Star trek elite force 2 save game location
Added some Holomatch tips, and I also did the Frequent Problems section. While no updates are planned anytime in the near future, this is by no means the final version. I may well update again with new MP tips or something else. All trademarks are property of their respective owners. Aside from that, feel free to host the most recent version. Also contains some spoilers to the story. You have been warned! You're certainly free to do that if you wish, but I wrote it mainly to help you if you're stuck at a certain point.
I have, however, edited the descriptions based on my own testing and fiddling around. A menu will pop up. Select 'Copy here. I would suggest that you rename the new shortcut file so you don't get it mixed up with the original. Double-click on the icon you created to start a cheating game. If you start the game from the autoplay, the cheat codes will not be activated. Type them again to turn the cheat off unless otherwise noted: god - Makes you completely invincible, and gives you unlimited ammo.
You can't however fire your weapon. Make sure you're not in the middle of an object when you turn the cheat off. This can screw up some scripted events. This cheat does cause your framerate to drop dramatically for about seconds, so be patient.
I haven't found a maximum limit! If you set it at 0 you switch to a weird 3rd person overhead camera angle and Munro's arms seem to be a bit detached. My theory is that the camera thinks your dead, but the game still thinks you're alive. Moves your camera from the default 1st person view to a next-to-impossible-to-use 3rd person view.
While it's quite hard to use this mode normally through the game, it can actually make some puzzles much easier. Read the walkthrough for specific instances where it is useful. Don't leave the. Double-click on any of the maps to load it, or use the map or devmap commands see below.
When turned on, a small console will appear in the upper right corner. Use this if for some reason you want to read the text appearing on the console while playing the game at the same time. Shows the number of frames per second in the upper left corner of the screen.
A: A lot actually: -The music is much better in the full version. It's not there in the demo. In the demo he's empty-handed. If you have the demo, this FAQ will not apply completely.
Although quite formidable, one alternate swipe will take out almost any enemy the fact that it has a range of only about a foot hampers it extremely. The swipes do a little damage, but the jab is mainly used as a block. Another downside to this weapon is that it's not used throughout the game. You use it once while training at Starfleet Academy, and then once again while fighting a Naussican boss Frankly I'm very disappointed in that. I was really looking forward to being able to use it throughout the game.
It's just as powerful as in Elite Force 1, but the range has been reduced considerably. So no more using your Phaser as a Sniper Rifle. Use it in short bursts to kill enemies in a non-urgent situation i. Another great gun ruined by the fact that you only have access to it for a portion of one mission. Like the Federation's Phaser, the Romulan Disruptor works of a recharging battery. The battery doesn't recharge as fast as the Phaser battery, but the Disruptor doesn't use as much ammo.
This means you can fire for a considerably longer time with the Disruptor than you can with the Phaser. This makes a nice makeshift sniper weapon in Mission 10, where it is your only weapon. It can disintegrate any Romulan with one fully charged shot, but if you cheat to get it outside mission 10 it's entirely useless against any other species. Leave it to the Romulans to create a weapon perfect for killing each other, and worthless for anything else Better yet it only takes up ten of your Plasma, as opposed to 80 from the first Elite Force.
The range has been upgraded considerably from the demo, but it's still not really a long-range weapon. It has a longer range than the primary fire, but it's still only good for maybe ten to fifteen feet. Use it in close quarters where groups of enemies are coming right up to you. Basically it's your average machine gun.
It's pretty powerful, but sometimes it can be hard to aim. This is actually the weapon you'll be using throughout most of the game. The accuracy of the beam lessens the longer you fire it, so try to fire in bursts if using this weapon at long range. If you're in close quarters than don't even worry about it. The gas itself doesn't do anything, and will dissipate after about ten seconds. However it's highly volatile and as soon as it is exposed to the primary fire from the Arc Launcher it will ignite and create a large explosion.
Several packets of gas can be released in the same area to create an even larger yield. This is useful for taking out large groups of small enemies, or for getting an enemy who's hiding in an area you can't reach.
