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/                                                                           
|            Star Trek: Elite Force II FAQ/Walkthrough by Asdfga3
\__________________________________________________________________________


This is a FAQ and walkthrough for Star Trek Elite Force II. If you wish to 
contact me with any questions, comments, suggestions, or errors in the FAQ, 
please feel free to e-mail me.

Note about secrets: Previously I have not had all of the secret areas listed in
this FAQ. However as of v2.0 I have ALL secrets listed here. ;-)

Please note that my e-mail address has changed. If you send any more messages 
to the old address (asdfga3@lycos.com) you will NOT receive a response. Please
use the new address (listed below) from now on. 

Platform: PC (Windows)
My e-mail: @@ron DOT skr AT gmail DOT com (Replace with symbols, @ = a)
My site: http://freewebs.com/asdfga3/faqs.html
Current version: 2.02
Created: 07-24-03
Last updated: 01-15-04

An HTML version of this and my other FAQ's for Voyager - Elite Force, and the 
Elite Force 2 beta demo can be found at http://eliteforce.com.

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/                                                                           
|   1. CONTENTS                                                  
\__________________________________________________________________________


1. Contents
2. Version
     2.1: v0.50
     2.2: v0.65
     2.3: v0.90
     2.4: v1.00
     2.5: v2.00
     2.6: v2.01
3. Legal Info
4. Cheats
5. Changes from the demo
6. Weapons & Equipment
     6.1 Bat'Leth
     6.2: Phaser
     6.3 Disruptor
     6.4 Compression Rifle
     6.5 Assault Rifle 
     6.6 Enhanced Compression Rifle 
     6.7 Attrexian Arc Launcher
     6.8 Mystical Energy Staff
     6.9 Tetryon Gattling Gun
     6.10 I-MOD
     6.11 Sniper Rifle
     6.12 Grenade Launcher
     6.13 Quantum Burst
     6.14 Romulan Experimental Radiation Disruptor
     6.15 Tricorder
7. Enemies
     7.1: The Borg
     7.2: Exomorphs
     7.3: Brood Fiends
     7.4: Idryll
     7.5: Mercenaries
     7.6: Romulans
8. Walkthrough
     8.0: Training
     8.1: End Game
     8.2: Reassignment
     8.3: Derelict
     8.4: Demise
     8.5: Discovery
     8.6 (1): Destruction
     8.6 (2): Remove and Disable
     8.7: Search and Rescue
     8.8: Payback
     8.9: Mercenaries
     8.10: Incognito
     8.11: End Game 2
9. Secret Maps Walkthrough 
     9.1: "Swamp Shack"
     9.2: "Modern Ruin"
     9.3: "Gauntlet"
     9.4: "Zoo"
     9.5: "Cloning Facility"
     9.6: "Zoo"
10. Strategies
     9.1: Singe Player
     9.2: Multiplayer*
     9.3: Puzzles
11. Credits

(* = incomplete)

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/                                                                           
|   2. VERSIONS                                                  
\__________________________________________________________________________


-Version 0.50 (07-27-03) - Well it's halfway there at least. The walkthrough is
completed to the end of mission 5... and that's about it. :P

-Version 0.65 (07-30-03) - Updated the walkthrough to the end of Attrexian 
Colony Level 1b and fixed a few other things. Added a partial cheats section, 
but there are many more codes that have yet to be added.

-Version 0.90 (08-07-03) - The walkthrough is now complete!!! :D 
The weapons section is halfway done, and this FAQ is now available from 
http://mrdefender.eliteforce.com.com/. The puzzles section of the strategies is 
complete, as is the secret map walkthroughs. I'm also linking to mrdefender's
images of completed pipe puzzles, so hopefully people won't have such a 
problem with them anymore. :)

-Version 1.00 (09-04-03) - Tons of things have been updated and/or fixed. The
weapons, and enemies sections are done, as are the strategies. Also, Paranoid 
Android has been of great assistance pointing out problems and offering 
strategies for the FAQ. :D

-Version 2.00 (10-10-03) - Originally this was just going to be a very big 
update. However the update just kept getting bigger and bigger and bigger and 
finally I just decided to make a new version. ;-)
Added ALL secrets thanks to mrdefender. Added all known cheats for the game.
Rewrote several large portions of the FAQ to make it easier to understand and/or
more correct. Added some Holomatch tips, and I also did the Frequent Problems 
section.

-Version 2.01 (01-15-03) - Added a couple of tips that where e-mailed to me.


While no updates are planned anytime in the near future, this is by no means 
the final version. I may well update again with new MP tips or something else.


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/                                                                           
|   3. LEGAL INFO                                                  
\__________________________________________________________________________


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

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

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

http://freewebs.com/asdfga3/faqs.html
http://gamefaqs.com
http://eliteforce.com (HTML as well as TXT versions)
http://mrdefender.eliteforce.com

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

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

-Spoiler warning: Total spoilers to all weapons and levels. Also contains some 
spoilers to the story. You have been warned!

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

-Note: I don't mean you to use this FAQ all the way through the game. You're 
certainly free to do that if you wish, but I wrote it mainly to help you if 
you're stuck at a certain point.

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/                                                                           
|   4. CHEATS                                                
\__________________________________________________________________________


NOTE: These cheats are from various cheat code websites. I have, however, 
edited the descriptions based on my own testing and fiddling around. :P

__________________
To Activate Cheats
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

1. Open your start menu and navigate to Programs -> Star Trek Elite Force II.
Right click on 'Play Star Trek Elite Force II' and drag it to the desktop, or
any convenient location. A menu will pop up. Select 'Copy here.'

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

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

"C:\Program Files\Activision\EF2\EF2.exe" +set cheats 1

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

5. Put the CD-ROM in your drive and close the autoplay that pops up. 
Double-click on the icon you created to start a cheating game. If you start the
game from the autoplay, the cheat codes will not be activated.

6. You can now use the console by pressing the tilde (~ next to 1) key.
 
__________
The Cheats
ŻŻŻŻŻŻŻŻŻŻ

1st Year Cadet

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

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

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

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

quit - Quits the game.

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

giveall - Gives you maximum health and all weapons. This cheat does cause your
framerate to drop dramatically for about 10-15 seconds, so be patient.

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

cg_3rd_person # - Replace # with 1 to activate, and replace it with 0 to 
deactivate. Moves your camera from the default 1st person view to a 
next-to-impossible-to-use 3rd person view. While it's quite hard to use this
mode normally through the game, it can actually make some puzzles much easier. 
Read the walkthrough for specific instances where it is useful.

g_secretcount # - Replace # with any number to set the number of secret golden 
starships to that number. 70 is enough to unlock all secret maps.

<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
spawn models/weapons/worldmodel-phaser.tik

...and so on. Don't leave the .tik off the end or the code will fail.

maplist - Lists all maps in the game. Double-click on any of the maps to load
it, or use the map or devmap commands (see below). 
<Thanks to Tempest for pointing out to me that you could load maps directly
from the maplist.>

map **** - Replace **** with the name of any map from the Maplist (see above).

devmap **** - Same as the 'map' command except cheats are enabled 
automatically.

shaderlist - Lists all shaders.

echo **** - Replace **** with the text of your choice and it will appear on the
console.

ui_minicon # - Replace # with 1 to activate, and replace it with 0 to 
deactivate. When turned on, a small console will appear in the upper right 
corner. Use this if for some reason you want to read the text appearing on the 
console while playing the game at the same time.

fps # - Replace # with 1 to activate, and replace it with 0 to 
deactivate. Shows the number of frames per second in the upper left corner of 
the screen. 

__________
Mac cheats
ŻŻŻŻŻŻŻŻŻŻ

<From gerald> "To enable cheats on the mac version. edit the file 
/base/usr2.cfg

add this line to the end of all the "seta" commands:

seta cheats "1"

then you can use the cheats like in the windoze world."



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/                                                                           
|   5. CHANGES FROM THE DEMO                                               
\__________________________________________________________________________


Q: So what's changed from the EF2 beta demo?
A: A lot actually:

-The music is much better in the full version. 
-The graphics look all-around better. 
-There are a lot more glowing objects: the Chewer attack, the weapons fire, the
lights inside the Phaser, ect.
-The text size for on-screen messages is much smaller in the full version.
-All the weapons are longer ranged and more powerful.
-There are much less enemies in the first Maintenance Bay, and many more who 
attack you and Avok'Stas
-The weapons have lots of little features like the blinking lights on the 
Tricorder.
-The "Resume" buttons has been moved to the bottom right of the pause menu.
-Sydney wears her hair different.
-There's a forcefield over the Attrexian Maintenance bay when the shuttle first
lands. It's not there in the demo.
-The Arc Launcher is much more powerful and accurate. 
-The Stardates are correct. ;)
-Munro has an Assault Rifle when he walks out of the shuttle. In the demo he's 
empty-handed.

If you have the demo, this FAQ will not apply completely. Please read my EF2
demo FAQ which should be hosted anywhere this one is. 

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/                                                                           
|   6. WEAPONS & EQUIPMENT                                               
\__________________________________________________________________________


________________________
6.1 Klingon Bat'Leth (1)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Ammo type: n/a (your arms technically...)
Primary Refire Rate: Fast
Primary Fire Strength: Average
Primary Fire Accuracy: n/a
Alternate Refire Rate: Medium
Alternate Fire Strength: Powerful
Alternate Fire Accuracy: n/a
Max clip: n/a
Ammo used per reload: n/a


The classic weapon of the Klingon empire all the way back to Kah'less.
Although quite formidable, (one alternate swipe will take out almost any enemy)
the fact that it has a range of only about a foot hampers it extremely. 
-Primary fire is a left-to-right swipe, a forward jab, and a right-to-left 
swipe in a random combo. The swipes do a little damage, but the jab is mainly 
used as a block. 
-Alternate fire is a slow but powerful downward swipe that can take out most 
any non-boss enemy in one or two hits. 
Another downside to this weapon is that it's not used throughout the game. You 
use it once while training at Starfleet Academy, and then once again while 
fighting a Naussican boss.... and that's it. Frankly I'm very disappointed in 
that. I was really looking forward to being able to use it throughout the 
game. :(
Of course there's always cheat codes. ;D

_______________
6.2: Phaser (1)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Ammo type: Recharging battery
Primary Refire Rate: Constant
Primary Fire Strength: Weak
Primary Fire Accuracy: Excellent
Alternate Refire Rate: Constant
Alternate Fire Strength: Powerful
Alternate Fire Accuracy: Excellent
Max clip: 200 (200/66)
Ammo used per reload: n/a


The classic sidearm of Star Trek. 
It's just as powerful as in Elite Force 1, but the range has been reduced 
considerably. So no more using your Phaser as a Sniper Rifle. :P
Its main problem is still that the battery runs out quickly leaving it 
practically useless until it has time to recharge. Use it in short bursts to 
kill enemies in a non-urgent situation (i.e. when you have good cover), or to 
blow open boxes, grates, ect.
NOTE: There is no discernable difference between the Voyager style Phaser, and 
the Nemesis style Phaser acquired after the first mission.

_________________________
6.3 Romulan Disruptor (1)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Ammo type: Recharging battery
Primary Refire Rate: Very fast
Primary Fire Strength: Very weak
Primary Fire Accuracy: Terrible
Alternate Refire Rate: Variable
Alternate Fire Strength: Variable (depending on charge and species)
Alternate Fire Accuracy: Average
Max clip: 200 (66/4)
Ammo used per reload: n/a


Why does this remind me of the Bryar Pistol from JK2?
Another great gun ruined by the fact that you only have access to it for a
portion of one mission. Like the Federation's Phaser, the Romulan Disruptor
works of a recharging battery. The battery doesn't recharge as fast as the 
Phaser battery, but the Disruptor doesn't use as much ammo. This means you can
fire for a considerably longer time with the Disruptor than you can with the
Phaser.
-Primary fire is a weak but, rapid-fire pulse that's useful for taking out just 
about anything. 
-Alternate fire can be charged up in the barrel to create a powerful blast with
some splash damage. This makes a nice makeshift sniper weapon in Mission 10,
where it is your only weapon. It can disintegrate any Romulan with one fully 
charged shot, but if you cheat to get it outside mission 10 it's entirely 
useless against any other species. Leave it to the Romulans to create a weapon 
perfect for killing each other, and worthless for anything else... >_>

_________________________
6.4 Compression Rifle (2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Ammo type: Plasma Energy
Primary Refire Rate: Very fast
Primary Fire Strength: Average
Primary Fire Accuracy: Excellent
Alternate Refire Rate: Average
Alternate Fire Strength: Very powerful
Alternate Fire Accuracy: Excellent
Max clip: 400 (10/5)
Ammo used per reload: 50


Yet another weapon ruined by lack of availability. :(
This weapon is actually not all that different from Elite Force 1. 
-Primary fire is still quite accurate and powerful enough for general use.
-Alternate fire lost it's sniping ability, but it gained a small amount of 
splash damage and can still disintegrate almost any non-boss enemy in one shot.
Better yet it only takes up ten of your Plasma, as opposed to 80 from the first
Elite Force. :D
This weapon is only available in missions 1, 2 and 6.

_____________________
6.5 Assault Rifle (2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Ammo type: Plasma Energy
Primary Refire Rate: Average
Primary Fire Strength: Varies (depends on distance from target)
Primary Fire Accuracy: n/a
Alternate Refire Rate: Average
Alternate Fire Strength: Powerful
Alternate Fire Accuracy: Good
Max clip: 400 (6/3)
Ammo used per reload: Varies (45 to 48)


This weapon should have been called the "Federation Shotgun" because that's 
basically what it is. The range has been upgraded considerably from the demo,
but it's still not really a long-range weapon. Also, the clip size has been 
reduced from 10/3 to 6/3. 
-Primary fire is a spread burst of small Plasma particles.
-Alternate fire is a compounded missile-like projectile. It has a longer range
than the primary fire, but it's still only good for maybe ten to fifteen feet.
Use it in close quarters where groups of enemies are coming right up to you.

__________________________________
6.6 Enhanced Compression Rifle (2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Ammo type: Plasma Energy
Primary Refire Rate: Extreme
Primary Fire Strength: Very weak
Primary Fire Accuracy: Excellent
Alternate Refire Rate: Slow
Alternate Fire Strength: Powerful
Alternate Fire Accuracy: Varies
Max clip: 400 (30/2)
Ammo used per reload: 30


Similar to the demo version, but a bit more accurate and powerful. 
-Primary fire is a rapid-fire plasma stream that is useful for general fighting.
Basically it's your average machine gun.
-Alternate fire is an energy grenade launched from under the barrel. It's 
pretty powerful, but sometimes it can be hard to aim. 

______________________________
6.7 Attrexian Arc Launcher (3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Ammo type: Idryllium Energy
Primary Refire Rate: Extreme (almost constant)
Primary Fire Strength: Powerful (more so against Exomorphs)
Primary Fire Accuracy: Poor (gets worse the longer you fire)
Alternate Refire Rate: Slow
Alternate Fire Strength: Very powerful
Alternate Fire Accuracy: Varies
Max clip: 400 (40/8)
Ammo used per reload: 80


The accuracy has been increased _extremely_ from the demo version, and the 
weapon (especially the alternate fire) is much more powerful. This is actually
the weapon you'll be using throughout most of the game.
-Primary fire is a rapid fire beam that excels at taking out Exomorphs, but
will work on any enemy. The accuracy of the beam lessens the longer you fire 
it, so try to fire in bursts if using this weapon at long range. If you're in
close quarters than don't even worry about it.
-Alternate fire releases a small packet that-- on collision with a wall, object
person, ect.-- will release a large cloud of pale blue gas. The gas itself 
doesn't do anything, and will dissipate after about ten seconds. However it's
highly volatile and as soon as it is exposed to the primary fire from the Arc
Launcher it will ignite and create a large explosion. Several packets of gas
can be released in the same area to create an even larger yield. 
This is useful for taking out large groups of small enemies, or for getting an
enemy who's hiding in an area you can't reach.

_____________________________
6.8 Mystical Energy Staff (3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Ammo type: Idryllium Energy
Primary Refire Rate: Slow
Primary Fire Strength: Powerful 
Primary Fire Accuracy: Excellent
Alternate Refire Rate: Very slow
Alternate Fire Strength: n/a
Alternate Fire Accuracy: n/a
Max clip: 400 (10/5)
Ammo used per reload: 100


This actually an excellent weapon, despite being kinda weird. :P
The main problem that I've had with it is that there is a fraction of a second
of lag in between the time that you press the fire button, and the time that 
Munro swings the staff back to hurl the blast. If you're strafing this can be 
quite a problem. However if you make sure to stand still until the blast is
released, then strafe and take another shot, you can override this problem.
This weapon is hidden in two different secret areas in the first and second 
Drull Ruins. Read that section of the walkthrough for info on how to access it.
-Primary fire is a powerful blast of energy. It's effective against any kind of
enemy. The refire rate is somewhat slow though, so you may want to use a 
different weapon if you're fighting several small enemies at once.
-Alternate fire is what makes this weapon stand out. Munro slams the staff into 
the ground creating a shockwave that will "freeze" all nearby enemies for about
three seconds. This is quite useful for bosses if it's followed up with three
quick primary fire blasts. However you do have to be quite close-- within a 
few feet-- so it's not useful in all situations.

____________________________
6.9 Tetryon Gattling Gun (3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Ammo type: Plasma Energy
Primary Refire Rate: Godly
Primary Fire Strength: Weak 
Primary Fire Accuracy: Very bad
Alternate Refire Rate: Average
Alternate Fire Strength: Powerful
Alternate Fire Accuracy: Varies
Max clip: 400 (100/10)
Ammo used per reload: 100


A sorry replacement for the Gattling gun of EF1, this has a very low range and
bad accuracy. However it's rate-of-fire more than makes up for this. Since you
only have access to it in mission 11, I save Plasma ammo and use this on 
bosses. At close range it really is quite effective. However multiplayer is 
where this weapon really shines. The ability to score four frags in ten seconds
makes me a big fan of this weapon. It's better for close quarters or arena-style
maps (like dm_kirk). 
-Primary fire is a weak but fast stream of plasma. It's very powerful and best 
left for bosses. However accuracy is laughable, as is the range.
-Alternate fire is a slow moving projectile fired from the center barrel. Like
in EF1 it can bounce off of any nearby hard surface. However due to it's slow
speed, and the fact that there's a good chance it will bounce off something and
hit you, I rarely use this.

______________
6.10 I-MOD (4)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Ammo type: Plasma Energy
Primary Refire Rate: Fast
Primary Fire Strength: Average
Primary Fire Accuracy: Average
Alternate Refire Rate: Slow
Alternate Fire Strength: Powerful
Alternate Fire Accuracy: Average
Max clip: 400 (12/6)
Ammo used per reload: 60


This weapons hasn't seen much of an upgrade from EF1. Visually it's much 
improved, but the basic idea is still the same: two primary or one secondary 
will take down a drone. Two primaries take the same amount of ammo and time to 
fire as one secondary. Take your pick. :P
This weapon is actually useful thought the game, not just against the Borg; 
three alternate fire shots will take out a Chewer Exomorph. It can also be used
as a sniper rifle in a pinch if you don't have the Sniper Rifle itself, or if 
you're out of Fed ammo. Read the walkthrough portion of this FAQ for info on 
how to gain the I-MOD later on in the game.

_____________________
6.11 Sniper Rifle (4)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Ammo type: Fed Ammo
Primary Refire Rate: Laughable
Primary Fire Strength: Godly
Primary Fire Accuracy: Godly
Alternate Refire Rate: n/a
Alternate Fire Strength: n/a
Alternate Fire Accuracy: n/a
Max clip: 400 (1/0)
Ammo used per reload: 30


Your basic sniper rifle; with three big problems: 1) Instead of the scope 
smoothly zooming in, it has two distinct settings; 2) the reload rate is far to
long; 3) there's only one shot per clip, which makes the reload problem even 
worse.
That said, I still like this weapon and use it a lot. Its extremely useful if
you've spotted someone hiding, but they haven't seen you yet, or if you've 
found some good cover for yourself, and you can take out targets at long range. 

_________________________
6.12 Grenade Launcher (5)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Ammo type: Fed Ammo
Primary Refire Rate: Varies
Primary Fire Strength: Varies
Primary Fire Accuracy: Varies
Alternate Refire Rate: n/a
Alternate Fire Strength: n/a
Alternate Fire Accuracy: n/a
Max clip: 400 (3/0)
Ammo used per reload: 75


Primary fire launches a grenade. The fire button can be held down to launch the
grenade further.
Alternate fire detonates the grenade. The grenade will detonate automatically 
after 10 seconds, or if it hits a destroyable object, or any person. I don't 
really like this weapon too much. The splash damage is practically 
non-existent, and there's no option for "sticky" grenades, and old favorite of 
mine from EF1. If anyone has found a good strategy for using this weapon, 
please e-mail me.

______________________
6.13 Quantum Burst (5)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Ammo type: Fed Ammo
Primary Refire Rate: Slow 
Primary Fire Strength: Very powerful
Primary Fire Accuracy: Excellent.
Alternate Refire Rate: n/a
Alternate Fire Strength: n/a
Alternate Fire Accuracy: n/a
Max clip: 400 (3/0)
Ammo used per reload: 60


I like this weapon. It's has a good amount of splash damage, it's surprisingly 
accurate, and it actually uses 5 less ammo per shot than the Grenade Launcher.
Primary fire launches a torpedo.
Secondary fire activates a blue laser mounted on the barrel. When it's 
activated, the torpedo will attempt to follow the laser. This isn't quite as 
cool as it's sounds, but it does have a few uses, most of them in single
player. 

_________________________________________________
6.14 Romulan Experimental Radiation Disruptor (5)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Ammo type: Plasma Ammo
Primary Refire Rate: Average 
Primary Fire Strength: n/a
Primary Fire Accuracy: Average
Alternate Refire Rate: Laughable
Alternate Fire Strength: Godly
Alternate Fire Accuracy: Average
Max clip: 400 (5/1)
Ammo used per reload: 100


This weapon is one hell of a powerful sucker! :D
The weapon actually looks more Cardassian in design, than Romulan, but whatever.
Primary fire is a novel idea, but not all that useful. It fires several small,
tightly grouped packets of radiation that disperse on contact with anything.
If it hits a person they will be "poisoned" and their health will slowly
degrade. Also, anyone they come near will also become poisoned with the 
radiation. If the packets hit a surface, they will contaminate it for 
approximately six seconds. Anyone (including yourself and other teammates) who 
comes near the surface will be poisoned. However the amount of damage actually 
inflicted by the radiation is small, and so primary fire isn't all that useful.
If you've found a good way to use it, please e-mail me.
Secondary fire is where this weapon really shines. It releases a HUGE ball of
radiation that will annihilate anyone and anything within several feet. However
it will cost you your full clip-- that's 100 Plasma-- so use it sparingly. 
Also, the packet moves very slowly, so don't try it against any fast-moving 
targets.

__________________
6.15 Tricorder (6)
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Nope. You don't have to cheat for it anymore. The primary fire button activates
the scan, which gives info on some surrounding people/aliens/objects. When you 
hold down the scan button while at a Tricorder-accessible panel (the kind that 
gives you the blue Tricorder icon when you hover over it), your Tricorder will 
access the panel. This will either Modulate the panel, or access a puzzle.
See the strategies section for info on puzzles.
Alternate fire switches view modes:

-Normal: Guess what this does. 
-Structural Integrity: Detects areas in walls or doors that can be damaged or 
destroyed by weapons fire.
-Trace Gas: Traces poisonous gas from certain vents
-Bio-Scan: Reveals Bio-Scanners. Some simply detect your presence and sound an
alarm, others will injure or kill you.
-Bombardment: Calls down a Phaser and Quantum Torpedo attack from the 
Enterprise.

(Note that not all of these modes are available for every level.)

Like the Phaser, there is no difference between the standard (Voyager style) 
and Enhanced Tricorders.


 __________________________________________________________________________
/                                                                           
|   7. ENEMIES                                              
\__________________________________________________________________________


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7.1: The Borg
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There is no real difference between the different types of drones (with the 
exception of the one advanced drone, of course), so I won't bother listing the 
different types here. These drones, unlike the normal kind, have the ability to
shoot. 
Your best bet is to take them out at range with the I-MOD, or another weapon 
that they have yet to adapt to. Once they have adapted, stop firing because
you'll just waste ammo. For some reason, even if the Borg have adapted to your
weapons, they can never adapt to your teammates weapons. So if you run out of
ammo, or they adapt to all your weapons (this can happen when the Borg are 
jamming your I-MOD) then just run and let your team handle it.

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7.2: Exomorphs
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All Exomorphs except the Stalker, Commander, Pendra, and Archeopendra types
will head-butt you... especially the Bashers. This will drastically injure you
so try and avoid getting hit.

IMPORTANT NOTE FOR FIGHTING ALL EXOMORPHS: Many of them, especially in level 7
use their impulse drives to fly down on you. If you shoot at them while they're
flying it only takes one shot to take them out! Use this to your advantage.

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Lurker
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Height: 85.43cm
Weight: 40.98kg


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

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Chewer
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Height: 130.65cm
Weight: 72.77kg


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

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Basher
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Height: 132.45cm
Weight: 195.98kg


These things are scary. It takes a ton of ammo to take these guys down, and 
their attack is very powerful. Don't let their size fool you either, they are 
FAST. They also have a very bad habit of knocking you around. Besides the fact
that it is very bad for your health, it almost always means certain death if
you're on a catwalk or ledge. Try and take them out from long range.

