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Читы для Star Trek: Voyager - Elite Force

Чит-файл для Star Trek: Voyager - Elite Force

Star Trek:
Voyager
Elite Force

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Raven Software
Издатель:Activision
ISO статус:релиз состоялся 14 сентября 2000 года
Жанры:Action (Shooter) / 3D / 1st Person
Похожие игры:SiN
Multiplayer:(32) LAN, Internet

Даты выхода игры

вышла в 2000 г.

Solution [ENG]

Информация актуальна для
Single Player Walk-through

As hazard team member Alex Munro, you get to dispense more energy bolts into
alien bodies than most people in Starfleet. Not only that, but you're the first
human to head into difficult situations that are not only hostile, but
confusing.
This walk-through will help you if you ever find yourself wishing you were doing
more shooting and less wandering.

Mission: The Rescue

The first mission introduces you to the interior of a Borg ship, albeit on the
holodeck. Your team is being held hostage, and it's up to you to free it.

Objective: Reclaim the I-Mod from the Borg

The I-mod is a gun specially configured to defeat the Borg's ability to adjust
its armor against the compression rifle you begin with. The quickest way to end
this level is to avoid combat until you get the I-mod, although it is possible
to
use your rifle to kill a few before they adapt.

Straight ahead and to your left is a green forcefield. Shoot the distribution
node to its left, and you will open the field (as well as disabling all Borg in
the immediate area). Straight ahead through the opening is a plasma filter in
front of a grate. Shoot it, and the grating will be destroyed in the explosion.
Inside is a weapon energy terminal; use it to recharge your weapons.

Go up the ramp and take a right, proceeding to the end of the hall. On your
right
is a plasma filter, which, if detonated, lets you access a health energy
terminal. Back out in the hallway, another plasma filter sits up on a small
ledge
in front of you. Shoot it and crawl into the opening.

Climb up the ladder and move to the end of the green hallway. Take a left,
pushing the heavy grate down onto the Borg below. Jump down and operate the
elevator switch, riding the lift down to where one of your team is held captive.

Grab the I-mod from the table in the center of the room and use it to destroy
the
Borg that attack. Use the control panel beside the table to release your team
member. Exit the room via the hallway to your right, using your I-mod to kill
the
Borg that attack you as your proceed.

Objective: Rescue Your Teammates

Around the corner, you will have the chance to save a crew member from the Borg.
Enter the narrow corridor he emerged from and duke it out with more Borg in a
reactor room. This room contains a blue forcefield without a distribution node
beside it. Get on the lift to its right and ride it down.

To the right of the weapon energy terminal in this room is a damaged grating
near
the floor. Shoot it and crouch into the duct. At the far end, climb down the
ladder into the elevator shaft (to climb down a ladder, back up to it, tap the
back key, then move forward down the ladder). Ahead is another duct, which leads
to a cavernous room. Shoot one of the plasma filters that encircles the top of
the reactor in the middle of the room.

Retrace your steps to the room where the blue field is now open. Go through and
operate the control panel on the wall to pass by the yellow forcefield. A new
area of the level will load.

Mission: Incursion

Take a left, and you will encounter a large party of enemies. A nearby
distribution node and plasma filter will help you defeat them. From one end of
the room, a hallway leads to an elevator switch. Use it to get up on the walkway
above. A crew member above will use his weapon to destroy a walkway. Use the
small green lift to your right to get to the upper walkway, then take another
small lift down to the far side.

Run through the corridor to the room that contains two elevator switches. Use
the
one furthest from the wall to activate the lift to your right. Ride it up and
enter a room that has a piece of machinery in its center. This machinery will
act
as an elevator, lifting you to a walkway above an otherwise impassible chasm.
Walk forward to a lift that will descend. In the next hallway, a new area of the
level will load.

When instructed to find the control panel that will release your teammates,
approach the control panel between the forcefields and use it. In the ensuing
cutscene, you will do something that will lead to a stern talking-to from Tuvok.


Mission: Condition

A couple of potshots at an aggressive ship results in a major relocation of the
Voyager into a derelict graveyard. The captain orders you to report to
engineering to help contain a leak.

Objective: Take the Turbolift to Engineering on Deck 11

Behind you is the turbolift that you and Tuvok recently exited. Reenter it and
use the command panel inside. You will automatically move to the appropriate
level of the ship.

Once off the elevator, hang a left and proceed down the hallways until you see
Renner running down a hallway, chased by a fiery explosion. Wait for him to pass
you by, then use the control panel to bring up the containment field.

Objective: Shut Down the Containment Fields to Allow Access to the Aft
Turbolifts

Just down the hall, on your right, is a Jeffries tube that will open
automatically as you pass near it. Climb inside, and an explosion will seal it
off. However, the door across the hall from you will now be open, and a ladder
inside leads to another Jeffries tube.

Follow the tube a short distance until you can drop down past the obstructions
in
the tube below. Now, follow this tube to a room with a control panel. Use the
panel to override the containment field.

Objective: Find a Jeffries Tube Junction Room and Proceed to Engineering on Deck
11

Crawl back through the Jeffries tube, jumping up to climb over the debris, and
climb back down the ladder. Out in the hallway, go left, then right at the T
junction. Proceed until a doorway slides open beside you. Within that room is a
ladder marked deck 10 and deck 8.


The doorway to deck 10 will slide open when you mount the ladder to descend. A
new area of the level will open up as you enter the door.