If you're strafing this can be quite a problem. However if you make sure to stand still until the blast is released, then strafe and take another shot, you can override this problem. This weapon is hidden in two different secret areas in the first and second Drull Ruins. Read that section of the walkthrough for info on how to access it. It's effective against any kind of enemy. The refire rate is somewhat slow though, so you may want to use a different weapon if you're fighting several small enemies at once.
Munro slams the staff into the ground creating a shockwave that will "freeze" all nearby enemies for about three seconds. This is quite useful for bosses if it's followed up with three quick primary fire blasts. However you do have to be quite close-- within a few feet-- so it's not useful in all situations.
However it's rate-of-fire more than makes up for this. Since you only have access to it in mission 11, I save Plasma ammo and use this on bosses. At close range it really is quite effective. However multiplayer is where this weapon really shines. The ability to score four frags in ten seconds makes me a big fan of this weapon. It's very powerful and best left for bosses.
However accuracy is laughable, as is the range. Like in EF1 it can bounce off of any nearby hard surface. However due to it's slow speed, and the fact that there's a good chance it will bounce off something and hit you, I rarely use this.
Visually it's much improved, but the basic idea is still the same: two primary or one secondary will take down a drone. Two primaries take the same amount of ammo and time to fire as one secondary. Take your pick. It can also be used as a sniper rifle in a pinch if you don't have the Sniper Rifle itself, or if you're out of Fed ammo.
That said, I still like this weapon and use it a lot. Its extremely useful if you've spotted someone hiding, but they haven't seen you yet, or if you've found some good cover for yourself, and you can take out targets at long range. The fire button can be held down to launch the grenade further. Alternate fire detonates the grenade. The grenade will detonate automatically after 10 seconds, or if it hits a destroyable object, or any person.
I don't really like this weapon too much. The splash damage is practically non-existent, and there's no option for "sticky" grenades, and old favorite of mine from EF1. If anyone has found a good strategy for using this weapon, please e-mail me. It's has a good amount of splash damage, it's surprisingly accurate, and it actually uses 5 less ammo per shot than the Grenade Launcher.
Primary fire launches a torpedo. Secondary fire activates a blue laser mounted on the barrel. When it's activated, the torpedo will attempt to follow the laser. This isn't quite as cool as it's sounds, but it does have a few uses, most of them in single player. Primary fire is a novel idea, but not all that useful. It fires several small, tightly grouped packets of radiation that disperse on contact with anything. If it hits a person they will be "poisoned" and their health will slowly degrade.
Also, anyone they come near will also become poisoned with the radiation. If the packets hit a surface, they will contaminate it for approximately six seconds.
Anyone including yourself and other teammates who comes near the surface will be poisoned. However the amount of damage actually inflicted by the radiation is small, and so primary fire isn't all that useful. If you've found a good way to use it, please e-mail me. Secondary fire is where this weapon really shines. It releases a HUGE ball of radiation that will annihilate anyone and anything within several feet.
However it will cost you your full clip-- that's Plasma-- so use it sparingly. Also, the packet moves very slowly, so don't try it against any fast-moving targets. You don't have to cheat for it anymore. When you hold down the scan button while at a Tricorder-accessible panel the kind that gives you the blue Tricorder icon when you hover over it , your Tricorder will access the panel.
This will either Modulate the panel, or access a puzzle. See the strategies section for info on puzzles. Alternate fire switches view modes: -Normal: Guess what this does. Some simply detect your presence and sound an alarm, others will injure or kill you. Note that not all of these modes are available for every level.
Like the Phaser, there is no difference between the standard Voyager style and Enhanced Tricorders. These drones, unlike the normal kind, have the ability to shoot. Your best bet is to take them out at range with the I-MOD, or another weapon that they have yet to adapt to.
Once they have adapted, stop firing because you'll just waste ammo. For some reason, even if the Borg have adapted to your weapons, they can never adapt to your teammates weapons.
So if you run out of ammo, or they adapt to all your weapons this can happen when the Borg are jamming your I-MOD then just run and let your team handle it. This will drastically injure you so try and avoid getting hit. If you shoot at them while they're flying it only takes one shot to take them out! Use this to your advantage. Use any weapon you like on them-- preferably rapid-fire. They're relatively strong, so they'll take a lot of firepower before going down. It takes a ton of ammo to take these guys down, and their attack is very powerful.
