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Star Trek: Elite Force II
Complete Walkthrough v.1.02
Last update: 11/9/03
Created by: JediMeister (alvinshek@hotmail.com)
Copyright 2003 Alvin Shek
Table of Contents
-----------------
1. Introduction
- Legal Info
- Version History
- About the Author
2. Weapons
- Phaser
- Compression Rifle
- Enhanced Compression Rifle
- Assault Rifle
- Attrexian Arc Launcher
- Idryllian Staff
- I-Mod
- Sniper Rifle
- Grenade Launcher
- Quantum Burst
- Tetryon Disruptor
- Romulan Standard Disruptor
- Romulan Experimental Radiation Disruptor (X-Rad)
- Tricorder
- Enhanced Tricorder
- Bat'l'eth
3. Level Maps
- 3.1 Mission 1: End Game
- 3.2 Mission 2: Reassignment
- 3.3 Mission 3: Derelict
- 3.4 Mission 4: Demise
- 3.5 Mission 5: Discovery
- 3.6 Mission 6: Destruction
- 3.7 Mission 7: Search and Rescue
- 3.8 Mission 8: Payback
- 3.9 Mission 9: Mercenaries
- 3.10 Mission 10: Incognito
- 3.11 Mission 11: End Game 2
3.1.1 is the first map for this mission and so on and so forth. The sections
are numbered for ease of use and searching.
4. Credits
1. Introduction
Legal Info
This may be not be reproduced under any circumstances except for personal, private
use. It may not be placed on any web site or otherwise distributed publicly without
advance written permission. Use of this guide on any other web site or as a part of
any public display is strictly prohibited, and a violation of copyright.
The following websites are permitted to post this as well as any other game guides
I will write in the future:
ign.com
gamefaqs.com
virtualgamerz.com
cheatingplanet.com - part of gamespy.com network
www.cheatcc.com
www.cheats.de
dlh.net
www.ggmania.com
members.chello.nl/h.vangompel/
www.neoseeker.com
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Version History: v 0.25 - Wrote down list of missions and levels.
Began partial walkthrough of first five missions.
v 0.30 - Added weapons list and notes.
v 0.80 - Added walkthrough for missions six through eleven.
v.1.0 - Completed Walkthrough
v.1.01 - Included tip from Raizen Inogami regarding mission
3.10, the Romulan Facility.
v.1.02 - Included tip by Matevz Mihelic regarding
Drull Ruins 3 Boss Level 3a.
About the Author
This is my first game walkthrough, so suggestions and constructive criticism are
very welcome. I will also accept tips other players have noticed, alternative boss
strategies, etc. Please include in your subject line EF: II Tips.
2. Weapons: 1) Phaser - Standard issue sidearm. Has unlimited ammo
but takes time to recharge. Primary fire is low
damage whereas secondary fire can disintegrate
enemies.
2) Compression Rifle - The basic phaser rifle. Has primary
and secondary firing mode. Primary is a
fast, damaging shot of middling damage.
Secondary is a pulse grenade which flies
straight until it hits its target,
disintegrating it and/or causing heavy
damage to surrounding hostiles.
3) Enhanced Compression Rifle - Enhanced by Chell the Bolian,
this phaser rifle fires faster
and is extremely accurate even
at long range. Used primarily
to snipe at enemies from a distance
before acquiring the sniper rifle.
The secondary attack is an
extremely damaging energy grenade
but it arcs unlike the pulse
grenade mounted on its cousin the
standard compression rifle, so the
user must aim higher or lower to
compensate. Becomes available after
returning to the Alpha Quadrant.
4) Assault Rifle - Developed in the Alpha Quadrant during Voyager's
exploration of the Delta Quadrant. The assault
rifle has become the weapon of choice of many
a security team due to its usefulness in tight
situations. Primary fire shoots a spread of
plasma pellets. Secondary fire is an energy
based attack which is extremely damaging
to enemies. The assault rifle is best used in
close quarters firefights. The secondary fire
continues in its path until it impacts with a
surface or object or enemy. Secondary fire has
splash damage so a shot near an opponent is as
likely to damage as a direct hit. Becomes
available after returning to the Alpha Quadrant.
5) Attrexian Arc Launcher - An Attrexian welding tool. Very useful
against Exomorphs. Primary attack is
similar damage to the compression rifle.
