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FAQ/Strategy Guide by Crythania
Version: 1.00 | Updated: 11/11/10
1234567890123456789012345678901234567890123456789012345678901234567890123456789 ***************************************************** *** *** *** Star Trek: The Next Generation *** *** Advanced Holodeck Tutorial *** *** For Sega Game Gear *** *** *** *** Game Guide and Walkthrough - Version 1.00 *** *** By A.L.T., Copyright November 2010 *** *** *** ***************************************************** ____________________________________________________________________________ | Table Of Contents | |____________________________________________________________________________| Index 1.0 - Introduction Index 2.0 - Mission Briefing Index 2.1 - The Main Viewscreen Index 2.2 - Ship Navigation Index 2.3 - Contact Crew Members Index 3.0 - Ship Operations (Data) Index 3.1 - Warp Drive Index 3.2 - Sensor Report Index 3.3 - Orbiting Procedures Index 4.0 - Transporter Operations (O'Brien) Index 4.1 - Beam Up Index 4.2 - Beam Down Index 4.3 - Intruder Capture Index 5.0 - Tactical Operations (Worf) Index 5.1 - Shields Index 5.2 - Weapons Arrays Index 6.0 - Engineering Operations (LaForge) Index 6.1 - Boost A System Index 6.2 - Damage Control Index 6.3 - Damage Report Index 7.0 - Mission Control (Riker) Index 8.0 - Red Alert Index 8.1 - Temporal Rift Index 8.2 - Life Support Failure Index 8.3 - Intruder Alert Index 9.0 - Ship-To-Ship Combat Index 9.1 - The Field Of Play Index 9.2 - Enemy Ships Index 9.3 - Crew Messages Index 9.4 - Tips For Success Index 10.0 - Peaceful Missions Index 11.0 - Rescue Missions Index 12.0 - Easy Combat Missions Index 13.0 - Hard Combat Missions Index 14.0 - Unbeatable Situations Index 15.0 - Passwords Index 16.0 - Afterthoughts ____________________________________________________________________________ | Index 1.0 - Introduction | |____________________________________________________________________________| Starfleet Academy is the site for the Advanced Holodeck Tutorial, a simulation that puts you in the captain’s chair on the bridge of the Federation Starship Enterprise. Captain Jean Luc Picard is your instructor. He will hand out mission assignments and promotions for consistent successfully completed missions. You start the game with a rank of Ensign and can be promoted to Lieutenant, Lt. Commander, Commander, and Captain. I can imagine just getting started with a simple mission being a daunting task if you don't have access to the game's manual, which explains everything nicely. I will provide that information and much more here in this guide. So welcome to the bridge of the Enterprise! Let's get started. o Indexes 2.0 through 8.0 contain information equivalent to what is in the game's manual, with some additional notes here and there from me. o Index 9.0 contains detailed analysis and help for ship-to-ship combat situations. o Indexes 10.0 through 13.0 contain walkthroughs for the game's missions. ____________________________________________________________________________ | Index 2.0 - Mission Briefing | |____________________________________________________________________________| When the game starts up, you can select "New Game" or "Password". Select "New Game" to start with a rank of Ensign. Select "Password" and enter a password to begin at a previously attained rank. When you begin a new game, Captain Picard will give you a randomly selected mission from the game's mission pool. Your task is to complete each mission before the mission's End Date to earn promotions, where more complicated and harder missions become available. o Captain Picard will never give you the same mission twice in a row. However, he could (and probably will) give you a mission you've already completed as the game progresses. Each mission begins with a two-part briefing. The first part of the briefing tells you what the current situation is, where you need to go, and what you should do when you get there. The second part of this briefing is just an elaboration on the mission's story and/or goals. Press Button 1 to advance through the briefing. After the second part, you are on the bridge of the Enterprise, where your decisions will affect the fate of your crew and the outcome of the mission. After you complete a mission's goals, Captain Picard will give you a mission summary. Press any button to advance to a screen that shows your rank and password. This screen is where promotions are earned. To get a promotion, you have to complete a number of missions back to back without any failures. Ensign __________________| / 2 Missions | | Lieutenant |__________________ | 4 Missions \ | Lt. Commander __________________| / 6 Missions | | Commander |__________________ | 8 Missions \ | Captain If you fail a mission, Captain Picard's mission summary will tell you what went wrong. You'll keep your current rank, but it'll take more successful missions before you gain a new rank. Example: If your rank is Lt. Commander, you did 5 successful missions in a row, and failed the sixth, you're bumped back down to "square one" for that rank. You'll have to do 6 successful missions before getting a promotion to Commander. Example: Your rank is Ensign. You did 2 successful missions and got promoted to Lieutenant. You will now have to do 4 successful missions to get the next promotion to Lt. Commander. Regardless of success or failure, Captain Picard will assign you another randomly selected mission, and so the game will continue. After a new game has begun, either by starting a new game or using a password, the only way to get the game to reset is to turn the unit off and back on. The password function allows you to start a new game at a higher rank without having to play through a bunch of missions to achieve that rank. Each rank has its own password. ____________________________________________________________________________ | Index 2.1 - The Main Viewscreen | |____________________________________________________________________________| After Captain Picard's mission briefing, you are on the ship's bridge and the mission immediately begins, with mission time elapsing. This game is about the Enterprise and its various operations. You're in the captain's chair with a first person view of the Main Viewscreen, which shows what is currently in front of the Enterprise. Below the Main Viewscreen are five Starfleet badges, each of which represents a crew member you can contact. Just above the badges is a bar that shows the name of the guy who is currently selected. The currently selected guy's badge is highlighted. From left to right, here are the crew members at your disposal. __________ ____________ ___________ ___________ _______________ | Mr. Worf | | Mr. Data | |Mr. LaForge| |Mr. O'Brien| |Commander Riker| |__________| |____________| |___________| |___________| |_______________| Tactical Navigational Engineering Transporter Mission Operations Operations Operations Operations Control To contact a crew member, press the D-Pad left or right to highlight the badge of the guy you want to contact, and press Button 2. This will bring up that guy's Crew Screen along with any dialogue he has to say about the current situation, and you can navigate his sub-menu to perform desired tasks. Pressing Button 1 here will bring up a "quick view" Sensor Report. (See Index 3.2 for an explanation of Sensor Reports.) Pressing Up or Down on the D-Pad will alter the Enterprise's Impulse speed. There are two levels of Impulse speed: Half Impulse and Full Impulse. Press Up to get the ship moving at Half Impulse. Press Up again to increase to Full Impulse. Press Down to decrease to Half Impulse. Press Down again for "all stop". o The Enterprise's Impulse speed is not displayed here. You can tell how fast the ship is moving by how fast the star field passes by on the Main Viewscreen. At "all stop", the Enterprise is stationary, and so are stars on the Main Viewscreen. Contact Mr. Data for a precise report on how fast the ship is moving. Press Start to go into Pilot Mode where you can maneuver the Enterprise in three dimensions (D-Pad) and use phasers and photon torpedoes if they are armed (Buttons 1 and 2). You can't contact crew members while piloting the ship. Press Start to exit Pilot Mode and get back to Crew Select Mode. (The Start button toggles back and forth between the two modes.) o On the Main Viewscreen you will frequently see one or more markers that indicate far away objects that are not in visual range. These objects could be planets, starbases, other ships, or even something different. Finding these markers and maneuvering the ship so that the marker is in the middle of the screen is important to getting the ship pointed in the right direction toward a destination or object you want to reach. You can also use the Sensor Report screen to point your ship in the direction you need to go. Get the Enterprise pointed toward a distant object you want to reach, maneuver so the object's marker is in the middle of the Main Viewscreen, and get going at Impulse speed to navigate toward your destination. o Planets, starbases, ships, and other objects that are in visual range will, of course, appear on the Main Viewscreen in living color. That should about cover the controls and game play for the Main Viewscreen. Other Indexes of this guide will address specific crew member functions and ship-to-ship combat. o As the mission progresses, a crew member's badge may start flashing. This indicates that the guy is trying to contact you with important information. Contact him to see what he has to say. If a guy's badge is flashing along with a low beeping sound, his message is urgent (drop whatever you're doing and get in touch with this guy immediately). _____________________________________________ | Main Viewscreen Controls - Crew Select Mode | |_____________________________________________| D-Pad Left/Right - Highlight Crew Member D-Pad Up/Down - Adjust Impulse Speed Button 1 - "Quick View" Sensor Report Button 2 - Contact Highlighted Crew Member Start - Go To Pilot Mode _____________________________________________ | Main Viewscreen Controls - Pilot Mode | |_____________________________________________| D-Pad - Maneuver Enterprise Button 1 - Launch Torpedo Button 2 - Fire Phasers Start - Go To Crew Select Mode o Weapons will not work if they haven't been armed or have been destroyed by enemy fire. ____________________________________________________________________________ | Index 2.2 - Ship Navigation | |____________________________________________________________________________| For clarity's sake, let's pause for a moment and examine the environment in which the game takes place. It's split up into sectors, each of which is given a planet name for easy reference. Earth, Vulcan, Rigel III, etc. Each mission begins at Earth with the Enterprise facing the planet, which is visible on the Main Viewscreen. Just like in the TV show, there are two types of navigation here: Warp Drive and Impulse Drive. Warp Drive is used to travel from one sector to another. Impulse Drive is used to navigate while inside a sector. Mr. Data handles Warp Drive operations, as covered at Index 3.1 of this guide. You handle Impulse Drive maneuvers, as previously covered at Index 2.1 above. You cannot get to another sector just by traveling at Full Impulse. While it is possible to travel a good distance away from the sector's planet, you won't be able to reach another sector. That's what Warp Drive is for. Each sector has a planet or starbase that should be your point of reference while navigating inside the sector. When you warp to a new sector, the Enterprise is usually nearby that sector's planet or starbase, but the ship is facing a random direction. After you have warped to the sector where you need to go, you will have to navigate at Impulse speed (Pilot Mode) to get to the planet or starbase there. Then you can get in orbit over the planet and do transporter operations or whatever you need to do there. To get to a planet or starbase inside a sector you've just warped to, you will have to consult Mr. Data's Sensor Report (covered at Index 3.2), point the Enterprise toward your desired destination, go into Pilot Mode at the Main Viewscreen, look around and maneuver to get the planet's marker in the center of the Main Viewscreen, then get the ship moving at Impulse speed to travel to your destination. When you arrive at the destination, the marker will be replaced with a visual of the planet. Slow down so you don't fly past the planet. When the planet is large on the Main Viewscreen, halt the ship's movement. Now you can contact Mr. Data to perform the procedures to get in orbit over the planet. If the sector has a starbase instead of a planet, you don't need to get in orbit. You need only maneuver the Enterprise to where the starbase is and get close to it. If you need to beam people or supplies from a friendly ship in the sector, travel at Full Impulse to catch up with the ship (the other ship is always traveling at Half Impulse). When the other ship is large on the Main Viewscreen, slow down to Half Impulse. You're now close to the other ship and have matched its speed. Now you can perform transporter operations. o If the Sensors show the Enterprise facing the planet or another object you want to reach but no marker shows up on the Main Viewscreen, go into Pilot Mode and look around. Pan up and down, examining the field of play until the marker shows up. Planets, starbases, and other objects of interest are always in the middle of the field of play (you will be able to pan up or down from it while viewing its marker). If you look up or down too far, you will reach the upper or lower edge of the field of play, and you will not be able to look or maneuver further in that direction. o I will explain more about the field of play at Index 9.1 where we discuss ship-to-ship combat. ____________________________________________________________________________ | Index 2.3 - Contact Crew Members | |____________________________________________________________________________| When you contact any of the five crew members available, his crew screen will come up. To the right of his portrait is an information window that displays status information about the system he controls. For most systems, it will say "On Line" or "Off Line". A system that has been badly damaged or destroyed will be "Off Line" and unavailable for use. Under the portrait and information window are two or three Starfleet badges that represent tasks this guy can perform. If the guy you are contacting had a flashing badge on the Main Viewscreen, the screen will immediately scroll up to show you what he has to say about the current situation. Press Button 1 to scroll the screen back down so you can access his functions. _____________________________________________ | Crew Screen Controls | |_____________________________________________| D-Pad Left/Right - Highlight Crew Function