Star Trek Deep Space Nine: The Fallen Walkthrough/FAQ by KChang Deep Space Nine: The Fallen Unofficial Strategy Guide and FAQ by Kasey Chang (ksc1@aol.com) released January 17, 2002 0 Introduction 0.1 A WORD FROM THE AUTHOR This is a FAQ, NOT a manual. You won't learn how to play the game with this document, and I'm NOT about to add it to ease the life of software pirates. This USG only covers the PC version since that's the only version that I have. On the other hand, it SHOULD work for the Mac version as well. Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among many others. 0.2 TERMS OF DISTRIBUTION This document is copyrighted by Kuo-Sheng ?Kasey? Chang (c) 2001- 2002, all rights reserved excepted as noted above in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1) This notice and author's name must accompany all copies of this document: " Deep Space Nine: The Fallen Unofficial Strategy Guide and FAQ" is copyrighted (c) 2001-2002 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer.? 2) This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 2a) In case you can?t read, that means TXT only. No banners, no HTML borders, no cutting up into multiple pages to get you more banner hits, and esp. no adding your site name to the site list. 3) No charge other than "reasonable" compensation should charged for its distribution. (Free is preferred) Sale of this information is expressly prohibited. If you see any one selling this guide, drop me a line. 4) If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 5) The author hereby grants all games-related web sites the right to archive and link to this document to share among the game fandom, provided that all above restrictions are followed. Sidenote: The above conditions are known as a statutory contract. If you meet them, then you are entitled to the rights I give you in 5), i.e. archive and display this document on your website. If you don?t follow them, you did not meet the statutory contract conditions, you have no right to display this document. If you still do so, then you are infringing upon my copyright. This section was added for any websites who don?t seem to understand this. For the gamers: You are under NO obligation to send me ANY compensation. However, I do ask for a VOLUNTARY contribution of one (1) US Dollar if you live in the United States, and if you believe this guide helped your game. If you choose to do so, please make your US$1.00 check or $1.00 worth of stamp to "Kuo- Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. 0.3 DISTRIBUTION This USG should be available at Gamefaqs (http://www.gamefaqs.com) and other major PC game websites (such as gamesdomain.com, gamespot.com, etc.). Gamefaqs.com will get the latest version. If you found it on any other site, they copied it from gamefaqs.com. To webmasters who wish to archive this FAQ on their website, please read the terms of distribution in section 0.2. It is quite clear. In case you can?t understand it, it says ?no modifications?. This means you may NOT modify any bits of it! It says exactly what it says. Some archive sites do not respect the author's rights. I've seen my FAQ rewritten (so the archive site's name appears in this section alongside gamefaqs.com and gamesdomain.com), cut into multiple pages, each of them have banner ads on top, and so on. If you spot my FAQ modified, let me know via contact info below. 0.4 OTHER NOTES There is no warranty for this unofficial strategy guide. After all, it depends on YOU the player. All I can do is offer some advice. The walkthru information worked for me. PLEASE let me know if there's a confusing or missing remark... If you find a question about this game that is not covered in the USG, e-mail it to me at ksc1@aol.com. I'll try to answer it and include it in the next update. 0.5 THE AUTHOR I am just a game player who decided to write my own FAQs when the ones I find don?t cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander 3, Wing Commander 4, Fade to Black, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Need for Speed: Porsche Unleashed, Mechwarrior 4 and Black Knight Expansion Pack, and many other titles Most of them should be on gamefaqs.com, the biggest FAQ site around. If you need to write me, send e-mail to ksc1@aol.com. (Any spam will be reported to respective authorities). 0.6 DISCLAIMER/ COPYRIGHT INFORMATION Deep Space Nine: The Fallen is created by The Collective, and published by Simon and Schuster Interactive. This USG is not endorsed or authorized by The Collective or Simon and Schuster Interactive. The Fallen BBS at http://bbs.simonsays.com/cgi-bin/forumdisplay.cgi?action=topics&number=15 provided plenty of help in compiling this document, esp. "Dyre Straits". 0.7 REVISION HISTORY 27-DEC-2001 Initial Release 17-JAN-2002 Updated with more "bugs" and more FAQs. Move individual track FAQs to front. Updated some cheat codes. 0.8 THE MOST FREQUENTLY ASKED QUESTIONS Q: Can you send me DS9: The Fallen (or portions thereof)? A: No. It's in bargain bins now for about $10, so buy it! Q: Can you send me the manual (or portions thereof)? A: No. If you bought it you should have it. If you don't, ask the manufacturer for a replacement. Q: Can you tell me how to play the game? A: Read the manual. Q: What are the key commands? A: Read the manual, or the help file. Or look in controller setup under options. Q: How do I take a screenshot? A: See the help file. Each shot is saved as a 1.4 meg BMP. Q: What do you know about the Mac version of The Fallen? A: Absolutely nothing, but it should be identical to the PC version Q: Why is your FAQ shorter than other similar FAQs? A: I don?t repeat the stuff that?s already in the manual. You can read that yourself. Q: What?s the latest version? A: The Collective had released two patches, a "retail" patch and a "minor code" patch. Download them at http://www.ds9thefallen.com. Q: Where are the cheat codes? A: See last section Q: How do I use an item in my inventory? A: Please read page 18 of your jewelcase manual. Q: What is that flashing Starfleet sign on the upper left hand corner? A: "You've got mail!" See jewelcase manual page 12 on how to use the communicator. Q: The level loaded and I see only purple or brown! A: Your video card cannot handle distance fogging. Please go here for a workaround: http://www.collectivestudios.com/ds9support/index.htm Q: I have a GeForce 3 but the game won't start in Direct3D mode! A: Delete the DS9.INI file in TheFallen install directory, then restart the game and choose the renderer again. Q: The game is too dark and the "gamma" slider in video doesn't work! A: You are using OpenGL mode. The "gamma" slider only works in Direct3D mode. Q: I don't understand the directions you're giving in the walkthru! A: Look in the tricorder, 3D mode, rotate it to see a purple arrow. That's north. Please see your manual on how to switch the tricorder between 2D and 3D mode. Q: What if I have more questions? A: Please see specific sections in the guide: Weapons, Enemies, Some General Tips, Sisko Track, Kira Track, Worf Track, Misc. 1 Game Information 1.1 WHAT IS DS9: THE FALLEN? Deep Space Nine: The Fallen is a third-person action-adventure set in the universe of Star Trek: Deep Space Nine. You take the role of Sisko, or Kira, or Worf as you attempt to prevent the three red orbs of the Pah-Wraiths from falling into the wrong hands, like the Cardassians, the Dominion, or even the Pah-Wraith followers. 1.2 HOW DOES THE FALLEN PLAY? The game is played in a third-person from-behind viewpoint similar to Tomb Raider series. You will be armed with plenty of weapons, from your standard phasers to grenade launchers, gravitic mines, and more, as you chase down the different orbs. You will visit several planets, fight many different enemies, jump and run, solve some puzzles, find and deliver items, swim, and hopefully prevent apocalypse. Sisko, Kira, and Worf all fit into the same story, but in different ways. They will encounter levels in different orders, and have different objectives. You will get messages from the other two at different intervals, as well as talk with the other regular DS9 characters either on DS9 itself, or during the mission. Each of the 3 tracks has nine major missions. Each of the missions can be divided up to 4 sublevels. Some missions require brute force, others require sneak/ambush, yet others require puzzle and jumping, and some even requires a bit of subterfuge. The Fallen offers a wide variety of challenges. 1.3 SYSTEM REQUIREMENTS Deep Space Nine: The Fallen requires * 233 MHz or faster CPU * 64 MB of RAM or more * at least 150 MB HD space * Windows operating system * CD ROM Drive * DirectX Video and Sound You can download a demo from http://www.ds9thefallen.com The game runs fine on a 400 MHz machine. Full install takes 550 megs of space. 3D accelerator is recommended and will be used if present. Both Direct3D and OpenGL modes are supported. 1.4 BUGS AND PATCHES There are two patches, a "full retail" and a "minor code" patch that balances some issues and fixes some bugs. You can download them from http://www.ds9thefallen.com. It is recommended that you patch the game before starting a new game. After the patch, the older savegames may not load properly. Please apply the "full retail" patch first. The patch can only be used on a FULL install. There are still some bugs though, and some "dead-end" situations that are not really bugs, but more like frustrating design decisions. While on DS9 trying to intercept the Cardassians, do NOT run through any doors opened by Cardassians. In most cases you need to unlock the doors by using consoles. If you run through the door without using the console, you can't come back in. The only way is to restart the level (see your manual) or load an earlier saved game. [Updated 17-JAN-02] There is a "Phantom Menace" bug. :-) If you're playing Kira, in the first level fighting your way past the Kahl-taan, one of the fanatics may be invincible. (Auto-aim won't target him, and shooting him has no effect) You may have to run around to "lose" them, or sneak past them. Thanks to Dyre Straits pointing this out. From his own words: "You've encountered what I have dubbed the 'phantom menace'. Some people encounter him and others do not. One tactic is to go all the way up on Kira's first trip up to the tower and disable the force field to the control room. Then head back down and activate the console using the command card. Once done, RUN, RUN, RUN, all the way back to the top and past the menace. Others have stated that they got him to chase them and were able to lose him somewhere. It's your choice." -- Dyre Straits. Additional information from "OneofFour": "If you have already gotten past the Phantom Menace, congratulations! If not, then as you top the stairs to the level where the fanatics lie in wait, avoid taking out the sniper at the far side. From your point at the top of the stairs, he is the one directly across from you. You can take out any others, but just race past him once you get around to where he is, he won't follow you. What happens is when he is killed he spawns several other "fanatics", including the 'menace'. A programming error was made on the 'menaces' settings, so he truly is invincible. Unreal editor will allow you to correct this, but it's easier just to avoid killing the sniper fanatic." Those playing Kira may encounter an invalid level bug, where you start a level in space. That should be fixed with the patches. Those playing as Worf may have problem exiting the SR III land area from the tunnel onto the ledge that will lead you to the Ulysses. In that case, hit [Tab], then enter "skiplevel" to jump to next level. (See last section for more cheat codes.) Those playing as Worf may not be able to see the "cyan dot" marking alpha objective on Hess'Terral surface, but the red arrows in the tricorder 3D view works fine. Some people have reported that the cutscene move by too fast. The cause for this has not yet been determined. 1.5 OTHER VERSIONS / SIMILAR GAMES The Fallen is also available for the Mac. If you like "the Fallen" but prefer first-person and more shooting, try Voyager: Elite Force from Activision. It's a more traditional first-person shooter based on the Quake III engine, but is it quite short. Of course, there is always Tomb Raider, or even Max Payne if you prefer gun fights. There's also American McGee's Alice, which is a dark and twisted version of the classic fairy tale. 2 Sisko Track Questions / Hints Here are the common questions for the Sisko track Bajoran Transport / Ke'el Tuul Q: On the Bajoran transport, how do I kill the Grigari? A: Dodge them first. You can run past them. Dax should give you a hint later when you got into the "mid" corridor between the two cargo bays. To be exact: use tricorder detail scan to get the shield frequency, adjust your hand phaser modulation to fit (or leave auto-modulate on), then shoot until it is dead. Wait for phaser to recharge before continuing. Alternatively, you can always do what Dax suggests... Just run away. If you do that, they disappear after you lose them, unless they really chase you around, but you can outrun them. Q: How do I beam the survivors out? A: Use the pattern enhancer on the person, then back up and watch the transporter effect. If you don't know how to use an item in your inventory, please see your manual. Q: Where is the engineering card? A: In the other shuttle/cargo bay. NOT the one you came in, but through the corridor on the upper level, on the other side of the ship. One of the guys you rescue has it. Q: Where is the command card? A: After you unlock the engineering console, the room to your left opens, and the survivor inside has the command card. Bajoran Transport 2 Q: Where is the utility card? A: On the next level up, deck 3. Go through the command-locked door and follow it in. Jeraddo Mines Q: How do I kill the anthropod? A: Wait until it "unpacks", see the "enemies" section. Q: Where is the utility card? A: It's in that first unlocked door you see. Q: Where is the inductor? A: Take the elevator and search. When you find it, take it and come back. Jeraddo Mines 2 Q: How do I get past those Command-locked doors? A: You don't need to. Your objective is move that cargo sled blocking the bridge and access the engineering door at the end of the bridge. Q: I can't climb over that mountain of cargo blocking the bridge. How do I move it? A: Go through the utility door to your left... You'll find it. Q: Can you be more specific? A: Look for a ladder going up, and up. Q: Where is the engineering key? A: Inside the first utility lock. There's a few Kahl-Taan there you need to kill. Jeraddo Temple Q: What do I do with the phaser drill? A: Find a power source for it... Like that Nadion Port earlier. Q: How do I solve the pushbutton puzzle? A: Look above the sealed door. Read left to right, then mirror each of the images. Push in the order. Q: What do I do with the two obelisks in the courtyard? A: First, you need to lower the "shroud" around each obelisk. You lower each shroud with... an artifact. Q: What do I do with the artifact? A: Look for a place to put it in. Q: Where is the other artifact? A: Explore the entire level of the two "holy man" walls and you'll see it. Q: I scan and see the artifacts in the floor. Can I get them out? A: No, you don't need them any more. [No, you're NOT getting a commission from Quark.] Q: What do I do now? A: Did you go "upstairs" and push the button next to each statue? Q: Now what? A: Go back to the courtyard and check those two small obelisks again. DS9 Betrayal Q: Where do I go after I get through the forcefield? I can't follow Terrel! A: Go back to the ore control room (that first room you found after exiting the turbolift). Q: I'm back in the ore control room, now what? A: There was a Cardassian on the far end... See that panel near him? Use it... Q: Where is the respirator? A: In the room next to that forcefield. Look for a blinking console. SRIII Q: What do I do in the plaza? A: Look for a place to climb up to the right to the escape pod. Climb up and follow the path. Q: The ensign got hit by an asteroid and was beamed out. Now what? A: Come back down the mountain and look to your right all the way... See a tunnel? Q: On SRIII, I don't see a way to get off this "hill" with this big column in the sky! A: Perhaps you need to "make" a bridge... Q: On SRIII, I see this lake and no exit! A: There is no overland exit. On the other hand, there is the lake... Q: On SRIII, I'm on the ship. How do I get into the ship? A: Check your tricorder for red arrows, it is on the top, port- side of the ship. Unlock the three latches, then climb onto the ramp and into the hole to enter the ship. Ulysses Q: How do I open the door to astrophysics? The switch next to the door doesn't work. A: Restore power first, by fixing the auxiliary reactor. Q: Where is the auxiliary reactor? A: The entrance is opposite the door to astrophysics, on "level 3" of the cargo deck. Q: How do I get to level 3? A: Get to the other shuttle bay (across the entire cargo bay), which opens into the level below, and look for a ladder up. Q: Where is the exit from the auxiliary reactor room? A: Under that fallen walkway. Use the flashlight to see it. Q: Where is the command chip? A: Take the exit where the Jem'hadar came in. Take a dive and see where it leads you... Q: More specific please! A: After you emerge to water surface, there's a brown column to your left, with a ladder. Q: I got the chip programmed. How do I get back to the astrophysics lab? A: Jump across the broken walkway over water and enter the shaft. Look to lower right... Q: What do I do once I'm at the astrophysics lab? A: Try the BLUE door. Prison Camp Q: At the beginning, the Vorta triggered the alarm and I'm toast! A: Then you should kill him first, before he gets to the alarm! Reload and try again. Q: In the prison camp, how do I get across the two platforms in the vent? A: It can be jumped, really. Q: Where is the level 2 access card? A: Use the elevator. Look for a Vorta. Prison Camp 2 Q: How do I get to that vent that opens? The ladder's blocked! A: Well, I guess you'll just have to try the OTHER ladder... Q: What do I do in that large room with the transporter and the Vorta? I killed the Vorta. A: Use the transporter, of course! (Scan for transporter console) Prison Camp 3 Q: Where is the level 3 access card? A: You killed the Vorta in that "upper level" room with the view of the docking clamps, right? She has it. Q: How do I deactivate the docking clamps? A: You got to the room with the Defiant hologram, right? Go up, kill Vorta and Jem'hadar, then use console (use tricorder to check) to deactivate docking clamps. You'll see a cutscene of the docking clamps disengaging, and when you come back down the hologram will be off. Q: Where do I go next? A: Retrace your steps to the ladder. Climb down. In the "blue" section, a door should have opened. Taking Back Defiant Q: Where do I go first? A: Try to get into the shuttle bay. Q: Shuttle bay door is locked! A: Look for shuttle bay console near the shuttle bay door. Q: What do I do in the shuttle bay? A: Look for a control room with a Vorta inside. Use console to open Jeffries tube. Q: Where is the Engineering chip? A: In Engineering, of course. (North of Impulse Engines) Q: Where is the Engineering chip writer? A: In impulse control room (inside Impulse room, the room with the big window) Taking back Defiant 2 Q: Where is the command chip writer? A: Transporter room, that first room you encounter when you start the level. Q: Where is the command chip? A: It's in the guidance system room, accessible only via a Jeffries tube. Try the section which has the curved corridors. It's NOT the one with a wounded guy inside. Try next one down... Hass'Terrel Surface Q: I keep getting killed by the mines! A: Perhaps you should sweep them first! Q: I can't avoid triggering the alarm! A: Use long range sniper shots to kill the guards before they spot you! Q: Where is the level 1 card? A: To the NORTHEAST of the sled, on top of the tower. Hass'Terral, inside the Compound Q: I was detected immediately! A: Don't move until Kira says the cameras are off! Q: Where do I go now? A: You need to locate the internal vent first. Q: The guard triggered the alarm! A: Well, you're supposed to shoot him first! (Reload and try again.) Q: Okay, the vent is venting Thoronide. Now what? A: Shut down the Thoronide processing plant, of course. Q: Where is the Thoronide processing plant? A: It's next to the two science doors. The plant itself has a level 2 military lock. Q: Where is the level 2 military pass? A: In the barracks, which is that "raised" building with a switch- controlled door on either side. (Beyond the switch forcefield and the level 1 military forcefield) Kill the guard inside to get it. Q: How do I get a level 3 military pass or a science pass? A: You don't need them. Q: How do I stop the Thoronide reactor? A: Ask Garak. See jewelcase manual page 12 on how to use the communicator. Q: I'm inside the vent. How do I get through the twin forcefields? A: Scan carefully... See the TWO different generators? One of them is mounted on the REVERSE side, but remember forcefield REFLECTS phaser beam... So... Get the idea? Q: I still don't get it! Just tell me! A: Patience, patience! Configure your phaser to penetrate the FIRST forcefield, and use the next forcefield as a reflector to bounce the beam onto the first forcefield's generator. You'll need to crouch, and aim for the right edge of the inside forcefield. Keep trying a couple times. The inside forcefield can be handled normally. Hass'Terrel Lab Q: Where was I supposed to go? A: Well, Garak did say another CARGO room, right? Try to your right... Q: On Hass'Terrel, I got to the surveillance center (big glass windows), but there are red forcefields blocking the exits, and infinite Cardassians! A: You triggered the alarm. Load an earlier saved game and try again. Q: What are those switches on those yellow panels near the glass windows of the surveillance center? A: Those are for Worf's demolition charges. Q: Where is the computer core? A: Look for Obsidian Order sign opposite a CLOSED door. Q: I STILL can't find the computer core! A: Southeast of surveillance center, PAST the first Obsidian order sign on the wall. Q: How do I disable the forcefields blocking my way to the core? A: Look for two consoles... Use both to deactivate. Q: Where is it? A: Search south of the surveillance center. Q: What is the little switch on the wall next to the computer core for? A: That's for Worf's demolition charge. Q: Where is the lift Kira talked about? A: There's a phaser cannon in the corner. If you got past that, you see a brightly lighted steps leading up to two stations at the end (both have an Obsidian Order agent inside), and open turbolift. If you came by before, the turbolift is locked by a level 3 science lock. Q: I still can't find the lift! A: Search southwest of surveillance center. Q: I found the lift, then the alarm went off and infinite Cardassians beamed in until I got to a place where they don't chase me! Now what? A: You triggered the alarm again... Better shoot those technicians before they can raise the alarm. Reload an earlier savegame and try again. The Final Showdown Q: On DS9, how do I beat Obanak in the final battle? A: Just run inside and unload your weapons on him. And keep moving to dodge. If you don't stay in one spot he can't hurt you very much. Save EM Blaster ammo before then, use other weapons on the Grigari (your hand phaser or plasma thrower is best). 