INTRODUCTION
On the following pages, you'll find a detailed walkthrough for Star Trek:
Generations. In the game, the missions will appear in no particular order.
Therefore, simply select the mission you are having problems with from the
"Table of Contents" and go from there. On the "Downloads" page, you'll be
allowed to download the complete walkthrough in TEXT format for easy printing
and offline viewing. Good Luck and Enjoy the Game!
SPACE COMBAT
Follow these simple hints when entering a solar system:
Step 1 - Raise shields. Assume when you enter the system that you are going
to be fired upon.{BR}
Step 2 - Check sensors. See anything? If yes, increase power to computers and
sensors and get readings on what it is you are facing.{BR}
Step 3 - Target the enemy ship. Lock onto a target in an effort to damage the
ship's power generation or shield systems.{BR}
Step 4 - Fire photon torpedo salvo.{BR}
Step 5 - Rapidly follow your torpedo volley with a phaser shot. If the torpedos
do their job, your phasers can cut into the enemy like a hot knife through
butter.{BR}
Number one rule: Continually hit your enemy in the same spot, take out the
power, then eliminate the ship's ability to fire back.
MISSION 1: AMARGOSA SCIENCE STATION, PART 1
When you beam aboard the station, you will find yourself facing a damaged
turbolift. The station itself is buckling and straining from damage suffered
during the attack, so time is critical. Walk around the damaged elevator shaft
at the beam-in point. Lying on the deck on the other side is an injured crewman
(Dr. Soran). Use your Comm Badge to beam him back over to the Enterprise. Doctor
Soran will protest, but just ignore his pleas.
Moving forward to the area where Soran was located, you will find a graviton
inverter. Add this to your inventory.
Since you already know that the turbolift behind you was damaged, you can
assume that you will need the inverter later on.
Proceed slowly down the hallway several meters, since there are signs of
disruptor fire in the area. On the right side of the hallway, in the small
opening, you will learn the source of the disruptor fire: the Romulans! Stun the
Romulan waiting in the alcove. Use the setting between stun and vaporize. If it
is too low, the Romulan will wake up. If it is too high, you will destroy the
tricorder you are trying to get. Move to the Romulan until he appears in the
auxillary area of your screen. Click on him, and you will find his tricorder.
You'll discover that it's
scanning for Trilithium. You should begin to scan for the substance at this
point, as well. Chances are pretty good that, if the Romulans were looking for
Trilithium, you should be too.
Move into the center bay and stun the Romulans there. There is a crewman in
this area that you need to recover by moving up to him and using your Comm Badge
to beam him back to the Enterprise. As a Starfleet officer, your first priority
should be their safety.
After the area is secure, check the lockers that surround the main open area.
The only item you need is the illuminator core.
Place it in your inventory. In case you've already jumped the gun and used your
Graviton Invertor to go to the lower deck, you know that the lighting systems
there are damaged, and there are Romulans waiting in those darkened corridors.
This core will help you repair the lighting system.
Use the turbolift directly across from the locker in the main area that held
the illuminator core. This will take you to the upper level. Be prepared:
there's a Romulan waiting for you across the room. You should have a good shot
from this vantage point. Stun the Romulan on the upper deck, and beam the
surviving crewmen back to the Enterprise.
To the left of the turbolift is a large door. Open it, and move to the sparking
area of the wall until it appears in your auxillary screen. If you look at it
closely, it appears to be a damaged illuminator core. Fortunately, you have a
replacement in you inventory. Use the illuminator core in your inventory to
repair the damaged unit.
From the upper deck's central area, go to the other large door and open it
carefully, staying to one of its sides, since you should anticipate that the
area beyond the door may be occupied. Stun the Romulan inside. Locate the
control panel inside, on the right side of the room.
When the panel appears in your auxillary screen, click on the right green
square on its lower edge to activate it.
Now comes the time to proceed to the lower deck. Turn around and crouch down.
You will see a hole in the wall near the floor. Move forward through the hall
and into the tunnel beyond it. Continue forward until you come to the hole in
the floor.
Walk up to the door in the room you've dropped into. Across the hall is a
panel. It is located straight across the hall, so simply walk in that direction
until the panel comes on. Then press the panel to open it.
When the panel appears in your auxillary screen, click on the left side of the
panel to shut off the power feeding to the electrical cable in the hallway. This
will make it possible for you to pass to that area, and recover the injured
crewman through the door opposite the now dead electrical wire. Beam him back to
the Enterprise.
There is still a lost crewman on this deck. He's in the airlock located
directly behind the point where you originally beamed in. Move back to that
location, and continue through the large door that has a set of two buttons on
it, one green and one red. This is an airlock, so once you've passed this door's
threshold, don't open the next door just ahead. Simply get the crewman and get
out. If you
open the far door, you'll get a fast, one-way trip back to the Enterprise
without completing the mission.
It's time to take on the Romulans on the lower deck of the station. Return to
the damaged turbolift at the beam-in point. Use the graviton inverter from your
inventory to repair the turbolift by clicking on it in your inventory.
Take the turbolift down to the lower deck.
As the turbolift door opens, stun the two Romulans on the other side of the
bulkhead door. Proceed into the center room, and stun the Romulan in there. The
center room is easy to find due to the Trilithium readings that will show up on
your tricorder.
Depending on timing...Doctor Soran should have escaped from the Enterprise and
beamed back to the station at this point.
Check the lockers until you find the Magnetic Justifier. Add this item to your
inventory.
This will be needed to open the magnetically sealed door on the deck above you.
Obviously, you will need to beam back all of the surviving crewmen on the lower
deck before you check out that covertly sealed door.
After finding the crewmen on the lower deck, take the turbolift back up to the
beam-in point. From there, walk back into the central area. There is a small,
gray door there that you need to investigate, if you haven't located it already.
When it opens, you will find another door straight ahead. Open the other small
door, and move into the small room.
The entire far wall is the sealed magnetic door. Move forward until the door
appears in the auxillary screen area. Use the Magnetic Justifier in your
Inventory to open the door. Have you phaser at ready, because this is where you
earn your pay as a Starfleet officer. You should consider using your hypospray
to boost your health before opening this door.
Soran and what appears to be a modified photon torpedo system is on the other
side. The doctor will fire at you as soon as the door opens. Use the hanging
torpedoes as cover. Adjust your phaser to a very high setting when shooting at
Soran. You must cross the threshold of the doorway in order for your shots to
hit him. After several shots, Doctor Soran will beam away to a waiting Klingon
Bird of Prey.
Your problems are far from over. Soran has left a surprise: a missle that is
capable of shutting down all nuclear reaction within a star, causing it to
explode with incredible force! Your job is clear: you have to either retarget or
destroy that missle if you can.
Approach the missle control podium until its panel appears in your auxillary
screen.
Click on the top green bar to power up the system. Click on the top right blue
bar to activate the missle's targeting system. The targets will appear inn the
viewing area. By clicking on the green square on the right, under the viewing
system's blue button, you can change the selected target. Send the torpedo to
anything other than the Amargosa sun in order to save the entire system.