Button 1 - View Most Recent Message Button 2 - Activate Highlighted Function Start - Exit To Main Viewscreen o As seen here, the D-Pad is used to navigate menus, and Button 2 activates the highlighted function. This is true for most of the game, especially on the Main Viewscreen and Crew Screens. Button 2 almost always activates something, while Button 1 sometimes shows you a previously viewed message or exits to the Main Viewscreen. The Start button almost always cancels an action in progress or exits to the Main Viewscreen. I will provide the controls for each of the game's functions in the Indexes that cover them. As a rule of thumb, Button 2 activates things, and Start exits back to the Main Viewscreen. ____________________________________________________________________________ | Index 3.0 - Ship Operations (Data) | |____________________________________________________________________________| The manual for this game starts us out with Mr. Worf, who handles some of the combat functions. I'm going to start us off with Mr. Data, who handles the Warp Drive, Sensors, and Orbiting procedures. Before we can do much else during a mission, we have to get to the sector where the mission takes place. There are situations where we will want to do some things in preparation for a mission before warping away from Earth, but getting to the theater of action where the mission takes place is important. o Mr. Data's functions, from left to right: Warp Drive . Sensors . Orbiting Procedure ____________________________________________________________________________ | Index 3.1 - Warp Drive | |____________________________________________________________________________| The crew screen for Warp Drive tells us which sector we are currently in and the Impulse speed of the Enterprise (Full, Half, or Halted). The information window next to Mr. Data's portrait says "Course". Under that is displayed "Sector" along with the planet name of the sector the Enterprise is currently in. Under that is "Status" along with the current Impulse speed. Below, the left badge is highlighted. Press Button 2, and a Course Setting screen will appear. You'll see a list of planet names. Press the D-Pad Up or Down to cycle through the available sectors. The sector you will warp to is the one with the arrows pointing at it. Earth is at the top of the list. Planets further down on the list are increasingly farther away from Earth, with the sector at the bottom of the list being the farthest away. The farther away a sector is from Earth, the more mission time it will take to get there. With your destination chosen, press Left or Right to adjust the ship's warp speed. A large horizontal bar at upper screen will fill up as you increase the warp speed from 0 to 9. Above that is an indicator that tells you which warp speed has been chosen ("Warp 1", for example). Warp 9 is the fastest speed, and Warp 1 is the slowest. Below the list of planets, the estimated time of arrival is displayed in the form of a stardate. This will change as you adjust the warp speed, with lower speeds taking longer to reach the destination. Press Button 2 to engage the Warp Drive. You'll see a scene that shows the Enterprise warping away from the planet where it was and appearing at your selected destination, then you'll be returned to the Main Viewscreen where you can contact crew members. Warp travel takes place instantly, with the stardate reflecting the game time spent getting from one sector to another. (See Index 7.0 for information about stardates and elapsed mission time.) o When Captain Picard assigns you a mission, the sector(s) you need to travel to are randomly chosen. _____________________________________________ | Warp Drive Controls | |_____________________________________________| D-Pad Up/Down - Select Destination D-Pad Left/Right - Select Warp Speed Button 2 - Engage Warp Drive Button 1 - Exit To Main Viewscreen Start - Exit To Main Viewscreen ____________________________________________________________________________ | Index 3.2 - Sensor Report | |____________________________________________________________________________| The crew screen for Sensors displays "Sensors" in the information window next to Mr. Data's portrait along with "Status" (On Line or Off Line). Below, the middle badge is highlighted. Press Button 2 to access the Sensor Report. It shows an overhead view of the sector the Enterprise is in, with the Enterprise in the middle of the field. This shows us which direction the Enterprise is facing. To the left of the field is the magnification indicator (x1 to x6). Below the field is a readout window that shows the status of the currently selected object. A marker appears around the Enterprise, and the readout window displays the ship's condition (No Damage, Minor Damage, Major Damage). Press Button 2, and the marker will highlight another scannable object in the sector. Pressing Button 2 here will cycle through the available objects that can be scanned, with their condition appearing in the readout window. Press the D-Pad Up or Down to change the magnification. A 1x magnification displays the largest area surrounding the Enterprise, but objects shown here are farther away than they appear. It shrinks the entire sector to fit it inside the field of view. Use this magnification to get an idea of how many objects there are in the sector (planets, starbase, other ships). As you increase the magnification toward 6x, objects will be shown to be farther away from the Enterprise, with a 6x magnification representing the actual distance other objects are from your ship. Very distant objects will not appear on the display here. o Adjusting the magnification here will give you an idea of how far away things are from your ship. o Press the D-Pad Left or Right to turn the Enterprise. If your ship is traveling at Impulse speed, it will continue to travel as you examine the sensor readouts here. o Photon Torpedoes fired by enemy ships will show up on the Sensor display. If the Enterprise is moving, you can maneuver the ship here to dodge them. o If your mission goal is to reach a planet or starbase or some other object, turn the Enterprise to point it toward the object you need to travel to, then exit to the Main Viewscreen, go into Pilot Mode, and look around until the object's sensor marker appears on the Main Viewscreen. With the marker centered on the Main Viewscreen, engage the Impulse Drive to get moving and travel to your destination. o If your mission goal is to engage enemy ships in battle, you can watch them here to get an idea of their movements. Wait for a ship to move in front of the Enterprise, then exit to the Main Viewscreen and find him there to engage him in combat. Ship-to-ship combat is covered at Index 9.0. _____________________________________________ | Sensor Report Controls | |_____________________________________________| D-Pad Up/Down - Change Magnification D-Pad Left/Right - Turn Enterprise Button 2 - Cycle Through Scannable Objects Button 1 - Exit To Main Viewscreen Start - Pause Game ____________________________________________________________________________ | Index 3.3 - Orbiting Procedures | |____________________________________________________________________________| The crew screen here displays "Orbit" in the information window next to Mr. Data's portrait, along with the name of the "Sector" the Enterprise is in and "Status" (No Orbit, In Orbit). Below, the right-hand badge is highlighted. o Before you can transport passengers or cargo from a planet, the Enterprise must be in orbit over the planet. o Before you can get in orbit, the Enterprise must be close to the planet. The planet will be visible on the Main Viewscreen. Mr. Data will inform you if you're too far away from the planet. Exit to the Main Viewscreen and maneuver the ship closer to the planet, then try again. Press Button 2 to launch the Orbit Mini-Game. It looks similar to the Main Viewscreen. You have to keep the Enterprise on course by steering the ship through waypoints. Waypoints are represented by red boxes that are small in the distance and get larger as the ship gets closer to them. The current waypoint you need to get through is highlighted yellow. Use the D-Pad to steer the ship through the waypoint without touching its sides. If a waypoint is off screen, an arrow will direct you to steer toward it. At the bottom of the screen is a bar graph that tracks your progress. The number of bars displayed represents the number of waypoints you need to steer through to keep the Enterprise on course. As you progress through waypoints, the bars will light up yellow to track your progress. The higher the bar, the more mistakes you made while navigating through that waypoint. If a bar gets really high and goes into the red, that means you either touched the side of the waypoint or missed it completely. The computer will average your success rate to determine if the ship has achieved successful orbit. The "Caution" light flashes accompanied by a beeping sound if you're in danger of failing the attempt. If you failed to achieve Orbit, Mr. Data will let you know. You can then try again. There's no penalty for failing an Orbit attempt other than mission time spent during the attempt. When Orbit has been achieved, the Main Viewscreen shows a view of the planet. You cannot enter Pilot Mode while in orbit. To break orbit, simply select and engage Orbiting Procedures again from Mr. Data's crew screen. The ship will automatically leave orbit, and you'll be returned to the normal Main Viewscreen, where you can pilot the ship again. _____________________________________________ | Orbit Controls | |_____________________________________________| D-Pad - Steer Enterprise Button 1 - Pause Game Start - Exit To Main Viewscreen ____________________________________________________________________________ | Index 4.0 - Transporter Operations (O'Brien) | |____________________________________________________________________________| Chief O'Brien handles all of the transporter functions of the Enterprise. The transporter has a limited range. Before you can start beaming stuff up from a planet, the Enterprise needs to be in orbit over the planet. To beam stuff up from a starbase, the Enterprise need only be nearby the starbase. To beam something off of another ship, the Enterprise needs to match the other ship's speed and direction. (See Index 2.2 for information about traveling inside a sector, and Index 3.3 for Orbit Procedures.) o Mr. O'Brien's functions, from left to right: Beam Up . Beam Down . Intruder Capture ____________________________________________________________________________ | Index 4.1 - Beam Up | |____________________________________________________________________________| The crew screen here displays "Beam Up" in the information window next to Mr. O'Brien's portrait, along with transporter "Status" (On Line or Off Line) and "Target" classification, which will vary depending on which mission you've been assigned. Below, the left badge is highlighted. o If you happen to be at the wrong place, a location where there is nothing to beam up, the "Target" classification will read "None". Press Button 2 to launch the Beam Up Mini-Game, which is a topographical grid map of the planet's surface. The Object Window at left shows how many people or objects you have to beam up. Above that is a Lock On bar and Power Status bar. Press the D-Pad to scroll the screen in any direction. The computer has decided on a predetermined beam-up order for the targets. The Lock On bar shows how close you are to the next target you have to beam up. When the Lock On bar fills with red, the target is on screen. Press and hold Button 2 and move the transporter sight over the target to beam him up. The Power Status bar will fill up with red during the beam-up procedure, after which the target is beamed up. Look around for the next target you have to find. o The map is a square. If you arrive at an edge of the map, you won't be able to scroll any further. If the Lock On bar doesn't show any activity, scroll the screen back toward what you feel to be the center of the area, where you have a better chance of finding your next target. o In rescue situations, people are moving around. In peaceful situations, they will be stationary. Cargo is always stationary. o While you're looking around, you will probably see targets that you can't beam up yet (you have to beam up all the targets in correct order). Remember where these targets are for later reference. Focus on finding the targets one at a time, always keeping an eye on the Lock On bar. That's your guide to finding the current target that you have to find. When all of the targets have been beamed up, you'll see a scene of them appearing in the transporter room. After that, you'll be returned to the Main Viewscreen. _____________________________________________ | Beam Up Controls | |_____________________________________________| D-Pad - Scroll Screen D-Pad (With Button 2 Held) - Move Sight Button 2 (Hold) - Beam Up Target Start - Exit To Main Viewscreen ____________________________________________________________________________ | Index 4.2 - Beam Down | |____________________________________________________________________________| The crew screen here displays "Beam Down" in the information window next to Mr. O'Brien's portrait, along with transporter "Status" (On Line or Off Line) and "Cargo Hold" contents, which will vary depending on who or what you've beamed up to the Enterprise. Below, the middle badge is highlighted. Press Button 2 to energize the transporter. Beaming down takes place automatically, accompanied by a scene of the passenger or object disappearing in the transporter room. Mission accomplished! You'll be returned to the Main Viewscreen. _____________________________________________ | Beam Down Controls | |_____________________________________________| Button 2 - Beam Down Target(s) Button 1 - Exit To Main Viewscreen Start - Exit To Main Viewscreen ____________________________________________________________________________ | Index 4.3 - Intruder Capture | |____________________________________________________________________________| The crew screen here displays "Intruder" in the information window next to Mr. O'Brien's portrait, along with transporter "Status" (On Line or Off Line). Below, the right-hand badge is highlighted. Occasionally, intruders may gain access to the Enterprise and start doing random damage to ship's systems. This is a Red Alert scenario. Mr. Worf will let you know it's happening with an urgent message. Contact Mr. O'Brien here to beam the intruders into the transporter room for capture. (Index 8.0 contains more information about Red Alert situations.) Press Button 2 to launch the Beam Up Mini-Game. This works the same way as beaming targets up from a planet or another ship, except the grid now shows areas inside the Enterprise. There are eight decks on the ship where intruders could