Don't let their size fool you either, they are FAST. They also have a very bad habit of knocking you around. Besides the fact that it is very bad for your health, it almost always means certain death if you're on a catwalk or ledge.
Try and take them out from long range. They have a variety of attacks and they are very fast. The ones you face after Mission 7 have shielding.
When their blue shields are up, they are invincible, and some types of projectile shots will actually bounce off their shielding and sometimes back at you!
Your best bet for the early shield-less ones is to stay at a distance, keep moving, and take them out with the Arc Launcher or any convenient weapon. The later shielded ones are a different story however.
You should still keep running and try and stay at a distance, but you should use a non-projectile weapon like the Gattling Gun primary fire. They have the ability to phase shift around, and they cloak, but for some reason the devs made them so weak to compensate for these abilities that they seem hardly worth it. They have a variety of blue energy attacks that they launch from their right arm, and some are quite powerful.
They also have the ability to attack you in hand-to hand combat. In fact one strategy that they seem to use quite often is to phase and shift right up behind you and attack at close range.
The most important thing to remember is to never EVER stop moving. Otherwise your toast. The Stalkers would make better enemies if they used their cloak and shift abilities more often, but they have an odd habit of just partially phasing, and they leave a pale blue signature.
They are still susceptible at that point, so hit them as hard as you can. If he does phase out, keep firing in the area were you last saw him. There's a chance he's still there and has just cloaked. Also, unlike most Exomorphs, he has no engine built into his exoskeleton, so while he's still fast, he can't ram you, or fly like the others do.
When you are close enough, freeze it and shoot with staff. If you are fast enough, freeze, shoot 3 times, freeze, shoot 3 times till it's dead. Unlike all other Exomorphs, they remain airborne at all times and never attack from the ground.
Most of his shots are pretty easy to dodge, but he's pretty strong. Take him out with the X-Rad or the Gattling Gun while keeping your distance. Somehow as soon as you get underneath him you lose more than half your health instantly. I'm not exactly sure how he does it, but sufficive to say, you should keep your distance. The best way to deal with it is by carefully destroying it before it spots you because it's nasty. They have a basic clawing attack, as well as a ranged spitting attack.
They are much faster and smarter than their standard Exomorph counterparts. His only attack is to throw lava at you, so simply keep running and he'll rarely, if ever, hit you. He also released Pendra's at you, take them out before dealing with him.
Keep hitting him with the primary fire on the Gattling Gun and he goes down surprisingly quick. They come in both green and blue flavors. Previously I've stated that there was no difference between the types, but that's not true. I've found it useful to target the blue ones first when they're in groups, because they tend to kill all the green ones around them too.
Try and take out the groups with the Assault Rifle. Or even harsh language! They're much tougher to beat then the little ones, but still very doable.
They have an odd tongue attack, so stay away from them and hit them hard. These are larger than the Males, and purple. They're also harder to kill. Also, when you kill them, they drop two to four small Siblings. They have a similar attack as the Males, but they also have a long-range attack in which they spit three gobs of green stuff in a spread pattern. She ain't 38kg's, I can tell you that. She has a five shot spread of acid that she fires at you, as well as a big green chunk that explodes on impact and releases some sort of green gas.
The gas in hazardous to you, so avoid it. See the walkthrough for more information on beating this boss. There is basically no difference between the Idryll that you face on the Enterprise and the ones on the planet, except that some on the planet have long-range grenade launchers.
Each Idryll has an energy shield strapped to their left arm, and a pulse weapon in their right. The shield does give them a few more hitpoints, but it doesn't make them invulnerable. They don't use their shield while firing, so you can use this to your advantage. Their weapons are very powerful, but they themselves are quite weak, so take them out as soon as you can to minimize damage to yourself.
If your up against one with an artillery launcher, take them out with the Sniper Rifle quickly and then run as soon as you've taken your shot. Most likely there are still one or two rounds in the air after the launcher goes down. You also fight holographic mercenaries in Korban's simulations. Take them out as soon as you can because they will kill you in a couple shots at close range. Take them out from behind cover if you can.
