Star Trek: Voyager - Elite Force чит-файл №4

Phase One: "The Rescue"


The game opens with you, Munro, standing in a strange looking room. Munro
immediately receives an incoming message from Tuvok. Press the Tab key to review
your mission objectives. As you move about this room, there will be several
borgs
roaming around with frickin' lasers attached to their heads. Dr. Evil would be
proud. Try to avoid these. You can kill the first three or four borgs you come
across, but they become resistant to your weapon. So, try to stay low and avoid
the borgs.


Go forward here and turn to the left. You'll see a fuzzy green shield blocking a
passageway and a green box on the wall that is identified as a "Distribution
Node" when you target it. This "Distribution Node" just controls the shield that
blocks the passage. Wait for the borg that's using it to turn and walk away.
Now,
shoot the node twice and it will blow up. This turns off the green shield. Be
careful as this may have alarmed some of the borgs. Just try to stay out of
sight.


Go straight through the now open doorway. There's a borg standing to the right
but he's deactivated. So, don't worry about him. Look down at the end of this
hallway and you will target a "Plasma Filter" up against a small grate. If you
shoot this plasma filter it will blow up, taking the grate with it. You can then
crouch and go through this small opening. Inside you will see a "Weapon Energy
Terminal." These are extremely handy. Always remember where they are. Walk up to
the terminal and use the action button. This completely recharges your weapon.
You can crouch and go back out the opening. Head left up the slant. At the top
of
the slope turn right and you'll see several borgs that are deactivated. Only
worry about the ones that are walking around. Don't try to kill them or you'll
end up in a shoot out that you probably won't win.


Go straight down this hall and you'll see another green shield blocking a
passageway on your right. To the left will be another Distribution Node. Destroy
the Node and the force field will drop. Now go through that opening and turn
left. It will be possible to go left here again, but stay straight.


Keep going straight until you see a small ramp going down to the right. There
will be a plasma filter in front of a tall grate. Shoot this to destroy the
gate.
You can now enter this area where you'll find a "Health Energy Terminal." Ditto
the Weapon Terminal (use the action button to fill up on your health). Remember,
you can keep coming back to these terminals to fill up. They're not just a one
time use.


Head back up the small ramp that you came down on. Stay straight here and bear
left a little bit. If you look at the wall on your left, you'll see another
plasma filter. Destroy this and it will create an opening. You'll have to jump
here (default setting is "x"). Then, crouch to get through the opening. Inside
is
a ladder. Hold down the jump key and you'll climb the ladder. Once on top, go
around the flashing green pole and take a small drop. Keep going and look left.
You'll see a room with what looks like two flashing green bunkbeds. Press crouch
to get into this area. Now straight ahead is a gate. Walk right into it and
you'll automatically push it down. Now, go ahead and take the drop onto the
platform below. Go left here and continue around the circle the path makes.


You'll see an opening on the left with a small box in the center of the far
wall.
This is an elevator switch. Use the action button here and the elevator will
activate. Turn around now and you'll see a borg working at some kind of station.
Kill this one. You'll also here one of your own crew members telling you your
his "savior." Go to the control panel the borg was working on and deactivate the
force field that is protecting the IMOD gun. Now by walking into the gun, on the
platform behind the control panel, you can get the big daddy weapon. Borgs
cannot
adapt to this weapon. So, its time to start a killing spree.


As soon as you pick up the weapon, borgs begin to transport into the room.
Remove
them with extreme prejudice. Once the borgs are eliminated, there are two energy
terminals on either side of the door leading out of here. One is a weapon
terminal. The other, a health terminal. Fill up if needed. Now go through this
door and turn left. You'll see a borg sleeping in his little pod on your left.
Go
ahead and kill him because he'll just end up waking up and attacking you in a
couple of minutes.


Keep going down this hall and you'll see a couple more teammates come stumbling
out, trying to hold off an attacking borg. Help them finish off their attacker.
Your teammates will die if you're not quick enough. Try to save them. After this
borg is dead, move towards your crewmembers and several more borgs will attack
from straight ahead. Destroy them and move forward. Follow this passage all the
way to the end and you'll see a health energy terminal. Fill up and go back to
your crew's bodies. Once you're there, take a left into the narrow passage they
retreated out of when they were battling that borg.


Straight ahead you will see a large, pulsating blue pole. As you near, several
borgs will materialize. Take care of these and head to the right side of the
pole. Go down this opening and you'll see another elevator switch straight
ahead.
Activate it and you'll go down another level. Turn around and straight ahead is
a
Weapon Energy Terminal. As you approach the terminal, you'll have to fight off
several borgs. To the right of the Terminal is a small grate that is partially
broken.


Shoot this grate and the rest of it will disintegrate. Crouch and head into this
passage.


At the end of this passage you'll come to what looks like a really steep drop.
Its ok, go ahead and drop down. Go forward, crouch again and go through until
you
come out into another opening. You don't want to take any drops here. Look up
and
you'll see a Plasma Filter attached to this enormous looking Power Tube. Shoot
this filter and you'll see a giant explosion. Immediately turn around and head
back the way you came. Go up the ladder and back through the narrow green
passage. Be ready because when you come out there will be borgs waiting. Kill
these and head back up the elevator. There will be more borgs waiting at the
next
floor.


The door that had the blue force field over it is now open. Go through there and
take a right. You'll see a control panel next to a green force field. Activate
the panel to deactivate the shield. Head through this opening and you'll
see "Entering New Area" flashing on the screen. The action stops and the next
phase loads.


Phase Two: "Incursion"

This level begins on the other side of the last door you walked through. On your
immediate left is a Health Energy Terminal. Fill up, if needed. Head up this
hallway and turn left. There's also a Weapon terminal on the left wall. After
filling up, be prepared for several borgs. Kill these and head back to fill up
your energy at the terminal, if needed. If not, turn right here. Watch for borgs
and go around to the right again. Back here is a Distribution Node and a Weapon
Terminal. Destroy the Distribution Node and go back the way you came. Instead of
going left down the first hallway, stay straight.


Several more borgs are around the next corner. There is a plasma filter on the
wall to your right. When the borgs are coming at you, shoot it. It will blow up
and take a couple of borgs with it, but stay back because its powerful enough to
hurt you too. Head straight up this hall.


Three more borgs will materialize straight ahead. Destroy these and you'll see
an
elevator switch on the left. There's also a Health Terminal to the left of that.
Push the elevator switch and then quickly run around behind it to get on the
small platform elevator that has come down. Just wait a second and it'll take
you
up to the next floor.


Go left off the platform and then left again and you'll come across Chang
sitting
on the floor. He shows you where the borgs took the rest of your teammates and
then beams out. This next part is slightly tricky. You'll see bright green
little
elevators moving up and down around this big cavern you're in. Be careful not to
fall off the edge and move to the right. You may have to wait a few seconds but
you'll see one of these green things moving up and down right here. Get close to
the edge and as its coming back up jump on. Once you're moving up you'll have to
look carefully to your right. You'll be able to see the platform that you need
to
get on to. Time it and walk onto the platform as you're going up. As soon as
you're on this new platform, two borgs will come from your left. Kill them and
you'll find a Weapon Energy Terminal back in this little room. Go back out onto
the platform and head left.


Carefully walk all the way to the end killing a couple of borgs on the way.
You'll see another little green elevator moving up and down here. Time it just
right and step on as its moving down. When you stop moving down. Go right off
the
elevator and you'll drop onto the platform directly across from where this whole
green elevator nonsense began. There is a Weapon Energy Terminal here. So, fill
up. Now enter the passage here and you'll have to kill one borg that is just
standing there. There is also a Plasma Filter on the wall. Move forward some to
trigger more borgs to come at you. Then, take a few steps back and shoot the
Plasma Filter, exploding it and destroying several borgs.


Bear right down this hall and you'll come to an opening. If you look closely you
can see two borgs resting in their cozy little pods on the level below. Shoot
them from here. It's easier to kill them now than when they're trying to attack
you. Now edge towards the end of this platform. There is one borg near an
elevator switch and one to the extreme right. It's possible to shoot them from
this vantage point. Now, walk to the far right of this platform. This is an
elevator that is automatically triggered. The elevator switch is now to the
left.
Don't push this yet. Instead, move forward and fill up at the Weapon Energy
Terminal on the right wall. Now go back to the elevator switch. You may notice
that there are two elevator switches back to back. One triggers the elevator you
just came down on, the other is to activate a new elevator.


Push the elevator switch that is facing the Weapon Terminal. Now run to the area
directly across from the Weapon Terminal. This is where the elevator comes down.
Ride this up and get off to the right. Take another right into an opening. There
is a borg just standing here. Shoot him before he sees you. Continue heading up
this passage and go left. There is a Health Terminal on the immediate left. Fill
up and keep moving. Go down this hall and look right. You'll see another Plasma
Filter on the wall. Once again, move in to trigger the borgs, step back and
shoot
the Plasma Filter. Move into the next opening where you can go either left or
right. Actually, it doesn't matter because it's a big circle. Walk to the left,
though, because there are four borgs to kill back here and that's the best way
to
take them on. After killing these you may need to go back and fill up at the
Health Terminal again. Now, that big circular thing in this room is actually an
elevator. Look for an opening in the center and when the elevator's down, jump
on.


Now straight off the elevator are two borgs. Shoot them before they see you,
then
move straight down the hall. Go all the way to the end and you are standing on
an
automatic elevator. When it stops going down, turn right and shoot the borg
standing there. Jump off the elevator to the right and you'll see "Entering New
Area" flashing on the screen. Take a right, drop down and the game will begin
loading the next level.

Phase Three: "Tactical Decision"


If you move forward and look left you'll see some of your crew members trapped
behind a force field. A control panel is located just outside their "cell", but
it too is guarded by its own force field. If you go right you'll encounter three
borgs and a Distribution Node. Kill the borgs and blow up the node. Then go back
to the control panel. Use the panel and the action cuts to an animated sequence.
Munro shoots the control panel and it explodes killing himself and his crew
members. From there we cut to a training room on board the Voyager. This has all
been a training simulation for the members of the Hazard Team. Munro is in
trouble for his "tactless" tactical decision to shoot the control panel. Munro
is
discussing this with Tuvok in the elevator, when the Voyager comes under attack.

Phase Four: "Condition"


On the deck of the Voyager a battle begins with a derelict ship that has
attacked
after communicating a distress signal. Phasers have no effect and the Voyager is
suffering damage. So, the Captain orders a full attack of photon torpedoes.
These
blow up the rogue ship and send the Voyager through some type of isodimensional
rift. The Voyager is now in a starship graveyard with all communication and
propulsion systems offline. When the action becomes interactive again, you,
Munro, are ordered to take the Turbolift to Engineering on Deck 11.


Feel free to explore the deck of the voyager for a few minutes before getting
into the elevator back by where you began. Just don't wait too long or they'll
throw you in the brig and that will be the end of you. Once you're in the
elevator, hit the Turbolift control panel and you're off to floor 11, or so you
think.

Phase Five: "Unavoidable Delays"


You begin in the Turbolift. The power has failed and you are stuck on Deck 9.
Exit the lift and head straight down this hall. Go left here and you'll see a
couple of your crew working on repairs. Follow the woman as she walks away and
then take your first and only right. Go right again and then left down this
passage.


Straight ahead of you is a control panel. A crew member will come running up
this
hall as conduits explode behind him. Use the control panel before the explosions
reach you. You need to wait for this guy to reach the control panel before you
hit it or else he'll be stuck inside and burn up. This fella will tell you that
the only working transportation to Deck 11 is now behind the containment field.
After he tries to use the control panel to deactivate the containment field, he
tells you that the panel is shorted and you must find an override. This creates
a
new mission objective. That is, you must shut down the containment fields so you
can get to the aft Turbolift. So, go left down this hallway.


