6. WEAPONS AND EQUIPMENT \__________________________________________________________________________ ___________ ___________ 6.1: Phaser Ammo type: Recharging Battery Primary Refire Rate: Constant Primary Fire Strength: Weak Alt Refire Rate: Constant Alt Fire Strength: Medium Ah, where would Star Trek be without the Phaser? Single Player: Despite being the classic "weak first weapon" this is actually quite powerful, especially the Alt fire. However it's main problem is 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, or to blow open boxes, grates, ect. Multiplayer: You always start with this weapon. ALWAYS use the Alt fire, and try to keep the beam on your enemy. While you can score frags with the Phaser, you'd be best to start looking for a better weapon. _____________________________ _____________________________ 6.2: Phaser Compression Rifle Ammo type: Standard Federation Energy Primary Refire Rate: Fast Primary Fire Strength: Medium Alt Refire Rate: Very Slow Alt Fire Strength: God-like Single Player: Never use the Alt fire except in emergencies since the 40 ammo needed will pretty much suck you dry. The Pri fire is generally accurate and fast enough early in the game. Multiplayer: The Alt fire now only requires *8* ammo!!! :O However it's refire is so slow that it's best saved for situations where you're either sniping over very long distances, or so close to someone that even if they move you'll still hit them. The Pri fire is a good basic weapon, but you won't score a ton of frags with it. _______________________________ _______________________________ 6.3: I-MOD (Infinity Modulator) Ammo type: Standard Federation Energy Primary Refire Rate: Fast-Medium Primary Fire Strength: Medium Alt Refire Rate: Medium Alt Fire Strength: High Single Player: Although this weapon was designed to counteract the Borg, it still packs a punch against regular foes as well. I often use the I-MOD late in the game on the Dreadnaught and Forge levels when I'm out of Dilithium, and the fighting is in to close of quarters to use a grenade or the Photon Burst. The Alt fire is pretty powerful, and although the Pri fire isn't all that powerful it makes up for it with a refire rate almost (but not quite) that of the Phaser Rifle. Multiplayer: A good basic rifle, not a whole lot to say about it. Like the Phaser Rifle, it's not a high-fragging weapon, but it gets the job done. And despite popular opinion, the I-MOD is NOT more effective against players using Borg skins! :D ____________________ ____________________ 6.4: Scavenger Rifle Ammo type: Dilithium Crystals Primary Refire Rate: Very Fast Primary Fire Strength: Weak Alt Refire Rate: Slow Alt Fire Strength: High Single Player: Useless hunk of junk... Seriously.... The Pri fire is too inaccurate to be of any real use, especially if you're taking cover behind something, and the Alt fire is to unpredictable. You can use the pri fire if you suddenly run out of ammo in a firefight. But to use it effectively you'll have to strafe quite a bit since you can't duck for cover while firing. Multiplayer: What was a joke in Single Player is actually quite good in Multiplayer. The Pri fire's accuracy problem can be solved by using it at short range, and the grenade can be used on large groups in an open area. ___________________________ ___________________________ 6.5: Etherian Stasis Weapon Ammo type: Dilithium Crystals Primary Refire Rate: Medium Primary Fire Strength: Medium Alt Refire Rate: Slow Alt Fire Strength: Medium Single Player: Useful in the Etherian missions and against species 8472, and that's about it. However it does work very well against those two, (especially the Etherians) so use it then. Alt fire is pretty much useless. It suffers from the same problem as all wide-spread FPS weapons; more often than not all five shots will land nowhere near any enemies. So stick to pri fire. Multiplayer: Your standard medium damage shotgun. It's not in very many maps, and so most people don't use it, but you can score frags with the pri fire. Like Single Player, the chances of actually hitting something with the alt fire is slim to none, so just skip it. ______________________________ ______________________________ 6.6: Compound Grenade Launcher Ammo type: Standard Federation Energy Primary Refire Rate: Medium Primary Fire Strength: High Alt Refire Rate: Medium Alt Fire Strength: High Single Player: I really like this weapon, but their aren't enough good situations to use it in. The pri fire takes twice the ammo, so only use it if you really need the 'bounce' feature. I like the 'sticky' alt fire grenades because they do high direct-damage but don't have _that_ much splash damage. This weapon is best used against large groups, preferably at a distance. You can bounce several pri grenades down a hallway or set a trap with alt grenades by dropping them where you know someone is about to walk. As long as they walk over the grenade within a few seconds it will detect them and detonate. This weapon is also very useful because the Borg cannot adapt to it. There is nothing sweeter than dropping a sticky grenade between two drones, and watching them get blown five feet into the air! :D Multiplayer: Here is where this weapon really shines. Drop four or five sticky grenades all around someone and no matter which way the run they'll die; bounce a few pri fire grenades into a group of enemies who are fighting each other. Most likely they'll be paying attention to each other and not your grenade. ____________________________ ____________________________ 6.7: Tetryon Pulse Disruptor Ammo type: Dilithium Crystals Primary Refire Rate: Extreme Primary Fire Strength: Very Weak Alt Refire Rate: Fast Alt Fire Strength: Medium Single Player: This weapon is given to you by the Hirogen Hunter at the end of the Scavenger missions. It's a really good weapon for almost any type of fighting. Pri fire is your basic chaingun. It isn't to accurate or strong, but it makes up for that with a very high refire rate and a pretty wide spread of fire. The alt fire is a weird "bouncing ball" fired from the center of the barrel. Useful for getting enemies around corners, but that's about it. It tends to bounce all over the place, and while it can't injure you for some reason, it will hurt your teammates. It does tend to be pretty accurate, though. Multiplayer: Another weapon that's great for Multiplayer. Use the pri fire for quickly cutting down large groups of enemies, and use the alt fire to fill a small room with bouncing death. _________________ _________________ 6.8: Photon Burst Ammo type: Standard Federation Energy Primary Refire Rate: Medium Primary Fire Strength: Extreme Alt Refire Rate: Slow Alt Fire Strength: God-like Single Player: Despite how it looks, this weapon doesn't do enough splash damage to take out several enemies at once. It's best used for taking out a single large enemy like the huge maintenance bots on the Dreadnaught ship. The alt fire does posses a rudimentary tracking system, so I like to use it at distances. Multiplayer: Another good multiplayer weapon. Try and fire at the ground below or a wall behind an enemy so that they can't strafe away from the burst. You can use the alt fire tracking if you a long ways off. But don't expect it to work that well. It will stay locked on to the if a run to the side a bit, but if they go around a corner then it's useless. ________________________________________ ________________________________________ 6.9: Arc Welder (AKA Dreadnaught Weapon) Ammo type: Dilithium Crystals Primary Refire Rate: Constant Primary Fire Strength: High Alt Refire Rate: Medium Alt Fire Strength: Extreme Single Player: In Single Player this gun is called the "Dreadnaught Weapon" as opposed to the "Arc Welder" in multiplayer, however it's an identical weapon. Extremely powerful, it will be your first choice throughout the Dreadnaught ship and the Forge. The pri fire is a powerful beam, it's pretty accurate although nowhere near the accuracy of the Phaser or Phaser Rifle. The alt fire is some sort of "electric web" that can take out large groups of enemies, but isn't to accurate. It suffers from the same problem as the Comp. Rifle alt fire; it simply uses to much ammo to be useful. Also, be careful not to hit your teammates with this weapon. Since it's so powerful, it can kill them easily in just a few seconds. Multiplayer: Fear the guy with this weapon in Holomatch. As with the Comp. Rifle, the alt fire is much cheaper so I actually tend to use it more often. However at long distances the pri fire is a better choice. When you get this weapon immediately look for someone to frag. When people see you using this weapon they will try and take you out quickly, so score your kills as fast as you can. __________________________________________________________________________ / | 7. ENEMY BRIEFINGS \__________________________________________________________________________ ____________ ____________ 7.1 The Borg The classic baddies of the Delta Quadrant. Of course there has to be some way to fight them, otherwise this game would end real quick. So they give you the "Infinity Modulator" or 'I-MOD.' It works on a rotating energy modulation so that the Borg can never adapt. In theory this would work, but on the TV shows they never have quite figured it out... =P Anyhow, the Borg aren't all the strong (all that armor doesn't seem to do them much good). Two Pri or one Alt fire from the I-MOD will bring them down, however they tend to swarm you, and beam in quite close to you so you don't have much time to react. The Borg often have "Distribution Nodes" (or 'Disnodes') on the walls. If you destroy them all Borg in the area will collapse and all force fields in the area will go down. It also seems to keep the Borg from beaming in additional drones, but this isn't always true. However quickly taking out a Disnode is almost always preferential to a fight. WHAT TO DO IF YOU RUN OUT OF ENERGY FOR THE I-MOD: First off don't panic, you will most likely survive. This will most likely not happen to you in the first set of Borg levels, and if it does you don't have a Dilithium weapon to switch to anyway. It is however distinctly possible in the second set of Borg levels, especially on higher difficulty settings. If you do run out, switch to a weapon you still have energy in. Do NOT use the Pri fire of the Tetryon Disruptor because they will adapt immediately. Use it's Alt fire, the Pri fire of the Stasis Weapon, the Pri fire of the Scav Rifle, or Phaser Alt fire. Don't fire off stray shots, just enough to kill the drones. Once they adapt, switch to another weapon. Once you get to an Energy Terminal switch back to the I-MOD. The only difference I've found between the First Borg you meet, and the Borg trapped in the Forge is that the Forge version can shoot a medium powered blast, and there are a *lot* more of them. The Borg aren't all that clever, they'll most likely either run at you trying to assimilate you, or just stand there staring at you. Either way, try to use this to your advantage. Oh, and one more thing: the Borg can never adapt to the Grenade Launcher or the Photon Burst. So you can use these... well the Grenade Launcher at least, you don't get the Photon Burst till after both Borg missions... unless of course you're cheating. _ ______________ ______________ 7.2 Scavengers Pirates that have survived in the Forge because the Harvesters let them weaken other trapped ships before their own vessels arrive. The Scavengers are made up of Klingon, Malon, Hirogen, and other humans. I haven't noticed a whole lot of difference between the AI of the different types, except that Klingons seem a bit more bold while fighting you, although this may just be my imagination. They all carry Scav Rifles and have relatively good AI-- they will duck for cover only jumping out to fire at you. There's no real trick to fighting them, just find some cover and take them out, preferably by leaning. _____________ _____________ 7.3 Etherians A mysterious and almost bird-like race. They have some sort of living vessel. Here is a quick rundown of the different types: The large bird-type: Hit them with the Comp Rifle or Scav Rifle Pri fire, or the Stasis Weapon when you get it. They almost always come from spawner points mounted on the floor or walls. If there are no "Fireflies" around, simply blow up each spawner. If there are "Fireflies" around, you can still quickly take out a few of them to narrow down your enemies for a few moments The "Heads": Take them out quickly with the Phaser Alt fire. Floating Jellyfish-deals: They only injure you on contact, and they don't really move around much, so take them out the same way as the "Heads"-- with a good-old-fashioned Phaser burst. ;) The flying yellow thing: Hit it quick and hard with the Comp Rifle Pri fire or the Stasis Weapon. It's attack is quite deadly. "Fireflies": You can't injure these, and since they repair the spawner points, they're a real pain in the ass. However you can occasionally trick them by destroying consoles and other stuff to get them to move away from what you don't want them to repair. _________________________ _________________________ 7.4 Ferrivore (parasites) Yes, that's their real name. Scan them with the Tricorder if you don't trust me! :P These creatures live on ships trapped in the Forge. They tend