Mission: Hazard Duty

Now, you are on your way to deck 11, where you will help with the confounded
breech that's crippling the ship.

Objective: Make Your Way to Main Engineering to Help B'Elanna with the Warp Core
Breech The ladder leads down to a doorway to deck 11; unfortunately, it is not
functioning. Take the nearby Jeffries tube to a room chock full of hazardous
materials. A control panel up to your right will drain the room of the nasty
liquid, and you can get there using a ladder on the far right hand wall. Now,
jump down and use the control panel to the right of the door to proceed. Take
two
rights and approach B'Elanna. She will brief you on your mission.

Objective: First, Shut Down the Power Relays on the Main Level

On your left as you enter the room are two control panels. Choose the one
farther
from the door. B'Elanna will instruct instead you to find the control panel,
which provides access codes to the power relays. That panel is around the corner
to your right against the wall. Use that panel, then return to the previous
panel
and use it, too.

Objective: Second, Decouple the Dilithium Matrix on the Upper Level

Along the left-hand wall is a ladder, which leads to the upper level. Climb it,
walk to the far end of the room, and use the control panel along the left-hand
wall. This will seal the leak, letting the crew get the core back online. While
they work on it, exit the room.

Objective: Go to the Loading Dock to Repel the Intruders; Use a Turbolift to Get
There

As you exit the warp core room, go right to the end of the hallway, where a door
will slide open to your left. This is the turbolift, which will take you to deck
8, the loading dock.

Mission: Defense

A group of pirates is holed up in the cargo bay, fighting with the crew over
supplies. When you join your crew, you will be assigned to take out the two
pirates who are tossing energy grenades. Staying clear of any barrels piled on
the floor, use cover to take out those particular pirates, then stay and help
clear out the rest that beam in. Once you have defeated them all, Lt. Foster
will
ask you to follow him up the elevator to assist the other team.

Objective: Follow Lt. Foster to Cargo Bay 2 and Assist Lt. Commander Tuvok in
Repelling the Invaders

Follow the lieutenant up the elevator and across the walkways to the other cargo
bay. Again you will must defeat several waves of pirates before the objective
will be complete.

Mission: Hazard Ops

Tuvok and Foster will brief you on your upcoming mission. Two teams will beam
aboard a nearby ship and secure any information that may be found there.

Objective: Visit the Equipment Room and Pick Up Your Weapons for the Mission

To your right is a door that leads to the locker room. Go inside and exit the
door to your right, which leads into the hall. A map straight ahead of you shows
you the layout of the level. Go to your right and enter the equipment room. Grab
some guns and try them out in the holodeck.

Objective: Proceed to the Transporter Room with your Team and Beam Out to an
Away
Mission

Out in the hallway, take a right and head to the transporter room. Once the
first
team has beamed away, take your spot on the platform, and your team will be
beamed to the destination ship.

Mission: Data Retrieval

The hazard team is split in two as this mission begins. As leader of the B team,
it is your job to download whatever information you can.

Objective: Locate a Functioning Computer Terminal to Extract Information

Your team member Crell will automatically complete this objective. It remains to
you to protect him while he does so.

Objective: Protect the Technician During Hostile Engagement, so the Information
can be Retrieved

After you battle the strange winged creatures, Crell will lead you to the proper
door. Note that there are health and weapon stations on each side of the room,
which you can use during or after the battle. Note also that the winged
creatures
spawn from structures on the floor or the walls, which you can destroy to
minimize the number of waves of creatures that spawn.

Objective: Find Your Way to Section 29 to Meet Up with Foster's Team

Exit the door that Crell opens and proceed down the hallway into a large room
that contains what seem to be teleporters. Use the one ahead of you to beam
across the room to the next door.

Battle through the next few rooms until you arrive at a locked door. A three-
sided ladderlike object in the middle of the room leads up to a walkway. On the
far end of the room from the door is an organic switch that lets you proceed
through the door. The switch also activates a teleporter in the room you
originated from.

Continue until you arrive in your original room. A teleporter near the doorway
beams you up to the previously inaccessible door behind the cage. Through this
door is a room featuring a spiral walkway and a creature with multiple heads
that
guards it. Shoot all the heads, plus the jellyfish creatures on the walkway, and
climb up to the door above.

Objective: Find and Turn Off the Main Computer Core

Nearby, within something like a shrine, is a stasis weapon. This weapon can kill
an alien with just one shot. When you pick it up, prepare for a lengthy battle.
Use the health and weapon terminals when you have beaten the enemies. To your
left as you face the shrine is a doorway, which leads to a new area.








Mission: Deep Echoes

Your objective remains the same as you enter the new mission: Turn off the main
computer core. The first room you enter has two exits. The right-hand exit leads
to a room with an inactive transporter. The left-hand exit leads to a room with
an evil pod in it that will vaporize crewman Telsia.

If you shoot the pod, it will explode, draining the room of the shimmering
liquid
and letting you enter the teleporter behind the former pod. This takes you to
the
room with the dead teleporter, where you can flip the switch at the end of the
walkway and activate the teleporter.

Stepping through, you will find yourself at the computer core. Use all four
switches that surround it, and Crell will figure out how to activate a nearby
door, so you can go to the upper level and turn the core off. The door is back
down the hallway to your right.

A long twisty hallway leads up and up to a room with shimmering liquid on its
floor. Use the teleporter to cross the water, blowing up the jellyfish creatures
over there first. Shoot the pod you see, clearing the room of the liquid. Take a
right and head through the door. A tube will take you to the room above the
core,
where you can operate the two switches while Chell works on the access door.