Still just as deadly, so take them out quickly. Ironically enough the Quantum Burst is well suited for taking them out at range! The knives are all short range, so take them out before they get near you. The disruptor is similar to the one used by Human Females, so take them out the same way-- from behind cover. His whereabouts have been unknown, but as it turns out, he has been running the trading post. For full info on how to beat this boss, read the walkthrough.
They are best taken out from behind cover. Their AI seems identical to the other Romulans throughout the game, but they seem weaker than the normal type. All of them carry a standard Disruptor pistol or Rifle. Both are pretty deadly, and VERY inaccurate, so take them out quickly from a distance. The ones wearing snow protection are no different than the others.
She carries an enhanced version of the Disruptor Rifle, and she has a stealth unit. See the walkthrough for more info. No real difference between them and the ones in level Take them out quickly and either from a distance or from behind cover. No more accurate than the Pistol, take them out with the same strategies. They also wear orange shields on their right arm and leg, so they're pretty distinguishable.
They toss energy grenades which detonate when they hit you, or after one bounce. Their grenades are pretty powerful, and they throw you a long distance. Try and take them out with the Sniper Rifle at long range if you can. However some of them are indoors, so if you meet one of them, run right up to them.
They will panic, run away from you, and try and toss a grenade. Taking them out before they toss the grenade is preferential. So if you take out one, there's a good chance there's another nearby. When dealing with them, find some cover immediately, and try to carefully strafe out from behind.
If they're in a tower, try and take out the tower with bombardment from the Enterprise. Otherwise try and take them out with your Sniper Rifle. Don't bother with the scope, it's just to slow, just quickly run out, fire off a shot, and duck back in.
If you are targeted by a sniper, an odd pink dot will float around on the screen. If you see that dot, RUN! Quickly duck behind any nearby object or just keep moving. However the similarities end at looks. Actually the weapon fire is quite similar to the Disruptor alternate fire. Their lance is VERY powerful and has good splash damage, but it takes them a few seconds to charge the shot completely. Strafe and take them out quickly, or take them out from long range. All you have to do is hit him with a couple well-timed X-Rad alternate fire blasts.
Read the walkthrough for all the info. Probably for a sense of "completeness" Now walk ahead into the cargo area that appears ahead. Jump over the bars and go into the next room.
In the next room, crouch under the bars and walk through the doors. In the next room jump, crouch, and jump again to get through the bars, and then climb the ladder. Go into the next room and carefully make your way don the stack of crates. Now climb up the stack of crates near where Tuvok is standing.
Go through the next door and crawl into the Jeffries tube. Do NOT go all the way to the bottom though, jump off onto the first ledge and use your Tricorder on the panel. Once you get the message "You have unlocked a secret door. Go along the catwalk and crawl through the now-open Jeffries tube. Follow the Jeffries tube until you get to the one unlocked door and go through. Your now on the catwalk above the jumping lesson.
There's a golden starship to your right. Grab it and jump down. Now you have to go through the course again However you get a Voyager style Tricorder and Phaser in the third Level, and Tuvok is wearing a Voyager style uniform. It's probably due to the fact that the devs didn't want to spend time modeling Voyager's cargo bays. Tuvok" whereas the normal one is simply called "Tuvok.
Go right and jump off the ledge. Use the health terminal on your right, and move on. Use the panel to the right of the locked door to unlock it, not the door panel, the one farther right and then go through the door and into the lift.
Use the lift controls to move up to the next level. Scan the Crystal to the right of where Tuvok is standing all the other crystals don't work. Tuvok talks a bit about targets, and then he kills the forcefield ahead. Go through and turn on your night vision. Use it to navigate across the bridges to the other side. Walk up to the next panel and use your Tricorder on it to open the next section.
Tuvok now gives you a Phaser. Use it to blow out the Plasma Conduit next to the nearby forcefield to take it down. Scan the rocks ahead of you with the Structural Integrity viewmode on your Tricorder, and then take them out with your Phaser. Take out four of them to complete this portion of the training. Do the same with the Comp. Rifle and your done. I have some comments on your FAQ. As in the TV series, the Borg will eventually adapt to your weapons you will have a few shots before they do this.