to hide from the ships inhabitants, and can most often be found in maintenance conduits and other secluded areas. The Scavengers actually eat them, although I can't even imagine how gross that is. :O Their attack is basically spitting acid at you, and although it's very only somewhat dangerous to you, the creatures themselves are quite weak. Take them out with the Phaser as quickly as you can. ________________ ________________ 7.5 Species 8472 Not as formidable as they seemed on the show. They have no long-range attack, but they run fast and their clawing attack does a LOT of damage, so taking them out at long range is very preferable. They seem very susceptible to the Stasis Weapon and the Tetryon Disruptor. __________________________________ __________________________________ 7.6 Dreadnaught Maintenance Systems These bots are found on the Dreadnought gunship in the lower sections. Unlike other enemies in EF, they don't beam in, they come out of storage areas along the walls. Small spider-bots: Take them out quickly with the Arc Welder Pri fire. Their shots are easily dodgeable, so strafe back and forth while fighting them. Huge walking bots: While these guys look extremely menacing, they can't shoot at all. However they run FAST, and their pincers are very powerful. Try and take them out before they get near you. The Photon Burst often works well for this. And remember to run backwards while fighting them to keep them at a distance from you. Flying bots: Dodge the missiles, but watch for splash damage. The beams are harder to avoid, but they only use them rarely. They are relatively weak so simply take them out with the Arc Welder. Turrets: Strafe as fast as you can and take them out quickly; these things will shred you before you can even see where it is. If you hear the giveaway click followed by a series of beeps, then run back and see if you can lean around a corner and hit it with the Phaser. ______________ ______________ 7.7 Harvesters The creatures that populate the Forge. Small Harvesters: They can't shoot, but their swinging-claw attack does a fair bit of damage. Take them out before they get near you if you can. Reavers: The mainstay troops of the Vorsoth. These guys have some sort of energy-pulse weapon built into their arm that does a considerable amount of damage. The Arc Welder excels at taking them out. They also have the ability to jump huge distances and fall pretty far without taking any damage. Avatars: They hit you with some sort of extremely powerful psi-blast. Take them out as soon as you can, then focus on the Reavers and small Harvesters. Unlike the Reavers, they don't run around to much, they just stand still and fire at you. Note about all enemies: One problem that I've found with many of the enemies in EF1, especially the Borg and the Dreadnaught bots is that even after they're dead, they remain "standing" for a few seconds. So although it only takes a couple of shots with the Phaser Rifle to bring down a Spider-bot, and only one shot with the I-MOD alt fire to bring down a drone, you'll sometimes waste a few shots because after it dies it won't collapse for a few seconds. Watching your HUD target will only sometimes work. The best way to avoid this is to simply keep track of about how many shots each enemy takes to go down, and then fire off that many shots. However if you use the Arc Welder, Comp. Rifle alt fire, or Phaser alt fire you can tell immediately! :P __________________________________________________________________________ / | 8. WALKTHROUGH \__________________________________________________________________________ NOTE: This walkthrough is based on the 'Normal' difficulty level. I normally play on a harder difficulty so if there's something different in the harder levels I'll mention it... if I remember. :) ________________ ________________ 8.1 "The Rescue" DON'T SHOOT THE BORG! Now that that's out of they way, walk straight ahead and turn left. Get out your Phaser and target the Distribution Node on the wall. Blow it sky-high and go through the downed forcefield. Go straight ahead and use your Phaser to blow out the Plasma Filter and duck inside to find an ammo terminal that you don't need. _ Follow the corridor and blow out the Disnode across from the next force field. Go straight and then turn right at the end. Blow out the Plasma Filter and duck inside this area for some health. Go back out and you should see another Plasma Filter on the wall ahead of you. Blow it out and jump through. Climb up the ladder and crawl through the conduit. The grate ahead will fall out and crush some poor sucker drone. There's a lift straight ahead, take it down. Use your Phaser Alt fire on the drone at the control console and then quickly run up and grab the I-MOD sitting on the table. As soon as you have it, retreat back to the lift and fend off the Borg that beam in. Two Pri (purple) shots take the same ammo and do the same damage as one Alt (blue) shot. So if you're accurate use the Alt fire, otherwise use the Pri fire. ;) As soon as you run into the room, Biessman, one of your teammates, will yell at you from a holding cell. Once the Borg have been taken care of hit the console where the drone was working to release him. Use the health and ammo near the door and then continue down the corridor. When you come around the corner you'll find a drone in an alcove. Shoot him before he notices you, and then continue. Once you get further you'll find Kenn and Odell fighting off a drone. They don't have I-MOD's so you should give them a hand by taking out the drone. Once you kill the drone they both beam back to Voyager. More Borg will come from straight ahead. Be sure to protect Biessman because he doesn't have an I-MOD. Go straight ahead and use the health terminal. Then go back through where Kenn and Odell came through. Once you go into the room with the blue reactor-thing, several drones will beam in. Take them all out then go down the lift to the left. Once you get down the lift more Borg will beam in, once you take them out Biessman will compliment you on your shooting. Blow out the broken grate on the wall and crawl through the small tube. Once you get to the lower portion of the reactor target the ring of Plasma Filters and the whole thing will drop down and explode. Biessman is attacked, so head back up to where you left him. There are more drones on the way back up, but they shouldn't be a problem. Once you get back Biessman is gone, but the forcefield is down. Go through and hit the panel on the wall to take down the next forcefield. _______________ _______________ 8.2 "Incursion" Grab the health near where you start and the ammo around the corner. At the junction with the blue lightening go left unless you really need ammo, in which case go right and use the terminal at the end. Once you get to the second corner, note the Plasma Filter on the wall. Get out your Phaser and go around the corner. A few drones will attack you, run back to the Plasma Filter and WHEN THEY GET NEAR IT blow it out with the Phaser. Go around the corner, take out the drones and use the panel to call down the lift. Ride it up and go around the catwalk to find Chang. He takes out a few drones for you, but also takes out the rest of the catwalk. He then beams back to Voyager. Jump on the tiny green lift to your right (not the one on the left) and ride up to the upper catwalk. Once you get to the top take out the regenerating drones to your left, and use the ammo terminal. Keep going around the upper catwalk and take the last lift down. Take out the drone at the panel, and then use the Plasma Filter on the wall to take out the drones that beam in. Go down the corridor but DO NOT take the lift down. Take out all the drones before you go down, use the Phaser if you can, but one they adapt, use the I-MOD. Take the lift on your right down, use the panel, and take the next lift up again. Take out the Borg in the regeneration chambers, you can use the Plasma Filter on the wall if you want. Jump on the weird thing in the middle of the room and ride it up (it stops twice, jump out on the second stop). Take out the drones in the corridor and ride the lift at the end down. The Borg standing at the wall panel sees you, but for some reason he never attacks you. You can kill him if you want, or not, it doesn't matter. Either way, go around the corner, jump down, and go straight ahead. _______________________ _______________________ 8.3 "Tactical Decision" Carefully lean around the corner to your right, and take out the Disnode if you can. Sometimes it doesn't go quite right, so have your I-MOD ready. Once the drones are dead, use the panel near the rest of your team and enjoy the cutscene. (Alternately you can just shoot it to skip the first portion of the cutscene. :-P ) _______________ _______________ 8.4 "Condition" This first part is just a cutscene followed by a movie, lets move on. :-P The Captain orders you to go to Engineering, so get in the Turbolift (near Tuvok's station), and hit the wall panel. Quick, eh? ________________________ ________________________ 8.5 "Unavoidable Delays" Head out of the Turbolift and hang a left at the junction. Just follow the corridor until you see a guy get knocked down by an explosion. He yells that the EPS conduits blew, and you need to hit the panel ahead of you. DO NOT USE THE PANEL!!!!! Wait till he is PAST the panel before 'using' it to bring up the emergency forcefields. He gives you some info on how to get down to Engineering. Go left and go into the Jeffries tube to your right. Once you go in, an explosion blocks your path. Go back out and go into the busted door behind you. Take the ladder to your right and go up to the upper Jeffries tube. Use it to get past the debris. Go down the Jeffries tube and use the panel to your left to deactivate the forcefield. Go back the way you came and go down the blown out corridor. Talk to Renner (the guy you rescued) and he sends you to the Starboard side of the ship. Go past the blocked Jeffries tube and talk to Chell. While your talking there's a power surge. Hit the panel ahead of you to shut off power. Chell gives you more info, so head off down the corridor. Take a right and go in the first door on the left. Take the ladder down. _________________ _________________ 8.6 "Hazard Duty" Continue down the ladder and crawl through the Jeffries tube. Once you come out you'll find a damaged cargo bay below you. Don't jump down just yet, carefully jump on the crates ahead of you and jump across to the remains of the catwalk. Climb up and make a running jump to the crates on the far side of the room. Climb up the ladder on to what's left of the catwalk and use the panel to drain the spilled toxins. Climb back down use the panel near the large door to get out. Go right, and the left to get to Engineering. B'Elana says she doesn't know how much time you have, but in reality the timer doesn't start till you shut down the power relays, then you have 30 seconds. The second panel on your left is the one for the power relays, but you need the access codes first. Go to the right and hit the blinking red panel to get the codes. Now go back to the panel mentioned earlier to shut off the power relays. Now use the ladder to the left of the core (the lift on the right is damaged). Jump over the panels facing away from you and go on the left side of the railing. Be careful not to fall over the railing! It's surprisingly easy to do. Use the second panel on the left to decouple the Dilithium Matrix. Once your done you can stick around and watch B'Elanna and the rest of the Engineering crew try to fix the core, or you can just leave immediately. Either way, once you get out the door Chakotay orders the Hazard Team to the loading dock, so go left out of Engineering and take the Turbolift on your left. _____________ _____________ 8.7 "Defense" As soon as the level starts Chang runs up and hands you a Phaser. Follow him out of the Turbolift. If you need health, walk up to the Doctor standing in the corridor. Once he's done beaming out the injured crewman, go up to him and 'Use' him for instantly full health (he doesn't replenish shielding). On the easier levels there's a Phaser Rifle near the Doctor, grab it if your playing on Easy or Normal. Go up to Foster and listen to the quick briefing. He charges you with taking out the two Scavengers launching grenades from behind a barrier. Run through the door and immediately go to the left. There's a row of the Phaser Rifles on the floor, grab them and then get some cover behind the two crates ahead of you. The two Scavengers you need to take out are directly ahead of you behind the angled grate. Take them out quickly with the Comp Rifle alt fire or Phaser alt fire. Now you have to take out the rest of the Scavengers. Keep using the Comp Rifle pri fire, and Phaser alt fire and take them out as quickly as you can. If your health drops below 30 (50 on easy) then run back to the Doctor and replenish your health. Don't do a lot of running around, try and say behind the crates. There are a few explosive barrels around-- try and use them to your advantage. After you take out enough Scavengers Tuvok will call you and Foster to Cargo Bay 1. Quickly run back to the Doctor if you need it, and grab all the weapons lying around the cargo bay, then run over to Foster and get