Firestar's Elite Force FAQ/Walkthrough 
Version 1.1
Created: 04/26/03

Legal Stuff:
This work is copyright 2003 Ryan Brady (Rudolph1701@yahoo.com).  It is not to 
be reproduced or posted to any website without my express permission, which 
can be obtained via email.  Violations will be pursued to the fullest extent 
of the law (and my family is full of lawyers so don't think I won't).  
www.gamefaqs.com is the only site currently allowed to post this information.  
Seriously people, just ask nicely and I probably won't have any problem 
allowing you to make use of it, provided you're not making money off it.

Star Trek and all related elements are trademarks of Paramount Pictures.  
Elite Force is a trademark of Raven Software and Activision Incorporated.  No 
infringement is intended by the creation of this guide.

Table of Contents:
Section 1-General Tips
Section 2-Walkthrough
Mission 0: Tutorial
0.1 "Tutorial"
Mission 1: The Rescue
1.1 "The Rescue"
1.2 "Incursion"
1.3 "Tactical Decision"
Mission 2: Hazard Team
2.1 "Hazard Team"
2.2 "Unavoidable Delays"
2.3 "Hazard Duty"
2.4 "Defense"
Mission 3: Data Retrieval
3.1 "Data Retrieval"
3.2 "Deep Echoes"
3.3 "Encounters"
Mission 4: The Visit
4.1 "The Visit" 
4.2 "Dangerous Ground"
4.3 "Conflicting Views"
4.4 "Conflicting Views (Pt 2)"
4.5 "Disorder"
4.6 "Infiltration"
4.7 "The Hunter"
Mission 5: Proving Ground
5.1 "Proving Ground"
5.2 "Information"
5.3 "Covenant"
5.4 "Infestation"
Mission 6: Dreadnought
6.1 "The Breach"
6.2 "Command"
6.3 "Primary Encounter"
6.4 "The Skirmish"
6.5 "Defensive Measures"
6.6 "Attunement"
6.7 "Array"
Mission 7: Invasion
7.1 "Invasion"
Mission 8: The Forge
8.1 "External Stimuli"
8.2 "Matrix"
8.3 "Onslaught"
8.4 "Visual Magnitude"
8.5 "Dissolution"
8.6 "Command Decision"
Section 3-Weapons Data
Section 4-Version History
Section 5-Contact Info & Miscellaneous Ending Stuff

Section 1-General Tips
If you come across an isolated enemy, pull out the hand phaser and let them 
have it with secondary fire.  Few enemies will survive 100 points of phaser 
energy. End result: one less enemy, and no lost energy overall. 

Stay mobile, the AI isn't good at compensating for motion.

I recommend using the most energy efficient weapons you can.  I almost never 
hauled out the Photon Launcher, the Grenade Launcher, I-Mod, or the Stasis 
Weapon.  Use the Hand Phaser, Phaser Rifle, and Scavenger Rifle early on, and 
eventually work in the Tetryon Pulse Disruptor, and Arc Welder in the later 
levels.  By the end, I was using the Arc Welder and Hand Phaser almost 
exclusively, only switching over to the Phaser Rifle when crystals were 
running low and the hand phaser spent.

Learn to hold down the button long enough to finish enemies. Figure out how 
many hits they can take and then get used to letting off that many shots at a 
time.  For instance, in the first mission, get used to "double tapping" the 
Borg, since they take two hits each to go down.  

Section 2-Walkthrough
Note: This walkthrough was written on the normal difficulty level. Altering 
the difficulty level only appears to alter damages and the number of enemies.
Since I don't feel like typing the same words over and over again, HET stands 
for Health Energy Terminal, and WET stands for Weapon Energy Terminal, and AC 
stands for Ammunition Crystal. Playing as the male or female character has no 
effect on game play at all, or cutscenes for that matter.  The script is 
exactly the same, only the images change.  

Mission 0: Tutorial
0.1 "Tutorial"
I shouldn't have to explain the first part.  Just follow Tuvok's directions 
until you're looking at a ladder and he says you'll have to use all your 
skills to pass the next part.  From there, go up the ladder.  In the fourth 
wall section on your left, there is a crawlspace.  Enter it.  Don't go around 
the corner because there is a Klingon with a gun there, and you are currently 
unarmed.  Go left out of the crawlspace and through the door at the end of 
the corridor.  Jump up the crates leading to the higher level, and run 
through the door, running until you reach the opposite side of the next room.  

There are two Klingons in the upper level of this room who will shoot at you, 
but as long as you keep moving, they shouldn't hit you.  Go through the door 
on the opposite side and there will be a HET in front of you.  Use it if you 
need to, and walk up to the door to your right to be taken to the phaser 
range.  Here you'll be given a Phaser Rifle and once Tuvok shuts up, use it 
to take out the targets. Recharge your energy with the WET you'll be 
presented with and you'll be taken to a Hirogen looking room.  Pick up the 
gun in the center of the room, and Tuvok will talk about it.  Once he's 
finished, three Hirogen beam into the room: one in the center-right and one 
to each side in the rear of the room slightly around the corner.  Unload on 
them however you like.  There is a WET behind the guy on the left if you need 
it for some reason and a HET behind the guy to the right.  Further to the 
right, there are three Hirogen and another WET.  Take them out, and that's it 
for the tutorial.

Prologue:
On stardate 48315.6, the USS Voyager was transported beyond our control, 
70,000 light years across the galaxy to the delta quadrant.  There, without 
aid from Starfleet, we began our 70-year journey home.  In our numerous 
encounters we came into contact with many dangerous and violent species.  
Having a limited crew with no chance of reinforcements, we determined that we 
needed a specialized team to handle the more dangerous situations.  Tuvok, 
Voyager's chief of security, assembled an elite force of security personnel 
named the Hazard Team.

Ensign Munro is second in command of this uniquely trained team.  Equipped 
with Seven of Nine's experimental anti-Borg weapon, the Infinity Modulator, 
the Hazard Team has beamed over to a Borg cube on a dangerous mission.  
However, the team was quickly overwhelmed and the I-Mod is now in the hands 
of the Borg.  

Separated from the rest, Munro is attempting to rescue the team.

Mission 1: The Rescue
1.1 "The Rescue"
Here we go!  Until you get the I-Mod, don't shoot any drones.  You'll just 
tick them off and make them try to kill you.  As long as you don't shoot them 
or get too close, they'll just ignore you.  Though if you do shoot them, 
they'll adapt to the weapon you're using within 2-3 shots, and then it won't 
do any damage anymore.  This is a bad thing, especially since at this point 
you only have two weapons, so just follow my advice and don't mess with them.  

From the starting point, head straight ahead to the two alcoves in front of 
you and turn left.  You should see a doorway covered by a force field with a 
large piece of machinery directly to its left.  If you target the machinery, 
your display tells you it is a distribution node (henceforth referred to as a 
disnode).  Remember the shape, since it's useful to recognize in Borg levels.  
Destroy the disnode and all the drones in this section will deactivate.  The 
force field also is deactivated, so head through where it used to be.  
Directly in front of you is a grate with a device attached to it that looks 
like two cylinders filled with a bright red liquid.  Targeting the device 
reveals it to be a plasma filter.  If you shoot these, they explode, in this 
case, opening the grating so you can crawl through to a WET.  

Back on the main path, continue until you come to a second green force field 
and then turn around to destroy the disnode opposite it.  Go on through and 
continue straight until you reach another grate with a plasma filter.  This 
one gives access to a HET when exploded.  Turn around and you should see 
another plasma filter on the path to the right of you.  Blast it and head 
inside the hole it makes.  Go up the ladder and continue until your path is 
blocked by a giant grate-like thing.  Simply run into it to push it out of 
your way and onto the unsuspecting drone below.  Hop down yourself, and then 
head around the spire to find an elevator.  Use the switch and you'll head to 
the lower level where you'll see a drone, a table with the I-Mod on it, and 
your teammate Biessman trapped behind a force field.  Blast the drone (yes, 
it's okay now) and then grab the I-Mod off the table.  Three drones will beam 
in for you to try out your new toy on.  Now that you have the I-Mod, you 
don't have to worry about them adapting anymore, so let loose on any drones 
you encounter.  

Hit the control panel by the table to let Biessman out and press onward 
through the doorway.  Be sure and take out the drone in the alcove on your 
left as you go, else he'll just sneak up behind you later. As you come around 
the corner, a couple of teammates will fall back in front of you, with a 
drone in pursuit.  They'll just beam away once the drone is dead.  Once 
they're gone, if you walk to where they were, three drones will come at you 
from the front (drones will usually announce they've gone hostile with 
"resistance is futile" or some other Borg-speak). After they're gone, if you 
continue forward, you'll find a HET, but other than that, it's a dead end.  
Instead, head to the right, where you saw your teammates come from, and 
you'll see a big, blue, pulsing spire.  As you approach it, 4 drones will 
beam in (At this point I'm going to quit saying that you should kill them all 
the time, it goes without saying).  On the opposite side of the spire is a 
blue force field getting powered from below.  Take the elevator to the right 
of the spire and three more drones will beam in. There is a WET on the spire 
in front of you.  Blast the damaged grating to your right and enter the 
crawlspace revealed.  Hop down the hole you come to (there's a ladder, but 
you won't take any fall damage).  Crawl through the blue tube and ignite the 
plasma filters around the spire to take the force field down.  Biessman will 
get nabbed by the Borg as soon as you do this. Boo-hoo.  

Make your way back until you emerge from the green crawlspace where you'll be 
greeted by 4 drones.  Go up the elevator for three more of them.  Head 
through where the blue field used to be, and use the control panel around the 
corner to lower the yellow force field and enter the next area.

1.2 "Incursion"
There is a HET to your left right off the bat, and a WET just around the 
corner.  There are 4 drones on your left at the T junction.  Go right, 
encounter three drones, and take out the disnode behind the large column.  
There is a WET here as well. Now go straight and three drones will come down 
the ramp at you.  If you want to be fancy, back off and explode the plasma 
filter on the right wall when they're next to it to take them down.  Don't be 
too close though, or you'll hurt yourself.  Up the ramp is a drone in an 
alcove, and two more will beam in to back it up.  Use the HET if you need it 
and then activate the switch to bring the elevator down.  Go get on it and 
head up to the upper level.  Here you'll find a teammate who will blast away 
the walkway to stop an approaching drone (a little overkill, I think).  In 
doing so, he's forced you to get across the hard way since your friends are 
trapped on the other side.  Before you continue, use the zoom function to zap 
the drone across the chasm.  

Now, hop onto the green thing to your right that's going up and down.  Ride 
it to the upper level to find two drones and a WET.  When you head to the 
other side, two more will beam in.  Use the green thing on the right to ride 
down this time, and you've made it across the chasm.  When you pass through 
the archway, two drones will beam in.  There is a plasma filter on the left 
you can use to help you with the drones.  Around the corner, you'll find 
yourself on an upper level.  From here, all 4 drones in the room below can be 
taken out safely.  Take the elevator down and use the WET if you wish.  Press 
the control panel side closest to the elevator you already used to bring down 
the elevator on the opposite side of the room for you to ride back up.  Three 
of the seven drones in this next bit can be taken out still in their alcoves.  
There is a plasma filter on the right of the main room entrance for the "bait 
and blow" trick if you want to use it.  You'll notice a big piston/power 
thingy in the middle of the room moving up and down.  Wait until it goes down 
and then get on top of it.  Ride it to the upper level to find two 
deactivated drones in a hallway.  Cross the hallway and ride the elevator 
down to a drone.  Go past where the drone was to enter the next area.

1.3 "Tactical Decision"
Short and simple.  There are three drones around to the right. Shoot either 
them or the disnode in the far right corner.  Then, walk up to the big 
control panel in front of the cells, use it, and enjoy the cutscene.

Interlude: Condition
No action here, just watch the drama unfold.

