Deep Space Nine: The Fallen Unofficial Strategy Guide and FAQ by Kasey Chang (ksc1@aol.com) released December 27, 2001 0 Introduction 0.1 A WORD FROM THE AUTHOR This is a FAQ, NOT a manual. You won't learn how to play the game with this document, and I'm NOT about to add it to ease the life of software pirates. This USG only covers the PC version since that's the only version that I have. On the other hand, it SHOULD work for the Mac version as well. Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among many others. 0.2 TERMS OF DISTRIBUTION This document is copyrighted by Kuo-Sheng “Kasey” Chang (c) 2001, all rights reserved excepted as noted above in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1) This notice and author's name must accompany all copies of this document: "Wing Deep Space Nine: The Fallen Unofficial Strategy Guide and FAQ" is copyrighted (c) 2001 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer.” 2) This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 2a) In case you can’t read, that means TXT only. No banners, no HTML borders, no cutting up into multiple pages to get you more banner hits, and esp. no adding your site name to the site list. 3) No charge other than "reasonable" compensation should charged for its distribution. (Free is preferred) Sale of this information is expressly prohibited. If you see any one selling this guide, drop me a line. 4) If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 5) The author hereby grants all games-related web sites the right to archive and link to this document to share among the game fandom, provided that all above restrictions are followed. Sidenote: The above conditions are known as a statutory contract. If you meet them, then you are entitled to the rights I give you in 5), i.e. archive and display this document on your website. If you don’t follow them, you did not meet the statutory contract conditions, you have no right to display this document. If you still do so, then you are infringing upon my copyright. This section was added for any websites who don’t seem to understand this. For the gamers: You are under NO obligation to send me ANY compensation. However, I do ask for a VOLUNTARY contribution of one (1) US Dollar if you live in the United States, and if you believe this guide helped your game. If you choose to do so, please make your US$1.00 check or $1.00 worth of stamp to "Kuo- Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. 0.3 DISTRIBUTION This USG should be available at Gamefaqs (http://www.gamefaqs.com) and other major PC game websites (such as gamesdomain.com, gamespot.com, etc.). Gamefaqs.com will get the latest version. If you found it on any other site, they copied it from gamefaqs.com. To webmasters who wish to archive this FAQ on their website, please read the terms of distribution in section 0.2. It is quite clear. In case you can’t understand it, it says “no modifications”. This means you may NOT modify any bits of it! It says exactly what it says. Some archive sites do not respect the author's rights. I've seen my FAQ rewritten (so the archive site's name appears in this section alongside gamefaqs.com and gamesdomain.com), cut into multiple pages, each of them have banner ads on top, and so on. If you spot my FAQ modified, let me know via contact info below. 0.4 OTHER NOTES There is no warranty for this unofficial strategy guide. After all, it depends on YOU the player. All I can do is offer some advice. The walkthru information worked for me. PLEASE let me know if there's a confusing or missing remark... If you find a question about this game that is not covered in the USG, e-mail it to me at ksc1@aol.com. I'll try to answer it and include it in the next update. 0.5 THE AUTHOR I am just a game player who decided to write my own FAQs when the ones I find don’t cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander 3, Wing Commander 4, Fade to Black, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Need for Speed: Porsche Unleashed, Mechwarrior 4 and Black Knight Expansion Pack, and many other titles Most of them should be on gamefaqs.com, the biggest FAQ site around. You can also find some of them on my old KC Game Nexus website at http://www.geocities.com/TimesSquare/Alley/6275. If you need to write me, send e-mail to ksc1@aol.com. (Any spam will be reported to respective authorities). 0.6 DISCLAIMER/ COPYRIGHT INFORMATION Deep Space Nine: The Fallen is created by The Collective, and published by Simon and Schuster Interactive. This USG is not endorsed or authorized by The Collective or Simon and Schuster Interactive. The Fallen BBS at http://bbs.simonsays.com/cgi-bin/forumdisplay.cgi?action=topics&number=15 provided plenty of help in compiling this document, esp. "Dyre Straits". 0.7 REVISION HISTORY 27-DEC-2001 Initial Release 0.8 THE MOST FREQUENTLY ASKED QUESTIONS Q: Can you send me DS9: The Fallen (or portions thereof)? A: No. It's in bargain bins now for about $10, so buy it! Q: Can you send me the manual (or portions thereof)? A: No. If you bought it you should have it. If you don't, ask the manufacturer for a replacement. Q: Can you tell me how to play the game? A: Read the manual. Q: What are the key commands? A: Read the manual, or the help file. Or look in controller setup under options. Q: How do I take a screenshot? A: See the help file. Each shot is saved as a 1.4 meg BMP. Q: What do you know about the Mac version of The Fallen? A: Absolutely nothing, but it should be identical to the PC version Q: Why is your FAQ shorter than other similar FAQs? A: I don’t repeat the stuff that’s already in the manual. You can read that yourself. Q: What’s the latest version? A: The Collective had released two patches, a "major" patch and a "minor" patch. Download them at http://www.ds9thefallen.com . Q: Where are the cheat codes? A: See last section Q: How do I use an item in my inventory? A: Please read page 18 of your jewelcase manual. Q: What is that flashing Starfleet sign on the upper left hand corner? A: "You've got mail!" Or in this case, a message. See jewelcase manual page 12 on how to use the communicator. Q: The level loaded and I see only purple or brown! A: Your video card cannot handle distance fogging. Please go here for a workaround: http://www.collectivestudios.com/ds9support/index.htm Q: What if I have more questions? A: Please see specific sections in the guide: Weapons, Enemies, Some General Tips, Sisko Track, Kira Track, Worf Track, Misc. 1 Game Information 1.1 WHAT IS DS9: THE FALLEN? Deep Space Nine: The Fallen is a third-person action-adventure set in the universe of Star Trek: Deep Space Nine. You take the role of Sisko, or Kira, or Worf as you attempt to prevent the three red orbs of the Pah-Wraiths from falling into the wrong hands, like the Cardassians, the Dominion, or even the Pah-Wraith followers. 1.2 HOW DOES THE FALLEN PLAY? The game is played in a third-person from-behind viewpoint similar to Tomb Raider series. You will be armed with plenty of weapons, from your standard phasers to grenade launchers, gravitic mines, and more, as you chase down the different orbs. You will visit several planets, fight many different enemies, jump and run, solve some puzzles, find and deliver items, swim, and hopefully prevent apocalypse. Sisko, Kira, and Worf all fit into the same story, but in different ways. They will encounter levels in different orders, and have different objectives. You will get messages from the other two at different intervals, as well as talk with the other regular DS9 characters either on DS9 itself, or during the mission. Each of the 3 tracks has nine major missions. Each of the missions can be divided up to 3 sublevels. Some missions require brute force, others require sneak/ambush, yet others require puzzle and jumping, and some even require a bit of subterfuge. The Fallen offers a wide variety of challenges. 1.3 SYSTEM REQUIREMENTS Deep Space Nine: The Fallen requires * 233 MHz or faster CPU * 64 MB of RAM or more * at least 150 MB HD space * Windows operating system * CD ROM Drive * DirectX Video and Sound You can download a demo from http://www.ds9thefallen.com The game runs fine on a 400 MHz machine. Full install takes 550 megs of space. 3D accelerator is recommended and will be used if present. 1.4 BUGS AND PATCHES There are two patches, a "full retail" and a "minor code" patch that balances some issues and fixes some bugs. You can download them from http://www.ds9thefallen.com. It is recommended that you patch the game before starting a new game. After the patch, the older savegames may not load properly. Please apply the "full retail" patch first. The patch can only be used on a FULL install. There are still some bugs though, and some "dead-end" situations that are not really bugs, but more like frustrating design decisions. There is a "Phantom Menace" bug. :-) If you're playing Kira, in the first level fighting your way past the Kahl-taan, one of the fanatics can be invincible. (Auto-aim won't target him) You may have to run around to "lose" them, or sneak past them. Thanks to Dyre Straits pointing this out. From his own words: "You've encountered what I have dubbed the 'phantom menace'. Some people encounter him and others do not. One tactic is to go all the way up on Kira's first trip up to the tower and disable the force field to the control room. Then head back down and activate the console using the command card. Once done, RUN, RUN, RUN, all the way back to the top and past the menace. Others have stated that they got him to chase them and were able to lose him somewhere. It's your choice." -- Dyre Straits. Additional information from "Oneof4": "If you have already gotten past the Phantom Menace, congratulations! If not, then as you top the stairs to the level where the fanatics lie in wait, avoid taking out the sniper at the far side. From your point at the top of the stairs, he is the one directly across from you. You can take out any others, but just race past him once you get around to where he is, he won't follow you. What happens is when he is killed he spawns several other "fanatics", including the 'menace'. A programming error was made on the 'menaces' settings, so he truly is invincible. Unreal editor will allow you to correct this, but it's easier just to avoid killing the sniper fanatic." Those playing Kira may encounter an invalid level bug, where you start a level in space. That should be fixed with the patches. Those who playing as Worf may not be able to see the "cyan dot" marking alpha objective at Hass'Terral, but the red arrows in the tricorder 3D view works fine. 1.5 OTHER VERSIONS / SIMILAR GAMES The Fallen is also available for the Mac. If you like "the Fallen" but prefer first-person and more shooting, try Voyager: Elite Force from Activision. It's a more traditional first-person shooter based on the Quake III engine. Of course, there is always Tomb Raider, or even Max Payne if you prefer gun fights. There's also American McGee's Alice, which is a dark and twisted version of the classic fairy tale... Third-person action adventure. 2 Your Weapons Please refer to page 14 of your jewelcase manual for detailed information on the weapons. 2.1 PUNCH / KICK / KNOCKOUT Please see the manual on how to use the melee combat mode. The knockout punch can be useful in situations when you don't want to alarm the guards. Sneak up behind the guard, then do the knockout punch. You may need several punches to put them down though. Not recommended if you have other weapons. Effective against everyone except Grigari. 2.2 HAND PHASER / PHASER PISTOL Hand Phaser and Phaser Pistol are identical except one is Starfleet (for Sisko) and one is Bajoran (for Kira). They recharge automatically, so you should use this for MOST of your fights, but you may need to let them recharge. They are also your primary weapons against the Grigari (along with your tricorder), until you discover better weapons. Another interesting feature with hand phaser is you can use it to "pin" an enemy. If the enemy's hit by the beam and your beam remains on target, the enemy is pinned until it expires, or your beam runs out. This makes it very useful to take out single enemies. You can use less than the whole phaser on a specific enemy. You don't have to hold the trigger down until the beam goes elsewhere. You can stop a little before that and the enemy will still go down. Consider using short bursts on multiple enemies. Effective against everything except Grigari. For Grigari, you need to use the modulation feature. Max charge is 99. Must have at least 10 units to fire. Small creatures can be killed with as little as 10 units. 30-50 should kill most early-level enemies. 2.3 BAT'LETH Bat'leth is Worf's personal melee weapon It is a very decent physical attack weapon, similar to the shock blade (see later) but it is not a good weapon against the Grigari. It works, but the phaser is much easier. To kill Grigari with Bat'leth, circle around it. If you keep circling, you'll confuse the Grigari while you get several blows in. Charge, swing, and retreat doesn't work as well. Only use on unarmed Grigari. The plasma armed Grigari can still hit you with plasma bomb (plasma thrower in alt-fire mode) so don't do that! Effective against everything. Of course, charging to point-blank range is not good when fighting enemies with powerful attacks or long-range weapons... Don't do this against Jem'hadar with polaron rifle, for example. 2.4 PHASER RIFLE Powerful attack, but no beam modulation, so they're worthless against the Grigari. Against any one else they are quite deadly. Remember to use the sniper zoom alternate mode for long-range threats. When doing sniper attack, go for the head. If you get a headshot in sniper mode, you get a single-shot kill on targets that require two to four shots. Most enemies wear body armor, but the head is not armored. Sniper mode works underwater. In fact, most gator or fish requires two regular shots to kill but only one in sniper mode. Sniper mode saves you ammo, so use it as much as possible. Effective against everyone except Grigari. Max capacity is 300 units, typical reload is 150 units each. Normal shot is 10 units, sniper mode uses 15 units. 2.5 GRAVITIC MINES Excellent explosive mine, they can cause quite a bit of damage. Drop one around the corner, then tease the enemy to approach. Great for taking out anthropods or Grigari. The alternate mode is for demolition, and therefore not useful. I guess you can use a mine to sweep a mine if you want to... Or stick it on a Grigari... Mines can be attached to walls or floors. One mine can kill most objects. A solid mine hit can kill a Grigari. Max capacity: 9, usually found in packs of 3. To "sweep" a mine, just shoot it with a phaser. Disruptor rifles don't sweep mines. Usually it's easy to spot the mines on a plain floor, though some may be attached to walls. Snowy ground like Hass'Terall may conceal the mines though to a simple black spot. Use sniper zoom. If the part looks raised, shoot it. Auto-aim helps pinpoint the mines. 