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TREKCORE >
GAMING >
THE FALLEN >
Worf 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 Worf
walkthrough is chronologically divided up into the following
divisions on this page:
MARAUDERS (KE'EL TUUL)
INTERLUDE
JERADDO SURFACE (DESECRATION?)
JERADDO TEMPLE
INTERLUDE
DS9 BETRAYAL
DEFENDING DS9
INTERLUDE
SR III SURFACE
AT THE ULYSSES
INSIDE THE ULYSSES 1
INSIDE THE ULYSSES 2
ESCAPE FROM ULYSSES
ESCAPE FROM PRISON CAMP
ESCAPE FROM ARDURIA 2
ESCAPE FROM ARDURIA 3
ESCAPE FROM ARDURIA 4
INTERLUDE
HASS'TERRAL
HASS'TERRAL 2
INSIDE THE LAB
THE FINAL SHOWDOWN
[You're with
Sisko on the Defiant investigating the Ke'el Tuul when the
Defiant was attacked by the Grigari. You must restore
systems.]
You start in the corridor outside the bridge, facing south.
Your objective is make it to deck 2, then restore impulse,
then restore tactical, then finally restore warp power.
First, you need to make your way to the turbolift. There's
nothing behind you, so go south. As you approach the south
door, power fails. Ready phaser rifle. Keep going south. As
you go through the door, a breach pod punches through in
front of you, and 2 drones fly in. Take them out. Follow the
white lines on the ground until you see it branch left
(east). Take it, go through door, and you're at the
turbolift. Get in the open door and use the switch in lift
to get to deck 2.
When you exit the turbolift room, you'll see a cutscene where
the Grigari enters. Ignore that. He won't attack unless you
get close to him or shoot at him. You are in the corridor
facing south
again, to your left (east) is the turbolift, but we won't need
it again. Stand there, watch the Grigari walk off and turn
right. Make a note that the first door to your right (west)
is engineering (warp core). Continue following the white
lines until it branches left (east). Go inside that door,
make a left turn through the door, and you found a deadend
corridor with a hypo and phaser rifle cell. Return to the
previous corridor, stop before the corner. In front of you
is the maroon/purple door with blue branches, which is
impulse room. If you look around the corner, you'll see that
Grigari patrolling the door, and behind him is a drone.
Taking on this Grigari will be difficult with only your
trusty Bat'leth, so don't. You need better weapons.
Reverse course and enter engineering. If you want to talk to
O'Brien, he'll tell you to fix impulse engines and tactical
systems first. Climb up the ladder to get another hypo, then
out to the corridor through the OTHER door.
You're now almost at second north/south corridor. If you scan,
you'll find some gravitic mines in the distance, and some
phaser rifle ammo around the corner. Arm phaser rifle and be
prepared to shoot drones. One will attack as soon as you
enter to corridor. Follow it, and you'll see it's another
breach pod. To your right is a forcefield. Reverse course.
Follow the line to another right turn. The corridor is
blocked further ahead.
Go through the door. Beware of a Grigari attacking. Run past
him. When you reach the other door, exit and turn RIGHT,
past the fire. There's wounded guy there with 3 gravitic
mines. Take the mines. Drop a mine on the Grigari chasing
you and back up. If you can't get to the mines, fight the
Grigari hand-to-hand.
Walk back to the door you came through, you should be facing a
left-turn corner. Approach very slowly, and shoot that drone
in the back around the corner. You're almost at the impulse
room. Run into the corridor (left turn), and that patrolling
Grigari should be walking back. Run up, drop a mine, back
up, watch Grigari get fried. There's a door to your left
with health hypo and more phaser rifle reloads. Now take
care of impulse engines.
Move up slowly, and you'll see an open door, with the doors
bent inward. A Grigari may walk out. If so, use a mine on
him. If not, you'll have to run in there and take care of
him. A drone will also attack. Take it out.
Turn into impulse bay, then take the first door to your right
(that room with a big window). That's the impulse control
room. Walk inside, pick up the blank engineering chip from
the guy on the ground, and use it on the chip writer in the
room. Go outside, and you're at the impulse engines. Look
for the ladder going down to your right. Climb down or jump
down. Walk about midway, and you'll see the chip rack to
your left. Use the chip on the chip rack and impulse is
fixed. Look on the far end to find phaser rifle reload and
another hypo.
Now you need to fix the tactical system. You will need a
command chip. Exit impulse bay, but stop at the door. You'll
see a drone on the far end to the left. Kill it. Approach
that end. Scan will show another drone to your left in that
lighted corridor. Take it out too. There's a Grigari in the
distance, ignore him for now. Follow the white line on the
floor in the lighted corridor, stay on the LEFT side of the
corridor. Do NOT open the door at the first white branch to
right. If you open that door you'll get pounded as that's
where that Grigari is. Ignore that Grigari for now, just run
down that corridor. If you stay on the left side, even that
electrical corona won't get you. You'll walk past
engineering again. Past that, the white line branches right,
but that's the turbo lift room. We're back where we started,
but keep following that line through another door. A Grigari
will take out a crewman there. Take out the Grigari with
whatever you got.
You're now in the section where the corridor curves to the
left. First white line branch to right is a deadend. Second
white line branch is a cross corridor, but it's blocked by
electrical discharge. [Note alternate solution later]
Continue and follow the corridor left slowly. Another
Grigari will attack as you approach. Bypass him or take him
out. Take the first door to your right (white line branch)
and be careful here. A drone will come out, then a Grigari.
Then another drone. There's another drone hiding in the
corridor. Take them out. Go to where the drone was hiding,
and you're midway in an intersection. Let's call this
intersection A, easily recognized due to a fire in the
corner. In front is tactical (the red light in the
distance). However, you should locate the gravitic mine
reloads to your left first. You still need that command chip
to get in.
Facing tactical, turn left, then right at next corner, take
out two drones, and grab the mines to your right. Return to
corridor (180, left). Turn right, follow the corridor, past
the deadends. You should come to a lighted door to your
right, and a Grigari inside. Take out the Grigari with the
newly acquired mines. Take the command chip from the guy on
the ground. Exit and turn left, go back to intersection A,
then down to tactical. Insert chip, use console, and you got
tactical online. There is a phaser rifle reload and a hypo
in the room.