3 Kira Track Questions / Hints Here are some common answers for Kira track questions Bajor Q: Where is the "artifact key"? A: In the Chapel. When the Bajoran guide stops, you should see a cutscene where a door opened behind you. That's the Chapel. Q: I inserted the key and the two doors opened. Where are the four statues I need to activate? A: They're at "mezzanine" levels. You see the two sets of stairs going down, right? Both of them has a turn in the middle that heads back up again. That's where the statues are, two on each side. Q: What do I do with the statues? A: See that little brown button on the base of each statue? Push it! Q: How do I unlock the holographic wall? A: Scan for a switch nearby. It's probably hidden as decoration under the lamp. Q: Do I need to save any of the civilians in the temple? A: No. The only one you can save for sure is Obanak, and that's a scripted event. Q: I got the engineering key. Now what? A: Get back to your origination point. Look for the cleansing pool, and next to it is a room with engineering console. Use key on console to unlock the pool, then jump in and take a swim. Q: I got to the other building. Where is the Command key? A: As Obanak said, it's in a second floor room, hidden behind one of the holowalls. Q: I ran into a Kahl-taan that can't be killed! A: As explained by Dyre Straits... "You've encountered what I have dubbed the 'phantom menace'. Some people encounter him and others do not. One tactic is to go all the way up on Kira's first trip up to the tower and disable the force field to the control room. Then head back down and activate the console using the command card. Once done, RUN, RUN, RUN, all the way back to the top and past the menace. Others have stated that they got him to chase them and were able to lose him somewhere. It's your choice." Additional information: according to Oneof4, the "menace" was spawned by killing the "kneeled sniper" across the second floor when you get the card. If you do not kill the sniper, the "menace" will not be spawned. Jeraddo Mines Q: Where is the command card? A: Look in the unlocked door... You'll find it... Q: I can't find the Utility card! A: You don't need it! Look for another way out! Q: More specific please? A: Go back to where you found the command card. See any new openings? Jeraddo Mines 2 Q: I'm in the next area and I still can't find the Utility card! A: You STILL don't need it! Use your command card for more clues! Q: I still don't get it. What now? A: Find the switch to open the exterior gate. Open the command door and see what's inside. Q: What do I do with the phaser drill? A: Find a power source for it... Ask O'Brien, then scan around... Jeraddo Temple Q: How do I solve the pushbutton puzzle? A: Look above the sealed door. Read left to right. Q: What do I do with the two obelisks in the courtyard? A: First, you need to lower the "shroud" by going into each of the empty rooms (to left and right), go upstairs, and push a button to drop the shroud. Then you need to solve the pushbutton puzzle in the courtyard. Q: I scan and see the artifacts in the floor. Can I get them out? A: No, you don't need them. DS9 Computer Core Q: How do I reset the EPS conduits? A: Go south, to use the console, then make it into the room, jump to other side, use the console, Repeat to the north. Q: I ran past the core like O'Brien said but the door is locked! A: See those covers on the wall? Q: I got to the big room. Now what? A: Take one rod from each, go back to the core and insert them at the right place. Q: I fixed the core. Now what? A: Go back to that door that wouldn't open before. Defiant Defense at SRIII Q: Where is tactical / warhead room? A: Deck 2, in the section with the curved corridors, at the very "tip". Q: Where is the master chip? A: In the "galley", in the curved corridor section, deck 1 (yes, TOP floor) Q: Where is the command chip? A: Around the transporter room, Deck 2 (bottom floor). Q: Where is impulse control? A: Deck 2. Look for a series of three maroon extra-wide doors with blue "branches". Q: Where is the blank engineering chip? A: Tricorder scan all around the impulse room... You'll find it. It's in one of those small rooms in the corridors. Q: Where is the respirator? A: Same advice. :-) Q: Where is engineering? A: Deck 2, look for the sign "engineering" next to the door. It's north(?) of impulse control. Dominion Prison at Arduria Q: What do I do in the prison cell? A: Try taking your anger out on the blinking light fixture. Q: What do I do with the "component"? A: See somewhere that may take a component? Try to your right... Q: I can't survive the turret in the pipe-jumping sequence! A: You can climb under it without being detected. The rest is up to you. Maybe you can whack the turret? Q: I reached the bottom, killed the Vorta. Used the console. Now what? A: The cutscene should show an opening above to and to your right. The only way to get to it is via the ladder, then tightrope, then jump down... Q: I got into the room, but the doors are locked. A: See those barrels? Try blowing them up... Q: I crouched and moved though. Now what? A: Try to reach that vent HIGH on top... Yes, it can be jumped. Q: What do I do in the room with a roof turret and some voles running around? A: access the center console, which unlocks the two doors above you, then make your way up there and get your stuff back. Q: I got all my stuff. Now what? A: Whack the cargo boxes. You'll find another crawlway hidden behind them in one of the rooms. Arduria Caves Q: How do I get up to the vent at the beginnng? A: Use the ladder to climb up to the pipes, then do pipe jumping. Q: Where is the level 2 pass I need to get into the reactor? A: Near the reactor, there's a deep downslope. At the bottom is a security station with a Vorta. He has the level 2 pass. Beware the cameras (see below). Q: I can't get the level 2 pass without infinite Jem'hadar come after me! A: Look for 2 cameras you need to take out before you can get the pass... From Dyre Straits: "There are TWO cameras that she needs to disable in order to make a surprise attack on that lower area where the Level 2 card is. One of the cameras is to the right of the Level 2 gate and up near the ceiling. The 2nd camera is above that lower level." The 2nd camera is on the far wall, way up high, to be exact. Q: Where IS the exit after I access the reactor console? A: Walk around on the reactor console level, and you'll see a hole in the floor. Q: I can't dodge those huge turrets with purple guidance beam! A: Turn left immediately when the turret looks away and dive into the sewage line. Follow it... Hass'Terral Surface Q: How do I avoid detection? A: Quick kills, make sure no one sees your beam, no weapon or tricorder in hand (esp. when surveillance is still on). Q: How do I get a military pass, any level? A: You don't need it. Q: Where is the surveillance center? A: Go through the science building, and take the THIRD exit (on the short side of the building). Look for a building that has three sections... Single-height, double-height, single-height, just like the photo in PADD mission objective. Q: How do I stop the surveillance? A: First, you need to kill the guard inside when he has his back turned, preferably near the door so the other guy inside the forcefield can't see you do it. Then scan the forcefield and set your phaser to penetrate the forcefield. When the guy inside the forcefield has his back turned, shoot him in the back. The rest I leave up to you. Q: Where is the level 1 Science pass? A: See any other science personnel around on the base? As Garak said, "If you ask nicely, perhaps they will let you have it." Q: More specific please! A: Second floor, science building. Make sure you do the surveillance center first. Take out the guard before you get the pass. Q: I can't get the pass without infinite Cardassians coming after me! A: Did you disable the surveillance center first? Q: Where is the entrance to Terrel's lab? A: The entrance is that other guarded building beyond the surveillance center. Hass'Terral Interior Q: Where is the woman I need to locate to get level 2 science pass? A: Look for an Obsidian order sign, opposite a purple corridor, which leads to a circular corridor. Q: More specific please! A: Southeast of the surveillance center Q: I follow that woman around but she won't give me the pass! A: As Garak said, "If you ask nicely, perhaps they will let you have it." Q: I can't get the pass from her without the guards killing me! A: Do her AWAY from cameras, and FAR away from guards. Hide your phaser immediately. Q: Where is the admin section so I can get the level 3 science pass? A: Look for an upslope opposite an Obsidian Order sign. There's a guy at the desk on the top. Q: More specific please! A: Northeast of the surveillance center. Q: What do I do inside the admin section? A: As Garak already said many times, "If you ask nicely, perhaps they will let you have it." Q: Where is the exit? A: Look for a brightly lighted staircase, two stations at the end (both have Obsidian Order agents inside), and a turbolift with science level 3 lock. Q: I still can't find it! A: Southwest of surveillance center. Battle for DS9 Q: How do I open security? It's blocked off by those corona discharges! A: Go to end of corridor, Maglev control, and access the panel to turn off the power. Q: Where do I go after opening up security? A: Security opens the ore control room (directly across security's window). Go into ore control room, and open the vent tube in the room and make your way up. Q: What do I do after Obanak retreated? A: Come back down through the vents and re-enter the ore control room where you got in. You should see another door open. Go in there to finish. 4 Worf Track Questions / Hints Common Worf Questions answered here... Marauders Q: How do I kill the Grigari as Worf? I don't have the hand phaser! A: Use your Bat'leth. Run around him (circle-strafe at point- blank range) and swing constantly. Alternatively, you can use mines. One mine should kill a Grigari with no problems. You'll need to look for the mines, of course. Try EAST of Engineering. Q: Where is impulse control? A: Deck 2. Look for a series of three maroon extra wide doors with blue "branches". Q: Where is the engineering chip? A: In the impulse control room, the room with windows next to impulse engines Q: Where is tactical / warhead room? A: Deck 2, in the section with the curved corridors. Q: Where is the "command" chip? A: Search the curved section, it's in the "galley". Q: Where is engineering? A: Deck 2, look for the sign "engineering" next to the door. Jeraddo Mines Q: The bridge is busted. How do I get across? A: Look to your left... See a platform you can jump to? Q: Where can I find a command card? A: You don't need it. Jeraddo Temple Q: How do I solve the pushbutton puzzle? A: Look above the sealed door. Read left to right, then mirror each of the images. Push in the order observed. Q: I scan and see the artifacts in the floor. Can I get them out? A: No, you don't need them. Q: What do I do with the two obelisks in the courtyard? A: First, you need to lower the "shroud" by going into each of the empty rooms (to left and right), upstairs, and push a button to drop the shroud. Then you need to solve the pushbutton puzzle in the courtyard. DS9 Betrayal Q: I got to a door that's locked! A: There should be a conduit cover next to it. What's behind it, I wonder? Q: What do I do after I lock away the docking ring? A: Reverse course to the turbolift. Q: What do I do after I clear away the two storage rooms with two levels, high and low, with the "green rails" inside? The central door is still closed! A: Access the panel in the room to move the cart, exposing a conduit cover. Whack the cover to move inside... Q: There's a forcefield to my left! How do I go through? A: Go right instead and circle around. Q: I got the ring working, I got on the service elevator, but I still don't see the bomb! A: Walk onto the ring. Let the ring take you up, and there's the bomb panel on the wall. SR III Surface Q: How do I survive that long, dark cave? A: Flashlight, of course. Be ready to kill flyer(s). Q: I don't have enough ammo to take on the enemies! A: Perhaps you skipped over one of those "sidetrips"... One is through that dark cave and through the water. Another is through the mountain pass to a series of sloped islands. Q: I jumped across this chasm and I am stuck inside this dark cave! A: Use your flashlight! The exit is quite narrow. Follow the left wall! Q: I tried but I still can't get out! (Or I ran and ran and the level doesn't end!) A: Use the "skiplevel" cheatcode, see end of FAQ 11.4.2 SR III Ulysses Q: I don't see a way down from that ledge! Where do I go? A: Into the water, of course. Climb back onto land for supplies. You should see a tunnel heading out. Q: Where is the entrance to Ulysses? A: As Sisko said, shuttle bay, which is on the top of the ship, port-side. (Port side is to your right if you're on the ship, facing the bow of the ship). You have to swim ALL THE WAY around the ship, dodging/shooting gators. Inside Ulysses Q: I can't find an entrance to auxiliary reactor! A: You need to get up to level 3 of the cargo/shuttle bay, and you'll find a way to enter through there. Q: How do I get up to level 3? A: Go across cargo bay, drop down through crack to level below, find ladder, climb up. Q: Where is the exit from the auxiliary reactor? A: It's under that fallen walkway. Use the flashlight to see it. Q: Got that. Where else do I go? A: Look for a door with a switch to left front, second level as you exit auxiliary reactor. Follow it through... Q: Where is target beta? A: As the picture in the PADD suggested, it is underwater. Q: More specific please? A: Look to your LEFT as you exit the red lighted underwater corridor. Look for the red cross in the 3D view to locate it. Q: Even more specific? A: Dive low and follow the tricorder. It's deeply submerged. Q: Got beta. How do I get back to astrophysics? A: Climb up ladder. Jump across broken walkway, stop at end of corridor, which is that flooded turboshaft. Look to your lower right... Go there. Q: Where is target gamma? A: Follow the blue door out of astrophysics. You'll see it. Prison Camp / Arduria Q: How do I get the level 1 card? A: Sneak out to left, kill Vortas, climb up. Kill guards. Go across. Climb down. Get card when you find the right Vorta. Try to avoid triggering the alarm. Arduria 2 Q: There's a forcefield in the twin-thumper room and I can't get out! A: You triggered the alarm. Get across, take the level 2 card, jump back, use card to deactivate alarm (and forcefield) then jump across again. Q: How do I cross that green "river"? The walkway's broken and it's too far to jump! A: You cross it from "above", NOT by jumping. Q: How do I detect subspace mines? A: Subspace mine shows up as a VERY faint green dot. If you point the tricorder cursor straight at it (and autoaim is on), you can force the mine to reveal itself. Then sweep it with any energy weapon (shock blade works fine). Q: Must I grab the orb? A: Of course! It's the whole reason you're here! Q: I pushed out this vent and the bottom has no exit! A: Then perhaps you should look UP, instead of down... Yes, it's jump-able. Q: Where is the level 3 pass? A: Fight your way through the prison to find it. Just stay clockwise as you fight through the prison. Find the right Vorta. Then come back. Hass'Terral Surface Q: I keep triggering the alarm! A: Sniper the guard in the distance first. Q: Where do I go exactly? A: Follow the outside of the base, you go in via the external Thoronide exhaust port. Inside Hass'Terral Compound Q: I kept triggering the alarm! A: Kill the guards first! Q: Where is the level 3 military pass? A: Near the level 2 military lock is the guard that has the pass. Q: Where is the Alpha Objective? I don't see it! A: It's that "raised" module that has a rifle and ammo inside. Plant the explosive UNDER the module. In some versions the cyan dot doesn't show up in the scans but the red "cross" does. Q: Where is the Beta Objective? A: When you make your way through the first military level 3 forcefield, there's that other level 3 forcefield next to it. Q: I don't see a level 2 or level 1 military pass! A: Your level 3 military pass will work on level 2 or level 1 military locks. Q: How do I get a science pass? A: You don't, nor do you need it. Q: Where is the Gamma Objective? A: Make your way past the level 2 and level 1 military locks, then the plain forcefield lock... Hass'Terral Lab Q: Where is objective alpha, the computer core? A: Look for Obsidian Order sign on one side, and a closed door to the other. Q: More specific please! A: From the room you started, go right. Hug right wall and you'll see it. Q: Where are objectives beta and gamma? A: East and west of the surveillance center (those huge glass windows). Q: I got to the objective (Alpha, Beta, or Gamma). Where DO I plant the bomb? A: Use the switch on the wall to open a tiny compartment, drop the explosive inside, and use the switch again to close the compartment and hide your handiwork. Q: Where is the exit? A: So little patience? Look for open turbolift with two "stations" on either side. You have to kill a wall-mounted phaser cannon to reach it. Q: Just tell me! A: Southwest of the surveillance center. Battle for DS9 Q: I don't have enough ammo to fight Obanak! A: Perhaps you need to go through the door on the level first and find some more ammo before you do the final fight... 5 Your Weapons Please refer to page 14 of your jewelcase manual for detailed information on the weapons. In general, you should use that race's weapons against that race. 5.1 PUNCH / KICK / KNOCKOUT Please see the manual on how to use the melee combat mode. The knockout punch can be useful in situations when you don't want to alarm the guards. Sneak up behind the guard, then do the knockout punch. You may need several punches to put them down though. Not recommended if you have other weapons. Effective against everyone except Grigari. 5.2 HAND PHASER / PHASER PISTOL Hand Phaser and Phaser Pistol are identical except one is Starfleet (for Sisko) and one is Bajoran (for Kira). They recharge automatically, so you should use this for MOST of your fights, but you may need to let them recharge. They are also your primary weapons against the Grigari (along with your tricorder), until you discover better weapons. Another interesting feature with hand phaser is you can use it to "pin" an enemy. If the enemy's hit by the beam and your beam remains on target, the enemy is pinned until it expires, or your beam runs out. This makes it very useful to take out single enemies. Beware that some enemies cannot be pinned like this. The ungulate (see 3.2.4) cannot be pinned, for example You can use less than the whole phaser on a specific enemy. You don't have to hold the trigger down until the beam goes elsewhere. You can stop a little before that and the enemy will still go down. Consider using short bursts on multiple enemies. Effective against everything except Grigari. For Grigari, you need to use the modulation feature. Max charge is 99. Must have at least 10 units to fire. Small creatures can be killed with as little as 10 units. 