Star Trek: Elite Force 2 Walkthrough :
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Walkthrough - FAQ/WalkthroughStar Trek: Elite Force II Complete Walkthrough v.1.02 Last update: 11/9/03 Created by: JediMeister (alvinshek@hotmail.com) Copyright 2003 Alvin Shek Table of Contents ----------------- 1. Introduction - Legal Info - Version History - About the Author 2. Weapons - Phaser - Compression Rifle - Enhanced Compression Rifle - Assault Rifle - Attrexian Arc Launcher - Idryllian Staff - I-Mod - Sniper Rifle - Grenade Launcher - Quantum Burst - Tetryon Disruptor - Romulan Standard Disruptor - Romulan Experimental Radiation Disruptor (X-Rad) - Tricorder - Enhanced Tricorder - Bat'l'eth 3. Level Maps - 3.1 Mission 1: End Game - 3.2 Mission 2: Reassignment - 3.3 Mission 3: Derelict - 3.4 Mission 4: Demise - 3.5 Mission 5: Discovery - 3.6 Mission 6: Destruction - 3.7 Mission 7: Search and Rescue - 3.8 Mission 8: Payback - 3.9 Mission 9: Mercenaries - 3.10 Mission 10: Incognito - 3.11 Mission 11: End Game 2 3.1.1 is the first map for this mission and so on and so forth. The sections are numbered for ease of use and searching. 4. Credits 1. Introduction Legal Info This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. The following websites are permitted to post this as well as any other game guides I will write in the future: ign.com gamefaqs.com virtualgamerz.com cheatingplanet.com - part of gamespy.com network www.cheatcc.com www.cheats.de dlh.net www.ggmania.com members.chello.nl/h.vangompel/ www.neoseeker.com All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Version History: v 0.25 - Wrote down list of missions and levels. Began partial walkthrough of first five missions. v 0.30 - Added weapons list and notes. v 0.80 - Added walkthrough for missions six through eleven. v.1.0 - Completed Walkthrough v.1.01 - Included tip from Raizen Inogami regarding mission 3.10, the Romulan Facility. v.1.02 - Included tip by Matevz Mihelic regarding Drull Ruins 3 Boss Level 3a. About the Author This is my first game walkthrough, so suggestions and constructive criticism are very welcome. I will also accept tips other players have noticed, alternative boss strategies, etc. Please include in your subject line EF: II Tips. 2. Weapons: 1) Phaser - Standard issue sidearm. Has unlimited ammo but takes time to recharge. Primary fire is low damage whereas secondary fire can disintegrate enemies. 2) Compression Rifle - The basic phaser rifle. Has primary and secondary firing mode. Primary is a fast, damaging shot of middling damage. Secondary is a pulse grenade which flies straight until it hits its target, disintegrating it and/or causing heavy damage to surrounding hostiles. 3) Enhanced Compression Rifle - Enhanced by Chell the Bolian, this phaser rifle fires faster and is extremely accurate even at long range. Used primarily to snipe at enemies from a distance before acquiring the sniper rifle. The secondary attack is an extremely damaging energy grenade but it arcs unlike the pulse grenade mounted on its cousin the standard compression rifle, so the user must aim higher or lower to compensate. Becomes available after returning to the Alpha Quadrant. 4) Assault Rifle - Developed in the Alpha Quadrant during Voyager's exploration of the Delta Quadrant. The assault rifle has become the weapon of choice of many a security team due to its usefulness in tight situations. Primary fire shoots a spread of plasma pellets. Secondary fire is an energy based attack which is extremely damaging to enemies. The assault rifle is best used in close quarters firefights. The secondary fire continues in its path until it impacts with a surface or object or enemy. Secondary fire has splash damage so a shot near an opponent is as likely to damage as a direct hit. Becomes available after returning to the Alpha Quadrant. 5) Attrexian Arc Launcher - An Attrexian welding tool. Very useful against Exomorphs. Primary attack is similar damage to the compression rifle. Can also be used to ignite the gas grenade launched by secondary fire. Try to avoid getting too close to the target enveloped in the gas because the user can also be hurt by the backfire. The best strategy with this weapon is to fire a gas grenade and then back up drawing the enemy towards you. Detonate with primary fire and see them explode. One or two of these grenades when ignited is sufficient to eliminate most Exomorphs you will face. Acquired during the level on the Attrexian Station. 6) Staff - A mysterious staff found in the Drull Ruins. Primary fire is a damaging globe of blue energy. One shot will eliminate the smallest Exomorphs. Three are required for the next biggest Exomorphs. The Basher Exomorphs require six shots to destroy. Trying to use this on any of the bigger Exomorphs is not recommended. Secondary fire sends out a shockwave which freezes enemies within its radius allowing the user to walk up to the paralyzed enemy and strike them with the primary fire. Acquired by the Hazard Team on a mission to the Drull Ruins. 7) I-Mod - Infinity Modulator developed by Seven of Nine to combat Borg drones in the Delta Quadrant. Primary fire has damage equivalent to that of the standard compression rifle. Secondary fire is twice as damaging although requires twice as much energy. Benefits of secondary fire when compared with other Starfleet weapons are that it does not cause splash damage, is not explosive based. You must directly hit your target for your shots to be effective. 8) Sniper Rifle - One shot, one kill, unless you miss of course. Powered by plasma energy, a single shot is sufficient to disintegrate an opponent. Primary fire shoots, and secondary fire zooms. Very useful for taking out enemies from great distances when the enhanced compression rifle is not accurate enough. 