Mission: Encounters

You and Chell are the mission's only hope, as Foster's team is pinned down on
its
way to the main power core. Your pep talk revives Chell's spirits, and you
proceed into the access door.

Following the hallway to a battle with the winged creatures, you hear Chell
admit
that he shot the teleporter. Back in the hallway is a small swarm of firefly
creatures that you can lure to the teleporter by destroying, in turn, a series
of
instruments along the hallway. The fireflies, attracted by damaged items, will
follow, repairing as they go. Once they have repaired the teleporter, enter it.


Up above, Chell will offer to keep a forcefield open for you so you may proceed.
In the next room, your best bet is to cross quickly and enter the teleporter;
then follow the walkway to the next teleporter.

You will now be in a room that contains a pod creature that is protected and
repaired by fireflies. Lure the fireflies to your side of the room by destroying
the piece of equipment near you. While they are en route, shoot the pod and
cross
the room before the fireflies return to repair it.

In the next room, you will encounter and save Foster, who will accompany you
further. When you enter a room full of stasis pods, walk to the door to your
right. Foster will spot the crew inside the stasis pods and will activate the
switch beside the door so you can proceed.

Objective: Find and Shut Down the Alien Vessel's Main Power Core

The next room holds the main power core. Run along the walkway and jump into the
teleporter. An Etherian will speak to you, telling you about his colleagues'
entrapment in the derelict field. Your new allies will let you beam back to sick
bay.

Mission: Renewal

Back on the ship, Foster orders you to get attention in sick bay, then report to
him in debriefing.

Objective: Get Healed by the Doctor

This is simply a matter of walking up to the doctor and pressing the use key. He
will be his usual semi-sarcastic self.

Objective: Go to the Lounge on Deck 4 to Rest, then Report to the Locker Room
for
Debriefing; Take a Turbolift to Get There

Out in the hallway outside the doctor's office, take a right, then a left at the
T junction. At the next junction, the turbolift door will be to your right. It
will take you to deck 4.

Mission: Union

The lounge is straight ahead down the hall, then right at the T junction. The
locker room is along the long hallway between the elevator and the lounge. Walk
up to the group in the locker room, then attend the briefing in the next room.

Objective: Go to the Equipment Room to get Prepared for the Mission

The equipment room is right where you left it: out in the hallway, to your
right.
Use the map on the hallway wall if you must orient yourself. In the equipment
room, grab the grenade launcher from the central desk.

Objective: Go to the Shuttle Bay on Deck 10. Use the Turbolift to Get There

The turbolift is just outside the equipment room door on your left. Take it to
deck 10 to begin the next mission.

Mission: Departure

An unglamorous mission to repair the shuttle turns a little scary when you start
getting whiffs of poisonous gas.

Objective: Go to the Shuttle Bay; Lt. Foster is Waiting for You

There is only one path to the shuttle bay, since all other doors are locked. In
the bay, ride the elevator down to the ground floor and talk to the crewmen who
are fixing the shuttle. This will rope you into your next job.

Objective: Go Down to the Lower Deck of the Shuttle Bay and Find the Override
Controls to Release the Malfunctioning Deck Clamps

In the corner of the bay furthest from Foster, you will find a door and a lift
beyond it that goes down. At the bottom, you will see a crew member blasted from
one corner of the room. Enter the corner he emerged from and use the control
panel before the rolling barrel smooshes him.

After he warns you about the gas spouting from the walls, ride the lift back up
and walk forward along the narrow ledge to the broken wall panel. It will swing
open, letting you crawl inside. Drop down on the far side of the gas; a control
panel there will turn it off. Through a door to your right is a small room that
contains the panel that unlocks the docking clamps.


Objective: Return to the Main Deck of the Shuttle Bay

Exit the door to your right, walk under the shuttle, and climb the ladder out of
the pit to the ground level of the shuttle bay.

Mission: The Visit

You would be hard-pressed to blow this particular mission, as it simply involves
a lengthy cutscene that introduces you into the scavengers' ship.

Mission: Dangerous Ground

Foster will keep an eye on you for a while as you infiltrate the ship. Heed his
words and avoid detection as much as possible (although if you are itching for a
fight, there are health and weapon terminals throughout this ship). Note that
doorways lit with green lights may be entered, while those lit with red lights
are locked.

Objective: Infiltrate the Aging Klingon Vessel

Climb the ladder and enter the control room. Walk, don't run, to the control
panel on the far wall. This opens a door near you that you should walk through.
In the hallway, Foster will warn you of life signs ahead. Your footsteps will
wake the sleeping guard, forcing you to use your weapons to clear the way.

Take a right as you exit this room and follow the hallway to a door. In the next
room, a scavenger will shoot a crawling creature, patrol a bit, and exit through
a door above you. To access the walkway, shoot the pipe that holds the tilted
platform full of crates, above you. A control panel opens the door at the far
end
of the room at ground level.

Inside the door is a T junction; to your left is a mess hall, and to your right
a
control room. In the control room, wait for the patrolling Klingon to walk to
your right, so you can duck in behind him and climb the ladder to the left. Walk
behind the Klingon here to the door to your right. This little hallway leads
over
the mess hall; use the rafters to cross and resist the urge to spit down onto
their meals.

