STAR TREK: DEEP SPACE NINE – THE FALLEN
A WALKTHROUGH, BY DOUG MILLSAP (09/2001)
I would like to briefly
mention a few important tactics.
The enemies that you’ll face have excellent ranged attacks, but in many
cases, it’s still best to attack them from a distance, as some of them will
explode in your face, if they get close to you. For the most part, I won’t mention the presence or locations
of the enemies, unless special tactics or actions are required to defeat
them. Watch for mines that have
been placed in your path, and destroy them from a safe distance. When you’re in dark areas, remember to
use your wrist beacon to shed some light on the subject; you can complete the
game without using your wrist beacon, but it’s a nice piece of equipment.
In this walkthrough, “L”
means left, and “R” means right.
THE MAJOR KIRA NERYS
MISSIONS:
KIRA’S MISSION 1
Talk to the nearby
woman. Go through the doorway and
Obanak tells you to follow Jaro.
Jaro is straight ahead of you.
Approach him and follow him. When he comes to a stop, talk to him. Approach the console directly behind
Jaro and you’ll automatically use the controls to raise a door. Exit this room and head L. Go through the circular doorway that
you just opened. Inside, you’ll find two statues. Approach the button on the base of each statue, one at a
time, and you’ll automatically press the buttons. Both statues will rotate and two wall closets will open. Get the items from inside these
closets. There’s nothing to find
in the other room on this floor.
Go back up the stairs, hang a R, then climb the next set of stairs. Go down the only hallway that doesn’t
lead to a dead-end. Go into the
room on the L and defend yourself.
Approach the console in this room to learn that you need the Engineering
Card. The side-room merely
contains an insignificant enemy.
Exit these rooms, then head straight across the hall to the opposite
room. If you’re in the mood for
extra combat, explore the side-room.
Exit these rooms to return to the hallway. Go through either of the doors on the R and enter the
courtyard. Follow the path through
the next door. Notice the
depression in the wall opposite the doorway through which you just came. If you were able to save the woman
that’s to the L of the wall depression, feel free to talk to her. Return to the wall depression. Highlight the Artifact in your
inventory and use it on the wall depression. Two doors will open.
Go through the door on the L.
Eventually, you’ll reach another door; go through it. You’ll find yourself on a landing where
stairs go up and stairs go down.
Take the stairs that go up.
Approach the buttons on the bases of the two statues in this area to rotate
them. Head back down the short
flight of stairs, stay R, and go down the next short flight of stairs. When you enter the room at the bottom
of these stairs, notice that the Communicator icon appears in the upper L
portion of the screen. Use your Communicator
to discuss the situation. Head L
and go up the stairs that are on the L.
Stay R (the door that you pass by just leads back to areas you’ve
already explored) and head up more stairs. If you’re quick enough, you can save someone from the
enemies, but it’s not required in order to complete the mission. Rotate the two statues in this
area. You’ll see that the
Engineering Card is now accessible.
Go back down the stairs and grab the Engineering Card. Also, grab the Phaser Rifle. You must now return to the console that
requires the Engineering Card – Head up the stairs on the L, then continue
straight ahead and up more stairs.
At the top of the stairs, go L, then through the door on the R. Follow the path through the courtyard,
head R, then enter the room on the R.
Approach the console and use the Engineering Card. Go into the side-room and jump into the
large pool of water. Swim through
the now-open gate. Continue
swimming forward then up to reach the safety of air, sweet air. Climb out of the water and you’ll find
yourself in a very dark room. In
this room, among other things, you’ll find a couple of moveable blocks. These are actually supply
containers. Use your Phaser Pistol
to bust them open, then grab their contents. There are three consoles in this room. One is quite colorful and the other two
are bland looking. Approach and
use each of the two bland looking consoles and the auxiliary power will be
activated. Approach the colorful
console and use the Engineering Card to open a door across the room. Go through the open door, then find and
descend the ladder. Approach the
nearby console and use the Engineering Card to open a security gate. From the console, go R, then find and
descend the ladder on the L. Head
R and approach the wall button to open the remaining security gate. Follow the corridor and approach the gate. The gate automatically opens and you
are greeted by someone who tells you to follow. Do so, but no matter what you do, he gets killed. Continue across the catwalk without
him. Dodge mines and laser fire
and you’ll eventually reach the tower.