2.6 GRENADE LAUNCHER Grenade launcher is a difficult weapon to master, but it can be powerful. The range is extremely limited in direct fire mode. You need to let the grenade BOUNCE a bit to get the range. Consider save the game before you fire a grenade and see how well your shot went. If you are on up high and behind cover, grenade launcher can be used as "artillery". You can try lobbing grenades OVER a rock to hit concealed enemies. You can try bouncing grenades around corners, or the far wall to take out enemies. Alt-fire mode let you burst up to six grenades, but I haven't found much use for it. Effective against just about anybody, but extremely short range. Max capacity: 12, each clip holds 6 shots. 2.7 DISRUPTOR RIFLE The Cardassian disruptor rifle has two modes: repeater, and shotgun. In repeater mode, it fires shots like a machine gun until you let go of the trigger. In shotgun mode, you fire a whole burst of them in one huge shot. Both modes are quite deadly. Cardassians can be killed efficiently in regular mode by spending as little as 16 units (8 shots). Use shotgun mode against large groups. It also knocks down the target even if you don't get a kill. Note: Disruptor rifle cannot sweep gravitic mines. You can shoot it, but nothing will happen to the mine. Effective against just about everybody (?) Max capacity: 300, each clip holds 150. Single fire mode 2 units each, hold button down for chain fire. Alt fire: ??? 2.8 POLARON PULSE RIFLE In regular fire mode, the polaron pulse rifle is like a gun firing a huge explosive shell, causing secondary damage around the hit, so definitely use this against a cluster of enemies. Can take out a Jem'hadar in a single hit (not always). The alt-fire mode poisons the target, which isn't that useful. Quite effective against the Jem'hadar, and everybody else. Max capacity: 200?, each bolt is 15. 2.9 SHOCK BLADE Primary attack is short range (10 m?), but powerful. Can only engage one enemy at a time. Use in short bursts like the disruptor rifle. The alt/secondary attack is hand-to-hand melee combat, and it's pretty deadly as well. Best of all: no energy usage. Shock blade is also excellent for minesweeping. Its range is just long enough to get out of mine's range, and you can use VERY little ammo to sweep. Max capacity: 200, typical clip 100 2.10 PLASMA THROWER The primary firing mode is extremely short-range, and therefore worthless, unless you're at point-blank range. "It's good enough for a hot shower", as Dyre Straits puts it. However, it does "freeze" them. Go up close, shoot it at two Grigari at once. The alternate firing mode shoots a plasma bolt, and that's much deadlier and useful. However, the range is still short. Think of it as a "plasma bomb". A direct hit will take out a Grigari. Effective against the Grigari in up-close-and-personal mode, or in the bolt mode. Max capacity: 100, typical clip 100. Alt-fire is 25 units. 2.11 EM PULSE CANNON EM Pulse Cannon is one of the late stage weapons, and it's QUITE powerful. It kills Grigari easily even with just the regular fire mode. You'll need four to five shots. If you use alt-fire, you can probably kill one with two shots. Very effective against Grigari and effective against everything else. Max capacity: 200, typical clip 100. Regular shot is 5 units per shot. 25 units for alt-fire. 3 Your Enemies 3.1 GRIGARI See your tactical data about the Grigari. 3.1.1 Grigari drone These are the brown hover drones. They are not shielded, so you can kill those easily with any weapon. They are armed with phaser cannons, so kill them quickly. One to two solid shots with a phaser or phaser rifle should do it. If you shot one down, stay back while it twitches. If you get close it can still give you an electric shock. When it stops moving, it's really dead. If you scan it it'll say "corpse". 3.1.2 Grigari trooper The Grigari troopers are humanoid with reverse legs. When it sees you, it shoots a red "laser" like a Borg drone and look for you. You can lose it if you get out of range of that beam. They are shielded, so you either have to penetrate the shield using phaser modulation, use a weapon that bypasses the shields, or use physical attacks like grenades, mines, or even the trusty bat'leth. Grigari troopers use physical attack only. If you scan them, readings will say "armament: none". They run up to you and either swing at you with a roundhouse punch, or use a double-fisted overhead smash. You can outrun them, but they just keep coming, even through doors, unless you get out of range, or change vertical levels like climb up a ladder. Grigari can't climb ladders, so if you can get to a different level (either by jumping or climbing) you can shoot them with impunity. They CAN walk up stairs though, and they will jump off a platform to come after you. If you have phasers, use phaser modulation to penetrate their shield. Keep backing up to gain time to recharge. They move quite slowly and you can run past them. When hit with regular phaser that penetrates their shielding, the Grigari freezes and does this "jerking" action. You can kill them singly with this. If there are more than one, take out one at a time. If you don't have a phaser (like Worf), your Bat'leth will hurt them, circle around it and keep circling and swinging. If you have mines, drop one in front of it. A solid hit with a mine will kill a Grigari. If you have a grenade launcher, it takes 2-3 grenade hits to kill a Grigari. 3.1.3 Grigari Commander Grigari Commander looks identical to Grigari trooper, but they carry Plasma Throwers and EM Pulse Cannons. Commanders only appear in the final level: battle for DS9. You can kill them the same way you did the Grigari troopers. 3.2 BAJORAN 3.2.1 Avian Reptile (Flyer) Small bat-like flyers, they buzz your position and attack with poison claws. If you got hit, you have a chance of being poisoned, and you must use an anti-toxin hypo to stop the loss of hit points. One hit from phaser should kill one. 3.2.2 Anthropod Anthropod is a critter that can shield itself by withdrawing into a ball, in which state it is not vulnerable to weapons. When it "unfolds" into a four-legged beetle-like creature, it can be killed. If you see one at long range, use sniper zoom. One to two shots while it's in beetle-form will kill it. It either shoots short-range acid, or charges you with its "horn". It moves extremely fast in a straight line. You'll need two to five phaser rifles hits to kill one unless you use sniper mode. A good mine hit will kill it too. Climb onto something to avoid its charge. 3.2.3 Kahl-taan Soldiers These are masked Bajorans attacking anything that has to do with Pah-wraiths. They are armed with Bajoran phaser rifles, but they also pack a suicide charge. They will run at you, detonating their explosives when they get close trying to take you out. You'll hear this increasing scale of beeps when they do. However, they can only go in a straight line during the countdown. If you kill them before then, or dodge their death charge and stay away from "ground zero" you won't take any damage. Some Kahl-taan soldiers may throw grenades, esp. on Bajor when playing as Kira. When you see Kahl-taan, you may also see gravitic mines used against you. Need two to three hits from a phaser rifle. 3.2.4 Ungulate (bull-like with horns) Bull-like creature with horns, can be quite vicious, but not poisonous. Unlike most creatures, it does NOT freeze when hit with hand phaser. So use phaser rifle or gravitic mines. Only appear on Jeraddo. 3.2.5 Gravitic Mines Kahl-taan often use gravitic mines to protect important areas. They are easily spotted though and easily blown up with phasers. Expect to see them on Bajor itself, and in the Jeraddo temple. 3.3 CARDASSIAN 3.3.1 Obsidian Order Soldier Obsidian Order soldiers are almost as good as Jem'hadar. They are armed with either Cardassian phaser rifles or the disruptor rifles. Takes two to three hits to kill one, try to snipe them in the head instead. 3.3.2 Obsidian Order Technician The Technicians aren't armed, but they can trigger alarms. Either avoid them or kill them outright. One shot from phaser rifle should kill one. 3.3.3 Vole Vole is a huge Cardassian rat (size of a cat) with six legs and crawls in ventilation shafts and other yucky places. Easily killed, but extremely fast, and bites. 3.3.4 Gravitic Mine Cardassians are quite fond of gravitic mines as well, esp. when they attack DS9, and on the Hass'Terral surface. 3.3.5 Phaser Turrets These wall-mounted phaser turrets shoot small phaser shots and is used to guard certain corridors. You'll see them on DS9 and inside Hass'Terral. They can be destroyed with enough shots. 3.3.6 Large Phaser Turrets The large phaser turrets are seen on Hass'Terral surface. They are shielded and you can't destroy them. However, they have stupid fixed scan patterns, and that spotlight tell you which way they are pointing. Don't give them a target and you can walk around them easily. 3.4 SRIII CRITTERS 3.4.1 SRIII "dog" On SRIII, there's this ugly canine-like thing that will attack you, but not poisonous. Dax will have warned you about some of the crewman were mauled to death... 3.4.2 SRIII "flyer" (avian reptile) SRIII also has flyers that are poisonous. They will buzz you, but otherwise they seem to be identical to the Bajoran flyers except they seem to be a little larger. Worf seems to be VERY susceptible to flyer poisoning, so locate lots of antitoxin and keep them on hand. 3.4.3 SRIII "gator" (amphibian reptile) In some lakes, you may see some gator-like creatures of SRIII. Easily killed with phasers. 3.4.4 SRIII "fish" If you take a swim, (and you have to on SRIII), beware of those huge "fish" that looks like a huge goldfish that can take a big bite out of you. Shoot them (yes, phasers work underwater). 3.4.5 SR III "leech" (mini-anthropod) In some watery areas, you can find some small "leeches" that move around in the water. Easily killed. 3.4.6 Jem'hadar soldiers On SRIII, you will also encounter plenty of Jem'hadar. See next section for more details. 3.5 DOMINION 3.5.1 Jem'hadar Soldiers The Jem'hadar soldiers are excellent fighters, highly skilled, and armed with shock blades or polaron rifles. They are pretty tough, needing two to three hits from a phaser rifle. They also have a personal "shroud", which cloak them from observation for short periods, often only to appear next to you. They are armed usually with polaron rifle on SR III (though some use shock blades). In Arduria you'll see more shock blades than polaron rifles. If you can sniper them, that's best. Else back up and keep shooting and hopefully you catch them before they "shroud". If you have polaron rifle, use it, as its proximity damage will take out nearby enemies as well. And of course, a phaser rifle shot to the head always works. 3.5.2 Vorta Vorta, who controls Jem'hadar for the founders, have a special "orb" attack, in which they release an orb of energy, which then zaps you. Kill them from a distance. It should take only one hit from a phaser rifle, or a few units from a shock blade. They often carry pass cards and such. Kill them quickly before they can raise alarms. If you scan them, it'll show what they're carrying, such as passcards. 3.5.3 "Spiders" You may see some 3-legged spider-looking bugs crawling around the vents. They are easily killed though. They take a bite out of you when they can. But not poisonous. 3.5.4 "Rodents" If you crawl around the vents, you may run into some unknown rodent specie that infests Dominion crawlspaces. Not poisonous, but they do bite. 3.5.5 Subspace Mine A subspace mine is a NASTY mine that gives almost no hint that they're there until you run into it, then it goes BOOM! On the tricorder, it initially shows as a VERY faint green dot. If you point the tricorder directly at it, then the mine will appear and you get a solid contact (complete with the decloaking sound). Then it can be swept like gravitic mines. Subspace mines are usually deployed in groups. You should scan carefully and periodically in Dominion territory to find hints of the mines. 3.5.6 Dominion Turret Automated turrets protect some passageways in Dominion territory like Arduria. They can be destroyed with sufficient firepower. One or two barrels blown under it will destroy a turret, or direct firepower, or physical attack. They also cannot track targets directly under them. Some can be turned off with the right console. 3.5.7 Large Dominion Turret These are seen in the cargo yards on Arduria. They shoot two huge blue bolts and has a purple "laser beam" for guidance. They cannot be destroyed, only shut off, and it's one of Kira's objectives to turn them off. 3.6 PAH-WRAITH FOLLOWER 3.6.1 Obanak The "end-game" boss... he floats in mid-air and shoots these yellow energy bolts at any one too close. Use your best weapon on him, keep dodging his bolts. 4 Tactics PLEASE play the tutorial before you try the main mission. There are many skills you need to master and the tutorial will help you do that. Use the tricorder! The tricorder highlights nearly ALL items of interest (except certain switches and consoles). So you should use it to figure things out. In general, the game gives you hints on what to do next, usually with more enemies, blinking / flashing lights, a fire on the ground, and things like that. When in doubt, approach in the direction with more enemies, or have things flashing, or a lighted doorway, and so on. If you don't know where to go, study the mission objective in your PADD (hit ESC). The objective is always accompanied by a picture and a description. You can use that to ID the location. You should finish the objectives in sequence as listed. In general that is the easiest way. If you get on an elevator that has no switch on the elevator itself, stand in the MIDDLE of the platform. You may get "stuck" if you stand near the edges and the elevator can't move with you in the way. Most doors either open automatically, or open via a "switch" next to it. If the door has neither, it's a "fake" door of no importance (yet). You may run into some doors that will open after you access a certain console, or open after certain tasks have been achieved. Conserving ammo is key in winning The Fallen. Ammo is hard to come by, so be careful with your shots. In fact, don't waste ammo. Only pick up ammo if 1) you're near end of level or 2) your weapon can load the entire clip. For example, if your Federation phaser rifle has 250 units of energy remaining. If you pickup a reload for it, which contains 150 units, your rifle's max is only 300, so the reload will be gone, and you're left with a rifle with 300. That's 100 units completely wasted! Instead, use the rifle until it is down to 150 before going back for the reload. The only exception to this rule is when you are near the end of a level. As you can't go back for it, grab and fill the weapons before end of the level is a good idea. See specific weapon notes on how to save ammo. Barrels explode when hit. If you are GOOD, turn off "auto-aim" and use the barrels to help you take out enemies and save ammo. There is a reason why there are barrels in the corridors and such. The tricorder DOES indicate a compass direction. In the 3D view, there's this PURPLE arrow, presumably that means north. I'll call that NORTH. Tricorder does NOT always reveal all enemies. Its range is also extremely short (maybe 25 meters, judging from the game's scale), so be very