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DEEP SPACE NINE – THE FALLEN |
STAR TREK: DEEP SPACE NINE – THE FALLEN
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.
Star Trek Deep Space 9 - The Fallen
êîäû
Âî âðåìÿ èãðû íàæìèòå Tab, íàáåðèòå panacea. Çàòåì ñíîâà
íàæìèòå Tab è ââîäèòå ñëåäóþùèå êîäû.
god ðåæèì áîãà
fly ïîëó÷èòü âîçìîæíîñòü ëåòàòü
ghost îòêëþ÷èòü âèäåî êëèïû
walk îòêëþ÷èòü êîäû fly/ghost
allammo ïîëó÷èòü ïîëíûé áîåêîìïëåêò
killpawns óáèòü âñåõ âðàãîâ íà óðîâíå
skiplevel ïåðåéòè íà ñëåäóþùèé óðîâåíü
open [íàçâàíèå êàðòû] îòêðûòü êàðòó [íàçâàíèå êàðòû]
×òîáû ïîëó÷èòü íåîãðàíè÷åííîå çäîðîâüå, âî âðåìÿ èãðû
íàæìèòå Tab è íàáåðèòå:
SET PLYR.DS9_[èìÿ ïåðñîíàæà] health 999
Èìåíåì ïåðñîíàæà ìîæåò áûòü SISKO, SISKOEVA, KIRA,
KIRAEVA, KIRACARD, WORF, WORFEVA.
×èñëîì ìîæåò áûòü ëþáîå ïîëîæèòåëüíîå ÷èñëî îò 999 äî
999999.
×òîáû èçìåíèòü âûñîòó ïðûæêà, âî âðåìÿ èãðû íàæìèòå Tab è
íàáåðèòå:
set plyr.ds9_siskoeva jumpz 1000
èëè
set plyr.ds9_sisko jumpz 1000
Èñïîëüçóéòå íóæíûé êîä â çàâèñèìîñòè îò óðîâíÿ, íà êîòîðîì
âû èãðàåòå. Íî åñëè âû îïðîáóåòå èõ îáà, òî îäèí
îáÿçàòåëüíî ïîäîéäåò. Åñëè âû èñïîëüçóåòå äðóãîé ïåðñîíàæ,
òî âàì íóæíî èçìåíèòü sisko íà kira èëè worf.
Äëèòåëüíûé çàïàñ ýíåðãèè:
Íàæìèòå Tab è íàáåðèòå set plyr.ds9_flashlight charge 9999
Äîñòóï ê ëþáîìó óðîâíþ:
Íàéäèòå ôàéë ds9.ini. â äèðåêòîðèè system. Íàéäèòå ñòðîêó
LocalMap=title.dsm è èçìåíèòå åå íà ñòðîêó ñ ëþáîé èç êàðò,
ïåðå÷èñëåííûõ íèæå.
M01_KiraL1A.dsm
M01_KiraL2.dsm
M01_KiraL1B.dsm
M01_SiskoL1B.dsm
M01_SiskoL1A.dsm
M01_WorfL1.dsm
M03_KiraL2.dsm
M03_KiraL1B.dsm
M03_KiraL1A.dsm
M03_SiskoL2.dsm
M03_SiskoL1A.dsm
M03_SiskoL1B.dsm
M03_WorfL2.dsm
M03_WorfL1.dsm
M04_KiraL1.dsm
M04_SiskoL1.dsm
M04_WorfL1b.dsm
M04_WorfL1a.dsm
M05_KiraL1.dsm
M05_SiskoL1b.dsm
M05_SiskoL2.dsm
M05_Siskol1a.dsm
M05_WorfL1.dsm
M05_WorfL2.dsm
M06_SiskoL1B.dsm
M06_SiskoL1A.dsm
M06_SiskoL1C.dsm
M06_WorfL1B.dsm
M06_WorfL1A.dsm
M06_WorfL1C.dsm
M07_KiraL2.dsm
M07_KiraL1.dsm
M07_SiskoL1A.dsm
M07_SiskoL3A.dsm
M07_SiskoL1B.dsm
M07_SiskoL2.dsm
M07_SiskoL3B.dsm
M07_WorfL3.dsm
M07_WorfL2B.dsm
M07_WorfL2A.dsm
M07_WorfL1.dsm
M10_KiraL2.dsm
M10_KiraL1B.dsm
M10_SiskoL2.dsm
M10_SiskoL1B.dsm
M10_SiskoL1A.dsm
M10_WorfL2.dsm
M10_WorfL1B.dsm
M10_WorfL1A.dsm
M11_KiraL1.dsm
M11_SiskoL1a.dsm
M11_SiskoL1b.dsm
M11_WorfL1.dsm
TrainingRoom.dsm
Entry.dsm
DS9_Ops.dsm
DS9_Promenade.dsm
Ïîñëå òîãî, êàê âû ñîõðàíèòå ôàéë DS9.ini è çàïóñòèòå èãðó,
âûáðàííûé âàìè óðîâåíü àâòîìàòè÷åñêè çàãðóçèòñÿ.
Ñëåäóþùèå êîäû ïðåäñòàâëÿþò ñîáîé âèäåîðîëèêè èç èãðû.
CM01a_SW.dsm
CM01b_SW.dsm
CM04_Lab.dsm
CM05_Kira.dsm
CM06_SW_Capture.dsm
CM10_KiraL1A.dsm
CM10_SWK_L3.dsm
Cm11B_SWK.dsm
CM11_LabRitual.dsm
CM_ArdPrison.dsm
CM_Defiant.dsm
CM_Endcredits.dsm
CM_GlobalSpace.dsm
CM_SpaceStation.dsm
CM_Worf_Endgame.dsm
GCM11end_WraithObk.dsm
©
2002 ÍÏ
"Îáùåñòâåííàÿ Êîìïüþòåðíàÿ
Ñåòü"
sam@sunhill.org
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