Deep Space Nine The Fallen: Cheats

TREKCORE > GAMING > THE FALLEN > Cheats

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

KE'EL-TUUL 1 (MARAUDERS)
KE'EL-TUUL 2
INTERLUDE
JERADDO MINES 1 (DESECRATION)
JERADDO MINES 2
JERADDO TEMPLE
INTERLUDE
BETRAYAL
INTERLUDE
SRIII SURFACE
SRIII SURFACE 2
S-R III, OUTSIDE THE ULYSSES
S-R III, INSIDE THE ULYSSES
S-R III, ASTROPHYSICS
S-R III, ESCAPE FROM ULYSSES
ARDURIA, ESCAPE FROM PRISON CAMP
ARDURIA ESCAPE, PART 2
ARDURIA ESCAPE, PART 3
TAKING BACK DEFIANT
TAKING BACK DEFIANT 2
INTERLUDE
HASS'TERRAL SURFACE
HASS'TERRAL, INSIDE THE COMPOUND
HASS'TERRAL, INSIDE THE LAB
BATTLE FOR DS9
BATTLE FOR DS9 2

 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.

 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...

 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.

 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.

 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.

 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.

 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.

 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.]
 

 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. :-)

 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.

 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.

 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.

 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.

 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.

 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...]

 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.

 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...

 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...

 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 imcore engines.

Explore a bit, and pay attention to the wall diagram (Engineering is to the NORTH of imcore). Locate imcore engines (it's those three maroon/blue extra-wide doors). Get into imcore 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 imcore 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...

 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!]

 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...

 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...

 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...

 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 aguard. 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.)

[Terrell 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... ]

 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.

 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!]