30-50 should kill most early-level enemies. 5.3 BAT'LETH Bat'leth is Worf's personal melee weapon It is a very decent physical attack weapon, similar to the shock blade (see later) but it is not a good weapon against the Grigari. It works, but the phaser is much easier. To kill Grigari with Bat'leth, circle around it. If you keep circling, you'll confuse the Grigari while you get several blows in. Charge, swing, and retreat doesn't work as well. Only use on unarmed Grigari. Armed Grigari will just shoot you. Effective against everything. Of course, charging to point-blank range is not good when fighting enemies with powerful attacks or long-range weapons... Don't do this against Jem'hadar with polaron rifle, for example. 5.4 PHASER RIFLE Powerful attack, but no beam modulation, so they're worthless against the Grigari. Against any one else they are quite deadly. Remember to use the sniper zoom alternate mode for long-range threats. When doing sniper attack, go for the head. If you get a headshot in sniper mode, you get a single-shot kill on targets that require two to four shots each. Most enemies wear body armor, but the head is not armored. Sniper mode works underwater. In fact, gator/fish require two regular shots to kill but only one in sniper mode. Sniper mode saves you ammo, so use it as much as possible. Effective against everyone except Grigari. Max capacity is 300 units, typical reload is 150 units each. Normal shot is 10 units, sniper mode uses 15 units. 5.5 GRAVITIC MINES Excellent explosive mine, they can cause quite a bit of damage. Drop one around the corner, then tease the enemy to approach. Great for taking out anthropods or Grigari. The alternate mode is for demolition, and therefore not useful. I guess you can use a mine to sweep a mine if you want to... Or stick it on a Grigari... Mines can be attached to walls or floors. One mine can kill most objects. A solid mine hit can kill a Grigari. Max capacity: 9, usually found in packs of 3. To "sweep" a mine, just shoot it with a phaser. Disruptor rifles can't sweep mines. They are easily spotted by tricorder. It's easy to spot the mines on a plain floor, though some may be attached to walls. Snowy ground like Hass'Terall may conceal the mines though to a simple black spot. Use sniper zoom. If the part looks raised, shoot it. After the patch, autoaim no longer pinpoints mines (which is good). 5.6 GRENADE LAUNCHER Grenade launcher is a difficult weapon to master, but it can be powerful. The range is extremely limited in direct fire mode. You need to let the grenade BOUNCE a bit to get the range. Consider save the game before you fire a grenade and see how well your shot went. If you are on up high and behind cover, grenade launcher can be used as "artillery". You can try lobbing grenades OVER a rock to hit concealed enemies. You can try bouncing grenades around corners, or the far wall to take out enemies. Alt-fire mode let you burst up to six grenades, but I haven't found much use for it. Effective against just about anybody, but the "bounce" is hard to arrange. . Max capacity: 12, each clip holds 6 shots. 5.7 DISRUPTOR RIFLE The Cardassian disruptor rifle has two modes: repeater, and shotgun. In repeater mode, it fires shots like a machine gun until you let go of the trigger. In shotgun mode, you fire a whole burst of them in one huge shot. Both modes are quite deadly. Cardassian soldiers can be killed efficiently in regular mode by spending as little as 16 units (8 shots). Use shotgun mode against large groups. It also knocks down the target even if you don't get a kill. Note: Disruptor rifle cannot sweep gravitic mines. You can shoot it, but nothing will happen to the mine. Effective against just about everybody (?) Max capacity: 300, each clip holds 150. Single fire mode 2 units each, hold button down for chain fire. Alt fire: ??? 5.8 POLARON PULSE RIFLE In regular fire mode, the polaron pulse rifle is like a gun firing a huge explosive shell, causing secondary damage around the hit, so definitely use this against a cluster of enemies. Can take out a Jem'hadar in a single hit (not always). The alt-fire mode poisons the target, which isn't that useful. Quite effective against the Jem'hadar, and everybody else. Max capacity: 200?, each bolt is 15. Alt fire ??? 5.9 SHOCK BLADE Primary attack is short range (10 m?), but powerful. Can only engage one enemy at a time, and "pins" that enemy. Use in short bursts like the disruptor rifle. The alt/secondary attack is hand-to-hand melee combat, and it's pretty deadly as well. Best of all: no energy usage. Shock blade is also excellent for minesweeping. Its range is just long enough to get out of mine's range, and you can use VERY little ammo to sweep. Max capacity: 200, typical clip 100 5.10 PLASMA THROWER The primary firing mode is extremely short-range, and therefore worthless, unless you're at point-blank range. "It's good enough for a hot shower", as Dyre Straits puts it. However, it does "freeze" them. Go up close, shoot it at two Grigari at once. The alternate firing mode shoots a plasma bolt, and that's much deadlier and useful. However, the range is still short. Think of it as a "plasma bomb". A direct hit will take out a Grigari. Effective against the Grigari in up-close-and-personal mode, or in the bolt mode. As you can only hold 100 units at a time, do NOT pick up any new ones when you still have one with ammo. Use it up, THEN go back for it. Max capacity: 100, typical clip 100. Alt-fire is 25 units. 5.11 EM PULSE CANNON EM Pulse Cannon is one of the late stage weapons, and it's QUITE powerful. It kills Grigari easily even with just the regular fire mode. You'll need four to five shots. If you use alt-fire, you can probably kill one with one or two shots. Very effective against Grigari and effective against everything else. Max capacity: 200, typical clip 100. Regular shot is 5 units per shot. 25 units for alt-fire. 6 Your Enemies In general, you should use that race's weapons against that race. 6.1 GRIGARI See your tactical data about the Grigari. 6.1.1 Grigari drone These are the brown hover drones. They are not shielded, so you can kill those easily with any weapon. They are armed with phaser cannons, so kill them quickly. One to two solid shots with a phaser or phaser rifle should do it. If you shot one down, stay back while it twitches. If you get close it can still give you an electric shock. When it stops moving, it's really dead. If you scan it it'll say "corpse". 6.1.2 Grigari trooper The Grigari trooper is humanoid with reverse (chicken) legs. When it sees you, it shoots a red "laser" like a Borg drone and look for you. You can lose it if you get out of range of that beam. They are shielded, so you either have to penetrate the shield using phaser modulation, use a weapon that bypasses the shields (plasma thrower or EM Blaster), or use physical attacks like grenades, mines, or even the trusty bat'leth. Grigari troopers use physical attack only. If you scan them, readings will say "armament: none". They run up to you and either swing at you with a roundhouse punch, or use a double-fisted overhead smash. You can outrun them, but they just keep coming, even through doors, unless you get out of range, or change vertical levels like climb up a ladder. Grigari can't climb ladders, so if you can get to a different level (either by jumping or climbing) you can shoot them with impunity. They CAN walk up stairs though, and they will jump off a platform to come after you. If you have phasers, use phaser modulation to penetrate their shield. Keep backing up to gain time to recharge. They move quite slowly and you can run past them. When hit with regular phaser that penetrates their shielding, the Grigari freezes and does this "jerking" pinned action. You can kill them singly with this. If there are more than one, take out one at a time. If you don't have a phaser (like Worf), your Bat'leth will hurt them, circle around it and keep circling and swinging. If you have mines, drop one in front of it. A solid hit with a mine will kill a Grigari. If you have a grenade launcher, it takes 2-3 grenade hits to kill a Grigari. 6.1.3 Grigari Commander Grigari Commander looks identical to Grigari trooper, but they carry Plasma Throwers and EM Pulse Cannons. Commanders only appear in the final level: battle for DS9. You can kill them the same way you did the Grigari troopers. 6.2 BAJORAN 6.2.1 Avian Reptile (Flyer) Small bat-like flyers, they buzz your position and attack with poison claws. If you got hit, you have a chance of being poisoned, and you must use an anti-toxin hypo to stop the loss of hit points. One hit from phaser should kill one. 6.2.2 Anthropod Anthropod is a critter that can shield itself by withdrawing into a ball, in which state it is not vulnerable to weapons. When it "unfolds" into a four-legged beetle-like creature, it can be killed. If you see one at long range, use sniper zoom. One to two shots while it's in beetle-form will kill it. It either shoots short-range acid, or charges you with its "horn". It moves extremely fast in a straight line. You'll need two to five phaser rifles hits to kill one unless you use sniper mode. A good mine hit will kill it too. Climb onto something to avoid its charge. 6.2.3 Kahl-taan Soldiers These are masked Bajorans attacking anything that has to do with Pah-wraiths. They are armed with Bajoran phaser rifles, but they also pack a suicide charge. They will run at you, detonating their explosives when they get close trying to take you out. You'll hear this increasing scale of beeps when they do. However, they can only go in a straight line during the countdown. If you kill them before then, or dodge their death charge and stay away from "ground zero" you won't take any damage. Some Kahl-taan soldiers may throw grenades, esp. on Bajor when playing as Kira. When you see Kahl-taan, you may also see gravitic mines used against you. Need two to three hits from a phaser rifle. 6.2.4 Ungulate (bull-like with horns) Bull-like creature with horns, can be quite vicious, but not poisonous. Unlike most creatures, it does NOT freeze when hit with hand phaser. So use phaser rifle or gravitic mines. Only appear on Jeraddo. 6.2.5 Gravitic Mines Kahl-taan often use gravitic mines to protect important areas. They are easily spotted though and easily blown up with phasers. Expect to see them on Bajor itself, and in the Jeraddo temple. 6.3 CARDASSIAN 6.3.1 Obsidian Order Soldier Obsidian Order soldiers are almost as good as Jem'hadar. They are armed with either Cardassian phaser rifles or the disruptor rifles. On Hass'Terral surface or interior, they can trigger alarms, so be careful! Takes two to three hits to kill one, try to snipe them in the head instead. 6.3.2 Obsidian Order Technician The Technicians aren't armed, but they can trigger alarms. Either avoid them or kill them outright. One shot from phaser rifle should kill one. 6.3.3 Vole Vole is a huge Cardassian rat (size of a cat) with six legs and crawls in ventilation shafts and other yucky places. Easily killed, but extremely fast, and bites. 6.3.4 Gravitic Mine Cardassians are quite fond of gravitic mines as well, esp. when they attack DS9, and on the Hass'Terral surface. Sweep them with whatever weapons available. 6.3.5 Phaser Turrets The wall-mounted phaser turrets shoot small phaser shots. They are used to guard certain important corridors. You'll see them on DS9 and inside Hass'Terral. They can be destroyed with enough shots. The TOP of the weapon fire at you, but you can hit the weapon in the bottom without exposing yourself to its shots. 6.3.6 Large Phaser Turrets The large phaser turrets are seen on Hass'Terral surface. They are shielded and you can't destroy them. However, they have stupid fixed scan patterns, and their spotlights tell you which way they are pointing. Don't give them a target and you can walk around them easily. Use buildings to shield yourself from view. Stay out of sight and they'll go back to their regular scan patterns. 6.4 SRIII CRITTERS 6.4.1 SRIII "dog" On SRIII, there's this ugly canine-like thing that will attack you, but not poisonous. Dax will have warned you about some of the Ulysses crewmen were mauled to death... May show up in packs. Sniper them to take them out. 6.4.2 SRIII "flyer" (avian reptile) SRIII also has flyers that are poisonous. They will buzz you, but otherwise they seem to be identical to the Bajoran flyers except they seem to be a little larger. Worf seems to be VERY susceptible to flyer poisoning, so locate lots of antitoxin and keep them on hand. 6.4.3 SRIII "gator" (amphibian reptile) In some lakes, you may see some gator-like creatures of SRIII. Easily killed with phasers. Sniper them if you can. They may appear on land occasionally. 6.4.4 SRIII "fish" If you take a swim, (and you have to on SRIII), beware of those huge "fish" that looks like a huge goldfish that can take a big bite out of you. Shoot them (yes, phasers work underwater). In fact, sniper them. 6.4.5 SR III "leech" (mini-anthropod) In some watery areas, you can find some small "leeches" that move around in the water. Easily killed. 6.4.6 Jem'hadar soldiers On SRIII, you will also encounter plenty of Jem'hadar. See next section for more details. 6.5 DOMINION 6.5.1 Jem'hadar Soldiers The Jem'hadar soldiers are excellent fighters, highly skilled, and armed with shock blades or polaron rifles. They are pretty tough, needing two to three hits from a phaser rifle. They also have a personal "shroud", which cloak them from observation for short periods, often only to appear next to you. They are armed usually with polaron rifle on SR III (though some use shock blades). In Arduria you'll see more shock blades than polaron rifles. A phaser rifle shot to the head always works. Else back up and keep shooting and hopefully you catch them before they "shroud". If you have polaron rifle, use it, as its proximity damage will take out nearby enemies as well. 6.5.2 Vorta Vorta, who controls Jem'hadar for the Founders, have a special "orb" attack, in which they release an orb of energy, which then zaps you. Kill them from a distance. It should take only one hit from a phaser rifle, or a few units from a shock blade. They often carry pass cards and such. Kill them quickly before they can raise alarms. If you scan them, it'll show what they're carrying, such as passcards. 6.5.3 "Spiders" You may see some 3-legged spider-looking bugs crawling around the vents. They are easily killed though. They take a bite out of you when they can. Not poisonous (?). 6.5.4 "Rodents" If you crawl around the vents, you may run into some unknown rodent specie that infests Dominion crawlspaces. Not poisonous, but they do bite. 6.5.5 Subspace Mine A subspace mine is a NASTY mine that gives almost no hint that they're there until you run into it, then it goes BOOM! On the tricorder, it initially shows as a VERY faint green dot. If you point the tricorder directly at it, then the mine will appear and you get a solid contact (complete with the decloaking sound). Then it can be swept like gravitic mines. Subspace mines are usually deployed in groups. You should scan carefully and periodically in Dominion territory to find hints of the mines. 6.5.6 Dominion Turret Automated turrets protect some passageways in Dominion territory like Arduria. They can be destroyed with sufficient firepower. One or two barrels blown under it will destroy a turret, or direct firepower, or physical attack. They also cannot track targets directly under them. Some can be turned off with the right console. 6.5.7 Large Dominion Turret These are seen in the cargo yards on Arduria. They shoot two huge blue bolts and have purple "laser beams" for guidance. They cannot be destroyed, only shut off, and it's one of Kira's objectives to turn them off. 6.6 PAH-WRAITH FOLLOWER 6.6.1 Obanak The "end-game" boss... he floats in mid-air and shoots these yellow energy bolts at any one too close. Use your best weapon on him, keep dodging his bolts. 7 Tactics PLEASE play the tutorial before you try the main mission. There are many skills you need to master and the tutorial will help you do that. Use the tricorder! The tricorder highlights nearly ALL items of interest (except certain switches and consoles). So you should use it to figure things out. In general, the game gives you hints on what to do next, usually with more enemies, blinking / flashing lights, a fire on the ground, and things like that. When in doubt, approach in the direction with more enemies, or have things flashing, or a lighted doorway, and so on. If you don't know where to go, study the mission objective(s) in your PADD (hit ESC). The objective always has a picture and a description. You can use that to ID the location. You should finish the objectives in sequence as listed. In general that is the easiest way. If you get on an elevator that has no switch on the elevator itself, stand in the MIDDLE of the platform. You may get "stuck" if you stand near the edges and the elevator can't move with you in the way. Most doors either open automatically, or open via a "switch" next to it. If the door has neither, it's a "fake" door of no importance (yet). You may run into some doors that will open after you access a certain console, or open after certain tasks have been achieved. Conserving ammo is key in winning The Fallen. Ammo is hard to come by, so be careful with your shots. In fact, don't waste ammo. Only pick up ammo if 1) you're near end of level or 2) your weapon can load the entire clip. For example, if your Federation phaser rifle has 250 units of energy remaining. If you pickup a reload for it, which contains 150 units, your rifle's max is only 300, so the reload will be gone, and you're left with a rifle with 300. That's 100 units completely wasted! Instead, use the rifle until it is down to 150 before going back for the reload. The only exception to this rule is when you are near the end of a level. As you can't go back for it, grab and fill the weapons before end of the level is a good idea. See specific weapon notes on how to save ammo. Barrels explode when hit. If you are GOOD, use the barrels to help you take out enemies and save ammo. There is a reason why there are barrels in the corridors and such. The tricorder DOES indicate a compass direction. In the 3D view, there's this PURPLE arrow, presumably that means north. I'll call that NORTH. Tricorder does NOT always reveal all enemies. Its range is also extremely short (maybe 20 meters, judging from the game's scale), so be very careful. There is no time limit in any of the levels, despite what the storyline may imply. Take your time to approach each and every door. The game will wait. The only things that won't wait are 1) air supply in your respirator and 2) the amount of charge in the flashlight. Those will expire. When the communicator flashes, you should access the communicator for important hints on what to do next. The icon will come on when you reach certain specific areas. However, don't wait for the conversation to finish. On the Defiant, the important areas are all marked either by a lighted door, or by the white lines on the floor. Take a scan before heading in. Sometimes those can be traps. Bridge is on deck 1. Engineering (warp core), tactical (warhead room), and impulse bay are all on deck 2. In The Fallen, the transparent windows are opaque to the AI units. In other words, the guards can't see you through the transparent windows, but you can see them just fine. 8 Sisko Track Walkthrough This is an EXACT walkthru, including EVERY single enemy, every turn, every up and down. Don't read this unless you need VERY specific help! 8.1 KE'EL-TUUL 1 (MARAUDERS) When you finish watching the cinematics, you'll be inside the shuttlebay, I'll call this room 1. Your objectives are to rescue the 7 survivors in this level and make your way to deck 2. There is one guy above you, but you can't reach him yet. The only elevator on your side of the door is out of order (try it). Before you go through that door via the console, look carefully through the transparent door... There's this unknown hoverdrone. Try to get a scan with your tricorder. That's your first Grigari drone. Arm phaser and kill it when the door opens. Now you're on the other side, this is room 2, take a look at the pod (complete with electrical arcs). Use the elevator to get up to second level, then through the door, back to room 1, and slap the enhancer on the first guy (if you don't know how to use item, PLEASE read your manual!) Six to go. Scavenge the cargo bay for supplies now. Continue on the path all the way around the bend, through the other door on the same level. Now you are back in room 2. Continue to the door on the far end. Scan with tricorder and you'll see another drone. Phaser ready... Get