Follow the short corridor to a doorway protected by a force field. Use your Communicator to discuss the
situation. Use your Tricorder to
determine the frequency of the force field’s generator. Equip your Phaser Pistol, make sure
it’s set to the correct frequency, then destroy the force field generator in
the distance. Go across the
shallow pool of water and you’ll encounter another force field. Use your Tricorder to determine the
frequency and use your Phaser Pistol to destroy the generator. Wade through the next pool of water and
head R. Approach the console and
use the Engineering Card to open an underwater gate. Climb the ladder that’s directly opposite this console. You’ll find a couple more supply
containers. Dive into the large
pool of water and swim through the underwater opening. When you come to a large column, swim
upward to safety. Exit to dry
land. Go through the only door in
this area and head R. Enter the
second room on the L (the first room on the L is empty). Use your Tricorder to scan and locate a
wall switch. Approach the switch
and you automatically use it to reveal some hidden supplies. Grab the supplies, exit this room, then
head L. The next hallway on the L
is a dead-end. Pass it by and
enter the next room on the L. Use
your Phaser Pistol to destroy the mine near the console. This console requires a Command
Card. Exit this room and head
L. There is nothing in the next
room on the L. Enter the next room
on the L and you’ll find a supply container. Exit this room and go L. Enter the next room on the L and you’ll find another supply
container. Exit this room and go L
– you reach a dead-end. Head back
toward the room that contains the pool of water through which you arrived in
this area. Continue just slightly
past it (it’ll be on your L) and you’ll come to a room on the R. This room only contains a useless
console. Exit this room and go
R. Follow the corridor to some
stairs and climb them. When you
reach the upstairs hallway, go L (going R just leads to a dead-end). Continue past the empty room on the L,
then enter the next room on the L.
Destroy the mine on the floor.
Use your Tricorder to locate a wall switch and press it. Grab the Command Card that’s
revealed. There’s also a supply
container in this room. Exit this
room and go L. Continue past the
next room on the L (empty), then enter the next room on the L. Use your Tricorder to locate a wall
switch and press it to reveal some supply containers. Exit this room and go L. Continue along the hallway and climb some stairs. Your progress will be stopped by a
force field. Use your Tricorder to
determine the frequency of the generator, then use your Phaser Pistol to destroy
the generator. Enter the room and
approach the console; nothing will happen, since the array is not yet
aligned. You need to return to the
console that requires the Command Card – Go back down the stairs and follow the
hallway. Watch for the short hallway
on the R that leads to the stairs which go further down. At the bottom of the stairs, continue
along the hallway and enter the fifth room on the L to reach the Command
Console. Use your Command Card on
this console. Now that you’ve
realigned the Communication Array, you need to return to the console upstairs –
Exit this room and head R. Follow
the hallways and stairs, until you’re there. Approach and use the console and the door directly behind
you will open. Go through that
door and use your Command Card on the console in this room.
KIRA’S MISSION 2
After a brief discussion with
Sisko, go through the door directly behind you. Talk with everyone, then step into either one of the
Turbolifts. Explore and talk with
everyone that you’d like, then go through either one of the Airlocks to begin
the next mission. Clearly, you
must stay away from the lightening bolts.
Head toward the only door in this area. Use the buttons to the R of the door, then go through. There are some supply containers
beneath the stairs. Go up the
stairs. At the top of the stairs,
go L. Approach the door that’s
straight ahead to learn that you need the Utilities Card. Use your Communicator to discuss the
situation. Go L and a pit of
molten lava will block your progress.
Use your Communicator to further discuss the situation. Return to the intersection and continue
straight through it. Open the door
that you come to and go through.
Go to the left rear portion of the room and take the Command Card from a
crate. Walk over to the R side of
the room to trigger the appearance of the Communicator icon and discuss the
situation. Exit this room and
return to the intersection. Go L,
and stay L. Go through the door
that you find. Approach the
brownish-red panel mounted on the wall to use it; whoa, that didn’t work. Go a little further and try to use the
other brownish-red panel on the R; again, no dice. Go up the short flight of stairs, then use our Communicator
to discuss the situation. Approach
the small orangish panel and use the Command Card to open the gate to the
ventilator ducts. Exit this room
and head back to the room where the vent gate has just been lifted. Climb the crates, then crawl into the
vents. Go through this short duct
and into the next room. There are
some supply containers in this room.
Approach the door in this room to learn that it also requires a
Utilities Card. Enter the vent
duct on the other side of this room.
Go through and drop down into a room with a large elevator cage in it. Go R and open the door on the R. OK, that goes nowhere. Go back through the door and go R. Use the wall panel, then get onto the
lift. Stand on it for a moment and
it will take you down. Go through
the door ahead of you. Go down the
stairs on the L and approach the door to learn that it also requires a
Utilities Card. Nearby, you’ll
find a container of explosive materials; these are sprinkled throughout the
missions and can be used against your enemies during combat sequences. Go over to the other set of stairs in
his area and descend. Approach the
door on the L and use the Command Card to open it. Go straight ahead and climb the ladder on the L. Climb the other ladder in this room,
then climb yet another ladder. Use
the console on the L (it’s the only one that’s working) and a door somewhere
else will open. Descend the three
ladders that you just climbed and go through the door. Use your Communicator to discuss the
situation. Before going through
the large doorway on the L, go straight across (around the crates) to another
door and use your Command Card to open it. Go to the back of the room and press the green button;
you’ll acquire an Inductor. Exit
this room and head R. Go through
the large opening and continue around to the Phaser Drill that’s near a
cave-in. Use your Communicator to
discuss the situation. Stand by
the Phaser Drill and insert the Inductor.
