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- Star Trek: Judgment Rights - PlayerÆs Guide
-
- Federation
- The Elasi Pirates Depending on the difficulty level you
- selected at the beginning, you will have to fight one or two Elasi pirates. But even
- if you are fighting two, only one will be dangerous. ItÆs always the one that keeps
- launching three photon torpedoes, so concentrate your fire on this particular craft.
- The best tactic is to fire phasers continuously and launch photons only at close
- range or with enough lead. Keep firing until the target flees. If all else fails, adjust
- the difficulty level.
-
- Escaping From Jail
- It is possible to convince the guard
- to let you out. Remind him of his father. Otherwise, find the weak part of the wall
- and use Spock on it.
-
- Regaining Your Equipment
- If the guard is
- unconscious, search him to find a passcard and use it on the locker controls. Your
- phasers, communicators and tricorders areall tucked away inside the lockers.
-
- Where Next?
- After escaping from the cell, travel to the left-hand side
- of the station. This is the side with the computer room, which should be
- your first destination.
-
- The Security Forces
- To avoid being stunned, you have to be a quick shot. Set phasers to stun, and fire
- back as soon as you see a security guard - you should have enough time... If one
- of your party is hit, donÆt worry. They will recover.
-
- The Chess Program
- Use Spock on the chess board, but donÆt be too extreme with your moves. You
- will always get a choice of three. One is too aggressive, the other too defensive.
- Always pick the remaining move.
-
- The Gas In The Transporter Room
- To deal with the gas you need an air filter. YouÆll find one of these in the
- executive quarters. Use the filter on the grating in the floor next to the transporter
- controls.
-
- The Command Centre
- Stun the two guards, then use Spock on all three computers - the two at the back,
- and the one facing the station commander. Afterwards, use faithful old Bones on
- the technician.
-
- Getting Into The Security Room
- You need to transport yourself directly into it. Use the practice dummies from the
- crew quarters to protect yourself from the security forces. Use the dummies on the
- transporter grid, then use Spock on the transporter controls.
-
- The Special Projects Forcefield
- YouÆll find the controls for the forcefield in the security room. Beam directly into
- the security room with the practice dummies from the crew quarters. Afterwards,
- use Spock on the computers.
-
- The Special Projects Monster
- You must set your phaser to kill in order to stop this beast. Nothing else will
- work. Shoot at the thing as soon as you enter the room (and before it jumps on
- Kirk).
-
- The Computer Files And BreddelÆs Door Code
- Use both tricorders on the computer in the computer room. They will then store
- the required information, and youÆll have all the proof you need, as well as the
- passcode to enter BreddelÆs quarters.
-
- The Shuttle Guards
- When these guys say æSurrender or die!Æ, they mean it, so donÆt mess them
- around. You should surrender to the guards, then have Spock sabotage as many of
- the controls as possible.
-
- Breddel
- As soon as youÆve finished talking to Breddel, stun him with your
- phaser. If you wait too long, heÆll shoot you.
-
- Stopping The æBig BangÆ Experiment
- The controls are hidden in BreddelÆs quarters. Take the book lying on the table,
- the bookmark that falls out of it and the dartboard with KirkÆs face on it. Use the
- tricorder on the bookmark to get the correct code, then use Spock on the control
- panel to disarm the æBig BangÆ experiment.
-
- If Breddel Escapes
- If Breddel gets away at the end of the episode, then you didnÆt sabotage his
- escape shuttle in the shuttle bay before stunning him in his room.
-
- Maximum Score
- To score the maximum number of points possible, you must succeed in the
- mission without failing once, not insult the Elasi, stun (not kill) the guards,
- destroy the communications in central command, treat the technicianÆs allergy,
- talk to Munroe, sabotage all the shuttleÆs controls, convert security over to your
- side and deliver the promised evidence, destroy the communications tracking,
- defeat Breddel without killing him, not trigger the false code, talk Sheme into
- cooperating, solve the chess problem and not wake the sleeping crewman, or
- wake him and put him back to sleep.
-
- Sentinel
- Getting Out Of The Scanning Room You need to open the door. Use the science
- tricorder on the control panel next to it, then use Spock on the control panel. To
- get around better, you need badges.
