Star Trek 25th Anniversary
by Interplay
Solution by V&D
First of all i think i should give some tips about
keyboard usage.
Some useful bridge keys are listed here :
1 - 0 speed control
V space view / Enterprice view
s raise shields / lower shields
d damage control
a auto target analysis On / Off
c computer
n star range travelling
TAB toggle between directional control and bridge
w arm / disarm weapons
left mouse button fire phasers
right mouse button fire photon torpedos
In the middle of the bridge is situated a radar, which follows
enemy ship movements.
Crew members and their controls:
captain
James Tiberius Kirk ship`s log
transporter
load / save game
sound effects
science officer
Spock online advice
computer
communication officer
Nyota Uhuro Uhura send message
chief navigator
Pavel Checkov weapon control
star map
helmsman
Hikaru Sulu shields
standard orbit
chief engineer
Montgomery Scott Damage control
...
Ok, let`s get on with the solution.
MISSION 1
Demon World
The game begins with a simulated battle between two
starfleet constitution class starships. All you have to to is
to raise shields and blast the other ship out of the space. It
ain`t very important to win this particular battle, because
it`s only a simulation.
After the battle you will recive a starfleet message.
You`ll be ordered to check out strange activities on Pollux V.
Order Checkov to set a course to the Pollux. Enter standard
orbit. In order to learn more about planet scan a computer
topic Pollux V. Assemble investigating team and beam down to
the planet. Your team will be greeted by the high prelade of
the colony. Speak with him politely, respect his views about
the universe. When you`ll trough with him go to the front dome.
Use a medical tricorder to check out the bandaged man. McCoy
will say that he can`t cure that man. Speak to the colonist and
learn about berries. Now walk back out. The high prelade is
gone now. Head to the north. Some klingons will pop up and if
you`re not fast enough, they start shooting at your crew
members. Don`t try to reason with them, they won`t answer. Grab
your phaser and shoot `em one by one. Look at the "klingons"
and you`ll see that one of them ain`t in one piece. Grab
"klingon`s" hand from the ground. Proceed to the mouth of the
cave and get some red berries. Now you can return to the dome.
Offer berries to the brother. He will invite you in his
laboratory. Laboratory is located inside of the backround dome.
Walk straight in and use berries in the molecular synthesizer
device. Get the cure. Go back to the main dome and use cure on
the injured man. Everyone will be happy and you can gather a
backround information about those demons. Walk again to the
laboratory. Order Spock to fiddle with a computer. Operate the
specimen display case. Ask about everything and get a metal
thing and a little animal skull. Use "klingon`s" hand on the
workbench and Spock will fix it for you. Now you`re ready to
really explore those spooky caves. Say goodbye and walk to the
cave. You can`t proceed `cause some massive looking boulders
are blocking the way. If you can`t get over something, you just
have to get through it. So grab a lethal phaser and melt the
stones. Be careful, tough, or you`ll get your security officer
killed. Now you see a man lying on the floor. Order McCoy to
help him. Now we have to open that big door. Use a fixed
"klingon`s" hand on the security panel. Stride straight in and
examine impressive surroundings. Operate a middle panel. You`ll
see three switches. In order to awake Those Who Are Sleeping
move all three switches to the extreme middle position. A green
creature will arrive. Talk to him and he will ask you to bring
him the key. Try to control your violent impulses and don`t
shoot him twice. Hand over a skull. Greenie will ask your
permission to keep it. Make your decision and give him the
metal thing. You have found a key ! The alien will deactivate
his demons and you get beamed back to the Enterprice.
Congratilations ! You have completed a first mission.
MISSION 2
Hijacked
Starfleet comes in and announces that there is something
strange going on with a starship Masada. Enterprice is ordered
to investigate the situation. Warp to the Beta Myamid system.