Now you need to find your way back to engineering. Exit
tactical. Go straight all the way to the door, ready mines.
Turn left, go through next door, turn right, follow the
corridor. When you come to the door, run through, a Grigari
should be attacking. Back up and drop a mine in his lap.
Boom! Continue forward, and there's the electrical discharge
right in front of engineering. Hug the right side wall,
enter engineering, use the center console, and you're done!
[UNTESTED alternate solution: At the cross corridor, run
across past the discharge, arm phaser rifle, and turn right.
You need to grab the 3 mines first to use on the Grigari.
Follow corridor, should be the THIRD branch to the left. Run
in there and take out the two drones, and take the mines.
Take out the patrolling Grigari with the mine. Go back to
the galley and take out the Grigari there. Take command
chip. Follow corridor until you get to the fire, turn left
should be tactical. Fix tactical, then the rest should be
same as fix engineering.]
The attack on
the Bajoran temple by Kahl-taan is disturbing... Obanak want
the temple on Jeraddo investigated, Sisko is going, and you
volunteered to help...
JERADDO SURFACE
(DESECRATION?) |
[You
volunteered to follow Sisko and Kira to explore the temple
ruins on Jeraddo]
Note: as Kahl-taan is too hard to type, I'll just call the
Kahl-taan guys "attackers".
You start outside the mining complex. Arm phaser rifle. There
is a ladder in front of you. Climb to top. A flyer will
attack. Kill it. Follow the path straight, then left. Kill
another flyer. Continue to a right turn. The Kahl-taan will
beam in. One will attack, but if you shoot he'll probably
fall off. As you make the next right, another appears on
your right. Kill him. Make your way to the room. Inside the
room is a ladder down, and a Kahl- taan at the bottom. Shoot
him from the top. Climb down. Move
across the little bridge, and you'll see an anthropod. Take it
out. Move slowly into tunnel. There may be an anthropod in
the distance. Shoot it from here if you can. Climb down.
Shoot attacker in the distance. Zoom in to see another
anthropod. Sniper it , and you see the exterior gates of the
mining complex.
As you approach, Dax tell you that to reach the aux shaft, you
need to go THROUGH the base. However, the bridge is broken
and it's too far to jump. Climb onto the left shoulder, and
you'll see a platform you can drop onto. Be ready to shoot a
flyer. You'll see a ladder going up from there. Shoot
another flyer (don't fall off when you try to back up!)
Climb to top of ladder, then do a jump / right to get off,
shoot an attacker. There are two crates here with ammo and
hypo. An attacker will beam in on platform above behind you.
Shoot him and climb up. Then climb second ladder up as well.
Now you're at the top level, and you see this bridge going
across. A guy will beam to your left. As you get on the
bridge, two more guys appear in front. Take them out. Cross
the bridge. There's a ladder going down next to one of the
barrels.
Climb down and go through the room. The console is not
working, but there's a door to the right. It's utility
locked though. If you look at the front gate from there,
you'll see something flashing in the distance. Climb down
via the ladder next to the door. Don't approach it yet...
There's an anthropod behind the hill. Kill the anthropod,
then grab the card, and head back up the ladder. Use the
card to get in. Right inside, you'll see a command-locked
door. Ignore it. There's a pipe venting steam.
Walk one or two steps toward it and stop. Turn 180 facing the
doors. Drop a mine right there, and back away, arm phaser
rifle. As soon as you pass the steam, three attackers come
in the door you came in and hopefully be killed by the mine.
Phaser the rest.
Continue to other side of the room, and you'll see another
utility-lock door and command-lock door. Ignore the command
doors, open utility door. Climb up the ladder, and you'll
see two crates with hypo and 3 mines, and another ladder.
Climb down and you'll drop into a broken room, shoot a
flyer. The guy down in next level patrols. Wait until he
turns away before climbing down, then phaser him. Explore
the room for grenade clip and another hypo.
You should note the two utility-locked doors. Behind one door
is an anthropod, and nothing else, so don't go there. Behind
the other door, there are a guard patrolling outside, and a
sniper on
the roof. Easiest way is to drop a mine just outside the door,
and wait for that patrol to blow himself up. Or just open
the door once, then drop a mine at the door, and back up
behind the cargo boxes. When the patrol comes, boom!
Now you need to take care of the sniper on the roof. Crouch to
get on the bridge, then stand up under the guy. Back up
slowly and zoom in. When you see enough of him to shoot (the
reticule
turns red and blinks), shoot him. Now go across the bridge,
ignore the command-locked doors. Hide behind the wall for a
second. If you scan, you'll see an ungulate and corpse of
one. Go
to the other wall, and you can sneak a shot at it. Take it
out, or tease it to a mine.
Continue out the path, and you'll see another ungulate to your
right, in that little "pocket". Approach just close enough
to chuck a mine at it. Boom! Dead ungulate. Now you come to
a door and a gate (see through). Go to the door and grab a
phaser rifle reload. Now it gets tricky. As soon as you hit
the switch for them gate, two attackers beam in behind the
gate. So arm mines, hit the switch, drop mine, and back up.
Repeat for the second guy, and you'll be at the elevator
room. Get in, ride the elevator down, and exit to reach the
next level.
You start in
the elevator room. Exit, head downstairs. There is a phaser
reload at the bottom of stairs, but don't take it yet. Go
through the door, and turn right. You'll see crack at the
wall.
Do NOT move yet. Arm mines. Head forward, drop one, watch the
wall collapse... And one anthropod charges you. Hopefully it
blows up with the mine. Sniper the next one. NOW get the
reload. There's a hall way beyond that "green tank". Climb
over the boxes or walk the edge of the tank to get there.
Follow path as it makes a left turn into a gate/door area,
kill a flyer, get a hypo. Go through the gate, then through
the door behind it to get mines and phaser rifle reload.
Come back out, go through the door, and you're at the
temple.
A guy will be exiting the door. Shoot him from your ledge.