9) Grenade Launcher - Starfleet issue Grenade Launcher. Originally developed in the Delta Quadrant by Weapons Master Oviedo. Primary fire launches a heavily damaging grenade. Secondary fire detonates any undetonated grenades. Aim must be compensated for due to the arcing nature of the projectile. The user can be injured by this weapon if not careful in its use or aim. 10) Quantum Torpedo Burst - Starfleet issue quantum burst. Issued during times of war, it can only be released for use by the Captain. Originally considered to be unfeasible due to the immense power necessary to launch a mini photon torpedo, it was modified by Weapons Master Oviedo for use on the battlefield. The quantum burst once utilized mini photon torpedoes but due to advancements in microengineering, the quantum burst has been loaded with mini quantum torpedoes, extremely damaging projectiles capable of vaporizing enemies it hits dead on and causing immense splash damage to others nearby. Secondary fire activates a laser guiding system which allows the guiding of the projectiles to an intended target. Very useful against flying enemies or big stationary targets. The user can be injured by this weapon if not careful in its use or aim. 11) Tetryon Disruptor - Used by the Klingon Lurok, the tetryon disruptor is a rapid-firing machine of destruction. Capable of firing several shots per second, it can riddle an enemy with tetryons before the enemy has even realized he has been targeted. Primary fire unleashes the full destructive capabilities of this deadly weapon. Secondary fire creates a highly damaging globe of energy capable of rebounding off several objects before striking its target. The secondary fire can hurt the user if it bounces off a surface and reflects back. 12) Romulan Disruptor - The Romulan standard issue sidearm. Primary fire is a fast-moving projectile of middling damage, comparable to that of the I-Mod and Compression Rifle. Secondary fire is a charged shot capable of disintegrating an enemy. The secondary fire has splash damage so a direct hit is not necessary. 13) Romulan X-Rad - A.k.a. Experimental Radiation Disruptor. Possibly the most dangerous weapon ever developed by Romulan researchers. Primary fire is a cloud of radiation which envelops the target and melts it away. Secondary fire is a pure ball of plasma energy capable of defeating the most powerful Exomorphs in existence. Only accessible the last mission. 14) Tricorder - Starfleet issue tricorder. Capable of interacting with the computer systems of a multitude of cultures. Used to reroute power, modulate panels, adjust the amplitude, frequency, and phase shift of signals. Has alternate viewing modes which include Structural Integrity, Bio-Scan, and Trace Gas. 15) Enhanced Tricorder - Starfleet issue tricorder. Capable of interacting with the computer systems of a multitude of cultures. Used to reroute power, modulate panels, adjust the amplitude, frequency, and phase shift of signals. Has alternate viewing modes which include Structural Integrity, Bio-Scan, and Trace Gas. 16) Bat'l'eth - Available only on two levels: Starfleet Academy 2, and Klingon Base Level 1. Primary can be used to block enemy knife attacks. Secondary is a powerful downward strike. A Klingon blade weapon, it has an extremely sharp edge. Notes: Routing power is quite easy. All you have to do is avoid all the short circuit areas. Before you link up the final segment connecting one power generator to the other side, make sure you removed all the short circuits or have bypassed them completely. Likewise, the modulating with the wave patterns is quite easy. The puzzle consists of three phases. First you must match the amplitude, then the frequency, and then finally the offset or its phase differential. After all three match up with the target, you're done. This walkthrough was completed on normal difficulty. 3.1 Mission 1: End Game 3.1.1 Borg Sphere Level 1a From the start, peek out just a little bit and blast the power coupling. Switch to the I-Mod and start blasting away. Turn left, and pass through the doorway once blocked by the green force field. Or turn right for a view of an upcoming battle. Head down the lift cautiously with your trigger mouse button ready. Head off the lift pass into the next room towards the left. Pull out your tricorder and modulate the force field control panel. Proceed into the next room and blast the plasma conduit to open up a crawlspace. Continue along until you reach a room with pipes along both sides. Drop down and head towards the left. Eventually you will reach an open room with a power coupling. Blast it, opening up another green force field. Continue along the straightforward path onwards to exit the area. 3.1.2 Borg Sphere Level 1b Admire the cutscene, but get ready to dodge once the cutscene begins. Don't bother with the I-Mod. Ditch it for the remainder of the level in favor of either your trusty phaser or compression rifle. Where to now? Blast the visible plasma conduit to open another crawlspace. Take out the distribution node as well as the power coupling and head back out. Turn left after exiting the tunnel and enter the now accessible hallway. Continue forward, trying desperately not to get in any fights with Borg until you reach the energy and health stations. Fill 'er up!!! Now proceed to the shield control node and modulate with the tricorder. Enter the next room. Once the cutscene ends, rush to shoot the plasma conduit, duck into the crawlspace and shoot the power coupling. Get your ass moving out of the crawlspace and towards the right. Enter the room only bothering to shoot the Borg using the control panel. Walk past the twitching Borg and use the operating table as cover. Turn around and blast twice more with the rifle and then either switch to the phaser or compression rifle secondary fire to blast them. Don't forget the Borg to your left. Now turn left from the entrance to the room in which Chang was held and jump from pipe to pipe to get to the other side. Tricorder time again, modulate and then blast the coupling within. The Borg will get all riled up. Your compression rifle (or your phaser) if you used it primarily since last time, will now longer be effective. Switch to the other remaining weapon and shoot, shoot, shoot. Note: If you used the phaser, try and use primary/secondary fire because if the Borg have adapted to one they will not have adapted to the other frequency. Head back up the lift and go straight forward and onto the lift on the right. 