Guide Information
===============================================================================
STAR TREK: TNG: ECHOES FROM THE PAST (Genesis) FAQ/Walkthrough Version 1.0
a guide by flowerpot (starchild2064@aol.com)    2002 flowerpot
===============================================================================




Tips for Using this Guide
===============================================================================
Best viewed in Wordpad (wrap to window).
Push Ctrl + F and type a bridge command, level name, character name, mission
name, or planet for more information on that particular item in the guide.
Do not use this guide to complete the game from start to finish. Try to beat
it by yourself. It would be a shame to spoil such a great game with great 
puzzles and battles by using this guide for every aspect of the game. Only re-
fer to this guide when you are in desperate need of help.
If you have a question that you don't think is answered in the walkthrough,
try searching section 6: frequently asked questions.
===============================================================================

The Latest Version of this Guide
===============================================================================
You are currently reading version 1.0 of this guide. You can always find the 
latest version at http://www.gamefaqs.com. If you are viewing this document
from another site besides GameFAQs, you may be reading an outdated version.
===============================================================================

More Guides from this Author
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All my other works can be found at the following URL:
http://www.gamefaqs.com/features/recognition/2988.html
===============================================================================

Legal
===============================================================================
Please read the Legal Disclaimer, located in section 7 of this guide and at
http://members.aol.com/starchild2064/disclaimer.txt. 

This document is protected under United States and International Copyright 
Laws. Unauthorized electronic or printed duplication for anything other
than private use is not permitted without written consent of the author 
of this guide, Jason Gomer (AKA flowerpot).

Copyright  1999-2002 Jason Gomer
All Rights Reserved.
===============================================================================




Table of Contents
===============================================================================
            -----------------------------------
             0.0 < table of contents >
             1.0 < revision history >
             2.0 < bridge commands >
                   2.1 << communications >>
                   2.2 << conn >>
                   2.3 << ready room >>
                   2.4 << engineering >>
                   2.5 << computer >>
                   2.6 << sensors >>
                   2.7 << tatical >>
                   2.8 << transporter >>
             3.0 < the walkthrough > 
             4.0 < characters >
             5.0 < .gif maps >
             6.0 < frequently asked questions >
             7.0 < legal disclaimer >
             8.0 < contact information | end >
            -----------------------------------
===============================================================================




1.0 Revision History
===============================================================================
Thursday, August 08, 2002 | Version 1.0 *complete walkthrough*
This is the first version of the guide. It contains a complete walkthrough.
E-mail me if you have questions or additions to the guide. 
-------------------------------------------------------------------------------
Coming Soon: .gif map on GameFAQs of the mines of Oriens Gamma IIIB and a 
special in-depth guide detailing how to board the Nakatomi and how to rescue
the hostages on-board.
===============================================================================




2.0 Bridge Commands
===============================================================================

        -----------------------------------------------------------------------
         2.1                                             communications
        -----------------------------------------------------------------------

         This is where you answer hails from ships/planets or send hails to 
         other ships/planets. When the communications beacon above the main
         viewscreen is blinking, you are being hailed. When a ship approaches
         or when you approach a ship/planet, you can hail them. No saying 
         whether or not they will answer the hail, though.

         When communcating, either on the ship or as an awayteam member talking
         to another individual, you simply read the text that is being relayed
         to you. That is the yellow text. The blue text represents what you are
         saying. Everytime you say something, you have the choice of saying two
         separate things. By pressing Left or Right on the D-pad, you can 
         switch between the two things available for you to say. Saying
         different things may result in a battle with a Romulan Scout or a
         peaceful solution.

        -----------------------------------------------------------------------
         2.2                                             conn
        -----------------------------------------------------------------------

         The CONN is your navigation system. When you enter the CONN command, 
         all star clusters you are able to travel to are listed, along with 
         their distance from you current location and how much travel time is
         neccessary at your current speed. To navigate, you pick the star 
         cluster you would like to trave to (i.e. ORIENS), then the star (i.e.
         GAMMA), and then one of the planets orbiting that star (i.e. IV). You
         may even choose to travel to one of that planet's moons (i.e. IVB). 
         The location of that moon would then be Oriens Gamma IVB. 

