Star trek elite force ii keygen
Star Trek Elite Force 2 in Arbeit Star Trek StarFleet Command Diablo 2 CD Key Changer CD keys for Steam, Uplay, Origin and more - only for the best price! Year Tags abandonware , old , game , star , trek , elite , force , picard , munro , fps , shooter , activision.
Genre fps. Platform PC. Install notes:. Stromgarde So how do you install this after you download it? Clyde3D This is a good one. The expansion for this is available too. Just type Abandonware in your browser. A member of the Maquis resistance before being forced to join the Voyager crew, Chell is a Bolian with an excellent understanding of technology from all races. This skill has earned him the role as a field technician of the Hazard Team, and has allowed him to improve the effectiveness of Federation weapons.
Although reluctant to engage in a combat situation, Chell is a valuable member of the team in alien environments. Assigned to a research outpost after the return of Voyager , Chell is also called away from that duty to serve aboard the Enterprise.
He takes his old job of the Hazard Team's field technician specialist, and couldn't be happier. A close friend of Lieutenant Munro, Austin Chang can be quite quiet and reserved when it comes to socializing with other members of the crew. Chang serves as the Hazard Team's demolitions expert, and is more than willing to turn large obstacles into tiny fragments.
He is the member of choice when attempting to force entry into an enemy colony or structure. Chang is very happy to be working for the Hazard Team again, on the Enterprise no less, but still has a rocky relationship with fellow team member Juliet Jurot. Although she is a full Betazoid , Juilet Jurot attended the Vulcan Science Academy where she learned to train her mental and telepathic powers. During this time she also trained in basic medicine, and therefore was a perfect candidate for field medic when the Hazard Team was aboard Voyager.
Loyal to her superiors and the Federation, Jurot puts the well-being of others above her own. After the return of Voyager , she returned to the Vulcan Science Academy to further hone her skills. After reactivating her Starfleet commission, she was more than pleased to return to the Hazard Team aboard the Enterprise. A student of Lieutenant Munro's Small Arms Tactics course, Korban was impressed by Munro and the idea of the Hazard Team seeing his recommendation for the assignment as a great honor.
Korban is a valuable asset to the team, not just in terms of his strength and combat acument, but in his role as the team armorer, designing and upgrading the weapons used by the Hazard Team. Fresh out of Starfleet Academy where she attained the elite position as Nova Squadron leader, Ensign Stockman serves at the shuttle pilot for the Hazard Team.
Despite her limited experience, Sydney is a natural and capable pilot. Impressed by Munro's experience on Voyager , Picard was eager to establish a team on the Enterprise , giving the project his full backing. A talented starship engineer, Lieutenant Barclay serves as the Chief Engineering Officer on the Enterprise , assisting the Hazard Team with repairs to their shuttlecraft and ensuring the ship itself is kept in working order.
An Idryll scientist, Krindo wages a brief war against the Enterprise after Munro and the Hazard Team destroy his research on the Exomorphs. Realizing he is in the wrong, Krindo relents and helps the crew put a stop to further Exomorph attacks on Attrexian worlds. The partner of Krindo, Kleeya is a scientist devoted to proving the Idryll have a history reaching far back into ancient times.
She deplores Krindo's methods and decides to stay and help the crew of the Enterprise put an end to the Exomorph threat. A devious Ferengi weapons trader, Omag sold the location of the Exomorph control facility to Romulan Commander Suldok on the promise it wouldn't be used against any Ferengi world. Detained and interrogated by the Hazard Team for assisting in the Attrexian attacks, Omag eventually reveals his client's whereabouts.
Lurok is defeated in battle by Munro who takes his signature Tetryon Gattling Gun as a trophy. Both are pretty deadly, and VERY inaccurate, so take them out quickly from a distance.
The ones wearing snow protection are no different than the others. She carries an enhanced version of the Disruptor Rifle, and she has a stealth unit. See the walkthrough for more info. No real difference between them and the ones in level Take them out quickly and either from a distance or from behind cover.
No more accurate than the Pistol, take them out with the same strategies. They also wear orange shields on their right arm and leg, so they're pretty distinguishable. They toss energy grenades which detonate when they hit you, or after one bounce. Their grenades are pretty powerful, and they throw you a long distance. Try and take them out with the Sniper Rifle at long range if you can. However some of them are indoors, so if you meet one of them, run right up to them.
They will panic, run away from you, and try and toss a grenade. Taking them out before they toss the grenade is preferential. So if you take out one, there's a good chance there's another nearby. When dealing with them, find some cover immediately, and try to carefully strafe out from behind. If they're in a tower, try and take out the tower with bombardment from the Enterprise.