There are a couple of your crew working to the left here and a control panel.
Get
in front of the panel immediately and as soon as they tell you to hit it, hit
it.
This keeps one of those two guys from getting electrocuted. Chell, tells you
that
you must go through a Jeffries tube to get to the override.


Now turn around and head back the way you came. About halfway up, on the left
wall is a small, beige door. You have to crouch to get through and as soon as
you
do back right out. There is an explosion and some debris drops from the ceiling.
You can't go through that way and you don't need to. Back in the hall, directly
across from that small door, another door has opened. It's the Jeffries tube
Chell was talking about. Climb up the ladder inside on the right. Get off and go
through another of those small, beige doors. Move down this hallway, sticking to
the left side. You'll drop down another level. Keep moving forward. Crouch and
go
through the beige door in front of you. This opens to a hallway with another
beige door at the far end. Go through the far door and it empties into a small
control room with the Deck 9 power relay controls. When you hit this control
panel your objectives are updated. You must find a Jeffries tube junction room
and keep going to Deck 11.


Go back the way you came. When you get to the pile of smoking debris, you must
jump up over it. Keep jumping up until you're back on the top level. Go back
through this door and back down the ladder. Exit this small room and turn right.
Straight ahead is the control panel that you had to shut off. The force field
has
been deactivated. Turn left and go down this hall. Take your first left. At the
end of this hall, Renner is working on one of the Jeffries tubes, but he tells
you that this one is still down. So, once again, head back the way you came. Go
back to the place where you just came down the ladder, but instead of turning in
that small room, stay straight. At the end of this hall, go right. Take your
first right and a door will open on your left. Enter this room. Walk onto the
small platform and it opens beneath you. Go down the ladder and you'll enter a
new area.

Phase Six: "Hazard Duty"


This level picks up halfway down the ladder. Go down as far as you can and
you'll
be on Deck 11. Check your mission objectives and you'll see that you need to go
to Main Engineering and help B'Elanna with a Warp Core breach. Head through the
small door straight ahead and then through the next door down the hall. Once you
come through the second door there will be a loud crash. The ground in this room
is covered with an acid of some sort. So if you land on the ground it will drain
your energy.


Walk to the edge of this platform and drop down one small level. Look right and
you will see a fallen bridge that slants up. You need to jump over onto this. If
you miss you will not die. Your energy will just drain slowly. Get on this
slanted platform and walk all the way to the high end. Straight ahead on the
ground are several gray blocks. You need to jump onto these. On this far wall is
a ladder. It may be difficult to see down low. So, look up where it's brighter
and you can see the ladder more clearly. Make a little side jump to the ladder
and climb to the top. You'll see a control panel here. Activate it and all the
hazardous liquid is drained from the room. It is now safe to go back down the
ladder and walk on the floor. At ground level, there is another control panel on
the right side of the room. Push it and walk through the door it opens. Take a
right here and then a left. Walk until an animated sequence begins. There is a
Warp Core breach and you have been assigned to go inside and fix it. Part one of
the assignment is to shut down the power relays on the main level. When you
return to live action there is a force field directly in front of you. Wait a
few
moments and it will disappear.


Walk forward and take the first right. Walk back in this area until you see a
red
screen that is identified as a control panel. Use this panel to receive needed
access codes. Turn around and head back to where you started.


Going back this way you will see another control panel on the right side. This
shuts down the power relays. With the access codes, you can now use this panel.
After the power relays are down, you must go to the top level and decouple the
Dilithium Matrix. You have thirty seconds to do this. So, be speedy. Head
straight for the large blue, pulsating pole in the center of the room. To the
left of this you will see a ladder next to a door. Head up this ladder and then
turn right.


In the far side of this room you will see a control panel. Get there as quickly
as possible. Push the panel and you'll cut to another short animated sequence.
Enjoy your well deserved praise from the crew and then head back down to the
main
level. Go out the main entrance into the hallway and an alert will sound. The
Hazard Team has been summoned to the loading dock to deal with intruders. Go
right down the hall and a door will open on the left. Hop in the Turbolift, push
the activation switch and prepare for the next level.

Phase Seven: "Defense"


This phase begins with Chang giving you a phaser. Walk straight out of the
Turbolift and you'll see a doctor working on someone. Wait till he's done and
push the action button. He'll heal you if you need any healing. And remember,
you
can come back here during the battle that's about to ensue to fill up on health.
Also, near the doctor's feet is a compression rifle. Now head left down the hall
where the rest of your team is gathered. After a short briefing on the
situation,
you're ready for war. Supposedly there's only two intruders, but be prepared for
a lot more. Head to the left as soon as you get inside the door.



Stand back a little way from the front line and target enemies. You can tell
when
you've got one in your sights when your crosshair turns red. Shoot it out with
these intruders, and remember, you can run back to the doctor as many times as
you need to fill up your health. When you've finally eliminated them all, Tuvok
will radio in for your help. He is pinned down in Cargo Bay 2. First, scavenge
the area for weapons and ammunition. You should be able to get a Scavenger gun.
This shoots faster, more powerful rounds. There is an elevator in the right side
of the room. Get on and ride up. Follow Foster to the left and across a
platform.
When crossing this platform, it comes to a "T" in the middle. Instead of
following Foster, go right and power up on a bunch of Compression Rifles. Now,
keep following Foster and he'll open another door.


You'll come to an opening above a large room. Eliminate as many intruders as
possible from this vantage point before using the elevator switch, just inside
this opening to the right, to go down to the main level. After all the intruders
are destroyed, action will cut to a quick animation of the intruder ship leaving
the Voyager. Back to live play: pick up all the ammo laying around the room and
then walk into Tuvok. This will start another quick animation. You and the rest
of the Hazard Team have been ordered to the Hazard Operations area.

Phase Eight: "Hazard Ops"


Action begins with an animated sequence. The entire Hazard Team is receiving a
briefing on the Voyager's situation in the Hazard Operations meeting area. Tuvok
explains that the Voyager is slowly losing power. There is a vessel nearby with
no detectable lifesigns, but a working power source. The Hazard team will be
beaming on board in two squads. Lt. Foster will take the Alpha squad to Control
Room "A" and you, Munro, will beam to Control Room "B" with the Beta Squad. This
is a fact-finding mission. Tuvok does not expect the Hazard Team to come into
contact with any other life forms, but I wouldn't count on that.


Lt. Foster then directs you to visit the equipment room for weapons and report
to
the transporter room to begin the mission. Once the sequence stops, you are
standing in the Hazard Ops room. Turn right, head up the stairs and go through
the door on the left. You can listen in on a few conversations if you like or
head straight for the equipment room. When you're done eavesdropping, head
through the door on the right side of this room. This opens onto a hallway. Go
right here and enter the first door on the left. This is the equipment room.


Move along the right and left sides of the room here to pick up your equipment.
As soon as you pick up the first Scavenger Gun on the left side, Oviedo will
tell
you about a new sniper mode on the weapons and the energy grenades option on the
Scavenger Gun. Your controls may need some configuring at this point. From the
ingame menu, choose the configure option. Then choose the Attack/Look category.
Find out what key is designated for zoom view. This is the button that will
allow
sniper mode with any weapon. While you're here, find out what button is used for
Alt Attack. This is the button that will fire the energy grenades with the
Scavenger Gun. When you've exited the menu, try out the sniper mode by holding
down the Zoom View key. Hold it down until you're zoomed in as far as you want,
and then tap it again to return to normal view. Now, Oviedo invites you to try
your weapons in the Holodeck, but I don't recommend wasting ammo. So, instead go
back out into the hallway and turn right.


Take the first door on the right past the map on the wall. This is the Transport
room. Walk on to the white transport area after the first team beams out and
wait
a few moments. "Entering New Area" will flash a few times before the next level
begins to load.

Phase Nine: "Data Retrieval"


This phase opens with a very fast animated sequence before we switch to you and
Beta squad being beamed on board the foreign vessel. Check your mission
objectives immediately to see that you must find a functioning computer terminal
to extract information. On your right is a Health Energy Terminal and just a bit
further down is a Weapon Energy Terminal. Chell finds a workstation and begins
downloading information. Lt. Foster also has found one, and during your radio
contact he comes under attack. Moments later you and the Beta squad are under
attack by giant space moths.


During this battle, it is very important that you protect Chell as he downloads
the information. You may also need to run back and forth to use the Health and
Weapon terminals as you fight. After a small battle, the space moths will stop
attacking. Foster will radio in and tell you that you must all meet up in
Section
29. This vessel has raised its shields, making it impossible for you to beam
back
to the Voyager. Follow Chell to get to the door to head to Section 29.


Chell will open a passage that appears to close again. All you have to do is
walk
into it and pass right through. Follow this odd hall up and left until you come
to another one of these "doors". Be careful: waiting on the other side are two
space moths. Dispose of these and head towards the end of this path.


Head towards the purple fountain and a quick sequence will begin. These purple
fountains are apparently transporters of some type. After the sequence, be ready
because two space moths are coming up on you from behind. After you've killed
them. Turn back and walk into the purple transporter. This transports you to the
area on the far side of this big room. Wait for the rest of your squad to join
you and head towards the door. As you walk in, be prepared for six or seven more
space moths. Destroy these and head towards the back of the room.


You'll see an Ammunition Crystal and Health Terminal on either side of a door.
The Ammunition Crystal is what Oviedo told you about back in the Equipment room.
Choose your Scavenger Rifle and juice up. Each Ammunition Crystal only provides
a
certain amount of ammo (about 75 rounds) so it may not fill you up. Now,
replenish your health and move through the door. This hallway is above the area
that you started in. Head through the door at the far end and you'll come to
another purple transporter. Step in and you'll be transported to the ground
floor
of this room. Several space moths will be waiting. Kill these and fill up your
Compression Rifle at the Weapons Terminal and collect Ammunition Crystals for
your Scavenger Rifle. When that's done, walk through the doorway on the left.
Telsia finds that the door at the end of this new room is locked and you must
find the control panel.


The large structure in the center of this room serves as a great ladder. Climb
just over halfway up the ladder and turn to face outward. You'll see a small
path
that circles this room. Jump onto it. Make your way around this circular path
until you come to a control panel. When you walk up to it, it changes shape.
Activate the panel and you'll see a quick sequence of a purple transporter
sinking to ground level and the door below you opening. Head back and jump onto
the ladder. As soon as you reach ground level, there will be four or five moths
to kill. Take them out and head for the newly opened door. Nine more space moths
attack inside this area. After killing them, be sure to use the Health and
Weapon
Terminals on the right. Then, head up the small slope to the next door. Make
your
way down this hallway, and enter the next door.


Be ready for even more space moths. Destroy these suckas and you can fill up on
health and weapons in this room. Now, in case you didn't notice, this is the
room
you began this Phase in. On the left wall, as you walk in, is the purple
transporter that sunk to the floor during the last sequence. Go ahead and walk
into it. It transports you into a small area with one door ahead.


Walk through this door and the next one and you'll have to start shooting
at "heads". Use your sniper mode and shoot from here. After you've taken the
majority of them out, you can walk around the room and finish the rest. Don't
forget any of the white things floating in the air. On the ground level are
several Ammunition Crystals, and Health and Weapon Terminals. So, fill up. Now,
make your way up and around this spiral path until you get to another door.
Enter
it and you'll see a lone purple transporter. Jump in and you'll go to another
area with a single door. Go through it and there's a Health Terminal to the
immediate left and Ammunition Crystals up on the right. Walk just a little ways
and you'll trigger a sequence. This is apparently Section 29. During the
sequence, Foster tells you and your squad to shut down the main computer core.
His squad will take out the backup power systems and you'll all meet in the
Power
Core.