Your job is still not done. The warhead is only a few meters away and the clock
is ticking. You still have to fire the missle. Click on the left green vertical
bar to open the torpedo hatch. Next, you will have to click on the right green
vertical bar to release the firing clamps on the missle itself. If the auto-
firing mechanism hasn't loaded the torpedo yet, then you will need to do so
yourself. Be quick, though, as the auto-firing mechanism may retarget the sun if
you take too much time. Be sure to double-check the target before you fire the
warhead.
Once you have gone through all of the steps, you can click on the red button in
the middle to fire the torpedo. If you've missed any injured crew members, now
is the time to rescue them, for the mission is not over until they are all
found. Once you succeed, your communicator pin will start flashing. You can beam
back to the Enterprise by clicking on it.
MISSION 2: Q'URASH: A KLINGON BIRD OF PREY
Upon boarding the Q'urash, you'll notice that you have beamed into the
enginering section- perfect, given your background and experience. Turn to the
right as soon as you materialize. You will see the reactor control panel
explode.
You'll also see the dead Klingon officer on the floor. He's important, but not
as important as preventing the Bird of Prey from exploding.
Move to the exploded panel until the controls appear in your auxliary area.
These controls will allow you to shut down or at least contol the fusion
reactor. Your goal is to shut down the system before it destroys the ship. To
initiate the system, select the top right, red button. It will turn yellow when
activated. To take the reactor off-line, press the bottom right button.
If you check out the rest of the panels in the area, you will find one that
tells you that the Q'urash is Lursa and Betor's command ship.
Now, move to the dead Klingon on the floor in front of the panel until he
appears in your auxillary screen. When he does, click on him. You will see a
security pass.
Add the pass to your inventory.
Now that the ship is relatively stable, it's time to locate Soran. Move to the
door across from the reactor control panel. Since you have the security key, the
door will open for you. As you pass into the next room, activate the elevator on
your immediate left when you reach the open area.
You will be taking the elevator down to the first level. You should know at
this point that there are likely to be Klingons present. Set your phaser for
heavy stun during the ride down. Dispatch the waiting Klingon as the elevator
opens.
Move to the right around the elevator shaft. From here, proceed straight to the
doorway opposite the back of the elevator. This leads to a jeffreys access tube
to the center of the ship. Move into the crawl space and bear to the right.
Proceed ahead until you come to a small, closed door. Open the door. You will
see the fusion reactor core.
Your goal in this section is to get to the middle of the room and get back out
the way you came in. Given the field and the lighting, it is best to use the map
function on you tricorder to govern your movement. Move into the field. Geordi
will take some damage almost immediately, but don't panic. You will find a
different security key in the middle of the field.
Grab the key and get out the way you came in. Be thankful. If you had not shut
down the fusion reactor, you'd die in this room.
Backtrack through the Jeffreys Tube and exit it, returning to the elevator you
took to get to this deck. With this new pass, you'll be able to get through to
the forward portions of the ship. Take the elevator back up to the second deck.
After exiting the elevator, turn left and enter the elevator at the end of the
short passage. Take the elevator to the upper level, and enter the first room on
the left when you leave the elevator. On the right, there is a security door
which will open using the security key found in the jeffreys Tube. On the floor,
you'll find another security key.
Pay attention to the three red Klingon symbols on the wall. This is the
combination key to gain access to Soran's torpedo launcher.
Add the security key to your inventory. Exit this room and return to the middle
level. Now, go through the door between the two stair cases, moving forward
toward the "neck" of the ship.
In the first room through these doors, there are equipment bays containing
Klingon disrupters, hyposprays, and power packs. Add them to you inventory, as
you will soon need them.
As soon as the door opens, you'll encounter a number of Klingons that you will
have to stun. Move quickly and use the sides of the doorway for cover if
necessary. Proceed forward through the next door. There are more Klingon guards
there. Make sure that they are all stunned before you proceed.
Move forward through the double doors. On the other side is the bridge with
Lursa, Betor, and some of their body guards waiting to greeting you. You can
fire on them, but you can only kill the guards, so don't waste time engaging in
a prolonged battle. Move to the elevator on the right side of the bridge and
exit the area as quickly as possible.
The room the elevator takes you to is the photon torpedo bay, and Dr. Soran
waits inside with one of his star-killing missles. Adding to your troubles, he
has several Klingon guards assisting him. You will need to fire at the Klingon
guards and at Dr. Soran. You will have to use a medium to high weapon setting on
Dr. Soran.
After exchanging several hits, Dr. Soran will beam out, leaving you to deal
with a fully armed and targeted missle.
Obviously, your next task is to disarm the weapon. Walk up to the control
panel.
You will find it locked out. To unlock the control panel, you must press the
buttons corresponding to those that you saw on the wall upstairs in the
officer's quarters.
Click on the top green bar to power up the system. To activate the target
viewing system, click on the top left blue bar. Click on the top right blue bar
to activate the missle's targeting selection. The targets will appear in the
viewing area. By clicking on the right blue square, change the target to
anything other than the Amargosa sun in order to save the entire solar system.
Your job is not done yet! The warhead is only a few meters away and the clock
is ticking. You still have to fire the missle. Click on the left green vertical
bar to open the torpedo hatch. Next, you will have to click on the right green
vertical bar to release the firing clamps on the missle.
Once you have gone through all of these steps, you can click on the red button
in the middle to fire the torpedo. Once you're successful, click on your
flashing communicator pin to beam back to the Enterprise.
MISSION 3: GALORNDON CORE, PART 1
The key to this and much of the mission is to keep your disruptor adjusted to a
stun setting from the start of this operation until your final confrontation
with Soran. In addition, if you shoot in a room full of Romulans, the alarm will
go off. Stealth, not firepower, is your key to success on this away team
mission. When you initially beam down, you will be on the outside of the Romulan
outpost. The only visible way in is through the massive shuttle bay doors, which
are closed at this time.
You will need to move across the landing area to the opposite side of the point
where you beamed in. Just behind the rocks is a staircase that leads up to a
small observation platform and gun. There is a Romulan at the gun platform, but
you do not have to engage him. Wait until the shuttle come out, and then you can
enter the Romulan base.
Move back down the stairs and enter the base before the massive door shuts.
Once you are inside, you will want to enter the first hallway on the right side
of the bay.
Once you reach the end of the hall, proceed to the turbolift control. When the
control appears in you auxillary area, click on it to open the elevator. Inside
the turbolift, click in the control panel to take the elevator down.
When you exit, there will be a hallway with a Romulan officer in it. Continue
to walk (there is no need to panic, you are disguised as a Romulan). You should
continue to the doorway and open it. This will lead to a massive central bay
with a shuttlecraft hydraulic lift in the middle of the chamber. Move to the
left and enter into the living quarters through the green door.
Once through the door, take the green door on the left. This will lead to a
small chamber containing several other doors. The Romulan Commander's living
quarters is in the last room on the right. Be prepared for a quick fire fight as
you enter, but make sure to keep the disruptor on stun.
The Commander will confront you and you should fire 10 or so shots quickly to
subdue her. On the far table is the high security pass that you will need for
further access into the base.