One of the doors in the ensuing hallway is lit with green lights. Enter it and
use the control panel on the far side of the room. This opens a door at the
other
end of the hall; exit the room and follow the hall until you find yourself at
the
first isodesium sample.

Objective: Obtain Three Samples of Isodesium

A control panel near the sample opens another of the doors in the hall you just
used. Go there and drop into the hole in the floor. You must fight the Klingons
down here, who are quick on the draw. Exit and explore the hallway until you
find
the yellow ladder that leads down.

Battle your way through the next two rooms. Telsia will ask for your assistance
in diverting power from her level.

Objective: Reroute Power for Telsia in the Upper Section of the Klingon
Engineering Room

Before you respond to Telsia's request, get the isodesium from this area. An
opening in the wall, featuring a grate through which steam is spouting, leads to
a sample of isodesium.

Yellow ladders lead up from the next two rooms. At one end of a short dead-end
on
the top level is a gray control panel that will solve Telsia's problem. Behind
you, in the far corner of the room, is an open door that leads to the next
mission.

Mission: Conflicting Views

The mission opens with a quarrel between two scavenger races, while you
eavesdrop
from above. Your third isodesium sample is on the far side of the room; after
the
quarrel ends, sneak over to the ladder to your right and descend, hugging the
wall and circling to the sample. Alternatively, plop a grenade into the middle
of
the haggling, and the two sides will gunfight.

Once you have it, withdraw through the large gray security door behind you.
Approach the next door, and you will converse with Foster. Your team will open
the door from afar, and your search for Odell will commence.

Objective: Locate Crewman Odell

In the first room, a grating runs parallel to the wall on your left. A small
piece of it may be pushed inward, letting you crouch and enter the hole. Climb
down the ladder and crouch into the ducts, shooting the bugs from your path.


Follow the duct to a double door. Like the Klingon section of the vessel, in
this
section, the doors indicate passability with green lights. In the following
room,
avoid stepping in the liquid by climbing the sloping board to your left. Ascend
the ladder at the far end of the room, then turn around. Below you just a bit is
a grating that is slightly askew. Push it inward and jump onto the pipes to
proceed.

Follow this duct until you can exit into a guarded room. To your right is a
control panel that deactivates the pumps down below this room; use it, and the
guards will go down and check it out. Where the pair of guards were standing
originally, there is another control panel. Use it to flood the basement and
kill
the guards.

A door in one corner of the room is now open. Walk through and use the floating
box to cross to the far ladder. Climb up and exit the door there to access the
next level.

Mission: Conflicting Views (Part 2)

Your journey through the scavenger ship continues as you search for missing
crewman Odell. The first room you enter contains guards below who are waiting
for
other scavengers to attack them. Leap from the uppermost platform down to the
broken piece of pipe and crouch into it.

Crawl through the pipe, across the debris, and take a right at the T junction.
Follow the pipe around to the next room and leap across the liquid to the far
side. Use the debris, barrel, and pipe to climb up to the walkway. Climb the
ladder above, take a right, and climb the next ladder. Crouch along the ceiling
grates and drop down into the room below.

Fight through the next two rooms until you reach a room that contains a lift.
Take the lift down; in the far wall is a nook, which contains a barrel you can
use to jump up to the crawlspace. You will find Odell in the bottom of a shaft,
and he will set you on your next mission: Get his third sample of Isodesium.

Objective: Find Odell's Last Sample of Isodesium

Duck into the crawlspace by your feet and drop down into the next room. Once you
defeat the enemies on your side and the other side of the storage bay, Telsia
will help you by moving a crane into position. Unfortunately, she will then be
taken prisoner by the scavengers.

Before you go after her, jump onto the platform Telsia provided you, climb the
ladder, and use the sliding platform to get across the gap. Get the last sample
of isodesium from its spot at one end of the gap.

Objective: Locate and Rescue Telsia

Walk through the yellow door against the wall beneath the control panel Telsia
was operating when she was captured. An elevator to your left takes you to the
next mission.

Mission: Disorder

You have one last crew member to save before your stint on the scavenger ship
will end. If you want to avoid big fights, use stealth again in this mission. If
you must fight, you can lessen the odds by preventing any enemies from getting
to
the wall-coms to call for reinforcements.

Exit the elevator, take a left, and go through the square door on your left.
Pass
quietly by the sleeping scavengers as you proceed. When you emerge into a
circular hallway, you will overhear two scavengers playing a game. Walk to your
right along the hallway, passing the broken doors. The gamers will prop it open,
then head off for some grub.

Now, you have free reign of these rooms. Walk through the propped open doors and
enter the first room on your left. A control panel in this room will deactivate
the red forcefield by the propped-open door. Walk through the doorway that had
been blocked off by the red forcefield and enter the crawlspace.

Drop down onto the floor below you and exit the room into the hallway. Take your
first left and go up the ladder to your right. From above, listen to the
scavengers discuss the whereabouts of Telsia and wait for a pair of them to
leave
the room. Descend the ladder and walk quietly into the room the discussion took
place in.

Hug the left-hand wall and make your way to the control panel at ground level.
Use it, and some explosions will convince the other scavenger to run from the
room. Climb the ladder he was next to and go left through the yellow door. Shoot
out the broken grate and enter the ducts.

Follow the ducts to the red ladder that leads down. Climb down the ladder to
enter the next mission.