Don't forget to gather all the Ammunition Crystals around this room.


As you walk around this area you'll see a weapon in a cradle of sorts. This is
the Stasis Weapon. As soon as you're near it a barrage of space moths will
attack. Nearly twenty, in all. Defeat them and fill up at the Health Terminal.
The Stasis Weapon is very powerful and it runs on Ammunition Crystals. Head
through the door just past where you found the Stasis Weapon and go through the
next door. You'll enter a new area and the next phase begins loading.

Phase Ten: "Deep Echoes"


This level opens exactly where the last left off. As you move down this hall,
Telsia says she'll take point. Let her have it. When you move through the first
door, run straight into the middle of this next room and then off to a far wall.
You want to have your back to a wall because space moths will be coming from
several directions, and there'll be a lot of them. Once you've killed all the
moths, locate the Weapon and Health Terminals on the far wall. Now, using the
entrance you came in as a reference point, go down the left hallway.


You'll head up a slant and bear right. As you come into the opening a sequence
is
triggered. Telsia tries to walk towards a transporter and is vaporized as a pod
opens up some type of blue electrical energy along the ground. When the sequence
ends you need to target the small pearl-like object in the middle of the blue
force field. Shoot it twice and the field will drop. You can now walk safely to
the purple transporter. The transporter takes you to an upper level in a
gigantic
room. There are several white ghost things floating in the air. Shoot these.
There is also a little green ship of some kind that is flying around in the far
end of the room and shooting at you. It may take a few shots, but you can bring
it down.


When that's done walk to the far left end of this platform and a control panel
will open up. Activate the panel to get juice to the transporter down below. You
can now walk off this platform onto the raised middle section of the bottom
floor. Then, just walk into the purple transporter. Chell will walk ahead of you
here and identify the Computer Core.


There are two Ammunition Crystals and four control panels around the Computer
Core. As you activate each panel, Chell identifies what is projected into the
air
above the Core. After all four are active, Chell will try to shut down the
Computer Core, but it can't be done from here. He does manage to get access
codes
for the door back on the right. So, head back towards the transporter and go
through the door on the right. As soon as you take the first bend to the left
down this hallway, be prepared. It's best to step back as soon as the space
moths
start attacking and just keep shooting at where they're coming from. Once you've
killed the last one, keep moving forward. Head up the slant and you'll come to
an
opening with a Weapon and Health Terminal. Fill up and head through the far
door.


This room has another one of those little green ships flying around. When you
shoot it, a barrage of space moths begins. Back up as far as you can and just
keep shooting. When it's over, head back through the door behind you and fill up
on health. You can now safely move to the door on the other side of this large
room. Go through it and follow the hallway up and through the next door. When
you
come through there will be another little green ship flying around and shooting
at you. Take care of it and the white things floating around, too. Now turn
around, fill up your weapon and go through the purple transporter.


You're now on the other side of this area and the little pearl thing you need to
shoot to take down the force field is right in front of you. Shoot it and the
electric blue water stuff is gone. Grab the Ammunition Crystals on the left and
go through the door on the right. Around the first corner in this hallway, will
be another small army of space moths waiting for you. Take them out and keep
moving. When you go through the next door you'll be above the Computer Core.
Chell will work on the Access door while you switch the two control panels on
the
wall.


This will trigger a sequence in which you learn that Foster and the Alpha Squad
have come under heavy attack. They are now assumed dead. It's up to you and
Chell
you get to the Power Core and shut it down. You and Chell walk through a door
and
the next phase begins.


Phase Eleven: "Encounters"


This phase opens on the other side of the last door that you and Chell walked
through. Go through the next door and you'll come into an opening with a Health
Terminal on the left and several floating white things further off. Shoot these
white guys from here. Head through this hall and when you come into the next
opening, there will be about ten more space moths waiting. After this battle,
Chell says that he shot the transporter. The fireflies can fix it.


So, turn around and shoot the terminal by the entry. The fireflies will come fix
that and when they're done, they'll go fix the transporter. Now, walk into the
purple transporter. Follow this hallway, pick up the Ammunition Crystal and look
left. There is a space moth working at a terminal with its back to you. Shoot
him
from the doorway and then just keep firing. Moths will keep coming, but the
doorway will create a bottleneck. Keep shooting until they stop coming. Now,
enter this small room, take a hard right and follow this hall up the slant. When
you come into the next opening, there will be another little green ship flying
around. Take it out and move back into the hall because there will be a barrage
of space moths.


Use the Health Terminal to the left and walk up the curved path to the right.
Chell will have to stay here to keep the door open for you. Walk up and through
this door and shoot the little green ship flying around. Wait in the doorway
because some moths will begin attacking. Shoot the moths to the left and then
move into the room a little further. More space moths will start coming from the
right. After these are finished off, grab the Ammunition Crystals and head for
the purple transporter in the back of this area. Step in and you're now on the
path that runs across the top of this room. Make your way to the transporter at
the end of the path.


The room you are now in is a little tricky. There is a blue force field on the
floor and you can see the pearl you need to shoot to deactivate it in the middle
of the room. The problem is that the fireflies keep rebuilding the pearl every
time you shoot it. What you need to do is shoot the terminal near your position.
The fireflies will come fix that, leaving the pearl unprotected. Now, shoot the
pearl and you're safe to make your way across the room. Use the Health and
Weapon
Terminals and head down this long, winding hallway. When you come into the next
opening you'll see Foster under heavy attack. Help him out and you'll join up
with him to shut down the Power Core. Stay close to Foster and be ready for a
few
space moths as you work your way down the next hallway. The next opening has
several white floating ghost guys. Shoot these from as far away as possible.
Walk
through this area and down the hall. Be ready as you turn left for about five or
six moths.


The next room is identified as a type of hibernation area for the aliens. Walk
in
and head straight for the green door in the far right end of the room. Wait for
Foster to catch up and he'll start talking about the alien pods.


Telsia and the others are all trapped, unconscious in these pods. You and Foster
will shut down the Power Core and attempt to beam everybody out. After Foster
opens this green door, walk through. There's a Health Terminal on the left and a
Weapon Terminal a little further on the right. Keep walking into this large area
and Foster will identify this as the Power Core. As soon as he finishes talking,
an enormous amount of space moths will begin attacking. You may want to retreat
into the hallway to be near the Health Terminal. After a few minutes of battle,
you need to begin to move forward. The supply of space moths is limitless. Run
through them and you'll see a purple transporter at the end of the path. Walk
through and you'll be above them in the place to shut down the Power Core.


Walk towards the end of this area and a space moth will appear. This moth
explains that his crew was merely trying to communicate when the Hazard Team
attacked. If you shut down the Power Core then all the moths in stasis will die.
This moth pledges to share all information with you and become allies. The
defenses are lowered so that it is possible to beam back to the Voyager. The
entire Hazard Team is beamed back and the next phase begins loading.

Phase Twelve: "Renewal"


This phase opens in the Sickbay on board the Voyager. Lt. Foster asks you to
visit the doctor and report to the Hazard Ops room for debriefing. Walk up to
the
doctor, in the green and black uniform, and use the action button. He'll talk to
you for a minute, heal you and you're on you're way. Leave the Sickbay and take
a
right down this hall. Take your first left and then the first right. Straight
ahead is the Turbolift. Walk in and activate the lift. This short level ends and
you're headed for Deck 4, Hazard Ops.

Phase Thirteen: "Union"


Head out of the Turbolift and take a left into the door directly across from the
map on the right wall. This is the locker area. Walk up to the group of Hazard
members. You will join in a brief conversation. After it's over an announcement
will summon all Hazard Team members to the briefing room. Turn around and walk
through the door on the right. Action will cut to an animated sequence.
Apparently there is an energy source that is not affected by the dampening field
called "The Forge". This energy source is called isodesium and it has been
located on the Scavenger base. One team will go in and each member will collect
three samples and report to an extraction point.


Foster asks that you report to the Equipment room for supplies and then use the
Turbolift to Deck 10 and report to the Shuttle room. So, head back out of the
Hazard Ops room and into the main hallway. Take a right and the Equipment room
is
the first door on the left. Besides the usual weapons, Oviedo will give you the
new Compound Grenade Rifle. It's a good idea to test it out in the Holodeck.
This
is a serious weapon. When you're done, head back to the hallway and go left into
the Turbolift. Activate the panel and the next phase begins.

Phase Fourteen: "Departure"


After you exit the lift, there is only one way you can go. Head through these
doors and a crewman will tell you that Foster and the others are waiting for you
below. Go through the door in the right of this room and then use the Lift
Control Panel to get down to the ground floor. Find Foster and he'll order you
below to help override some malfunctioning clamps. There is a door you can go
through in the back right corner of the room.


Instead of the obvious choice here, that is, using the Lift Control Panel to go
down a level, shoot out the glass to your right just inside the door. You can
now
shimmy along this narrow ledge and crouch to enter the small door that opens.
Drop down the opening at the end and you're right in front of the control panel.
Hit it and the gas leak behind you is sealed. Take the door on the left and use
the control panel to unlock the clamps. That does it and you're ordered back to
the main level to get going. Go through the door that opened to the right and
you're directly under the shuttle. Use the ladder in the right corner, a quick
sequence will ensue and the next phase begins loading.

Phase Fifteen: "The Visit"


This phase consists entirely of an animated sequence.


The shuttle drops off the Hazard Team and Lt. Foster gives some last minute
instructions. Each member is to collect three samples of isodesium and return to
this location. You begin walking to a ladder and the next phase loads.

Phase Sixteen: "Dangerous Ground"


You start at the ladder. Your mission objectives are updated and Foster will
track your movement for some time. Head up the ladder and remember, this is a
stealth mission. So, stay out of sight. The first door you come to with three
green lights will open automatically, but don't go through. There is a Klingon
in
here and you want to sneak up on him. This fella is snoozing. So, walk don't
run,
or you'll wake him up. There is a control panel on the other side of the room
that opens the next door. When you're through this door, Foster will come on and
warn you of a couple of lifesigns ahead.


Peek around the corner and you'll see a Klingon on the ground and a female
pacing. Wait until her back is turned and begin walking down the hallway. Go to
the left of the Klingon on the ground, behind the boxes and barrels. Go back to
the center path and follow this female, but be sure to give her enough distance
or she'll turn around and see you. She'll stop about halfway down and look
around, so duck into a shielded area to the right. When she starts going again,
so do you.


When you see the next well-shielded area on your right, go here. Crouch and wait
for the female to get to the end and turn around. When you see her go past you
the other way, it's safe to keep going. Get back on the center path and walk
down
to the opening ahead. At this junction go right. There will be another door with
three green lights. Go through and stay behind the boxes just inside. There are
two Klingons on the upper level. They will shoot some sort of beast on the
ground. Just keep waiting. One of them will do a little pacing then they'll both
go through a door up there and leave you alone in this room. There's a Weapon
and
Health Terminal on either wall here.


Once you've filled up, you need to jump up on a certain set of boxes. Jump onto
the lowest box to the right of the Health Terminal. Now, jump up to the next
box,
then to the right barrel, and then to the platform. Go left on the platform and
use the Control Panel here. This opens a door on the ground floor. So, drop off
the platform and go through the door at the far end of the room. DO NOT GO LEFT
HERE!!! To the left is a room full of Klingons. Instead, go through the door on
the right with the three green lights. Now, there will be one Klingon in this
room. He will walk right, kneel down for a few seconds and then get back up,
walk
left, and work at a control panel.