Move toward that security pass, and add it to your inventory.
Return to the central chamber with the hydraulic lift in the center. Opposite
of where you enter is a gray door. Move around the perimeter and go through the
door. At the end of the hall is another door. Proceed through that door and you
will be above the reactor cooling pool and the primary reactor controls. Move to
the left side, go down the steps and past the pool.
At the far end of the pool, opposite you, is a high security door with several
guards posted. You can identify it by the adjacent control pad that is identical
to the high security pass key. Do not attempt to use the security key. In order
to get to that door, you will have to create a diversion.
Step into the elevator opposite of the high security door, and take the
elevator down to the low level. You will exit into a small storage chamber. On
the left is the only door leading out of this level. Exit through that door.
You will come into the auxillary reactor control chamber. Move forward to the
control panel or podium.
With these controls, you can overload the reactor enough to create a diversion
so that you can get access to the high security door.
To overload the reactor, you must first click on the box in the upper left
corner for the coolant system. You will have to click on it twice to turn it
red. Then perform the same task on the upper right box. Returning to the upper
left box, click on it twice until it turns red. This will set off a warning
alarm signaling that the reactor is overheating. Repeat the process with the
upper right box until it turns red.
Backtrack to the underground storage chamber and take the turbo elevator back
up to the reactor room. Be prepared for the chaos when you arrive thanks to your
diversion. Move over to the security panel next to the high security door.
Use the high security pass in your inventory to open it. Move into the hallway
and follow the first hallway opening on the left.
At the end of the hallway is another turbolift, however this one is different
in that it has three level options. You should select the middle button.
When the elevator stops, go to the right. You will come to a guard rail near
the tower where Soran is arming his missle. He will not make your job easy.
He'll blow up the bridge leading to his tower in an effort to cut you off.
You will have to jump across. The best place to jump across is where the guard
rail first comes to an end. If you fall, there is an elevator at the bottom
which will allow you to backtrack your way in order to make a second or third
jump attempt. However, there are several Romulan at the bottom of the shaft who
will fire at you.
Once you've jumped across, take the turbo elevator to the top of the tower of
face off with Soran. Once you arrive, you can go either to the right or the
left. Take the set of stairs up, and you will encounter Doctor Soran, fully
armed and firing at you with his blaster. You will have to shoot Soran several
times on medium stun before he beams away.
This leaves you with your final task: shutting down Soran's missle. Go to the
missle control podium until it appears in the auxillary area.
Click on the top green bar to activate the system. Click on the top blue bar to
activate the viewing system.
Click on the top right blue bar to activate the missle's targeting system. The
targets will appear in the viewing area. By clicking on the blue square on the
right, you can change the target to deep space.
You still have to fire the missle. Click on the left green vertical bar to open
the torpedo hatch. Next, you will have to click on the right green vertical bar
to release the firing clamps on the missle itself.
Once you have gone through all of these steps, you can click on the red button
in the middle to fire the torpedo. Once successful, click on your flashing
communicator badge to beam back to the Enterprise.
MISSION 4: GALORNDON CORE, PART 2
You will beam down into the living quarters of the base. There are several
doors in the room, but only one works. When you exit, you will need to deal with
the Romulans there. Proceed to the door straight ahead, and exit to the open
commons area.
In the commons area, go straight ahead into the base's Kitchen. Be wary of the
Romulans there, keep moving. There is a small door in the back of the room. Take
it through the corridor. At the end is a turbo elevator.
Take the elevator to the top level. This will bring you out to a lookout post,
just above where Deanna Troi beamed in. There is a Romulan there that you will
have to dispatch. Once done with the defender, you will find a damaged section
of the guard rail. Move through it and drop down. Riker will take some damage,
but it is minimal.
Once down on the lower level, you should cross the shuttle landing area to the
stairs hidden at the base of the rock. Climb the stairs into the other lookout
post- one with a large disruptor cannon. Once there, you will have to deal with
the Romulan guarding the cannon and seize control of it.
Your target is the door that is securely locked behind the turrent. Once you
have done your damage, exit the turrent and go through the hole you blasted
through the door.
The passage ends in a turbo elevator, which you should take down. This puts you
on the opposite side of the collapsed section of the high security corridor that
Troi had used to reach Soran. As you move down the hall, you will encounter a
force field that is blocking the hallway. One thing is for sure, the good Doctor
does not want intruders this time.
Power can be shut off somewhere near the reactor, so it's time to get back to
that area. Retrace your steps back to the turbo elevator and up to the shuttle
bay landing door. The main door should be ajar, and you can enter the main bay.
Go to the first door on the right and at the end, take the turbo elevator down.
Return to the main reactor room via the large gray doors. Proceed down the left
side of the stairs, and take the turbo elevator at the bottom, on the left.
At the bottom of the ride down in the elevator, turn left and go through the
door. This should look familiar as the area where Troi sabotaged the reactor's
cooling system. You will notice a cracked section of glass in the system that is
holding all of the coolant. Fire your phaser at the crack using a medium to high
setting in order to shatter it. Run out and back to the turbo elevator since the
coolant will kill you if you are in the reactor room when the window breaks.
Take the elevator back up to the reactor core. Now comes time to retrace your
steps back to the force field. This can be done either by backtracking through
the shuttle bay, or returning to the kitchen in the living quarters, going back
up to the observation post, and jumping through the hole in the guard rail
again. The choice is really driven by what your current health level is.
Once you are up next to the disruptor cannon, you need to go through the hole
you shot in the door. Take the turbo elevator back down and proceed to where the
force field was located. By now, there should be no power to it, and you should
be able to pass without a problem.
At the end of the hallway is another turbolift, however, this one is different
in that it has three level options. You should select the middle button.
When the elevator stops, go to the right. As Troi reported in her earlier visit
to Galorndon Core, Soran has blown up the bridge leading to his tower.
You will have to jump across. The best place to jump across is where the guard
rail first comes to an end. Unlike the first time you were on this planet, it is
no longer safe at the bottom of the tower shaft. Instead, it is filling up with
radioactive coolant that you leaked with your Phaser shot. If you drop down in a
failed jump attempt, make sure you do not take a lot of time trying to find the
turbo elevator out of there, or you will begin to suffer radiation damage.
Once you jumped across, take the turbo elevator to the top.
Now, you must shut down Soran's missle. Go to the missle control podium until
it appears in the auxillary area.
Click on the top green bar to activate the system. Click on the top left blue
bar to activate the viewing system.
Click on the top right blue bar to activate the missle's targeting system. The
targets will appear in the viewing area. By clicking on the blue square on the
right, you can change the target to deep space.
To fire the missle, click on the left green vertical bar, opening the torpedo
hatch. Next, you will have to click on the right green vertical bar to release
the firing clamps on the missle itself.
Once you have gone through all of these steps, you can click on the red button
in the middle to fire the torpedo. Once successful, you can beam back to the
Enterprise.
MISSION 5: EPSION
Upon beam-in, you will find yourself in a secured cell. If you try to exit
through the door, you will encounter a Chodak probe, which will fire at you if
you open fire at it first. Clearly, there has to be another way out of the room.