The only exception is the I-Mod, but this weapon is useless for part of this mission as the Borg have a way of jamming it.
You are not alone. You can use your teammates Chang, Chell and Telsia to your advantage. Note two things about them. Second, for all intents and purposes, your teammates are invulnerable in this mission except in two particular situations in which they are in danger of being assimilated Chang or captured Telsia.
A general tactic is to avoid shooting Borg if at all possible there is, however, one Borg in this mission that you MUST shoot at least until you can restore the effectiveness of the I-Mod. Remember that the Borg only walk, so you can generally outrun them.
Be on the lookout for the things you SHOULD shoot in this mission: i Borg Distribution Nodes these have a small blue panel on them - by destroying one of these, you will shut down all the Borg in the immediate vicinity. Be careful about shooting ii and iii when there are Drones around. They will attack, and on harder difficulty levels you can die very quickly.
Pay attention to what it says when you press and hold your mission objectives key default: TAB : i Yellow force fields can be disabled by modulating them with your Tricorder select the Tricorder and then press and hold FIRE until the modulation is complete. Don't waste your time trying to get around them! Lifts sometimes don't operate until all the Borg in the area are deactivated. If you step on a lift and it doesn't work, search the area and make sure you have destroyed its Distribution Node.
Walk straight ahead into the open area, use your Phaser and take out the Disnode on the wall to your right, then take out the green Power Coupling to your left. Move on through the downed forcefield to your left and get on the lift. There's a short and very pointless cutscene of you and Chang riding down the lift, and go straight ahead. Go left to find Chell stuck behind a forcefield, but don't let him out just yet.
Turn around and get out your Phaser. This will shut down the drones. Don't worry about the drones attacking Chang, he can take care of himself until you shut them down. Now go over to Chell and use your Tricorder on the panel next to the forcefield to shut it down.
Go through the downed forcefield into the room where Chell was trapped, and blow out the Plasma Conduit ahead to your left. Crawl through the hole below and into the small room. Blow it open with your Phaser to yield a golden starship.!
Jump down and go left into the next hole. Crawl through till you find a Power Coupling. Blow it out to take down the next forcefield.
Go through the downed forcefield, down the corridor, and through the door to load the next level. As soon as the cutscene is over the Borg start jamming your I-MOD's with some kind of field, so quickly swap for your Phaser and take out the drones heading for you. Just a small note: Chang would have been taken to an assimilation chamber, not a maturation chamber. Maturation chambers are where assimilated infants and children are kept until they are mature enough to become useful drones.
Chang is obviously old enough to become a fully functional drone, so the Borg would simply assimilate him outright. Once you get back to the main room, go to the left and down the corridor.
Ignore the drone. Somehow, despite the fact that you killed quite a few of his buddies, he doesn't view you as a threat. Go left and take down the forcefield with your Tricorder. In the next room Chell says he has to stay behind and operate the lift ala the Etherian forcefield from the original Voyager - Elite Force.
You're now timed so work quickly. Get out your Phaser and blow out the Plasma Conduit to your right. Ignore the attacking drones and quickly duck into the hole. Crawl through and blow out the Power Coupling for the forcefield.
Quickly crawl back and ignore the attacking drones and head right for the one assimilating Chang. Take him out and Chang will be beamed back to Voyager. Now take out the rest of the drones.
Leave the regenerating one. Your Phaser is good for taking out about two more drones, but once they start adapting then switch to the Comp. Not even the one next to Chang. Just approach Chang and you will automatically contact Tuvok and ask him to beam Chang back to Voyager.
Once this was done, I just ran away from the Drones! Well, OK, maybe I shot one or two of them! There's plenty of time for this as long as you're running, and you won't run the risk of losing fire power. Of course the time could be less on hard mode, but I am not sure of that.
If you take out the Disnode in the secret mentioned above, all the drones in the area will shut down, including the drone working on Chang. However the timer keeps going until you walk up to him. You can destroy this Disnode before rescuing Chang if you think you have enough time to get back to him before the time is up. It will save you ammo. Carefully jump across the pipes without touching the blue forcefield below. SECRET: As you get ready to make your first jump, notice that there's a wide pipe to your left that extends straight ahead of you, and then curves left.