on the lift. If you play on Challenging difficulty or above: Get out your Comp Rifle. Once you run onto the catwalk above the cargo bay a Hirogen will beam in directly to your right, quickly take him out with a close-range alt fire blast. If you play on any difficulty grab the Phaser Rifles to your right and then run across the catwalk and follow Foster. He'll unlock the door. Take out as many of you can, then take the lift down (or jump) and quickly hide behind the crates in the corner of the room, the ones to your left. The advantage of this position is that the Scavengers beam in in front of you, and it takes them a second to realize that you're behind them! :D After you take the rest of them out, a cutscene ensues, and the mission is over. ________________ ________________ 8.8 "Hazard Ops" Watch the cutscene, and then go out the door to your left. Talk to a few of your teammates if you want, then go to the Equipment Room. There's a map right when you walk out of the locker room if you get lost. :P Grab a few of the Rifles off the rack and then chat with the Quartermaster Oviedo. Although testing your weapons in the Holodeck isn't mandatory, it's kinda cool. :) Walk in the door behind him, and hit the either panel inside. Holodeck simulation: "High Noon" There are 15 holographic cowboys out there, and they want you. :P There's a health terminal and ammo crystal behind you if you need them. Carefully lean out the door and take out as many of them as you can with the Phaser. Their rifles are pretty weak, and you can't lose any health in the Holodeck, so you can just run out and gun them all down if you want. Alternately you could just lean around and take out the ones above carefully, after taking out the ones below. The barrels with the skull-and-crossbones are explosive, and there are a few in prime positions. After you take out all fifteen of them, the Holodeck shuts off, and you return to Voyager. Walk around a bit more, and talk to a few other team members. Go down the hall to the left of the locker room, around the corner, and take the first door on the left. Talk to the rest of your Teammates, and then go to the transporter room and watch Foster, Chang, and Biessman beam to the "abandoned" ship. Once they're gone, step up onto the pad with Chell and Murphy, and wait to get beamed over. ____________________ ____________________ 8.9 "Data Retrieval" Anybody who's watched any amount of Star Trek knows that anytime a ship is "Abandoned" or "Uninhabited" that it really means the ship is full of weirdoes waiting to kill any away teams that get sent over. :P As soon as you beam in, quickly locate the health and ammo terminals and use them. Take up a position to Chell's right (your left) near the ammo terminal and wait. Chell seems to find the terminal quickly, so he and Telsia will chat about the ship, "Fireflies," heat, and Bolians until Foster radios in telling you that he's found a data terminal. Munro tells him that Chell found a terminal too, and then you hear over Foster's comm badge that they've been ambushed. (Told ya!) Fend off the aliens, the Scav Rifle Pri fire, and Comp Rifle Pri fire seem to work well for this. Use the health and ammo terminals again if you need to. After the firefight Foster radios in again and tells you that the ship's shields have gone up and you can't beam out. Foster gives you his plan on how to get off the ship, so use the terminals one last time, and then follow Chell and he'll unlock a door for you. Go through the door, down the corridor, kill the two aliens in then next room, and blow out the spawner points on the floor with your Phaser. Chell scans the device ahead and tells you it's some sort of transporter. Somehow you're elected as the guinea pig, so walk onto it and you'll be beamed across the room to the other side of the chasm. NOTE: All transporters like this are ONE WAY! So only jump through if your sure. The rest of the team will follow you through, so go through the door ahead. There are three spawner points in this room. One on the floor ahead of you, one on the wall to your right, and one way on the left side of the room. Take them out as soon as possible. Use your Phaser Rifle. You'll waste ammo, but if any creatures manage to come through you can fend them off easily. Go through the door on the far side of the room. Chell tells you that you're going in the right direction, so move on through the next door. DON'T jump in the next transporter right away. Take out the spawner point on the floor below you, then go through the transporter. As soon as you beam down, turn around and take out the spawner point on the wall behind you. This next room is a toughie. Telsia informs you that the door is locked, and Chell says he can't find the control panel. Climb up that weird tower thing in the middle of the room and jump off onto the ledge above. Use the control panel on this upper level (be careful, it's easy to fall). This will lower a transporter near where you started so you can access it, and unlock the door. Quickly climb back down. About for aliens will beam in, take them out and then move on through the next door. Quickly take out all three spawner points on the floor before to many creatures can come through, and then move on. The next room is where you started, and once again you'll be ambushed. Take out all the creatures and go through the lowered transporter. Take out all the "Heads" and floating jellyfish quickly with your Phaser, you'll have to lean to reach some of them. Once they're all gone, use the terminals and crystals in this room and then go up the ramp and through the door. Welcome to Section 29. Watch the cutscene and then stock up on health and ammo. There's some sort of device ahead of you. Grab it and a many more creates will come through the spawners. The "Stasis Weapon" you picked up works amazingly well against the creatures, so use it throughout the rest of this area. For more info, see section 6.5. :) Use what's left of the terminals to replenish your health and ammo, and then go through the next door. __________________ __________________ 8.10 "Deep Echoes" Go into the next room and quickly take out the attacking creatures. Which door you go through is up to you. If you go to the right you'll have to fight a bit more, but it makes it easier to get through later on. If you go to the left it's quicker but a bit tougher; it's up to you. RIGHT: Take out the aliens in the corridor, the Stasis Weapon's wide blast makes this easy. The next room is somewhat hard, try and take out the spawner points as soon as you can. Once you get to the next room quickly stay back from the door and take out the jellyfish things. There's also a flying creature in this room, use the Stasis Weapon or the Phaser Rifle to take it out. Chell tells you that the transporter is offline (but you could tell that by looking at it :-P) so go back the way you came. Once you get back to the large room, go through the left door. LEFT: Go into the room and watch the cutscene. Take out the pod with your Phaser, and jump down. Grab the crystals on either side of the transporter, and then jump through. If you didn't take the right option above your in for a fight. Take out the flying thing first, then the jellyfish. Use the control panel. It activates the transporter below. Jump down and go through the transporter. The next section is enemy-free, so feel free to wander around. ;-) You can 'Use' a few control panels around the core to see different holographic images. Chell says he can't deactivate the core from that station, but he can unlock the next door. You'll have to fight your way up this next hallway. Your best bet is to stand still in one place and shoot the creatures as the come down the corridor. This next room is hard. Take out the flying creature with Phaser Rifle pri fire, and then stand back a bit from the door (but close enough to keep it open), and take out the creatures as they beam into the room. After this the door on the far side of the room opens. Go through and into the next room. Take out the flying thing and the jellyfish on the far side of the room, and then use the transporter behind you. Take out the pod with your Phaser and then get the crystals to your left before going through the door to your right. Take out these creatures the same way you did before. Just pick a spot and don't let them get past you. After they've been destroyed, go down the hall and into the next room. You're now above the main computer core. Use the two panels to shut it down, and then watch the cutscene. _________________ _________________ 8.11 "Encounters" Take out the jellyfish with you Phaser, and then move on down the corridor. Go onto the next room. As quickly as you can, take out the four spawner points. Chell tells you he accidentally blew up the transporter. Take your Phaser, and blow out the consoles along the corridor to get the "Fireflies" to come to the transporter. They'll also fix the spawner points you destroyed, but for some reason no more creatures will come through. Go through the transporter and down the corridor. Take out the creature working at the console and then take out the two nearby spawner points. Continue down the corridor. Go into the next room and quickly take out the flying creature. Then take out creatures that spawner. Walk over to the console to your right. Chell will work at it a bit trying to open the forcefield above you. However he can only keep it open if he stays behind to deactivate it. Go up the ramp and through the door. Run as fast as you can across the room to the transporter ahead of you. Then run across the ramp to the next transporter. If you want you can fight it out, but this is much easier-- albeit a cheat. :-P This time you can't just take out the energy pod because the Fireflies will repair it, so shoot the console beside you, and then take out the pod. You have approximately eleven seconds to get across the floor before the energy pod is repaired-- more than enough time. Use the health and ammo terminals on the wall and then go through the door. Go down the corridor and out into the main are to find Lt. Foster. Kill the creatures attacking him, and then jump down to where he's standing, and go down the corridor ahead of you. Take out the spawner point on the wall to your right, and then go down the corridor. Take out the jellyfish and Chell will yell up at you from below. Take out the creatures in the next room. Look into the stasis pods and you'll see a few Malon, and then the rest of your team! Foster speculates a bit on why they're here, and then he takes down the forcefield ahead. There are two ways to deal with this next section: The easy cheating way, and the normal way. Easy cheating: Run all the way around the power core and go through the transporter on the other side. After this a cutscene will kick in. Normal: Stand in the doorway and fend off the hordes of creatures, then go around and go through the transporter. Either way, just walk forward and your done, so enjoy the cutscene! :D ______________ ______________ 8.12 "Renewal" Second funniest line of script in the game is right here. :D Talk to the Doctor and he'll heal you. You can hang around sickbay for awhile if you want, and talk to your team, or you can just leave. Either way, go to the Turbolift at the end of the hallway and you'll end the mission. That was quick wasn't it? ____________ ____________ 8.13 "Union" Go down the hall to the Hazard Team lounge. Talk to Chang and Jurot, then go back to the locker room and talk to the rest of your team. This will satisfy the next objective. Chakotay will call you and then A cutscene will kick in. Go out the door to the locker room, and listen to what is doubtlessly the funniest conversation in the game! :D Go out into the corridor and chat with Chakotay if you want. Then go into the equipment room and grab the weapons off the racks. Talk to Oviedo and he'll give you the new Grenade Launcher. You can try it out in the Holodeck if you want. Holodeck simulation: "Camelot" This is not unlike the "High Noon" program. Lean a lot, and use the exploding barrels to your advantage. There are enemies in the hallways of the castle, so you'll have to search around a bit. Now you can either go to the Turbolift and end the mission, or go back to the lounge and watch Laird, Nelson, Csatlos, and Jaworski playing cards. BTW, each person has this same hand: Ace of spades, 3 of Diamonds, 10 of Diamonds (but these Diamonds are black!), and the King of Hearts. :-P Anyway, go back to the Turbolift at the end of the hall and ride it down to the Shuttle bay. ________________ ________________ 8.14 "Departure" Go down the corridor and through the door at the end. Then go through the door to your right. Go out onto the catwalk and take the lift down. You can chat with members of the Hazard Team standing around the shuttle bay if you want. Go over to Tom and Lt. Foster standing near the bow of the Delta Flyer. Apparently there's some sort of problem with the docking clamps, and instead of having some qualified engineer do it, Foster sends you. _ The door underneath the Delta Flyer is sealed, so go to the door underneath where you came into the Shuttle bay, near where Odell and Telsia are talking. Go through and take the lift down. Once you get off the lift there's and explosion ahead of