Mission: Infiltration

Your search for Telsia finally gives you a chance to get out of those
restrictive
Starfleet uniforms and into something more comfortable. Note that if you choose
to fight your way through this mission, you may encounter different scenarios
than the ones described here.

Go straight ahead through the blue door, then through the gray door to your
left.
Ahead of you is another gray door that leads into a dark hallway. Go right and
avoid opening the next door on your right as you proceed up the hallway.

Wait for the two scavengers to finish bickering and scamper through the next
gray
door on your right when the scavenger who stayed to patrol has his back turned.
In the next room, a scavenger is fixing a faulty pipe. You can make it even more
faulty by using the control panel on your side of the room.

Leap the obstructions and exit through the gray door, using the guard's humming
as a sound cue for when to proceed. Cross the hallway into the hall straight
ahead of you and enter the red door on your left. If the patrolling guard sees
you, shoot him before he reaches the intercom on the wall.

A cutscene will play, concluding in your disguising yourself as a scavenger. You
can carry any weapon without compromising your disguise, but don't get into any
fights if you want to stay incognito. Exit the room through the door you haven't
used yet, climb down the short ladder, and descend the long ladder to your right
past the red door.

At the bottom, walk through the doors and go right, along the hallway. Through
the door at the end of the hallway, take a left. Then, take your first right,
entering the red door where a doctor is at work over Telsia. He will ask you to
get a truth serum from the lab; instead, give him a blast from a weapon. Once
you
have eliminated the guards, go to Telsia, and you will revive her.


Objective: Get Telsia and the Isodesium back to the Extraction Point

Follow Telsia from the lab into a hallway, where she will open a door using a
passcode. Stay behind her until the scavengers challenge you. Eliminate the
scavengers, then use the control panel on the right arm of the chair to open the
locked door behind the chair.

Take the next hallway to the heavily guarded room, and at the end of the
cutscene, take out all the scavenger guards. Go out the door through which
Telsia
exited and find a lift in the middle of the next room. Hit the control panel to
operate the lift, riding it to the next mission.

Mission: The Hunter

Your arch-villain in the next room fortunately has a case of James Bond movie in
him: He likes to talk to his prey before he strikes. He attacks from the upper
level, and the solid parts of the walkway above you can protect you from his
powerful weapon. A health terminal and a weapon terminal are on opposite walls
on
ground level.

Wait for the hunter to finish a round of shooting, then pop out and hit him with
a grenade while he reloads. In this way, you will eventually defeat him. Climb
to
the walkway using the crates that have a board leaning against them. Get the
tetryon disruptor from the dying hunter and prepare to defend yourself against
scavengers coming into the room through the doorway on ground level.


Battle your way past them, walk through the room lined with crates, and take a
left. Go through the control room back to the extraction point, where your next
drama will begin.

Mission: Fallout

The Borg have taken both Foster and the isodesium samples you need. After a
chewing out by Tuvok, you check with your teammates and get healed up for your
next mission.

Objective: Wait for Tuvok to Summon You; Check Up on Your Teammates in the
Meantime

Your comrades are hanging out in the locker room, but the lounge lizards also
hold some useful information. Talk to each teammate by walking up to him and
hitting the use key. Do the same for the people hanging around in the lounge. Be
sure to talk specifically to each person you encounter. Once you have spoken to
each one, Tuvok will summon you.

Objective: Go to Astrometrics on Deck 8; Use a Turbolift to Get There

The turbolift is at one end of the hallway near the briefing room and lounge.
Enter it and ride to deck 8 with Tuvok, where you will be placed in charge of
retrieving the isodesium.

Mission: Proving Ground

Beamed inside a real Borg ship, your practice in the simulation earlier will put
you in a good position to accomplish your mission.

Objective: Recover the Isodesium Stolen by the Borg

In one corner of the room is a distribution node that will deactivate the
forcefield nearby. Exit and follow the hallway to another room that contains a
high security forcefield. Seven of Nine will instruct Chang to take down the
field, but his demolitions work will bring enemy Borg to investigate. Shoot them
before they get the drop on you.

Exit the room and follow the hallway down. In the next hallway, you will see
Foster through a forcefield, and you will be forced to decide whether or not to
rescue him. If you choose to rescue him, go through the opening at the end of
the
hall when the Borg deactivates the forcefield. Use the control panel on one of
the lifts to ascend. Cross over the hallway and again use the lift, this time to
go down. In Foster's room, kill the Borg there.


Whatever the outcome, proceed through the hallways until you once again are on a
walkway overlooking space. Here you will be assaulted from all sides, including
enemies who are across the chasm on the far side of the ship. Once you defeat
them all, run to the pair of forcefields. Killing their guards will let you
past.

Seven will instruct the other crew members to stand guard while you and she
scout
ahead. While she is taking down a forcefield, you and the others must defend her
from attacking Borg. Cover her, and she will eventually bring down the field, so
you can escape.


Mission: Information

The first series of rooms you enter contain many Borg and are seemingly blocked
off by an untouchable green forcefield. A crawlspace, however, leads from one
corner of the area (to reach it from the forcefield turn left and follow the
wall
around the corner, keeping the wall on your right). From the far end of the
crawl
space, you can shoot the distribution node that runs the field.

In the next room is a large elevator. Assemble your team on its platform, then
activate the switch. On the next level down, a small elevator is nested into the
far wall. Wait for your team to climb aboard and descend. At the bottom, destroy
all Borg and approach the forcefield. Seven will access the Borg cube's computer
and relay some important information. This will open the forcefield and let you
proceed.