Jump down onto it and turn around. Crouch and crawl underneath the catwalk you were just on. There's a small alcove off to the right with the Starship in it. You'll probably need night vision to see because it's very dark.! Once you get across the pipes, go left and take down the forcefield. Blow out the Power Coupling with your Phaser, and Chell will tell you that that took down the forcefield above. Jump across the pipes once again and go back to the lift.
As your riding back up, Tuvok will tell you that Chang is safe and he then orders you to find Telsia. Go through the downed green forcefield ahead of you and the level will end. Once you find Telsia a forcefield goes up and drones start attacking her.
A timer starts again, so get a move on. Ignore the drones and run left, right, and left again through the blue passageway. Run through and into the open room and take out the Plasma Conduit ahead. Go ahead and take out the Disnode on the right wall. This will take down all the drones, but you still have to Rescue Telsia. Go back to the Plasma Conduit you blew out and crawl through the hole in the wall. Take out the Power Coupling an go back to the main room. A cutscene kicks in.
Take out the Power Coupling to the left of the door, and then go back the way you came. Once you get to the end of the blue passageway, go right and take out the two drones that beam in. About now the Comp. Rifle primary fire will stop being effective, so switch to the alternate fire. See the weapons section for more info. Go through the next door and take out the drone at the far end of the corridor.
I go around him and up the lift, then immediately take out the disnode on the right when I enter the room with the three drones. Also by this point the Borg have only adapted to my phaser normal fire. On the right path after that I can take out the disnode before the drones wake up with my phaser. Kill the next three drones and keep going. Kill the regenerating drone at the end of the corridor, and move on.
The next room splits into two sections. Go right and quickly take out the Disnode on the right wall with your Phaser before the drones kill you. Then take out the Power Coupling next to the Disnode and use the health terminal in between them. Go around to the left side and use the ammo terminal.
Go around where the two paths meet up again, and go down the corridor and get on the lift to end the level. Take it down with your Tricorder and run to the right. The drones will also all collapse. Now head right along the catwalk and go through the door. Ahead is a large room. Take out the drones that beam in with the I-MOD and then head right.
There's a health terminal in a small room to the right of the main area. Use it and then go out the door to the left of were you came in. That was quick wasn't it? Did I miss a level or something? As soon as you get through the door, take a few steps back and blow the Plasma Conduit to your right. Chell starts complaining, but Telsia shuts him up. Go into the next room and quickly run down the corridor and take out the Disnode on your left. Then go back and take out the Power Coupling behind you.
Keep going down the corridor and taking out the drones that beam in. Go into the room on the right and Chell will try and shut down the generator. He needs some help, so go up to the console ahead of you and use your Tricorder on it. Your first waveform puzzle. See the puzzles section for more info. Once you shut it down the Generator self-destructs. Keep going down the corridor and killing the drones until the level ends. Well that explains it Go right and take out the generator the same way you did the first.
Head back to the large room and take out the drones that beam in along the way. Use the health terminal again and head straight ahead through the door. Go through the large core area and through the next door.
Take out the drones, go left and use the ammo terminal. Then go right down the corridor. Take out the Power Coupling at the end and then go back and go into the generator room.
This one's the same as the others, so do the puzzle and take it out. Quickly get out your Tricorder and duck behind one of the yellow forcefields. Modulate the control to shut down the forcefield around the Disnode, and then take it out with the Phaser.
Rifle alt fire. After he loses half his health he starts beaming around the room ala One from the Voyager episode "One". On Normal and harder difficulties he also beams to the upper level, however this just serves to make him an easier target.
Doesn't really make sense to me! With this trick, it is possible to take out the ABD in just a few shots. You mention taking out one of the disnodes by modulating the forcefield next to it and then zapping it! The trick here is to keep doing this. After you have shot the disnode, the ABD is rendered powerless for ten seconds.
