. Go back to the bridge and go over to the rocks on the left side. This can be tough because of geometry glitches here. "When you are on top of the rocks that you are meant to cross over, you can actually see one of the Idryll grenadiers in the distance to your right (use your Sniper Rifle's alt fire to zoom in on him). You can shoot him from here. Then jump down from the rocks you climbed over and go and crouch by the large rock at the end of the pile. From here you will be able to see and shoot the second Idryll grenadier." Go up to the bridge, but don't go under it just yet. Ahead of you is a broken bridge, and to the left of that is another tower. Use your Sniper Scope and take out the Idryll in the tower before continuing. As soon as you go under the bridge several more Idryll will beam in in front of you. "A good tip to conserve ammo is to use your Phaser here. Run backwards as soon as the Idryll appear and let them have it with your Phaser. You should get all of them before they can fire a shot at you!" The stream splits ahead. Go right and up the hill to your left into the tent. More Idryll will attack you here. Take them out and then go out the front of the tent. There's an Idryll on the next bridge with a launcher, and another in the lookout tower to the right. Take them both out with the Sniper Rifle. !SECRET: Where the stream splits, go left instead of right. Go under the broken arch, then go left and climb up the hillside before you pass the tree on your left. There's a small path up the rocks. Follow it and you'll find ammo, armor, and an explosive crate. Blow open the crate to reveal another starship.! The green gases that are floating under the next bridge are highly toxic, so look to your right and find the path up the hillside. Go along the path to bypass the gasses, and then move back into the water. There are several Idryll ahead: one standing still straight ahead of you, one patrolling to your left, and two in the two towers on either side. If you walk slowly and keep looking through the fog, you can sometimes make them out. If you can, waste no time in sniping them. Once all of them are dead, go into the tents on your right and grab the supplies. What is it with all these tents anyway? Are the Idryll just in a constant state of camping out, or what? And if so, shouldn't they wear heavier clothes? o_0 !SECRET: To your left, underneath the tower, is a partially destroyed rock wall. You can climb up the left side of it. Once you get to the top blow up the crate to reveal a starship. There's also some Fed ammo for your Sniper Rifle.! Go up to the arched walkway ahead of you, but don't walk onto it just yet. Get out your Arc Launcher and fire a gas packet to the right of the two explosive crates that re next to each other (not the single crate closer to you), then walk onto the bridge. If you did this right three Idryll will beam directly into the gas. Light it up and it should take the crates with it and kill all three Idryll. Go onto the bridge but stop before you get to the second arch. The building in front of you has to U shaped pieces on either side of it. In the bottom of each piece is an Idryll with a launcher. Take them out with the Sniper Rifle here and the shouldn't be able to target you. "I think it is safer to take out the two Idryll grenadiers from the water. That way you don't risk any Idryll beaming in while you are trying to sniper them. Go into the water to the right of the bridge. Get out your Sniper Rifle. Look up and kill the Idryll in the first U. Then go to the left side of the bridge and do the same thing. Now it is MUCH safer to get on the bridge." Go all the way across the bridge and take out the Idryll who attack you, then go through the door ahead of you to end this level. ______________________ Drull Ruins 2 Level 1b ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 1 Starships: 1 Use the terminals on either side, then go through the door ahead of you and go straight ahead. Go left and hide behind the crates. There are two Idryll patrolling along here. Most likely one or both will see you, so take them out with your Sniper Rifle. If one or both don't see you, then walk forward until you can barely see them through the fog, and then snipe 'em. !NON-SECRET: If you go to the opposite end of the walkway, there's 150 Fed ammo behind one of the large crates.! Once both of the patrolling Idryll go down, run as fast as you can down the path ahead to avoid the incoming artillery. There's a control tower at the right end of the walkway. Duck inside to avoid the incoming bombardment. There's an Idryll inside, take him out and then go up to the console near where he was standing. Use your Tricorder on it. There are actually two different waveform puzzles here, but they're not that hard. The attacks took out the bridge to your right, but walk out onto what's left and look to your left. Behind the crates is the guy who's been shooting at you all this time. Snipe his sorry ass and then go back to the main walkway. Don't worry about him hitting you, there's an outcropping above that keeps you safe. Weird bug: It's possible to kill the guy bombarding you while standing on the walkway, but there's a much greater chance of being injured or killed, than with the way I described. However the destruction of the bridge going out of the control tower where you complete the waveform puzzles is scripted. So even if you kill him he still manages to blow the bridge. :P Go back to the main walkway. Grab the Fed ammo on your left and then head right and go back to the bridge. Once you get to the control panel near where you started, use it to open the bridge. Go across the bridge. The door ahead of you is locked, so go down the stairs to your left and take out the Idryll who come around the corner with your Phaser. About now the Idryll in the tower ahead of you will start attacking, so duck back around the corner and equip your Sniper Rifle again. Snipe him and then go around the corner and up the stairs SLOWLY (crouching helps immensely). Without moving forward, snipe the Idryll standing ahead of you, and the two on the bridge to your left. !SECRET: Go straight ahead from the stairs towards the Idryll shuttle. In front of the Idryll shuttle and a bit to the left there's another Idryll with a launcher. From left side of the shuttle you can just see his head, but that's just enough to snipe him. ;D Once he's been taken care of, take out the Idryll in the tower to your left. How is this a secret you ask? Well go to the right front corner of the area where the shuttle is, and use your Tricorder to modulate the red panel. This opens the shuttle doors. Go inside to find a golden starship and Idryllium ammo.! "If you exit from the shuttle by the doors nearest the bridge and look up to your right you will be able to see one of the Idryll grenadiers on the far side of the bridge you have to cross. He is standing on a raised area to the left of the tower. From the shuttle, strafe right once or twice and look up and you will see him. Doing this (and following your recommendation), you will have eliminated two of the three Idryll grenadiers on the far side of the bridge before you step foot on it. I've tried a few times, but can't seem to take out the third one without actually crossing onto the bridge. But still, two out of three ain't bad and makes crossing the bridge a lot less hazardous!" !NON-SECRET: To the back right corner of the shuttle is a bridge. Cross it and go inside the tower to find ammo and health terminals.! Go back to the main bridge and go across. There are three Idryll attacking you from a distance with their launchers. (Two if you killed the one near the shuttle secret, and one if you killed the one Paranoid Android pointed out.) If your careful you can hang back and pinpoint their location, and then quickly snipe them. Also, a couple of Idryll run across the bridge at you, snipe them as well. Once you've taken them all out, go across the bridge and go up either stairway. Go across the next bridge, but once you get about halfway across it breaks out from under you (crappy Idryll bridges...) A short cutscene then starts. You now have to face a Leviathan swamp beast. This guy is very weak-- you can take him out with three full Phaser charges -- but his attack is very powerful and so you should try and dodge his shots. Once he goes down you then have to fight two at once. They tend not to move around a lot, so avoid one and focus on the other. "As soon as the cutscene finishes (and the two Leviathans appear) immediately run to your left or right and take cover behind the columns near the health or ammo recharge stations. From here, you can kill both Leviathans with your Phaser and you have excellent protection against their attacks. They are very slow, like you say, but you can duck behind these columns when they eventually come towards you and start firing. All you have to do is peep out, fire and then duck back when they shoot at you!" Once you've taken them all out, two stairs will rise up out of the swamp leading to a platform in front of a door. Use the ammo and health terminals on either end of the swamp (they're on the same wall as the doors where the second beasts came though), and then go up to the door. Once you do a cutscene starts and the level ends. ______________________ Drull Ruins 2 Level 2a ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 1 Starships: 1 After the cutscene, you get these choices: -> "I'm sure Picard can arrange that. She's not a vital member of the crew." -> "We don't trade hostages." Option #1: Well that ended quickly didn't it? :P Option #2: A rather lengthy cutscene ensues in which Munro convinces Krindo to call off the attack and release him. After the cutscene, wait for the lift to reach the bottom, and then get off. Head left along the catwalk. Once you get about halfway across a Basher will break through the floor and attack you. "As soon as the first Basher appears, quickly run backwards and hide behind the large column on the far side of the lift shaft. The Basher will not pursue . He will shoot acid at you, but his attacks will be blocked by the lift. You can kill him with your Phaser from this location without taking any damage." Jump across the narrow section of the gap on the left and walk ahead. Another Basher will come around the corner. Run back