you, injuring a crewman. Quickly hit the panel he was working at, or he'll be killed by the gas. He tells you that you can't get through because of the remaining gas, so go back up the lift. As your going up the lift there's another explosion. (This damn place is falling apart!) Jump through the now blown out window at the top of the lift, and crawl along the ledge to the Jeffries tube and crawl through it. Jump down and hit the panel on the wall in front of you. This shuts off the gas and opens the door to your right. Go through said door and hit the panel on the wall to release the docking clamps. Now simply go through the next door and up the ladder (or back around where the gas was and go up the lift) and enjoy the cutscene. :) ________________ ________________ 8.15 "The Visit" This level is just one really long cutscene. Sit back and enjoy! _______________________ _______________________ 8.16 "Dangerous Ground" This entire area is quite tough. First off: TURN OFF "ALWAYS RUN"!!! Stealth is key. In all honesty I had never completed this mission undetected until about a month before writing this FAQ. Apparently all that time spent playing Splinter Cell was well worth it! :D Don't shoot anyone unless they actually spot you, and even then it's generally better to reload from an old save, then to have to fend off half the station. The first time your detected Foster yells at you a bit, but you can still finish, however once you get detected a second time and he tells you that the "Whole station knows your here" then your in trouble. Go up the ladder and through the next door. Don't mess with the sleeping Klingon captain. Go down the stairs to his left onto the lowered section of the bridge. Hit the panel next to the first chair on your left to open the door to your left. Go through it and around the corner. Don't walk in front of the large doorway to your right, carefully lean around the corner. The next is the most difficult in this level, so save often! This section has a patrolling Klingon and two sleeping ones. Carefully lean and watch the patrolling one till she's headed away from you. Then CAREFULLY walk into the room and go behind the crates *before* you get to the Klingon sleeping in the pathway. Duck and wait for the patroling Klingon to head away from you again, then walk past the two barrels and head across (not down) the walkway. Hide behind the crates on the other side. Walk along behind the crates till you get to the stack that's up against the wall blocking your path. Wait till the female Klingon is headed in the other direction, then follow her down the walkway and duck to the right past the stack of crates that were in your way. There's another Klingon ahead of you, but he's asleep. Wait until the female Klingon passes you headed towards the door you want to get through (not the door you came through) and then go across the walkway and duck behind the crates on the far side. Now wait till the Klingon is headed towards the door you came in, then duck out the door towards the RIGHT (not the left!). If you do go left, then lean around the corner and wait till the Klingon is facing away from you before going in front of the doorway. Odell will check in from a Malon section of the base. Go through the door ahead and hide behind the crates to your right. Wait until the two Klingons on the catwalk above go out the door, then go into the middle of the room. Use the health and ammo terminals on the walls and then use your Phaser to shoot out either of the thin beams holding up the rickety platform in the middle of the room. Jump up on it, you have to run to get over the gap. Use the panel next to the door where the Klingons went through. This will open the door below you. Jump back to the collapsed platform, and then to the floor. Go through the door and go towards the right. Wait for the Klingon to walk past you and then go left up the ladder. Go past the Klingon working at the console and go through the door to your right. This next section involves some tricky jumping, so I'll give you some ASCII art: You start here | V |_____| // // // // | \ | | / | /___________| |_}ŻŻŻŻŻŻŻŻŻŻŻ\_ _____| |_____| // // _________//____ Ż|Ż|ŻŻŻŻŻŻŻŻŻŻŻ | | _| |______ _|_|_____/ ____| |_______ / \ There ya go. Don't fall. :-P Don't go out into the corridor ahead, there's a Klingon guard. Lean out to the left and spot him. Once he goes to into the inlet to your left, go straight ahead through the door. Hit the panel on the far wall and then watch the security camera till the guard goes back to where we was the first time you snuck past him. Go out the door and then past him to the door you unlocked. Grab the case of Isodesium to your left and then hit the panel ahead of you. This unlocks another door near where that Klingon was patrolling. Go back out and lean around the corner. Wait till he's coming towards you, and then he'll turn away and stop. Get behind him and follow him (not to closely) and take the first right. Go through the door to your left and jump through the hole in the floor. What a great sickbay eh? I hope I never get injured here! :-P Grab the crystal in the crate that you landed on, and then go out the door and go left. Go past the door where the Klingons are eating, and go down the ladder. Duck behind the crates and go to the right. Wait till the patrolling Klingon passes you going left and then quickly go right and go out the door to your right. Go into the empty room and go into the tiny hole in the wall to your right and grab your next sample of Isodesium. Go up the ladder and past the Klingons working at the consoles. Go up the next ladder and duck behind the crates to the right. Go to your left and use the gray panel on the far wall. It's one-of-a-kind, so it's hard to miss. This will transfer power for Telsia. Lean around the corner and wait for one of the Klingons to leave. In doing so he unlocks the door ahead and to the right. Go past the two Klingons working at the stations, and go through the door. Walk ahead to end this level. ________________________ ________________________ 8.17 "Conflicting Views" Go ahead, around the corner, and walk out onto the catwalk above the cargo bay. Walk to your right and go down the ladder. Sneak around behind the crates and you should come out right next to a sample of Isodesium. That makes three! Pointless sidenote: If you lean around from one of the crates and shoot at any of the Scavengers below, they will start fighting as long as they don't see you. And despite being outnumbered 2-to-1 the Klingons always win this battle. :P Go through the door to your right and use the ammo terminal on the wall to your left. You radio to Foster that you have all the Isodesium, but he tells you that Odell is missing, and he orders you to find him. Kenn overrides the security door ahead of you, so go through. Phaser the weak section of the grate to your left, and crawl through. Go around the pipes and drop down through the hole in the floor. If you need ammo, turn right and go up the stairs. Go straight ahead to the ladder and use the ammo terminal. If you don't, then go straight ahead and go left though the hole. Have your Phaser ready, because this place is crawling with Parasites. Follow the conduit, and jump out at the end. Go through the door ahead, and use the health terminal on the far side. Don't fall in the acid, but carefully walk up the inclined beam to your left and then jump (you'll need to run) up onto the huge floating crate with the Klingon symbols on it. Jump from there down onto the beam to your left. This next jump is kinda tough. Line yourself up with the ladder on the right-hand wall, and jump across to it (you'll need to run again). You should land on the ladder. If you fall into the acid, quickly jump back onto the beam and try again. Climb up the ladder and turn around. To your right you should see a grate on the wall below. Jump down and hit it with Phaser fire. Crawl through and jump using the pipes till you get through the door into the next maintenance shaft. Go until you get to the opening to your left. Wait till the Malon guard is facing away from you, and then sneak out and to the right. Go around the corner away from the guards and you should find the 'Pump Control Switch' along with a Dilithium Crystal. Use the pump console to shut off the pumps, and wait for the guards to take the lift down to try and fix the problem. Once they get down there, walk over and use the waste level console on the right wall to flood the area below. This will drown the guards, and open the door across the room for you. Go out the door and use the Klingon crate to get across once again, then use the ladder ahead of you to get up. If you need health, then you can turn around and jump across the broken section to find a terminal. While jumping, stay to the right; its shorter there. Save first though, because it's tricky. Either way, go through the door ahead to load the next level. _______________________________ _______________________________ 8.18 "Conflicting Views (Pt 2)" Look down and to your right. Carefully jump down onto the broken in tube below. Crawl through it till you get to an open section. Carefully walk on the junk in the corridor, avoiding the dangerous mess on the floor. Once you come to an open room, take out your Phaser and kill the two parasites ahead of you. Jump out to the small floating crate ahead of you, then jump from there to the ledge just ahead. Walk around the ledge carefully until you get to where the Parasites where. Use the crates stacked along the wall to get to the upper level. Use the health terminal ahead, and then climb up the ladder to the left. Go right and up the ladder. You're now over the Hirogen section. The hunters below are talking about their Alpha hunting some new prey. Keep crawling till you find the portion of grate that's broken out. Drop down onto the crates below. If you've been detected to many times you'll find Odell dead here. He only has two samples of Isodesium so you'll have to get the last one. Here's where the mission really starts going downhill fast. There's no way to use stealth through this section, so turn back on always run, and switch your brain back to "Run 'n' gun" tactics. :-P Carefully lean around the corner and snipe the guard with the Phaser Rifle alt fire, then go into the room and take out his buddy on the other side. Then go up to the double-doors. Carefully open the one on the left and take out the guard on the right. Go around the corner to the left and take the elevator down. If you go left there's another hunter, but also a health terminal and a door back to the Malon section where you'll find another health terminal, along with an ammo terminal. This next section is pretty basic. Take out all the hunters by whatever means necessary. The Scav Rifle alt fire works well here if you use it at long range while strafing. Climb up on the spiked ball-thing and jump into the small conduit. Go through the door and drop down to find Odell. Odell tells you that he had one sample left to find, and you (of course) promise to get it for him. He warns you about ambush, and then beams back to the extraction point. Walk down the shaft and shoot the Malon who's shoving the crate. This will get the rest of the Malon to notice you. Take them all out-- use your Phaser if you can. Grab the crystal hidden behind the crates ahead of you, then walk out into the cargo bay. Quickly take cover because some human Scavengers will start shooting at you from the other side of the huge bay. Use your zoom feature and Phaser fire to take them all out. Resist the urge to use another weapon so you don't have to wait for the Phaser to reload; you'll need the ammo later on. After you take them all out, a cutscene ensues. Jump out onto the non-moving section of the crane. Climb up to the top of the ladder and save your game! As the moving portion of the list comes by you, jump off the ladder and onto it. When it gets to the side with the control consoles, jump off quickly and save your game again. Grab Odell's last sample of Isodesium from the control, shutting off the crane system. Climb down the ladder to your right. There's a TOS-era shuttle ahead of you that's seen better days. Climb up on the port nacelle (the one on your right), and then take a running jump to the crates against the wall. Crawl into the Jeffries tube and use the health terminal. Then jump up to the top-most crate and turn around. Phaser out the grate in the wall of the control room where Telsia was, and take a running jump through. Use the ammo terminal on the wall, then jump back down and go through the yellow door into the Turbolift. Pointless note: Someone was scrawled the words "No Escape" in the floor of the cargo bay between the two doors out of the cargo bay. _______________ _______________ 8.19 "Disorder" Ok, back to the stealth mission. Turn off Auto Run and start leaning again. :) Walk out the door and turn left. Go left again through the large doors. Carefully make your way through the sleeping Scavengers until you get to a section where you can see two guys playing 3D Chess straight ahead. Go right down the corridor and past the blue door. It will open just slightly catching the attention of the two chess-playing guys. They come over to have a look at the door, and then decide to jamb