Ask Uhura to send a message. Elase captain will come in
air and laugh at your face. Tell him, that you agree with his
terms to win a time. Don`t piss him off or he`ll kill one oh
his hostages. Talk to your science officer. Now all you need is
a code prefix that will lower Masada`s shields. Scan compoter
topic USS. Write down Masada`s code prefix. Ask Uhura to send a
code prefix to the Masada. Now the shields are down and you and
your team cam beam abourd.
You arrive in a wrecked transporter room. Cure the man
with a medical kit. He will open a secret compartment. Grab a
transmogofier. It will come in handy later to fix Masada`s
transporters. Walk to the right. There is some debris scattered
around walls. Bend to the right and get some stuff including:
phaser welder, broken phasers, short wires, metal scraps. Use
phaser on the phaser welder to load the thing. Enter to the
right. Some guards try to stop you so stun them with your handy
green phaser. Before you can deactivate power field ask
security officer to cut some wires underneath the box. Now you
can safely press a button and free those unhappy hostages. Man
from the cell will give you some information about emergency
energy cutdown. Let Spock to disarm the bomb inside the cell.
Grab bomb. Go back to the transporters room. Use loaded welder
on metal scraps. They will join into a fork. Put fork into the
transmogofier. Use transmogofier on the broken transporter.
Spock will try to fix it, but he`ll complains that he still
needs something. Use long wire on the transporter. Now the
transporter will work ok.
There is three possibilities to got to those Elasi
bastards. Easyest way is to beam armed bomb to the bridge.
However, this is not recommended, because it involves killing
innocent people and destroying a valuable starfleet starship.
Another option lyies in beaming yourself and your team
straight to the bridge.
And third choice is to enter to the bridge via bridge
door. To accomplish this, use loaded welder on the wall. You`ll
have to find a right spot for it, it`s a little left from the
door. Keep trying until you got it right. The powerfield will
dissolve. You can now enter through the main door.
When you`re on the bridge talk to the Elase captain and
promise to preserve their sorry lives. He will surrender, yuor
support team will take over and you get to beamed back to the
Enterprice. Good work, captain.
MISSION 3
Love's Labor Jeopardized
Starfleet will order your ship to proceed to the ARK 7.
When you arrive, your ship will be greeted by the romulan
warship. Raise your shields, arm your weapons and go get 'em.
After some fighting the Enterprice will go to the orbit near
the ARK 7. Lower shields and beam to the sattelite.
Your party will arrive at the computer central. Order mr.
Spock to work with the computer. Ask McCoy to examine a medical
data file in the computer. Let him work on it again and you'll
have access to the medical database. Learn about everything.
Very important topic is the one conserning a tltdh gas. When
you're all done, exit the computer central through the
background door. You'll arrive in the synthesizer room. Notice
that there is a storage cabinet mounted on the left wall. Ask
lt. Ferris to open the cabinet. Pick up a handy anti-grav unit.
Now walk to the east and to the north. Don't use ladder ! You
should be in the turbine room. Get a wrench from the floor and
open two storage cabinets, using a wrench to pry the left one
open. Get a wiring insulation and use a wrench to detach N2
tank. In order to remove tank use your anti-grav unit on tank.
Go to the room with a freezer and put some insulation into the
distillator. Now open the freezer unit and get a Oroborus virus
culture sample. Put the virus culture in the device which
stands near the back door. Go to the synthesizer room. Remove O
tank with a anti-grav unit. Put N2 tank on it's place. Open
gase feed via valve and synthesize some ammonia. Pick up
ammonia and walk back to the east. Attach the ammonia to the
device's nozzle and let dr. McCoy operate the device. Get a
cure sample from the device. Put a cure sample into the
synthesizer and operate the synthesizer. Get a synthesized hypo
syringe from the machine. Use hypo syringe on your long-time
friend mr. Spock. That did it ! He is cured !
If you wanth to have some fun, synthesize a little of of
nitrous oxide (using tanks N2 & O) and use it on something or
someone. Now the tricky part is : how to get to the lower deck.