3.1.3 Borg Sphere Level 1c Continue along the only path available to you and pass through a door. Once you can see Telsia, pause and save. The moment you approach her, a force field will activate. Turn left and head straight past the Borg that beams in. Turn right and you'll see a plasma conduit you must blast in order to help Telsia. Crouch and strafe inside the crawlspace until you reach a power coupling and vaporize it. Alternatively you could also keep going ahead to the room that Telsia is in and blast either the power coupling there or the distribution node. Problem solved! Head out to see the cutscene. After the cutscene, follow the blip on your radar. Once you reach the main hallway, there should be a drone right in front of the intersection, get ready to shoot some Borg to your right. Take the lift up and shoot the Borg right in front of you. When the hallway starts to widen, run forward and turn right just after you enter the room with the Borg alcoves. Blast the power coupling and continue forward. Again, shoot the singular Borg that activates. After you pass through a door and there's a T-intersection. Rush through the right path only pausing to aim and fire at the distribution node and/or the power coupling adjacent. Health is on your side of the room while ammo is on the other side. Continue forward. If you've restrained yourself from firing wildly at the marauding Borg, your phaser should still be unadapted. Go on to the main lift. 3.1.4 Borg Sphere Level 2a Once you reach your destination, go forward and to the left, eliminating the Borg as they activate and beam in. Eventually you will reach a door protected by a force field which you can deactivate. Enter and turn immediately towards the right. Three Borg will beam in, one behind you, two in front. Aim right between the two Borg in front and shoot the plasma conduit directly behind them. It will have a orange tint to it. As it explodes it will take out a distribution node as well as a power coupling, knocking out the Borg near you. Now your I-Mod will work again. You can keep using your phaser for a while to conserve ammo if you like or just switch over immediately. Head out the exit, I-Modding the three Borg who will beam in and go past the door, killing three more in this room, and four more as you approach the exit to the right. Grab the health if you need in the next room. You may now either choose to exit from the left side of the main room you were just in or from the right side. I personally prefer the right side because the path is more straightforward whereas the left route requires backtracking. 3.1.5 Borg Sphere Level 2c Blast the plasma conduit from the start and duck into the crawlspace. After a while, you will see a pipe which goes down and a grate covering the drop. Shoot the grate and drop down. Eliminate the single Borg drone as well as the power coupling. Proceed outside until the lift comes down with your teammates on it. Get on and ride down. Head out the door. Be sure to shoot the power coupling as you pass by. This will lower a force field to one of the dampening field generators. As you proceed, watch on the left for a distrubution node and take it out as the Borg activate. Continue ahead until you can just see the room whose force field you just toasted. Pull out your I-Mod and blast the two Borg that materialize. You can take cover behind the pipes to the left but you don't really need to. Just strafe and fire. Or if you're an ammo conservator, let your teammates do the shooting. Go into the room with the generator and modulate the amplitude, frequency, and offset as necessary. It seems that its random every time. Head out towards the right, defending yourself with extreme prejudice and cross the bridge. Watch for two Borg who appear when you've crossed half-way. There's health in the room right before the bridge. Pass through a set of doors to end the level. 3.1.6 Borg Sphere Level 2b Proceed cautiously and blast the power coupling. Exit the room towards the dark hallway to your right. Kill the two Borg when they approach and continue onwards to the second generator. After modulating this strafe to the right as you pull out your I-Mod. Two Borg have appeared behind you in the hallway. Eliminate them and proceed back to the main room you entered at the beginning of the level. Four more Borg will appear. Destroy them and proceed to the door that was covered by a force field straight ahead. You'll enter a huge area with a column in the middle. Go around it to the door on the other side. Open it to face three to four Borg. Your teammates can take care of them. To the left in that room is an energy terminal which you can use to refill your ammo. Proceed to the right. Continue to the end of the hallway ignoring the green force field for now. Just before you hit the blue force field at the end of the hallway shoot the power coupling and backtrack to the other end of the hallway where the third and final generator resides. You know the drill by now, modulate it with the tricorder. And prepare yourself for a relatively easy boss battle. 