careful. There is no time limit in any of the levels, despite what the storyline may imply. Take your time to approach each and every door. The game will wait. The only things that won't wait are 1) air supply in your respirator and 2) the amount of charge in the flashlight. Those will expire. When the communicator flashes, you should access the communicator for important hints on what to do next. The icon will come on when you reach certain specific areas. However, don't wait for the conversation to finish. On the Defiant, the important areas are all marked either by a lighted door, or by the white lines on the floor. Take a scan before heading in. Sometimes those can be traps. Bridge is on deck 1. Engineering (warp core), tactical (warhead room), and impulse bay are all on deck 2. In The Fallen, the transparent windows are opaque to the AI units. In other words, the guards can't see you through the transparent windows, but you can see them just fine. 5 Sisko Track Questions / Hints Here are the common questions for the Sisko track Bajoran Transport / Ke'el Tuul Q: On the Bajoran transport, how do I kill the Grigari? A: Dodge them first. You can run past them. Dax should give you a hint. To be exact: use tricorder detail scan to get the shield frequency, adjust your hand phaser modulation to fit (or leave auto-modulate on), then shoot until it is dead. Wait for phaser to recharge before continuing. Alternatively, you can always do what Dax suggests... Just run away. If you do that, they disappear after you lose them, unless they really chase you around, but you can outrun them. Q: How do I beam the survivors out? A: Use the pattern enhancer on the person, then back up and watch the transporter effect. If you don't know how to use an item in your inventory, please see your manual. Some of the survivors have the cards you need. Q: Where is the engineering card? A: In the other shuttle/cargo bay (NOT the one you came in, but through the corridor on the other side of the ship). Q: Where is the command card? A: After you unlock the engineering console, the room to your left opens, and the survivor inside has the command card. Bajoran Transport 2 Q: Where is the utility card? A: On the next level up, deck 3. Go through the command-locked door. Jeraddo Mines Q: How do I kill the anthropod? A: Wait until it "unpacks", see the "enemies" section above. Q: Where is the utility card? A: It's in that first door you open. Q: Where is the inductor? A: Take the elevator and search. Jeraddo Mines 2 Q: How do I get past those Command-locked doors? A: You don't need to. Your objective is remove that cargo sled in front and access the engineering door beyond. Q: Where is the engineering key? A: Inside the first utility lock, in the corner. Jeraddo Temple Q: What do I do with the phaser drill? A: Find a power source for it... Like that Nadion Port earlier. Q: How do I solve the pushbutton puzzle? A: Look above the sealed door. Read left to right, then mirror each of the images. Push in the order. Q: What do I do with the artifact? A: Look for a place to put it in. Q: Where is the other artifact? A: Explore the entire level of the two "holy man" walls and you'll see it. DS9 Betrayal Q: Where do I go after I get through the forcefield? I can't follow Terrel! A: Go back to the ore control room (that first room you found after exiting the turbolift). Q: I'm back in the ore control room, now what? A: There was a Cardassian on the far end... See that panel near him? Use it... Q: Where is the respirator? A: In the room next to that forcefield. Look for a blinking console. SRIII Q: On SRIII, I don't see a way to get off this "hill" with this big column in the sky! A: Perhaps you need to "make" a bridge... Q: On SRIII, I see this lake and no exit! A: There is no overland exit. On the other hand, there is the lake... Q: On SRIII, I'm on the ship. How do I get into the ship? A: Check your tricorder for red arrows, it is on the top, port- side of the ship. Unlock the three latches, then climb onto the ramp and into the hole to enter the ship. Ulysses Q: Inside the Ulysses, shuttle/cargo bay, how do I get to higher levels? A: Get to the other shuttle bay, which opens into the level below, and look for a ladder up. Q: Where is the exit from the auxiliary reactor room? A: Under that fallen walkway. Use the flashlight to see it. Q: Where is the command chip? A: Take the exit where the Jem'hadar came in. Take a dive and see where it leads you... Q: More specific please! A: After you emerge to water surface, there's a brown column to your left, with a ladder. Climb up... Q: I got the chip programmed. How do I get back to the astrophysics lab? A: Jump across the broken walkway over water and enter the shaft. Look to lower right... Go there, go through. Prison Camp Q: Near the beginning, the Vorta triggered the alarm and I'm toast! A: Then you should kill him first, before he gets to the alarm! Reload and try again. Q: In the prison camp, how do I get across the two platforms in the vent? A: It can be jumped, really. Hass'Terrel Surface Q: How do I get a level 3 military pass or a science pass? A: You don't need them. Q: How do I stop the Thoronide reactor? A: Ask Garak. See jewelcase manual page 12 on how to use the communicator. Q: I'm inside the vent. How do I get through the twin forcefields? A: Scan carefully... See the TWO different generators? One of them is mounted on the REVERSE side, but remember forcefield REFLECTS phaser beam... So... Get the idea? [If you need a more explicit hint, see the end of this section.] Hass'Terrel Lab Q: On Hass'Terrel, I got to the surveillance center (big glass windows), but there are red forcefields blocking the exits, and infinite Cardassians! A: You triggered the alarm. Load an earlier saved game and try again. Q: What are those switches near the glass windows of the surveillance center? A: Those are for Worf's demolition charges. Q: Where is the computer core? A: Look for Obsidian Order sign opposite a CLOSED door. Q: I STILL can't find the computer core! A: Southeast of surveillance center, PAST the first Obsidian order sign. Q: What is the little switch on the wall next to the computer core for? A: That's for Worf's demolition charge. Q: Where is the lift Kira talked about? A: brightly lighted staircase, two stations at the end (both have Obsidian Order agents inside), and open turbolift. Q: I still can't find the lift! A: Southwest of surveillance center. Q: I found it, then the alarm went off and infinite Cardassians beamed in until I got to a place where they don't chase me! Now what? A: You triggered the alarm again... Better shoot those technicians before they can raise the alarm. Reload an earlier savegame and try again. The Final Showdown Q: On DS9, how do I beat Obanak in the final battle? A: Just run inside and unload your weapons on him. And keep moving to dodge. If you don't stay in one spot he can't hurt you very much. Save EM Blaster ammo before then, use other weapons on the Grigari (your hand phaser or plasma thrower is best). [EXPLICIT HINT for the two-forcefield puzzle inside the vent on Hass'Terral surface: configure your phaser to penetrate the FIRST forcefield, and use the next forcefield as a reflector to bounce the beam onto the first forcefield's generator. You'll need to crouch, and aim for the right edge of the inside forcefield. Keep trying a couple times. ] 6 Kira Track Questions / Hints Here are some common answers for Kira track questions Bajor Q: What do I do with the statues? A: See that little brown button on the base of each statue? Push it! Q: Do I need to save any of the civilians in the temple? A: No. The only one you can save for sure is Obanak, and that's a scripted event. Q: I ran into a Kahl-taan that can't be killed! A: As explained by Dyre Straits... "You've encountered what I have dubbed the 'phantom menace'. Some people encounter him and others do not. One tactic is to go all the way up on Kira's first trip up to the tower and disable the force field to the control room. Then head back down and activate the console using the command card. Once done, RUN, RUN, RUN, all the way back to the top and past the menace. Others have stated that they got him to chase them and were able to lose him somewhere. It's your choice." Additional info. according to Oneof4, the"menace" was spawned by killing the "kneeled sniper" across the second floor when you got onto the level. If you do not kill him, the "menace" will not be spawned. Jeraddo Mines Q: I can't find the Utility card! A: You don't need it! Look for another way out! Maybe one of the rooms you've already been in, perhaps? Q: What do I do with the phaser drill? A: Find a power source for it... Ask O'Brien. Jeraddo Temple Q: How do I solve the pushbutton puzzle? A: Look above the sealed door. Read left to right. Q: What do I do with the two obelisks in the courtyard? A: First, you need to lower the "shroud" by going into each of the empty rooms (to left and right), upstairs, and push a button to drop the shroud. Then you need to solve the pushbutton puzzle. DS9 Computer Core Q: I ran past the core like O'Brien said but the door is locked! A: See those covers on the wall? Defiant Defense at SRIII Q: Where is impulse control? A: Deck 2. Look for a series of three maroon extra-wide doors with blue "branches". Q: Where is tactical / warhead room? A: Deck 2, in the section with the curved corridors, at the very "tip". Q: Where is engineering? A: Deck 2, look for the sign "engineering" next to the door. It's near impulse control. Dominion Prison at Arduria Q: What do I do in the prison cell? A: Try taking your anger out on the blinking light fixture. Q: What do I do with the "component"? A: See somewhere that may take a component? Try to your right... Q: I can't survive the turret in the pipe-jumping sequence! A: You can climb under it without being detected. The rest is up to you. Maybe you can whack the turret? Arduria Caves Q: Where is the level 2 pass I need to get into the reactor? A: Near the reactor, there's a deep downslope. At the bottom is a security station with a Vorta. He has the level 2 pass. Q: I can't get the level 2 pass without infinite Jem'hadar come after me! A: Look for 2 cameras you need to take out before you can get the pass... From Dyre Straits: "There are TWO cameras that she needs to disable in order to make a surprise attack on that lower area where the Level 2 card is. One of the cameras is to the right of the Level 2 gate and up near the ceiling. The 2nd camera is above that lower level." Q: Where IS the exit after I access the reactor console? A: Walk around on the reactor console level, and you'll see a hole in the floor. Hass'Terral Surface Q: How do I avoid detection? A: Quick kills, make sure no one sees your beam, no weapon or tricorder in hand (esp. when surveillance is still on). Q: How do I get a military pass, any level? A: You don't need it. Q: Where is the surveillance center? A: Go through the science building, and take the THIRD exit (on the short side of the building). Look for a building that has three sections... Single-height, double-height, single-height, just like the photo in PADD mission objective. Q: Where is Terrel's lab? A: The lab is that other guarded building beyond the surveillance center. Q: Where is the level 1 Science pass? A: In the science building... See any other science personnel? As Garak said, "If you ask nicely, perhaps they will let you have it." Hass'Terral Interior Q: Where is the woman I need to locate to get level 2 pass? A: Southeast of the surveillance center, first Obsidian order sign, in that section that is a circle. Q: I follow that woman around but she won't give me the pass! A: As Garak said, "If you ask nicely, perhaps they will let you have it." Q: Where is the admin section so I can get the level 3 pass? A: Look for an upslope opposite an Obsidian Order sign. There's a guy at the desk. Q: More specific please! A: Northeast of the surveillance center. Q: What do I do inside the admin section? A: As Garak already said many times, "If you ask nicely, perhaps they will let you have it." Q: Where is the exit? A: Look for a brightly lighted staircase, two stations at the end (both have Obsidian Order agents inside), and a turbolift with science level 3 lock. Q: I still can't find it! A: Southwest of surveillance center. Battle for DS9 Q: Where do I go after opening up security? A: Security opens the ore control room. Go into ore control room, and open the vent tube in the room and make your way up there. Q: What do I do after Obanak retreated? A: Come back down through the vents and re-enter the ore control room where you got in. You should see another door open. Go in there. 7 Worf Track Questions / Hints Common Worf Questions answered here... Marauders / Ke'el Tuul Q: How do I kill the Grigari as Worf? I don't have the hand phaser! A: Use your Bat'leth. Run around him (circle-strafe at point- blank range) and swing constantly. Alternatively, you can use mines. One mine should kill a Grigari with no problems. Q: Where is impulse control? A: Deck 2. Look for a series of three maroon extra wide doors with blue "branches". Q: Where is tactical / warhead room? A: Deck 2, in the section with the curved corridors. Q: Where is engineering? A: Deck 2, look for the sign "engineering" next to the door. Jeraddo Mines Q: Where can I find a command card? A: You don't need it. Jeraddo Temple Q: How do I solve the pushbutton puzzle? A: Look above the sealed door. Read left to right, then mirror each of the images. Push in the order observed. DS9 Betrayal Q: I got the ring working, I got on the service elevator, but I still don't see the bomb! A: Walk onto the ring. Let the ring take you up, and there's the bomb panel on the wall. Use it to end the level. SR III Surface Q: How do I survive that long, dark cave? A: Flashlight, of course. Be ready to kill flyer(s). Q: I don't have enough ammo to take on the enemies! A: Perhaps you skipped over one of those "sidetrips"... One is through that dark cave. Another will be through the mountain pass to a series of sloped islands. Q: I am stuck inside this dark cave and I can't get out! A: Use your flashlight! SR III Ulysses Q: I don't see a way down from that ledge! Where do I go? A: Into the water, of course. Q: Where is the entrance to Ulysses? A: As Sisko said, shuttle bay, which is on the top of the ship, port-side. (Port side is to your right if you're on the ship, facing the bow of the ship). Inside Ulysses Q: I can't find an entrance to auxiliary reactor! A: You need to get up to level 3 of the cargo/shuttle bay, and you'll find a way to enter through there. Q: Tell me how to get up to level 3! A: Go across cargo bay, drop down through crack to level below, find ladder, climb up. Q: Where is the exit from the auxiliary reactor? A: It's under that fallen walkway. Use the flashlight to see it. Q: Where is target beta? A: As the picture suggested, it is underwater. Q: More specific please? A: Look to your LEFT as you exit the red lighted underwater corridor. Look for the red cross in the 3D view to locate it. Q: Where is target gamma? A: Follow the only way out, through astrophysics, out the blue door. You'll see it sooner or later. Prison