_________
Quadruped
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Height: 199.78cm
Weight: 245.65kg


These guys are nasty. They have a variety of attacks and they are very fast.
The ones you face after Mission 7 have shielding. When their blue shields are
up, they are invincible, and some types of projectile shots will actually 
bounce off their shielding and sometimes back at you! Your best bet for the 
early (shield-less) ones is to stay at a distance, keep moving, and take them 
out with the Arc Launcher or any convenient weapon. 
The later (shielded) ones are a different story however. You should still keep
running and try and stay at a distance, but you should use a non-projectile 
weapon like the Gattling Gun primary fire.

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Stalker
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Height: 154.69cm
Weight: 89.76kg


A veritable joke. They have the ability to phase shift around, and they cloak,
but for some reason the devs made them so weak to compensate for these 
abilities that they seem hardly worth it. They have a variety of blue energy 
attacks that they launch from their right arm, and some are quite powerful.
They also have the ability to attack you in hand-to hand combat. In fact one 
strategy that they seem to use quite often is to phase and shift right up 
behind you and attack at close range. The most important thing to remember is 
to never EVER stop moving. Otherwise your toast.
The Stalkers would make better enemies if they used their cloak and shift 
abilities more often, but they have an odd habit of just partially phasing, and
they leave a pale blue signature. They are still susceptible at that point, so 
hit them as hard as you can. If he does phase out, keep firing in the area were
you last saw him. There's a chance he's still there and has just cloaked.
Also, unlike most Exomorphs, he has no engine built into his exoskeleton, so 
while he's still fast, he can't ram you, or fly like the others do.

<From hendrijazz>
"It's easy to kill it using Staff. When you are close enough, freeze it and 
shoot with staff. If you are fast enough, freeze, shoot 3 times, freeze, shoot 
3 times till it's dead."

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Commander
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Height: 178.65cm
Weight: 134.20kg


Stalker + Basher + lots of steroids = Commander. :P
Luckily you'll only face two of these in the entire game. Unlike all other 
Exomorphs, they remain airborne at all times and never attack from the ground. 
Most of his shots are pretty easy to dodge, but he's pretty strong. Take him 
out with the X-Rad or the Gattling Gun while keeping your distance. The most 
important thing is to never EVER EVER get underneath him. Somehow as soon as
you get underneath him you lose more than half your health instantly. I'm not
exactly sure how he does it, but sufficive to say, you should keep your 
distance. :P

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Cruiser Turret
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Height: 90.77cm
Weight: 156.98kg


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


______
Pendra
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Height: 90.77cm
Weight: 156.98kg


Slightly bigger than the Lurkers, you only face these in the final battle with
Suldok/Archeopendra. They have a basic clawing attack, as well as a ranged 
spitting attack. They are much faster and smarter than their standard Exomorph
counterparts. Take them out with the Gattling Gun, and then focus on 
Suldok/Archeopendra.

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Archeopendra
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Height: 245.09cm
Weight: 309.99kg


Is it just me, or do his stats seem a little less than they should be? :P
Despite being the "ultimate" boss, this guy is a pushover. His only attack is 
to throw lava at you, so simply keep running and he'll rarely, if ever, hit 
you. He also released Pendra's at you, take them out before dealing with him.
Keep hitting him with the primary fire on the Gattling Gun and he goes down 
surprisingly quick.


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7.3: Brood Fiends
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The skittles of the Alpha Quadrant? 

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Brood Fiend Sibling
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Height: 87.09cm
Weight: 38.76kg


The smallest type. They come in both green and blue flavors. Previously I've 
stated that there was no difference between the types, but that's not true.

<From Dave>
"When killed, the blue ones explode, causing splash damage. the green ones just 
die. I've found it useful to target the blue ones first when they're in groups,
because they tend to kill all the green ones around them too."

They often kill themselves or each other just by jumping at you. Try and take 
out the groups with the Assault Rifle.

<From Paranoid Android>
"Or just use the Phaser. Or even harsh language!" :D


________________
Brood Fiend Male
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Height: 87.09cm
Weight: 38.76kg


For some reason these guys have the same height/weight stats as the smaller 
Fiends, despite the fact that they're obviously much larger. These are easy to 
spot because they're much larger and an orange/yellow color. They're much
tougher to beat then the little ones, but still very doable. They have an odd
tongue attack, so stay away from them and hit them hard. 

__________________
Brood Fiend Female
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Height: 87.09cm
Weight: 38.76kg


Again, they have the same stats. These are larger than the Males, and purple.
They're also harder to kill. Also, when you kill them, they drop two to four
small Siblings. They have a similar attack as the Males, but they also have a
long-range attack in which they spit three gobs of green stuff in a spread
pattern.

_________________
Brood Fiend Queen
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Height: 87.09cm
Weight: 38.76kg


Lol. She ain't 38kg's, I can tell you that. ;P
Basically a really huge female. She has a five shot spread of acid that she 
fires at you, as well as a big green chunk that explodes on impact and releases
some sort of green gas. The gas in hazardous to you, so avoid it. See the 
walkthrough for more information on beating this boss.

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7.4: Idryll
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Idryll Rebel
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(Mission 6)
Height: 143.09cm
Weight: 135.09kg

(Mission 8)
Height: 182.88cm
Weight: 72.57kg


These are the Idryll that you'll face in Mission 6 and 8. There is basically no
difference between the Idryll that you face on the Enterprise and the ones on
the planet, except that some on the planet have long-range grenade launchers.
For some reason the Idryll on the planet also have different height/weight
stats than the Enterprise ones. 

Each Idryll has an energy shield strapped to their left arm, and a pulse weapon
in their right. The shield does give them a few more hitpoints, but it doesn't
make them invulnerable. They don't use their shield while firing, so you can 
use this to your advantage. Their weapons are very powerful, but they 
themselves are quite weak, so take them out as soon as you can to minimize 
damage to yourself. 

If your up against one with an artillery launcher, take them out with the 
Sniper Rifle quickly and then run as soon as you've taken your shot. Most 
likely there are still one or two rounds in the air after the launcher goes 
down.

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7.5: Mercenaries
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All mercenaries look a little different, hair, clothes, ect. but each one fits
into a few basic categories. You also fight holographic mercenaries in Korban's
simulations. The height/weight stats are different, but the weapons are the 
same.

______________________
Human Mercenary (Male)
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Height: 182.88cm
Weight: 72.57kg


These guys all carry rifles similar to your Assault Rifle. Take them out as 
soon as you can because they will kill you in a couple shots at close range.

________________________
Human Mercenary (Female)
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Height: 154.09cm
Weight: 50.09kg


Ohh... these gals are so good-looking it seems a shame to frag 'em. ;)
Each one carries a powerful but incredibly inaccurate disruptor. Take them out 
from behind cover if you can.

__________________
Andorian Mercenary
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Height: 181.42cm
Weight: 85.51kg


At first I thought they were carrying Quantum Bursts, however on closer 
inspection they appear to have some sort of quantum grenade launcher. Still 
just as deadly, so take them out quickly. Ironically enough the Quantum Burst 
is well suited for taking them out at range! ;)

_________________
Klingon Mercenary
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Male:
Height: 185.53cm
Weight: 108.64kg

Female:
Height: 175.59cm
Weight: 89.68kg


All Klingons carry either a Daq'tagh (small knife), a Bat'Leth, or a Klingon
Disruptor. The knives are all short range, so take them out before they get 
near you. The disruptor is similar to the one used by Human Females, so take 
them out the same way-- from behind cover.

_____
Lurok
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Height: 156.23cm
Weight: 178.50kg


Lurok was once a member of the Klingon High Council, but he resigned in protest 
when the Klingons forged a temporary alliance with the Romulans during the
Dominion war. His whereabouts have been unknown, but as it turns out, he has
been running the trading post. For full info on how to beat this boss, read the
walkthrough.


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7.6: Romulans
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Romulan
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Height: 176.74cm
Weight: 79.52kg


You'll face these on the Klingon Station holodeck simulation at the Academy.
They are best taken out from behind cover. Their AI seems identical to the 
other Romulans throughout the game, but they seem weaker than the normal type. 
All of them carry a standard Disruptor pistol or Rifle.

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Romulan Soldier
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Height: 180.5cm
Weight: 104.2kg


The Romulan soldiers guarding the installation in level 10. Some carry the 
standard Romulan Disruptor Pistol, others carry the Disruptor Rifle. Both are
pretty deadly, and VERY inaccurate, so take them out quickly from a distance. 
The ones wearing snow protection are no different than the others.

____________
Operative 93
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Height: 165.40cm
Weight: 76.3kg


A Tal'Shiar agent working for the Federation, but whom it later turns out is 
working for the Empty Crown. She carries an enhanced version of the Disruptor
Rifle, and she has a stealth unit. See the walkthrough for more info.

______________________
Romulan Pistol Soldier
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Height: 165.90cm
Weight: 46.40kg


Carries a standard Romulan Disruptor Pistol. No real difference between them 
and the ones in level 10. Take them out quickly and either from a distance or
from behind cover.

______________________
Romulan Rifle Soldier
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Height: 165.90cm
Weight: 46.40kg


Distinguishable by their and helmets, and the pack they carryon their back, 
these female Romulans carry a Disruptor Rifle. No more accurate than the 
Pistol, take them out with the same strategies.

_________________
Romulan Grenadier
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Height: 165.90cm
Weight: 46.40kg


These guys are the most f***ing annoying enemy in the game. >_<
They wear helmets similar to the ones that the Rifle Soldiers wear, except it
has an orange face shield. They also wear orange shields on their right arm
and leg, so they're pretty distinguishable. They toss energy grenades which
detonate when they hit you, or after one bounce. 

Their grenades are pretty powerful, and they throw you a long distance. Try and
take them out with the Sniper Rifle at long range if you can. However some of
them are indoors, so if you meet one of them, run right up to them. They will
panic, run away from you, and try and toss a grenade. Taking them out before 
they toss the grenade is preferential. :P

______________
Romulan Sniper
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Height: 165.90cm
Weight: 46.40kg


These snipers often work in pairs, either two in a tower or on a high rock 
outcropping, or two towers on either side of a door; one in each tower. So if
you take out one, there's a good chance there's another nearby.

When dealing with them, find some cover immediately, and try to carefully 
strafe out from behind. If they're in a tower, try and take out the tower with 
bombardment from the Enterprise. Otherwise try and take them out with your 
Sniper Rifle. Don't bother with the scope, it's just to slow, just quickly run 
out, fire off a shot, and duck back in.

If you are targeted by a sniper, an odd pink dot will float around on the 
screen. If you see that dot, RUN! Quickly duck behind any nearby object or just
keep moving.

____________________________
Romulan Photon Lance Soldier
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Height: 165.90cm
Weight: 46.40kg


Before you say it, yes that thing does look like the Idryll staff. However the
similarities end at looks. Actually the weapon fire is quite similar to the 
Disruptor alternate fire. Their lance is VERY powerful and has good splash 
damage, but it takes them a few seconds to charge the shot completely. Strafe 
and take them out quickly, or take them out from long range.

__________________________
Romulan Commander (Suldok)
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Height: 183.43cm
Weight: 124.2kg


Since you never really face him head-on, there are no real strategies. All you
have to do is hit him with a couple well-timed X-Rad alternate fire blasts.
Read the walkthrough for all the info.

 __________________________________________________________________________
/                                                                           
|   8. WALKTHROUGH                                                 
\__________________________________________________________________________


NOTE: This walkthrough is based on the 'Normal' difficulty level.

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8.0 Training
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________________
Training Level 1
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Secrets: 1
Starships: 1


I don't know why I'm adding this. Probably for a sense of "completeness"... and 
there's a secret and a golden ship hidden here. :P

Anyway, wait for Tuvok to stop talking, and then run around the room a bit. Now
walk ahead into the cargo area that appears ahead. Jump over the bars and go 
into the next room. In the next room, crouch under the bars and walk through 
the doors. In the next room jump, crouch, and jump again to get through the 
bars, and then climb the ladder. Go into the next room and carefully make your 
way don the stack of crates. 

!NON-SECRET: Jump down and walk behind the crates to find a Tricorder.!

Now climb up the stack of crates near where Tuvok is standing. Go through the 
next door and crawl into the Jeffries tube. 

!SECRET: Once you get to the end of the Jeffries tube, go down the ladder. Do
NOT go all the way to the bottom though, jump off onto the first ledge and use
your Tricorder on the panel. Once you get the message "You have unlocked a 
secret door." go back to the crouching lesson room and go up the stairs to the 
right of where you came in. Go along the catwalk and crawl through the now-open
Jeffries tube. Follow the Jeffries tube until you get to the one unlocked door
and go through. Your now on the catwalk above the jumping lesson. There's a 
golden starship to your right. Grab it and jump down. Now you have to go 
through the course again... but you got the ship.!


Weird stuff:

-This is supposed to take place on Voyager, before _End Game_, however the 
interior of the cargo bays, and the console displays are obviously from the 
Enterprise-E. However you get a Voyager style Tricorder and Phaser in the third
Level, and Tuvok is wearing a Voyager style uniform. It's probably due to the 
fact that the devs didn't want to spend time modeling Voyager's cargo bays.

-The hologram of Tuvok is called "Mr. Tuvok" whereas the normal one is simply 
called "Tuvok."

-During the lesson about crouch-jumping, you don't have to crouch-jump to climb
the crates! :D

________________
Training Level 2
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Secrets: 0
Starships: 0


Make running jumps across the Klingon platforms to your right, and go through 
the door ahead. Go right and jump off the ledge. Use the health terminal on 
your right, and move on. Use the panel to the right of the locked door to 
unlock it, (not the door panel, the one farther right) and then go through the 
door and into the lift. Use the lift controls to move up to the next level. 

________________
Training Level 3
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Secrets: 0
Starships: 0


If you were a dope and didn't get the Tricorder in the first mission, Tuvok 
gives you one now. Scan the Crystal to the right of where Tuvok is standing 
(all the other crystals don't work.) Tuvok talks a bit about targets, and then
he kills the forcefield ahead. Go through and turn on your night vision. Use it
to navigate across the bridges to the other side. Walk up to the next panel and
use your Tricorder on it to open the next section. Tuvok now gives you a 
Phaser. Use it to blow out the Plasma Conduit next to the nearby forcefield to 
take it down. Scan the rocks ahead of you with the Structural Integrity 
viewmode on your Tricorder, and then take them out with your Phaser.

________________
Training Level 4
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Tuvok will give you another Phaser, and targets will start flying upwards. Take
out four of them to complete this portion of the training. Do the same with the
Comp. Rifle and your done. :)

_______________________
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8.1 Mission 1: End Game
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<General tips from Paranoid Android>
"OK, I just finished the Borg Sphere mission on Hard difficulty. I have some 
comments on your FAQ. 

1. As in the TV series, the Borg will eventually adapt to your weapons (you 
will have a few shots before they do this). The only exception is the I-Mod, 
but this weapon is useless for part of this mission as the Borg have a way of 
jamming it.

2. You are not alone. You can use your teammates (Chang, Chell and Telsia) to 
your advantage. Note two things about them. First, although the Borg will adapt
to YOUR Phaser and compression rifle, they will NEVER adapt to the compression 
rifles of other Hazard Team members on this mission. Second, for all intents 
and purposes, your teammates are invulnerable in this mission except in two 
particular situations in which they are in danger of being assimilated (Chang) 
or captured (Telsia).

3. Because of 2, this means that you can run away from advancing Borg and let 
your team mates do the fighting if necessary - a useful strategy for wimps or 
if you are running low on health/shields or ammo. A general tactic is to avoid 
shooting Borg if at all possible (there is, however, one Borg in this mission 
that you MUST shoot) at least until you can restore the effectiveness of the 
I-Mod. Remember that the Borg only walk, so you can generally outrun them.

4. Be on the lookout for the things you SHOULD shoot in this mission:
(i) Borg Distribution Nodes (these have a small blue panel on them) - by 
destroying one of these, you will shut down all the Borg in the immediate 
vicinity.
(ii) Borg Power Couplings (green) - by shooting one of these you disable nearby
green forcefields.
(iii) Borg Plasma Conduits (red) - the main reason for destroying these is that
you will also tear a hole in the wall underneath them through which you can 
crawl to find Distribution Nodes and Power Couplings.
Be careful about shooting (ii) and (iii) when there are Drones around. They 
will attack, and on harder difficulty levels you can die very quickly.

5. Pay attention to what it says when you press and hold your mission 
objectives key (default: TAB):
(i) Yellow force fields can be disabled by modulating them with your Tricorder 
(select the Tricorder and then press and hold FIRE until the modulation is 
complete).
(ii) Green force fields can be disabled by destroying the power source (see 4).
(iii) Blue force fields cannot be disabled. Don't waste your time trying to get
around them!

6. Lifts sometimes don't operate until all the Borg in the area are 
deactivated. If you step on a lift and it doesn't work, search the area and 
make sure you have destroyed its Distribution Node."


____________________
Borg Sphere Level 1a
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Secrets: 0
Starships: 1


Why am I getting Jedi Knight flashbacks? :D
Your team was split up during transport, so you'll have to find them.
Walk straight ahead into the open area, use your Phaser and take out the 
Disnode on the wall to your right, then take out the green Power Coupling to 
your left. Move on through the downed forcefield to your left and get on the 
lift. There's a short and very pointless cutscene of you and Chang riding down
the lift, and go straight ahead. Go left to find Chell stuck behind a 
forcefield, but don't let him out just yet. Turn around and get out your 
Phaser. Take out the Plasma Conduit on the wall, and then QUICKLY duck into the
hole below and shoot out the Disnode on the wall inside. This will shut down 
the drones. Don't worry about the drones attacking Chang, he can take care of 
himself until you shut them down. Now go over to Chell and use your Tricorder 
on the panel next to the forcefield to shut it down.

Go through the downed forcefield into the room where Chell was trapped, and 
blow out the Plasma Conduit ahead to your left. Crawl through the hole below 
and into the small room. 

!SECRET: Use the Structural scan on your Tricorder to find a small crack high 
in the right wall. Blow it open with your Phaser to yield a golden starship.!

Jump down and go left into the next hole. Crawl through till you find a Power 
Coupling. Blow it out to take down the next forcefield. Go through the downed
forcefield, down the corridor, and through the door to load the next level.

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Borg Sphere Level 1b
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Secrets: 1
Starships: 2


Watch the cutscene of the team finding Voyager, and the Borg capturing Chang.
As soon as the cutscene is over the Borg start jamming your I-MOD's with some
kind of field, so quickly swap for your Phaser and take out the drones heading 
for you. 

Just a small note: Chang would have been taken to an assimilation chamber, not 
a maturation chamber. Maturation chambers are where assimilated infants and 
children are kept until they are mature enough to become useful drones. Chang
is obviously old enough to become a fully functional drone, so the Borg would 
simply assimilate him outright. :P

Anyway, blow out the Plasma Conduit on the wall to your left, crawl through the
hole (stop me if you've heard this one before... :P) and take out the Disnode 
and Power Coupling inside. Once you get back to the main room, go to the left
and down the corridor. Ignore the drone. Somehow, despite the fact that you 
killed quite a few of his buddies, he doesn't view you as a threat. :P

Continue down the corridor and use the health and ammo terminals at the end. Go
left and take down the forcefield with your Tricorder. In the next room Chell 
says he has to stay behind and operate the lift ala the Etherian forcefield 
from the original Voyager - Elite Force. :D

After the lift reaches the bottom, there's a cutscene where you find the 
partially assimilated Chang. You're now timed so work quickly. Get out your 
Phaser and blow out the Plasma Conduit to your right. Ignore the attacking 
drones and quickly duck into the hole. Crawl through and blow out the Power 
Coupling for the forcefield. Quickly crawl back and ignore the attacking drones
and head right for the one assimilating Chang. Take him out and Chang will be 
beamed back to Voyager. Now take out the rest of the drones. (Leave the 
regenerating one.) Your Phaser is good for taking out about two more drones, 
but once they start adapting then switch to the Comp. Rifle.

<From Paranoid Android>
"Even on Hard, you don't really need to kill any of the Borg Drones here! Not 
even the one next to Chang. Just approach Chang and you will automatically 
contact Tuvok and ask him to beam Chang back to Voyager. Once this was done, I 
just ran away from the Drones! Well, OK, maybe I shot one or two of them!"

<From TomT64>
"Also, I should mention it's a lot easier to just blow out the secret wall 
in the corridor, blow out the disnode, and then proceed to destroy the 
power coupling, then go to Chang.  There's plenty of time for this as 
long as you're running, and you won't run the risk of losing fire power.  
Of course the time could be less on hard mode, but I am not sure of that."

Go back to the main room and go into the right corridor. 

!SECRET: Scan the left wall of the corridor to reveal a weakness that can be 
blown open with your Phaser to find a Disnode and a golden starship.!

If you take out the Disnode in the secret mentioned above, all the drones in
the area will shut down, including the drone working on Chang. However the 
timer keeps going until you walk up to him. You can destroy this Disnode before
rescuing Chang if you think you have enough time to get back to him before the
time is up. It will save you ammo. ;)

Go left down the corridor and SAVE! Carefully jump across the pipes without 
touching the blue forcefield below. 

<From TomT64>
!SECRET: As you get ready to make your first jump, notice that there's a wide
pipe to your left that extends straight ahead of you, and then curves left.
Jump down onto it and turn around. Crouch and crawl underneath the catwalk you 
were just on. There's a small alcove off to the right with the Starship in it.
You'll probably need night vision to see because it's very dark.!

Once you get across the pipes, go left and take down the forcefield. Blow out 
the Power Coupling with your Phaser, and Chell will tell you that that took 
down the forcefield above. Jump across the pipes once again and go back to the 
lift. As your riding back up, Tuvok will tell you that Chang is safe and he 
then orders you to find Telsia. Go through the downed green forcefield ahead of
you and the level will end.

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Borg Sphere Level 1c
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Secrets: 0
Starships: 0


From where you start, follow the corridor and avoid the drones. Once you find 
Telsia a forcefield goes up and drones start attacking her. A timer starts 
again, so get a move on. Ignore the drones and run left, right, and left again 
through the blue passageway. Run through and into the open room and take out 
the Plasma Conduit ahead. Go ahead and take out the Disnode on the right wall.
This will take down all the drones, but you still have to Rescue Telsia. Go 
back to the Plasma Conduit you blew out and crawl through the hole in the wall.
Take out the Power Coupling an go back to the main room. 

A cutscene kicks in. Take out the Power Coupling to the left of the door, and 
then go back the way you came. Once you get to the end of the blue passageway,
go right and take out the two drones that beam in. About now the Comp. Rifle 
primary fire will stop being effective, so switch to the alternate fire. (See 
the weapons section for more info.)

Go through the next door and take out the drone at the far end of the corridor.

<From TomT64>
"I DON'T take him out to preserve firepower.  I go around him and up the 
lift, then immediately take out the disnode on the right when I enter the 
room with the three drones.  Also by this point the Borg have only 
adapted to my phaser normal fire.

On the right path after that I can take out the disnode before the drones 
wake up with my phaser."

Continue down the corridor and take the lift up. Kill the next three drones and
keep going. Kill the regenerating drone at the end of the corridor, and move
on.

The next room splits into two sections. Go right and quickly take out the 
Disnode on the right wall with your Phaser before the drones kill you. Then 
take out the Power Coupling next to the Disnode and use the health terminal in
between them. Go around to the left side and use the ammo terminal. Go around
where the two paths meet up again, and go down the corridor and get on the lift
to end the level.

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Borg Sphere Level 2a
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Secrets: 0
Starships: 0


Run as fast as you can towards the forcefield ahead. Take it down with your 
Tricorder and run to the right. Take out the Plasma Conduit and your I-MOD will
work again. The drones will also all collapse. Now head right along the catwalk
and go through the door. Ahead is a large room. Take out the drones that beam
in with the I-MOD and then head right. There's a health terminal in a small 
room to the right of the main area. Use it and then go out the door to the left
of were you came in. That was quick wasn't it? :P

____________________
Borg Sphere Level 2c
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Secrets: 0
Starships: 0


C!? Did I miss a level or something? o_O
Ah, well. As soon as you get through the door, take a few steps back and blow
the Plasma Conduit to your right. Chell starts complaining, but Telsia shuts 
him up. :P

Go into the room, kill the drones that beam in, and take the lift down to the
lower level. Go into the next room and quickly run down the corridor and take 
out the Disnode on your left. Then go back and take out the Power Coupling
behind you. Keep going down the corridor and taking out the drones that beam 
in. Go into the room on the right and Chell will try and shut down the 
generator. He needs some help, so go up to the console ahead of you and use 
your Tricorder on it. Your first waveform puzzle. See the puzzles section for
more info.

Once you shut it down the Generator self-destructs. Keep going down the 
corridor and killing the drones until the level ends.

____________________
Borg Sphere Level 2b
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Secrets: 0
Starships: 0


B again? Well that explains it... sort of... _
Take out the Power Coupling in the next room, and use the health terminal.
Go right and take out the generator the same way you did the first. Head back 
to the large room and take out the drones that beam in along the way. Use the
health terminal again and head straight ahead through the door.

Go through the large core area and through the next door. Take out the drones,
go left and use the ammo terminal. Then go right down the corridor. Take out
the Power Coupling at the end and then go back and go into the generator room.
This one's the same as the others, so do the puzzle and take it out.

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Borg Boss Level
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Secrets: 0
Starships: 0


Of all the f***ing places Tuvok!!! 
Quickly get out your Tricorder and duck behind one of the yellow forcefields.
Modulate the control to shut down the forcefield around the Disnode, and then 
take it out with the Phaser. This TEMPORARILY freezes the drone, so hit him 
hard and fast, preferably with the Comp. Rifle alt fire. After he loses half 
his health he starts beaming around the room ala One (from the Voyager episode 
"One"). On Normal and harder difficulties he also beams to the upper level, 
however this just serves to make him an easier target. 

