Mission Critical чит-файл №3

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INTRODUCTION

This walkthrough assumes you are familiar with operating the game's user
interface.

Mission Critical is not a completely linear game, so this walkthrough is only
one order of events while others will also lead to a successful game
completion.
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GENERAL HINTS


1. Interrogate the computer terminals whenever you come across a new one,
whenever you have changed something or think something has changed. Once
you have restored the central computer, there is a wealth of pertinent
information to access.
2. Pick up everything that you can and think how it can be used.
3. Examine everything, particular anything that looks like it contains
written information.
4. Move the cursor around the screen carefully so you don't miss any
direction arrows.
5. Do not rely on the Undo feature. Save often.

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COMBAT TIPS


1. It is essential to read the Help-Strategy section which is available
when you are linked with the weapons system. All of these tips are very
relevant.
2. It is essential to understand where to deploy each type of drone. Read
about the capabilities of each drone while linked with the interface. I
found initially configuring equal numbers of attack and bomber drones with
no fighter drones, was a good compromise for all battles. When you get the
chance to reconfigure, you may want to convert some attack drones to
bomber drones. Do this when there is one or more enemy battleships to
destroy but no or very few enemy battle drones left to eliminate.
3. The easiest difficulty setting (computer control) will not defeat the
enemy forces when you are out-gunned. Use the next to easiest difficulty
setting.
4. Set the speed to minimum when you need to set up or change
configurations or targets.
5. Maximize the field of view using the zoom and rotate functions so that
you can see clearly everything that is going on.
6. Always keep at least one attack drone assigned to protecting the
Lexington. Send out all the others.
7. When a drone has been hit and is 50% or more damaged, set the speed to
minimum and bring it back to the Lexington for repair.
8. As soon as a drone is fully repaired, send it out again.
9. Make sure speed is set to maximum, except for the above situations.

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OPENING SEQUENCES

The USS Lexington and Science vessel Jericho arrive at the planet Persephone
and go into orbit around her. Seconds later, UN battle drones attack the
Lexington. The captain and first officer of the USS Lexington plot the suicide
mission that will destroy the enemy ship and leave only one crewman alive on
board the Lexington . . . you!

You awake disoriented on Deck 2 and in fact you know little of your
circumstances at this point. But it is clear you are in a damaged space ship
and there is some urgency to fixing it. The computer is announcing a
decompression warning.
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WHAT'S GOING ON?

Access the computer terminal in the corridor and find out what is going on.
There is a hull breach in one of the staterooms. Find out how to fix it and
get the hull patch kit from the emergency stores cabinet above the computer
terminal.
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FIXING THE HULL BREACH

Open the hull patch kit and read the instructions. Read the captain's note.
This gives you the access code to his stateroom. Go to the captain's
stateroom, the door nearest the computer terminal, open the door and enter.
Take the crew manifest off the desk and read all of it. This will give you the
access codes to some of the staterooms on Decks 2 and 3.

Go down the corridor until you reach the staterooms. Notice the sound of a
high breeze in the vicinity. Look at each of the doors to the left and you
will notice one is concave. This seems to be the stateroom with the hull
breach. Read the crew manifest again and determine the access code to this
stateroom. This room was occupied by Olivar, the Engineering Officer.

Once inside, you should find havoc and a puncture in the hull here. Spray the
foam gel on the puncture. This is only a temporary seal. Apply the bonding
agent to the hull patch and stick the hull patch on the puncture. Ahhhh,
peace! Use the computer terminal here and you will find that Condition Zebra
is no longer in effect.
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NOW WHAT?

Now, return to the captain's stateroom, and use his computer terminal to play
his last log entry.

Leave the captain's stateroom and go into the room across the corridor. This
is the Wardroom. Activate the view screen here and you will receive Tran's
instructions. You receive a plastic card and you find out you are in more
trouble . . . severe trouble in fact . . .
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AVOIDING THE REACTOR MELTDOWN

You have to prevent the reactor meltdown or the ship will explode! Tran said
that the plastic card is needed to use the elevator, so leave the Wardroom and
go down the corridor to the elevator. Call the elevator, enter and insert the
plastic card. Ask for Engineering Level. Hmmmph? OK ask for the level above,
the Reactor Spaces. This may not be a good idea, but let's investigate anyway.


Go down into the Reactor Spaces and you are warned that you may get radiation
poisoning if you attempt to use these ladders to climb down to Engineering.
You need some equipment to identify which ladders/spaces are safe to use.