Can also be used to ignite the gas
grenade launched by secondary fire. Try
to avoid getting too close to the
target enveloped in the gas because the
user can also be hurt by the backfire.
The best strategy with this weapon is
to fire a gas grenade and then back up
drawing the enemy towards you. Detonate
with primary fire and see them explode.
One or two of these grenades when
ignited is sufficient to eliminate most
Exomorphs you will face. Acquired
during the level on the Attrexian
Station.
6) Staff - A mysterious staff found in the Drull Ruins. Primary
fire is a damaging globe of blue energy. One shot will
eliminate the smallest Exomorphs. Three are required for
the next biggest Exomorphs. The Basher Exomorphs require
six shots to destroy. Trying to use this on any of the
bigger Exomorphs is not recommended. Secondary fire
sends out a shockwave which freezes enemies within
its radius allowing the user to walk up to the paralyzed
enemy and strike them with the primary fire. Acquired by
the Hazard Team on a mission to the Drull Ruins.
7) I-Mod - Infinity Modulator developed by Seven of Nine to combat
Borg drones in the Delta Quadrant. Primary fire has
damage equivalent to that of the standard compression
rifle. Secondary fire is twice as damaging although
requires twice as much energy. Benefits of secondary
fire when compared with other Starfleet weapons are that
it does not cause splash damage, is not explosive based.
You must directly hit your target for your shots to be
effective.
8) Sniper Rifle - One shot, one kill, unless you miss of course.
Powered by plasma energy, a single shot is
sufficient to disintegrate an opponent. Primary
fire shoots, and secondary fire zooms. Very
useful for taking out enemies from great
distances when the enhanced compression rifle is
not accurate enough.
9) Grenade Launcher - Starfleet issue Grenade Launcher. Originally
developed in the Delta Quadrant by Weapons
Master Oviedo. Primary fire launches a
heavily damaging grenade. Secondary fire
detonates any undetonated grenades. Aim must
be compensated for due to the arcing nature
of the projectile. The user can be injured by
this weapon if not careful in its use or aim.
10) Quantum Torpedo Burst - Starfleet issue quantum burst. Issued
during times of war, it can only be
released for use by the Captain.
Originally considered to be unfeasible
due to the immense power necessary to
launch a mini photon torpedo, it was
modified by Weapons Master Oviedo for
use on the battlefield. The quantum
burst once utilized mini photon
torpedoes but due to advancements in
microengineering, the quantum burst has
been loaded with mini quantum torpedoes,
extremely damaging projectiles capable
of vaporizing enemies it hits dead on
and causing immense splash damage to
others nearby. Secondary fire activates
a laser guiding system which allows the
guiding of the projectiles to an
intended target. Very useful against
flying enemies or big stationary
targets. The user can be injured by
this weapon if not careful in its use
or aim.
11) Tetryon Disruptor - Used by the Klingon Lurok, the tetryon
disruptor is a rapid-firing machine of
destruction. Capable of firing several
shots per second, it can riddle an enemy
with tetryons before the enemy has even
realized he has been targeted. Primary fire
unleashes the full destructive capabilities
of this deadly weapon. Secondary fire
creates a highly damaging globe of energy
capable of rebounding off several objects
before striking its target. The secondary
fire can hurt the user if it bounces off a
surface and reflects back.
12) Romulan Disruptor - The Romulan standard issue sidearm. Primary
fire is a fast-moving projectile of
middling damage, comparable to that of the
I-Mod and Compression Rifle. Secondary fire
is a charged shot capable of disintegrating
an enemy. The secondary fire has splash
damage so a direct hit is not necessary.
13) Romulan X-Rad - A.k.a. Experimental Radiation Disruptor.
Possibly the most dangerous weapon ever
developed by Romulan researchers. Primary fire
is a cloud of radiation which envelops the
target and melts it away. Secondary fire is a
pure ball of plasma energy capable of defeating
the most powerful Exomorphs in existence. Only
accessible the last mission.
14) Tricorder - Starfleet issue tricorder. Capable of interacting
with the computer systems of a multitude of
cultures. Used to reroute power, modulate panels,
adjust the amplitude, frequency, and phase shift
of signals. Has alternate viewing modes which
include Structural Integrity, Bio-Scan, and
Trace Gas.