Wait until his back is to you at the control panel and just walk by him and go
up
the ladder to the left. About halfway up this ladder you can get off onto the
next floor. There is another Klingon working at a control panel here. Don't
worry
about him just walk to the right and through the door with green lights. Walk
down this hallway and you'll come to an opening over the area where all the
Klingons are gathered. You have to walk a treacherous path over their heads.


Line up these narrow platforms in the direct center of your vision. Walk slowly
and you should make it alright. You may want to quicksave before trying this
because it may take a few attempts. Once you're across, head through the door
and
look right. There will be a Klingon walking here. Don't follow him. He'll go to
the end of the hall, turn around, walk part of the way back and take a left down
another hall. As soon as he takes that left begin moving. Head straight for the
door with the green lights on it. Go through it and you're safe for a few
moments. Directly across from you is a control panel.


Head over to it and you'll see a type of video security system right above it.
One camera is directly out side the door you just came in. The other is in front
of the door you need to get to. Wait until you see the Klingon directly outside
of the door you just came through. He'll walk away and take that left again. As
soon as he goes left, hit the control panel and turn around and head for the
door. Remember, as soon as you go through the door you can't run anymore. The
Klingon will hear you. Go straight up this hallway and when it bears left,
you'll
see the door you just opened Go through and the first isodesium sample is on the
left. Also in this area is an Ammunition Crystal, Health and Weapon Terminals
and
another control panel. Get everything you need and activate the panel. Look
into
the video above the panel and you'll see that this door is in the small hallway
that the Klingon keeps turning left into.


So, head back to the hall and peek around the corner. Wait until the Klingon is
nearest to you and then turns around. Walk towards him and stay slightly behind.
As soon as you can, take a right. The door you need to go into is on the left.
Once you're through this door you'll see a hole in the floor. Drop down onto a
platform and you'll see and hear a Klingon sleeping. Drop off these boxes and go
through the door with green lights. You have to go left here and then left
again.
You'll see a larger door that is slightly cracked on the right. This is the room
full of Klingons. Move by it swiftly without running and you'll be ok. Take
another left at the end of this hallway and you'll see a ladder going down. Jump
on and make your way down.


Follow this hall and as soon as you come through the next opening, get behind
the
stack of boxes. There are about three Klingons working at stations in this room,
and one pacing. It's the pacer you need to watch out for. As soon as you see
him
pass you walking right, walk out behind him and get behind the first set of
boxes
on your left. Wait here until he passes you going right again. Staying left, get
behind the last set of boxes. Wait once more for him to walk towards you. As
soon
as he's walking away, come around the boxes and go through the door with the
green lights. As you walk into this room, you'll see a ladder on the extreme
right. Keep going towards the right and you'll see a reddish grate area with
steam coming up. Jump up here and crouch down to get inside.


Back in here you'll find the second isodesium. Only one to go. Head back out and
go up the ladder. As you start up the ladder, you'll receive a new mission
objective. Telsia needs you to transfer power away from her quadrant. Kenn comes
on and says you'll find the power transfer device on the top level in the
Klingon
Engineering area. So, keep going up the ladder and get off at the next floor.
Sneak behind these two Klingons working here and go to the next ladder. Climb
about halfway up on this ladder and turn around so you can barely see into this
upper level. Now, wait a few seconds. You'll see a Klingon come walking from
your
left and then turn to his left. As soon as he has turned his back, finish
climbing the ladder and jump off.


Get behind the set of boxes directly in front of you. Wait until you see the
Klingon on the right turn and walk to the left. He'll go through a door and be
out of the picture. Now, go left all the way to the end and you'll see a control
panel. Remember to walk. Activate it and Telsia will come on and tell you
"A-OK".
Now walk back to the edge of the hallway you're in. You'll hear two Klingons
talk. Give them about fifteen seconds after they're done talking. Then take a
left here and another left. Ahead of you is an open door. Go through and you'll
see another door with green lights. Enter this door and you'll "Enter a New
Area".


Phase Seventeen: "Conflicting Views"


Everything is the same as where you left off, except the door in front of you
now
has three green lights. Enter this doorway and follow the hall to the left.


You'll come upon a large group of Klingons and Malons discussing the power
transfer that you performed. They are suspicious of each other. Wait for the
conversation to end and several will exit through a doorway directly beneath
you.
This won't be as difficult as it might seem. Walk to your right and onto the
ladder. When you get to the bottom of the ladder go left if you're facing it.
Walk straight this way and you'll pass an opening. None of the Klingons will see
you if you keep walking.


Take a left and you'll see the last isodesium on the ground. To the right of the
isodesium is a door you need to go through. Enter and there's a Weapon Terminal
on the left. Walk towards the next door and you'll begin communication with
Foster. He asks that you find crewman Odell before reporting to the extraction
point. Kenn then overrides this door for you. Inside this room, immediately look
left.


You'll see a small area in the grate that looks different from the rest. Shoot
this and then crouch and walk through. Go down the ladder in the back and then
walk straight ahead. You'll see a small red tunnel ahead of you. Crouch down and
walk in and you'll see that you can go right down a different red tunnel. Take
the right tunnel and be ready with your weapon. You'll have to shoot several
small creatures, but one shot each should do it. Follow this tunnel back and
take
a right when you see a well-lit area and a door with two flashing green arrows.
Walk through this door and you'll see a Health Terminal straight ahead.


Now, you need to turn and walk up the board that tilts up to a ledge. Walk along
this ledge and jump onto a box to your right. Now run straight off the box onto
a
little path that goes under the bridge. You'll see a ladder to your right. Jump
onto it. If you fall in the acid, don't worry. Just jump onto the ladder. You'll
only lose a little energy. Move up the ladder and you'll see that there's two
levels you can get off on. Jump onto the lower level and head right.


You'll see another grate that you can shoot here. Shoot it and go through the
tunnel. When inside, jump up and then jump up again and you'll see a door that
opens. Crouch and move down this hallway. This hall opens into a large room. Be
quiet here, there's two Klingons. Run up behind the post in front of you.


Look right and you'll see that your target identifies a control switch. Time it
so that the Klingon's back is to you and walk towards that switch. You'll kind
of
have to go around the console. Hit the switch and the Klingons will go down on
an
elevator to check out the pumps. When they're gone, walk to the right side of
the
room. There is another control switch. Hit it and it floods the area downstairs.
Also, a door opens in the far end of the room. Go through and you'll see it's
the
area you were just in, except flooded.


Walk along the board in front of you and turn right. You'll see that the box is
now floating. Jump on it and then jump onto the next platform. You may want to
quicksave at this point because these jumps can be a little tricky. Once you're
across, get on the ladder right in front of you and go up. Get off on this
platform, go through this door and the next phase will begin.

Phase Eighteen: "Conflicting Views Part Two"


Action picks up on the other side of the last door. It looks like you should go
straight across on this platform. Instead, look right. You'll see some broken
tubes. Drop down into the tube with the broken top. Crouch and go into the tube
with the green light. Don't walk on the floor at the opening. Jump onto the
fallen pipe and then jump onto the next little platform straight ahead.


Look right down this tube and you'll see several platforms in between green acid
pools. Instead of trying to jump to each platform, just walk on the sides of the
tube. It is definitely possible. This saves trying to make every jump. Bear left
in the hallway and when you come to the next opening you'll hear little
squeaking
sounds. It's two creatures on the ledge on the right. Go ahead and shoot them
from here. Now, look straight ahead and you'll see a partially submerged box.
Run
and jump onto it. Then jump up and forward again and you're on the little ledge
that runs around the room. Follow this ledge to the right. Until you come to the
carcasses of the two bugs you just shot.


Head straight past these bugs and you'll see a little white pedestal. Jump up
onto it and then jump up a couple more times and you'll be on the upper
platform.
Now, if you turn to the left and look back you'll see a Weapon Terminal you can
jump to. Use it if needed. If not, look right and you'll see a Health Terminal
and a ladder. Go up the ladder, turn left and take your first right. You'll see
a
smaller ladder at the end of this hall. At the top of it, you'll have to crouch
to get into this next area. Turn left in here and just keep walking.


You'll overhear a Klingon conversation before you come to a hole in the ceiling.
Drop down onto the white pedestal below. Drop off the pedestal and just pause
for
a moment. Up until this point, the whole excursion on the Scavenger Vessel has
been a stealthy one. Now, it's time to pull out your favorite weapon and get
ready for some shooting. I prefer the Compound Grenade Rifle. Walk up to the
door
on the left and it will automatically open.


Shoot the Malon that is just standing there. There will be one other Malon to
your right in this room. When they're both dead, walk to the two doors side by
side on the far end. Go to the left door and immediately turn right. Shoot the
Malon behind the box and retreat back through the door. There are two others to
kill out there; one on the right and one on the left. So just keep peeking out
and picking them off. Once they're dead, go left and you'll see a Health
Terminal. Fill up and directly behind you is a control panel. Go to the panel,
activate it and turn around. You're now descending on an elevator and three
Malons are waiting for you. The Grenade Rifle really does work best on them. Go
back up the elevator and fill up at the Health Terminal, if needed. If not, grab
their ammo and go to the back of the room.


You'll see a pedestal and an opening to the left of it up in the wall. Jump onto
the pedestal and then to the opening. Crouch and head down this little passage.
A
door will open and you'll see a ladder to the right. If you look down, you'll
see
Odell. Jump down and a sequence will start.


Odell is badly hurt and you beam him back to the extraction point, but he still
has one sample of isodesium to find. It's up to you to get his last sample. Look
left and you'll see a small hallway to crouch into. Head down this hall and
you'll come to an opening. A Malon is pushing a box. Wait until he walks away to
drop out. There is a Health Terminal on the wall and an Ammunition Crystal in
the
back right corner. You're going to have to shoot this one out. The opening to
the
left leads into some type of large cargo bay. There's about five Malons on one
side and four way across on the left. Focus on the ones on your side first.


Try to shoot from the tunnel so you can keep using the Health Terminal. Start
with the Scavenger Rifle and then when you're in closer quarters, use the
Grenade
Rifle.


When they're all dead on your side, hide behind the boxes and peep out to shoot
across the gap. When you've killed the last one, an animated sequence will
begin.
You have located the last piece of isodesium and Telsia comes to operate a crane
from the other side of the bay so you can reach it.


She's operating the controls when two Scavengers come up and grab her. You are
left to retrieve the isodesium and rescue Telsia. You return to live action and
there is now a platform you can jump on in the middle of the bay. Jump to it and
climb up the ladder. Then, time it just right and step onto the platform that's
moving back and forth. Now just run off it onto the other side of the cargo bay.
Head right, climb up the small ladder and retrieve the last piece of isodesium.
Then, run for the yellow door on the other side of this room. Enter and take a
left into the red door. Activate one of the control panels and the next level
will begin loading.

Phase Nineteen: "Disorder"


Action begins in the room with the four control panels. Hit one or not, these
don't matter. They are for controlling the crane and it's too late to do that.
Exit through the red door and take a left. Make your first left into a larger
door.


This tube empties into a room with lots of people laying around. I guess it's
siesta time at Casa Scavenger. Don't bug them and they won't bug you. Walk,
don't
run, through the red door to the right. Keep going through another room of
nappers and out another red door.


"Everybody needs a bosom for a pillow!"

You'll now see two people sitting at a table at the end of a long hallway. Take
a
right and follow the corridor around. First, select your Compression Rifle from
your array of weapons. Now, you'll see a red force field covering a door to the
right. Directly across from it is a metal door. Bump into the metal door and
keep
moving. Around this corner, you'll see two little creatures. It's ok to shoot
them. (They die much faster with the Compression Rifle) Now just wait back in
this area. You'll hear a dialogue about the stupid door. Wait until they've
decided to go grab some "grub" and you hear them walking away. Now, walk back to
the metal door you bumped into. It's been jammed wide open.