and jump over the gap. Run all the way back to the lift. Brilliant bug-brain that he is, the Basher will throw some acid and then run right at you... and into the hole in the catwalk. Bye-bye bashy! ;D Jump back across and go right at the junction and through the door. Use the terminals on your right and keep going through the corridor. Walk up to the next door just enough to open it, but no further. The two Exomorphs ahead shouldn't see you, so fire three or four shots of Arc Launcher gas between them and set it off. Make sure you don't actually hit either of them with the gas, just fire it between them. Walk down the corridor and the portion behind you will break out. (Well, it's a one-way trip now! ;D) This also knocks out the forcefields guarding the corridor. Keep walking and just as you round the second corner, two more Bashers will drop in on you. Try and take them out at a distance if you can, but if they do run up to you, freeze them with the Staff because they will knock you off. "Use your Grenade Launcher on these guys while running backwards. Three shots maximum and they are history!" !NON-SECRET: Ahead of you are two dead Idryll near a wall. Go behind that wall to find Idryllium ammo.! Go right into the next section of corridor. Once you get further into this section a portion of it to will break out, only this one's in front of you. "Gah! This place is falling apart!" - Kyle Katarn Just a little quote there. :P Go to the right edge of the remaining corridor and look down. There's a tree underneath what used to be the catwalk. Jump down onto it and walk down the trunk. !SECRET: To your left is a platform hanging under the catwalk. Jump off of the trunk onto it and walk along. Duck under the branch ahead and go to the end. To your left is Idryll ammo (of course) and to your right, behind a crate, is another golden starship.! Walk to the end of the trunk and walk into the thick branch on your left. Walk along till it's close enough to the catwalk, and then jump over the railing. Use the terminals at the end and then climb up the ladder. Don't go all the way up though, just enough to see the Exomorph on top. Get out your Phaser and take him out while he can't attack you. Once he's dead, climb up the ladder and go through the door behind you. Walk down the corridor to end the level. ______________________ Drull Ruins 2 Level 2b ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 1 Starships: 2 Go out the door and turn right. Two more Bashers will attack you. You don't have to worry about them pushing you off, so just dodge their shots and try to take them out at range. "You can use "reveal and retreat" tactics here. Run out, shoot at one and then run back to the safety of the corridor. He will come after you, but not very far. You can use the corridor as cover and peep out occasionally to fire at him. Same with the second Basher." Just a small note on the above strategy: Neither of the Bashers can climb up the ramp and come into the corridor. So your safe as long as you can dodge their shots. Go ahead into the main room. If you didn't get the Idryll staff the first two times, this is your last chance! !SECRET: Straight ahead of you is a console with a red light on it. Go towards that console and look to the left. It's very dark so you'll probably have to use night vision to see them. Focus on the two rows of five symbols, ten symbols in all: 1 2 3 4 5 6 7 8 9 10 Use your Phaser to push the slabs of rock (that the symbols are on) into the wall in this order: 1 4 8 If you push the symbols into the wall in this order the door to the right of the console should open. Inside you'll find a golden starship, 150 fed ammo, 300 Idryllium ammo, and another staff.! Bug: For some reason when you grab the Idryll staff it counts as a starship! That's why there are two starships on this level. :P Use your Tricorder on the panel for the lift to your right, then ride the lift up. Take out the next Basher (what's with all the Bashers?) and then go through the door on your right. Go down the corridor and through the next door. Fire two shots of Arc Launcher gas NEXT TO the next Exomorph (hey, a Chewer this time ;P) and set it off. Use the terminals on either side of the room, and then walk onto the lift, but don't use the panel just yet. Get out your Phaser and take out the two Exomorphs below, then ride the lift down. Go straight ahead through the next door and walk across the room. Krindo is working at the farthest panel from you. Go up to him and another cutscene will start. Despite being presented as a big scary boss, this "Stalker" guy is a joke. Just get a rapid-fire weapon like the Arc Launcher and fire at him, or his blue "shadow". When he's totally phased you can still see his footprints in the water. Also, after he's phased keep firing around where you last saw him. There's a chance he's still standing there and you'll hit him. He also tends to phase and come up right behind you and grab you, so always keep moving. There are health and ammo terminals around the room if you actually need them. :P After the Stalker goes down, Krindo brings down the lift and the mission ends. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Haven't seen one of these in awhile. :P This one is another cutscene level. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 After the cutscene both Kleeya and Telsia want to talk to you. You can go into the shuttle and watch Barkley and Krindo make repairs, or you can just leave. Go to the Turbolift and the level will end. Weird note: If you open at least one of the shuttle bay doors, and then noclip outside, you can see the entire Enterprise-E rendered in-game. I don't know why they decided to put the whole thing in here and not just the aft section, but whatever. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 If you want to talk with Kleeya go left out of the Turbolift to Hazard Team crew quarters, or right to the Hazard Team lounge if you want to talk to Telsia. If you choose Telsia she and Munro have a nice little conversation. If you choose Kleeya you get the following dialog options: -> "You should see him. He's paid a high price for his lies." -> "Good. What he did is beyond forgiveness." Option #1: Kleeya agrees with you and says she'll see him. As soon as you go out the door, Telsia contacts you again and you have to go to the Lounge. Option #2: Kleeya agrees, with you, but then reneges on it a bit. #2 would obviously help your relationship with Kleeya, and #1 would give you a chance with Telsia. No matter what you choose, Korban asks you to come to the Holodeck for another weapons test, so go back to the Turbolift and the level will end. Weird stuff: -If you go right out of the Turbolift, listen in on the conversation between the Vulcan and the counselor. He seems pretty emotional about the Idryll. Maybe he needs to meditate more. -If you talk to the security officer outside Kleeya's quarters he'll say: "Doctor Kleeya is very beautiful." and "It's hard to keep my mind on my duties." Frankly, I can't blame him. ;D _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Go to the Armory and talk to Korban. This is just like the rest of the training sessions except the enemies have better weaponry. Once you're done, go back to the Turbolift to end the level. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Go to the shuttle bay and meet with Barkley and Krindo. Walk up to the to start a cutscene ending the level. __________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 8.9 Mission 9: Mercenaries __________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _____________________ Klingon Base Level 1a ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 4 Starships: 4 *cough*Scavenger Base*cough* ;) !SECRET: There's a maintenance hatch on the wall to the right of where you start (near the two humans who are talking). Open it and crawl inside to find a golden ship.! !SECRET: To the left of where you start is a large bay door. Use the panel to the right of the door to open it and find another starship.! Go through the unlocked door ahead of where you start, and then go through the next door. Head right down the crowded corridor. !SECRET: At the end of the corridor is a vent with no grate on it. Climb inside to find yet another golden ship.! Take a left and go into the bar on your left. There's a laugh-out-loud conversation at the table just to the right of the door. The final proof that size really does matter... at least to Andorians. ;D It's spoof of the bar conversation between Obi-Wan Kenobi, Luke, and Han Solo. The Andorian is Obi-Wan, the Klingon is Luke, and the Human is Solo. The one problem is that the female says "My friend here" but there's no one with her. Apparently Chewie has been left out once again. :P Anyway, Krindo says Omag isn't here, so talk to the Klingon bartender and a cutscene will start. This guy is another surprisingly easy boss. When he holds his knives in front of his face you can't hit him with the Bat'Leth, however as soon as he attacks you hit him as hard as you can with the primary fire of the Bat'Leth. He's totally undefended from behind (but so are you). Try to get behind him without exposing yourself. Once he goes down you get the code to the VIP room, so go through the door. There's another somewhat funny conversation going on to your left. Go through the next door and a cutscene will start. You know have to do some interrogating... -> "Rule 7. 'Keep your ears open.' Where is the Master Control Facility?" -> "Rule 60. 'Keep your lies consistent." Option #1 gets you nowhere, so go for #2. -> "How do we know your telling the truth? Rule 181 says 'not even dishonesty can tarnish the shine of profit.'" -> "You're telling the truth? 