A place of power on the Red Moon
* Observable with magical vision on the surface.
* There are twenty-four such points. Source: Guide to Glorantha
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| - A place of power on the Red Moon
* Observable with magical vision on the surface.
* There are twenty-four such points. Source: Guide to Glorantha
- Power Nodes are strategic neutral buildings found in skirmish maps that are able to be captured by any player participating in the match. Power Nodes may be captured by any valid unit by right clicking on the node and having the unit spend the necessary time to turn the node to your (team's) control.
- Power nodes are seen in both TimeSplitters 2 and TimeSplitters Future Perfect. In TimeSplitters 2, they are seen in the Robot Factory. Depending on which difficulty level you are doing, there will be around four or five. In TimeSplitters Future Perfect, there are three in the Something To Crow About level. In both of these levels, an ElectroTool is the only way to destroy them. The ElectroTool feeds energy into the node, thus making it explode due to all that power quelling inside the base of it.
- Power Nodes are special items obtainable in all games prior to Dead Space 3.
- In 2375, the crew of the Federation starship Voyager managed to appropriate two power nodes and a dozen plasma conduits from a Borg probe they had destroyed. Later, while trapped in the Borg Queen's chamber aboard the Unicomplex, Captain Janeway destroyed the Queen's power node with a phaser rifle, disrupting the Queen's command interface, preventing her from adapting to Seven of Nine's attempt to shut down a dispersal field the Queen was using to prevent the Voyager crew from obtaining a transporter lock on Janeway and Seven. (VOY: "Dark Frontier")
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| - A place of power on the Red Moon
* Observable with magical vision on the surface.
* There are twenty-four such points. Source: Guide to Glorantha
- Power Nodes are strategic neutral buildings found in skirmish maps that are able to be captured by any player participating in the match. Power Nodes may be captured by any valid unit by right clicking on the node and having the unit spend the necessary time to turn the node to your (team's) control.
- Power nodes are seen in both TimeSplitters 2 and TimeSplitters Future Perfect. In TimeSplitters 2, they are seen in the Robot Factory. Depending on which difficulty level you are doing, there will be around four or five. In TimeSplitters Future Perfect, there are three in the Something To Crow About level. In both of these levels, an ElectroTool is the only way to destroy them. The ElectroTool feeds energy into the node, thus making it explode due to all that power quelling inside the base of it.
- In 2375, the crew of the Federation starship Voyager managed to appropriate two power nodes and a dozen plasma conduits from a Borg probe they had destroyed. Later, while trapped in the Borg Queen's chamber aboard the Unicomplex, Captain Janeway destroyed the Queen's power node with a phaser rifle, disrupting the Queen's command interface, preventing her from adapting to Seven of Nine's attempt to shut down a dispersal field the Queen was using to prevent the Voyager crew from obtaining a transporter lock on Janeway and Seven. (VOY: "Dark Frontier") The next year, Neelix appropriated a power node with transkinetic energy regulators and bioneural control circuitry from a merchant named Onquanii, who had himself acquired the node from a species called the Druoda. Later, when Voyager fell under the control of a series 5 long-range tactical armor unit, also constructed by the Druoda, Neelix noticed the similarities between the two technologies, allowing the crew to approach Onquannii for help. (VOY: "Warhead")
- Power Nodes are special items obtainable in all games prior to Dead Space 3.
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