Then jump down there, and go through the door he came out
of. Follow the path and stop at the corner. Look around the
corner for the patrol. Kill him. Go up the path and shoot
another patrol in the back.
You should now be at a room where you see lava below, and the
only way across is to drop down to the crossbeam. Look for
places for intermediate drops. Walk across the beam, climb
onto the other ledge. Approach the door carefully. You'll
see one of the floorboards fall off into the lava below.
You'll need to make a running leap... However, before that,
zoom in and see if you can shoot that attacker on the far
side stairs.
Now make a running leap (back up to the edge to get more
speed). You should make it with no problems. Shoot the
attacker if you haven't done so. Go up his stairs, and
you'll see your pushbutton puzzle. Solve the puzzle, and the
door will open, but it'll close in 5 seconds, so get out
immediately. Now you're at the "miniplaza". There's an exit
to your LEFT, and a staircase going
up. The left exit leads to a room to the left. Kill an
attacker inside, and take a hypo, return to miniplaza. You
can forget this room if you don't need the hypo.
Go upstairs. There's an anthropod on top of the stairs. Chuck
a mine at it to kill it. Go out the door and you're at the
"balcony", which exits to the right. Shoot a guard in that
direction. Get to the bottom.
If you need more reloads, turn left 180 and continue down the
flat section. You'll see two crates (hypo and phaser rifle
reload). An attacker will appear. Take him out. Take
supplies. Turn right and stop at bottom.
Head upslope. When you reach the staircase to the right going
up, climb up, then immediately back down, and kill two
attackers.
This is the main staircase and in front is the courtyard with
two obelisks. I'll use this place as a reference point as
you climb up. Go right after climb, and you come to the
first room. Kill attacker inside, then go upstairs to push
first switch. If you need supplies, there's some inside the
room, protected by gravitic mines and another attacker.
Expend minimum shots needed to get them, as you're not here
to sweep mines. If you need MORE, go all the way right,
watch an attacker take out an anthropod, then make your way
past the gravitic mines. There are two crates at the end.
However, put your back against the wall before opening them.
As soon as you do, two attackers will appear. Take them out,
then take the supplies (reload and hypo).
Now do the LEFT side (as you go up the stairs, your left) of
the plaza. There are three attackers inside the room, for
just one hypo. Push the switch, come back down.
If you like hunting anthropods, keep going left of staircase,
past the room, to the mini temple area. Climb on top of the
coffin and you'll see an anthropod. As you're on higher
level it can't shoot you or reach you, and it's fast. Drop a
mine in its path and it'll blow itself up. Continue to the
temple. Scan for gravitic mines. There is one path you can
take safely. Go in and grab 3 more mines. As you exit, dodge
the mines again. There is another anthropod parked at the
temple exit. Climb onto the
little ledge of the temple, and throw a mine for it to fetch.
Boom! Exit and climb onto first coffin, and you'll see
another anthropod. Drop another mine for it to fetch and
watch it go boom.
Return to the staircase. And enter the "main courtyard" for
your final pushbutton puzzle. Run inside to look at the
puzzle. As you do, two "snipers" beam in, one each at both
of the window
overlooking the two obelisks (where you pushed the buttons).
Take them out, and solve the puzzle. Then run inside and up
the stairs to end the level.
Carnellian
Circle is in town... But everyone is suspicious...
[You are
heading to docking port 5 to stop Terrell and her Obsidian
Order cohorts.]
You start in turbolift. Exit and find a wounded guy. Continue
out.
You're on a high ledge. One Cardassian below, take him out.
Climb down ladder. Stop at the next door. There's a
Cardassian to your right. Kill him. Use the panel next to
him to open a conduit in front of you. The door is locked.
Whack the conduit. You'll need to take out 4 voles inside
(they bite, really). Follow the conduit, dodge the green gas
puffs. Kill another vole in the next intersection. You'll
come to end of corridor.
Scan outside, you see two Cardies. Enter room, take cover
behind boxes, take them out, and take hypo and disruptor
rifle.
There are three Cardies behind the door to the EAST. They may
patrol, take them out. Get a hypo. Climb up to second level
and access panel to open door to the ore core.
Now go west and open the door you unlocked. Don't stay in
front of the fan or you may get blown into the core. You
hear that turrets are now active. Three Cardassians will
enter the door
across, take them out. Continue through next door. Take
disruptor ammo.
Beyond next door are two turrets. Shoot the facing one, or
wait a bit until they take out a vole or two for you so you
don't waste ammo on them. There are three voles there and
two turrets. Once
you took out the far turret, climb on the ladder on your side,
then go up, go a little past the walkway, and take out the
turret. Now get the hypo and the grenade clip. Use the
switch to open turbolift, take it down the next floor.
Exit turbolift, you see a wounded guy. Open wall shelf to get
disruptor ammo. Go through the docking ring to other side,
turn right. Tricorder shows four guys on the other side. Be
careful
with ammo. Open door, shoot one guy at console. Another will
patrol. Open door and shoot again. Two down. Then go
through, shoot around corner to get one more, then finally
shoot last guy in the room. Use the console at where you
shot the first guy, and first mission is accomplished.
Of course, next mission is going back up to upper ore shaft
and take care of Cardies there with their bomb. The room is
full of ammo, take all of them. Reverse course, go back into
the turbolift to end the level.
When you start,
you're inside the turbolift. Exit turbolift, turn left, take
out one guy, then another. Note the door to left. Continue,
turn left and take out Cardie at the console. Approach
slowly and take out that last one around the corner. Use the
console to open the two doors (one of them you just passed).
Head back slowly, kill two voles. You can avoid the phaser
cannons by running in UNDER them, then use the ladder to
climb, hide behind cargo box, then jump in there to use the
console. Move against the wall to get disruptor ammo and
mines. Turn back and exit same way. You can also just kill
the phaser cannons. Use the console on the higher level to
move the cart and expose the
conduit. Open conduit and get in. Follow it to the right to
another cover.
