D  E  M  O    V  E  R  S  I  O  N

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This is a FAQ and walkthrough for the 118MB Single Player beta demo of Star 
Trek Elite Force II. 

This is the final version of the guide. I will NOT update again.

IMPORTANT NOTE: If you have the full version of Elite Force 2, do not consult 
this guide. Many things have changed in the full version. My full EF2 
FAQ/Walkthrough should be hosted anywhere this one is.


Platform: PC (Windows)
My e-mail: @@ron DOT skr AT gmail DOT com (Replace with symbols, @ = a)
My site: http://freewebs.com/asdfga3/faqs.html
Current version: FINAL (1.23)
Created: 05-11-03
Last updated: 12-10-03

The demo can be found at any number of sites including:

eliteforce.com
gamesdomain.com
st-ef2.com
effiles.com
totallyef.net

...among others.

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1.Contents                                                                 |
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1. Contents
2. Version
     2.1: v1.00
     2.2: v1.11
     2.3: v1.21
     2.4: v1.22
     2.5: FINAL
3. Legal Info
4. How to play
     4.1: The HUD
5. Cheats
6. Weapons & Equipment
     6.1: Phaser
     6.2: Assault Rifle
     6.3: Adv. Compression Rifle
     6.4: Arc Launcher
     6.5: Grenade Launcher
     6.6: Tricorder
7. Enemies
     7.1: Lurker
     7.2: Chewer
     7.3: Basher
     7.4: Cruiser Turret
     7.5: Quadruped
8. Walkthrough
     8.1: Mission 4
     8.2: Mission 7
9. Bugs & other problems
10. Credits

(* = incomplete)

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2. Versions                                                                |
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-Version 1.00 (05-13-03) - Well, it's done... for now.  
There is however a distinct possibility  of updates. :D

-Version 1.11 (05-13-03) - Many small things fixed. Added the enemies section. 
Fixed some stuff that I'd gotten feedback on, and FINALY spellchecked. ;-D

-Version 1.21 (05-20-03) - Added the enemy hit-point list from woohoo16yoman.
Added some info to the HUD section.

-Version 1.22 (06-21-03) - Lots of small stuff.

-FINAL VERSION (12-10-03) - Final touches and I am done. I don't like to put 
final on any FAQ, but I'm done. All my energy will now go into my full Elite 
Force 2 FAQ, my maps, and all the other projects I have going. Thanks. :)

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3. Legal Info                                                              |
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This FAQ is Copyrighted (c) 2003-2006, by Aaron Skwirut, all rights reserved. 
All trademarks are property of their respective owners. 

This is 100% my own work (unless otherwise noted).

-Distribution: As of right now, this FAQ is only available from these sites:

http://freewebs.com/asdfga3/faqs.html
http://gamefaqs.com
http://eliteforce.com

If you're reading this FAQ and you didn't download it from one of the above 
URL's it is almost certainly NOT the final version.

If you wish to host this FAQ on your site, I would appreciate an e-mail with 
the URL of your site. Use a title like: "Request to use your EF2 demo FAQ 
on my site" or something similar. I will *not* let your modify this FAQ in any 
way, change it out of it's .txt form, or let you charge *any* amount of money 
for it. Aside from that, feel free to host the most recent version.

-Spoiler warning: Nothing really. The demo levels (I assume purposely) have no 
real spoilers to the underlying story in EF2.

-Disclaimer: I'm writing this FAQ simply to help people out with this game. 
You are using any info/strategies in this guide at your own risk.

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4. A breif rundown on how to play (or what the manual would have told you) |
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Ahem. Well you can figure out they keys just by looking at the control section 
of the options menu, so I'll stick with other things. 
If you played the original Elite Force, then the whole idea of health/ammo 
terminals and most everything else should be second nature. :)

_____________
4.1: The HUD:

Cool ASCII, no? :)
Each section is marked with a number and described in detail below.

[1] Health/Shielding
[2] Current weapon ammo
[3] Total ammo
[4] Comm-1 (image)*
[5] Comm-2 (text)*
[6] Radar
[7] Weapons list*
[8] Mission Critical Items
[9] Name* (Only appears while using the tricorder. Gives the name of any object
when you place your curser over it.)

(* = Optional. Only pops up when needed.)