<From Paranoid Android>
"If "strength is irrelevant", why bother developing this guy? Doesn't really 
make sense to me! Anyway, I got into a firefight with him (I think he's a 
Nausican on steroids) when I played on Normal. When I played on Hard, however,
I used the following trick from the OSG. With this trick, it is possible to 
take out the ABD in just a few shots.

You mention taking out one of the disnodes by modulating the forcefield next to
it and then zapping it! The trick here is to keep doing this. After you have 
shot the disnode, the ABD is rendered powerless for ten seconds. This gives you
time to hit him five times with the Alt fire of your compression rifle - the 
most powerful thing in your arsenal at this point. The disnode will repair 
itself after forty seconds. Note that you can permanently disable all three 
disnodes by hitting the last one before the first one has had the chance to 
repair itself (i.e. within forty seconds). If you do this, the ABD cannot adapt
to your compression rifle (that's what the disnodes are there for). However, 
the trick is not to do this. Instead, disable one, get in your five free shots 
with your compression rifle secondary fire, then move to the next one and 
repeat. By destroying all the disnodes, you are giving up the opportunity to 
temporarily disable the ABD and so you give up the chance of getting in all 
those free hits with the compression rifle. Yes, you can still kill him with 
your I-Mod, but this takes longer and requires more dodging and moving around 
(he will, as you mention, eventually move to the upper level). With the 
compression rifle, you can get 3 times 5 alt fire hits by doing it my way and 
kill him much quicker. All you need to worry about is dodging his attacks 
(relatively easy - see below) and healing yourself if necessary in between 
disabling disnodes and shooting him. 

The ABD fights in several phases. Each time your attacks lower his health to a 
certain level, this triggers a cutscene where he changes his attacks. In the 
first phase, he fires green energy blasts at you (three at a time), which are 
easy to dodge. He also fires a laser across the room. Either back away or 
crouch under it. Finally, he likes to run up close and let his fists do the 
talking. Again, you can dodge these attacks. In his second phase, the ABD adds 
a powerful bouncing energy sphere blast. In the third phase, he transports up 
to the balcony and hurls his three-bolt blast from up there while transporting 
around. If you can temporarily disable him in the way I suggested, this should 
not prove a problem at all.

BTW I don't think much of Munroe's witty one-liner at the end of this fight: 
"Assimilation is irrelevant!" Is it? Then, why are we trying to stop them from 
assimilating Voyager? I prefer "Assimilate This!" (Worf from Star Trek: First 
Contact). Now that's a witty one-liner!"


Once he's down, you'll be beamed back and the mission will end. A rather long 
cutscene then ensues... "Precisely" :P

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8.2 Mission 2: Reassignment
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_________________________
Starfleet Academy Level 1
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Since when is Chang such a violent person?
Ah, well. Losing your job can be tough. :P

After the Hazard Team discusses what to do, go left down the hallway and get in
the turbolift to meet your "visitor."

!NON-SECRET Walk left. On the far wall is a door marked "Maintenance." 
Go inside to find Starfleet's janitor closet.!

Also, why would a Warp Theorist be doing a secretarial job? 
Go right and walk up to the clear doors to meet with Tuvok. After the cutscene,
you get called to the Headmasters office, so go out the doors opposite the 
front desk and walk either way. Head out into the garden (yes, you can scan the 
fish) You can hang around the garden a bit and listen to people talking, or 
scan fish, or just admire the fine job the modelers did. Once you're done, head 
for the tall building on the left. Go in and use the Turbolift straight ahead.

Two Cadets are talking about telepathy. You can listen to them or just walk to
the Headmasters office at the end of the hall on the right. Get your assignment
and then Telsia asks you to come to the courtyard and talk. Go back to the 
garden. Telsia is standing on one of the small pathways that go over the pond 
in the center of the garden. Go up to her and press the Use key to talk to her.

You get three dialog options:


-> "I wont let you throw your career away for me."
-> "It won't work. We both need Starfleet or we'll go stir-crazy"
-> "Look Telsia, we've had some fun, but now it's over."


Option 1: She yells at you and storms off.
Option 2: She agrees and you get a hug out of the whole thing. :P
Option 3: She gives you a blank stare.

Obviously #2 is the best if you want to pursue a relationship with Telsia, but
I don't know how the others affect the outcome of the game. I guess more 
experimenting is in order. If anyone has played through the game and selected 
each one and knows how/if it this affects the ending, please e-mail me. ;)

<From Jawlog>
"In "Starfleet Academy Level 1" I selected the "I wont let you
throw your career away for me." option. She was pissed and I decided it was
"that time of the month" :-)
The ending was fine though - hugs and kisses."

_________________________
Starfleet Academy Level 2
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Secrets: 0
Starships: 0


Two years later...

Ride up the lift and quickly duck behind the large pipe on your left. Take out 
the three Romulans attacking you, and move down the corridor. Korban tells you
to cover him while he opens the door. Duck behind the crate to the right of 
where he's standing, and take out the Romulans that beam in. The Comp. Rifle 
alt fire can get them in groups if you use it right.

The door isn't working, so go back to where you started and Korban will open 
the service ducts. Crawl in and the game will save automatically. Walk as close
as you can to the flame-jets without getting burned, and wait for them to die
down, then quickly run through. The last two are angled in such a way that you
also need to strafe to the side as well as run forward. Once you make it past,
crawl through the ducts and take a left out the access panel. 

Go into the barracks and use the ammo terminal ahead of you, then use your 
Tricorder on the damaged door panel to your left. The pipe puzzle is 
ludicrously easy; just turn the two misaligned pipes to get the power flowing 
to the door.

Here's a picture of the completed puzzle:
http://mrdefender.eliteforce.com/graphs/puzzles/m2_puzzle01.JPG

Once you do that, Korban will come through and a ton of Romulans will beam in.
Kill them all and go to the upper level. Use the health terminal before more 
Romulans beam in.

Get in the lift and Korban will access the panel. Once you get to the bottom 
take out the Romulans and Korban will open the next door. Grab the Bat'Leth
in the middle of the room, and start slicin' and dicin' up the incoming 
Romulans. Read the weapons section for more info on using the Bat'Leth. 

Once you kill them all, the Holodeck program ends. Go out the door and the next
cutscene starts.

_____________________________
Information Gathering Mission
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Secrets: 0
Starships: 0


For some reason all the levels you spend on board the Enterprise-E are called 
that. I don't know why... _

Once the cutscene ends, go right out of the transporter room and head for the
Armory. It's the first door on your left. Apparently Korban didn't only take
the place of Biessman, he's also doing Oviedo's job. ;P
(For those of you who never played the first Elite Force, Oviedo was the weapon
technician. ;))
<Thanks to Paranoid Android for pointing that out>

Korban tells you about the new shotgu...er "Federation Assault Rifle" and tells
you he's loaded up a new training program. Go into the holodeck to your right 
and grab the rifle in the middle of the room.

The training program is pretty easy. Try to take out the Holographic 
mercenaries at long range with the alternate fire.

Probably the funniest moment in the game (at least for me) was when I talked to
Derek Russel. He's wandering around the corridors when you come out of the 
Armory. His first line of dialog is: "Haven't seen you before..." I could have 
sworn he was about to say: "I work for the... Liberty Navy. We don't really run
this place... but we have an understanding with those who do."

Trust me, if you've ever Played Freelancer you'll laugh your ass off at that. 
;)

Anyway, get in the Turbolift and go to Hazard Ops. 

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Hang a left out of the Turbolift, another left, and go in the first door on 
your right. You can look at the lockers, or head straight for Hazard Ops.
Near the back of the room Tuvok and Chang are having a conversation about 
Jurot. Go up front and talk to Chell. 

(From Bershe)
"Hey, one major thing I found was that after the Borg mission the Vulcan chick 
has an I-MOD in her locker. You can get the code through trial-and-error, and 
from then on you have a free gun! (you can't use it except during combat 
missions though)"

Two things though:
1) She's Betazed, not Vulcan. :P
2) Go through the door to the left of the viewscreen. On the table to the left
of the door is a Padd with Jurot's picture and the number 746 on it. That's
her locker combo. :D

The I-MOD isn't all that useful later on in the missions, but it's ok at short 
range for certain stuff.

The Hazards Ops office also contains some pictures of babies on the shelf. 
Go back to the Hazard Team locker room and chat with Jurot. Picard then calls
you to the bridge, so head back to the Turbolift.


Weird stuff:

-Derek Russel is the Assistant Counselor, yet he's working on debugging the 
Hazard Ops systems.

-To the right of where Jurot is working in the Hazard Team locker room, is an 
LCARS picture of the Milky Way galaxy remarkably similar to the one in the main 
menu of the first Elite Force.

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Walk out onto the bridge and a cutscene will start, ending the mission.


Weird stuff:

-Picard didn't even give a thought to the fact that the Dallas Captain ordered 
all ships to stay away. He just flew right into the thick of things. :P

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8.3 Mission 3: Derelict
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Dallas Level 1a
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 3
Starships: 3


You start out in a cargo bay with very low gravity. Turn around and head for
the flashing red light in the far right corner of the room. You'll have to jump
over a few crates and shelves to get there. Use your Tricorder on the Cargo 
Door Control Grid panel, and solve the pipe puzzle. It's pretty simple, yellow
is already done, all you have to do is route the blue around the short.

Picture here:
http://mrdefender.eliteforce.com/graphs/puzzles/m3_puzzle01.JPG

That opens the doors out into the Shuttle bay. 

!SECRET: In the center of the room behind where you start is a pile of crates. 
Climb up on top of the crates, and then use structural scan on your Tricorder.
One of the walls will show up a weakened starburst pattern. Jump across to the
catwalk and blow open the wall to find a golden ship and some armor.!

Go out into the shuttle bay.

!SECRET: Walk to the back of the shuttle and while standing directly behind 
it, press the 'Use' key. The shuttle doors will open revealing a starship 
inside. BTW, is it just me or is this shuttle grossly undersized compared to 
the others in the game? :P 

Walk up to the door on your right. Of course they're also malfunctioning, so 
go out the door across the Shuttle bay to find another cargo area. Mysterious 
sighting number one. :P

There's a Jefferies tube across from where you came in, but it's been damaged. 
Access the Manual Door Release on the left and crank it open. It takes a few
cranks to open it all the way (about four). 

Bug: Make SURE you've cranked it open all the way. Hold down the 'Use' key till
the handle stops going up and down. There's a bug where the door will look 
open, but there are still two small corners of it on the sides so the game 
thinks it's still closed and won't let you in.

Once you get it open, crawl in and take the first right. Open the next door... 
Sighting number two, notice the tail?

<From Paranoid Android>
"It is rather dark in here. Now is a good time to use the Night Vision mode. By
the way, if you stay in the Jeffries Tube just by the exit here you can watch 
the tail dangling. It won't disappear until you exit the Jefferies Tube. You 
can shoot the tail from inside the tube, but the creature appears to be 
invulnerable!"

Save here!!!
Climb up the ladder on the left onto the next level. From here, take advantage 
of the low gravity and jump across the gap onto the other side. Access the next
Jeffries tube manually and crawl through and climb down the ladder at the end.
Use the Gravity Control Access panel ahead of you, and then use the control
itself. Once again the yellow is done for you, so reroute the blue and your 
done. 

Picture: 
http://mrdefender.eliteforce.com/graphs/puzzles/m3_puzzle02.JPG

This restores gravity, but the Shuttle bay doors are still locked. Go back the 
way you came. When you get to the large gap that you jumped across earlier, a 
Turbolift will fall down. Jump on top of it, and then use the ladder on the 
wall to climb up to the next level. Go through the Jeffries tube on your left 
and crawl across the catwalk. If you turn up the volume your team is having a 
very funny conversation below. ;)

<Franklin> "Why does your team leader go off on scouting missions? Isn't he to
valuable to risk?"

<Chell> "Don't ask."

Keep crawling through the Jeffries tubes until you get to another ladder. 

!SECRET: This one's a bit odd. Climb down the ladder just a bit, (do NOT climb 
down all the way or you'll fall!!!). Then climb back up and go into the 
Jefferies tube you just came out of. One of the wall panels will be open, and 
there will be a golden ship inside.!

Climb down the ladder all the way, and use your Tricorder on the panel behind 
and to your right to manually override the Shuttle bay doors. 

Here is a picture:
http://mrdefender.eliteforce.com/graphs/puzzles/m3_puzzle03.JPG

Once that's done the rest of your team will come through. Use the door panel 
near where you dropped down into this room to end the level.

_______________
Dallas Level 1b
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Secrets: 2
Starships: 3


Go out into the main corridor. There's a map ahead of you that gives the basic 
layout of this deck. An explosion to your right that blocks your path, so go 
left. Mysterious sighting number three. 
Go through the door on the left into the Lounge. The aliens momentarily 
converge on you, but then they run. However one of them damaged the door 
leading out of the Lounge, so take it down with your Phaser and move back into 
the corridor. Go left and you'll reach Main Engineering. It's locked, however, 
so go right into the service door.

!SECRET: There's a ladder inside the service door. Climb up to the hatch above 
you and press the 'Use' key. The hatch will open revealing another golden 
ship.! 

Climb down the ladder until you reach the bottom. Crawl through the next 
Jefferies tubes.... Sighting number four. 
Keep crawling until you reach another ladder. Climb up and out into the 
corridor.

!SECRET: Blow out the door behind you to find a secret area with another 
Starship.!

Go out to the main corridor and take a left. Sighting number five. :P
Follow the corridor and go into the Lounge on the right. Go through the Lounge
and back out into the corridor. Once you do, all the lighting in the section 
will shut down. Now it's super spooky! :P

Keep walking and about four creatures will drop down on you. They're not hiding 
anymore. Take the out with the Adv. Compression Rifle's primary fire, and then 
head for Main Engineering to link up with your team. However the door is locked
and your team is under attack. 

!SECRET: Turn on night vision and go over to the Warp core. On either side are
ladders leading to the upper level. Climb up and walk around behind the core to 
find another starship. You must do this BEFORE you finish the Tricorder puzzle 
and free the team!! 

Go over to the Main Engineering console (the big table-like thing to your 
right). This puzzle is a bit of a challenge, but despite Chell's yelling at you
the Hazard Team isn't in any real danger, and your not timed.

This puzzle is pretty difficult, Here's a picture: 
http://mrdefender.eliteforce.com/graphs/puzzles/m3_puzzle04.JPG

After you get them out a cutscene kicks in and you have a new objective. The 
power's back on, so you can at least see what's going on. Exit Engineering to
the left and go towards the Turbolift. It doesn't have power, so go through the
Service door on your right and head down the ladder. Open the Power terminal 
with the panel, and then use your Tricorder to get the power flowing again.

Picture:
http://mrdefender.eliteforce.com/graphs/puzzles/m3_puzzle05.JPG

Go back to the Turbolift and use the control panel on the wall to end the 
level.

______________
Dallas Level 2
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 1
Starships: 3


Franklin leads the way to the bridge, so follow him. However he gets grabbed by
an Exomorph, so you'll have to go on without him. The explosion blocked the
corridor he was heading down, so you'll have to find another way. 

(IMPORTANT NOTE: This next section can be done two different ways. Read down a
bit to find the alternate route.

Option 1: <From Paranoid Android>
"I did this part a bit differently because I lowered the forcefield in the 
corridor first. I think you are meant to lower the forcefield here and get to 
the Transporter Room only to discover that it is blocked by another forcefield!
It is probably quicker to do it your way, but doing it my way makes more sense 
from the point of view of the story (e.g. you need to discover that there is a 
forcefield here). Here's what I did:

At the intersection where Franklin turned left, go straight ahead. Use the 
energy recharge station in the room on your first right if needed. Continue 
forward and you will come to a blue forcefield (FF). At the FF duck into the 
little hole on the right where you see the body being dragged. This takes you 
into a crew quarters. Take the other hole back into the corridor. Use the FF 
control panel here to disable this FF. Continue along the corridor.

Go through the door at the end and turn left. The room at the end is the 
Transporter Room (TR) but it is blocked by another FF. Your teammates speculate
about why the TR is blocked by a FF, since the aliens don't seem intelligent 
enough to do this.

Head back to where you accessed the FF control panel and take the first left. 

Both ways (yours and mine) are acceptable. Yours is quicker (you miss out the 
first trip to the TR) but mine has the advantage that it is more consistent 
with the story (i.e. you encounter the mystery of the blocked TR and this makes
you think why it might be blocked)."

You're right about your version being more in line with the story, but either 
way will get you through the mission. There really is no advantage either way 
you do it. - Asdfga3

Option 2: <what originally appeared in the first version of this FAQ>
After Franklin is killed go through the blown-in door and head down the 
corridor. Go into the Lounge on your right and use the ammo terminal on the 
wall. 

Keep going and take a right when you hit the forcefield. Take out the creatures
that drop down, and go either way. 

No matter which way you choose, to go, you'll end up here:
Both ways onto the Bridge are blocked, so go through the Service door on the 
RIGHT side (it's the one opposite the door blocked by a forcefield). Climb down
the ladder.

(Note: If your not collecting secret items, then it doesn't matter which 
Service door you go through because both end up at the Bridge.)

!SECRET: Halfway down the ladder there's a level with two locked (red) 
Jefferies tube hatches, and one locked Service door. Walk up to each Jefferies
hatch and press the 'Use' key. Then try to open the locked Service door. It 
should open revealing more shielding and another starship.!

Go back out and climb all the way down the ladder. Go into the Jefferies tube.
Go straight ahead (ignore the right turn) and go up the ladder into the Lounge.

Blow open the door to the bridge and walk up to the panel behind the Captains 
chair. A cutscene will start. 

!SECRET: After the cutscene, looks across from where you entered the bridge 
There should be another damaged door. Blow it open and go into the lounge to 
find another starship.!

You now have to get to the Transporter room. Head out of the Bridge and follow 
the corridor. Take the first right and then go right again. 

(Note: If you took the second option above read this, otherwise skip down a 
paragraph.)
A forcefield is blocking your path, but the creatures have chewed a hole in the
wall to the right of the forcefield. Crawl through it into the crew quarters. 
There's another hole to your left. Crawl through and use the forcefield 
controls in front of you. That drops the forcefields, so move on.

(Continuing no matter what you did before...)
Go straight ahead and through the unmarked door. Go left to avoid the flames, 
and go into the Transporter room. 

!SECRET: This is another weird one. Walk onto the transporter pad and walk onto
each of the white circles. Then walk over to the main transporter control panel
and you'll see a golden ship. However this one starts to slide away from you as
soon as you come near it! As soon as the ship gets to the door it stops, so 
grab it.!

Use the ammo and health terminals on the wall to the left of the door and then 
use the transporter control panel. Enjoy the cutscene. :)

So it really does run in the family, eh? ;)
Your now timed, so hurry. Quickly run out the door and take a right. Open the 
door and kill the creatures then run down the corridor. Keep taking out the 
creatures until an explosion blocks your path. Turn around and go through the
door to your left. Run through the hole in the wall and go out the door on your
left. Go left quickly and run along the corridor. Ignore the Service door on 
your right and head straight. Take out the remaining creatures and run onto the
bridge.

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Head out onto the bridge. You can bother Picard in his Ready Room, or just head
into the Turbolift.

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 1
Starships: 1

Go right out of the Turbolift and right again down the corridor.
Two officers are talking about the Dallas in the corridor ahead of you. You can
listen in on them. BTW, "GPS" conduits? It's EPS smarty. :P

!SECRET part 1: Go ALL the way down the corridor to the end, and go into the 
cargo bay. There's a Phase Converter leaning up against the shelf ahead of you.
Walk up to it and press 'Use' to pick it up. Keep reading for the next step.!

Go back and use either of the two doors along the corridor to get into the
smalls rooms outside the shuttle bay. Gah! My framerate! :O

!NON-SECRET: When you enter the small room before the shuttle bay, look off to 
the side (right side if you enter the first room, left side if you enter the 
second) to see a small console in the wall with a picture of the NX-01 
Enterprise on it.! :D

Exit the small room through either of the doors, and take either one of the 
lifts, or one of the ladders down. 

!NON-SECRET: You can use the three panels on the main floor of the shuttle bay 
to open and close the three main shuttle bay doors. Pointless really, but kinda
cool.! :P

!SECRET part 2: There's another shuttle next to the one Chell is working at. 
Notice where he's standing in relation to the shuttle, but don't talk up to him
yet. Walk over to the shuttle on the nearby pad and stand next to the nacelle
about where Chell is standing. Press the 'Use' key and a panel should open.
It may take a couple tries to find the panel. Once you get it open, you'll see
a damaged Phase Converter. Press the 'Use' key while standing in front of it to
replace it with the Converter you found in the cargo bay. Now walk around to 
the rear of the shuttle and it will open. Go inside to find golden starship.!

Go over and talk to Chell. BTW, notice the Scotty joke here? ;)
Apparently there's something wrong with the Shuttle, so go inside one of the 
doors, then go through the tiny hallway and into the main cockpit area. Use 
your Tricorder on the panel to the left (it's the one blinking red) and solve 
the Waveform puzzle. Then go back out of the shuttle and a cutscene will start,
ending the level.

_____________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
8.4 Mission 4: Demise
_____________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

__________________________
Attrexian Station Level 1a
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 3
Starships: 6


All the people who played the demo will know this like the back of their hand,
but there are some small differences.


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

It seems that there are significantly less creatures here than in the demo.

!SECRET: Ahead and to the right of where you start is a locked door. Blow it
open to find ammo and health terminals, and a panel to shut off the flame-jets
above. It is often advantageous to blow open this room before killing all the
creatures if you notice you're running low on health or ammo.!


<From esdras>
"On the level where you are dropped off on the Attrexian station, someone once 
mentioned making a dash for the secret room where you get the health and ammo 
and shut off the vents. They said that it is a good place to take out the 
Exomorphs. It does work, but I got more beat up doing that than what is my 
suggestion.

There is a large crate on the far left side (looking out to space) of the 
landing bay force field. That crate is just beside where you go to jump up to 
the upper catwalk.

When the level starts, make a dash towards that crate and run around it and 
tuck yourself into the small corner it creates. You should now be against the 
outside wall to space and through a small crack be able to see the landing bay 
forcefield.

From here, you can make the Exomorphs come to you. strafe right every once in a
while and a group of Exos start running towards you. You have plenty of time to
peg them off.

After killing all the ones who will run towards you, there are a few (3 or 4 I 
think) that are left who are more stationary and shoot the acid. However, that 
small number is easily disposed of. 

Using this tactic, I have been able to clear out all Exos without losing a 
single point of health.

Just to note that I have only tried this on easy and normal. I don't know if 
the tactic would work at higher difficulty."

<Paranoid Android informed me that this does work on the 'Hard' difficulty>


After you've killed all the creatures, go inside the secret area and stock up 
on whatever health and ammo remain, then use your Tricorder on the panel on the
right wall. Use the boxes in the corner to jump up on the catwalk above, then 
carefully walk along the non-busted parts. Some of the grates will fall as you 
walk, so be careful!.

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

Several more creatures will come down on you after you walk around the corner 
on the catwalk, but if you don't move forward, and just use the Compression 
Rifle to take them out as they run towards you, they shouldn't be a problem.
The amount of creatures here has also been reduced considerably from the demo.
Go through the doors to your right, then go through the next door and around 
the mine cart. Equip your Compression Rifle before going around the corner.

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

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

Picture:
http://mrdefender.eliteforce.com/graphs/puzzles/m4_puzzle01.JPG

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

Go down the hall towards the door at the end. Once you get close, one of the 
larger creatures will blast through the door and attack you. Your best bet is 
to hit him with the Assault Rifle alt fire. Go into the room and climb up the 
ladder. Use the ammo on the wall. Go down the next hall and kill the creature 
that drops down on you. 

Go down the hall to the next door and carefully open it. Once you do, several 
more creatures will attack you. Use the Assault Rifle alt on them then duck 
back around the corner. After they're dead walk over to the two Attrexians
hiding behind the crates, and watch the cutscene.

Avak'Stas will head off with you for the weapons locker. While he work at the 
control panel for the door, four small Exomorphs will bust through the wall. 
Hit them with the Assault Rifle and they should go down pretty quick. Go into 
the next room, and walk forward just enough till a huge creature breaks through
the wall. After the

DO NOT MOVE FORWARD! Dodge it's acid shots (about three of them) and it will 
get sucked out into space. Wait a bit more and several aliens will come from 
ahead of you and to your right and they'll all get sucked out. Now equip your 
Assault Rifle and run around the corner sticking close to the wall that 
Avak'Stas hanging into. Go into the glassed-in control room and use the control
panel to your right, the one that's directly under the window looking out at 
the hull breach. Quickly spin around and blast the aliens that come in the door
behind you, and then use the health and ammo terminals on the wall. Run down 
the hall and help Avak kill the rest of the aliens.


For those of you who read my demo FAQ, you'll remember my brother's tip on how 
you could jump up on crates and that would keep Avak from coming out of the 
locker. However I've only been able to get this to work on the easy difficulty
level. Here is the strategy if you're playing on Easy:

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

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

Once you've killed all of them, jump down and go into the locker to pick up the
Attrexian Arc Gun in the weapons locker, and use the health terminal on the 
wall."

<Paranoid Android adds>
"I managed to get this to work for me on Normal, but had no luck on Hard. 
Instead, I suggest that you take cover behind the crates to your immediate left
as you enter the room. This will give you some shielding against the first few 
waves of Lurkers and Chewers, but you will eventually need to come out again to
get the Arc Launcher weapon (not necessarily when Avak'Stas tells you to)."