'There's nothing more dangerous than an honest businessman.' Rule 27." This time #1 does the trick. The cutscene ends and Omag runs out the door. Follow him, but don't worry about keeping up with him. His escape is scripted, not timed. Exit the VIP Lounge out the door where Omag went. Use the terminals on either side of the door, then go out into the main corridor. Suddenly everyone on the station wants your ass, so get out some weaponry and keep moving. The Assault Rifle works well here. Stay away from the Klingons with Knives/Bat'Leth's, and duck behind any nearby crates if attacked with a Quantum grenade or a disruptor. Go through the door on your right after killing the Andorian with the Quantum, and duck behind the crates on your right. Take care of the Klingons first, then carefully walk out from behind the crates and kill the Andorian on the platform. !SECRET: Left of the ladder, you'll see a tan crate. Jump onto the crate and walk onto the railing. From the railing jump across to the platform that the Andorian was standing on. Don't jump onto the large elbow shaped pipes, instead jump towards the railing. If you aim right you should land on the tiny ledge around the outside of the railing. Jump over the railing and go through the "locked" door to find yet another starship. To get back, just jump up on the railing and jump back across.! Use the terminals on the far wall, then climb up the ladder. Kill the two Klingons that come at you with Bat'Leth's and then go through the door they came through. Head right down the corridor to end the level. _____________________ Klingon Base Level 1b ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Head down the corridor. Omag yells to the Mercenaries that he'll pay them well if they kill you. Two run around the corner, take them out and then carefully bounce a couple grenades around the corner and take out the two hiding behind crates. Go right through the door. Take out the human who comes up from your right, and then crouch near the door. Use your Enh. Compression Rifle or I-MOD to take out the two Andorians across from you, and then take out the human below. Go right along the catwalk slowly and it will explode and drop down. Walk down the broken section to the lower level. Take out the crate blocking the health terminal. then use the terminal. Jump across the Klingon containers behind you. Don't stand on them to long, they tend to tip over and dump you off. Once you get across, go to the left and along the narrow section next to the wall to find an ammo terminal. Go back to the door, but step to the side of it before opening. Three humans are standing right behind it. I've found that stunning them with the staff, quickly followed up with close-range primary shots from the Assault Rifle works well here. Go up to the next doorway, but don't go through. Take out the mercenaries that come through, and then look right. There's a Klingon with a disruptor hiding behind some sort of thing with three pipes coming out of it. Kill him and then run and crouch where he was. Get out your Enh. Compression Rifle or I-MOD and take out the rest of the Mercenaries down the corridor, then go down the corridor and through the doorway to your right. There are more Mercenaries here, take them out and then head into the next corridor. There's another machine identical to the one you took cover behind before, duck behind it now, and take out the remaining Mercenaries. Get out your Quantum Burst and head down the corridor. The door at the end will open and about fire more attackers will run out. Use your Quantum Burst on them and then go through the door on your left. Omag takes the lift on the right, so get in the lift on the left and ride it down to end the level. ____________________ Klingon Base Level 2 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Great. Now you've gotta fight this bastard. While he's in the chair-thing, use the Enh. Compression Rifle on him till his health is down to about 75% and a cutscene will start. Now he gets real nasty and he starts attacking you in other ways. Paranoid Android has listed them for me here: "Lurok likes to give verbal clues about what he is going to do next. Pay attention to what he says: 1) At various times during the fight, Lurok may open the floor grates near the central pillar. A few seconds later, flames will shoot out of these grates. He warns you that he is about to do this by saying one of the following: "You will burn like a targ in a pit!" "Then surrender to the flame, k'pekt!" "Taste fire, Federation dog!" 2) When Lurok is about to start the polaron scan, he will say one of the following: "Toh-pah! My scan will find its mark!" "My scan will find you out!" "You cannot escape the uD'a', human!" 3) Notice that the floor is divided into four huge panels. Lurok can open two of these at a time, until all four are open. If you fall into one of the holes, you will be ejected into space. The verbal clue he gives when he is about to do this is one of the following: "Can you breath in a vacuum, taq'heq?" "Space is cold, Starfleet qoH" You can keep using your Enh. Compression Rifle, or switch to the Quantum Burst or Grenade Launcher. After the cutscene he almost always opens one of the doors, and since you end the cutscene standing on a door you should run. Keep hitting him hard. There are health and ammo terminals on opposite side of the machine in the center of the room. If his chair drops or starts to give off orange sparks, he cannot fire or move, so use this opportunity to hit him as hard as you can. About now you'll run out of Fed ammo, so switch back to the Enh. Compression Rifle and launch alternate fire grenades at the chair. Once his health drops to 50% another cutscene will start. Just keep hitting him hard and running. Once he's down to 25% he ditches the chair, grabs a Gattling gun, and jumps down to fight you. This is very hard, so try and conserve your health as much as possible. The only way I've found to beat him is to run backwards and hit him with both the alternate and primary fire on the Assault Rifle. Use the alternate if he's farther away. Don't get close to him because he has a nasty kick. There is actually a very small "sweet spot" where your to close for him to shoot, but to far away to kick. Stay in that spot as much as you can while running backwards, and keep hitting him hard. If you run out of ammo in the Assault Rifle switch to anything else you've got. One incredibly useful thing I've found is that you can freeze him with the staff, and then hit him with the Assault Rifle! :D If you finish this at all you can be proud of yourself. This is a damn tough boss. I guess he makes up for all the crappy bosses you've faced previously. ;P "If you don't discover the secret to this room and just try to "Rambo" your way through, he is tough. However, if you take the time to learn about what the different things in this room do (admittedly difficult, when Lurok is firing at you), beating him is actually very easy. OK, the first thing to notice is that there is a large exhaust pipe on one of the walls (there is an energy recharge terminal underneath it). This pipe is capable of dealing MASSIVE damage to Lurok when his rig is temporarily disabled. What you need to do is: 1) shoot at Lurok (while obviously dodging his attacks) until you damage him enough to freeze his rig for a few seconds. OK, the next two steps have to be done QUICKLY! 2) QUICKLY run to the central pillar. On one side of this is a terminal marked Repair Rig Manual Override. Use it. This shifts Lurok's rig over until it is directly in front of the exhaust pipe. 3) QUICKLY run to the other side of the central pillar. Find a terminal marked Exhaust Vent Control. Use it. This fires the exhaust flame directly at Lurok's rig. On Normal difficulty, I only needed to do this twice to completely destroy the rig. If you do steps 1 to 3 quickly, you will avoid the bit where Lurok starts a polaron scan that sweeps the room, killing anything in its path. If you are unlucky enough to have to avoid the scan, there is another trick that you can use to stop yourself from being killed. The scan starts from the big exhaust vent. As soon as you hear Lurok give his verbal clue (see below) that he is going to use this, quickly run to the spot on the platform in front of the exhaust vent and then strafe left a bit. The polaron scan will start and move around the room in a clockwise manner. Just move to your right a bit until you are to the right of the exhaust vent. The scan cannot now harm you as it will stop when it reaches the vent. When Lurok comes after you on foot with the Tetryon Gattling Gun, you have a choice. If your health is low, try to dodge his attacks and hit him when you can. If your health is high, you can try a different tactic. Just choose the fast-firing Enhanced Compression Rifle and continuously hit Lurok. You don't need to avoid his shots, because if you keep firing at him, he won't be able to fire back at you. All you need to do is move your aim when he moves. I did it this way and took care of him no problem. So there you have it! Either Rambo your way through this fight, or use the MacGuyver tactics explained above. Either way, this is one fight where I DON'T recommend using the Phaser! I DO recommend that you save the game each time you successfully follow the three steps I outlined above for firing the exhaust vent at Lurok's rig, and also once you have completely destroyed the rig!" After he goes down Munro talks to Picard, a cutscene starts, and the mission ends. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 After the cutscene, go out onto the bridge and head for the Turbolift. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Head to the Brig and a cutscene will start. If you do choose the wrong option, you always get the chance to fix it and say the right thing, except for the escape offer. :P You then get these options: -> "What about the rule that says 'Once you have their money, never give it back." -> "What about the rule that says 'Only a fool passes up a business opportunity?" Option #2 does the trick here, you then get two more options: -> "Rule 17. 'A contract is a contract is a contract. But only between Ferengi." -> "Rule 9. 'Opportunity plus instinct equals profit." Option #1 this time. -> "Rule 121. 'Everything is for sale. Even friendship." -> "Rule 1: 'Once you have their money, you never give it back." Option #1 again. -> "Knowledge equals profit.' Rule 74" -> "Expand or die.' Rule 95." Option #1 will yield this dialog... -> "Rule 52. 'Never ask when you can take." -> "Rule 22. 'A wise man can hear profit in the wind." Take number one. ...while option #2 will get you right to the next set of dialog: -> "Rule 34. 