it open and go get something to eat. Wait till they leave, then go through the door they jammed open. Go into the first door on the left, walk up to the security monitor, and hit the control switch to your right. This kills the forcefield guarding the door opposite the one that was jammed open. Go back and through that door. Go into the access port in the wall and kill the parasites inside. Go down the ladder. Go straight ahead to the Klingon control panel if you need health, otherwise go left through the red door. DON'T go through the yellow door ahead of you. Instead, carefully go up the yellow ladder to the right. Listen to the engineers talk until two of them leave and the other goes over to a control panel on the far wall. Go back down the ladder and carefully lean to make sure the other two are really gone, then go into engineering staying along the wall farthest away from the one remaining engineer. Use the gray control panel ahead of you that looks strangely reminiscent of the one you used to shut off power for Telsia back in the Klingon engineering section. This will set off a series of explosions that will send the remaining engineer running. Quickly walk up the wide red ladder near where the first two engineers where working, and go up. Take the door to your left. Phaser the large grate, and crawl through the decaying Jeffries tubes. Keep your Phaser handy because this place is crawling with parasites. Keep going till you reach a ladder. Climb down to end the level. ___________________ ___________________ 8.20 "Infiltration" Go out the blue door and left through the gray door. Go through the crew quarters and out either of the two gray doors on the other side. Go right and quickly walk past the blue door (stick to the left) and duck into the gray door on the right. Hit the Klingon console in the corner to cause an explosion. Jump over the wreckage in the middle of the room and watch the security camera. It cycles through three views: Telsia in sickbay, two Scavengers guarding a doorway, and the camera just outside the gray door to your left. The two Scavengers will argue a bit outside the door, then walk off. Don't go out yet because one of them will come back. He'll stand around a bit and then start pacing back and forth. Wait till he's walking away from you and then go out the door, straight ahead, and through the red door on the left. There's a cutscene here. The first time I played through this I panicked when I say Munro standing in front of the mirror, so I instinctively hit alt fire launching a grenade right in my own face. :D Luckily for me there's an autosave in that cutscene. _ Anyway, the Scavengers wont pay to much attention to you now. Go out the door to the right of the mirror, not the one you came in through. Go down the ladder and in between the two guards and into the crew quarters to find ammo and health. Go back and take the red door to your left. Take the ladder down and be careful. That's a long way to fall. Go ahead through the red door, ahead through the blue, right down the corridor, and through the next blue. Then go left, and then right and through the first red door on the left. Pointless note: If you turn left down the corridor instead of right, and follow it to the end, you'll find a wall panel on which someone has scrawled "No Earth." Walk up to the Doctor and Telsia who is on the table. Don't kill him (yet). He'll tell you to get him some "Veritrax Twelve from the lab. The blue hypospray." Walk past him and go around the corner and into the orange door to your left. Do NOT get the Veritrax Twelve off the table near the computer, instead grab the Solinol Tranquilizer off the table with the bottles on it. Go back to the Doctor, walk up to him and shoot him full of the tranquilizer. You have to get pretty close, so bump right into him before firing. After he goes down a cutscene kicks in. Alternately if you're bored you can do a few things that aren't really conductive to the mission, but they're somewhat entertaining: 1: Use the Veritrax 12 on the Doctor. He sets off the intruder alert, and then whips out a knife. You have to kill him and the rest of the Scavengers in the area, then walk up to Telsia and the cutscene comes in just like normal. 2: Walk up to the Doctor and give him the Veritrax 12. He'll inject Telsia who will then inform him that you are working with her. He then gets out his knife and sets off the alarm just like before. Telsia doesn't seem to suffer any after-effects from being drugged either. _ Alright, back to the game! Follow Telsia and she'll unlock the next door for you. It's a good idea to turn back on auto-run again. As soon as you get through the door, hit the door panel to the left to close it and keep any other Scavengers from getting through. Go up and talk to the Captain. Your story is pretty transparent, so the shooting starts pretty quick. Take out the Captain and the three officers with him. You may have to close the door you came through again during the fight. Use the health and ammo terminals on either side of the door, and then hit the panel on the arm of the Captains chair to open the door. Walk along the corridor and go through the next door back into the Klingon section. A cutscene will come up again, so get ready because as soon as it's done you'll be in another firefight. Don't be afraid to use the Phaser Rifle alt fire if need be. Take out all four guards and then grab any crystals you need out of the crates. Go back to the bridge of the Starfleet ship and use the health and ammo terminals if you need to. Go through the next series of doors and down the lift to the next level. _________________ _________________ 8.21 "The Hunter" Yet another cutscene ending in an immediate firefight. _ At first it seems nearly impossible to beat this guy, but once you figure it out it's laughably easy. As soon as the cutscene ends, get a crate between you and him. This weapon of his-- the Tetryon Pulse Disruptor-- can cut right through some crates, but it'll give you a few seconds of cover. While his shielding is up (he has a golden aura around him) he is totally and completely invincible, don't even waste your ammo. The only time his shield goes down is after he's been firing for awhile. This creates an interesting way to beat him. Get under the catwalk (his weapon can't cut through it) and get right underneath him. He'll fire at you for a few seconds, then wait a bit. Use this opportunity to run out from under the catwalk and fire off a shot. Use either the Phaser Rifle alt fire, Scav Rifle alt fire, or Grenade alt fire. The higher the difficulty level, the more he moves. On easy he pretty much stays in one place and lets you take potshots at him, but on the harder levels whenever he's not firing, he's running to a better position. There are two terminals here: one for health, the other for ammo. Use them only when he's on the same side that they are (I.E. don't use the terminal on the right side while he's standing on the left side because he'll have a clear shot across the cargo bay. It takes about ten shots (less with the Phaser Rifle) to bring him down. Once he goes down, quickly use the platform that you knocked down in the first level of this mission to get up to the catwalk. Walk up to him and he'll congratulate you, give you his weapon, and then die. Remember the door you came through the first time you came into this cargo bay? Better pay attention now because the Klingons will be busting through any minute now. The Klingons will yell and curse a bit, then cut the door down. The weapon the Hunter gave you works _great_ here. Take them all out before they can even get through the door. Jump down and use the terminals one last time... if there's anything left in them, and go out the door that the Klingons cut down. Use lean and your new gun to get back to the extraction point. You've already been through here once so it shouldn't be that difficult. Once you get back to the bridge, the Klingon Captain comes at you with a knife, so be careful. Take him out and make your way back down the ladder to the extraction point. Watch the cutscene and the mission will end. ______________ ______________ 8.22 "Fallout" Watch the cutscene of Tuvok chewing you out, and then go into the locker room. Talk with Biessman, Chell and Telsia, and then go to the equipment room and talk to Oviedo. Then go to the Hazard Team lounge and talk with the rest of your team. Once you talk to everyone in the room, Tuvok calls you to the Astrometrics lab. Walk up to the Turbolift and.. Agh!... uh.. I mean Hi Tuvok. This level is done and gone. Enjoy the cutscene. :) _____________________ _____________________ 8.23 "Proving Ground" Not quite as nice as the last Borg cube you where on, eh? Jurot "senses" them and tells you that they don't consider you a threat... yet. Take out the disnode ahead of where you start to bring down the forcefield. Go down the corridor and past the drones working at the consoles and out into the huge open area. Nelsen will panic as a drone starts walking towards him, and ask you if he should take him down. Don't do anything, and the drone will walk right past. Go on to the next area. Seven works at the console for a bit trying to take down the forcefield, but it's not working, so she orders Chang to blow out the power source. As soon as he sets the charge, get across the room, or at least hide behind something. As soon as the explosives go off, the Borg start beaming in en-masse. They don't attack you for a second, but then they start shooting. Take them all out (don't forget the drones on the upper level). Apparently these Borg have adapted to living in the Forge by learning how to shoot. Isn't it just great how writers make everything to work for them? :D Go through the forcefield, and take out the regenerating drone. Keep going down this corridor until you get to a series of assimilation chambers. Inside the first one on the right is Lt. Foster! While Jurot and Seven argue over whether or not it's a good idea to save him, walk down to the forcefield blocking the corridor at the end. Chang will come down there, and after few seconds he'll somehow disable two of the forcefields. Go through the one on your right. Now this can be a bit tricky, and you have to be fast, so make *sure* you have Auto-Run on. Once you run into the first assimilation chamber, the table moves up. Run to the right and walk onto the small ledge that goes around each table. Hit the panel on the table and ride it to the upper level. Quickly turn around and duck through the pipes in the are behind you. Go left-- take out the drones if they get in your way, but otherwise leave them. Go up to the table and walk up onto it like you did before, then hit the panel and ride it down. Run straight ahead and shoot the drone next to Foster. Run up to his table and hit the panel. Janeway will congratulate you, and Foster will be beamed to sickbay. If the drone next to Foster manages to get his table up into the upper level, he's gone, so make this quick. It's not all that hard to do, so if you screw it up just try again from a save. (I'd hope you'd have saved at some point before you got here). :-P Alternately you can just be a callous jackass and walk away. Jurot and Chang will yell at you, but Seven will commend you for not risking the mission. Whether you manage to save Foster or not, go behind his table and hit the panel to take down all the forcefields. Go back into the main corridor, and keep going. Inside the last forcefield on the right are a few drones on the upper level. They're not a threat to you, but sometimes your teammate's AI will cause them to get stuck there trying to shoot them, so take them out. Continue down the corridor taking out the regenerating drones as you go. Once you get to an area with a long blue ramp, look to the right before heading down the ramp. There should be a damaged grate on the wall. Shoot it out and crawl through. Crawl through to the end. DON'T shoot out the grate ahead, carefully use your Phaser and shoot _over the top_ to take out the Disnode. Now shoot out the grate and jump down. The rest of your team will come around from the other direction. For some reason the AI can't tell that these drones are offline, so they have to shoot all of them. _ Anyway, go around the corner ahead of you and SAVE HERE!!! Take out the first regenerating drone and the rest will wake up. Take them all out without walking forward. Other drones beam in on the far side of the chasm. Find Nelson, and follow him. Take up a position right next to him and start sniping drones with I-MOD alt fire. After he yells "I don't have a good shot!" a drone will beam in directly across from him. Nelson will get hit at least once; that's a given. But if he gets hit again he dies, so take out that drone immediately! Jurot will beam him back to Voyager whether he's dead or just injured, so keep going. As soon as you get to the end, you'll see two green forcefields. However two drones will beam in directly in front of you. Take them both out and the forcefield will go down. Use the ammo terminal and then follow Seven. Seven will start working on the forcefield, but the rest of your team will be ambushed. Take up a position at the end of the corridor. Chang and Jurot will run back to you, so be careful not to hit them. Take out the