through the door and nail it. The corridor makes a right turn. As you continue, you'll see a cinematic of a Grigari kill a crewman. Five to go. Use tricorder to analyze, phaser to modulate, kill it. If you don't want to, just retreat. It'll disappear when you get out of range and stay out for a while. You come to a branch in the corridor. One is a door to left, the other is a short corridor (to right) to another door. This is your first intersection. Open the door (to left), and you'll see the Engineering Console with card reader at a T intersection. You will need to locate the engineering card. When facing the console, there's a survivor to your right, and a corridor to your left that cannot be passed (yet). Let's call this "Engineering Room". The survivor tells you to modulate phaser to match frequency, but she's blocked by electrical discharges. The only way to get to her is via good jumping. Beam her out. Four to go. When you jump back through, you'll have to kill another Grigari trooper. Scan, modulate, kill. Two drones will be waiting when you get back to the main corridor. Open the door and shoot. Continue straight into the other corridor. Now it gets complicated. There's this cross, with road leading left and right, and another door straight ahead, which leads to a long corridor. If you go left, you see this Command Card Reader and Console, and beyond that, another Grigari trooper. If you go right, you see another Command Card Reader and console, and this guy trapped inside that door. Let's call this "Command Room" so we can come back later. If you continue down that long corridor, you'll come to a door. Beyond which is one Grigari. Scan him before you open the door, and nail him when the door opens. Wait for phaser to recharge. When that's done, scan left, and you'll see another Grigari. Move into the room and nail him. You'll see that this is actually an intersection, with two small rooms to left and right, another door in front. If you continue through that door, you'll see a command console. That's actually your exit, but you can't use it yet without the command card. Let's call this exit room. Back up to that first intersection. Don't step on those floor vents. They can pop off and bake you in steam. Now, continue down the corridor, and it'll make a RIGHT turn, and you're in the other two cargo bays. As soon as you open, you'll see another drone. Nail it. Approach the door, and you'll see it open half way, then electrical arcs all over. You'll need to find another way in. Fortunately, the elevators do work here. Arm your phaser rifle now. As you approach that big pod opening in the middle of the floor, three drones float out. Start dodging and give them one zap each with your phaser rifle. Room 3 is clear. Access the console and move through the door. You're now in room 4. There is a survivor next to the cargo boxes to your front, but there's a Grigari right behind him. Tag him, then back up, scan, and kill. Three to go. Go back and get the engineering card from that guy. Take the elevator to level 2, and you can see another Grigari through the door. Scan, set, and nail him. Now you need to get back to level 1 to get back to room 3, and then up to level 2 again to get to the Engineering room. Scavenge the cargo bay for supplies now. Once you get back to the engineering room, use the engineering card on the console, and that room to your left opens up. Get in there, but turn 180 immediately. A drone followed you in. Take the drone out, then tag the guy. He leaves behind the command card. Take it. Two to go. Get back to the command room. You can use either one. The first one will malfunction. The second one though will allow you to open the door and beam the guy out. One to go. Now head for the exit room. Once you open it, you'll open two corridors leading left and right. Take either one, it doesn't matter as it's all connected. I took the left one. Arm phaser, as you'll be killing drones. You'll pass this glass area, where you can see the survivor. Stop before the door, as scan shows a drone behind it. Head inside and zap it. Now arm phaser rifle. Tag the last survivor on this level, and three drones will attack. Kill them. Move into the final corridor. To the right is the turbolift, to the left is a pod breach. Kill the first drone, then the second. Enter the turbolift to the next level. 8.2 KE'EL-TUUL 2 Get inside the turbolift, and access the console to get it moving. Arm phaser rifle. When turbo lift stops, exit immediately, out the door, and shoot the two drones to the left. If you don't, the guy in front will die. However, that doesn't affect your objective. When you took care of the drones, tag the guy if he's still alive. Eight to go. You're now in a crossroad. Let's call this crossroad 1. To the south, some closed off corridors, and more branches to left right. To east is the turbolift you came in. To west is the other turbolift to deck 3. There's also a door to the north. Inside is a drone, and a hypo plus phaser rifle ammo. To open the corridor, you'll need to access a nearby console. East side has nothing. West side has an engineering console. Be ready with your weapon though. As soon as you access the console a drone will attack. Kill the drone, and move down the corridor. Near the end, you'll see three doors, south, east, and west. Scan the eastern door and you'll see a Grigari trooper approaching. Scan, modulate, and terminate. Move in, all the way in, and you'll find a survivor, but a drone will follow you in. Take out the drone, then tag the survivor. Seven to go. The southern door is locked with a Utilities Card reader. You don't have the card yet. Go to the western door, but there's nothing there except some phaser rifle ammo. So head back to the crossroad 1, and get in the opposite turbolift, and get up to deck 3. When you exit, to the north is a door locked by command card. That's the bridge, one guy's inside. Get inside with your card and tag him. Six to go. To south there is a door, then a passage way to east. West is blocked by pod breach. Go south through door and you'll see 2 drones and a Grigari. Take them. There's another Grigari in the sunken area. Take him out. Move on to the southern door, and you'll see east/west corridor. Let's call this crossing 2. To the left are right are two doors locked by utilities card. However, if you turn right (west) and continue you'll come to a command locked door. Watch for two drones attacking. Scan behind the door and you'll see a Grigari and two drones. Get his frequency, then open door with your command card, and nail all of them. Get inside, move through the corridors, and you'll find one more survivor, who will give you the utilities card. Beam him out. Another Grigari will attack. Take him out. Five to go. Make your way back to one of the two utility locked doors in the corridor. However, your tricorder is not picking up drones. As soon as you open, a drone will attack. Fire back. You'll find one Bajoran inside, and as soon as you get close, two more drones will attack. Take them out and beam her out. Four to go. Scan again, get the Grigari just around the corner. The corridor around the corner is not passable due to electrical discharges, so back up to the door you came in, then try the other utility lock door. Again, another drone inside. Beam that guy out. Three to go. This section is done, so backup past the sunken area to crossing 2. There's a command locked door to the east. You need to shoot a drone or two and dodge some electrical discharges, but it should be easy to get that one more guy on this level. Beam him out. The engine is losing containment, better get moving. Two left. Move back down the deck 2 via the turbolift and back to crossing 1. Use the utilities card to access the door to the south, be ready to kill a few drones hiding in corners. Nail them, beam out the two guys in the room, and you've rescued all the survivors. Now you need to make your way back to the turbolift... If you want to run, just run really fast past the drones and Grigari into the turbolift. If not, you need to kill 3 drones, then two Grigari troopers. Then it's just a matter of getting back into the eastern turbolift and watch the cinematics... 8.3 INTERLUDE You're back in your DS9 office... Kira comes in and talks about Obanak, a Pah-Wraith worshipper. His temple was attacked by Kahl- Taan. Feel free to go outside and solicit everybody's opinion. In fact, go down to Promenade and check everybody. When you're ready, head into the airlock. 8.4 JERADDO MINES 1 (DESECRATION) [Cinematics: You head to Jeraddo with Kira and Worf as you attempt to make it into the temple.] When you beam down, you're in this abandoned mine warehouse. We'll call this area 1. Turn left, and you'll come to a door, which leads to a staircase. Under the staircase are two phaser rifle cells. Grab them if you need them. Head up the stairs. The last section is collapsed, so do a jump climb. A flyer will attack. Shoot it out of the sky. Continue forward and you see another flyer. Kill it also. In front is one door (east), to left is another (north). Scan shows an anthropod in the left door. Make sure it's un-packed, shoot it a few time to kill it. If it's packed in, wait until it unpacks. You can also use a gravitic mine on it. Head inside, and grab the utility card to one side, and inspect the "nadion port" in the auxiliary generator. Now you need to find an inductor. Continue to the eastern door, remember this level though as you'll need to be back. Go through the door, call the elevator, which takes you up to another area. Once you exit the door, you're facing WEST. This is area 2. There's a utility locked door to west, and corridor to north and south. The south corridor leads to a staircase that is blocked by debris. (Try it, and watch the collapse) The northern corridor leads to a door that won't open without power. That leaves the utility locked door, but luckily, you found that utility card back in area 1. Unlock the door, and inside is the inductor. Take it, and scan the area for supplies. As soon as you head out the door, an anthropod drops. Back into the room, then arm a mine. When it's inactive, hit the door, chuck it outside, back up. When it reactivates, boom! Dead bug. Now head back to the elevator and get back to area 1. As soon as you head out the elevator door, two Kahl-Taan soldiers beam in. Kill them. There's a third one inside the generator room, kill him also. Remember, they will do the suicide charge, so don't be backed into a corner. Now use the inductor on the nadion port, then go to the console next to it to use it, and you got power back. As you exit, there's another anthropod. You can kill it with a mine if you like. Head back upstairs to area 2. Upon reaching area 2, be VERY careful. There will be THREE Kahl- Taan soldiers outside, and remember, they're suicidal. The best way to handle them would be arm a mine, use the door, toss the mine at the door and backup, arm phaser rifle, start shooting. They come in, trigger the mine, and hopefully they ALL die. If not, use phasers. How make your way to the northern staircase, which turns west, then north, and you come to a door. Another Kahl-Taan soldier is inside. Kill him, and take the elevator. (Stay in the MIDDLE of the elevator!) Get off to enter next level. 8.5 JERADDO MINES 2 You just got off the elevator and you're in a pretty long corridor. As you open the door, ungulate will charge you. Kill it QUICKLY with a mine or phaser rifle hits. It can really hurt you. Move out slowly. You are on a bridge. You'll see command locked doors to your right and utility locked doors to your left. Cargo sled block your access to the bridge, and you can't climb over it or around it. There's an anthropod under the bridge to left. Kill it. Ignore the command doors to right. Scan the utility door to left. Scan shows a Kahl-Taan soldier right behind the utility locked door. Open it and kill him. Beyond him are two more. Move in slowly and take them out, and you should find the engineering key. Turn around and move back out. Two more Kahl-Taan will attack, take them out. Continue past the two doors, and you should find a ladder going up. Climb up. You should then find a console and a crate. Shoot the crate to get the ammo (and to move the chair out of the way. Access the console, and the cargo on the bridge will be moved. Arm weapons (preferably your regular phaser). Two flyers will "drop in". Take them out, and make your way back down. You can explore the other utility door, but it's not necessary. There are two Kahl-Taan soldiers beyond, plus an anthropod. They are protecting just two hyposprays. When you make it outside, you'll encounter two more soldiers. One is on a balcony, the other at lower level. Take both out quickly, or one will call in reinforcements of two more. They will charge you, so stay away. Ignore the command locked doors. You want that door at the end of the bridge. Save your ammo or mines, as you will need them when you fight two more of these fanatics beyond the engineering locked door. When you kill them, get into the elevator to get to next level. 8.6 JERADDO TEMPLE When you get out of the elevator, there's a crate, open it. Open the three other crates outside as well. Take what you need. Open the door, and you'll see a phaser drill. A door is beyond it. Access the panel to open the gate and grab the inductor. Use the inductor on the drill, then use the drill (move to the back and use) and watch it get to work. When it's done, move into the new tunnel... You'll need to duck. When you almost reach the end, two flyers will attack. Take them out, then jump down one step, then climb down the ladder, follow the tunnel, and you'll get to the temple. Jump onto the ramp and move into the temple. Just move straight ahead, ignore the left and right branches, as there are nothing there. You'll come to the first obelisk puzzle. Talk to Obanak on some clues, but during that conversation two fanatics will attack. Remove them. There's some ammo on the second floor. Solve the puzzle (the solution is right over the door) and move into the door. Use a mine on the anthropod. Continue and there's a small opening to your right. Two flyers will attack. Take them out. Tricorder should show artifact behind the wall. Push the symbol on the small obelisk and the door opens. Grab the artifact. Move back into the corridor. Move downstairs, then into a room. There's a staircase to your left. As you move to the staircase, two fanatics will beam in. Take them out. Then move to top of stairs. There's a crate with hypo, and an anthropod. Use mine to get rid of it. Continue out and you'll reach a balcony. Beware of fanatic patrolling outside to right. Kill him, and you're at the downslope. At end of downslope, turn back and continue on flat area, and you'll see another fanatic. Take him out, and you'll get to two crates with ammo and hypo. Turn back and go up the slopes (NOT the way you came), and you'll get to a staircase to your right, and another fanatic. Take him out. When you climb up, you're at the "two holy men" area. If you go forward, you get into a little courtyard with two obelisks, but they're "covered", and the doorway's closed. Talk to Obanak for some clues. You can also go left or right. If you go right, you'll see the place to place one of your artifacts. If you keep going right, you'll see two anthropods, and a fanatic. Take them out. You can find some ammo and hypo at the end. Come back to the holy man. Insert the artifact into the recess, and watch the wall open. Go inside, and there's a stair on your left. Go up, kill a flyer. Go around the statue and kill another flyer. Push the button, and it'll lower the cover of one of the obelisks in the little courtyard. Come back out, head left, and keep going past the second recess. You'll see a small temple in the distance to your right. One flyer will attack, and there's an anthropod inside the corner. Use a mine and tease it out, or jump onto one of those coffins. When you head into the temple, two fanatics and two flyers will attack. Take them out, and you get the other artifact. If you use your tricorder here, you can find a shield belt here on the top of that central column. Use one of the "coffins" to jump to mid-level, then climb up to top to grab the belt. Take the artifact to the other recess, put it in, go upstairs (to your right this time), and push the button. That reveals the other obelisk as well as the true door. Go back to the "courtyard", and solve the obelisk puzzle. Head inside, and go upstairs, and admire the mural with Kira and Worf, and that's the end of this level. 8.7 INTERLUDE You're back in your DS9 office again... Cardassians sent Provost Dejar of the Carnellian Circle to reclaim the bodies, but everyone tells you that's unusual for two lowly soldiers. Wonder what else is up? Talk with everybody, then head to airlocks for next mission. 8.8 BETRAYAL [Cinematics: Well, well... Turns out that Dejar, whose real name was Terrel, is an Obsidian Order scientist, and her soldiers got the station locked down pat, as they stole the Red Orb from right under your nose. You need to stop them any way you can... Can you stop them in time?] You got off the turbolift heading EAST, beyond which is one more corridor. Scan before you open the door... Auto phaser cannons are active. Keep going east, and you get into this "ore control room". Let's call this room 1 since you'll be back to this room. There's a Cardassian at the consoles next to the glass partition. You may be able to get him by shooting one of the barrels near him. Use the console there and open the door beyond. There's a Cardassian in front of you, behind the glass. Ignore him, as he can't see through the glass. You'll come to a north- south corridor. South is to a door, but it's locked. To the north are two Cardies. Take them out. Continue north, and you'll find branch to the east. That's the security office. Move inside, sneak if you want to, and take out the Cardie inside. Use the panel to open that previous locked door to the south, then head there. If you go inside, you'll find this is the "ore" room. A cart blocks the passage. Talk to O'Brien, and you'll learn that you need to reenergize the mag-lev system to move the cart. However, this also made more Obsidian order soldiers appear. The console is opposite the security office, which means it's on that north- south corridor, to the north, beyond the security office. Go there, and the passage turns west, then south. There's a phaser cannon there, but four phaser rifle shots should kill it. Go up that little staircase and access the panel to reactivate the mag-lev. Now you need to head back to the "ore" room... And beware of more Cardassians. One more in the corridor, and one more in the ore room. Use the mini-elevator to get to lower level, and go through that small door. The small door in front of you is locked off, the only way out is to your right, which leads to a room, but protecting it are two phaser cannons. Take them out by shooting the barrels below one of them, then shoot the other. Beyond that, there's a containment field and behind it, a Cardassian. Now you need to talk to O'Brien to figure out how to go past the field. Again, like the Grigari, scan, modulate, and terminate the forcefield, or take out the Cardassian THROUGH the field first. Go through and take the isolinear rod from the console on the wall. Come back out into previous room. Searching the consoles along the wall (one is blinking) should open a shelf revealing a Cardassian Disruptor Rifle and a Respirator. Take them. When you move back, you'll encounter more Cardassian soldiers. Take out two in the small room (use the barrels!), some mines in the ore room, another soldier, then four more in the corridor (again, use the barrels!). Then head back into "ore control room". You'll need to take out two more Cardassians here. Go to where the second Cardassian is. There's a console next to him. Use it and a door will open. Talk to O'Brien and he'll tell you that you need a respirator, but you should already have it. If not, go back and get it. Also make sure you got the isolinear rod. Now equip the respirator, and it's time to do some sneaking and climbing. The correct way... Go into tunnel, to the end. Climb down ladder. Go into tunnel. Climb up. Go around, and do a jump climb onto the ladder. Go to top. Go through tunnel. Go up slope, insert data rod into panel, which opens the door behind you. Watch a cutscene of Terrell getting away. Run inside, shoot Cardassians and maybe a mine or two. Turn right, then left, then left, then right (kill a few more Cardies) and you got to the upper pylon docking controls. [Cinematics: unfortunately, the tractor beam has not been repaired, and Terrell gets away.] 8.9 INTERLUDE The mural of three orbs is about Ascension, and that doesn't sound good at all. The only Orb Starfleet may have is the one on SRIII... Talk to everybody if you feel like it. It's time to go. Take a look inside sickbay. There are casualties. :-) 8.10 SRIII SURFACE When you beam down, to your north is the escape pod. Whip out your phaser, as you'll need to zap a few critters. Some are in the water, and two poison fliers in the air. Use your regular phaser to take them out. Remember to grab the respirator in the escape pod. Climb up to the ledge next to the pod, then follow the road up, and watch an asteroid hit Ensign Coleman. Move back down, and you'll see a tunnel about half way between the asteroid hit and the escape pod to your right. Kill the "dog" that charges you. Continue up the tunnel, which turns west, then north again, and a little lake. You'll see this "gator" creature in the lake. Kill it with your phaser before you jump in. Swim to the "island" to grab phaser ammo, then move to the first beacon, take the medikit, and turn the beacon off. Defiant is under attack. You're on your own. Continue and you'll see this branch leading into the middle of the canyon. Don't fall off! Save now, climb onto it, stop near the tip. You need to jump over to your LEFT. Once you make it, you get to this platform with this big obelisk pointing into the sky, propped by a rock. There's a phaser power cell and a hypo just off the edge if you want it, but don't fall off! The get off the platform, shoot the rock that props the obelisk up, and it's a bridge. Climb on and walk over to the other side of the canyon. Climb up, walk in, but rocks block your way. Shoot the rocks to open, walk through, and you've finished this level. 