If you examine the walls near the floor, you will see a flawed area. Set your
phaser for a high setting and fire. You will open a small tunnel which will
allow you to leave the area. You will have to crouch to do so.
You will come out in a lava stream which you will need to run through, hugging
the left wall until you reach the end. You can then climb up onto the platfrom.
There are several doors that lead to Chodak transporters, but the one that you
need has the yellow security symbol and will not open.
To locate the key, you must first acquire a Chodak shell which will protect you
fromt the lava. Proceed to the end of the corridor and go through the doorway on
the left. This will transport you to the bottom of some steps. Go upstairs and
make a hairpin right turn. Follow the corridor as it turns to the right. Go down
some steps and enter the tan-colored door on your left (the entrance to the
Chodak sand baths). As soon as you enter, you will see some empty Chodak shells
to your left and right. Click on the shell in the Aux window to put it on. You
will need to start down the hallway that is dominated by the lava river. As you
come up on firm rock, you will enter a chamber that has three key features:
spore throwing plants, good mushrooms, and bad mushrooms.
Your first priority are the ceiling-mounted plants that are throwing spores.
Use the Chodak shell weapon to take these out one by one. The mushrooms in the
chamber appears as black and orange on your tricorder at close scan range. The
orange ones add to your health as you eat them (left clicking on them as they
enter your auxillary screen). The black ones injure you and reduce your health.
The caverns tend to be very dark and confusing. You may consider increasing
your monitor's brightness setting or dimming your room lights. This will make
the plants easier to see. You will want to make your way along the right side of
the caverns, avoiding the lava pits. After you pass the rock formation, you will
notice a lava formation on the far right with a weak (blackened) section of wall
just beyond it. Fire your Chodak shell weapon on a high setting, and the blast
will open a tunnel. Work your way along the wall, exit your Chodak shell, and
crouch to get into the next chamber.
You'll have to destroy more of the spore-tossing plants. According to the
tricorder, the room is empty, but there is a hidden doorway. Move clockwise
around the room, crouching as you go. Near the center of the room, you will find
a hidden doorway to another lower chamber.
Again, there are a number of the plant monsters that have to be dealt with. You
will find a winding staircase that forks. You want to veer to the left. This
will bring you to the upper level of the cavern.
You will need to take out the remaining plants before you proceed. Then you
will have to jump across to the rock formation on the other side. The key is to
jump at the low-hanging moss over the rocks. You'll be successful if you aim
right for it. If you miss, you will have to backtrack on the other set of stairs
in order to try again.
There is a small lava pool running from the top of the rock formation.
There is a small, dark stone bridge that you can cross. Move across it
carefully and you will enter the last chamber, dominated by a large lava pool,
with a small island on it. On the island is something, but you cannot make it
out from your current location.
On the far wall, opposite where you came, is the best approach for jumping
across the lava. Jump over the lava and climb up to the object. When it appears
in your auxillary screen, left click on it and you will find a yellow security
key.
Once you have the key, you need to work your way back to the secured Chodak
transporter. There is a shortcut, which consists of going back to the rock
formation with the magma flowing out of it and simply dropping down to the
floor. This puts you in the main chamber and allows you to bypass several of the
other rooms in an effort to get out.
When you reach the Chodak transporter, you will need to use your security key
to open the door.
Inside, you will find a control panel at the rear of the room.
Click on the bottom and you will transport to the bridge control area.
Exit the transporter and follow the hall to the control room. There is a small
podium in the middle of the room that lowers the bridge to the reactor, which
you can see through the window. You can stun the guards, or move quickly and
ignore them. The choice is yours, Captain.
At the controls, you need to depress the lower black triangle to lower the
bridge. Then get out of there as quickly as possible.
Return to the transporter and select the top button. This returns you to the
original transporter. Exit the transporter chamber and turn left. Continue to
the blue transporter door beyond the lava corridor.
After using this transporter, exit the chamber and ascend the stairs to your
left. At the top of the stairs, turn around and enter the blue transporter door
at the far end of the chamber. When you leave this chamber, you will be in an
octagonal room with lava in the center. Go through the right-hand door and
continue to the bridge that you've lowered.
Take the elevator to the top. At the reactor, click on the switch to move it to
the down position.
Take the elevator back down. Make sure your phaser is set medium to high at
this point.
Go back into the octagonal room, and go through the door to your right. You
will have to use your security key to unlock it first.
You will be transported to a corridor. Doctor Soran is in the control room,
behind the first door on the right. You will have to engage him in battle until
he beams away.
Once he has left, and you have taken care of the Chodak in the control room,
you must disable the Trilithium production capacity of the Chodak. Approach the
control panel on the left hand side of the central pillar until it appears in
your auxillary area.
Open the control panel cover and set the conrol all the way to the right.
Now move to the control panel on the right-hand side of the pillar until it
appears in your auxillary screen. Open its cover and press the button in the
center of the panel.
This should sabotage the reactor system. Contact the Enterprise and beam back
up to the ship.
MISSION 6: AMARGOSA SCIENCE STATION, PART 2
The beam-in point is identical to Commander Riker's previous mission, which
should help you get your bearings. Turn around and go to the purple-outlined
control panel. Right click on it when it appears in your auxillary area, and
will understand what you are facing--a Klingon Bird of Prey docked only a few
meters from where you stand.
If you attempt to go to the central commons (main) area of the deck, you will
find the isolation doors in place and the containment system down. Given the
hole in the outer hull, it is safe to assume that there is a vacuum on the other
side of the door. You will have to restore the containment system.
Go into the airlock where you first beamed it. There is a control panel on the
right wall. When you approach it and ita appears on your auxillary screen, you
can see that one of the isolinear control circuits has been destroyed.
You'll need some repair parts, and the only place to look is on the lower deck.
Proceed to the lower deck using the turbolift at the beam-in point. Once there,
move to the center area, where gear is stored. Most of the equipment in this
area is worthless to you. However, if you look closely, you will find as
isolinear chip. Add this to your inventory.
Be sure to search the dead Romulan in the hall. You will find his disruptor
rifle.
Take the chip back to the airlock on the upper deck. Insert it (left click),
then click on it in place. It will take a few moments, but the containment field
eventually will be restored.
At this point, you should set you phaser on high stun, for in a few moments,
you'll be happy you did. Enter the central area of the deck. Proceed slowly
through the door, which leads to another small, gray door on the right side of
the area where Commander Riker previously gained access to Doctor Soran's lab.
When you open the door, you will hear the whine of a transporter beam, and the
deck will suddenly be filled with Klingon warriors. You have two options at this
point. You can fight them, but the odds are against you. Or, you can flee.
Your only hope it to run to the airlock. Once there, you can click on the
isolinear circuit on the containment field. You will have to click on it twice
to override the saftey protocols. When you have done this, the Klingons will be
blown into space, their bodies exploding outward from massive decompression.
Wait a few seconds, then restore the containment field again. Now it is safe to
proceed to Soran's lab.