Battle the Borg in the next room until they are all defeated. To open the
forcefield, plop a grenade behind the screening that prevents you from hitting
the control panel to the forcefield's left. Once through the doorway, take the
hallway to the lift and activate the switch on the wall to your left. The lift
will descend, taking you to the next mission.


Mission: Covenant

Walk around the walkway and into the next set of rooms. Use the elevator to
descend, cross the room, and use the next elevator to do the same. The
distribution node that powers the forcefield you encounter is above your head.
Go
back to the elevator, ride it up, and, halfway to the top, you will see a plasma
unit you can shoot. Jump from the elevator and crouch into the crawlspace to
shoot the node.

Returning to the crew, enter the room that houses the Vinculum. In a cutscene,
the Borg will negotiate with you via Seven. The Borg ask you to remove species
8472 from their cube in exchange for your freedom.

Objective: Eradicate the Species 8472 Infestation for the Borg

From the chamber you stand in, exit via the hallway that terminates in blue
forcefield. Seven will let you through the field into the next area.

Mission: Infestation

Proceed down the hallway until you cross one of the two parallel walkways. Exit
the next room via the hallway to your far left. Continue across the leftmost of
a
pair of walkways that are suspended over a chasm. In the next room, take a
right;
this brings you around to the other walkway. The exit to your left leads to an
elevator.

Ride it up and approach the isodesium at the far end of the walkway. The Borg
will backstab you, but Chang has a little trick up his sleeve. Destroy all Borg,
and you will be beamed to safety.

Mission: R & R

The Hazard team is rewarded for its efforts with a little rest and relaxation.
You elect to spend the time testing a new weapon out in the holodeck.

Objective: Visit the Equipment Room and Test the New Weaponry in the Holodeck

Talk to the crew member in the equipment room (use the hallway map to navigate
to
it, in case you can't remember). Experiment with the weapon he gives you in the
holodeck.


Objective: Go to the Mess Hall on Deck 2 and Meet with Telsia; Use a Turbolift
to
Get There

The turbolift is immediately to your left as you exit the equipment room.

Mission: Visual Confirmation

The mess hall is at the far end of the system of hallways you are in. Look for
the doors with circular windows built into them. Inside, talk to Telsia. When
she
leaves, go check out your personal room just down the hall from the mess hall.
Return to the mess hall and hang around, talking to people. A cutscene will
play,
showing a Harvester ship approaching your ship.

Mission: Offense

Your goal is to invade a nearby dreadnaught that contains guns large enough to
destroy the Harvester ship. Since Foster is out of commission, you will lead the
mission.

Objective: Grab your Helmet from your Locker

Your locker is through the door to your left as you walk through the briefing
room and straight ahead. Approaching the locker will nab you the helmet.

Objective: Go to the Equipment Room to Get Your Weapons for this Mission

Turn right, exit the locker room, turn right again, and proceed down the
hallway,
taking your first left. Grab the weapons from the wall. Your teammates will
follow suit shortly after, if they haven't already.

Objective: Proceed to the Transporter Room with Your Team and Beam Out to the
Away Mission

The transporter room is down the hallway to your right. When your team has
assembled itself on the platform, ready to teleport, take your place at the
front
of the platform. Your team will be teleported into the breach of the
dreadnaught.


Mission: The Breach

Inside the dreadnaught, you find yourself in a fighter hangar. The team members
discuss this oddity for a bit before Tuvok cuts them off and proceeds.

Objective: Escort Tuvok to the Control Center of the Gunship

Follow the crew to the large hangar door. Tuvok will instruct you to seal off
the
hangar so that you can get safely through the locked door without getting blown
out into space.

Objective: Restore Environmental Integrity and Artificial Gravity

Using the low gravity as your aid, leap to the top of the oval doorway on the
far
side of the room from your team. Jump up the series of step-like wall panels
that
lie horizontally along the wall beside you. After you use the control panel up
here, step back onto the small oval lift so that you can reach the ground
without
taking damage.

Tuvok will instruct you to lead the way. In the hallway, creatures will attack
you; let your crew do the killing. Tuvok will instruct Chell to access the
elevator at one end of the hall. Climb aboard and operate the switch.

At the top, some debris will pose a serious problem for your team. Tuvok will
ask
you to find an alternate path around the debris. Along one wall of the control
room, a small panel blinks above a group of crates. Behind the crates is a hole;
blow up the crates closest to the hole by shooting them.


Crawl into the hole and drop down the far end. Take a left and climb the ladder
you see. From here, you can get to the far side of the jammed door. A laser,
mounted from the ceiling, can destroy the chair. Use the control panel in the
small central room to fire the laser, and the four panels behind the bed over
which the laser is mounted to aim the laser. Aim it at the chair lying against
the door and fire it.

Now, aim it away from the door and approach the door. This will let the rest of
the team through. Lead the team to the hallway, where Chell will let the team
into the elevator at the end of the hall. Ride it to the next mission.


Mission: Command

The room outside the control center is full of scavengers. Fight them back from
the door, then assist the crew in taking out the rest of the scavengers. Once
they are all gone, the crew will enter the control center and restore
environmental stability to the ship. Unfortunately, the firing mechanism needs
work, which means another trip through the gunship for you and a few helpers.

Mission: Primary Encounter

Tuvok sends you to a distant part of the ship to repair the main gun. Although
he
claims the trip should be easy, you find it is anything but.