However since this FAQ is mainly applicable to the 'Normal' difficulty setting, 
then here's what you need to do:

Use the Assault Rifle. Stay close to Avak and the aliens will leave him alone 
for the most part. Once the door on your left opens, take out the two big ones
as quickly as you can. Once Avak gets the locker open, waste no time in 
grabbing the Arc Launcher, using the health terminal, and getting back in the
fight. 

!SECRET: After you've killed all the aliens, go back into the locker and use
your Phaser to blow out the back wall. It takes one and a half full Phaser 
charges to bring it down, so be patient.!

!SECRET: Go into the area mention above, and jump down into the oddly textured
tube to access a weird side-scrolling type mini-game.!

How to play "Super Munro Bros.":
I suggest putting one finger on right-strafe, and one on jump to play 
effectively. Don't get ahead of the camera or you'll lose sight of Munro. Also,
don't get behind the camera because it will push him along. Munro can jump
quite far here, so you'll often over-jump. To remedy this, use the strafe keys
to adjust your jump. If you fall it doesn't matter, just jump back into the 
tube and start over. Once you've gotten all six starships, jump into the gray 
tube at the end and you'll be transported back. 

Go back the way you came and fend off the aliens along the way. There are quite
a few, so try and hit the big ones first. The alternate fire gas on the Arc
Launcher can be useful, but make sure Avak isn't nearby when you light it up.

Once you get back to the control room that you used to seal the breach in the 
wall, use whatever's left of the health and ammo terminals inside. Once you get
back to Avak's buddy a cutscene ensues. After it's done, go through the door 
and down the hall towards the lift.

__________________________
Attrexian Station Level 1b
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Wait for the lift to reach the top, then head down the corridor. 

<From Paranoid Android>
"There seems to be no way to save the Attrexian here (at least on Hard). I 
tried several times!"

Take out the aliens that attack you from the right, and then head left. Go up 
to the console are and use the terminals on the wall. Also grab the Idryllium 
energy on the floor, then go straight ahead back down the corridor. Kill the 
attacking aliens, then take the first right. A big creature drops down from the
ceiling and kills the two Attrexians. Like the one female earlier, there's no
way to save them. Once it goes down, walk ahead and take out the smaller
creatures who attack you from the left. 

Keep going ahead down the main corridor and go left through the small door near
the end. This next room is somewhat hard to explain, but I'll give it a shot.
You can go one of two ways: Right, or straight ahead.

Straight ahead: Go through the door ahead and take out the creatures on the 
right. Then go right and grab the Idryllium. You know have to go back into the 
room and continue by going right, (well left from your perspective).

Right: A cutscene will start. After the cutscene a timer starts. It takes the 
Attrexian more than half your time to get the damn lift working, so you've 
gotta be quick. Jump on the lift and use the control panel. As soon as it gets 
to the top, run out and use the blue control panel directly in front of you. 
That will jettison the pod. Go back down the lift and talk to the Attrexian who
got the lift working for you. He'll thank you and unlock a room full of ammo. 
Grab the ammo and go back out.

If you fail to jettison the pod in time, you'll have to fight the Basher. He
kills the two Attrexians so you don't get the ammo, but he goes down somewhat
easy. Just stay away from him and use the Arc Launcher.

Either way, go back up the lift and go around towards the catwalk. Go right and
take the small door out. Go through the hallways and up the ladder. Use the 
terminals on the right wall, and then go out through the door. Kill the 
attacking aliens on the left, and then continue down the corridor to the left.
Keep going until you get out onto a catwalk overlooking the main control room. 
Go down the stairs and a cutscene will start.

After the cutscene the Attrexian will run to the other two near the window, so
run over and stand in front of them. I find it useful to use the Assault Rifle 
at first when your only being attacked by the small creatures. However once you
have to face the bigger ones, switch to the Arc Launcher. After awhile your 
team will join up with you. Shortly after that another cutscene starts, and the
level ends.

Weird stuff:

-In the first cutscene of this mission Chell says he's found a weapon for
dealing with the creatures (presumably the Arc Launcher). Yet when you join up
with him he's using the Enh. Compression Rifle.

__________________________
Attrexian Station Level 2b
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 1
Starships: 0


2b? Another misnamed mission. :P
Watch the cutscene. Even more proof that you should never pick up hitchhikers.
Go through the small door on your left and take out the aliens. Go into the 
next room to find the Chief Engineer. However she's locked in, so go up the
stairs behind you and then go up the ladder. Walk to the end of what's left of
the catwalk and then carefully walk right across the pipe. When the flames die
down, quickly jump across and then jump over the railing. Go through the small
door on your left, grab the ammo, and use your Tricorder on the panel ahead.

Here's a picture of the puzzle:
http://mrdefender.eliteforce.com/graphs/puzzles/m4_puzzle02.JPG

Tip: To get back down, instead of jumping across the flame-jet again, just
jump over the railing to the right of the door you came out of, and then climb 
up on the pipe and walk back across and down the ladder. Simple, eh? ;)

Go back to the room and go through the door to start another cutscene. Use the
ammo terminal on the wall to the left of the door and then follow Vor'chov onto
the lift. As soon as you get to the bottom you'll be attacked. Kill the aliens
and then follow Vor'chov to the next lift. 

!SECRET: After Vor'Chov gets off the second lift, use the lift control panel 
again and it will go up. It will stop at a control room overlooking the core.
Use the ammo and health on the right wall and then get back on the lift and 
ride down. Do this quickly because Vor'Chov is under attack the whole time!!

Run over and use the health and ammo terminals on the far wall. This is 
basically the same as protecting Avak'Stas or the station commanders except 
much much harder. Basically there's no specific tips I can give you. Just keep 
fighting, and use the Assault Rifle and Arc Launcher. Once all three generators
are online, run up to Vor'chov and a cutscene will start ending the mission.

<From Paranoid Android>
"Here's a tip that works great on both Normal and Hard. Jump off the
lift before it gets to the bottom and rush to the Health and Energy
terminals. Recharge on both quickly (you don't have to wait for one to finish
before starting the other, just press both buttons) and quickly return
to the safety of the Lift. From here you can shoot the Exomorphs and
also dodge their acid attacks. Occasionally a Lurker will follow you
inside, but these can be easily dispatched. The Chewers will not follow you
inside. From here, you have a great view of Vor'chov and you can shoot
any Exomorphs attacking her from relative safety. You may have to exit
the safety of the lift to kill off the final one or two. Very easy!" :D

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Picard asks you to come to Sickbay. So head right out of the transporter room 
and take the first left. Go up to Picard, Tuvok, and the doctor to start the
next cutscene. Picard orders you to research the Attrexians, so take the 
Turbolift to the Library.

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 1
Starships: 1


Go left out of the Turbolift. 

!SECRET: At the junction, hang a right. Go up to the unmarked door and use it.
Go down the stairs and grab the starship in the Trek washroom.! :P

Go back and head down the corridor. When you get to the Library you meet Telsia
and the following choices are given:


-> "I wouldn't mind having you help me do some research on the Attrexians." 
-> "Yeah, that's about it."


Option 1: She goes into the Library. 
Follow her and walk up to the console she's working at. Use it and Munro and 
Telsia will discuss the information on the Attrexians. Scroll through the pages
with the > button and Munro and Telsia will continue talking. When you're done
click the X button to leave the console.

Option 2: She turns away angrily and leaves.
You'll have to do the research yourself. Other than that it's the same as 
above.

After your done reading, go back into the corridor and Picard will order you to
the Hazard Team briefing room. Head back to the Turbolift to end the level.

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Head left out of the Turbolift, and take the second right. A cutscene starts 
and the level ends.

________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
8.5 Mission 5: Discovery
________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ


<from Paranoid Android>
"It is possible to get through almost the entire mission by using only the 
Phaser. The only place where I used the Arc Launcher was when fighting the two 
Bashers right at the end. Killing the Queen Bug with the Phaser is perfectly 
doable, it just takes longer. IMHO the Brood Fiends are not worth using real 
ammo on!"

____________________
Drull Ruins Level 1a
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 1
Starships: 1


After you beam in Chell scans the shuttle in the cutscene. You can go in it, 
but there's really no point. 

!SECRET: In front of your beam-in point is a rock arch. Climb up on top of it 
to find a golden starship.!

Go underneath the rock arch and across the bridge. Go into the camp and a 
cutscene will start. Cute. After everyone else gets sent in, never to be heard 
from again, they send you. Why does this always happen!? ;P

Go into the tunnel on your right and the level will end.

____________________
Drull Ruins Level 1b
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 5
Starships: 5


Go ahead through the tunnel and into the main courtyard. The huge door ahead is
locked. Use your Tricorder in Structural Integrity mode and you will discover 
that the cracked wall on your left is weak. Blast a hole in it with your 
Phaser.

Carefully walk up the broken rocks to your right and crawl around the thin 
ledge overlooking the door you where just at. Climb up the next set of broken 
rocks and over the wall. Look down and there are more rocks on the other side 
of the wall that you can use to get back down. 

There are two explosive crates next to a cracked Obelisk. Blow them up to knock
it over. Once you walk ahead another Obelisk falls and blocks your path, but 
the one that you knocked down opens a new path for you.

!SECRET: Ahead of you and slightly to the right is a large brown arch with a 
collapsed obelisk beside it. Use the crates at the end of the obelisk to get up
on top of it, and walk along while looking to the left. You should see a golden
ship hidden in the rubble.!

Go inside the ruins under the banners that hang from the archway and go down
the corridor. Use the terminals on the all ahead of you, and get out your 
Assault Rifle. Go down into the lowered area a bit, and then quickly back up
the stairs. Several of those "Brood Fiends" will attack you. The Phaser excels 
at taking them out, even at longer ranges. You can't kill the "mouth" things 
that are spitting them out, so don't even waste your ammo.

Once you've killed them all, go through the door ahead of you and access the 
panel on your right. Solve the waveform puzzle to restore power. Head back to
the main door and the rest of your team, grab the Idryllium ammo on your way 
out. You'll be attacked several times on your way back. If you need to, go back
and use the ammo and health terminals. Once you get back to the main door it 
opens and your team comes through. 

Head up the stairs to the right of the main door and use the panel to open the
bars ahead. Continue up the stairs. Once you get to the top you'll be attacked
again. These purple ones are tougher, and they also drop small ones when they 
die. Use the ammo and health terminals and then go up the next set of stairs.

Chell warns you that the floor ahead is very unstable.

!SECRET: For some reason, if you scan the floor with your Tricorder to spot the
unstable pieces, and then knock them out with the Phaser, the game will say 
that you've found a secret area and a wooden box will drop down ahead of you.
Blow the box open with your Phaser to get another starship.
The box is marked "Warning Explosive", however below that it also says "All
censored us." If anyone knows what that means, please e-mail me.! ;)

If you for some reason fall of the good areas or step on one of the bad ones, 
quickly equip your Assault Rifle and get ready for a fight. There's a huge 
crack in the wall to your right, blow it open to get out. If you do this quick 
enough after falling you can run outside and shoot the Fiends as they come 
through. Then go back up the stairs and try again.

Once you make it across, go into the room to your right and open the door to 
let the rest of your team through. Go back through the room and Chell will find
the Idryll scouting party, dead. Go out of the room and head right along the 
walkway. Ahead of you are a few more fiends. Take them out.

!SECRET: Along the left side of the walkway is a stone rail. Jump up on top of 
it and look down. There should be a starship to the right on a small terrace. 
Jump down and grab it. Unfortunately there's no way to get back up, so you'll 
have to go all the way around again. However there's a small side trip you may 
want to make. Just read on.! ;) :P

!SECRET: This one is somewhat hard. From the starship mentioned above: get on 
the ledge ahead of you and look straight down. To your left should be another 
terrace, and ahead of you should be a small ledge along the wall. Jump down
onto the ledge. Walk along to the end of the ledge and then turn 90 degrees to
the left and drop down to the next ledge. Crouching along here can help you 
keep from falling off, and I suggest you save before attempting this so you 
won't waste time walking back up. 

Keep crawling along the ledge until you get to a right turn. Keep following it 
and eventually you'll get to another right and then a left. Keep crawling along
the ledge and eventually you'll drop down to the lower level. Keep crawling 
till you get to an outcropping. Crouch underneath till you get to the end of 
the ledge. Turn on your night vision and look to the right. There's a golden 
ship hidden in a small inlet in the wall. You'll have to jump now. Don't forget
to use the health terminal on your way back to replenish the health you'll lose
in the fall.!

And now back to the walkthrough. ;)

Walk up to the door panel and use it. Chell yells for you to cover him while he
cracks the code. Several more fiends start jumping down on you. Take them out 
with the Assault Rifle or the Arc Launcher. You'll probably be running low on 
Plasma about now anyway. 

<From Paranoid Android>
"As soon as you use the door panel here you will be attacked by Brood Fiends. A 
good idea is to run back to where you came from as soon as you use the panel 
while shooting at the bugs. This way, you can use the Phaser and you won't take
any damage (or shouldn't)."

Once Chell has the door unlocked, get out your Phaser and walk up to the door.
Open the door and shoot the two blue Fiends in the center with your Phaser. 
The splash damage should kill them all instantly!

Go through the next door. This puzzle is kinda weird, but not at all hard. Once
you use the panel, three-rowed forcefields will move across. Once a new one 
starts, walk onto it. You want to stay on the middle field so keep one in front
of you at all times. If you ever get so that none are in front of you, or worse
yet; two are in front of you, your gonna die. Once you get to the other side go
through the door and kill the purple thing. Use the terminals on the wall and
go down the stairs. Keep moving on and killing the fiends until you get to the 
bridge power controls. Once you access them another fiend attacks you from the 
left, so be careful. Your team will come down and join up with you again.

Go through the door to the left of the bridge controls and go down the stairs.
Keep going till you get to another courtyard.

!SECRET: Once you get to the bottom of the stairs, head right. There's a small 
door in the left wall, use it and it will open revealing another starship. It's 
kinda dark here, so use night vision.!

Go back to the courtyard and approach the huge doors to the left of the stairs.
Use the door panel on the left, and then RUN! The door will open partially, and 
then break. Then it will explode completely revealing one huge ass-ugly bug.
She seems to be quite susceptible to the Arc Launcher, especially the gas. The
Assault Rifle alternate fire also does a good job. Once her health drops below
about 60% she starts releasing small bugs to attack you. Take care of them 
before finishing the big bug off. 

Alternately you can just use the Phaser and let your team take care of the 
smaller bugs. After it's dead, go through it's nest area and get on the lift to
end the level.

____________________
Drull Ruins Level 2a
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 1
Starships: 0


Wait for the lift to get to the bottom, and then walk into the room. After a 
few seconds a timer will start counting down from 10 seconds and then four 
turrets mounted on the four main pillars of the room will start moving up and 
down and firing. The trick to beating them is to stand directly beneath them 
and fire upwards with the Phaser. They seem to be very susceptible from the
underside. Once all four are down, one of the doors in the room opens.

<From Paranoid Android>
"Or, just run straight ahead to one of the columns at the end of the room and 
hide behind it. You can get free shots from here and your teammates and you
should make short work of the turrets. By the way, it is worth mentioning that 
there are health and energy recharge stations in this room. I came back a few 
times to recharge here."

Go through and into the corridor, but do NOT go near the next door.

!SECRET: There are five stones protruding a few inches out of the wall ahead
of you with Idryll symbols on them. Using your Phaser, shoot each one of the
stones until it goes into the wall a little bit. Get a piece of paper and jot
down a simple picture of each symbol in order from top to bottom. Then go back
to the room with the lift in it. The door to your right will be unlocked, go 
through it. There are several stone tiles on the floor of the room. You have to
step on the ones with the same symbols as the ones you shot on the wall IN 
ORDER from top to bottom. Be careful not to step on any other stones, or you'll
have to start over. 

Here's a diagram for you:

 _________
|X X   3 1|
|4   O   X|
|X 2   X 5|
 ŻŻŻ ^ ŻŻŻ
   Door

Step on each one in that order. ;)
Once you've stepped on all five, a panel in the floor will 
open revealing a Mystical Energy staff. Grab it. It's a weird weapon, but 
useful nonetheless.!

Go back into the room with the lift and go out the door past the stones on the 
wall and towards the next room. A cutscene will start. Once it's done you'll 
have to work fast. There are ten gas vents; four behind you; two to your right;
and four ahead of you. Get out your Tricorder and spot the ones that are 
spewing the gas. Once you've found one, fire your Phaser at it to seal it 
Trek-style. ;)

Every time you seal one, get out your Tricorder and find another. Some of the 
vents spew gas, and others don't, so don't bother with the inactive ones. Once 
you've sealed all correct vents, the doors open again. If you missed the Energy 
Staff before, you can go back and get it now. If you already got it, (or just 
don't care) then go ahead and through the next door to end the level.

____________________
Drull Ruins Level 2b
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 8
Starships: 4 


Walk through the door and keep going until a cutscene starts. Turn on the 
Bio-Scan mode on your Tricorder. There are three moving beams. Wait till the 
first two are spread apart and then run through them and jump over the last 
one. Then quickly hit the control panel on the right to shut down the scanners.
Get ready because as soon as you do you'll be attacked.

Kill the creatures that attack you and then move into the next area. There's
another turret on the ceiling to your right. Take it out quickly.

!SECRET: Walk clockwise around the machine in the center of the room to find 50
Idryllium energy.!

!SECRET: To the right of the machine near the tubes is a weak section of wall.
Blow it open to find a secret area with a golden starship.!

Climb up onto the tubes that are being loaded into the machine. Wait till it 
gets to the end and it will raise up before being dropped into the machine. 
Jump off ahead before it drops down. Use the health and ammo terminals to your 
right, and then go through the door ahead. There's another turret on the 
ceiling in this room. Take it out quickly and then carefully jump up on to one
of the tubes being carried along by the machine. Quickly jump off to your left
before the tubes go into the machine, or you'll be killed. 

Jump off the ledge and down onto the tube below. 

!SECRET: Right near were you drop down is a tube leaning against the wall. 
Crouch down and crawl underneath it so you're in between it and the wall (not on
the catwalk side). Turn right and walk till you get to the wall ahead then turn
left. There's a wall panel with vertical stripes on it. 'Use' it to open it and
reveal another starship.!

Crouch underneath the tube and go across the catwalk. Use the Security Panel at
the end of the catwalk to start the elevator system, behind you. 

!SECRET: Jump up on top of the security panel you just used, and crouch down.
You should be able to see some Idryll ammo hidden underneath the platform above
you. Crouch and crawl in to get it. Crouch and crawl back to the catwalk to 
get out.!

Go back and jump on top of one of the elevators going up. Jump off onto one of 
the ledges on the back wall before you hit the Bio-Scanners. 

!SECRET: If you wait for the elevator to reach the highest ledge (before the 
Bio-scanners) you will find a case of Idryllium Energy.!

Jump off the ledge and onto one of the elevators going down, and then jump off 
onto the platform to your right. There's a turret to your left that will attack
you when you jump onto the platform, so be careful.

To the left of the platform there are two pipes and three vats like so:

____________
O      
=      
O 
= <-- Jump onto this pipe, and then jump up onto the catwalk.
O

Go through the door ahead. Go to your right and use the panel against the wall.
Once you do, walk over to the broken area of railing and wait for the Idryll
Container. Once it gets near you, jump on it.

!SECRET: Once the container gets over the forcefield that guarding the walkway 
below, jump off. Walk right along the top of the walkway until you get to the 
end. There you'll find a starship. Walk back to were you first jumped onto the 
walkway and look down to your right. You should see the support cables for the 
container you jumped off of. Drop back down onto it (you'll lose about 3 
health) and then continue as normal.! 

Once on the cargo container, wait for it to stop at the lower level below the 
walkway. Get off and go left. Grab the Idryllium Energy to your right and climb
up the ladder. There are more Bio-Scanners ahead, so get out your Tricorder and
switch it to the appropriate mode. Jump over the low ones, and wait till the 
upper ones are out of the way before running through. Once you get through 
you're stopped by another forcefield, however there's a maintenance hatch right
below you. Blow it open with the Phaser and climb down the ladder. Walk along 
to the end of the catwalk.

!SECRET: Don't climb up the ladder just yet, jump up to the raised area to your
right and walk over to the small package of shielding. (Night vision is a big 
help here.) You'll be attacked by several micro-sized creatures! They still 
pack a punch though, so take them out quickly. Once you've killed them, go back
to the ladder and climb up.! 

Go up the ladder and through the door ahead. Kill the turret above you and use 
the health and ammo terminals just inside the next door. Walk down the corridor
and pretty soon gas will start coming un. Quickly go over to the panel on the
wall to your left and Modulate it with the Tricorder to show the pillars that
contain the gas vents. Seal the gas vents exactly like you did before-- keep
switching back and forth between your Phaser and your Tricorder to find and 
seal each of the vents. Once all of the bad ones have been sealed, they go back
into the floor. 

Go right and you'll find another of those damn forcefield bridges. SAVE YOUR
GAME HERE!!! Previously I've had a hell of a time getting across this bridge, 
but thanks to Paranoid Android I've found it's actually quite easy.
Press the tilde (~) key to bring down the console, and then type 
"cg_3rd_person 1" (without the quotes). This will switch to a third person view
behind Munro. This is next to impossible to use while fighting, but for this it
works quite well.

Wait till the bridge is totally lit up, and then start running! If you see the 
field underneath you start to flicker, then jump immediately. I've never fallen
while doing this. ;)

Once you get across you'll find two turrets above you. Take them out and then 
grab the Idryll ammo to your right.

!SECRET: To your right is some sort of disk shaped thing. Look directly above 
and you'll see another disk on the ceiling. However this one's cracked. Stand 
on the lower disk and then blow it out with your Phaser. It will rise to the 
top. Jump off onto the ledge around the edge of the tiny room, and grab the 
starship. Walk back onto the disk and it will go back down.!

Use the panel ahead of you to turn on the bridge and shut down the forcefield
trapping your team. Several creatures will cross the bridge and attack you, so
quickly take them out and go back across the bridge. Several smaller 
creatures will attack you as soon as you get back to the walkway. They 
shouldn't be a problem for you. If you need health or ammo, use the terminals 
to your left, then head right and go through the door to end the level.

____________________
Drull Ruins Level 2a
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 2
Starships: 1


Yeah, it's 2a again. One more secret, and one more starship have been added. So
when you start the level it will count you as 1/2 and 0/1, assuming you got the
staff.
Go straight out the door and ahead. Take out the aliens attacking your team.

NOTE: If you did not get the Idryll Staff in the first level, and you want it 
now, read this portion. Otherwise skip down and continue with the walkthrough:

!SECRET: From where you start, go straight ahead and through the door. There 
are five stones protruding a few inches out of the wall ahead of you with 
Idryll symbols on them. Using your Phaser, shoot each one of the stones until 
it goes into the wall a little bit. Get a piece of paper and jot down a simple 
picture of each symbol in order from top to bottom. Then go back to the room 
with the lift in it. The door to your right will be unlocked, go through it. 
There are several stone tiles on the floor of the room. You have to step on the
ones with the same symbols as the ones you shot on the wall IN ORDER from top 
to bottom. Be careful not to step on any other stones, or you'll have to start 
over. 

Here's a diagram for you:

 _________
|X X   3 1|
|4   O   X|
|X 2   X 5|
 ŻŻŻ ^ ŻŻŻ
   Door

Step on each one in that order. ;)
Once you've stepped on all five, a panel in the floor will 
open revealing a Mystical Energy staff. Grab it. It's a weird weapon, but 
useful nonetheless.!

Whether you choose to get the secret or not, go through the door to the right 
of were you started. Walk up to the mural ahead and Chell will comment on it. 

!SECRET: To your left are five stone pieces identical to the ones you used to
open the door and grab the staff. Shoot them with the Phaser and the wall will
slide back revealing a secret room with a golden starship.!

Go up the stairs and through the door behind the mural to end the level. That
was rather quick and pointless wasn't it? :P

____________________
Drull Ruins Level 2c
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 4
Starships: 2


Go into the next room and use the ammo terminal to your right. You'll be 
attacked by turrets and Chell yells for you to cover him while he tries to 
disable them. There are four turrets on the ceiling, once you take out all four
they recede back into the ceiling for a few minutes, and then come back out as 
good as new. Keep taking out the turrets, the Phaser works great. Once you've 
taken out enough, Chell fixes the system and then locates the Archeologists. 
Go through the door on the upper level that Chell unlocked to find the 
Archeologists. 

!SECRET: After the cutscene turn around. To the right of the door you came 
through is a control console. Walk past it and go around the right side of it. 
Behind is several small shielding packets.!

Go down the stairs to your left and get on the lift. Once the lift reaches the 
bottom, kill the attacking Exomorphs.

!SECRET: To your right is a damaged door. Blow it open to find 50 Idryll ammo.!

!SECRET: Straight ahead of where you started (to the right of the secret 
mentioned above) is a very dark area. Turn on night vision and crouch down. 
There's a small hole in the wall in front of you. Duck inside and grab the 
hidden starship.!

Go through the door on your left and take out the attacking Exomorphs. Continue
on down the corridor until you get to an open platform. A massive Exomorph will
bash its way through the door on your right. DO NOT LET IT GET NEAR YOU!!! If 
it gets close to you it will do a weird head-butt thing and throw you right off 
the platform. If you have the Energy Staff, freeze him first so he can't knock
you off. Once he's dead, use the panel ahead of you to bring down the bridge so 
you can cross. 

!SECRET: Walk over to were the first Basher broke through the wall, and look to
your right. There's a hole in the railing with a ladder leading down to the fan
system below. Climb down the ladder and walk straight ahead CAREFULLY. Do not 
fall into the fans! Walk around the edge of the fan farthest from the ladder.
Once you get directly behind it turn around and look at the rear support beam 
holding up the fan. There will be a golden ship on top of it. Walk across the
beam and grab the ship. Then just retrace your steps and climb back up the 
ladder.