3.1.7 Borg Boss Level This battle will come in three stages. The first stage, the huge advanced Borg drone will try and shoot you. He has three attacks. One where he shoots three projectiles, another where he charges up and fires a globe of energy at you, and the last one is a beam which you can jump over. I've never been hit by the globe but I'm guessing it does medium damage whereas the smaller projectiles do lesser amounts of damage. Eventually you'll damage him to the point where he'll start teleporting about on the level above you. He's relatively easy to track. The third stage is after he loses his arm. He will them teleport to directly behind you and try to body slam you. Just keep jumping forward every time he teleports, turn around and give him a blast of your secondary fire I-Mod. In relatively little time, he'll go down without much difficulty. For an easier time, just run to each of the yellow force fielded towers and modulate with the Tricorder. Shoot the distribution nodes and he'll be inactive for a while. Take every chance to blast him with the I-Mod. This battle's almost over before it even began. 3.2 Mission 2: Reassignment 3.2.1 Starfleet Academy 1 Pretty easy actually. Heh, no more firing for a while. Just listen to the conversation and take the Turbolift up the main lobby. Go in and have a talk with Tuvok. Head over to the Headmaster's office. You can tell where it is by the arrow on your radar. Head out the doors in front of the main desk and head towards the left. Take the turbolift down and receive your orders. Head back up and follow the arrow to talk with Telsia. Conversation Choices: 1) "I won't let you throw away your career for me." - Telsia leaves thinking your career means more to you than your relationship. 2) "It won't work. We both need Starfleet or we'll go stir-crazy." - A nice hug between "friends." Choose this if you want to further your relationship with Telsia later. 3) "Look Telsia, we've had some fun, but now it's over." - Pretty self explanatory, eh? 3.2.2 Starfleet Academy 2 Turns out to be a holodeck training program. Pretty straightforward. I'd recommend using the standard compression rifle the whole way through. When Korban tells you to cover him as he opens the door, just duck behind the barrels on the right or left hand side and snipe away at the Romulans who have no cover. Crawl into the ducts while avoiding the flames. Eventually you'll find the one exit. There's three Romulans waiting around the corner to be prepared. After you open the door for Korban by routing power with your Tricorder, more Romulans will beam in. They have don't have any heavy weapons so don't worry. Just blast away. Eventually they'll stop beaming in. Proceed up the stairs in front with your Enhanced Compression Rifle out. The moment the elevator starts coming up, get ready to fire one grenade into the middle of the bunch. Simplest firefight in the history of Starfleet. Take the elevator down. Two Romulans are awaiting their doom. After you proceed into the next room you'll pick up a Klingon Bat'l'eth. Just take cover behind the columns as the Romulans beam in and secondary fire them to pieces. 3.2.3 Enterprise-E Follow your objectives. The armory is on the same deck you're on but the other objectives are on other decks. In the armory you get to test out the assault rifle, Star Trek's answer to the shotgun. In Sickbay, right across from the Armory you can fill up on health but its not really necessary. Go to the Hazard Team deck and visit the briefing room first. In the back, near the huge viewing screen is your office. Inside is the code to Juliet Jurot's locker (746) which contains an I-Mod. This gun, although there are no more Borg in the game, is quite useful in a later level. To pick it up, just use it. 3.3 Mission 3: Derelict 3.3.1 Dallas Level 1a Get ready to shoot again!!! No, no so soon. In about ten minutes though. Gee, all those floating bodies creep me out. Anyway, the panel you gotta activate is behind some fallen debris. Again, it'll show up on your radar. If its still too hard, its directly opposite where you start out the mission by the hole. You can just see the red glow from the panel's lights around the fallen debris. Exit through the door and pass by the exit on the right from the Shuttle Bay, you can't use it yet. Go straight ahead and dive into the Jeffries Tube by activating the manual release. You'll have to do this several times as the access panels are blown to bits. Follow the straightforward path until you reach a yawning gap between you and the other side. Luckily power and gravity are out!!! Just jump up and across to the other side. Into the Jeffries Tube, to the right path, and down the ladder. Tricorder time!!! Hit the panel and route power. After you're done, head back up and out the Jeffries Tube. However, don't try and jump across again. Remember? Gravity is on now, so just drop down lightly on top of the Turbolift and take the ladder back up to a green-lit Jeffries Tube. Get in, take a left at the first intersection, and then a right at the second. Take the ladder down and drop. At the bottom turn around and face the large door that you couldn't open earlier from the other side. There's a panel to the left of it that says "Shuttle Bay Door Manual Override." Again, take out the tricorder. After your team enters, turn around and face the other door. 3.3.2 Dallas Level 1b Exit the Turbolift, turn left and continue straight ahead. Enter the first door that you can on the