Walk through it and look into the first room on the left. You'll see a control
switch. Hit it and the red force field is down. But wait, there's a Health
Terminal in this room, and if you walk back out into the hallway and keep going
towards the table, you'll see a room full of Ammunition Crystals on the left.
Also, just past the table, in the second room on the right, there's a Weapon
Terminal. When you're done restocking, go through the door where the red force
field was. Look left and you'll see two more giant cockroaches. Shoot them with
the Compression Rifle. Now, crouch so you can walk to the left side of the room
and go down the ladder. Look right and you'll see an opening. Be ready, there's
two guys waiting on the other side. Walk up to the wall and sidestep left into
the opening. Shoot and step right to safety. Do this until you've killed them
both. You'll see a red door on the left but keep going down the hall. Through
the
door with green lights is a Health Terminal. Go back to the red door and go
through. In this area, you'll see a yellow door and to the right of that, in a
small room, is a ladder.


Go up the ladder and listen to the conversation below you. After the two people
in the far end of the room leave below you. Wait about thirty more seconds to be
sure they're gone. Go back down the ladder and go through the yellow door. Sneak
to the left and Spyder will probably start shooting at you. Take him out and be
ready. The other two will be coming back through the yellow door. So wait for
them. When all three are dead, there's a gray control panel on the left side of
the room. If you do it right you won't have to shoot anybody. Spyder shouldn't
notice you come into the room, and after you throw the switch he'll run out.


Either way, throw the switch and watch their precious converter blow up. Now,
head up the small stairs in the back and go left through a door. Use your
Compression Rifle to shoot out the grate on the left and get in. Crouch and
enter
the small tunnel inside. At the first crossroads, there'll be two giant
cockroaches to kill on the left. Turn right when they're dead.


At the next junction, there's one cockroach on the right and two coming from the
left. Shoot them and take the left. Keep following the tube and be prepared for
two more roaches. You'll come to a red ladder. Go down it and the next phase
will
begin.

Phase Twenty: "Infiltration"


This stage opens in a small room with a blue door in front of you. Go through
this door and sneak down the hallway to the right. You'll see two guys working
on
something and they'll start a conversation. Head back towards where you started
and take a right into the silver door. Walk to the end of this room and through
another silver door. Take a right down this hall and stick to the left wall so
that you don't trigger any of the doors on the right side.


Just past a blue door on the right, you'll see a box-like object that you can
hide behind. Duck behind it and listen to a conversation. These two blokes are
pretty hateful. About thirty seconds after they're done with their macho word
war, footsteps should fade out. Come out of your hiding place and keep walking
down the hall. Take the first left and then take a left into a red door. A quick
sequence will begin. You know where Telsia is but in order to get her out you've
got to blend in. So, you dress up like a Scavenger. You're now free to move
about
the cabin. Just keep your Scavenger Rifle selected. If you choose another
weapon,
they'll know you're a fake. So, go through the door to the right of the mirror
you're gazing into. Go left and head down the stairs.


Walk right in between these two people and go left into this room. There's a
Weapon and Health Terminal here. Go back out and before you get to the stairs,
take a left into the red door. Go down the two ladders and through the next two
doors. Take a right in this hallway, go through a blue door and then go left.
Take a right down the next hall and immediately go through the red door on the
left.


Walk back in here and you'll see Telsia on a table and a doctor working on her.
The doc asks that you get some blue hypospray out of the lab. Walk past the
doctor and go left. There's a Health Terminal on the wall. Go through the door
just left of it.


Instead of getting the blue truth serum, like the doc asked, get the red
Solinol,
a tranquilizer. Head back to the doctor. Walk right up to him and hit the
trigger
button. You'll put him to sleep and a quick sequence with Telsia will begin.
You're going to pretend that Telsia is your prisoner in order to get back to the
extraction point. Follow her. She'll open a door and the next room you enter has
four Scavengers standing around. They want to know who you are.


They're suspicious and eventually start a shootout. Telsia tells you to shoot
the
control box for the door. Look back to the door you last came through. To the
right of it is a small gray box on a post. Shoot it first thing while the door
is
closed and no one else will be able to come through. Kill these four and use the
Health and Weapon Terminals. There is a control switch on the arm of the chair
by
the Terminals. Activate it and the door in front of you will open. Head down
this
hallway and through the door with green lights.


There are about four Scavengers here. You come up with a plan to divert their
attention while Telsia sneaks out the door with the isodesium. Telsia gets out
but an announcement over the loud speaker alerts these Scavengers to who you
are.
A shootout begins. It shouldn't be too hard to kill them with your Grenade
Rifle.
Take them out, grab any Ammunition Crystals you need, and head through the door
on the left. Go through the next door and you'll come to a room with a control
switch in the middle. Walk around behind it and there's a Health Terminal. Now
go
back and use the switch. Hit it and you'll start down on an elevator. The next
phase begins.

Phase Twenty-One: "The Hunter"


This phase opens with a sequence. The Hunter has been tracking your movement on
the ship and now he's ready for a showdown.


He begins firing at you and the sequence finishes. Run down onto the floor. The
Hunter will stay on the top platform. Hide behind the boxes while he's shooting
at you. As soon as you hear him stop, peek out and shoot him with the Grenade
Rifle. Use the Health and Weapon terminals down here. He's really not that hard.


Just keep peeking out and blasting away with those grenades. After about ten
hits
or so, he'll fall down and proclaim you the victor. Fill up on health and
weapons
one final time and then climb up the boxes back by the entrance.


Once you're on the platform, run to the Hunter's fallen body, and pick up his
weapon. NOTE: His weapon may have fallen to the bottom floor when he died. Just
be sure to get it. You now have the Tetryon Disrupter. As soon as you grab it,
your objectives are updated. Get to the extraction point ASAP. Also, you'll hear
other Scavengers coming to find out what's happening. Go back to the ground
floor
and you'll hear someone cutting down a door. Three Klingons will come out. You
may want to take these three down with the Grenade Rifle. It just works faster.
Save the new Tetryon Disrupter for longer distance shooting. Cut these Klingons
down and head down the hallway they came from. This next battle will be much
harder than the one with the Hunter. Use the Grenade Rifle in closer quarters
and
the Tetryon Disrupter when the Klingons are farther away. There will be several
more Klingons down this hallway.


You'll have to take a left when you can and there will be several more in this
large room. Use the Grenade Rifle when you can. There's two or three to kill in
this long hallway crowded with boxes. When you get close to the opening at the
end, several more Klingons will attack. Kill them and head through the large
doorway. You'll have to go left here. Follow this hall around and a door will
automatically open on the right. Shoot the Klingon waiting behind the door.


Enter this room and you may recognize where you are. It's where you started
about
eight phases ago. Cross the room to the door with green lights. Enter and go
down
the ladder. Go through the next door and a sequence begins. You're all set to
beam back to the Voyager when several borgs appear and kill Kenn, and take Lt.
Foster and the isodesium. You beam back to the Voyager.

Phase Twenty-Two: "Fallout"


This phase begins with another sequence. The wounded are beamed to Sickbay.
Tuvok
comes to the transporter room and reams you out pretty good for letting the
borgs
get off with the isodesium. You are left in the transporter room. Exit and take
a
right. Go all the way to the end of the hall, through the door and go right
again. The first door on the left is the Hazard Team lounge. Go in and each pair
of crewmembers will offer a different conversation. When you're satisfied head
back towards the transport room and take a right into the Hazard Team locker
room.


Walk up to Rick, Telsia and Chell. You'll hear a conversation about storming the
borg ship. Rick's pretty fired up. You then need to talk to each one
individually. Walk up to Rick, Telsia and Chell and push the action button.
After
you've talked to the last one, Tuvok will summon you to Astrometrics on Deck 8.
Go back into the hall and take a right. All the way at the end is the Turbolift.
Enter and another sequence will begin.


Tuvok tells you that you will be infiltrating the borg cube and from now on,
against his better judgement, you will be in command of the Hazard Team. Yeehah!
Seven of Nine will be joining you on this mission: bonus!


The Captain orders you to make retrieving the isodesium priority one. Save Lt.
Foster if you can. You brief the Hazard Team, report to the Transporter room and
beam out. The next phase begins loading.

Phase Twenty-Three: "Proving Ground"


This phase begins when you and the Hazard Team beam aboard the borg cube. The
first directive you provide as CEO of the Hazard Team is to keep to yourself.
The
borgs won't attack if they don't think you're a threat. First, select the I-MOD
weapon. Then destroy the Distribution Node in the back left corner of the room.
The green force field is now down. Head through that door and follow the winding
passage. You'll come across several borgs at work. Leave them alone. Walk down
the path with the huge chasm on the left side.


A borg will begin walking towards you. Let him go. He means no harm. Keep going
until you come into a room with a blue force field. Seven will attempt to
override it but fail. Chang will then blow up the generator. When he does, borgs
will appear from all sides of this room, including above. The borgs will
hesitate
for a moment and then open fire. Shoot the ones up top first. You'll notice that
these borgs can shoot. Seven explains that they have evolved in some way. Go
through the door where the blue force field was. You'll see a borg snoozing in
his pod on the left. Kill him or he'll just attack you from behind in a few
moments.


Head right down the slant and you'll see Foster behind a yellow force field.
Seven does not want to try to rescue him, but you must give it a shot. Chang
will
find an opening in the force field a little further down on the right. Don't
worry about the borg in here. Go right in this room until you see a control
panel. Activate it and you'll go up on a little elevator. Now, go left and
crouch
to get through the passageway that's choked with cables. Take another left
through a doorway and there's another control panel. This will take you down to
the area where Foster was.


Seven tells you that it's too late. Foster is gone. Go right off this little
lift
and you'll come to another control panel. Hit it and the yellow force field is
down. Rejoin your compadres and continue to the left. Take a left at the end of
this hall and two borgs will be waiting shoot these and move into the room. Two
more borgs will come up the ramp to the left.


You'll also see a small grate to the right of the slope. Shoot it and crawl in.
Drop down and you'll come out in an area with an Ammunition Crystal straight
ahead. Grab it and go right. You'll have to crouch to get into this area, too.
You'll come to another grate shoot it and you've got a perfect perspective to
shoot the Distribution Node which will disable all the borgs standing around.
Drop out after you've done that and you'll see a Health Terminal on the right
wall. The rest of the team will rejoin you. Move straight and around a little
bend, you'll see a doorway outlined in green. To the left of that door is a
Weapon Terminal. Go through the door and turn right. Shoot the borg in the pod
and several more further down the hall.


From across this giant chasm to the left, several borgs will begin firing on
you.
Pick them off while using the pods for cover. Nelson will be injured. It's
unavoidable. He'll beam out when all the borgs are dead. Keep moving and you'll
run into two more borgs that beam in. When they're dead the green force field to
the right will go down. Enter this room and move around towards the back. You
and
Seven will split from the others to scout ahead. In this next room, you'll find
three Weapon Terminals, a Health Terminal and a blue force field that Seven
begins to work on. You'll get a radio message from the rest of the team saying
that they're being overwhelmed by borgs. Head back towards them.


Stand in the hallway and keep firing as the borgs move toward you. The whole
point of this is to hold them off long enough for Seven to get the force field
down. Fill up on weapons and health when needed. Be prepared for a lot of borgs.
They'll start beaming in faster than you can shoot them. Retreat to Seven's
position to help keep her protected. Eventually she'll get the field down and
you
can move through that door. When you do, the next phase will load.