This gives you time to hit him five times with the Alt fire of your compression rifle - the most powerful thing in your arsenal at this point. The disnode will repair itself after forty seconds.
Note that you can permanently disable all three disnodes by hitting the last one before the first one has had the chance to repair itself i. If you do this, the ABD cannot adapt to your compression rifle that's what the disnodes are there for. However, the trick is not to do this. Instead, disable one, get in your five free shots with your compression rifle secondary fire, then move to the next one and repeat.
By destroying all the disnodes, you are giving up the opportunity to temporarily disable the ABD and so you give up the chance of getting in all those free hits with the compression rifle. Yes, you can still kill him with your I-Mod, but this takes longer and requires more dodging and moving around he will, as you mention, eventually move to the upper level. With the compression rifle, you can get 3 times 5 alt fire hits by doing it my way and kill him much quicker. All you need to worry about is dodging his attacks relatively easy - see below and healing yourself if necessary in between disabling disnodes and shooting him.
The ABD fights in several phases. Each time your attacks lower his health to a certain level, this triggers a cutscene where he changes his attacks. In the first phase, he fires green energy blasts at you three at a time , which are easy to dodge.
He also fires a laser across the room. Either back away or crouch under it. Finally, he likes to run up close and let his fists do the talking. Again, you can dodge these attacks. In his second phase, the ABD adds a powerful bouncing energy sphere blast.
In the third phase, he transports up to the balcony and hurls his three-bolt blast from up there while transporting around. If you can temporarily disable him in the way I suggested, this should not prove a problem at all. BTW I don't think much of Munroe's witty one-liner at the end of this fight: "Assimilation is irrelevant! Then, why are we trying to stop them from assimilating Voyager? I prefer "Assimilate This!
Now that's a witty one-liner! A rather long cutscene then ensues Ah, well. Losing your job can be tough. On the far wall is a door marked "Maintenance. Also, why would a Warp Theorist be doing a secretarial job?
Go right and walk up to the clear doors to meet with Tuvok. After the cutscene, you get called to the Headmasters office, so go out the doors opposite the front desk and walk either way. Head out into the garden yes, you can scan the fish You can hang around the garden a bit and listen to people talking, or scan fish, or just admire the fine job the modelers did.
Once you're done, head for the tall building on the left. Go in and use the Turbolift straight ahead. Two Cadets are talking about telepathy. You can listen to them or just walk to the Headmasters office at the end of the hall on the right. Get your assignment and then Telsia asks you to come to the courtyard and talk. Go back to the garden. Telsia is standing on one of the small pathways that go over the pond in the center of the garden.
Go up to her and press the Use key to talk to her. Option 2: She agrees and you get a hug out of the whole thing. Obviously 2 is the best if you want to pursue a relationship with Telsia, but I don't know how the others affect the outcome of the game. I guess more experimenting is in order.
She was pissed and I decided it was "that time of the month" :- The ending was fine though - hugs and kisses. Ride up the lift and quickly duck behind the large pipe on your left. Take out the three Romulans attacking you, and move down the corridor. Korban tells you to cover him while he opens the door. Duck behind the crate to the right of where he's standing, and take out the Romulans that beam in.
The Comp. Rifle alt fire can get them in groups if you use it right. The door isn't working, so go back to where you started and Korban will open the service ducts. Crawl in and the game will save automatically. Walk as close as you can to the flame-jets without getting burned, and wait for them to die down, then quickly run through.
The last two are angled in such a way that you also need to strafe to the side as well as run forward. Once you make it past, crawl through the ducts and take a left out the access panel. Go into the barracks and use the ammo terminal ahead of you, then use your Tricorder on the damaged door panel to your left. The pipe puzzle is ludicrously easy; just turn the two misaligned pipes to get the power flowing to the door. Kill them all and go to the upper level. Use the health terminal before more Romulans beam in.
Get in the lift and Korban will access the panel. Once you get to the bottom take out the Romulans and Korban will open the next door. Grab the Bat'Leth in the middle of the room, and start slicin' and dicin' up the incoming Romulans.