Where would such equipment be kept? A science lab? Go back to the elevator and
take it up to Deck 5. From the elevator, turn right then enter the door on the
left at the end of the corridor. This is the Science Lab. Open the storage
cabinet and take the scanner and Geiger counter.

Turn on the Geiger counter and return to the Reactor Spaces. You start at
ladder A on the red level. The safe route is as follows:
1. Go to ladder C.
2. Go down to the orange level.
3. Go to ladder A.
4. Go down two levels, through yellow, to green.
5. Go to ladder B.
6. Go down to the blue level.
7. Go to ladder A.
8. Go down to the Engineering Level.

Go to the engineering room, look at the engineering console and use it. Wow,
this looks complicated! See if you can figure out which water tank valve you
need to open.

I solved this by opening the valve to coolant system 2. Leave the console, get
the cutting torch out of the storage cabinet, and go up the ladder to the flew
systems. Go down flew system 2 and turn on the valve. Return to the
engineering console.

Now figure out how to get the water to flow from the water tank to the reactor
core, and back into the water tank. Having trouble? Here is the solution.

Another catastrophe diverted. . . but Tran had more instructions.
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GETTING THE MAIN COMPUTER ON LINE

Return to Deck 5 via the elevator and turn left to the wreckage. You need to
clear this and you now have a handy dandy cutting torch! Ignite it and use the
torch on the wreckage to clear a path. Attempt to enter the computer room.
Foiled again! The computer operator has left a combination lock on the door.
Well, the best you can do is search his stateroom. Look up in the crew
manifest who the CyberSystems Operator was and then find the location of his
stateroom and the access code.

Go to Deck 3 and enter Miura's stateroom. Look at the necklace. Hmmm, a pi
symbol. Access the computer terminal. Pick up the source code listing and
program the computer terminal with it. The result is the value for pi, 3.141.
. .

Return to the Computer Room on Deck 5 and enter the combination 3141. Enter
the computer room and open the access panel. Read the post-it note and press
the cold boot switch identified by the note.

Looks like the main computer's on-line. . . you receive another message from
Tran.
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REPAIRING THE COMMUNICATIONS SYSTEM

Now you've got to fix the communications systems! Interrogate the computer to
find exactly what you have to do to repair the comms system. First you need
two replacement parts: an EC2001 and an EC2010. These are kept in the Secure
Storage Area.

Return to Deck 2 and enter the Secure Storage Area which is through the first
door on the left from the elevator. Hunt for the EC2010 and EC2010 boxes. You
will find an EC2010 in one of the blue octagonal boxes and a note in the
EC2001 box. Read the note -- the last EC2001 part is in the crew's hologram
projector.

So where did the crew watch holograms? Try the Mess Hall. Go to Deck 3 and go
right to the door at the end of the corridor. Enter the Mess Hall.

Look at the VR System. Before you cannibalize it for the part you need, use
the VR system to get some more information about the ship and the war.

Now try grabbing the CPU. Ouch! You need to disconnect the power. Pull on the
cables. Take the CPU and open it to get the EC2001 part.

Now you have to go outside to the Communications dish! Before you can attempt
a space walk, you need an EVA suit. Take the elevator to Deck 6.

From the elevator enter the door on the left at the end of the corridor. This
is the Cargo Bay. Pick up the multi tool. Leave and enter the other door to
the Control Room. Get the EVA suit and helmet out of the locker. Now you need
an oxygen tank. Use the multi tool on the cutting torch and attach the oxygen
tank to the suit. Put on the suit and helmet.

Use the control panel and open the door of the Shuttle Bay. Depressurize the
Control Room and open the door. Go out into space through the Shuttle Bay.

The communications dish is forward and to the port of the ship. Once you are
at the base of the communications dish, open the access panel and replace the
two defective parts with the EC2010 and EC2010 from your inventory.

Return to the control room. Close the control room door and pressurize the
control room. Note you are out of oxygen. You will need to replace it later
on.

The communications system should be on-line now. Check it out on the computer
terminal on Deck 6. You need to go to the Communications Center on Deck 2.

Return to Deck 2, and enter the Communications Center which is opposite the
Secure Supply Area.
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TRACKING DOWN THE BOMB

At some point from now on, the computer will make an announcement: What's
that? Report to a computer terminal? Do so and find out what's up. Another
problem that could destroy the ship!

So there is a bomb aboard. . . somewhere!. . . Where? The computer suggested
that there might have been a saboteur amongst the crew. See what you can find
in the staterooms.