drones as they come down the corridor. After awhile Chang will set another explosive charge. Run back into the room and it should take out a few drones. The blast will knock Chang down, but he's ok. Keep him and Jurot covered as much as you can. You will most likely run out of ammo several times here, don't panic, there are several ammo terminals in this room, and if they're all empty, refer to section 7.1 on what to do if you run out of I-MOD ammo. Once the forcefield is down, hit the health and ammo terminals once more if you can, then run through to end the level. __________________ __________________ 8.24 "Information" Use the ammo terminal directly ahead. Like Seven said, it really doesn't matter which way you go: Left: Take out the regenerating drone ahead of you, then go straight ahead and take out the next two drones. Use the Plasma Filter if you can. Use the health terminal and then go right around the corner. At the next junction several drones will beam in. Take them out and then go straight ahead. Ahead: Follow the corridor. Go right and use the ammo terminal, then turn around and take out the regenerating Borg. Several more will beam in, take them out as well. Once you get to the junction several more drones will beam in. Take them out and then go right. Go into the next room and take out the regenerating Borg and the ones that beam in. There's a forcefield ahead of you, but the disnode is on the other side! So WTF are you supposed to do?! Well, to the left of where you cam in is a small area with two regeneration chambers. Go past them and duck into the broken out section of the wall to your right. Crawl through the conduit and Phaser the disnode through the vent. Go back to your team and go through the downed forcefield. Use the health and ammo terminals on either side of the vent you shot through, and then go right into the large chamber. Take out the drones that beam in, and then take the lift in the middle of the room down. Take out the next wave of drones, and then grab some ammo from the terminal on the wall before going down the next lift. Take out the drones that beam in here (the Grenade Launcher works well) and then walk around the structure in the middle of the room to start a cutscene. There's a Plasma Filter behind you, so be careful. Some nice person has already taken out the disnode ahead of you, so keep going down the corridor. DO NOT WALK INTO THE NEXT ROOM!!! Take out your Tetryon Pulse Disruptor and look for the disnode on the right wall of the next room. It's behind a grate, but you can still take it out. There's a small space to the left of the grate. Target your weapon there, and fire a single alt fire shot. It should bounce off the angled part of the wall, and hit the disnode. If it doesn't work, try again. Once you hit it, Seven will compliment you on your shooting, and you can safely move into the room. Grab the ammo and health here, (don't forget the crystal near the disnode) and then go through the downed forcefield. Several more drones will beam in as you make your way down the corridor. Take them out and walk onto the lift at the end. Take it down to end the level. _______________ _______________ 8.25 "Covenant" Go right and use the ammo terminal, and then head left around the catwalk. Be careful, don't fall into the yellow haze. After you get about halfway around, several crones will beam in ahead of, and behind you. Once you get around to the other side, then go down the corridor. Don't go into the room fully yet, hang back in the corridor and wait for the Borg to come down the hall before you take them down. Once you've taken them all down, go into the room. Grab the ammo and health around the room, but be careful, there are several points in the room that cause more drones to beam in. Once you're done, go down the lift ahead and to the left of where you came in. This next room is similar to the first, but there are more drones. Directly ahead of the lift you came down on is another lift. Take it down, but make sure you stand in front of the rest of your teammates and get your Grenade Launcher ready. As soon as the lift reaches the bottom, several drones will beam in, drop an alt fire grenade on them BEFORE the lift reaches the bottom. There's a forcefield in the corridor, but no disnode in sight. Another puzzle for ya. :-P Remember that Plasma Filter in the elevator shaft? Yeah. Ride the elevator back up, and (while standing as far back in the elevator as you can) shoot out the Filter and jump through the resulting hole. Crawl along and blow out the disnode hanging on the ceiling. Keep going down the shaft until you get to the end. Jump up on the ledge to the left and use the health terminal. Then take a running jump across to the ammo terminal on the other side. And yes, that stupid buzzing noise when you jump is enough to drive you insane, just switch off your speakers. _ Go back to where you left your team, and continue. Don't even waste your ammo on the drones regenerating on the far side of the room, just walk in and a cutscene starts. Ok, that was weird. And aren't humans at peace with 8472? Ah well, creative license I guess. _ Don't shoot any more drones. Seven and Jurot will debate whether helping the Borg is a good idea, but Chang says he "Has it covered." Go back to the catwalk around the edge of the room and go through to your right. The Tetryon Disruptor kicks ass against 8472, so switch to it now. Avoid using federation ammo, try to stick to Dilithium weaponry. Use the health to your right, and then go left. Seven will start working on the forcefield, and tell you that since your last battle with 8472 she has upgraded your weapons so the will be effective (even the weapons you picked up on away missions apparently). Once she gets the forcefield down, the level will end. __________________ __________________ 8.26 "Infestation" Walk ahead and take out the 8472's that come down the corridor. Use the ammo terminal to the left and then continue on. More 8472's will break through the wall, and more will come from the next room. Cross over either of the bridges, but don't go into the next room. Take out the 8472's as the come through the doorway. If you need health or ammo, duck through the webbing to the right of where you came in, and use the terminals. Go to the left of where you came in, but don't go into the next room. Several 8472's will drop down the busted elevator shaft, and others will come around from behind. Once they're all gone, continue down the corridor killing the 8472's as you go. Go across the huge round catwalk and through the next section. Your best strategy through this big section is to hang back and let the creatures come to you. Go around the next catwalk to the right, and use the health terminal. Don't go up the elevator just yet, more 8472's will drop down. Take them out, and then ride the elevator to the top. Once the lift gets to the top, get out your Stasis Weapon and grab the ammo crystal to your right. The Stasis Weapon's wide blast is perfect for taking out the 8472's on this next section of catwalk. You can see the Isodesium in the next chamber. Get out your I-MOD again and walk into the chamber... I've got a feeling you about to be double-crossed... This final battle is different depending on whether or not you managed to rescue Lt. Foster: If you saved Foster: Chang's "little" trick serves to disorient the Borg a bit, but they still attack you. Take them all out as quickly as you can, a few more waves will beam in, but they're pretty easy to take out. After the Borg have been destroyed, watch the cutscene, and the movie that seems to be leading up to something really great, but is a total letdown. :( If you where a dope and failed to rescue Foster: A Borg version of Foster beams in with the rest of the drones. He's much harder to beat and can take lots of hits with the I-MOD. Once he goes down he asks Munro to kill him, but he can't. ____________ ____________ 8.27 "R & R" There's a weird bug here where your teammates will walk off the transporter platform before they're fully materialized, so they're talking to Tuvok while they're not even all there. :-P Wait for Tuvok to debrief you, then go to the locker room. Your team will either congratulate you on saving Foster, or console you for his death. Telsia asks you to meet her in the Mess Hall later. Once your done, go to the equipment room and talk to Oviedo about the Photon Burst. He gives you a prototype to test out on the Holodeck. Unlike the other times you can use the Holodeck, this is actually a mission objective. Holodeck simulation: "Qo'noS" There are 25 Klingons scattered around the temple with Scav Rifles. The don't really move around much, so they're pretty easy to take out. Use the pillars around the edges for cover. There are four terminals here: two health and two ammo. They're all on the outside walls, health is on the outside, and ammo is on the inside. This program isn't to hard, just strafe to avoid being injured and you should be fine. Go out of the equipment room, and take the Turbolift to the Mess Hall. __________________________ __________________________ 8.28 "Visual Confirmation" Interesting sidenote: Go out of the Turbolift and head left as far as you can go, and go through the door to find your quarters! Pretty basic stuff, but interesting nonetheless. :) The only difference I've found between the Male and Female versions of Alex's quarters is that Alexander has a picture of himself and his teammates in Rugby tournament near the window, whereas Alexandria has a signed picture of herself with Worf. Their trophies are identical. Anyway, go left out or your quarters, or right out of the Turbolift and right again and continue to the end of the corridor to get to the Mess Hall. Talk to Telsia. Nelix interrupts here as she's about to say something, and then she leaves. Talk to Tom, Chakotay, Chang, and Nelix. Then talk to Nelix again. This will cause a cutscene to kick in ending the level. ______________ ______________ 8.29 "Offense" After the cutscene, walk to the locker room. Talk to Telsia and Chang, and Chell and Csatlos, then grab your helmet off the top of your locker. Go to the equipment room and grab your weapons off the racks, then go to the transporter room and beam out with the rest of your team. _________________ _________________ 8.30 "The Breach" It takes a second for the transporters to get you completely rematerialized. The gravity in this area is low, so you can jump quite high. (Reminds me of force-jumping from Jedi Knight 2 ;-P) Tuvok says that the environmental integrity must be restored before you can move on, so jump up on the crates ahead of where you beamed in, and jump to the outcropping on the wall to your left. Jump from there to a set of platforms on the wall ahead. Jump from platform to platform till you get to the top. (On harder difficulty levels there will be less of these platforms.) Jump from there to the fighter platform to your left. Use the control panel in the middle of the main platform to restore power. Take the elevator behind you down to the lower platform. Go through the door that Chell opened. Follow the corridor. Chell will panic and shoot at some parasites thinking that they're Harvesters, just ignore them. Go up the ladder to the right and grab the health if you need it. Chell will unlock the door and you can all move on. Go into the elevator and ride it to the top. Go down the blocked corridor. The door on your left is being jammed, so go through the door on your right. There are a few crates and several damaged stasis pods. Tuvok orders you and Telsia to find a way around the debris that are blocking the corridor. To the left of the stasis pods that are mounted on the wall are several brown crates with explosives in them. Make sure no one is nearby before blowing them up with the Phaser. Crawl through the now-opened ventilation shaft, and drop down. Quickly kill the parasites to your left, and then follow the shaft and go up the ladder at the end. You're now on the other side of the debris. Go into the door on your right and into the medical bay. A chair is blocking the door, but you can't destroy it with weapons fire. In the right corner of the room is a medical bed with some sort of laser hanging over it. Use the control panels at the foot of the bed to target the laser on the chair. In case your wondering, you have to move it 28 times to the left, and up 7 times before it's properly targeted. In the middle of the back wall there are three control panels. Use the lit one to activate the laser beam, destroying the chair and allowing the rest of your team to come through. Lead your team out the door you came in and Chell will open the next door for you. Go up the lift to end the level. ______________ ______________ 8.31 "Command" Wait for the lift to get to the top, then get out. Be careful while going down this next corridor. Lean around the corner and look through the door. There are several Scavengers working on the door to the bridge of the gunship. Get out your Tetryon Disruptor and kill them. Run into the room, get some cover, and take out the Scavengers as quickly as you can. Basically use the same tactics that you did during the Scavenger attack on Voyager. Once they're all dead Chell starts working on the door. Use the health and ammo terminals