Camp / Arduria Q: How do I get the level 1 card? A: Sneak out to left, kill Vortas, climb up. Kill guards. Go across. Climb down. Get card when you find the right Vorta. Try to avoid triggering the alarm. Arduria 2 Q: There's a forcefield in the twin-thumper room and I can't get out! A: Jump your way back with the level 2 card, use it to deactivate alarm (and forcefield) then jump across again. Q: How do I cross that green stuff? The walkway's broken and it's too far to jump! A: You cross it from "above", NOT by jumping. Look for places to climb onto... Arduria 3 Q: How do I detect subspace mines? A: Subspace mine shows up as a VERY faint green dot. If you point the tricorder cursor straight at it (and autoaim is on), you can force the mine to reveal itself. Then sweep it with any energy weapon. Arduria 4 Q: Where do I go? I pushed out this vent and the bottom has no exit! A: Then perhaps you should look UP, instead of down... Yes, it's jump-able. Q: Where is the level 3 pass? A: Fight your way through the prison to find it. Just stay clockwise as you fight through the prison. Find the right Vorta. Then come back. Hass'Terral Surface Q: Where is the Alpha Objective? I don't see it! A: It's that "raised" module that has a rifle and ammo inside. Plant the explosive UNDER the module. In some versions the cyan dot doesn't show up in the scans. Q: Where is the Beta Objective? A: When you make your way through the first level 3 forcefield, there's that other forcefield next to it. Q: How do I get a science pass? A: You don't, nor do you need it. Q: I don't see a level 2 or level 1 military pass! A: Your level 3 military pass will work on level 2 or level 1 military locks. Hass'Terral Lab Q: Where is objective alpha, the computer core? A: Exit cargo room, go right. Hug right wall until you come to an Obsidian Order sign to left, and passage way to right. Q: Where are objectives beta and gamma? A: After alpha, continue down corridor and you'll see gamma in the distance When you get there, go past the glass windows and you'll see beta. Q: I got to the objective (Alpha, Beta, or Gamma). Where DO I plant the bomb? A: Use the switch on the wall to open a tiny compartment, drop the explosive, and use the switch again to close the compartment and hide your handiwork. Q: Where is the exit? A: So little patience? Southwest of the surveillance center. Battle for DS9 Q: I don't have enough ammo to fight Obanak! A: Perhaps you need to go through the door on the level first and find some more ammo before you do the final fight... 8 Sisko Track Walkthrough This is an EXACT walkthru, including EVERY single enemy, every turn, every up and down. Don't read this unless you need VERY specific help! 8.1 KE'EL-TUUL 1 (MARAUDERS) When you finish watching the cinematics, you'll be inside the shuttlebay, I'll call this room 1. Your objectives are to rescue the 7 survivors in this level and make your way to deck 2. There is one guy above you, but you can't reach him yet. The only elevator on your side of the door is out of order (try it). Before you go through that door via the console, look carefully through the transparent door... There's this unknown hoverdrone. Try to get a scan with your tricorder. That's your first Grigari drone. Arm phaser and kill it when the door opens. Now you're on the other side, this is room 2, take a look at the pod (complete with electrical arcs). Use the elevator to get up to second level, then through the door, back to room 1, and slap the enhancer on the first guy (if you don't know how to use item, PLEASE read your manual!) Six to go. Scavenge the cargo bay for supplies now. Continue on the path all the way around the bend, through the other door on the same level. Now you are back in room 2. Continue to the door on the far end. Scan with tricorder and you'll see another drone. Phaser ready... Get through the door and nail it. The corridor makes a right turn. As you continue, you'll see a cinematic of a Grigari kill a crewman. Five to go. Use tricorder to analyze, phaser to modulate, kill it. If you don't want to, just retreat. It'll disappear when you get out of range and stay out for a while. You come to a branch in the corridor. One is a door to left, the other is a short corridor (to right) to another door. This is your first intersection. Open the door (to left), and you'll see the Engineering Console with card reader at a T intersection. You will need to locate the engineering card. When facing the console, there's a survivor to your right, and a corridor to your left that cannot be passed (yet). Let's call this "Engineering Room". The survivor tells you to modulate phaser to match frequency, but she's blocked by electrical discharges. The only way to get to her is via good jumping. Beam her out. Four to go. When you jump back through, you'll have to kill another Grigari trooper. Scan, modulate, kill. Two drones will be waiting when you get back to the main corridor. Open the door and shoot. Continue straight into the other corridor. Now it gets complicated. There's this cross, with road leading left and right, and another door straight ahead, which leads to a long corridor. If you go left, you see this Command Card Reader and Console, and beyond that, another Grigari trooper. If you go right, you see another Command Card Reader and console, and this guy trapped inside that door. Let's call this "Command Room" so we can come back later. If you continue down that long corridor, you'll come to a door. Beyond which is one Grigari. Scan him before you open the door, and nail him when the door opens. Wait for phaser to recharge. When that's done, scan left, and you'll see another Grigari. Move into the room and nail him. You'll see that this is actually an intersection, with two small rooms to left and right, another door in front. If you continue through that door, you'll see a command console. That's actually your exit, but you can't use it yet without the command card. Let's call this exit room. Back up to that first intersection. Don't step on those floor vents. They can pop off and bake you in steam. Now, continue down the corridor, and it'll make a RIGHT turn, and you're in the other two cargo bays. As soon as you open, you'll see another drone. Nail it. Approach the door, and you'll see it open half way, then electrical arcs all over. You'll need to find another way in. Fortunately, the elevators do work here. Arm your phaser rifle now. As you approach that big pod opening in the middle of the floor, three drones float out. Start dodging and give them one zap each with your phaser rifle. Room 3 is clear. Access the console and move through the door. You're now in room 4. There is a survivor next to the cargo boxes to your front, but there's a Grigari right behind him. Tag him, then back up, scan, and kill. Three to go. Go back and get the engineering card from that guy. Take the elevator to level 2, and you can see another Grigari through the door. Scan, set, and nail him. Now you need to get back to level 1 to get back to room 3, and then up to level 2 again to get to the Engineering room. Scavenge the cargo bay for supplies now. Once you get back to the engineering room, use the engineering card on the console, and that room to your left opens up. Get in there, but turn 180 immediately. A drone followed you in. Take the drone out, then tag the guy. He leaves behind the command card. Take it. Two to go. Get back to the command room. You can use either one. The first one will malfunction. The second one though will allow you to open the door and beam the guy out. One to go. Now head for the exit room. Once you open it, you'll open two corridors leading left and right. Take either one, it doesn't matter as it's all connected. I took the left one. Arm phaser, as you'll be killing drones. You'll pass this glass area, where you can see the survivor. Stop before the door, as scan shows a drone behind it. Head in, zap it. Now arm phaser rifle. Tag the last survivor on this level, and three drones will attack. Kill them. Move into the final corridor. To the right is the turbolift, to the left is a pod breach. Kill the first drone, then the second. Enter the turbolift to the next level. 8.2 KE'EL-TUUL 2 Get inside the turbolift, and access the console to get it moving. Arm phaser rifle. When turbo lift stops, exit immediately, out the door, and shoot the two drones to the left. If you don't, the guy in front will die. However, that doesn't affect your objective. When you took care of the drones, tag the guy if he's still alive. Eight to go. You're now in a crossroad. Let's call this crossroad 1. To the south, some closed off corridors, and more branches to left right. To east is the turbolift you came in. To west is the other turbolift to deck 3. There's also a door to the north. Inside is a drone, and a hypo plus phaser rifle ammo. To open the corridor, you'll need to access a nearby console. East side has nothing. The 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, and beam out the two guys in the room, and you've rescued all the survivors. Now you need to make your way back to the turbolift... If you want to run, just run really fast past the drones and Grigari into the turbolift. If not, you need to kill 3 drones, then two Grigari troopers. Then it's just a matter of getting back into the eastern turbolift and watch the cinematics... 8.3 INTERLUDE You're back in your DS9 office... Kira comes in and talks about Obanak, a Pah-Wraith worshipper. His temple was attacked by Kahl- Taan. Feel free to go outside and solicit everybody's opinion. In fact, go down to Promenade and check everybody. When you're ready, head into the airlock. 8.4 JERADDO MINES 1 (DESECRATION) [Cinematics: You head to Jeraddo with Kira and Worf as you attempt to make it into the temple.] When you beam down, you're in this abandoned mine warehouse. We'll call this area 1. Turn left, and you'll come to a door, which leads to a staircase. Under the staircase are two phaser rifle cells. Grab them if you need them. Head up the stairs. The last section is collapsed, so do a jump climb. A flyer will attack. Shoot it out of the sky. Continue forward and you see another flyer. Kill it also. In front is one door (east), to left is another (north). Scan shows an anthropod in the left door. Make sure it's un-packed, shoot it a few time to kill it. If it's packed in, wait until it unpacks. You can also use a gravitic mine on it. Head inside, and grab the utility card to one side, and inspect the "nadion port" in the auxiliary generator. Now you need to find an inductor. Continue to the eastern door, remember this level though as you'll need to be back. Go through the door, call the elevator, which takes you up to another area. Once you exit the door, you're facing WEST. This is area 2. There's a utility locked door to west, and corridor to north and south. The south corridor leads to a staircase that is blocked by debris. (Try it, and watch the collapse) The northern corridor leads to a door that won't open without power. That leaves the utility locked door, but luckily, you found that utility card back in area 1. Unlock the door, and inside is the inductor. Take it, and scan the area for supplies. As soon as you head out the door, an anthropod drops. Back into the room, then arm a mine. When it's inactive, hit the door, chuck it outside, back up. When it reactivates, boom! Dead bug. Now head back to the elevator and get back to area 1. As soon as you head out the elevator door, two Kahl-Taan soldiers beam in. Kill them. There's a third one inside the generator room, kill him also. Remember, they will do the suicide charge, so don't be backed into a corner. Now use the inductor on the nadion port, then go to the console next to it to use it, and you got power back. As you exit, there's another anthropod. You can kill it with a mine if you like. Head back upstairs to area 2. Upon reaching area 2, be VERY careful. There will be THREE Kahl- Taan soldiers outside, and remember, they're suicidal. The best way to handle them would be arm a mine, use the door, toss the mine at the door and backup, arm phaser rifle, start shooting. They come in, trigger the mine, and hopefully they ALL die. If not, use phasers. How make your way to the northern staircase, which turns west, then north, and you come to a door. Another Kahl-Taan soldier is inside. Kill him, and take the elevator. (Stay in the MIDDLE of the elevator!) Get off to enter next level. 8.5 JERADDO MINES 2 You just got off the elevator and you're in a pretty long corridor. As you open the door, ungulate will charge you. Kill it QUICKLY with a mine or phaser rifle hits. It can really hurt you. Move out slowly. You are on a bridge. You'll see command locked doors to your right and utility locked doors to your left. Cargo sled block your access to the bridge, and you can't climb over it or around it. There's an anthropod under the bridge to left. Kill it. Ignore the command doors to right. Scan the utility door to left. Scan shows a Kahl-Taan soldier right behind the utility locked door. Open it and kill him. Beyond him are two more. Move in slowly and take them out, and you should find the engineering key. Turn around and move back out. Two more Kahl-Taan will attack, take them out. Continue past the two doors, and you should find a ladder going up. Climb up. You should then find a console and a crate. Shoot the crate to get the ammo (and to move the chair out of the way. Access the console, and the cargo on the bridge will be moved. Arm weapons (preferably your regular phaser). Two flyers will "drop in". Take them out, and make your way back down. You can explore the other utility door, but it's not necessary. There are two Kahl-Taan soldiers beyond, plus an anthropod. They are protecting just two hyposprays. When you make it outside, you'll encounter two more soldiers. One is on a balcony, the other at lower level. Take both out quickly, or one will call in reinforcements of two more. They will charge you, so stay away. Ignore the command locked doors. You want that door at the end of the bridge. Save your ammo or mines, as you will need them when you fight two more of these fanatics beyond the engineering locked door. When you kill them, get into the elevator to get to next level. 