Read the weapons section for more info on using the Bat'Leth. Once you kill them all, the Holodeck program ends. Go out the door and the next cutscene starts. I don't know why It's the first door on your left. Apparently Korban didn't only take the place of Biessman, he's also doing Oviedo's job. Go into the holodeck to your right and grab the rifle in the middle of the room. The training program is pretty easy. Try to take out the Holographic mercenaries at long range with the alternate fire.
Probably the funniest moment in the game at least for me was when I talked to Derek Russel. He's wandering around the corridors when you come out of the Armory. His first line of dialog is: "Haven't seen you before Liberty Navy. We don't really run this place You can look at the lockers, or head straight for Hazard Ops. Near the back of the room Tuvok and Chang are having a conversation about Jurot. Go up front and talk to Chell. You can get the code through trial-and-error, and from then on you have a free gun!
On the table to the left of the door is a Padd with Jurot's picture and the number on it. That's her locker combo. The Hazards Ops office also contains some pictures of babies on the shelf. Go back to the Hazard Team locker room and chat with Jurot. Picard then calls you to the bridge, so head back to the Turbolift. Weird stuff: -Picard didn't even give a thought to the fact that the Dallas Captain ordered all ships to stay away.
He just flew right into the thick of things. Turn around and head for the flashing red light in the far right corner of the room. You'll have to jump over a few crates and shelves to get there. It's pretty simple, yellow is already done, all you have to do is route the blue around the short. JPG That opens the doors out into the Shuttle bay. Climb up on top of the crates, and then use structural scan on your Tricorder. One of the walls will show up a weakened starburst pattern.
Jump across to the catwalk and blow open the wall to find a golden ship and some armor.! Go out into the shuttle bay.
The shuttle doors will open revealing a starship inside. BTW, is it just me or is this shuttle grossly undersized compared to the others in the game? Of course they're also malfunctioning, so go out the door across the Shuttle bay to find another cargo area. Mysterious sighting number one. Access the Manual Door Release on the left and crank it open. It takes a few cranks to open it all the way about four. Hold down the 'Use' key till the handle stops going up and down.
There's a bug where the door will look open, but there are still two small corners of it on the sides so the game thinks it's still closed and won't let you in. Once you get it open, crawl in and take the first right. Open the next door Sighting number two, notice the tail? Now is a good time to use the Night Vision mode. Alle Spiele. Mehr GOG. GOG Galaxy. Werde Teil des Teams. Technische Probleme mit Spielen. Bestellungen und Zahlungen.
Konto und Website. Infos GOG. Deutschsprachiges Forum. Hilfe Technische Probleme mit Spielen. Einloggen Einloggen Konto erstellen Einloggen. Die besten Spiele — handverlesen. Eine Auswahl grandioser Spiele, von aktuellen Hits bis zu zeitlosen Klassikern, die man auf keinen Fall verpassen sollte. Bei uns im Mittelpunkt: Du. Dein Spiel, deine Entscheidung. Du solltest die Dinge die du kaufst auch wirklich besitzen. Dein Profil. Deine Benachrichtigungen. Deine Freunde. Friends list is currently empty.
Bleib mit Freunden in Kontakt. Tausch dich mit deinen Freunden aus und starte Spiel mit oder gegen sie. Lade doch ein paar Leute in deinen Freundeskreis ein! Online Offline. Dein Warenkorb ist leer. Versuche es mit einer anderen Suchanfrage. Du kannst nach Spieltiteln, Entwicklern und Publishern suchen. Einloggen Konto erstellen Einloggen. Warum bei GOG. COM kaufen?
Keine Aktivierung oder Internetverbindung zum Spielen erforderlich. Sicherheit und Zufriedenheit. The alien invaders show no mercy, and neither should you. Hack, blast and vaporize your way into the heart of galactic evil with devastating firepower.
Battle through the ravaged hulk of a massive starship, protect an alien colony under siege, face the unknown on a treacherous volcanic planetoid an Details zum Produkt. Battle through the ravaged hulk of a massive starship, protect an alien colony under siege, face the unknown on a treacherous volcanic planetoid and assault a host of insidious alien strongholds.
Where diplomacy fails, the Hazard Team thrives. Engage in an epic conflict alongside your teammates.
0コメント