on either side of the door you came through. Chell gets the door open pretty fast, unlike those Scavengers, so go through. Chell seals the door, and Tuvok starts working on gaining control of the gunship. After that, a cutscene starts. ________________________ ________________________ 8.32 "Primary Encounter" Walk down the corridor until the cutscene starts. Take out the maintenance bots; the Tetryon Pulse Disruptor or the Phaser Rifle work well. Once they're dead, go down the lift to your right. Take out the turret to your right as fast as you can, and then take out the spider bots on the catwalk. Don't walk out onto the catwalk just yet though. Carefully walk out onto the catwalk and use your TED's zoom to snipe the bot straight ahead of you with the Phaser. Carefully lean around the corner to your left and take out the bot on the upper level, and the turret on the lower level. Walk forward along the catwalk but don't go to the end just yet. Lean around the corner to the left and take out the turret. The way to the next section is blocked, so walk to the end of the catwalk and take the elevator down. Be very careful down here. Walk around the narrow section of the corner (there's no need to jump) and go up to the broken in section. There's a portion that's not as wide; jump across there. (You'll need to run.) Walk around the narrow section of the corner (again, no need to jump) to get to the control panel to the left. Then continue left again and get the ammo crystal. Keep going around clockwise till you get back and then retrace your steps, jumping across the narrow section, and walking around the narrow corner. When you get back the lift is gone, but if you stand on the reddish colored plate to bring it back down. Take the lift back up, and go across the now-lowered section of catwalk. Take the lift up, and take out the maintenance bots. Hit the panel to the left of the door and then ride the elevator up to end the level. ___________________ ___________________ 8.33 "The Skirmish" Take out the bot right outside the elevator door. Go down the hall taking out the bots as you go. There's a door to the left about halfway down the corridor. Go close enough to open the door, but don't go inside. Use your Grenade Launcher pri fire to take out the bots inside. Use the terminals inside, and come back here if you need any more ammo or health later in this level. Go down the corridor, through the door, and take out the bot. Hit the panel to your right at the end of this corridor to open the door ahead. Go through the door an about halfway down the stairs to trigger a cutscene. Quickly jump down the stairs and hit the big bot with the Tetryon Disruptor or Phaser Rifle. If you back around the room clockwise while it chases you, you can kill it easily. Since you run as fast (if not a bit faster) than it does, this seems to work well. Chang tries the next door, but it's locked, so he tells you that the only way to move on is down the lift where the huge bot came from. Use the health terminals, and grab the ammo crystals on either side of the huge pillar in the middle of the room. Go back to the room I mentioned above if you need any Federation ammo. Once you're stocked up, go down the lift to end the level. _________________________ _________________________ 8.34 "Defensive Measures" Go ahead into the next room. Quickly take out the flying bot first, and then the smaller ones. Blow up the explosive crates (the brown colored ones), there are ammo terminals and crystals behind some of them. Make sure neither of your teammates are nearby when you do this however. Climb up on the stack of crates in the middle of the room using the smaller ones as stairs to get another crystal. By the door to the left of where you came in is an inactive spider-bot. Next to it is the Dreadnaught Weapon. Grab it and go out the door. Go around the corner and test your new "toy" on the small bots. Works pretty well eh? Save the alt fire for emergencies because it really sucks up the ammo. Go into the next room. There are TWO huge bots and several smaller ones. Take out the big bots by running backwards down the corridor (they'll chase you can ignore your teammates) while shooting them with the Arc Welder. Then take out the smaller bots before going into the room. Once you go in you'll be attacked by two turrets. HUGE BUG: If you have yet to download the v1.12 patch or buy the expansion pack, there is a huge bug in this section whereby any shots from the turrets that hit your teammates _after_ the turrets have been destroyed are counted as if YOU shot them. So if you haven't downloaded the patch and your teammates keep attacking you, then stop reading and go download it now! :P Go back outside and use the health terminal outside the door. Go back into the room. The door out is blocked, so you'll have to find another way. To the left of where you came in is a crane-type vehicle with treads. Use the control panel on the back of it to smash it into the support beams holding up the upper catwalk. Make SURE no one is standing in front of it or under the catwalk before you do this!!! Go up the collapsed catwalk and go through the door. Take out the two bots and grab the crystal to your left. Go through the next door and take out the two flying bots and the small one(s). Go through to the next room and take the lift up. Tuvok tells you you're getting close to the tram. Go out of the lift and straight ahead. That's a long way to fall, so be careful! :P Keep going straight and watch the cutscene of you and your team riding the tram. Safety rails anyone? That thing looks damn dangerous. :P After this, the level ends. _________________ _________________ 8.35 "Attunement" Here's part two of the cutscene. Go straight ahead. Heed Chang's warning, that gas is dangerous. Ignore the lift ahead of you, and duck into the maintenance shaft in the right wall. Kill the parasites and crawl to the end of the shaft, but don't go into the room just yet. Lean around the corner and use your Phaser Rifle to take out the bot in the next room. On the far right side of the wall farthest from you is a turret. Take it out from the shaft as well. Now go into the room. There are three machines in this room. Once has a tube attached to the top of it, and is creating the gas leak. Blow it out with your Phaser to stop the gas. Go back through the shaft and rejoin your team. Get out your Photon Burst and run through the corridor that was blocked by the gas. Fire at least three alt fire shots at the huge bot walking away from you. Now switch to the Arc Welder and take out his buddies. If there are any ammo crystals left in the room with the three machines, you can go back for them if you want. Note: Don't let any stray weapons fire hit the plasma tubes along the walls! If you do they'll blow out a HUGE fireball...of course there's nothing stopping you from using this to your advantage as long as your careful not to kill your teammates or yourself. ;) Walk down the corridor and go through the door. There's a turret on the far wall, and also a pillar ahead of you. Put the pillar between yourself and the turret and focus on the bots that are attacking you. Once they're dead, take out the turret with your Phaser by leaning around the pillar. There's another turret mounted on the corner here, but it can't target you unless you actually walk around the corner, so take it out now with your Phaser. Go through the next door and take out your Photon Burst. A door at the far end of the corridor will open and a huge bot will come through. Fire off three alt fire shots and the switch back to the Arc Welder and finish off the other one that comes around the corner in front of you. Run up the sloped area to your left and take out they flying bot. Grab the crystals and go back down. Go through into the area to your right and take out the small bots. The problem with the plasma focuser is obvious, but you can't get to the consoles from here. Use the terminals and then go back out to the main corridor. Go into the next room and take out the flying bots. The gravity in this room is very low, so jump up onto the floating platforms. Once you get to the second one, target the bots on the left side with your Phaser and take them out. Once you get to the third platform take out the ones on the right. You'll need to run to get from platform to platform. Once your over the platform, tap the 'Back' key to keep yourself from overshooting your mark. Once you get to the top, jump across the narrow section to the other side and use the elevator controls to bring the rest of your team up. The door ahead of you is locked for some reason, despite the fact that Tuvok said he disabled all the locks. However Chang will blow it open with a detpack. Go through the blown out door and take out the small bots in the corridor beyond. Get on the lift and ride it down. Go ahead through the corridor taking out bots as you go. You're now in the other side of the plasma focusing chamber. Hit the blinking red panel to realign the stream. Tuvok congratulates you and tells you that you now have to load the charge. Go through the door that was blocked by the stream, and go down the lift to end the level. ____________ ____________ 8.36 "Array" About now, Chang will whip out a Scav Rifle (why didn't he use it before?) Go out of the lift and take out the small bot ahead. This will get two huge bots to come at you. Take them out with the Photon Burst or the Arc Welder, then take out the smaller bots. Go around the corner and use your Photon Burst to take out the huge bot standing in the lift, then use the Arc Welder to take out the smaller bots. Get in the lift that the huge bot was standing in, and take it down. Two huge bots will come from around the corner, kill them both quickly. Stay away from the rods, but take the small ladder to the left down. Walk underneath and grab the two hidden crystals. You can't get through without raising the rods, so go back up the ladder and around the corner where the two bots came from. Take the lift up. Once you get to the top of the lift, quickly take out the big bot, and then the small ones. Go back down the lift and use the health terminal if you need to. Go into the next room with the reactor core. Walk around it and wait for the lift with two huge bots to come down. Once it does, take them out. Go up the lift and take out the flying bots. Walk up to the control panel and use it to lift the rods. Don't run back to the lift just yet though, three small bots will come through. Drop the rods back down and they'll walk right into them. A big bot will take stand at the far end of the bridge. Leave the rods lowered and go back down the lift to the bridge. As soon as the bot sees you it will run across the bridge...and right into the rods! Dumb robot. Go back up top and raise the rods. Go back to the bridge. As soon as you get about halfway across, the forcefield on the other side will drop and two turrets will swing out of the wall. The best way to deal with them is to quickly run across the bridge hitting them with the Arc Welder while strafing back and forth. Once you get across the bridge, grab the ammo crystals near where the turrets where, and then use your Phaser to take out the small bot at the end of the corridor to your left. Then walk down the corridor and take out the two huge bots that run at you. You're now (finally) ready to load the charge. Hit the panel ahead of you and then go down the lift behind you. Quickly take out the two turrets to your right, and then, using your Phaser, lean and take out the turrets along the left wall. Once all the turrets are down in that section, the forcefield drops and the hover-platform with the charge moves on. Use that same strategy-- lean Phaser on the next section. In the third section there are bots as well as turrets, so be careful. In the fourth section there are two plasma tubes that can be used to take out the turrets if you Phaser them from a distance. Despite Tuvok's insistence, you are not, in fact, timed through this part of the mission. Now, run through the crane arms and hit the panel to the left of the charge. It will be loaded and you'll beam back to Voyager. Another somewhat successful mission for the Hazard Team! :P _______________ _______________ 8.37 "Invasion" Apparently that huge blast didn't even destroy the Harvester's ship, only disabled it. Run to the equipment room and stock up. Talk to the Doctor near the Holodeck if you need health. Then go out the door and follow the crewman down the corridor. Once he gets to the end the Harvesters will blow through the wall knocking down the crewman. Take out the Harvesters with the Arc Welder and the crewman will run down back to the Doctor. Chang will run down to the Turbolift, so you're left alone. Go through the hole in the wall to the cargo bay. Note: You can go into the Hazard Team locker room to find several Harvesters attacking another crewman. Go through the far door and kill the Harvesters attacking crewman Laird. Once they're gone she'll beam out with a dead crewmember. Go through the door in the left corridor and run through the crew quarters killing Harvesters as you go. Pointless sidenote: In the third crew quarters next to the bed is a picture of an Orion Slavegirl. :P Go out the door of those last quarters and bounce a few