[If you want to do the other side: The Cardassian probably
killed the voles already. In any case, use the barrels to
take out the Cardassian sniper on the upper level. Climb
onto the box, then
run/jump to leap onto it. Turn toward door and backup. Two
Cardassians will attack. Take them out, turn around and take
disruptor ammo. Use the panel to move the cart from blocking
the entrance. Jump down, shoot the entrance, and the vole
inside. Move into conduit, shoot 2 more voles. Follow
conduit make left turn.]
Shoot cover, then the Cardassian in corridor. Get into
corridor. Go east, open door. You're on this little platform
with a long drop. Explosive is on top of shaft, so you'll
need to unlock the rings and use the elevator. Climb down
and you'll see the elevator control to your left. Go past it
and climb up the other ladder. Shoot the Cardie and the mine
as door opens. Approach slowly.
[You can't go left, as your way will be blocked by a
forcefield]
Go right, shoot Cardies, make your way around counterclockwise
until you come to the room with the poison stuff in a pool
(and a warning from Dax). Save now. This is a jumping
puzzle. Jump onto the first box, then back up a little then
do a run/jump onto the bar. Drop onto box, then just run
forward into the room (don't jump or you'll hang on to the
door ledge, and there's nothing to drop to!) Use the
blinking console (first one) to unlock the ring. Continue
out the door, keep going counter-clockwise and back into the
shaft room. Climb down, go to console to your right. Use the
console. Back into the elevator. When elevator reaches top,
walk forward onto the ring. As ring rises, you
should see the explosive panel in front of you. Use it, and
you win the level!
Starfleet is
not happy about losing the orb, so a covert mission is
organized to go to S-R III in attempt to retrieve another
red orb...
[You're off to
see if you can find the red orb at SRIII... And to demolish
the Ulysses.]
You start on a stone ledge. Arm phaser. When the other
Starfleet says "we have company", start shooting at the
flyer. Another one will fly up, nail it too or you may get
poisoned. Head downslope,
and you'll see an antitoxin below you. Use it if you got
poisoned. Keep going downslope until you see a bridge to
your left. Start dropping carefully, grab phaser rifle
reload. Continue on bridge, jump across, continue into the
cave. Shoot another 2 flyers. Continue into tunnel and get
out the other
side, do NOT shoot the guy that appears in the distance! When
you exit, you're at the waterfall area.
Grab respirator and another hypo. Arm respirator and jump into
the lake. You'll see an escape pod, and a big fish. Shoot
the fish. Swim inside and grab grenade launcher, grenade
clip, and another phaser rifle reload. When you climb out of
water, 2 Jem'hadar beam in. Take them out.
Continue back through tunnel, take out two more Jem'hadar.
When you exit the tunnel, two more Jem'hadar appear on the
opposite side. Take them out. Now do a running leap and get
on the other side. Climb up, but not all the way to the top.
Take out Jem'hadar to left and right with sniper mode. Now
climb up, turn left, and continue to the first glowing
plant.
There's a tunnel to your right, extremely dark. Go in, use
your flashlight and navigate the tricky tightrope, shoot the
flyer. Continue through the tunnel and you'll come to a
ledge. Watch for the gator in the water. Use islands to
dodge them. Swim around corner to the transponder, turn it
off, and take reloads and antitoxin if you need it, and the
shield belt. Now make your way back out to the glowing plant
by going through the dark tunnel again. You may want to let
your flashlight recharge first.
When you exit the tunnel, continue down the mountain to your
right. Two Jem'hadar will attack, then two more, use grenade
launcher here may be a good idea.
You'll see 2 more Jem'hadar in the distance as you continue
down the mountain. Snipe them. As you follow the road,
you'll see another Jem'hadar ahead. Snipe him also. Take the
reload from the
2 that you sniped over on the bridge. Continue downslope.
Deactivate another transponder, take more hypo and reloads.
Continue down the mountain, shoot 4 Jem'hadar and reach
valley floor.
There's a little mountain pass straight ahead. Go inside, jump
to next island, then scan for more of those "gators". Shoot
them or dodge them. Make your way past those sloped islands,
and find the
escape pod. There's nothing inside the pod, all things are on
the island. Find medikit and some reloads. Make your way
back out.
Follow the bottom of the valley. Shoot 4 Jem'hadar. Continue.
Shoot 4 "dogs", then a flyer. Continue and shoot a "gator"
on the ground. Continue to the "bridge". As you cross
Jem'hadar appears. Take him out. Cross bridge into tunnel.
When Sisko tell you he's at Ulysses, stop. There's Jem'hadar
around the right-turn corner. Take him out. Continue down,
take out another Jem'hadar. See the grenade reloads both on
the road and off to the left, but don't grab them yet.
Continue down the road. Stop at the S-turn.
There are 2 (1?) Jem'hadar down the road, and 2 more on the
ledge in the distance. Use grenade launcher and lob grenades
OVER the rock to get the closer ones. They don't see you so
they won't
know what to do. Use sniper zoom and take out the other two on
those ledges. Go back for grenade reloads if you need them.
Continue forward, take out one more Jem'hadar to the left,
then a couple flyers (watch out for poison!). Follow far
right of canyon wall to get reloads and more hypo. Go back
out to the first "platform" (the round column) you can stand
on.
Now you need to do the jumping sequence. Do a running jump to
the one in front. Climb up the higher one. See two Jem'hadar
in the distance? Sniper them. Do this quickly because flyers
will be
buzzing you and you can easily get poisoned here MANY times.
Jump onto the column on the RIGHT. The one on the left is a
bit too far. You'll just barely make it to the one on the
right with a
running jump. Climb up, then up. Make sure those Jem'hadar are
gone. Turn left and run/jump onto the next one. Climb up,
then down, shoot Jem'hadar if still there.
Continue on the path, and climb into tunnel. Use flashlight to
navigate, turn right, and keep running into next level...
[Objective is
to enter the ship.]
You start in a cave. Stop at the end and you're at a ledge
with a DEEP drop. Below is a transponder and some more
supplies. Jump into the water as far away from the cliff as
possible (use run and jump) so you have more room to drop
deep. Swim up and take supplies, which are a shield belt, 1
hypo, and two phaser rifle reloads. Turn off transponder.