Now, use the Phaser Drill and it will blast a hole through the
cave-in. Go through the hole, then
head through the door on the R.
There are some supply containers in here. Exit this room and go through the other door that’s straight
ahead. Go through the next door,
then use the wall panel to access the elevator. Get into the elevator and ride it down. Go through the door, then go straight
ahead and down the stairs. There
is a supply container near the bottom of the stairs. Go through the door.
Go around the large pit of green chemicals and into a dark
corridor. At the end of the corridor,
you’ll find a supply container. Go
through the door on the R, then through another door to reach an area with
supply containers. Exit these two
rooms, then go through the door on the R to reach the Temple. Use your Communicator to discuss the
situation. Jump down to the
platform below. Go up the short
sets of stairs and enter the Temple.
Just keep going along the twisting hallway and you’ll eventually end up
on a ledge. Jump down to the thin
walkway below. Go to the end of
this thin walkway and jump up to a ledge that leads to another hallway. Enter this hallway and jump over the
gap. Go up some stairs, then use
your Communicator to discuss the situation. You need to press the four wall buttons in the correct
sequence. Climb up to the sealed
door and study the four symbols above it.
Based upon this clue, number the four buttons as 1 through 4 from L to
R. Press the buttons in the
following order: 2, 4, 3, 1. The sealed door opens, so run up the
stairs and go through it. Go L and
stay L. Go through the small
doorway and up some stairs. Enter
the room on the L to find a supply container. That’s it for this area. Go back down the stairs and go L. Follow more stairs upward. At the top of the stairs, destroy any mines that enemies
have planted and go through the doorways ahead. Turn R and go down the stairs. At the bottom, make a hard L and go around to a large platform
where you’ll find some supply containers.
Leave this platform and keep going straight across the ramps and you’ll
reach another large platform with more supply containers. Leave this platform and watch for the
stairs on the L. Go up these
stairs. If you continue straight,
you’ll reach a dead-end. Instead,
go R. Go through the doorway on
the L that’s flanked by two columns emitting green fumes. There’s a supply container under the
stairs on the L. Go up the stairs
on the L. Press the wall button to
reveal two other buttons below. Go
back down the stairs and head 180 degrees in the other direction. Climb the stairs on the R and you’ll
find some supply containers. Exit
this Temple room and go L. Keep
going around and you’ll find more supply containers. Backtrack toward the central Temple area. Pass by this central area and go
through the doorway on the R (more green fumes mark this entrance). Go up the stairs on the R and press the
wall button – Aha, the dead-end near the central Temple area is no longer a
dead-end. Go back down the stairs
and do another 180. Explore the
rest of this area and you’ll find more supply containers. Exit this Temple room and go R. Explore this Temple area and you’ll
find even more supply containers.
OK, time to head back to the central Temple area where the door is now
open. You’ll find that there is
still a locked door to get through.
Approach it and notice the four symbols above it. Go over to the four buttons that are
now accessible. Number the buttons
as 1 through 4 from L to R (when facing the locked Temple door). Press the buttons in the following
order: 1, 3, 2, 4. The door will open, so go through
it. Go up the stairs and head in
either direction.
KIRA’S MISSION 3
I m p o r t a n t: Make sure you keep a save-game that’s
just before you start this mission.
There’s a bug (even with the large patch installed) that may not allow
you to complete this mission. In
the mission walkthrough that follows, I’ll explain how you’ll know if you’ve
run into the bug.
Talk to everyone (remember
to go through the double-doors and speak to Sisko), then go into either one of
the Turbolifts. Talk to everyone
that you’d like, then go through either one of the Airlocks to begin the next
mission. Exit the elevator and
talk to the woman near the console – be ready to protect her from enemies! However, if you are unable to save her,
don’t take it too hard, because she’ll be killed eventually and there’s nothing
you can do about it. Beyond the
console are double-doors that lead to the Computer Core, which is currently not
accessible. Use your Communicator
to discuss the situation. With
your back to the elevator from which you just exited, go L. At the intersection, go R and talk to
the injured man. Use the nearby console
to open the window on the L; the nearby door is also now unlocked. Look through the window and kill the
enemies. Head back to the
intersection and go straight through the door. Go R and descend the ladder on the L. Go over to the ladder on the other side
of the room and climb it. You’ll
find a supply container. Walk to
the other side of this catwalk and use the console; one half of the Computer
Core is now initialized. Traverse
both ladders again and exit this room.
When you reach the intersection, go R. At the end of the hallway, go L. You’ll find a supply container. Use the large console to open the nearby window and unlock
the nearby door. NOTE: If you are not allowed to use this
console to open the window and unlock the door in this area, you’ll have to
reload a save-game and start this mission over. OK, back to gaming.