left which is the Lounge. After the threat has passed, blow away the door which has structural weaknesses and proceed. After a little bit you'll reach two doors. One in front and one to the right. Take the right door marked "Service" and enter. Go all the way down the ladder and enter the Jeffries Tube. Your exit will be the green door after you see a glimpse of one of your enemies. The directions are right, left, and right again. Take the ladder all the way up to the hatch up above. Enter the lounge and exit through the other door. When you reach the point where power in the corridor starts to fail, turn on night vision and proceed towards your team with your gun out. An enemy will drop from above and in front and three more will attack from behind in the hallway you pass on your right. Afterwards, enter Engineering and head towards the big console in the middle with your tricorder. There is no pressure, so take your time routing the connectors. There will need to be a separate path to each generator from its counterpart. Exit the way you came in and take the hallway on the left from which the monsters attacked. Approach the Turbolift and find you have to restore power. Enter the service door nearby and go down the ladder. The panel you have to reroute power with is behind you at the bottom of the ladder. Go back up the ladder, out the door, and turn into the Turbolift to end the level. 3.3.3 Dallas Level 2 Exit the Turbolift and see Franklin join the Red-Shirted Ensigns from TOS in Heaven as the First Ones to DIE. Three more monsters attack. One drops from where Franklin was abducted and another two from the currently locked door. Pass through the door that the monsters broke open and enter the room on your right for ammo. Continue ahead. Eventually you'll come to a door on your right and a hole in the wall a little bit further on in front of a blue force field. Crawl into the room and exit between the force fields through another hole. Deactivate the force field to let your teammates follow. Two monsters will soon attack. Further beyond the attack heading in the same direction is a lounge and a door which leads you to the transporter room which is mysteriously blocked with a force field. Backtrack to the door by the blue force fields. Enter but be ready for two more aliens who attack you from the left and the right. If you continue along either corridor, two more aliens will attack and an additional odd one will drop from above. Tread cautiously. Orienting oneself with the panel with a diagram of the Dallas, there are two service doors to the left and the right. If you enter and descend the ladder. Take the open Jeffries Tube and crawl straight with no turns. No matter which service door you use you will end up in one of the two ready rooms. From there, blast the door leading to the bridge and enter. After the cutscene, exit the bridge and retrace your steps to the transporter. Soon after you activate the transporter, you'll have to book it to get back to rescue Chell in the bridge. Directions to bridge from transporter room: Exit, turn right at next intersection and pass through the door. Continue straight until the crew quarter's door busts down. Enter and exit through the door on the other side of the room. Another left takes you all the way to the bridge. You don't have to kill all the aliens. Just clear a path and run into the bridge. 3.3.4 Enterprise-E Get to the Shuttle Bay by taking the transporter. Before you talk to Chell, memorize the location of this panel inside the Shuttle: Enter the rear hatch, enter the left doorway, into the passageway, exit onto the piloting station. The panel along the left side of the ship. Once you start to talk to Chell a plasma leak will begin. Rush into the ship and modulate the plasma flow so as not to blow up the shuttle. It will be a wave puzzle. 3.4 Mission 4: Demise 3.4.1 Attrexian Station Level 1a From the start after being dropped off, run either towards the locked door on the right and blast it or jump on top of the crates near the wall. Take cover and eliminate the monsters with your assault rifle or enhanced compression rifle. Eventually they will stop attacking and you can heal yourself and recharge your ammo in the room I mentioned above. You can also use your tricorder to modulate the control panel within to stop the flames on the area above. Climb up to that level using the crates and jump over the intervening gaps. When you reach the other side, pull out your enhanced compression rifle and prepare for some long-distance sniping. Cross the gantry and use the door panel to open the door. Proceed until you see a mine cart like thing in the middle of the path. Run around the corner and eliminate the three monsters harassing the Attrexian. Enter the other door in the room after filling up on ammo/health at the station to the left of the room as you enter. As you enter the hallway in the above mentioned door and pass through another door, more monsters appear outside the room and begin attacking the Attrexian. Help him kill them and return to the room. Reroute power to the mine cart and when you are ready hit the panel in front of the cart by the ammo/health stations. A wall will break down and then a bigger alien will appear. Kill him with three secondary fire assault rifle shots, and walk through the door the mine cart busted down, and left into the hallway there. Another alien awaits you at the end of the hallway through the door. I know of no way to take zero damage from this guy so if you get injured just return to the health station by the mine cart. Continue forward. Take the ladder up and recharge on ammo. Procee through the door and blast the sucker who drops down from the ceiling. In the