         After choosing your location, you choose the speed you would like to 
         travel at. The standard speed is WARP 6.20. You can travel as fast as
         WARP 9.20 and as slow as ALL STOP. Exceeding the speed of WARP 6.20
         may cause damage to the warp engines unless you allocate resources to
         repair and maintain the warp engines. 

        -----------------------------------------------------------------------
         2.3                                             ready room
        -----------------------------------------------------------------------

         This is where you can speak to Picard and get directions on what to do
         next. Each time you get a new mission, recieve a distress signal, or
         are engaged by hostiles, Picard has something new to say. It is always
         recommended by this FAQ author to read what Picard says whenever some-
         thing new happens in the game. 

        -----------------------------------------------------------------------
         2.4                                             engineering
        -----------------------------------------------------------------------

         This is one of the most vital parts of the bridge. Here, you can see
         the different systems of the Enterprise. Also, you can see how much 
         resources you have to devote to these systems. Since it is a very 
         limited amount, it is suggested by this FAQ author that you distribute
         your resources among shields, weapons, and engines. Shields should 
         have the most resources, because if they are repaired quickly, it will
         protect other systems on the Enterprise. 

         The shields sub-section of engineering allows you to allocate shields
         among different sections of the ship (i.e. Foward, Aft, etc.). The
         weapons sub-section allows you to allocate resources for either your
         phaser banks or photon torpedoes. The engines sub-section allows you
         to allocate resources for the warp engines, the impulse engines, and
         the auxilarly engines. 

         The rest of the systems, if damaged in battle and not repaired by 
         allocating resources to these systems, will cause the said damaged 
         systems to cease to operate until they are repaired. For example, a 
         partially damaged communications system will result in blurry picture
         and text. A fully damaged communications system will result in zero 
         visuals and zero text. It is imperitive that you repair any damaged 
         system.

        -----------------------------------------------------------------------
         2.5                                             computer   
        -----------------------------------------------------------------------

         The ship's computer is an archive of information about alien cultures,
         alien vessels, Federation vessels, and information about the
         Enterprise and its crew. It has a lot of information which is good for
         nothing but reading on your own when you have nothing better to do.

         The one valuble function of the ship's computer is the 'Mission Log.'
         Here, you can save and load a game. Be careful though, because saved
         information is easily lost (at least on my cartridge).

        -----------------------------------------------------------------------
         2.6                                             sensors
        -----------------------------------------------------------------------

         The ship's sensors give you various information about whatever is on
         your viewscreen. If it is a ship, it will tell you the name of the
         ship, the number of crewmembers, shield %, etc. If it is a star,
         planet, or moon, it will tell you the class and whether or not it is
         breathable.

        -----------------------------------------------------------------------
         2.7                                             tatical
        -----------------------------------------------------------------------

         You can only access this command when you encounter an enemy ship and
         it is displayed on your viewscreen. In this command, you see an over-
         head view of the Enterprise and any enemy vessels. You also see a
         diagram of the Enterprise and its shield grid. This changes colors to
         show damage to the shield and/or systems of the Enterprise. You also
         see a yellow bar labeled 'Photon Torpedoes.' This is an indicator to
         how many photon torpedoes you have left. And then their is the Shield/
         Systems damage bars of the enemy ships at the bottom left hand corner
         of the screen.

        -----------------------------------------------------------------------
         2.8                                             transporter
        -----------------------------------------------------------------------

         This is where you can form an awayteam of up to four members to beam
         down to a planet's surface or onto a vessel. See section 5: characters
         for more information on the crewpeople you are able to choose from.
===============================================================================




3.0 The Walkthrough
===============================================================================

   ----------------------------------------
    Distress Call from Dr. T'Laris
   ----------------------------------------

As soon as you begin a new game, you are receiving a distress signal from 
Codis Nu VI. Romulans are on the planet and Dr. T'Laris needs you to rid the
excavation site of them. Set a course for Codis Nu VI and when you arrive beam
down only one away-team member. I would beam down Worf or Data. Beaming down
more than one will just leave the three non-command teammembers in the open to
get shot by Romulans.