Look through the window and kill the enemies. Head back to the intersection and go straight through the
door. Go through the next door and
go L. Approach the injured man and
you’ll hear the same lines that you heard from the other injured man. Traverse the two ladders in this room.
Use the console at the far end of the catwalk; the Computer Core is now
reinitialized. Now, return to the
Computer Core console near the elevator in which you arrived. Use the console, then go through the
door to the Computer Core. When
you reach the core, you’ll find an elevator on the L, an elevator on the R, and
a door on the other side of the room.
Go around the core and through the door on the other side of the
core. Try to go through the next
door and you’ll learn that it’s locked.
Well, I was stuck at this point in the game for two wonderful,
fun-filled hours. Here’s what you
have to do – Notice the two wall panels to the L and R of the red doors. Blast them to bits! Oh, for crying out loud! Try to go through the tunnel to the R
of the red doors; bad idea. Go
through the tunnel to the L of the red doors, then jump up to the ladder and
climb it. Crawl through the next
tunnel, then blast through another panel.
Exit this tunnel and quickly turn R and blast the containers of
explosive materials below the wall-mounted laser gun that is firing at you, in
order to destroy it. Among other
things in this room, you’ll find a supply container, a useless console, a
ladder going down, and a door.
First, go down the ladder, then through the next door. Among the containers of explosive
materials, you’ll find a supply container. Use the console in this room and you’ll see a panel open
nearby. Go over to that panel and
retrieve an Isolinear Rod. Exit
this room, climb the ladder, then go through the door across the room. Get the Disrupter Rifle from the round
table. Use the nearby panel to
reposition the catwalks around the core.
Go through the next door; fire at the containers of explosive materials
on the L to help eliminate the enemies in this room. There’s a supply container in this room. The console in this room is
useless. If you go through the
tunnel, you’ll find that it just leads to a dead-end. Instead, go down the ladder. Cautiously go through the door and destroy the three
wall-mounted laser guns. Use the
console in this room and retrieve the second Isolinear Rod. Exit this room and retrace your steps
back toward the Computer Core.
Once you make it back to the core, go over to one of the two elevators
and press the call button. Get on
the elevator and press the wall button to ride the elevator up. Walk over to the colorful panel mounted
on the core and insert one of the Isolinear Rods. Walk around the catwalk to the other side of the core and
insert the second Isolinear Rod.
Take an elevator down and return to the red doors. Go through them and a lift will take
you down. Exit the lift and you’ll
find a supply container. Go
through the next door to reach the Computer Core’s generator (Or, is this the
core, and the other thing is the generator?). Jump into the pit.
Locate and use the panel mounted on the generator.
KIRA’S MISSION 4
Talk to everyone (don’t forget
Sisko), then head to one of the Turbolifts. Explore and talk as much as you want, then head through one
of the Airlocks to begin the next mission. In front of you is a door protected by a force field. Go through the only door in this area
that opens, then go inside the elevator.
Use the elevator button to ride up one floor. Exit the elevator and go through another door to reach a
hallway. Go through the door
that’s straight ahead. Go through
the next door on the L. You’ll
find a supply container. Also, if
you scan the area with your Tricorder, you’ll find that there is a Chip Writer
mounted on the wall, but there’s nothing that can be done with it. Exit this room, go R, then go through
the door. Go R and then through
the door that’s straight ahead.
Continue forward a short distance and you’ll see a door on your R, which
is locked, and a door on your L, which simply leads to a useless console. Just continue past these doors a short
distance and go through the small door on the L. There’s a supply closet on the R wall. Exit this room and go L. Go through the door that’s straight
ahead. Now, go through the only
door on the L that will open.
Notice that the elevators to the L and R are not working. Walk to the injured man and retrieve
the Master Chip. An enemy should
soon arrive through one of the elevators.
Kill the enemy; the elevators are now accessible. If you explore the narrow hallways to
the L and R of the injured man, you’ll find some supply containers. Go to one of the elevators, which were
made accessible by the arrival of that enemy and ride it down (both elevators
lead to the same hallway). Be
ready for combat and exit the elevator.
No matter what you do, your mates will be killed, since an endless
supply of enemies will continue to teleport into this area. It seems cold, but if they’re not
already dead, leave your mates behind and continue with your mission. If you go through the door that’s near
and between the two elevators, you’ll find that there’s currently only a dead-end
to the L and a dead-end to the R.
With the elevators on your L and R and with your back to the door that’s
between the elevators, notice the door that’s straight ahead in the distance;
that’s the next door that you need to go through. Along the way, there are side-hallways that lead off to the
L and R. Feel free to explore
them; they lead to supply containers, dead-ends, and many enemies. Anyway, approach the door and you’ll
find that it’s locked. Notice the
card reader to the R of this door; it requires a Command Chip, which you have
not yet acquired. Even if you’ve
already explored the side-hallways, do so again. Roam around up and down all of the hallways, until an enemy
attacks by exiting one of the rooms.