Mission 2: Hazard Team
2.1 "Hazard Team"
As if being stranded in the delta quadrant wasn't enough, now you're stranded 
in a graveyard of ships in the delta quadrant. Peachy.  All you have to do 
here is turn around, get in the turbolift, and use the turbolift control 
panel. If you want to, you can hang around the bridge for a bit to hear the 
chatter, but eventually, they'll just start yelling at you.

2.2 "Unavoidable Delays"
The turbolift will only take you to deck 9 before it kicks out, but you need 
to get to deck 11.  Go forward, then left at the T junction, then right 
shortly thereafter.  You'll see a long hallway with a control panel halfway 
down it.  When you walk up to the panel, a crewman will come running up the 
hallway followed by explosions, yelling at you to hit the control panel to 
bring up the force field.  If you hit it before he makes it to the panel, 
then you'll bring up the force field and trap him inside with the explosion.  
Sad, yes, but all you really lose out on is information (which you don't need 
since you're reading this).  If you wait too long though, the explosion will 
come through and vaporize the both of you, and it's game over, so if you're 
going to try and save him, hit that panel the second he's reached the panel.  
Now go left.  

Try and enter the Jefferies tube halfway down the corridor to earn an 
explosion which will block the tube, but also blows open the doors behind 
you. Turn around and go into the turbolift shaft that has been exposed, and 
go up the ladder to deck 8.  Go into the tube there, drop down past the 
debris that blocked you previously, and proceed through the tube.  In the 
room at the other end of the tube, use the control panel on your left to turn 
off the force fields so you can proceed further.  Backtrack until you're back 
in the deck 9 hallway.  Take a left and you'll come across Chell (the blue 
guy) and a crewman working on a data shunt.  The crewman will yell about an 
overload and Chell will tell you to hit the panel to stop it since he's too 
lazy to get up and move three feet to do it himself.  Hit the panel quickly 
to avoid an explosion.  Turn around and head down the hallway behind you.  
Take a right when you can and enter the door to your left.  Use the ladder 
inside to climb down to deck 11, and the next area.

2.3 "Hazard Duty"
Finish climbing down the ladder and exit out the Jefferies tube in the room 
you reach.  You'll come out and be greeted by an explosion which causes a 
chemical spill in the supply room you've just entered.  You have to drain the 
spill before you can open the doors to move onward.  The drainage controls 
are on the other side of the walkway the explosion nicely removed, so you'll 
have to some jumping to get there.  The spill on the floor will hurt you, so 
stay out of it.  Drop down a bit to the shelf with the crate on it right in 
front of you.  From here take a running leap for the angled piece of shelving 
in the middle of the room.  Then, take a running jump off the high end of 
that to the crates on the floor against the wall.  Climb up the ladder to 
your right and activate the chemical purging system by using the wall panel.  
Climb down and use either control panel next to the door to exit the room.  
Take a right down the corridor, then a left, and then walk toward Torres for 
a cutscene. 

**TIME LIMIT** You only have so much time (about a minute, the computer will 
begin counting down the last 30 seconds) to get the next three things done, 
so don't waste any time in doing them.  First go forward until just before 
the core area and then go right.  The panel furthest to the left will be in 
red, use it.  Turn around and use the first large panel on your right, it 
will have "power relays" in big red letters flashing on it.  Now go into the 
core area and climb up the ladder to the left of the core.  The lift on the 
right won't work, so don't even try it.  The second panel on the left as you 
look toward the entrance of main engineering on the upper level is the one 
you want; it is glowing red like the first one was.  Use it to avert the 
breach, save the ship, and earn a rare compliment from Torres.  You can hang 
around and listen to the engineers assess the damage if you want, or just 
head out the door and Chakotay will call all Hazard Team and security 
personnel to the cargo bays to deal with intruders.  Take a right and the 
turbolift is the first door on your left.  Use the turbolift panel to head 
for the cargo bays and the next area.

2.4 "Defense"
The turbolift doors will open and Chang will give you a hand phaser.  Pick up 
the phaser rifle on the floor next to The Doctor on your way to listen to 
Foster's briefing.  You can come back to The Doctor at any time for healing, 
but he only restores your health, not your armor.  Once Foster's done 
talking, you'll head into the cargo bay to find the rear half infested with 
Klingons, Malons, Hirogen, and Terrans (I say Terrans and not humans because 
they're from the Terran Empire).  Start taking them out and more will beam in 
to replace those that you've finished off, but eventually, they'll run out of 
reinforcements.  These bad guys sport scavenger rifles which you can run in 
and pick up off the bodies if you wish.  There are also a few phaser rifles 
to be picked up if you need an energy boost.  Once all the bad guys are dead, 
visit the doctor if you need to and then join Foster on the elevator and 
follow him to the other cargo bay.  

There are a lot of rifles in the upper part of the first cargo bay to keep 
you well supplied with energy, but you shouldn't need them.  You can try and 
shoot around Foster from up top if you like, which will keep you safer, but I 
advise you hop down and take the baddies on up close and personal since if 
you hit Foster too many times, you'll kill him and killing a teammate earns 
you a game over screen.  You'll take a fair amount of damage, but it's not a 
big deal, since after you clear this room out, that's it, so you don't have 
to worry about having the health/armor to take on anybody else and there's a 
HET immediately in the next mission (for whatever reason you don't seem to 
heal between now and when you head out).  Take them all down and kick back 
for a couple of cutscenes.

Interlude: Hazard Ops
This introduces your home area on Voyager, Hazard Ops.  It consists of a 
locker room, briefing room, equipment room with holodeck, lounge, and 
transporter room.  Once the cutscene ends, turn around and head out the door 
to your left and into the locker room. You can interact with your teammates 
here and in the lounge.  Use the map outside the locker room to learn your 
way around Hazard Ops.  You can go to the equipment room and run the holodeck 
program "High Noon" if you want to.  This puts you up against 15 bandits with 
rifles in a western setting. Kill them all to complete the simulation.  I 
won't explain the holodeck simulations in detail because I think they're 
pretty simple.  If enough people email me having problems with them then I'll 
add a new section for them.  

After a certain amount of time, everyone else will leave the locker room and 
head to the equipment room, grab some weapons, and then move on to the 
transporter room.  Once they're done, head to the equipment room (if you 
haven't done so already), and take whatever's left that you can.  Then go to 
the transporter room and wait for Foster's team to beam out.  Once they're 
finished and Telsia and Chell take up their positions, just step on any open 
transporter pad to beam over to the alien ship and begin the next mission.

Mission 3: Data Retrieval
3.1 "Data Retrieval"
When you first beam in, there's not much to do aside from watch Chell do his 
thing and use the HET that's positioned to the right of the first panel Chell 
goes up to if you need it.  There is also a WET on the left side of the room.  
While everyone else is being useful, take a moment to notice the devices on 
the wall over the two doors in the back of the room, and the smaller round 
devices on the floor just before the doors.  These are alien spawners.  If 
you can destroy these, the tide of aliens will stop from that spawner (you 
didn't honestly think you were going to get out of this one without a fight, 
did you?).  Unfortunately, if any of those purple fireflies you see floating 
around in this room are present, you're stuck killing aliens until they quit 
coming because the fireflies will just fix the spawners if you destroy them.  
I'll give you a heads-up if there are fireflies around so you know.  Now, 
back to the mission.  Once Chell accesses the data terminal, an alarm will 
sound and you'll be assaulted by lots of floating aliens pouring out of the 
spawners in the back of the room.  Once they're finished, you'll learn that 
the ship's shields have activated, preventing you from returning to Voyager 
with the data you just collected.  

Follow Chell over to the right-hand door in the back of the room and head on 
through once he opens it.  Go through the hallway until you reach another 
door, behind which are three aliens and two spawners.  The spawners are on 
the floor on both sides of the path just inside the door.  Step into the 
transporter at the end of the path to be beamed to the other side of the room 
and continue on your way.  Go through the door here to find a room with three 
spawners in it.  One is on the wall to your right, one is on the floor in the 
middle of the room, and the third is on the surface of the raised platform on 
the far side of the room.  There are also a HET, an AC, and a door on the 
platform.  Go through the door, move across the hallway, and go through 
another door.  Use the transporter to beam to the floor below and you'll be 
greeted by aliens coming out of the spawner on the wall behind you and one on 
the floor in front of you.  There are also an AC and a WET behind you, plus a 
second AC in front of you.  The door on your left leads to a large room with 
a triangular spire in the center.  

If you go to the door on the far side of the room, you'll find it locked.  
The panel to open it can be reached by using any of the spire's three sides 
as a ladder.  Climb it, hop onto the upper level and use the panel to open 
the door and lowers the transporter you may have seen up on a pedestal in the 
first room you were in (yes, you're going in a circle).  As soon as you climb 
down the spire, the spawners on the lower level will start spitting out 
aliens, but there are fireflies in this room, so you're going to have to kill 
them all. In the next room there are three spawners on the floor near the 
door on the other side of the room. There is a HET and also a WET to your 
right. Go through the door at the end of the room and continue through the 
hallway beyond it.  The door at the end of this hallway will bring you back 
to the room you started in, and there will be a few aliens there to welcome 
you back. Step into the transporter between the two doors that you lowered a 
bit ago and go through two doors to come to a room with some new defenses. 

There are two types of enemy in this room: the floating jellyfish and the 
pods on the central spire.  The jellyfish will explode whenever they're 
touched by anything, whether it's you, a phaser beam, or another jellyfish 
exploding.  I advise using the hand phaser in primary mode to take them out 
from a distance whenever you encounter them.  The pods will shoot electrical 
charges at you at a slow rate per pod, but there are a lot of them.  Take 
these out from a distance too when you can. In this case, pop in the door, 
shoot off a couple, and then back out and repeat so you don't get hit.  Once 
everything you can see has been cleared out, enter the room a bit and keep 
scanning ahead of you for more jellyfish and pods.  The jellyfish go all the 
way up the spiral path in the room and there are more pods on the back of the 
spire, so be careful.  There are two ACs on either side of you, plus a WET 
and a HET to the left of the path as you continue on it.  Follow the path 
around and up to a door, step through, and use the transporter inside.  

Go through the door you're presented with to activate a cutscene where the 
two teams will meet up and decide they need to take out the main computer, 
backup power, and the power core. You get the computer, Foster takes the 
backup power.  This room is positively littered with ACs, WETs, and HETs, so 
I won't tell you precisely where they are, just walk around it and you should 
find what you're looking for. As you curve around to the other door on the 
ground level, Telsia will notice an alien device on a small platform forward 
and to the left of where you came in.  If you target it, you'll see it is the 
Stasis Weapon.  After Chell says it looks like a weapon, aliens will start 
spawning all over the room and since there are fireflies here, you just have 
to weather the storm.  Pick up the Stasis Weapon at some point, and then head 
out the door to move to the next area.

3.2 "Deep Echoes"
Finish moving down the hallway and go through the door at the end.  There are 
two transporters flanking the door you came through and one on the far wall.  
Be sure and stay on the path. Don't be tempted by the archway to your right, 
it'll just take you to a dead end.  Head up the ramp on the other side of the 
room and when you reach the top you'll see a cutscene where Telsia will get 
zapped by your newest obstacle, which I'll call an electric field pod.  They 
make the floor instant death when active, so watch out for them.  But, 
thankfully, they have no active defenses so all you have to do is blast it to 
remove the electric field.  But make sure you're hitting the small grayish 
yellow pod, not the stand.  Do so and move over to the transporter on the 
other side of the room.  There's an AC around the corner if you need it. In 
this next room there are more jellyfish and a new baddie, the flying drone.  
This drone drags along a tail of electrical charges which it and fling at you 
over short distances.  If you kill the drone, the charges will drop in place, 
hit the floor and disappear.  It's pretty small though, so I advise using the 
hand phaser so you can track along, keeping a constant beam going.  It's also 
pretty weak, so it won't take much to kill it, which also makes the hand 
phaser a good choice.  Walk over to the switch at the edge of the upper level 
and hit it to activate the disabled transporter below you.  Hop down onto the 
platform in the middle of the lower level and use the transporter.  This 
takes you to the computer core. 