next room are five aliens. Eliminate them before turning to the Attrexians hiding behind the boxes to your left. Note: If you have depleted health or ammo I suggest filling up before walking towards the Attrexians and talking to them. After this there is no chance to backtrack to fill up. After the save, Avak'Stas will hurry towards the door panel. As he begins to fiddle with it, four of the smaller aliens will bust through the wall to the left. Kill them with a few blasts of the old assault rifle. If you're lucky all four of them will rush you and almost completely ignore him. As you proceed into the next room, walk cautiously. The station will open to space and Avak'Stas will tell you to run to the panel inside the room to your right and close off the station. Wait a moment for the nearer aliens to get sucked out. But watch the Air Supply meter and make sure you don't wait too long. After you shut it off, there are a few more annoying aliens to wipe the floor with. Proceed with an itchy trigger finger. When you reach the armory and Avak'Stas begins to fiddle with this panel, jump up on the crates to the right of the door. If you stay up here, the aliens won't attack Avak'Stas and you have plenty of time to gun them all down. Enter the armory and pick up the arc launcher. You'll be using the secondary fire a lot. Get ready, shoot a gas grenade with it and ignite it with your primary fire. This is a very very useful weapon with which to dispatch the bigger aliens. You'll have to watch Avak'Stas. He will rush the bigger aliens while you're taking out the smaller ones and he'll be killed. So...take out the bigger aliens, and then worry about the little guys. If you're lucky you can get both the bigger ones with one gas charge. They will be another group of aliens along the path you took to get to the armory as well as one of the big aliens right in front of the door that'll take you back to Avak'Stas' buddy Veng'Pah. After the cutscene, go ahead past the Attrexians through the door, turn left, and board the lift that's through the big set of doors you must open with the panel nearby. 3.4.2 Attrexian Station Level 1b From the lift head forward and kill the big alien hounding the Attrexian as well as the aliens that burst through the door at the end of the hallway. This will essentially eliminate all your ammo for the arc launcher but this is an Attrexian space station so you will get more ammo eventually. Switch to your assault rifle. Head past where the Attrexian was killed and turn right at the intersection to see another couple of Attrexians get mauled. Avenge them and continue. A door will blow up to your left and three small guys will run out. Kill 'em each with a blast. Past them is a door on the left. Enter. You can either go right to help the Attrexians or go forward a bit and kill the five aliens just inside the door. Two big, and two small. Before leaving the room, help the Attrexians. There's a launch pod you must eject, but they certainly take their time prepping it to be ejected. Anyway, when the lift comes down in the same room, hop up and hit the switch to eliminate the big guy. Don't forget to ride back down before proceeding to get the goodies the Attrexians offer you. Ammo for your federation weapons as well as the arc launcher you got last level. For more ammo, go out the door on the lower level and collect the canisters by the dead Attrexian. Go back up the elevator and head out the door on the upper section. Follow the path and go up the ladder and out the door, but not before filling up on health and ammo. Out the door are three aliens, one big, two small. As the two small ones rush you, you can take both out with a single secondary fire shot. After that, the big guy is toast with a few more shots. Head towards the left where three more aliens attack. Beyond them is a room with, surprise! more ammo for the Arc Launcher. Head out the only door and come out to the command center. When you descend and the cutscene begins, several monsters will attack. Immediately run in front of the Attrexian command crew and defend them. Aliens will approach from left, right, and front where the door is. They are mostly composed of the small guys, mixed with one or two of the bigger aliens. After a while, it just gets too easy, when your teammates finally show up and the aliens slowly clamber down the stairwell to meet your assault rifle blasts or arc launcher gas. Transition to cutscene. 3.4.3 Attrexian Station Level 2b After another cutscene where you meet someone who can help you, head through the only door that is open to the left. Kill the intruding aliens who obediently wait for you to blast them into oblivion. To free Vor'Chov, head up the stairs, and up the ladder. At the gap, turn left and walk along the pipe. Turn and face the door and jump onto the railing and over the railing to the door. Inside is a panel, along with ammo for the arc launcher. Reroute power using the panel, bypassing the short circuits and come back out. The door is now open. Head in and after the cutscene refill ammo for your federation weapons using the ammo station. Head down the elevator and be ready for the aliens who appear. After the first elevator is a second elevator which you will take down to the control room. If you're a little low on health or ammo, don't hesitate to get back onto the elevator and hit the switch to ride up one level. Inside the room above is ammo for the arc launcher, a health station, and an ammo station. Head back down and protect Vor'Chov. Don't worry much about losing health or armor, the battle is relatively short and there is no need to fill up on everything. 