-
- Making The Badges
- In the room with the large piece of green machinery, take the cards and batteries
- from the bins on the machine. Use each of these items on the hopper to the left.
- Afterwards, use Spock on the hopper.
-
- Powering The Badges
- Exit the room where you made the badges via the door in the lower-left. Use the
- badge on the recharging station in the upper-right corner of this new room.
-
- Shutting Down The Force Fields
- In the room with the large computer and display screen, use the computer monitor
- and the box on the computer. Now use Spock on the computer.
-
- The Shape Puzzle
- All you have to do is add up the number of sides of each object in each row
- (circles count as one side), and then pick the object that gives the third row the
- same total number of sides as the first and second row. You get three chances to
- guess correctly.
-
- Getting A Balkosian
- In the room with the food processing machine, use Spock on the Balkosian when
- it comes to eat. Take the Balkosian, and then use McCoy on it when in the
- medical room.
-
- Shutting Down The Gas
- Use the switch on the gas tank. Go to the room with the power generator, then use
- the wires and control card on the generator. Finally, use Spock on the generator
- and have him shut it down.
-
- Maximum Score
- To score the maximum number of points possible, you need to solve the shape
- puzzle on the first try, install the switch, use the medical tricorder on the
- Balkosian when it is conscious and unconscious in the medical room, tricorder the
- food dispensary, use the medical tricorder on the vat, get each computer object,
- nab the pass, grab the battery, assemble and recharge the badge, view the
- information sample, and save the Balkosi. You lose points if you poison the
- Balkosi.
-
-
- No ManÆs Land
-
- Fighting TreleneÆs Triplane
- Concentrate your firepower upon it, and if Trelene starts to head straight at you,
- quickly move the Enterprise out of his field of fire.
-
- Leaving The Storeroom
- Start a fire by doing the following: collect some sticks and then use Kirk on the
- case in the upper-right corner of the room. Take some schnapps, use it on the hay
- and then use the sticks on the hay. Now use Spock on the guard or talk the guard
- into letting you out.
-
- Helping The Old Man
- Use Kirk on the guard, then use the medkit on the old man. You can only ask him
- one question.
-
- Getting To Trelene
- You must destroy TreleneÆs power items. You can collect three of these - the
- clock in the store, the chalkboard from the school and the soldierÆs locket in the
- trench to the left of town - easily, but the fourth (the Triplane) is located to the
- right of the town. You also need some TNT.
-
- The Dog And The Armoury
- Get some food from the store and give it to the dog. Now use McCoy on the
- doberman while itÆs distracted.
-
- The Armoury Guards
- You need to drug the beer in the tavern by using the medical kit on it.
-
- The Clock Power Item
- Help the one-armed man in the apartment (Sounds like something out of Fire
- Walk With Me... - Ed) by sweeping his floor with the broom from the store. Take
- the money he gives you to the poker game in the back of the tavern and use it on
- the table to play. Take the winnings (if only real life were that easy) to the store
- and buy the clock.
-
- The Chalkboard Power Item
- You have to trick the teacher into giving the chalkboard to you. To do this you
- must get Sundergard to spread a rumour in his paper by getting transfer papers for
- his son. After drugging the guards in the armoury, tie up the guard commander
- and get a rifle from the wall. Use McCoy to wake the commander and then
- threaten him with the rifle. He now signs the transfer papers for you. Take the
- papers back to Sundergard in the poker room, and then talk to Schiller in the
- tavern about the chalkboard rumours. HeÆll give you a letter to take to the teacher.
-
- The Locket Power Item
- Use the medical tricorder and then the science tricorder on the wounded soldier.
- Talk to him about the locket and heÆll give you a letter to his girlfriend. Take this
- letter to Gretel in the tavern and then return to the soldier and talk to him about
- the locket.
-
- Getting The TNT
- Use the rope to tie up the armoury commander. Use McCoy to wake him up, then
- use Spock on the commander to get the combination to the safe. Afterwards, use
- Spock on the safe.
-
- TreleneÆs Triplane
- After youÆve collected the other three power items (see above), take them to the
- plane. Use each item on the aircraft - then activate the TNT to blow the thing up.
-
- If Trelene Freezes Ellis
- Tell Trelene to release Ellis immediately and take you instead.