Walk back to the central area and proceed to the small, gray door that leads to
Soran's lab. Open both sets of doors, and walk forward until you have the entire
magnetically sealed door appearing in your auxillary screen. Use the magnetic
justifier to open the door.
Doctor Soran is not alone. He has several Klingon body guards with him. The key
is to move and shoot quickly. It takes several high stun phaser hits to convince
Soran to beam away from the area. The Klingons will not flee, but will fight
until they are incapacitated, stunned, or disintegrated.
Once you've taken care of the Klingons, your problems are far from over. Soran
has left his usual greeting card--a missile that is capable of shutting down all
nuclear reaction in a star, causing it to explode with incredible force! Your
job is clear, you have to either retarget or destroy that missile.
Go to the missle control podium until it appears in your auxillary area.
Click on the top green bar to activate the system. Click on the top left blue
bar to activate the viewing system.
Click on the top right blue bar to activate the missile's targeting system. The
targets will appear in the viewing area. By clicking on the blue square on the
right, change the target to anything other than the Amargosa sun.
Now, you have to fire the missile. Click on the left green vertical bar to open
the torpedo hatch. Next, click on the right green vertical bar to release the
firing clamps on the missile itself.
Once you have gone through all of these steps, you can click on the red button
in the middle to fire the torpedo.
When you've successfully redirected the torpedo, the Enterprise will contact
you and you will be beamed aboard.
MISSION 7: BERSUS
Once you beam in, there are several herbivores wandering and eating plants
nearby. These do not pose any sort of threat, but should be noted for future
encounters.
You should proceed to the rock formation at the edge of the cliff over the sea.
Move along the edge of the rock, hugging the right side. Throughout the maze of
vegetation, continue to veer to the right.
Almost immediately, you will encounter several animate plants that will launch
thorns at you. Bypass them where you can, and fire at those you can't avoid in
order to kill them. As you move through the maze, you will first encounter one
plant, then three, and then five in a small group.
Finally, you will come across a final group of three plants. After that, you
will find a patch of brush on the right side of the path that you can push
through. This will allow you to see a small mountain of rock. Move toward two
caves and crouch to enter the cavern on the left.
Continue to bear to the right throughout the caverns. You will proceed until
you reach a pool with a blue crystal. Add the crystal to your inventory. You can
use it to heal Data by left clicking on it, if and when you need it.
The cavern will bend and twist. After you find your first blue rock, start
heading to the right. (If all else fails, look at your tricorder.) Just before
you exit the cave, you will find another blue rock. Add it to your inventory.
When you exit the cave, move to the opening in the clearing on the left. As soon
as you enter, you will notice that it forks. Take the fork on the right. It will
seem to dead-end, but don't
be fooled. Push into the brush, and you will move through the foliage and into
a small clearing.
The clearing appears to have a cactus surrounded by several plants in the
middle. Move up to these, and you can recover the seeds that you are looking
for. There is a total of five seeds, and you'll need to add at least three of
them to your inventory.
Once you've gathered the seeds, backtrack through the caves and return to the
beam-in point.
There is a rock arch at the beam-in point. Look down until you are looking
almost straight down. Move under the arch, and you will see a series of winding
steps leading down to a small peninsula. That is your destination.
Once you reach the peninsula, move down to the edge of the water. From here,
jump over to the lillipads scattered between the islands and your current
position. Keep jumping out until you run out of pads. At this point, use the
seed pods to grow new lillipads.
You will eventually run out of seeds and lillipads, but you'll be close to the
islands. Jump off the last pad, and you'll drop down to an underwater ledge.
Move forward to a small crevasse in the rocks. Move into it, and you will find a
series of rock formations that appear in your auxillary area. Click on this and
add the golden rock to your inventory.
Keep going through the cavern, and you will come up in a pool that is
surrounded by several crab-like creatures. There is also a discolored section of
rock wall near the pool. Use your phaser to blast the rock, and you'll be able
to open a tunnel. You can then rise out of the water and quickly run past the
crab creatures to escape without having to waste precious phaser power on them.
You can also shoot the crab creatures with your pod weapons.
Move through the tunnel and then onto the ledge. Proceed along the ledge until
you come to two of the thorn-throwing plants. Neutralize the plants. Next, use
the level view on your tricorder map to select the lowest level. This will
reveal an underwater bridge between the halves of the island. Align yourself
with the path and then walk off the ledge.
If you do find the underwater path, you will end up on the shoreline near
several of the thorn plants. If your jump falls short, you'll land on a ledge
that you must use to reach the shoreline. Either way, you must either run past
or shoot the plants.
Continue until you come to the first fork on a winding ledge that leads upward.
Keep to the left. You will have to kill several more of the plants as you go.
Proceed forward, and you'll suddenly find yourself in a clearing, facing Doctor
Soran with his missle system ready to destroy the Bersus sun.
Soran will not listen to reason, but will shoot first and not bother to ask
questions later. Fire several shots at him on high stun or use your pod weapon,
and he'll beam away.
You should proceed to the missle launcher, but upon investigation, you find
that its controls have been locked out. This time, you'll have to resort to more
violent means of dealing with Soran's missile.
To disable the launcher, you must use one of the explosive gold rocks on the
platform, placing it between the two upright green generator rods. You'll know
that you have the rock positioned correctly when you hear the clinking sound as
you drop it in.
Move out of the area, back into the tunnel, and crouch so that you won't take
damage from the blast.
Move back to the launcher. You will notice that the blast from the gold rock
has opened up access to the launcher's innards. Crouch down and enter the
launcher. At the end of the small passageway is a power unit. When it appears in
your auxillary display, add the power unit to your inventory--this disables the
launcher. Your comm badge will now begin to glow and you can beam back to the
Enterprise at any time.
MISSION 8: ANTILIOS: THE LIVING PLANET
Upon arrival, you will appear on a hair follicle and drop your tricorder. Pick
it up, but don't turn it on. If you do, you will attract several large
antibodies that will attack.
Proceed to the opening of the epidermis. There are five possible paths into the
internal skin layers. Each leads to a maze of tunnel-like tubes. You will need
to navigate to three of these nodes, where Soran's creatures are at work
collecting Trilithium.
In both of the east and west nodes, you will find the artificial creatures
gathering Trilithium and damaging the creature-planet in the process. Use your
phaser to stop their actions. When that is done, move to each of the damaged
areas and use your MedKit on them.
When the area is healing, it will secrete a pink substance. Gather this with
your collection/sample vials.
After healing both of the first two nodes, a previously sealed passage will
open on the north wall. This leads to a third node. Once there, destroy the
machine and heal the node. This will open a small chamber that leads to a shaft
to the next area.
In this area, there are four lower pools and four upper passages to membranes
that can be reached by jumping. You cannot pass through the membranes, and
shooting them would make you no better than Soran. You will need to somehow find
a way through all four of these membranes.
The solution is to go down to the lower pools one at a time. Walk into them and
you will become coated in a protective green enzyme. This lasts for less than a
minute, but allows you to pass through the membranes. Return to the center and
jump to the membrane you wish to pass through. You will go down a long corridor
(identical for each). You should also collect the green enzyme for later short-
term use.