3.4.4 Enterprise-E After beaming aboard, head out towards the right and enter Sickbay. If you prefer, after the cutscene, you may refill your armor at the medical station. The library is on a whole other deck, so make a beeline for a turbolift. Telsia's on the library deck. Conversation Choices: 1) "I wouldn't mind having you help me do some research on the Attrexians." - Spend time with Telsia. 2) "Yeah, that's about it." - Rejection of the 24th Century. Enter the library and use the library terminal. After reading or skimming the material, leave the library and find a turbolift. You're going to the Hazard Team Briefing Room, which is to the left when you exit the hallway with the turbolift. 3.5 Mission 5: Discovery 3.5.1 Drull Ruins Level 1a Follow the arrow to meet the Idryll that you've heard about. Go into the yawning cave after the cutscene and head onwards until the level ends. 3.5.2 Drull Ruins Level 1b Walk ahead and try the control panel to the main door. When that doesn't work, notice the spidery cracks emanating from the left wall. Structural weakness anyone? Blast it and go through. Jump onto the ledge and from there up along the steps cut into the wall. Proceed ahead and catch a glimpse of your enemies for this level. Drop a small height to the ledge that's flush with the left side. Eventually you can't go anywhere but down, the easiest way to do this with little or no loss of health is to creep onto the mantle-like structure and drop onto successively lower cuts in the wall. Eventually you'll reach the lowest portion of the courtyard. A pillar will fall. Jump onto the flat platform on the right and from there onto a fallen pillar. Proceed through the large hallway on the left side of the pillar. Remember where the large staircase is, you'll have to return there later. From the archway, head forward and refill your ammunition and health. Keep going on until you see another large area with strange structures in the ground. As you approach them, they will spawn spiders. You can use your secondary fire to detonate multiple ones with a single shot. Head straight ahead and dive in. Inside is ammo for your arc launcher as well as a panel which will restore power to the ruins. Head back out the way you came. When you reach the room with the structures in the ground, tread cautiously. At the top of the stairs, four spiders are awaiting you, three blue and one green. Target the blue ones first because they are explosive and can kill others nearby if you time it right. Another pillar will fall breaking down the wall. Go through and approach the main door. As you approach, you will be beset by four insects, a blue spider and three larger creatures. After you defeat them, help your teammates with two of the larger creatures past the door. Now proceed up the huge staircase. Hit the panel midway up to clear the obstruction. At the very top of the staircase are several more creatures. If you're fast enough you can take out the explosive containers right by them and eliminate at least two if not three of the four spiders. Note the health and energy stations. The energy station is ammo for your arc launcher by the way. Head up the new set of stairs and confront another large creature. Do what Chell suggests, use the structural integrity scan, and jump from column to column to reach the other side. If you miss and hit one of the structurally weak tiles, you'll be dropped into a swarm of spiders, so be warned. Turn right and enter the hallway, killing the alien, and hit the switch allowing your teammates to bypass the tiles. Pass under a few more archways to come across an open area with more of the insect structures on the wall. Two of the aliens will appear out of the ground. Blast them. Escort Chell to the panel so he can unlock the door. As he attempts to do this, several spiders will drop from above and to the right, down the edifice with the window-like structures. You can shoot them as they fall or stand back and take them out surgically. Once their attack has ceased, continue through the door ready with your secondary fire to blast the swarm of spiders. Turn left and head out the door into open air. Hit the bridge control panel and run acros when the force fields materialize. This is a relatively easy puzzle as long as your aren't too slow or too fast. You'll want to stay on the panel in the front. Head through the door with your arc launcher ready and a grenade surprise for the uglies down the stairs. Even after you kill the larger creature, it will spawn at least three more spiders so be ready. In the same room are health and a federation ammunition station. Head down the stairs with your arc launcher. Aim to the left as you head down and eliminate the only bug. You can see the next two bugs on your radar to the right. A precisely aimed gas grenade can kill both of them. If you take splash damage there is a health station in the room you just left. Activate the panel to let your team across and shoot the alien that comes out the door. Exit through the door it left open and take the stairs down. When you reach the bottom of the stairs, fire a gas grenade at the corner of the wall that you can see when you turn left off the stairs and detonate as the spideys attack. Approach the door to spawn two more spiders which your teammates can handle and ready yourself. When you hit the panel for the door, a huge, I mean huuuuge bug emerges. This is the mother bug. It has several quite damaging attacks. The first is the orange acid comparable to the ones spit by the big aliens that attacked the Dallas and the Attrexian station. Its next is a spread gas attack which you can realize you've been hit with if your screen is filled green and your health steadily decreases. Both attacks can be evaded. If you see a huge green ball heading for you just dodge it and/or more forward. Likewise for the acid spray. If you jump right before it hits you, it will bounce below you harmlessly. Use your secondary fire and primary fire arc launcher to fry it as your teammates chip away at it with their weapons. Two more of the spawning creatures will appear and when you kill them their spider progeny will rush out and try to kamikaze you. Kill them and fire at the queen mama's mouth. Eventually she will fall and you can heal your wounds and refill your ammo in the area. If the arc launcher ammo station doesn't fill you up there is more ammo to the right of the big door, 150 units worth. Proceed through the door, board the lift, and hit the panel to end the level. 