'War is good for business." -> "Rule 62. The riskier the road, the greater the profit." Number 2 here. -> "Wow. OK, I'll sneak you out of here." -> "Omag. I am charging you with attempted bribery." Option #1: You get thrown in the Brig yourself for corruption. Option #2: That did the trick. Enjoy the rest of the cutscene. :) To review: 2, 1, 1, 1, 2, and 2. ;D After the cutscene Korban calls you to the Armory again. As always, chat with Korban a bit, and then head for the Holodeck. The primary fire seems to work good against the Mercenaries. Once your done, Tuvok calls you to the Briefing Room, so head for the Turblift. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 1 Starships: 1 Go left out of the Turbolift, and left again. !SECRET: Go past the locker room and Hazard Ops to the end of the corridor. Open the unmarked door to find a tiny storage area (Starfleet's closet?) with a golden starship inside.! Go into Hazard Ops to start a cutscene. After the cutscene head back to the Turbolift to end this level. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Go left out of the Turbolift and right into Sickbay. Talk to Dr. Stevenson in her office to the left, and the level will end. __________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 8.10 Mission 10: Incognito __________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "Aah... yes, Romulus, how well I remember it. You'll find the predominant color to be gray; the buildings, the clothes, the people. Did you know that the Romulan heart itself is gray? It's true, and altogether appropriate for such an unimaginative race." - Elam Garak - DS9 'Inter Arma Enim Silent Leges' ____________________________ Romulan Installation Level 1 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 4 Starships: 5 !SECRET: From where you start, turn left and go through the cave. Ahead of you is a large rock. Go around it and scan for structural integrity. You should see a large flat rock that is weak. Walk up and jump on top of it, and it will break away revealing a golden ship.! Night vision helps IMMENSELY here. From where you start, go ahead across the rocky path. Keep going through the tunnel till you get outside. Head right past the covered crates and go up to the door. Talk to the guard, and then input your credentials in the panel to your right using your Tricorder. The guard opens the door and gives you a heads-up that they've installed new Bio-Scanners. Paranoid Android from the EliteForce.com forums pointed out that if you use the 'cg_3rd_person 1' console command, it makes this next section considerably easier. See the Cheats section for more details. :) Turn on the Bio-Scan view mode on your Tricorder. Walk to the far right and wait for the beam to move back. Quicksave a LOT here, and run side to side to avoid the scanners. Once you get through make a hard save and transfer your credentials at the next door to gain access. There's a Romulan shuttle taking off ahead of you. Tip: You can translate the Romulan text above almost all doors by scanning it with the Tricorder. !SECRET: Go right down the ramp and under the landing platform. Duck down and open the maintenance door. Crawl through it and then jump up on either of the small machines to your left. Use them to get up to the platform above you where you'll find another golden starship. Using the third person console command can help here too.! Go back out and around the landing platform to the right. This next section can be a bit confusing, so I'll give you a full description: Directly ahead of you as you pass the shuttle platform is a small locked room. It's nothing. To the right of that (but still ahead of you) is a large raised Security Station. To your right is a large Command Center complex with two doors; right, and left. Go into the left door on the Command Center ahead of you and transfer your credentials at the front desk. !SECRET: If you look behind the desk of the Romulan Commander at the Command Centre you will see a panel in the wall. Crouch down, use the panel and crawl through to get the golden starship! !SECRET: Go into the right Command Center door. Inside, past the two arguing guards there's a health terminal on the right wall. Use it and then walk past the pipes and you should see a small panel on the right wall. Use it. Look up above you. Using that panel opened a small grate in the ventilation shaft which allowed you access to a golden ship. Stand directly underneath and jump up to nab it.! Exit the Command Center and go up the stairs to your right into the Security Station and use the panel ahead of you. Then exit the Security Station and go down the stairs and to the left. Use your newfound access code on the door and go through. Walk over to the crates on your right and a cutscene will start. !SECRET: Straight ahead of you is a covered crate near a ledge with two machines on it. Use the crate to get up on the ledge and go behind the right machine to find another golden ship.! Go onto the raised walkway. Weird non-secret: If you scan the Romulan text above the door to your right, it reads "Romulan Outpost 90210." A rather obvious spoof. :P Follow the walkway and go past the machines and up the stairs ahead of you. Go through the door on your right and into the room. There are three Comm. generators; left, ahead, and right. Get out your new Disruptor and take them all out. This will set off the alarms in the area, and the guards will consider you as hostile. There's a door to your left that leads to a long corridor. Run inside and take out the guards as the come through the door. One will beam in in front of you. Once they're dead, go outside. Take out all the other guards in the area, and then go back to the Comm. room and use the health terminal on the left wall. Go back out and down to the walkway. Go through the door to your left to end the level. Alternately you can just run for it, but this will lower your health in the next level. _____________________________ Romulan Installation Level 2a ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 3 Starships: 4 Go down the ramp ahead of you and use the health terminal on your right. Go up the stairs to your right and talk to your friendly neighborhood informant. !SECRET: After talking to the informant, turn around. Notice the vertical pipe above the stairs. Walk over to the stairs and jump up on the railing nearest the pipes, and then jump to the ledge were the pipes where. Walk around to the left of the two pipes (this is tricky, do not run) and then go right and duck into the hole in the wall. You will find another starship. To get back down without walking past the pipes again, just look down. You should see the top of a shelf below. Jump to the shelf, and then to the floor and you will not be injured. Of course it really doesn't matter whether or not you fall because there's a health terminal at the bottom of the stairs.! :P Get out your Tricorder and go through the door to the right of were you talked to the informant. Use the Bio-scan and run past when the scanners are pointed up. If you do set them off, use the Alarm Panel in the corner to shut off the alarm before too many guards beam in. After you get through, use your Tricorder on the panel to your right to shut off the Bio-scanners. Go through the door behind you, and use your Tricorder on the panel to open the grate above you. Climb up the ladder and crawl through said grate. Go till you get to another ladder, and climb up into the room. Two guards are talking about Gonzolaz on the platform above you. Stand below and charge up your Disruptor. Let the one on the left have it first-- he's closer to the alarm panel. Then take out the second one with primary fire before he can get to the panel. If he does make it to the panel, waste no time in running up the stairs and shutting it off. !SECRET: After you kill the guards, go up the left staircase and jump up on the railing. Make a running jump across to the ledge and duck underneath. Climb up the series of ladders and drop down onto the beam above the control room. There's a Romulan patrolling below you. Take her out with a charged Disruptor blast and then drop down into the room. Turn around and go to the shelf to your right. In front of it is a Romulan Experimental Radiation Disruptor. IMPORTANT NOTE: If you go for the above-mentioned secret, you'll have to play this next section backwards. -If you got the secret: Go out the door to the left of were you found the X-Rad. Go left and kill the Romulan. Quickly run right down the corridor and take out the other Romulan. Go right, and right again, and take the only door on the left. Everything else is as mentioned below. -If you didn't get the secret: Go through the door to the right of where the guards where talking, and take out the Romulan on the other side. Immediately go left, left, and left again and take out the hiding Romulan. Now there's no one left to set off the alarm system. Go back to where you first came into this area, and use the door opposite the door you came through. -Continuing either way: There are Bio-scanners in this room, so get out your Tricorder. While the closer one is up and the farther one is down, run ahead and jump over the lower one. Use your Tricorder on the panel at the back of the room to gain the needed access codes. Exit the room to the right and then take a left and another right. Input the code you lifted from the Security Station, and go into the supply room. At first night vision may seem like a good plan, but since it also magnifies the fog, it's best not to use it. Use the health terminal ahead of you, and then go back up the stairs. There's also another starship hidden across the room behind a grate. You can't get it from here, but you'll come to it later. !SECRET: At the top of the stairs there's a diagonal railing. Stand where the railing ends and look down. You should see a straight pipe below you. There's a small hole between the railing and the wall. Walk forward slowly toll you drop down through a hole. Turn around and jump off of the pipe and onto the small floor area underneath the stairs. Crouch and study the floor panels. One is slightly recessed. 