First check the remaining unexplored accessible staterooms on Deck 2. No clues
yet? Try the Deck 3 staterooms.

In Falcon's stateroom, look in the desk drawer and read the note. Aha! Another
stateroom access code. But who's 'J'? Look at the Crew Manifest for crewmen
whose names begin with J. That gives you James Poole, James Randall and Juro
Sushido. It has to be Poole as his is the only stateroom that is identified.
(Check if you like: Deck 4 staterooms are off limits.)

Don't return to Deck 2 yet. Check Quan's stateroom and read her journal.
Interesting stuff, eh? Poole was definitely up to something!

Return to Deck 2 and check out Poole's stateroom. Take the ship's model and
disassemble it with the multi tool. Open the envelope and read the letter.
Listen to the transmitter. The bomb is where the officers were briefed -- the
Wardroom!

Go to the Wardroom and look at the brass plaque below the ship's model. Open
the display case with the key. Take the model and disassemble it with the
multi tool. Open the bomb and click on the button on the left to disarm it.
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CONTACTING EREBUS

In the Communications Center, use the TCS controls and select "Establish a
Link". If you connect to a relay beacon which doesn't recognize your security
codes you need to back up immediately or your location will be identified to
the enemy. The following sequence of links worked for me:

----TRB010 ---- TRB291 ----- TRB695 ---- TRB333 ---- TRB905 ---- TRB869 -----
TRB061 ---- TRB442 ---- TRB801 ----

Once you have successfully linked with Erebus Station, return to the main menu
and transmit over the link.

You will end up in an argumentative conversation with Admiral Charles Decker,
your Jasmine contact. Insist on continuing the mission. You will learn about
the Hype linked weapons system then talk about getting access to the lander.
Eventually, all the information you need is downloaded to the Lexington's
central computer.
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TRANSFERRING THE PLANETARY LANDER

Access the Communications Center computer terminal, and find out more about
the Jericho and the lander. In particular, note the program name 'Jacob's
Ladder'.

Use the Communications Center TCS controls and establish a link with the
Jericho via relay beacon TRB010. Transmit 'Jacob's Ladder' then ask for flight
plan Bravo.

Go down to the Deck 6 Control Room and activate the homing sequence on the
control panel.

Enjoy the video! Once the lander is inside, close the Shuttle Bay door and
pressurize the Shuttle Bay. Open the control room door. Go out to the lander
and go inside. Fetch the wire spool, seismic probe, probe launcher and gas
cartridge from the cargo storage compartments. Attach the wire to the seismic
probe. Put the gas cartridge and probe in the launcher. Take two oxygen tanks
from the mid-ship storage cabinet. You can't start up the lander with the
Shuttle Bay door closed, so return to the Control Room and close the control
room door.

Open the Shuttle Bay door. Attach an oxygen tank to the EVA suit and put on
the suit and helmet. Depressurize the Control Room, open the door and go out
to the lander again. Go to the lander's flight deck. Use the flight controls .
. . So the prep for the landing is going to take hours!

Return to the Control Room, close the door, pressurize and get out of the EVA
suit.
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GETTING HYPED UP

Use a computer terminal and ask about the Hype/Telecon system. The Hype
equipment is in the Medical Officer's safe. Return to Deck 2 and enter Dahl's
stateroom.

Check out the eyepiece near the safe. Try looking in it. You need a retinal
match for Michael Dahl to open the safe. Turn on the binocular device in your
inventory and look in the eyepiece. Select the pattern that corresponds to
Michael Dahl -- 'Miracle Dark'. Place the device against the eyepiece next to
the safe. Open the safe and take everything in it. Attach the cable to the
headset. Put the ampoule in the hypo. Open the folder and read the
documentation.

Now you have access to the Hype drug and interface, you may as well take a
look at the weapons systems.

Go to the Bridge. Put on the headset and attach the cable to the Tactical
console. You will learn what you have to do to complete step one.

Go to the Weapons Systems Level. Enter any weapons bay and go to the control
room. Use the control system. Select, Program '180', Load and Activate each of
the three drones. You automatically activate the other six drones.

Return to the Bridge. Attach the headset cable to the Tactical console again
and use the Tactical console. Inject yourself with the Hype drug using the
hypo. Use the Tactical console again.
                               
You now have several battle simulations to help you learn the strategy you
need to defeat different enemy configurations. Select the easiest setting that
does not hand over control completely to the computer. Remember, the computer
alone can not out-gun the enemy forces so you have to learn how to do this.
Use the Help command Strategy for some tips. Also read about the capabilities
of each type of drone. See my advice in the Combat Tips above.

