Deep Space Nine The Fallen: Kira Walkthrough

TREKCORE > GAMING > THE FALLEN > WALKTHROUGH > Kira Walkthrough

The walkthrough featured is courtesy of Kasey Chang and his excellent The Fallen Unofficial Strategy Guide and FAQ.  This document can be viewed in its entirety here

The Kira walkthrough is chronologically divided up into the following divisions on this page:

BAJOR 1 (CRUSADE)
BAJOR 2
BAJOR 3
INTERLUDE
JERADDO 1 (DESECRATION)
JERADDO 2
JERADDO 3, TEMPLE
INTERLUDE
DS9 BETRAYAL
INTERLUDE
ODDESEY PART 1 (SR III)
ODDESEY PART 2
ARDURIA CAVES
INTERLUDE
HASS'TERRAL
INSIDE TERRELL'S LAB
DEFENSE OF DS9

 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.

 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.

 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.

 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.

 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...

 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...

 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...]

 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.

 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!

 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...

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.]
 

 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'selevator 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.

 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  f 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...]

 INTERLUDE

You have been cosmetically modified to look Cardassian to join the project on Hass'Terral... You will infiltrate Terrell's project and see if you can get the orb back... Or help Sisko and Worf do it.

 HASS'TERRAL

[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...

 INSIDE TERRELL'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... ]

 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...