In the pools, you will find a pellet of concentrated enzyme. Add this to your
inventory. One pool does not have a pellet and should be avoided until the end--
especially considering that it is full of Soran's artificially-created viruses.
Once you have a pellet, return to the pool that does not have a pellet. Use
your phaser to deal with Soran's viruses. Only settings 8 and 9 on your phaser
will effect these viruses. Next, shoot the machine attached to the wall. Heal
the orifice that is revealed once the machine is destroyed. Then, place a pellet
in the orifice. The orifice will now fill the pool with enzyme. Dunk yourself in
the enzyme for protection. Pass through the membrane and return to the central
area. A hole in the center of the floor which leads to the next area will now be
open. After jumping into the hole, you will be in a pink pool which has healing
properties. To exit this pool, jump onto a ledge. Then crouch and jump through
the opening.
The next area has many immobile antibodies, which will attack if you do not use
the green enzyme on yourself for protection. You must walk up the stairs to the
north, then jump to the middle. From there, you can take the bridge to the east
until it passes under another catwalk. When it ends, you must jump down to the
south. Move along the eastern edge (right side) of the cavern, to the middle of
the room again. Here, you will jump to the south, where the exit is located.
There are two colored pools at the end of your jumping spree, one yellow and
one blue. Collect these into the same vial, and they will become green. Cover
yourself in the green mixture. You can also climb into each pool to achieve the
same effect. Now, move into the membrane, which will launch you into the next
area.
The pounding of the heart tells you that you are in the chest of the creature.
You need to turn your tricorder off, or you'll suffer attacks from the
antibodies. Move forward to the synaptic node (it gives off an electrical
discharging sound). Entrance into this will transport you to the area where
Soran has done his worst damage on Antilios.
You will materialize on top of a large synaptic node near several of Soran's
viruses. Use your phaser on them, but killing them is not the goal of this
encounter. You should proceed to the southeast area, which leads to an artery.
Enter the artery, and you will be forced into the heart chamber.
Inside the heart, Soran is inside a diving bell, coordinating the activities of
his minions. You must swim to the middle area to catch the current that will
carry you to his location. Once you have him in sight, move to the outer edge.
Soran will not surrender, but will beam away after exchanging several phaser
shots with you.
MISSION 9: VERIDIAN 3
Upon beam down, there is no initial sign of Soran. If you move up and around
the path, he will come into view, standing on a tall tower. A force field will
block you and prevent your phaser from hitting him. As you helplessly stand
there, Soran launches the missile, and the Veridian star is destroyed. Both
Picard and Soran are swept into the Nexus. If you have Picard set his phaser
into the red zone prior to entering the Nexus, Kirk's will be pre-adjusted to
the same setting when he exits the Nexus to confront Soran--a recommended
strategy.
Kirk
As you beam out of the Nexus, you will see Soran. Either shoot him with you
phaser or begin to punch him rapidly, and you can get him to drop his hand-held
cloaking control device when he beams away. Pick this up and add it to your
inventory.
Proceed across the bridge, and you will come to two cave openings.
One opening appears to be a long and winding cavern, the other appears to be
just a hole in the ground. Enter the simple hole in the ground opening. Bearing
to the right, you will encounter a group of Klingons standing around several
crates. If you run from the Klingons, you can escape. If you attack them, you
can recover useful disruptors from them. There is an additional disruptor
sitting on top of the crates.
Continue through the caves, and eventually, it will lead out to an open area of
hot springs. There are three Klingons patrolling this area. It is best to locate
them on the tricorder and disable them before trying to successfully get out of
this area.
From your entrance point to this area, jump straight ahead to the column with a
small platform on the right side. Turn left and jump to the column to the far
left. You will need a running start to successfully complete these jumps. (See
the letter below from a person who tried and failed in this section.)
Whenever you approach one of these "jump from column to column over a large
expanse of water," you must save as you go along or you will never make it. Jump
to one column. If you make the jump save, and jump to the next column. If you do
not make the jump, reload your prior save game and try again. Keep repeating the
process until you make it to the other side and save your game.
If you check your tricorder, you will see that there is a hidden passage
straight ahead of you. You must crouch to enter this cave. Follow the small cave
until you emerge from it.
Once you exit, jump to the left. You will see a large land mass with a ledge,
which is your next destination. Jump to it. After you land, turn to the left and
you will see a patch of area with a different texture. You will need to jump to
this area. Once you land, use your fists to break the area down. This will open
up the cave on the other side.
Continue forward, and you will emerge on a platform overlooking the hot
springs. Jump to the largest pool and enter it. Drop down to see an underwater
cave. Swim through the cave and emerge on the other side. You can use your jump
key to rise up in the water.
On the surface, you will look down and see a Klingon standing on a spot o dirt
(not rock surface). Jump to that location and deal with the Klingon as only
James T. Kirk can!
Follow the path to the second cavern. Be wary, it is filled with Klingon
Warriors that you can either fight of evade. Asend the winding staircase. This
will lead to a short passage that opens to an area filled with Soran's henchmen.
They're armed with sonic blaster helmets. Fire at them from your maximum range,
since the potency of their sonic weapons decreases greatly with distance. You
will come to a bridge. This is where you should use the cloaking controls. You
may have to make several attempts. All the while, Soran will be firing at you.
Concentrate on using the cloaking control. When crossing the bridge, make sure
to keep pressing the decloaking control, even when the bridge explodes and
crashes to the canyon below. You must get to the end of the bridge, almost on
top of the explosion, before you are within range of the missile. No matter how
well you do, Kirk will die during this encounter.
Picard
There is only one way up the gantry, and that is starting where the bridgework
opens at the lowest level. Proceed to the entrance of the gantry, which is
located almost directly in front of you when you appear as Captain Picard. Speed
(running) is critical, since "time is the fire in which we burn", so to speak.
Once Captain Picard reaches the missile, its controls will appear in your
auxillary screen. Click on the "Locking Clamps" button, and then get off of the
gantry as quickly as possible. The missile will explode.
You can move back down to the canyon floor, where Kirk's body and the remains
of the bridge have fallen. Meanwhile, the Enterprise tells you that Doctor Soran
has beamed aboard your ship.
MISSION 10: ARVADA 2
Once you beam down to Arvada 2, proceed up the wide staircase in front of you.
At the top is a small building with a closed door. In front and under the door
is a track that the maintenance robots travel on. Wait a few seconds and one
will come along and open the door.
Inside the room on the right is the Maintenance Power Control device. Pick it
up and add it to your inventory. Follow the robot out of the door. As soon as
you are throught the door, use the power control to shut down the unit in front
of you. Program it to only go to the storage area and the power center. These
are the rooms on the control panel indicated in the lower left and upper right
areas.
Click on the other rooms to disable them (turning the light off). Repeat this
procedure on the next robot that you encounter, as well.
Proceed into the main chamber which houses the fountain in its center. Walk
around the fountain to the opposite side. Go down the corridor and follow the
bend to the left. This dead-ends with another sealed door. This is the main
power control room. Wait for one of the robotic units you programmed to come by
and open the door.
