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.