grenades down the hall to kill the Harvesters at the end. Run down to where the Harvesters were and go straight through the door ahead but DO NOT go out onto the catwalk over the cargo bay! Walk through the door just onto the catwalk, then back up till you hit the door you just came through. It will malfunction and not open, but you can stand on the very edge in front of it. The catwalk will crash down to the floor of the cargo bay a couple of seconds after you step on it, so be quick. Take out the Harvesters on the floor of the cargo bay. The Grenade Launcher alt fire works great against them. Try to target in the middle of big groups of them to save ammo. After awhile Biessman will come through a door on the far side of the cargo bay and stand on what's left of the catwalk taking out the Harvesters. If you, by some chance, fall into the cargo bay, don't panic, just run for the lift underneath Biessman, stand next to him and finish the job. Once they're all dead, jump down into the cargo bay and grab the weapons that have spilled from crates. Then go over to the broken lift and ride it up. Go through the door behind Biessman and he'll follow you. Go through the hole in the wall into what used to be the Hazard Team lounge, and take out the remaining Harvesters. After that a cutscene will ensue ending the mission. ________________ ________________ 8.38 "Decisions" This cutscene makes very little sense, but whatever. _ After the cutscene is a movie, and that's the end of this "level." :P _______________________ _______________________ 8.39 "External Stimuli" Go straight ahead and around the corner. This next part is some sort of horribly overgrown jumping puzzle. First, take out as many Harvesters as you can with your Phaser. This would be a _very_ good time to turn off auto-run. :P This puzzle does change a bit for the different difficulty levels. Like the rest of this FAQ, this explanation is based on the 'Normal' difficulty level. There's a black and red striped pipe in the middle of the section you're standing on. Walk down it. Drop down onto the next section and grab the crystals that are in the tubes. Then go left. If you _really_ need ammo there's a terminal across a pipe to your right. Cross the gray tube and go right. Cross the narrow beam ahead of you and drop down. Take a running jump across the right-most section of the gap to your left. Jump across to the next section by the red/orange pipe, and then drop down. (Make sure your dropping onto the structure and not into space!) Run over to the red forcefield to avoid the turret. Then carefully lean and walk forward to take it out with the Phaser. Use the control panel opposite the turret to bring out several ramps along the side of the Forge for Chell and the others. Chell works at the control panel by the forcefield for a second, and he successfully takes it down. Go through and walk up to the hole in the floor. The team discusses it, and then Biessman jumps through the hole. Jump through to end the mission. _____________ _____________ 8.40 "Matrix" No, not "The Matrix", Matrix! :P Walk through the low section and stick to the right through the section that's missing some of the floor. There's health and ammo below you, but you most likely won't need it. Go through the door ahead and a cutscene will kick in. Note: From here on out use your Arc Welder as much as possible. If you're out of crystals use the Phaser Rifle or I-MOD. The lovely "under fire right after the cutscene" stuff is back, so take out the "Reavers" on the upper section. Use the only red control panel in the lowered section in the middle of the room to drop the forcefields ahead. Unfortunately this also allows more Reavers through. Go right or left, it doesn't matter. Take out the Reavers that come down the ramp at you, and then lean around the corner both ways and take out the turrets on both sides. Go through the door and go out on the upper level. Walk around to the control panel and Chell will do the classic _Speed_ "loop the camera so the bad guys can't see you coming thing." :P During the cutscene Chell will unlock a door below. Go back down and go through it to end the level. ________________ ________________ 8.41 "Onslaught" Take out the Reavers that come down the hall, and then use the health terminal hidden to your left. There's also a crystal on the other side. In the next room the Harvesters are transporting items from Voyager. The forcefield to your right drops for a second to let each item through. When it does, run through. To your left is a panel to drop the forcefield permanently for the rest of your team. Once you do, more Reavers and a few Harvesters will pour through from straight ahead. Take them all out and go left. Use the terminals on the wall, and then go down the ramp on either side. Grab the crystals ahead of you and then take out the attacking Reavers. Grab the two crystals near the end of the other ramp, and then go down the ramp in the middle. Get out your Phaser and open the door to your right. Kill the Harvester that jumps on you as soon as you can. Continue down the corridor taking out the Reavers and Harvesters and grabbing ammo as you go. In the next room several Reavers will jump down on you. so be ready. Kill them and then go on to the next room. There are several small Reavers in what look like incubation chambers here. Walk across the room and grab the crystals and use the terminals to your left, then walk up to the two forcefields ahead of you. They will drop and hordes of Reavers and Harvesters will pour through. Kill all the waves, then use the terminals again and go through the two downed forcefields. Use the control panel to your right to bring down the lift. Wait about ten seconds and the forcefield surrounding the lift will go down. Get on the lift and use the control panel on the back wall to ride up. STOP!!! Don't walk across the room ahead! Save your game here and get out your Grenade Launcher. Fire several alt grenades across the room at the incubation chambers. Unlike the ones below, these aren't protected by forcefields. Keep firing grenades as the chambers blow and the Reavers run out. Try to strafe back and forth and you should easily be able to kill them all. Now, save again (in a different save-game slot) and run across the room grabbing crystals and hitting health terminals as you go. Turn around and start taking out the waves of Reavers and Harvesters. This is probably one of the hardest portions of the game. You will most likely die here several times. Chell will run across the room and start sealing the door. DO NOT SHOOT HIM! Keep taking out the aliens. If you run out of crystals just start using the Phaser Rifle alt fire. If your health drops below 50 (70 on the 'Easy' difficulty) then turn around and use one of the terminals behind you. There's no way you can survive this, the trick is to live long enough for the cutscene to kick in. Once it does, you get a momentary break, but as soon as the cutscene is over your back in the thick of it again. However about this time the shuttles from Voyager arrive and so you'll have some help. Quickly use the health and ammo terminals and grab some crystals, then start fighting again. Once all the Reavers are dead another cutscene will start. Your team now changes to Jurot and Chang. Use all the terminals and grab all the crystals in this room. One of the lifts holding the incubation chambers will lower. Jump onto it and then jump down into the lower room. Use the terminals and grab the crystals (if any) before going through the large door to end the level. _______________________ _______________________ 8.42 "Visual Magnitude" Kill all the enemies ahead of you, hit the weird 'Avatar' things first. A cutscene will start here. Use your Phaser alt fire to blow out the chamber ahead of you and kill the Reaver inside. Walk around the edge of the shaft. After you get about halfway around, more Reavers will come through the door on the far side. Take them out, then use the terminals on either side. Go through the door and take out all the attacking Reavers. Keep going until you get to the lift at the end. Go down the lift and into the next room. Take out the attackers; there are several on the upper level, take them out as quickly as you can. Go up the stairs on either side of the next door and grab the two crystals. Then cross over and grab the two on the other side. There are two anti-grav beams on either side of the room. Go up the rising one and use the health terminal, then go down the other one and leave through the door ahead of you. Kill the two Avatars and go around the circular thing then go down the lift. Get out your Phaser and kill the Harvesters on the far side of the chasm. There are invisible forcefields across the chasm, but you can't see them unless you hit them with weapons fire. Turn off auto run, use your Phaser and carefully fire all around the edge of the area your standing on till you find the forcefield (it's blue). Carefully walk onto each forcefield and fire all around to find the next forcefield. Your team will follow you. BUG: Rarely your team will get stuck. If this happens simply retrace your steps back to the forcefield that they're standing on to get them. Once you get across you'll be greeted by a single Harvester. Take him out with your Phaser and then move on down the corridor and through the door at the end. Grab the crystal ahead of you and then take out the three Avatars. Use the ammo terminal and then go down the lift. Kill the creatures that attack you in this room, and then grab the crystals and health and move on. (Notice a pattern here?) Go through the door to your right and walk ahead to end the level. __________________ __________________ 8.43 "Dissolution" Go into the next room and kill the Avatars working at the control panel ahead of you, then take out the Reavers below before they can jump up and attack you. Use the control panel where the Avatars where to bring a platform out for you to cross. Jump across to it, and then walk to the other side. Kill the Reavers that come through the door below, then grab the crystals and health and take the elevator down. Go into the next room, and use the ammo terminals if you need to, then go down the lift. Take out the Avatars in this next room with Phaser Rifle alt fire, and then ride the lift back up and use the ammo terminal(s) to recoup the ammo you lost. Go into the next room and kill the Reavers. Take out the ones that come up the lift, and then get on that lift and take it down. Yet again, take out the baddies, grab the ammo/health, and go down the next lift. This next room is the same. Grab the crystals along the wall. Go down the lift to the next room. That big round thing is what you have to destroy, but you can't get to it here because of the forcefield. Go down the next lift and watch the cutscene. Get out your Phaser and take out the four emitters along the wall that are sending out the yellow beams that are holding up the dampening-field generator. Watch the movie of the Etherian ship escaping, and then quickly get out your Arc Welder. Take out the Reavers that come through the door, then use the ammo terminals if you need them. Go through the door and kill the Avatars in the corridor. Walk straight ahead to trigger another cutscene. Grab the crystals on either side of the room, and then use the health terminal. Go up the lift to your right and take out the Reavers at the top. Go down the corridor killing all the creatures that attack you. Walk up to the _huge_ Weapon Energy Terminal in the next room and use it. It will increase all your ammo (except Phaser) to 999!Get into the elevator to your left to end the level. _______________________ _______________________ 8.44 "Command Decision" Watch the cutscene and then use the health terminal. Stay out of the fire in the center of the room and then get out your Dreadnaught Weapon and head for the door. After the cutscene, use the Dreadnaught Weapon to kill the waves of enemies. You can't get to the Vorsoth because of the forcefields. On the normal difficulty he sends two Harvesters, a Reaver, and an Avatar per wave. On the harder difficulty levels he sends two Reavers and even two Avatars at you. Quickly run as fast as you can around and take them all out with the Dreadnaught Weapon pri fire. After awhile several Etherians will beam into the middle of the arena and start trying to take out the seed that's suspended in midair on the anti-grav beam. You can't harm the Etherians, so don't worry about checking your fire. After you kill a couple more waves another cutscene will start. The seed is destroyed but now the Vorsoth will drop the forcefield and jump out at you. He doesn't move, but he's damn deadly. I suggest using the Grenade Launcher alt fire. While strafing back and forth between the two pillars. Stay between the pillars; if you get to far back his rocket attack splash damage will hurt you, if you get to far up you wont be able to dodge his shots. Keep strafing back and forth right between the pillars unless you run out of ammo or lose ANY health. (I mean if your health is at 92 go for one of the health terminals.) Although there's no visual way to tell if your hurting him, you are. After about a hundred grenades he'll go down. After that there's a cutscene and then a movie ending the level.