Star Trek: Away Team Unofficial Strategy Guide and FAQ by Kasey Chang released December 8, 2002 0 Introduction 0.1 A WORD FROM THE AUTHOR This is a FAQ, NOT a manual. You won't learn how to play the game with this document, and I'm NOT about to add it to ease the life of software pirates. This USG only covers the PC version since that's the only version that I have. Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among others. This version replaces any earlier versions previously released. 0.2 TERMS OF DISTRIBUTION This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2002, all rights reserved excepted as noted above in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1) This notice and author's name must accompany all copies of this document: "Star Trek: Away Team Unofficial Strategy Guide and FAQ" is copyrighted (c) 2002 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2) This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 2a) In case you can't read, that means TXT only. No banners, no HTML borders, no cutting up into multiple pages to get you more banner hits, and esp. no adding your site name to the site list. 3) No charge other than "reasonable" compensation should charged for its distribution. (Free is preferred) Sale of this information is expressly prohibited. If you see any one selling this guide, drop me a line. 4) If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 5) The author hereby grants all games-related web sites the right to archive and link to this document to share among the game fandom, provided that all above restrictions are followed. Sidenote: The above conditions are known as a statutory contract. If you meet them, then you are entitled to the rights I give you in 5), i.e. archive and display this document on your website. If you don't follow them, you did not meet the statutory contract conditions, you have no right to display this document. If you still do so, then you are infringing upon my copyright. This section was added for any websites who don't seem to understand this. For the gamers: You are under NO obligation to send me ANY compensation. However, I do ask for a VOLUNTARY contribution of one (1) US Dollar if you live in the United States, and if you believe this guide helped your game. If you choose to do so, please make your US$1.00 check or $1.00 worth of stamp to "Kuo- Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. 0.3 DISTRIBUTION This USG should be available at Gamefaqs (http://www.gamefaqs.com) and other major PC game websites such as gamesdomain.com and IGN.com. I personally only release it to Gamefaqs.com so if you find it anywhere else, they probably got it from gamefaqs.com. To webmasters who wish to archive this FAQ on their website, please read the terms of distribution in section 0.2. It is quite clear. In case you can't understand it, it says "no modifications". This means you may NOT modify any bits of it! Read that carefully. It says exactly what it says. 0.4 CONTACTING THE AUTHOR PLEASE let me know if there's a confusing or missing remark... If you find a question about this game that is not covered in the USG, e-mail it to me at the address specified later. I'll try to answer it and include it in the next update. See below for contact info. Do write to me about: vague statements, mistakes, alternate solutions, cheat codes, etc. This is so I can improve the FAQ. Do NOT write to me about: stuff already in the FAQ (you're too lazy to find your own answer), asking me for permission to host the FAQ (it's already given! Read above!), technical support (what do you think the publisher is for?), flaming me for any reason (I don't put up with it any more than you would). If you do any of these things, do NOT expect an answer. 0.5 THE AUTHOR I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander 3, Wing Commander 4, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Need for Speed: Porsche Unleashed, Mechwarrior 4 and MW4: Black Knight, DS9: The Fallen, Rally Masters, Starfleet Command, Airport Tycoon, Mob Rule, and more. If you need to write me, send e-mail to address below. Any spam will be reported to respective authorities. The address below is spelled out phonetically so spammers can't use spambots on it: Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT Yankee-Alpha-Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike To decipher this, simply read the first letter off each word except for the numbers and the punctuation. This is "military phonetics" or "aeronautical phonetics" in case you're wondering. 0.6 DISCLAIMER/ COPYRIGHT INFORMATION There is no warranty for this unofficial strategy guide. After all, it depends on YOU the player. All I can do is offer some advice. ST: Away Team was created by Reflexive, and published by Activision. This FAQ was not in any way endorsed or authorized by any of the companies mentioned. 0.7 REVISION HISTORY 28-NOV-2002 Initial release 08-DEC-2002 Complete release, all walkthru is done 0.8 THE MOST FREQUENTLY ASKED QUESTIONS Q: Can you send me Star Trek: Away Team (or portions thereof)? A: No. Q: Can you send me the manual (or portions thereof)? A: Look on the CD. Q: Can you tell me how to play the game? A: Read the manual. Q: Can you help me get the game running? A: That's the game publisher's job. Ask Activision. Q: What are the control keys? A: See page 3 of the manual. Or look in the game options under keyboard. Q: What's the latest version? Patch? A: This game did not need any patches. Q: Why can't _____ pick up _____? A: Only qualified crew can pick up and use certain items. Basically, if the guy wasn't carrying that item when the mission started, they probably cannot pick it up later. Q: How do I coordinate a single volley from multiple team members? A: Use the pause button. Get your people lined up, then while paused, give them each the shoot order. When you unpause, they will shoot together. Q: How long does stun last? How about Vulcan nerve pinch? A: Depends on difficulty level. On easy, stun lasts about 20 seconds, and nerve pinch about 15 seconds. On normal, subtract 5 seconds. Q: How about EMP grenade on Borg? A: 10-15 seconds I think. Again, varies depending on difficulty level. Q: Why does kill takes multiple shots but stun takes only one? A: That's the way it is in the TV shows. 1 Game Information Note: most of these snippets are pulled from the game's official website at http://www.stawayteam.com and is included here for information purposes only. 1.1 WHAT KIND OF GAME IS STAR TREKTM AWAY TEAM? Star Trek Away Team is a team based, real time strategy. The game uses an isometric, three-quarter perspective view which allows the player to manipulate the team from above and feel in control of the actions of each team member. Based on your mission, the player will select the members of the Away Team from a group of specialists that have different skills and items necessary to achieve the goals of the mission. Part of the gameplay will be in selecting the best team for the operation. The game is a 3/4 isometric perspective, much like Baldur's Gate. This allows the best angle to manage your squad through the missions. The game runs in real-time with pause capability. There are 18 missions that will allow an entire story to develop and unravel. The missions will take place in many different locations around the Alpha and Beta Quadrants, including Federation, Klingon and Romulan territory. You will be able to play the missions cooperatively with multiple players. The Away Team will be divided amongst the available game players, with each player controlling the actions of the Team Member(s) they have selected. 1.2 WHAT IS THE BACKGROUND? After the Dominion War, Starfleet understands that not every problem can be solved by Galaxy-class starships. The need for discreet tactical incursions within enemy bases and into volatile situations is more than ever. A new special operations command, with a new class of starship is needed. Crewed by a special operations crew that can perform secret espionage, reconnaissance, and rescue, and even sabotage, they must be able to operate without involving the entire Starfleet, or even official Federation presence. The U.S.S. Incursion is the first of the new breed of special operations starships. Equipped with a Holographic Masking System, the Incursion can disguise itself as any starship. The ship is crewed by seventeen men and women specially trained for the unusual circumstances and environments they're likely to encounter. Advised by Cmdr. Data, the crew of the Incursion is a force unmatched by any in the Alpha and Beta quadrants. No sooner is the force put together, though, than their first call to arms is heard. A Klingon research base is under attack by Romulans. This is the perfect warm-up for a crew expected to do so much more. And they will be doing so much more... 1.3 HARDWARE REQUIREMENTS? The current minimum requirements are Pentium II 266, with 64 megs of ram. Any video card with at least 4MB of memory will work for the game. The game is 2D and therefore does not require a 3D accelerator. 1.4 DEMO? EXPANSION PACK? ETC.? A demo, featuring the first two missions, is available as a 70 meg download at various websites, including the official site. No expansion pack, editor, or any other items are known. 1.5 WHEN DOES AWAY TEAM TAKE PLACE? On the Star Trek time-line, Star Trek Away Team takes place directly after the Dominion Wars. It is based in the Star Trek: The Next Generation Universe (which is also shared by DS9 and Voyager). 2 Crew Briefing 2.1 INCURSION CREW Your crew falls into five categories: Command (C), Engineering (E), Medical (M), Science (S), and Tactical (T). I will not repeat the background of the crew or their stats here. You can read that in the manual. I'll just explain what are the special equipment the crew may carry and you may need. All crew carries at the minimum, the Type-II hand [phaser] and a [tricorder]. The medical officers carry [medical tricorder] instead of regular [tricorder]. Other crew may carry other equipment as applicable. 2.1.1 Command Officers 2.1.1.1 Captain Marcus Refelian Marcus' preferred weapon is [Concussion Grenade], though he's fine with a phaser. When [holographic projector] came online, he carries one also. 2.1.1.2 Quint Freedman Quint has an herbal [extractor]. See equipment for details on this item. Quint carries an [audio decoy]. 2.1.1.3 Yulana Oxila Yulana carries [hyposprays] and can serve as emergency healer if you can't bring a medical officer along. Yulana carries a [Security Systems and Door (bypass)]. Yulana carries a set of [remote mines]. 2.1.2 Engineering Officers All engineers carry the [engineer tech kit]. 2.1.2.1 Brexen Ijoula The Trill carries a [transporter brig], [engineer tech kit], and [EMP grenades]. 2.1.2.2 Slovaak Slovaak can do the [enhanced mindmeld], and has the [Vulcan nerve pinch]. He also has the [engineer tech kit] and [EMP grenades]. 2.1.2.3 Matrina Sedik Matrina invented the [equipment enhancer] and is the only one that carries it. Matrina also carries the [engineer tech kit]. Matrina also has [EMP grenades] if you need some. 2.1.3 Medical Officers Medical officers are almost all alike, except for the amount of reloads. They all carry the [neural disruptor] and [hypospray]. 2.1.3.1 Dr. Sheila Thatcher Sheila carries fewer [neural disruptor] clips than her [hypos] (3 and 8 respectively). 2.1.3.2 Sirta D'Qua Sirta carries more [neural disruptor] clips than [hypo] reloads (8 to 3 respectively). 2.1.3.3 Kolanis Mikala Kolanis carries roughly same amount of [hypo] as [neural disruptor] clips. 2.1.4 Science Officers All science officers have the [computer skill] (shows up as a PADD in inventory). 2.1.4.1 Aloram Vas Vas invented the [transporter brig] and carries one everywhere. 2.1.4.2 Ivan Verov Ivan is the only one that can use the captured Romulan [cloaking band] (see later). 2.1.4.3 Yraxys This Bolian has an [Herbal Extractor] that can create [herbal healing] or [paralysis agent]. She also carries a [security lock and door] bypass device. 2.1.4.4 Wes Pulaski Wes created the [audio decoy] and always carries one. 2.1.5 Tactical / Security Officers (T) Note: in the manual, these are security officers. However, (S) is already taken by Science. So I changed their heading to (T), for tactical officers. All tactical officers carries the [phaser rifle] in addition to the regular [phaser]. Most can use other types of grenades and mines. 2.1.5.1 Ty Mijoral Ty is a big Bolian warrior. He usually has several [remote mines] in his inventory along with his [sniper rifle] and [phaser rifle] in addition to his [phaser]. 2.1.5.2 Vin Asunder Vin loves mines, but can't use the sniper rifle. You'll find him with [concussion grenades], [prox mines], and [remote mines]. 2.1.5.3 T'Andorla T'Andorla, as a Vulcan, can do the [Vulcan nerve pinch]. She is also good with the [sniper rifle], and carries some [prox mines]. 2.1.5.4 Sinjin Kirk Sinjin loves the [sniper rifle], and carries the most sniper ammo by default. However, he gets no mines at all. 2.2 GUEST CREW Commander Data - often temporarily detached to the Incursion in order to assist the crew in their assignments. Data carries a [tricorder] and a regular [phaser]. Ambassador Worf - what else can be say? The "Starfleet" Klingon! He carries a Klingon [disruptor] and 2 [prox mines]. 2.3 OTHER CHARACTERS Admiral Nolotai -- Admiral's role is rather vague, but it appears that the Incursion reports directly to him. It can be assumed that he is CINCSPECOP of Starfleet. [For those of you who can't read militarese, that's "commander-in- chief of special operations"] The Wardens -- A mysterious group that has infiltrated both Starfleet and the Klingon Empire. What is their purpose, who are they, and why? And how are they connected to the contagion that the Klingons have been studying? 3 Equipment and Weapon Briefing Note: items that "run out" has a number in the icon. When you're out, it says "empty". If it doesn't have a "count", it can be used infinite times (may be subject to some limitations). 3.1 WEAPONS 3.1.1 Phaser Standard Starfleet issue Type-II phaser can be set for stun or kill. Note that stun only takes one shot, while kill may take several, depending on armor and target. Stun is active for 10 to 15 seconds. Stunned target will wake up, and trigger alarm if applicable. Phasers CAN run out of energy, though it will recharge itself after a period of time. By the eighth mission or so, you'll gain the ability to overload a phaser to use as a grenade. Everybody carries a phaser. 3.1.2 Phaser Rifle Type-III phaser rifle has more energy capacity, does more damage, and has more range. However, only tactical/security guys can use it. It has both stun and kill settings as well. Phaser rifle CAN run out of energy, though it will recharge itself after a period of time. It can be overloaded as well and makes a bigger explosion. It has a longer range and does roughly twice the damage as the regular phaser. Security/Tactical officers carry phaser rifle in addition to regular phaser. 3.1.3 Disrupter Both Romulans and Klingons wield hand energy weapons similar to a Starfleet Phaser. Vulcans use a "Vulcan Phaser". They are collectively known as disrupters. You can obtain them during a mission. Disruptor does NOT have a "stun" setting, and cannot be overloaded. Disruptor CAN run out of energy, though it will recharge itself after a period of time. You cannot carry these by default except when you're on undercover missions (such as mission 10). 3.1.4 Sniper Rifle Starfleet special operations weapon kills with with limited phased particle charges. One shot kill in with extended range against almost any target, even Borg drones. Ammo is severely limited, so make your shot count. Only specifically trained security/tactical officers can carry it. It MAY be possible to kill more than one target with a single shot of this weapon. Once I had two guys lined up next to each other and one shot killed both of them. Ty Mijoral, T'Andorla, and Sinjin Kirk carry Sniper Rifles. 