After eliminating that enemy, enter the room from which he
attacked. Retrieve the Command
Chip that’s near the injured man.
Return to the card reader that’s to the R of the locked door and use the
Command Chip to unlock it. Go
through the door. Inside the room,
go R and you’ll find a supply container and a panel that requires a Library
Chip. Use your Tricorder to
discuss the situation. Approach
the panel that’s near the supply container and insert the Master Chip. Go around to the other side of the room
and use the console to restore the torpedo systems. Shortly after this, you’ll be told to head to the aft Engine
Room. Exit this room and go
straight. Go through the door
that’s between the two elevators and go R. Pick up the ammo that’s near the injured man. Go L from the injured man (the door
straight ahead is protected by a force field, and the hallway that leads to the
R just leads to the same side-hallways that you’ve already explored). When you come to an intersection, go R. Several powerful enemies will attack
you. After they’re eliminated, go
through the door that’s straight ahead (the hallway to the L just leads back to
the same side-hallways that you’ve already explored). Go through the next door on the L, then get on the elevator
and ride it up one floor. Exit the
elevator and go through the next door.
The next door in front of you just leads to a dead-end. Turn R and approach two of your mates;
one is injured. Talk to them, then
climb into the nearby duct. Keep
going and you’ll eventually reach a ladder that goes down. Descend and continue through the duct’s
exit door. Ignore the next door on
the R and follow the hallway around to the R. Enter the next room on the R. Stock up on supplies.
Exit the room and go R.
Enter the next room on the L (the Engine Room). After dealing with the enemies, use
your Communicator to discuss the situation. There are two ladders that go down to the belly of the
Engine Room; down here, you’ll find some supply containers and the rack that
requires the programmed Engineering Chip.
Go back up a ladder and enter the side-room. You’ll find a supply container and a slot panel that can
program the Engineering Chip, once you finally get it. Exit the Engine Room through its L door
and go L. Enter another supply
room that’s on the R and take the ammo and the Respirator (use this to prevent
health damage caused by toxic gas).
Exit this room and go R.
Follow the hallway and you’ll soon find another injured man. Take the Engineering Chip that’s near
him. Return to the Engine
Room. Use your Communicator to
discuss the situation. Enter the
side-room and approach the slot panel, then use the Engineering Chip on
it. Use your Communicator to talk
some more, if you want. Go back
down to the belly of the Engine Room and approach the rack that requires the
programmed Engineering Chip. After
using the chip on the rack, you are told to head to Engineering. Exit the Engine Room through its L door
and go straight down the hallway.
At the dead-end (force field), go through the door on the R. You will be captured.
KIRA’S MISSION 5
Walk straight ahead and
stand in front of the flashing panel.
Punch it, then pick up the Component that falls to the ground. Stand in front of the wall panel with the
red and blue lights and use the Component on the panel. The panel will slide up, so go on
through. Turn L, then go R at the
intersection; the ramp just leads to a dead-end. Time your run past the lightening, then go L at the
intersection; the R path is just a dead-end. Jump up to the beam at the top of the ramp and pull yourself
up. Jump up and grab the ledge in
front of you and pull yourself up again.
All paths up here lead to dead-ends, except the ramp in front of
you. Go up the ramp, then turn
around and jump up to the beam and pull yourself up. Jump up to the next beam and hop over to the hallway. Again, time your run through the
lightening and continue through the small opening. Turn R and jump up to the ledge. Pull yourself up and continue to push forward through the
grate (punch if you have to). Turn
R and follow the catwalk, until you see a cut-scene alerting you of the robotic
machine guns in the next room. OK,
it’s all in the timing – wait for the guns to turn away, then run through this
room to safety. Continue along the
catwalk and you’ll find that it comes to a dead-end. But notice the thin beam ahead that spans from one side of
the room to the other. Back up,
then make a running jump for the beam; there’s little room for error here. Once you’re hanging from the beam,
shimmy L and drop down to the large duct pipe. Continue straight along the duct pipes and push through the
grate. Turn slightly R and notice
the duct pipes across the room.
Jump over to that duct pipe, then immediately run to the corner to avoid
being wasted by another robotic machine gun. Jump up to the thin beam and wait for the guns to turn
away. Shimmy L to the other side
of the room, drop down to another duct pipe, then immediately run forward to
avoid gunfire. Jump up to the next
thin beam, shimmy R, drop down to the duct pipe, run through the large opening,
then turn R and push through the grate to reach safety. Jump down to the beams below. Continue to jump down through the
beams, timing your jumps through the lightening. Keep going through the corridors and you’ll eventually reach
a large room. Walk toward the grate in the floor to spy on someone below. Step onto the grate and you’ll fall
through. Approach the guy that you
spied on and listen to him. Get in
his face and he’ll hand over a Level 1 Access Card. Find the supply container, punch it, then grab its
contents. Get the Shock Blade from
a cabinet. There is a small
wall-mounted card reader nearby.