Phase Twenty-Four: "Information"


You'll start with a Health Terminal in front of you. Use it and turn left.
You'll
come to an area where you can go left or straight. Seven says that either way's
as good as the other. I say go straight. Bear right around this tunnel and
there'll be a Weapon Terminal at a dead end on the right. Go left and shoot the
two borgs sleeping in their pods. Use the Health Terminal on the left. Head
straight until you see two borgs materialize on your right. Kill them and take a
right into a large room.


Borgs will seem to be coming from every direction. When they're all dead, look
for a small opening in the back corner of the room near the entrance. Crawl
inside and you'll come to another grate.


You can't shoot this one, but you can shoot the Distribution Node that you can
see from here. Now head back the way you came and you'll notice that green force
field covering the doorway in this large room is gone. Go through this green
opening and to the left is a Weapon Terminal and a Health Terminal (around a
little corner). Now move to the right on top of a large steel grating of some
kind. In the center of this room is a giant elevator, but as you move toward it
about six borgs will appear.


Waste them and jump on the lift. It will take you down to another circular room.
Be ready for lots more borgs when you exit the elevator. Make your way around
this circle to the right and use the Weapon Terminal. You'll see a smaller
elevator just past the terminal. Wait for your team to get on and activate it.


You'll come into another room where about six borgs will materialize. Waste them
and move around the large pillar in the center of the room. A sequence will
begin. Seven sticks her arm in this giant computer and uses it to download
information from the ship's memory core. Although the data is fragmented, she
finds out more about "The Forge". This is the dampening field that the Voyager
is
caught in. Apparently the "Forge" sends out probes to attack larger ships. When
these probes are destroyed, the larger ship is sucked into the "Forge" by the
explosion.


Seven also finds out that the isodesium is being stored three levels below your
current location. With that, the troops move out. You return to live action on
the other side of the blue force field. Head through this hallway that empties
into a large room. There will be about ten to twelve more borgs to kill in here.
When they're dead fill up from the Health and Weapon Terminals on the walls.
Seven will be standing in front of a green force field.


To her left is a distribution node behind a fence. There is a slight crack on
the
far left of the fence. Select your Grenade Rifle and fire a shot into this
crack.
It will destroy the Distribution Node and lower the green force field. You can
now walk through this door and go left. There will be two borgs at the bottom of
this small flight of stairs. Keep following this hall onto the elevator and when
everybody's aboard, hit the switch.

Phase Twenty-Five: "Covenant"


This phase begins in a room with a circular platform above a lake of yellow
liquid. Head left around the circle and kill a few borgs on the way. Go down the
hallway on the far end and there will be several more borgs in here.


Maneuver around the pillars to destroy more borgs and locate Weapon and Health
Terminals. You'll also find another elevator in the back. Ride this elevator
down. About halfway to the floor, borgs will begin attacking. Trying not to
shoot
your teammates can be the hardest part. There's a Weapon Terminal in here and
another elevator in the back corner. Use the elevator and look for a Plasma
Filter in the wall on the way down. You may have to ride the elevator up and
down
several times. You've got to shoot this to blow out a grate and crawl inside the
opening.


Down this small crawlspace, you'll see a Distribution Node on the ceiling. Shoot
it and keep going. There are Weapon and Health Terminals in the opening at the
end. You've then got to crawl back through and drop down the elevator shaft. The
green force field is now gone. Walk through the door and down the hallway.
You'll
come to a gigantic room with borgs in pods all around you. Step forward and a
sequence will begin. Lt. Foster is the borg you are talking to. He has been
assimilated. The borgs want to negotiate.


They want you to help them eliminate species 8472 which have infested their
ship.
Species 8472 have stolen the isodesium. You agree to help under the threat of
assimilation. Upon return to live action, you must go through a hallway on the
right side of the outer, circular platform. There is a Health Terminal just
inside. Seven will catch up and deactivate the blue force field when you reach
it. She lets you all know that your weapons have been upgraded to effectively
deal with species 8472, but at this point the only question is: What the hell is
species 8472? Walk through the door to find out.

Phase Twenty-Six: "Infestation"


You begin on the other side of the blue field. The first thing you want to do is
to select your Tetryon Disrupter from your arsenal. This weapon works
beautifully
against species 8472. Proceed forward and you'll get your first taste of what
species 8472 is all about.


From now on I will refer to species 8472 as gargoyles. They resemble them rather
closely. Anyway cut these gargoyles down and you'll see a Weapon Terminal in a
little indent on the left. Keep moving, but slowly. Several more gargoyles will
explode out of the wall. The Tetryon Disrupter does an excellent job of keeping
them at bay and taking them out. This hall will curve right and come to a "T".
Just before it does you'll have to kill five or six gargoyles. It doesn't matter
if you go left or right here, you'll end up in the same place.


You'll cross a small bridge. Walk into the next room and then retreat to the
bridge. This gives you a better angle to slaughter the horde of gargoyles that's
about to attack. Don't enter the room until you stop hearing their footfalls.
There's an Ammunition Crystal in the back left of this room and on the far right
there's a web you can crouch under. Follow this small path and you'll come to a
room with Health and Weapon Terminals.


You'll have to do a little jumping to keep going, but you'll eventually come to
the hole where the gargoyles burst out a little while back. Three gargoyles will
come and stare up at you. They can't reach you here, but you can reach them.
Welcome them with a loving stroke of your Tetryon Disrupter. It's like shooting
rats in a barrel. Enough sadistic fun, head back the way you came. When you
rejoin your crew, head for the back left corner of this room. You'll see another
Health Terminal. Walk towards the pulsating blue pole and a couple of gargoyles
will drop from the ceiling.


Several more will begin running down the path from behind the pole. Just stand
here and blast away. When you've killed the last of them, run down this path and
around the pole. Follow this passage and be prepared for gargoyles. Listen for
their footsteps and you'll know when they're coming. You will eventually come
into a large opening with a circular platform in front of you. Gargoyles will
come running towards you from the other side of the room. There's a Weapon
Terminal just inside to the left.


Follow the circle around and you'll be met by more gargoyles. Put them under
the
gun and grab the Ammunition Crystal to the left. Head up this passage and it'll
empty into another large room. Walk forward and gargoyles will start to appear.
Kill the ones in front of you and then turn to destroy the few that may have
attacked from behind. Be sure to get the two Ammunition Crystals on the right
wall. Follow this next hall and you'll come to another circular platform.
Directly across is a Health Terminal. Use it and go through the hallway on the
left side of the circle. Be prepared for gargoyles at every turn.


At the end of this hall is an elevator. Hit the switch and then wait for your
team to get on. As soon as everyone is on, take a few steps forward. If you stay
right next to the switch you will be crushed by a web as the elevator rises.
Walk
down this narrow platform and kill three pairs of gargoyles. When you've killed
the last pair, switch to your I-MOD gun and quicksave. This next part is pretty
difficult. Walk towards the opening and a sequence will begin. The borgs have
backed out of the agreement. They now want to assimilate you.


Chang, always a quick thinker, foresaw this problem. He planted an explosive
beneath the Vinculum. He detonates it and it disables nearly all of the borgs,
but not quite all of them. You are thrown into the middle of a chaotic battle.
Take out the regular borgs first. Save Foster for last. When your energy gets
low, there's a Health Terminal to the back right of the rest of your team. When
Foster's the only one left, pull out your Grenade Rifle. Several shots should do
and another sequence will begin.


Foster wants you to kill him, but you can't. You immediately report to the
Voyager and the whole team, including the isodesium, is beamed back. The level
finishes with a quick shot of the borg cube exploding

Phase Twenty-Seven: "R&R"


This phase opens in the Transporter Room. You are greeted with what sound like
compliments from Tuvok. That's a first. Your new objective is to visit the
Equipment Room and try out some new weapons. Sounds fun. Take a left out of here
and the equipment room is on the left. Inside, Telsia will ask you to meet her
in
the Mess Hall after you're done here. Oviedo has developed a Photon Burst weapon
and a simulation for you to try it out in. Grab the weapon and walk into the
Holodeck. Activate the control panel and a program will begin loading.


Training Program

There's not a lot to say about this simulation. It's extremely easy. Choose your
new Photon Burst gun and have some fun. You have to eliminate 25 enemies.


It resembles some kind of Aztec structure. Just wander around and "neutralize"
everyone. Try the alternate attack for this weapon. It's really impressive. When
you've killed all 25 the program will terminate and you'll find yourself back in
the Holodeck. Once you're on the Holodeck, exit back into the hallway and take a
left into the Turbolift. Activate it and the next phase will begin.

Phase Twenty-Eight: "Visual Confirmation"


Exit the Turbolift and go right or left, it doesn't matter. If you go left take
a
right down the hallway and keep going. You'll eventually see the doors to the
mess hall on your right. You can't miss them. Enter and you'll see that Telsia
has saddled up to the bar. Start a conversation with her.


It's pretty fluffy dialogue. Telsia obviously likes you. Her excuse to run off
is
that she's got to go shower up. Try to follow her, I did. You won't see
anything.
Talk to everybody else in the Mess Hall, including the bartender. It seems like
nothing's going on. Go wander the halls for a little while and then come back
into the Mess Hall. It will trigger a sequence. There is a powerful ship heading
for the Voyager.


Munro identifies it as the Harvesters. That is, the group sent by the Forge to
disassemble ships and steal the crew. The Captain comes on over the loud speaker
and summons all senior personnel. This includes you.

Phase Twenty-Nine: "Offense"


A sequence begins in the Captain's meeting room. Tuvok explains that this is
definitely a ship sent by the Forge to disassemble Voyager.


The Captain asks for ideas and the best option seems to involve boarding another
abandoned vessel. This vessel is known as a "dreadnought". It is basically a
giant gunship. You and Tuvok put together a plan for the Hazard Team. In the
Hazard Ops room, Tuvok outlines what the Hazard Team will do. You will board the
ship and locate the control room. Then, use this giant cannon to blast the
Harvester ship. You and several members of the Hazard Team will be escorting
Tuvok to this control room. Back to live action. Take a left out of the Hazard
Ops room and locate your locker. The helmet will be right above your nameplate.
Just push action to retrieve it. Move around the lockers and talk with Chell.
Now, head to the Equipment Room.


Grab all your weapons from both sides of the room and exit back to the hallway.
The Transporter Room is on the right, just past the map. You may need to wait
for
the rest of your crew to catch up. Walk up onto the transporter and Tuvok will
join you.


The transporter will energize and you'll beam away to the "dreadnought".

Phase Thirty: "The Breach"


The phase opens as you are beamed through the breach. The crew will speculate
about the fighters in this hangar. Walk to the right towards the big door. Chell
will try to open it, but before he does, Tuvok will put you in charge of getting
to the upper platform to restore environmental integrity. At this point, gravity
is still pretty low. So you can jump extremely high. Walk off the platform to
the
right side.


Use the small pyramid of boxes to jump onto the tube to the left. From this
tube,
make the jump to the small ledge that is running along the wall. Jump up several
levels on this ledge and then leap to the center platform. Easier said than
done.
It will take a few attempts to get used to this new jumping power. There is a
platform in the center of this large platform. Activate it and a containment
field will restore gravity. Ride the elevator down right behind you. Chell will
now open the door. Go left but be careful because some debris will fall from the
ceiling.


The crew will freak out over a giant cockroach before Chell opens the next door.
Ride this elevator up to the next floor. There will be a giant pile of debris
blocking the passage. After some discussion about how to proceed, you are given
the assignment of finding an alternate route.


In the large room to the right, you'll see some boxes on the left side of the
room with a strange design. These can be blown up. Use your Compression Rifle to
clear a path through the small passage. Crouch and walk through. When you drop
down, be ready for two giant cockroaches. Head down the path these came from and
up the ladder. You're now on the other side of the debris. Enter the room on the
right. You can see that some type of chair is jamming the door. Hit the control
panel in the back, middle of the room. The laser turns yellow and destroys a
chair it is aimed at. Now you just need to aim it at the chair by the door.