15) Enhanced Tricorder - Starfleet issue tricorder. Capable of
Complete Walkthrough v.1.02
Last update: 11/9/03
Created by: JediMeister (alvinshek@hotmail.com)
Copyright 2003 Alvin Shek
Table of Contents
-----------------
1. Introduction
- Legal Info
- Version History
- About the Author
2. Weapons
- Phaser
- Compression Rifle
- Enhanced Compression Rifle
- Assault Rifle
- Attrexian Arc Launcher
- Idryllian Staff
- I-Mod
- Sniper Rifle
- Grenade Launcher
- Quantum Burst
- Tetryon Disruptor
- Romulan Standard Disruptor
- Romulan Experimental Radiation Disruptor (X-Rad)
- Tricorder
- Enhanced Tricorder
- Bat'l'eth
3. Level Maps
- 3.1 Mission 1: End Game
- 3.2 Mission 2: Reassignment
- 3.3 Mission 3: Derelict
- 3.4 Mission 4: Demise
- 3.5 Mission 5: Discovery
- 3.6 Mission 6: Destruction
- 3.7 Mission 7: Search and Rescue
- 3.8 Mission 8: Payback
- 3.9 Mission 9: Mercenaries
- 3.10 Mission 10: Incognito
- 3.11 Mission 11: End Game 2
3.1.1 is the first map for this mission and so on and so forth. The sections
are numbered for ease of use and searching.
4. Credits
1. Introduction
Legal Info
This may be not be reproduced under any circumstances except for personal, private
use. It may not be placed on any web site or otherwise distributed publicly without
advance written permission. Use of this guide on any other web site or as a part of
any public display is strictly prohibited, and a violation of copyright.
The following websites are permitted to post this as well as any other game guides
I will write in the future:
ign.com
gamefaqs.com
virtualgamerz.com
cheatingplanet.com - part of gamespy.com network
www.cheatcc.com
www.cheats.de
dlh.net
www.ggmania.com
members.chello.nl/h.vangompel/
www.neoseeker.com
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Version History: v 0.25 - Wrote down list of missions and levels.
Began partial walkthrough of first five missions.
v 0.30 - Added weapons list and notes.
v 0.80 - Added walkthrough for missions six through eleven.
v.1.0 - Completed Walkthrough
v.1.01 - Included tip from Raizen Inogami regarding mission
3.10, the Romulan Facility.
v.1.02 - Included tip by Matevz Mihelic regarding
Drull Ruins 3 Boss Level 3a.
About the Author
This is my first game walkthrough, so suggestions and constructive criticism are
very welcome. I will also accept tips other players have noticed, alternative boss
strategies, etc. Please include in your subject line EF: II Tips.
2. Weapons: 1) Phaser - Standard issue sidearm. Has unlimited ammo
but takes time to recharge. Primary fire is low
damage whereas secondary fire can disintegrate
enemies.
2) Compression Rifle - The basic phaser rifle. Has primary
and secondary firing mode. Primary is a
fast, damaging shot of middling damage.
Secondary is a pulse grenade which flies
straight until it hits its target,
disintegrating it and/or causing heavy
damage to surrounding hostiles.
3) Enhanced Compression Rifle - Enhanced by Chell the Bolian,
this phaser rifle fires faster
and is extremely accurate even
at long range. Used primarily
to snipe at enemies from a distance
before acquiring the sniper rifle.
The secondary attack is an
extremely damaging energy grenade
but it arcs unlike the pulse
grenade mounted on its cousin the
standard compression rifle, so the
user must aim higher or lower to
compensate. Becomes available after
returning to the Alpha Quadrant.
4) Assault Rifle - Developed in the Alpha Quadrant during Voyager's
exploration of the Delta Quadrant. The assault
rifle has become the weapon of choice of many
a security team due to its usefulness in tight
situations. Primary fire shoots a spread of
plasma pellets. Secondary fire is an energy
based attack which is extremely damaging
to enemies. The assault rifle is best used in
close quarters firefights. The secondary fire
continues in its path until it impacts with a
surface or object or enemy. Secondary fire has
splash damage so a shot near an opponent is as
likely to damage as a direct hit. Becomes
available after returning to the Alpha Quadrant.
5) Attrexian Arc Launcher - An Attrexian welding tool. Very useful
against Exomorphs. Primary attack is
similar damage to the compression rifle.