If you use the Level 1 Access Card on it, you’ll just set off an
alarm. If you choose to do this,
kill the enemies with the Shock Blade, then use the Level 1 Access Card on the
card reader again, in order to shut it off. I chose to not kill the man that won’t shut up, but I don’t
think it matters if you do. Use
the Shock Blade to ignite the canisters on the ramp near the locked doors to
blow a hole in the wall. Go
through the opening and kick open the nearby supply container to acquire some
more ammo. Go L and through the
opening on the other side.
Scorpions (or something like them) will attack; I managed to kill them
by squishing them with my feet.
You can avoid some (or all) of the Scorpions by quickly climbing up onto
the ledge. You can’t get through
the grate in front of you. Jump up
to the short, angled beam and pull yourself up. Turn L and push your way through the grate. You’ll see that guy you saved run to
the elevator and ride it up; I chose not to follow. There are tons of supply containers in this room, but most
are empty. Ride the elevator up
and you’ll see that guy set off the alarm. Deal with the enemies, turn off the alarm with your Level 1
Access Card, then deal with the supply containers. There’s also a woman on this floor, and I still chose to
spare them. Go over to the other
elevator in this room and call it.
Ride it up and be prepared for a serious battle; blast the cylinders to
eliminate some of the enemies, if you can. There are several ledges on this level. Notice the ledge with the grate as its
floor. Walk across that grate and
use the console to unlock a door on the level above. Ride one of the elevators up to the next level and quickly
run for cover into a short alley.
There are two doors up here.
When the time is right, make a run for the L door. You’ll find supplies and a cabinet
containing a Phaser Rifle. Exit
this room and run L to the other door.
You’ll find a supply container and two cabinets containing your Phaser
Pistol and your Tricorder. Push
your way through the grate in this room, then jump down through the beams. Go through a corridor and dodge the
lightening. Keep going and you’ll
eventually reach a huge gap between catwalk ledges. Make the jump, then deal with a bunch of Scorpions. Go to the ladder and descend. Follow the catwalk to a large platform
with a huge column. Find the ladder
on this platform and descend.
While dealing with the enemies down here, I still took care to prevent
myself from killing that guy that won’t shut up; but again, I don’t believe
that it matters if he gets killed.
Use each of the three consoles that surround a large column near the
center of this area; you’ll then have to deal with another wave of
enemies. There is a side-alley
where there is a supply container, if you want to take the time to find it. As you’ll remember, you descended a
ladder from the large cylindrical platform to reach this floor. Find the other ladder on this floor and
climb it. Do a balance beam act to
the other side of the room, drop down to another set of thin beams, then
another. Drop down to the short
duct pipe and crawl through the tunnel.
Push through another grate and jump down. Go through the door and watch for the ladder on the R (if
you continue along the corridor, you’ll just reach a dead-end). Climb the ladder and step off to the R
onto the duct pipe. Follow along
the pipes, until you come to a
thin beam above you. Jump up to it
and shimmy L to the next duct pipe.
Jump to the next duct pipe, then jump to the thin beam that stretches
from one side of the room to the other.
Shimmy L and drop down to the short duct pipe. Push through the grate and jump down. Find the ladder and descend. There’s a supply container nearby. Step onto the beam that’s near the
ladder you just descended. At the
intersections, go R, then straight.
Step off of the beam and you’ll find a supply container. This next sequence is extremely
difficult, because enemies are infinite; if you kill one, another one will just
teleport in to replace him. I’m
not going to describe this entire area, but it’s not that big. Run around, until you find that guy who
won’t shut up (he’s down in a valley-like area). He’ll produce the Level 2 Access Card, even if he’s killed
by enemies. Now, all you need to
do is find the elevator out of this area.
It has a grate-like door and two access panels to its L and R. Use the Level 2 Access Card on the R
panel and the elevator door will open.
Jump into the elevator and hit the button to ride it up. Exit the elevator and go L. Go through the opening and use the
console. Walk around to the other
side of the core-thing and carefully drop down to the thin pathway below. Once you successfully manage to land on
the pathway, step to a safe area where blue blasts are not being fired; only
one hit from a blue blast will kill you.
There are four tubes that lead out of here, but only one isn’t
blocked. Time your move, then run
through the open tunnel. When you
reach an open area, step L or R to avoid being blasted. Time your move through another blast
tunnel, then another. After that,
you end up in a room full of enemies and that guy that won’t shut up. Use the green button on the wall to
call an elevator, then ride it up.
You arrive in a room with supply containers and a cabinet that contains
a Polaron Pulse Rifle. Cross the
room and use the green button to open the door. Go through the door and stay L; if you stray into the open,
you’ll soon be dead. You’ll see a
cylindrical hole nearby. Find the
ladder inside that cylinder and descend.