                    [5] 
                     |
                     V
              _______________
     [4] --> |()   |___|   ()| <-- [6]
             |             ==| <-- [9]
             |               |
     [8] --> |!             _|
             |__    __    _|_| <-- [3]
     [1] --> |__)__/__\__(___| <-- [2]

                    ^-- [7]
                     
[1] In the lower left-hand corner is your health and shielding display. The max
you can have is 100. If you have shielding left, and you are injured, you will 
lose from both. If you have no shielding then your health will take the brunt 
of the attack. 

You can recharge both health and shielding at a health recharge stations placed
on the wall. When you use them, your health will recharge first, then your 
shielding. If the terminal runs out, you only get what it's charged so far. If 
you leave the terminal it will still keep recharging you, however since it 
takes time to fully recharge, I would suggest that you wait until fully 
charged unless your under attack. Also, you can pick up an individual shielding
packet in the second level (see walkthough). 

[2] AND [3]

                o-- Ammo stored in current clip
                |           ___     
                |          |400| <-- Overall Plasma Energy
                V          |150| <-- Overall Iddrylium Energy
             ______________|_0_| <-- Overall Fed
            /           |10 /  | <-- Primary shots availible with current clip
            \___________|__/_3_| <-- Alt shots availible with current clip
            (___________|400___| <-- Total ammo availible for current weapon

                ^-- Graph showing current ammo amount

There's detail for ya. ;P
Pretty much self-explanatory. All the things I said about using Health 
terminals above remain true here. Terminals only recharge Plasma energy, you 
have to find the other stuff elsewhere.
If you don't see an ammo type listed in the Overall section it's because:
a) The type of ammo used by the weapon you selected isn't displayed, or
b) You have yet to discover that energy source

And I don't want a ton of e-mails saying: "Your ASCII isn't possible because 
the only way to see all three overall types is to use the Phaser, but the 
Phaser can't be recharged to 400!!!"
To you people I say: "Get a life!" >_<

[4] AND [5] Whenever you receive Comm. traffic be it over your comm badge, or 
from someone standing next to you, those two areas pop up displaying an image 
of the person, and the text of their message.

[6] Self-explanatory. However the 3D radar is explained in further detail in 
the Tricorder section. A red arrow will point to your current mission 
objective(s).

[7] Displays a list of all available weapons, their name, and the number to 
select them.

[8] If a person/item/boss/ect. is mission critical, it will appear here. 
Otherwise an exclamation point will appear.

________________
4.2. Other tips:

If your having trouble in the game try turning on Always-run, and turning off 
Aiming and View Kick

Also try changing the default control setup.

And remember: Don't stop moving in the maitinence bay. :P

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5. Cheats                                                                  |
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NOTE: These cheats are from unless otherwise mentioned. I have, however, edited 
the descriptions based on my own testing and fiddling around. :P


To activate cheats:
NOTE: The process to activate the cheats in the demo is different from the
process used in the full game. Please do not use this code in the full game,
or the full game code here in the demo.

1. Create a new shortcut to Elite Force 2 by right-clicking and dragging the 
EF2 icon in your Start menu to where you want it, and then clicking 'Create 
shortcut here' from the drop-down menu.

2. Right-click on the new shortcut and select > Properties > Shortcut tab

3. Add "+set developer 1" (WITHOUT THE QUOTES) at the end of the path in the 
'Target' area, after the end quote so it looks something like this:

"C:\Program Files\Activision\Star Trek Elite Force II Single Player 
Demo\EF2.exe" +set developer 1

4. I would suggest that you rename the shortcut file so you don't get it mixed 
up with the original.

5. After the game starts, if you get a blank screen with console, the press 
tilde key (~, next to 1) to close the console and the escape key and return to 
the main menu

6. You can now use the console by pressing the tilde (~, next to 1) key.
 

The cheats:

Type the following commands into the console. Type  them again to turn the 
cheat off unless otherwise noted:

god - Makes you completely invincible, and gives you unlimited ammo.

noclip - Allows you to move through walls and floors throughout the map. You 
can't however fire your weapon. Make sure you're not in the middle of an object 
when you turn the cheat off. :P

kill - Causes your instant death, and thus fails the mission.

notarget - Enemies can no longer detect your presence. This can screw up some 
scripted events.

health # - Replace # with a number any number from 0 and up to receive that 
much health. (I haven't found a maximum limit!)
If you set it at 0 you switch to a weird 3rd person overhead camera angle and 
Munro's arms seem to be a bit detached. My theory is that the camera thinks 
your dead, but the game still thinks you're alive. 

cg_3rd_person # - Replace # with 1 to activate, and replace it with 0 to 
deactivate. Moves your camera from the default 1st person view to a 
next-to-impossible-to-use 3rd person view.