Ther's a little problem with it, 'cause the lower deck is
swarming with a romulans. Remember a computer topic about the
tltdh gas ? It will produce unconciusness among the romulans.
So all you have to do is to synthesize some of a tltdh gas. Can
you figure it out ? No ? Ok, here we go : Stuff a
polyberylcarbonate into the synthesizer and connect tanks H2 &
O. Get the gas container. In the turbine room you will find a
ventilation shaft's screen. Open it with a wrench. Release
tltdh gas into ventilation shaft. Now it's safe to descend to
the lower deck. Cure all romulans with the hypo syringe.
Proceed to the restricted area. Talk to the prisoners and untie
them. Cure the romulan preax and assure him that Oroborus virus
was created by accident and will be destroyed. You'll get
honored with a romulan decoration and will return to the
Enterprice. Nice work, captain !
MISSION 4
Another Fine Mess
Fly to the Harlequin sector. Two of the Elasi ships will
attack. Save the game and blast the hell out of 'em. After
some effort you'll be able to frighten them away. There will be
a message from a old 'friend' of yours - Harry Mudd. Take your
ship to the Harrapan system to rendezvous with him. Harrapan is
the nearest system to the Harlequin. Harry seems to have got a
impressive ship this time ! Beam to the big ship.
There is lot's of a trash but all you must get is a lense
from the floor, odd looking contraption and a yellow sphere.
Put lense into the contraption and use it on something. Proceed
via the northern door. There you'll find some strange
machinery. Strode to the north. You're in the aliens sick bay.
There isn't much to do here at a moment, so go again to the
north. This is the bridge. Find a multipurpouse repairing tool
and pick it up. Ask Spock to analyse command stations. You will
learn somthing useful about aliens numeric system. Walk back to
the sickbay. Harry Mudd will be there. He's tryng to slip
somthing, but drops it on the floor. Gas hisses out and Mudd
will go crazy and starts spinning his head. Let him alone and
go back to the bridge. Walk to the southwest. Order Spock to
examine that big yellow sphere from the middle of the room. Use
the medical tricorder on the sphere to get access into data
banks. Use your little spheroid on the sphere and download some
data in it. Order Spock to work with the big sphere again to
aquire better understanding abot aliens physiology. Return to
the bridge. Send Spock to the left station and scan all topics.
Now sit at the right station and op-en the viewscreen. Stand
up. Go to the Harry. Order Spock to calm him down (your
security officer is powerless) and get some oddly-colored
liquids from the shelf. Slide the green capsules into the
machinery. Order McCoy to cure Harry (yeah, your starfleet
manners pervent you to leave him as he is). Walk to the room
with a viewscreen and many yellow spheres. Harry will be
messing with a alien data. Tell him to get lost. Go to the room
where your team was originally beamed. Exit to the south. Go
back to the north and again to the south and Harry Mudd will
arrive. He'll slip away and the life support generator starts
jumping. Use Harry's multipurpouse doover on the generator. Go
to the weapon room and let mr. Spock to fiddle with a blue and
then with a violet button. Say that you'll take the thing to
the Enterprice. Go to the bridge, sit at the right station and
select communications. Tell Scotty to wait until you've had a
little conversation with Harry. Harry will arrive and you can
bargain with him. In the end you'll get beamed back to the
Enterprice. That's it. Keep up a good work !
MISSION 5
The Feathered Serpent
Take your ship to the Digifal system to explore some
Klingon activities. Tell to the klingon about Organian treaty
and agree to catch the criminal for him. Go to the standard
orbit and beam down.
You'll arrive on the clearing. Speak to the dude with a
white costume. Tell him that Terra's people have been
perverting his great teaching. He'll go bananas and throw your
team into a hole. Collect some rocks from the ground and stuff
one rock into a little hole. Catch the snake and put him away
for the later use. There is few vines hanging from above so
throw some rocks into the vines. Vine will get loose and you'll
be able to climb it. Strode to the west. There is a impressive-
looking forest but nothing really interesting. Proceed to the
west. The great warrior Tlaoxac will block your way. There is a
two ways to bypass him.