3.1.5 Proximity Mine Once set, the mine will detonate when an enemy comes near. The mines will only be triggered by hostiles. Only specifically trained security/tactical officers can use it. Watch out for collateral damage (i.e. being too close to the mine when it detonates). Don't plant it too close to a target or the mine will explode almost immediately. The mines are quite easy to use, but cannot be thrown, and must be PLACED. Best used on a guard's patrol route. Watch out for violent reaction from other guards. T'Andorla (T) and Vin Asunder (T) carry several proximity mines. When you get [Worf] for those special missions, he has 2 more. 3.1.6 Concussion Grenade Your basic explosive grenade, it rolls to a target and goes BOOM! The blast radius is not that big, but big enough to take out two or three enemies (or more) at once. Beware that unskilled thrower will have that sphere bounce all over the place, even back at yourselves... You can throw only one at a time. Marcus Refalian (C) carries the most concussion grenades. However, Vin Asunder (T) also carries several. 3.1.7 EMP Grenade Temporarily disables electronic systems and stuns Borg drones for long periods. Does not work on handheld devices or security shields. However, they work fine on security cameras, doors, surveillance towers, and such. They also work on doors and Borg drones. The effects are only temporary, like 10 seconds or so. All engineers carry several EMP grenades. 3.1.8 Remote Mine Once placed, can be detonated by the placer from anywhere on the map. Sends out a physical blast, as well as EMP blast. It is useful to lure enemy away from you or for limited demolition. . Ty Mijoral and Vin Asunder (both T) carry remote mines. 3.1.9 Neural Disrupter Silently incapacitates the foe by severing neural passages. (Considered a kill) Only used by medical officers. This is a hand-to-hand weapon... You have to be NEXT TO your target to get it to work. Uses up one "clip" per 'shot'. Carried by all medical personnel in addition to phasers. 3.1.10 Anti-matter Charges Special bomb available only for two missions. Only issued to security/tactical officers. 3.2 EQUIPMENT 3.2.1 Hypospray Restores health, enough said. Only medical officers (and Yulana) can carry hypos. If you finished secondary objectives, your hypospray will become more efficient (heal more HPs) All medical officers and Yulana (C) carry hyposprays. 3.2.2 [Herbal] Extractor Can be used on local flora, may yield Herbal Medicine or Paralysis Agent (Poison). Right-click on alien plant to attempt extract. Only those plants that shows "green" (put cursor on plant) can have extractions. Only by mission 11 will Yraxys allow extractor to create Paralysis Agent. Only Quint Freedman (C) and Yraxys (S) carry the extractor. 3.2.3 Herbal Medicine Weaker version of hypospray (about one third?), produced by herbal extractor. 3.2.4 Paralysis Agent (Poison) Produced by extractor. It is not available until Yraxas researches it. It is roughly equivalent to the neural disruptor in effect. It must be administered directly. 3.2.5 Tricorder Analyzes an area, showing cloaked objects/enemies. Use the scan and move the cursor over things you wish to scan. All except medical officers carry one. 3.2.6 Medical Tricorder Gives a more in-depth look on lifeforms. All medical officers carry one. 3.2.7 Holographic Projector Projects an image a short distance away, within line of sight. Useful for distracting guards, who will then proceed to shoot at it. Right-click on the location to project image there. Remember, line-of-sight! All Command (C) personnel carry one. 3.2.8 Audio Decoy Create an unusual sound at certain distances, and works through walls. Useful for distracting guards and pulling them into traps. Right-click on location and nearby guards will think the sound came from there. Beware on missions where you must avoid detection. Using audio decoy here may result in a failure. Carried by Quint Freedman (C) and Wes Pulaski (S). 3.2.9 Transporter Brig (technically it's "teleporter brig") Get the bodies of the fallen out of the way. Set it up out of sight (right-click to deploy), then use controller on corpses to erase any evidence of an attack. However, you must physically touch the body to "beam it" away. Carried by Brexen (E) and Aloram Vas (S). 3.2.10 Cloak Band Portable and personal cloak device, works only for a short while and perfect for getting around guards and cameras, but be careful because you still make noise. Only the Ivan (S) can use this, and its energy charge is severely limited. Use only for SHORT period of time. 3.2.11 Stasis Field Generator Portable stasis field generator, freezes the subject in time, limited duration. ONLY carried by Brexen (E). 3.2.12 Other equipment You may run across other items that you may need to grab as you encounter them. Sometimes, you will also find items on the ground that you can grab for your use. 3.3 SKILLS Skills are possessed by certain crew members. They are represented by icons as well, but does not "run out". 3.3.1 Security Doors and Systems (Bypass) Used to bypass security grids from their control terminals. Also opens locked doors, disables security cameras from their consoles, and so on. Carried by Yulana and Yraxys. 3.3.2 Nerve Pinch Stuns the foe for several seconds. Slightly less effective than a phaser stun. Can be used by Vulcans (Slovaak and T'Andorla) 3.3.3 Enhanced Mindmeld Takes control of the foe for a short span of time. Any damage done to the controlled will affect the controller. The controller is also rendered immobile due to the concentration used to maintain the link. Only Slovaak has enhanced mindmeld. 3.3.4 Computer Skill A skill used to hack into consoles for access/info appears as a PADD in "inventory". Carried by all science officers. 3.3.5 Terminal Repair / Engineering Tech Kit Used to repair non-functional terminals. This is an actual toolkit, only used by engineers. Carried by ALL engineers. 3.3.6 Equipment Enhancement Used to temporarily increase damage and range of a weapon. Carried only by Matrina Sedik (E). Limited use (only like 3 times). 4 Opposition Briefing These are listed in order of appearance. 4.1 ROMULANS The Romulan Centurions are armed with Romulan disruptors. Romulans will sometimes use cloak or cloak mines. Use tricorder to scan for them. Romulan installations have automated scanning towers for surveillance. However, towers do NOT recognize dead guards and only raises alarm at unfamiliar forms (such as yourselves). Romulan guards will recognize dead guards and declare medical emergency. They will run in to investigate, and the body then will be beamed away and a new guard will replace the fallen one (and security level raised). 4.2 STARFLEET / WARDENS Wardens, a splinter faction within Starfleet, may be in collusion with Romulans and other forces. Until we determine what is going on, lethal force is NOT authorized against fellow Starfleet crew unless otherwise indicated. 4.3 KLINGONS Klingons use disruptors, and hates cameras. They prefer guards instead. While Klingons are allies, lethal force is authorized as it's impossible to know who is under the influence of the Wardens. Still, minimize the number of kills. 4.4 BORG Borg drones move quite slowly. Borg drones use energy fire here. They shoot a GREEN beam that can hurt pretty bad. Borg Drones can adapt to energy weapon fire. A phaser works at most 3 times. Use grenades and mines. EMP grenades can stun a drone as well. 4.5 VULCANS Yes, Vulcans are involved. They have "Vulcan Phasers", operates the same way. They are roughly equivalent to Klingons. 5 Tactical Tips 5.1 USE THE PAUSE! It's the only way to coordinate simultaneous actions. 5.2 CHECK YOUR OBJECTIVES! Often your objectives can change and new objectives added during the mission. Check objectives after each "major" event to make sure you don't miss any. 5.3 LOOK AT THE MAP! Use the minimap to help you understand where are the objectives. Often, there is only one optimum way through the map. 5.4 DO THOSE SECONDARY OBJECTIVES Finishing those will get you extra skill and equipment upgrades in later missions. Phasers will hit harder, hypospray will heal better, sniper rifle gets more range, and so on. 5.5 GET THOSE FREE EQUIPMENTS Enemy will often have equipment, ammo, and more lying around. Get them and use it against them if it won't cost you too much. 5.6 SOUND DO NOT TRAVEL THROUGH WALLS Despite the sound waves that appear to penetrate the walls, they don't. You can run ALL DAY next to a wall and guards on the other side would have NO IDEA. 5.7 ALWAYS USE THE VISION AND SOUND CONES It's the only way to keep track of who can see or hear what. Sometimes, the vision cone is the only way you'll spot a "hidden" guard that is standing close to a wall. 5.8 RESTART THE MISSION IF YOU BROUGHT THE WRONG TEAM Sometimes you will quickly realize you brought the wrong team. Instead of toughing it out, restart the mission and bring the right combination this time. Check around the map, the potential routes, and the free equipment on the ground should give you a good idea about who/what to bring. Don't take the "recommended" items as gospel. 5.9 STUPID AUDIO DECOY TRICK One way to distract the guards permanently is to set the audio decoy to put a sound in a place the guard cannot reach. The guard will be "stuck" attempting to reach this sound, while you can sneak by him/her. Guards "stuck" that way will appear to be running constantly into the wall. Beware that you can't really put it INSIDE a building or outside the wall, but you can make it appear so the sound comes FROM the wall itself. Remember, audio decoy has a limited range, so get close enough. 5.10 STUPID AUDIO DECOY TRICK 2 Try to get the enemy to look AWAY from you as much as possible. Walk up to them from behind, and make sounds BEYOND them, so you "herd" them in a certain direction. Keep making sounds around the guards until you make a "group", and then pin them ALL on the wall. Of course, this only applies to missions where being detected is not an automatic failure. 5.11 STUPID AUDIO DECOY TRICK 3 Another way to exploit the audio decoy is use the decoy to lure the victim to a prox mine. All enemy in range will RUN to sound origin, and they go boom. To catch a larger group, set a group of two mines, just out of range of each other. If they run fast, one mine may get them all. Else, do ANOTHER sound and lure the rest over the NEXT mine. 5.12 STUPID AUDIO DECOY TRICK 4 An even better choice to blow up a whole GROUP of guards is with the remote mine. Set a remote mine, and use the audio decoy to lure a whole GROUP of guards to it. Then BOOM! They all go down. Even better, set the mine next to camera or piece of equipment you need to disable. 5.13 STUPID AUDIO DECOY TRICK 5 Another way to use audio decoy is lure the enemy into your phaser kill zone. If you have 4 or 5 members shooting at the same time, you get instant kills. 5.14 SAVE BEFORE AND AFTER MAJOR EVENTS For example, when you enter a building, right after you accomplish a primary or secondary objective, and so on. This way, if you screw up, you don't have to start all the way over. Also save when you reach certain spots on the map. 5.15 USE STUN IF ENEMY RESPAWNS Sometimes in certain areas, the enemy will beam in reinforcements. If that is the case, use STUN setting. If you didn't kill the existing guards, new guards will not beam in. And you have 15-20 seconds of freedom to do what you need. Similarly, use EMP grenades on the Borg instead of trying to kill the drones one at a time. When the guards wake up, alarm will be raised. Make sure you can deal with that. 5.16 DEAD BODY TRICK If you want to get rid of guards, kill someone, then drop a prox mine next to the dead guy. When his buddy spots the body, he comes running, and he goes POOF as well. Obviously, this only works if someone else WILL spot the body. HOWEVER: this does NOT always work, esp. in missions where you must NOT be detected or no alarm must be raised. 5.17 LOOK FOR BLIND SPOTS Every guard has blind spots in their route or scan arc. If you crouch, you should be able to reach those blind spots when the scan moves away. The trick is to avoid ALL the cones when you can only see one of them at a time, and that requires studying the guards' routes. 5.18 RUNNING IS LESS NOISY THAN YOU THINK Look at the noise arcs. As long as you're not TOO close you can run behind a guard and reach targets you thought you couldn't reach by walking or crouching. 5.19 SHOOTING STOPS YOU FROM MOVING Shooting stops you from moving. So you must be in range before you can shoot. Phaser rifle has a slightly longer range than regular phaser, and sniper rifle has even better range. 5.20 CAMERAS DON'T SEE DEAD BODIES You can kill as many guards in front of cameras as you like. Cameras don't care. Nor do cameras care about phasers or such left on the ground. However, other guards WILL see dead bodies, and raise alarm or run toward the body and such. That's why you should hide the bodies, unless there's no one else 5.21 MINESWEEPING TRICK One way to 'sweep' existing mines is to run toward the mine, and when the mine registered a single "ping", immediately reverse direction. Mines have a slight delay between trigger and explosion. If you are fast enough, you can JUST get out of the mine's explosion radius, and thus take no damage. 6 Walkthru For each mission, I'll give you the background, pre-mission setup (who to take and what to take), special notes, objectives, some Q&A for "hints" to the mission, suggestions, then finally, the full walkthrough. Obviously, this is NOT the only way to play each mission. This method works, but there may be alternate approaches. Note: Equipment Suggested is what I suggest for your use. It's not a part the briefing. Note: I assume that top is "north", right is "east", and so on. Note: You can NOT lose ANY member of your away team on ANY mission, or the mission is an automatic failure. 6.1 KLINGON RESEARCH STATION Background: USS Incursion has received a mayday from a Klingon outpost and a Klingon ship, both under attack by Romulans. USS Incursion has engaged the holo mask and has bluffed off the Romulan Warbird in orbit, but they will realize the trick soon. Get down there and find out what's going on... Max Team Members: 4 Recommended Team : n/a Required Team : Marcus (C), Sirta (M), Ivan (S), T'Andoria (T) Equipment Required : n/a Equipment Recommended : n/a Equipment Suggested : n/a NOTE: This is the tutorial mission, so your team is preset and cannot be changed. You don't even see the team setup screen. Primary Objective(s): -- Free the two Klingon researchers (2 total) -- Get the Romulan cloaking band Secondary Objective(s): -- Rescue the pinned-down Klingon warriors by killing their Romulan adversaries (3 total) Q: Must I follow Data's advice? A: No, but it makes your job much easier, as you'll come up behind enemies. Q: How do I "rescue" the Klingon warriors? A: After you take out the Romulans near him, walk up to him and he'll say something. After that the objective is met. Remember, you need to do this THREE TIMES. Q: How do I drop the forcefield? A: Use the engineer's computer kit on the forcefield control console next to the forcefield. Q: Where is the cloak band? A: Near the Romulan scout ship to the northwest. Q: More specific please? A: Shoot the guard that walks around just southeast of the ship. He should drop the band. Take out the other two guards and take the supplies there also. Overview: This is the tutorial so it's quite easy. You can just blaze your way through, phasers on kill. However, it is best to follow Data's advice, as you do get a full range of weapons and equipment to play with. Just follow the suggested path and you can pretty much get it done. Mission Walkthru: You start in an alcove. Start walking forward slowly and stop at every corner. Data should lead you around most enemies. Watch the patrol pattern, exploit it, and get close enough to shoot them before they sound the alarm. Feel free to use T'Andoria's sniper rifle on the lone enemy, or just sneak close enough to shoot him directly. If you scroll north to the edge, you'll notice a Romulan scout ship that has breached the walls. You can bypass that section easily, but one of your objectives is there. Continue to follow the suggested path, and keep shooting Romulans. Use crouch to minimize the sound cone to move around, stop at every corner to make sure there's nobody there. Data's path should lead you around most enemies, so you can shoot them in the back. Follow the suggestion from Data and use concussion grenades when applicable. Marcus is the best guy with the grenades. Use it on a group of enemies... WARNING: Do NOT use explosives near the forcefield. The forcefield only holds physical objects, and does NOT protect the scientist from explosions or phaser fire. When you get to the Klingon scientist in the forcefield, take out the guard, then send in Ivan and use the computer kit on the forcefield controls (move cursor until you find a spot to use). Repeat cleaning out Romulans and rescue the other warriors and the remaining scientist. Once that's done, you'll be beamed up and the mission concludes. Post-Mission Briefing: Nice job. The Klingon scientists have been debriefed and apparently a Federation starship did pick them up. We will run a sensor scan for ion trail. 6.2 USS LEYTE GULF Background: the scientists have left and were supposedly picked up by a Federation starship, the USS Leyte Gulf. We have followed the ion trail to the ship, which is adrift in a unexplored system, having suffered heavy damage. We have secretly docked in the shuttle bay after penetrating their shield harmonics. We believe the captain and the Klingon scientists are in the security brig. Get in there and find out what's going on. NOTE: Lethal force is NOT authorized. Max Team Members: 4 Required Team : Marcus (C), Slovaak (E) Recommended Team : Shiela (M), Wes (S) Equipment Required : Computer Systems, Engineer Tech Kit Equipment Optional : Hypospray, Medical Tricorder Equipment Recommended : Audio Decoy (sends guards elsewhere) Primary Objective(s): -- Find out what happened to USS Leyte Gulf -- Mind Meld with Captain Jurai (appears later) -- Avert a Warp Core failure (appears later) Secondary Objective(s): -- Stun all hostile Starfleet personnel to minimize casualties -- Find and question the Klingon researchers Q: How do I avoid Starfleet casualties? A: Use stun setting only. Use audio decoy to distract the guards is one possibility. Q: Where do I go first? A: Look for the turbolift. Q: I'm on the security deck. Now what? A: Make your way into security office with all the brigs. Q: What do I do there? A: Have the medic scan the bodies. Q: There's Captain Jurai! Now what? A: Do what the medic suggests... Q: Now what? A: Back to the turbolift. Q: How do I stop the warp core meltdown? A: Find the control console next to it. Overview: After you board the Leyte Gulf through the shuttle bay, you will proceed to locate the Klingon scientists, probably in security brig. Mission Walkthru: You start in the shuttle bay. IMMEDIATELY set all phasers (including phaser rifles) to STUN setting. This is to prevent any "friendly fire". There are two ways to do this: the shoot-and-scoot way, or the decoy-and-sneak way. The decoy-and-sneak method requires the audio decoy. Use it to decoy the guard away, then crouch and move right by him. This way, you don't alert any guards, and you don't have to deal with any reinforcements. If you prefer the shoot-and-scoot, set everybody to run. Run until you're in range of the guy, pause, SHOOT ON STUN! You can usually shoot the guard without suffering any damage. Then run right by him. Your objective is the turbolift. Once you're there, activate the door and the team will enter. Make your way to the brig. Get inside (take out or trick away the guards). Have the medic scan the Klingon bodies. That satisfies "find and question Klingon researchers". Jurai beams into the remaining cell and kills the remaining Klingon. Have Slovaak do the enhanced mindmeld on him through the forcefield barrier. That satisfies the other objective. Jurai has ordered the warp core vent closed... The warp core is going to blow unless you can do something about it! Get out of the room, distract or stun the guards, and move back to the turbolift. If you came in with stun phasers blazing, additional reinforcements may have beamed in. Use stun to gain more time to escape. Once you get into the turbolift, use it, and you get to the other side of the initial level. Head east, and look for the "closed vent" which is lower right corner (southeast). The control panel next to it is the place you need to be. Once there, use the engineer's tech kit on the console to reopen the vent. Once that's done, the mission's complete. Debriefing: Starfleet help have arrived. The crew of Leyte Gulf is in custody. We do not understand what made them turn against the Federation. We managed to partially decrypt some of the data in the computer core. The ship was heading to the Romulan world of Chetzia III. Infiltrate that planet and find out what is going on. 6.3 ROMULAN BASE ON CHETZIA III Background: The computer of USS Leyte Gulf suggests that the ship was heading to the Romulan planet of Chetzia III. Infiltrate it and locate any relevant data. NOTE: DO NOT REVEAL YOUR PRESENCE. You MUST stay covert. Max Team Members: 4 Required Team : None Recommended Team : Yulana (C), Brexen (E), Yraxys (S), T'Andorla (T) Equipment Required : Computer Systems, Security Door and Locks Equipment Optional : Hypospray, Extractor, EMP Grenades Equipment Recommended : Prox Mine, Transporter Brig NOTE: from now on, you must pick your own team. The Recommended team is quite sufficient to finish the job and satisfy all equipment requirements and suggestions. In fact, you get a couple extras. You have TWO people with security lock bypass. Primary Objective(s): -- Disable remote security station(s) (2) -- Access and download all data from the remote console == Erase records of presence (only if seen by a tower) Secondary Objective(s): -- Avoid the Romulan Towers -- Avoid detection by Romulans -- Keep Romulan casualties to a minimum (Max kills: 2) NOTE: You need to "bypass" both security stations using the Security Doors and Locks (bypass) to drop the forcefield on the secure terminal in the southeast corner of the camp. NOTE: You would do best to avoid killing Romulans to a minimum to keep the secondary objective. You can kill 2. If you kill a third, you fail that secondary objective. NOTE: Try not to be seen by the towers. The towers have regular scan arcs, but occasionally they can surprise you by backtracking. If you were seen, not all are lost. Just get to the security station (either one) and use it again to erase the log. Q: How do I get into the compound? A: The Romulan outpost has three entrances: northwest, southwest, and northeast. Q: Where are the terminals? A: Look on the minimap Q: How many Romulans can I kill? A: Just two, and that's really all you need. Q: How do I take out the patrols? A: A mine is the easiest way. You don't even need the sniper rifle. Q: Do the towers "hear" you? A: No, towers do not record sound, only vision. You can run past them all you want. You start in the northwest corner. The Romulan outpost has three entrances: northwest, southwest, and northeast. However, all three are patrolled, and there is a tower at southeast and northwest that does regular surveillance sweeps. The terminals (use the minimap if you need it) is on the south and east sides. It's all about timing. First, head south until you see the southwest entrance. A guard regularly passes there. You could bypass the guard and get to the terminal, but you need to take out the guard for later. Hide the team behind those crates just south of the terminal. Find an empty place and deploy the transporter brig. Once the guard turned his back and walks back toward east, make sure the tower is not sweeping, and drop a prox mine in his path. Then hide behind those crates south of the terminal. When he comes back, boom! But the sound will not travel far enough to alert other guards if you place it right. When the tower is NOT sweeping, send the engineer in to clean up the body while science officer bypass the terminal. Now go SOUTH, follow the wall of the base counter-clockwise so you head east, then north. Crouch as you don't want to alert any one inside with your footsteps. Once you reach the northeastern entrance, stay back a little so that guard doesn't see you. Now repeat the process. Put a mine right at the entrance so the guard goes poof. Send in the engineer and clean up the body. Send the science officer and hide behind the crates to the east of the terminal. When the way is clear, crouch and move in and do the terminal, then get back out. The forcefield around that secure terminal in the southeast corner should be down. If it's not, you didn't do one of the terminals right. Now you need to backtrack to the southwest entrance with the whole team. Get the science officer ready with the computer skill. Make sure the guard near the tower is way to the north. When the tower is not looking, send the science officer RUNNING in there (yes, I said RUN) and access the terminal. The forcefield will go up, hiding you from view, and complete the mission. Debriefing: Commander Data was able to decrypt the files from USS Leyte Gulf with the data you downloaded. Apparently a splinter faction within Starfleet, known as the Wardens, have been in regular contact with the Romulans for several months. The head of the Wardens is apparently the new Commandant of Starfleet Academy, Admiral Quay, who has considerable influence within Starfleet. USS Incursion has been recalled by Admiral Nolotai to Earth for special operations... Against Starfleet itself. 6.4 STARFLEET ACADEMY Background: USS Incursion has been recalled to Earth... You must capture Admiral Quay without alerting the staff of Starfleet Academy. He is our only lead into the Wardens. NOTE: Lethal force is NOT, repeat, NOT authorized. Stun only, and then only if you must. Avoid detection if possible. Max Team Members: 4 Required Team : None Recommended Team : Yulana (C), any engineer (E), any medic (M), Ivan (S) Equipment Required : Computer Systems, Security Door and Locks Equipment Optional : Hypospray, EMP Grenades Equipment Recommended : Cloaking Band Primary Objective(s): -- Stun and capture the renegade Admiral Quay -- Disable security cameras -- No Starfleet personnel may be killed (No Kills Allowed) -- Retrieve data on new Holographic projector (appears later) == Erase records of presence (only if caught by surveillance) Secondary Objective(s): -- Avoid detection by Starfleet surveillance NOTE: Set all phasers to STUN immediately upon arrival to prevent any accidents. The stages in this mission are 1) infiltrate security building, 2) obtain holographic projector plans, 3) get into Admiral's room and shoot him. As Yulana has the bypass, she can do the security building by herself. Have her go north, and stop on the edge of that first building. Observe one guard to west, as he patrols the two buildings to southwest. There is another guard on that garden "terrace" just west of him. You need to get on that terrace. Go up, and go southwest, and hide behind the tree just north of the staircase. A guard there checks the staircase and that little "passage" to the west. When he's looking the other way, go south down the staircase, then southeast until you can hide behind that buildings. Go around that building (south and west), and you can see the security building. If you brought Slovaak, he'll recommend using an EMP grenade to cook the camera. However, it is not necessary. When the guard looks the other way and the camera on the eastern corner of the building does as well, RUN to the entrance and stop. Now is a good time to save. Now get Yulana inside, walking pace. You'll see a T corridor, you're at the bottom. There's a camera on the left end of the T, and a guard. Your objective is the door to northeast. Avoid the camera and get into the room without the guard noticing. Forget the room to southeast, as the guard ENTERS that room. You can't hide there. Just access the console with the bypass and the cameras are disabled. Get out of the building when the guard is not looking. When you exit the building, Adm. Nolotai notifies you that the plan for the holographic projector is in the science lab, in that building just west of the Academy Main building. You need to go get it. Send up Ivan and his cloak band. This time, you need to go NORTH, all the way north. Go north past the plaza with the statue (avoiding the guard that patrols there), and stop on the edge of that northern building. There's a guard to west. When he goes south, RUN past him (just make sure he's far enough away) and stop right next to the Academy admin building. There are THREE guards nearby, patrolling the main plaza with Zefram Cochrane's ship model in that fountain. The three guards patrol slightly differently. One goes north-south, looks in that patch of grass just west of the admin building, then south, then east past the fountain. The other two look at the science lab. The trick to get by them is to come up BEHIND them. After the patch of grass was inspected, walk/crouch behind that guard and get into that patch, as far in as possible. The other two guards will not see if you are in far enough. When they walk past, walk into the science lab and download those plans. Nobody is in the science lab, so no need to dodge there. Save the game now. Then get out. If the guards get too close, just have Ivan use the cloak. Beware that the power charge does not last long, seconds at most. If you are fast enough, those 3 guards should still be patrolling the plaza to the south. RUN to the main door of the admin building, set walk, and just move in. There are two guards... One patrols the outer ring, the other checks both doors in the admiral's waiting room. If you're lucky, the outer ring guy just passed by, and you have a while before you need to retreat. Look at the pattern of the inner guy. He moves from door to door. So as soon as he turns his back, go in behind him, then straight into admiral's office when the guard looks away. Confirm phaser on stun, and shoot the admiral. Voila! Mission accomplished. TIP: If anyone was spotted by a camera, get to first building east of the starting point, the security building, and erase the log. This will fail a Secondary Objective and summon more guards (who will run around, making life harder). Debriefing: We were not able to debrief Admiral Quay properly. Dr. Thatcher theorizes that some sort of mind control device is in Admiral's brain. Slovaak was able to get some information out of Admiral Quay with a mindmeld. Apparently, the Wardens are aware of Commander Data's investigation, and are making plans to move against him. Admiral Nolotai had previously sent Commander Data to Starfleet Headquarters, and can no longer locate him. You must get Commander Data out. 6.5 STARFLEET HEADQUARTERS Background: The Wardens are moving against Commander Data in Starfleet Headquarters. You must rescue Commander Data. You have authorization to use lethal force against all in your way. Commander Data is our only chance to uncover the contagion. NOTE: Lethal force IS authorized for this mission. Max Team Members: 4 Required Team : None Recommended Team : Yulana (C), any engineer (E), any medic (M), Ivan (S) Equipment Required : Computer Systems Equipment Optional : Hypospray, Concussion Grenades, Security Doors and System, Sniper Rifle Equipment Recommended : Sonic Decoy, Proximity Mines NOTE: Bring LOTS of proximity mines, Sonic Decoy, and a lot of sniper rifle ammo Primary Objective(s): -- Rescue Commander Data before he is assassinated -- Disable Starfleet HQ's shield generator so you can escape -- Have Commander Data retrieve that Warden device (appears later) Secondary Objective(s): -- none NOTE: While it sounds like you are under time pressure, you are not. So don't charge blindly into enemy fire. Q: Is there a time limit? A: No there isn't. Data's assassins will wait until you're right outside his office, as long as you don't trigger security. Q: Where is the console that disables the camera in Data's office? A: Try the north wall. Q: Where is that Warden device? A: As you get out the rear door, Data will tell you when you get close. Q: How do I drop that forcefield? A: There is a console next to it. Q: Where is the console that disables the shields in the final building? A: Central room, north wall. Just make your way into the building (without triggering the camera at the door), then inside, take out the guards one at a time (the sniper rifle REALLY comes in handy, as does proximity mines). Follow the only path available. Make your way into the room where Data is. It's a huge room with view screen and several sets of "bridge-like" chairs. As you get close, two Wardens beam in and start shooting Data. Data has a phaser and will fight back, but you need to get in there and help, as you can't "heal" Data with a hypo like you can with others. Access the northern console to disable the camera off to the west. Take out the guards in your way to the rear exit. After getting out of the building, you need to make your way slowly toward the Starfleet Command shield control station. As you head south from the rear exit, you come to a forcefield with an odd device. Data said he needs it. Take out the guards near it and drop the forcefield with the nearby console. Then send Data in to pick it up. It's a Cranio-Necrotizer. There are some hypo- reloads next to it. Have the medic take it. Keep working your way to the shield control. Take out the guards one at a time, preferably with mines, sniper rifle if you must. You'll quickly run out of ammo though if you do that. Use grenades if applicable. If your presence was discovered, take out the guards and RUN. They don't get that many reinforcements. There is only one way to get where you need to go, so there's no way you can get lost. Once you get there, that room is nasty, as it has a camera, and two guys. If you are discovered, two MORE guards beam in. Unless you have sniper rifle shots or grenades remaining, you will attract guards. Just run really fast, take out the guards inside the room, access the console to bypass the shield controls, and voila, you're done. Debriefing: Nice job, Data is now safe. However, their attack on Data shows how powerful the Warden influence is in Starfleet. What's worse, we are picking up signs that the Klingon Empire is also infected by the Warden. 6.6 MUTINY ON THE INCURSION (WAS Q'O'NOS RESCUE) Pre-Briefing: You will head for Klingon homeworld, Qo'noS, and attempt to locate Ambassador Worf. If he cannot be located, Klingon Empire may break the peace treaty and start attacking the Federation. Warden influence on Qo'noS must be verified. While on the way to Qo'noS... Background: The crew has apparently mutinied and is under control of the Wardens. Rescue the loyal crew members locked in and somehow regain control of the ship. Marcus starts in the Captain's stateroom just off the bridge. Ivan ran in and inform Marcus of the problem. NOTE: Lethal force IS authorized for this mission. Max Team Members: n/a, you'll find your team members as you go Required Team : team is preset, starts with Marcus (C) and Ivan (S) Recommended Team : n/a Equipment Required : n/a Equipment Optional : n/a Equipment Recommended : n/a Primary Objective(s): -- Rescue Matrina Sedik -- Rescue Dr. Sheila Thatcher -- Rescue T'Andorla -- Beam into Engineering (appears later) -- Return warp core to operation Secondary Objective(s): -- Don't kill any one (I mean it!) Q: In the beginning, how do I rescue the other crew members? A: Just head for the turbolift from the bridge. Q: I'm on the "living quarters" level. Now what? A: Look on the minimap for the 3 crew members you need to rescue. Q: I found all 3, so I have 5 in my party. Now what? A: Use the transporter console to beam onto Engineering deck. Q: Can I stop the Borg drones? A: No. Just wait until they're gone, then look for consoles. Q: How do I drop the forcefield to warp core? A: Look right of the forcefield. Q: I'm inside. How do I fix the warp core? A: There's only one console next to the core. One crew member approaches the bridge. Shoot him with STUN, then run past him into the turbolift. Now you're on the "living quarters" deck. Just right of the turbolift is Matrina's room. When the patrol goes past, stun him and RUN into Matrina's room. After the dialog, select all team members, then make sure RUN is on. Now you need to run through that central corridor. Stun any guards in your way. Get into sickbay. Dr. Thatcher is there. Have her join the group and pick up the hypo reloads. Now exit sickbay and run EAST into the transporter room, stun any guards in the way. T'Andorla is there. Join her to the group. Apparently Chief Engineer Brexen Ijoula has taken the Cranio- Necrotizer from secure storage and is now near the warp core. The core is also unstable and may blow soon. Have Ivan access the transporter controls, and your group will be beamed to engineering deck. Now things get tough. You are in a storage room off the main corridor. You need to blast your way through 6-8 guards. You can't finesse them since your stun only lasts so long. Just run out there, stun any one in your way. Run for engineering. Go east, then north. Just as you enter engineering, the warp core is closed off by a forcefield. Ijoula is inside with 2 guards, then TWO BORG DRONES beamed in! They took out the guards and beamed off with Ijoula... and the cranio-necrotizer. Marcus then orders Sedik to get through the forcefield. Access the panel right of the forcefield will do it (use the engineer kit). Then to stabilize the warp core, use the console left of the entrance to warp core (engineer kit again). And you are done. Debriefing: Ijoula is apparently under the influence of the Wardens... And infected rest of the ship. The infected crew is under sedation. However, a Borg cube has tractored the Incursion... 6.7 BORG RESCUE Background: USS Incursion has been seized by a Borg cube, and abducted Brexen Ijoula, along with Warden's cranio-necrotizer. Destroy the 4 power nodes controlling the tractor beam with the antimatter charges, locate Brexen, rescue her, recover the device, and get the heck out of there! NOTE: Your team is preset and cannot be changed. T'Andorla carries all the antimatter charges. Max Team Members: n/a, team is preset at 5 Required Team : Marcus (C), Ivan (S), Sedik (E), Thatcher (M), T'Andorla (T) Recommended Team : n/a Equipment Required : n/a Equipment Optional : n/a Equipment Recommended : n/a Primary Objective(s): -- Drop antimatter charges at all 4 power terminals of the Borg cube -- Recover Brexen Ijoula (use hypospray) -- Recover Borg serum for analysis (appears later) -- Recover Cranio-Necrotizer Secondary Objective(s): -- none TACTICAL TIP: As long as you don't shoot too many Borg they won't come after you. However, some of those re-wiring you need to do to open doors will attract Borg attention. Use T'Andorla's prox mines to take care of them, or use Marcus' concussion grenades. EMP grenades and/or sniper rifle would work as well. Q: The phasers only work twice or three times! A: Use the other weapons, like concussion grenades, EMP grenades, or sniper rifle. Prox mines would work too. Q: How do I get the doors open? A: Look for consoles you can repair nearby. You start in the Borg "central yard". Have Ivan access the nearest terminal with computer tech, and forcefield to west drops. Go west until you see other terminal. Use the terminal to drop forcefield to east. There's a green "circle" Borg console that needs to be repaired just south of that entrance. However, that attracts Borg attention. Send rest of the team out of the way, be ready to grenade the Borg, while sending Sedik in to work on the terminal with the engineer kit. If the Borg responds, grenade him. After the console's wired, the door to northwest opens. Send T'Andorla there and place the first charge next to the power node. One down, three to go. Walk slowly back east. Ignore any Borg that attack unless they shoot. Keep walking east until you see another console that needs repairs. Pop a prox mine in front of the door, then everyone retreat, and have Sedik fix the door. Two drones inside that room will come out, and one of them will die on the prox mine. Take care of the other (or just have Marcus grenade them). Send T'Andorla to place the second charge. Two to go. Head south from there and access terminal to go through forcefields. If you hear "We are the Borg..." be ready with grenades. EMP is fine. Just run really fast when you use it. Or use sniper rifle (you only have 3 shots). There should be that third one, after wiring one more console. Again, send T'Andorla in to place the antimatter charge. Finally, heat west through the corridor, and you'll find Brexen Ijoula behind the forcefields. Have Ivan deactivate the forcefield, and send Thatcher in to retrieve the Borg Serum and the hypo reloads. Then use hypo on Brexen to wake her up. Also retrieve the cranio-necrotizer in the upper-right corner of the cell. Head west to place the final antimatter charge, and Data will beam you back onboard the Incursion. There's no need to open that last forcefield unless you didn't place the first charge like I suggested. Debriefing: Nice job, the ship is free. Apparently the Borg knows about the cranio-necrotizer, and this Borg serum will counteract its effects. The crew is cured. Starfleet has been notified, and you resume course to Qo'noS... 6.8 QO'NOS OUTPOST Background: After surviving the Borg and the Warden mutiny, you resume course to Qo'noS. Apparently the Wardens have captured Worf. Rescue Worf without alerting the Klingons of your presence. Max Team Members: 4 Required Team : Marcus (C) Recommended Team : Yulana (C), Brexen (E), T'Andorla (T) Equipment Required : Security Doors and Locks (bypass) Equipment Optional : Hypospray, Sniper Rifle, Extractor, Transporter Brig Equipment Recommended : proximity mines NOTE: There is no combination that satisfies all required and optional items. As Marcus does not carry any of the suggested items, that leaves us 3 people to carry 5 things. Of these, I decided to go without extractor, as the plant healing agents are quite weak. Turns out, that was the right decision, as there are at least 2 hypo reloads available. Primary Objective(s): -- Rescue Ambassador Worf and keep him alive to extraction -- Inject Worf with the Borg serum (only Marcus has it) -- Return to insertion point for extraction -- Do not allow the Klingons to activate the alarm system. Secondary Objective(s): -- Avoid being detected by the Klingons (can be difficult) Q: How do I deactivate the laser barriers? A: There's a purple panel next to each one. Use the security bypass on it. Q: How do I kill that guy on the platform? A: Regular phasers, or a grenade at the base, or sniper rifle. You start in the extraction zone to the southwest of the outpost. The outpost has two entrances, north, and east. The north entrance is heavily guarded, so it'll have to be east. You can setup the transporter brig anywhere as long as no patrol sees it. Crouch and head east. Those Klingons just outside the base won't see you, so don't worry as long as you keep as close to bottom of the screen as possible. There's this little "shuttle pad" with one Klingon to the east, opposite a "ramp" up to the outpost walkway, with another Klingon there. Use the sniper rifle on both of them to gain access to the eastern entrance. Take extra concussion grenades here, and get rid of the bodies. Follow the eastern wall up to eastern entrance. Watch out for one of the guards that comes out and looks southeast. However, you can hide behind that lamppost and then sniper him when he turns his back. Get rid of the body. Crouch and head up to the northeast corner. A Klingon is standing there but if you sneak up behind him he wouldn't notice. Grenade him if you want to. Get sniper rifle reload and more grenades. Get rid of the body if you took him out. Move just north of the eastern entrance. There's one more guard that patrols ALMOST to the gate. When he turns his back, get in there and set a prox mine in his path. Then get out of sight. When he dies, get rid of his body. Now you're inside and have a clear path of retreat. There are some supplies just inside the eastern gate to north. If you are fast, you can grab those without alerting the patrol that moves around the northern entrance. That prox mine will come in handy also. Get in, and hug the southern inside wall of the outpost until you see a bunch of guards to west and the laser barrier. Deactivate it, and move just to the end of that building. The guards there don't move much, but they sure look very hard. That guy on top doesn't do much though. He doesn't call alarm when he sees his buddies go down. So sniper the guys on your level, then have Marcus toss a grenade just to the base of that platform. Boom! No more guards. Make sure you don't alert the Klingon guards to the north though, or you'll fail the secondary objective. Sneak through, clean up the bodies, and there should be no one between you and Worf. Deactivate the laser barrier around him, have Marcus shoot the serum, and Worf should be up and running. Now you just have to retrace your steps... Hug the southern wall, and slowly go east, then north, dodging patrols, then outside, south. Head west across the map along the bottom edge, back to extraction point, and you're done! Debrief: Nice job rescuing Worf. Worf believes several members of the Klingon High Council have been affected by the Wardens. However, he does not believe Chancellor Martok is one of them. 6.9 KLINGON HIGH COUNCIL Background: Worf believes he can convince Martok to stop the potential war and explain the Wardens are behind this escalation of tensions. You will assign a team to escort Worf through the defenses at Klingon High Council and force an audience with Chancellor Martok. Max Team Members: 5 Required Team : Worf (C) Recommended Team : Aloram Vas (S), Any Medic (S), T'Andorla (T), Wes Pulaski (S) Equipment Required : Computer Systems Equipment Optional : Hypospray, Concussion Grenade, Extractor, Transporter Brig Equipment Recommended : proximity mines, audio decoy NOTE: This crew combo lacks Concussion grenades, but gains sniper rifle, which is more useful. Besides, you get proximity mines. Worf has 2 of them, and T'Andorla has 3 more. Wes' audio decoy is extremely useful in distracting guards so you can slip through. Primary Objective(s): -- Get into Imperial city (deactivate forcefield at city gate) -- Deactivate forcefield protecting council chambers -- Get inside council chambers (Worf must be the first one in) Secondary Objective(s): -- Cause minimal Klingon casualties (?? kills allowed) NOTE: I have no idea how many Klingons CAN you kill and not fail the secondary objective. My kill number is so large I know I'm nowhere NEAR it. I suspect the number is like 5. Q: How do I minimize Klingon casualties? A: Use the audio decoy to distract them. Q: Where is the forcefield controls of the gate to the city? A: Right next to the gate. Q: Where is the force field controls to the council chambers? A: Look southwest from the council chamber door. You need to go west, then south, then east, to reach it. Q: How do I get the controls to work? A: There's a yellow isolinear rod next to the console. Use that on the console. You can get to the council chamber from south, or east, both across the river. However, the southern side is HEAVILY guarded (3 or more guards per bridge). If you want to sneak and ambush, sneak across the city all the way to the eastern wall, then go north, then west across the eastern bridge by sneaking around the buildings. You COULD also go in phasers blazing (on STUN). You can't run fast enough to prevent the alarm from being raised, but you can blast open a corridor. You start in a cargo storage area. You need to kill that one guard to your west to reach the gate. There's no way around it, as he can't really be distracted far enough. If you brought concussion grenades, use it. Else, use sniper rifle or have 2-3 guys shoot him with phasers. Another guard is to the west next to the shuttle. He can see the console to the gate when he scans, so be fast about it. Run your science officer up to the console, use computer skill on it, and voila, the gate's open. Get rid of the body while you're at it. Now it gets tricky. There's one guy just inside that patrols that gate, and it's difficult to get past him. Have the team walk just south of the entrance. That guy comes to the gate, looks west, then walks east, scan south, then walks east again and looks east. If you start walking through the gate, then south JUST as he finishes scanning the gate from the middle position, you can JUST make it. Then crouch and hide behind that building in the corner. Watch the middle patrol and the eastern patrol, and try to make it to the eastern wall crouched. You may need to stop in the middle "stone formation" for cover. Two guards make a large circle in the plaza, and one guy stands near that middle "gate" and scans south. Move east, then have a guy set a prox grenade or sniper rifle to get rid of that eastern patrol. You can't get past without taking him out, as Worf is simply TOO SLOW. And if you run, you can attract other guards. If you stay flat against the eastern wall, you can move north until you get to the set of cargo pods against the wall. Send up T'Andorla, and wait for the patrol to come, and nail him. Get rid of the body. More patrols up in northeast corner. Use prox mines and sniper rifle if you want, or use audio decoy and send them chasing ghosts. Go east, watch for multiple patrols there. Follow the path east, then north, then west, and you're at the bridge. Now comes the choice... Stun everybody, or kill everybody in your way one at a time? By now, you would have racked up a pretty impressive body count (10 or more) unless you brought audio decoy. Near the bridge, there are THREE guards... One southeast of bridge, one just around the corner. Again, the cargo pods offer you cover. Send in your medic with neural disruptor, and the transporter brig operator to get rid of the body. Just crouch and you get reach behind him, and "oof". There's a guard on the other side of the bridge and you'll need to time him carefully. If you do it JUST right, you can approach the bridge, circle around that building, and take out that guard southeast of the bridge from behind. Then move out of the way as that bridge guard comes back. There aren't that many guards in your way now. Take out the bridge guard with sniper rifle or a prox mine (or just run in shooting if you're out). Another possibility is make a decoy sound to the north to attract all three guards (or at least two of them), then you run past them from the south. Approach and look for a passage to south just east of the council chambers. A guard is in that passage. Take him out or decoy him to one side. By this time, you should be out of all ambush weapons, prox mines, grenades, or sniper rifle ammo, unless you were able to help yourself to those "guarded" caches. If you're out, it's time to do a running battle. Run really fast, everybody set phaser to stun, shoot any one in your way. You're just east of the chamber door. Leave Worf near the council doors. Send two team members run for the controls. It should have 2-3 guards, just run in there and stun all of them. Additional guards will beam in next to the doors. Stun them before they get a shot off. There's a yellow isolinear chip next to the control console. Pick it up, and use it on the console, which should unlock the door. Send Worf through the door first, then the rest of the team. Voila! Mission accomplished! Otherwise, use decoys heavily, like set decoy sound inside a building (so the guard's "stuck" on the wall), then run past him or stun him. Repeat until you get the door open, then send Worf and rest of the team through. Debriefing: Worf was able to meet with Martok, though Martok insisted on meeting Worf without the Incursion crew presence. The Incursion crew beamed back onboard, and Worf reported success in averting an attack on the Federation. In the meanwhile, Commander Data has reported progress in his investigation of the cranio- necrotizer. A subspace carrier frequency was detected and it leads to a planet... Neural 7. 6.10 NEURAL 7 FEDERATION OUTPOST Background: Commander Data's search has brought us to Neural 7, a Federation mining colony. Last supply ship reported that the outpost reported video comm failure. We will go in disguised as a supply ship. Find out what's going on. NOTE: You should get "stun grenades" upgrade to the concussion grenade now if you've been doing all those secondary objectives. Max Team Members: 4 Required Team : Marcus (C) Recommended Team : Brexen (E), Ivan (S), T'Andorla (T) Equipment Required : Computer Systems Equipment Optional : Sniper Rifle, EMP Grenade, Transporter Brig Equipment Recommended : Concussion grenades NOTE: The beginning is somewhat of a surprise. Primary Objective(s): -- Get the team on the planet to the temple rock -- Get to the security station to unlock the bridge -- Access central computer on the bridge and download the log Secondary Objective(s): -- Retrieve the other cranio-necrotizer Q: What do I do with the targs? They keep coming back! A: So stun them and run. Q: I got to the column. Now what? A: Use the other team. You need to get to the security console. Q: Where do I go then? A: Get out of the room, go north, then west. You need to access that console just to north between the two forcefields. Q: How do I get around the U-turn in the corridor? A: You can hide behind those pods, or just go THROUGH that control room. Q: How do I get through those 2 guys and a camera? A: EMP grenade the camera, then phaser the patrol guy from as far away as possible from his back, as close to the column as possible, so his body cannot be seen by the guy to the south. Then run in there, get rid of the body, then get into the security room. Q: How do I get some weapons for the other two members? A: There's a Klingon disruptor near the security office. The Romulan disruptor you saw earlier but couldn't get to should now be accessible. Q: Now what? A: Go back that first room you got into to do the console. It has a little locked alcove, remember? Alcove with its own console is now open. Data has determined a good place to beam down. However, when you arrive, the first and last member of the team was somehow in a grassy area, with a mystical tower in the middle, while the other two members appeared in the cargo bay as planned. The two in grassy area I'll call team 1. Set team 1's phasers to stun, then do the maze by going northeast, stun those "targs" as you go. If you kill one, it disappears and a new one appears in its place. So stun works better. Follow the path northeast, then south, then east, then north, then west, stun a lot more targs, until you come to the tower. As you enter the room, the wall mysterious close in behind you, and someone mutters to you about "the Way"... Team 2 (the remaining 2) must get out of the room. The first thing you need to do is get through one of those forcefields. Exit the room and head west, not southwest. Stay in the room just to the south of that corridor. There's a guard that will patrol and you'll need to kill one, and get rid of the body QUICKLY. Head north from that room, and you see this big door. When the guards inside are not looking, go through and hide just beside that cargo pod next to the door. The guard will not notice if you hide close enough. When the guard turns back, access the console on the right, and the eastern forcefield drops off. Now you need to take out one or two guards that's patrolling beyond that forcefield. Use whatever you got, even if you need to take damage. Take out the guards and hide the bodies. Note the security camera at the end. You can sneak by that part by using those cargo pods as cover, or you can just go through the room with one guy inside and nail him. Dodge another camera to the north, and you're almost ready for the big challenge. Look to the west, you see this little "plaza" with a column in the middle, a camera to west, and two guards, one circles the column while the other checks a console to the south. You need to take out one of the guards (the patrolling one) away from the camera and the other guard. When the camera is facing away (or use an EMP grenade), nail the guard and run into that door to the north, and shoot the guard inside. Send the science guy in to hack the console, and voila! There are your other two team members! They've been on the holodeck all along! That also releases all the security doors that are previously locked. Let Marcus take the disruptor and concussion grenade. Have the EMP grenade be ready by the door. When the camera looks away, go through the door, and grenade the camera, then EVERYBODY run out and nail that remaining guard to south and hide the body. Run west, and see that room with one guy inside? Open that door and nail him. Get rid of the body. By now the camera should be back online. Head inside and take the remaining weapons, mines, and of course, the cranio-necrotizer. Make sure everybody has ONE weapon. Use another EMP grenade to get out of there, go through the previously locked rooms for more supplies and avoid the other cameras. Now you're almost back to where you started. Save the concussion grenade for the bridge. Take out the guard patrolling there if you haven't done so. Then move west until you're back in that room where you did a console already. You'll notice that the little 'alcove' where you see ANOTHER console is now accessible. Get in there without rousing the guards and hack the console to drop the other forcefield (to west). Continue west, then north, and take out another guard, then north then northwest and take out MORE guards. Exploit their standard patterns. Do NOT go into the room as there's no room to maneuver inside and they get the first shot. Just go around it, and head south and you're almost at the bridge. Hopefully you STILL have the concussion grenade, as you'll need it. You'll see that one guy is at the central computer console you need at the south end of the room, while two guards circle the perimeter inside the room. Get Marcus in there, right after the guard pair passes. Head inside a little, then hide between the seats until the three are close enough together for a single grenade. Throw it, and BOOM! 3 guards gone. Get the science guy there to hack the terminal and download the log, and we're done! Debriefing: The information you had recovered is valuable and is already being put to use. Romulus, the home of the Romulan Empire, seem to be involved in the Warden threat. Starfleet has been infiltrated and no one knows who to trust. USS Incursion will operate autonomously from now until end of crisis. 6.11 UNDERCOVER ON ROMULUS Background: The data raided from the Warden outpost seems to indicate that "Great Awakening" may occur among Romulans soon. Incursion will disguise as a Warbird and investigate Warden presence on Romulus. You will be disguised as Romulans, but it will NOT hold under close examination. NOTE: Yraxys should have developed the extractor improvement now that allows it to create poison out of local plants. Max Team Members: 4 Required Team : none Recommended Team : Slovaak (E), Brexen (E), Ivan (S), Quint (C) Equipment Required : Computer Systems Equipment Optional : Transporter Brig, Enhanced Mindmeld, Extractor, Cloaking Band Equipment Recommended : audio decoy Primary Objective(s): -- Obtained coded isolinear ID chip -- Use chip to access sub-praetor security area -- Access data spire to download info about "The Awakening" -- Get the team next to the base of the spire so the team can beam out Secondary Objective(s): -- Do NOT allow yourself to be detected by the proximity sensors. NOTE: If you brought an audio decoy, this one is extremely easy. Q: Where is the ID chip? A: Look to east-southeast, that blue chip on the ground next to the building entrance with 2 guards. Q: I keep getting shot by the guards after I walked up the stairs! A: You need to keep the guards as FAR away from the stairs as possible, as they have proximity sensors that will get you. Q: How do I get up to the data spire? Romulans keep finding us! A: Again, keep them away from the stairs. You start in the northwest corner of the base. Send the guy with the audio decoy out. The "blue chip" is to the east-southeast to you. Use the audio decoy to "herd" the guards away from you, and try to get them "stuck" on the walls or buildings and such. I use Quint for this, alone. I pinned each of the guards I see on the wall, and I go east, AROUND the building where the ID chip is, come south, then west. Then I "herd" the guards away from me so I have a chance to walk in there and nab the chip. Then I retrace my footsteps back to the group. Continue pin individual guards against the wall as you come down the western wall, until you approach that stairway that has the forcefield barrier to the southeast. That's the "sub-praetor security area". Pin the guards below the stairs to the walls by herding them together first. Then go around the stairs and nail the OTHER guards on top to the sides so they won't be inspecting you when you come up. You don't want those guards anywhere NEAR you when you approach the stairs. Once that's done, just walk up the stairs, and voila, the barrier goes down, and you're in. Take the whole team through, and if you have pinned the guards away from the stairs, you should be golden. However, note the announcements that the sensors report non-Romulan lifeforms. The guards will be using proximity sensors. There, you get the secondary objectives... Avoid the Romulans as far as possible. Just walk east, then northeast between the buildings, and you'll see the data spire. However, there are a LOT of guards both on that platform and below. Stay as far away as possible. Send Quint in with audio decoy, and start fixing the guards on the edges as FAR from the central stair as possible. Also, distract the guards to the south of the stairs and pin them onto buildings as far south as applicable. Now it's simple... As all the guards are pinned, you can just walk up there. Get Ivan up to the spire to download the data, then the rest of the team up to the spire and voila! You're out of there! Debriefing: Nice job. The data you downloaded suggests that unknown nano-technology is behind the Warden's plot. The cranio- necrotizer infects individuals, and factories appear to be manufacturing these devices. 6.12 DEMOLITIONS ON ROMULUS Background: Captain Refalian has decided to take out the factories via demolition charges in order to prevent "The Awakening" from taking place. Max Team Members: 4 Required Team : Sheila (M) Recommended Team : Wes (S), Brexen (E), and T'Andorla (T) Equipment Required : Computer Systems, Medical Tricorder, Antimatter Charges, Engineering Tech Kit Equipment Optional : Transporter Brig, EMP grenade Equipment Recommended : audio decoy, sniper rifle, prox mines NOTE: Primary Objective(s): -- Place anti-matter charges at all four nanite distribution towers -- Infiltrate the secure nanite factory sector Secondary Objective(s): -- Med-scan the Romulans to see if they've been infected Q: How do I "medscan" the Romulans? A: Just "use" the medical tricorder on any Romulan within range. Q: How do I infiltrate the secure factory sector? A: Open the draw bridge should do it. That means you need to make it past that tower, and use the console to extend the bridge. Q: Which bridge should I use? A: I recommend the southern one. The northern one leads straight into several guards, who are backed up by a surveillance tower. Overview: Once you've crossed one of the bridges, place the antimatter demo charges on ALL FOUR nanite distribution points. You start in a little grassy area. Crouch and move north slightly so you're hiding behind the small wall. Let Sheila scan the first Romulan that walk by. That's the secondary objective accomplished. Deploy the transporter brig as this is a perfect place for it. Now it gets tricky, as there are THREE guards on this level, and you need to take them ALL out in order to get across one of the bridges. I used 2 prox mines here. I setup a mine in the corner by sneaking T'Andorla over there. Then I have Wes setup behind cover. When the Romulan approaches that corner (which is a blind spot not covered by the tower), I had Wes lead the Romulan right into the mine with the audio decoy. I repeat for the second Romulan that patrols, get rid of bodies in the meanwhile. You could have used the sniper rifle, or maybe even regular phasers if you can get enough team members up that far. The third one is a little tricky. Get the entire group back behind the initial wall, crouched. There's a corner over to the east that's not covered by the tower camera. Go there slowly. When the other patrol is moving there, and the tower is pointing away, have Brexen chuck an EMP grenade at the tower. Then everybody draw phasers and RUN toward that last patrol. You can shoot and kill her with FOUR phasers firing in a single salvo and the Romulan will die without ever returning fire. Get rid of the body, and extend the bridge. Then see if you got enough room to get across the bridge away from other patrols. Cross when ready. Now see that elevated plaza with a surveillance tower in middle? Go around it to west, and go south, and you'll see a guard patrolling almost to that corner. South of that is the first distribution tower. Again, use a mine to set a trap for that guard, and use the audio decoy to lure her into it. Or just have everybody standby with phasers, and lure her into the corner and shoot her. Get rid of the body. There is another guard to east, but he doesn't move, just scans the grounds. Have T'Andorla ready. Run behind the "vent" for cover. When the stationary guard looks away, RUN to the distribution point and set the demo charge. One down, three to go. Run back to the group. You're far away that guard would not notice. Now you need to figure out how to get to number two. You can just sniper that guy scanning and go through the plaza dodging the surveillance tower, or you can sneak back across the way you came, which is easier. There's a guard watching the bridge now. One possibility is use audio decoy to turn his back, then all four blast him with phaser on kill. Get rid of the body. Make sure the guard to east was not looking at the bridge at that time. Continue east when the guard walks away. You can probably pin him against a wall with the audio decoy if you get close enough. Else, use the sniper rifle or a mine. Patrols over there is pretty serious. Head north slightly, dodge the patrols, and you're at the "park" with the monuments. One target is to north, another to northwest. However, there are TWO surveillance towers, and no less than eight (maybe more) Romulans guards in the area in TIGHT patrol patterns. It will be difficult to pick them off one at a time. One possibility is use the audio decoy to lure one guard at a time toward a place where your group has the firepower to take him down in ONE salvo without triggering an alarm. You need to save the sniper rifle ammo or mines on more important targets. That requires a lot of patience and trial-and-error. Save after each guard's elimination. Remember to check vision cones of both guards and tower. Use the rocks and barriers in the park itself to ambush the guards. The other way is the brute-force way... Set weapons on STUN, and go in weapons blazing, shoot each of the guards you can see. Toss EMP grenades at each tower, and just have T'Andorla RUN and place the charges at each node before they wake up. You have 4 phasers, so you can stun 3-4 Romulans every 3-4 seconds. That should be enough firepower to get you past everybody. When T'Andorla placed the final charge, the mission ends on a surprise note... Debriefing: When the final charge is placed, BORG DRONES beamed in! They stunned the entire away team, shoot all the Romulans, said something about our resistance to the Wardens must be studied, and beamed the away team to the Borg cube! 6.13 BORG HOSTAGE Background: While the away team was on the Romulus surface attempting to sabotage the nanite distribution nodes, a Borg cube warped in and has tractored the Incursion. Sensors show that drones have been sent to the surface. While the nanite factory has been sabotaged, the Borg has captured the away team. Dr. Thatcher is the first one to awaken. She must find a way to rescue the rest of the away team, then figure a way out of the Borg cube, AND free the Incursion as well... NOTE: You are WITHOUT weapons, except for a few neural disruptor and occasional EMP grenades, and you only find those later. Save those for emergencies, like when a group of Borg drones attack. Try not to let any Borg see you or hear you. These Borg shoot on sight. Max Team Members: n/a Required Team : n/a (surprise mission, you start with one member and rest will join) Recommended Team : n/a Equipment Required : n/a Equipment Optional : n/a Equipment Recommended : n/a NOTE: Primary Objective(s): -- Disable 3 Borg power distribution nodes so you can get out. Secondary Objective(s): -- Rescue other three away team members Q: How do I get out of the first forcefield? A: Follow that patrolling Borg out. Q: I am not a science officer! How do I access the console to open the forcefield? A: Just make sure the first one you approach is the one of the science officer. It will short out by itself, then you can use the science officer on the remaining ones. Q: How do I revive the other officers? A: What did Data tell you? Use the hypo! Q: How do I get past the Borg drones? A: Three ways: kill with neural disrupter (only works like 3 times), disable one temporarily with an EMP grenade, or run REALLY fast and hope it doesn't kill any one (remember the medical officer usually has a couple hypos so you can get healed if you get out of range) Q: Where are those power nodes? A: Look on the map! Those are the "consoles" you need to "repair" with an engineer. Q: Any suggested order? A: I would say counter-clockwise, starting with the closest one (northwest). Rescue first, THEN power nodes. You start with Dr. Thatcher in a cell, with a Borg just outside, and another Borg patrolling. That Borg goes to an alcove outside. As he approaches the forcefield, it turns off, so you can use that to follow him out. As long as you crouch and move up JUST outside the forcefield, he would not notice. When he's regenerating, run past him (he wouldn't notice) and free the science officer (his forcefield should fizzle out automatically). Use the hypo to revive the science officer. Opposite the cell is the engineer. Free that one as well. Avoid contact with the Borg. If he's patrolling, stay still. Only run past when he is NOT looking. Have the science guy grab the EMP grenade. Now it's time to make your way west, where you'll find a little turn south, then west away. Some Borg may block your way. Either way for them to enter the alcove (avoid patrol zones) or deal with them with EMP grenade (or kill). Head all the way west, until you come to a forcefield blocking a corridor to northeast. Inside is a forcefield blocking some goodies (more neural disruptor ammo, an EMP grenade), and your first power node to disable. There's a Borg inside though, and more can come from south. Deal with the Borg inside and do the console, and get back out. Heal if needed. Do NOT heal if you are 70% or better as each hypo heals about 70% of health. Don't waste any. (On the other hand, use it before the guy dies!) Now run south and you'll see the second power node to southeast. It's in sort of a dead-end. There are TWO Borg drones inside. Save your EMP grenade for this part. Bring down the forcefield, then EMP grenade the two Borg while the engineer runs inside and do the console. Heal any one who got hit, and run back out. Two down, one to go. Fortunately, this third one is next to the last person you need to rescue. And if you run fast, you can outrun the drones, who can't move very fast. If you have 3 people running the Borg drones tend to divide their fire so you may be able to run past them (or kill them with neural disrupter shots as you run past, if you've been saving them). Find your way to the final place. Have the engineer stand in front of the console, but don't start yet. Have science guy drop the forcefield, and hide in the corner. Have medic heal the final guy, hide in the corner. Have the final guy hide in the corner also. Then engineer do the console, and voila! You all beam away as that opens the door. The Borg drones enter to find an empty room... Debriefing: The ship is leaving the Borg cube at warp 6, the Borg is not in pursuit. Apparently the Borg is having a nanite civil war, as the Warden nanites have infected the Borg as well, and the Borg is losing. The Warden nanites appears to be an modified version of the Borg assimilation nanoprobes. While the Borg serum works on non-Borg, it has deleterious effects on Borg drones. So the Borg can't cure themselves... 6.14 ROMULAN NANITE FACTORY ON CHETZIA III Background: The Romulans are involved in a civil war as the Warden controlled faction is battling those who are free. The Romulan Resistance movement has contacted the Incursion. Apparently a Warden nanite factory was being built on Chetzia III. We must revisit the planet and destroy the new nanite plant. NOTE 1: If you've been doing your secondary objectives, you should have received some upgrades. 1) Ivan has been able to make the cloak band last longer and 2) Brexen was able to make a "stasis field generator", which temporarily freezes the subject. Only carried by Brexen. Max Team Members: 5 Required Team : none Recommended Team : Yraxys (S), Sinjin (T), Sheila (M), Brexen (E), Marcus (C) Equipment Required : Computer Systems, Security Door and Locks, Anti-matter Charge Equipment Optional : sniper rifle, medical tricorder, EMP grenade, extractor Equipment Recommended : prox grenades, extra EMP grenades, hyposprays NOTE: Yraxys (S) was chosen for extractor and Security Bypass, Sinjin (T) for Sniper rifle and Anti-matter charge, Sheila (M) for medical tricorder, Brexen (E) for EMP grenade. The last guy... Pick Marcus for the concussion grenades. You need to take out multiple enemies at the same time and this is the best way. NOTE: You don't REALLY need extractor if you brought a lot of hypos, but in some cases, the paralysis agent extracted from local plants are quite useful as silent kill weapons on immobile guards. WARNING: cloaked mines or regular mines may be covering the entrances, detour accordingly, or just "sweep" it by running a guy into it and heal him afterwards. Primary Objective(s): -- Plant antimatter charges next to each of the 4 nanite pods -- Access the secure terminal to recover nanite schematics in center of camp -- Plant fake distress call in comm system to southwest to cover escape Secondary Objective(s): -- Medical officer should scan base of each of the 4 nanite pod for clues (WARNING: Romulans may detect the scans) NOTE: Just kill everybody nearby the pods and no one will notice. Q: A: Q: A: NOTE: extract from every plant you run across. You need both poison/paralysis agent and the healing compound to supplement the hyposprays. You start in the jungle to the northeast. There's a Romulan patrolling to your west. Deploy your transporter brig now. Watch out as you come close to the entrances... They are all covered by mines. If you want, take out the Romulan to the west, but you can bypass him and just go south, stay to the east side of the entrance. You can JUST squeak by without triggering the mine if you move your people ONE at a time. Hide on the north side of the building slightly to east after you go through the entrance. Go east a little, have Quint stop at the corner. There will be 3 Romulans to the southeast. They may patrol a bit. When their back is turned, move out a little and drop a prox mine. Then move back and try to attract ALL THREE with your audio decoy into the mine. Boom! If the mine missed one of them, guess you'll just have to use phasers. Send the entire team out running, and everybody shoot at him. Get rid of the bodies and dodge the tower scan. Save your EMP grenades for later. Now you should be clear to scan and plant demo charges around the first nanite tower to the south. Just dodge the towers and you should be okay. Now you need to make your way to the south (If you're lost, look on the minimap). There's a guard in your way just south of the tower. If you can, sneak up behind him. Else, apply massive firepower and shoot him. Do NOT dodge to the east into the swarmp as that "beach" is covered by mines. Move in ONE at a time, the sniper guy first. The sniper needs to take care of one more Romulan to the south, away from prying eyes. Sneak the rest across one at a time. Head south a bit, and you come to second tower to west, covered by another tower. Use a mine to attract and kill two of them, then shoot the third one from beyond camera's range. Then just run the team one at a time (security guy first to plant the charges, then the doc to get a scan done). Dodge the tower arc, and you're ready to head north. There is a Romulan to your east in the bushes. Ignore him as he can't see anything. See two Romulans to the north beyond the swarmp? You'll just pass by that terminal where you'll need to download the nanite info. If you have a stealth guy, send him north when both Romulans have their back turned and KILL both with either poison or the neural disrupter. Else, snipe them from a distance or use a grenade. Now the way to tower 3 is clear. Send the security guy north and plant the charges on tower 3, and have the doctor scan tower 3. Just one tower to go. Access that console just west of tower 3 while you're at it. That doesn't disable the camera, but it helps open the forcefield later. Now head west a little and take out that Romulan guard that patrols east-west. When the camera is not looking, RUN up to the camera and shoot the guard to the north. Hide JUST beyond the bend to the north (maybe all the way up against the wall), but NOT west into the swarmp. You guessed it, another mine there. When ready, dodge the cameras and head SOUTH, just southwest of the camera there's a building you can BARELY hide behind. Use that building as a temp base to take out the patrols to the south. You need to take out 2, then 2 more closer to the forcefield. Have science officer do a security bypass on the console in front of the field field, and it should go down. Run the science officer in there and plant the fake plans while downloading the real ones. Then EVEYBODY run out, dodge the tower, and then run SOUTH to the transmitter. Beware that the entrance of the transmitter is also mined. Send a big guy in to "sweep" the mines near the entrance, so sneak by using any one expendable with tricorder to show the way. Shoot two guards at the transmitter, send Science officer to plant the fake distress call, and you're done! Debriefing: Nice job, the factory is destroyed. However, Warden movement is gathering steam. Incursion is moving back to Federation space in order to react to Warden movement. 6.15 USS MONITOR Background: We have intercepted a distress call from USS Monitor, which has suffered heavy damage. We suspect it had a battle similar to the one on Leyte Gulf where the Warden-infected crew is fighting with those who are not infected. We hope to secure the vessel from Warden influence. An away team has been assembled... Max Team Members: 5 Required Team : none Recommended Team : Marcus (C), Matrina (E), Wes (S), Shiela (M), T'Andorla (T) Equipment Required : Computer Systems, Medical Tricorder, Engineering Tech Kit Equipment Optional : EMP Grenade, Sniper Rifle Equipment Recommended : sonic decoy, concussion grenades NOTE: Marcus for grenades, Matrina for EMP grenades and Engineering kit, Wes for sonic decoy and holographic unit, as well as computer system skill, Shiela for medical tricorder and finally, T'Andorla for prox mines and sniper rifle Primary Objective(s): -- Verify integrity of the warp core (not possible) -- Regain control of the ship (not possible) -- Disable main deflector dish (appears later) -- Get off the ship by reaching engineering and turn off the shields. (appears later) Secondary Objective(s): -- Scan every surviving Starfleet member for nanite infection before they can be beamed back (total of 5) Q: How do I turn/switch the forcefields? A: They can't be turned off, but they can be "directed" to another location. Have the science guy try the panel and the forcefield should "toggle" between two configurations. Q: What do I do? A: Your objective, as show on the minimap, is to reach the turbolift so you can get to engineering. That would be to the south on the first deck. Q: How do I scan survivors for Warden nanites? A: Have Sheila use the medical tricorder on the guy. Q: I am at engineering. Now what? A: Take out those 3 drones, and see what can be "used" in the room... Q: Then what? A: Head into that other turbolift. Q: I'm on deck 9. What do I do now? A: Get out, go west, then south, then east along the corridor until you get to that other turbolift to the east. Q: I'm at the bridge. Now what? A: Use the console. Q: Now what? A: Better get back to deck 9... retrace your steps, all the way back to engineering. Q: I made it back. Now what? A: Have someone "use" the warp core to the south. Your first objective is to make it to the turbolift. There are TWO Starfleet members to rescue. Look at their locations and plan your route accordingly. One of the Borg will approach the room you're in. As soon as he opens the door, shoot him with all the regular phasers. He'll fall. Crouch and slowly sneak out the room, and south. Use a concussion grenade and take out the 2 approaching Borgs from south. Only the science officer can reroute the panel on the wall to switch forcefields. Sneak the science officer to the panel just east of the corridor, but do NOT engage. Bring out the sniper rifle and aim it south into the corridor. Get the rest of the team to the west. Have Marcus grab the grenade and Sheila the hypo reloads. Then have Sheila scan and beam out the survivor to north. The Sniper rifle should face south. A Borg will come up to forcefield, look, and turn around. As soon as he turns around, have the science guy do the panel, and the sniper rifle shoot the Borg in the back. Take out any more approaching drones. Use mines where applicable to kill pursuers. Now you can go south, which leads to corridor going east (then turns south). Further down that corridor are 2 Borgs, one patrols, the other does not. When they "merge", have Marcus toss a grenade and cook them both. Continue down the corridor and have T'Andorla take both prox mines (one in each room) then have Sheila scan and beam the guy out. Two down, three to go, but they're somewhere else. There are three Borg drones around the turbolift. One patrols normally, one patrols slowly, one doesn't move at all. The one that patrols normally goes into his alcove, so if you time it just right, you can have Sheila do him with the neural disruptor. Then retreat out the corridor. Send in Marcus. When the other two merge, grenade the two, and the turbolift is clear. Now you're on engineering deck... Unfortunately, things don't look good. There are THREE Borg drones in immediate vicinity, and they don't 'merge' so you can take all out with a single grenade. Two of them go into alcoves, but that doesn't give you much margin for comfort. Deal with them, have the engineer use the center console. Now the bad news: the security functions have been rerouted to the bridge, so you can't check the warp core. What's worse, the Borg appears to be building a multiplexing beacon with the main deflector dish. Matrina was able to reroute some of the controls and the forcefield to the other turbolift is dropped. You'll have to go through deck 9 on the way to the bridge. Deck 9 is not that difficult. Use prox mines and audio decoy to lure the Borg drones to you so you can kill them, preferably in groups. Once you've cleared the corridors, you can save the remaining 3 Starfleet crewmen easily. Use crouch to not disturb the drones fixing the walls. Pick up all the ammo and mines that you can. You will need them later. Note a Borg-ized room with three drones inside just east of your starting position. Two of them walk into walls, the third one study the wall. After you clear the corridors, head into the room next to it. You need to snipe that Borg down to the southern intersection. HOWEVER, there's a catch... As soon as that guy dies, those two Borg walking into walls come out and chase your team. You may want to set a little "trap" for them... THEN snipe that guy. Head down the corridor and get into the turbolift. Use the turbolift and voila, you're at the bridge, except a drone beam in JUST as you arrive. Shoot him quickly, then use the console to the left of the bridge. Hmmm... You've unlocked the engineering, stopped the deflector being used as a beacon. However... the ship is powering up and underway, shields have came on (so you're not getting off), and the ship appears to be... heading straight into the sun. From now on, regain control of the ship is no longer possible. Your objective is now survival... You need to get off this tub fast. Head back down to deck 9, gun down any Borg in your way (use grenades and mines whenever possible, save the sniper ammo and phaser blasts. Deck 9 is again fully populated with the Borg. Use those EMP grenades. Stun the drones and run right by them. Remember not to nuke the doors so you can't get away! Make your way to the turbolift you arrived in. Use EMP grenades to nuke the doors behind so drones can't get in is another possibility. Get to the engineering deck. Send the science guy to use the computer skill on the warp core, and voila, you're out. Debriefing: The Borg has destroyed USS Monitor as if it is cleaning an infection. It has also radioed us an offer... They wish to meet in the Devron system about the Warden threat. 6.16 BORG NEGOTIATION Background: Despite reservations, there really is no other choice. Captain Refalian has agreed to a meeting with the Borg in the Devron system. The away team will be heavily armed in case something happens. While the Borg never "deal", the present circumstances are far from normal. Max Team Members: 6 Required Team : Brexen (E), Matrina (E), Ivan (S) Recommended Team : Marcus (C), Shiela (M), T'Andorla (T) Equipment Required : Computer Systems, Hypospray, Antimatter Charges Equipment Optional : EMP Grenade, Sniper Rifle Equipment Recommended : concussion grenades, 5 remote mines (?) Primary Objective(s): -- Plant antimatter charges around 5 power nodes -- Rescue Brexen after all antimatter charges have been placed. Secondary Objective(s): -- Destroy 5 power panels (huh? what power panels?) Q: What are those "consoles" and the forcefields for? Description says "Borg power node". A: The forcefields are holding back radiation. If you use the console the forcefields will change configuration, perhaps trapping you and opening up more compartments to radiation. Do NOT touch them or your team will suffer damage. Maybe a remote mine can be used to wreck it once you're far away to flood the compartment and kill the drones, but that's conjecture. Q: Should I kill those regenerating (sleeping) Borg drones? A: No. Most regenerating Borg drones will stay in regeneration unless another drone died nearby, then they wake up and investigate the disturbance. If you kill one, you have to deal with all its brothers. As the Borg drones are so slow any way, just dodge them. Q: Where are the power nodes I need to demolish? A: Look on the minimap. Q: How do I drop forcefields and such? (Not the ones containing radiation, of course) A: There is a console or panel nearby that should do it. Look for the nearest one. As you land, Brexen was beamed away by the Borg. Then a drone came to life. Apparently the Borg is having a civil war as well... and the Borg is indeed losing. Help the Borg collective destroy the Warden-infected Borg cube and rescue Brexen. NOTE: the Borg drones are on "local alert" system. If you kill one, all those regenerating nearby will wake up and attack any one in sight. However, if you dodge beyond their patrol radius they will not follow and will eventually go back to regeneration. Therefore, it is to your advantage to dodge patrols instead of killing them. You save the ammo for something else, as well as avoid raising the alarm. Head west a little, dodge this cripple-drone's patrol, sneak up behind him, plant the first charge, and go northeast around the corner where he can't see (not into the eastern corridor, but NORTHEAST). If moving the entire group is too difficult, just move your team in groups of 2 or 3 at a time. Head north (just crouch and move in behind that Borg soldering the console) and just use T'Andorla. The Borg patrolling the power node to north has a set patrol pattern and there are blind spots in his patrol. Exploit them, plant the antimatter charge, and nab those grenades and a prox mine while you're at it. Return to rest of your team. NOTE: Basically, the drone has sort of a sideways-tee-shaped patrol pattern. When he looks south for the second time and turns away, get behind him and slightly to the north. When he turns south, head to the east wall. There's a blind spot where even if he turns around he won't see you. Then just wait until he turns back west, drop the charge, nab the grenades, and return. Now go southwest, back to that circling Borg, and go EAST (that corridor I told you to avoid earlier) then south, and you're almost where you started. Dodge the Borg drone patrol going east/west, keep going southeast/south, and approach your THIRD power node from the SOUTH (circle around). It's easy to dodge that cripple drone guard as he moves very slowly. Plant the charges and retreat. Retrace your steps and head back to starting point again. This time, dodge the guards and head east, then north. You need to get through that door to north with the "panel" next to it. You need an engineer to use that panel. Beware there are several Borg drones inside (at least 3) and 4-7 more may approach from the south as a reaction force. Leave some prox mines outside the door to whittle them down. Head east, and you come to this panel. Have the engineer use it, and voila! Forcefield switched directions. Grab the ammo next to the power node, and drop another antimatter charge. "Use" the panel to disable the generator, defeat the Borg drone next to it. Return to other side of corridor, use the panel again, and the forcefields return to original configuration. Now you can make your way west, south through the door, then dodge the patrols so you can go east/northeast. Kill drones if you must. You should have plenty of mines and grenades and even sniper rifle ammo. Go northeast through that corridor next to that one power node you just set the charges to. Then turn south. Dodge that slow drone circling the column. Continue south, and you circle around to the final power node. Use the console next to it to drop the forcefield, then head inside to drop the charge. There's a Borg drone inside, and more drones may be approaching from the west. Use mines and grenades to defend, or EMP grenades to delay. Drop the charge, use the panel next to it to stop the power node (which opens the forcefield to Brexen's room). Go east, back to the corridor and head north. The drones should not chase you that far. Now go north a bit, dodge that slow drone again, but go southwest this time, so you can approach Brexen's location. Stop before you go around the corner. Have Matrina prime the EMP grenades, and have Dr. Thatcher right behind her. Save the game now. Maybe even have the holographic generator ready. Generate hologram in the facing-drone's vision cone. He fires and hits nothing. Matrina steps out, throws EMP grenade at the 2 Borg drones, and runs back. Thatcher runs in just as the EMP grenade explodes, disabling both drones. Thatcher uses hypo on Brexen, and both of them run back into the corridor, along with Matrina. Voila, Marcus ordered everyone beamed onboard, and you're done! Debriefing: Apparently, Brexen's Trill biology has a substance the Borg needs to synthesize the anti-Warden serum, which is why the Borg keeps kidnapping her. During her captivity, Brexen was temporarily joined to the collective, and was able to gleam some information... The Borg have learned where the Warden HQ is... It's on Vulcan, and the Borg WILL attack it soon. 6.17 WARDEN BASE ON VULCAN Background: Thanks to Brexen, Incursion has learned the location of a major Warden base... Vulcan. After arriving disguised as USS Leyte Gulf, Incursion was able to locate a secret base in a particular treacherous region of Vulcan. A large contingent of Vulcan warriors is guarding the base. We must infiltrate the base and attempt to stop the Wardens before the Borg launches a full- scale assault on the planet... NOTE: Dr. Thatcher should have informed you that they were able to create a neural disruptor that shoots from a distance instead of "on contact". The range is expected to be quite short, but it's silent. Max Team Members: 5 Required Team : none Recommended Team : Marcus (C), Yulana (C), Ivan (S), Brexen (E), Sinjin (T) Equipment Required : Computer Systems, Security Door and Lock (bypass) Equipment Optional : Sniper Rifle, Transporter Brig, Hypospray, Cloaking Band Equipment Recommended : concussion grenades NOTE: Cloaking band means Ivan (S) must be in. However, you need concussion grenades. This means Marcus (C). Add Yulana (C) for hypo and security bypass. Brexen (E) will handle transporter brig. For the remaining guy, I pick Sinjin (T) for the 7 sniper rifle shots. You only get 3 hypo shots, so don't get hit. Primary Objective(s): -- Access the main terminal to determine where are the other Wardens in the quadrant -- Do NOT allow any Wardens to activate the security system (the WHITE terminals) Secondary Objective(s): -- Scan each pod to determine when were the nanites released Q: How do I get out of that "hole"? A: There are THREE guards that patrol nearby. One south, one east, one west. You can take out one or more with sniper rifle, then hide the bodies so you don't alert any one else. Q: What are those white terminals? A: Look around. They're a panel with white dots on them. Those are the security terminals. Do NOT allow any Vulcan Wardens to reach the terminals, or the Wardens will purge the database. Q: What are those red terminals? A: The RED terminals (red dots) next to each bridge control the bridge. Q: How do I use the red terminals? A: Use the security bypass device on it. Q: Where do I go next? A: Try east, across the bridge, then south. Q: How do I take out those 2 guards at eastern bridge? A: One grenade should do it, or 2 sniper shots. They can't see each other unless they turn, so don't give them a chance. Hide the bodies, of course. Q: Now what? A: Make your way west, take out that guard that patrols up to that bridge, dodge the guard at the "gate" to the south (he just scans), until you get to the other "knot" of guards, and the two guards beyond the bridge next. Q: How do I scan the first pod to west? A: Get rid of all the guards all around, from the west to east. Then you can scan in peace. Q: Now what? A: Make your way to the entrance, be ready to snipe the guard at the gate. Q: Who should go inside? There are too many guards! A: Just Ivan and his cloak... Sneak as much as possible, use cloak only sparingly. Q: More specific please? A: Try heading down the west side of the compound, engage cloak so you can scan the pod and get around the guards. Disengage ASAP, go down west side to south and go east when you hit the south wall. Make it to the gate using cloak only in the last second. Q: I've got Ivan up the stairs but the Vulcans start chasing me any way! A: Just RUN to the console and access it any way! NOTE: Read the objective carefully. It says prevent the alarm being raised. It doesn't say you must be undetected. So be aware of location of every terminal, and try to get between the terminal and the guards. The guards will be too busy shooting at you to raise the alarm. The trick is to get rid of the body(ies) quickly. NOTE: A guard spotting a body on the ground will run for the nearest terminal, not investigate the body, unless he has no nearby terminals. This makes getting rid of bodies VERY important. NOTE: Possible tactic: throw EMP grenade at a terminal to disable it may give you a couple more seconds to take out the guards. Didn't try it, so don't know if this would work. NOTE: Possible tactic: stun the guy, then plant a prox mine at the nearest terminal. Then you run past. When he wakes up, he runs for the terminal, and kills himself. If he's not in any viewing arcs, you don't even have to hide the body. Your main objective is to get Ivan to the main terminal. To that end, PRESERVE cloak power as much as possible. First part is tricky. You need to kill those three guards just southeast of you without them attracting each other's attention. Deploy the brig first. Do the middle one first, after the other two have turned their backs. The sniper guy can fit just north of the viewing arc and take out the middle guy. Have Brexen RUN out there and get rid of the body, and run back. Get rest of the team together to the sniper's side. The guy to east will patrol. When he turns his back, entire team RUN out there and kill him with regular phasers (you need to save the sniper rifle ammo). Go to the bridge to the east. Use the red terminal to deploy the bridge. Get the group across the bridge and head south a little. Note the two guards holding the other bridge. Look for nearby patrols. If they die, who will see? When that guy is out of the earshot, grenade the two guards, then get rid of the bodies. WARNING: you need to be VERY precise with your grenade. One slight bit off, and you will kill only one guard, then the other guy raises the alarm. Save before you try it. That guard at the gate to the compound scans north periodically, but you can "hide" behind that rock, and even at crouch, you can make it past his vision cone. There's a guard that patrol up to you, but you can kill him in a spot that guard to south won't see, and you can get rid of body easy. Now slowly make your way across that ledge, stay out of vision cones. Two guards are on the same ledge, but they just stand on the western part and scan. If you take one out they won't even suspect. Then you can take out the next two from behind. Have Ivan scan the first pod, now there's no one in your way. Now you need to make it across the gate. Only Ivan need to go through, but you need Brexen, Yulana, and Sinjin to take out the guard, open the bridge, and get rid of the body. Three more guards regularly patrol the gate. When they turn their back, shoot the guard at the gate, and have Yulana and Brexen run over, open the bridge, and get rid of the body. Now they can hide way to the west or east. Send Ivan in, no cloak yet. If he just follow the 3 guards as they turned south, he can move west, then follow the west wall south until he gets to the pod wall. However, that is NOT a safe spot. The guards may see you as they come north. Crouch, engage cloak, and get in front of the pod (southeast side). Disengage cloak as soon as you get out of the vision cones. You need AT LEAST 45% charge remaining. Scan the pod now, then hide behind the pod (i.e. just north of the pod). Move as needed to dodge the patrols around. When the chance presents itself, follow the west wall again to the south, and hide behind that building poking through that hole in the ground. Dodge a bit as patrols will look around and n. There are 3 guards patrolling, and 2 guards at the "door". Run toward the gate, engage cloak before you get in vision cone. Your running noise will send the guards running toward you. When the guard almost reach you, crouch, but continue up the stairs. You should have JUST enough charge to make it half way to the terminal. If someone starts yelling behind you, RUN to the terminal in the corner, and access the terminal. Voila! Your mission's done! Debriefing: As Ivan accesses the terminal, 3 Vulcans beamed in, phasers drawn. They urge Ivan to surrender. However, Ivan has surprise of his own... Full security team beamed in, surrounding the Vulcans. Then they all beamed up... 6.18 WARDEN HEADQUARTERS Background: The captured Vulcan leader responded to the Borg serum treatment. He revealed the location of Warden Headquarters. In the meanwhile, every empire in the known galaxy has broken out in civil war, and Starfleet Command has ordered Incursion back to Earth. It is clear that Starfleet Command has been compromised. Incursion is heading at maximum warp to the Warden Headquarters in an attempt to stop the Wardens... This final assault must NOT fail... NOTE: The base is full of nanites ready to be released. If the team gets infected, it's all over. Max Team Members: 5 Required Team : Slovaak (E), Ivan (S) Recommended Team : Brexen (E), Yulana (C), Sinjin (T) Equipment Required : Computer Systems, Enhanced Mindmeld Equipment Optional : EMP Grenade, Vial of Borg Serum, Transporter Brig Equipment Recommended : sniper rifle or concussion grenades, more EMP grenades NOTE: Only medical officers (M) and Yulana (C) carry the Borg serum, and they get 3 shots each. NOTE: I picked Brexen for extra EMP grenades and transporter brig. Yulana for the serum and 3 hypos (limited, but necesary), and Sinjin for the sniper rifle, needed for some tough kills. The mission CAN be done with Aloram (S), Yulana (C), and Vin (T), but it can be quite difficult. Primary Objective(s): -- Turn off the containment field so you can get to the security terminal. -- Download access code to the main Warden base from security terminal -- Unlock the door to the main Warden base and enter -- Reprogram all the nanites from the main computer. Secondary Objective(s): -- Do NOT allow yourself to be detected by the cameras, or the nanites will be released from the cameras NOTE: Don't get too close to the nanite pods. If the nanite pods release nanites, and your team is nearby, they'll be taken over and you'll lose them. If whole team is gone, you lose. The Vulcans near the pod control terminals (red terminals besides the ones next/near bridges) will periodically release more nanites when someone raised the alarm level such as spotted a dead body. NOTE: One way to prevent more nanites from being released is to kill the Vulcans near the red terminals. Q: How DO I drop the bridge to the northern terminal? A: There's a console to the east that cannot be accessed "directly". However, with Slovaak... Q: More specific please? A: Use enhanced mindmeld on one of the three guards to the east behind the wall. Use him to access the terminal to northeast, which opens the bridge. Q: Now what? A: Make your way west, then south through that "bowl" area with a hole in the middle. Don't linger in the hole or you'll take severe damage. Approach the security terminal from the east. Q: Then what? A: Clean out the guards near the entrance so you can enter unmolested. Q: Why did only 4 of my 5 team members made it into the building? A: This seems to be a "bug". Have EVERYBODY standing INSIDE the door before you hit "use" button to enter the "interior". If only 4 (or less) made it, you'll need to load an earlier savegame. Q: How do I drop the forcefield to the Warden master? A: You don't need to. Read the objectives again. Q: How do I drop the forcefield to the center "console"? A: There's a "red" terminal to the south you need to access. Beware of "surprises" after you do. You start in a little "plaza". To your east is a camera, along with a couple guards to north of that. Take out the guard that patrols close to you. Then EMP grenade the camera, run in there, and take out the 2 guards to north. There's a prox mine to east next to the pod, but you can't get to it due to forcefield. Ignore it. There's also some guards west of you behind the wall. Just make sure they don't see you as they control the nanite pod's release. Your first objective is the containment field terminal in the northeast corner. Unfortunately, the terminal needed to open the bridge to that is behind solid wall to east... (Trust me, that's the one) So the only way you can get to it is... With Slovaak's enhanced mindmeld. There's a good spot to hide all the way north along the eastern wall, just before the chasm. Remember to dodge the camera and the guard that looks out from there. There are THREE guards inside the walls to east, one of them can get close to you for you to use the mindmeld. Do it, then just RUN at the terminal and reprogram it. Then immediately end the mindmeld or Slovaak will take a lot of damage through that phaser fight. Now you need to look west. There's this "gate" that opens south, past a sunken area with a big hold in the middle, then southwest of that are the containment fields with the security terminal. Three guards in a group patrol that. One way to get rid of all three at once is to plant a remote mine right at the entrance when they're not looking (beware of that guard looking through that "window" to the north. Then detonate it when the mine is in the middle of the three guards. Get rid of the bodies. There are more guards, but you can probably deal with them with just regular phasers. Run out there and SHOOT, then duck back. NOTE: Watch the nanite pods and nearby red terminals carefully. If a Vulcan approaches the terminal, RUN AWAY from the pods or your team will be lost! Now you're ready to take care of the first terminal. Gather near the bridge, preferably when the guards just passed you heading east, and the camera just panned to east past the bridge. RUN up there and shoot the guards, one outside and two inside. Send the science officer in, the rest out, and do the terminal. Voila, that's done. Now that the containment is down, head south, just through the gate. The guy to south has limited vision range and can't see past that. When he turns his back to you, RUN up there and shoot him from behind. NOTE: Do NOT stay in that sunken area. It periodically spews LAVA, which can do a world of hurt to your team. Continue south, and shoot the other guard as well. One person open the bridge to east (back to starting point), while the others head west and remove the 2-3 guards inside. Hide behind the pod so those other guards don't get too excited. Don't get too close to the camera. Send in engineer and science officer. Wait at just beyond the camera arc. Have science officer EMP grenade the camera, then the science officer run in there and grab the access codes. Voila! The place is open. Now it's time to clean out the area near the door. Go north from the terminal, and clean out the Vulcans nearby. In general, approach from their backside, and have 4 people shoot together. You may get hit once or twice, but that's what the 3 hyposprays are for... Clear out the area near the entrance and the pod. Now, you need to access the red terminal next to the bridge that'll let you through into the main lair. That camera covering the bridge terminal has a VERY tight schedule. As soon as that camera points west (slightly), have the science officer run in there and the bridge comes out. Run back so the camera doesn't release nanites. Gather on the other side of the pod. The camera should be sweep east. Run up to the bridge and get inside! Now it's even MORE fun. You need to make your way from entrance, through a long corridor with multiple cameras, into the control room, and reprogram the computer to deactivate the nanites. NOTE: There seem to be a bug here. For the party of 5 I got, only 4 made it into the building. The fifth member (random?) does not appear in the "interior" playing field at all. Take out the guard in front of you ASAP. The doors will open automatically when you approach. While this makes it simple, beware of cameras and such just on the other side. The initial door to east has a camera right behind it. You may want to use a remote mine as the camera leaves a dead zone JUST enough for someone to run inside along the edge, and remote mine has EMP effect as well. The remote mine will also kill the guard when he approaches. Or just EMP grenade the camera. Another way is wait until the camera pans east then just rush through. To northwest you see a nanite pod, and there's a terminal just beyond the pod. You MUST prevent the Vulcans from reaching that terminal. Run out there, have two shoot the nearest, the other three run LEFT of the pod and take out that guy at the terminal. Then all shoot at that third guy to east. Now you need to duck the camera to west at the end of the corridor. There may be a guard there that patrols the inside a bit. When he walks inside, and camera looks away, plant a prox mine at the door, which will take care of him. When the camera looks away, run inside. The bald Vulcan taunts you about your efforts being futile. He's behind a forcefield all the way to the east. The computer core in the middle is where you need to go, but there is a forcefield in front of it, and to disable it you need to go to the SOUTHERN corner... There's a "red" terminal down there. The camera that covers the core doesn't pan that far, so have your group hide near the core, in a firing line. Have Ivan "lure" the guards to you and shoot them. The camera wouldn't care. When the camera's out of arc, have Ivan run around the core, be ready to head to the terminal to south, but don't do the terminal yet yet. Have Ivan CLOAK, then do the terminal. A guard will beam in with two prox mines just as you do the terminal. If he doesn't see Ivan, he won't chase him. Have Ivan RUN past the mines and lure the guard to where the rest of the team can shoot him. Now the trick is how to "sweep" the two prox mines in front of the core. Better save the game. When the camera looks away, run up to the mines until you get the first "sweep". Immediately pause and run AWAY. If you time it JUST right, both mines are toast, and you are undamaged. Run around the core, stay out of the camera arc, and be ready to run in there and reprogram the core with Ivan. When that's done, you win! Debriefing: the Warden Master has Bendii syndrome, and the nanites were originally an attempt to ameliorate his condition. Instead, it turned into a "religion" of sorts, and became vastly expanded in scope... When Ivan reprogrammed the nanites, the Warden Master collapsed. His assistant explained how the Wardens came about, and the Incursion has done its duty, and averted the Wardens from taking over the Alpha and Beta quadrants. 6.19 THE END Not a mission, merely a bit of narrative to wrap up the game... Incursion's role will be kept secret. The Wardens' true identity will not be revealed as well. Starfleet will claim it was a Borg nanite attack. Incursion crew will receive top Starfleet commendations, and some well deserved shore leave. However, the shore leave will have to wait. Some trouble has been detected on the Cardassian border... [Leave the ending open for a sequel, but none are coming...] 7 Other Information 7.1 MULTIPLAYER Sorry, no information, as it's nearly impossible to find this game in stores, muchless players that still play this online. 7.2 SIMILAR GAME RECOMMENDATIONS If you enjoyed this game, try Commandos or Commandos 2: Men of Courage. You may also want to try DS9: The Fallen. 7.3 CHEAT CODES Type 'cheater' to engage cheat mode. After cheat mode has been engaged the following commands become available: Type 'iwin' to instantly win the mission. Type 'medic' to heal your entire team. These seem to be the ONLY two cheatcodes in the game. 7.4 OFFICIAL STRATEGY GUIDE The official Strategy Guide to ST:Away Team is published by BradyGames. More information on the official strategy guide can be found on their website at http://www.bradygames.com. --THE END--