<Thanks to EliteCdr001 for this cheat>
modellist - Lists all available models. (See below) 

spawn - Use in combination with a model path from the above cheat so it looks 
something like this:

spawn models/char/starfleet_picard.tik

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6. Weapons & Equipment                                                     |
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_______________
7.1: Phaser (1)

Ammo type: Recharging battery
Ammo used - Primary fire: 200
Ammo used - Alt fire: 66
Max clip: 200


The 'Classic Sidearm' of Star Trek. :D
Pretty weak, but it's useful for non-combat situations (I.E. busting through 
walls/doors), or if your out of ammo or against weak enemies.
Also, unlike the EF1 Phaser, this Phaser has a very short range.

NOTE: Unlike in EF1, the Phaser will NOT recharge while in its holster. There 
is a bug whereby if you hold down the primary fire button until the Phaser is 
out of energy (it doesn't work with Alt fire) and then holster it, you can't 
access it for the rest of the level because it's "out of ammo". This bug HAS 
been fixed in the full game. ;) 

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7.2: Federation Assault Rifle (2)

Ammo type: Plasma
Ammo used - Primary fire: 10
Ammo used - Alt fire: 3
Max clip: 400


Should have been called the "Federation Shotgun" because that's basically what 
it is. Incredibly powerful for a few feet, but after that it's almost useless.
The Alt fire is a sort of small missile launcher that's good for taking out 
groups if aimed at the ground a bit ahead of them. However it's range is about 
the same as the primary-- a few feet, so don't use them for anything far away.

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7.3: Advanced Compression Rifle (2)

Ammo type: Plasma
Ammo used - Primary fire: 30
Ammo used - Alt fire: 2
Max clip: 400

Primary fire is pretty powerful, but you have to get off a lot of shots for it 
to do anything. This is really the only long-range weapon in the demo, so it 
sort of becomes a makeshift sniper rifle. :P
The Alt fire is a powerful grenade from a launcher mounted under the barrel. 
Use it on large groups of enemies, or one big one. You'll have to mess around 
with it a bit to find the right "sweet-spot" for the arc. 

_______________________________
7.4: Attrexian Arc Launcher (3)

Ammo type: Idryllium Energy
Ammo used - Primary fire: 40
Ammo used - Alt fire: 8
Max clip: 400

This thing seems to work well for taking out the Exomorphs, especially the 
final boss. If you fire off the alternate blue gas then hit it with the primary
fire it will ignite if a very powerful explosion. Use it against a group of 
smaller Exomorphs. The primary fire is good for just about anything. :D

_________________________
7.5: Grenade Launcher (5)

Ammo type: Fed? (This is what it's called. There may be another, hopefully 
better, name for it.) :P
Ammo used - Primary fire: 3
Ammo used - Alt fire: n/a
Max clip: 400?

A powerful grenade, but it has almost no splash damage. So you'd better hit 
something with it head-on, or you've wasted your ammo. Use the primary to 
launch and the secondary to detonate. If it hits organic or explosive material
it will automatically detonate.
<Thanks to woohoo16yoman and Robbie Goacher for pointing that out>
Not all that useful in the demo, but it looks like it might be fun in 
M/Player. ;P

__________________
7.6: Tricorder (6)

Nope. You don't have to cheat for it anymore. The primary fire button activates
the scan, which gives info on some surrounding people/aliens/objects. When you 
HOLD DOWN the scan button while at a panel that gives you the blue Tricorder 
icon when you hover over it, your Tricorder will access the panel. 
Alt fire switches modes:

Normal: Guess what this does. 
Structural Integrity: Detects areas in walls or doors that can be damaged or 
destroyed by weapons fire.
Trace Gas: Useless in the demo, but it will certainly have it's moments in the 
full game.