be lurking. Press and hold Button 1 and push Up or Down on the D-Pad to change the deck you're currently looking at. An indicator at the left shows which deck you're looking at, numbered from 0 to 7. As with beaming up people or objects from a planet or another ship, the ship's computer has decided on a predetermined order for beaming the intruders into the transporter room. Use the Lock On bar to find an intruder, quickly beam him out of the area, then scroll the screen back toward the center of the deck and start looking for the next intruder (who may be on another deck). If the Lock On bar isn't showing any activity, move your search to another deck. Search all eight decks as quickly as you can and beam up all of those nasty alien intruders. When you snag the last guy, a scene will show the intruders appearing in the transporter room, where ship security will capture them. After that, you'll be returned to the Main Viewscreen. _____________________________________________ | Intruder Capture Controls | |_____________________________________________| D-Pad - Scroll Screen D-Pad (With Button 2 Held) - Move Sight Button 2 (Hold) - Beam Up Target Button 1 (Hold) - With Up/Down To Change Deck Start - Exit To Main Viewscreen ____________________________________________________________________________ | Index 5.0 - Tactical Operations (Worf) | |____________________________________________________________________________| Mr. Worf handles the Enterprise's shields and weapons. This is a simple matter of turning them on or off. That's all he does. o Mr. Worf's functions, from left to right: Shields . Weapons ____________________________________________________________________________ | Index 5.1 - Shields | |____________________________________________________________________________| The crew screen here displays "Shields" in the information window next to Mr. Worf's portrait along with "Status" (Lowered or Raised). Below, the left badge is highlighted. Press Button 2 to raise or lower the shields. A function screen will display raising or lowering. Afterward you'll be returned to the Main Viewscreen. o All missions begin with the Enterprise's shields lowered. o Transporter operations (Beam Up and Beam Down) cannot happen while the shields are up. If you need to transport people or cargo after a combat situation, remember to lower the shields. If you forget, Mr. O'Brien will remind you when you try to operate the transporter for a Beam Up or Beam Down operation. o If Intruders get aboard the Enterprise, you don't have to lower the shields before engaging Intruder Capture procedures (the intruders are aboard the Enterprise, and the transporter will work for beaming them within the ship while the shields are raised). _____________________________________________ | Shields Controls | |_____________________________________________| Button 2 - Raise/Lower Shields Button 1 - Exit To Main Viewscreen Start - Exit To Main Viewscreen ____________________________________________________________________________ | Index 5.2 - Weapons Arrays | |____________________________________________________________________________| The crew screen here displays "Weapons" in the information window next to Mr. Worf's portrait along with "Phasers" and "Photons" (Armed or Disarmed for each). Below, the right-hand badge is highlighted. Press Button 2 to arm or disarm the weapons systems. A function screen will display arming or disarming. Afterward you'll be returned to the Main Viewscreen. o All missions begin with the Enterprise's weapons disarmed. o Phasers and Photon Torpedoes are always armed or disarmed together. o I'm not sure why you'd want to disarm the weapons after having armed them. o Phasers get their power from the Enterprise's warp core. They can potentially be weakened by damage to the ship's power supply. Mr. LaForge monitors this in Engineering and will provide damage reports. _____________________________________________ | Weapons Arrays Controls | |_____________________________________________| Button 2 - Arm/Disarm Weapons Button 1 - Exit To Main Viewscreen Start - Exit To Main Viewscreen ____________________________________________________________________________ | Index 6.0 - Engineering Operations (LaForge) | |____________________________________________________________________________| Mr. LaForge handles the Enterprise's engineering functions, which include boosting power to a system, damage control, and repairs. He's the guy who will tell you how "healthy" the Enterprise is. As the ship takes damage during encounters with hostile aliens, Mr. LaForge will provide detailed damage reports. You can also direct his repair efforts and tell him which damaged system to repair first. o Mr. LaForge's functions, from left to right: Boost A System . Damage Control . Damage Report ____________________________________________________________________________ | Index 6.1 - Boost A System | |____________________________________________________________________________| The crew screen here displays "Power" in the information window next to Mr. LaForge's portrait, along with "Power Level" (percentage of power being provided by the warp core) and "Boosted System" (Phasers, Shields, Transporter, or None). Below, the left badge is highlighted. o As the ship takes damage during combat, the Power Level may be affected (especially if Warp Drive has been damaged). o There are many combat situations where boosting the phasers or shields can make a difference. I haven't had occasion to boost the transporter (time spent boosting the transporter is usually better spent just beaming targets normally in a crisis situation). But maybe I haven't encountered a really nasty situation where the transporter has been heavily damaged and taking some extra time to boost it would improve its effectiveness. Press Button 2 to launch the Boost System Mini-Game. You'll see a circuit board with blue pathways connecting outputs at the upper left side of the field to the inputs at the lower left side. The blue pathways meet up with nodes along the way. Each node has a "=" or "X" that affects how a power spark will pass through it. Power sparks are released from the outputs at the upper left side of the field and travel through the maze of blue pathways until they reach an input at the lower left side of the screen. o The Phaser system input is marked by a "P". o Under that, the Shields input is marked by an "S". o Under that, the Transporter input is marked by a "T". o Under each system's letter marker is a number that shows how many power sparks have been collected there. What you have to do here is change the nodes to guide the power sparks into the desired input. Press the D-Pad Up, Down, Left, and Right to move the cursor from one node to another. Move the cursor to a node that a power spark has not yet arrived at, and press Button 2 to toggle the node between "=" and "X" to help guide the power spark toward the input you want it to arrive at. Here's how the nodes work: _____________________________________________ | Example 1 Example 2 | | ___.___ ___ ___.___ ___.___ ___ _______ | | | = | | X | | | ___|___|_____ ___|___|___._ | | | | | | | |_____________________________________________| ___ Blue Path . Power Spark ___ | | Node |___| In Example 1, the power spark to the left of the node is traveling rightward along the upper pathway to meet up with the node. The "=" will send it moving along the upper pathway as pictured. If a power spark comes in from the lower pathway, the "=" will send it to the lower pathway on the right. In Example 2, the power spark to the left of the node is traveling rightward along the upper pathway to meet up with the node. The "X" will send it moving along the lower pathway as pictured. If a power spark comes in from the lower pathway in this scene, the "X" will send it to the upper pathway on the right. o At a rank of Ensign, you'll only get 3 power sparks, released one at a time. As you gain in rank toward Captain, you'll get 4 to 7 power sparks, with some of them released together. However, even at the Captain difficulty, you'll have plenty of time to create a pathway to guide the sparks to your desired input. When all of the power sparks have reached an input, the system that has the most power sparks will get the boost. So, for example, if you got 2 of them into Phasers, 1 into Shields, and 1 into Transporter, the Phasers will be boosted. A boosted system always doubles its performance. After the operation is complete, you'll be returned to the Main Viewscreen. Check back with Mr. LaForge to see visual confirmation of the system you boosted. "Phasers", "Shields", or "Transporter" will appear under "Boosted System" in the information window. Mr. Worf's information window for "Shields" and "Weapons" will also indicate whether or not the shields or phasers have been boosted. o The maze you have to navigate the sparks through is complicated but not too hard to figure out. Experiment with setting up different nodes ahead of time, keeping an eye on where the power sparks are, and keep an eye out for blue pathways that cross over or under each other. These are not intersections. A power spark will always stay on the blue path it's on, even if it crosses over or under another blue path. The nodes are the only intersections here, and those are where you can direct the sparks onto another path. _____________________________________________ | Boost A System Controls | |_____________________________________________| D-Pad - Move Cursor Button 2 - Change Selected Node ("=" or "X") Button 1 - Exit To Main Viewscreen Start - Exit To Main Viewscreen ____________________________________________________________________________ | Index 6.2 - Damage Control | |____________________________________________________________________________| The crew screen here displays "Repair" in the information window next to Mr. LaForge's portrait, along with the name of the "System" Mr. LaForge is currently working on repairing and that system's "Status" (a percentage). Below, the middle badge is highlighted. Press Button 2 to go to the Damage Control screen, which shows all eight of the ship's systems and their statuses, in order of importance from top to bottom. Each system has a "health bar" that shows how damaged it is. Press Up or Down to move the marker and select a system to examine. Its current repair status is displayed in a System Status window below (it shows that system's percentage, from 0% to 100%). Press Button 2 to direct Mr. LaForge to begin repairing that system. o The Enterprise always begins a new mission with all of its systems in top condition. If your ship was badly damaged during a previous mission, everything is repaired to full strength for the next one. o Mr. LaForge will automatically work on repairing the ship's most important system if it takes damage, and he will continue to work on those repairs until it's at 100%. After that, he'll begin repairing the next system in order of priority unless you direct him to do otherwise. Here are the Enterprise's eight systems: _____________________________________________ |_____________________________________________| o Life Support - The Ship's "Health" o Warp Drive - Affects Warp Speed o Impulse Drive - Affects Impulse Speed o Shields - Affects Shield Effectiveness o Phasers - Affects Phaser Effectiveness o Photons - Affects Torpedo Effectiveness o Sensors - Affects Sensor Effectiveness o Transporter - Affects Beam Up Speed o Life Support is the ship's "health bar". If it gets destroyed (0%), the Enterprise is destroyed and the mission is lost. o If Warp Drive gets badly damaged, you may only be able to travel at low warp speeds (not good). If it gets destroyed, warp drive will not be available at any speed. o If the Impulse Drive takes a lot of damage, the ship may not be able to travel at Full Impulse. If it suffers heavy damage or gets destroyed, the ship will come to a halt. o Shields do not make the Enterprise invulnerable to damage while they are raised. They absorb some of the damage from hits. As the shields weaken, they absorb less damage, and other systems take more damage. If the shields are destroyed, other systems will take full damage from enemy hits. o If the Phasers are damaged, they will do less damage on enemy ships. If this system is severely damaged or destroyed, you won't be able to fire your phasers. o If the Photons are damaged, they will do less damage on enemy ships, and you may only be able to fire one at a time (under optimal conditions you can fire two at a time). If this system is severely damaged or destroyed, you won't be able to launch photon torpedoes. o If the Sensors are damaged, they may give out partial information on the status of objects in the sector. If this system is destroyed, you'll get no response from the Sensors at all. o As the Transporter takes damage, it will take longer to beam up targets. The more damaged the system is, the longer it takes to beam something up. If this system takes severe damage, you won't be able to beam up, beam down, or capture intruders at all. o Anywhere except Earth orbit, Mr. LaForge's rate of repair is slow. If the ship suffers heavy damage across the board or if you need something repaired quickly, you might consider warping to Earth and getting in orbit over the planet there. The additional resources of Starfleet at your "home base" will dramatically speed up repairs. Keep in mind, though, that warping to Earth will use up mission time. _____________________________________________ | Damage Control Controls | |_____________________________________________| D-Pad Up/Down - Select System Button 2 - Begin Repairing Selected System Button 1 - Exit To Main Viewscreen ____________________________________________________________________________ | Index 6.3 - Damage Report | |____________________________________________________________________________| The crew screen here displays "Damage" in the information window next to Mr. LaForge's portrait, along with "Ship Status" (a percentage indicating the ship's overall "health"). Below, the right-hand badge is highlighted. Press Button 2 to see an overhead visual of the Enterprise. Damaged systems flash red, with rapidly flashing areas being more damaged than others. o I don't find this graphic very useful for determining my ship's condition. It mostly provides something to look at while waiting for repairs to complete. The Damage Control screen provides a better at-a-glance situation report. _____________________________________________ | Damage Report Controls | |_____________________________________________| Button 1 - Exit To Main Viewscreen ____________________________________________________________________________ | Index 7.0 - Mission Control (Riker) | |____________________________________________________________________________| Commander Riker is your second in command. It's his job to help you complete your mission in a timely manner. In