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- Complete Solution:
- =================
-
- Federation:
- ----------
- Stardate 6223.8. While en route to the Scientific Academy the crew of the USS
- Enterprise watches the final moments of the USS Alexander and her commander
- Luke Rayner. But this USS Alexander is from eight days into the future blown
- from its timeline in a disaster meaning the end of the United Federation of
- Planets. Captain Kitl and his crew set off for Espair Station - the
- Alexander's last recorded position. Can they discover what or who is behind
- the possible destruction of the Federation before it's too late?
-
- 1. The Enterprise arrives at Espair Station and Kirk runs into an old
- adversary - Breddell who holds a deep grudge against him. He reveals plans
- for a Big Bang bomb which will destroy half the galaxy. This madman must be
- stopped at all costs but Kirk Spock and McCoy are thrown into the brig before
- they can act.
-
- 2. When your landing party awakens get Spock to check out the loose panelling
- on the wall. Once Spock has disabled the force-field the guard attacks but is
- easily knocked unconscious with a Vulcan nerve pinch. Make sure you take the
- guard's passcard before your leave or you'll be stuck.
-
- 3. In the room next to the brig you'll find three lockers. This is where your
- phasers and other important equipment have been stored. You can use the
- passcard to open the lockers and retrieve your equipment.
-
- 4. Enter the turbolift. Here you find a map of complex enabling you to plan
- your next move. Now select corridor one.
-
- 5. Security guards block your path. Set your phasers to stun and gun them
- down before they get a shot in. If either Spock or McCoy gets hit before you
- manage to knock the guards out they take a few seconds to come round and
- complain a little (in the case of McCoy this usually means a lot).
-
- 6. Enter the Computer Room (far left doorway). Stun the technician and get
- Spock to examine the three-dimensional chess game. Correct moves are choices
- one then two and then three. Now use Spock on the left computer. First
- examine it with the science tricorder and then the medical tricorder. Use
- Spock again to discover a secret password. Move back into the corridor.
-
- 7. Enter Central Control (far right doorway). Two guards are waiting for you
- - stun them quickly or else your adventuring days are likely to come to a
- sudden and nasty end. Talk to Munroe to glean some interesting background
- information to the story. Use McCoy on the technician to cure him of his
- allergy. Now set Spock to work on disabling the computer systems.
-
- 8. Move back into the turbolift and choose the second corridor. Select the
- Crew's Quarters (near right doorway). A guard is asleep try not to wake him
- (use McCoys medical kit on him - it's not ethical but then it's only a game
- after all) and take the three practice dummies.
-
- 9. Now enter the Executive Quarters (near left doorway). There's not much of
- interest here except an air-filter. It's fairly bulky but essential so take it
- with you.
-
- 10. Select corridor one and enter the Transporter room. Gas is escaping into
- the air - if you don't stop it quick enough you'll be overcome by the fumes.
- Attach the air filter to the grate by the transporter controls. Place the
- practice dummies on the transporter grid and then use Spock on the controls.
- Choose to transport to Security.
-
- 11. When you re-materialise the security guards attempt to disarm you.
- Luckily the dummies you picked up earlier act as decoys giving you enough
- time to stun them. Talk to the head of security and try to convince him that
- he should come over to your side. Use the science tricorder on the head of
- security to reveal Breddell's plans to him. Before leaving make sure you
- don't forger to disable the computers.
-
- 12. Move back to the turbolift and select the second corridor. Enter the
- Special Projects room (far left doorway). Kill the beast as soon as you enter
- - you'll need to set your phaser to 'kill' to do this otherwise you end up as
- the monster's snack. Use Spock on the computer.
-
- 13. Enter Breddell's quarters (far right doorway). If you can't open the door
- you probably forgot to get the password from the Computer room (see point 6
- above). Stun Breddell who is holding a phaser in his hand. Remove the
- dartboard to reveal the doomsday bomb controls. To disable the controls you
- need to enter the correct code. Take the book and then the bookmark. The code
- in the book is incorrect but the bookmark contains the correct one. Use the
- science tricorder on the bookmark and then use Spock on the control panel. To
- stop Breddell escaping sabotage the computers in the docking bay.
-
- Congratulations you've saved the Federation from destruction!!!!
-
- No-Man's-Land:
- -------------
- Stardate 6236.5. Three Federation starships have disappeared in the Delphi
- system. The USS Enterprise is dispatched to investigate this mystery and
- encounters and authentic German fighter place from the First World War. It is
- manned by Trelene and old enemy of Captain Kirk's (first seen in the Squire of
- Gathos - fact fans).