Follow the cylinder to an intersection and go L; going R just leads to a
dead-end. Keep going (there’s only
one route), until you are emptied into an open area guarded by lasers. Quickly go L and hide behind the large
rocks to avoid the laser fire.
Time your move and make a run through the disconnected pipe (for cover),
then make another run to the next pipe.
Keep going through this tunnel (again, there’s only one route), until
you see a ladder on your L. Climb
it, then follow the tunnel to a grate and push through it to enter a room with
guards. Use the green wall-mounted
button, then jump onto the nearby lift to reach the floor above. There’s a supply container on this
floor. Climb the ladder. There’s another supply container on
this floor. As always, I chose to
not kill the person that’s unarmed.
Use the console near the unarmed woman to disable the lasers and open
the door that’s two floors down.
Be prepared for the guards that storm into the room. Go two floors down and exit through the
open door.
KIRA’S MISSION 6
Talk to everyone, then head
to a Turbolift. Talk to everyone
that you’d like, then go through an Airlock to begin the next mission. Do not draw your weapon or your
Tricorder, or you’ll come under attack.
Also, do not punch or kick anything. Go straight ahead and use the button to the L of the huge
door, then go inside. If you climb
the ladder to the upper level, you’ll find a supply container, but you can’t
take its contents because any show of violence will trigger the alarm. Exit the building and go L. Keep going, until you find a guard near
a door blocked by a force field.
Notice the huge rotating laser gun atop a nearby building. You need to kill this guard, but you
must avoid being toasted by the laser.
Stand near the building with the laser, so that the laser can’t target
you. Draw your Phaser Pistol and
kill him; a second guard will show up, so you must also kill him. Once these two guards are killed,
holster your weapon. If the alarm
has been triggered, reload a save-game and try again; you must kill these two
guards without triggering the alarm.
Use the button to the L of the force field, then quickly go through the
doorway. Once through, hug the
wall to the R and you’ll eventually come to another huge door. Use the button to the L of this door to
learn that Level 2 Military Access is required. Continue along and stay to the R. You’ll come to a small building that can be entered, by
either one of two doors. Through
the first door on the R is a supply container, but you must leave it alone, for
now. Exit this room, then go
through the next door to access a second room in this small building. Go upstairs and talk to the woman. She’ll tell you that your Level 1
Access Card will be processed tomorrow.
Go back down the stairs and exit through the door that’s straight ahead
(the one through which you did not enter). Hug the wall to the R and you’ll reach a door that can be
opened by Military Personnel only.
With your back to that door, walk straight ahead a short distance and
enter the building on your L; this is the Security Control building. Kill the guard that’s patrolling in
here, making sure that the alarm is not triggered. At the bottom and to the R of the first set of stairs is a
force field generator. This is a
clue for where to look for the other force field generator in this
building. Walk to the back of this
building where there is an active force field. Locate the force field generator that’s just beyond the
force field, now that you know where to find it. Use your Tricorder to determine the force field’s frequency,
then blast it with your Phaser Pistol; it’s a tight shot, but you can do
it. Once the force field is
eliminated, enter the room and use the far console to shut down the security
nodes. No matter what I did, the
alarm went off and guards rushed into the building. Luckily, you shouldn’t have to deal with more than four of
them, then they’ll stop coming inside.
Make sure your weapon is holstered, then exit this building and turn
R. Walk to the locked door in the
distance, then hug the wall, keeping it to your L, until you return to the door
that leads back into the room with a guard and the woman who told you about
your Level 1 Access Card. Although
the alarm is screaming, the guard did not attack me. Draw your weapon and kill the guard. Thankfully, no other guards rushed into
this building when I killed him; this must be because the security nodes are
now disabled. Holster your
weapon. Go upstairs and the woman
will now hand over a Level 1 Science Pass. At this point, you can blast open the supply containers, as
long as there are no guards nearby – but even if there is a guard nearby, just
kill him, because other guards should no longer come and join the fight. Go back down the stairs and exit through
the door that’s straight ahead.
Approach the alarm on your L and use the Level 1 Science Pass to shut it
off! Now turn yourself so that the
alarm is on your R. Hug the wall,
keeping it to your R, and you’ll soon reach the door that requires a Military
Pass. With your back to that door,
walk straight ahead. If you keep
walking perfectly straight, you’ll walk right into the Research Center
building. Approach the card reader
on the L side of its huge door and use the Level 1 Science Pass to get
inside. Step onto the large
platform and use the panel to take a ride down. Talk to the guy, then exit through the door. You need to meet up with Emi Belor –
Here’s how: Go R, go around a
corner that goes to the R, veer L at the intersection, go around a corner that
goes to the L, veer L at the intersection, zig zag around a couple of corners,
go R at the next intersection, and finally go L when you reach the circular
pathway. When she sees you, she’ll
tell you to follow her. But don’t
follow her. If you follow her,
nothing happens and she just walks along the same route over and over. You need to kill her to obtain the
Level 2 Science Pass. I found it
best to kill her in the circular area where you first find her, while making
sure that no one in one of the side rooms can see you. Only the guard standing out in the main
hallway will rush in to see what’s going on and you can easily deal with
him. After obtaining the Level 2
Science Pass, holster your weapon and exit to the main hallway. Go R, then go L at the intersection and
continue past the two sets of stairs on your L. You’ll come to a “V” intersection. Take the L path, then go up the first walkway on your
R. Approach the card reader to the
R of the door in this area and use your Level 2 Science Pass to open it. Without triggering the alarm, kill the
guard in this room. After killing
the guard, the woman in this room will hand over the Level 3 Science Pass. You must now kill the woman and the
other man in this room, or they’ll set off the alarm. Also in this room is a supply container. Holster your weapon and return to the
main hallway. Go L, then go R at
the intersection and continue past the two sets of stairs on your R. You’ll come to a “V” intersection. Go L and follow the hallway all of the
way to the entrance to the Laboratory.