8.6 JERADDO TEMPLE When you get out of the elevator, there's a crate, open it. Open the three other crates outside as well. Take what you need. Open the door, and you'll see a phaser drill. A door is beyond it. Access the panel to open the gate and grab the inductor. Use the inductor on the drill, then use the drill (move to the back and use) and watch it get to work. When it's done, move into the new tunnel... You'll need to duck. When you almost reach the end, two flyers will attack. Take them out, then jump down one step, then climb down the ladder, follow the tunnel, and you'll get to the temple. Jump onto the ramp and move into the temple. Just move straight ahead, ignore the left and right branches, as there are nothing there. You'll come to the first obelisk puzzle. Talk to Obanak on some clues, but during that conversation two fanatics will attack. Remove them. There's some ammo on the second floor. Solve the puzzle (the solution is right over the door) and move into the door. Use a mine on the anthropod. Continue and there's a small opening to your right. Two flyers will attack. Take them out. Tricorder should show artifact behind the wall. Push the symbol on the small obelisk and the door opens. Grab the artifact. Move back into the corridor. Move downstairs, then into a room. There's a staircase to your left. As you move to the staircase, two fanatics will beam in. Take them out. Then move to top of stairs. There's a crate with hypo, and an anthropod. Use mine to get rid of it. Continue out and you'll reach a balcony. Beware of fanatic patrolling outside to right. Kill him, and you're at the downslope. At end of downslope, turn back and continue on flat area, and you'll see another fanatic. Take him out, and you'll get to two crates with ammo and hypo. Turn back and go up the slopes (NOT the way you came), and you'll get to a staircase to your right, and another fanatic. Take him out. When you climb up, you're at the "two holy men" area. If you go forward, you get into a little courtyard with two obelisks, but they're "covered", and the doorway's closed. Talk to Obanak for some clues. You can also go left or right. If you go right, you'll see the place to place one of your artifacts. If you keep going right, you'll see two anthropods, and a fanatic. Take them out. You can find some ammo and hypo at the end. Come back to the holy man. Insert the artifact into the recess, and watch the wall open. Go inside, and there's a stair on your left. Go up, kill a flyer. Go around the statue and kill another flyer. Push the button, and it'll lower the cover of one of the obelisks in the little courtyard. Come back out, head left, and keep going past the second recess. You'll see a small temple in the distance to your right. One flyer will attack, and there's an anthropod inside the corner. Use a mine and tease it out, or jump onto one of those coffins. When you head into the temple, two fanatics and two flyers will attack. Take them out, and you get the other artifact. If you use your tricorder here, you can find a shield belt here on the top of that central column. Use one of the "coffins" to jump to mid-level, then climb up to top to grab the belt. Take the artifact to the other recess, put it in, go upstairs (to your right this time), and push the button. That reveals the other obelisk as well as the true door. Go back to the "courtyard", and solve the obelisk puzzle. Head inside, and go upstairs, and admire the mural with Kira and Worf, and that's the end of this level. 8.7 INTERLUDE You're back in your DS9 office again... Cardassians sent Provost Dejar of the Carnellian Circle to reclaim the bodies, but everyone tells you that's unusual for two lowly soldiers. Wonder what else is up? Talk with everybody, then head to airlocks for next mission. 8.8 BETRAYAL [Cinematics: Well, well... Turns out that Dejar, whose real name was Terrel, is an Obsidian Order scientist, and her soldiers got the station locked down pat, as they stole the Red Orb from right under your nose. You need to stop them any way you can... Can you stop them in time?] You got off the turbolift heading EAST, beyond which is one more corridor. Scan before you open the door... Auto phaser cannons are active. Keep going east, and you get into this "ore control room". Let's call this room 1 since you'll be back to this room. There's a Cardassian at the consoles next to the glass partition. You may be able to get him by shooting one of the barrels near him. Use the console there and open the door beyond. There's a Cardassian in front of you, behind partition. Ignore him, as he can't see through the glass. You'll come to a north- south corridor. South is to a door, but it's locked. To the north are two Cardies. Take them out. Continue north, and you'll find branch to the east. That's the security office. Move inside, sneak if you want to, and take out the Cardie inside. Use the panel to open that previous locked door to the south, then head there. If you go inside, you'll find this is the "ore" room. A cart blocks the passage. Talk to O'Brien, and you'll learn that you need to reenergize the mag-lev system to move the cart. However, this also made more Obsidian order soldiers appear. The console is opposite the security office, which means it's on that north- south corridor, to the north, beyond the security office. Go there, and the passage turns west, then south. There's a phaser cannon there, but four phaser rifle shots should kill it. Go up that little staircase and access the panel to reactivate the mag-lev. Now you need to head back to the "ore" room... And beware of more Cardassians. One more in the corridor, and one more in the ore room. Use the mini-elevator to get to lower level, and go through that small door. The small door in front of you is locked off, the only way out is to your right, which leads to a room, but protecting it are two phaser cannons. Take them out by shooting the barrels below one of them, then shoot the other. Beyond that, there's a containment field and behind it, a Cardassian. Now you need to talk to O'Brien to figure out how to go past the field. Again, like the Grigari, scan, modulate, and terminate the forcefield, or take out the Cardassian THROUGH the field first. Go through and take the isolinear rod from the console on the wall. Come back out into previous room. Searching the consoles along the wall (one is blinking) should open a shelf revealing a Cardassian Disruptor Rifle and a Respirator. Take them. When you move back, you'll encounter more Cardassian soldiers. Take out two in the small room (use the barrels!), some mines in the ore room, another soldier, then four more in the corridor (again, use the barrels!). Then head back into "ore control room". You'll need to take out two more Cardassians here. Go to where the second Cardassian is. There's a console next to him. Use it and a door will open. Talk to O'Brien and he'll tell you that you need a respirator, but you should already have it. If not, go back and get it. Also make sure you got the isolinear rod. Now equip the respirator, and it's time to do some sneaking and climbing. The correct way... Go into tunnel, to the end. Climb down ladder. Go into tunnel. Climb up. Go around, and do a jump climb onto the ladder. Go to top. Go through tunnel. Go up slope, insert data rod into panel, which opens the door behind you. Watch a cutscene of Terrell getting away. Run inside, shoot Cardassians and maybe a mine or two. Turn right, then left, then left, then right (kill a few more Cardies) and you got to the upper pylon docking controls. [Cinematics: unfortunately, the tractor beam has not been repaired, and Terrell gets away.] 8.9 INTERLUDE The mural of three orbs is about Ascension, and that doesn't sound good at all. The only Orb Starfleet may have is the one on SRIII... Talk to everybody if you feel like it. It's time to go. Take a look inside sickbay. There are casualties. :-) 8.10 SRIII SURFACE When you beam down, to your north is the escape pod. Whip out your phaser, as you'll need to zap a few critters. Some are in the water, and two poison fliers in the air. Use your regular phaser to take them out. Remember to grab the respirator in the escape pod. Climb up to the ledge next to the pod, then follow the road up, and watch an asteroid hit Ensign Coleman. Move back down, and you'll see a tunnel about half way between the asteroid hit and the escape pod to your right. Kill the "dog" that charges you. Continue up the tunnel, which turns west, then north again, and a little lake. You'll see this "gator" creature in the lake. Kill it with your phaser before you jump in. Swim to the "island" to grab phaser ammo, then move to the first beacon, take the medikit, and turn the beacon off. Defiant is under attack. You're on your own. Continue and you'll see this branch leading into the middle of the canyon. Don't fall off! Save now, climb onto it, stop near the tip. You need to jump over to your LEFT. Once you make it, you get to this platform with this big obelisk pointing into the sky, propped by a rock. There's a phaser power cell and a hypo just off the edge if you want it, but don't fall off! The get off the platform, shoot the rock that props the obelisk up, and it's a bridge. Climb on and walk over to the other side of the canyon. Climb up, walk in, but rocks block your way. Shoot the rocks to open, walk through, and you've finished this level. 8.11 SRIII SURFACE 2 You start same as you end previous level... At a downslope. Move down, and you'll see some lighted plants, and some anthropod leeches in the water. Use regular phasers on them. Nothing beyond there though. You can scan a shield belt, but you can't reach it (yet). Instead, continue down that little downslope next to it into a shallow pond. Beware when you see the next beacon. Three Jem'hadar will beam in as soon as you get close. When you get to the beacon, two more will beam in behind you. Take them all out. Look around and you'll see a upslope ramp. Take it, take out a Jem'hadar that beams in up the slope. When you almost reach the top, two flyers will attack. Take them out, and you're at the escape pod. You'll find a grenade launcher with clips, and phaser rifle reload in the escape pod. Look beyond the pod, and you'll see a few steps going down, take them slowly (don't fall and lose points). Hit the bottom, and you'll see a tunnel leading southwest turning south. Take out a few Jem'hadar patrolling. Also grab the medikit and reload in a recess in the tunnel. After that, the tunnel opens up. You now can go right (west) or left (east). Go west, make a few jumps, and you can get that shield belt you scanned earlier. Jump back. Now go east, make a few jumps, follow the path, kill two more Jem'hadar, and a few (3?) of "dogs" (use sniper mode and zoom in). Continue through the tunnel, and you'll have to dive into a lake. There are three of those fish so swim quickly to the beacon and get out of the water onto the island. Zap the 3 fish with your regular phaser. Then take a dive (with your respirator on) and salvage the ammo inside the escape pod. Let the respirator recharge, while you explore the lake from the surface. You should see a hole in the lake... Arm respirator, dive in, and follow the tunnel. At the branch, take the LEFT one, and continue... And you're onto the next level. 8.12 S-R III, OUTSIDE THE ULYSSES Swim to the surface, and you should see the moon. Look around to find a place to climb out, make your way around, use the deadwood to cross over, and you should see the ship in the distance. Look for places to climb down as low as you can. There's a beacon nearby that need to be turned off, and some supplies nearby. Take as many as you need. When you're ready, it's time to get on the ship. Scan so you don't get bitten by one of those big gators. Then jump off, swim to the saucer, and climb on. You should see 2 Jem'hadar in a distance. Use sniper mode to take them out. Follow the spine of the ship counterclockwise. You should see three Jem'hadar in a distance. Snipe them. Two of them may come after you, take them out. More may beam in, take them out too. Take the supplies you see if you need them. Follow the spine to the other side of the ship. Snipe another three Jem'hadar. Take supplies. Scan with tricorder all around, and you'll see the red arrows pointing to that "hump" on the back of the ship. Go to each one and Sisko will unlock the three latches. Then after the conversation with Worf, jump into the black abyss... Next level. 8.13 S-R III, INSIDE THE ULYSSES Right at start, you're facing this hole. Drop down onto the fallen beam, climb down, jump onto the cargo boxes, and use the edges to drop down slowly or jump onto the lower box, then reach the floor. Once you're down, expect to see two dogs and several flyers. Fortunately, no Jem'hadar yet. Move west slowly, zap more flyers. Grab supplies. You may scan a polaron rifle with ammo and such, on the level above, but they're locked. You can climb up there via the cargo boxes, but the door won't open. You'll need to turn on auxiliary power first. You'll come across to the other broken shuttle bay, but the bay door to lower deck is cracked, so use it to get to the lower level, but don't get to the floor yet. There's a "dog" down there. Zap those parasites in the water also. You should see a ladder in the corner that allows you access to second level. Get up there, and grab the polaron rifle and ammo and such on that level. Then access that ladder inside the alcove, and climb it ALL THE WAY to the very top. Access the locker you pass on the way and grab supplies. Follow the walkway, walk under the fallen beam, and you'll come to a cross walkway, but it's broken. It's still passable though, just do a "tight- rope" act. Once you get across, go through the open door, past the empty turboshaft, and you're in the auxiliary power room. Find a way to climb down to ground floor (look to your right). Explore the ground level. To east is a chip rack, and to west are some consoles. The consoles don't work since the chip rack is not initialized, but the broken engineering chip is right on the floor. So put the engineering chip into the chip rack, then come back and try the console again, and voila, auxiliary power. Access the locker under the fallen walkway for more supplies if you need them. Now it's time to make it to deck 14, astrophysics. You may have came across the door if you try them before. You need to get out of the room though. There's an exit under the fallen walkway. Go out and you'll see some Jem'hadar. Kill one, then another. Go slightly left, and use the cargo box to climb up. Jump over. You'll have to take out another Jem'hadar. Get to the door with the access panel, be ready for a big fight inside. Multiple (3?) Jem'hadar will attack. You'll come to a reverse Y branch. You're at one tip. Make a right, then right, take out one more Jem'hadar, and you can get the supplies you scanned before, polaron rifle and hypospray. Continue down the corridor, and jump into the hole to finish this level. 