-
- 1. Unable to defeat Trelene in combat Kirk McCoy and Spock are transported to
- the surface of a nearby planet where everything is an exact replica of WWI
- Germany. To get out of prison open the crate in the far right-hand corner and
- pick up one of the bottles inside and use it on the hay in the left-hand corner
- of the room. Pick up the stick on the ground and use this on the hay to start
- a fire. When the guard comes in either talk him out of shooting you or knock
- him unconscious before the whole room goes up in flames.
-
- 2. Once outside in the town square get Kirk to beat up the German guard that
- hit the old man. Use McCoy and his medical kit on the old man to help him.
-
- 3. Go into the shop and talk to the sales keeper. Take the broom & food package
- and rope. Leave the shop and walk left.
-
- 4. Use the food package on the barking dog and then the medikit to calm it
- down.
-
- 5. Go into the school (the middle building) and engage the German soldier in a
- debate on democracy. Ask the children to vote on each of your arguments. Use
- Spock's tricorder on the chalkboard and try to pick it up. Talk to Humperdinck
- about the chalkboard.
-
- 6. Leave the school and enter the building on the right. Talk to Eckhart about
- earning some money then use the broom on the floor and he pays you for your
- trouble. Don't spend it all at once!
-
- 7. Once you're back in the street walk left until you reach the trenches. Scan
- the dying soldier with Spock's tricorder and talk to him about the locket. He'll
- only give it to you if you deliver a letter to his sweetheart.
-
- 8. Head back to the square and enter the tavern. Ask the soldier to step outside
- and then use McCoy to drug the barrels of beer. Talk to Gretel (the barmaid)
- who reveals to you her secret - that she's a spy. Give her the soldier's letter
- and ask her if she'll deliver it to his sweet-heart for you.
-
- 9. Go through the left door where a game of poker is in progress. Ask the
- printer about running a story in his paper on the dangers of chalk dust and use
- the money you got earlier to have a game of cards. Three hours later you've
- cleaned everybody out. Take the money and leave very quickly.
-
- 10. Go back to the shop and buy the clock. Then go to the armoury and use the
- rope on the drunk commander. Wake him up using the medikit and threaten him
- with one of his own rifles. Get him to sign the release papers for the
- printer's son. He also reveals the combination to the sage where you find some
- dynamite. Take it with you.
-
- 11. Walk back to the trench and retrieve the locket from the soldier. Use the
- release papers on Schiller in the tavern who writes you another note. Take this
- to the school to get the chalkboard. Leave the school and keep walking right
- until you see Trelene's Triplane. Place the locket & clock and chalkboard
- inside the plane and then blow the whole lot up with the dynamite that you
- acquired earlier.
-
- 12. You should now appear in a room with Trelene. Treat him like the child he
- is and he eventually transports you to a more realistic trench where you can
- discuss the true horrors of war.
-
- Sentinel:
- --------
- An emergency call from the Science Vessel Demeter sends the crew of the USS
- Enterprise to Balkos III. The Balkosi are a primitive race entering their
- equivalent of the Stone Age. But is someone or something interfering with their
- development?
-
- 1. After beaming down to the planet Kirk and crew are scanned. To leave the
- room use Spock on the control panel next to the door.
-
- 2. Pass through the far right door in the next room until you come to the
- Construction room. Pick up the switch & cube & interface cable & bridge unit
- and monitor screen that are lying scattered around the room. Retrieve the
- badges and plastic cards from the two bins on the right. Use both of these in
- the machine on the far left of the room and then get Spock to operate the
- device.
-
- 3. Use spock to open the left-hand door and use the badges on the recharging
- station in the right-hand corner. You now have an extremely useful passcard to
- get through any of the doors in the complex.
-
- 4. Go north and use the screen and cube on the central computer. Access the
- computer and if you successfully answer the questions you're presented with a
- simple puzzle game. Choose the four sided diamond to progress further.
-
- 5. Pass through the first door on the right (next to the screen) then the
- middle door. When the balkosian comes into the room to eat get Spock to use the
- tricorder on him. Then get him to perform the Vulcan nerve pinch on the poor
- creature.
-
- 6. Take the Balkosian to the medical room (you're automatically transported
- there). Use the medical tricorder on the creature.