Once you get across the bridge, another Basher will smash through the wall 
ahead. He's not quite as hard as the first one because you can back up across 
the bridge while firing. This will keep him from knocking you off.

Once that one's dead, go out the door on your right and a cutscene will start
ending the mission.
BTW, any of you get that joke? "Dr. Krindo I presume?" :P

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Watch the cutscene and then head out onto the bridge. 

<From Paranoid Android>
"If you want, you can talk to Telsia before you get in the Turbolift. She will 
make some bitchy remarks about Kleeya. :D"

If you talk to Telsia you actually get three dialog options:

-> "Good point."
-> "How can you say that?"
-> "I completely disagree."


Option #1 and #2 leads to two more options.

Option #3: Telsia says she thinks she'll be right in the end.

If you picked 1 or 2 you get two more choices:

-> "You may be right. But will the Captain see it that way?"
-> "It may not be their technology."

Option #1: Teslia says she'll try to convince the Captain of her viewpoint.
Option #2: She says she thinks she'll be right in the end.

I haven't found that choosing different options affects your relationship with
Telsia/Kleeya, or the outcome of the game. Once you're done, get in the 
Turbolift to end the level. 

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 1
Starships: 1


Hang a left out of the Turbolift, and another left into the main corridor.

!SECRET: The door right before Kleeya's is marked "0741 Ens. Law Thompson." Use
the door and it will open. Inside in the middle of the floor is a golden 
starship. Also, around the room are several ship models: to the right of the
door on the table is the U.S.S. Voyager; hanging from the ceiling along the
right wall is an Idryll ship; on the desk to the left is an Attrexian cargo
hauler; next to the desk is a shelf with Romulan and a Ferengi shuttles; on the
table farther ahead is half of a warp core from a Sovereign class ship; and on 
the table next to the window is a Starfleet shuttlecraft.!

Kleeya's door is the one marked "Guest Quarters" it's easy to find because the
security officer is standing outside. Go in and a cutscene starts. Your then
presented with two dialog options:


-> "Perhaps another time."
-> "Perhaps I can. Come with me to Stellar Cartography."


Option #1: Kleeya seems a bit disappointed. Go back out into the main corridor
and Telsia will contact you.

Option #2: You both go to Stellar Cartography. This will load another level 
starting with a very long cutscene.

If you chose Option #1 while talking to Kleeya, go to Telsia's quarters and 
another cutscene will start. You then have two more options:


-> "I haven't had time to notice."
-> "Yea, but not as beautiful as you."


Option #1: That conversation ended fast.

Option #2: This leads to another set of dialog choices:


-> "It'll probably be the last time until we have completed our mission."
-> "Things have been hectic."


Option #1: Telsia tersely ends the conversation.

Option #2: Munro promises a vacation, and the conversation ends.


Obviously if you want to pursue Telsia then choose #1 -> #2 -> #2
Likewise if you want Kleeya then choose #2 right off the bat. 

No matter which option(s) you take, once you've completed them Tuvok will order
you to the bridge, so head to the Turbolift and the level will end.


Weird stuff: 

-There is no Ens. Law Thompson on the Hazard Team. There is an Ens. Kenioth 
Thompson however... _

-Why are there guest quarters right in between crew quarters? And Hazard Team
crew quarters to boot. Shouldn't they be on an entirely different level?

-If Munro is from Vermont, where's his accent? :P

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Now _that's_ diplomacy. ;)
This level is just one really long cutscene.

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Another cutscene level.


_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0

 
After the cutscene, go out the door and into the Turbolift, ending this level.

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Go left out of the Turbolift, and go in the first door on your lift. Talk to
Korban and he tells you about the new Grenade Launcher. Go into the Holodeck 
and pick up the Launcher. I suggest that you hold down the primary fire and 
walk around looking for the holograms. As soon as you see one all you have to 
do is let go of the grenade and it should hit them and detonate easily. After 
you finish, the training the level ends.

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Another cutscene level.


______________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
8.6 (1) Mission 6: Destruction
______________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

_________________
Enterprise Deck 8
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Yet another cutscene. And did it ever occur to anyone that you can _raise_ 
shields!? o_0

_________________
Enterprise Deck 8
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 2


Hey, the Compression rifle is back. I love this gun. Run out into the hallway 
and take out the Idryll attackers. They have weird yellow shields set up in the
corridor. You can't shoot them when they're behind it, but they can't shoot
you either. Wait till the come out to attack and then quickly take them out.

Korban asks you to go to the cargo bay and help him. Once you kill the Idryll
in the corridor run straight ahead. The wall will blow out ahead of you. Do NOT
get anywhere near that breach! Stick to the inside wall of the corridor and
walk past. Alternately you can run straight ahead and ignore the Idryll. Once
you get far enough ahead to trigger the breach, they'll all die immediately.

Go through the door to your right and into the cargo bay. 

<From Paranoid Android>
"A good strategy to avoid getting hit here is not to go into the cargo bay 
straight away but use the cargo bay door as cover. This way you can pick off 
opponents inside the cargo bay very easily."

Korban is on the upper level of the cargo bay. You can run straight ahead and 
climb up the ladder, or take out the Idryll from down below.

!SECRET: There's a high stack of round crates to your left. Behind them is a 
smaller crate with red stripes on it. Blow it up with the Phaser to reveal a 
golden ship hidden inside.!

If you haven't done so already, go up the ladder on the far side of the cargo 
bay and use the health and ammo terminals up top. More Idryll will beam in on
the catwalk ahead. Quickly take them out. After all the Idryll have been 
killed, Korban runs over to a nearby console and initializes a security 
lockdown and thanks you for your help. Jurot then tells you to come to Sickbay.
Use the ammo and health terminals one last time, and then go over to where 
Korban is standing. He'll open a nearby Jeffries tube for you.

Go through the Jefferies tube and out into the badly damaged maintenance area.
As soon as the flames die down just fall down to the next level-- you won't be
injured as much. Avoid the green crap and crawl into the next Jefferies tube. 
Go up the next ladder and into the next tube. Go right at the next junction. 
The Jefferies tube in front of you will explode. Jump out of the hole in the 
wall and drop down into the cargo bay. 

!SECRET: Behind you are two consoles like those in the library. (why would a 
cargo bay have library consoles?) Anyway, jump over the crates and use the 
console on the left. The crates behind you will be beamed out, and a starship
will beam in. Grab the starship and then help Tuvok.!

Use the ammo and health terminals on either side of the door to your right and 
then go out the door and into the corridor.

Take out the Idryll attacking Tuvok and then move on down the corridor and go
into the Jefferies tube near where Tuvok is standing. Go left at the junction 
and out into the Armory. Kill the two Idryll and run out the door across the 
corridor and into Sickbay. Run across Sickbay and take up a position behind the 
carts with Jurot. If you need health or ammo just use the terminals on either
side of the surgical bay. This is a good time to use the Grenade Launcher as 
long as your careful and none of them bounce back at you.

There's a Bat'Leth leaning up against the Bio bed behind you, but you can't 
grab it. :(  
I don't know if this was supposed to be a pickup at one time and the devs 
changed it or what, but it's a damn good weapon and I want it. V_V

Once all the Idryll have been killed, Chell asks you to come to Engineering. It
seems you're an in-demand guy. :P
Remember the movie _First Contact_ where Dr. Crusher and the rest of the 
medical staff escapes the Borg through the Jeffries tube? Well it's your turn
now. After using the terminals one last time, go through the Jefferies tube to
end the level.

__________________
Enterprise Deck 16
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 1


Climb down the ladder and into the next Jeffries tube. Crawl through it and out
into the cargo bay. Go behind the shelf on your left and take out the two 
Idryll hiding behind the crates. 

<From Paranoid Android>
"Now is a good time to use the Grenade Launcher. Fire a couple over the crates!

Use the terminals on the far wall, and then go out the door on your right and 
into the corridor. Kill the attacking Idryll and then go down the corridor and 
turn left. The main door into Engineering closes as you come around the corner,
so go left or right and through either of the small doors. Use the ammo 
terminals on the wall and then go up to Barclay to start a cutscene.

After the cutscene the Idryll start attacking. You have to kill them all, but
be VERY careful NOT to hit any of the equipment around the warp core. Barclay
will yell if you hit any of it. If you shoot out more than a few panels or 
tubes around the core, the warp core will explode. Just shoot the Idyll. :P

Once you've killed enough of them, Barclay will run over to a computer console.
Go over to the main engineering controls-- the large control panel where 
Barclay was standing when you first came in-- and use your Tricorder on it. 
The yellow and green pipe routes are compete, so you just have to worry about
the blue. 

Here is a picture for you:
http://mrdefender.eliteforce.com/graphs/puzzles/m6_puzzle01.JPG

Now you have to eject the core. Run over to where Barclay and the other 
Engineer are working, and look a bit to the right. There's a small console 
somewhat high up on the wall. Enter a code of 945921 (don't worry about 
remembering it, your Tricorder will give it to you automatically). Once you do,
a cutscene will start. After the cutscene Telsia ask for your help on the 
Bridge. 

<From Jawlog>
"In "Enterprise Deck 16", if you do the puzzle fast enough, you wont have to 
eject the warpcore. It just stops and everyone gives a sigh of relief.

<From Hannibal at the eliteforce.com forums>
Bug: After you eject the core, go up to the Crewman named Jerry Mobieuto-- he's
working at a console near the main door-- and talk to him. He gives the same
responses as Crewman Erica Cromer who is working at a console on the right
side of what used to be the warp core. I'm not sure if this is an actual bug, 
or a joke, or what, but it's sure as hell funny. :D
I'm leaning towards a joke because he has the same freckles on his face as she
does. Also, unlike the other Engineers, you can kill him. 

!SECRET: After the cutscene, go up the ladder to the left of the core and go
into the Jefferies tube. At the end is a golden starship.!

Run out of the main door and go left, right, and left into the Turbolift to end
the level.

_________________
Enterprise Deck 1
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 1
Starships: 1


The level starts with a cutscene of Munro tossing Picard a rifle.

<From Gerd>
!SECRET: When the level starts, don't care about Picard, he can hold his own 
for a few seconds. Instead run into the ready room -- there on the table is a
starship. After you get it, you should of course get out and help Picard."! ;)
BTW, you'll need to jump-crouch to get onto the table.

<From Paranoid Android>
"Again, here is another great place to use the Grenade Launcher. Did I mention 
I liked the Grenade Launcher?" :D

There are ammo and health terminals on the wall to your left if you need them.
Picard fights alright, but since he tends to hide behind the chairs and beams
piled up he'll never really get injured. You can't get to the front part of 
the bridge, so just take out the Idryll and a cutscene will start, ending the
mission.
BTW, this is the second time Tuvok has said "The invaders have been repelled."


___________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
8.6 (2) Mission 6 Pt. 2: Remove and Disable
___________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ


_______________
Enterprise Hull
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Go up the ladder and use the panel above to exit the airlock. You now have 
access to the Sniper Rifle. and you can use it if you like, but I've found that
using the Compression Rifle's alternate fire is easier simply because the 
reload time of the Sniper Rifle is atrocious and you're being timed here.

Take your pick of which one to attack first, you'll have to get them all 
eventually. First take out the Idryll outside the forcefield, and then jump up 
and take care of the one(s) inside while in midair. Try and maneuver yourself 
so that you can take them out in the air and then fall down inside the 
forcefield. That saves you the time of an extra jump. Once you get up to one,
use your Tricorder on it to knock it off the hull. Once you've gotten all three
a cutscene starts.

This next part is one of the hardest in the game so SAVE! This mission is tough
enough on Easy, it took me about 30 tries to beat it the first time I played, 
but it does get easier. However when I went to play it on the 'Normal' 
difficulty for this FAQ I found that the turret no longer moves up or down. 
This made barely passable mission nigh impossible. However, after more than a 
day of trying, I FINALLY beat it! :D

First four Idryll fighters zoom past. Don't bother taking out any of the 
fighters, more just warp in. After that the Capitol Ship passes over. You have 
to do this right, if you don't just reload your saved game and try again. When 
the capitol ship makes it's first pass directly overtop of you, fire two 
Alternate fire projectiles about one inch (on your computer screen) ahead of 
the center of the red target. If that doesn't work then reload and try again. 
Once you see it blown off SAVE! If it's shields are flashing red your getting a
good hit, if they're flashing blue your getting a bad hit, and if the don't 
flash at all then your missing. :P 

Your fire can take out incoming projectiles, and you have to do just that 
non-stop. If you let more than a few missiles hit the Enterprise your dead. 
Keep defending until the Capitol Ship is in your sights and then let it have 
it with the primary fire. The alternate fire is just to slow to be really 
useful here. You should be able to get one, maybe two hits in per flyover.
Assuming you get at least one or two hits per pass, it should take you four to 
five flyovers >EACH WAY< to take out all the key systems. Yup, a total of ten.
I kid you not, ten. You have to take out almost all the oncoming missiles. I
actually found that sometimes it's better to let the Capitol Ship pass over
without even trying to hit it, rather than let projectiles hit the Enterprise.

If you repeatedly fail, don't let it get to you. Like I said, it took me 
countless tries to beat this level. I can't imagine it on any of the harder 
difficulties. :o

<From Anonymous>
"It's much easier if you explicitly target the orange torpedoes from the 
capital ship.  The white torpedoes from the fighters don't do much damage, but 
the orange ones really hurt.  So that level becomes pretty easy to get through
if you make sure to shoot any orange torpedoes but basically just ignore the
fighters and white torpedoes."
 

Anyway, once you finish it a cutscene starts and Picard gives you an extremely 
well-deserved pat on the back, and the mission ends.

Weird stuff: 

-Why would Krindo be trying to destroy the Enterprise to get Kleeya back? Does
he have some plan of beaming her out before the ship is destroyed, or what?

________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
8.7 Mission 7: Search and Rescue
________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

___________________
Attrexian Colony 1a
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 8
Starships: 2
 

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

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

The clamp holding the doors shut is cracked, so give it a bit of Phaser fire 
and it'll blow. However now the door is stuck. Go back to the control tower you
were just in, and hit the security panel. Once you get back to the bridge DO NOT
CROSS! Two large Exomorphs will drop down and blow out the bridge. For those of
you read my demo FAQ, you'll recall that you could easily hide behind the two 
crates near where the shuttle dropped you off, and let your team take care of 
the Exomorphs. For some reason they wouldn't attack your team. In the full game
it's even easier because the orange crap that the Exomorph attack you with has 
a much shorter range than in the demo. 

After they're dead, make a running jump across the narrowest part of the gap. 
If you do start to fall, aim for the pipe below. If you hit it, you'll only 
lose a few health points whereas if you fall in the water you'll drown almost 
immediately.

Once you get across, go through the door and a few small Exomorphs will jump 
out at you. Take them out with your Assault Rifle. Jurot finds that the next 
door is busted to, so climb up the crates next to the door and Phaser the grate
above them. Jump through and crawl along the air duct. Once you get to an open 
area a small Exomorph will drop down in front of you. A hit with your Phaser's
alternate fire should dispatch him before he even gets off a shot. 

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

Once you get to the vent at end of the air duct, shoot it out but DO NOT JUMP 
OUT! Carefully strafe and use the I-MOD alternate fire to hit the turret 
hanging above the far end of the bridge. (It takes two shots.) Once it drops 
down, jump out and head for the health and ammo terminals across the way. Once 
your ready, walk across the bridge. Two Exomorphs will drop down on the bridge 
ahead of you. Try to take them out as they're falling. If you do they're much 
easier to kill than after they land. Use the Adv. Compression Rifle for this. 
If they do land your in for a bit of a fight.

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

Go up the stairs to your left and use the Arc Launcher to fend off the 
Exomorphs at the top of the stairs. Go up along the catwalk and hit the panel. 
Apparently this is another example of screwy Attrexian security, so move on.
Go down the ramp to the next street, but get ready to run back up. Once you get
far enough down the ramp two Exomorphs will drop down. Go back up the ramp and 
duck behind the railing. Take them out with the Phaser to conserve ammo. 

<From Paranoid Android>
"You can also duck in the entrance to the sunken doorway on the other side of 
the ramp (to your left as you face the Exomorphs). From here you can get free 
shots at both Exomorphs."

Once they're both dead, get out your Phaser and walk ahead slowly along the 
left side carefully leaning around the doorways. Once you get to a portion of
the wall that's cracked and on fire, lean around the corner and carefully kill 
the hanging thing in the doorway. Then, without moving, fire a shot of Arc 
Launcher gas behind the crates at the very far end of the alley (next to the 
dumpster), then walk towards it. A small Exomorph will jump 
out of the dumpster and hide behind the crates-- hopefully right where you 
fired the gas. Simply light it up to take him out.

!SECRET: Jump in the dumpster mentioned above for 50 Idryllium Energy.!

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

Go through the doorway where the turret was hanging, and kill the Exomorph 
beyond, then go back and blow up the broken door to your left. Talk to the 
Attrexian inside, and grab the Idryllium ammo behind you, then go back out the 
door and go left. Go past the crates to the right and talk to the Service Tech 
hiding behind them. He thinks he can help you get the doors open.

Grab the Fed ammo next to where he was hiding, and move back out into the 
courtyard. Several huge Exomorphs will ambush you. Hit the biggest one first, 
and try to draw their fire because you'll most likely have more health than he 
does. You can also run out and kill them while he's still talking. That way he
won't be injured at all.

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

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

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

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

Go back to the two Attrexians you found earlier and a cutscene will start. 
Follow the female Attrexian and she'll unlock a door for you.

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

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

The Arc Launcher primary fire or the Grenade Launcher works well against him. 
Just stay away from him, strafe, and keep hitting him hard. Once he goes down 
a piece of pipe above where he landed will partially fall down. Use the health
terminal by the door one more time and then hit the hanging pipe with your 
Phaser. It will fall and smash a hole on the crater our Quadruped friend made.
Jump down through the hole to end the level.

___________________
Attrexian Colony 1b
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 5
Starships: 2


<Thanks to Paranoid Android for pointing this out>
There are five small green and gray crates throughout this level with Klingon 
insignia on them. Walk up to each one and press the 'Use' key. Once you get all
five you'll unlock a huge secret. 

After the cutscene (Oh please, you couldn't squeeze in between those?!) go left
and onto the catwalk. Right before you get to the terminals on your right, a
small Exomorph jumps out of the wall. Take it out and then use the terminals.

Go through the doorway ahead and around the corner out into the main sewers.
There are turrets all throughout here, so be careful. Take out the Exomorphs 
that attack you, and the two turrets. Then go across the bridge in front of 
you.

!SECRET: To your right is a fan that's not moving. Jump up and crawl between 
the blades and through the shaft. Drop down into the small room. To your right
are a couple of crates. Walk behind them to find Fed ammo.!

!CRATE: Crate #1 is floating in the water to your left. "Only four more left"!

Jump back up into the fan shaft and crawl back through. Go up to the door ahead
of you and use the door panel. Of course the power is off, so go back out into
the main sewer area and go right. More Exomorphs will attack you along the way,
but they shouldn't be a problem. After the corridor turns right, there's 
another fan to your right. Climb through the damaged part of the grate and drop
down into the control room. Use your Tricorder to modulate the panel and 
restore power. Go out the door and to your left. Go back to the door that you 
were trying to open earlier. Be very careful here because that fan is sucking 
hard. There's also an Exomorph here, so stand next to the wall by the fan and 
take him out with the alternate fire on the Assault Rifle.

Go past the fan and through the door. Crouch and slowly walk up the stairs. 
Take out the turrets to your right with your Phaser. If you do it right you 
can target them, but they can't target you. Use the panel to open the grates 
that are blocking you, and then use the terminals on your left. Go back down 
the stairs and go right. Go past the fan with the broken grate and several
more Exomorphs will attack you.

!SECRET: Across from the fan with the broken grate is a hole in the wall where
an Exomorph broke through. The back wall is weakened, so blow it out with your 
Phaser. As soon as you do several Exomorphs will attack you, so be ready. 
Once you've killed them, go through the hole and go left. Jump across and grab
the shielding.!

!CRATE: In the secret mentioned above, jump down into the water (wait, is that 
water? This is a sewer after all... _) and go around the corner to find the
second crate. "Only three more left"!

Go straight ahead out of the secret door, or right if you didn't get the secret
and keep going and head underneath the flashing red light.

!CRATE: To your right you'll notice the control room that you where in earlier
where you opened the grates. Jump into the water directly across from it and go 
straight left to the far wall. There are three small open sections in the wall,
crawl into the middle on to find the third crate. "Only two more left"!

(NOTE: If you failed to get the first secret, or the first crate before turning
on the fans, and you want to get them now, you can do so by continuing ahead,
otherwise continue with the walkthrough.)

Directly across from the control room mentioned above is a doorway. Walk 
through and go down the stairs. Kill the Exomorphs and go along the catwalk.

!CRATE: To the right of the stairs you came down is a ladder. Climb down and 
you'll find the fourth crate ahead of you. "Only one more left"!

There are two turrets here, so be careful. After you kill them. climb up the
stairs to your right.

!SECRET: Go right while on the stairs and jump over to the catwalk above. Walk
along to the end to find a golden ship and Idryllium ammo.!

Go up the stairs and use the terminals on your right before going through the 
door ahead of you. You've finally linked up with your team. Walk across the 
catwalk to your right, and it will collapse dropping you into the water below. 
Use your Arc Launcher to take out the Exomorph who attacks you, and then use
your Tricorder on the ladder control terminal. This brings down a ladder to 
your right. Climb up and go out the door to your left.

Go straight ahead to find the Attrexians. (I thought she said hundreds. That
looks a hell of a lot like four...)

!CRATE: Jump down into the water in this area, and you'll find the last crate.
"A door has opened elsewhere"!

There's another door to the right of where you came in. 

!CRATE SECRET: If you've found all the crates and gotten the door message, then
take this route to find the final secret. If you haven't found all the crates, 
then skip it.

Go through the door mentioned above and go over to the grate ahead of you. Use 
the door panel next to the grate to open it up. Use the terminals if you need 
them, then go left. Go down the stairs and drop down into the water below. 

Here's a crappy overhead map of the area:

     ____
 ___|    |___
|            |
|    Water   |
|  _      ___| <-- Stairs & door out of the room
| | |    |

 ^-- Hidden door

Go into the tunnel and out into the room. Walk into the middle of the room and
several crates will jump up and create a crate monster. Use the Grenade 
Launcher on him, and dodge his shots and he'll go down somewhat quickly. Once
he does a panel in the floor opens revealing a treasure trove of ammo and 
powerups.!


Go back out to the ladder you used to get the fourth crate, and go back to the 
grate you opened. Grab the Idryllium ammo, go up to the next door and hit the 
door panel. An Exomorph will break through, and several more will come through 
the wall. Take them out and go through the broken down door. The next door is 
damaged, but you can't take it out with your Phaser. Hit the container next to 
the door with your Phaser to blow it open. Go through and a cutscene will 
start.

So that's what happened to the hundreds of Attrexians. 

!SECRET: Jump across the water and walk behind the crates to find another 
starship.!

Use the ladder terminal behind you and then go back through the door you came 
in. Go up the ladder ahead and take a right to end the level.

___________________
Attrexian Colony 2a
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 2
Starships: 2


Soon after you start several Exomorphs will drop down into the open area to 
your left. Take them out and use the terminals to your right, then go through 
the door ahead of you. Fire about three rounds of Arc Launcher gas at the next 
door, and then quickly open it and run backwards. Light up the gas to take out
the Exomorphs that run in through the door. Go out the door and kill the 
remaining Exomorphs. Go around and up the ramp to the platform with the large 
machine. Look straight down and shoot the Exomorph below you. Use the terminals
to your left and then drop down. Walk ahead and another Quadruped will drop
down on you. There are no health terminals here, so try and avoid his shots as
much as possible.

!SECRET: In the middle of the large area where you fight the Quadruped is a
small crate and a crane. Jump up on the crate and wait for the crane to come
down. Jump on it and ride it to the top. Once it stops back up a bit and make
a running jump across to the ledge. This is hard, and it may take you a few 
tries to perfect your jump. In front of you is a raised area. Jump over and 
look down. You should find a starship in a small lowered section.!

!SECRET: After you fight the Quadruped, look ahead of you. On your right is a
ramp leading to a door. Go left to the pipe coming out of the far wall. Go
behind it to find another golden ship.!

Go through the door in the far wall and then go through the door at the end of 
the corridor to end the level.

___________________
Attrexian Colony 2b
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 4
Starships: 2


Go straight ahead into the factory. As soon as you get in you'll be swarmed by
Exomorphs, so get ready, There's a turret right above you, take it out as 
quickly as you can. 

<From Paranoid Android>
"A good strategy here is to run straight ahead as soon as the door opens and 
then turn right down the passageway. From here you can shoot at the lurkers and
the Cruiser Turret from relative safety."

Once you've killed the attackers, go left and use the terminals, and then go 
right and use the lift control panel. Like everything else here it doesn't 
work, so go back out and take a right. Of course the gas jets always work no 
matter what... _

Get on the conveyor belt. This reminds me of playing the Anteevy Ice Station 
level in Star Wars Dark Forces. Maneuver through the flame jets, and then 
go into the office on your right and use the terminals. Go straight ahead out 
of the office and up the stairs. Use your Tricorder on the other panel ahead of
you. 

As soon as you start up the machinery several Exomorphs will drop down. They 
only drop one at a time from a pipe above, and they always seem to run to the 
end of the conveyor belt before they start attacking you.