8.14 S-R III, ASTROPHYSICS You've jumped down the hole... and you move out... There's a hole in the floor, and the door beyond doesn't open. Guess the hole it is. Dive into the floor, and take a swim to the only doorway (to your back)... Then up to turboshaft. Beware the huge fish. Climb up to the open doorway. There's a sloped ramp up, and a Jem'hadar. Another will beam in behind you. Take them out. Continue forward, you'll see a red hole in the ground. Shoot it a few times or jump on it and it should collapse. You should fall to the floor below. Grab any ammo you need behind you and hypo, then continue forward. Kill 3 Jem'hadar guards at the entrance to the astrophysics lab... You try to open the vault, but you can't find a command chip. You need to locate a command chip, write it, then bring it back here, the astrophysics lab. (There may be lockers on the walls.) There's another entrance you haven't tried before, directly right to the door you came in at. Take that exit. Nothing much at the end of that, but there's a corridor to your right. Take that, and take out the 2 Jem'hadars at the end. It's an empty turboshaft... Flooded. There's a red-flashing doorway down there... So it's time to take a dive. Arm respirator... Now take a dive, straight down, and aim for the red flashing doorway, then swim through. Beware of 2 of those huge fish. Zoom in if you need to and snipe them. Swim to surface to your slightly left and up. You should be at a brown column. Explore around the column and you should see a recessed ladder. Climb up, but not all the way. You should see several Jem'hadar on the top. Kill them all. If you need to, jump back into water and snipe them from below. There are two of these huge columns and you can climb on either one. There's also a walkway leading to a turboshaft... The one you dived into, in fact, but one level higher. Once you've cleared the top of Jem'hadar, you should see a chip writer. Explore around the other column's top and you should see a room with a blank command chip and some supplies. Take the chip back to the chip writer and get it written. The walkway back to turboshaft collapses. Jump across the broken walkway. Stop at the end of turboshaft. It's actually a slightly different angle, but you can fall onto the walkway you came from. Don't jump, just run and you'll fall in. Run back into astrophysics lab, use the chip on the console, then use the console again to open the containment room. Continue inside, head for console on opposite wall, use it and the containment field drops. Then grab the orb, and you need to locate a new way out. There is that blue door though... So open it up by accessing the panel next to it, then walk down that corridor... To the next level. 8.15 S-R III, ESCAPE FROM ULYSSES Continue down the corridor, and take a turn onto the "engine room". Kill Jem'hadar, one to left, one to right. Pick up ammo and hypospray if you need it. Kill another two Jem'hadar. You'll find a room off to your right. Enter, kill Jem'hadar inside. You'll see floor as a ramp. Use jump to kill the guard on top floor. Climb on and kill two more Jem'hadar running in. As you exit, you are at the southwest corner of a "figure 8". Cross to the opposite corner (northeast), open door and shoot two Jem'hadar guard at the end of corridor, zoom in if you need to. You've found the lifeboat bays. Move left, and you'll see one lifeboat door that's partially open. Push it and it should open completely. It leads to an opening. Jump over to the ramp, climb on the stairs to end the level... [Looks like the Jem'hadar was waiting for you... And Vorta. Defiant had fallen, and you are all now prisoners of the Dominion...] 8.16 ARDURIA, ESCAPE FROM PRISON CAMP [Two Vortas were interrogating you when there was a power drain... And you got free.] Go left, climb up the short stairs and take the shock blade from the shelf. Zap the Vorta now. Jump off, climb up, zap the other Vorta. Do NOT use physical attack on them or they'll use the "orb" attack on you. After you take out the two Vortas, try all the panels to unlock the door, but don't go through yet. Now is a good time to save the game before you open the door. Outside the door, you will see two Jem'hadar and a Vorta. You MUST zap the Vorta immediately, then take out the Jem'hadar. You should have JUST enough ammo to do it. If you don't stop the Vorta, additional Jem'hadar reinforcements (like 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 access 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) You need to 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, and try the key. 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 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 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 phasers. 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. Access the console to open the door below. Get down, continue to the door... Then the other door opens and two Jem'hadar walk in. Take them out. Go to the door they opened, climb up, use the console, and the little grav forklift moves the cargo away, revealing another elevator. Take the elevator to next level... 8.17 ARDURIA ESCAPE, PART II As soon as you exit, you'll have to zap a Vorta. You come to two rooms similar to your initial interrogation. Two Jem'hadar soldiers are working with their back to you. Go in behind each one and zap them. Access panel on each one. One opens a vent above you, but the ladder's blocked. The other room contains a polaron rifle. Get up to second level, then crouch to move out that little vent. Move along the ledge, onto the pipe, climb up and over, jump down to other ledge, move into the vent and you get to the other second level... Into the vent pipe you go. Continue into the pipe, follow it in the only way it can go. You may have to zap some rats in the tunnel, continue until you see a ladder to your left. Climb up to top. Continue in the vent. You may have to kill a Jem'hadar in the vent (exterminator?) and several spiders. Continue until you find an exit vent... Push the grate out... Zap the Jem'hadar to the left that talks too much. Sneak around to the right... There's another Jem'hadar there. Kill him. Then summon the elevator, then get on. Arm polaron rifle. As soon as the elevator stops, zap the two Jem'hadar that approach. Explore the room for reloads and hypospray. Continue to the other side to summon the large elevator. Get on when ready. As soon as the elevator stops, kill the Vorta at the console. Then grab the reload, access the transporter console, and you'll be beamed into the next area... 8.18 ARDURIA ESCAPE, PART III You start in a storage room. Exit, go right, up the stairs, and take out the Vorta (with regular phaser, save your polaron rifle ammo). You'll get a hypo off of him. Come back down, climb down the ladder, go across into a blue section. Whack the crate to get another hypo. Continue through the door, and up the ladder, confirm area is clear. Get to the "upper" section again, where you got the Vorta, and you'll see the path leads to a left turn. A Jem'hadar is just behind the door. Get him. Continue on down the corridor, and you'll get to the docking clamp controls soon, but move in slowly. You should see a hologram of the Defiant before the stairs. There's a Vorta and a Jem'hadar to the left. Crouch and move up the stairs, then take them out. Unlock the docking clamps using the console (use tricorder if you're not sure), which also opens the door to the docking arm in that "blue section" you've been to before. Make sure to grab the level 3 card from the dead Vorta. Come back down, make sure hologram is off. If not, you haven't deactivated the docking clamps yet. Make your way down to blue section, and arm regular phasers. Once ready, get into doorway and zap the guard in the distance. Wait until recharged. Continue to next door, and zap the next guard. Switch to long-range heavy weapons. As you approach, two guards will beam in ahead of you. Take them out. There's one more guard to the left, take him out, get to the elevator controls, go down, use the level 3 card to open the door... Approach to enter the next level... 8.19 TAKING BACK DEFIANT Head straight in, and to your slight left is a corridor, heading south. Continue straight in. The corridors are closed off by forcefields, except the two doors at the end. The one to left (east) has a hypospray. The one on the right has a Jeffries tube. Climb in, and move down the only way you can go. Keep going. When there's no room left, stand up, turn around, and you'll see a ledge to climb onto, another Jeffries tube. Climb out into the room. On the other side of cargo is a Jem'hadar. Get down slowly, then when the Jem'hadar's back is turned, move out and nail him. Climb on top of boxes to get to second level, and take a phaser rifle. Come back down, and follow the left-turn curving corridor, which leads to an east-west walkway (you're facing south). You'll see one or two Jem'hadar walk past the east-west corridor. Take them out. You're now next to the cargo bay, but the doors are locked. There's nothing to right (west). To the east, there is a branch to south, which is the shuttlebay, but it's locked. Instead, continue east, and you'll see "shuttlebay console" (use tricorder to see it). Use it to unlock shuttlebay, and move inside the shuttlebay. You'll have to take out two Jem'hadar inside the shuttle bay. Move onto the second bay (through the door), climb up the ladder, and find the "control room" off to the side. Take out the Vorta inside, and use the console to open the Jeffries tube in the lower level. However, don't go there yet. Climb into the Jeffries tube in the control room to reach the cargo bay. When you reach the cargo bay, jump onto the vent to get into the lower level. Grab the grenade launcher and check the lockers to grab any supplies. You'll see a Jem'hadar outside, but he's just running around. Climb back up and make your way back to shuttle bay. When you reenter shuttle bay, you'll need to kill two more Jem'hadar, then make your way into the Jeffries tube that opened up. Get inside, and climb up, then down a little into a new corridor. You're now near engineering and impulse engines. Explore a bit, and pay attention to the wall diagram (Engineering is to the NORTH of impulse). Locate impulse engines (it's those three maroon/blue extra-wide doors). Get into impulse engine room, and you'll find that it's offline, and you need an engineering chip. That's in... Engineering, of course. Exit, explore a bit to find engineering. Remember where it is. Inside Engineering you'll find the warp core (powered down), and a blank engineering chip on the ground. Take it. Go back to impulse engines, go into the room with the chip writer to get it programmed, then go down and insert the chip into the chip rack. Power is restored. You need to get back to engineering. When you get back into engineering, two Jem'hadar will beam in. Take them out. Once you do that, use the console to get the engine up and running, then climb one of the ladders behind you. It's time to take the bridge. Get into the corridor on the upper level, turn left, and get to next level... 8.20 TAKING BACK DEFIANT 2 When you move forward (west), there's a door to your right. Inside is a command chip writer. Transporter is offline. Go forward through door to a north/south corridor. There's nothing to the south, so head north. Continue, and you're in the "bridge corridor". However, you can't open the bridge yet... You need the command chip, and you know where to write it already (transporter room). Directly opposite the bridge door is another door, but that just leads to a passage that turns back into bridge corridor. Be careful of Jem'hadar here, they appear almost without warning. There's a room beyond the bridge door that has some reloads. Go past the door, and the passage way curves right. In the first lighted door, there's a Vorta inside, but there are two Jem'hadar just around the bend. Take them out, then wipe out the Vorta. You can get a hypo from the dead Vorta. Take the second lighted door, and you come to the another curved corridor left or right. To the right, you see a recess, then a Jeffries tube. Crouch in, and keep going. You'll see the guidance system, and keep going around the corner is a command chip. (There's a wounded guy in the Jeffries tube to the left, and some grenade reloads, but you can't do anything for him... yet.) As you come back out, two Jem'hadar is blocking your way in the short corridor. Take them out. Another Jem'hadar blocks your way as you make your way back to the command chip writer. Then another Jem'hadar in the next corridor. When you made it back to the transporter room, get the chip written. Make your way back to the bridge. Two to three Jem'hadar will block your way. Take them out, enter the bridge door, use the command chip, and watch yourself getting the Defiant back... [All the bad guys beamed out, all the good guys beamed in... And you're out of there!] 8.21 INTERLUDE Kira is going undercover to infiltrate Hass'Terral... You will try to get the data, and Worf will plant Thorium charges to prevent the stuff from falling into Dominion hands. Talk to everybody and see what else is up, then continue on your mission... 8.22 HASS'TERRAL SURFACE You start facing west. To the south is an auto defense turret, and two mines, no need to go there. Instead, turn and head north. However, the path you need to go is blocked by three MORE mines. Beware of gravitic mines. You can spot them by a black dot in the snow. However, if you stop and sweep them, you get hit in the back by the turret. I suggest dash behind the boulder to your front, use that as cover from the turret to shoot a mine from that angle, then run at a diagonal, shoot mines in your way to clear. Stop when you get out of the turret's angle. Use zoom mode on the rifle or the tricorder if you're not sure the target is a mine or not. When in doubt, phaser it. As you go on, you'll get a message about getting close to external exhaust port. A guard will walk out in front of you. Kill him. You can see a platform with a ship to your left (north), and the compound to your right (east). Zoom in on the ship, and you'll see a guard there (walk closer if you don't see him). Snipe him out of existence. There's the cargo sled. However, you have to go east to get to it. As you go east, you'll see two guards in a distance guarding the main entrance. Snipe them. There are also three mines in your way. Use regular phasers to take them out, and you're at the down ramp. Run down the ramp and examine the sled, you'll see that you need a level 1 card. Talk to Garak or Dax, they'll tell you to look for an observation tower. Fortunately, you spotted one to the northeast. So up the ramp again and turn left. Approach slowly. At the base of the tower, there is a guard. Another guard is to the northeast beyond him, and two mines. Take them out. Climb the tower, and take out the technician inside. Get a hypo and a level 1 card from him. If you didn't take out the second guard, he's down there waiting to take a shot at you now. Climb down, and get down the ramp again, get on the cargo sled, take the two items on the sled (disruptor rifle cell and a hypo). You may see more Cardassians in a distance, ignore them unless you brought extra ammo. Use the level 1 card on the console, and watch as you sneak into the base for the next level... 