this capacity, his crew screen here displays the "Current Stardate" and "Mission End Date" along with a recap of Captain Picard's mission briefing. o If you forgot what you have to do or where you have to go, contact Mr. Riker for a reminder. o Each new game or game started with a password begins at Stardate 40000.0, with the timer counting as soon as the first mission begins. From then on, the stardate can serve as an indicator of "total elapsed game time". Each new mission picks up where the previous one left off. o Time passes during almost everything you do. Warping to a sector, traveling to a destination, getting in orbit, operating the transporter, boosting a system, fighting enemy ships, dealing with Red Alerts... Mission time will elapse while you're doing all of these things. Time even passes while you're reading messages from crew members. I think the only things that don't take any time are raising and lowering the shields and arming or disarming the weapons. o Each mission provides more than enough time to complete it before the End Date. However, you never know if a Red Alert or something else might happen to delay your progress. Practice accomplishing tasks and contacting crew members quickly. o When you have to return to Earth for speedy repairs, which will be often, keep an eye on the current stardate as you oversee the repairs to your ship's systems. Make sure there will be enough time remaining to warp back to the battle and finish off the enemy. If you run out of time, the mission is failed. _____________________________________________ | Mission Control Controls | |_____________________________________________| Start - Exit To Main Viewscreen ____________________________________________________________________________ | Index 8.0 - Red Alert | |____________________________________________________________________________| Red Alert scenarios are random events that could happen at any time during a mission. They don't show up very often, and you may be able to play through a large number of missions before one finally shows up. When they do show up, they can end up being anything from a minor setback to a complete disaster. As with normal crew communications, a Red Alert begins with a crew member's badge flashing to indicate that he has an important message for you. In this case, the flashing badge is accompanied by a low-pitched beep to accentuate its urgency. Drop whatever you were doing and contact the guy immediately. o As far as I can tell, Red Alerts do not happen while you're engaged in Orbiting Procedures, Beam Up operations, Boosting a system, or if you are consulting with a crew member on his Crew Screen. Red Alerts always show up while you're at the Main Viewscreen (with exception of the Temporal Rift, which always shows up during warp travel). This makes these random events potentially deadly, as ship-to-ship combat takes place at the Main Viewscreen. ____________________________________________________________________________ | Index 8.1 - Temporal Rift | |____________________________________________________________________________| This dangerous random event occasionally shows up right after you've engaged the warp engines to warp to another sector. Commander Riker will immediately announce on his crew screen that the Enterprise has fallen into a Temporal Rift where time moves backward (you don't have to contact him). To free the ship from this anomaly, you'll have to get the ship in orbit around the nearest star. Mr. Data has already set a course for that star. As soon as you're finished reading Mr. Riker's message and press Button 1 to move on, the Orbit Mini-Game will launch. This works exactly the same as normal Orbit Procedures (see Index 3.3). You'll only have one chance to achieve orbit. If you fail, the mission's over. After you've gained orbit, the Enterprise will be in a different sector from the one where you started. Take stock of the situation and get headed back in the right direction. ____________________________________________________________________________ | Index 8.2 - Life Support Failure | |____________________________________________________________________________| This deadly random event can happen at any time while you're at the Main Viewscreen. Mr. LaForge's badge will flash and beep. Contact him immediately, and he will inform you that the Life Support system is losing power. This directly correlates to progressive Life Support damage (see Damage Control at Index 6.2). To fix the problem, you have to redirect power into the Life Support system. The Boost System Mini-Game will run. The "P", "S", and "T" marking the inputs at the lower left side of the screen have all been replaced with "L"s. This works like the Boost System Mini-Game, except that now your goal is to get one energy spark into each of the three "L"s. Only 3 sparks will be released, and if any input collects more than one of them, the attempt fails. If you don't get it on the first try, don't panic. There's usually enough time for at least three tries before the Life Support is gone. After power has been restored, Mr. LaForge will contact you to inform you of your success and that repairs to the Life Support are ongoing. Check the system's status at Damage Control before moving on or getting back to what you were doing. If extensive repairs are needed, you might consider pausing to do that, depending on what kind of situation you're in. ____________________________________________________________________________ | Index 8.3 - Intruder Alert | |____________________________________________________________________________| This very difficult situation can happen at any time while you're at the Main Viewscreen. As head of security, Mr. Worf will announce that alien intruders have gotten aboard the Enterprise. His badge will flash and beep. Contact him to see his urgent message. The intruders hang out on random decks and sometimes move from one deck to another, doing random damage to ship's systems in the process. Contact Mr. O'Brien and run the Intruder Capture Mini-Game as described at Index 4.3. Find all of these troublesome buggers and beam them into the transporter room for capture as quickly as you can. After they're all captured, consult Mr. LaForge for a damage assessment. If extensive repairs are needed here, you might want to pause and get that dealt with before moving on, depending on what kind of situation you're in. _____________________________________________ |_____________________________________________| o This Index concludes information presented in the game's manual. I added quite a few notes of my own to further clarify some of the game play features and how various things work. The manual, while thorough, only provides controls and basic game play information. My additional notes added much to it. I hope there weren't too many spoilers. o If you'd like to take a crack at the game on your own without warping full speed to Planet Spoiler, read no further. The rest of this guide will provide strategies for specific encounters and walkthroughs for all of the missions. ____________________________________________________________________________ | Index 9.0 - Ship-To-Ship Combat | |____________________________________________________________________________| Combat takes place on the Main Viewscreen. Keep in mind that there are two modes here. Crew Select Mode and Pilot Mode, with the Start button toggling between the two. New missions always begin in Crew Select Mode. As previously mentioned at Index 2.1, Crew Select Mode is where you select crew members to contact and adjust the Enterprise's Impulse speed. Pilot Mode is where you can steer the ship in any direction, and operate the phasers and photon torpedoes. Button 2 fires the phasers. You can hold down the button for a sustained burst of phaser fire or just press the button for quick fire. Both are equally effective at doing damage to enemy ships, but I prefer quick fire because it allows for continuous fire. If you hold down the button for sustained fire, the phasers will stop firing after a short while, and you'll have to press the button again to fire again. There's a brief delay here while the phaser banks recharge. You won't encounter this delay if you use quick fire. Button 1 launches a photon torpedo directly ahead. These are dumb-fire projectiles that travel in a straight line, making them harder to aim at enemy ships that are constantly moving around. To hit a ship that is moving left or right, lead the target. Aim where it looks like he's going, not where he currently is. The distance you will have to lead your target will vary depending on how far away he is (lead far ahead of distant targets). You can fire two torpedoes at a time. You have to wait until the first one hits a target or detonates in space a good distance away from the Enterprise before you can fire off another one. Both of your weapons fire toward the middle of the Main Viewscreen. That's where you'll want enemy ships to be. Maneuver so your desired target is in the center of the screen and fire away. o Phasers and torpedoes will have no affect on very distant objects that are represented by a sensor marker on the Main Viewscreen. Those objects are outside firing range. o Your phasers make a low-pitched hum when fired. You will hear enemy phasers make a different pitched humming sound. o A phaser hit scored on an enemy ship is accompanied by a small explosion on screen and a small explosion sound. A photon torpedo hit creates a larger explosion on the target and a longer, more devastating explosion sound. o Phaser hits scored by enemy ships on the Enterprise are accompanied by a brief red flash on the Main Viewscreen and a small explosion sound. A photon torpedo that hits the Enterprise will shake the screen in addition to the red flash and a longer, more scary sounding explosion. _____________________________________________ | Main Viewscreen Controls - Pilot Mode | |_____________________________________________| D-Pad - Maneuver Enterprise Button 1 - Launch Torpedo Button 2 - Fire Phasers Start - Go To Crew Select Mode o Weapons will not work if they haven't been armed or have been destroyed by enemy fire. ____________________________________________________________________________ | Index 9.1 - The Field Of Play | |____________________________________________________________________________| During ship-to-ship combat, your main problem will be finding an enemy ship and staying with him. Enemy ships travel at Full Impulse and are constantly moving around, usually circling around the Enterprise while firing. Some hostile ships will try to get behind the Enterprise and stay there, which puts them outside your field of view. o Enemy ships can score phaser hits on the Enterprise from behind, above, or below. They can also fire their phasers while retreating away from you (something you can't do). o In the good news department, enemy ships have to turn and face the Enterprise to fire their photon torpedoes. The game plays by its own rules here. Yours fire straight ahead, so do theirs. However, an enemy ship who is behind, above, or below you can hit the Enterprise with torpedoes (he's facing you and launching torpedoes while outside your field of view, which is kosher). As far as torpedoes are concerned, the game plays by its own rules. It's enemy phaser fire that breaks the rules. They can fire their phasers in directions other than the direction their ship is facing. You are restricted to firing your weapons straight ahead on the Main Viewscreen, which presents us with a bit of a challenge here. Thankfully, there's a predictable pattern to where enemy ships like to hang out on the field of play. As previously mentioned at Index 2.2, the field of play has a "ceiling" and a "floor". While looking or maneuvering up or down, you will eventually reach the edge of the field and be unable to maneuver up or down any further. You can tell when you've reached the "ceiling" or "floor" by the way the passing star field behaves in relation to your movements. When you are maneuvering upward or downward, the star field will reflect this movement, with stars passing by from the top of the screen while you're traveling upward and stars passing by from the bottom of the screen while you're traveling downward. In similar fashion, the star field will pass from left to right while you're moving leftward, and from right to left while you're moving rightward. When you're traveling straight ahead, the passing stars originate at the center of the screen and pass by in all directions. If you are maneuvering upward and the stars stop passing by from the top of the screen, you have reached the "ceiling" of the area and can travel upward no further. The passing star field will behave as if you're traveling straight ahead, even if you try to maneuver further upward. The "floor" of the field behaves in a similar manner. By observing the passing star field in relation to your movements, you can tell how far up or down you are on the field. This will be important to locating enemy ships, as they tend to hang out at different heights (or horizontal planes) on the field. In addition, you can always use the sector's planet, starbase, or friendly ship as a point of reference for determining your vertical position on the field. These objects are always in the middle of the field. If you see a planet, starbase, or friendly ship on the Main Viewscreen, either visually or identified by a sensor marker, moving so that the object is in the center of the viewscreen will maneuver the Enterprise toward the middle of the field of play. Here's a common example of sensor markers as seen from a distance on the Main Viewscreen. _______________________________Top_Of_Field_________________________________ _ ________________| . / Enemy Ship 3 _| ___________________________Top_Of_Main_Viewscreen___________________________ | | | _ | | | . ________________ | | _| Enemy Ship 1 \ | | | | | | _ | | _________________________________| . | | / Planet/Starbase/Friendly Ship _| | | | | | |_________________________Bottom_Of_Main_Viewscreen__________________________| _ | . ________________ _| Enemy Ship 2 \ _____________________________Bottom_Of_Field________________________________ _ | . _| Sensor Marker You may have to scroll the Main Viewscreen upward or downward to see "Enemy Ship 3" and "Enemy Ship 2". It depends on how far away they are from the Enterprise. You can directly observe this common formation of enemy ships during a few missions where you have to defend a friendly ship from attack. The friendly ship is in the middle of the field. "Enemy Ship 1" should be a bit above it, with "Enemy Ship 3" further above, while "Enemy Ship 2" likes to hang out below the friendly ship. This formation is present in most of the missions, with two ships hanging out above the planet or starbase and one below. At low ranks such as Ensign and Lieutenant, there may only be one or two