There are ACs on the left and right of the core, and 4 switches you can 
activate to get different things to come up on the holographic projector, but 
none of it's important. Chell will eventually say that he can't shut it down 
from here, that it has to be done from the upper level, so he'll unlock the 
locked door in the room so you can head to the upper level. Beyond the 
previously locked door is a very long corridor with three nooks along the way 
which contain one, one, and two spawners respectively.  At the end of this is 
a room which simply contains a HET and a WET.  Beyond that is a door which 
leads to a room with a flying drone.  Going further into the room activates 
the spawners which give you aliens to play with.  There are two sets of 
fireflies in here, so forget about trying to take out the spawners.  Once all 
the aliens are dead, the far door will unlock so you can proceed.  This leads 
you to a small ramp and then another door into a room with another flying 
drone, some jellyfish and an electric field pod.  The pod is behind the 
pillar, so you can't get at it from where you are; you'll need to use the 
transporter to your left. But make sure you explode the jellyfish on the 
other side first, or you'll beam into jellyfish city.  Beam over, zap the 
pod, grab the ACs to your left if you want and go through the door on your 
right.  

This leads to a long corridor like before with a pair of spawner alcoves 
halfway down.  Make your way past and through the door at the end of the 
corridor to enter the upper level of the computer core. Use the panel in 
front of you and then the one to the left to shut down the computer core and 
start a cutscene and enter the next area. From the cut scene you learn that 
Foster's group managed to cut the backup power, but they get ambushed shortly 
thereafter and you lose communications with them. Looks like it's up to you 
to take down the power core and get back to Voyager.

3.3 "Encounters"
Go through the door in front of you.  In this room there are jellyfish 
blocking your way to the right and an AC, a WET and a HET to your left.  Pop 
the jellyfish to get them out of your way and head up the ramp, shooting 
every piece of alien equipment along your way. This will get the fireflies to 
follow you so that when Chell blows up the transporter, they'll fix it.  Go 
through the repaired transporter to proceed.  As you come around the corner 
up here, you'll find an AC and an alien with its back turned to you.  Shoot 
the alien in the back (cowardly, yeah, I know) and back out the doorway so 
that the aliens get bottlenecked.  Once they stop coming, head around the u-
turn to go into a large room where aliens will pop in to attack you. There 
are fireflies here, so you have to shoot up all the aliens.  In this room 
Chell will notice that the door up top can only be opened if someone is at 
the console in the bottom of the room, so that means he'll have to stay 
behind so you can continue (Yay!!!! Err...I mean drat!).  There is a HET and 
a WET to your left as you enter the room.  Head up the ramp and through the 
door being held open by Chell.   

In this room there are three ACs, one on your left and two on the far right, 
as well as lots of aliens and a flying drone.  Again, there are fireflies so 
you're stuck killing them all.  I suggest standing just outside the door and 
shooting into the room.  They don't seem to chase you when you're not in the 
room for some reason, so you can pick off any that you can see. Use the 
transporter on the far left to get to the upper level of the room, and cross 
it to another transporter which lands you in front of an electric field pod.  
Unfortunately, there are fireflies hovering over the pod which means if you 
blast it, it will reactivate before you can make it to the opposite side.  
Solution: Blast the alien panel to your left to attract the fireflies; 
quickly blast the pod too, and then run to the other side before they can 
repair both the panel and the pod.  On the other side are a HET and a WET 
waiting for you.  Go through the doorway here and through the long corridor 
which follows.  Eventually, you'll come to find Foster under attack by a 
bunch of aliens. Bail him out and now you've got a helper again (drat! 
Err...I mean Yay!). There is an AC on the far side of the room along with a 
passageway for you to take.  

This passageway has a spawner alcove in it.  Make your way past and you'll go 
into a room with jellyfish where you can see Chell through the floor. Blow up 
the jellyfish and continue.  You'll come to a big room with a bunch of stasis 
pods.  A few aliens will attack you when you first come in.  Look around a 
bit and you'll notice that your "dead" teammates are in fact alive but in 
stasis for unknown reasons.  After commenting on this, Foster will use the 
panel next to the door to drop the force field and you can press on.  There 
is a HET on your left as you turn right, and then two ACs on the right a bit 
after.  Past the ACs is the power core room with LOTS of spawners and some 
fireflies.  Blasting the spawners as the aliens are coming at you like Foster 
orders isn't a bad idea since it'll slow the tide down a bit while the 
fireflies work to fix them. Again, I suggest using the door to bottleneck 
them a bit.  After you've killed all the aliens, you can walk around the room 
to the transporter on the other side.  Walk toward the panels in front of you 
to activate a cutscene and end the mission.

Interlude: Renewal
See the doctor if you need health repair.  You can hang around and listen to 
The Doctor evaluate patients or talk with Chell and Biessman.  When you've 
had your fill head out of Sickbay and go right, then a left at the force 
field and then right again to find the turbolift.  Use the turbolift panel to 
head to the next area.

Interlude: Union
Head to the lounge and listen to Jurot, Chang, and Neelix talk a bit.  Use 
the map in the hallway if you have trouble finding it.  Then go to the locker 
room and listen to everybody talk and then Chakotay will summon the team to 
the briefing room. Go there to watch a briefing cutscene.  Head to the 
equipment room to get geared up and to be introduced to the Compound Grenade 
Launcher.  You can try it out in a new holodeck simulation entitled Camelot. 
This is a castle setting where you have 20 crossbowmen to deal with. Kill 
them all to end the simulation.  Once you're geared up and ready to go, head 
to the turbolift and use the panel to reach the shuttlebay, which is the next 
area. 

Interlude: Departure
When the turbolift arrives, head right and then straight to locate the 
shuttlebay.  Go through the door on your left and use the lift at the end of 
the upper level to get to the ground floor where Foster and Paris are waiting 
for you.  You'll find out there's a problem with the docking clamps and they 
need help down below getting them fixed. Enter the door directly under the 
door you used to come in on the upper level (far left corner as you stand in 
front of the Delta Flyer). Go down the elevator and tap the control panel on 
the wall right in front of you to turn off some of the escaping gas. The 
crewman will tell you that it's a bad idea to walk through the remaining gas.

Go back up the elevator and use your hand phaser to blast the window in front 
of you, and hug the right wall to walk on a small ledge that's there.  
There's a slightly ajar hatch which will open when you get to it.  Enter the 
crawlspace revealed and then drop down at the end and you'll find yourself on 
the other side of the gas.  Hit the control panel here to shut off the last 
of the gas and go through the door to the right of the panel. Once through 
the door, use the panel to your left to release the docking clamps and then 
go through the far door which is now open and climb the ladder under the 
Flyer to get back to ground level.  This earns you a cutscene where Paris 
obviously enjoys his job way too much.

Mission 4: The Visit
4.1 "The Visit" 
Just a cutscene here, relax and watch.

4.2 "Dangerous Ground"
They keep making a big deal about how this is supposed to be a stealth 
mission and such, but that's just talk.  Take everyone in this level out as 
you come to them, you'll get yelled at but nothing bad will ever happen to 
you.  Head up the ladder ahead of you and through the door at the end of the 
hallway.  Here you'll find a sleeping Klingon to have fun with.  Use the 
panel to the left of the center chair to open the door and move on. Go left 
and Foster will warn you about life signs ahead, which there are because 
there are three Klingons in the space to your right.  Get past them or kill 
them and take a right.  Go through the door you come to and watch the 
Klingons kill a bug thingy and complain about it.  Then kill the Klingons on 
the upper level and complain about them.  To get to the upper level, shoot 
out the forward support bolting the platform holding a bunch of crates up to 
the ceiling and then hop up the crates on the now reachable platform.  Use 
the control panel up here to open the door on the ground level on the 
opposite side of the room, go back down, and go through the newly opened 
door.  

Take a left to find a bunch of Klingons eating.  Shooting at them will also 
alert the guards upstairs so be watchful of one or two warriors sneaking up 
behind you. Clear out the room and then go through the door back by the cargo 
room.  There is a Klingon minding the terminals to your left as you enter the 
room that you should be able to get the drop on.  Head up the ladder and in 
the upper room there is an AC behind the crates.  There is also a new door to 
go through.  Go down the hallway beyond the door and then carefully make your 
way over the rafters of the Klingon mess hall that you cleared out earlier.  
Take a right and go through the door directly in front of you.  There is a 
Klingon patrolling the hallway and the room, kill him wherever you find him.  
Go to the other side of the room and hit the control panel to unlock the room 
with the first isodesium sample in it.  Go out of the room and continue 
straight until you pass through a door and pick up the isodesium.  There is a 
WET in the room with the isodesium and another control panel for you to 
activate.  

This opens the door to the Klingon sleeping quarters which are in the hallway 
to the right of the first room with a switch in it.  Go there and drop down 
the hole in the floor.  Killing the sleeping Klingon here will bring two more 
running from the hallway so be prepared when you do so.  Go out into the 
hallway and turn left, and then left again at the next intersection.  Go down 
the ladder you come across and around the corner to find a long room with 
crates and three Klingons.  There is also a HET on the back wall.  In the 
back right corner is a door to go through to reach the next room.  If you 
look to your right closely, you'll see a red crawlspace in the wall on the 
ground floor here. Enter it to retrieve your second sample of isodesium.

Go back out of the crawlspace and turn left to find a ladder which takes you 
to the second level and two Klingons.  Go up the ladder on the opposite side 
to reach the third level and three more Klingons. There is a panel to the 
left of the ladder which doesn't quite fit the rest of the decor. Activate it 
to open the way to the next section and help Telsia out.  The door that 
opened is directly opposite the ladder you came up so make your way there 
now.  Go through that door and another one, and then step forward into the 
hallway to reach the next area.

4.3 "Conflicting Views"
The door in front of you will have changed from red to green, so go through 
it.  As you come around the corner you will be on the upper level of a cargo 
room.  On the ground level are a bunch of Malons and Klingons arguing over 
the power you've been messing with.  You can either take them all on or watch 
the argument and let them shoot at each other for a while to thin the crowd a 
bit. There is a HET on the upper level. Once they're gone climb down the 
ladder and collect your third sample of isodesium from the left side of the 
room. Go through the large doors next to the isodesium to find a WET and 
another large door. Walk up to the large door to hear that Odell (Shouldn't 
it be O'Dell?) hasn't reported in and you have to go check on him since 
you're conveniently near the Malon section.  Kenn will open the door remotely 
and you can continue to the Malon area of the base.  

On your left is a slightly ajar grate which will fall open when you go up to 
it.  Crawl through and head down the ladder.  You can make a quick U turn and 
go up a ladder to a WET if you need more weapon energy.  Otherwise, go 
forward toward the red crawlspace in front of you, but take the red 
crawlspace on the right instead of the one directly in front of you.  In here 
you'll run into annoying slugs which will spit green slime at you. They have 
almost no damage resistance so they shouldn't be too much of a problem.  Keep 
going until you come upon a section of crawlspace that isn't red, then go 
through there and drop down in front of a door.  Go through the door and 
you'll se a HET in front of you.  Use the ramp, box, and girder to make your 
way to the ladder without touching the harmful radioactive stuff that's all 
over the floor in this room.  

Climb up the ladder, but not all the way. Halfway up you can get off on the 
right to a small ledge which will lead you to another ajar grate.  Open the 
grate and go through it.  Jump up on top of the equipment in this small room 
to reach the hatch which is above you. Continue through the crawlspace and 
you'll come to a large room with three Malon in it.  Once the Malon are 
dispatched, hit the switch to the right of the elevator to raise the waste 
level, and then go to the right from there and you'll eventually come across 
the pump control panel which you should also activate, and an AC.  On the 
opposite side of the room from the pump control panel, one of the doors is 
open for you to exit.  Walk out onto the beam connecting the two platforms 
beyond the door and jump onto the box which is floating beside you.  From the 
box jump to the other platform and climb the ladder to the top level.  Here 
there is a HET which can be reached by jumping the gap in the walkway to the 
left, and a door to the right which you should go through to reach the next 
area.  