1. If you're a macho type, just throw a rock at his face.
Do it again and he passes out cold, dropping a knife.
2. A more cultured way to get ahead lyes in using the
little snake first on Tlaoxac and then on yourself. The little
devil will bite you and draw your blood. So the warrior sees,
that you're a brave man, and gives you a knife for a
protection. Continue moving to the west and head to the north.
A large creature will spookily stare at your team from the
muddy river. There is again two possibilities.
1. Ask your security officer to go first. He'll trys to
cross a log and the the monster engulfs him. Now it's safe to
go yourself.
2. Cut some fern from the beach using the knife. Throw the
plant into the river. It turns out to be a natural repellent
and the thing dives away.
Anyway, go to the cavern. If you should throw a rock into
the upper stalagmites you'll be temporarily killed. If you use
your imagination, you can get some dilathium crystals. If you
don't feel like being dead go to the west. Quetzecoatl will
meet you there. Talk with him and assure him, that Terra's
meditcine is advanced enough. You'll get beamed back to the
Enterprice. Surprise ! The mission ain't over yet.
Answer to the Vlict that you can't beam the man over
'cause he's having some medicinical experiences at the moment.
Go on and soon you'll find yourself in the klingon's court.
Walk to the middle of the floor. Appeal to the honors of a
warrior's trial. Your party will be beamed to the mine. Use
your lethal phaser to melt mine's floor. Get a stick and put it
into the melted metal. Throw the stick at the electrical
creature. He will fall to the stasis. Use the science tricorder
on the lock and report your findings to the mothership. Say,
that you want to know everything about that damn locking
mechanism. When you get all possible information order Spock to
type the code to the lock. After some confusion get all 3
emeralds from the table and put them to the suitable holes.
Walk to the yellow light. Select a destiny for Vlict and you'll
get beamed back to the Enterprice. If needed, prove to the
klingons, that you didn't murder their commander. That's it for
the first multiplanet mission.
MISSION 6
That Old Devil Moon
Take your ship to the Alpha Proxima and orbit the Scythe.
Now you should take your time and look around in the ship's
computer. Scan topics Proxtrey, Lucrs and Sofs. Memorize some
religious numbers. Now search for the 'base'and learn some more
numbers. Well, you're ready to beam down to the Scythe.
Take some little rocks. Go to the big door and order Spock
to open it. Type in a religious number. The door will open and
you hear some comments about numbers. Enter via door. Let Spock
to examine a computer terminal. Open another door with the
number 17 (on the base 3, of course). Proceed to the base.
Insert some tri-phosphate to the card-reader and scan card-
reader with a science tricorder. Go to the east. Open a red box
and take some wire out of it. Use science tricorder on the
drill control panel. Make mr Spock to operate a laser drill on
the 100. Use your stones on the template. Order Spock to work
on the drill with settings 001. Get a brand-new keycard. Go
back to the west. Use a keycard in the slot. The door opens and
you're free to step in. Now you're on the computer room. Order
mr. Spock to work on every computer. That's it for this
mission. Beam back to the ship.
MISSION 7
Vengeance
You're here to investigate U.S.S. Republic. It's badly
wrecked. So tell Uhura to hold on with a message and beam to
the other ship. Order Spock to look at the computers and at the
captain's log. There's nothing much you can do here 'cause all
those men are dead. Walk to the south. Order McCoy to help
Marata and speak with her. Call the ship and beam back to the
Enterprice. Talk with the Bredell and knock all enemy ships
down.
Ok, that's it. You've "solved" the Star Trek 25th
Anniversary ! Hope you've had as much fun as i.
And, yeah, sorry 'bout my really terrible english.
Written on the late April. Anno Domini 1993
The Spoiler Centre