3.5.3 Drull Ruins Level 2a After you've gone down the lift, and exited, a computer voice will activate telling you that defense systems have activated. Rotating turrets will appear on the four main pillars of the room. After they are destroyed, a door will open in the room. Head through it. In this room, there are five symbols vertically arranged. Shoot them to open up another door in the main hall. Enter this room and walk onto each of the five symbols. You will receive a very very nice weapon which is almost more effective than the arc launcher, the Idryllian staff. Go back to the first door you opened and walk through the hall. Get your tricorder ready, trace gas mode. Seal the vents by dragging your phaser fire down the entire length of the vent. You can tell a vent has been sealed if after you're done there's a blue explosion from the vent. There are four vents you must seal. Once you have sealed all of them you can return to the main hall and heal yourself at the health station. When you are ready to proceed, return to this room and exit through the arch on the other side of the entrance. Continue straight forward and the level will soon end. 3.5.4 Drull Ruins Level 2b After the level finishes loading continue on. After the cutscene, pull out the tricorder, bioscan mode, and use this to evade the beams and deactivate the security system on the other side. This separates you from your team. As you enter the open area, two aliens will attack from the right. Destroy them and head forward. As you approach the cylinders that are being loaded onto a circular carriage, a turret will open fire above you. Destroy it with a blast of your phaser. Next, jump on top of one of the horizontal cylinders and ride the line until you can jump to the other side. Walk through the door and shoot the turret as it activates. Jump on top of one of the cylinders and jump towards the pipe. Drop down onto the cylinder otherwise you'll take damage. Walk towards the control panel and activate it. This will activate elevators that continually go up and down to your right in the gap. A turret will activate. Destroy it and continue onwards by jumping from one elevator to the other to get onto the upper walkway level with the door on the other side of the conveyor belt. Jump on one of the pipes and hop the railing. Continue into the next room. Hit the panel and jump onto the carriage as it approaches. You now have two options. The first option involves dropping down to the tube following it all the way to the end. From here, drop down to the right and get onto the catwalk underneath the tube and climb up the ladder. The second option requires you to ride the carriage to its destination where you can easily jump onto a catwalk below the tube and take the ladder up. Exiting the ladder, you will soon come across a laser trap which you can see with the bio-scan mode of your tricorder. Jump over these traps and continue until you hit a forcefield. Shoot the hatch in front of the force field at your feet and climb down. This is where the two paths meet and you can start from here if you took the shortcut straight to the second catwalk, the first option. Head up the ladder and through the door. After another door, a turret will appear from directly in front of you on the ceiling. Take it out and head forward. There will be another gas room in this tube. If you head straight forward, the force field will activate in front and behind you. Head straight to the panel on the left and modulate it with your tricorder. This raises the gas vents so you can fuse them with your phaser. When you're done, a bridge will open up to your right, opposite the panel you had to modulate. Cross the bridge by jumping and hit the panel. As soon as you cross, two turrets will activate and start firing at you. Take them out as soon as possible. After you hit the panel, turn around and cross the bridge again. This would be a good time to try out the staff on the two aliens charging you. After crossing, turn right where two more aliens are approaching. Remove them from existence and exit through the door to end the level. You end up back in that main hall from Drull Ruins 2a, where your teammates are handling themselves. After they're done, you may heal yourself and replenish your ammo by the terminals adjacent to the door from which the aliens were attacking. Pass through the door, up the stairs, and through the door. Continue to finish the level. 3.5.5 Drull Ruins Level 2c Enter the room with your phaser out. More turrets will appear. Destroy them until Chell says he needs cover fire to get to a console to turn off the turrets. Continue to cover him until he deactivates the defense system and unlocks the door on the upper level. Enter. Take the lift down to where Krindo is. Take out the three aliens who attack as well as the two turrets. |
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Another Star Trek: Elite Force 2 Walkthrough :
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