Whenever the Tricorder is in use; regardless of mode, the radar on the upper 
right switches to a 3D world-view with things marked as dots of the following 
color:

Green: Allies
Red: Enemies
Purple Civilians
Orange: Exploding canisters
Yellow: Control Panels or Health or Ammo terminals
Yellow ring: Objective
Orange ring: Completed objective

(Note that the objective rings are often around a control panel or person.)

There are probably more that I don't have here. If you've noticed one, please 
e-mail me about it.

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7. Enemies                                                                 |
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NOTE: The weapon hit amounts listed here are from woohoo16yoman 
[woohoo16yoman AT yahoo DOT com]. All credit for them goes to him. If you 
have any questions/comments regarding the _list_, e-mail him. Any other 
questions/comments should be sent to me.

___________
7.1: Lurker

Height: 85.43cm
Weight: 40.98kg

Phaser--25 rechargable energy (alt:54 rechargable energy*)
Assault rifle--1** (alt:1)
Adv. Compression rifle--7 (alt:1)
Arc launcher--5 (alt:1 exploding gas pocket)
Grenade--1

Small and not much of a problem unless they really group up on you. Use any 
weapon you like on them.

___________
7.2: Chewer

Height: 130.65cm
Weight: 72.77kg

Phaser--125 (alt:218*)
Assault rifle--6** (alt:4)
Adv. Compression rifle--28 (alt:4)
Arc launcher--20 (alt:4)
Grenade--2

Considerably larger than their Lurking cousins, but their range isn't as far. 
They're relatively strong, so they'll take a lot of firepower before going 
down.

___________
7.3: Basher

Height: 132.45cm
Weight: 195.98kg

Phaser--250 (alt:413*)
Assault rifle--6** (alt:6)
Adv. Compression rifle--53 (alt:6)
Arc launcher--40 (alt:7)
Grenade: 4

These things are scary. It takes a ton of ammo to take these guys down, and 
their attack is very powerful. Don't let their size fool you either, they are 
FAST.

___________________
7.4: Cruiser Turret

Height: 90.77cm
Weight: 156.98kg

Phaser--100 (alt:200*)
Assault rifle--2** (alt:2)
Adv. Compression rifle--10 (alt:2)
Arc launcher--8 (alt:2)
Grenade--1

Hangs in doorways and opens when it detects you. The best way to deal with it 
is by carefully destroying it before it spots you because it's nasty.

______________
7.5: Quadruped

Height: 199.78cm
Weight: 245.65kg

Phaser--732 (alt: 1505*)
Assault rifle--20** (alt:20)
Adv. Compression rifle--225 (alt:20)
Arc launcher--40 (alt:7)
Grenade--11 

The final boss. The Arc Gun and the Phaser excel at taking him out. His 
firepower isn't all of that, but you have to keep strafing around him.

_________________________
Notes from woohoo16yoman:

* - This may seem odd that the alt fire takes "more" than the primary does... 
normally, the primary fire is weaker, and secondary is stronger.  but in this 
case, it only refers to how much energy is used up--not how long it takes 
(which is what, generall, "ammo needed" means.)  Therefore, while the secondary
fire on the phaser requires about twice as much energy, you will notice it 
takes twice as less time.

** - This measurement of how much plasma energy it takes is for close range.  
The farther away you get, the less powerful the assault rifle is.  Thus, while 
you may kill a Lurker with one shot very close up, it may take up to 3 shots 
when you shoot him farther away.

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8. Mission Walkthrough                                                     |
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_________
Mission 4
ŻŻŻŻŻŻŻŻŻ

After Sydney drops you off in the Maintenance Bay, you only have a few seconds 
before the Exomorphs start pouring in, so quickly equip the Assault Rifle and 
get ready. The most important thing to remember is: DON'T STOP MOVING!!!
Use the alternate fire from either gun on the groups, and primary on the 
stragglers that are left. They tend to come on groups of three or four. There 
are a bunch of crates hanging on the ceiling that will fall and explode when 
shot at. However the chances of hitting an Exomorph with it is rare. :P

If you keep running around, and hitting them with Alternate fire blasts from 
the Assault Rifle, then strafing across the bay while firing, eventually you 
should beat it. If you find yourself running low on health or ammo, blow down 
the door that's ahead and to the right of where you started (under the flames).
Inside are ammo and health terminals. 