Enjoy the training simulations!. . .

Did you have fun? I hope you learned how to defeat the enemy consistently in
all the scenarios. Because you will have to do this for real soon, but not
immediately.
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. . . BATTLE STATIONS . . . BATTLE STATIONS!

The lander isn't ready yet, so you have some free time to explore the
Lexington. Check out the MedLab on Deck 5, opposite the Science Lab. Read the
taped note on the medical officer's console. Note the use of the 911 code.

You should now be called to fight a real battle. Head up to the Bridge and
connect to the weapons systems exactly as you did for the training
simulations. Remember any battle drones destroyed are really lost now. Try not
to lose more than one.

Good luck!

After this there will be some more free time, then another battle to fight.

Hope you survived this one too!

After winning the second battle, the lander will be ready.
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CONTINUING THE MISSION TO THE PLANET

Head down to Deck 6, put on your EVA suit (with oxygen tank attached) and go
out to the lander. Get into the lander and use the flight controls.

Enjoy the flight! Crash landing, huh? How are you going to get back to the
Lexington, now?. . .

Leave the lander, pick up a metal fragment from the furrow and head straight
on until you reach the ice and can go no further. Use the cutting torch
(ignited, with oxygen and acetylene tanks attached) to melt the ice. Set the
antimatter bomb to 00:10:00, arm it, and place it in the hole in the ice.
Return quickly to the lander. The bomb will explode.

Return to the ice and go into the tunnel. You have to get across to the
bridge. Shoot the probe launcher at the bridge. Traverse the wire.

Turn around and head over the central platform to a cavern. Take the yellow
and blue crystal rods from the pyramidal depression.

Return to the central platform, then go along the bridge leading left to
another pyramidal depression. Place the yellow crystal rod in the square slot
and take the yellow prism.

Return to the central platform and go straight on to another pyramidal
depression. Place the blue crystal rod in the square slot and take the blue
prism.

Return to where you found the rods. Insert the yellow and blue prism in the
triangular and square slots respectively and melt each of them with the
cutting torch.

Head for the final cavern beyond the wire. Take the ochre block from the
pyramidal depression.

Return to the basin of green liquid. Add the ochre block to the basin. Put the
metal fragment in the basin..

After watching the robots you will be drawn into the strange machine and end
up . . .

. . . in war torn wreckage.
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DEAD CITY

Use the cutting torch on the shredded metal. Use the rebar on the mangled
door. Go through the door . . . you are on Earth!!!

Take one of the disks and turn the power on.

Go outside to the track and place the disk on the rail. Return to the power
switch and pull the induction override switch. Return quickly to the disk and
sit on it.

Enjoy the ride!

Check out the shallow crater in the wall. Then climb onto the tank and open
the hatch. Go inside the tank. To the left, turn the power on by pushing the
red breaker switch. To the right, use the upper right screen and you will fire
the gun.

Leave the tank and enter the crater in the wall. You have broken through to
the inside of the mysterious building.

Follow the robots down the tunnels. When you reach the two glowing rings, go
right or left.
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WHERE AM I ?

At the door, take the goblet and drink from it. Take the key and unlock the
door with it.

Enter the wood.

Talk to the life forms.

When you are faced with the grid and the four Jiffys do the following:
1. Talk to a Jiffy.
2. Traverse forward to 00:08
3. Talk to a Jiffy. It will tell you that you have passed the door to
their home. The door was just after 00:07 along position 5.
4. Traverse backward to 00:07.
5. Talk to a Jiffy. Tell it what it told you when you were at 00:08.
6. Traverse forward to 00:08.
7. Talk to a Jiffy. It will tell you it saw the door at position 5C.
8. Traverse backward to 00:07
9. Talk to a Jiffy. Tell it what it told you when you were last at 00:08.
10. Traverse forward.

Talk to the life forms again. Agree to go back in time to try and prevent the
UN winning the war.
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LEXINGTON VERSUS DHARMA REPLAY

Try to convince Tran of your story. When her back is turned, pick up the
autodoc remote control and program it with 911.

Talk to the captain and he will reluctantly let you fight the Dharma, your
last Hype linked battle.

Enjoy the scenes of your future of mixed blessings.
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This walkthrough is copyright (c) 1996 by Diana Griffiths (email:
ggriffit@icons.net). All rights reserved.