Can also be used to ignite the gas
grenade launched by secondary fire. Try
to avoid getting too close to the
target enveloped in the gas because the
user can also be hurt by the backfire.
The best strategy with this weapon is
to fire a gas grenade and then back up
drawing the enemy towards you. Detonate
with primary fire and see them explode.
One or two of these grenades when
ignited is sufficient to eliminate most
Exomorphs you will face. Acquired
during the level on the Attrexian
Station.
6) Staff - A mysterious staff found in the Drull Ruins. Primary
fire is a damaging globe of blue energy. One shot will
eliminate the smallest Exomorphs. Three are required for
the next biggest Exomorphs. The Basher Exomorphs require
six shots to destroy. Trying to use this on any of the
bigger Exomorphs is not recommended. Secondary fire
sends out a shockwave which freezes enemies within
its radius allowing the user to walk up to the paralyzed
enemy and strike them with the primary fire. Acquired by
the Hazard Team on a mission to the Drull Ruins.
7) I-Mod - Infinity Modulator developed by Seven of Nine to combat
Borg drones in the Delta Quadrant. Primary fire has
damage equivalent to that of the standard compression
rifle. Secondary fire is twice as damaging although
requires twice as much energy. Benefits of secondary
fire when compared with other Starfleet weapons are that
it does not cause splash damage, is not explosive based.
You must directly hit your target for your shots to be
effective.
8) Sniper Rifle - One shot, one kill, unless you miss of course.
Powered by plasma energy, a single shot is
sufficient to disintegrate an opponent. Primary
fire shoots, and secondary fire zooms. Very
useful for taking out enemies from great
distances when the enhanced compression rifle is
not accurate enough.
9) Grenade Launcher - Starfleet issue Grenade Launcher. Originally
developed in the Delta Quadrant by Weapons
Master Oviedo. Primary fire launches a
heavily damaging grenade. Secondary fire
detonates any undetonated grenades. Aim must
be compensated for due to the arcing nature
of the projectile. The user can be injured by
this weapon if not careful in its use or aim.
10) Quantum Torpedo Burst - Starfleet issue quantum burst. Issued
during times of war, it can only be
released for use by the Captain.
Originally considered to be unfeasible
due to the immense power necessary to
launch a mini photon torpedo, it was
modified by Weapons Master Oviedo for
use on the battlefield. The quantum
burst once utilized mini photon
torpedoes but due to advancements in
microengineering, the quantum burst has
been loaded with mini quantum torpedoes,
extremely damaging projectiles capable
of vaporizing enemies it hits dead on
and causing immense splash damage to
others nearby. Secondary fire activates
a laser guiding system which allows the
guiding of the projectiles to an
intended target. Very useful against
flying enemies or big stationary
targets. The user can be injured by
this weapon if not careful in its use
or aim.
11) Tetryon Disruptor - Used by the Klingon Lurok, the tetryon
disruptor is a rapid-firing machine of
destruction. Capable of firing several
shots per second, it can riddle an enemy
with tetryons before the enemy has even
realized he has been targeted. Primary fire
unleashes the full destructive capabilities
of this deadly weapon. Secondary fire
creates a highly damaging globe of energy
capable of rebounding off several objects
before striking its target. The secondary
fire can hurt the user if it bounces off a
surface and reflects back.
12) Romulan Disruptor - The Romulan standard issue sidearm. Primary
fire is a fast-moving projectile of
middling damage, comparable to that of the
I-Mod and Compression Rifle. Secondary fire
is a charged shot capable of disintegrating
an enemy. The secondary fire has splash
damage so a direct hit is not necessary.
13) Romulan X-Rad - A.k.a. Experimental Radiation Disruptor.
Possibly the most dangerous weapon ever
developed by Romulan researchers. Primary fire
is a cloud of radiation which envelops the
target and melts it away. Secondary fire is a
pure ball of plasma energy capable of defeating
the most powerful Exomorphs in existence. Only
accessible the last mission.
14) Tricorder - Starfleet issue tricorder. Capable of interacting
with the computer systems of a multitude of
cultures. Used to reroute power, modulate panels,
adjust the amplitude, frequency, and phase shift
of signals. Has alternate viewing modes which
include Structural Integrity, Bio-Scan, and
Trace Gas.
15) Enhanced Tricorder - Starfleet issue tricorder. Capable of
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