8.11 SRIII SURFACE 2 You start same as you end previous level... At a downslope. Move down, and you'll see some lighted plants, and some anthropod leeches in the water. Use regular phasers on them. Nothing beyond there though. You can scan a shield belt, but you can't reach it (yet). Instead, continue down that little downslope next to it into a shallow pond. Beware when you see the next beacon. Three Jem'hadar will beam in as soon as you get close. When you get to the beacon, two more will beam in behind you. Take them all out. Look around and you'll see a upslope ramp. Take it, take out a Jem'hadar that beams in up the slope. When you almost reach the top, two flyers will attack. Take them out, and you're at the escape pod. You'll find a grenade launcher with clips, and phaser rifle reload in the escape pod. Look beyond the pod, and you'll see a few steps going down, take them slowly (don't fall and lose points). Hit the bottom, and you'll see a tunnel leading southwest turning south. Take out a few Jem'hadar patrolling. Also grab the medikit and reload in a recess in the tunnel. After that, the tunnel opens up. You now can go right (west) or left (east). Go west, make a few jumps, and you can get that shield belt you scanned earlier. Jump back. Now go east, make a few jumps, follow the path, kill two more Jem'hadar, and a few (3?) of "dogs" (use sniper mode and zoom in). Continue through the tunnel, and you'll have to dive into a lake. There are three of those fish so swim quickly to the beacon and get out of the water onto the island. Zap the 3 fish with your regular phaser. Then take a dive (with your respirator on) and salvage the ammo inside the escape pod. Let the respirator recharge, while you explore the lake from the surface. You should see a hole in the lake... Arm respirator, dive in, and follow the tunnel. At the branch, take the LEFT one, and continue... And you're onto the next level. 8.12 S-R III, OUTSIDE THE ULYSSES Swim to the surface, and you should see the moon. Look around to find a place to climb out, make your way around, use the deadwood to cross over, and you should see the ship in the distance. Look for places to climb down as low as you can. There's a beacon nearby that need to be turned off, and some supplies nearby. Take as many as you need. When you're ready, it's time to get on the ship. Scan so you don't get bitten by one of those big gators. Then jump off, swim to the saucer, and climb on. You should see 2 Jem'hadar in a distance. Use sniper mode to take them out. Follow the spine of the ship counterclockwise. You should see three Jem'hadar in a distance. Snipe them. Two of them may come after you, take them out. More may beam in, take them out too. Take the supplies you see if you need them. Follow the spine to the other side of the ship. Snipe another three Jem'hadar. Take supplies. Scan with tricorder all around, and you'll see the red arrows pointing to that "hump" on the back of the ship. Go to each one and Sisko will unlock the three latches. Then after the conversation with Worf, jump into the black abyss... Next level. 8.13 S-R III, INSIDE THE ULYSSES Right at start, you're facing this hole. Drop down onto the fallen beam, climb down, jump onto the cargo boxes, and use the edges to drop down slowly or jump onto the lower box, then reach the floor. Once you're down, expect to see two dogs and several flyers. Fortunately, no Jem'hadar yet. Move west slowly, zap more flyers. Grab supplies. You may scan a polaron rifle with ammo and such, on the level above, but they're locked. You can climb up there via the cargo boxes, but the door won't open. You'll need to turn on auxiliary power first. You'll come across to the other broken shuttle bay, but the bay door to lower deck is cracked, so use it to get to the lower level, but don't get to the floor yet. There's a "dog" down there. Zap those parasites in the water also. You should see a ladder in the corner that allows you access to second level. Get up there, and grab the polaron rifle and ammo and such on that level. Then access that ladder inside the alcove, and climb it ALL THE WAY to the very top. Access the locker you pass on the way and grab supplies. Follow the walkway, walk under the fallen beam, and you'll come to a cross walkway, but it's broken. It's still passable though, just do a "tight- rope" act. Once you get across, go through the open door, past the empty turboshaft, and you're in the auxiliary power room. Find a way to climb down to ground floor (look to your right). Explore the ground level. To east is a chip rack, and to west are some consoles. The consoles don't work since the chip rack is not initialized, but the broken engineering chip is right on the floor. So put the engineering chip into the chip rack, then come back and try the console again, and voila, auxiliary power. Access the locker under the fallen walkway for more supplies if you need them. Now it's time to make it to deck 14, astrophysics. You may have came across the door if you try them before. You need to get out of the room though. There's an exit under the fallen walkway. Go out and you'll see some Jem'hadar. Kill one, then another. Go slightly left, and use the cargo box to climb up. Jump over. You'll have to take out another Jem'hadar. Get to the door with the access panel, be ready for a big fight inside. Multiple (3?) Jem'hadar will attack. You'll come to a reverse Y branch. You're at one tip. Make a right, then right, take out one more Jem'hadar, and you can get the supplies you scanned before, polaron rifle and hypospray. Continue down the corridor, and jump into the hole to finish this level. 8.14 S-R III, ASTROPHYSICS You've jumped down the hole... and you move out... There's a hole in the floor, and the door beyond doesn't open. Guess the hole it is. Dive into the floor, and take a swim to the only doorway (to your back)... Then up to turboshaft. Beware the huge fish. Climb up to the open doorway. There's a sloped ramp up, and a Jem'hadar. Another will beam in behind you. Take them out. Continue forward, you'll see a red hole in the ground. Shoot it a few times or jump on it and it should collapse. You should fall to the floor below. Grab any ammo you need behind you and hypo, then continue forward. Kill 3 Jem'hadar guards at the entrance to the astrophysics lab... You try to open the vault, but you can't find a command chip. You need to locate a command chip, write it, then bring it back here, the astrophysics lab. (There may be lockers on the walls.) There's another entrance you haven't tried before, directly right to the door you came in at. Take that exit. Nothing much at the end of that, but there's a corridor to your right. Take that, and take out the 2 Jem'hadars at the end. It's an empty turboshaft... Flooded. There's a red-flashing doorway down there... So it's time to take a dive. Arm respirator... Now take a dive, straight down, and aim for the red flashing doorway, then swim through. Beware of 2 of those huge fish. Zoom in if you need to and snipe them. Swim to surface to your slightly left and up. You should be at a brown column. Explore around the column and you should see a recessed ladder. Climb up, but not all the way. You should see several Jem'hadar on the top. Kill them all. If you need to, jump back into water and snipe them from below. There are two of these huge columns and you can climb on either one. There's also a walkway leading to a turboshaft... The one you dived into, in fact, but one level higher. Once you've cleared the top of Jem'hadar, you should see a chip writer. Explore around the other column's top and you should see a room with a blank command chip and some supplies. Take the chip back to the chip writer and get it written. The walkway back to turboshaft collapses. Jump across the broken walkway. Stop at the end of turboshaft. It's actually a slightly different angle, but you can fall onto the walkway you came from. Don't jump, just run and you'll fall in. Run back into astrophysics lab, use the chip on the console, then use the console again to open the containment room. Continue inside, head for console on opposite wall, use it and the containment field drops. Then grab the orb, and you need to locate a new way out. There is that blue door though... So open it up by accessing the panel next to it, then walk down that corridor... To the next level. 8.15 S-R III, ESCAPE FROM ULYSSES Continue down the corridor, and take a turn onto the "engine room". Kill Jem'hadar, one to left, one to right. Pick up ammo and hypospray if you need it. Kill another two Jem'hadar. You'll find a room off to your right. Enter, kill Jem'hadar inside. You'll see floor as a ramp. Use jump to kill the guard on top floor. Climb on and kill two more Jem'hadar running in. As you exit, you are at the southwest corner of a "figure 8". Cross to the opposite corner (northeast), open door and shoot two Jem'hadar guard at the end of corridor, zoom in if you need to. You've found the lifeboat bays. Move left, and you'll see one lifeboat door that's partially open. Push it and it should open completely. It leads to an opening. Jump over to the ramp, climb on the stairs to end the level... [Looks like the Jem'hadar was waiting for you... And Vorta. Defiant had fallen, and you are all now prisoners of the Dominion...] 8.16 ARDURIA, ESCAPE FROM PRISON CAMP [Two Vortas were interrogating you when there was a power drain... And you got free.] Go left, climb up the short stairs and take the shock blade from the shelf. Zap the Vorta now. Jump off, climb up, zap the other Vorta. Do NOT use physical attack on them or they'll use the "orb" attack on you. After you take out the two Vortas, try all the panels to unlock the door, but don't go through yet. Now is a good time to save the game before you open the door. Outside the door, you will see two Jem'hadar and a Vorta. You MUST zap the Vorta immediately, then take out the Jem'hadar soldiers. You should have enough ammo to do it. If you don't stop the Vorta, additional Jem'hadar reinforcements (10-12 more) beam in and will likely kill you. If the alarm was triggered, you should reload. You will get a level 1 card from the expired Vorta, collect it when you're done. The alarm should be off. If the Vorta got to the alarm and you're still alive after all that Jem'hadar, use the level 1 card to turn the alarm off. There are two rooms you can access. If you turn back and face the door you came in from, there's a room to left and room to right (transparent partition you can see through). The right one has nothing. Go into the left one, jump onto the bed, and jump onto the vent shaft, climb in. (If alarm is still on, a forcefield will block you) Follow the only way you can go. You'll come to a vent room, with a ladder going up to a platform, and the only way to go is jump across to the other platform. It is doable. Continue, and you'll come to a branch left. Take it, drop down to the beam, then drop onto the floor and take out the Jem'hadar guard. The only door out is locked with level 2 access, so the key is elsewhere... Access the console to bring up the elevator, but whack some of the boxes to get a power cell for the shock blade. Get on the elevator in the middle. (If you get on the other ones you'll be spotted by the Jem'hadar on the floor below) Sneak up on the Jem'hadar that has the polaron rifle and take him out fast. Then wipe out the Vorta and the other Jem'hadar with shock blade. You can find a hypo in a box, and a level 2 card on the dead Vorta. Go back to the upper level with the elevator, and try the key on the lock. Voila. Go through one door, then another, and you should see a Vorta and a Jem'hadar. Sneak up behind him until you're in shock blade range, then zap him. The Vorta may have gone behind a door. Go past the door and zap him too. There's a blue forcefield there you need to deactivate, but that's later. Go up the ladder you see. Zap one more Vorta on top. He should have a power cell. Whack the crate on the ground to get a hypo. Use the level 2 card to open the shelf and get your tricorder back. Climb down, get to other side of the room, and you spot another ladder going up. Use the level 2 card again and to open the shelf and get your phaser pistol back. Climb back down to the blue forcefield. Scan for correct modulation and shoot the generator. Get through, use the wall switch, and you get the elevator. Use it to get down. Get off SLOWLY and whack the crate to get polaron rifle cell. Now arm phaser. There's a Jem'hadar guard beyond the corridor. Use the phaser and take him out. There is another guard on the second level though. If you can't hit him, you'll have to climb up and take him out. Whack the crate to get more power cells. Climb up and access the console to open the door below. Climb back down. Get down, continue to the door... You see a corridor with a forklift. Then the other door beyond the forklift opens and two Jem'hadar walk in. Take them out. Go to the door they used, climb up to top, use the console, and the little grav forklift moves the cargo away, revealing another elevator. Take the elevator to next level. 8.17 ARDURIA ESCAPE, PART II As soon as you exit, you'll have to zap a Vorta. You come to two rooms similar to your initial interrogation. Two Jem'hadar soldiers are working with their back to you. Go in behind each one and zap them. Access panel on each one. One opens a vent above you, but the ladder's blocked. The other room contains a polaron rifle. Get up to second level, then crouch to move out that little vent. Move along the ledge, onto the pipe, climb up and over, jump down to other ledge, move into the vent and you get to the other second level... Into the vent pipe you go. Continue into the pipe, follow it in the only way it can go. You may have to zap some rats in the tunnel, continue until you see a ladder to your left. Climb up to top. Continue in the vent. You may have to kill a Jem'hadar in the vent (exterminator?) and several spiders. Continue until you find an exit vent... Push the grate out... Zap the Jem'hadar to the left that talks too much. Sneak around to the right... There's another Jem'hadar there. Kill him. Then summon the elevator, then get on. Arm polaron rifle. As soon as the elevator stops, zap the two Jem'hadar that approach. Explore the room for reloads and hypospray. Continue to the other side to summon the large elevator. Get on when ready. As soon as the elevator stops, kill the Vorta at the console. Then grab the reload, access the transporter console, and you'll be beamed into the next area... 8.18 ARDURIA ESCAPE, PART III You start in a storage room. Exit, go right, up the stairs, and take out the Vorta (with regular phaser, save your polaron rifle ammo). You'll get a hypo off of him. Come back down, climb down the ladder, go across into a blue section. Whack the crate to get another hypo. Continue through the door, and up the ladder, confirm area is clear. Get to the "upper" section again, where you got the Vorta, and you'll see the path leads to a left turn. A Jem'hadar is just behind the door. Get him. Continue on down the corridor, and you'll get to the docking clamp controls soon, but move in slowly. You should see a hologram of the Defiant before the stairs. There's a Vorta and a Jem'hadar to the left, upper level. Crouch and move up the stairs, then take them out. Unlock the docking clamps using the console (use tricorder if you're not sure), which also opens the door to the docking arm in that "blue section" you've been to before. Make sure to grab the level 3 card from the dead Vorta. Come back down, make sure hologram is off. If not, you haven't deactivated the docking clamps yet. Make your way down to blue section, and arm regular phasers. Once ready, get into doorway and zap the guard in the distance. Wait until recharged. Continue to next door, and zap the next guard. Switch to long-range heavy weapons. As you approach, two guards will beam in ahead of you. Take them out. There's one more guard to the left, take him out, get to the elevator controls, go down, use the level 3 card to open the door... Approach to enter the next level... 8.19 TAKING BACK DEFIANT Head straight in, and to your slight left is a corridor, heading south. Continue straight in. The corridors are closed off by forcefields, except the two doors at the end. The one to left (east) has a hypospray. The one on the right has a Jeffries tube. Climb in, and move down the only way you can go. Keep going. When there's no room left, stand up, turn around, and you'll see a ledge to climb onto, another Jeffries tube. Climb out into the room. On the other side of cargo is a Jem'hadar. Get down slowly, then when the Jem'hadar's back is turned, move out and nail him. Climb on top of boxes to get to second level, and take a phaser rifle. Come back down, and follow the left-turn curving corridor, which leads to an east-west walkway (you're facing south). You'll see one or two Jem'hadar walk past the east-west corridor. Take them out. You're now next to the cargo bay, but the doors are locked. There's nothing to right (west). To the east, there is a branch to south, which is the shuttlebay, but it's locked. Instead, continue east, and you'll see "shuttlebay console" (use tricorder to see it). Use it to unlock shuttlebay, and move inside the shuttlebay. You'll have to take out two Jem'hadar inside the shuttle bay. Move onto the second bay (through the door), climb up the ladder, and find the "control room" off to the side. Take out the Vorta inside, and use the console to open the Jeffries tube in the lower level. However, don't go there yet. Climb into the Jeffries tube in the control room to reach the cargo bay. When you reach the cargo bay, jump onto the vent to get into the lower level. Grab the grenade launcher and check the lockers to grab any supplies. You'll see a Jem'hadar outside, but he's just running around. Climb back up and make your way back to shuttle bay. When you re-enter shuttle bay, you'll need to kill two more Jem'hadar, then make your way into the Jeffries tube that opened up. Get inside, and climb up, then down a little into a new corridor. You're now near engineering and impulse engines. Explore a bit, and pay attention to the wall diagram (Engineering is to the NORTH of impulse). Locate impulse engines (it's those three maroon/blue extra-wide doors). Get into impulse engine room, and you'll find that it's offline, and you need an engineering chip. That's in... Engineering, of course. Exit, explore to North to find Engineering. Remember where it is. Inside Engineering you'll find the warp core (powered down), and a blank engineering chip on the ground. Take it. Go back to impulse engines, go into the room with the chip writer to get it programmed, then go down and insert the chip into the chip rack. Power is restored. You need to get back to engineering. When you get back into engineering, two Jem'hadar will beam in. Take them out. Once you do that, use the console to get the engine up and running, then climb one of the ladders behind you. It's time to take the bridge. Get into the corridor on the upper level, turn left, and get to next level... 