Objective: Re-align the Plasma Focusing Router to Supply Power to the Firing
Mechanism

Exit the elevator and make your way along the hall. You will immediately
encounter the ship defenses that Tuvok believed were nonexistent. A bit further,
on your right, a door slides open, letting you descend a slanted lift. At the
bottom, walk along the length of the mesh walkway and descend the small lift
alone. At one end of this walkway is a control panel that lowers a mesh square
on
the walkway above you. Return to the lift and ride it up, crossing the newly
lowered square.

Ride the elevator up, use the control panel on the right-hand wall to open the
door ahead of you, and ride this elevator to the next mission.

Mission: The Skirmish

Walk up the hallway, taking the first door on your left into the control room if
you need to resupply your health and weapons. Back out in the hallway, take a
left and follow it to the end, using the control panel by the door to open it.
In
the next room, you will have fisticuffs with a very large maintenance bot; use
your photon burst weapon liberally. After you've won, stand on the lift with the
others and descend.

Mission: Defensive Measures

The first large room you enter requires you to fight several maintenance bots;
when you finish, exit the room via the large door along the left-hand wall. On
your way out the door, you will pick up a new toy: the dreadnaught weapon.

Head down the hall through the next door into a room with a walkway above you.
Use the mechanism that is sitting in the middle of the room to knock down a
walkway so you can climb up. Go through the door and cross the next walkway.
Fight your way to the next elevator, where Tuvok will tell you to hurry to the
tram. The tram is up the elevator and straight ahead.

Mission: Attunement

Walk past the super-heated ion gas walk behind the lift to its right. A crawlway
extends from the corner of the room to a furnace room that holds three furnaces.
Shoot the one farthest to the right with your photon burst to stop the ion gas
from venting. Rejoin your crew and proceed into the newly opened passage.

Proceed up the hallways until you see the plasma tube room on your left. Inside,
Tuvok will ask you how things look; you must exit the room and take a right,
heading further up the hallways.

You will come to a room that features several floating metal plates. This room
possesses low gravity, letting you leap from plate to plate heading up. At the
top, use the elevator switch to bring your crew up to join you. Chang will blow
open the door, letting you proceed.

The ensuing hallway leads to an elevator. Ride it down, head straight forward,
and you will find yourself on the upper level of the plasma tube room. In front
of you is an empty chair facing a control panel. Use the panel to fix the plasma
tubes.

Objective: Proceed to the Loading Chamber in the Aft of the Gunship

Don't jump down into the lower level; instead, look to one end of the upper
walkway for a newly opened door. It leads to an elevator, and your next mission.

Mission: Array

Head down the ramp and board the elevator. Ride it down and come face to face
with a group of tightly bunched rods that block your way. Turn behind you, go up
the ramp, and ride the lift up. A little bit ahead of you is another lift up,
which brings you to a metal walkway overlooking the room below.

Follow the walkway around to your left. Arriving at a control panel, use it to
lift the rods. Now, return down the elevators to the ramp that the rods had been
blocking. As you cross the ramp, a panel will open on the far wall, revealing
turrets. The hallway past these turrets leads to the storage chamber. Use the
control panel to lower the ammunition to the level below.

Turn and board the elevator, riding it down. The ammunition is riding atop a
floating cart, and your way is blocked by a forcefield. Lower the field by
destroying all the turrets that line the hallway. Continue in this manner until
the floating cart loads itself into the weapon at the extreme end of the
hallway.
Hit the nearby control panel to send the ammunition to the gun. Tuvok will fire
the weapon, and you will beam back to your ship.

Mission: Invasion

The missile did stop the aliens from ripping Voyager to pieces, but it did not
stop the aliens from attempting to board. Tuvok issues new commands: Get ready
to
keep the alien boarding party from overcoming the crew.

Objective: Stop the Harvester Aliens from Invading Voyager

Go out into the hallway and follow the crew member down the hallway. The wall
will be breached, and the crew member injured. Kill the Harvesters who emerge
from the hole, then enter the hole yourself. Your way is guided by forcefields
in
the hallways that direct you to a cargo bay choked full of Harvesters. A crew
member will assist you from an upper walkway; fight over to the lift beneath him
and ride it up as quickly as you can. Once the ship is cleared of Harvesters,
you
will be invited to a meeting of the ship's big cheeses.

Mission: Decisions

This mission, which consists entirely of cutscenes, should pose no problem! Your
input at the staff meeting leads the captain to propose an offensive move
against
the Forge. You will lead the team that travels to the Forge to take down its
defenses.

Mission: External Stimuli

When you emerge into space, Chell will get the willies. Your first goal will be
to find an easier way down than the way you're about to take.

Objective: Navigate the Super-structure of the Forge to Gain Access to the
Security Grid

Because the super-structure is suspended out into space, you can take great
leaps
from one piece to the next. In this manner, make your way down to the platform
that overlooks the blue forcefield in the wall of the main ship. Drop down to
the
platform below and operate the control panel. This pops platforms out of the
main
ship that let Chell and the others jump down and join you. Chell will deactivate
the field so you can continue. Once inside, leap down into the pit.

Mission: Matrix

Having accessed the main body of the ship, your goal is to lower the ship's
defenses so that reinforcements can safely arrive.