In the room, go to the far wall. There is a control panel there showing a
sideways "H" pattern in the middle. Click on the middle of this panel.
Move to the other control panel. After a few seconds, you'll be able to access
it properly. Click on the two lights on the bottom, turning one on and one off.
This turns off the power to the force field and turns on the power to the
storage chamber. Exit the room.
Go back toward the main central area with the statue and follow the corridor
off to the left. This leads to yet another door that is controlled by the
maintenance robots. This is the supply room. Wait here for a while until a robot
arrives.
In the supply room, you need to pick up the Axionic Flux Inverter. Exit the
room and pick up the power control unit as you leave.
Go back toward the main power control room. On the way is a hallway to the
right that leads to a small, blue elevator platform and a force field generator.
Move quickly there using the Axionic Flux Inverter to shut off the force field
generator.
Once this is shut down, return to the main power room and wait again for one of
the robots to return and the door to open. Go to the main power control panel
and click on the lower right button to restore power to the elevator.
Return to the blue elevator platform and activate it. This takes you down into
the bowels of Arvada 2's automated mining operation.
After you arrive on the lower level, you need to move forward, toward the
robots, then go as far left as possible. In the back wall is a crack leading to
a cavern. Step into this and bear to the right until you come to a lit chamber
that has a set of stairs leading upward.
Ascend the stairs and go out into the other open production area. Bear to the
right and follow the conveyor until you come to a pile of crates. Jump up on the
last crate nearest the conveyor. Once on top of the box, crouch down and you can
move onto the conveyor belt.
Move around the conveyor until you come to the juncture where it breaks to a
lower level. Jump off and follow the conveyor back to the right. There is
another opening into a cavern. Follow this back and proceed slowly. You will
come to a small pool of water. Jump in and move through the water to the far
right, where there is a cave. Go through the cave slowly. Keep you eyes on the
ground in this area. You will come to a ledge overlooking a chasm.
From here, run and jump straight across to the small ledge on the other side.
Once you land there, proceed forward down the corridor and turn left. You will
need to destroy the single missile-firing robot that is blocking your way. This
brings you up to a second elevator system located behind the defensive robots
where you got off the first elevator leading to your present level.
Take this second elevator down. At the bottom, turn to the left. Take the
corridor to the very end. You will see Soran and begin to converse with him.
As in the previous encounters, you must adjust your phaser to a high setting
and shoot at Soran. You should be able to hit both Soran and the wall-mounted
weapon from the far side of the room. Using this strategy will give you time to
avoid return fire. After several hits, Soran will beam out. You then must shoot
the device mounted on the wall several times until it stops shooting.
Once you've disabled the device, you can click on your communicator to beam
away from the location.
MISSION 11: HALEE
Upon beam down, you will already be using a breather mask. A key to surviving
this operation is to note that you are undercover. In other words, until you
fire your disruptor or do something blatant to attract attention, the Klingons
will not bother you (for the most part). Right after you rematerialize on the
planet surface, you will see a Romulan ship crash near the base, but this is of
no consequence.
Move forward to the wall where the Romulan ship crashed. Then move to the
right, through the small opening. This leads to a large, open area with several
crystal formations and a single structure in the middle of the sands. Proceed to
this structure, making sure that you avoid the crystals, since they inflict
damage.
At the building, you will find an elevator button. Click on it and enter the
elevator. Go to the control button inside and click on the lower button. Once
the door closes, you can remove the breather mask by clicking on it.
At the buttom, you will be proceeding through the tunnel system. Move out of
the elevator and follow the tunnel to its very end. The best way to do this is
to navigate using your tricorder map. This will show you more than you can see
with your eyes in the dark tunnels, even allowing you to run through or around
most of the crates and other obstacles. You will know when you have reached the
end by the presence of two Klingon guards.
Open the door at the end of the tunnel and enter the large open area. Remember
this area since you will be returning to it later---four times!! Once in this
area, turn left. Take the first door on the left and open it. This leads to
another long series of tunnels. Like before, follow these to the very end and
you will find an elevator control. Open the elevator and get inside, punching
the up button control. After the doors close, put on your breather mask, since
the elevator will deposit you on the surface again.
After the elevator opens, you need to take a hard right. There is a crystal
formation with a dark depression in the middle of it. To make sure you are
heading in the right direction, the smoking remains of the Romulan ship should
be in the distance.
Move to the dark area in the sand. This leads to the sand pits below. You will
drop, but you won't suffer appreciable damage in the fall. Once you land, you
can take off your breather mask.
Turning around, you will see a large cavern. Move along the far left side on
the ledge, crouching down as you move. There are several tunnels you will
encounter on the ledge. Take the first tunnel. Crouching, you need to enter the
tunnel, but only a little way. Raise your disruptor pistol and prepare for
action.
The first room that you enter contains several predators that are moving to
attack. Take them out with your disruptor pistol. Once they have been killed,
inspect their chamber for a dark area on the far wall. You can punch or fire at
it to open up another tunnel. Crouch down and enter this tunnel.
As you proceed forward, you will come into a large open chamber with a
waterfall and a pool. Walk along the right ledge of the pool toward the cave at
the far end. Crouch down once more and enter the cave. You will want to move
forward, hugging the left wall until you emerge from a small opening leading
into the sand pit chamber where you first started--only this time, you are a
full level higher.
Move to the right, along the edge of the ledge, continuing to crouch down.
Enter the first tunnel opening you encounter. You will once again confront
several predators that you need to kill. Keep to the left edge of the tunnel and
you will come to an open room that leads to a ledge overlooking a pool. The pool
has several rocky outcroppings rising up from its surface.
Your objective is a ledge at the far left corner of the chamber. To get there,
you must first run and jump forward to the first rock formation. Turn slightly
(45 degrees) to the right and jump to the rock formation that is along the right
wall. Turn to face the back of the cave and jump to the rock formation that runs
to the right wall of the cavern (this is a short jump).
Your next jump requires good positioning. Turn slightly to the left. To confirm
you are in the right place, look down. You should see the rock bridge below,
running to the rock formation that you are going to jump to next.
Run and jump across the bridge. You must land on top of the rock formation to
be successful. Turn slightly to the right and you will see the last rock
formation. Run and jump across to it. On top of this, you can jump straight
ahead and onto the ledge leading out of this chamber. Up at the top, you will
find a security pass. Add the Klingon Security Pass to your inventory. You'll
need it later.
Move down the corridor to the end and you will find a hole that Worf will drop
through (suffering some damage). At the bottom is a long cavern filled with
crates. Move to the end of this, ignoring the Klingons at the door. Open to the
door and move forward to the elevator that is in the center of the room. Inside
the elevator, click on the top button. Since you now have teh security pass, you
will be taken to the main control room.
You arrive at the control room and find it empty. Move around the elevator
(either to the right or left) until you find the main control panel.
