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