Otherwise try and take them out with your Sniper Rifle. Don't bother with the scope, it's just to slow, just quickly run out, fire off a shot, and duck back in. If you are targeted by a sniper, an odd pink dot will float around on the screen.
If you see that dot, RUN! Quickly duck behind any nearby object or just keep moving. However the similarities end at looks. Actually the weapon fire is quite similar to the Disruptor alternate fire. Their lance is VERY powerful and has good splash damage, but it takes them a few seconds to charge the shot completely. Strafe and take them out quickly, or take them out from long range. All you have to do is hit him with a couple well-timed X-Rad alternate fire blasts.
Read the walkthrough for all the info. Probably for a sense of "completeness" Now walk ahead into the cargo area that appears ahead. Jump over the bars and go into the next room. In the next room, crouch under the bars and walk through the doors. In the next room jump, crouch, and jump again to get through the bars, and then climb the ladder. Go into the next room and carefully make your way don the stack of crates.
Now climb up the stack of crates near where Tuvok is standing. Go through the next door and crawl into the Jeffries tube. Do NOT go all the way to the bottom though, jump off onto the first ledge and use your Tricorder on the panel. Once you get the message "You have unlocked a secret door. Go along the catwalk and crawl through the now-open Jeffries tube.
Follow the Jeffries tube until you get to the one unlocked door and go through. Your now on the catwalk above the jumping lesson.
There's a golden starship to your right. Grab it and jump down. Now you have to go through the course again However you get a Voyager style Tricorder and Phaser in the third Level, and Tuvok is wearing a Voyager style uniform. It's probably due to the fact that the devs didn't want to spend time modeling Voyager's cargo bays.
Tuvok" whereas the normal one is simply called "Tuvok. Go right and jump off the ledge. Use the health terminal on your right, and move on.
Use the panel to the right of the locked door to unlock it, not the door panel, the one farther right and then go through the door and into the lift. Use the lift controls to move up to the next level. Scan the Crystal to the right of where Tuvok is standing all the other crystals don't work. Tuvok talks a bit about targets, and then he kills the forcefield ahead.
Go through and turn on your night vision. Use it to navigate across the bridges to the other side. Walk up to the next panel and use your Tricorder on it to open the next section. Tuvok now gives you a Phaser. Use it to blow out the Plasma Conduit next to the nearby forcefield to take it down. Scan the rocks ahead of you with the Structural Integrity viewmode on your Tricorder, and then take them out with your Phaser.
Take out four of them to complete this portion of the training. Do the same with the Comp. Rifle and your done. I have some comments on your FAQ. As in the TV series, the Borg will eventually adapt to your weapons you will have a few shots before they do this.
The only exception is the I-Mod, but this weapon is useless for part of this mission as the Borg have a way of jamming it. You are not alone. You can use your teammates Chang, Chell and Telsia to your advantage. Note two things about them. Second, for all intents and purposes, your teammates are invulnerable in this mission except in two particular situations in which they are in danger of being assimilated Chang or captured Telsia.
A general tactic is to avoid shooting Borg if at all possible there is, however, one Borg in this mission that you MUST shoot at least until you can restore the effectiveness of the I-Mod. Remember that the Borg only walk, so you can generally outrun them. Be on the lookout for the things you SHOULD shoot in this mission: i Borg Distribution Nodes these have a small blue panel on them - by destroying one of these, you will shut down all the Borg in the immediate vicinity.
Be careful about shooting ii and iii when there are Drones around. They will attack, and on harder difficulty levels you can die very quickly. Pay attention to what it says when you press and hold your mission objectives key default: TAB : i Yellow force fields can be disabled by modulating them with your Tricorder select the Tricorder and then press and hold FIRE until the modulation is complete.
Don't waste your time trying to get around them! Lifts sometimes don't operate until all the Borg in the area are deactivated. If you step on a lift and it doesn't work, search the area and make sure you have destroyed its Distribution Node. Walk straight ahead into the open area, use your Phaser and take out the Disnode on the wall to your right, then take out the green Power Coupling to your left. Move on through the downed forcefield to your left and get on the lift.
There's a short and very pointless cutscene of you and Chang riding down the lift, and go straight ahead. Go left to find Chell stuck behind a forcefield, but don't let him out just yet. Turn around and get out your Phaser. This will shut down the drones. Don't worry about the drones attacking Chang, he can take care of himself until you shut them down.
Now go over to Chell and use your Tricorder on the panel next to the forcefield to shut it down. Go through the downed forcefield into the room where Chell was trapped, and blow out the Plasma Conduit ahead to your left.
Crawl through the hole below and into the small room. Blow it open with your Phaser to yield a golden starship.! Jump down and go left into the next hole.