Once on the planet's surface, switch to your phaser and shoot the Romulan to
right and the top of you. Walk through the passage directly above where you 
beamed down and shoot two more Romulans. Then, there will be one more through
the passage to the right and below. Then, flick the switch in front of the 
middle structure and talk with Dr. T'Laris. Once done, you will be beamed back
to the Enterprise. 

   ----------------------------------------
    Epidemic on Oriens Alpha IV
   ----------------------------------------

This mission is no biggie. Once you leave orbit around Codis Nu VI and arrive
at any other planet, you will be hailed by Admiral Baldwin, telling you there
is an epidemic on Oriens Alpha IV and they are in desperate need of medical 
supplies. Set a course for Oriens Alpha IV and you will be stopped shortly
before arriving there and find and badly damaged unknown alien vessel. If you
go to the Ready Room, Picard tells you of his dilemma over whether to proceed
directly to Oriens Alpha IV or helps the alien vessel. Either way, it doesn't
matter what you do. But, go to Oriens Alpha IV first since it only takes about
four seconds to complete this mission. Upon arrival, you are hailed and 
thanked.

   ----------------------------------------
    Unknown Vessel in Distress
   ----------------------------------------

Return to the unknown alien vessel and prepare an away team. This time, take as
many teammembers as you please. As soon as you beam down, the ship is pretty
dark and if you choose Data, you'll see everything easier in blue. If you 
choose LaForge, everything is easier to see in green. Both have special
opticals for night vision. But, this is not neccessary since the lights are 
only off for a few seconds. 

Once on board, the first thing you should do is get the lights back on. Go to 
the top of the room and at either the left or the right of the top of the room,
there are cabinets, each with a power conduit in them. Once you have both 
power conduits, go to the bottom of the room where you'll see a wall of power
conduits with two missing. Place the two you conviently found in the cabinets 
into these two slots to restore the lights and open all but on of the doors on
the ship. To the left of the power conduits, you'll see two computer circuit
pieces. You need to collect these in order to repair the main computer.

The room you beamed down into, if you read the description given by a tricorder
is engineering. Through the door at the bottom of engineering, you can enter
the shuttle bay. In here, you'll have your first encounter with the ship's 
security system. A laser shooting robot. Also, on the northen wall of this room
you'll see a robot regenerator. Everytime you kill a robot, this thing creates
a new one. So, destroy it and then the robot to get rid of it. In this room 
there are two more computer circuits. 

Next, enter the door to the bottom right of engineering. This is the cargo hold
and it seems like a big maze. It's a very simple maze. At the top right of the
cargo hold, you'll find a pressurization pump that you need to take and also 
two more computer circuits. Exit this area and go through the door to the 
bottom left of engineering. This is the Med. Lab. To the south of this room 
you'll find a security robot, but you don't need to bother with it. Stay along
the northern wall and walk past the two cabinets to find two pumps and two
more computer circuits. 

Now, enter the door to the north of engineering. This is the computer room and
directly ahead of you there is the damaged main computer. The point of
collecting all these computer circuits was to place them in this puzzle-like
structure to repair the main computer. Ignore it now, because there are still
some more pieces you need. To the north of the computer room, you can find the
ship's bridge. There is nothing of use in here. But, you can find some alien
robots and see the malfuctioning alien viewscreen... if that floats your boat.

To the left of the computer room is the crew quarters. There is a door in this
section that is closed off because of inadequate pressurization in the room. 
So, place your pressurization pump next to the door and enter. At the top of 
the room, you'll find two more computer circuits. Exit this area and go back to
the main computer terminal and head to the east to more crew quarters. Two 
rooms to the east, you'll find two more computer circuits. Also in this area,
if you search outside the room with the pressurization pump you'll find two
more computer circuits. 