4.4 "Conflicting Views (Pt 2)"
When you start out, you'll be on the top level of a large room with more 
radioactive water on the floor.  You'll overhear two Malon complaining about 
having to wait for the Hirogen who always lock themselves in.  The Hirogen 
aren't coming so you'll have to do.  Take them out from above and then hop 
across the gap in front of you.  On this platform is a ladder to your right 
which you should use to go down.  Once on the ground, hug the left-hand wall 
all the way around the room to avoid ending up in the water.  Once you've 
reached the other side of the room, jump on the barrel in the water in front 
of you, and then jump again to reach the platform beyond that.  On this 
platform is a locked door and an AC.  Facing away from the locked door, you 
will see a large pipe which you can jump to.  Do so and then crawl inside. 

You'll reach a room with radioactive water still on the ground, but debris is 
on the ground for you to stand on.  This whole section has gaps in the floor 
above the water, so you'll need to hug the right-hand wall to avoid stepping 
in the water where the gaps are, since trying to jump them doesn't work well.  
Move along the wall until you come to a large room with some slugs in it.  
Take out the slugs from long range and jump onto the box in front of you.  
Jump from the box onto the main platform.  On the right side of the platform 
are a barrel and a large pipe which can be jumped on to reach the upper 
level.  Once there, there is a WET around to your left over a small gap and a 
HET to your right along with a ladder.  Go up the ladder and then take the 
first right to find another ladder to go up.  Crawl through the hole in front 
of you and wrap around to the left to overhear a quick bit about the Alpha 
being on a hunt for some fresh prey (that's you).  Just keep following the 
linear path until you come to a hole in the grating through which you can see 
Odell's body, and drop down for a cutscene.  

Odell only got two samples so you're going to have to get his third. Now 
you're in the Hirogen section. Go forward and left to find a door leading to 
a room with two Hirogen.  Go straight on through this room and through either 
of the two doors on the other side.  There is a Hirogen hiding behind a box 
here and another in the adjoining room who will shoot at you through the open 
door.  There is a HET and an elevator to your left, and if you go through two 
doors on your right there is a HET there as well.  Use the elevator to 
descend into a room with three Hirogen.  Directly across the room from the 
elevator you should notice a hole in the left hand wall of the left niche 
there. Jump on the barrel to reach it and crawl inside.  This crawlspace will 
present you with a ladder to climb down, and at the bottom of the ladder is 
another crawlspace.  This one leads to a room with a Malon pushing a box 
around and a HET. Going through the doorway here will place you in a huge 
room with a giant gap in the middle.  4 Malon will attack you on the side 
you're on and 4 Terrans will attack you from the opposite side.  There is an 
AC in the second wall division on your left.  Once you've dispatched them 
all, there will be a cutscene where you'll notice that you've found the last 
sample of isodesium, but you can't reach it because it's across the gap.  
Telsia says she can help with this but is captured before she can finish 
helping. 

Now you have to get the isodesium and save her from the Empire (notice the 
symbols on the wall and uniforms).  After the cutscene head all the way to 
the end of your side and jump down onto the platform which is connected to 
the ceiling.  Climb up the ladder there and wait for the moving platform to 
come by so you can drop onto it.  Drop from there onto the other side of the 
platform and go all the way to your right and climb up a ladder to reach the 
platform with the isodesium.  Climb back down and go through the yellow door 
on the back wall.  In here go through the red door on your right and use any 
of the hand holds to activate the turbolift and enter the next area.

4.5 "Disorder"
Now you're in the Terran section.  Exit the turbolift and go through the 
large metal doors to your left. Walk down the short hallway and go through 
some more metal doors to find 4 sleeping Terrans. I recommend shooting one 
and then backing out behind the first set of metal doors and then picking off 
anybody who comes into your line of sight.  This is because when you fire at 
one of them, a whole bunch of Terrans pour in from the next room, and if 
you're in the little room the first 4 were sleeping in, you're likely to get 
backed into a corner and be stomped upon.  Once you've dealt with a whole 
bunch of bad guys go through the red door in the room where they were 
sleeping.  

Follow the corridor until you come to another federation looking room, and 
here go through the red door flanked by Empire symbols.  Go straight at the 
intersection here.  The first open door on your left contains 4 ACs so you 
should be well supplied with crystal ammunition.  Take a right at the three 
dimensional chess set and go in the second door on the right. Here you'll 
find a control panel by the computer and a HET.  Go back out into the hallway 
you came from and take a right. Go straight until you run into a sealed blue 
door.  There will be a slug in the crawlspace next to you for you to zap.  
Kill that one and another will come sliding your way.  Move into the newly 
liberated space and go down the ladder that is inside.  

Once down the ladder, going straight will take you to a couple guards and a 
HET.  Going through the red door goes to a room just outside main 
engineering.  If you go up the ladder in the second room on your right you 
can take out the engineering crew from above.  If you didn't go use the HET, 
killing them will bring those two guards from over there running, so watch 
your back.  You can use the control panel on the left side of the room to 
sabotage the Terran power core.  In the room just to the right of that panel 
are two ACs.  Go up the stairs to the upper level and go through the yellow 
door on your left.  Blast out the grating to your left and go through the 
crawlspace here.  At the first 4-way intersection nail the two slugs to your 
left and go right.  At the second one there will be a slug to your right and 
four on your left. Go left this time and down the ladder you eventually reach 
to enter the next area.

4.6 "Infiltration"
Go through the blue door here and out into the hallway.  Go to the right and 
eliminate the two conversing Terrans there.  Continue down the corridor and 
go through the blue door at the end.  Quickly go to your right and into the 
first grey door on the right side.  Here there is a control panel which will 
cause an explosion on the other side of the room.  Jump over the junk in the 
middle of the room to reach the other side and two ACs.  Go out the grey door 
here and go straight ahead through the open doorway.  Enter the red door on 
your left for a cutscene where you'll disguise yourself.   

Now you're disguised and as long as you keep the Scavenger Rifle equipped, 
nobody will attack you.  Go out the red door next to the mirror and go down 
the stairs to your left.  Inside the grey door where the two Terrans are is a 
HET and a WET.  Go into the red door by the stairs and climb down the 
turbolift shaft using the ladder.  Go through the red and blue doors at the 
bottom of the shaft and take a right.  Go through the blue door at the end of 
this hallway and then turn left and take a quick right.  Go through the first 
red door on your left and you'll be in sickbay.  The doctor will tell you he 
needs some truth serum from the lab, so go past him and through the archway 
to find a HET.  Go through the door to the left of the HET and instead of 
picking up a blue hypo (truth serum), pick up a red hypo (tranquilizer) and 
go knock the doctor out with it to get a cutscene where you'll free Telsia.  
Follow her out of sickbay and she'll open a locked door so you can continue 
into the main Terran control room.  

Your ruse won't work (surprise, surprise) and you'll end up taking on the 4 
Terrans here. Blast the door controls that you came in through to keep 
reinforcements from causing you problems (Blast the door kid! Blast the 
door!).  Use the control panel on the captain's chair to open the door in the 
back of the room which is flanked by a HET and a WET.  Now you're back in the 
Klingon section.  Follow the corridor until you come to a door which will 
trigger a cutscene when you go through it. Another masterful Munro plan is 
hatched and Telsia sneaks out, but you'll have to take on the three Terrans 
that are here.  There are three ACs on the crates near the door on the left 
side of the room.  Go through the door on the left to continue.  There is a 
short corridor, and another door, and then a room with an elevator.  Behind 
the elevator is a HET to top off your health before you use the elevator to 
enter the next area.

4.7 "The Hunter"
You come out of the elevator in a cutscene into a familiar room, but the 
Alpha Hirogen's here too.  Boss time!  Equip the hand phaser. You heard me, 
the hand phaser.  It doesn't matter what you hit him with so long as you hit 
him you'll knock a point off his health whether it's a hand phaser or a 
grenade.  Quickly run down to the ground level and hide among the boxes.  
Good news is this game is old enough that grated floor is treated as solid so 
he can't shoot at you through the floor of the upper level.  When you hear 
his gun cycle down from a round of shooting, pop out and tag him with your 
phaser, and then run back and hide again. The boxes on either side of the 
door you entered this room from the first time are great for this.  When you 
hit this guy, a shield pops up for a bit which makes him invulnerable, so 
there's no point in staying exposed any longer than you have to.  

Another tactic is to always stay directly below him so that he just blasts 
the floor and not you, and then duck out from under the grate to hit him. 
After that he'll run somewhere else so follow him and get under him again.  
There is a HET in the middle on the right side of the room and a WET on the 
left side, facing towards where you came in.  Eight hits will bring the Alpha 
down and earn you the Tetryon Pulse Disruptor as your reward.  There is an 
additional HET on the upper level above the WET.  After the hunter is down 
three Klingons will cut through the door you entered the cargo room from the 
first time.  Unleash your new toy on them.  There are five Klingons in the 
hallway beyond the now cut down door.  There are two more in the cargo room 
that is the first door on your left and 4 guarding the hallway beyond that.  
This should all be familiar since you're just backtracking the path you 
followed in the beginning of the mission.  Turn left to get to the door which 
leads to the Klingon control room, kill the Klingon here, and go through the 
other door in the control room. Drop down the ladder and go through the door 
at the bottom to end the mission with a cutscene.  

Interlude: Fallout
The Borg captured your team leader and took the isodesium Voyager needed to 
get back online. Great.  You get a chewing out from Tuvok and are told to 
wait for him to summon you to discuss things further (Notice Munro doesn't 
bother mentioning that there was no point in firing because the Borg had 
already adapted anyway? Or that it wasn't the drone who took the isodesium, 
but the ship when they beamed it away?). In any case, head to the lounge and 
locker room and talk to everyone there. Then head to the equipment room to 
speak with Oviedo who'll tell you the I-Mod is almost ready to go.  Tuvok 
should then summon you to astrometrics.  Go to the turbolift; Tuvok and a 
cutscene are waiting for you there.

Mission 5: Proving Ground
5.1 "Proving Ground"
Remember you're fighting Borg so don't bother using anything except the I-Mod 
unless absolutely necessary for some reason.  The disnode in the first room 
is to the left of the force field. Shoot it out to proceed.  Make two quick 
U-turns to come to a very large room with a giant chasm in the middle of it.  
Just proceed along to the far end of the room.  When the teammate yells about 
the drone coming straight at you ignore him and the drone will ignore you.  
You'll eventually be stopped by a blue force field which Seven will attempt 
to override, but be unable to, so the demolitions guy will blow the generator 
up with a charge instead. Take cover when he tells you to.  The explosion 
will disable the force field, but it will also cause 4 drones to beam in 
where the force field was, two to beam in on a ledge above you, and two to 
beam in on the walkway beside the chasm.  You'll notice these Borg have a new 
trick: they can shoot energy beams at you.  This makes them more dangerous 
than the Borg in the first mission, but by now you should be used to enemies 
who shoot at you so it shouldn't be a big deal.  When they're taken care of, 
head through where the force field was.  

Turn left and take out the drone in its alcove along the hallway as you pass 
by.  Go right and then left and you'll be in a corridor with yellow force 
fields.  Seven and Jurot will argue about the priority and feasibility of 
rescuing Foster.  If you choose to rescue foster, you must act quickly.  
After they're done arguing, the far right force field will drop and one of 
your teammates will alert you to this.  The drone here rides the lift up 
before you can do anything about it, but you have access to another lift to 
your right.  Get on the lift and use the control panel to ride it up.  There 
is a crawlspace right behind you which connects to the chamber where the 
drone you watched go up is.  It will ignore you, so continue to the left to 
come to another chamber with two drones in it. Kill them both and use the 
control panel on the lift to go down.  Take out the drone next to Foster and 
walk up to him to have Voyager beam him out.  If you chose not to do all this 
or took too long, Foster's lift will rise and he will be assimilated.  Hit 
the panel behind the table which Foster was on to lower all the force fields 
and get back into the main corridor.  