See the cave in front? Time to swim some more. Arm
respirator...
Jump in and shoot fish. When you exit the cave, turn left, and
keep following the contour. You'll be UNDER the saucer of
the ship, but the only way into the ship is on top, like
Sisko did. Shoot fish or gator that come close to you.
There's another transponder under the saucer, with more
shield belt and ammo for your phaser rifle, and a medikit.
You need to get to the top of the ship, and that means swim
ALL THE WAY around the ship clockwise. You need to shoot
several more fish. To save ammo, use sniper mode. One sniper
shot will kill a fish, while it takes two regular shots to
kill one. Continue until you reach the saucer's top. Emerge
slowly, sniper two Jem'hadar in the distance. Get reloads
from a transponder on the
cliff. You can't turn off the transponder, don't worry, that's
for Sisko for turn off. Now head to the top of the ship by
getting back on the saucer, then following it COUNTER
clockwise, take out 4 Jem'hadar as you approach the raised
bridge with sniper mode. One may see you any way, take him
out.
Continue counterclockwise. You'll see two supply cache at the
black lower portion of the top hull. When you approach the
first one, two Jem'hadar will attack. Take them out. Find
reload in the
second cache. Climb back up to the raised section next to the
"spine". A flyer will fly up, take it out. As you reach the
"corner", look left and take out a Jem'hadar. Approach
corner slowly. Sniper two more Jem'hadar. Go after that last
cache in the corner. As you do, two more Jem'hadar beam in.
Take them out, take all supplies that you need, then head up
the "stairs" on the other side of that "bump", jump into the
hole to next level...
[Objective is
to plant explosives in strategic spots to demolish the
ship.]
You start in the deck above the cargo/shuttle bay. Below you
is a broken beam leading down. Jump onto it, then move
slowly down. There are at least two Jem'hadar below you.
Look for cargo
containers you can jump onto. Do that, and shoot the two
Jem'hadar in the distance. You may be able to sniper a third
one, maybe not. Look for a single container to jump onto,
then jump to ground floor. Scan around and take supplies.
Study your mission objectives. First is plant demolition
charges on the auxiliary reactor. If you move north a bit,
right up against the containers, you should see several
Jem'hadar there in
front of the reactor. Lob some grenades over the container to
get them. Take out 4 more Jem'hadar as you make your way to
the other side of the shuttle/cargo bay.
Notice the cracked deck? Jump down, then all the way down to
the deck below. Take polaron rifle. There is a ladder in the
corner. Take it up, then take the ladder next to it all the
way to the top. You're now at the walkway. To your right
should be a locker with hypo and reloads. Keep going on the
walkway (left turn), crouch to go under the fallen beam,
keep going until you come to
a broken walkway to your left. Doesn't matter... You can walk
across on the remaining beam. Use switch to open door. Walk
into the door. Walk past the empty turboshaft, and you're at
auxiliary
reactor room. Turn right and jump down, then take the ramp
down to floor level. Stand in front of the reactor control,
scan to confirm target, use one of your explosives. One
down, two to go.
Next target is the computer core. Based on the picture, it's
underwater. The exit is under the fallen walkway. There's a
locker there, open it to get more hypos, phaser rifle
reload, and polaron rifle reload. Exit and take out a
Jem'hadar to your right. Continue straight. See a door with
blinking lights to slight left, on second level? Climb onto
containers and jump to door. Use switch on wall and take out
two Jem'hadar inside. You will come to a corner turning
right. You're now at Y intersection, upper right corner. In
the other branch of Y is a Jem'hadar with extra polaron
rifle. In the "stem" of Y are two Jem'hadars. Take them all
out, grab any reloads if needed. Head straight down the
"stem" corridor, then jump in that hole to your right to end
the level.
You start off
in a deadend corridor. Continue forward, kill a Jem'hadar.
Arm respirator, and drop through that hole in the floor.
Turn around and head back out the open doorway, you're in a
turboshaft. Shoot a fish that comes biting. Climb onto the
only passage way lighted. Climb up the ramp. Go forward,
drop through the hole. Go back to grab respirator and hypo.
Continue forward, kill 3 Jem'hadar, and you're as
Astrophysics lab, and Sisko has already gotten the package.
Take all the reloads and ammo in the room (don't forget the
TWO lockers). Now go where the three Jem'hadar came from.
Make another right, and you're at another flooded
turboshaft. Make sure your respirator is ready, it's time to
make another dive.
Dive into the shaft, and aim at the red lighted corridor below
you. Swim through, and swim up to the open space to your
left. Recharge respirator, shoot any fish that comes by.
Now, your tricorder should show a red-arrow. As expected, your
objective IS underwater. When your air recharge is complete,
move over to the big column into your sky to your
left/front. See a ladder climbing up? Don't take it yet.
Keep going east (left) until you see this big round column.
Dive below it and watch your tricorder, you should see your
objective past the center of the big column. Swim into the
room, plant the explosive, grab any supplies, reverse
course, and come back out. One to go.
Now it's time to climb up the ladder. Climb up, take out 4-5
Jem'hadar. Grab any supplies near by (feel free to explore a
little). When ready, jump across that broken walkway. If you
fall into the water, just climb up and try again.
Approach the corridor straight ahead. When you reach the end,
two Jem'hadar beam in ahead of you. Take them out. Look
below to your right, you see a blue lighted flashing door.
Just run toward it, don't jump, and fall into the door. Run
inside, make a left, and you're back in astrophysics. Take
any supplies you haven't grabbed before from the lockers. Go
to the blue door and access the raised switch on the wall,
and exit through the new corridor to next level.
You're in the
corridor leading to another blue door. Open the blue door
with the console on the right wall. Take out two Jem'hadar
in the room. Plant the last explosive on the deuterium tank
in the corner. Exit is at the opposite wall, take out a
Jem'hadar on the level to the left when you get there.
There's a ramp up, a Jem'hadar on top. Take him out, climb
up. As you approach the exit, 3 more Jem'hadar approaches.
Take them out.