<From Paranoid Android>
"The reason they do this is so that you can play squash the Exomorph. There is 
a Piston Control Terminal at the top of the stairs. You are meant to "use" this
whenever each of the Exomorphs runs under the giant piston. Nice of them to all
wait under it for you!" :D

Once you've killed them all, go into the office again, use the terminals one 
more time, and then drop through the hole in the floor. Turn on night vision
and go ahead through the smoke. Take out the small Exomorphs that attack, and
then go around the corner and up the ladder. Grab the Idryllium ammo in the
small room, and head out the door. Your now back in the part of the factory
where you started. Go straight ahead and use the lift panel again. A couple
more small Exomorphs will run up behind you and attack. Take them out and then
get in the lift. The lift will only get so far and then stop. Phaser out the 
small access panel in the front right corner of the lift and drop down onto the
ladder in the shaft. 

Consider saving here. Hit the control switch to your left and jump off the 
ladder into the opened door. Take out the Exomorphs that attack you and then go
around the corner. You're now on the catwalk above where you started this level.
Several more small Exomorphs will jump out from behind crates. You may want to
turn on night vision here.

!SECRET: With your night vision on, go to the dark corner where the catwalk 
turns. There's a door there that's hidden right in plain sight so to speak. :P
Open it and go inside to find ammo and health terminals.!

Walk along the catwalk till you get to the large crushers (cute). Getting 
through here can be tough because the crushers have a weird cycle. First the
one closest to you will go up. DO NOT JUMP ACROSS! It will slam back down again
quickly. Jump across ONLY when all three go up AT THE SAME TIME. The farthest 
one will slam down quickly, so jump across to the second one and wait till the 
last one goes back up, then quickly jump to it and out onto the catwalk.
SAVE NOW!!!!!

Go through the door ahead and kill the Chewer on your right. Go up the stairs
near where it was standing, and walk along the catwalk to the next set of 
stairs. Go along the upper catwalk. Once you get about halfway across a Basher
will break through the floor and attack you. He'll try and knock you off the
catwalk, so this would be a good time for the Alternate fire of the Energy 
Staff. ;)

<From Paranoid Android>
"A good strategy here is to quickly run back down to the lower level of the 
catwalk and shoot the Basher from relative safety."

Go through the door ahead of you and climb up the ladder. (Climbing down gets 
you back to the section of factory where you started the game.) 

<From Paranoid Android>
"There is a cruiser in here! Kill it before you enter the room (duck and slide 
in, shoot it, slide out and repeat)."

!SECRET: While climbing the ladder, stop right below the top level and look 
left. There's a elbow pipe that has 150 Idryllium energy on it.!

Once you get to the top level. Go out the door and grab the Idryll and Fed ammo
ahead of you. Take the quick jog to the left and go down the corridor. There's
a golden ship hidden behind some crates to your right, but you can't get to it
right now.

Keep going and eventually several small Exomorphs will attack you. Kill them 
and then go left and then right through the door. There's a Basher in the lift
ahead of you. Ironically enough it's the very same lift that broke down on you.
If you run out, take a shot at him with the Enh. Compression Rifle's alternate 
fire and then run back to the door you should be able to take him out with 
minimal damage to yourself. It is also possible to kill him with the Phaser 
without hurting yourself. Go out into the main corridor and use the primary 
fire on your Enh. Compression Rifle to take out the Chewer at the end.

Go straight down the corridor past where the Chewer was and use the terminals 
at the end near the locked door. Go back and take the corridor to your left. 
There's an Attrexian women in a gas filled room to your right. As soon as you
near the door she dies, and I haven't found any way to save her. While still 
standing in front of the window, get out your Tricorder and switch to the trace
gas feature. You should be able to see the gas vent on the left side of the 
large machine in the lower level. Seal it with your Phaser like always and then
walk around the machine. Go up the steps on the other side.

!SECRET: Go through the door on your right to find the golden ship you couldn't
get to earlier.!

Go through the door at the top of the stairs and walk into the room. Go up to
the injured Attrexian to start a cutscene. I thought he said he could stabilize
him... _

<From Xybernauts>
!SECRET: After you reach the injured male Attrexian a cutscene will start. 
After the cutscene walk up the stairs onto the catwalk and turn left. There you
will see a console. If you jump up onto the console you should be able to see a
hidden door. Jump up from the console onto the upper floor and go inside the 
door and you will find a golden starship.!

Go up on the platform to your left and use the terminals, and then go through
the door ahead of you. Use the door panel ahead to load the next level.

___________________
Attrexian Colony 2c
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 2
Starships: 2


Go out through the door and down the lift. As you ride the lift down the Idryll
shuttle will start to take off. However an Exomorph will hit it and it will 
crash. Use your Staff to take out the Quadruped and then use the terminals
on the wall to the left of the lift. 

<From Paranoid Android>
"Note that it is possible to hide behind the cylindrical column on the lift 
shaft and use this as cover when shooting the quadruped. I did this, and none 
of his attacks hit me!"

Keep walking along that wall till you get to another lift. Hit the panel to 
bring it up, and then take it down to the lower level. Go out into the cargo 
bay and kill the two Exomorphs. Use the terminals to your left and then use the
door panel on the right side of the bay to open the main doors.

Go outside and the Exomorphs will attack en-masse. Use the wide-open area to 
your advantage and put some distance between you and them. I've found that 
running backwards while hitting them with the Enh. Compression Rifle or another
long-range weapon works well here.

!SECRET: Go long the inside wall of the courtyard to your right (as you exit 
cargo bay). There should be a pipe coming out of the building next to the door.
Go past it and around the corner. There's an identical pipe coming out of the 
building along the right wall. Go behind it to find another golden starship.!

Go left out of the cargo bay and go up to the door in the far wall of the 
courtyard. There's a turret hanging inside, take it out and then go in the 
door. Does this place looks familiar? :P

Go through the door ahead and out into the courtyard. Two Bashers and two 
Chewers will attack you all at once. (What is this? A convention?) Run right 
out the door, and again, use the distance to your advantage. The Energy Staff 
and the Enh. Compression Rifle both have considerably longer ranges than the 
Exomorph's attacks.

!SECRET: From the door that you came in through, go right to find a locked
door in a lowered section. Go up to it and use the door panel. (Wasn't locked 
after all! :P). Go inside to find another golden ship.!

Go back to the courtyard and around the far corner where the Exomorphs came 
from. You'll find what's left of the shuttle. Sydney beams you up and the 
mission is over.


______________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
8.8 Mission 8: Payback
______________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

______________________
Drull Ruins 2 Level 1a
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 1
Starships: 2


There's a cutscene here. (Another scouting joke. :P)
After the cutscene you can admire the fine job the modelers did on the crashed
shuttle, or just head out.

Go past the shuttle and head right. Walk down the shallow stream and several 
Idryll will attack you. The Enh. Compression Rifle is good for taking them out 
at range. 

<From Paranoid Android>
"I recommend the Sniper Rifle for this, but you can also use the Enhanced 
Compression Rifle, as you mentioned."

Be careful of their weapons, they're quite powerful. Keep following the stream 
and go into the tent on your left to find Idryllium ammo. Go right from the 
tent and head through the roots of the huge tree. Take out the patrolling 
Idryll and go into the next tent to find health and Fed ammo.

Continue down the stream and you'll be attacked by the 24th Century version of
artillery. The lookout tower ahead will collapse, blocking your path, and 
several Idryll will beam in ahead of you. Run backwards to avoid the long-range
attacks and take out the Idryll. Go back to the bridge and go over to the rocks 
on the left side. This can be tough because of geometry glitches here.

<From Paranoid Android>
"When you are on top of the rocks that you are meant to cross over, you can 
actually see one of the Idryll grenadiers in the distance to your right (use 
your Sniper Rifle's alt fire to zoom in on him). You can shoot him from here. 
Then jump down from the rocks you climbed over and go and crouch by the large 
rock at the end of the pile. From here you will be able to see and shoot the 
second Idryll grenadier."

Go up to the bridge, but don't go under it just yet. Ahead of you is a broken
bridge, and to the left of that is another tower. Use your Sniper Scope and
take out the Idryll in the tower before continuing. As soon as you go under the
bridge several more Idryll will beam in in front of you.

<From Paranoid Android>
"A good tip to conserve ammo is to use your Phaser here. Run backwards as soon 
as the Idryll appear and let them have it with your Phaser. You should get all 
of them before they can fire a shot at you!"

The stream splits ahead. Go right and up the hill to your left into the tent. 
More Idryll will attack you here. Take them out and then go out the front of 
the tent. There's an Idryll on the next bridge with a launcher, and another in 
the lookout tower to the right. Take them both out with the Sniper Rifle. 

!SECRET: Where the stream splits, go left instead of right. Go under the broken
arch, then go left and climb up the hillside before you pass the tree on your 
left. There's a small path up the rocks. Follow it and you'll find ammo, armor,
and an explosive crate. Blow open the crate to reveal another starship.!

The green gases that are floating under the next bridge are highly toxic, so 
look to your right and find the path up the hillside. Go along the path to
bypass the gasses, and then move back into the water. There are several 
Idryll ahead: one standing still straight ahead of you, one patrolling to your 
left, and two in the two towers on either side. If you walk slowly and keep
looking through the fog, you can sometimes make them out. If you can, waste no 
time in sniping them. Once all of them are dead, go into the tents on your 
right and grab the supplies. What is it with all these tents anyway? Are the
Idryll just in a constant state of camping out, or what? And if so, shouldn't
they wear heavier clothes? o_0

!SECRET: To your left, underneath the tower, is a partially destroyed rock wall.
You can climb up the left side of it. Once you get to the top blow up the 
crate to reveal a starship. There's also some Fed ammo for your Sniper Rifle.!

Go up to the arched walkway ahead of you, but don't walk onto it just yet. Get 
out your Arc Launcher and fire a gas packet to the right of the two explosive
crates that re next to each other (not the single crate closer to you), then
walk onto the bridge. If you did this right three Idryll will beam directly
into the gas. Light it up and it should take the crates with it and kill all
three Idryll. Go onto the bridge but stop before you get to the second arch.
The building in front of you has to U shaped pieces on either side of it. In
the bottom of each piece is an Idryll with a launcher. Take them out with the 
Sniper Rifle here and the shouldn't be able to target you. 

<From Paranoid Android>
"I think it is safer to take out the two Idryll grenadiers from the water. That
way you don't risk any Idryll beaming in while you are trying to sniper them. 
Go into the water to the right of the bridge. Get out your Sniper Rifle. Look 
up and kill the Idryll in the first U. Then go to the left side of the bridge 
and do the same thing. Now it is MUCH safer to get on the bridge."

Go all the way across the bridge and take out the Idryll who attack you, then 
go through the door ahead of you to end this level.

______________________
Drull Ruins 2 Level 1b
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 1
Starships: 1


Use the terminals on either side, then go through the door ahead of you and go
straight ahead. Go left and hide behind the crates. There are two Idryll 
patrolling along here. Most likely one or both will see you, so take them out 
with your Sniper Rifle. If one or both don't see you, then walk forward until 
you can barely see them through the fog, and then snipe 'em. 

!NON-SECRET: If you go to the opposite end of the walkway, there's 150 Fed ammo
behind one of the large crates.!

Once both of the patrolling Idryll go down, run as fast as you can down the path
ahead to avoid the incoming artillery. 

There's a control tower at the right end of the walkway. Duck inside to avoid 
the incoming bombardment. There's an Idryll inside, take him out and then go up
to the console near where he was standing. Use your Tricorder on it. There are 
actually two different waveform puzzles here, but they're not that hard.

The attacks took out the bridge to your right, but walk out onto what's left 
and look to your left. Behind the crates is the guy who's been shooting at you 
all this time. Snipe his sorry ass and then go back to the main walkway. Don't
worry about him hitting you, there's an outcropping above that keeps you safe.

Weird bug: It's possible to kill the guy bombarding you while standing on the 
walkway, but there's a much greater chance of being injured or killed, than 
with the way I described. However the destruction of the bridge going out of 
the control tower where you complete the waveform puzzles is scripted. So even
if you kill him he still manages to blow the bridge. :P

Go back to the main walkway. Grab the Fed ammo on your left and then head right
and go back to the bridge. Once you get to the control panel near where you 
started, use it to open the bridge.

Go across the bridge. The door ahead of you is locked, so go down the stairs to
your left and take out the Idryll who come around the corner with your Phaser. 
About now the Idryll in the tower ahead of you will start attacking, so duck
back around the corner and equip your Sniper Rifle again. Snipe him and then go
around the corner and up the stairs SLOWLY (crouching helps immensely). Without 
moving forward, snipe the Idryll standing ahead of you, and the two on the 
bridge to your left.

!SECRET: Go straight ahead from the stairs towards the Idryll shuttle. In front
of the Idryll shuttle and a bit to the left there's another Idryll with a 
launcher. From left side of the shuttle you can just see his head, but that's 
just enough to snipe him. ;D 
Once he's been taken care of, take out the Idryll in the tower to your left. 
How is this a secret you ask? Well go to the right front corner of the area 
where the shuttle is, and use your Tricorder to modulate the red panel. This 
opens the shuttle doors. Go inside to find a golden starship and Idryllium
ammo.!

<From Paranoid Android>
"If you exit from the shuttle by the doors nearest the bridge and look up to 
your right you will be able to see one of the Idryll grenadiers on the far side
of the bridge you have to cross. He is standing on a raised area to the left of
the tower. From the shuttle, strafe right once or twice and look up and you 
will see him. Doing this (and following your recommendation), you will have 
eliminated two of the three Idryll grenadiers on the far side of the bridge 
before you step foot on it. I've tried a few times, but can't seem to take out 
the third one without actually crossing onto the bridge. But still, two out of 
three ain't bad and makes crossing the bridge a lot less hazardous!"

!NON-SECRET: To the back right corner of the shuttle is a bridge. Cross it and
go inside the tower to find ammo and health terminals.!

Go back to the main bridge and go across. There are three Idryll attacking you 
from a distance with their launchers. (Two if you killed the one near the 
shuttle secret, and one if you killed the one Paranoid Android pointed out.) If
your careful you can hang back and pinpoint their location, and then quickly 
snipe them. Also, a couple of Idryll run across the bridge at you, snipe them 
as well. Once you've taken them all out, go across the bridge and go up either 
stairway. Go across the next bridge, but once you get about halfway across it 
breaks out from under you (crappy Idryll bridges...)

A short cutscene then starts. You now have to face a Leviathan swamp beast. 
This guy is very weak-- you can take him out with three full Phaser charges -- 
but his attack is very powerful and so you should try and dodge his shots. Once
he goes down you then have to fight two at once. They tend not to move around a 
lot, so avoid one and focus on the other. 

<From Paranoid Android>
"As soon as the cutscene finishes (and the two Leviathans appear) immediately 
run to your left or right and take cover behind the columns near the health or 
ammo recharge stations. From here, you can kill both Leviathans with your 
Phaser and you have excellent protection against their attacks. They are very 
slow, like you say, but you can duck behind these columns when they eventually 
come towards you and start firing. All you have to do is peep out, fire and 
then duck back when they shoot at you!"

Once you've taken them all out, two stairs will rise up out of the swamp 
leading to a platform in front of a door. Use the ammo and health terminals on 
either end of the swamp (they're on the same wall as the doors where the second
beasts came though), and then go up to the door. Once you do a cutscene starts 
and the level ends.

______________________
Drull Ruins 2 Level 2a
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 1
Starships: 1


After the cutscene, you get these choices:


-> "I'm sure Picard can arrange that. She's not a vital member of the crew."
-> "We don't trade hostages."


Option #1: Well that ended quickly didn't it? :P

Option #2: A rather lengthy cutscene ensues in which Munro convinces Krindo to
call off the attack and release him.


After the cutscene, wait for the lift to reach the bottom, and then get off. 
Head left along the catwalk. Once you get about halfway across a Basher will
break through the floor and attack you.

<From Paranoid Android>
"As soon as the first Basher appears, quickly run backwards and hide behind the
large column on the far side of the lift shaft. The Basher will not pursue . He
will shoot acid at you, but his attacks will be blocked by the lift. You can 
kill him with your Phaser from this location without taking any damage."

Jump across the narrow section of the gap on the left and walk ahead. Another 
Basher will come around the corner. Run back and jump over the gap. Run all the
way back to the lift. Brilliant bug-brain that he is, the Basher will throw 
some acid and then run right at you... and into the hole in the catwalk. 
Bye-bye bashy! ;D

Jump back across and go right at the junction and through the door. Use the
terminals on your right and keep going through the corridor. Walk up to the
next door just enough to open it, but no further. The two Exomorphs ahead 
shouldn't see you, so fire three or four shots of Arc Launcher gas between them
and set it off. Make sure you don't actually hit either of them with the gas, 
just fire it between them. Walk down the corridor and the portion behind you 
will break out. (Well, it's a one-way trip now! ;D)
This also knocks out the forcefields guarding the corridor. Keep walking and
just as you round the second corner, two more Bashers will drop in on you.
Try and take them out at a distance if you can, but if they do run up to you,
freeze them with the Staff because they will knock you off. 

<From Paranoid Android>
"Use your Grenade Launcher on these guys while running backwards. Three shots 
maximum and they are history!"

!NON-SECRET: Ahead of you are two dead Idryll near a wall. Go behind that 
wall to find  Idryllium ammo.!

Go right into the next section of corridor. Once you get further into this 
section a portion of it to will break out, only this one's in front of you. 
"Gah! This place is falling apart!" - Kyle Katarn

Just a little quote there. :P
Go to the right edge of the remaining corridor and look down. There's a tree 
underneath what used to be the catwalk. Jump down onto it and walk down the
trunk.

!SECRET: To your left is a platform hanging under the catwalk. Jump off of the
trunk onto it and walk along. Duck under the branch ahead and go to the end. 
To your left is Idryll ammo (of course) and to your right, behind a crate, is
another golden starship.!

Walk to the end of the trunk and walk into the thick branch on your left.
Walk along till it's close enough to the catwalk, and then jump over the
railing. Use the terminals at the end and then climb up the ladder. Don't go 
all the way up though, just enough to see the Exomorph on top. Get out your 
Phaser and take him out while he can't attack you. Once he's dead, climb up the
ladder and go through the door behind you. Walk down the corridor to end the
level.

______________________
Drull Ruins 2 Level 2b
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 1
Starships: 2


Go out the door and turn right. Two more Bashers will attack you. You don't 
have to worry about them pushing you off, so just dodge their shots and try to
take them out at range. 

<From Paranoid Android>
"You can use "reveal and retreat" tactics here. Run out, shoot at one and then 
run back to the safety of the corridor. He will come after you, but not very 
far. You can use the corridor as cover and peep out occasionally to fire at 
him. Same with the second Basher."

Just a small note on the above strategy: Neither of the Bashers can climb up 
the ramp and come into the corridor. So your safe as long as you can dodge 
their shots.

Go ahead into the main room. If you didn't get the Idryll staff the first two
times, this is your last chance!

<Thanks to Xybernauts for this>
!SECRET: Straight ahead of you is a console with a red light on it. Go towards
that console and look to the left. It's very dark so you'll probably have to 
use night vision to see them. Focus on the two rows of five symbols, ten 
symbols in all:

1 2 3 4 5

6 7 8 9 10

Use your Phaser to push the slabs of rock (that the symbols are on) into the 
wall in this order:

1 4 8

If you push the symbols into the wall in this order the door to the right of 
the console should open. Inside you'll find a golden starship, 150 fed ammo,
300 Idryllium ammo, and another staff.!

Bug: For some reason when you grab the Idryll staff it counts as a starship!
That's why there are two starships on this level. :P

Use your Tricorder on the panel for the lift to your right, then ride the lift 
up. Take out the next Basher (what's with all the Bashers?) and then go through
the door on your right. Go down the corridor and through the next door. Fire 
two shots of Arc Launcher gas NEXT TO the next Exomorph (hey, a Chewer this 
time ;P) and set it off. Use the terminals on either side of the room, and then
walk onto the lift, but don't use the panel just yet. Get out your Phaser and 
take out the two Exomorphs below, then ride the lift down.

Go straight ahead through the next door and walk across the room. Krindo is
working at the farthest panel from you. Go up to him and another cutscene
will start. Despite being presented as a big scary boss, this "Stalker" guy is 
a joke. Just get a rapid-fire weapon like the Arc Launcher and fire at him, or
his blue "shadow". When he's totally phased you can still see his footprints
in the water. Also, after he's phased keep firing around where you last saw 
him. There's a chance he's still standing there and you'll hit him. He also 
tends to phase and come up right behind you and grab you, so always keep 
moving. There are health and ammo terminals around the room if you actually 
need them. :P

After the Stalker goes down, Krindo brings down the lift and the mission ends.

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Haven't seen one of these in awhile. :P
This one is another cutscene level.

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


After the cutscene both Kleeya and Telsia want to talk to you. You can go into
the shuttle and watch Barkley and Krindo make repairs, or you can just leave.
Go to the Turbolift and the level will end. 

Weird note: If you open at least one of the shuttle bay doors, and then noclip
outside, you can see the entire Enterprise-E rendered in-game. I don't know
why they decided to put the whole thing in here and not just the aft section,
but whatever.

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


If you want to talk with Kleeya go left out of the Turbolift to Hazard Team 
crew quarters, or right to the Hazard Team lounge if you want to talk to 
Telsia.

If you choose Telsia she and Munro have a nice little conversation.
If you choose Kleeya you get the following dialog options:


-> "You should see him. He's paid a high price for his lies."
-> "Good. What he did is beyond forgiveness."


Option #1: Kleeya agrees with you and says she'll see him. As soon as you go 
out the door, Telsia contacts you again and you have to go to the Lounge.

Option #2: Kleeya agrees, with you, but then reneges on it a bit.

#2 would obviously help your relationship with Kleeya, and #1 would give you a
chance with Telsia. 

No matter what you choose, Korban asks you to come to the Holodeck for another
weapons test, so go back to the Turbolift and the level will end.


Weird stuff:

-If you go right out of the Turbolift, listen in on the conversation between 
the Vulcan and the counselor. He seems pretty emotional about the Idryll. Maybe
he needs to meditate more.

-If you talk to the security officer outside Kleeya's quarters he'll say:
"Doctor Kleeya is very beautiful." and "It's hard to keep my mind on my 
duties." Frankly, I can't blame him. ;D

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Go to the Armory and talk to Korban. This is just like the rest of the training
sessions except the enemies have better weaponry. Once you're done, go back to
the Turbolift to end the level.

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Go to the shuttle bay and meet with Barkley and Krindo. Walk up to the to start
a cutscene ending the level.

__________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
8.9 Mission 9: Mercenaries
__________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

_____________________
Klingon Base Level 1a
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 4
Starships: 4


*cough*Scavenger Base*cough* ;)

!SECRET: There's a maintenance hatch on the wall to the right of where you 
start (near the two humans who are talking). Open it and crawl inside to find a
golden ship.!

!SECRET: To the left of where you start is a large bay door. Use the panel to
the right of the door to open it and find another starship.!

Go through the unlocked door ahead of where you start, and then go through the
next door. Head right down the crowded corridor.

!SECRET: At the end of the corridor is a vent with no grate on it. Climb inside
to find yet another golden ship.!

Take a left and go into the bar on your left. There's a laugh-out-loud 
conversation at the table just to the right of the door. The final proof that 
size really does matter... at least to Andorians. ;D
It's spoof of the bar conversation between Obi-Wan Kenobi, Luke, and Han Solo. 
The Andorian is Obi-Wan, the Klingon is Luke, and the Human is Solo. The one 
problem is that the female says "My friend here" but there's no one with her.
Apparently Chewie has been left out once again. :P

Anyway, Krindo says Omag isn't here, so talk to the Klingon bartender and a
cutscene will start. This guy is another surprisingly easy boss. When he holds
his knives in front of his face you can't hit him with the Bat'Leth, however as
soon as he attacks you hit him as hard as you can with the primary fire of the
Bat'Leth. He's totally undefended from behind (but so are you). Try to get 
behind him without exposing yourself.

Once he goes down you get the code to the VIP room, so go through the door. 
There's another somewhat funny conversation going on to your left. Go through
the next door and a cutscene will start. You know have to do some 
interrogating...


-> "Rule 7. 'Keep your ears open.' Where is the Master Control Facility?"
-> "Rule 60. 'Keep your lies consistent."


Option #1 gets you nowhere, so go for #2. 


-> "How do we know your telling the truth? Rule 181 says 'not even dishonesty
can tarnish the shine of profit.'"
-> "You're telling the truth? 'There's nothing more dangerous than an honest 
businessman.' Rule 27."


This time #1 does the trick.


The cutscene ends and Omag runs out the door. Follow him, but don't worry about
keeping up with him. His escape is scripted, not timed. Exit the VIP Lounge out
the door where Omag went. Use the terminals on either side of the door, then go
out into the main corridor. Suddenly everyone on the station wants your ass, so
get out some weaponry and keep moving. The Assault Rifle works well here. Stay 
away from the Klingons with Knives/Bat'Leth's, and duck behind any nearby 
crates if attacked with a Quantum grenade or a disruptor.

Go through the door on your right after killing the Andorian with the Quantum,
and duck behind the crates on your right. Take care of the Klingons first, then
carefully walk out from behind the crates and kill the Andorian on the 
platform. 

<From Xybernauts>
!SECRET: Left of the ladder, you'll see a tan crate. Jump onto the crate and 
walk onto the railing. From the railing jump across to the platform that the
Andorian was standing on. Don't jump onto the large elbow shaped pipes, instead
jump towards the railing. If you aim right you should land on the tiny ledge 
around the outside of the railing. Jump over the railing and go through the 
"locked" door to find yet another starship. To get back, just jump up on the 
railing and jump back across.!

Use the terminals on the far wall, then climb up the ladder. Kill the two 
Klingons that come at you with Bat'Leth's and then go through the door they 
came through. Head right down the corridor to end the level.