8.20 TAKING BACK DEFIANT 2 When you move forward (west), there's a door to your right. Inside is a command chip writer. Transporter is offline. Go forward through door to a north/south corridor. There's nothing to the south, so head north. Continue, and you're in the "bridge corridor". However, you can't open the bridge yet... You need the command chip, and you know where to write it already (transporter room). Directly opposite the bridge door is another door, but that just leads to a passage that turns back into bridge corridor. Be careful of Jem'hadar here, they appear almost without warning. There's a room beyond the bridge door that has some reloads. Go past the door, and the passage way curves right. In the first lighted door, there's a Vorta inside, but there are two Jem'hadar just around the bend. Take them out, then wipe out the Vorta. You can get a hypo from the dead Vorta. Take the second lighted door, and you come to the another curved corridor left or right. To the right, you see a recess, then a Jeffries tube. Crouch in, and keep going. You'll see the guidance system, and keep going around the corner is a command chip. (There's a wounded guy in the Jeffries tube to the left, and some grenade reloads, but you can't do anything for him... yet.) As you come back out, two Jem'hadar is blocking your way in the short corridor. Take them out. Another Jem'hadar blocks your way as you make your way back to the command chip writer. Then another Jem'hadar in the next corridor. When you made it back to the transporter room, get the chip written. Make your way back to the bridge. Two to three Jem'hadar will block your way. Take them out, enter the bridge door, use the command chip, and watch yourself getting the Defiant back... [All the bad guys beamed out, all the good guys beamed in... And you're out of there!] 8.21 INTERLUDE Kira is going undercover to infiltrate Hass'Terral... You will try to get the data, and Worf will plant Thorium charges to prevent the stuff from falling into Dominion hands. Talk to everybody and see what else is up, then continue on your mission... 8.22 HASS'TERRAL SURFACE You start facing west. To the south is an auto defense turret, and two mines, no need to go there. Instead, turn and head north. However, the path you need to go is blocked by three MORE mines. Beware of gravitic mines. You can spot them by a black dot in the snow. However, if you stop and sweep them, you get hit in the back by the turret. I suggest dash behind the boulder to your front, use that as cover from the turret to shoot a mine from that angle, then run at a diagonal, shoot mines in your way to clear. Stop when you get out of the turret's angle. Use zoom mode on the rifle or the tricorder if you're not sure the target is a mine or not. When in doubt, phaser it. As you go on, you'll get a message about getting close to external exhaust port. A guard will walk out in front of you. Kill him. You can see a platform with a ship to your left (north), and the compound to your right (east). Zoom in on the ship, and you'll see a guard there (walk closer if you don't see him). Snipe him out of existence. There's the cargo sled. However, you have to go east to get to it. As you go east, you'll see two guards in a distance guarding the main entrance. Snipe them. There are also three mines in your way. Use regular phasers to take them out, and you're at the down ramp. Run down the ramp and examine the sled, you'll see that you need a level 1 card. Talk to Garak or Dax, they'll tell you to look for an observation tower. Fortunately, you spotted one to the northeast. So up the ramp again and turn left. Approach slowly. At the base of the tower, there is a guard. Another guard is to the northeast beyond him, and two mines. Take them out. Climb the tower, and take out the technician inside. Get a hypo and a level 1 card from him. If you didn't take out the second guard, he's down there waiting to take a shot at you now. Climb down, and get down the ramp again, get on the cargo sled, take the two items on the sled (disruptor rifle cell and a hypo). You may see more Cardassians in a distance, ignore them unless you brought extra ammo. Use the level 1 card on the console, and watch as you sneak into the base for the next level... 8.23 HASS'TERRAL, INSIDE THE COMPOUND You start on the sled. Crouch immediately, and do NOT move, until you get the message from Kira that the cameras are off, and you can see it's not moving. Back out of the sled, then move to that doorway to your right... But crouch. A guard will look inside periodically. Nail him when he's not looking or you'll be dealing with his buddy outside. Take another hypo from second floor. Now you need to get out of the room. There's that door the guard came in, or the big garage door. Based on the tricorder scan, the outside guard may be looking at the small door, so your best bet is use the big door to distract him, then walk out the small door and shoot him before he comes back to investigate. Be very careful around that door. There's a phaser turret on the roof in front of you, and you can't destroy it. You have to dodge it. Fortunately, it has very regular scan patterns, and you can see which way it's pointing by the spotlight mounted on it. As long as you don't give it a target, it'll resume scan in a few seconds. In this case, it's easier to go NORTH around the building, using the building as a shield, and follow the wall west, then southwest. Slow when you come to the corner. There's a door to left front with a Cardassian guard. Take him out. Be careful though... The doorway is covered by the turret, and you need time to operate the switch to drop the forcefield. So wait until the turret is pointing the other way, then run for it, use switch, get through, hide in corner where the turret can't hit you. Now you're in section 2. There may be a guard on second level you need to take out immediately. If not, wait until he walks back. Stay there. There's another guard that patrols the buildings, take him out too. If he sees you, he'll sound the alarm. If alarm was triggered, just use your level 1 card to stop the alarm at the security console next to the Thoronide plant (the one locked by level 2 access). Ignore the 2 doors locked by science passes. Be careful though... The turret from the previous area covers the plant. Use the buildings for cover, or hug the wall. You need to locate the doorway guarded by disruptor shields (the red lines), which is just beyond the security console. It's locked by level 1 access. However, do not go blindly through. You can see there's a turret just beyond, with almost no place to hide except the doorway. Wait until the turret turns back before accessing the door. As you go through the door, go LEFT, put the building between you and the turret. Now you're in area 3, hopefully where no turret can get to you. If the turret saw you, hide in the doorway until it loses interest, then put the building between you and the turret. Now is a good time to save the game. Continue along the building until you see the "raised" building to your right-front. The turret covers the building's doorway, and there's a Cardassian guard beyond him. There's another guard inside, and that's the critical one. When the turret isn't watching, run up to the doorway, which will cover you from the turret. Turn to access the switch, and nail the Cardassian inside. You should get a level 2 military pass. If you don't, reload and try again. If you explore area 3, you can find the vent, but you need to shut down the Thoronide plant first. That's where the pass comes in... You need to get back to the Thoronide plant. You can just go out the way you came in... Then run behind the building for cover. When the turret's not looking, use the pass and get in there! Kill the one guard inside. Garak should give you a good hint... Use tricorder to learn the frequency, then set phaser to penetrate, and phaser the three red things to kill the plant. Now you need to get back into area 3. Dodge the first turret, the turret covering the door, and several guards. There is at least one guard still in area 3. You may be able to shoot him from UNDER the raised building by crouching. Use the building and building supports to dodge the turrets while you take out the last guard next to the vent itself. Shoot the crates for extra hypos. Now climb onto the vent and look around. There is a ladder leading down. Climb down, turn around, and walk across the ramp. Access the switch to open the gate. You see this vent with two switches. One is red and useless. The other opens a metal gate, but behind it are TWO forcefields, and TWO forcefield generators. Remember that forcefield reflects the beam? The generator for the closer forcefield is mounted on the inside, but a reflected shot can reach it. So set phasers to penetrate the first but reflect off the second, crouch, and try the reflection shot until you nail the generator. Walk inside, scan again, nail the other generator, then drop into the hole at the end for the next level... 8.24 HASS'TERRAL, INSIDE THE LAB You start in the vent. Drop down onto a cargo box. There's a vole there, kill it. Claim a disruptor rifle. You should have plenty of ammo for it. Be stingy though. There's another hypo in the room. You'll need to use level 2 pass to get out. Listen to Garak... You'll need to find the vent to the surveillance center. You're told to check out the other cargo bays for a vent leading up. That's exactly what we'll do. Exit the door when no one is looking, and turn right. Go forward, you may have to kill a guard. Keep going down the corridor until you see a cargo bay (level 2 lock) to your right. Get inside. Shoot the crate for another hypo. Climb on and check the vent in the corner. Jump once to force it open. Jump onto it and hoist yourself up. Turn on the beacon to see better. If you see a dead-end, you're in the wrong room. Try the next room down. Now move slowly through the vents in crouch mode. When you get to a corner or an intersection, wait until the "puff" of yellow gas dissipates, or you'll take damage. You may have to zap a vole in the vent. Keep following the vent, and you'll get to the surveillance center. Save the game now, since the game doesn't give second chances here. Use tricorder to scan for guards on patrol. When there are no patrols nearby, drop down and access the panel behind you to deactivate the cameras. Kill the guard that intervenes. You may hear the alarm going off and the panel flashing red. That's supposed to happen. Use the level 2 pass to enter the surveillance office, then kill the other patrolling guard. Look out the transparent partition. If you see a red forcefield, you've triggered the alarm. You've failed and you should reload. Now you need to approach the central door, but slowly. There's a guard to your LEFT you need to shoot first. Wait for recharge, then slowly move into the downward slope (heading south), crouching. Shoot the technician in the back, then the guard that comes to investigate. Move down, and access both consoles. You've dropped the disruptor fields guarding the computer core. You can find reload for the disruptor rifle and a hypo in the room. Now you need to locate the computer core, then the way to the lab itself. Get back upslope, moving very slowly. As you go upslope, you're facing NORTH. Go right (east), then right again (south). Go past the first intersection (branch to left) and the first Obsidian order sign. Follow the corridor right, then left, until you come to a closed door facing an Obsidian Order sign. That's computer core inside. Get in there and take out everybody (2 guards, one in front and one to left on the platform) and another guard next to the core. Get the rod. If you see disruptor field in your way, you haven't disabled the two forcefields yet with the two consoles south of surveillance center. Grab any reloads and hypo as needed. Kira informs you that the door to the lab is now open. Make your way back to surveillance center. At the upslope exit, pointing north, go west (left), then at the first intersection, turn left again (south). You'll come to a phaser cannon. If you move just right on the left side you can hit it with your weapons but its shots will be blocked by the ceiling. Just shoot it out. The path takes a right turn and you see a set of "white light" stairs. Save now, as it's easy to mess up the next part. Go up slowly, hug the right wall. When you think you can hit the Cardassian agent to the left, stand up and nail him. Then move to opposite wall, and nail the other one, without either triggering the alarm. The door should be open, just run in, and watch the cinematics... (If you made it here without getting the rod, the door is locked by a level 3 science card.) [Terell want to destroy the orb, but Obanak and Grigari arrived first and took the orb. They are now attacking DS9 to secure the final Orb... And Ascension is near... ] 8.25 BATTLE FOR DS9 You start in a turbolift, except this doesn't reach all the way down. An injured crewman is in front. Arm phasers and ready to hit 3 drones to the left. Go left, then right, then right into a cargo room... Then a Grigari breaks down the door... Scan it and kill it. It's armed with a plasma thrower and it packs a punch. After you kill it, you get the plasma thrower. Continue through door. You go down a corridor, then you come to this red room with energy discharges all over. The trick is... There are two drones down there. If you can see it, aim for the two barrels on both left and right and cook them, which should destroy at least one of the drones. Take out the other, then climb up the other ladder. You may be zapped once. When you climb up, walk down the corridor, and you see a wounded ensign. You approach, but the grating breaks under you, and you're dumped into the sewers. So follow the sewers until you see a ramp going up, then do a jump climb. Scan carefully, two Grigari will approach, so kill them. You should claim more plasma thrower here. Turn the corner and you'll see another two Grigari, take them out as well. Then approach the wounded ensign. He has mines, but watch for the drone hiding in the corridor. When you've collected all you need, continue back to where you took out all the Grigari. Follow the corridor, and you'll come to a branch where you can continue ahead or turn right. The room ahead has some reloads and hypo, but 3 drones will attack behind you. So follow the dark corridor (right), and jump across that yellow pit. Arm best weapon, as when you open that door, 2-3 drones will attack, and tricorder only shows one! Any way, when you take them all out, there's a red door in front of you. Use the switch to open, it's a turbolift. Jump in to finish the level. 8.26 THE BATTLE FOR DS9 2 You start in the turbolift, and you exit into a small room. Scans are empty. Open the door, and stop. You'll see two drones at a lower level. Take them out with your phaser from long range. Climb down the ladder. Go through the door, and you'll be in this wrecked room with a wounded guy. Go to the other door. Two Grigari would be inside, kill them as you see fit. Mines can kill Grigari, really. Go through into cargo room. Take their plasma throwers. There's a grenade clip on the top, but no grenade launcher yet. Open the door and there are two Grigari beyond, one armed, one not. Take them both out. In this room there are two barrels and crates. You can get the crate contents, but beware of 2 drones attacking as soon as you approach the contents. Open the next door, approach VERY slowly. You'll see a cutscene where you see this next Grigari... He has an EM Blaster. Dodge left a little until you get a scan, then blast him! When your phaser runs out, run forward and around the area, dodge him until you got enough charge to finish him. Take the blaster. Open next door, and a Grigari will approach from around the corner (plasma armed). Take him out, and take the hypo. In the next room, you'll see FOUR Grigari, 2 with EMP and 2 with nothing. One is on the upper level. Take them out with phaser or plasma, save the EMP ammo for the final fight. You will also find a Cardassian disruptor rifle in the upper level storage shelf. Come back down, and you'll see a door to the side of the room (from where you came in, it's to your right). That leads to Obanak, and the final fight. There are three ways to fight Obanak. 1) Stay in your room, but open the door, then snipe him. This will take a LONG time and waste a LOT of ammo because he moves VERY quickly. Best used with just the phaser pistol. 2) Get in the corridor, but no closer. This gives you more opportunity to shoot, but he can shoot back as well. His yellow energy balls are pretty hard hitting, and it has "splash" damage as well. If you're inside the corridor, you don't have room to dodge. 3) Run inside and do a running battle. Basically, get inside, circle-strafe the whole place, land shots when you can. Use any weapon you got. When you have landed enough shots (even with your good old hand phaser), you can watch the next cutscene... [With Kira and Worf's help, Obanak-Wraith is knocked back into the proto-wormhole... Which then collapses, and you win!] 9 Kira Track Walkthrough 9.1 BAJOR 1 (CRUSADE) [You were visiting Prylar Obanak at the Pah-wraith temple when the Kahl-taan followers attacked...] You start at the balcony, armed with hand phaser and tricorder. Turn 180 and follow the Bajoran standing at the stairs, follow him downstairs, turn another 180, then a left, and go to the console. Use it, which will open the big Chapel door behind you. Go through Chapel door, push the buttons below both statues, and you'll open the two hidden alcoves, one has two hypos, other has the artifact "key". Take them, and Obanak will tell you to head for the library, which is on the other side of the courtyard. Go straight out the chapel, which leads you to the stairs you came down on. Do the 180, and there's an attacker on top. Take him out. When you go up the stairs, you should be heading SOUTH. Get up to top of stairs, which leads left (east). When you get to the top, two attackers will run by. Take them out. You're in the "lobby", leading north/south, but north is a deadend. Go south, and you'll see two entrances to courtyard, then east and west each has a door to sleeping quarters. There's an attacker to the left, watch out. Go south to courtyard. Engage two attackers in the courtyard, and the path takes a left turn (east). Engage one more attacker, and you'll see the area to insert the artifact key. However, watch for two MORE attackers to your left. When you take them out, insert the key to unlock the two doors to the library. Take the left one down. The staircase takes a 180 turn and continues down. Wait before you open the door, make sure phaser is fully charged. As soon as you open, there's an attacker down there, followed by THREE MORE. Your phaser can only take out two, so you have to keep backing up the stairs to buy time for your phaser to recharge. Take them all out, continue down the stairs. Stop at the mezzanine level. As you come off the stairs, you're heading west. There's a stairs to north that goes up/west, and a stairs to south that goes down/west. You need to push the four statues to unlock the engineering key and the phaser rifle. Go up/west, there's one guy at the top. However, as soon as you hit him, another will appear behind you. Take them both out, then push the button on each of the two statues. [Remember to look for other hidden items with your tricorder... There are holographic walls all throughout the temple you can get items from if you deactivate them with the correct switch. Switches are often hidden as part of the lamp.] Go back downstairs, all the way to the bottom level, make a right, and make your way up to the other mezzanine level, and take out the single attacker on top (who's busy executing the pah- wraith followers, so you can shoot him in the back). Push button on both statues, then you'll see a cutscene where the two partitions drop, revealing the engineering key and a phaser rifle. Head down to bottom level and pick up both. Now, pick a staircase to go up. You will take out one attacker immediately. Wait for hand phaser to recharge before continuing. Another will follow. As you go up, another will attack. When you make it to courtyard level, three attackers will be waiting, two on the ground, and one on top of the temple entrance as a sniper. Take them out. Turn back into the main building, take the door on the right, and turn into the room on your right. You'll see an attacker on the room facing you. Shoot him from long distance. Another attacker will charge in. Take him out as well. Use the engineering card on the console in the room, then head out the two doors into the pool, take out one MORE attacker. Dive in, then swim forward into the passage to end this level. 9.2 BAJOR 2 You start in the water. Swim ahead and up into the pump pool. Climb up out of water. There is a console to your left. Access it with engineering card to restore emergency lights. Turn right to next console, access it to activate security panel, then turn right onto the third panel to open the exit, which is now to your right. Claim a hypo and a phaser rifle cell before exiting. [Slight bug here, one of the consoles have an "activation zone" about 3 meters away from the console itself.] As you exit, you need to turn left, and take out an attacker. Wait for recharge. Move out, and you're at a "balcony". There's one guy right below you. Move to end of balcony, you'll see a ladder down. Use the opening in the ladder to take him out from your level, but duck immediately back behind the column. Two attackers will beam in on the lower level, opposite side. Use the column as shield, and zip out to nail them in a quick shot, repeat until they are taken care of. Climb down to lower level and use the console with engineering card, which opens one of the gates below. Now scan below, and you'll see two more attackers. Take them out from up here (they won't suspect a thing). Then get to the ladder (where those two guys on your level were) and climb to "ground" floor. Open the other gate by pushing the switch, and walk into the passageway to end this level. 