Turn left and go straight ahead down the hallway.  Take a left to find a room 
with two drones in alcoves and two more which will come up the ramp from the 
left.  Go down the ramp and take a right to be greeted by five drones.  
Around the large pillar here are three more, a HET and a disnode attached to 
the pillar.  Go right to locate a WET and a force field you just dropped.  
Stand just inside where the force field used to be and kill the drone sitting 
in its alcove.  This will awaken three more some distance down your path; use 
the zoom function if you have to.  Now that you've secured your side, go 
slowly across the room, scanning the side across the chasm for any drones.  
There are two on the same level you are, two on the middle level and two high 
up. When Nelson yells about not having a clear shot, a third drone beams onto 
the middle level.  After they're dispatched, approach the force fields at the 
end of the chamber to have two drones beam in behind you.  Put them out of 
their misery and the force fields will drop so you can proceed.  There is a 
WET inside this chamber on the left.  Seven will tell your teammates to stay 
behind and watch for Borg while she and you scout ahead (get your mind out of 
the gutter, mister!).  

You'll come across a force field which Seven can bypass but it will take some 
time.  Your teammates will yell that the Borg are coming and come falling 
back down the hallway you just went through.  There are WETs on the left and 
right and both a WET and a HET in the center to keep you well stocked as you 
blast all comers.  They will continue beaming in closer and closer to you 
until they are beaming into the room itself.  Protect Seven at all costs and 
she will eventually get the force field down and the Borg will quit beaming 
in.  Go through the lowered force field to enter the next area. 

5.2 "Information"
There is a WET right in front of you as this area starts.  Go left and you'll 
be presented with two options of ways to go. I'll describe the path straight 
ahead first (which I recommend).  As you go around the curve, you'll come to 
a WET. To your left is a passageway with two drones in alcoves. If you 
approach the passageway, two more drones will beam in for reinforcement.  
There is an AC on the right hand wall just before you turn left into the 
passageway, but I can't imagine why you'd need it.  There is a HET on the 
left hand wall of the passageway which brings you to another fork.  The left 
path is where you would have come out if you'd taken the right-hand path 
earlier and the left is where you go to continue the mission.  Now the left 
path.  Blasting the drone in the alcove here will bring two more after you 
from the left.  Make a U-turn and then go forward a bit until two drones beam 
in front of you.  Two will also beam in behind you and two will come out of 
alcoves to your right.  There is a HET to your right as well.  This is the 
same junction the straight path reaches, so whichever path you took, it's 
back to the same now. 

In the next room, two drones will be on the left, followed by six on the 
right and then two more on the left.  There is a WET in front of you and an 
AC to your right.  If you go forward you'll come to a force field through 
which you can see the disnode, but it's on the wrong side of the force field.  
Follow the wall to the left of the force field until you come to a hole that 
you can crawl through.  Crawl through the hole and you'll eventually have a 
shot at the disnode through three bars.  

Go back to the main room and go through the newly lowered force field.  There 
are a WET and a HET in the area to your left.  To the right you'll come to a 
large chamber with an elevator shaft in the middle of it.  When you enter a 
bit, pairs of drones beam in on the left and right sides of the room, as well 
as into the archway you just passed through. Dispatch them and then enter the 
ladder to go down a level.  As you try to exit the elevator, two drones will 
beam in to block your path.  As you kill them, more will beam in on the sides 
to take their place.  Just keep blasting Borg until they quit coming and then 
exit the elevator and go around the room to your left.  There is a WET on the 
way around.  On the other side of the room you will find another elevator 
which will take you down another level.  

Here as you enter the room a bit, six drones will beam in, three on either 
side of you.  Once these are taken care of, 4 more will beam into the rear of 
the room. Dispatch them for a cutscene where Seven will reveal new 
information about the Forge and find where the isodesium is.  At this point 
there start to be a lot of drones.  It is difficult to count them since you 
have enough teammates along to actually take some out, and the bodies 
disappear, so I might not be able to give you numbers in some places for a 
bit.  So follow the path until you reach a large room will you'll be attacked 
by a whole bunch of drones.  There is a WET directly to the left of where you 
enter the room and another one in the far left corner. There is a HET in the 
far right corner of the room and an AC just to the right of that.  You'll see 
a disnode to the left of a force field, but it's protected by a grate.  
You'll need to bounce a grenade off the wall to the left of the grate to 
destroy the disnode.  Alternatively you could also use the secondary mode of 
the Tetryon Pulse Disruptor to bounce a shot into the disnode.  Go through 
where the force field was and take a left.  Eventually a drone will beam in 
on either side of you as well as one behind you.  Go left and activate the 
elevator switch there to enter the next area.

5.3 "Covenant"
There is a WET just to the right of the elevator when it stops.  Go all the 
way around the room to the left.  Eventually two drones will beam in both 
behind and in front of you.  There are lots of Borg in here which beam in as 
you cross various thresholds so watch your back.  There are two ACs in a 
small room to the left of where you enter.  Forward from that, there are a 
HET and a WET along the left wall, and another WET is located across the room 
from the first one.  The far left corner of the room has an elevator switch 
to press and go down another level.  Again there are lots of drones in here 
that beam in at various points.  There is a WET along the right wall towards 
the back of the room.  In the far right, you'll find another down elevator to 
utilize.  On your way down, 4 drones will beam in front of you and after a 
bit a fifth will beam in behind. Once they're gone don't go anywhere, just 
look up.  

You should notice a plasma filter above you. Blow it up to open a crawlspace.  
Use the elevator switch to make the elevator go up and as it's going up crawl 
into the space you just opened.  Crawl along until you come across a disnode 
and then blast it. Continue for a HET, a WET and a nice view of the Vinculum.  
Go back out, drop to the bottom level and don't get squished by the elevator.  
Go forward now as the force field has been removed and into the Vinculum room 
for a cutscene. Okay, the isodesium is with a bunch of species 8472. 
Wonderful.  Well, anyway, head around to the right to proceed.  Take a left 
and you'll have a HET on your right at the end of the hallway.  Follow the 
only path and you'll run into a blue force field which Seven will deactivate.  
Step through where the force field was to reach the next area. 

5.4 "Infestation"
You're fighting species 8472 now, not Borg, so your whole arsenal is again 
available to you.  Species 8472 attacks in packs so I'm not going to try and 
count them just kill anything that moves that isn't human.  As you come 
around the corner you'll be attacked by a few of species 8472, and there will 
be a WET on your left.  Press on and the wall on your right will eventually 
blow open and species 8472 will come pouring out. Continue straight and 
you'll be attacked by another pack.  There is an AC at the end of the 
hallway.  Continue to your right and cross either bridge to the next room to 
be attacked by another pack.  There are two ACs on the near left wall and a 
HET on the far left. If you crawl under the webbing(?) to the right you will 
come to a HET and a WET.  Go past the HET in the main room to continue.  As 
you step through the archway you'll be charged by another pack.  Keep going 
until you come to another archway where you'll be attacked again.  Turn right 
and move through the archway into a large chamber with two bridges.

A pack will charge you across the bridge, and there is a WET to your left on 
the near side.  There is an AC to your left on the far side.  When you get 
most of the way over the bridge, a second wave will attack you.  Follow the 
path ahead of around a curve and you'll come into a room with very high 
ceilings.  At two points as you move forward in the room, species 8472 will 
beam in both ahead of and behind you.  There are ACs in both areas between 
pillars on the right wall.  Go through the archway in the rear-right corner 
of the room.  Go through the hallway and you'll be attacked when you approach 
the next archway in first a small wave, followed by a bigger one when you 
actually reach the archway.  This puts you on the other bridge in the large 
chamber you were in earlier.  If you approach the door on the left, you'll be 
attacked by another pack.  All the way on the other side is a chamber with a 
HET in it.  Go through the door on the left, kill the two species 8472 who 
jump down, and use the elevator to go up.

There is an AC on the right wall just off the elevator.  Continue forward 
into the large webbing room and pairs of species 8472 will beam in at three 
different points.  Once you've killed them all, the door on the far end of 
the room will open and the isodesium will be revealed.  Go into the room and 
enjoy the cutscene. Quickly arm your I-Mod and start blasting drones.  You 
have to survive a short period of time before Voyager can beam you out.  
There is a WET to the right of the door to this room and a HET to the left.  
Just keep shooting until the second cutscene kicks in, and the mission is 
over.

Interlude: R&R
Walk off the transporter pad and go up to Tuvok.  He'll talk for a bit and 
suggest that you use some holodeck time. Apparently suggest=order since you 
can't progress without doing so for some reason.  You can socialize in the 
locker room first if you like.  At some point before you use the holodeck, 
Telsia will find you and ask you to meet her in the mess hall when you're 
done.  You'll agree and she'll walk off.  Head to the equipment room and walk 
up to Oviedo and he'll give you the Photon Burst.  Head into the holodeck and 
run the Qo'nos program and bust 25 Klingon heads to finish the program.  Note 
that you do have all your weapons in this simulation, even though you only 
had the Photon Burst when you came in.  

When you're done head to the turbolift and take it to the mess hall (if you 
haven't figured out how to make the turbolift go by now then no turbolift for 
you). You may run into a strange problem when it comes to taking the 
turbolift.  Sometimes Chang and Telsia try and use the lift at the same time 
and get stuck staring at each other and blocking the lift permanently.  If 
this happens then just get in the doorway and target where the turbolift 
panel is (just on the inside right of the lift) and use it from there. 
Apparently either the turbolift can displace itself without actually moving 
or the whole deck is :). Anyway, when you activate the turbolift you move on 
to the next area.

Interlude: Visual Confirmation
Come out from the turbolift and take a left.  The door straight in front of 
you is your quarters if you want to check them out (be sure to look at the 
PADD on your coffee table. Hehe).  Take a right if you're coming from the 
turbolift or a left if you're coming out of your quarters and go into the 
last door on the right, which is the mess hall.  Head in and hang around 
Telsia and have something of an awkward conversation (strangely enough 
whether you're male or female...).  Hang around and talk to people, then wait 
forever until the cutscene starts which will take you to the next area.

Interlude: Offense
Time to go fire a gun the size of seven football fields.  Grab your helmet 
from the locker room by walking up to the panel with your name on it (right 
in front of you as you exit the briefing room). Converse with Chell and 
Csatlos or Chang and Telsia if you like.  After you've got your helmet head 
to the equipment room and gear up. When you're ready, go to the transporter 
room, wait for everyone else to get in position, and then step on the forward 
pad to beam to the Dreadnought and your next mission.

Mission 6: Dreadnought (I thought The Breach didn't make much sense)
6.1 "The Breach" 
The gravity's light in here so you can jump higher and further than you 
usually can.  The team will make its way to the large door on the other side 
of the room but determine it can't be opened until the hull breach has been 
repaired.  Chell says there's a control panel on the upper level which should 
do the trick, but it's way up there.  Tuvok tells you to find a way up.  Go 
back to where you beamed in and face away from the breach.  There's a large 
oval structure in front of you.  Walk to the left of it and jump up to get on 
top of it.  From there jump towards the room's left wall where you should see 
a series of small platforms in a stair pattern. Jump up these until you reach 
the last one from which you should be able to jump onto the upper level.  Go 
over to the control panel in the center, activate it, and then walk backwards 
a bit to step onto an elevator which will return you to ground level and your 
comrades.  Chell will then open the door and you can move on.  

Go straight out the door hang a left, and then a right. At some point Chell 
will start blasting at a couple of slugs which crawl out from the boxes that 
are behind you.  There is a HET up the ladder on your right.  Once he's done 
being scared by the slugs, Chell will open the next door as well, revealing 
an elevator.  Activate the elevator switch, and wait for your team to 
position themselves so you can go up.  Once you're on the next deck head 
forward and you'll find your way blocked by debris.  The door to the left 
opens a bit, but is jammed so that leaves the door on the right.  Go through 
there to find a room full of empty hibernation pods.  On the left side of the 
room is a crawlspace behind a bunch of crates.  Blast the yellow explosive 
crates on the right side of the pile to clear access.