Objective: Shut Down the Security Grid to Let Voyager's Shuttles, with
Reinforcements, Reach the Forge

Enter the first room, which holds not only the security grid but also some new
and powerful enemies. A control panel in the center of the room opens a pair of
forcefields behind the panel; exit through one of them, ascend the ramp, turn
around, and go up to the doorway above. This door leads to the circular walkway
above the control panel you used a little while ago.

Up here, Chell will deactivate the security grid, and Tuvok will offer some
suggestions on how to rendezvous with the incoming reinforcements. Chell will
open a field below; retrace your steps to the room beneath you and exit through
the new opening.

Mission: Onslaught

With a name like that, this mission can't be easy. It will be difficult enough
to
deal with the enemies you face, let alone the emotional pain of seeing Rick's
wrestling trophy get kidnapped.

Objective: Meet up with Reinforcements

Through the first room, you will take a right and see the plunder from Voyager
traveling along anti-gravity beams. Follow the one to the right and wait for an
object to pass through the red field. The field will flicker out for a moment as
the object passes, letting you sneak through. A control panel to your left will
let your crew in.

Exit through the door that leads to a room with a pair of ramps leading down out
of it. Take either ramp down to the next room, then pass through the door in the
wall to your right. Continue down the ramp and through the open door at the
bottom.

In this room, you will see several enemies you have been fighting enshrined in
transparent tubes. Approach the pair of forcefields at the far end of the room,
and they will open, releasing a large number of enemies from all sides.

Ride the elevator that you find past the pair of open doors up a level.
Ominously, the tubed-up creatures will also lift up to this level. In the
firefight that follows, these creatures will be released if you (or the enemy)
break the tubes.

The crew hunkers down in one corner of the room where most of the health and
weapon terminals are located. After you hold off the enemy for a short time,
Rick
will go haywire and get himself killed. Keep the enemy at bay for a short while
longer, and reinforcements will arrive. Once all enemies are destroyed, a
cutscene will play, introducing you to your next goal.

Objective: Locate the Main Central Shaft of the Forge

Climb aboard the lift that holds (or used to hold) the transparent tubes. It
will
lower to the room below. Jump down and head for the massive gray double door at
the end of the alcove. The main shaft is just past these doors.

Mission: Visual Magnitude

The supposed leader of the Forge makes a dream-like appearance once you have
cleared the enemies from the lip of the shaft. Fortunately, one of your crew is
an empath and blocks the message that debilitated you all.

Objective: Make Your Way Down the Central Shaft to the Energy-Dampening
Generator
and Destroy It

Circle the shaft and exit through the door at the far side. Follow the hall to a
lift that goes down. In the next room is a sunken ramp that leads to a door.
Through the door is a circular portal that accesses a circular walkway. Go to
the
far side and ride the lift down.

Separated from the far platform by what seems to be a vast chasm, you must use
your phaser to light up the invisible forcefields that let you cross safely.
Fire
short bursts at your feet and walk carefully across - there's no need to jump at
any time.

Follow the ramp down to a room with a lift in it. Take the lift down and exit
through the open doorway to the next area.

Mission: Dissolution

In the first room, use the control panel to your left to extend the bridge
across
from the far side. Cross and lower yourself via the small lift to the floor
below
you. A gray door here leads to a room containing several pieces of equipment and
another gray door. Exit this door and continue taking elevators down until you
find the generator.

Tuvok will order you to destroy the generator. Do this by looking beneath the
generator at the small mechanisms that seem to be providing it with power. Shoot
the four mechanisms to disable the generator.

Objective: Find the Airlock in the Section of the Forge You Are in; A
Shuttlecraft will be Waiting there to Pick You and Your Team Up

The nearby door will open, and enemies will issue from the opening. Defeat them,
then run through the doorway into the hall. Fight your way to your teammates,
whereupon the Vohrsoth leader will do some foolish bragging that will lead you
to
your next - and greatest - objective.

Objective: Stop the Forge Seed from Launching

An elevator to your left brings you up to your first fight. A short hallway
leads
to a room with a massive weapon terminal that will bring your weapon power up to
999, which, while a pleasant thought at first, turns ugly when you think about
why you will need so much power. To the left of the weapon terminal is a lift
that takes you to the next level.

Mission: Command Decision

A dramatic ride up a glassed-in lift brings you to your final confrontation with
the Vohrsoth boss. After a bit of tense conversation, the boss will release
several waves of enemies into the room. The small Harvesters that scuttle toward
you should be killed with non-explosive weapons, while the larger warriors are
most easily killed with your plasma burst or dreadnaught.

After you have completed this part of the battle, your winged allies will
arrive.
Use their bodies to seal off the beam that is propelling the seed to its
launching pad. Take advantage of the lull to use the health and weapon terminals
around the area.

The winged creatures will destroy the seeds, then leave you to deal with the
boss
creature. He will detach from his throne and leap into the arena with you. He
has
several different attacks, all of which require you to stay constantly on the
move. If you keep circling him without stopping, hitting his body with plasma
bursts and the dreadnaught, you will eventually bring him down.

A couple of notes: His body, although it does not flinch or spout blood when you
hit him, is affected by your attacks. Also, note that you need not stand still
in
front of a health or weapons terminal after you activate it; it will recharge
you
as you run past it.

Once the battle is over, you will be beamed back to Voyager, where even Tuvok
will acknowledge that you did a nice job.

Mission: Epilogue

There's nothing to do here except kick back, put your hands behind your head,
and
enjoy the final cutscenes. Don't forget to apply a drop of oil on your phaser
before putting it away for extended periods of time!

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