Go to the opposite wall and access the switch to open the
door. Continue forward and you're almost at the lifeboat
bay. There's a Jem'hadar to right, take him out. Go left
instead, and there's an open door. Jump onto the ramp, and
climb up ladder to end the level.
[You see that Sisko is surrounded, and you were attempting a
rescue when more Jem'hadar appeared behind you... No
escape...]
[Objective is
to escape... You were left for nearly dead by two Jem'hadar
who fought you... But they underestimated Klingon
constitution...]
You start in the ring. Continue forward to the exit those two
Jem'hadar took. The room has a shelf at the end, take shock
blade, blade cell, and tricorder. Arm shock blade. Scan
outside. There should be two Jem'hadars patrolling. When the
second guy turns his back, run out and turn LEFT into the
door, don't attack the two Jem'hadars as they will trigger
the alarm. If they do, more Jem'hadar will beam in.
Take out a Vorta in the next room. Get a hypo. Climb up ladder
on far end.
You should see two Jem'hadar through the window, they patrol a
bit. Wait until one heads the other way. Open door and zap
the closer one. When the other guy comes, zap the other one.
Cross over to the other end, zap the Vorta, and you got level
1 access. Open the "shelf" to get phaser rifle, phaser rifle
reload, and shock blade reload. Ignore the level 2 console.
When you head back to the window, you see that two Jem'hadar
waiting on the other end, two more act as snipers on the
floor below. More Jem'hadar mill around on the floor below.
Open door,
and take out the two at your level, then one more. Then use
sniper zoom to the head to remove the two on the crosswalks
below. Head directly across to the door you come in from.
Climb down. Use level 1 card to unlock door, which leads to
the level with 1 more Jem'hadar, provided you took out the 2
snipers before.
Go to where the snipers were, go through, get more supplies
(phaser rifle reload), then use level 1 card to open door.
Shoot the Vorta, then three Jem'hadar. You're back in
exercise ring.
Explore next door over to get one more phaser rifle reload.
See the door you went out from? Go through the one next to
it. Stop before exit. Scan carefully... You need to make it
into the room
to your right. You may be able to do it without shooting any
one if you move fast and the guards were looking the wrong
way. Shoot guard before they trigger alarm. If they do, you
need to fight quite a few of them. If alarm was triggered,
turn it off after you kill all attackers. Go into room, use
level 1 card to open next door.
Inside is an autoturret. Right under it is a shelf with your
Bat'leth and some reloads, hypo, etc. Run there and grab it.
The turret can't shoot right under it, but you can't destroy
it either. Run behind the column for cover. Then when the
turret turns away, run to the switch/elevator, which takes
you below. Run onto that white platform, which is an
elevator taking you down to the next level...
You start in a
big cargo room. There are some supplies in here, but also
Jem'hadar. One is at upper level, but he hasn't seen you
yet. There are two more. Take them all out. Take the polaron
rifle and hypo from storage shelf next to elevator. Get on
elevator and get up, shoot Jem'hadar coming through
corridor.
Go through corridor. Shoot Jem'hadar below you first, as he is
next to an alarm. One possibility is as he patrols, blow the
barrel next to him. THEN shoot Vorta on the far end when she
gets to the barrels.
After that, jump across, dodging the two "thumpers" (is this a
cliche or what?). If you did trigger the alarm, you have to
go get level 2 pass from the dead Vorta, come back to
deactivate the alarm to turn off the forcefield, THEN jump
across AGAIN.
Approach corridor, blow the barrels in front to take out two
Jem'hadar. There's a turret to your left. Shoot barrel to
take out the turret.
Continue and get on elevator, but immediately come back up
again. Jem'hadar will trigger the subspace mine and blow
himself up with the barrel. Scan carefully if he didn't and
disarm the subspace mine. Take ammo. Continue out door, turn
and shoot two guards next to green river. If alarm was
raised, drop it with level 2 card and console in the
previous room.
There is no way you can jump the broken walkway, so instead,
use the cargo box to climb overhead, then walk the pipes
until you make it to the other side. Shoot three guards next
to barrels as possible. Take out a subspace mine. Then run
up to the bridge, stop at the edge. When the Jem'hadar
comes, blow the barrels and the Jem'hadar. Take shockblade
and/or reloads and hypo from shelf. The bridge now has a
hole in it, so jump across. Access the door with level 2
pass, continue to next level.
As you approach
the door, Jem'hadar will approach, but he can't hit you if
you stay to the side of the corridor. Approach, and zap him
when he gets into range. To your right is a turret. When the
turret turns away, run in, zap a barrel, and watch the
barrels chain react and toast the turret. Climb up ladder.
Watch the tricorder for a subspace mine (very faint green
dot). Zap it. Crouch and stealth approach the Vorta. Take
her out, get hypo. Use level 2 card on console to open the
cover. Climb down ladder, and you come to the next jump
puzzle. Basically, jump on to one paddle, move forward, jump
onto bar, shimmy across, drop down onto other paddle, turn
around, jump onto platform. Take out one Jem'hadar in the
room, then the other Jem'hadar. If one Jem'hadar comes after
you, he may fall off. Take ammo from shelf.
Go through corridor, continue to the console. One Jem'hadar
will approach from below. Blow barrels to take him out.
Climb down. Kill another Jem'hadar ahead, then another. Use
barrel to kill turret. Shoot Vorta in distance. Continue to
corridor. Use console next to orb to deactivate forcefields.
Grab orb.
When you exit, you'll need to kill three Jem'hadar, two on
your level in front, one on the high platform to your right.
Go to the platform, look up, and you'll see another
Jem'hadar. Climb back
down, use shock blade to take him out (it has the range to
reach up). Climb up again. See the other ladder, climb up.
Use tricorder here to find subspace mines. Walk tightrope
across to
other side, sweep mines when you get close. Use shock blade to
sweep as you'll need distance weapons later. Locate ladder
and climb up.
When you reach top, two Jem'hadar setup on the other side.
Shoot them. Then turn to your right, sweep the mines to your
left. You should see a small door that will open. Inside is
another ladder.