'Use' it and it will open, revealing a starship. To get out of here, turn around and you should see two small pipes leading up to the larger one you fell down to. Crouch and use them like stairs to get to the larger pipe. Once you do that, simply walk across the pipes as normal and go through the service duct.! At the top of the stairs is an angled section of railing (the same one in the secret above). Jump up on top of it, and then jump down to the pipes below. *Frogger flashback here* ;D Make your way along the pipe, and cross over to the pipe in the middle. From there move to the pipe on the far side and go as far as you can to the right and jump ahead to the platform. Duck into the small service door, and crawl out the other side. You're now under the corridors of the outpost. !SECRET: Go right and then make another right. Go to the end to find a golden starship. Go back to the door were you entered and then continue with the walkthrough.! Go left, then straight past the turnoff to the right and go left into the next maintenance conduit. !SECRET: When you go into the tunnel with night vision, switch to structural integrity mode instead, and you will see a weak wall. Shoot it and follow it down for a hidden ship.! Use night vision in the conduit, and make your way to the next grate. Don't go into the next room. Charge up your Disruptor and take out one of the Romulans, then hit the other with primary fire, just like before. Now go out into the room and use the panel in the center of the room. Then go up the steps to your right and duck into the tiny hole in the wall. Use your Tricorder on the panel inside to shut off all those godforsaken Bio-scanners, and then go out the door. Go left out the door and then right. Go through the door ahead and walk along the catwalk. Go up the stairs, around and then down to the lower level. A cutscene will start. !NON-SECRET: Go over to the far side of the main console panel under the stairs in the room here and use the central panel. It will display a holographic image of one of the dancing girls from the Klingon base. The left and right panels change her size up and down.! One weird thing I noticed about the secret mentioned above is that while you can see through the holographic dancer, your weapons fire does not pass through her. However she cannot be killed. :P Follow the informant into the lift. Use the lift controls and the level will end. _____________________________ Romulan Installation Level 2b ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 1 Starships: 1 Wait for the lift to reach the bottom. !SECRET: After you get off the lift, walk to the right and climb up on the large pile of snow. Jump off to the right onto the large beam next to the lift. There will be a golden ship up there.! Follow the informant. While she's unlocking the door, use the health terminal on the right. After she opens the door go into the cellblock and a cutscene will start. She changes clothes pretty quick. _ Don't bother with going to the upper level or anything, just keep hitting her hard with the primary fire on your Disruptor, the alternate fire is two slow. Strafe around and dodge her shots, and keep close to her. She does leave footprints in the snow, so watch for those and fire in their general direction. If she manages to hit the alarm panels more Romulans will beam in. Take them out first, and then go after her. If you got the X-Rad gun earlier in the level this becomes much easier. Just hit her hard with the primary fire, and then use it's orange glow to follow her while cloaked and hit her with the alternate fire. Once she goes down a long cutscene starts, and the mission ends. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 1 Starships: 1 !SECRET: Go to the Brig and go into the cell nearest the door. Go to the back wall of the cell and press the 'Use' key to open it revealing a hidden area with a golden starship. Also, to your right Jean-Luc is playing Exomorph Chess with Cmdr. Suldok.! Go to Sickbay and walk up to the Doctor. She'll remove your implants (har har) and then the Captain asks you to come to the Observation Lounge. Head back to the Turbolift and the level will end. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 Go out of the Turbolift, and around the corner into the Observation Lounge and a cutscene will start. After the cutscene both Kleeya and Telsia call you. This is the penultimate choice between them. Go into the Turbolift, use the panel, and make your choice. Deck 11. Stellar Cartography = Kleeya, Deck 7. Hazard Crew Quarters = Telsia. _____________________________ Information Gathering Mission ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 0 Starships: 0 This mission is different depending on what choice you made in the Turbolift. Kleeya: Head out of the Turbolift and go to Stellar Cartography. After the cutscene the next level loads. Telsia: Head for the crew quarters area. If you pass Telsia's quarters and go down the corridor to Chell's quarters, there's a funny conversation between Chell and the Botanist. :P Go to Telsia's quarters and go inside to start a cutscene. ___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 8.11 Mission 11: End Game 2 ___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ______________________ Drull Ruins 3 Level 1a ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 5 Starships: 4 NOTE: Despite what Tuvok says you can call down as many bombardments from Enterprise as you want, you just have to wait for them to "recharge" (indicated by the green and blue bar on the right side of the Tricorder display). After the cutscene, get out your Sniper Rifle. Move forward a few paces to avoid the lava, and then quickly strafe left, get a quick bead on the sniper in the lookout tower, and take her out. You can target the tower with an Enterprise bombardment, but by the time you target it the sniper will already have killed you. Go down into the rocky area and more Romulans will beam in. The Arc Launcher is effective here. Don't be in a hurry to run out into the rocky area. If you hang back near where you beamed in and let the Romulans come to you, you stand a much better chance. !SECRET: Using your Tricorders target feature, take out the tower to your left. (The one the sniper was in). Once it collapses, wait a few seconds for the rubble to disappear and then jump over the lava pool and grab the ammo hidden behind it. There is a Cruiser Turret here. Sometimes the blast that knocked down the tower kills it, and sometimes not, so be careful.! Go to the right side of the rocky area and grab the Fed ammo that beams in. Use the health terminal to your right. Now, I think it's about time you called down a favor from Picard. ;) Stand in the middle of the rocky area and look ahead and a bit to the left. You should see a tower. Target said tower and wait for the bar to fill. Wait till the Enterprise stops firing, and then go around the rock formation ahead of you. More Romulans will beam in, take them all out and go ahead past the destroyed tower. Their are two Romulan grenadiers on top of the wall. Run all the way back to were you stood when you kill the very first sniper (near where you beamed in). You can easily see and snipe both grenadiers. !NON-SECRET: While your standing facing the wall where the Enterprise just bombarded, turn around and walk to the right. Near a lava pool should be another Romulan X-Rad gun and Plasma ammo. Walk up and grab both. As soon as you have them run backwards because a Basher will jump out of the lava. If both you and Korban are far enough away, you can take it out with the alternate fire of the X-Rad, otherwise just quickly switch to another weapon.! Walk towards the wall and use the rock to get over the lava pool. !SECRET: To the right of the rock you use is a small flat area of rock. Jump onto it and you will see another golden ship floating on a rock in a small pool of lava. Quickly and carefully jump across the lava and grab the ship.! Go through what used to be a door in the wall and another cutscene will start. Ouch! Right in the family jewels. :O And Munro is just kneeling there waiting to get shot, and what the hell is that sniper doing up there? No reload takes that long. _ Anyway, as soon as the cutscene is over strafe as quickly as you can to the left near the ammo and health terminals, and snipe the sniper. Then use the terminals. !SECRET: Go to the right side of the path and down into the lava pool. Jump from rock to rock until you find a golden starship.! Head down the path and take out the Romulans that run at you, (the Arc Launcher gas works wonders here) then use your Tricorder to target the tower at the end of the pathway on the left side. Move along the path and carefully take out the sniper in the tower around the corner to the right. There's another sniper on the same rock outcropping as the sniper that injured Korban, but she's on the other side. Take him out, and then head down the path. Keep taking out the Romulans that run at you. Go around the corner and use the terminals at the base of the tower on your right. Use the rocks floating in the lava ahead of you to get across, but be quick because they sink. !SECRET: Go down the rock steps to your left and grab the golden ship.! This next section is hard. Jump down into the arena and take out the two Romulans to the right. Two more grenadiers will run out above the big door ahead of you. They tend to duck behind the yellow supports so they're a real pain. Your best bet is to use the X-Rad and fire bursts of primary fire radiation near where they stand when the throw their grenades at you. That way when the come out from behind the structure to attack you they will be poisoned. Once they go down a Quadruped breaks through the door ahead of you and attacks. He's a lot tougher than any of the Quadrupeds you've faced before. When his blue shielding goes up he's invincible and all shots you fire will be deflected back at you. If you get many good hits on him, then quicksave. Once he goes down, use your Tricorder to call down bombardment on the door to your right (not the door he came through), or just use your Tricorder to modulate the nearby door control panel. "In the Drull Ruins 3 Level 1a, just after you've jumped the two sinking rocks and are getting ready for the arena fight, barely get in the arena and sneak around so you can just see the first guy to the right, it shouldn't be to hard to get him in sight without him attacking, and call down a phaser/qtm torpedo strike on him, this'll kill the guys over there, then do the same to the top level that the granaders are at (I aim for the middle column), this will kill them up top, which leaves you with a clear field, and since you never actually kill the guys yourself, the Quadraped never comes