8.23 HASS'TERRAL, INSIDE THE COMPOUND You start on the sled. Crouch immediately, and do NOT move, until you get the message from Kira that the cameras are off, and you can see it's not moving. Back out of the sled, then move to that doorway to your right... But crouch. A guard will look inside periodically. Nail him when he's not looking or you'll be dealing with his buddy outside. Take another hypo from second floor. Now you need to get out of the room. There's that door the guard came in, or the big garage door. Based on the tricorder scan, the outside guard may be looking at the small door, so your best bet is use the big door to distract him, then walk out the small door and shoot him before he comes back to investigate. Be very careful around that door. There's a phaser turret on the roof in front of you, and you can't destroy it. You have to dodge it. Fortunately, it has very regular scan patterns, and you can see which way it's pointing by the spotlight mounted on it. As long as you don't give it a target, it'll resume scan in a few seconds. In this case, it's easier to go NORTH around the building, using the building as a shield, and follow the wall west, then southwest. Slow when you come to the corner. There's a door to left front with a Cardassian guard. Take him out. Be careful though... The doorway is covered by the turret, and you need time to operate the switch to drop the forcefield. So wait until the turret is pointing the other way, then run for it, use switch, get through, hide in corner where the turret can't hit you. Now you're in section 2. There may be a guard on second level you need to take out immediately. If not, wait until he walks back. Stay there. There's another guard that patrols the buildings, take him out too. If he sees you, he'll sound the alarm. If alarm was triggered, just use your level 1 card to stop the alarm at the security console next to the Thoronide plant (the one locked by level 2 access). Ignore the 2 doors locked by science passes. Be careful though... The turret from the previous area covers the plant. Use the buildings for cover, or hug the wall. You need to locate the doorway guarded by disruptor shields (the red lines), which is just beyond the security console. It's locked by level 1 access. However, do not go blindly through. Use the 3rd person view to see that 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 go to the left side of the building. Now is a good time to save the game. Continue along the building until you see the "raised" building to your right-front. The turret covers the building's doorway, and there's a Cardassian guard beyond him. There's another guard inside, and that's the critical one. When the turret isn't watching, run up to the doorway, which will cover you from the turret. Turn to access the switch, and nail the Cardassian inside. You should get a level 2 military pass. If you don't, reload and try again. If you explore area 3, you can find the vent, but you need to shut down the Thoronide plant first. That's where the pass comes in... You need to get back to the Thoronide plant. You can just go out the way you came in... Then run behind the building for cover. When the turret's not looking, use the pass and get in there! Kill the one guard inside. Garak should give you a good hint... Use tricorder to learn the frequency, then set phaser to penetrate, and phaser the three red things to kill the plant. Now you need to get back into area 3. Dodge the first turret, the turret covering the door, and several guards. There is at least one guard still in area 3. You may be able to shoot him from UNDER the raised building by crouching. Use the building and building supports to dodge the turrets while you take out the last guard next to the vent itself. Shoot the crates for extra hypos. Now climb onto the vent and look around. There is a ladder leading down. Climb down, turn around, and walk across the ramp. Access the switch to open the gate. You see this vent with two switches. One is red and useless. The other opens a metal gate, but behind it are TWO forcefields, and TWO forcefield generators. Remember that forcefield reflects the beam? The generator for the closer forcefield is mounted on the inside, but a reflected shot can reach it. So set phasers to penetrate the first but reflect off the second, crouch, and try the reflection shot until you nail the generator. Walk inside, scan again, nail the other generator, then drop into the hole at the end for the next level... 8.24 HASS'TERRAL, INSIDE THE LAB You start in the vent. Drop down onto a cargo box. There's a vole there, kill it. Claim a disruptor rifle. You should have plenty of ammo for it. Be stingy though. There's another hypo in the room. You'll need to use level 2 pass to get out. Listen to Garak... You'll need to find the vent to the surveillance center. You're told to check out the other cargo bays for a vent leading up. That's exactly what we'll do. Exit the door, and turn right. Go forward, you may have to kill a guard. Keep past 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. 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 intervene. You may hear the alarm going off and the panel flashing red. That's supposed to happen. Use the level 2 pass to enter the surveillance office, then kill the other patrolling guard. Look out the transparent partition. If you see a red forcefield, you've triggered the alarm. You've failed and you should reload. Now you need to approach the central door, but slowly. There's a guard to your LEFT you need to shoot first. Wait for recharge, then slowly move into the downward slope (heading south), crouching. Shoot the technician in the back, then the guard that comes to investigate. Move down, and access both consoles. You've dropped the disruptor fields guarding the computer core. You can find reload for the disruptor rifle and a hypo in the room. Now you need to locate the computer core, then the way to the lab itself. Get back upslope, moving very slowly. As you go upslope, you're facing NORTH. Go right (east), then right again (south). Go past the first intersection (branch to left) and the first Obsidian order sign. Follow the corridor right, then left, until you come to a closed door facing an Obsidian Order sign. That's computer core inside. Get in there and take out everybody (2 guards, one in front and one to left on the platform) and another guard next to the core. Get the rod. If you see disruptor field in your way, you haven't disabled the two forcefields yet with the two consoles south of surveillance center. Grab any reloads and hypo as needed. Kira informs you that the door to the lab is now open. Make your way back to surveillance center. At the upslope exit, pointing north, go west (left), then at the first intersection, turn left again (south). You'll come to a phaser cannon. If you move just right on the left side you can hit it with your weapons but its shots will be blocked by the ceiling. Just shoot it out. The path takes a right turn and you see a set of "white light" stairs. Save now, as it's easy to mess up the next part. Go up slowly, hug the right wall. When you think you can hit the Cardassian agent to the left, stand up and nail him. Then move to opposite wall, and nail the other one, without either triggering the alarm. The door should be open, just run in, and watch the cinematics... (If you made it here without getting the rod, the door is locked by a level 3 science card.) [Terell want to destroy the orb, but Obanak and Grigari arrived first and took the orb. They are now attacking DS9 to secure the final Orb... And Ascension is near... ] 8.25 BATTLE FOR DS9 You start in a turbolift, except this doesn't reach all the way down. An injured crewman is in front. Arm phasers and ready to hit 3 drones to the left. Go left, then right, then right into a cargo room... Then a Grigari breaks down the door... Scan it and kill it. It's armed with a plasma thrower and it packs a punch. After you kill it, you get the plasma thrower. Continue through door. You go down a corridor, then you come to this red room with energy discharges all over. The trick is... There are two drones down there. If you can see it, aim for the two barrels on both left and right and cook them, which should destroy at least one of the drones. Take out the other, then climb up the other ladder. You may be zapped once. When you climb up, walk down the corridor, and you see a wounded ensign. You approach, but the grating breaks under you, and you're dumped into the sewers. So follow the sewers until you see a ramp going up, then do a jump climb. Scan carefully, two Grigari will approach, so kill them. You should claim more plasma thrower here. Turn the corner and you'll see another two Grigari, take them out as well. Then approach the wounded ensign. He has mines, but watch for the drone hiding in the corridor. When you've collected all you need, continue back to where you took out all the Grigari. Follow the corridor, and you'll come to a branch where you can continue ahead or turn right. The room ahead has some reloads and hypo, but 3 drones will attack behind you. So follow the dark corridor (right), and jump across that yellow pit. Arm best weapon, as when you open that door, 2-3 drones will attack, and tricorder only shows one! Any way, when you take them all out, there's a red door in front of you. Use the switch to open, it's a turbolift. Jump in to finish the level. 8.26 THE BATTLE FOR DS9 2 You start in the turbolift, and you exit into a small room. Scans are empty. Open the door, and stop. You'll see two drones at a lower level. Take them out with your phaser from long range. Climb down the ladder. Go through the door, and you'll be in this wrecked room with a wounded guy. Go to the other door. Two Grigari would be inside, kill them as you see fit. Mines can kill Grigari, really. Go through into cargo room. Take their plasma throwers. There's a grenade clip on the top, but no grenade launcher yet. Open the door and there are two Grigari beyond, one armed, one not. Take them both out. In this room there are two barrels and crates. You can get the crate contents, but beware of 2 drones attacking as soon as you approach the contents. Open the next door, approach VERY slowly. You'll see a cutscene where you see this next Grigari... He has an EM Blaster. Dodge left a little until you get a scan, then blast him! When your phaser runs out, run forward and around the area, dodge him until you got enough charge to finish him. Take the blaster. Open next door, and a Grigari will approach from around the corner (plasma armed). Take him out, and take the hypo. In the next room, you'll see FOUR Grigari, 2 with EMP and 2 with nothing. One is on the upper level. Take them out with phaser or plasma, save the EMP ammo for the final fight. You will also find a Cardassian disruptor rifle in the upper level storage shelf. Come back down, and you'll see a door to the side of the room (from where you came in, it's to your right). That leads to Obanak, and the final fight. There are three ways to fight Obanak. 1) Stay in your room, but open the door, then snipe him. This will take a LONG time and waste a LOT of ammo because he moves VERY quickly. Best used with just the phaser pistol. 2) Get in the corridor, but no closer. This gives you more opportunity to shoot, but he can shoot back as well. His yellow energy balls are pretty hard hitting, and it has "splash" damage as well. If you're inside the corridor, you don't have room to dodge. 3) Run inside and do a running battle. Basically, get inside, circle-strafe the whole place, land shots when you can. Use any weapon you got. When you have landed enough shots (even with your good old hand phaser), you can watch the next cutscene... [With Kira and Worf's help, Obanak-Wraith is knocked back into the proto-wormhole... Which then collapses, and you win!] 9 Kira Track Walkthrough 9.1 BAJOR 1 (CRUSADE) [You were visiting Prylar Obanak at the Pah-wraith temple when the Kahl-taan followers attacked...] You start at the balcony, armed with hand phaser and tricorder. Turn 180 and follow the Bajoran standing at the stairs, follow him downstairs, turn another 180, then a left, and go to the console. Use it, which will open the big Chapel door behind you. Go through Chapel door, push the buttons below both statues, and you'll open the two hidden alcoves, one has two hypos, other has the artifact "key". Take them, and Obanak will tell you to head for the library, which is on the other side of the courtyard. Go straight out the chapel, which leads you to the stairs you came down on. Do the 180, and there's an attacker on top. Take him out. When you go up the stairs, you should be heading SOUTH. Get up to top of stairs, which leads left (east). When you get to the top, two attackers will run by. Take them out. You're in the "lobby", leading north/south, but north is a deadend. Go south, and you'll see two entrances to courtyard, then east and west each has a door to sleeping quarters. There's an attacker to the left, watch out. Go south to courtyard. Engage two attackers in the courtyard, and the path takes a left turn (east). Engage one more attacker, and you'll see the area to insert the artifact key. However, watch for two MORE attackers to your left. When you take them out, insert the key to unlock the two doors to the library. Take the left one down. The staircase takes a 180 turn and continues down. Wait before you open the door, make sure phaser is fully charged. As soon as you open, there's an attacker down there, followed by THREE MORE. Your phaser can only take out two, so you have to keep backing up the stairs to buy time for your phaser to recharge. Take them all out, continue down the stairs. Stop at the mezzanine level. As you come off the stairs, you're heading west. There's a stairs to north that goes up/west, and a stairs to south that goes down/west. You need to push the four statues to unlock the engineering key and the phaser rifle. Go up/west, there's one guy at the top. However, as soon as you hit him, another will appear behind you. Take them both out, then push the button on each of the two statues. Go back downstairs, all the way to the bottom level, make a right, and make your way up to the other mezzanine level, and take out the single attacker on top (who's busy executing the pah- wraith followers, so you can shoot him in the back). Push button on both statues, then you'll see a cutscene where the two partitions drop, revealing the engineering key and a phaser rifle. Head down to bottom level and pick up both. Now, pick a staircase to go up. You will take out one attacker immediately. Wait for hand phaser to recharge before continuing. Another will follow. As you go up, another will attack. When you make it to courtyard level, three attackers will be waiting, two on the ground, and one on top of the temple entrance as a sniper. Take them out. Turn back into the main building, take the door on the right, and turn into the room on your right. You'll see an attacker on the room facing you. Shoot him from long distance. Another attacker will charge in. Take him out as well. Use the engineering card on the console in the room, then head out the two doors into the pool, take out one MORE attacker. Dive in, then swim forward into the passage to end this level. 9.2 BAJOR 2 You start in the water. Swim ahead and up into the pump pool. Climb up out of water. There is a console to your left. Access it with engineering card to restore emergency lights. Turn right to next console, access it to activate security panel, then turn right onto the third panel to open the exit, which is now to your right. Claim a hypo and a phaser rifle cell before exiting. [Slight bug here, one of the consoles have an "activation zone" about 3 meters away from the console itself.] As you exit, you need to turn left, and take out an attacker. Wait for recharge. Move out, and you're at a "balcony". There's one guy right below you. Move to end of balcony, you'll see a ladder down. Use the opening in the ladder to take him out from your level, but duck immediately back behind the column. Two attackers will beam in on the lower level, opposite side. Use the column as shield, and zip out to nail them in a quick shot, repeat until they are taken care of. Climb down to lower level and use the console with engineering card, which opens one of the gates below. Now scan below, and you'll see two more attackers. Take them out from up here (they won't suspect a thing). Then get to the ladder (where those two guys on your level were) and climb to "ground" floor. Open the other gate by pushing the switch, and walk into the passageway to end this level. 