Click on the bottom showing the Birds of Prey to learn which one is the Duras
Sisters' and which belongs to Soran. You should check all three docked ships---
one belongs to the Duras sisters, one is refueling and ready to leave, and the
other is damaged. When you are done, click on the center button until it turns
green. This opens the access passages to the ships.
Return to the elevator and click on the bottom button.
Once you exit the elevator, break left. There is a entranceway to the southwest
(lower left hand corner of the room) that is now unlocked. Enter this tunnel and
follow it around until you reach the very end. There is an elevator here. Open
the elevator and press the controls to take the elevator to the top. This brings
you to an airlock leading into a damaged Bird of Prey.
Go through the elevator and then through the heavy door leading into the ship.
Go around to the elevator inside the ship and take it up. When you come out of
the elevator, go to the right and around. The engineering section is smashed and
is falling apart.
Move to the panel housing the antimatter reactor plug element. Add this item to
your inventory. It's damaged, but that's what makes it valuable to you.
Return to the airlock and backtrack your path into the base, to the point where
you first started down the path leading to the Bird of Prey. Remember, earlier I
told you you'd be coming back!! This time, you are going to follow the northeast
passageway (upper right corner of the room). Navigate the tunnel around its
winds and turns until you come to the end. When you do, take the elevator up.
This brings you to the airlock leading into another Bird of Prey.
Since all Klingon Birds of Prey are built alike, head to the engineering
section. To get there, go through the elevator and then through the heavy door
leading into the ship. Go around to the elevator inside the ship and take it up.
When you come out of the elevator, go to the right and around. Approach the
control panel housing the functional antimatter reactor plug element. Add the
working core in the console to your inventory. Replace it with the defective one
that you collected earlier.
This whole process sets off an alarm and, worse yet, the Klingons in the base
have been alerted to your little act of sabotage. You need to start firing and
running. Get off the Bird of Prey as fast as possible before it launches. Don't
engage in long fights--instead, get out of there in haste. After all, you
sabotaged the warp drive on the ship. If you fail to reach the tunnel leading
back to the common area by the time the sabotaged ship explodes, you will be
killed in the blast. Once you reach the common area and find an area safe from
the other
Klingons, stop and wait. You may have to wait up to two minutes, depending on
how fast and far you went. You'll know it's time to signal the ship with your
communicator when you hear a distant rumble and the blast of a ship's engine
exploding.
Contact the Enterprise and beam back up.
MISSION 12: USS ENTERPRISE NCC-1701D
From the beam-in point, proceed forward through the two sets of lounge doors,
moving forward through the ship. You will come to a wide hallway that forks to
the port and starboard sides of the ship. You will be returning to this area to
use the turboelevator shaft located here, so note this location on your
tricorder map for later.
Move to the starboard (right) hallway and run down it until you come to the
first hallway on the left.
In the middle of this section is a set of yellow double doors. Open these, and
you will encounter several of Soran's macroviruses. Avoid these if possible,
(although they can be killed if your phaser is set to level 8 or 9), move
forward, and locate the Emergency Turboelevator Opener. Add it to your
inventory.
Get out of the room quickly and return to the hallway along the starboard side
of the ship. Proceed forward until the hall ends with a hard turn to the left.
Looking down this new hallway, you'll notice a set of double doors on the right.
You may encounter several more macro-viruses which you can shoot or evade (your
choice). Move toward the double doors. There is an extra phaser sitting on a
packing crate just outside the damping field control room. If you wish to
survive this level, add the extra phaser to your inventory.
Now, open the double doors and enter the room. Inside, you will find several
more viruses and a control panel that allows you to restore inertial dampening
fields.
You must click on the elevator shaft at the aft end of the ship diagram (where
you beamed in). Then you must click on the green block control on the top green
block. This will restore inertial damping to that particular turboelevator
shaft.
Work your way out and back to the turbolift shaft near your beam-in point. The
turboelevator is the yellow door near the first fork in the wide hallway. Use
the emergency turboelevator opener to open the door. Walk into the opening and
you will slowly and safely drift down to the next deck. Open the door and step
out. You now have only 20 minutes left before the warp core breach destroys the
ship.
Soran has sabotaged the emergency batteries and has numerous macroviruses
loose on this deck (21). Your mission is to get around some of his traps using
your knowledge of the Enterprise.
From the turbolift, move into the wide hallway housing the red panels moving
forward through the ship. When you reach the end of the wide hall, move to the
port side and into the large hallway that runs along the port side of the deck.
Proceed forward in the hall until you are near the end. You will spot a virus
in the hall. Take the last doorway on the left side, just before you reach the
virus's range.
In the room, backtrack slightly to the aft of the ship where there is a door
leading aft (parallel to the hallway). Open that door. On the left is a set of
stairs leading to a jeffreys tube. Enter, crouching as you move through the tube
across the deck. When you come down, turn left through the door and then left
again, where you will find several viruses waiting. Destroy them, then proceed
forward on the deck until the hall bends hard to the left.
Go through the massive double doors on the left side of the hall--in the middle
of the deck. On the other side are a LOT of viruses. Don't fight them, but move
to the other side of the room and pass through the door. You will find a room
with several dead viruses on the floor. Move to the control table in the middle.
Click on the large blue block at the top left of the panel. This will release a
static charge that kills all of the viruses in the other room.
Move back in the room and take the stairs down to the next deck. Once you are
there, exit the room.
You are in an area where Soran is breeding his macro-viruses and there are too
many of them to deal with. Run to the right and enter the supply room door. Use
this to work your way around the viruses that are blocking the hallway, moving
aft in the ship. Exit the aft doorway and run down the hall. When you reach the
end of the hall, it turns right. Follow it around and you will find Soran
waiting. After several verbal taunts and some phaser blasts on high stun, Soran
will transport beyond the force field.
If you are facing the force field, you'll notice a hallway that runs to the
right and left. Follow the one to the left. In a room at the end of this hall,
you'll find the transporter system that Soran is using. You cannont transport to
his location, but you can get to main engineering.
Once you transport to engineering, you have only 10 minutes before Soran will
launch his torpedo. Head toward the opposite end, toward the warp core. Turn
left into a small room. Pass through this room into a short corridor. At the end
of this corridor, on the left, is the deflector control panel. There are
concentic rings showing the deflector areas. First, turn off the side deflector
shields by pressing each of the energized (lit) sets of rings shown in the
current view. Now, press the word "subsystem" to bring up a side view of the
ship, and press the rings at the front (left) of the ship to activate the
deflectors in front of the torpedo launchers. With the other shields turned off,
the front deflector shields will now have enough power to stop Soran's torpedo.
The computer will now lock out the controls per Picard's orders.
After you have raised the shields, Soran will fire one last torpedo, which will
destroy the torpedo room and kill Soran. You have only 1 to 2 minutes to warn
Soran.
Quickly turn around and enter the right-hand door, opposite the deflector
shield control panel. Follow the hallway until you reach the four escape pods.
Enter any one of the pods and, after the door closes, approach the control panel
until it appears in your secondary display. Now press anywhere within the
central circle to launch the pod and escape the destruction of the ship. You
have successfully completed Star Trek: Generations....have a nice day!! :-)
The Spoiler Centre