out, even if you want him too." "I have a better way to beat the Drull Ruins 3 Level 1a arena: Jump down into the arena, face right, and strafe left while taking out the two Romulans to the right. You may have to apply a little "backpedal" while strafing left to stay on track for the big doors. If you do this right, you will end up on the doorstep of the big doors with the two Romulans dead on the ground, and no damage from the grenadiers, since they don't have enough sense to "lead" you when they lob grenades. From this position, you are relatively safe from the grenadiers, since they can't get a small enough arc on their grenades to really hurt you much, if at all. From this position, call down a strike from the Enterprise to blast the smaller doors to the right of the big doors. Now run for the small doors and stop just inside. Again, the grenadiers will do little or no damage to you because you are running. And as long as you're a few feet inside the small doors, their grenades won't hurt you. Now turn around and snipe the closest grenadier. Unfortunately, the farthest grenadier, the one above the left side of the big doors, is not visible from this vantage point, even though she continues to lob grenades directly at the small doors where you are, as if she can see you (go figure). Now would be a good time to hit the health and energy terminals, and if necessary, go down the left tunnel and get the Fed ammo by the lava, then save. The only way to get the last grenadier is to go out into the arena. At least now, you are only fighting one of them, so dodging her grenades while sniping her is a piece of cake. Try to stay close to the small doors as you kill her, so that when the Quadruped breaks through the big doors, you can once again run through the small doors, hit up the health and energy terminals again, and save. You are safe from the Quadruped in here, as long as you stay right up against the terminals or get behind the big rock in front of the terminals. At this point, you can soften up the Quadruped a little by jumping up from behind the big rock and shooting at the Quadruped, who will obligingly stand in front of the door and harmlessly shoot the rock. Just don't jump too frequently, because when you are in the air, he will sometimes lob a shot over the rock, which will hit you if you jump too frequently. Also, timing is tough on this, since you have to shoot him when he's not shielded. You may end up having to go out into the arena to finish him off. If so, just lure him into the middle and circle-strafe him." Go through the door, turn on night vision, and use the terminals ahead of you. Go down the left fork and grab the Fed ammo by the lava pool. Then go back and take the right fork. If you see a Romulan who doesn't see you, quickly take them out with your Sniper Rifle. Otherwise just use the Arc Launcher or any other convenient weapon. Continue down the path till you get to the point where you can either go left, or jump across the floating rocks. Take the rocks and go straight ahead. Some Fed ammo beams in on the floating rock to your right if you want it. !SECRET: Go left at the fork ahead and grab the Idryllium ammo behind the rock to your right. (That's not the secret :P) Keep going and jump onto the rocks in the lava pool to your right. Scan for Structural Integrity with your Tricorder, and blow out the weak rock. Then jump across and nab the golden ship.! Go back to the fork and go right. Watch your radar. If you see any Romulans ahead, duck behind a nearby rock and fire Arc Launcher gas in their direction. Light it up and it should take care of them. Once you get to the end of the cave you'll see the "Level End" warning, but the level doesn't end.... :P Use the terminals to your right, and then strafe around the corner till you see the telltale sniper light. A few foot soldiers will come around the corner. Take them out and then strafe left and take out the sniper with your Sniper Rifle. Do NOT go around the corner just yet though. Keep strafing left (watch for the lava) and take out the sniper in the tower on the right end of the wall. Once you do that, several more Romulan foot soldiers will beam in. Wait for them to come around the corner at you, then take them out. Use the terminals one last time, and then strafe left a bit. There are two Romulan grenadiers ahead of you on the wall. If you walk around the corner carefully you can use the Bombardment feature on your Tricorder to target the tower that the sniper was in. Once that tower falls it will knock the grenadier to his well-deserved death (assuming the torpedoes didn't kill him). Strafe a bit more around the corner and take out the other tower the same way. Alternately you can just snipe both of them if your in a hurry, but the bombardment doesn't cost you any ammo. After the cutscene you have to take down an Exomorph commander. The trick is to not get underneath him no matter what. If you get under him he will kill you almost instantly. If you're playing on easy mode he doesn't more around much, so get out your Tricorder and have the Enterprise bombard him. This should kill him. If it doesn't kill him, or your playing on Normal or more, then just run around him so your not under him, and hit him hard with the Gattling Gun. There's a health terminal on the right side of the door ahead of you, and an ammo terminal on the left. Use them as needed. There's probably not anything left in the two terminals at the mouth of the cave, but if there is you can still get to it. Be quick though, once he comes over to attack you, you can't get out without going underneath him, and you all know what that means. >_> "This is the first time meet the Commander. If you lucky, you can hide under the roof of the terminal after the cave you came out and you don't get a lot of hurt and you can kill it easily. I still have 88 health left." Once he goes down a cutscene starts. Why are their only two people on the bridge anyway? ______________________ Drull Ruins 3 Level 2a ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 4 Starships: 3 Wait for the lift to get to the bottom, then get off. There's Idryllium behind you, and terminals to your right. Once you've used them, go through the door ahead of you and kill the female Romulan to your right. Jump onto the floating wall panel, and then jump over to the strip where she was standing. Take out the Romulan firing at you from down the corridor. Jump across the floating wall panel again, and pick your way down the corridor jumping from one solid piece to the next. Once you get into the next room several Romulans will beam in. Your badly outgunned, so take cover behind some rubble and try to snipe them. Once you've killed them, several more beam in. Again, quickly take cover and try to leave yourself exposed for the minimum amount of time. Once they go down, go to the opposite end of the room from where you came in. Use the terminals on your right, and then go out the door on your left. Go around the corner and through the next door. A single Romulan soldier will run at you Kill him quickly and then go up to the door enough to open it, but don't go through. There's a Romulan grenadier to your right on the platform. He shouldn't see you at this point, so quickly snipe him and then go straight ahead through the next door. Before walking into this room, fire about three rounds of Arc Launcher gas on the FLOOR of the room about in the center. Then run through the door across the room to the next door, and spin around as quickly as you can. Once you cross the room three Romulans will beam in about in the middle of the room. Light up the gas and yadda yadda yadda.... Once they're dead the next door opens automatically and more Romulans run through. These are easier to take out, just hit them at range with the Enh. Compression Rifle of the Arc Launcher. !SECRET: Get out your Tricorder and scan the left wall of this room. You'll find a small grate in the wall that is weak. Blow it out with your Phaser and crawl inside. Wait for the fire on one side to die down, then run through. Wait for the fire over the ship to die down, then crawl through and grab it. Then wait for the third fire to die down and crawl out.! Go through the door ahead and quickly duck behind the stack of crates to your left. Get out your sniper rifle, and strafe right just until you see the sniper on the far platform. Take him out quickly and then reload your rifle. Strafe a bit more and take out the Romulan gunman below you. !SECRET: Jump up onto the rail directly behind you, and then jump across to the platform. Get out your Phaser and fire at the small panel just underneath the railing you jumped over. Wait for the platform to get to the bottom, and then jump across and use the terminal. Get back on the platform and look left. There will be another small panel on the wall. Hit it with Phaser fire to bring the platform back to the top. Make a running jump back across the railing.! Walk down the stairs to your right, and more Romulans will beam in. Run back up the stairs and duck behind the crates again. Snipe the Romulan with the staff who's in almost the same place as the sniper you killed a few moments ago, and a Romulan gunman will run up the stairs. Kill him and then kill the Romulan with the staff on the platform to your left. Go down the stairs to your left once again, and then go down the next flight of stairs. !SECRET: Go to the edge of the platform to your far left and look down. Jump down carefully onto the small platform and walk around the corner to the left to find a golden ship.! The next set of stairs has fallen into the lava, so make a running jump to the door below you and to the left. Go through the door and kill the Romulan at the top of the stairs ahead of you. There's a sniper on the ledge directly above you, and if you move out into the room she'll kill you. Turn around 180 degrees so you're facing the door you just came through, get out the Arc Launcher, and back up just enough to fire a single blast of gas past the ledge to the ceiling above, and then run back under the ledge before the sniper can take a shot. Then run back out and light up the gas. This should kill the sniper. Go under the stairs ahead of you and use the terminals, then go up the stairs and past the two crates, but don't turn right yet. Look down to the lower platform