-
- Releasing The Enterprise
- By talking to Trelene you can makehim realise that war is not a game. Try and
- talk him into showing you a historical trench scene, then lecture him on the evils
- of war. Eventually, he will repent.
-
- Maximum Score
- To get the maximum score you must talk to Ellis to determine his problem, defeat
- TreleneÆs Triplane in the beginning, persuade the guard to leave in the storeroom,
- save the old man from the guard and heal his wounds, defend Gretel without
- provoking the guard, obtain the broom, rope and food by talking to the boy, not
- use the rifle on the fallen guard in the armoury, offer to heal the retired gentleman,
- use Spock to fix his phonograph, not use the rifle (or the TNT) on the cat, attempt
- to heal the wounded soldier, not fight with Ellis, get the kids to vote, not threaten
- the kids, tricorder the castle, resolve the conflict between Ellis and Kirk, attempt
- to destroy TreleneÆs painting, not use the rifle on Trelene, look at the Enterprise in
- a bottle, trick Trelene into looking for the babysitter, persuade Trelene to take you
- to the real trench - and then force him to lose his composure.
-
-
- Light And Darkness
-
- WhatÆs Going On
- Your goal is to successfully combine two lifeforms - one of light, one of darkness
- - into their destined single form. To do this you need genetic samples from each.
-
- Getting Help From The Beings
- Talk to each representative being and convince them that they are of a very
- similar race. Once you do this, they will want to be joined together, and will give
- you the samples you need.
-
- If You Waste A Sample
- Simply go back and talk to the beings. They will give you another sample. If you
- need to summon an image of the being, use Spock on the keyboard of their
- genetic storage computer.
-
- Combining The Samples
- You need to sequence and replicate the samples, then use the replicated samples
- on the large computer in the room to the north of the entrance. The sequencer is
- on the left (in the entrance-way), the replicator on the right. Use the samples on
- the sequencer door, then use Jons, the genetic specialist, on the sequencer
- computer.
-
- If Jons Cannot Sequence The Dark Sample
- Jons is deliberately failing to sequence the sample. You need to talk to him and
- convince him that he has no right hindering the wishes of the two races.
-
- If The Replicated Sample Is Bad
- You need to remove the organic material on the replicator by shooting your
- phaser (set on stun) at it.
-
- Using The Replicated Samples
- Take both replicated samples to the computer in the northern room and use them
- on the access port.
-
- Fixing The Transmission
- The transmission is breaking up because the antennae on the outside are failing.
- Exit the complex and go right to find them.
-
- Powering The Antennae
- The antennae are powered by a geo-thermal device. Use the science tricorder on
- the control panel of the first antenna, then attempt to use your phaser (set on
- maximum power) on the rocks. Use the science tricorder on the rocks just above
- the antenna, then contact the Enterprise with your communicator.
-
- Aligning The Antennae
- Go straight to the second antenna and use the science tricorder on the control box.
- Contact the Enterprise with your communicator, then use Spock on the control
- box. Afterwards, return to the transmission room.
-
- Maximum Score
- To score the maximum number of points you must successfully contact the
- Brassica, clean the replicator before making a sample, tricorder the building from
- the outside, get Jons to do his job without direct accusation, not annoy Azrah or
- Vizznr, not use the faux-delta sample and scan all three sensor dishes.
-
-
- Voids
-
- Exiting The Bridge
- Talk to everyone on the shipÆs bridge - and, lastly, Spock. Use him on the science
- station twice, talk to him and then use him on the science station one more time.
- Afterwards, use the science station. You can now exit through the turbolift.
-
- Helping Spock
- Spock has been captured by an alien - and you must rescue him. Head for
- auxiliary control.
-
- Getting A Medical Scan Of The Alien
- You have to make a hole in the door before you can do anything else. Fire your
- phaser (maximum power) at it, then use the medical tricorder.
-
- Gassing The Vurian
- Take the scan to McCoy in sickbay. Talk tohim, then take the gas canister to
- engineering. Use the gas canister on the life-support mixer to the right. Now use
- the life-support controls on the left.
-
- Finding Out Where The Vurian Went
- Use the sensor controls in auxiliary control - theyÆre on the far right.
-
- Strengthening The Ship
- Use your communicator and talk to Scotty. Have him divert energy to the shields.