!SECRET: The only secret in this level is the door mentioned above.!

After all the bugs are gone, go inside the small room and stock up on whatever 
health and ammo remain, then use your Tricorder on the panel on the right wall.
You have to walk up to the panel, then HOLD DOWN the primary attack button.
This will shut off the fires above you. Use the boxes in the corner to jump up 
on the catwalk above, then carefully walk along the non-busted parts. Some of 
the grates will fall as you walk, so be careful!.

My brother has found that it's possible to get through without turning off the 
fires by simply waiting till the flames die down, then quickly running through.

Several more Exomorphs will come down on you after you walk around the corner 
on the catwalk, but if you don't move forward, and just use the Enh. 
Compression Rifle to take them out as they run towards you, they shouldn't be a
problem. Consider saving at this point, :P and them go through the big doors to
your right. Go through the next door and equip your Enh. Compression Rifle.

Go around the corner and kill the three Exomorphs attacking an Attrexian. Use 
the primary fire so you don't hurt him. Go back up to the mine cart control 
area and get the health and ammo on the wall. The mine cart controls next to 
the railing don't work, so go through the door to the right of the stairs.
Go down the hall. An Attrexian will get killed by an Exomorph, but you can't 
help him because of the broken door, so just go in the door on your right. 

As soon as you walk into the room you will see several Exomorphs running down 
the hall. Get out your Assault Rifle and run back to the room you were just in.
Take them out, then go back to the control room and, while facing the panel
to the left of the door, select your Tricorder and hold down primary fire. 

The Tricorder puzzle is pretty easy once you figure it out. You can switch the 
white pieces, but the gray ones are stuck. You have to hook up the blue power 
unit to the blue connection and the yellow to the yellow without connecting to 
any of the red areas. If the puzzle looks weird, try turning off 'Vertex 
Lighting.' This will most likely fix it up. :)

Here's a picture of the puzzle. 
http://mrdefender.eliteforce.com/graphs/puzzles/m4_puzzle01.JPG

After you get the power going, walk back to the mine cart control panel next to 
the railing and use it. The mine cart will go down the tracks and crash through
the door beyond and a larger creature will jump out. The Compression Rifle
primary fire seems to work well against him. Then go down the tracks, through 
the blown-out door and around to your left near where the mining cart crashed.

Go down the hall towards the door at the end. Once you get close an Exomorph 
will blast trough and attack you. Your best bet is to hit him with the Assault 
Rifle alternate fire. Go into the room and climb up the ladder. Use the ammo on
the wall. Go down the next hall and kill the Exomorph that drops down on you. 

Go down the hall to the next door and carefully open it. Once you do, several 
Exomorphs will attack you. Use the Compression Rifle alternate fire on them, 
then duck back around the corner. The two bigger Exomorphs apparently aren't 
clever enough to walk around the corner, so often you can hit them with the 
Phaser from around the corner. After they're dead walk over to the two 
Attrexians hiding behind the crates, and watch the cutscene.

Avak'Stas will head off with you for the weapons locker. While he hacks the 
control panel for the door, four small Exomorphs will bust through the wall. 
Hit them with the Assault Rifle and they should go down pretty quick. After the
wall blows and the big thing jumps through, DO NOT MOVE FORWARD! Dodge it's 
acid shots (about 2-3) and it will get sucked out into space. Wait a bit more 
and two smaller aliens will come from your right and get sucked out. Then a big
alien and two small ones will come from ahead of you and get sucked out. Now 
equip your Assault Rifle and run around the corner sticking close to the wall 
that Avak'Stas hanging into. Go into the glassed-in control room and use the 
health and ammo supplies on the wall then use the control panel to your right 
that's directly under the window looking out at the gaping hole in the wall. 
Then spin around and blast the Exomorphs that come in the door behind you.

Run down the hall and help Avak kill the rest of the aliens. If he dies just go
back to his buddy behind the boxes and move on.

Note: The idea of hiding on the pile of crates is from my little brother, I 
give him full credit for it. :)
Once he goes into the big storeroom quickly run over and hit the ammo terminal 
next to the big door he's working on, then jump up on the boxes to the right, 
crouch, and DON'T GET OFF THE CRATES! 
Seconds later a tons of aliens will come in, but for some reason if you're on 
top of that crate they won't attack Avak'Stas and will simply shoot at the 
crates. If you get on any other stack of crates, they'll simply kill him.