enemy ships. If there's only one ship, it'll be "Enemy Ship 1". If there are two ships, remove "Enemy Ship 3" from the picture. o A few missions that only have two enemy ships will move "Enemy Ship 2" to where "Enemy Ship 3" is. There will be two ships above the planet, and none below it. I will point out which missions have this alternate configuration in the mission walkthroughs. The sensor markers in the example above will move left and right a bit when you're at a respectable distance from them. The planet, starbase, or friendly ship in the middle of the field doesn't move. The markers are weaving back and forth because the enemy ships are circling around the planet (or other object), and we're viewing this movement from the side (your first person view on the Main Viewscreen). As you get closer to visual range, the markers will weave further to the left and right because you are getting closer to the moving enemy ships. Their movement patterns haven't changed. You're just getting closer to them. Moving objects hardly appear to be in motion when viewed at great distances. Their movements grow more pronounced as your vantage point of observation grows closer to them. Knowing where to start looking for enemy ships should help you to find them on the field. They do not travel up or down, although their horizontal position can get nudged a bit up or down by hits from your phasers. Hostile ships are always moving. When a guy appears on the Main Viewscreen, you will probably see him for a moment, and then he'll move past you. Stay on the horizontal plane where you saw him and maneuver the Enterprise left or right at Full Impulse speed to find him while he's circling around your ship. Get him in your sights, fire the phasers to hit him, and stay with him as much as possible. If he flies toward you and moves past you again, search left or right to find him again. Do not maneuver up or down until the enemy ship is destroyed. It will explode on screen with a large visual explosion and accompanying sound effect. o The Enterprise cannot collide with enemy ships. When a guy turns and moves straight toward you, he'll just move past your position on the field. If you are having great difficulty finding an enemy ship that is nearby and firing on the Enterprise, consult the Sensors (see Index 3.2). The Sensor Report only shows an overhead view of the sector. You will see the positions of enemy ships relative to the Enterprise, but there's no way to tell which horizontal plane they are on (how high or low they are on the field). Watch the closest enemy's movement at 5x or 6x magnification. Maneuver the Enterprise left or right to get the enemy ship in front of your ship, or wait for him to move in a direction that will take him in front of your ship. Then quickly exit, get back to Pilot Mode, and see if you can find him. Maneuver up or down while looking for him. If you happen to catch a glimpse of him, search for him on the horizontal plane where you saw him. In most combat situations, I recommend staying with an enemy craft until he's toast. If you break off your assault and move upward or downward, you will probably have to locate the enemy you were engaging all over again. Stay with him, keep firing on him, and (barring a Red Alert scenario or some other situation that requires your immediate attention) get rid of him as quickly as you can. Then you can consult with Mr. LaForge, get a damage assessment, and decide if you should go after another enemy craft or retreat for repairs. If a Red Alert scenario happens while you're battling an enemy ship, exit to Crew Select Mode and deal with the situation. Keep in mind that the enemy ship you were engaging will continue to fire on the Enterprise while you're handling the crisis, and the Enterprise will continue to travel forward at whatever speed you were traveling at. After you've dealt with the intruders or failing Life Support, the Enterprise will still be on the horizontal plane where you were engaging the enemy ship. Assess the damage situation, then decide if you should continue engaging the enemy or retreat for repairs. ____________________________________________________________________________ | Index 9.2 - Enemy Ships | |____________________________________________________________________________| There are five hostile ships that appear in the game. Each has his own strengths, weaknesses, and personality. With one exception, these enemy ships will travel at Full Impulse while circling around the target they are attacking (which isn't always the Enterprise). o Your rank has a direct affect on how strong and aggressive enemy vessels will be. At low ranks such as Ensign and Lieutenant, enemy ships don't fire very often, their phaser hits don't do much damage to the Enterprise, and overall they are easy to beat. As you gain in rank to Lt. Commander and Commander, your adversaries will fire their phasers more often, launch photon torpedoes more often, and their phaser hits will do more damage. At the mind-numbing Captain level of difficulty, all opponents are at full strength, with some being a bit over-powered. _____________________________________________ | Ferengi Marauder | |_____________________________________________| These guys appear in three different missions, making them fairly common adversaries. They're usually seen harassing freighters and pirating cargo, things that space pirates tend to do. Ferengi Marauders have medium strength and tend to behave defensively when engaged. They'll often try to get away from you while occasionally weaving back and forth to avoid torpedo fire. On the offensive, they're not the most aggressive attackers and can usually be defeated with little trouble, even at the Captain difficulty. These guys are push-overs for photon torpedoes. Engage a guy with your phasers and do some damage. Stay with him, and he'll usually run from you in a straight line while occasionally firing his phasers backward at you. Follow him and pelt him with torpedoes while firing your phasers for an easy victory. The Ferengi Marauder will occasionally weave to the left or right to dodge your torpedoes. Wait until he resumes moving straight, center him on the screen, and fire your torpedoes. It's also possible to anticipate his evasive maneuvers and lead him with a torpedo. _____________________________________________ | Romulan Warbird | |_____________________________________________| Those crafty Romulans will probably be your most commonly encountered adversary, making appearances in four different missions. True to character, they are always testing the boundaries of the Neutral Zone to see how far they can push into Federation space. They harass starbases and Federation colonies. Romulan Warbirds are robust opponents. They can take a lot of phaser fire before going down. Their behavior is a healthy mixture of offense and defense. A Romulan ship will come after you with phaser fire and photon torpedoes, then circle around for another assault. When engaged and damaged, they tend to back off and try to keep at a distance while firing their phasers at range. The Warbird will be small on the Main Viewscreen, and may even retreat outside firing range (visual of the ship is replaced with a sensor marker while he's outside firing range). He'll soon be back in visual/firing range, though, so stay with him. These guys are hard to hit with photon torpedoes. You'll have to lead well ahead of the Warbird to hit him because he's keeping so much distance on you. Use your phasers for reliable damage and keep the distant Warbird at center screen as much as possible. After you follow him for a while, he'll try to fake you out by advancing for a direct assault or reversing his direction. Stay with him and pound him with phaser hits. At low ranks, confrontations with Romulan Warbirds are a bit tougher than those with Ferengi. At higher ranks, they're a reasonable challenge. At the mind-numbing Captain difficulty, these guys are a menace. _____________________________________________ | Klingon Attack Cruiser | |_____________________________________________| These guys make an appearance in a grand total of one mission. When I first began playing this game in the mid 90s, I played it for quite a while before that one mission finally showed up, much to my pleasant surprise. These are renegade Klingons. They don't represent the friendly Klingon Empire. Klingon ships are on par with Romulan Warbirds in strength, and their behavior is similar as well. Engage these guys as you would the Romulans. That one mission is an easy one. These guys are very beatable even at the Captain difficulty. _____________________________________________ | Talarian Ship | |_____________________________________________| These guys are the bane of my existence in this game. They can present a big challenge even at Ensign difficulty. Thankfully, they only show up in two missions. Talarian vessels are very weak. It doesn't take much phaser fire to destroy one of them, and if you manage to score a hit with a torpedo, all the better. However, these guys are extremely aggressive with their phasers, firing very often with each hit doing loads of damage. I think these guys are the most aggressive enemy in the game. Two or three Talarians can cut down the Enterprise before you know what's happening. When you find a guy, stay with him and do consistent phaser damage on him. Don't lose him. These guys like to get behind the Enterprise and hang out there while pelting your poor ship with phaser fire. It's very difficult to find them and get them to show up on the Main Viewscreen. When you do find one of these guys and do a bit of damage, he tends to behave similar to a Ferengi Marauder, though not always. If he does the "Ferengi Run-For-It", slam him with torpedoes. If you're having great difficulty with the battle, try slowing down to Half Impulse. Watch a Talarian as he moves around, and let him have it with the torpedoes when he comes straight at you for an attack run. Try to be as aggressive on these guys as they are on you, and be prepared to retreat for extensive repairs. _____________________________________________ | Borg Ship | |_____________________________________________| The Borg make an appearance in one mission that becomes available at the Captain difficulty level. The Borg do not move around while attacking. Instead, the ship will sit in one place, pounding on the Enterprise with phasers and torpedoes. While this dreaded behemoth can be damaged by your weapons, it will take more than conventional weaponry to defeat it. ____________________________________________________________________________ | Index 9.3 - Crew Messages | |____________________________________________________________________________| During battle, one or more crew members may try to contact you. The badge of a guy who is trying to contact you will flash. Breaking off your assault to contact him only to find out that his message wasn't of vital importance will waste time, during which enemy ships are still firing on the Enterprise. Chasing down every message will greatly impair your battle efforts. There are some messages that you can safely ignore for the time being while you're duking it out with that Romulan Warbird. This Index will address these crew messages, and others that shouldn't be ignored. o Upon warping into a sector where other ships are present, Mr. Data will immediately try to contact you with the message "Sensors indicate the presence of other ships in this sector." There are very few situations where this is news. You can usually tell that you'll be doing battle from Captain Picard's mission briefing alone. Since we already know that enemy ships are here because we came here to fight them, quickly contact Mr. Data and exit from his dialogue. This will clear up Mr. Data's badge, which will stop flashing at the Main Viewscreen because we have viewed his message. Later on, if Mr. Data's badge begins flashing, you'll know it's a message of greater importance. o If Mr. Data's badge begins flashing during a battle, he is probably trying to inform you that "Another ship has come out of warp in this sector" or "A Romulan Warbird has decloaked." Yes, this can happen! It's a very rare random event. It can also happen during peaceful missions and rescue missions where you won't necessarily have the shields up and weapons armed. Be prepared for the remote possibility that a new ship could enter the battle. The newly arrived enemy ship will be on one of the three horizontal planes shown above at Index 9.1. o Update: Mr. Data's flashing badge is accompanied by a beeping sound, indicating that the appearance of a new hostile ship in the sector is a Red Alert event! They included a secret Red Alert event in the game for us to discover! How cool is that? Makes me wonder if other secrets were included as well. o As the battle progresses and the Enterprise takes damage, Mr. LaForge's badge will flash. He is probably trying to contact you with a report of which system has taken damage. Pause your phaser fire for about a second to make sure the flashing badge is not accompanied by a low-pitched beep. If there's no beeping sound, ignore Mr. LaForge for the time being and concentrate on taking down the enemy you're going after. We know that the Enterprise will be taking damage here. Chasing down Mr. LaForge every time he wants to inform you that a ship's system has taken minor damage is a waste of time. o As you're battling, try to strike a balance between engaging the enemy and checking the damage your ship has sustained. How long you can last during a battle depends on a variety of factors. How many ships are firing at you. What types of ships have been firing at you. How long you've been duking it out with them. How many actual hits the Enterprise has taken. Whether or not you have the shields boosted. With experience, you can get an idea of how robust the Enterprise is. Under many circumstances, it can take a lot of enemy hits before you'll end up in big trouble. Don't waste time chasing down every message from Mr. LaForge, but don't ignore him for too long either. o If there's a beeping sound along with Mr. LaForge's flashing badge, he's trying to inform you that the Life Support is losing power (a Red Alert random event). Drop what you were doing and deal with this situation immediately. o If Mr. Worf's badge flashes, he's probably trying to contact you and say that "The shields are collapsing." Pause your phaser fire for about a second to make sure the flashing badge is not accompanied by a low-pitched beep. If there's no beeping sound, then Mr. Worf is indeed telling you that the shields have been defeated by enemy fire. This is probably a good time to drop what you're doing, check the damage, and warp away for repairs if your ship is badly damaged. If the ship is still in good overall condition, you might be able to stay until you've finished destroying the enemy ship you were going after. It