-
- 7. Exit left and use the switch on the vat. Move right through the computer
- control room and then on to the power genrator.
-
- 8. Use the bridge unit on the power generator then the cables. Now get Spock to
- operate the machine shutting down the entity that is controlling the planet and
- its people. Once again the crew of the USS Enterprise has triumphed over the
- forces of evil in the galaxy.
-
- Light and Dark:
- --------------
- Stardate 6143.2. The USS Enterprise recieves and unknown distress call while on
- routine patron in the Deneb sector. Investigating further Captain Kirk decides
- to beam down with a landing party to Onyius II - the source of the signal.
-
- 1. After beaming down get Spock to use the science tricorder on the building to
- the north. Enter the building ignore the high-tech machinery and head east.
-
- 2. You will now encounter Azrah - leader of the Omegan race. Unfortunately his
- people are long sinced dead and exist only as single-cell beings stored in a
- vast genetic computer bank. Azrah is merely a holographic projection. You
- should speak to him about the two warring races (choices two one and then three)
- and then take a genetic sample from the gene bank.
-
- 3. Go back to the lobby and then head west. You meet a second holographic
- projection. Vizznr is the leader of the Alphan people. Talk to him (choices one
- and two) and then take a genetic sample.
-
- 4. Return to the lobby. Use your phaser on the green slime that is attached to
- the replicator machinery. Use both samples on the sequencer door. If nothing
- happens talk to ensign Jons (choices three one and then one). Use the remaining
- sample on the sequencer door then get Jons to work the sequencer and replicator
- controls.
-
- 5. Take the combined sample and go north. The machine here is the nutrient
- replicator. Use the combined sample on the device port. Unfortunately the new
- holographic message is not complete so you need to find the receiving station
- and fix it.
-
- 6. Walk south two screens and then east and you find the first of three antenna.
- Examine each one in turn using the tricorder to scan the sensor dishes and rock
- formations. Use your communicator to adjust the dish settings. Now use your
- science tricorder on the antenna control box. Signal the Enterprise to send down
- a low-level microwave beam to release the energy within the rocks. Head back to
- the genetics lab and talk to the creature (choice three).
-
- Voids:
- -----
- Stardate 6257.6. The USS Regulus has been forced to cancel its survey mission
- of the Antares Rift. The USS Enterprise is sent to replace the Regulus but is
- damaged in a series of spatial disruptions.
-
- 1. Talk to all crew members. Use Spock on the science station to find out the
- extent of damage. Use Spock on the science station for a second time and then
- pick him to transport off the bridge.
-
- 2. Enter the turbo-lift and select auxiliary control. Use the communicator to
- talk to Scotty (choices one and one). Enter auxilary control and use the medical
- tricorder on the alien who then throws you out.
-
- 3. At the turbo-lift select sick-bay. Talk to McCoy and pick up the canister.
-
- 4. Return to the turbo-lift and select engineering. Use the gas canister on the
- life support device and activate life-support controls.
-
- 5. Go to the auxilary control room and use the sensors to found out the alien's
- last known coordinates then make your way to the transporter room. Beam down to
- the planet.
-
- 6. Walk east and collect the small pouch. Walk west and use the pouch on the
- blue rocks. Talk to the alien (choices one and three).
-
- 7. Walk east and talk to the Savant entity (choices one three and three). Talk
- to Savant again (choices three and two). Use the pouch on Savant. Do not
- threaten him - use reason instead. Talk to him one final time (choices two and
- one).
-
- Museum Piece:
- ------------
- The USS Enterprise has to undergo extensive repairs so the crew enjoy an
- extended period of shore leave. Asked to attend a diplomatic party at the
- Smithsonian Annex on Nova Atar Captain Kirk is caught off-guard when a terrorist
- attack takes place.
-
- 1. Explore the museum's many rooms which are stuffed with all kinds of sci-fi
- widgets and gadgets. Either wait until your party is summoned to the curator's
- office or try and enter room 11 from room 10. After the curator is attacked use
- one of the landing party on him. Get Scotty to operate the security station
- three times. Become a rampant kleptomaniac and take anything that isn't bolted
- down. Pick up the large bottle and the piece of paper with the security code
- written on it. Take the lance & silver tray and decanter. Use Kirk on the
- control panel on the desk (twice) and then use the suit of armour to keep the
- doorway wide open.