Keep killing them even after he gets the locker open and tells you to head 
back. As long as you stay on the crates he'll be safe in that room. After the 
aliens stop attacking, look to your left. There should be a hole on the wall 
with two large Exomorphs inside. Hit the first one with the Phaser to get him 
out, then kill him with the Compression Rifle. Then carefully try and get the 
other one out. Once he's dead another bunch of small aliens will come in and 
you'll have to fight them off. 

Once you've killed all of them, jump down and go into the locker to pick up the
Attrexian Arc Launcher. Use the health terminal on the Right. Go back the way 
you came and fend off the aliens along the way. There are quite a few, so try 
and hit the big ones first. 

Once you get back to the control room that you used to seal the breach in the 
wall, kill the large Exomorph outside and then use whatever's left of the 
health and ammo terminals inside. Once you get back to Avak's buddy a cutscene 
ensues. After it's done, go through the door and down the hall towards the 
lift. That mission's down, now on to level 7. :D 

_________
Mission 7
ŻŻŻŻŻŻŻŻŻ
After Sydney drops you and your team off, go into the control tower and use the
ammo and health terminals. Then cross the bridge.

!SECRET: After the bridge and to the right is a ladder. Climb down and duck 
under the pipes for 50 Idryllium Energy.!

The clamp holding the doors shut is cracked, so give it a bit of Phaser fire 
and it'll blow. However now the door is stuck. Go back to the control tower and 
hit the security panel. Once you get back to the bridge DO NOT CROSS! Two large
Exomorphs will drop down and blow out the bridge. Run back so the can't hit you
with the green crap they're throwing, and dodge the orange stuff. Your 
teammates will kill the aliens, and for some reason they only attack you. After
they're dead, carefully jump down to the lower section of the bridge and make a
running jump across the narrowest part of the gap. If you do start to fall, aim
for the pipe below. If you hit it, you'll only lose a few health points whereas
if you fall in the water you'll drown almost immediately.

Once you get across go through the door and a few small Exomorphs will jump out
at you. After they're taken out, Jurot finds that the next door is busted to. 
Climb up the crates next to the door and Phaser the grate above them. Jump 
through and crawl along the air duct. Once you get to an open area a small 
Exomorph will drop down in front of you. A hit with your Phaser should take him
out before he even gets off a shot. 

!SECRET: Just beyond the Exomorph is a grate on the floor of the air duct. 
Shoot it out and drop down inside for another 50 Idryllium Energy.!

Once you get to the air duct at the end, shoot it out but DO NOT JUMP OUT!
Carefully strafe and use the Compression Rifle primary fire to hit the weird 
thing hanging above the far end of the bridge. Once it drops down, jump out and
head for the health and ammo terminals across the way.
Once your ready walk across the bridge. A two Exomorphs will drop down on the 
bridge ahead of you. Try to take out the pod things as they're falling. If you 
do they're much easier to kill than after they land. Use the Adv. Compression 
Rifle for this. If they do land I suggest you use the Compression Rifle, but 
the Arc Gun or the Assault Rifle would work as well.

Before fully crossing the bridge, shoot a round or two of Alt fire from the Arc
Gun, and then quickly run forward and then back up. If you do it right two 
small Exomorphs will attempts to ambush you, and you can light up that gas and 
blow them away! :D

Go up the stairs to your left and use the Assault rifle to fend off the 
Exomorph at the top of the stairs. Go up along the catwalk and hit the panel. 
Apparently this is another example of screwy Attrexian security, so move on.
Go down the ramp to the next street, but get ready to run back up. Once you get
far enough down the ramp two Exomorphs will drop down. Go back up the ramp and 
duck behind the railing. You can take them out with the Phaser if you're 
running low on ammo. But if not, this is a perfect time to try out that cool 
Grenade Launcher. :D

Once they're both dead, get out your Phaser and go down the alley slowly along 
the left side carefully leaning around the doorways. Once you get to the first 
doorway on the left, carefully kill the hanging thing guarding it. Without 
moving, fire a shot of Arc Gun gas behind the crates at the very far end of the
alley (next to the dumpster), then walk towards it. A small Exomorph will jump 
out of the dumpster and hide behind the crates-- hopefully right where you 
fired the gas. Simply light it up to take him out.