depends on what is happening and how many other ships are firing on the Enterprise. With the shields gone, ship systems will take full damage from enemy hits. The Enterprise could be quickly destroyed if more than one ship is firing on it. o If there's a beeping sound along with Mr. Worf's flashing badge, he's trying to inform you that intruders have gotten aboard the ship (a nasty Red Alert random event). There are two things you can do here. If Warp Drive is in good condition and you can achieve a high warp speed (Warp 8 or 9), warp to Earth, "all stop", and deal with the intruders. After they've been dealt with, get in orbit over Earth for repairs. The other thing you can do here is deal with the intruders on the spot. This has a better chance of success, as it gives the intruders less time to do random damage to your ship, but while you're looking for them and dealing with them, enemy ships will still be firing on the Enterprise and doing damage. After the intruders have been captured, your ship may need extensive repairs (depends on how much damage the intruders were able to do and how many hits the Enterprise suffered from enemy ships). There could be a situation where you can easily locate and capture all of the intruders with the Enterprise barely taking a scratch in the process. Or, if you're not as lucky, the intruders and enemy ships could do heavy damage. There's no cut-and-dry solution here, and this is one of the nastiest things that can happen during combat to bring your mission to a premature end. Whatever you decide to do, try to get those intruders dealt with quickly. o If Commander Riker's badge is flashing, he's trying to inform you that the mission's End Date is approaching. In other words, "we're running out of time!" There's still a decent amount of time left at this point to finish off the enemy, but be quick about it. If you're in the midst of extensive repairs, consider the situation and which systems are needed the most. Phasers, Shields, Impulse Drive, and Warp Drive are all important. If Life Support is above 50%, you may be able get by with fully repaired Shields to protect it. Photon Torpedoes aren't as important unless you are using them as your primary method of attack. Let the Sensors and Transporter go unrepaired if you're in a time crunch. o As far as I can tell, Mr. O'Brien's badge never flashes. o When you warp to Earth or another sector for repairs, clear your messages. Even if you know what a guy's message is (Mr. Worf's "Shields are collapsing", for example), contact him, glance at the message briefly to verify that it's not something more important, then exit. Do the same for Mr. LaForge's damage reports. This will clear the flashing badges from the Main Viewscreen. If someone's badge begins flashing later on, you'll know he has a new message for you. Knowing that the Life Support is losing power or that intruders have gotten aboard the moment it starts happening will improve your chance of successfully averting a disaster. If you leave a guy's badge flashing, you won't be able to tell when he's contacting you with a new message. o While you're in Earth orbit conducting repairs, Mr. LaForge will inform you when a system has been completely repaired. Clear all of these messages before leaving orbit and warping back into battle. ____________________________________________________________________________ | Index 9.4 - Tips For Success | |____________________________________________________________________________| o Prepare for combat. Before warping to the sector where the mission takes place, raise the shields, arm the weapons, and boost whatever system you'll need for the battle. o At Ensign and Lieutenant difficulty levels, a boosted system shouldn't be needed for most combat situations. Just warp out there and duke it out with them. There are a couple exceptions, which will be covered in the mission walkthroughs. o Boosted phasers almost always trump boosted shields. With boosted shields, the bonus is lost when the shields go down (which will inevitably happen in tough situations at higher ranks). Boosted phasers provide consistent double damage, provided that you are proficient at locating your enemies and getting them to show up on the Main Viewscreen. When you stay with an enemy while scoring consistent phaser hits on him, you can get rid of him very quickly and efficiently. One down, however-many-there-are-left to go. While boosted shields do provide greater longevity, it will take longer to destroy your enemies with normal phasers (which means the Enterprise is probably taking more damage in the meantime). It's a trade-off. Boosted shields sacrifice damage dealing power in favor of bolstered defense. Boosted phasers give bolstered offense at the cost of having a normal defense. However, the faster you're able to get rid of the opposition, the less overall damage your ship will suffer. So boosted phasers win here. With all of this said, there are a couple situations where boosted shields are a must. Boost them for the more nasty Talarian and Borg encounters. o Practice leading enemy ships with photon torpedoes, which are very damaging. These things can quickly destroy an enemy ship when combined with phaser fire. Launch your torpedoes, then center the enemy ship on the Main Viewscreen for phaser fire. o Your phasers can intercept incoming torpedoes fired by enemy ships. If someone is coming straight at you, quickly center him on the Main Viewscreen and rapidly fire the phasers to destroy photon torpedoes he may be firing at you. o You should travel at Full Impulse while engaging most enemy ships. At that speed, you'll dodge most torpedoes fired by other ships in the area by default as you are engaging and staying with the enemy you're working on damaging. At Half Impulse, the Enterprise is more vulnerable to torpedo fire. If your ship is completely stopped, you're a sitting duck. o When you engage an enemy ship by scoring a hit on him, he'll break off from what he was doing and return the favor, attacking the Enterprise. You can distract hostile ships that are attacking a friendly ship, starbase, or planet by attacking them to get their attention. Keep in mind, though, that the heat will now be on the Enterprise. o If you're on a peaceful mission or a rescue mission and a new hostile ship shows up in the sector (Mr. Data's secret Red Alert event), get those shields up and weapons armed quickly (even before viewing Mr. Data's message). The flashing badge and beeping sound should be warning enough, not to mention the sounds of enemy phaser fire. Get your defenses up, then view Mr. Data's message to find out who just showed up. At that point, you may have to do battle and get rid of that enemy ship before proceeding with your mission (especially if the mission calls for transporter operations, during which the shields need to be down). o Enemy phaser fire and torpedo hits do damage to a randomly selected system (one of the Enterprise's eight systems). Each hit targets a randomly chosen system, with your shields absorbing some of the damage if they're at good or great strength. With great shield strength, enemy hits may do less than 5% damage to a system. As the shields take damage and begin to lose their effectiveness, other ship's systems will take more damage from hits. If the shields are knocked out (0%), other systems will suffer much more damage from enemy phaser fire and torpedoes. o As far as damage goes, you can lose everything except Life Support and still be in the game (although in such a situation you likely won't last much longer). When the Enterprise is destroyed, it's because the Life Support got knocked out (bad luck of enemy hits randomly deciding to damage the Life Support). o Sectors that you don't have to visit to complete the mission usually have one or more hostile ships hanging out there. Some of them have more than one planet as well. Hmm... o If the Enterprise is badly damaged, your Warp Drive is badly damaged, and you can only achieve a low warp speed (less than Warp 5), immediately warp to the nearest sector (one planet up or down on the sector list; preferably one up since we'll probably want to get to Earth at the top of the list eventually). There's probably a hostile ship there firing on you. Quickly find the planet, get to it, and get in orbit over the planet. The Enterprise is somehow invulnerable to hostile fire during Orbit Procedures and while in orbit! Hostile ships in the sector won't even fire on you. You can watch them move around on the Sensor screen if Sensors are available. Get that Warp Drive back up and running. It may take a while. Keep an eye on the current stardate and mission end date. As soon as your Warp Drive is close to 90%, break orbit and quickly warp to Earth for repairs of your other damaged systems. o If you know the Enterprise is nearby a sector's planet while you're battling the enemy (planet keeps showing up on Main Viewscreen), you can "all stop" and get in orbit there to safely conduct repairs. It doesn't matter whether or not the planet is visible on the Main Viewscreen. You need only be close enough to it to perform Orbiting Procedures. o If your Impulse Drive gets badly damaged and the ship slows to Half Impulse, get out of there and get your Impulse Drive repaired. If the ship stops completely during battle, get out of there quickly. Warp to Earth. Warp to the nearest sector. Look for a sector that's safe to sit in for a while. Do what you have to do to get that Impulse Drive back up and running. You can't get to the safety of orbit over a planet with a severely damaged Impulse Drive. Repair it to about 30%, then you can do Orbiting Procedures. o While you're in Earth orbit for repairs, get everything repaired. Even the transporter, and even if you won't be needing it. If you leave something unrepaired, Mr. LaForge will automatically work on repairing it while you're battling the enemy. It won't help if he's stuck repairing the transporter when you need shields and other stuff worked on during the battle. You'll have to waste time contacting him and directing him to repair the more important stuff. With everything in top condition, he will start repairing the shields the moment the Enterprise takes a hit from enemy fire. o Practice operating the controls so that you can very quickly contact a crew member, identify his message in half a second's time, then do whatever needs to be done (warp away to safety, deal with a Red Alert situation, etc). Work on being as efficient as possible, and don't panic. As a Starfleet Captain, be calm and work on solving the problem. Panic leads to bad decisions and frustration. _____________________________________________ |_____________________________________________| o Indexes 10.0 through 13.0 below provide walkthroughs for all of the game's missions. I have split them into four categories. o Peaceful o Rescue o Easy Combat o Hard Combat o Peaceful and Rescue missions usually do not require the use of shields or weapons, though a couple of them require a use of weapons. o Combat missions will require confronting one or more enemy ships. o These walkthroughs assume you're familiar with the controls and game play features. o Captain Picard assigns randomly selected missions. o The sector(s) where a mission takes place are randomly decided. ____________________________________________________________________________ | Index 10.0 - Peaceful Missions | |____________________________________________________________________________| These missions do not require a use of force. You can leave the shields down. You won't be needing them. _____________________________________________ |_____________________________________________| o Mission: Escort Ambassador o Briefing: An ambassador from [name] must prevent a war on planet [name]. The ambassador is currently aboard the U.S.S. Monitor. o Crew Members Needed: Mr. Data . Mr. O'Brien There are two sectors we have to visit here. Make sure you've got it straight where you have to go first. Warp to the sector where the ambassador is. Use the sensors to point the Enterprise toward the U.S.S. Monitor, which is traveling away from your ship at Half Impulse. Find the Monitor's sensor marker on the Main Viewscreen. Get going at Full Impulse to catch up with the Monitor. When the Monitor is in visual range and is large on the screen, slow to Half Impulse. You've matched the other ship's speed and direction. Contact Mr. O'Brien and beam the ambassador on over. He's stationary, waiting for beam-up. Warp to the sector where you have to deliver the ambassador. Use sensors to point the Enterprise toward the planet, and get the planet's sensor marker to show up on the Main Viewscreen. Travel at Full Impulse to the planet. When the planet is in visual range, "all stop". Get in orbit and beam down the ambassador. o Summary: The timely arrival of the ambassador has enabled peace talks to continue. _____________________________________________ |_____________________________________________| o Mission: Escort Scientists o Briefing: Escort Federation scientists to planet [name] from [name]. They must observe a supernova that is predicted to occur there soon. o Crew Members Needed: Mr. Data . Mr. O'Brien Make sure you get it straight where you have to go first. There's nothing like warping to a sector and getting in orbit there to discover that there's nothing to beam up. (Ugh! I went to the wrong place!) Warp to the sector where the scientists are. Use sensors to point your ship toward the planet, and get the planet's sensor marker to show up on the Main Viewscreen. Travel at Full Impulse to the planet. When the planet is in visual range, "all stop" and get in orbit. Beam up the scientists. They are stationary, waiting for beam-up. Warp to the sector where you have to deliver the scientists. Use sensors to point the Enterprise toward the planet, and find its sensor marker on the Main Viewscreen. Travel at Full Impulse to the planet. When the planet is in visual range, "all stop" and get in orbit there. Beam down the scientists. o Summary: The scientists have arrived in time to study the anticipated nova. _____________________________________________ |_____________________________________________| o Mission: Deliver Vaccine o Briefing: Planet [name] needs a vaccine from [name] to stop a plague. The only hope of saving the planet is your timely delivery. o Crew Members Needed: Mr. Data . Mr. O'Brien As always with missions like this that have more than one sector you have to visit, make sure you're heading out to the right place before engaging that Warp Drive trigger finger. Warp to the sector where the vaccine is. Use sensors to point the Enterprise toward the planet, and find the planet's sensor marker on the Main Viewscreen. Get going at Full Impulse. When the planet is in visual range, "all stop" and get in orbit. Beam up the cargo. The vaccine is in stationary canisters. Warp to the sector where you have to