9.3 BAJOR 3 You start in the passageway. Turn right to a door. Don't shoot that guy. Instead, step around him and shoot the ground. He doesn't trigger the gravitic mine, but you will unless you shoot it first. There's another one on the bridge ahead of you. He'll guide you up to mid point. An attacker will charge, take him out. Then it's just a matter of running really fast into the doorway, ignoring all damage. Make a left turn, then a right, and you're at a forcefield. Use tricorder to analyze and destroy the emitter. Do the same to the next forcefield around the corner to the right. You're now in knee-deep water. Keep walking, and access the console to your right, which opens another underwater gate. Turn 180 and climb up the ladder, which gets you to the big pool. Dive in, go through the open passage, swim straight, which turns left, and go up into the second tower. There is only one exit. Obanak should tell you that you need to use the console on the first floor, but you need a command key on the second floor. We'll go up to the THIRD floor as well to take out the forcefield so we don't have to run around. So at the exit, turn left, take out the attacker. Turn left again, and you've found the staircase going up. Take out the attacker on the top. Be careful though, this one tosses a grenade. Run up after him to avoid the grenade bouncing down. The stair turns right. Climb to the top, and you're at second floor. One attacker may charge immediately. Take him out. Move slowly and follow the corridor clockwise. Some rooms have gravitic mines. The command card is in second room to your left, but don't take it yet. [Remember to look for other hidden items with your tricorder... There are holographic walls all throughout the temple you can get items from if you deactivate them with the correct switch. Switches are often hidden as part of the lamp.] In the fourth room, there's a switch that reveals more phaser rifle ammo and hypo. You can take that. Go all the way around to the stairs to third floor, scan the forcefield generator, and kill the forcefield. There's no enemy here yet, so don't worry. Just take out the forcefield now. Access switch to open the door behind you. Come back down the second floor, and go inside the room with the command card. Arm phaser rifle, because a heavy fight is about to start. Get the command card, IGNORE the attackers (yes, I said IGNORE), run downstairs. Get back to staircase down to level 1. Two attackers will be at the bottom. Take them out. Shoot anyone that chased you downstairs. You'll head past that "fountain" entrance you used earlier. Stop at the corner and turn right. Face that corridor. Back into the room and two attackers will appear. They will fire phasers and toss grenades. Take them out. One of the rooms contains a medikit behind a holowall. The other room has the console you need, take out the mine in front of it. Insert the card into the console, and you'll be asked to rendevous at level 3, where you had deactivated that forcefield. Now you know where to go, but exit carefully. As you exit and turn right, two attackers will exit from their rooms (but you had just swept them!). Take them out. Head for the stairs up. Move up slowly. When you reach the second floor, you will encounter three attackers, then another sniper standing on the stairs, then two more around the staircase going up. Do NOT shoot anyone, just run past them. "Phantom menace", guy that can't be targeted or killed, may appear here as well if you took out the sniper earlier. Try to take out as many of the regular guys as you can while dodging the menace (if he appears). Do NOT shoot the guy who knelt down. Then you'll see two attackers on top of the stairs (they may only appear when you get there). When you enter the room, insert the command card into the console in the new room to end the level. 9.4 INTERLUDE You're back on DS9 and Sisko is having nightmares about the pah- wraith temple. It's time to pay the place a visit. Defiant is out of action any way due to the Grigari, and there's no information on the two dead Cardassians IN the bulkhead. 9.5 JERADDO 1 (DESECRATION) [You will be visiting Jeraddo with Sisko and Worf in search of the Pah-Wraith temple...] You start in a storage room with electrical discharges, facing west. Go forward, turn left, use switch and go through door. You're now in a stairwell. Take supplies under stairwell. Climb up to the top. You're now facing south. There's a door to your right-front, which is operations control, but it's command-locked. Take out the anthropod inside. Path to east leads to a utility door and a north/south corridor. That corridor has nothing to south. To the north is another anthropod in the corridor downstairs. After that is the door going east, anthropod is inside. Clear it and get the command card. When you exit the operations room, 4 attackers will beam in and it'll be a tough fight. Take the command card to ops room and unlock the consoles. You'll have to take out two attackers in the corridor and one more inside the ops room. The card then will release the grates... Behind the utility door. However, that's not the way in. Go back to where you got the command card (kill one more attacker) and you'll find open grate inside. Climb in, kill 3 flyers (poisonous!). When you reach the room, kill two attackers. Take all the supplies (2 phaser rifle reloads, 1 hypo), jump into the other vent shaft. Kill two flyers (one from front, one from behind). When you reach the elevator room, you may have to shoot another attacker. Then get on the elevator and ride it down to next level... 9.6 JERADDO 2 You're still in the mineshafts... In front is a door. Outside are an inductor and three flyers. As you exit, you realize you're on a bridge, and the impulse fighter just took out the door. You have to find another way in. To your left are utility locked doors, and to your right are command locked doors. Take the command door that doesn't have the three flyers. Inside is an attacker. Take him out. He won't come out, so you have to go in and get him. Climb up three ladders (take out 2 flyers) and access the panel to open exterior gate. Climb back down to ground floor and take out another attacker. Exit back to the bridge area. You should see the exterior gate opposite the bridge, now open. Take out that ungulate (bull thing). You see a phaser drill, but you don't have an inductor to run it, but you know where to get one... Open the other command-locked door. Kill the two or three flyers inside, and take the inductor from the reactor. As you approach the phaser drill, two attackers will beam in. Take them out. Put the inductor into the hole on the left side of phaser drill. Move to the back of drill and use it. It'll dig a tunnel for you. Walk on through, and see anthropod to the right. Kill it. There's a room behind it with 3 hypos and a phaser rifle reload. Another anthropod is behind the "cage". Kill it. Open the door to the elevator, and ride it down to next level... 9.7 JERADDO 3, TEMPLE You start in the elevator room. Exit to staircase going down. At bottom of staircase is a rifle reload. and a door, behind which is an anthropod. Kill it. Follow corridor to the right, you come to an upslope, and another anthropod. Kill it. You see a door in front and a "cage" to right. A crate there is rifle reload. Go inside cage, then the door beyond it to get hypo and mines. Open the "front door" for your entrance to the temple. As you exit, two flyers will attack. After that, jump off onto the "plaza", and look at the entrance... Walk on in. As you do, one attacker will beam in behind you. As you reach the corner turning right, another will appear in front of you. Take them out. Follow the stairs up to the "ledge" with lava below. You'll be attacked by 2 flyers. You need to jump down to the beam, then jump up to the other ledge. Now jump across the missing floor, and take out an anthropod to your right. There's an attacker on top of the stairs. Follow the stairs up. You're at the pushbutton puzzle. Solve it, and go on. The door will drop again in 3 seconds. You're now in a room with a small obelisk in the middle. Stairs going up, and another exit. There's really nothing at the exit except a hypo, and you have to kill 2 flyers and an attacker to get it. The artifact is already taken (by Sisko). Go upstairs, be ready to kill another attacker. Sweep the area of several mines. You'll be at the balcony. To the right is an attacker at long range. Use sniper mode to take him out. Head down the stairs to your right. Do a 180 and head down the flat area to get reload and hypo around the corner. Return to the upslope (may have to kill a flyer), stop at the top. Be ready to kill three attackers (one of who appear behind you). Continue to the other "balcony" instead of heading upstairs. You can find more gravitic mines. Now you're ready to head upstairs. Nothing upstairs yet. You're in the "courtyard". Turn left, and get into the first "holy man" area, which is just a room. There are two gravitic mines to your right, so hug the left wall. Shoot the mines, then the attacker that comes to investigate. Wait for recharge. Approach where the attacker came from, and you'll see anthropod upstairs. Jump on the bannister and take it out. A gravitic mine protects mines and hypo. Now go to the staircase that was protected by mines. Go up, and push the button, which drops the cover on one of the obelisks in the "courtyard". As you head downstairs, beware of an attacker beaming in. Now head back to the courtyard, and go RIGHT instead. This one is less protected... There are just one gravitic mine in the staircase, and one attacker under the inside stairs. There are reloads and mines on top of the inside stairs. Take them, and push the button to reveal the inner door. As you approach the courtyard, two to three more attackers will beam in. Take them out, solve the pushbutton puzzle, walk inside, up the stairs, and watch the cutscene... [You got here just after Sisko, and Worf right behind you. You wonder what this mural may mean about the red orbs and all that... Then there's the Cardassian issue...] 9.8 INTERLUDE Take to everyone, who tell you that the Cardassians are up to no good, but can't really deny them their "rights" either. Translation of the mural isn't ready yet. 9.9 DS9 BETRAYAL [As you can see, Sisko got ambushed... Dejar is really Prefect Terrel of the Obsidian Order, and they're retrieving a red orb hidden on the station. Kira volunteered to go after the computer core to stop the counterinsurgency program...] You start in turbolift. When you exit, you come to crossing facing east, with left and right corridor (north/south), console with Bajoran worker in front. Approach the center console and you'll find the core won't open. You need to reset the EPS conduits. Go south (right). Take hypo, access console to open door behind you. Run back into the corridor and take out the Cardassian from across the hallway. A Cardassian will come through that open door in a few seconds, be ready to take him out. Turn into the first EPS conduit room. You'll need to take out a Cardie across the room, then another on lower level. Climb down and, up the other side, use console to reinitialize the conduit. Climb back out and return to center. Go north this time, go around the corner to the console (another militia on the ground). Use it, and a little window opens into the EPS room. Shoot the two Cardassians from the window. Then go down there, climb up the other side, use the console to reinitialize the other EPS tap. The center console is now active, but there's another Cardassian now. Make your way back to the center, taking out the extra Cardassian. Don't approach the console until your phaser recharged. As soon as the door opens, nail the Cardassian inside. Run AROUND the core into the door on the other side. The door is locked, but there are two conduits. Phaser it or punch it open. Take the lighted conduit, crouch and move in. Dax tells you that the turrets are active. Climb up to top. You can shoot one turret from inside the conduit (blow the cover first), aim just a little below it. The other one you can blow up by hitting the barrels below it. Take ammo. Climb down the ladder. Open door and take out three turrets. Use console to open the rod bank. Cardassian will attack, kill him. Take the rod. Climb up to room. Go through door. Kill one Cardassian inside. Take out 2 Cardassians in room. Climb down. Take out two more in the rod room. Take the other rod. Exit and climb up. Move back to center console. Use the center console to deploy the walkways. Then go back to room you came in and reenter the conduit. When you re-enter the conduit Dax will warn you about gravitic mines. You will spot some as you make your way back to the corridor. Sweep them with regular phaser pistol. Move back to the core. Call the mini lift with the SIDE switches. Get up there, and insert one rod on each side, and the computer core is fixed. Now you're informed that they're building another trilithium bomb... You need to head it off. Head to that door you couldn't open before next to the conduits. Take out the Cardie inside, take the lift down. Lift opens to a short downward stairs. Take disruptor ammo. Take out the four Cardies inside, take out the gravitic mine on the lower level, and jump down to the reactor panel, use it, and you're done! 9.10 INTERLUDE Starfleet is not happy, and a special mission has been mounted to land on SR-III in attempt to retrieve the only other red orb Starfleet was aware of... But SR-III is in Cardassian space... 9.11 ODDESEY PART I (SR III) [While Sisko and Worf is on the planet surface, Kira has the conn, then you find out you had a changeling onboard... who sabotaged the onboard systems... O'Brien is down, and it's your job to hunt down the changeling...] Your first job is follow where the forcefields are NOT and get into the turbolift. As soon as you get out of the turbolift room into the corridor, two Jem'hadar will beam in to your left, take them out. You need to restore tactical system. Go where the Jem'hadar was (north) through the door, and you're past the bridge. Go straight, and you're at the right-curve corridor. Take the first lighted door left, you'll need to take out two to three Jem'hadar here. You'll see a wounded guy, and take his programmed master chip. Jem'hadar enter behind you. Take him out. Take turbolift to other floor. You'll be in a hall firefight. Dodge the shots, locate the other transporter room, and take the "command chip" from the wounded. Use the command chip on the torpedo room (in the tip of the curved corridor section) to open, insert the master chip in the chip rack, then use the console on the other side of the rack to reinitialize torpedo systems. By this time, the all the security guys outside are down, and 3 Jem'hadar are outside knocking. Take them out, and then you need to fix the impulse engine systems. Explore a bit, follow the enemy, and you'll find two people wounded, and they talk about changeling headed into Jeffries tube. Follow it into tube, and you exit into the corridor. Take turbolift down. Look for a bit and you'll find Impulse Control. It's a RED door with blue "spines". You need to locate a blank engineering chip, write the chip, locate a respirator, and then finally put the chip into the chip rack. The respirator and the chip are all nearby, just explore the nearby rooms with your tricorder. Write the chip, then jump into the bottom level of impulse engines, arm respirator, and insert the chip. You'll be chased by like 5-6 different Jem'hadar and they keep coming (though they'll stay at the upper level). Just jump down there and slip the chip in. Now you need to head to main engineering where O'Brien claims to have captured the changeling. As you probably suspected, it's a trap. However, it doesn't matter any way. Climb out. Just go out the far end door (the door further from the control room), straight out, and to your left several doors down should be engineering. [As you suspected, it is a trap. A changeling sent that last message as O'Brien. You're surrounded by Jem'hadar. Defiant has been captured. ] 9.12 ODDESEY, PART II You start in your cell. Punch the blinking light fixture to get a component. Use the component on that open conduit to your right to get it to open a crawlway. Crouch and go inside, follow the passage way, past several energy discharges, jump climb several levels, tightrope walk on narrow ledges, push a grate out of the way into a vent room... Covered by an automated turret. The turret has a set scan pattern, so you'll have to exploit it. Past that comes the fun part... Jump and hang onto that bar. You'll need to do a running start. Back all the way to the wall, run, then jump. You should JUST catch the bar. Then shimmy over to the vent and drop. Climb up, down, through the other grate. Turn right, but don't move! This part is so frustrating, you may need to enable the cheat code and give you at least 500 units of health. It's VERY easy to die here. You'll need to jump to that other pipe, but there is a catch. There's a turret on the other side, and it WILL hit you, MANY MANY times, unless you somehow timed it so you jumped when the turret is facing away. There's an edge that you can use to hide temporarily while you get on the bar, but you need to be quick. Then jump up and grab the bar. When the turret is facing the other way, shimmy left, drop, and stop right beneath the turret, or even a little over. You may be able to destroy the turret when you're right underneath it. When the turret swings away, run forward, jump onto bar, shimmy right over, run forward, onto the ledge, right into the grate, and drop onto the short platform. If you can do that with just 100 pts of life, you must play Super Mario very well. Now you need to drop from bar to bar, level by level, dodging the electrical discharges. Until you reach all the way to the bottom, and you'll be just above the ceiling of a storage room. You'll see a Vorta beneath the vents. When he's accessing the console, jump down behind him and take him out with punches and kicks. Take his level 1 access. You'll find shock blade in a shelf around the corner, and a hypo. The door doesn't work, but the barrels... Use the shockblade in a quick tap to blow up the barrels... Which leads you into the next room over. Go where the flashing lights are. Beware of those small 3-leg spiders that come after you. Climb up that ledge, then the next higher. Use it to do a flying leap to the next highest ledge, climb through, and push the grate in. You should just hear the announcement that the prisoners have escaped. Get in there and take out the Vorta, THEN the Jem'hadar. The Vorta can raise the alarm. Salvage the level. Use the elevator to go up to next level. Again, take out the Vorta first, THEN the Jem'hadar. The Jem'hadar may summon elevator to come attack you directly. If the elevator moved without you summoning it, go to it and wait for the Jem'hadar to come down. Go across to the other elevator to reach third floor. Now it gets tricky. There's a roof turret, and you'll need to zap a vole that's running around. The turret will zap another one. You need to run to the console to your right (wait until the turret is away), which will open the two vaults on the next level up. Now turn around to your back is to the console. There's elevator to your right. Take that one when the turret is away, hide behind the "bump" in the wall until the turret loses interest. Get into the room and reclaim your phaser rifle. Sneak over to the next vault and reclaim your phaser pistol and tricorder. Whack the cargo box to the corner and push the vent to reveal the next passage. You'll need to make a vertical drop. Turn 180, then leap onto the passage way. Dodge the electrical discharges and follow the passage way to the pump level, ABOVE the prison. Follow the passage way. When the passage ends, turn left, and you'll see a place to jump across. Jump, turn right, then another right. As you approach, ceiling vent drops and 5 spiders came out. Take them with your regular phaser. You'll see a long ladder going down at the end. Climb down. Use sniper mode to take out two Jem'hadar on the level below. Go to the middle of the walkway. You should see another Jem'hadar below. Take him out. Go onto that round platform to your left. You should see a Vorta below. Take him out. Use the small bar to continue forward, until you see some horizontal bars levels below. Fall onto that, and keep falling level by level until you reach ground floor. When you're at ground, back to the wall, turn RIGHT, and you should see where the Vorta had fallen. Take hypo, and use the console to open the security manifold. See the ladder to your right? Climb up all the way. On the small platform, walk the tightrope (if you fall off, just shimmy across). Your objective is to drop in just above those electrical coronas. Drop inside and crouch into the vent. Push in to go to next level. 