!Secret #3: Jump in the dumpster mentioned above for 50 Idryllium Energy.!

!Secret #4: Across the alley from where the hanging thing was is a pile of 
crates. Crouch and use your Phaser to blow up the explosives underneath the 
crates. Duck inside the hole in the wall to get some more Idryllium Energy. 
Also look through the grate and notice the numbers on the far wall: 715151337.!

Go straight down the alley where the hanging thing was, and kill the Exomorph 
beyond, then go back and blow up the broken door. Talk to the Attrexian inside,
then go back out into the alley and go left. Go past the crates to the right 
and talk to the Service Tech hiding behind them. He thinks he can help you get 
the doors open, so keep him alive.

Grab the grenades next to where he was hiding, and move back out into the 
alley. Several huge Exomorphs will ambush you. Hit the biggest ones first, and 
try to draw their fire because you'll most likely have more health than he 
does.

Once all the aliens are dead, open the door ahead of you and go out to the 
catwalk with the security panels. A couple of small Exomorphs will run out at 
you, but they shouldn't be a problem. Once you get to the panels, he goes up 
the stairs and you have to use the bottom panel. Once he counts to three hit 
the panel and you'll open the doors to the city letting in the rest of your 
team. They'll be attacked by small Exomorphs, but they can handle it. 

<Thanks to Robbie Goacher for this secret>
!Secret #5: Go up the stairs to the Attrexian and climb up on the railing. 
Carefully jump from the railing to the pipes that run along the top of the 
bridge and walk across (turning off auto-run helps a LOT). Jump up through the 
hole at the top of the city wall and grab the Golden Starship.!

!Secret #6: Go down to the bridge and go right down the stairs and open the 
door. Inside is 100 shielding.!

!Secret #7: Go up to the lower security panel (the one you used) and jump up on 
the railing. Jump up onto the wall next to the bridge, and make your way along 
the top of the wall. Drop down to the tiered sections of the wall, and then 
slide down the pair of pipes coming out of the wall. Jump down to the right and
there should be a door in the wall next to the river. Go in to grab a second 
Golden Starship, then climb up the stairs and go out the door!

Follow the female Attrexian.

!Secret #8: Your Attrexian guide will unlock a door for you and run left down 
the corridor. You should turn right and use your Tricorder on the door panel. 
Enter the code you found earlier: 715151337 in under 10 seconds to open the 
door to get... an entirely useless picture of a pissed-off monkey!!! :D!

Keep following the Attrexian and watch the cutscene. After it's over go around 
and grab the four cases of Idryllium Energy and then hit the Health Terminal 
next to the door. Now use the door panel. A cutscene will ensue, and a massive 
Exomorph will "drop in on you". :P

The Arc Gun Primary fire works well against him, or the Grenade Launcher if you
have any ammo left for it. Just circle-strafe around and keep hitting him hard,
and don't let him get near you. Once he goes down you win the demo. 
                                 Congrats! :D

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7. Bugs & other problems                                                   |
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Q: The faces look all blotchy.
A: Turn off 'Dynamic Shading' in the graphics options. 

Q: Doors, and other movable textures in the game appear flat and black.
A: Turn off 'Vertex Shaders' in the graphics options.

Q: The game appears generally blurry.
A: Download and install DirectX 9.0a or better [http://microsoft.com/directx].

Q: My Phaser doesn't reload in it's holster like in EF1.
A: This is a known issue and has been fixed in the current build. ;)

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8. Credits                                                                 |
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Me! :D

Activision, Ritual Entertainment, and everyone involved in making EF2

Robbie Goacher, webmaster at EliteForce.com for confirming that I should write 
this FAQ in the first place. And everyone at the eliteforce.com forums who 
voted for me to write this FAQ. :)

Any webmaster who hosts this FAQ for me.

All the people who e-mail me stuff.

Alexander Davidson at Liquid Ninja (http://liquidninja.com) for metapad, in 
which this FAQ was written.

Contributors: This is a list of everyone who's added anything to this FAQ in 
alphabetical order:

EliteCdr001
Robbie Goacher
woohoo16yoman