- This will buy you more time to track down the Vurian.
-
- Following The Vurian
- Once you have the coordinates of the Vurian, go to the transporter room.
-
- Talking To Spock
- Spock is delirious, so use the medkit to calm him down. Remember, you still have
- to free him from the grasp of the Savant.
-
- Talking To The Vurian
- Talk to the Vurian and get as much information as possible. He then summons the
- Savant, the alien behind your problems. This fellow will subsequently appear in
- the large hole to your right.
-
- Talking To The Savant
- The Savant wonÆt let you and Spock return to the Enterprise together, so donÆt
- bother hassling him for this. You must be careful not to return without Spock, or
- talk the Savant into destroying itself. You must force the Savant to return with you
- instead.
-
- Returning To The Enterprise
- Use the pouch on the blue gems. Now summon the Savant - by talking to the
- Vurian - and throw the pouch at it. DonÆt be nasty when you talk.
-
- Maximum Score
- To score the maximum number of points, you have to keep hull damage above
- 84%, give orders to fully boost sensors or shields, talk to Scotty, Sulu and Chekov
- on the bridge, choose Spock to be transported first, phaser the auxiliary control
- room door only once, not use maximum power phasers on the Vurian, get the
- Vurian to aid the party, not use Walker on the blue gems without the pouch,
- examine the stones with both tricorders, not threaten the Savant (the Savant
- cannot be angry when you first summon him), and not use the pouch of stones on
- Spock.
-
-
- Museum Piece
-
- Meeting The Curator Again
- You can either wait around for a couple of minutes - or try and enter the door in
- room ten that leads directly to room 11.
-
- The CuratorÆs Office
- Use one of your crew on the curator - and then use Scotty three times on the
- security console. Take the bottle and the note hidden underneath it. Now take the
- decanter and the serving tray on the table, and snatch the lance from the knight.
- Either use the curatorÆs desk twice and then push the knight underneath the door,
- or enter the code from the note.
-
- The Room With The Docking Ring
- When you attempt to enter room six, the security door will stop you from going
- any further. You therefore need to enter the code on the note you picked up
- earlier. The code is V V S O P 2 1 2 3.
-
- The Transporter Room
- The security code wonÆt work for this door, so you need to break it down. Talk to
- Scotty after you try, then exit through the door.
-
- The Robot
- Use a charged capacitor on the robot, then pick the thing up. (To charge a
- capacitor, simply place it on the table in room five.)
-
- Making The Mass Driver
- You will need the following items - the lance, the capacitors from the phaser
- cannon, the interface cable from the NIVEN machine, the clamps from the
- docking ring in room six and the superconducting wire from the robot in room six.
- Use all of these items on the table in room five in the following order - capacitors,
- clamp, red wires, lance and the interface cable. Afterwards, use Scotty on the
- special Klingon control machine.
-
- Recharging The Capacitor
- Before you fire the mass driver, charge a capacitor by placing it on the table in
- room five. Afterwards, use the pod in room nine. Activate the robot with a used
- capacitor and then use Scotty on the robot to open the pod bay door. Now use the
- following - Scotty, the decanter and the tray - on the door (in that order). Now
- place the capacitor on the door. Pick up the capacitor when itÆs fully charged.
-
- Defeating The Terrorists
- You cannot just barge into room ten. You must either transport the gas canister
- into the room, or communicate with the terrorists and negotiate them out.
-
- The Transporter
- First, activate the robot and charge the capacitor in room nine. Now use Scotty on
- the transporter. Afterwards, use the wires, the charged capacitor and the panel on
- the transporter. Again, use Scotty on the transporter. You can now enter room ten
- safely.
-
- The Communicator
- Activate the robot, charge the capacitor and get the tray from the pod in room
- nine. DonÆt forget to get a crystal from the display. Enter room seven and use the
- crystal, tray and capacitor on the communicator. Afterwards, use Kirk on the
- communicator and negotiate straightaway with the terrorists.
-
- Negotiating With The Terrorists
- To deal effectively with the terrorists, you must be firm yet responsive to their
- demands. Deal with them fairly, point out that they have the same goals as their
- enemies, and offer them your cast iron guarantee.
-
- Maximum Score
- To score the maximum number of points you must negotiate successfully with the
- terrorists.