Return to the main computer because you now have every single computer circuit
from the whole ship. Only certain pieces are broken, and only certain pieces 
will fit. You need to connect the two circuits surrounding the broken circuit.
It's incredibly simple. For the piece in the last section of the computer, you
have picked up to pieces that would seem to fit. Only, the two are slightly
different in color. Make sure the blue and purple of the piece you put in match
the surrounding pieces. After all circuits have been successfully put in, you
will get a message saying that the main computer is now operational.

Return to engineering, and place the alien pumps with the red symbols on them
into the slots that have the same red symbol above it. There are three pumps
you should have, but there are only two slots for them. Once the two pumps are
in place, and you switch down the switches next to them, the main engines will
become operational. Then, all ship systems will be operational and the awayteam
will beam back up to the Enterprise. Once back on board, you will be hailed by
the aliens you just saved and they will tell you about a lot of stuff and give
you a device called the Tavad.

   ----------------------------------------
    Miners in Distress
   ----------------------------------------

Pretty soon after saving the alien vessel, Admiral Baldwin will hail you and 
tell you about a distress call received from miners on Oriens Gamma IIIB. Once
you arrive, you need to make an away team. I suggest keeping the team smaller,
because of little creatures that pop out of the floor and prey on the team-
members at the back of the awayteam conga line. The most valuble member for
this awayteam would be Geordi LaForge. His visor makes him able to see the 
mineral deposits in the walls of the mine. Later in the game, you will need to
collect these, but if you send him down now, you can collect them on your first
run through the maze while saving the miners. 

Using the .gif maps I have created and the brief walkthroughs that are to be
used in conjunction with those maps, this extremely difficult part of the game
should now be easy.

Floor 1
On this floor, there are two cacooned miners and 12 mineral deposits. Whenever
you come to a cacooned miner, shoot the cacoon with your phaser to free him.
The objective right now is to save all the miners. If you are searching for
the mineral deposits now, whenever you come to a location on the map that shows
a deposit, select LaForge and the deposit in the wall will glow blue. After
saving the two miners (both located at the north of this floor), head for the
elevator to the second floor.

Floor 2
This floor has three cacooned miners you need to save. Their locations are on
the map. This floor also have 13 mineral deposits. In the center of the level,
there are train tracks with small train cars running across them. When you 
attempt to cross them, do it quickly because they take out a hefty amount of
health. After you have freed the miners, go to the elevator that leads to the
fourth floor.

Floor 4, Part 1
The fourth floor is separated into two parts by a deep chasm. On this side of
the chasm, there is one cacooned miner and nine mineral deposits. Once you save
the sole miner who is located just west of the elevator leading to this floor
from the second floor, head to the elevator shown on the map that leads to the
third floor.

Floor 3
Like the fourth floor, the third floor is also separated into two parts by a
deep chasm. But, on this floor, their is a point when a bridge extends for you
to cross to the other side. There are three cacooned miners and six mineral
deposits on this floor. Two of the three cacooned miners are on the side of the
floor that you start on. The third miner is located across the chasm. Go to the
location marked 'B' on the map and press the button. This will make a bridge
available for you to cross the chasm. On this side of the chasm, there is an 
elevator that leads to the other side of the fourth floor.

Floor 4, Part 2
This is the otherside of the chasm on the fourth floor. There are two cacooned
miners and five mineral deposits. Once you save the last miner, you will be
thanked and then beamed back up to the Enterprise. 

   ----------------------------------------
    Return to Codis Nu VI
   ----------------------------------------

Once you're done with Oriens Gamma IIIB, you may want to head to a Starbase and
get healed up (StarBase 202: Codis Zeta V & StarBase 220: Pintor Alpha VIII). 
On your way their, you will be hailed by Dr. T'Laris. She summons you back to
Codis Nu VI because she has vital information. Make your way to Codis Nu VI and
send an awayteam of one person. There are no Romulans on the planet now, and
all you have to do is talk to Dr. T'Laris. She reveals more about the IFD and
offers to help figure out what the Tavad does. Once she's done talking, you 
will be beamed back up to the Enterprise. 