Move around to the back of the laser and you'll see four control panels. Hit the
left panel twenty-nine times and the up panel seven times. The laser should now
be aimed directly at the chair. Go back around and hit the main control panel.
The laser will strengthen and destroy the chair. Now, go back and move the laser
to the side so that it's safe for your crew to enter. Walk up to the door and it
will open. Enjoy your well-deserved praise. Head back through the other door and
Chell will open the next one. Flip the elevator switch and the next phase will
load.

Phase Thirty-One: "Command"


Action opens as the elevator comes to a stop and a door opens in front of you.
Head down this hallway and as it curves around you'll see a large group of
Klingons. Pull out your Tetryon Disrupter and prepare for war. It's not an easy
fight. You may want to switch to the Grenade Rifle to take them down with a
single shot.


You'll know when they're all gone because your crew will start talking about the
Scavengers. Be sure to gather up all the ammunition from the Klingon carcasses.
On either side of the door you came in is a Weapon and Health Terminal. Chell
will open the door to the Control Room. Just wander around in here while you
wait
for Tuvok to make some decisions.


Tuvok will announce that there is a problem with the firing mechanism. You have
to take a small team down to fix it and manually load the charge. You select the
team and the mission begins.

Phase Thirty-Two: "Primary Encounter"


This phase begins with you, Chang and Csatlos in front of a large door. Walk
through it and down this hall. You'll trigger a quick sequence in which robotic
monsters begin attacking you.


Use your Tetryon Disrupter on these. Stay in front of Chang and Csatlos or
you'll
never get a clean shot off. This hall dead ends. Go to where Chang is standing
and a door will open. Push the elevator switch and ride down. When you go
through
the next door, be ready for an automated gun on the right wall. It's possible to
shoot it out. Select the Grenade Rifle before you go through the door. This will
make things go a lot smoother. Take out this gun and head left. To your left
will
be another robotic arachnid. To the right an arachnid is behind a grate. Just
worry about the one on the left. Follow the path up and shoot the arachnid at
the
end. Turn left and there's another gun on the wall. When it's gone, stand right
below it and you'll go down on an elevator.


In order to avoid jumping around every turn on this lower platform, just run
along the inside corner. You won't fall and you won't have to jump. You will
have
to jump over the break in the flooring past the first corner. After the jump,
look right and destroy this automated gun. There's an Ammunition Crystal at the
far dead end and directly across from the gun is a Control Panel. This panel
lowers the grate directly above you. This is the fence that was holding in an
arachnid earlier. Run back to the elevator. Stand on the red square until it
comes back down. Shoot the uncaged robotic arachnid and head to the area you've
just opened.


An ornate door will slide apart revealing an elevator. There's a switch just
inside on the right wall. There will be two arachnids waiting for you when the
lift stops and the door opens. Waste them and head for the door at the end. Use
the Health Terminal on the left and then hit the Control Panel on the right.
Walk
through the opening, hit the lift switch and the next phase will load.

Phase Thirty-Three: "The Skirmish"


When the door opens, there's an arachnid inside to the right. Shoot it from
here.
Move down this hall and you'll find a Health Terminal on the left wall. Just
around that corner is another arachnid. Keep moving. A door will open on the
left. Don't go in. There's no point in it. You can fill up on health and weapon
in there, but first you have to kill about six arachnids. There's no point. Just
stay straight until you get to a closed door. Before you use the control switch
on the right, choose your Grenade Rifle. Now, hit the switch and walk in.


An animation will start that shows this huge beast coming out of a hole. When
the
sequence stops, just move to the bottom of the stairs and start shooting. He'll
attack Chang and every time one of your grenades hits the beast, Chang will
scream. Don't worry about it. Baby Chang will be fine. The monster will go down
after six or seven grenades. There's three Health Terminals on the wall. I guess
this guy was supposed to be hard. Check out the Ammunition Crystals on either
side of the giant pole and the Weapon Terminal on the back of it.


Chang and Csatlos want you to get on the elevator. So, get on. When the lift
starts, the next phase loads.

Phase Thirty-Four: "Defensive Measures"


You're now at the bottom of the elevator. Immediately look up and you'll see a
little space ship flying down towards you. Blast it with the Grenade Rifle and
start moving. Through the next door, there will be three arachnids and a couple
of space ships. Scour the room for Ammunition Crystals and Weapon Terminals.


When you're through head to the doorway in the left side of the room. At your
feet you'll see the Dreadnought Weapon. It's a welding tool of some sort, but
it's perfect for frying robotic arachnids. Go through the door and you'll get a
chance to try it out. Kill these two and use the Health Terminal by the next
doorway.


The door will slide apart and you'll need to weld two of the larger beasts to
death. Melt the arachnids behind them and move into this room. Take out the two
automated guns on the far and near walls. Chang then points out that you've got
to get to the upper platform. Don't bother trying to jump on boxes. First, grab
all the Ammunition Crystals around the room.


Then, walk around to the back of the little black robotic crane. You'll see a
control panel. Activate it and the crane will bring the platform to you. Now,
walk up the slant this created and through the door. Fry the large robobeast and
use the Health and Weapon Terminals. Move through the passage on the left and
kill the arachnid and two space ships. You may need to go back and fill up on
weapon and health when you're done. Now, cross this platform and behind the next
door will be two more arachnids. Once again, go back and fill up on health, if
needed. Flip the elevator switch and take the lift up.


You'll cross a narrow platform that runs across the center of the firing tube.
Keep walking and you'll trigger a sequence. The three of you get on a mobile
transport that will take you to adjust the firing mechanism.

Phase Thirty-Five: "Attunement"


The sequence ends and you are on the other side of a door. Move down this hall
and Chang will identify some superheated ion gas on the right. Walk onto the
small platform in the middle of the room and you'll ride up a lift, alone. Take
a
left off the platform and head down the metallic passage. Be prepared for a
couple of space ships and an arachnid.


Through containment fields in the floor, you can see the area you need to get
to.
The only thing you can do from up here is to shoot grenades through the holes in
the left side of the room. It's possible to kill the arachnid below this way.
When you're done, ride the lift back down. To the back right of the lift, you'll
see an opening in the wall. Jump up and crawl in. There's two cockroaches
waiting
in the tube. When you come out into a room, take out the automated gun.


After you've grabbed the Ammunition Crystals and used the Health Terminal, focus
on the generator on the far right. Shoot it about four or five times with the
Compression Rifle and you'll see a quick shot of the superheated gas stopping.
Head back through the tube and join up with Chang and Csatlos. Walk down this
hall and look right. You'll see a large beast with it's back turned. Begin
firing. As soon as this guy is dead, there will be a barrage of arachnids.


Just use a protrusion from the right as a haven and keep popping out to fire. Go
through the door at the end of this huge room and hide behind the post just
inside to the right. You can shoot arachnids at the end of the hall from here
and
peek out to shoot the automated gun to your left. When they're gone, use the
Weapon Terminal to your left and move down the hall. There's another automated
gun around this corner. Through the next door, you'll be greeted by two large
beasts and a spaceship on the upper left side.


It's possible to run up the left slope to collect two Ammunition Crystals. Now,
it's going to be awfully tempting to take a right into the room with the yellow
laser, but don't. There's no point in it. Go through the door straight ahead.
You'll come to a large room that Chang identifies as low-gravity. Use the
platforms in the back left to jump up onto the upper level. Watch out for two
arachnids up top. There's also a Weapon terminal on the left side. Jump across
to
the right, use the Health Terminal and hit the elevator switch. Chang and
Csatlos
will ride up.


Chang will assess the door and then blow a hole in it. Behind the next door is a
welcoming party of arachnids. Follow that hallway through another door to an
elevator. This will take you down to another hallway. Waste the arachnids from
the left and follow the passage around to the right. Be sure to snag the two
Ammunition Crystals. After the next door, you'll be exactly where you need to
be.
This is the other side of the large yellow plasma stream. There are Weapon and
Health Terminals on either side of the entrance.


Use the control panel and it will realign the plasma stream. Tuvok will tell you
to now proceed to the Firing Chamber to load the charge. Walk through the door
that opened on the end and use the elevator switch.

Phase Thirty-Six: "Array"


The lift comes to a stop and you all step off. Take a right down the hallway and
kill the arachnids and robotic beasts lurking about. Take another hard right and
follow this passage around. You'll come to another lift.


At the bottom, you'll see a series of rods blocking your path. So, take a sharp
right into a room with another elevator. Destroy the enemies on the upper level
and use the Weapon Terminal. Follow the hallway in the back left corner into
another large room. Blast the arachnids and use the control panel in the center
of the room to go up one level. There will be several small space ships ready to
attack up here. The platform winds around and you'll see a Health Terminal on
the
right wall.


Use the control panel at the top to raise the rods. On the video monitor you can
see several arachnids move in. Head back the way you came until you get to this
pathway. You will be under heavy attack during this journey. Remember to use all
the Health and Weapon Terminals on the way. When you cross the red path, a door
will open in the far wall and two automated guns will open fire. Run to the side
to get some cover while shooting. Take a left and shoot it out with more robotic
enemies. You'll find a Health Terminal down here.


Keep moving and you'll be in the loading chamber. Use the control panel to drop
one energy round into the firing chamber. Around the corner is another control
panel. This will activate the elevator you're standing on.


Be prepared for a series of automated weapons in the hall at the bottom. Take
them out one at a time by using the walls for cover. After you've destroyed all
of them in this area, the containment field will drop and you can keep moving.
Not too fast. There's lots more automated guns down the next hallway. On both
sides, too. If you don't move quickly enough, Csatlos will die. If he does, just
keep going. As you destroy a series of guns, the lift above your heads will keep
moving.


Keep plugging away at these guns. Eventually arachnids will join the guns. This
is probably the toughest shootout of the game so far. Move and clear. Watch for
your crosshair to turn yellow. When it does you can shoot these guns. This makes
it much easier to shoot them before you're seen. Try sneaking up on them to even
the odds. Run through the last hallway with the cranes and Tuvok will tell you
that time has run out.


You'll see a blue control panel on the left. Activate it and the energy round
will load. Action will cut to a sequence of the "dreadnought" firing on the
Harvester ship. It doesn't look like it does too much damage.

Phase Thirty-Seven: "Invasion"


Back on board the Voyager, you are told that Tuvok needs you. You have disabled
the Harvester ship, but they're still trying to board Voyager. Head to the
equipment room and stock up. Go back into the hall and follow Pelletier to the
right. Be ready, these Harvesters are nasty. You'll see an explosion in the left
wall. Get there and start shooting.


Do your best to keep them at bay. The Tetryon Disrupter does an excellent job of
this. Once you've cleared the area with containment fields at the end of three
hallways, go left. Take a right in this door and continue to fight.


Follow the obvious path through these rooms and destroy all the Harvesters. When
you get back to a hallway, go right. Go through the door straight in front of
you, but do not walk out onto the platform. It will collapse in just a moment.
Stay in the doorway and shoot the Harvesters on the ground. Biessman is on
another platform doing the same thing. Shoot these for a while and then head
back
into the hallway and go right. Take a left and the door with Biessman behind it
will open. Help him finish off the Harvesters on the ground and then turn around
and go through the door directly behind you. Grab the Compression Rifles on the
ground for more ammo.


You'll come to another opening on the left. This is where the Harvesters boarded
Voyager. Kill these last two and a sequence will begin. Tuvok and the bartender
were hiding behind a table in here. After a quick update on the morale of the
crew, you and Tuvok are summoned to the Conference Room.