-
-
- Though This Be Madness
-
- The Goal
- Your mission is to find the computer that controls the ship and repair it. Along the
- way you should help the vesselÆs inhabitants and try not to anger the Klingons.
-
- Getting The Blocks From Jakesey
- Jakesey needs another toy to play with. Bring him the teddy bear from the play
- room. Use Spock on the chess board to get the bear.
-
- Talking To The King
- Use Uhura on the king. Convince the king that Uhura is descended from royalty.
-
- Talking To The Sad Woman
- Ask what is troubling her and try to solve her problem. She is very important to
- your mission. Ask about her son.
-
- Talking To the Child In The Sleeping Hall You need to talk to this kidÆs mother
- to get permission to talk to him. His mother is the sad woman in the eating hall. If
- you bring her some fresh food, she will give you permission to chat with the boy.
-
- Growing Fresh Food
- You need to fix the round metal keg withthe dead plants at the far end of the
- hall. Take the keg and place it on the workbench. Use the red phaser on the keg,
- use the table, use the blocks on the keg and then use the red phaser again. Get the
- keg and return it to the niche you got it from originally. Leave the room and return
- later to find the fruit. Now simply take the fresh fruit from the keg.
-
- Getting Some Tranquillizer
- When you talk to the kid in the sleeping hall, he will tell you about the bad food.
- He then asks you if you want some for yourself. Say yes and take the bad food
- back to the eating hall for analysis. Now use it on the computer terminal. Answer
- yes to the drug question. Use the food machine. Afterwards, use the food on the
- computer terminal again. Answer yes to the computerÆs question. Now re-use the
- food machine and take more food.
-
- The Hurt Old Woman In The Oratory
- Use the medical tricorder and then Spock on the hurt woman.
-
- Getting Past TuskinÆs Guards
- First, you need to drug Tuskin. If you use the drugged food on the woman in the
- eating hall, she will offer to do this for you. Take some food and offer it to
- Tuskin. After youÆve drugged him, fire the phaser (on stun) at the large guard.
- Afterwards, talk to the small guard.
-
- Finding The Computer
- There is a secret entrance in the play room which leads to the computer control
- room. Tuskin is guarding this entrance. You need to get past him to access it.
-
- Fixing The Computer
- You need the lightbar from the room with the king. After Uhura talks to him, he
- should leave the room. You can now use Kirk on the switch to open the panel.
- Take the lightbar and use it on the computer panel on the right. Afterwards, use
- the lightbar on Klarr.
-
- If You Displease The Klingons
- DonÆt anger the Klingons. Always act diplomatically. Give way to the Klingons
- and you will be rewarded at the end of the mission. If you make the Klingons
- leave, you will fail.
-
- Answering The ComputerÆs Test
- Talk to the computer and review all the information. Use the crystal that comes
- down out of the ceiling above the unusual computer terminal. Review the
- computer data. Attempt to enter the portal - then enter properly...
-
-
- Yet There Is Method In It
-
- Answering The BrassicaÆs Questions
- The Brassica ask many questions - and you can either answer, talk among
- yourselves or ask new questions. Always talk among yourselves, and ask
- questions of the Brassica that seem sensible. When the Brassica tells you to
- answer the question now, use one of the characters on it.
-
- Refusing To Answer The Questions
- The game ends. You will not be harmed, but you wonÆt have completed the game
- either. Obviously, itÆs best to answer those questions...
-
- Answering With Kirk
- Be careful. Kirk is not the best person for the job. He is destined for other things...
-
- Deciding Who Will Answer The Questions
- Everyone has a good answer. You should read carefully the answers that each
- member of the team proposes, then use this information to make a decent
- decision.
-
- Accepting The BrassicaÆs Offer
- When the Brassica offer Kirk information about the Klingon empire, you should
- refuse. After this discussion, talk to Spock. Finally, talk to Klarr.
-
- Maximum Score
- To score maximum points, you need to use Kirk or Spock on Klarr, use Uhura to
- answer the first question, McCoy to answer the second, Spock to answer the third,
- and leave with both people for the final question. You must also take the paralens
- and give it to Klarr. Never use Kirk or Klarr on the Brassica for the first three
- questions.
-
-