   ----------------------------------------
    The Search for Radny
   ----------------------------------------

Shortly after leaving Codis Nu VI, you'll run into a non-Romulan vessel. When
you are hailed by a Ferengi, he tells you about the elusive Ferengi trader 
called Radny, located somewhere in the Codis Star Cluster. Instead of searching
all of the planets in the system, head over to StarBase 202 (Codis Zeta V) and
StarFleet's Admiral Hilloko will hail you. You will be given the chance to ask
her about Radny, and she tells you he was last known to be on the planet Codis
Zeta V, right below the StarBase. 

Set a course for Codis Zeta V. The planet has no hostile aliens, so beam down
just Deanna Troi, the only crew-member the traders at the outpost will talk to.
Instead of searching all around, search the four corners of the room. Each
corner has a door leading to a smaller room. I've played through the game
several times, and to my knowledge, each time Radny appears in a different
room. No matter, though. The outpost is small and it isn't a hard task to find
Radny. Once you find him, you negotiate for information on the Romulans. Once
finished, the awayteam will be beamed up to the Enterprise. 

   ----------------------------------------
    SS Nakatomi in Distress
   ----------------------------------------

Once you're back on-board the Enterprise, set a course for a nearby planet or
StarBase 202 and you will receive a distress call from the SS Nakatomi, a 
Federation cargo ship. Set a course to Tytris Iota IV and head for the SS 
Nakatomi. 

Once you arrive, you are hailed by the ship. When you answer the hail, the view
screen displays a rather ugly alien in control of the ship. The alien is a 
Chodak, an extremely hostile race who you will encounter again later in the 
game. This Chodak does not want to negotiate, and escapes with the hostages.

BUT WAIT! There is a way to board the SS Nakatomi and rescue the hostages. It
in no way effects the rest of the game, and the mission is very hard. For 
information on this and a walkthrough on how to do this, see my In-Depth guide
entitled "Boarding the SS Nakatomi." (tentatively located at:
http://members.aol.com/starchild2064/guides/star_trek_tng/nakatomi.txt)

   ----------------------------------------
    Back to Codis Nu VI... again.
   ----------------------------------------

A little while after the SS Nakatomi is gone, the codes you got from Radny will
enable you to receive a message from Romulan Command. It has nothing of value
to you right now, but immediately after you read it you are again hailed. This
time by Dr. T'Laris. She has found the use of the Tavad. Go to the CONN command
on the bridge and Worf will pop up and tell you that their sensors have 
detected a disturbance in the Verinator system. After reading this, set a 
course of Codis Nu VI. On the way there, you may run into Ferengis and Chodak
ships. You can either fight them (the fun option) or warp past them (the safe
option). 

Once you arrive at Codis Nu VI, beam down and talk to Dr. T'Laris. She will
explain more about the IFD and the use of the Tavad. She will explain that in
order for it to work, it needs a certain type of Ore fuel. This can be found
on Oriens Gamma IIIB. Remember the cacooned miners? Well, if you followed by 
maps and suggestions to collect the Ore while saving the miners, you should
already have the materials to make the Tavad work. Otherwise, head back to 
Oriens Gamma IIIB and use my maps to collect the mineral deposits. You'll know
you have a enough when Picard says in his ready room that the Tavad is 
operational. 

   ----------------------------------------
    The Anamoly
   ----------------------------------------

Once the Tavad is operation, set a course for the sub-space anamoly located in
the Verinator star cluster. Once you arrive their, it will transport Picard
to the surface of a planet. Also there is a Romulan and a Chodak. There are no
hostiles here. Simply keep going north and stand on the leftmost platform. 

A three-headed entity pops up out of the hole in front of you and explains 
what is about to happen. He says the first test for control of the IFD is the
Test of Strengh, which will take place on the planet with only one moon in the
Verinator cluster. Picard is transported back to the Enterprise.