9.3 BAJOR 3 You start in the passageway. Turn right to a door. Don't shoot that guy. Instead, step around him and shoot the ground. He doesn't trigger the gravitic mine, but you will unless you shoot it first. There's another one on the bridge ahead of you. He'll guide you up to mid point. An attacker will charge, take him out. Then it's just a matter of running really fast into the doorway, ignoring all damage. Make a left turn, then a right, and you're at a forcefield. Use tricorder to analyze and destroy the emitter. Do the same to the next forcefield around the corner to the right. You're now in knee-deep water. Keep walking, and access the console to your right, which opens another underwater gate. Turn 180 and climb up the ladder, which gets you to the big pool. Dive in, go through the open passage, swim straight, which turns left, and go up into the second tower. There is only one exit. Obanak should tell you that you need to use the console on the first floor, but you need a command key on the second floor. We'll go up to the THIRD floor as well to take out the forcefield so we don't have to run around. So at the exit, turn left, take out the attacker. Turn left again, and you've found the staircase going up. Take out the attacker on the top. Be careful though, this one tosses a grenade. Run up after him to avoid the grenade bouncing down. The stair turns right. Climb to the top, and you're at second floor. One attacker may charge immediately. Take him out. Move slowly and follow the corridor clockwise. Some rooms have gravitic mines. The command card is in second room to your left, but don't take it yet. In the fourth room, there's a switch that reveals more phaser rifle ammo and hypo. You can take that. Go all the way around to the stairs to third floor, scan the forcefield generator, and kill the forcefield. There's no enemy here yet, so don't worry. Just take out the forcefield now. Access switch to open the door behind you. Come back down the second floor, and go inside the room with the command card. Arm phaser rifle, because a heavy fight is about to start. Get the command card, then kill three attackers (one from across the hall, two near you). Get back to staircase down to level 1. Two attackers will be at the bottom. Take them out. You'll head past that "fountain" entrance you used earlier. Stop at the corner and turn right. Face that corridor. Back into the room and two attackers will appear. They will fire phasers and toss grenades. Take them out. One of the rooms contains a medikit behind a holowall. The other room has the console you need, take out the mine in front of it. Insert the card into the console, and you'll be asked to rendevous at level 3, where you had deactivated that forcefield. Now you know where to go, but exit carefully. As you exit and turn right, two attackers will exit from their rooms (but you had just swept them!). Take them out. Head for the stairs up. Move up slowly. When you reach the second floor, you will encounter three attackers, then another sniper standing on the stairs, then two more around the staircase going up. The "phantom menace", guy that can't be targeted or killed, may appear here as well. Try to take out as many of the regular guys as you can while dodging the menace. Then you'll see two attackers on top of the stairs (they may only appear when you get there). When you enter the room, insert the command card into the console in the new room to end the level. 9.4 INTERLUDE You're back on DS9 and Sisko is having nightmares about the pah- wraith temple. It's time to pay the place a visit. Defiant is out of action any way due to the Grigari, and there's no information on the two dead Cardassians IN the bulkhead. 9.5 JERADDO 1 (DESECRATION) [You will be visiting Jeraddo with Sisko and Worf in search of the Pah-Wraith temple...] You start in a storage room with electrical discharges, facing west. Forward, turn left, use switch and go through door. You're now in a stairwell. Some supplies under stairwell. Climb up to the top. You're now facing south. There's a door to your right-front, which is operations control, but it's command-locked. Take out the anthropod inside. Path to east leads to a utility door and a north/south corridor. That corridor has nothing to south. To the north is another anthropod in the corridor downstairs. After that is the door going east, anthropod is inside. Clear it and get the command card. When you exit the operations room, 4 attackers will beam in and it'll be a tough fight. Take the command card to ops room and unlock the consoles. You'll have to take out two attackers in the corridor and one more inside the ops room. The card then will release the grates... Behind the utility door. However, that's not the way in. Go back to where you got the command card (kill one more attacker) and you'll find open grate inside. Climb in, kill 3 flyers (poisonous!). When you reach the room, kill two attackers. Take all the supplies (2 phaser rifle reloads, 1 hypo), jump into the other vent shaft. Kill two flyers (one from front, one from behind). When you reach the elevator room, you may have to shoot another attacker. Then get on the elevator, ride it down to next level... 9.6 JERADDO 2 You're still in the mineshafts... In front is a door. Outside are an inductor and three flyers. As you exit, you realize you're on a bridge, and the impulse fighter just took out the door. You have to find another way in. To your left are utility locked doors, and to your right are command locked doors. Take the command door that doesn't have the three flyers. Inside is an attacker. Take him out. He won't come out, so you have to go in and get him. Climb up three ladders (take out 2 flyers) and access the panel to open exterior gate. Climb back down to ground floor and take out another attacker. Exit back to the bridge area. You should see the exterior gate opposite the bridge. Take out that ungulate (bull thing). You see a phaser drill, but you don't have an inductor to run it, but you know where to get one... Open the other command-locked door. Kill the two or three flyers inside, and take the inductor from the reactor. As you approach the phaser drill, two attackers will beam in. Take them out. Put the inductor into the hole on the left side of phaser drill. Move to back of drill and use it. It'll dig a tunnel for you. Walk on through, anthropod to the right. Kill it. There's a room behind it with 3 hypos and a phaser rifle reload. Another anthropod behind the "cage". Kill it. Open the door to the elevator, ride it down to next level... 9.7 JERADDO 3, TEMPLE You start in the elevator room. Exit to staircase going down. At bottom of staircase is a rifle reload. and a door, behind which is an anthropod. Kill it. Follow corridor to the right, you come to an upslope, and another anthropod. Kill it. You see a door in front and a "cage" to right. A crate there is rifle reload. Go inside cage, then the door beyond it to get hypo and mines. Open the "front door" for your entrance to the temple. As you exit, two flyers will attack. After that, jump off onto the "plaza", and look at the entrance... Walk on in. As you do, one attacker will beam in behind you. As you reach the corner turning right, another will appear in front of you. Take them out. Follow the stairs up to the "ledge" with lava below. You'll be attacked by 2 flyers. You need to jump down to the beam, then jump up to the other ledge. Now jump across the missing floor, and take out an anthropod to your right. There's an attacker on top of the stairs. Follow the stairs up. You're at the pushbutton puzzle. Solve it, and go on. The door will drop again in 3 seconds. You're now in a room with a small obelisk in the middle. Stairs going up, and another exit. There's really nothing at the exit except a hypo, and you have to kill 2 flyers and an attacker to get it. The artifact is already taken (by Sisko). Go upstairs, be ready to kill another attacker. Sweep the area of several mines. You'll be at the balcony. To the right is an attacker at long range. Use sniper mode to take him out. Head down the stairs to your right. Do a 180 and head down the flat area to get reload and hypo around the corner. Return to the upslope (may have to kill a flyer), stop at the top. Be ready to kill three attackers (one of who appear behind you). Continue to the other "balcony" instead of heading upstairs. You can find more gravitic mines. Now you're ready to head upstairs. Nothing upstairs yet. You're in the "courtyard". Turn left, and get into the first "holy man" area, which is just a room. There are two gravitic mines to your right, so hug the left wall. Shoot the mines, then the attacker that comes to investigate. Wait for recharge. Approach where the attacker came from, and you'll see anthropod upstairs. Jump on the bannister and take it out. A gravitic mine protects mines and hypo. Now go to the staircase that was protected by mines. Go up, and push the button, which drops the cover on one of the obelisks in the "courtyard". As you head downstairs, beware of an attacker beaming in. Now head back to the courtyard, and go RIGHT instead. This one is less protected... There are just one gravitic mine in the staircase, and one attacker under the inside stairs. There are reloads and mines on top of the inside stairs. Take them, and push the button to reveal the inner door. As you approach the courtyard, two to three more attackers will beam in. Take them out, solve the pushbutton puzzle, walk inside, up the stairs, and watch the cutscene... [You got here just after Sisko, and Worf right behind you. You wonder what this mural may mean about the red orbs and all that... Then there's the Cardassian issue...] 9.8 INTERLUDE Take to everyone, who tell you that the Cardassians are up to no good, but can't really deny them their "rights" either. Translation of the mural isn't ready yet. 9.9 DS9 BETRAYAL [As you can see, Sisko got ambushed... Dejar is really Prefect Terrel of the Obsidian Order, and they're retrieving a red orb hidden on the station. Kira volunteered to go after the computer core to stop the counterinsurgency program...] You start in turbolift. When you exit, you come to crossing facing east, with left and right corridor (north/south), console with Bajoran worker in front. Approach the center console and you'll find the core won't open. You need to reset the EPS conduits. Go south (right). Take hypo, access console to open door behind you. Run back into the corridor and take out the Cardassian from across the hallway. A Cardassian will come through that open door in a few seconds, be ready to take him out. Turn into the first EPS conduit room. You'll need to take out a Cardie across the room, then another on lower level. Climb down and, up the other side, use console to reinitialize the conduit. Climb back out and return to center. Go north this time, go around the corner to the console (another militia on the ground). Use it, and a little window opens into the EPS room. Shoot the two Cardassians from the window. Then go down there, climb up the other side, use the console to reinitialize the other EPS tap. The center console is now active, but there's another Cardassian now. Make your way back to the center, taking out the extra Cardassian. Don't approach the console until your phaser's recharged. As soon as the door opens, nail the Cardassian inside. Run AROUND the core into the door on the other side. The door is locked, but there are two conduits. Phaser it or punch it open. Take the lighted conduit, crouch and move in. Dax tells you that the turrets are active. Climb up to top. You can shoot one turret from inside the conduit (blow the cover first), aim just a little below it. The other one you can blow up by hitting the barrels below it. Take ammo. Climb down the ladder. Open door and take out three turrets. Use console to open the rod bank. Cardassian will attack, kill him. Take the rod. Climb up to room. Go through door. Kill one Cardassian inside. Take out 2 Cardassians in room. Climb down. Take out two more in the rod room. and take the other rod. Exit and climb up. Move back to center console. Use the center console to deploy the walkways. Then go back to room you came in and reenter the conduit. When you re-enter the conduit Dax will warn you about gravitic mines. You will spot some as you make your way back to the corridor. Sweep them with regular phaser pistol. Move back to the core. Call the mini lift with the SIDE switches. Get up there, and insert one rod on each side, and the computer core is fixed. Now you're informed that they're building another trilithium bomb... You need to head it off. Head to that door you couldn't open before next to the conduits. Take out the Cardie inside, take the lift down. Lift opens to a short downward stairs. Take disruptor ammo. Take out the four Cardies inside, take out the gravitic mine on the lower level, and jump down to the reactor panel, use it, and you're done! 9.10 INTERLUDE Starfleet is not happy, and a special mission has been mounted to land on SR-III in attempt to retrieve the only other red orb Starfleet was aware of... But SR-III is in Cardassian space... 9.11 ODDESEY PART I (SR III) [While Sisko and Worf is on the planet surface, Kira has the conn, then you find out you had a changeling onboard... who sabotaged the onboard systems... O'Brien is down, and it's your job to hunt down the changeling...] Your first job is follow where the forcefields are NOT and get into the turbolift. As soon as you get out of the turbolift room into the corridor, two Jem'hadar will beam in to your left, take them out. You need to restore tactical system. Go where the Jem'hadar was (north) through the door, and you're past the bridge. Go straight, and you're at the right-curve corridor. Take the first lighted door left, you'll need to take out two to three Jem'hadar here. You'll see a wounded guy, and take his programmed master chip. Jem'hadar enter behind you. Take him out. Take turbolift to other floor. You'll be in a hall firefight. Dodge the shots, locate the other transporter room, and take the "command chip" from the wounded. Use the command chip on the torpedo room (in the tip of the curved corridor section) to open, insert the master chip in the chip rack, then use the console on the other side of the rack to reinitialize torpedo systems. By this time, the all the security guys outside are down, and 3 Jem'hadar are outside knocking. Take them out, and then you need to fix the impulse engine systems. Explore a bit, follow the enemy, and you'll find two people wounded, and they talk about changeling heade