Approach the card reader to the L of the entrance and use your Level 3
Science Pass to open it. Go
through to the elevator and ride it down.
KIRA’S MISSION 7
Exit through the red
doors. Go through the next door
and go into the pit with the green glowing floor on the R. Retrieve the Gravitic Mines. Exit this pit and go R. You’ll come to a flooded room. From this point on, you’ll have to deal
with the Grigari. In order to
destroy a Grigari, you must first scan it with your Tricorder to learn the frequency
of its defense shield, then use your Phaser Pistol to blast it. I also found that a Gravitic Mine will
destroy the Grigari. And once you
get your hands on a Plasma Gun, you’ll be able to destroy them with ease. Go through the flooded room. You’ll find a door on your L and a door
on your R. The R door is not
accessible. Go through the L door
and destroy the two Grigari; I was able to push the canisters of explosive
materials close to the door, entice the Grigari toward the door, then blast the
canisters. Once the two Grigari
are destroyed, continue to the left rear portion of the room and climb over the
malfunctioning elevator. Turn L
and go through the door. Kill the
Grigari, then be sure to retrieve that Plasma Gun that it drops. Continue past the short hallway on the
L (it just leads to a locked door).
Also continue past the short hallway on the R (it is protected by
lightening and only leads to another locked door). Keep going and you’ll reach a room filled with
lightening. You can run through
the lightening, while sustaining minimal damage. However, you can avoid taking any damage, by going to the L
and crouching down. Simply crawl
behind and around the strange structure in this room. Once you are past the lightening, you’ll find a supply
container. Go up the short set of
stairs in this room and use the console on the platform. A red-orange glow will appear inside
the strange structure in this room.
An alerted Grigari will attack, but you only have to watch as the
lightening destroys it. Exit this
room and return to the short hallway that used to be blocked by
lightening. Go through the door,
which is now unlocked, to enter the Security Office. There is a supply container in here. Use the console to unlock the door
across the hall. This alerts some
enemies, including a Grigari. Exit
this room, go L, then go R down the hallway and through the door that you just
unlocked. Kill another
Grigari. Use the console at the
left rear of this room to open a small exit door. Go through the tunnel, then try to go through the next
tunnel; cave-in. Descend the
nearby ladder, go through the next tunnel, then climb the ladder. Now you’re on the other side of the
cave-in. Jump onto the next ladder
and climb it. Exit though the
small opening. As you traverse
this area, be sure to carefully avoid the deadly steam that’s spewing from the
grates. Go a short distance and
you’ll find a small opening on the R (there’s nothing but a dead-end further
on). Go through the small tunnel
and kill more Grigari. These
Grigari will drop EMP Cannons, which are also effective against them. If you’d like, use your Communicator to
discuss the current situation.
With your back to the tunnel through which you just arrived, go R, L,
then L and you’ll reach a dead-end, but you’ll also receive a transmission from
Dax. Backtrack toward the
tunnel. With your back to the
tunnel, go L, R, then L and go through the door, when you are ready for a
Battle Supreme. Throw everything
you have at Obanak and try to use the containers of explosive materials to your
advantage. After battling long and
hard, Obanak will eventually run away to replenish his strength. Gather what you can from the remaining
supply containers. Exit this room,
then backtrack all of the way through the tunnels and ladders (keep in mind
that you can’t get lost, as there is only one path back). Once you exit the last tunnel, two
Grigari will attack; fine with me, because I was loaded up with Gravitic Mines
and took them both out with just one and then I collected their EMP Power Cell
Ammo. With your back to the tunnel
through which you just returned, go L and find that the door on your L is now
open. Go through the door and down
the hallway. Watch the final scene
and enjoy the genuinely majestic presentation of the Credits.
THE CAPTAIN BENJAMIN SISKO
MISSIONS:
SISKO’S MISSION 1
I have not yet played the
Sisko Missions.
THE LT. COMMANDER WORF
MISSIONS:
WORF’S MISSION 1
I have not yet played the
Worf Missions.