   ----------------------------------------
    The Test of Strength
   ----------------------------------------

The Test of Strength will take place at Verinator Beta IIIA. But, before going
their, make sure your ship is fully repaired. You may want to go to StarBase
202 (Codis Zeta V) to completely repair everything and restock on torpedoes. 
Next, go to engineering and make sure you allocate your resources in the best
way for a large battle. I suggest about 50-65% of the resources go to Shields
alone. Next, evenly distribute the rest among Weapons, Engines, and Hull. 
You need your weapons always otherwise you can't fight back. If your engines 
fail, you're a sitting duck. And if your shields fail, you need your Hull to
stay strong or risk being destroyed. 

After all your preparations have been made, set a course for Verinator Beta 
IIIA. As soon as you arrive their, you will be attacked by Drones and Robots. 
Drones usually attack from far away and constantly volley photon torpedoes in
your direction. About three hits to any section of the shields will cause that
section's shields to fail. The best way to destroy drones is to get up close
while constantly moving and fire phasers like crazy. Robots, like drones, fire
a lot of photon torpedoes. But, they also fire phasers sometimes when you are 
close to them. They also move faster. The way I like to kill these guys to to
fire photon torpedoes at them as I'm approaching to lower their shields and 
then bombard them with phaser fire. You start off fighting two ships, once one
dies, another one appears. This continues until you have destroyed about 8-10
enemy vessels.

Once you defeat the enemy threat, you will arrive at Verinator Beta IIIA. Fix
all your systems by allocating resources to them, especially the transporter if
it is severely damaged. 

The next part of the Test of Strength involves going down to this icy moon. The
best awayteam for this mission is Picard, Data, Worf, and Riker. They are the
strongest. Beam down.

This level is very large. Their are different things that have to be done in
different locations, so I advise that you follow this walkthrough from
beginning to end if you are going to use it for this level. Otherwise, try 
doing it yourself. If you get lost, it'll be hard to find where you are in the
walkthrough. 

First, have Worf exit out the door and go down and left until you see a locked
door with a switch next to it. Press the switch and the door will open. Go
north until you reach another switch. Press it and it will open a door slightly
east of it. Go through the door and go west until the passage goes west and 
south. Go west and you'll find another switch. Press it. The door it opened is
located southwest of here. Go through this door and south until the passage
goes west. Then go north and then west and then south at the first turn going
south. Keep going south until you reach a wall. Go west until you can go south
again. Follow this next path west and then north and hit the switch at the end
of the passage. 

Next, have Data exit out the door near the starting place and go down and left
past the turn going north to the door opened before by Worf. Walk north until
you see an already pressed switch and for east to the wall. Then north again.
Follow this path until it branches off to the right and the left. Go left and
follow this path up and around the wall. Walk west past the frozen ice wall
past the first turn-off going south to the second turn-off going south. Go
south-west for a while until you come to a point where you must either go
west or north. For now, go west and follow the path upwards until you find a
switch. Press it and backtrack to the west and north intersection. Go north
this time through the now-opened door and then west and up and around the wall.
From their, go north as far as you can and follow the long passage going east.
When the passage opens up into a big room, you'll see a frozen ice wall to the
north. Shoot it and inside you'll find one of two valve pipes. Go south into 
the big opening past the door with a switch next to it and down to near a 
small passage that goes north. Here, you'll find another sheet of ice on the 
wall. Shoot it and get the second valve pipe. From here, backtrack to the 
starting place with Data to meet up with Picard and Riker.

Now, with Data, Riker, and Picard all together, take the team out of the 
starting place and go north at the first possible turn. Keep going north until
you run into a wall and proceed east and then north again from there. From
here, go east and then south down a passage that leads to a big open space with
a robotic alien and big furry fat alien in it. Destroy both threats and go 
north up the passage to the east of this room. At the top of the passage, 
you'll find an opened door (opened by the Button Worf went to the other side of 
the level to push).

In the next area, you'll see a closed door to the northeast, and a another
closed door with a switch next to it to the northwest. Press the switch next
to the closed door and press the switch inside the room opened when you press
the switch. The closed door to the northeast of the room will now be open. Go
through the opened door towards the north until you reach a wall. