FAQ/Walkthrough - Guide for Star Trek: Away Team
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------------------------------------------------------- Star Trek: Away Team FAQ/Walkthrough by Watchfull ([email protected]) ------------------------------------------------------- FAQ is version 0.3, based on the release version of the game (1.0) FAQ released 3/21/01 -------------------------------- FAQ/Walkthrough Copyright Notice -------------------------------- This Walkthrough is copyrighted 2001 by Watchfull. This document may not be electronically or physically be published without express consent from Watchfull. Any site wishing to host this FAQ must consult the author, Watchfull, first. Only the following sites have permission to host this FAQ: - http://www.gamefaqs.com - http://www.actiontrip.com - http://www.cheatcc.com - http://www.neoseeker.com - http://www.fbgames.com - http://www.gamespot.com The following sites may never host this FAQ: - None Yet This document may not be published on or within any distributed media (i.e. Magazine, CD, etc) without prior consent. Rip offs will be flamed. This copyright is protected by INTERNATIONAL copyright laws. ----------------- Table of Contents ----------------- -Title -Copyright Notice 1 - FAQ Info .1 - Version History .2 - Contributors .3 - Thanks .4 - FAQ Format .5 - How to Contact the Author 2 - Game Info .1 - Description .2 - Story/Background .3 - Important Characters/Groups .4 - Weapons .5 - Items .6 - Cheats 3 - FAQ 4 - Walkthrough .1 - Mission 1: Klingon Outpost on Rigel 4 (Tutorial) .2 - Mission 2: Leyte Gulf .3 - Mission 3: Romulan Base on Chetzia 3 5 - Conclusion .1 - Final Thoughts .2 - Copyright Notices ---------------------------------- ---------------------------------- 1 - FAQ Info 1.1 - Version History --------------------- 0.3 - I'm an idiot, forgot to increment stuff at the top. - Correcting some Mission 3 details - Fixing more formatting - Added Mission 4 (3/21/01) 0.2 - Removed the control section - Fixed formating in some areas - Fixed a quick typo and mistake in Mission 2 - Added Mission 3 - Added the "Thanks" section - Updated "Contact" section (3/21/01) 0.1 - First version (3/20/01) ---------------------- 1.2 - Contributors ------------------ None yet! Read .4 on how to help ------------------- 1.3 - Thanks ------------ Big thanks go out to CJayC at GameFAQs.com (inspiration and help when needed). A lot of thanks go to Activision for continuing the trend of not rushing ST products out of beta, thus making good Star Trek games. ------------- 1.4 - FAQ Format ---------------- This document is split into 5 sections (as seen in the ToC). To make finding the specific info the reader may need, each section is further divided by a ".x" system. If this confuses you, you should not be playing this game. ----------------- 1.5 - How to Contact the Author ------------------------------- Send an e-mail to [email protected]. Make sure the subject has "STAW" in it, followed by the subject of your e-mail. E-mails not doing that will probably get lost (sorry). Below are some guidelines to follow before e-mailing me. . . DO- - Read the entire document - Point out mistakes or "fuzzy" things - Contribute (either cheats, quick tips, or alt. routes) - Ask clear, concise questions, including what area you are in and what part you are stuck in - Point out people ripping off this FAQ DO NOT- - Flame me (it will be ignored, don't waste your effort) - Ask very vague questions or questions answered in the first mission (tutorial mission) - Ask for technical support (there is a number in the manual for this, as well as a site) E-mails doing the "DO NOT" things will be ignored. Sorry, it's the way things work. Contributors will be added to the .2 area as well as have their content added. Working on starting a mailing list for those interested in updates to the FAQ or help with the game in general (hosts are already on a list, only hosts will be on this list). --------------------------------- --------------------------------- 2 - Game Info 2.1 - Description ----------------- Star Trek: Away Team is a tatical simulation game, going back to a formula tried in Star Trek: TNG for SNES. The player controls a party of 2 to 6 characters to complete mission objectives, which range from rescue the important character to avoid detection (sometimes both). The game gives over 50 hours of game play, as well as some replayability, since it takes some time to get used to the quirks of the game's interface. Unlike most newer ST games, Away Team uses a static three-quarters view (similar to the one found in Baldur's Gate and such) and uses it well. All elements within the game are prerendered art, meaning this game is playable by nearly everyone. Despite these two facts, which some may consider coffin nails on any game due to the age of the concepts and alternatives available now, Star Trek: Away Team does very well. ------------------ 2.2 - Story/Background ---------------------- After the Dominion wars, Starfleet realized there are many things always working to unravel the fabric that is the United Federation of Planets, and not every problem can be solved by Galaxy class starships manned by possibly the most skilled crew ever. It has become evident that although ground-based warfare has been "extinct" for many centuries, the need for tatical incursions within enemy bases and into volatile situations still exists. The term "away team" now takes on a whole new meaning. The U.S.S. Incursion is the first of the new breed of starships needed to take on this role. Equipped with a Holographic Masking System, the Incursion can enter hostile areas without fear of being recognized as a Federation ship. Combined with seventeen men and women, specially trained for the unusual circumstances and environments they're likely to encounter. Along with 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. The perfect warm-up for a crew expected to do so much more. And they will be doing much more. -------------------------- 2.3 - Important Characters/Groups --------------------------------- Admiral Nolotai - The man resposible for putting together the Incursion's Crew, it seems the Incursion reports directly back to him. Commander Data - Assigned to the Incursion to help the crew adjust to the unusual capacity of their assignments, he is in constant contact with the team to offer advice and suggestions. Captain Marcus Refelian - Captain of the Incursion, he participates in many of it's missions. He actually put together the crew, with the aid of Admiral Nolotai. Ambassodor Worf - The Federation's best contact with the Klingon Empire. 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? ---------------------------------- 2.4 - Weapons ------------- Phaser - Standard Starfleet issue, can be set for stun or kill. Note that stun only takes one shot. Phaser Rifle - Increased distance over the normal phaser, also has stun or kill settings. Romulan/Klingon Disrupter - Only attainable during missions (or when playing with Worf). Basically a Phaser, though. Sniper Rifle - Starfleet weapon with limited phased particle charges, kills in one shot with extended range. Proximity Mine - Once set, the mine will detonate when an enemy comes near. Be sure not to set in the middle of battle. Concussion Grenades - Deal damage within a small radius, useful for taking out groups and are tossed (keep in mind when targetting, as they have a tendency to hit corners, go down stairs, or even roll back to the thrower (!)). EMP Grenade - Temporarily disables electronic systems and stuns Borg drones. Does not work on handheld devices or security shields. 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. Neural Disrupter - Used by only two of the medics, silently incapcitates the foe by severing neural passages. (Considered a kill) Nerve Pinch - Usable only by Vulcans, stuns the foe for several seconds. Advanced Mind Meld - Usable only by one crew member, 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. ------------- 2.5 - Items ----------- Hypospray - Restores health Extractor - When used on local flora, may yield Herbal Medicine or Poison Herbal Medicine - Weaker than a hypospry, but still restores health Poison - (Haven't gotten yet) Tricorder - Analyzes an area, showing cloaked objects/enemies Medical Tricorder - Gives a more in-depth look on organics Holographic Projector - Projects an image a short distance away, within line of sight. Useful for distracting guards. Audio Decoy - Can create an unusual sound at certain distances, and works through walls. Useful for distracting guards and pulling them into traps. Teleporter Brig - Used to get the bodies of the fallen out of the way. Set it up in an out of the way place, then use controller on corpses to get rid of any evidence of an attack. 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. Quantum Charge - Special bomb available only for two missions. Useful for blowing up big things. Security Doors and Systems - Used to bypass security grids from their control terminals Computer Systems - Skill used to hack into consoles for access/info Engineer Technology Kit - Used to repair non-functional devices Equipment Upgrade Kit - Used to temporarily increase damage and distance on a weapon -------------- 2.6 - Cheats ------------ None yet. ------------- ------------- 3 - FAQ Q: How long does the stun effect last? A: Depends on weapon and skill setting. On easy, phasers stun for 15+ seconds, and the nerve pinch stuns for about 20+. On normal, 10 for phasers and 15 for nerve pinch. Q: Where did more guards come from? A: In some missions (mostly starship ones), when you stun someone and leave them behind, when they wake up, they call security like any other smart person would do. On some missions, as you complete objectives, more guards are transported in to make your life harder. Q: What use is the Audio Decoy? A: Plenty. One good tactic to use on large groups of enemies is to plant a proximity charge, then bait the enemies to it using the decoy. Also useful for remote mines and for sniping. Beware that on "do not get detected" missions, this will cause you to fail the objective. Q: Same with the Holographic Projector? A: Yup. Only catch is you need to have a line of sight for the hologram, which is a pain sometimes. Q: What's the use of fufilling Secondary Objectives? A: You will have your items upgraded. Great example is at the end of the first mission (where Data leads you on), you get the Remote Mine. On subsequent missions, you receive things like increased phaser range/damage, more effective hypos, etc. Q: Why should I use the Teleportation Brig? A: On missions were stealth is an asset, teleporting away the bodies of the fallen is a must. If a guard sees the body of a comrade, he raises when heck of a din, not to mention causes a fail if you're not supposed to be detected. The best strategy for this is to put down the brig as soon as possible (preferably in your starting area), then have the person with the controller be as close to kills as possible, so when they go down, they can swoop in and get rid of the body fast. Q: Why did a team member suddenly die? A: Some missions have enemy snipers. They get one shot kills too. If you see an enemy in an area not reachable at all and all they do is look around, they are a sniper. Get rid of them if you plan on going through the area. Q: What good are the sight and sound cones? A: Sight let's you know who is looking where. Sound let's you know who can hear you. Very good for stealth as well as just handy when ambushing some. Q: Why can't I kill the borg? I killed one or two, but now they're overwhelming me. A: Phasers will only kill 2, maybe 3 borg drones before becoming useless. Try using EMP grenades, remote mines, or concussion grenades to kill them. The sniper rifle will also work. Q: In Mission 10, where do those pigs keep coming from? A: Good question, I don't know. Just stun the ones on the map, otherwise more just keep coming. Q: I can't seem to be able to react in time to do things right. This game sucks! A: Well, if you want to be like a certain reveiwer (not naming) and skip the manual, go ahead. There is an autopause feature, I'm told (I have yet to find it), but the "Pause" key (default: Enter) is the greatest tool you have. It turns the twitch tatics I find a lot of people complaining about to strategy. Q: Why aren't my people shooting back when getting shot at? A: Two reasons. First, the designers thought it would be better if your crew did not autoreact, as that would lessen the control you have over them. They will give you hints of their own from time to time, but no more than that. The other may be you clicked a different target immediatly after shooting. Since any weapon takes time to "reload", the new target will be ignored. What a second and try again. Q: My phaser isn't shooting anymore, why not? A: Check the power meter. Phasers need some time to build power back up. Q: Why is stun instant while kill takes 2 or 3 shots? A: I think because that's how it was in the show. Besides, the effects of stun are short, and enemies that wake up from it summon reinforcements or invalidate your objectives. I only use stun when the missions says "minimize casualties". Q: On Mission 10, it's nearly impossible to fight the enemy crew without them failing my objective. Help! A: Mission 10, in my opinion, makes all other missions a walk in the park. The key in this one is watching sight and sound cones very closely. The teleportation brig, sniper rifle, and EMP grenades all come in real handy, although your best strategy is to often "trick" patrols. This is done by killing one patroller just in view of the other (with the sniper, since the phasers will trigger the alert). As he runs to help his fallen comrade, take him out as well (now you can use phasers). The mission is more detailed in it's walkthrough. MORE TO COME -------------------- 4 - Mission Details and Tips In the crew sections, (C) stands for Command Officer, (E) is for Engineer, (M) is for Medical/Doctor, (S) is for Science, and (W) is for Weapons/Tatical. Officers the game requires you to take are listed under Required, and can not be removed from the roster. In the equipment section, Needed is the equipment the game forces you to take. Optional is the stuff the game recommends. Recommended is the additional stuff I took to make life easier. 4.1 - Mission 1: Klingon Outpost (Tutorial) ------------------------------------------- Crew Allowed : 4 Recommended : N/a Required : Marcus (C), Sirta (M), Ivan (S), T'Andoria (W) Equipment Needed : N/a Optional : N/a Recommended : N/a Note : The team for this mission is predetermined, so you will not get to see the team selection screen. Primary Objective(s): - Free the two Klingon researchers (2 total) - Get the Romulan cloaking device Secondary Objective(s): - Rescue the pinned down Klingon warriors by killing their Romulan adversaries (3 total) Tips: - Listen to Data. He pretty much baby steps you through the entire thing. - When ever possible, either snipe lone foes, or use the concussion grenades. - When freeing the second Klingon warrior, there is a Romulan hidden to the NW of the two you can take out with a concussion grenade. Have two team members ready to fire in that area. The one around the corner is not a threat, but should still be taken out, as he can be suprised with phaser blasts. - When freeing the third and last Klingon warrior, there will be one Romulan to the south of the warrior. He can easily be killed by two team members crouching towards him and firing with phasers when in range. - Immediatly after rescueing the final warrior, there will be two Romulans near a stairway, hovering over a dead Klingon. Move Marcus into a good throwing position and throw a grenade between them (I find a good point to aim for is the feet of the corpse). This leaves only one inattentive Romulan between you and the finish. -------------------------------------------- 4.2 - Mission 2: Leyte Gulf --------------------------- Crew Allowed : 4 Recommended : Shiela (M), Wes (S) Required : Marcus (C), Slovaak (E) Equipment Needed : Computer Systems, Engineer Technology Kit Optional : Hyposprays, Medical Tricorder Recommended : Audio Decoy Note : The crew I have picked fufills all equipment requirements, options, and recomendations. Primary Objective(s): - Find out what happened to the Leyte Gulf - Mind Meld with Captain Jurai - Avert a Warp Core failure Secondary Objective(s): - Stun all hostile Starfleet personnel to minimize casualties - Find and question the Klingon researchers Tips: - Immediatly switch all phasers to "Stun". Never move it from this setting for whatever reason. - Use the audio decoy to trick enemies around corners and then sneak by. This minimizes the chances of getting into a fire fight, summoning more officers, and maybe failing an objective. - Remember that only one blast from the phaser is needed to stun. This is especially handy if you need to take on more than one foe at once, as each team member can fire at a different foe without worrying about needing another shot to finish them off. - When you arrive in the brig, scan the dead researchers with the medical tricorder. This will complete the objective based on them. - After stunning foes, move along as quickly as possible, as they will call in reinforcements when they wake up. -------------------------- 4.3 - Romulan Base on Chetzia 3 ------------------------------- Crew Allowed : 4 Recommended : Yulana (C), Brexen (E), Yraxys (S), T'Andoria (W) Required : N/a Equipment Needed : Computer Systems, Security Doors and Systems Optional : Hyposprays, Extractor, EM Pulse Grenade Recommended : Sniper Rifle, Proximity Mine Note : The crew I have picked fufills all equipment requirements, options, and recomendations. Also, Brexen and Yulana will give you some good background on the location, as well as tips on how to stay covert. Primary Objective(s): - Access and download all data from the remote console - Disable remote security station (2) * Erase records of presence (only if caught by a tower) Secondary Objective(s): - Avoid the Romulan Towers - Avoid detection by Romulans - Keep Romulan casualties to a minimum (Max kills: 3) Tips: - Use sight cones as much as possible, as the guards and towers all have blind spots. - Do not use the stun setting on your phasers. When the guard wakes up, a Secondary Objective will be failed (avoid detection). - Be careful when avoiding towers, as sometimes they stop their sweep for 3 seconds, then reverse direction. - Go around the compound by starting out to the south. Only your science officer should go out at first. - The first console can be snuck to when the guard patrolling it has his back turned. Run until almost within earshot, then crawl the remaining distance. Crawl back to the start point (run once you think there is enough distance between you and the guard). - Once back with the main party, head around the compound again, this time with the whole team. Pause briefly before the first break and wait for the patrol to turn around before sneaking by. Head further around to the northeastern entrance to the compound. - Take out the guard at the northeast entrance by placing a proximity mine right at the entrance while he is walking towards the computer. While he is walking back, place the teleportation brig someplace hidden, and have your command office (Shiela) ready to use the controller on the Romulan corpse. - When sneaking to the second remote station, be careful of a patrolling guard to the east and the stationary one to the far south (his vision extends to the console when he is looking around). Sneak to the console and disable it as fast as possible, returning to the team. - Move the team to the southeast corner of the map. Send only the science and weapons/security officers out now. - Sneak in through the east entrance, avoiding the patroller and the tower (not as hard as it sounds). Take cover behind the crates stacked just east of the console. - Use the weapons/security officer to snipe the stationary guard while the tower, other guard, and himself are not looking. Now rush your science officer to the console and use the computer systems skill on it to complete the mission. - Note that using these tips should minimize your chances of being caught, and bring you 1 kill away from the minimum line (if life could be easier, you can kill the guard patrolling the eastern entrance). - If, by chance you get careless and get caught by a patrol, run away from all other patrollers. They seem to stay in position unless they see or hear a battle. Then you can dispense the attacker. No matter what, being confronted will fail a Secondary Objective. - Got seen by one of the towers? You'll hear some electronic whirring and clicking, then a communication giving you a new objective will come in. Just go to the nearest remote security console and erase the log. This will fail a Secondary Objective, as well as summon more guards, jeapordizing another. -------------------------------- 4.4 - Mission 4: Starfleet Academy ---------------------------------- Crew Allowed : 4 Recommended : Yulana (C), Slovaak (E), Sheila (M), Ivan (S) Required : N/a Equipment Needed : Computer Systems, Security Doors and Systems Optional : Hyposprays, EM Pulse Grenade Recommended : Cloaking Band Note : The crew I have picked fufills all equipment requirements, options, and recomendations. Also, Yulana and Slovaak will give you some good background on the location, as well as tips on how to stay covert. Primary Objective(s): - Stun and capture the renegade Admiral Quay - Disable security - No Starfleet personnel may be killed (No Kills Allowed) - Retrieve data on new Holographic projector * Erase records of presence (only if caught by a camera) Secondary Objective(s): - Avoid detection by Starfleet surveilance Tips: - Immediatly place all phasers on stun. This will avoid "accidents". - Have Yulana sneak to the security building. There is no reason for anyone else to follow her. - Avoid any confrontation. This can be done by pausing in alcoves and waiting for guards to pass. Pay close attention to sight cones. If it looks like they might see you, change where you are fast. Don't worry if you find yourself being forced all to backtrack a bit. - After Yulana disables security, all cameras will be turned off. - Move Ivan over to the building to the east of the main building. If a guard gets close, start the cloaking band and crouch to avoid detection. - After Ivan accesses the plans, it's easy to move him to the main building without activating his cloaking band (good if you burned most of it's energy already). - Only one officer is needed inside the main building. Dodge the two guards in the outside corridors (easily done) and wait for the guard patrolling the interior corridor to be in front of the door leading the the Admiral's office. Take that opportunity to walk (not run) into the door he just checked and walk to the Admiral's door. - All you need to do is fire one stun shot at the Admiral so he folds faster than an experienced oragami artist. The mission will be over. - If Yulana get's spotted by a camera, send her to the first building to the east of the starting point. This will fail a Secondary Objective and summon more guards (who will rush around, making life hard). ---------------------------------- ---------------------------------- 5 - Conclusion 5.1 - Final Thoughts -------------------- (This section will change with every version of the FAQ) Okay, still not finished, but something I saw today really boosted my morale. This FAQ made the "New and Noteworthy" section on the index page of GameFAQs. Now tell me that isn't an honor ;). So obviously, as part as my good morale, I'm updating the FAQ a little early. I will be starting a mailing list for readers so they can know when I update, as well as get help when needed (I'm not available a lot, so having a mailing list where everyone can contribute is a better option). What can I say though, I've been bored today. Two updates in one day! Yipes.... still riding that high from seeing my FAQ in the N&N section ;). Until next update, have fun! ----------------------- 5.2 - Copyright Notices ----------------------- Star Trek, all associatted media, images, and works are copyrighted by Paramount Pictures. Star Trek: Away Team is copyrighted by Activision, under permission from Paramount Pictures. This FAQ is not endorsed nor authorized by either Activision or Paramount Pictures. All rights reserved.