and you should see several crates stacked on top of one another. Jump straight up, and while at the peak of your jump fire a single round of Arc Launcher gas behind the crates, then light it up. This should kill the Romulan standing behind them. Now go right and down the stairs. Grab the Fed ammo to your left and continue on through the door ahead of you. Yeah... how hard, huh? Jerk. :P Anyway, go around the pillars and through the next door. There are three Romulans here, and another grenadier at the top of the stairs. Open the door and quickly fire two bursts of gas from the Arc Launcher, then quickly light it up. This should take out the three soldiers. Duck behind the pillar behind you, or on either side of the door to avoid the grenades, and get out your I-MOD. Sometimes (because the ceiling above him is to low) his grenades are just hitting it and bouncing down the stairs. However other times he can easily hit you. Either way take him out with the I-MOD from the doorway. There are two Idryllium canisters along the walls in this room. Grab them and then go up the stairs. There's another set of terminals underneath the next set of stairs. Use them and then go up to the door ahead of you. The Romulans attack en-masse here. Apparently they all want to be in Suldok's little club. :P Use the crates behind you for cover and take them out. Once you've killed them, snipe the grenadier on the upper platform, then go into the room. !SECRET: To your left as you walk through the door is the shaft for the elevator above. Go up to it and jump onto the ledge that runs around it. Carefully walk around the ledge and grab the golden ship behind the column. Be EXTREMELY careful here as it is very easy to fall!! Go up the stairs to the right of the door, and get on the lift. Use the lift panel to end the level. ___________________________ Drull Ruins 3 Boss Level 3a ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 3 Starships: 3 NOTE: Save your game (hard save, not quicksave) after EACH boss. If you don't, you'll regret it. Get off the lift and quickly duck to your left. Take out the Exomorph turret on the left side of the room with your Phaser (while hiding against the wall) and then use the terminals on opposite sides of the room. Walk up to the door directly ahead of you and a Basher will bash (ahahaha) through. Avoid him and take him out with the Staff or the Arc Launcher. There's also 50 Idryllium energy in the hole he came through. "After I killed the turret, I shot 3 gasses close to the door the Basher will come out. Walk forward closely, once Basher come out, shoot the gas and it will kill the Basher." Take out the Exomorph turret in the cavern to your left, and then go through the hole in the wall. A Stalker Exomorph will attack you. It may be my imagination, but he seems even easier than the first one. Just shred him with the Gattling gun. Once he goes down, go back into the room you started the level in and use the terminals once more. Go back to the cavern and go straight ahead. Jump onto the pillar floating in the lava ahead of you, and then jump off to the right. You can (if you want) then jump into the floating rock to the left and grab the 150 Idryllium. Go down the pathway and use the terminals on your left. !SECRET: Scan for structural integrity ahead of you until you find a large and oddly placed rock. Blow it out and it will reveal a platform with a golden ship on it.! Go left and grab the Idryllium to your right. This is arguably the hardest boss battle in the game if you don't use the trick mentioned here. Jump down onto the floating rocks ahead of you, and into the next area. A Quadruped will come at you from the left. He has shielding and is very difficult. Use the Gattling gun and quicksave often. After a couple of minutes another Quadruped attacks you and the battle becomes twice as hard. There's one tip that my brother came up with that will, however, almost guarantee that you'll win this battle on your first try. Go out into the arena and get the Quadruped to notice you, then run back to where you first came in. Go down the slope and onto the small rock. The Quadrupeds cannot hit you while your here, and you can then kill them at your leisure. It is possible to kill them with the Phaser, but since it's so time consuming I use other weapons. Surprisingly enough, the Sniper Rifle works very well here if you don't mind the ammo drain. Once they're both dead, go through the hole ahead of you where the second Quad smashed through. There's another Exomorph turret to your right. Take it out with the Phaser while hiding behind what's left of the second door, and then go through. Use the terminals to your right, and grab the Idryllium to your left. Make a running jump down to the next level, and look left. A Stalker will phase in and attack you. Give him a taste of the Gattling gun and he'll go down pretty quick. Remember to keep firing where you last say him and you will probably hit him. Use your Tricorder to modulate the panel behind you and open the next door. This allows another Stalker to come into the room and attack you. Take him out just like you did the first one and then go across the platform to where the second Stalker came in. There's Fed ammo to your left. Grab it and then modulate the control panel to your right. !SECRET: While standing in front of the second control panel, turn around and walk straight past the door. Jump over the railing onto a small rock outcropping. There's a piece of gray stone, hidden behind it is yet another golden starship.! In the next cavern you'll be attacked by another Exomorph Commander. This guy can be a real toughie if you don't know how to beat him. The trick is to hang back in the doorway and fire at him from a distance. If you see an incoming shot, run backwards and you should be able to dodge it. If you go through the door it will close behind you, so don't go through. :P Use your Sniper Rifle, Arc Launcher, Gattling gun or even Phaser on him and eventually he'll go down. Once he does, go out into the cavern and take out the two Exomorph turrets. "I think this guy is a complete joke compared to the first commander. If you stay in the doorway, he doesn't come looking for you. He gets stuck behind some rocks and all his shots go astray (I've played through twice and he's done this both times). You can kill him from the doorway no problem. By the way, there is a health station to the right of the door by the Fed ammo, but it is within range of one of the cruisers ("turrets") here, so take that out first. Also, did you know that there are two lots of Idryll ammo here? The second one is on a little incline above where the Fed ammo box is." Go straight ahead and grab the ammo, then go right and across the rocks floating in lava. !SECRET: Don't go through the huge door ahead. Turn around and scan for Structural defects. You'll find a weak spot in the wall. Blow it open for the last starship of the game.! Go through the next door and the level will end. ___________________________ Drull Ruins 3 Boss Level 3b ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Secrets: 1 Starships: 0 And now... (drumroll please) the final boss battle! Compared to the last few battles you had, this one is laughably easy, if not very time consuming. So what are you waiting for? Use the terminals on either side, get out your Gattling gun, and jump down into the arena. ;D There are four small, green boxes around the arena. They open and close intermittently, but there's always one open, and never more than one open at once. Inside each one is an inexhaustible Health terminal and an inexhaustible Plasma ammo terminal. There are also Idryllium and Fed ammo containers scattered around. !SECRET: Behind the green box in the far left corner of the arena is an Romulan Rad-X gun.! In this first part, Suldok will send weird spider-like Exomorphs out of the lava at you. They're not unlike Lurker's as far as health and weaponry. Use the Gattling gun to cut them down quickly. If you notice your health is running below 40, or your out of ammo, head for the open box. Suldok is in forcefield-guarded control booth high up on the wall at the far end of the arena. He will open one of the purple forcefields at a time to fire at you. Seize this opportunity and fire a shot of the Rad gun alternate fire into his booth. This will drop his health 60 - 90% in the _first shot_!!! Once he dies a cutscene starts. Aw, why did he have to push _that_ button?! :( Despite the overall look and presentation, this boss isn't that tough. However he's hard to hit because he's so thin, so don't bother with the Rad X gun or the Quantum Burst. Just keep hitting it hard with the Gattling gun. After the first cutscene he starts releasing more spider Exomorphs. Take out the Exomorphs that attack you, then hit Archeopendra. Keep hitting hard and using the terminals as needed until he goes down. Then the prologue starts and the game is over. :D Weird bug: If you noclip up into the control room where Commander Suldok is, and then turn off noclip and shoot his dead body, he "wakes up" and starts pushing buttons on his panel! :P ________ Prologue ŻŻŻŻŻŻŻŻ After the cutscene of Picard congratulating you, you'll see either the Telsia or Kleeya love cutscene. ;) I hope you enjoyed this walkthrough and I hope it helped you out a bit. If you want to add anything feel free to e-mail me. - Asdfga3 __________________________________________________________________________ / | 9. Secret Maps Walkthrough \__________________________________________________________________________ These are the secret maps that can be unlocked by collecting the Golden Starships. They seem rather crappy for the trouble you have to go through to get the ships, though. :/ Also there are no secrets or gold ships in any of the maps, and you cannot use cheat codes while playing in them. ________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 9.1 Map 1: "Swamp Shack" ________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ships needed to unlock: 10 Walk straight ahead down the dock. An Exomorph will break through ahead of you. Take him out with the Assault Rifle. Go right down the porch and then left. Open the door ahead of you and kill the Exomorph standing inside. If you don't kill him quick enough he jumps up through a hole in the ceiling and attacks you later. Go