Phase Thirty-Eight: "Decisions"


The senior personnel is gathered. The Captain is trying to find out how long
before Voyager can get out of there.


This discussion reveals that the warp drive might not even work because of the
dampening field. That's when you, Munro, come up with the brilliant idea of
attacking the Forge. After a little debate, the Captain decides it's a good
idea.


Your plan is to use the Harvester ship as a Trojan Horse. You'll enter the Forge
and lower its defenses. At that point, Voyager will begin shuttling in groups of
reinforcements. Back in the Hazard Ops room, it is determined that you, Telsia,
Chell and Biessman will ride the Harvester back to the Forge. After a short pep
talk, you dismiss the Hazard Team. Tuvok wishes you luck, sort of, and you're
off.

Phase Thirty-Nine: "External Stimuli"


After a short sequence, you start out in a red hallway. Keep moving until you
get
to an opening. You'll see a pretty impressive vista. It's some type of work area
for the Harvesters. Chell can't make it down, so you've got to find an easier
way.


Walk up to a little block on the right with a long, thin tube coming out of it.
Jump onto this little tube and make your way down. Remember, gravity is limited.
So, you'll jump pretty high. Also, take out Harvesters from as far away as
possible. Use the Compression Rifle or I-MOD. Drop off on the next platform and
you can use the Weapon Terminal. Keep moving and get on another, white tube.
Jump
up onto the next platform and turn right. If you haven't already picked off all
the Harvesters, there may be a couple running around.


Fall off to the right onto another platform. Look out for a couple of Harvesters
down here. Walk to the end of this platform and look left. You'll see another
platform a little ways off with two Harvesters and a pink and yellow tube. Run
and jump onto this platform. Now, jump again to the next, closer area. You can
look down below from up here and you'll see at least one Harvester.


Shoot what you can and drop down. Finish off the other Harvesters and use the
Health and Weapon Terminals. Activate the Control Panel and it will create a
staircase from the original opening. Chell, Biessman and Telsia will now join
you. Chell will disable the red force field in front of you. Head through and
you'll come to a dead end. Chell will identify the hole in the center as an
anti-
gravity beam.


Biessman, the showoff, will jump right in. I guess it's ok to follow him. Hop in
and the next phase will load.

Phase Forty: "Matrix"


Action begins in the bottom of the anti-gravity shaft. You have to get to the
defense controls so you can shut down the security grid. Head through the
doorway
and you'll see another one of those anti-gravity things. This one's coming up.


Walk across this platform until you look down and see a lovely garden of
Ammunition Crystals. Drop down onto the large tube right next to them. Grab the
crystals and use the Health Terminal. Now, you've got to drop through another
crack next to the wall. You'll land on some smaller tubes. Go left, use the
Weapon Terminal and jump into the ant-gravity fountain to ride back up to the
top
platform. There, you're all juiced up. Rejoin your teammates and a quick
sequence
will begin.


This animation shows off the new, stronger Harvesters. Don't worry they're not
that difficult. Kill them and use the control panel in the center of the room.
This will drop two of the force fields and release some more Harvesters. Waste
these and go through the newly opened door. Either one, they connect. Move up
the
slant and when you hear footsteps, retreat. Two more Harvesters are coming. Now,
continue up and around this ramp. You'll come to a door with Health and Weapon
Terminals on either side.


Head through and you'll see the perimeter defense control. Chell will identify
this for you. Walk up and around the spherical object and Chell will go to work.
He can't bring the defenses down, but he figures out a way to loop the current
sensor data. You radio Tuvok and let him know. Chell unlocks the last force
field
down below. So, head back down to the main level. Once you've entered the
freshly
opened door, the next phase will load.

Phase Forty-One: "Onslaught"


On the other side oft the door, head right into this room. There's a Health
Terminal on the left. Move forward and you'll trigger a slew of the larger
Harvesters. Through that doorway, you'll see a Harvester standing off to the
right. Shoot him and two more will come from the left. Use the Weapon Terminal
on
the left wall.


You'll see an anti-gravity field moving pieces of Voyager through red force
fields. Go to the left field and run against it. Every few seconds the field
goes
down. When you've slipped through, hit the control panel on the left. Turn
around
and immediately start firing at some Harvesters. Turn left into the area with
the
bright red center and several more Harvesters will attack. Use the Health and
Weapon Terminals. Go around the terminals and down another slant.


As soon as you go through the next door, a Harvester will be at your feet. Blast
it and make your way through this passage. There will be four Harvesters in the
next room. Use the Weapon Terminal and take a left into a room with containers
full of Harvesters. Be ready for a shootout. After a few moments, Harvesters,
big
and small, will burst into the room.


Get your back against a wall and keep firing. When they're gone, fill up at the
terminals and move into the next area. Use the Control Panel on the left and an
elevator will come down. It's a good idea to quicksave here. Ride this elevator
up and be ready for the battle to end all battles. I suggest having the Tetryon
Disrupter handy. Go to the far end of this room and get your back against the
wall. Preferably next to the Health Terminal. Just keep firing. It's all you can
do.


After you've killed a certain amount, a sequence will begin. Biessman is taking
on the masses by himself. Eventually, Biessman gets taken down. When you return
to live action, just keep shooting. If you're out of Ammunition Crystals, use
the
I-MOD. It's more powerful than the Compression Rifle and you won't blow yourself
up like you might with the Grenade Rifle.


After a little bit longer, the rest of the Voyager team will join you. You are
now trying to get to the generator on the lower level. Your new team consists of
Chang and Jurot. Walk onto the platform in the middle of the room, after you've
powered up of course, and it will take you down one level. Just stay on the
platform as it moves and you'll enter the next area


Phase Forty-Two: "Visual Magnitude"


You'll start in front of a large door. After a radio transmission, the door will
open. There are new creatures in here and you don't know what they are. They're
pretty tough. After you've eliminated the first five or six, a sequence will
start. These creatures are called Reavers and they have been genetically
manipulated to become the galaxy's finest warriors.


The being in charge of this place tells you about his master plan. The Vohrsoth
is this master that seeks to dominate the entire universe. Jurot blocks out his
voice and you and Chang try to recover. You and Tuvok agree that this station
must be destroyed. You will head for the generator and his team will plant
explosives. You return to live action and must kill several Harvesters. By now
I'm sure your pretty low on health. Go through the door on the other side of the
circle and immediately retreat. Stand back from the Harvesters and keep pumping
grenades into them. When they're gone, move back through that door and you can
fill up on health and weapons. This is a good place to save.


In the next area, you will be greeted by several more Harvesters. Use the
elevator switch in the back and you'll go down to a level with two anti-gravity
fountains. Move into this large area and you'll have to kill a few Reavers and
Harvesters before you can move on. There are four badly needed Ammunition
Crystals in back. Ride the right anti-gravity fountain up and you can use the
Health Terminal. To go down, just get in this other fountain. It's a good idea
to
save again when you're back on ground level. Go through the middle door and
you'll have to waste four Reavers. There's a Weapon Terminal inside to the left.


Use the elevator around the circle in this next area. When you reach the bottom,
a door will open across from you. Destroy these Harvesters and Chang will
discuss the invisible pathway. Walk to the edge of this platform.


Look down and fire your Compression Rifle to reveal parts of the invisible path.
Keep doing this until you've made it all the way across. It's a little tricky.
Follow this passage and you'll come into a room with about four Reavers. Blast
them and use the Weapon Terminal. Now, flip the elevator switch and at the
bottom, be ready. Kill the Harvesters and the Reaver and use the Health
Terminal.
Here's another great place to save. Grab the two Ammunition Crystals and walk
left. You'll have to destroy another mixed band of beasts. This done, take the
door on the right. Walk in and you'll enter the next phase.

Phase Forty-Three: "Dissolution"


You pick up in the last room. Go through the hall and you'll come to a multi-
level room with two Reavers to the left. Shoot them and a band of Harvesters
will
congregate on a platform below. Just dump a couple of grenades into the crowd.
They'll dissipate. Now, walk left and hit the Control Panel.


A bridge will come across. Use it and grab the Ammunition Crystals in this room.
Once again, you can destroy a large group of Harvesters directly below. Do so
and
then wait a few moments. Jurot will jump onto an elevator to the left. When it
comes back up, get on. Get off on the ground and go through the door on the
left.
Use the elevator in back and you'll come to a lab area where some Reavers are
working. Cut them down and use the door on the right. Harvesters will be hiding
behind the door.


Two more will come up on an elevator to the left. Use the terminals in here and
take the elevator down. Plenty of Harvesters will be waiting. You may want to go
back up and use the Health Terminal again when this is over. If not, use the
next
elevator switch behind the door that opens. Kill the Reavers and keep going
down.
On the next level, there will be two Harvesters and a Health Terminal. Move
around the corner and you'll have plenty more killing to do.


This room has a huge glowing, red globe in the center. This is the top of the
dampening field generator. Take the elevator down and a quick sequence will
begin. This is the generator. Destroy it and Tuvok will set off the explosives.
First, you'll want to use the Weapon Terminal on the left wall. Now, you need to
shoot the four devices that are sending the yellow beam into the generator.


Work your way around, shooting each one. When you've shot the last, there will
be
a huge explosion and a sequence will start. You return to live action and the
door opens. Kill all the Harvesters waiting behind it. Now, you've got to get to
the airlock. A shuttle will be waiting for you there. Walk through this door and
around the corner. You'll join up with Telsia and the others here. Again, the
voice comes on talking about "The Seed" and conquering galaxies. Telsia will go
back to Voyager while you stay and try to stop "The Seed". So, take a left, grab
the Ammunition Crystal, use the Health Terminal and jump on the elevator. At the
top, two Harvesters will attack. Go right through this passage. You'll come to
an
area with a lot of Reavers standing around. Retreat into the hallway and blast
them with grenades.


The Weapon Terminal in here is incredible. It juices all of your weapons up to
999 ammo. Now walk into the elevator to the left and after a few seconds, the
next phase will load.


Phase Forty-Four: "Command Decision"


This phase starts with a sequence in which Tuvok is trying to contact you. You
do
not acknowledge him. You're in big trouble. When live action returns, take a
left. Fill up on health if needed and go through the door. Another sequence will
begin. You are speaking with the Vohrsoth.


You try to talk the Vohrsoth out of his plan of action, but it's useless. Back
to
live action, you are attacked from every direction. There will be several phases
to this battle. When you've destroyed one round of enemies, there will be a few
seconds before the next. Just keep moving. Use the Health Terminals and fire
away. I suggest the Arc Welder. It works pretty efficiently.


There will be three rounds of heavy attack. The last round will be incredibly
difficult. Don't bother trying to shoot the space moths. Supposedly, they're
here
to help. Finish off the others and use the Health Terminals wisely. When you've
killed the last, a sequence will start.


The space moths will disable the anti-gravity field that is holding the seed.
Vohrsoth will unleash himself and prepare to destroy you. A few seconds after
the
battle starts, Foster and some other borgs will beam in. They're here to help.
Destroy the seed in the center of the room. Aim for the back portion of
Vohrsoth.
I recommend using the alternate attack with the Grenade Rifle. Several of the
borgs will probably die. Before Foster goes he will plead with you to finish it.
This is not an easy request.


Keep blasting away and eventually Vohrsoth will go down. In a sequence, you are
beamed out just in time. The Voyager circles the Forge and destroys it. Back on
board the Voyager, you are commended for your excellent work.

Phase Forty-Five: "Epilogue"


You are discussing the situation with Telsia. Apparently, there was a funeral
for
Biessman and the others. Chell, Jurot and others will join you. The Captain
praises you for your work and the promotion to Lieutenant.


It's a happy ending, after all. The Voyager blasts off into space. Roll credits.