Climb to top. Make your way across first the spinner, then the
two moving platforms. Move slowly to window, you should see
Vorta and Jem'hadar. Get inside door and take them out. Take
ammo and hypo.
Climb up ladder, pause periodically to avoid steam. When you
reach the top, take out two charging Jem'hadar. Go around
corner, see ladder. Climb up, drop down to other side to end
level.
[Yep, one more
before you get out. Must acquire level 3 pass. ]
You can go below, but there's nothing there. Instead, climb
onto that lower ledge, then do a flying leap to the higher
ledge. You can reach the other vent from here. Climb in,
push in, and you're in a cargo room. Take shock blade ammo.
Go up elevator, get 2 hypos. The Jem'hadar on level 3 may come
after you. Take him out. Go up the other elevator to get to
level 3.
When the turret is not watching, run to the center console to
turn off the turret. Use elevator to get to level 4. Check
both rooms for more ammo. When you check second room, two
Jem'hadar will enter. Take them out. Exit through the left
red-flashing door.
You're now back in the prison level, and you need to kill a
LOT of Jem'hadar to find the level 3 pass. Make your way
through the door you can open, grab ammo, and you're in the
prison control room. Exit out to block level, shoot three
Jem'hadar. Go in first door with flashing lights above to
your right, grab reload and hypo. Exit, kill three more. Go
to next door down and grab more ammo and hypo, kill 3 MORE.
Go through door to right and you're in next control room. Go
through control room (3 MORE Jem'hadar). If you need more
hypo, climb the ladder and look above, but expect more
Jem'hadar. Go through the other end to another block level.
Kill three MORE Jem'hadar (grab reloads as needed to the
doors to your right). At the end of next block, you'll find
a Vorta with level 3 pass. Kill her. Now turn back (counter-
clockwise). Fight your way back to the starting point.
The other door at starting point should now be active. Go
through, kill two Jem'hadar in first cargo room. Jump on
elevator, ride it down. Kill two Jem'hadar in front, then
three more to the right. Continue out, use level 3 pass, on
console, and you are out of the prison!
[Watch cutscene as Kira try to cover your escape and you two
were beamed out just in time...]
You're back in
ops. Talk to all the people to see what your next mission
is, and what kind of presence do you suspect...
[Your job is to
plant Thorium explosives in Terrell's lab to make sure she
goes nowhere.]
You start with 6 gravitic mines in front of you, use tricorder
to see them. You can also spot them as black spots on the
snow. Autoaim won't work on them. Aim manually.
There is a Cardassian guard in front patrolling near the
barrels. Snipe him before he can raise the alarm. Try to
catch him next to the barrels if you want to blow him up
with barrels..
I recommend you sweep the RIGHT side mines since the left side
is in view of the barrels, thus auto-aim may disrupt your
aim. Then pick up a disruptor rifle and two reloads at the
cargo boxes in front. You'll need to climb on top of boxes.
Look for the big rock in the middle of the "road". Save now.
Move to the wall to the right of that. Turn toward the ship
in the distance. A Cardassian guard should be patrolling.
Snipe him (hopefully one shot to the head) or he'll raise
the alarm. If he sees you, you're too close. Reload then
move further back, then turn. Don't follow the compound wall
due to more mines, and your phaser ammo isn't in abundant
supply (and disruptor rifle doesn't sweep mines).
Hug the right wall and continue slowly toward the main
entrance. You should see another guard beyond the door,
snipe him also. If you need more hypo or ammo, try down at
the ship, but there
shouldn't be much there.
Move slowly to the door area, where the area widens out to the
right. Back against the wall, move right until you see the
exhaust port spewing red plume into the sky. There is
another guard there, snipe him also. You're now almost out
of phaser ammo. Continue toward the exhaust port, go under
those supports as the path is mined. Stop before the end.
There is one more guard to your left, snipe him or shoot
him. Sisko turned off the exhaust port. Find the ladder and
climb down.
Turn around, use the switch to open the gate, then it's "dodge
the gas" time. Continue until you reach the next switch. Use
it to open gate, walk out onto platform. Use the high bars
to shimmy
across. Drop down to next platform, turn 180, climb onto next
bar, repeat until you're across. Use switch to open gate,
more "dodge the gas puff", use a switch to exit the gate
into the other exhaust port to end the level.
You start in
the exhaust port. Climb up the ladder and you're inside the
compound. Go through the only door you see, go out the
second door in the room (use switch) and you're inside area
1.
Save now. Move slowly left and stay behind the boxes. There's
a Cardassian that walks up and down that slope, near the
security station to the front. Surprise him and get his
level 3 military
pass. Take disruptor rifle reloads and hypo on the crates
around you. If he raises alarm, expect to fight plenty more
guards, so don't let him. If you failed, reload and try
again.
Look around the corner, and you'll see a phaser cannon on the
room beyond the forcefield. When it's not looking, use the
pass, run through, hide behind the cargo boxes, and shoot a
Cardassian
to the southeast. See that level 3 military door? Shoot a
Cardassian THROUGH it when he comes patrolling. When the
turret's not looking, run in there, and plant the explosive
on target beta. Two to go.
Look through the forcefield again to make sure the turret is
not pointing at you, then go through, and immediately kill a
Cardie patrolling. Note that you're near internal exhaust
port. Remember
this as you'll need to come back later. Follow the right wall
and go counterclockwise, and kill a Cardie in the next
building over. Dodge the turret, then see that door at the
raise building? When
the turret's not tracking, run inside. Take hypo and disruptor
reload.
Exit out the other door, but stay in the doorway. When turret
is not looking, walk off the edge, crouch, and move UNDER
the barracks. Yes, UNDER. There is your objective alpha
(though it
may not show on scans, just the red "arrow") Drop explosive to
finish alpha. Turn around so you're now the same orientation
as you where when you exit the door above.
When turret is not looking, run forward, follow wall to
another forcefield (level 2 military lock), beware of turret
on the other side and behind you. When turrets are not
tracking, run through and hide in doorway. A Cardassian will
walk by, ambush him, do NOT let him trigger the alarm.