-
- 2. Walk through the door. Use Scotty on the phaser cannon and place both
- capacitors on the table to recharge them. Use Scotty on NIVEN (Non-Integrated
- Vulcan Electro-Numerator). Take the capacitors (when charged).
-
- 3. Walk south-east and use the security code to open the door. Enter: VVSOP2123.
- Use Scotty on the docking ring and escape pod. Use the charged capacitor on the
- robot which springs to life then kneels over. Use Scotty to repair the robot and
- to pick it up.
-
- 4. Go north and use the discharged capacitor on the table. Wait until it has
- fully recharged and then pick it up and go north-east.
-
- 5. Talk to Scotty who reveals a plan for blowing apart the locked door. Use the
- clamps & superconducting wire and both capacitors on the table. Plug the
- interface cable into the Klingon device. Use the lance on the table and then
- use Scotty on the Klingon device and get ready for a fireworks display. Pick up
- the capacitors and exit north-east.
-
- 6. Look around the devastated room. Take the gas canister and head north-west.
- Use the capacitor on the robot. Pick choice one then use Scotty on the robot and
- the probe door to reveal the hidden fuel cell. Use the silver tray decanter and
- capacitor on the probe. Pick up the capacitor (when fully charged) and the
- silver tray.
-
- 7. Walk south-east and use Scotty on the ancient transporter. Use the access
- panel the wires and the capacitor on the transporter. Get Scotty to check over
- the transporter and then send the gas canister into the rom where the terrorists
- are holed up. Pick choice one and then go east.
-
- Though this be madness...:
- -------------------------
- Stardate 6169.3. The USS Enterprise picks up a distress call from the Romulan
- Neutral Zone. Investigating further the crew of the Enterprise encounter a large
- alien vessel which is threatening to destroy the capital city of Atabis. Captain
- Kirk must safe-guard the colonists at all costs.
-
- 1. Beaming down to the alien spaceship the landing party discover a derelict
- ship manned by a bunch of blubbering lunatics. Go west and use Uhura on the mad
- King. Talk to the King (choice two) and use the light switch and light grid.
-
- 2. Walk east for three screens and get Spock to take on the uncooperative thugs
- at a game of three-dimensional chess. You also encounter two Klingon officers
- but they are here to observe rather than to interfere.
-
- 3. Walk west for three screens and give the bear you've just won to Jakesey who
- gives you his building blocks. Go north to the hydroponics room which is full of
- rotting plants. Take the metal keg (at the end of the plant table on the left)
- and use it on the workbench at the far end of the room. Use the red phaser and
- blocks on the keg. Again fire the phaser at the keg pick it up and replace it in
- its original position.
-
- 4. Go south. Then east and south again. Use the science tricorder on the
- computer and the old woman (Moll). Get Spock to perform a Vulcan mind-meld on
- her. Go south and pick the ripened fruit from the tree.
-
- 5. Head east and talk to Moll (choice two). Use the fruit on her. Go east for
- three scenes. Give the fruit from the woman's son and talk to him (choices one
- two three and four). Take the bad food from the hidden cabinet.
-
- 6. Go west for three scenes. Use the food machine to produce a packet of food.
- Use the bad food and the food box on the medical computer terminal to produce a
- tranquiliser. Talk to Moll and giver her the drugged food. Use the food machine
- and take a new packet of food.
-
- 7. Walk east for four screens. Use the packet of food on Tuskin and stun
- Rackaback. Talk to Gormagon who joins you and reveals the hidden entrance to the
- Pays computer.
-
- 8. Enter the secret passageway and use the lightbar on the exposed wiring. Use
- the lightbar on Klarr. Use the electrical connectors and wire on the network.
- Once the computer is repaired pick choices two one four and five. Pick up the
- lens and use it on the computer terminal. Pick choice five and then two. The
- Brassia reveal themselves - follow them through the portal to reach the eighth
- and final instalment of the adventure.
-
- ...yet there is method in it:
- ----------------------------
- Stardate 6269.3. The landing party and Klingon Captain Klarr have passed through
- a mysterious portal in time and space and are about to finally face the
- mysterious Brassica the aliens who have been secretly testing the Enterprise
- crew. Success in these final tests will lead to the establishment of formal
- relations between the Brassica and the Federation.
-
- You will be asked a series of questions. It is up to you and the rest of your
- party to piece together the answers. We don't want to spoil the fun so we're
- leaving this last adventure up to you. Remember to save your game before you
- begin this episode as one wrong answer will end your quest.
- *EOF*
-