Crawl through till you find a Power Coupling. Blow it out to take down the next forcefield. Go through the downed forcefield, down the corridor, and through the door to load the next level. As soon as the cutscene is over the Borg start jamming your I-MOD's with some kind of field, so quickly swap for your Phaser and take out the drones heading for you.
Just a small note: Chang would have been taken to an assimilation chamber, not a maturation chamber. Maturation chambers are where assimilated infants and children are kept until they are mature enough to become useful drones. Chang is obviously old enough to become a fully functional drone, so the Borg would simply assimilate him outright.
Once you get back to the main room, go to the left and down the corridor. Ignore the drone. Somehow, despite the fact that you killed quite a few of his buddies, he doesn't view you as a threat. Go left and take down the forcefield with your Tricorder. In the next room Chell says he has to stay behind and operate the lift ala the Etherian forcefield from the original Voyager - Elite Force.
You're now timed so work quickly. Get out your Phaser and blow out the Plasma Conduit to your right. Ignore the attacking drones and quickly duck into the hole. Crawl through and blow out the Power Coupling for the forcefield. Quickly crawl back and ignore the attacking drones and head right for the one assimilating Chang. Take him out and Chang will be beamed back to Voyager. Now take out the rest of the drones. Leave the regenerating one. Your Phaser is good for taking out about two more drones, but once they start adapting then switch to the Comp.
Not even the one next to Chang. Just approach Chang and you will automatically contact Tuvok and ask him to beam Chang back to Voyager. Once this was done, I just ran away from the Drones! Well, OK, maybe I shot one or two of them! There's plenty of time for this as long as you're running, and you won't run the risk of losing fire power. Of course the time could be less on hard mode, but I am not sure of that. If you take out the Disnode in the secret mentioned above, all the drones in the area will shut down, including the drone working on Chang.
However the timer keeps going until you walk up to him. You can destroy this Disnode before rescuing Chang if you think you have enough time to get back to him before the time is up.
It will save you ammo. Carefully jump across the pipes without touching the blue forcefield below. SECRET: As you get ready to make your first jump, notice that there's a wide pipe to your left that extends straight ahead of you, and then curves left. Jump down onto it and turn around. Crouch and crawl underneath the catwalk you were just on. There's a small alcove off to the right with the Starship in it. You'll probably need night vision to see because it's very dark.! Once you get across the pipes, go left and take down the forcefield.
Blow out the Power Coupling with your Phaser, and Chell will tell you that that took down the forcefield above. Jump across the pipes once again and go back to the lift. As your riding back up, Tuvok will tell you that Chang is safe and he then orders you to find Telsia. Go through the downed green forcefield ahead of you and the level will end.
Once you find Telsia a forcefield goes up and drones start attacking her. A timer starts again, so get a move on. Ignore the drones and run left, right, and left again through the blue passageway. Run through and into the open room and take out the Plasma Conduit ahead.
Go ahead and take out the Disnode on the right wall. This will take down all the drones, but you still have to Rescue Telsia. Go back to the Plasma Conduit you blew out and crawl through the hole in the wall. Take out the Power Coupling an go back to the main room.
A cutscene kicks in. Take out the Power Coupling to the left of the door, and then go back the way you came. Once you get to the end of the blue passageway, go right and take out the two drones that beam in. About now the Comp. Rifle primary fire will stop being effective, so switch to the alternate fire.
See the weapons section for more info. Go through the next door and take out the drone at the far end of the corridor. I go around him and up the lift, then immediately take out the disnode on the right when I enter the room with the three drones.
Also by this point the Borg have only adapted to my phaser normal fire. On the right path after that I can take out the disnode before the drones wake up with my phaser. Kill the next three drones and keep going. Kill the regenerating drone at the end of the corridor, and move on.
The next room splits into two sections. Go right and quickly take out the Disnode on the right wall with your Phaser before the drones kill you. Then take out the Power Coupling next to the Disnode and use the health terminal in between them. Go around to the left side and use the ammo terminal. Go around where the two paths meet up again, and go down the corridor and get on the lift to end the level.
Take it down with your Tricorder and run to the right. The drones will also all collapse. Now head right along the catwalk and go through the door. Ahead is a large room.
Take out the drones that beam in with the I-MOD and then head right. There's a health terminal in a small room to the right of the main area. Use it and then go out the door to the left of were you came in. That was quick wasn't it? Did I miss a level or something?
As soon as you get through the door, take a few steps back and blow the Plasma Conduit to your right. Chell starts complaining, but Telsia shuts him up. Go into the next room and quickly run down the corridor and take out the Disnode on your left.
Then go back and take out the Power Coupling behind you. Keep going down the corridor and taking out the drones that beam in. Go into the room on the right and Chell will try and shut down the generator. He needs some help, so go up to the console ahead of you and use your Tricorder on it.