You're now near the science building (two entrances). The next
building over is the thoronide processor. There is another
Cardassian on the far building, upper level. Crouch and go
to the far wall, then slowly work your way around/under the
building and take him out. You find one more forcefield, but
this one only use a switch. It is also covered by a turret
on the other side. When the turret is not watching, run
through, hide in doorway.
You're almost at the cargo bay. Cargo bay is that one
extra-big building that doesn't look like all the other
"modular" buildings. You should be able to see a guard in
the distance, keep opening and closing the door as he
patrols inside and outside. Use buildings for cover and take
him out before he triggers the alarm. Go inside, climb up
ladder to second level, and drop the explosive below the
camera. All three explosives have been planted on the
surface. You had SIX explosives, so that means you need to
drop three MORE inside the lab.
Now make your way back to the exhaust port. Exit cargo bay,
turn right, go straight until wall. Turn left, follow wall
on right to forcefield. Go through forcefield when turret
not looking, turn left, follow left wall ahead to level 2
military forcefield. When turret not looking, use key and
run through to left, follow left wall, shoot Cardie at
exhaust port, jump onto exhaust port, climb down ladder, use
switch to open gate, use another switch to open the other
gate, crouch and move through, drop down to next level...
You are inside
the vent. Forward is a vent going down. Move on top and
it'll retract, dropping you into a cargo room. Take
disruptor rifle and hypo if needed.
Now check your mission objectives. You need to plant the alpha
explosive on the computer core, then two explosives on the
two distribution nodes. While the two distribution nodes are
simple
enough, the computer core will be rather more difficult. The
main problem is getting lost, since the lab is quite
complicated underground. However, you get full directions
here.
Your first objective is to move into the corridors without
being seen. If you scan the door, you'll see Cardassian
guard patrol outside the door, an agent punching a console,
and a vole running
about. When the guard walks off, exit and turn right, then
follow right wall until you come to an Obsidian Order sign
to your left, and corridor with closed door to your right.
That's the computer
core. Take out a patrol in front. Go in and kill a guard to
left. Then take out one more guard inside the room. Use that
little switch at the end of the room to open a tiny
compartment in the floor. Drop explosive in there, then use
switch to close door. Objective alpha achieved.
Exit the corridor, and turn right. Follow the path slowly. You
can see the EPS conduit in the distance. Kill a patrolling
guard. Ignore any other threat you scan to your right, as
they can't see you. Approach the EPS conduit slowly, look to
your left down the corridor and kill another guard. Use
switch to open the conduit, drop bomb inside, then use
switch again to conceal. Gamma is done.
Follow the wall with the glass. Beware of the guy inside. When
he has his back turned, crouch and move down the corridor.
He can't see you through the glass. Wait at midpoint, ignore
the door to your right. Wait until the inside guard turns
back before continuing. As you approach, shoot another guard
to your right front. There's the other conduit, so open the
conduit, plant the last explosive, close conduit. Now you
need to find the elevator to the lab.
Head back across the corridor again, dodging the inside guard
again. He can't see you through the glass, don't worry. He
can only see you through the two doors, and only if you're
there! When you get to the end, make a LEFT. Take out a
phaser cannon on the opposite wall. If you need ammo, move
back to where you started (make a RIGHT instead of left),
past the security station and the computer core and get
inside one of the store rooms for reloads and hypo, kill
patrol or vole if they're in your way.
Any way, take out the phaser cannon. There's one guard around
the corner. Take him out, run into the turbolift, and watch
it go down to end the level.
[Obanak and Grigari came to crash the party... He had the
third orb all along, and he got the one on DS9, and now he
just got the third one. You better stop him or else...]
[Your job is to
clean out the Grigari around the computer core... Then force
Obanak to retreat. ]
You start in turbolift. Exit and shoot two drones to your
right.
Turn right. An unarmed Grigari is on the end of that side,
take him out with your Bat'leth. Get hypo, use console, open
window. You see two Grigari on the level below. If you
approach the door, you'll see another on your level. All
three have plasma thrower. Take all three out (you may want
to use grenade launcher and bounce grenades off the far
wall) Climb to other side and use console to re-enable the
center console.
If you want to do the other side, go down corridor. Door to
your left is locked. Turn right and use the console at the
end and backup immediately. It opens the window to your
left, and two drones are on the other side. Shoot them.
There's a Grigari in the room as well, arm phaser rifle. Go
in door and turn right. A drone will burst out of the floor.
Take out the drone. Use grenade launcher on the Grigari,
take the other plasma thrower if you need it. Climb down and
jump onto the opposite platform to get a hypo. Get back up
to your side.
Go back to center console, use it and the core door will open,
revealing another Grigari. Go in there and take it out.
Continue through to the core. Run past the core to the other
door, which is locked. Remember this spot. The conduit to
right is blocked, so hack the cover to left, go in. Climb up
to top. Go through conduit and stop at cover. Two Grigari to
right. Your chance is to blow up the barrels and take them
out, or use plasma thrower on them. Get disruptor rifle
ammo. Pick up ONLY enough of the EM blasters so your ammo is
200. Do NOT pick one up if you're already at 200!
Do not climb down that hole yet. That's where Obanak is.
Instead, head out through the door, kill Grigari in the room
(leave the EM blaster!) If you have more than 100 rounds of
EM Blaster, do NOT
pick up those dropped guns, because they will be wasted! Take
out two more Grigari in the next room. Get hypo. Climb down
ladder through hole.
You're at the other control room. Go in there and kill two
more Grigari in the room. Pick up a disruptor rifle on the
far end of the room. Do NOT pick up any guns if it'll waste
ammo. Climb back
up, past the center console, back to the first room, climb
down hole. Now is your big fight.
My strategy... Stay outside the room itself. When you hear the
fireballs are on the way (that ripping sound) stay back.
When there's no sound, charge in and door opens, take a few
shots, back out. If you need reloads, climb up the ladder
and grab those reloads you left before. Come back and repeat
the performance until you "forced it to withdraw".
Climb back into the tube and climb down the ladder, then go
into the main corridor... and you win! (You MAY need to take
out one MORE Grigari in the turbolift in some versions...)
[Watch the endgame cutscene...]
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