inside the shack and duck under (or jump over) the bar to your left. Walk behind the bar and another Exomorph will jump out from behind the crates and leap over the bar. Take him out, preferably with the Compression Rifle alternate fire. Go right out from behind the bar and go up to the door near the bottom of the stairs. It will blow open and an Exomorph will jump through. Take him out and then go up the stairs. If you let the second Exomorph jump up, he'll attack you now. Walk along the balcony and go through the door on your right. Take out the Exomorphs inside to end the level. (That was quick wasn't it?) :P ________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 9.2 Map 2: "Modern Ruin" ________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ships needed to unlock: 20 This is easier than it seems. First of, forget the Quantum Burst, it's far to slow and practically useless. Get out your Compression Rifle and look up. Target the first ship and hit it hard with primary fire. The ship is a lot wimpier than it looks, and it goes down in several shots. After that another two patrol ships will attack you. Run backwards while firing to keep the ship in your sights, and to keep out of the way of the purple crap they're dropping. Don't worry about falling into the lava below, you'll just be beamed back up to the highway overpass. Actually this can be a big help. If your getting hit hard by the bombs, just jump off the bridge and you'll be beamed away from the explosions. After all three ships go down your done. Weird stuff: -There's a sign on the ground that reads "Welcome to Dallas" and it has a picture of a red bird on it. I don't know if that has something to do with Dallas Texas, or the USS Dallas, or what. :/ _________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 9.3 Map 3: "The Gauntlet" _________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ships needed to unlock: 35 This is a really weird (and hard) one. It's very difficult to control Korban from a third person perspective, and harder yet to control him with the fixed camera. From where you start go left to find 100 shielding, then go through the door on your right. Go around the corner and through the next door into the arena. The Exomorphs that attack you are much weaker than the normal kind, but there are many more of them (the old quality vs. quantity). After you kill a few Lurkers with the Bat'Leth an Enh. Compression Rifle will spawn in the upper left corner of the arena. Grab it and keep killing the Exomorphs. Keep saving every few seconds and eventually you'll get a Grenade Launcher. So far I have killed probably near a hundred Exomorphs and still have yet to finish this level. I'm wondering if it's even at all possible to beat this level. _ "I've read your FAQ. In the Secret Maps part you say about the "The Gauntlet" map that you don't know if there's an end to it. There is. After a long and hard fight, the last enemy will be spawned. It's a Stalker that stays in cloak all the time and keeps throwing crates at you. Or it's a cloaked Crate Monster... Anyways, it's hard to beat. After that, you're done. The "mission" is over." ________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 9.4 Map 4: "Zoo" ________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ships needed to unlock: 45 This place is interesting, but pointless. You can scan the tag below each picture with your Tricorder to receive a description of each image. (I laugh at the description of the 'Stalker' :P) When your done, go into the lift to the left of where you start and use the panel. _____________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 9.5 Map 5: "Cloning Facility" _____________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ships needed to unlock: 60 Go ahead and walk up to the door on the far wall. A small Lurker will break through the wall to your left. Kill it and go through the hole. Three more small Exomorphs will attack you, but the Gattling gun cuts them down pretty quick. Use the ammo and health terminals to your left, then go down the stairs to your right. While your walking down the stairs more Exomorphs will attack. Several come up behind you so be ready. Once you've killed them, go back and use the terminals one last time, and then go down the stairs and through the door ahead of you. Do NOT hang back outside the door and kill the Exomorphs inside, just run through the door. If you hang back a bit the door will close, and because of a bug in this level there's no way to get it open again. Once you get inside the room a Basher will attack you from the right. Take him down quickly, and then worry about the Lurkers. Go right and through the door on the right into some sort of holding area. In the far left corner of the holding area past the last cage is a inlet in the wall. Go inside and take out the Lurkers that follow you in. Strafe out just enough to fire at the Basher, and then strafe back in when you see his shots coming at you. Do that about three times and he'll go down. Once he's down, go out into the room and another Basher will come out of a cage on the right. Use the same trick on him and he'll go down quick. After him a third Basher will come out of the cage on the right wall, and then a fourth. Use the same trick you did on the first ones, and if you run out of ammo for the Gattling gun, switch to the Compression Rifle. ________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 9.6 Map 6: "Zoo" ________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ships needed to unlock: 70 You know technically this would be "Zoo 2" :P There are twenty-one characters from the game. Each one says a line if you 'Use' them. Some of the lines are from the game, some aren't. The Klingon panel to the right of where you started will get you out of this level. __________________________________________________________________________ / | 10. STRATEGIES \__________________________________________________________________________ _____________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 10.1 Single Player Strategies _____________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Movement: -If your fighting Romulans or Idryll, get behind cover and try to take them out while minimizing damage to yourself. -Likewise, while fighting Exomorphs, always keep moving; strafe, run backwards, ect. -Go back. There are lots of terminals scattered throughout the levels, and often you won't use all of the ammo or health in a terminal. Go back and use it as needed. -Never underestimate your Phaser. It's actually one of the most powerful weapons in the game. Use it against a weak enemy, or fire it while hiding behind something. Also, use it on an enemy who is trapped, or can't see you. -Snipe as much as possible. It goes without saying that it is far more prefferential to take out a soldier from far away before he even knows you exist, than to face him head-on. Look for opportunities to take out upcoming enemies. You don't necessarily have to be in a high place either. Just as long as you can get off a good shot. -Turn on 'Always Run' in the game configuration. There are only a couple of instances in the game where you will need to walk, and all of them are in non-combat situations. Turning on this option will save your ass many a time. ___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 10.2 Multiplayer Strategies ___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Bah, I haven't played a whole lot of EF2 multiplayer yet, so this will have to wait. Of course, any strategies anyone wants to send me are very welcome. ;) ____________ ŻŻŻŻŻŻŻŻŻŻŻŻ 10.3 Puzzles ____________ ŻŻŻŻŻŻŻŻŻŻŻŻ ____________ Pipe Puzzles ŻŻŻŻŻŻŻŻŻŻŻŻ Throughout the walkthrough I have linked to an image of each complete puzzle. Thanks to mrdefender for the images. ;) General tips: -Work each line backwards from the end to the start. If you work from start to finish the power will be flowing through the line and you'll fail every time. The start pieces look like an O whereas the finish pieces look like a C. ________________ Waveform Puzzles ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Unlike the pipe puzzles, these are randomized, and different each time you play. Each wave puzzle has three settings: Amplitude, Frequency, and Offset. Click on each one, and then use the + and - buttons to adjust it. First, set the Amplitude: This is easy. Just look at the center display and make the two straight pink lines line up with the two straight yellow lines. Then set the Frequency: Adjust it till the Pink display on the right is identical to the yellow display on the left. Then look at the center display. The waves should look the same, not necessarily lined up, but the same. Finally Offset: Adjust it up and down till the two waves in the center match up. If you can't seem to get them matched up, you messed up one of the other two settings (probably Frequency). Go back and double-check them both. __________________________________________________________________________ / | 11. CREDITS \__________________________________________________________________________ Me! :D Activision, Ritual Entertainment, and everyone involved in making EF2 Robbie Goacher, webmaster at EliteForce.com for making this FAQ possible in the first place, for making the HTML version of this FAQ, and countless other things. :) My brother, who came up with many of the strategies mention here including shooting the missiles that the Idryll fire at the Enterprise, using the rocks to hide from the two Quadrupeds in the final level, calling down bombardment to kill the "Commander" boss, and many other secrets and tips. mrdefender at http://mrdefender.eliteforce.com for letting me link to his completed puzzle images. Paranoid Android, who was kind enough to read through this entire FAQ for me and point out lots of problems, as well as some great additions. Any webmaster who hosts this FAQ for me. All the people who e-mail me stuff. Alexander Davidson at Liquid Ninja (http://liquidninja.com) for metapad, in which this FAQ was written. Contributors: This is a list of everyone who's added anything to this FAQ in alphabetical order: aggybong Bershe D*Vel Dave esdras gerald Gerd Hannibal Hendrijazz Jawlog -MultivaC- Paranoid Android Robbie Goacher Tempest Tom T64 TrekkerAFG Webboid woohoo16yoman Xybernauts