Your first waveform puzzle. See the puzzles section for more info. Once you shut it down the Generator self-destructs. Keep going down the corridor and killing the drones until the level ends.
Well that explains it Go right and take out the generator the same way you did the first. Head back to the large room and take out the drones that beam in along the way. Use the health terminal again and head straight ahead through the door. Go through the large core area and through the next door. Take out the drones, go left and use the ammo terminal. Then go right down the corridor. Take out the Power Coupling at the end and then go back and go into the generator room. This one's the same as the others, so do the puzzle and take it out.
Quickly get out your Tricorder and duck behind one of the yellow forcefields. Modulate the control to shut down the forcefield around the Disnode, and then take it out with the Phaser. Rifle alt fire. After he loses half his health he starts beaming around the room ala One from the Voyager episode "One".
On Normal and harder difficulties he also beams to the upper level, however this just serves to make him an easier target. Doesn't really make sense to me! With this trick, it is possible to take out the ABD in just a few shots. You mention taking out one of the disnodes by modulating the forcefield next to it and then zapping it! The trick here is to keep doing this. After you have shot the disnode, the ABD is rendered powerless for ten seconds. This gives you time to hit him five times with the Alt fire of your compression rifle - the most powerful thing in your arsenal at this point.
The disnode will repair itself after forty seconds. Note that you can permanently disable all three disnodes by hitting the last one before the first one has had the chance to repair itself i.
If you do this, the ABD cannot adapt to your compression rifle that's what the disnodes are there for. However, the trick is not to do this.
Instead, disable one, get in your five free shots with your compression rifle secondary fire, then move to the next one and repeat. By destroying all the disnodes, you are giving up the opportunity to temporarily disable the ABD and so you give up the chance of getting in all those free hits with the compression rifle. Yes, you can still kill him with your I-Mod, but this takes longer and requires more dodging and moving around he will, as you mention, eventually move to the upper level.
With the compression rifle, you can get 3 times 5 alt fire hits by doing it my way and kill him much quicker. All you need to worry about is dodging his attacks relatively easy - see below and healing yourself if necessary in between disabling disnodes and shooting him.
The ABD fights in several phases. Each time your attacks lower his health to a certain level, this triggers a cutscene where he changes his attacks. In the first phase, he fires green energy blasts at you three at a time , which are easy to dodge. He also fires a laser across the room. Either back away or crouch under it. Finally, he likes to run up close and let his fists do the talking. Again, you can dodge these attacks. In his second phase, the ABD adds a powerful bouncing energy sphere blast.
In the third phase, he transports up to the balcony and hurls his three-bolt blast from up there while transporting around. If you can temporarily disable him in the way I suggested, this should not prove a problem at all.
BTW I don't think much of Munroe's witty one-liner at the end of this fight: "Assimilation is irrelevant! Then, why are we trying to stop them from assimilating Voyager?
I prefer "Assimilate This! Now that's a witty one-liner! A rather long cutscene then ensues Ah, well. Losing your job can be tough. On the far wall is a door marked "Maintenance.
Also, why would a Warp Theorist be doing a secretarial job? Go right and walk up to the clear doors to meet with Tuvok. After the cutscene, you get called to the Headmasters office, so go out the doors opposite the front desk and walk either way. Head out into the garden yes, you can scan the fish You can hang around the garden a bit and listen to people talking, or scan fish, or just admire the fine job the modelers did.
Once you're done, head for the tall building on the left. Go in and use the Turbolift straight ahead. Two Cadets are talking about telepathy. You can listen to them or just walk to the Headmasters office at the end of the hall on the right.
Get your assignment and then Telsia asks you to come to the courtyard and talk. Go back to the garden. Telsia is standing on one of the small pathways that go over the pond in the center of the garden. Go up to her and press the Use key to talk to her.
Option 2: She agrees and you get a hug out of the whole thing. Obviously 2 is the best if you want to pursue a relationship with Telsia, but I don't know how the others affect the outcome of the game. I guess more experimenting is in order. She was pissed and I decided it was "that time of the month" :- The ending was fine though - hugs and kisses. Ride up the lift and quickly duck behind the large pipe on your left.
Take out the three Romulans attacking you, and move down the corridor. Korban tells you to cover him while he opens the door. Duck behind the crate to the right of where he's standing, and take out the Romulans that beam in. The Comp. Rifle alt fire can get them in groups if you use it right. The door isn't working, so go back to where you started and Korban will open the service ducts.
Crawl in and the game will save automatically. Walk as close as you can to the flame-jets without getting burned, and wait for them to die down, then quickly run through.
The last two are angled in such a way that you also need to strafe to the side as well as run forward.
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