_____________________
Klingon Base Level 1b
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Head down the corridor. Omag yells to the Mercenaries that he'll pay them well 
if they kill you. Two run around the corner, take them out and then carefully
bounce a couple grenades around the corner and take out the two hiding behind 
crates. Go right through the door. 

Take out the human who comes up from your right, and then crouch near the door.
Use your Enh. Compression Rifle or I-MOD to take out the two Andorians across 
from you, and then take out the human below. Go right along the catwalk slowly 
and it will explode and drop down. Walk down the broken section to the lower 
level. Take out the crate blocking the health terminal. then use the terminal. 
Jump across the Klingon containers behind you. Don't stand on them to long, 
they tend to tip over and dump you off. Once you get across, go to the left and
along the narrow section next to the wall to find an ammo terminal. 

Go back to the door, but step to the side of it before opening. Three humans 
are standing right behind it. I've found that stunning them with the staff,
quickly followed up with close-range primary shots from the Assault Rifle works
well here. 

Go up to the next doorway, but don't go through. Take out the mercenaries that 
come through, and then look right. There's a Klingon with a disruptor hiding 
behind some sort of thing with three pipes coming out of it. Kill him and then 
run and crouch where he was. Get out your Enh. Compression Rifle or I-MOD and 
take out the rest of the Mercenaries down the corridor, then go down the 
corridor and through the doorway to your right. There are more Mercenaries 
here, take them out and then head into the next corridor. There's another 
machine identical to  the one you took cover behind before, duck behind it now,
and take out the remaining Mercenaries. 

Get out your Quantum Burst and head down the corridor. The door at the end will
open and about fire more attackers will run out. Use your Quantum Burst on them
and then go through the door on your left. Omag takes the lift on the right, so
get in the lift on the left and ride it down to end the level.

____________________
Klingon Base Level 2
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Great. Now you've gotta fight this bastard. 
While he's in the chair-thing, use the Enh. Compression Rifle on him till his
health is down to about 75% and a cutscene will start. Now he gets real nasty
and he starts attacking you in other ways. Paranoid Android has listed them for
me here:

<From Paranoid Android>
"Lurok likes to give verbal clues about what he is going to do next. Pay 
attention to what he says:

1) At various times during the fight, Lurok may open the floor grates near the 
central pillar. A few seconds later, flames will shoot out of these grates. He 
warns you that he is about to do this by saying one of the following:

"You will burn like a targ in a pit!"
"Then surrender to the flame, k'pekt!"
"Taste fire, Federation dog!"

2) When Lurok is about to start the polaron scan, he will say one of the 
following:

"Toh-pah! My scan will find its mark!"
"My scan will find you out!"
"You cannot escape the uD'a', human!"

3) Notice that the floor is divided into four huge panels. Lurok can open two 
of these at a time, until all four are open. If you fall into one of the holes,
you will be ejected into space. The verbal clue he gives when he is about to do
this is one of the following:

"Can you breath in a vacuum, taq'heq?"
"Space is cold, Starfleet qoH"


You can keep using your Enh. Compression Rifle, or switch to the Quantum Burst 
or Grenade Launcher. After the cutscene he almost always opens one of the 
doors, and since you end the cutscene standing on a door you should run. Keep 
hitting him hard. There are health and ammo terminals on opposite side of the 
machine in the center of the room.

If his chair drops or starts to give off orange sparks, he cannot fire or move, 
so use this opportunity to hit him as hard as you can. About now you'll run out
of Fed ammo, so switch back to the Enh. Compression Rifle and launch alternate
fire grenades at the chair. Once his health drops to 50% another cutscene will
start. Just keep hitting him hard and running. 

Once he's down to 25% he ditches the chair, grabs a Gattling gun, and jumps 
down to fight you. This is very hard, so try and conserve your health as much 
as possible. The only way I've found to beat him is to run backwards and hit him
with both the alternate and primary fire on the Assault Rifle. Use the 
alternate if he's farther away. Don't get close to him because he has a nasty 
kick. There is actually a very small "sweet spot" where your to close for him 
to shoot, but to far away to kick. Stay in that spot as much as you can while 
running backwards, and keep hitting him hard. If you run out of ammo in the 
Assault Rifle switch to anything else you've got. One incredibly useful thing 
I've found is that you can freeze him with the staff, and then hit him with 
the Assault Rifle! :D

If you finish this at all you can be proud of yourself. This is a damn tough 
boss. I guess he makes up for all the crappy bosses you've faced previously. ;P

<From Paranoid Android>
"If you don't discover the secret to this room and just try to "Rambo" your way
through, he is tough. However, if you take the time to learn about what the 
different things in this room do (admittedly difficult, when Lurok is firing at
you), beating him is actually very easy. 

OK, the first thing to notice is that there is a large exhaust pipe on one of 
the walls (there is an energy recharge terminal underneath it). This pipe is 
capable of dealing MASSIVE damage to Lurok when his rig is temporarily 
disabled. What you need to do is:

1) shoot at Lurok (while obviously dodging his attacks) until you damage him 
enough to freeze his rig for a few seconds. OK, the next two steps have to be 
done QUICKLY!

2) QUICKLY run to the central pillar. On one side of this is a terminal marked
Repair Rig Manual Override. Use it. This shifts Lurok's rig over until it is 
directly in front of the exhaust pipe. 

3) QUICKLY run to the other side of the central pillar. Find a terminal marked 
Exhaust Vent Control. Use it. This fires the exhaust flame directly at Lurok's 
rig. 

On Normal difficulty, I only needed to do this twice to completely destroy the 
rig.

If you do steps 1 to 3 quickly, you will avoid the bit where Lurok starts a 
polaron scan that sweeps the room, killing anything in its path. If you are 
unlucky enough to have to avoid the scan, there is another trick that you can 
use to stop yourself from being killed. The scan starts from the big exhaust 
vent. As soon as you hear Lurok give his verbal clue (see below) that he is 
going to use this, quickly run to the spot on the platform in front of the 
exhaust vent and then strafe left a bit. The polaron scan will start and move 
around the room in a clockwise manner. Just move to your right a bit until you 
are to the right of the exhaust vent. The scan cannot now harm you as it will 
stop when it reaches the vent. 

When Lurok comes after you on foot with the Tetryon Gattling Gun, you have a 
choice. If your health is low, try to dodge his attacks and hit him when you 
can. If your health is high, you can try a different tactic. Just choose the 
fast-firing Enhanced Compression Rifle and continuously hit Lurok. You don't 
need to avoid his shots, because if you keep firing at him, he won't be able to
fire back at you. All you need to do is move your aim when he moves. I did it 
this way and took care of him no problem. 

So there you have it! Either Rambo your way through this fight, or use the 
MacGuyver tactics explained above. Either way, this is one fight where I DON'T 
recommend using the Phaser!  I DO recommend that you save the game each time 
you successfully follow the three steps I outlined above for firing the exhaust
vent at Lurok's rig, and also once you have completely destroyed the rig!"

After he goes down Munro talks to Picard, a cutscene starts, and the mission 
ends.

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


After the cutscene, go out onto the bridge and head for the Turbolift.

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Head to the Brig and a cutscene will start. If you do choose the wrong option, 
you always get the chance to fix it and say the right thing, except for the 
escape offer. :P
You then get these options:


-> "What about the rule that says 'Once you have their money, never give it 
back."
-> "What about the rule that says 'Only a fool passes up a business 
opportunity?"


Option #2 does the trick here, you then get two more options:


-> "Rule 17. 'A contract is a contract is a contract. But only between 
Ferengi."
-> "Rule 9. 'Opportunity plus instinct equals profit."


Option #1 this time.


-> "Rule 121. 'Everything is for sale. Even friendship."
-> "Rule 1: 'Once you have their money, you never give it back."


Option #1 again. 


-> "Knowledge equals profit.' Rule 74"
-> "Expand or die.' Rule 95."


Option #1 will yield this dialog... 


-> "Rule 52. 'Never ask when you can take."
-> "Rule 22. 'A wise man can hear profit in the wind."


Take number one.


...while option #2 will get you right to the next set of dialog:


-> "Rule 34. 'War is good for business."
-> "Rule 62. The riskier the road, the greater the profit."


Number 2 here. 


-> "Wow. OK, I'll sneak you out of here."
-> "Omag. I am charging you with attempted bribery."


Option #1: You get thrown in the Brig yourself for corruption.

Option #2: That did the trick. Enjoy the rest of the cutscene. :)

To review: 2, 1, 1, 1, 2, and 2. ;D
After the cutscene Korban calls you to the Armory again. As always, chat with
Korban a bit, and then head for the Holodeck. The primary fire seems to work
good against the Mercenaries. Once your done, Tuvok calls you to the Briefing
Room, so head for the Turblift.


_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 1
Starships: 1


Go left out of the Turbolift, and left again.

!SECRET: Go past the locker room and Hazard Ops to the end of the corridor. 
Open the unmarked door to find a tiny storage area (Starfleet's closet?) with a
golden starship inside.!

Go into Hazard Ops to start a cutscene. After the cutscene head back to the
Turbolift to end this level.

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Go left out of the Turbolift and right into Sickbay. Talk to Dr. Stevenson in
her office to the left, and the level will end.

__________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
8.10 Mission 10: Incognito
__________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

"Aah... yes, Romulus, how well I remember it. You'll find the predominant color 
to be gray; the buildings, the clothes, the people. Did you know that the 
Romulan heart itself is gray? It's true, and altogether appropriate for such an
unimaginative race." - Elam Garak - DS9 'Inter Arma Enim Silent Leges'

____________________________
Romulan Installation Level 1
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 4
Starships: 5


!SECRET: From where you start, turn left and go through the cave. Ahead of you
is a large rock. Go around it and scan for structural integrity. You should see
a large flat rock that is weak. Walk up and jump on top of it, and it will 
break away revealing a golden ship.!

Night vision helps IMMENSELY here. From where you start, go ahead across the 
rocky path. Keep going through the tunnel till you get outside. Head right past
the covered crates and go up to the door. Talk to the guard, and then input 
your credentials in the panel to your right using your Tricorder. The guard 
opens the door and gives you a heads-up that they've installed new 
Bio-Scanners.

Paranoid Android from the EliteForce.com forums pointed out that if you use the
'cg_3rd_person 1' console command, it makes this next section considerably 
easier. See the Cheats section for more details. :)

Turn on the Bio-Scan view mode on your Tricorder. Walk to the far right and 
wait for the beam to move back. Quicksave a LOT here, and run side to side to
avoid the scanners. Once you get through make a hard save and transfer your
credentials at the next door to gain access. There's a Romulan shuttle taking 
off ahead of you. 

Tip: You can translate the Romulan text above almost all doors by scanning it
with the Tricorder.

!SECRET: Go right down the ramp and under the landing platform. Duck down and
open the maintenance door. Crawl through it and then jump up on either of the
small machines to your left. Use them to get up to the platform above you where
you'll find another golden starship. Using the third person console command can
help here too.!

Go back out and around the landing platform to the right. This next section can
be a bit confusing, so I'll give you a full description:

Directly ahead of you as you pass the shuttle platform is a small locked room. 
It's nothing. 
To the right of that (but still ahead of you) is a large raised Security 
Station.
To your right is a large Command Center complex with two doors; right, and 
left.

Go into the left door on the Command Center ahead of you and transfer your 
credentials at the front desk.

<From Paranoid Android>
!SECRET: If you look behind the desk of the Romulan Commander at the Command 
Centre you will see a panel in the wall. Crouch down, use the panel and crawl 
through to get the golden starship!

!SECRET: Go into the right Command Center door. Inside, past the two arguing 
guards there's a health terminal on the right wall. Use it and then walk past 
the pipes and you should see a small panel on the right wall. Use it. Look up 
above you. Using that panel opened a small grate in the ventilation shaft which
allowed you access to a golden ship. Stand directly underneath and jump up to 
nab it.!

Exit the Command Center and go up the stairs to your right into the Security 
Station and use the panel ahead of you. Then exit the Security Station and go 
down the stairs and to the left. Use your newfound access code on the door and 
go through. Walk over to the crates on your right and a cutscene will start. 

!SECRET: Straight ahead of you is a covered crate near a ledge with two 
machines on it. Use the crate to get up on the ledge and go behind the right 
machine to find another golden ship.!

Go onto the raised walkway. 

Weird non-secret: If you scan the Romulan text above the door to your right, it
reads "Romulan Outpost 90210." A rather obvious spoof. :P

Follow the walkway and go past the machines and up the stairs ahead of you.
Go through the door on your right and into the room. There are three Comm. 
generators; left, ahead, and right. Get out your new Disruptor and take them 
all out. This will set off the alarms in the area, and the guards will consider
you as hostile. There's a door to your left that leads to a long corridor. Run 
inside and take out the guards as the come through the door. One will beam in 
in front of you. 

Once they're dead, go outside. Take out all the other guards in the area, and 
then go back to the Comm. room and use the health terminal on the left wall. Go 
back out and down to the walkway. Go through the door to your left to end the 
level. 

Alternately you can just run for it, but this will lower your health in the 
next level.

_____________________________
Romulan Installation Level 2a
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 3
Starships: 4


Go down the ramp ahead of you and use the health terminal on your right. Go up
the stairs to your right and talk to your friendly neighborhood informant. 

!SECRET: After talking to the informant, turn around. Notice the vertical pipe
above the stairs. Walk over to the stairs and jump up on the railing nearest
the pipes, and then jump to the ledge were the pipes where. Walk around to the
left of the two pipes (this is tricky, do not run) and then go right and duck
into the hole in the wall. You will find another starship. To get back down
without walking past the pipes again, just look down. You should see the top
of a shelf below. Jump to the shelf, and then to the floor and you will not be
injured. Of course it really doesn't matter whether or not you fall because
there's a health terminal at the bottom of the stairs.! :P
 
Get out your Tricorder and go through the door to the right of were you talked 
to the informant. Use the Bio-scan and run past when the scanners are pointed 
up. If you do set them off, use the Alarm Panel in the corner to shut off the 
alarm before too many guards beam in. After you get through, use your Tricorder
on the panel to your right to shut off the Bio-scanners. 

Go through the door behind you, and use your Tricorder on the panel to open the
grate above you. Climb up the ladder and crawl through said grate. Go till you 
get to another ladder, and climb up into the room. Two guards are talking about
Gonzolaz on the platform above you. Stand below and charge up your Disruptor.
Let the one on the left have it first-- he's closer to the alarm panel. Then
take out the second one with primary fire before he can get to the panel. If
he does make it to the panel, waste no time in running up the stairs and 
shutting it off.

<Thanks to MultivaC for this secret>
!SECRET: After you kill the guards, go up the left staircase and jump up on
the railing. Make a running jump across to the ledge and duck underneath.
Climb up the series of ladders and drop down onto the beam above the control
room. There's a Romulan patrolling below you. Take her out with a charged 
Disruptor blast and then drop down into the room. Turn around and go to the
shelf to your right. In front of it is a Romulan Experimental Radiation 
Disruptor.

IMPORTANT NOTE: If you go for the above-mentioned secret, you'll have to play 
this next section backwards. 

-If you got the secret: 
Go out the door to the left of were you found the X-Rad. Go left and kill the 
Romulan. Quickly run right down the corridor and take out the other Romulan. Go
right, and right again, and take the only door on the left. Everything else is 
as mentioned below.

-If you didn't get the secret:
Go through the door to the right of where the guards where talking, and take 
out the Romulan on the other side. Immediately go left, left, and left again 
and take out the hiding Romulan. Now there's no one left to set off the alarm 
system. Go back to where you first came into this area, and use the door 
opposite the door you came through. 

-Continuing either way:
There are Bio-scanners in this room, so get out your Tricorder. While the 
closer one is up and the farther one is down, run ahead and jump over the lower
one. Use your Tricorder on the panel at the back of the room to gain the needed
access codes.

Exit the room to the right and then take a left and another right. Input the 
code you lifted from the Security Station, and go into the supply room. At 
first night vision may seem like a good plan, but since it also magnifies the 
fog, it's best not to use it. Use the health terminal ahead of you, and then
go back up the stairs. There's also another starship hidden across the room 
behind a grate. You can't get it from here, but you'll come to it later.

!SECRET: At the top of the stairs there's a diagonal railing. Stand where the 
railing ends and look down. You should see a straight pipe below you. There's a
small hole between the railing and the wall. Walk forward slowly toll you drop 
down through a hole. Turn around and jump off of the pipe and onto the small
floor area underneath the stairs. Crouch and study the floor panels. One is
slightly recessed. 'Use' it and it will open, revealing a starship. To get out
of here, turn around and you should see two small pipes leading up to the 
larger one you fell down to. Crouch and use them like stairs to get to the 
larger pipe. Once you do that, simply walk across the pipes as normal and go
through the service duct.!

At the top of the stairs is an angled section of railing (the same one in the 
secret above). Jump up on top of it, and then jump down to the pipes below. 
*Frogger flashback here* ;D

Make your way along the pipe, and cross over to the pipe in the middle. From 
there move to the pipe on the far side and go as far as you can to the right 
and jump ahead to the platform. Duck into the small service door, and crawl out
the other side. You're now under the corridors of the outpost.

!SECRET: Go right and then make another right. Go to the end to find a golden 
starship. Go back to the door were you entered and then continue with the 
walkthrough.!

Go left, then straight past the turnoff to the right and go left into the next
maintenance conduit. 

<From aggybong>
!SECRET: When you go into the tunnel with night vision, switch to structural 
integrity mode instead, and you will see a weak wall. Shoot it and follow it 
down for a hidden ship.!

Use night vision in the conduit, and make your way to the next grate. 
Don't go into the next room. Charge up your Disruptor and take out one of the
Romulans, then hit the other with primary fire, just like before. Now go out 
into the room and use the panel in the center of the room. Then go up the steps
to your right and duck into the tiny hole in the wall. Use your Tricorder on 
the panel inside to shut off all those godforsaken Bio-scanners, and then go 
out the door. 

Go left out the door and then right. Go through the door ahead and walk along 
the catwalk. Go up the stairs, around and then down to the lower level. A 
cutscene will start.

<From Paranoid Android>
!NON-SECRET: Go over to the far side of the main console panel under the stairs
in the room here and use the central panel. It will display a holographic image
of one of the dancing girls from the Klingon base. The left and right panels 
change her size up and down.!

One weird thing I noticed about the secret mentioned above is that while you 
can see through the holographic dancer, your weapons fire does not pass through
her. However she cannot be killed. :P

Follow the informant into the lift. Use the lift controls and the level will 
end.

_____________________________
Romulan Installation Level 2b
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 1
Starships: 1


Wait for the lift to reach the bottom. 

!SECRET: After you get off the lift, walk to the right and climb up on the 
large pile of snow. Jump off to the right onto the large beam next to the lift.
There will be a golden ship up there.!

Follow the informant. While she's unlocking the door, use the health terminal 
on the right. After she opens the door go into the cellblock and a cutscene 
will start.

She changes clothes pretty quick. _
Don't bother with going to the upper level or anything, just keep hitting her
hard with the primary fire on your Disruptor, the alternate fire is two slow.
Strafe around and dodge her shots, and keep close to her. She does leave 
footprints in the snow, so watch for those and fire in their general direction.
If she manages to hit the alarm panels more Romulans will beam in. Take them 
out first, and then go after her. If you got the X-Rad gun earlier in the level
this becomes much easier. Just hit her hard with the primary fire, and then use
it's orange glow to follow her while cloaked and hit her with the alternate 
fire.


Once she goes down a long cutscene starts, and the mission ends.

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 1
Starships: 1


!SECRET: Go to the Brig and go into the cell nearest the door. Go to the back
wall of the cell and press the 'Use' key to open it revealing a hidden area
with a golden starship. Also, to your right Jean-Luc is playing Exomorph Chess
with Cmdr. Suldok.!

Go to Sickbay and walk up to the Doctor. She'll remove your implants (har har)
and then the Captain asks you to come to the Observation Lounge. Head back to
the Turbolift and the level will end. 

_____________________________
Information Gathering Mission
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 0
Starships: 0


Go out of the Turbolift, and around the corner into the Observation Lounge and
a cutscene will start. After the cutscene both Kleeya and Telsia call you. This
is the penultimate choice between them. Go into the Turbolift, use the panel,
and make your choice. Deck 11. Stellar Cartography = Kleeya, Deck 7. Hazard 
Crew Quarters = Telsia.

_____________________________
Information Gathering Mission
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Secrets: 0
Starships: 0


This mission is different depending on what choice you made in the Turbolift.

Kleeya: Head out of the Turbolift and go to Stellar Cartography. After the 
cutscene the next level loads.

Telsia: Head for the crew quarters area. If you pass Telsia's quarters and go 
down the corridor to Chell's quarters, there's a funny conversation between 
Chell and the Botanist. :P
Go to Telsia's quarters and go inside to start a cutscene.

___________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
8.11 Mission 11: End Game 2
___________________________
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______________________
Drull Ruins 3 Level 1a
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 5
Starships: 4


NOTE: Despite what Tuvok says you can call down as many bombardments from 
Enterprise as you want, you just have to wait for them to "recharge" (indicated
by the green and blue bar on the right side of the Tricorder display).
 
After the cutscene, get out your Sniper Rifle. Move forward a few paces to 
avoid the lava, and then quickly strafe left, get a quick bead on the sniper in
the lookout tower, and take her out. You can target the tower with an 
Enterprise bombardment, but by the time you target it the sniper will already 
have killed you. Go down into the rocky area and more Romulans will beam in. 
The Arc Launcher is effective here. Don't be in a hurry to run out into the
rocky area. If you hang back near where you beamed in and let the Romulans come
to you, you stand a much better chance.

!SECRET: Using your Tricorders target feature, take out the tower to your left.
(The one the sniper was in). Once it collapses, wait a few seconds for the 
rubble to disappear and then jump over the lava pool and grab the ammo hidden 
behind it. There is a Cruiser Turret here. Sometimes the blast that knocked
down the tower kills it, and sometimes not, so be careful.!

Go to the right side of the rocky area and grab the Fed ammo that beams in. Use
the health terminal to your right. 

Now, I think it's about time you called down a favor from Picard. ;)
Stand in the middle of the rocky area and look ahead and a bit to the left. You
should see a tower. Target said tower and wait for the bar to fill. Wait till
the Enterprise stops firing, and then go around the rock formation ahead of 
you. More Romulans will beam in, take them all out and go ahead past the 
destroyed tower. Their are two Romulan grenadiers on top of the wall. Run all
the way back to were you stood when you kill the very first sniper (near where 
you beamed in). You can easily see and snipe both grenadiers.

<Thanks to MultivaC for this secret>
!NON-SECRET: While your standing facing the wall where the Enterprise just 
bombarded, turn around and walk to the right. Near a lava pool should be 
another Romulan X-Rad gun and Plasma ammo. Walk up and grab both. As soon as 
you have them run backwards because a Basher will jump out of the lava. If both
you and Korban are far enough away, you can take it out with the alternate fire
of the X-Rad, otherwise just quickly switch to another weapon.!

Walk towards the wall and use the rock to get over the lava pool.

!SECRET: To the right of the rock you use is a small flat area of rock. Jump 
onto it and you will see another golden ship floating on a rock in a small pool
of lava. Quickly and carefully jump across the lava and grab the ship.!

Go through what used to be a door in the wall and another cutscene will start.

Ouch! Right in the family jewels. :O And Munro is just kneeling there waiting 
to get shot, and what the hell is that sniper doing up there? No reload takes
that long. _

Anyway, as soon as the cutscene is over strafe as quickly as you can to the 
left near the ammo and health terminals, and snipe the sniper. Then use the 
terminals. 

!SECRET: Go to the right side of the path and down into the lava pool. Jump 
from rock to rock until you find a golden starship.!

Head down the path and take out the Romulans that run at you, (the Arc Launcher
gas works wonders here) then use your Tricorder to target the tower at the end 
of the pathway on the left side. Move along the path and carefully take out the
sniper in the tower around the corner to the right. There's another sniper on 
the same rock outcropping as the sniper that injured Korban, but she's on the 
other side. Take him out, and then head down the path. Keep taking out the 
Romulans that run at you. 

Go around the corner and use the terminals at the base of the tower on your
right. Use the rocks floating in the lava ahead of you to get across, but be
quick because they sink.

!SECRET: Go down the rock steps to your left and grab the golden ship.!

This next section is hard. Jump down into the arena and take out the two 
Romulans to the right. Two more grenadiers will run out above the big door 
ahead of you. They tend to duck behind the yellow supports so they're a real 
pain. Your best bet is to use the X-Rad and fire bursts of primary fire 
radiation near where they stand when the throw their grenades at you. That way 
when the come out from behind the structure to attack you they will be 
poisoned. 

Once they go down a Quadruped breaks through the door ahead of you and attacks.
He's a lot tougher than any of the Quadrupeds you've faced before. When his 
blue shielding goes up he's invincible and all shots you fire will be deflected
back at you. 

If you get many good hits on him, then quicksave. Once he goes down, use your
Tricorder to call down bombardment on the door to your right (not the door he 
came through), or just use your Tricorder to modulate the nearby door control 
panel. 

<From TrekkerAFG>
"In the Drull Ruins 3 Level 1a, just after you've jumped the two sinking
rocks and are getting ready for the arena fight, barely get in the arena
and sneak around so you can just see the first guy to the right, it
shouldn't be to hard to get him in sight without him attacking, and call
down a phaser/qtm torpedo strike on him, this'll kill the guys over there,
then do the same to the top level that the granaders are at (I aim for the
middle column), this will kill them up top, which leaves you with a clear
field, and since you never actually kill the guys yourself, the Quadraped
never comes out, even if you want him too."