deliver the vaccine. Use sensors to get the Enterprise pointed in the right direction, and find the planet's sensor marker on the Main Viewscreen. Travel to the planet at Full Impulse. When the planet is large on the Main Viewscreen, "all stop" and get in orbit. Beam down the cargo. o Summary: The arrival of the vaccine has removed the threat of global plague. _____________________________________________ |_____________________________________________| o Mission: Deliver Generators o Briefing: Deliver generators from [name] to the colony on planet [name]. The life support systems on the colony are failing rapidly. o Crew Members Needed: Mr. Data . Mr. O'Brien Two places we have to visit here. Make sure you visit the right place first. Warp to the sector where the generators are. Use sensors to get your ship pointed toward the planet, and find the planet's sensor marker on the Main Viewscreen. Travel at Full Impulse to the planet. When the planet is in visual range, "all stop" and get in orbit. Beam up the cargo. Generators are stationary. Warp to the sector where you have to deliver the generators. Use sensors to point the Enterprise in the right direction, and find the planet's sensor marker on the Main Viewscreen. Travel at Full Impulse to the planet. When the planet is in visual range, "all stop" and get in orbit there. Beam down the cargo. o Summary: Life support has been restored to the colony. Well done, cadet. _____________________________________________ |_____________________________________________| o Mission: Destroy Asteroid o Briefing: An asteroid is about to destroy a Romulan outpost near [name]. Destroying the asteroid will help our relations with the Romulans. o Crew Members Needed: Mr. Worf . Mr. Data This is an unusual mission that came as a pleasant surprise when I discovered it. A nice little touch that adds a bit of variety to the game, and we get to see a Romulan starbase to boot. Arm the Enterprise's weapons before heading out. Warp to the sector where the enemy starbase is. Consult the sensors to find out where the starbase and asteroid are, and point the Enterprise toward the starbase. Look for two sensor markers on the Main Viewscreen. They indicate the distant starbase and asteroid. The marker to the left is the asteroid. Get going at Full Impulse and travel out to meet the asteroid (you may pass by the enemy starbase while traveling). When the asteroid is in visual range, "all stop". Center the asteroid on your screen and unload on it with photon torpedoes and phasers. The asteroid is moving slowly toward the Romulan outpost. If it moves past you and disappears from the screen, turn around to find it (do a 180 to the left or right). If your visual of the asteroid gets replaced by a sensor marker, the asteroid has moved outside your firing range. Catch up with it and blow that puppy to bits. o The asteroid cannot collide with the Enterprise. It will just move past your position on the field. o At higher ranks, there will be two asteroids. o I don't know if cloaked Romulan Warbirds are in the area, or if there's an increased chance of one showing up here. I've never seen one show up. o Summary: Saving the outpost has eased tensions with the Romulan Empire. ____________________________________________________________________________ | Index 11.0 - Rescue Missions | |____________________________________________________________________________| All of these missions require the use of the transporter to extricate people from bad situations. People who are in crisis situations are often seen moving around as they try to stabilize their life support or whatever went wrong. They may be a bit harder to track down while you're conducting transporter operations. With one exception, these missions don't require a use of force. You won't be needing your shields or weapons. _____________________________________________ |_____________________________________________| o Mission: Evacuate Starbase o Briefing: The Federation starbase near [name] must be evacuated. The reactor core is approaching meltdown status. o Crew Members Needed: Mr. Data . Mr. O'Brien Warp to the sector where the starbase is. Use your sensors to point the Enterprise toward the starbase, and find its sensor marker on the Main Viewscreen. Travel at Full Impulse to the starbase. When the starbase is large on the screen, "all stop". You don't need to do Orbiting Procedures here. Contact Mr. O'Brien and beam the starbase's crew members on over. Your targets will be moving around. o Summary: The starbase has been evacuated just in time. _____________________________________________ |_____________________________________________| o Mission: Lethal Virus o Briefing: Transport the colonists up from planet [name]. A lethal virus has been detected on the planet. o Crew Members Needed: Mr. Data . Mr. O'Brien Warp to the sector where the colony is. Use the sensors to point your ship toward the planet, and find its sensor marker on the Main Viewscreen. Get going at Full Impulse and travel to the planet. When the planet is in visual range, "all stop" and get in orbit there. Beam up the colonists. The targets will be moving around. o Summary: The colonists have been removed from the threat of lethal infection. _____________________________________________ |_____________________________________________| o Mission: Massive Disruption o Briefing: Evacuate the Federation colony on [name]. The colony is being threatened by a massive disruption. o Crew Members Needed: Mr. Data . Mr. O'Brien Warp to the sector where the colony is. Use your sensors to get your ship pointed in the right direction, and find the planet's sensor marker on the Main Viewscreen. Travel at Full Impulse to the planet. Upon arriving at visual range, "all stop" and get in orbit there. Beam up the colonists. Targets will be moving. o Summary: You brought the colony inhabitants to safety with moments to spare. _____________________________________________ |_____________________________________________| o Mission: Evacuate Expedition o Briefing: An asteroid is on a collision course for the planet [name]. Evacuate the expedition before the planet is destroyed. o Crew Members Needed: Mr. Data . Mr. O'Brien You can destroy the asteroid if you want, just for fun. If you do, the expedition will need to be rescued anyway. o At high ranks, there will be two asteroids. Warp to the sector where the asteroid is. Consult your sensors to find out where the asteroid and planet are, and point the Enterprise toward the planet. On the Main Viewscreen, the left sensor marker is the asteroid. The one on the right is the planet. Travel at Full Impulse to get there. When the planet is in visual range, "all stop" and get in orbit there. Beam up the people, who are stationary as they await rescue. o Summary: Your swift rescue of the expedition has saved them from destruction. _____________________________________________ |_____________________________________________| o Mission: Warp Core Breach o Briefing: A freighter near [name] is about to suffer a warp core breach. Rescue the crew before the freighter explodes. o Crew Members Needed: Mr. Worf . Mr. Data . Mr. LaForge . Mr. O'Brien When we warp to the sector where the freighter is, we'll soon discover why this beleaguered ship is going to explode. It's under attack by one or more Talarian ships! These hostile vessels are very aggressive on the freighter and may be able to destroy it before you're finished rescuing the crew. Shields up! And arm your weapons. You can observe this common disposition of ships on the Main Viewscreen while traveling at Full Impulse to catch up with them. As observed at Index 9.1, the freighter is in the middle of the field, with one Talarian just above it, another above that, and a Talarian below the freighter. The number of hostile ships present will vary depending on your rank. At Ensign, there's probably just one hostile. At Lieutenant, there may be two. At higher ranks, there are most likely three. You will occasionally hear explosion sounds while traveling to catch up with the group of ships. These explosions signify hits scored on the freighter by the hostiles. Engage a Talarian to get his attention and do battle with him. Try to get rid of him as quickly as you can. After the first hostile has been dealt with, you may have to travel for a while to catch up with the freighter and other hostiles, who have been steadily moving away from your position at Half Impulse while you were moving in circles firing on your target. Get the group of ships centered on the Main Viewscreen as you travel at Full Impulse. Check your damage situation while catching up, and direct Mr. LaForge's repair efforts if necessary. Now while you were getting rid of one Talarian, the other two were randomly attacking the freighter. They could have scored hits on it often, or they might have missed a lot. You can consult Mr. Data's Sensor Report to see how damaged the freighter is. If the Talarians succeed in destroying it, we're done here. Engage the remaining hostiles and get rid of them. At this point, you're safe. (Whew!) The freighter will not explode until the mission's End Date. Lower your shields and catch up with the freighter. When the freighter is large on the screen, slow to Half Impulse. You've matched the other ship's speed and direction. Beam the freighter's crew to the safety of the Enterprise. o At higher ranks, the Talarians are more aggressive. You may have to distract more than one of them at a time to get their attention off of the freighter. Score a hit on a hostile to get his attention. He'll break off from his assault on the freighter and start attacking the Enterprise. Find another hostile and get his attention, too. You've now got two guys coming after you at once. Try to get rid of them quickly before they destroy the Enterprise. This is a difficult mission because attacks from Talarians are so damaging, both to the freighter and the Enterprise. o Do not boost your shields or phasers. It takes valuable mission time to boost a system, and time is not your friend here. o Summary: The crew of the freighter is safe, though their ship has exploded. ____________________________________________________________________________ | Index 12.0 - Easy Combat Missions | |____________________________________________________________________________| All of these missions require a use of force to fend off hostile ships that are attacking a friendly ship, starbase, or planet. A successful mission here concludes with all enemy ships destroyed. These are easy combat situations because the enemy ships are attacking something other than the Enterprise. In fact, you have to score a hit on an enemy ship to get his attention. You can engage these attackers one at a time. The guy you engage will attack the Enterprise while other hostile ships continue to slowly attack the friendly ship, starbase, or planet they were going after. _____________________________________________ |_____________________________________________| o Mission: Ferengi Freighter Siege o Briefing: A freighter near planet [name] reports that it is under attack. It is imperative that the freighter reach its destination. o Crew Members Needed: Mr. Worf . Mr. Data . Mr. LaForge Raise your shields and arm your weapons. Boost your phasers. Upon warping to the sector where the freighter is, you can observe the common disposition of ships while traveling at Full Impulse to catch up with the freighter, which is traveling away from the Enterprise at Half Impulse. One Ferengi Marauder is just above the freighter, with another Ferengi further above and a third Ferengi below the freighter. As with all combat missions, the number of enemy ships will vary depending on your rank. At Ensign, there's probably one. At higher ranks, there are two or three. While traveling to catch up with the group of ships, you may hear explosions that signify the Ferengi scoring hits on the freighter. In situations like this, I like to get rid of the lower enemy first, then go after the highest one. The third enemy will be just above my point of reference (in this case, the freighter at center of the field of play). Engage your first target to get his attention, and duke it out with him. The Ferengi are easy opponents to defeat. He shouldn't be much of a problem, especially in this one-on-one battle. After he's toast, you'll probably have to travel a while to catch up with the other ships, who have been moving away from your position while you were moving in circles firing on your target. The Ferengi Marauder may even have led you away from the other ships. Check your damage situation while catching up. The Ferengi are not very aggressive attackers. They take their good ol' time in attacking the freighter, and their occasional hits don't do much damage on it. You should be able to catch up and dispatch the remaining attackers without much difficulty. This mission is easy to beat even at a rank of Captain. I've never seen the Ferengi destroy the freighter. o Summary: Excellent. The freighter can now successfully reach its destination. _____________________________________________ |_____________________________________________| o Mission: Colony Siege o Briefing: The Federation [name] colony is under enemy attack. Proceed quickly to prevent the colony from being destroyed. o Crew Members Needed: Mr. Worf . Mr. Data . Mr. LaForge Raise the shields and arm weapons. Boost your phasers. Upon warping to the colony, you'll see Romulan Warbirds attacking the planet in an alternate configuration from what's normally seen. All of the Warbirds are above the planet. There are one to three Warbirds here. Romulans are tougher than the Ferengi. Engage the Warbirds one at a time. The guy you engage will break off from attacking the planet and focus his efforts on the Enterprise. If you happen to catch a glimpse of other Warbirds in the area, they are not going after the Enterprise yet. They'll attack the planet while circling around it until you engage them to get their attention. Focus on the guy you're going after and get rid of him. It should be pretty easy in a one-on-one situation. After he's toast, engage the other Warbirds one at a time. o If you find the Enterprise badly damaged and have to retreat to Earth for repairs, go ahead and do so. The colony on the planet will be okay in the meantime. Romulans are about as slow as the Ferengi at damaging planets or starbases they're attacking. I've never seen the planet here get destroyed. o Summary: Well done, cadet. The colony has been saved and peace restored. _____________________________________________ |_____________________________________________| o Mission: Distress Call o Briefing: Respond to a distress call from the starbase near planet [name]. The starbase is of key strategic importance to the Federation. o Crew Members Needed: Mr. Worf . Mr. Data . Mr. LaForge Raise the shields and arm those weapons arrays. Boost your phasers. This