Crawl, drop down, kill two slugs, crawl, and climb up to get back to the 
hallway on the other side of the debris pile.  Go through the open door on 
your right to find out what's jamming the door.  It's a chair.  You'll notice 
a laser in the far left corner of the room.  Use the four control panels 
behind it to target it on the chair that's blocking the door.  The arrows on 
along the bottom of the panels show which way that button moves the laser.  
Once you've got it targeted, use the flashing red panel in the center station 
to activate the cutting beam which should blow the chair away. Once the chair 
is gone, walk up the door to open it and let your teammates through.  There 
is a HET on the right wall in here.  Go back into the hallway on the other 
side of the debris and walk up to the elevator door.  As soon as Chell gets 
over here and opens it, go through and activate the elevator switch to ascend 
once again into the next area. 

6.2 "Command"
Come out of the elevator and follow the corridor around a corner.  You'll 
come to a large room with tons of scavengers to your right.  Take them all 
out to proceed.  There is a HET on one side of the door you came in and a WET 
on the other if you need them.  Once they're all dead, Chell will work on the 
door for a minute and then get it open.  Enter the bridge and listen to some 
conversation until Tuvok reactivates the environmental systems and you get a 
cutscene which also takes you through to the next area. 

6.3 "Primary Encounter"
So we've got a ship we can aim and fire but it has no ammo and no power.  
It's your job to fix it so here we go.  As you step out of the elevator it 
will break so there's no going back.  There is a WET to your right and a HET 
on the same wall.  Follow the corridor around two curves and you'll 
eventually get a cutscene.  So much for a mission full of searching and 
switch puzzles.  Blast the three robots which come after you (I'll call these 
crawlers) and continue down the hallway.  Keep watching the wall to your 
right.  At one point you'll see a panel which looks different, which is a 
door that opens vertically.  Go through the door to find a elevator which 
will take you down a level.  Come out the door and you will be fired upon by 
a turret attached to the right hand wall.  Kill it quickly, as these will do 
a lot of damage very fast.  Also, there is another crawler you can see to 
your left.  Follow the walkway left and there will be another crawler on your 
left, as well as a turret underneath the walkway.  Use the walkway as a 
shield while you take the turret out.  Continue straight and there will be 
another crawler at the end of the straight path.  Around the corner to the 
left is another wall turret and a elevator which will take you to the lower 
level.

Turn around and head forward on the lower level.  Down here you want to be 
careful not to fall in the gas underneath because it's toxic.  At the first 
turn, you'll notice that the corner is missing. Hug the post on the right to 
simply walk across without falling.  Go straight, jump over the gap, and take 
a left at the four way intersection, hugging the pole as before. There is an 
AC ahead of you which could be reached by a jump or two pole hugs.  Hit the 
switch at the end of this path and head back to the elevator the way you 
came.  Head back to the four way intersection on the upper level and turn 
left.  Head to the door a the end of this passage that you can now reach to 
gain access to another elevator.  The switch is on the right hand side of the 
door as you come in.  Take the elevator up to be presented with a pair of 
crawlers.  There is a HET to the left of the door directly in front of you.  
Press the switch to the right of the door at the end of the room to open up 
another elevator which will take you up into the next section.

6.4 "The Skirmish"
When the elevator opens up there will be a crawler right outside.  Dispatch 
it and proceed down the hallway.  There will be a HET on your left.  Just 
around the corner from the HET are two crawlers.  If you keep going, 
eventually you will see a tube-like section of the left wall.  If you walk up 
it, it will open to a room containing two HETs in the center, two WETs 
flanking the door, and 4 crawlers.  You don't have to go into this room, so 
if you're fine on health and energy, there's no reason to bother.  Go back 
out into the hallway and press on until you go through a door which comes up 
in front of you.  There is a crawler around the corner here.  Beat the 
crawler to clear the hallway and open the door at the end by pressing the 
switch to its right.  Walk into the room for a cutscene. 

Boss time!  Fortunately this boss needs to be right next to you to damage 
you, so the only real trick here is to run around the room backwards like a 
chicken with your head cut off, all the time laying into the walker with 
whatever you've got. I find it's best to get the robot running in circles 
around the pillar in the room so you don't have to worry about the triangle 
things which are on the sides of the room.  There are three HETs in just to 
your right as you come in.  There are two ACs on either side of the pillar 
and a WET on the back of the pillar.  After a lot of blasting, it'll 
eventually die. Top off your weapons and health, and get on the lift the 
robot came up on to descend to the next area.  

6.5 "Defensive Measures"
Once the elevator stops, walk forward and go through the door in front of 
you.  This leads to a large room with three crawlers and a new enemy: the 
UFO.  The UFO fires small energy beams and rockets.  The rockets move slowly 
though, so you should be able to dodge them.  UFOs are agile, but weak, and 
don't require much killing to blow up.  There are two WETs: on the right of 
the near support for the upper level, and one behind the crates to the left 
of where you came in.  There are ACs in both the rear corners of the room, as 
well as another one which can be reached by jumping up the crates in the 
middle of the room.  The door on your left is the way out, and in front of it 
lies the ultimate weapon: the Arc Welder (they call it the Dreadnought 
weapon, but I don't think that's descriptive at all. It's the Arc Welder in 
multiplayer anyway). Continue around the corner and enjoy unleashing your new 
power on the two unsuspecting crawlers there.  There is a HET to the left of 
the door which you should go through next.  

As soon as you open the door, you'll be attacked by three crawlers and two 
walkers (these are weaker than the boss one you fought before).  Clear the 
way and then enter the room cautiously.  There is a turret directly to the 
right of the door and up a little bit, as well as another one on the far wall 
a little to the left.  Take them out and the room is now secure.  There are 4 
ACs in here, one in each corner of the room.  Activate the control panel on 
the crane to the left of the door you came in to ram in into the supports for 
the upper level and create a ramp that you can go up to reach the door which 
is up there.  If you drop off the upper level to the right just before the 
door and onto the crates below, you can jump to another set of crates to 
access a WET.  Go through the door on the upper level to continue.  

In this room there are two crawlers, and both a HET and an AC to your left.  
Go through the door on the left to reach the upper level of a room you've 
been in before.  There is a crawler waiting for you here, along with two 
UFOs.  Walk across the upper level and through the door on the other side.  
There are two crawlers in this room and an elevator.  Use the elevator switch 
and you'll go up.  Walk forward off the elevator and you'll be on a catwalk 
inside the barrel.  Now that's a gun barrel!  Keep going until you come to 
the tram room, which will bring you a cutscene where you ride the tram into 
the next area.  

6.6 "Attunement"
Go straight ahead and you'll eventually see an elevator platform on the 
ground. Don't ride it! Instead go around it to the right and you'll find a 
crawlspace.  Go through the crawlspace and you'll encounter a couple slugs on 
your way.  At the end of the crawlspace, you'll find a crawler and a turret 
on the far wall.  In this room there are two ACs on your right and a HET 
around the corner on the right.  Blast the large piece of machinery furthest 
to the right to shut off the gas jets.  Go back through the crawlspace and go 
through where the gas jets used to be.  If you really want to know what's up 
the elevator, it's a crawler, two UFOs and a WET.  There is a walker 
patrolling just inside where the gas jets were. Killing it causes four 
crawlers to come out of the walls.  Continue forward and through the door at 
the end of this room.  There is a WET right in front of you.  Around the 
corner past the door you will find a turret on the left wall and four 
crawlers coming at you.  If you shoot out the plasma tube on the far wall 
(it's yellowish) it will cause a wave of fire to sweep through the corridor 
taking out anything in its path, including you, so be careful if you choose 
to take them out this way.  Go around the next corner to reach another door 
to go through.  

This door opens to reveal a long corridor with two archways and a door at the 
far end.  When you enter the room, the door at the other end will open and a 
walker will start heading for you.  Another one shortly pops out from behind 
the first archway on your right so be watching for it.  Eliminate them both 
then process into the corridor.  After you pass the first archway you'll be 
attacked by a UFO which is up and to the left.  If you go up there yourself, 
there is an AC to be had.  To your right is a room with an open door which 
contains the power problem.  It also contains six crawlers.  There is a WET 
on the left wall and a HET on the right wall.  You need to get to the control 
panels on the other side of the stream to fix it, but you can't do it from 
here, so go back into the corridor and through the two doors at its end.  
This will bring you to another room with low gravity.  There is a UFO in here 
and two crawlers, one on each side of the top level.  Use the floating 
platforms to jump up to the top level on the right side of the room and hit 
the elevator switch there to bring you teammates up (since you need one to 
open the door). There a WETs on both top levels.  When he tells you to take 
cover just don't be standing next to the door (since there's no cover to be 
had).  

Go through the hole and around the corner to find another door.  Through here 
are 4 crawlers and a door on the left.  Behind this door is an elevator which 
you should use to take you down.  When the elevator is finished, walk forward 
a bit and three crawlers will come out of their nooks in the left wall to 
attack you.  Beyond them are two ACs and a door to the right.  This door 
leads back to the room with the plasma stream, but this time on the side 
where you can actually do something.  There are a crawler and a UFO just 
inside the door.  Also there is a HET to the left of the door and a WET to 
the right.  Use the control panel to your left to realign the stream and 
restore power to the firing mechanism.  Once that's done go through the door 
the stream used to be focused on to continue.  In here is an elevator which, 
when activated, will take you down into the next area.

6.7 "Array"
Once the ride has come to a complete stop, get off the elevator and proceed 
down the passageway.  You'll see that the room appears to only contain a 
single crawler.  Once you step on the ramp, the back wall raises to reveal 
that it in fact contains three crawlers and two walkers.  There is a WET in 
the newly revealed area on the right.  Make a small U-turn and when you 
approach the window you'll be attacked by two crawlers and another walker.  
Just before the ramp in front of the window, there is an AC to your right.  
To the right of the window is an elevator to take down.  This elevator takes 
you down and you'll see several glowing rods in front of you blocking the 
path across.  These are radioactive so don't even get close to them.  After 
your teammate observes that the path is blocked you'll hear the pounding of 
walker footsteps. There is a path if you make a U-turn to the right which 
they'll quickly come out of.  Take them down then go where they came from.  
You'll find a room with an elevator in it.  There is also a HET on your 
right.  Use the elevator to go back up a bit.  

Here a walker will come at you from the front and three crawlers will come 
from the left.  There are two WETs ahead and to the left.  Past the WETs is 
the reactor core (the big thing that's glowing red). One of your teammates 
will comment to that effect and then two walkers and two crawlers will come 
at you from the far side of the room.  If you go where they came from you'll 
find two ACs.  To the right of the power core is an elevator you can take up 
to encounter three UFOs.  There are two ACs along the wall to your left.  Go 
straight ahead and around a curve to the right and you'll find a HET next to 
a small ramp. Go up the ramp and use the control panel here to raise the rods 
which were blocking your path before and repopulate the area with more 
robots.  Go back down the elevator and you'll be attacked by two walkers and 
two crawlers from the left.  Go back down the elevator to your left and 
you'll be attacked by three crawlers.  Go where the crawlers came from and 
take out the walker sitting beyond where the rods used to be from long range.  
Walk across the now cleared path and as you do the force field in front of 
you will drop and two turrets will pop out.  There are two ACs just below the 
turrets and a WET to the right in the same room.  Take a left once you're off 
the bridge and two crawlers and two walkers will come out to greet you.  Take 
another left and you'll have an AC to your left and a HET to your right.  The 
room ahead of you is the ship's magazine.  

Use the control panel in the middle of the room to send the round down to the 
firing chamber and open the door behind you containing an elevator.  Take the 
elevator down and take out the two turrets on the wall to your right as well 
as the 4 on the left.  You can usually take a turret out outside of its line 
of fire if you're not fully exposed around an obstacle.  Once the turrets are 
all dead the force field will drop and the charge can continue.  This goes 
for all the rooms in this area.  In the next room is an AC on the wall in 
front of you, and to your left where the charge is waiting, there are 4 
turrets on the right of the charge and one to the left.  There is a HET on 
the left wall just before where the force field was in this room.  There is a 
WET on the wall in the next room right in front of you.  

Tuvok will start yelling at you to hurry, but it doesn't matter, there's no 
time limit to this section.  When you cross the threshold where the second 
force field was, three crawlers will attack you.  In the next room there are 
two turrets on the far right wall, and an AC just to the left of them.  Past 
that, the next room where the charge stops contains 4 turrets on the right, 
two high and two low.  Once you take these out follow the charge to the end 
and hit the control panel on the left to load the charge and end the mission.  

Mission 7: Invasion
7.1 "Invasion"
Yes, I said mission, not interlude.  The shot from the dreadnought only 
disabled the harvester vessel.  It didn't get to rip the ship apart, but it 
already had a docking tendril attaches, so now Voyager is being invaded.  
After you beam in walk up to Brian and he'll explain what I just told you.  
Go down to the equipment room and grab as many weapons as it takes to top off 
your energy and crystal supply.  See the doctor to heal your health.  Head 
back out of the equipment room and Brian will say that the harvesters have 
almost broken through and to follow him.  He'll take off down the hallway and 
then the left wall will explode, injuring him and harvesters will come 
pouring through the hole in the wall.  There's no way I can count these 
little buggers so I'm not going to even try.  When you've saved Brian, go 
through the hole the harvesters came out of and through the door on the other 
side of this room.  

Here you'll find a teammate barricading herself against the onslaught and a 
rifle on the ground you can pick up for its energy.  There are two harvesters 
ahead of you and then a bunch more to the left.  Go to the left once they're 
finished and open the door you saw some harvesters come through to find more 
harvesters.  Dispatch them and then move into the quarters that are here.  
There is a rifle behind the overturned couch on your left.  Make your way 
through the holes in the walls.  Beyond the second hole you'll run into 
another wave of harvesters. Go out the door in this section to come back to a 
corridor.   There are two harvesters on your left and three on your right.  
Go to the right and at the intersection there will be another harvester on 
the right path.  Go where the harvester came from and go through the door at 
the end of the hallway just a smidge. 

You want to still be standing on the ledge just inside the door so you don't 
drop when the harvesters destroy the walkway.  Sit up here and blast 
harvesters with Rick until he says "Okay, let's go."  The lift on the right 
side of the room will being going up and down on its own.  Your goal is to 
drop down and get to that lift when it's down to ride it to safety.  You'll 
have to jump to get on it.  The stream of harvesters is infinite in here so 
don't just keep blasting figuring you'll kill them all eventually.  Go out 
the door behind Biessman and continue straight through the door in front of 
you.  More harvesters are here, along with a rifle lying next to a fallen 
crewman.  Go past the crewman and three harvesters will come out of a hole in 
the left wall. Take them out to earn a cutscene which takes you into the next 
area.

Interlude: Decisions
No action, all cutscene. Enjoy.

Mission 8: The Forge (Again, "External Stimuli" just didn't work)
8.1 "External Stimuli"
Just go straight ahead in the first hallway here, there's nothing in the 
three rooms on the left.  Come around the corner and you'll be outside, with 
just a framework of platforms really to navigate your way down to where you 
need to be.  Chell's afraid of heights so you're going to have to get him 
down there somehow too.  Since you're outside in space there's low gravity (I 
assume you have thrusters which give you limited gravity).  Jump up on the 
first giant cord on your right.  Go about halfway down it and then take out 
the two harvesters on the platform below.  Move down the rest of the cord and 
hop onto the platform.  There are a couple of ACs here.  Turn to your left 
and take out the harvester on the next platform that you can see from here.  
When you fire at it, your teammates should open fire and take out the other 
two on the platform for you.  Take a running jump or walk across the 
connecting tube to get onto the next platform.  

Turn right and walk all the way to the end of the platform.  Turn right again 
and you should see two harvesters below for you to take advantage of.  Drop 
down onto the platform once they're gone and move to the end of it.  Turn 
left to see your next platform.  This one's going to require a running leap 
to reach.  Take out the two harvesters over there first before you make your 
jump.  Once you've made the jump you'll see a large glowing cord connecting 
this platform to the next.  You can walk the cord (hard) or just jump to the 
next platform (easy). Walk to the far end of this platform (far being 
furthest from your starting point) and then turn right.  You should see a 
harvester in front of a red force field.  Move on the platform you're on so 
you're directly across from the force field and then blast the harvester.  
Look down and you should see another harvester to take out.  Once they're 
taken care of back off the platform you're on to the one below.  I say back 
off because three harvesters will come out of an archway in the wall just 
below you and backing off will save you turning around to shoot at them.  

Go through the archway and take out the turret above the HET on your right.  
There is also a WET to on your left, and a control panel directly to your 
right as you pass through the archway.  Use the control panel to cause 
platforms to extend from the Forge's main wall allowing your teammates to 
simply hop down the new stairs.  Once at the bottom, Chell will work on the 
control panel there to take down the force field.  Go through were the force 
field was and walk straight ahead into the beam of golden particles to 
descend into the next area.  

8.2 "Matrix"
Go out of the room you start in the only way you can.  On the level below are 
a WET, an HET, and 4 ACs, but it's very dangerous to go down and try and get 
them, so I'd advise against it.  If you made liberal use of the hand phaser 
in the last section you shouldn't need any of that anyway.  Stay on the upper 
level and make your way across the room to the door on the other side.  Go 
through the door to trigger a cutscene where you'll be introduced to the 
reaver, one of the two nastier guardians of this place.  These guys shoot 
energy balls at you and will tear you up if they get in close.  There are a 
few up on the top level for you to take out.  Once they're down use the 
control panel that's active in the center of the room to drop the two force 
fields in the front portion of the room where Biessman is standing.  

A reaver will emerge from each doorway so be ready.  Go through either 
doorway as they both lead to another door which takes you to the bottom of a 
large ramp.  Head up the ramp and you'll be attacked by two reavers.  Make a 
U-turn either way and there will be a turret at the end of the ramp in front 
of you.  There are turrets on both sides so remember the other one will shoot 
at you once you come around the corner at the end of the ramp you chose.  Go 
through the door here and you'll be on the upper level of the larger chamber 
where you ran into the first reavers.  Go up the ramp in front of you and 
around the holographic display.  Walk up to the panel here to trigger a 
cutscene.  Backtrack your way down to the main room and go through the new 
door on the left that is open to move on to the next area.

8.3 "Onslaught"
As you move forward from your starting point, eventually 4 reavers will 
charge at you from ahead.  There is a HET in the first niche on the left wall 
and an AC in the last one. Continue forward until you enter a new room and 
two reavers will attack you from the right.  There will be a WET to your 
left.  On your right you will notice items from Voyager floating about.  Go 
to the right (the direction the items are floating in) and go up to the force 
field that is here.  It drops for a second every time an item needs to pass 
through.  Wait for the next item to come and slip through the force field 
with it.  Make a quick left and use the control panel here to release your 
team members and also some reavers and harvesters from behind you.  Head into 
the room to the right of the panel you just activated.  There are a HET and a 
WET right in front of you.  Go to either side of the energy terminals to find 
a ramp going down.  There are two ACs at the bottom of both ramps.  When you 
step into the middle of the room at the bottom of the ramps you'll be 
attacked by another wave of harvesters and reavers coming up from the ramp 
below you.  Once they're cleared go down the ramp and through the door on the 
right.   

There is a harvester just inside this door and there are reavers around the 
corner.  When you reach the bottom of the ramp around the corner, two groups 
of reavers and harvesters will appear. One is to your right and the other is 
behind you.  There are two ACs and also a WET here.  Go to your right and go 
down two ramps to enter a room where reavers will drop down out of the 
ceiling to attack you.  There is a WET on the far wall of this room.  Go 
through the passageway on the left of this room to come into a room with 
reavers in containers.  Whenever you see these containers always avoid 
shooting them.  If you destroy one, a brand new reaver pops out to attack 
you.  If you turn left you will notice two ACs on the left wall, along with a 
HET and a WET on the right wall.  Head down past the HET and you'll be 
attacked by lots of baddies.  Once you've survived this wave go through the 
archways past the HET which no longer have force fields.  Use the control 
panel on the left to summon the elevator and lower the force field.  Use the 
elevator to go up a level and then go through the door there to enter one of 
the nastier rooms in the game.  

You'll notice the back wall is littered with HETs and WETs and ACs. Never a 
good sign.  Head back there to start the onslaught.  A tidal wave of reavers 
and harvesters will come out of the door you came in through.  When Chell 
seals the door, they just start coming in from the sides and above.  Keep 
blasting away, using the HETs when you are injured, until you get a cutscene.  
Biessman goes nuts and damages all the current enemies within an inch of 
their lives (and all with that gimp scavenger rifle too), but gets killed in 
the process.  After the cutscene keep shooting for all you're worth and after 
a fair bit more killing, you'll get another cutscene where Tuvok shows up.  
After the cutscene ends, fill your ammo and health supplies back up with 
what's in the room and then get on the platform with four (or at least 
originally four) reaver containers on it to ride it down into a familiar 
room.  Your teammates seem intent on releasing the reavers from their 
containers on the lift, so you'll probably have to take however many are 
still in their containers on.  The room you descend into is one you've been 
in before, but a large door right in front of the lift you just rode down has 
now opened.  Go through it to enter the next area.

8.4 "Visual Magnitude"
Go forward to hear an audio bit between Chakotay, the Captain, and some 
crewman.  After it's done, the doors ahead of you will open to reveal your 
last new minor enemy, the templar.  This guy shoots extra powerful energy 
blasts at you from long range.  There are five of them here.  Once you've 
killed them all, a cutscene activates where you receive a telepathic message 
from the alien in control of the Forge.  Jurot eventually blocks it so you 
can continue.  There is a HET on the left side of the room and a WET with two 
ACs on the right.  As soon as you go halfway around the room either way, four 
reavers will come through the far door to attack you.  Fight them off then go 
through the doors they came from.  There are four more reavers which will 
attack you here.  There is also a HET on the left wall and a WET on the right 
wall.  Going down the ramp in front of you leads to an elevator, two ACs and 
two more reavers.  Take the elevator down to be placed in a large chamber.

Here you get the triple treatment: templar on both ground and upper levels, 
reavers and harvesters all after you.  There are four ACs, two on either side 
of the area over the door on the far end of the room.  If you go up to the 
upper level using the golden particle shafts, you'll find a HET near the down 
shaft.  Once the aliens are pushing up daisies and you're all set, go through 
the door.  Here there are two templar to the left and an AC to the right. 
There is also a WET on the near wall to the left of the door you came 
through. Continue forward to enter the main shaft of the Forge.  Go around 
the circular path and use the elevator on the other side to go down a level 
to perhaps the most annoying portion of the game.  The elevator will deposit 
you and some harvesters will come at you from the other side, and will appear 
to walk where there is no floor to walk on.  You should have no problem 
taking them out before they get to you, but now you have to get across 
yourself.  

There is a pattern of force fields here that will get you across.  The trick 
is to use your hand phaser to illuminate them ahead of you.  I'll describe 
the path to you, but it's much easier if you just use the hand phaser and can 
actually see it.  The segments are octagonal, meaning any of the 8 directions 
are possible for movement. All directions are given with the door you want to 
get to in the direction of up.  The first segment is to just to the right of 
straight ahead.  From there the steps are up-right, right, up, up, up-right, 
up-left, up, up-left, up, up-left, left, down-left, up-left, up, up.  From 
here you should be able to walk onto the platform you've been working 
towards. Go in the door and around a wide U-turn to come to another door.  
Inside here are four templar, an AC right inside the door, and a WET on the 
left wall in the center of the room.  To the right is an elevator to be used 
to go down another level into another mixed group of all three enemy types.  
There are two ACs flanking the elevator you came down, and a HET on the 
right.  Go through the archway to the left of the elevator and turn right to 
find a door.  Go through this door and head through the archway on your left 
to move on to the next area.

8.5 "Dissolution"
Through the archway is a door to go through.  Here you will find two templar 
at a control station, a couple reavers across from you on the same level and 
lots of reavers coming from the level below you.  You might assume they're 
sitting ducks down there, but you'd be wrong.  They can jump up to your level 
no problem and will do so if you don't nail them while they're still below.  
Go over to the control station where the templar were and use the control 
panel to extend the bridge.  Cross the bridge and take on the reavers who 
come through the door on the bottom level of the next room.  There are two 
ACs on the right side of the upper level and there is a HET on the left.  
Drop down onto the lower level (this will sting a bit) and go through the 
door the reavers came through.  In here there are WETs on both sides and an 
elevator straight ahead.  Fill up energy if you need to and go down the 
elevator.  There are three templar here, and 2 ACs in the near left corner.  
Note that destroying a container with a reaver fetus in it won't result in 
you having to fight a full size reaver, so don't worry so much about the 
containers with the fetuses.  Exit this room through the door on the right.  

There are four reavers in this room, and when you enter it, two more will 
ride the elevator up.  There is a HET on the left of the elevator, and a WET 
on the right.  Here you'll be attacked by all three types of enemies.  Kill 
them all and then take the elevator on the other side of room down as you 
continue your plunge into the depths of the Forge.  Here are two templar, two 
ACs and a third elevator.  Use the elevator panel to go down yet again.  When 
this elevator stops there will be a HET in front of you.  To your left is a 
room with templar and reavers.  It also contains the top of the dampening 
field generator and the final elevator (yay!).  Walk off the elevator to get 
a cutscene where Tuvok gives what for him qualifies as an inspirational 
speech.  Look down into the pit below the generator.  You will see four arcs 
of power going from the walls of the pit to the generator in the center.  
There are two WETs on the left wall of this room.  Shoot out the sources of 
the arcs on the pit walls to destroy the generator and set all the ships free 
and see some FMV of the Etherian ship.

When the FMV is over four reavers will come out of the door on the far side 
of the room.  Once they've been dealt with, go through the door they came out 
of.  Around the corner here are two templar and a scavenger.  Enter the room 
beyond them to activate a cutscene where you'll have another vision of the 
alien getting ready to launch a device which will create a new Forge. Jurot 
uses all her strength to block out the voice again and you tell everybody to 
get back to Voyager with her while you go play hero of the universe.  When 
the cutscene ends, there is an AC and also a HET on your left.  Use the 
elevator to the right of the HET to go up and meet two reavers.  Go down the 
corridor to your right and you'll be attacked by a small pack of harvesters.  
Past the harvesters lies a room with four templar in it.  Straight ahead in 
this room is also the mother of all WETs. Using this will give you 999 energy 
and 999 crystals.  Using it will also activate the lift just to the left of 
it. Step into the lift to ascend to the final area of this mission.  

8.6 "Command Decision"
This area starts out with a cutscene where you're riding the lift and Tuvok 
keeps yelling at you that you're violating orders, but you ignore him.  Once 
the lift reaches the top, step out and to the left and there will be some 
kind of torch thing.  To the left of this is a HET which you should use 
unless you're already at 100/100.  Once you're ready, head into the room on 
the far side of this room to begin the final showdown.  When you enter the 
room there will be a cutscene where you try and reason with the alien. Yeah, 
right.  Once that's done, he'll begin transporting reavers, harvesters, and 
templar in through the circular depressions in the floor which are apparently 
transporters.  Stay mobile and just kill anything that moves for a while.  
Concentrate on the templar as they do the most damage and can do it from 
range.  

The room has all kinds of HETs, WETs, and ACs in it.  Be careful with the ACs 
since you want to get full use out of them instead of wasting a whole AC to 
only get one crystal.  After a while the Etherians will show up to help. When 
they show up at first, there's a lull in the stream of bad guys, so use the 
opportunity to stock up.  Once the Etherians fly up to gather around the 
right hand wall, the enemies will begin again. Fight for a little bit and 
then you'll get a cutscene where the Etherians will destroy the golden 
particle emitter and the seed falls to the ground and is destroyed.  This 
really gets the big ugly's goat, and he decides it's personal and snaps off 
some tentacles just to get out of his machine to come get you.  He has three 
main attacks. One is a series of bolts similar to the ones the reavers throw 
which come from his tentacles and do medium damage.  A second is a group of 
missiles which are launched out of his back which will do heavy damage if 
they hit you.  For the third he somehow causes energy to erupt out of the 
floor wherever you're standing.  He won't flinch or anything when you shoot 
him, but you are doing damage.  

This guy takes a TON of damage to take down.  It takes about 700 crystals 
worth of arc welder energy to bring him down.  The only key to this guy is 
NEVER STOP MOVING.  If you keep mobile it's quite possible to win without 
ever taking a hit.  Remember that you don't have to stay in front of HETs and 
WETs for them to continue recharging you. Just use them on the run and you'll 
still get the full effect.  Once the big boy falls, kick back and enjoy your 
well earned victory cutscenes.  

Epilogue
Munro gets promoted to Lieutenant and has another conversation with Telsia, 
parts of which could be interpreted interestingly.  The bridge crew comes 
around, Tuvok expresses a little pride, uses the "I'm a Vulcan" cop-out, and 
everyone laughs. The end.  

Section 3-Weapons
Note: Energy uses are from single player, multiplayer works differently.

1. Hand Phaser (Phaser II for you Trekkies)
Base weapon, always equipped.  Weak, but requires no ammo as it automatically 
recharges on its own.  That makes it very useful, despite its low power, as 
there are levels where weapon energy/crystals are scarce, or if you're a fan 
of the larger, ammo consuming weapons.
Primary Fire: Small phaser beam fires at target, low damage. Energy supply 
counts down while in use.
Secondary Fire: Larger phaser beam fires at target, medium damage. Drains 
energy supply faster and disintegrates the target if a kill is scored with 
it.

2. Phaser Rifle (Phaser III)
Available in all missions. Good for general purpose use.
Primary Fire: Large phaser beam quickly lances out to target for a moderate 
amount of energy. High rate of fire. Uses 2 energy.
Secondary Fire: Smaller, more precise beam shoots out. This is the "sniping" 
function. Much more powerful, will cause anything short of a boss to 
disintegrate.  Uses 40 energy.

3. I-Mod (Infinity Modulator)
Anti-Borg weapon developed by Seven of Nine.  Constantly cycles beam 
modulation, preventing Borg from adapting to it.  Only weapon you can use 
more than 2-3 times against Borg in any given level. Works just fine against 
non-Borg as well. Available in the first mission once you find it and for 
good once you reach the Borg mission.
Primary Fire: Fires a large purple beam at target for medium damage. Uses 4 
energy.
Secondary Fire: Fires a very large bright blue beam at target for high 
damage. Does a small amount of splash damage.  Uses 8 energy.

4. Scavenger Rifle
This is the "machine gun" weapon.  Cobbled together from spare parts by the 
scavengers, they are plentiful in the levels where the scavengers appear.  
Available in the tutorial once you find it and permanently after you fend off 
the scavenger invaders from the Voyager cargo bays.
Primary Fire: Fires a small red bolt which does minimal damage.  This is a 
spray weapon, if you want to do any damage; you have to hold the button down 
until the enemies fall.  Uses 2 crystals per bolt.
Secondary Fire: Fires an energy grenade which does moderate damage within a 
blast radius.  Useful primarily when you are above a group of enemies, since 
the blast seems to be in the plane of contact (that is to say if it hits a 
wall or an enemy from the front, back, or sides, it splashes vertically, and 
if it hits the floor or an enemy from above, it splashes horizontally (you 
want this)).  Uses 8 crystals.

5.  Stasis Weapon
Available once you find it aboard the Etherian ship.  This is the "shotgun" 
weapon of the game.
Primary Fire: Fires one large and two smaller balls of blue energy. Has a 
limited seeking capacity.  Does moderate damage. Uses 6 crystals.
Secondary Fire: Fires a spread burst of five bright blue beams. Useful when 
you have several enemies all close to you, but of limited utility from long 
range.  Uses 10 crystals.

6. Compound Grenade Launcher
Made available for use prior to the assault on the scavenger base.  A finesse 
weapon, more useful in multiplayer than against the AI.
Primary Fire: Fires a glowing orange cartridge which bounces off walls and 
obstacles.  Explodes after a few seconds, or if it impacts an enemy.  Does 
heavy damage within a small radius. Uses 10 energy.
Secondary Fire: Fires a magnetic charge which will stick to any solid surface 
it impacts.  Then acts as a proximity mine for a medium period of time before 
exploding on its own.  Does a similar amount of damage to the primary mode, 
again within a small radius. Uses 5 energy.

7. Tetryon Pulse Disruptor
This is the "chain gun" weapon.  Like the scavenger rifle, you have to hold 
the fire button down to do any real damage, especially since this weapon has 
a spin up cycle where it won't fire for the first bit.  Rate of fire 
increases the longer you hold the firing button down until it reaches 
maximum. Available once you take it from the Alpha Hirogen in the scavenger 
base.
Primary Fire: Perforates target with many small green bolts, each one does 
light damage, but the rate of fire is such that at maximum, this is turning 
out a heavy amount of damage. Three bolts cost 1 crystal.
Secondary Fire: Fires slower than primary mode, but shots bounce of walls for 
a bit until they hit something damageable.  Not terribly useful in the single 
player game since the grenade launcher you get before this is better if you 
want to bounce shots around corners. Each bolt in this mode uses 4 crystals.

8. Photon Burst
Rocket launcher, plain and simple.  Made available after the Borg mission.  
This is a popular weapon in multiplayer matches due to its damage potential.
Primary Fire: Fires a torpedo directly at target, exploding on the first 
thing it impacts.  A direct hit from this will kill anything but a boss.  
Does medium splash damage.  Uses 20 energy.
Secondary Fire: Fires a slower projectile, but has a limited seeking 
capacity.  Will explode on its own after a short period of time if it hasn't 
impacted on anything.  Does similar damage to the primary mode.  Uses 25 
energy.

9. Arc Welder (Dreadnought Weapon)
The ultimate weapon in the game, found on the floor in the fifth area of the 
Dreadnought gunship.  This is the weapon everyone wants in multiplayer. Like 
the hand phaser, does constant damage while target is held in the beam.
Primary Fire: Fires a beam of electrical energy at the target for high 
damage. Drains crystals at a constant rate.
Secondary Fire: Fires a pulse of electrical energy which does moderate damage 
and lighter splash damage around the target.  The splash damage seems to be 
more effective in multi-player than against the AI. Uses 30 crystals.

Section 4-Version History
1.0-Original Walkthrough
1.1-Mostly layout fixes. Changed order of sections and added TOC. Further 
edited the walkthrough. Version History section added.  

Section 5-Contact Info & Miscellaneous Ending Stuff
Email any suggestions or questions you may have to me at 
Rudolph1701@yahoo.com. Before you ask a question, READ THE FAQ FIRST. I won't 
waste my time with things that are already addressed.  Don't ask for cheat 
codes either, they're readily available on the 'net and if you want to cheat 
you can go through the trouble of looking them up yourself. Other than that, 
I'll be happy to offer whatever meager assistance I can.

If I get enough good suggestions I'll update the FAQ and those who make 
specific contributions will be recognized. 

Thanks to Gene Roddenberry without whom we wouldn't have such a wonderful 
universe to play in.

Thanks to Phoenix1911 for critiquing version 1.0 and thereby enhancing your 
FAQ viewing experience.

This FAQ is dedicated to Tim for helping me figure out how to switch out of 
the game while running it windowed and to Amber for being the incredible 
friend that she is to me.  Without her support I don't think I would ever 
have been in the state to have the motivation to take on something like this 
and actually finish it.