<From Webboid>
"I have a better way to beat the Drull Ruins 3 Level 1a arena: Jump down into 
the arena, face right, and strafe left while taking out the two Romulans to the
right.  You may have to apply a little "backpedal" while strafing left to stay 
on track for the big doors.  If you do this right, you will end up on the 
doorstep of the big doors with the two Romulans dead on the ground, and no 
damage from the grenadiers, since they don't have enough sense to "lead" you 
when they lob grenades.  From this position, you are relatively safe from the 
grenadiers, since they can't get a small enough arc on their grenades to 
really hurt you much, if at all.  From this position, call down a strike from 
the Enterprise to blast the smaller doors to the right of the big doors.  Now 
run for the small doors and stop just inside.  Again, the grenadiers will do 
little or no damage to you because you are running.  And as long as you're a 
few feet inside the small doors, their grenades won't hurt you.  Now turn 
around and snipe the closest grenadier.  Unfortunately, the farthest grenadier,
the one above the left side of the big doors, is not visible from this vantage 
point, even though she continues to lob grenades directly at the small doors 
where you are, as if she can see you (go figure).  Now would be a good time to 
hit the health and energy terminals, and if necessary, go down the left tunnel 
and get the Fed ammo by the lava, then save.  The only way to get the last 
grenadier is to go out into the arena.  At least now, you are only fighting 
one of them, so dodging her grenades while sniping her is a piece of cake.  
Try to stay close to the small doors as you kill her, so that when the 
Quadruped breaks through the big doors, you can once again run through the 
small doors, hit up the health and energy terminals again, and save.  You are 
safe from the Quadruped in here, as long as you stay right up against the 
terminals or get behind the big rock in front of the terminals.  At this point,
you can soften up the Quadruped a little by jumping up from behind the big rock
and shooting at the Quadruped, who will obligingly stand in front of the door 
and harmlessly shoot the rock.  Just don't jump too frequently, because when 
you are in the air, he will sometimes lob a shot over the rock, which will hit 
you if you jump too frequently.  Also, timing is tough on this, since you have 
to shoot him when he's not shielded.  You may end up having to go out into the 
arena to finish him off.  If so, just lure him into the middle and 
circle-strafe him."


Go through the door, turn on night vision, and use the terminals ahead 
of you. Go down the left fork and grab the Fed ammo by the lava pool. Then go 
back and take the right fork. If you see a Romulan who doesn't see you, quickly
take them out with your Sniper Rifle. Otherwise just use the Arc Launcher or 
any other convenient weapon.

Continue down the path till you get to the point where you can either go left, 
or jump across the floating rocks. Take the rocks and go straight ahead. Some
Fed ammo beams in on the floating rock to your right if you want it. 

!SECRET: Go left at the fork ahead and grab the Idryllium ammo behind the rock
to your right. (That's not the secret :P) Keep going and jump onto the rocks in
the lava pool to your right. Scan for Structural Integrity with your Tricorder,
and blow out the weak rock. Then jump across and nab the golden ship.!

Go back to the fork and go right. Watch your radar. If you see any Romulans 
ahead, duck behind a nearby rock and fire Arc Launcher gas in their direction.
Light it up and it should take care of them. Once you get to the end of the 
cave you'll see the "Level End" warning, but the level doesn't end.... :P

Use the terminals to your right, and then strafe around the corner till you see
the telltale sniper light. A few foot soldiers will come around the corner. 
Take them out and then strafe left and take out the sniper with your Sniper 
Rifle. Do NOT go around the corner just yet though. Keep strafing left (watch 
for the lava) and take out the sniper in the tower on the right end of the 
wall. Once you do that, several more Romulan foot soldiers will beam in.
Wait for them to come around the corner at you, then take them out. Use the 
terminals one last time, and then strafe left a bit. There are two Romulan 
grenadiers ahead of you on the wall. If you walk around the corner carefully 
you can use the Bombardment feature on your Tricorder to target the tower that
the sniper was in. Once that tower falls it will knock the grenadier to his
well-deserved death (assuming the torpedoes didn't kill him). Strafe a bit more
around the corner and take out the other tower the same way. Alternately you 
can just snipe both of them if your in a hurry, but the bombardment doesn't 
cost you any ammo.

After the cutscene you have to take down an Exomorph commander.
The trick is to not get underneath him no matter what. If you get under him he
will kill you almost instantly. If you're playing on easy mode he doesn't more 
around much, so get out your Tricorder and have the Enterprise bombard him. 
This should kill him. If it doesn't kill him, or your playing on Normal or 
more, then just run around him so your not under him, and hit him hard with the
Gattling Gun. There's a health terminal on the right side of the door ahead of 
you, and an ammo terminal on the left. Use them as needed. There's probably not
anything left in the two terminals at the mouth of the cave, but if there is 
you can still get to it. Be quick though, once he comes over to attack you, you 
can't get out without going underneath him, and you all know what that means. 
>_>

<From Hendrijazz>
"This is the first time meet the Commander. If you lucky, you can hide 
under the roof of the terminal after the cave you came out and you don't 
get a lot of hurt and you can kill it easily. I still have 88 health 
left."

Once he goes down a cutscene starts. Why are their only two people on the 
bridge anyway?


______________________
Drull Ruins 3 Level 2a
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Secrets: 4
Starships: 3


Wait for the lift to get to the bottom, then get off. There's Idryllium behind
you, and terminals to your right. Once you've used them, go through the door 
ahead of you and kill the female Romulan to your right. Jump onto the floating 
wall panel, and then jump over to the strip where she was standing. Take out 
the Romulan firing at you from down the corridor. Jump across the floating wall 
panel again, and pick your way down the corridor jumping from one solid piece 
to the next. Once you get into the next room several Romulans will beam in. 
Your badly outgunned, so take cover behind some rubble and try to snipe them. 

Once you've killed them, several more beam in. Again, quickly take cover and
try to leave yourself exposed for the minimum amount of time. Once they go
down, go to the opposite end of the room from where you came in. Use the 
terminals on your right, and then go out the door on your left. Go around the
corner and through the next door. A single Romulan soldier will run at you
Kill him quickly and then go up to the door enough to open it, but don't go 
through. There's a Romulan grenadier to your right on the platform. He 
shouldn't see you at this point, so quickly snipe him and then go straight 
ahead through the next door. 

Before walking into this room, fire about three rounds of Arc Launcher gas on 
the FLOOR of the room about in the center. Then run through the door across
the room to the next door, and spin around as quickly as you can. Once you 
cross the room three Romulans will beam in about in the middle of the room. 
Light up the gas and yadda yadda yadda.... 

Once they're dead the next door opens automatically and more Romulans run 
through. These are easier to take out, just hit them at range with the Enh. 
Compression Rifle of the Arc Launcher. 

!SECRET: Get out your Tricorder and scan the left wall of this room. You'll 
find a small grate in the wall that is weak. Blow it out with your Phaser and
crawl inside. Wait for the fire on one side to die down, then run through. Wait
for the fire over the ship to die down, then crawl through and grab it. Then
wait for the third fire to die down and crawl out.!

Go through the door ahead and quickly duck behind the stack of crates to your 
left. Get out your sniper rifle, and strafe right just until you see the sniper
on the far platform. Take him out quickly and then reload your rifle. Strafe a 
bit more and take out the Romulan gunman below you.

!SECRET: Jump up onto the rail directly behind you, and then jump across to the
platform. Get out your Phaser and fire at the small panel just underneath the
railing you jumped over. Wait for the platform to get to the bottom, and then 
jump across and use the terminal. Get back on the platform and look left. There
will be another small panel on the wall. Hit it with Phaser fire to bring the 
platform back to the top. Make a running jump back across the railing.!

Walk down the stairs to your right, and more Romulans will beam in. Run back up
the stairs and duck behind the crates again. Snipe the Romulan with the staff 
who's in almost the same place as the sniper you killed a few moments ago, and
a Romulan gunman will run up the stairs. Kill him and then kill the Romulan
with the staff on the platform to your left. Go down the stairs to your left
once again, and then go down the next flight of stairs. 

!SECRET: Go to the edge of the platform to your far left and look down. Jump 
down carefully onto the small platform and walk around the corner to the left 
to find a golden ship.!

The next set of stairs has fallen into the lava, so make a running jump to the 
door below you and to the left. Go through the door and kill the Romulan at
the top of the stairs ahead of you. There's a sniper on the ledge directly 
above you, and if you move out into the room she'll kill you. Turn around 180
degrees so you're facing the door you just came through, get out the Arc 
Launcher, and back up just enough to fire a single blast of gas past the ledge
to the ceiling above, and then run back under the ledge before the sniper can 
take a shot. Then run back out and light up the gas. This should kill the 
sniper.

Go under the stairs ahead of you and use the terminals, then go up the stairs 
and past the two crates, but don't turn right yet. Look down to the lower 
platform and you should see several crates stacked on top of one another. Jump 
straight up, and while at the peak of your jump fire a single round of Arc 
Launcher gas behind the crates, then light it up. This should kill the Romulan 
standing behind them.

Now go right and down the stairs. Grab the Fed ammo to your left and continue
on through the door ahead of you. 

Yeah... how hard, huh? Jerk. :P

Anyway, go around the pillars and through the next door. There are three 
Romulans here, and another grenadier at the top of the stairs. Open the door 
and quickly fire two bursts of gas from the Arc Launcher, then quickly light it
up. This should take out the three soldiers. Duck behind the pillar behind you,
or on either side of the door to avoid the grenades, and get out your I-MOD. 
Sometimes (because the ceiling above him is to low) his grenades are just 
hitting it and bouncing down the stairs. However other times he can easily hit 
you. Either way take him out with the I-MOD from the doorway.

There are two Idryllium canisters along the walls in this room. Grab them and
then go up the stairs. There's another set of terminals underneath the next set
of stairs. Use them and then go up to the door ahead of you. The Romulans 
attack en-masse here. Apparently they all want to be in Suldok's little club. 
:P

Use the crates behind you for cover and take them out. Once you've killed them,
snipe the grenadier on the upper platform, then go into the room.

!SECRET: To your left as you walk through the door is the shaft for the 
elevator above. Go up to it and jump onto the ledge that runs around it. 
Carefully walk around the ledge and grab the golden ship behind the column. Be
EXTREMELY careful here as it is very easy to fall!!

Go up the stairs to the right of the door, and get on the lift. Use the lift 
panel to end the level.

___________________________
Drull Ruins 3 Boss Level 3a
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Secrets: 3
Starships: 3


NOTE: Save your game (hard save, not quicksave) after EACH boss. If you don't,
you'll regret it. 

Get off the lift and quickly duck to your left. Take out the Exomorph turret on
the left side of the room with your Phaser (while hiding against the wall) and
then use the terminals on opposite sides of the room. Walk up to the door 
directly ahead of you and a Basher will bash (ahahaha) through. Avoid him and
take him out with the Staff or the Arc Launcher. There's also 50 Idryllium 
energy in the hole he came through.

<From Hendrijazz>
"After I killed the turret, I shot 3 gasses close to the door the Basher 
will come out. Walk forward closely, once Basher come out, shoot the gas 
and it will kill the Basher."

Take out the Exomorph turret in the cavern to your left, and then go through 
the hole in the wall. A Stalker Exomorph will attack you. It may be my 
imagination, but he seems even easier than the first one. Just shred him with 
the Gattling gun. Once he goes down, go back into the room you started the
level in and use the terminals once more. 

Go back to the cavern and go straight ahead. Jump onto the pillar floating in 
the lava ahead of you, and then jump off to the right. You can (if you want) 
then jump into the floating rock to the left and grab the 150 Idryllium. Go
down the pathway and use the terminals on your left. 

!SECRET: Scan for structural integrity ahead of you until you find a large and 
oddly placed rock. Blow it out and it will reveal a platform with a golden ship
on it.!

Go left and grab the Idryllium to your right. This is arguably the hardest boss
battle in the game if you don't use the trick mentioned here. 

Jump down onto the floating rocks ahead of you, and into the next area. A 
Quadruped will come at you from the left. He has shielding and is very 
difficult. Use the Gattling gun and quicksave often. After a couple of minutes 
another Quadruped attacks you and the battle becomes twice as hard.
There's one tip that my brother came up with that will, however, almost 
guarantee that you'll win this battle on your first try. Go out into the arena
and get the Quadruped to notice you, then run back to where you first came in.
Go down the slope and onto the small rock. The Quadrupeds cannot hit you while 
your here, and you can then kill them at your leisure. It is possible to kill 
them with the Phaser, but since it's so time consuming I use other weapons. 
Surprisingly enough, the Sniper Rifle works very well here if you don't mind 
the ammo drain. 

Once they're both dead, go through the hole ahead of you where the second Quad 
smashed through. There's another Exomorph turret to your right. Take it out
with the Phaser while hiding behind what's left of the second door, and then go 
through. Use the terminals to your right, and grab the Idryllium to your left.
Make a running jump down to the next level, and look left. A Stalker will phase
in and attack you. Give him a taste of the Gattling gun and he'll go down 
pretty quick. Remember to keep firing where you last say him and you will 
probably hit him.

Use your Tricorder to modulate the panel behind you and open the next door. 
This allows another Stalker to come into the room and attack you. Take him out
just like you did the first one and then go across the platform to where the 
second Stalker came in. There's Fed ammo to your left. Grab it and then 
modulate the control panel to your right.

!SECRET: While standing in front of the second control panel, turn around and 
walk straight past the door. Jump over the railing onto a small rock 
outcropping. There's a piece of gray stone, hidden behind it is yet another 
golden starship.!

In the next cavern you'll be attacked by another Exomorph Commander. This guy 
can be a real toughie if you don't know how to beat him. The trick is to hang 
back in the doorway and fire at him from a distance. If you see an incoming 
shot, run backwards and you should be able to dodge it. If you go through the 
door it will close behind you, so don't go through. :P Use your Sniper Rifle, 
Arc Launcher, Gattling gun or even Phaser on him and eventually he'll go down. 
Once he does, go out into the cavern and take out the two Exomorph turrets. 

<From Paranoid Android>
"I think this guy is a complete joke compared to the first commander. If you 
stay in the doorway, he doesn't come looking for you. He gets stuck behind some
rocks and all his shots go astray (I've played through twice and he's done this
both times). You can kill him from the doorway no problem. 

By the way, there is a health station to the right of the door by the Fed ammo,
but it is within range of one of the cruisers ("turrets") here, so take that 
out first. Also, did you know that there are two lots of Idryll ammo here? The 
second one is on a little incline above where the Fed ammo box is."

Go straight ahead and grab the ammo, then go right and across the rocks 
floating in lava. 

!SECRET: Don't go through the huge door ahead. Turn around and scan for 
Structural defects. You'll find a weak spot in the wall. Blow it open for the 
last starship of the game.!

Go through the next door and the level will end.

___________________________
Drull Ruins 3 Boss Level 3b
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Secrets: 1
Starships: 0


And now... (drumroll please) the final boss battle! 
Compared to the last few battles you had, this one is laughably easy, if not 
very time consuming. So what are you waiting for? Use the terminals on either 
side, get out your Gattling gun, and jump down into the arena. ;D

There are four small, green boxes around the arena. They open and close 
intermittently, but there's always one open, and never more than one open at 
once. Inside each one is an inexhaustible Health terminal and an inexhaustible 
Plasma ammo terminal. There are also Idryllium and Fed ammo containers 
scattered around. 

!SECRET: Behind the green box in the far left corner of the arena is an Romulan
Rad-X gun.!

In this first part, Suldok will send weird spider-like Exomorphs out of the 
lava at you. They're not unlike Lurker's as far as health and weaponry. Use the
Gattling gun to cut them down quickly. If you notice your health is running 
below 40, or your out of ammo, head for the open box.

Suldok is in forcefield-guarded control booth high up on the wall at the far 
end of the arena. He will open one of the purple forcefields at a time to fire 
at you. Seize this opportunity and fire a shot of the Rad gun alternate fire 
into his booth. This will drop his health 60 - 90% in the _first shot_!!!
Once he dies a cutscene starts.

Aw, why did he have to push _that_ button?! :(

Despite the overall look and presentation, this boss isn't that tough. However
he's hard to hit because he's so thin, so don't bother with the Rad X gun or
the Quantum Burst. Just keep hitting it hard with the Gattling gun. After the
first cutscene he starts releasing more spider Exomorphs. Take out the 
Exomorphs that attack you, then hit Archeopendra. Keep hitting hard and using 
the terminals as needed until he goes down. Then the prologue starts and the 
game is over. :D

<Thanks to Hannibal for pointing this out>
Weird bug: If you noclip up into the control room where Commander Suldok is, 
and then turn off noclip and shoot his dead body, he "wakes up" and starts 
pushing buttons on his panel! :P

________
Prologue
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After the cutscene of Picard congratulating you, you'll see either the Telsia
or Kleeya love cutscene. ;)


I hope you enjoyed this walkthrough and I hope it helped you out a bit. If you
want to add anything feel free to e-mail me. - Asdfga3

 __________________________________________________________________________
/                                                                           
|   9. Secret Maps Walkthrough                                               
\__________________________________________________________________________


These are the secret maps that can be unlocked by collecting the Golden 
Starships. They seem rather crappy for the trouble you have to go through to 
get the ships, though. :/

Also there are no secrets or gold ships in any of the maps, and you cannot use
cheat codes while playing in them. 

________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
9.1 Map 1: "Swamp Shack"
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Ships needed to unlock: 10


Walk straight ahead down the dock. An Exomorph will break through ahead of you.
Take him out with the Assault Rifle. Go right down the porch and then left.
Open the door ahead of you and kill the Exomorph standing inside. If you don't 
kill him quick enough he jumps up through a hole in the ceiling and attacks you
later. Go inside the shack and duck under (or jump over) the bar to your left. 
Walk behind the bar and another Exomorph will jump out from behind the crates 
and leap over the bar. Take him out, preferably with the Compression Rifle 
alternate fire. 

Go right out from behind the bar and go up to the door near the bottom of the
stairs. It will blow open and an Exomorph will jump through. Take him out and
then go up the stairs. If you let the second Exomorph jump up, he'll attack you
now. Walk along the balcony and go through the door on your right. Take out the
Exomorphs inside to end the level. (That was quick wasn't it?) :P

________________________
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9.2 Map 2: "Modern Ruin"
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Ships needed to unlock: 20


This is easier than it seems. First of, forget the Quantum Burst, it's far to
slow and practically useless. Get out your Compression Rifle and look up.
Target the first ship and hit it hard with primary fire. The ship is a lot
wimpier than it looks, and it goes down in several shots. After that another
two patrol ships will attack you. Run backwards while firing to keep the ship
in your sights, and to keep out of the way of the purple crap they're dropping.
Don't worry about falling into the lava below, you'll just be beamed back up
to the highway overpass. Actually this can be a big help. If your getting hit
hard by the bombs, just jump off the bridge and you'll be beamed away from the
explosions. After all three ships go down your done.

Weird stuff:

-There's a sign on the ground that reads "Welcome to Dallas" and it has a 
picture of a red bird on it. I don't know if that has something to do with 
Dallas Texas, or the USS Dallas, or what. :/

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9.3 Map 3: "The Gauntlet"
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Ships needed to unlock: 35


This is a really weird (and hard) one. It's very difficult to control Korban
from a third person perspective, and harder yet to control him with the fixed
camera. From where you start go left to find 100 shielding, then go through
the door on your right. Go around the corner and through the next door into the
arena. The Exomorphs that attack you are much weaker than the normal kind, but
there are many more of them (the old quality vs. quantity). After you kill a 
few Lurkers with the Bat'Leth an Enh. Compression Rifle will spawn in the 
upper left corner of the arena. Grab it and keep killing the Exomorphs.
Keep saving every few seconds and eventually you'll get a Grenade Launcher.

So far I have killed probably near a hundred Exomorphs and still have yet to
finish this level. I'm wondering if it's even at all possible to beat this
level. _

<From D*Vel>
"I've read your FAQ. In the Secret Maps part you say about the "The Gauntlet" 
map that you don't know if there's an end to it. There is. After a long and 
hard fight, the last enemy will be spawned. It's a Stalker that stays in cloak 
all the time and keeps throwing crates at you. Or it's a cloaked Crate 
Monster...

Anyways, it's hard to beat. After that, you're done. The "mission" is over."

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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
9.4 Map 4: "Zoo"
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Ships needed to unlock: 45


This place is interesting, but pointless. You can scan the tag below each 
picture with your Tricorder to receive a description of each image. (I laugh at
the description of the 'Stalker' :P)

When your done, go into the lift to the left of where you start and use the 
panel.

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9.5 Map 5: "Cloning Facility"
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Ships needed to unlock: 60


Go ahead and walk up to the door on the far wall. A small Lurker will break
through the wall to your left. Kill it and go through the hole. Three more
small Exomorphs will attack you, but the Gattling gun cuts them down pretty 
quick. Use the ammo and health terminals to your left, then go down the stairs 
to your right. While your walking down the stairs more Exomorphs will attack.
Several come up behind you so be ready. Once you've killed them, go back and
use the terminals one last time, and then go down the stairs and through the 
door ahead of you. Do NOT hang back outside the door and kill the Exomorphs 
inside, just run through the door. If you hang back a bit the door will close,
and because of a bug in this level there's no way to get it open again. Once 
you get inside the room a Basher will attack you from the right. Take him down
quickly, and then worry about the Lurkers. 

Go right and through the door on the right into some sort of holding area. In
the far left corner of the holding area past the last cage is a inlet in the 
wall. Go inside and take out the Lurkers that follow you in. Strafe out just
enough to fire at the Basher, and then strafe back in when you see his shots
coming at you. Do that about three times and he'll go down. Once he's down, go
out into the room and another Basher will come out of a cage on the right. Use
the same trick on him and he'll go down quick. After him a third Basher will
come out of the cage on the right wall, and then a fourth. Use the same trick 
you did on the first ones, and if you run out of ammo for the Gattling gun, 
switch to the Compression Rifle.

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9.6 Map 6: "Zoo"
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Ships needed to unlock: 70


You know technically this would be "Zoo 2" :P
There are twenty-one characters from the game. Each one says a line if you 
'Use' them. Some of the lines are from the game, some aren't. The Klingon 
panel to the right of where you started will get you out of this level.

 __________________________________________________________________________
/                                                                           
|   10. STRATEGIES                                               
\__________________________________________________________________________


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10.1 Single Player Strategies
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Movement:

-If your fighting Romulans or Idryll, get behind cover and try to take them out
while minimizing damage to yourself.

-Likewise, while fighting Exomorphs, always keep moving; strafe, run backwards,
ect.

-Go back. There are lots of terminals scattered throughout the levels, and 
often you won't use all of the ammo or health in a terminal. Go back and use it
as needed.

-Never underestimate your Phaser. It's actually one of the most powerful 
weapons in the game. Use it against a weak enemy, or fire it while hiding 
behind something. Also, use it on an enemy who is trapped, or can't see you.

-Snipe as much as possible. It goes without saying that it is far more 
prefferential to take out a soldier from far away before he even knows you 
exist, than to face him head-on. Look for opportunities to take out upcoming 
enemies. You don't necessarily have to be in a high place either. Just as long 
as you can get off a good shot.

-Turn on 'Always Run' in the game configuration. There are only a couple of 
instances in the game where you will need to walk, and all of them are in 
non-combat situations. Turning on this option will save your ass many a time.


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10.2 Multiplayer Strategies
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Bah, I haven't played a whole lot of EF2 multiplayer yet, so this will have to 
wait. Of course, any strategies anyone wants to send me are very welcome. ;)

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10.3 Puzzles
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Pipe Puzzles
ŻŻŻŻŻŻŻŻŻŻŻŻ
Throughout the walkthrough I have linked to an image of each complete puzzle. 
Thanks to mrdefender for the images. ;)

General tips: 
-Work each line backwards from the end to the start. If you work from start to 
finish the power will be flowing through the line and you'll fail every time.
The start pieces look like an O whereas the finish pieces look like a C.

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Waveform Puzzles
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Unlike the pipe puzzles, these are randomized, and different each time you 
play.

Each wave puzzle has three settings: Amplitude, Frequency, and Offset. Click on
each one, and then use the + and - buttons to adjust it. 

First, set the Amplitude: This is easy. Just look at the center display and 
make the two straight pink lines line up with the two straight yellow lines.

Then set the Frequency: Adjust it till the Pink display on the right is 
identical to the yellow display on the left. Then look at the center display. 
The waves should look the same, not necessarily lined up, but the same.

Finally Offset: Adjust it up and down till the two waves in the center match 
up. If you can't seem to get them matched up, you messed up one of the other
two settings (probably Frequency). Go back and double-check them both.


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/                                                                           
|   11. CREDITS                                                 
\__________________________________________________________________________


Me! :D

Activision, Ritual Entertainment, and everyone involved in making EF2

Robbie Goacher, webmaster at EliteForce.com for making this FAQ possible in the 
first place, for making the HTML version of this FAQ, and countless other 
things. :)

My brother, who came up with many of the strategies mention here including 
shooting the missiles that the Idryll fire at the Enterprise, using the rocks
to hide from the two Quadrupeds in the final level, calling down bombardment to
kill the "Commander" boss, and many other secrets and tips.

mrdefender at http://mrdefender.eliteforce.com for letting me link to his 
completed puzzle images.

Paranoid Android, who was kind enough to read through this entire FAQ for me 
and point out lots of problems, as well as some great additions. 

Any webmaster who hosts this FAQ for me.

All the people who e-mail me stuff.

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

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

aggybong
Bershe
D*Vel
Dave
esdras
gerald
Gerd
Hannibal
Hendrijazz
Jawlog
-MultivaC-
Paranoid Android
Robbie Goacher
Tempest
Tom T64
TrekkerAFG
Webboid
woohoo16yoman 
Xybernauts