mission is very similar to the Colony Siege above. A Federation starbase replaces the planet. One to three Romulan Warbirds will be assaulting the starbase in an alternate disposition from what's normally seen. All of the enemy ships are above the starbase on the field of play. This mission plays out the same as the Colony Siege mission above. o Summary: The swift response to the distress call has saved the starbase. _____________________________________________ |_____________________________________________| o Mission: Contact Lost o Briefing: Communication with starbase in sector [name] has been lost. The starbase has been observing Romulan ships near the Neutral Zone. o Crew Members Needed: Mr. Worf . Mr. Data . Mr. LaForge Raise shields, arm weapons, and boost phasers. This mission plays out exactly the same as the Distress Call mission above. o Summary: The starbase has been protected from the dreaded Romulan attack. _____________________________________________ |_____________________________________________| o Mission: Klingon Assault o Briefing: U.S.S. Cochrane has issued a distress call from planet [name]. Renegade Klingons loyal to the Duras family may be in that sector. o Crew Members Needed: Mr. Worf . Mr. Data . Mr. LaForge Very nice mission here! Nice to see some variety in the bad guy department. With an abundance of Ferengi and Romulan encounters, I'll admit that the game comes close to getting old at times. Raise your shields, arm the weapons, and boost those phasers. This mission plays out similar to the Ferengi Freighter Siege above, with Klingon Attack Cruisers seen in a common formation. Two above the Cochrane, and one hanging out below it. There may be only two enemy ships here, as seen at low ranks. As with other Defend-The-Friendly-Ship missions, you will hear explosions while traveling at Full Impulse to catch up with the U.S.S. Cochrane, which is moving away from the Enterprise at Half Impulse. I like to engage the Klingon below the Cochrane and get rid of him first, then get rid of the highest guy. The remaining Klingon ship will be just above the Cochrane, which is my point of reference on the field of play. These renegade Klingons are more aggressive than the Ferengi, and their ships are stronger, too. Engage your first target and duke it out with him. This one-on-one battle should play out similar to engagements with Romulan Warbirds. After the first guy is toast, you'll probably have to travel for a while to catch up with the other ships, who were moving away from you while you moved in circles engaging your target. Check your damage situation while catching up. Go after the other Klingons one at a time and get rid of them. o If you have to retreat to Earth for repairs, go ahead and do that. The Klingons are as slow as Ferengi and Romulans at attacking the Cochrane. I've never seen the Cochrane get destroyed. This mission is very beatable even at a rank of Captain. o Summary: The crew of the U.S.S. Cochrane has been saved due to your help. ____________________________________________________________________________ | Index 13.0 - Hard Combat Missions | |____________________________________________________________________________| All of these missions require a use of force to fend off hostile ships that are being a menace in a sector. Unlike other combat situations where you can engage the hostiles one at a time, the Enterprise could be under attack by more than one ship here. Two or three hostiles firing on you can make for a difficult encounter. A successful mission usually concludes with all enemy ships destroyed. At low to medium ranks, most of these missions are just a bit tougher than the other combat scenarios. At a rank of Commander, they start to become problematic. At the mind-numbing Captain difficulty, they are extremely challenging. _____________________________________________ |_____________________________________________| o Mission: Ferengi Disruption o Briefing: Ferengi Marauders are detected near planet [name]. They have been disrupting the interstellar trade in that area. o Crew Members Needed: Mr. Worf . Mr. Data . Mr. LaForge Get those shields up, arm your weapons, and boost the phasers. Upon arriving at the sector where the Ferengi are hanging out, the Enterprise will immediately come under attack by one to three Marauders depending on your rank. Unlike other combat situations where we can prepare to engage a guy while advancing toward him, the attackers are already nearby. They could be right in front of you, behind the Enterprise, or off to the sides. This is where it's important to quickly locate an enemy ship, get him to show up on the Main Viewscreen, and stay with him as much as possible. Time spent trying to find an enemy ship is time during which the Enterprise is taking damage. If you're having great difficulty finding someone to attack, consult the Sensor Report. Watch the enemy movements there, wait until someone's movements will carry him in front of the Enterprise, then quickly exit, get to Pilot Mode, and look up or down for him. You need to get in this fight as quickly as you can and start doing damage to someone. The Ferengi are weak attackers and are usually easier to find than other enemy ships. If there are two or three Marauders, get rid of one of them as quickly as you can. Then look for the others and try to find them. o Don't go for too long without checking with Mr. LaForge to see what the damage situation is. If Mr. Worf's badge starts flashing, the shields are probably collapsing. Get out of there and get your battle-damaged ship repaired before trying to finish off the remaining Ferengi. o Summary: The interstellar trade routes are once again safe from the Ferengi. _____________________________________________ |_____________________________________________| o Mission: Stolen Cargo o Briefing: Ferengi Marauders are hoarding stolen cargo on planet [name]. Retrieve the cargo from the planet. Ferengi ships may be in the area. o Crew Members Needed: Mr. Worf . Mr. Data . Mr. LaForge . Mr. O'Brien Raise shields, arm weapons, and boost phasers. This is pretty much the same as the Ferengi Disruption mission above. You'll be under attack by one to three Ferengi Marauders. After they're toast, don't forget to maneuver back to the planet, get in orbit, lower your shields, and contact Mr. O'Brien to beam up the stolen cargo. o All you have to do to complete this mission is retrieve the cargo. Try sneaking past the Ferengi ships and quickly get to the planet, where you'll be safe in orbit while transporting the cargo. o Summary: The stolen cargo has been recovered and the Ferengi have retreated. _____________________________________________ |_____________________________________________| o Mission: Blockade o Briefing: Romulan Warbirds have formed a blockade around planet [name]. This transgression clearly violates the Neutral Zone treaty. o Crew Members Needed: Mr. Worf . Mr. Data . Mr. LaForge Shields up, arm weapons, boost phasers. This is similar to the Ferengi Disruption mission above, except your opponents are the more crafty and resilient Romulans (who always seem to hang out above the planet in that alternate configuration). Romulans are tougher than Ferengi, and they deal out more damage. Try to find someone and get rid of him quickly here. Each Warbird you successfully destroy means less heat on the Enterprise. Be prepared to retreat to safety the moment Mr. Worf's badge starts flashing to let you know that the shields are collapsing. Retreat, get everything repaired, then come back and try to finish off the remaining Warbirds. o Summary: The blockade has been broken and peace restored to the sector. _____________________________________________ |_____________________________________________| o Mission: Violator o Briefing: Talarian vessels have approached planet [name]. This constitutes a violation of our peace treaty with their government. o Crew Members Needed: Mr. Worf . Mr. Data . Mr. LaForge Boost your shields for this one. The second mission featuring those Talarian beasts. This is challenging even at a low rank. Talarians are rarely seen alone. Be prepared for two or three of these monsters. The main problem here is their over-powered phasers, which do much more damage than other enemy phasers. Even with boosted shields, you could find yourself in big trouble very quickly. These guys are very aggressive. As with the Romulan Blockade, the quicker you're able to locate someone and get rid of him, the less damage your poor ship will be suffering. Keep an eye out for Mr. Worf's flashing badge (shields collapsing) and get out of there for some hefty repairs before it's over. o Summary: The Talarian attempt to invade [name] has been thwarted. _____________________________________________ |_____________________________________________| o Mission: Futile Resistance o Briefing: Investigate report of an unidentified ship near planet [name]. Contact has been lost with several planets in that region. o Crew Members Needed: Mr. Worf . Mr. Data . Mr. LaForge . Mr. O'Brien The ultimate Trek encounter! Boost your shields. The Borg are true to character here. They can decimate the Enterprise very quickly. You really have to know what you're doing here and get everything done efficiently. One mistake, and this encounter could end in disaster. Warp to the sector where that unidentified ship is. When the Borg begin attacking the Enterprise, Commander Riker's badge will flash. He's contacting you to say that the Borg can't be defeated by conventional means. We have to warp to Earth and retrieve a computer virus there. Unfortunately, the Enterprise will likely be close to toast by the time you're finished reading Mr. Riker's message. So ignore Mr. Riker instead. As soon as the Borg begin their assault, warp to Earth. Quickly get to the planet and get in orbit. This is the only situation where the Enterprise is not invulnerable to enemy attack while in orbit over a planet. Mr. Data's badge will be flashing. He's informing you that the Borg have followed you to Earth. They will continue their assault as if nothing happened. Lower your shields, contact Mr. O'Brien, and quickly beam up that virus. There's only one cargo pod to find and transport here, but the Borg are firing on you while you're doing it. With the precious cargo aboard, get those shields back up and break orbit. The Borg do not move around while attacking. Their ship will sit in one place, just above the planet. Quickly find this deadly behemoth and unload on him with everything you've got. Rapidly launch torpedoes, then slam him with phaser fire. Commander Riker's badge is probably flashing. He's informing you that you have to do a sufficient amount of damage to the Borg ship before you can beam the virus over to them. Keep firing until the Borg stop firing on you. At that point, they will work on repairing their weapons for a short while and then start firing again. You have a brief window of opportunity to lower the shields, contact Mr. O'Brien, and beam down the virus to the enemy ship. Hope that your transporter didn't get knocked out during the battle, and beam that puppy on over there. o You can intercept incoming photon torpedoes that the Borg ship fires at you by centering your phaser fire on the Borg ship. o If by a turn of bad luck your transporter is too damaged for beaming, quickly direct Mr. LaForge to work on repairing it and resume attacking the enemy ship. You'll have to weather another assault from them until you can damage them sufficiently that they stop firing to work on their repairs. When the transporter has been repaired close to 30%, Beam Down operations will be available. o Summary: Earth has been saved from the massive onslaught of the Borg. ____________________________________________________________________________ | Index 14.0 - Unbeatable Situations | |____________________________________________________________________________| This game has a fair share of "Kobayashi Maru"s (a no-win situation that's run on a simulation to test how a Starfleet Captain behaves when the cards are heavily stacked against him). It would be kind of cute if this was by design, but I suspect it's more a result of the game's random elements at play. If you happen to fall victim to a bad luck situation, just try your best and take the loss in stride. There's not much else that can be done. o Intruders show up while you're battling enemy ships and the Enterprise is already moderately damaged. Those intruder buggers usually make quick work of my ship. In a peaceful situation, intruders can do some hefty damage to your ship's systems. It depends on how often they do damage (a random factor) and which systems they decide to do damage to (another random element). Add to that random damage from one or more enemy ships in the area, and it could very well end badly. o Life Support starts to falter at just the wrong time, in this case during an intense combat situation where more than one enemy ship is firing at the Enterprise. o "A freighter near [name] is about to suffer a warp core breach" at Commander and Captain difficulty levels. I've seen the freighter explode just as it got into visual range (I didn't even have an opportunity to do anything!). Those over-powered Talarians and their random phaser fire can kill off the freighter quickly. In other situations at high rank, I've been able to start distracting their attention away from the freighter before they inevitably destroy it. In some situations, they even destroy the Enterprise. o "Romulan Warbird blockade" and "Talarian vessels have approached planet [name]" at Commander and Captain difficulty levels. Extremely challenging, if not impossible. During one mission, I retreated to Earth for repairs four times and was unable to destroy one Warbird. Three enemy ships firing on the Enterprise in concert makes for a very difficult situation. There's just too much damage adding up at those high ranks, and very little time to find an adversary and do some damage to him. ____________________________________________________________________________ | Index 15.0 - Passwords | |____________________________________________________________________________| o Ensign - Spot o Lieutenant - Keiko o Lt. Commander - Lefler o Commander - Shelby o Captain - Brahms ____________________________________________________________________________ | Index 16.0 - Afterthoughts | |____________________________________________________________________________| This guide is a result of long hours spent playing this remarkable game. It's an awesome game that does a nice job of providing us with a full Trek experience. I like the peaceful missions and rescue missions, which add much to it, and it's always fun to duke it out with Romulan Warbirds. Long live the Game Gear! A great portable gaming system. This guide is copyrighted material and cannot be reproduced in part or in full without permission from the author. Copyright 2010 A.L.T.