9.13 ARDURIA CAVES. You start in the manifold room. Go through the door. Climb ladder to your right, get off the right side, and fall on top of the pipes. Jump, shimmy, whatever. Keep moving from pipe to pipe, until you reach the last pipe on the right hand wall. Save now. Back up all the way to the edge. Do a running jump for the bar. Shimmy across to left, push the grate in and drop down. You're now in the caves area. Climb down the ladder. Look forward, and you'll see a Jem'hadar in the distance and his back is to you. Your regular phaser can reach him, or you can use sniper zoom. There's phaser rifle reload to your right. There are two cameras mounted up high near the reactor and they will raise the alarm if they see you. One camera is to the right of the reactor gate (if you're facing the gate), and the other is above the sunken area. They sweep back and forth so if you are exposed they will see you. You will need to take out both or you'll get infinite Jem'hadar coming after you, even without the Vorta raising the alarm. If you hear the Jem'hadar say fugitive located, you've blown your escape (probably seen by the camera) and you should start over. Walk the tightrope across to first crossover. You can spot a Jem'hadar WAY ahead in the distance, to the LEFT of the reactor. Snipe him. If you don't see him, continue to next crossover. He moves a lot so you have to be VERY good to take him out with one shot. Turn right at the second crossover, and start looking at the gate every few steps. You are looking for a camera sweeping back and forth near the ceiling, beyond the gate, as well as a Jem'hadar standing next to the gate. Snipe both. Continue down the tightrope. As you get close to the barrels in front, there should be another Jem'hadar to your left, with his back to you. Take him out with a sniper shot. Jump down and get the shock blade ammo. Scan and you should see the camera over your head. Fortunately, it's scanning ahead of you. Move in UNDER it, then move in slowly until you can barely see it, and take it out from underneath. Move toward the green gate. Move BEHIND it. The Vorta you need is at the sunken section, beyond the reactor. He has the level 2 card you need to get inside the reactor control. There are FOUR Jem'hadar down there. You can take one out from the top behind the gate. One you take that one out, back up, hide behind the column, then move to FRONT of the gate and try to take them out as quietly as possible without letting the Vorta see you. Take out the Vorta quietly, and take his level 2 card. Go to the green gate, use the level 2 card, and take elevator up. Go around to the left until you locate the open panel, allowing you inside. Use the panel to release the vent door. That will be your escape path. Walk around inside until you notice the hole in the floor. Look at the discharge pattern very carefully. They discharge in counterclockwise sequence. Save now. As soon as the one under your foot fires, drop, crawl through small vent, run past section, crawl through tube, run under the conductor to "dodge" the bolt. If that bolt hit you, you're FRIED. Save now. Wait until next bolt passes overhead before continuing. When you get to next conductor, save again. Do this one more to get out of the tube. Take out a Vorta in the room at the end to your right. Take elevator up. Take a polaron rifle from the shelf. Use switch to open door. Exit the door, you're in a cargo yard surrounded by huge turrets with purple guidance beams. You have to deactivate them before you can continue. Dodge the turrets and take a left immediately into a drainage hole. Climb down and follow the sewer pipe slowly, shoot rodents, until you drop into sight of another turret. Duck left behind the rock. When turret looks away, get into the middle pipe, then into the other pipe facing you as you move through the middle pipe. Shoot a couple more rodents. Stop at the grate. Push a grate out into a room, and shoot the Jem'hadar in the back. You're in a multi-level room. There's a door but it's closed and locked. There are two more Jem'hadar on the upper floor. Use the elevator and remove them, or snipe them from the level below. Use the elevator (hit switch, run to it) to get up there. Climb a ladder, and you're in the control room. Shoot Vorta in the back. Switch to good weapons. Access the panel to deactivate the turrets, and two Jem'hadar will beam in behind you. Take them out, climb down the ladder again. A door has opened below. Another Jem'hadar beamed in as you come down. Take him out too. Use elevator to get down, go through the now open door, and you're done! [Watch yourself cover Worf's escape and both of you were beamed out just in the nick of time...] 9.14 INTERLUDE You have been cosmetically modified to look Cardassian to join the project on Hass'Terral... You will infiltrate Terell's project and see if you can get the orb back... Or help Sisko and Worf do it. 9.15 HASS'TERRAL 1 [You arrived via transport to Hass'Terral... As a Cardassian. Can you infiltrate the base and get Worf and Sisko inside?] (The rules are simple. You were seen with a weapon: alarm. You were seen with a tricorder: alarm. Turrets don't count. They shoot at you, but they stop as soon as you holster the weapon. The guard may mumble about "not authorized" or whatever. Ignore them and keep walking. ) You start inside the compound. So, head past the guard to the far wall. Turn left, follow wall and hide behind cargo. See that big turret on the rooftop? Wait until it turns away, shoot the guard at the door. Holster the weapon. Use switch on the door to turn off forcefield and walk through. You are now in area 2. Turn left and you face a building. Turn left again, and cut right at the first corner. You're facing the Thorium plant. Turn left a little and you see the two science doors. Go through the SECOND one. You can talk with the woman on the top floor. Come back down. There's another door in front of you, in addition to the two on your left. Go through the one in front, and you're in area 3. Make right turn, then another right. Left, then right. Stop at corner. To your LEFT you see two buildings tightly together, with a guard whose back is to you. You need to enter the building at his back. Just use the door to get in. Save now. There's a guard inside. When his back is turned at the lower level, kill him, and holster the weapon. Crouch, and use tricorder to locate the generator frequency. Set phaser now, but holster it. Walk past the "hump" to the other section, stop before the forcefield. When the inside guy's back is turned, shoot through the forcefield and kill him. Holster weapon immediately. Move ALL THE WAY RIGHT, right against the wall. Crouch, turn so you can see the forcefield generator. Shoot generator to drop forcefield. Holster weapon, walk inside, and use the console to cut off surveillance. Objective achieved. You need to now locate a level 1 pass. There may be a guy that runs up. Shoot him. Holster weapon. With surveillance dead, the best place to get a pass is back in area 2, in the science building. Whatever you do, do NOT use the tricorder in the science building. It triggers the alarm somehow. Get back there. Shoot the guard first. The liaison woman will give you the level 1 key. Kill her or knock her out any way. Holster weapon. With the card in hand, walk back to surveillance center's door. Beyond it is the research lab entrance. Ignore the guard. Insert your level 1 science pass in the card reader, and enter the room. Jump on the large elevator, use the switch to go to next level... 9.16 INSIDE TERELL'S LAB... You start coming off the elevator. There's this guy to your right. Move up behind him, then knock him cold (use your knockout punch should be sufficient). Keep weapon holstered. Use switch to exit. You are now in a corner, with exit to right and front. Right is a curved staircase (phaser cannon?) and in front is a staircase going up. Go straight ahead, then turn right at the transparent window. That's the internal surveillance center. Note this location as I'll use this as a reference point. Go past the reference point, make a right, stop at the Obsidian Order sign (guard there). Turn left, and follow the right-curve corridor. A woman will come out and greet you, and ask you to follow her to the computer core. She has the level 2 pass, so you'll need to take hers, but you need to do it quietly. She walks all over the place and if you don't find a good place to do her you won't finish the game. One way is immediately stand right in front of her, which will cause her to stop. Make sure she is OUT of the view of the camera in the room, backup a little if needed. Save the game now. Switch to phaser, but don't select it yet. Have a finger on the holster command. Now shoot her, and quickly holster the weapon. The guard should NOT be alerted. If a guard comes shooting at you, you did it wrong and you will need to reload. If you succeed, you got the level 2 science card. You'll need it to get a level 3 card. Now reverse course so you're at reference point again facing north (toward the glass partitions). Turn right, then left, and you see an Obsidian Order sign opposite an upslope door, and a guy sitting at the desk on the top. That leads into admin section, requiring level 2 science card. Use the card on the slot and enter the door behind him. Inside, you'll find two civilians, and one guard. Here's the trick: stand in FRONT of the security console, blocking it. If anyone gets to it, you're toast (infinite Cardassians). So, arm phaser. Shoot the guy closest to you (he's the only one likely to get to the alarm), THEN the guard. Then move over and shoot the other tech in the lower level. There is your level 3 card. If alarm was triggered, you should reload. Holster your weapon and get the level 3 card. Head out the door as if nothing happened. Turn right at end of downslope, and you should see the glass partition again. Orient yourself northward again (facing the glass). Then do left, continue, then another left, and you should be at the right curve that takes you to the turbolift down to Terrel's lab. There would be two guys talking there if you don't have the pass. Use the level 3 card to open the lift, and head into the elevator, and watch the cinematics... [Then Obanak beamed in with Grigari troopers and ruined the party... ] 9.17 DEFENSE OF DS9 You are in the turbolift in EVA suit. You have grenade launcher, phaser, and phaser rifle. Head out the door, and you're in a long corridor. There's a guy to the left in lower level. He has several mines you can get. Two drones attack from the front. The next room exits to the right (north). Take out a Grigari that patrols the room beyond (exit to east). You can use the barrels if you can shoot that well. Don't fall into the pit though... Look carefully. There are two Grigari in the next room. Scan and aim carefully, tease one out, kill it, then the next one. You now have access to the "ore processing room". The room is clear. Go to the left, climb up to ledge, and jump onto minilift, then climb onto platform and exit door. As you move out, you'll see an ensign backing into the corridor, and a Grigari in pursuit. This Grigari has a plasma thrower. Scan and terminate, remember to back up to avoid the plasma bomb. Door to your left is locked, you need to access security to open it, but security itself is blocked by the electrical coronas. Continue to end of the hall. Turn left into maglev control. Run through the discharge (you'll be zapped at least once), then left and up to the console. Use console to turn off discharge blocking security. See the corona zap a Grigari that chased you into the room. Move now to the now unblocked security office. Access console in security to unlock door (look through the glass). A drone will attack, kill it. Another Grigari may come out of the unlocked door. Scan and terminate. Get plasma thrower if you want it. Enter the new door unlocked, and you're in ore control room. You'll see another Grigari inside. Terminate it. Use console on farside (to left of useless door) to open the vent hole. Climb inside. The hole to the left will be blocked. Climb down, shoot a drone. Move through. Climb up. Turn around. Back yourself to the wall. Do a jump climb onto the ladder. Climb up. You should have the next Grigari already scanned and phaser set. Exit and terminate. Follow passage way up. In the midpoint is the "exit". Scan outside and you should see a Grigari trying to get in, but it can't open the door, and it doesn't know how to shoot THROUGH the door. You are under no such restriction, so scan him and shoot him THROUGH the door. Get the EM Blaster. Another Grigari is around the corner. Shoot at/near him to tease him out, then shoot him through the door also. Take his blaster as well. Exit slowly, don't run into the electrical discharge. You're now at the "left" side of an H junction. Obanak can be found on the "upper right" corner door. If you want a disruptor rifle, you can use the debris in the corridor to get up to second level. There's a Cardassian corpse up there with a rifle. Now... Shoot Obanak. Best way is rush in, open the door, take a few shots (3?) and back out. Repeat as needed with all weapons until you've forced him to retreat. Worf will take credit for it though. Now get back into the tubes and climb back to the ore control room. You will find 2 Grigari with EM blaster when you exit the vent hold. Crouch, stay in the hole. They usually are too stupid and won't shoot you. If they shoot, the shot will be blocked by the low ledge. Take them out. You can try grenades (it works fine against them). You will see that the door that was closed shut before in the room (next to the vent hole) is now open. Run inside, and watch the finale... 10 Worf Track Walkthrough 10.1 MARAUDERS (KE'EL TUUL) [You're with Sisko on the Defiant investigating the Ke'el Tuul when the Defiant was attacked by the Grigari. You must restore systems.] You start in the corridor outside the bridge, facing south. Your objective is make it to deck 2, then restore impulse, then restore tactical, then finally restore warp power. First, you need to make your way to the turbolift. There's nothing behind you, so go south. As you approach the south door, power fails. Ready phaser rifle. Keep going south. As you go through the door, a breach pod punches through in front of you, and 2 drones fly in. Take them out. Follow the white lines on the ground until you see it branch left (east). Take it, go through door, and you're at the turbolift. Get in the open door and use the switch in lift to get to deck 2. When you exit the turbolift room, you'll see a cutscene where the Grigari enters. Ignore that. He won't attack unless you get close to him or shoot at him. You are in the corridor facing south again, to your left (east) is the turbolift, but we won't need it again. Stand there, watch the Grigari walk off and turn right. Make a note that the first door to your right (west) is engineering (warp core). Continue following the white lines until it branches left (east). Go inside that door, make a left turn through the door, and you found a deadend corridor with a hypo and phaser rifle cell. Return to the previous corridor, stop before the corner. In front of you is the maroon/purple door with blue branches, which is impulse room. If you look around the corner, you'll see that Grigari patrolling the door, and behind him is a drone. Taking on this Grigari will be difficult with only your trusty Bat'leth, so don't. You need better weapons. Reverse course and enter engineering. If you want to talk to O'Brien, he'll tell you to fix impulse engines and tactical systems first. Climb up the ladder to get another hypo, then out to the corridor through the OTHER door. You're now almost at second north/south corridor. If you scan, you'll find some gravitic mines in the distance, and some phaser rifle ammo around the corner. Arm phaser rifle and be prepared to shoot drones. One will attack as soon as you enter to corridor. Follow it, and you'll see it's another breach pod. To your right is a forcefield. Reverse course. Follow the line to another right turn. The corridor is blocked further ahead. Go through the door. Beware of a Grigari attacking. Run past him. When you reach the other door, exit and turn RIGHT, past the fire. There's wounded guy there with 3 gravitic mines. Take the mines. Drop a mine on the Grigari chasing you and back up. If you can't get to the mines, fight the Grigari hand-to-hand. Walk back to the door you came through, you should be facing a left-turn corner. Approach very slowly, and shoot that drone in the back around the corner. You're almost at the impulse room. Run into the corridor (left turn), and that patrolling Grigari should be walking back. Run up, drop a mine, back up, watch Grigari get fried. There's a door to your left with health hypo and more phaser rifle reloads. Now take care of impulse engines. Move up slowly, and you'll see an open door, with the doors bent inward. A Grigari may walk out. If so, use a mine on him. If not, you'll have to run in there and take care of him. A drone will also attack. Take it out. Turn into impulse bay, then take the first door to your right (that room with a big window). That's the impulse control room. Walk inside, pick up the blank engineering chip from the guy on the ground, and use it on the chip writer in the room. Go outside, and you're at the impulse engines. Look for the ladder going down to your right. Climb down or jump down. Walk about midway, and you'll see the chip rack to your left. Use the chip on the chip rack and impulse is fixed. Look on the far end to find phaser rifle reload and another hypo. Now you need to fix the tactical system. You will need a command chip. Exit impulse bay, but stop at the door. You'll see a drone on the far end to the left. Kill it. Approach that end. Scan will show another drone to your left in that lighted corridor. Take it out too. There's a Grigari in the distance, ignore him for now. Follow the white line on the floor in the lighted corridor, stay on the LEFT side of the corridor. Do NOT open the door at the first white branch to right. If you open that door you'll get pounded as that's where that Grigari is. Ignore that Grigari for now, just run down that corridor. If you stay on the left side, even that electrical corona won't get you. You'll walk past engineering again. Past that, the white line branches right, but that's the turbo lift room. We're back where we started, but keep following that line through another door. A Grigari will take out a crewman there. Take out the Grigari with whatever you got. You're now in the section where the corridor curves to the left. First white line branch to right is a deadend. Second white line branch is a cross corridor, but it's blocked by electrical discharge. [Note alternate solution later] Continue and follow the corridor left slowly. Another Grigari will attack as you approach. Bypass him or take him out. Take the first door to your right (white line branch) and be careful here. A drone will come out, then a Grigari. Then another drone. There's another drone hiding in the corridor. Take them out. Go to where the drone was hiding, and you're midway in an intersection. Let's call this intersection A, easily recognized due to a fire in the corner. In front is tactical (the red light in the distance). However, you should locate the gravitic mine reloads to your left first. You still need that command chip to get in. Facing tactical, turn left, then right at next corner, take out two drones, and grab the mines to your right. Return to corridor (180, left). Turn right, follow the corridor, past the deadends. You should come to a lighted door to your right, and a Grigari inside. Take out the Grigari with the newly acquired mines. Take the command chip from the guy on the ground. Exit and turn left, go back to intersection A, then down to tactical. Insert chip, use console, and you got tactical online. There is a phaser rifle reload and a hypo in the room. Now you need to find your way back to engineering. Exit tactical. Go straight all the way to the door, ready mines. Turn left, go through next door, turn right, follow the corridor. When you come to the door, run through, a Grigari should be attacking. Back up and drop a mine in his lap. Boom! Continue forward, and there's the electrical discharge right in front of engineering. Hug the right side wall, enter engineering, use the center console, and you're done! [UNTESTED alternate solution: At the cross corridor, run across past the discharge, arm phaser rifle, and turn right. You need to grab the 3 mines first to use on the Grigari. Follow corridor, should be the THIRD branch to the left. Run in there and take out the two drones, and take the mines. Take out the patrolling Grigari with the mine. Go back to the galley and take out the Grigari there. Take command chip. Follow corridor until you get to the fire, turn left sho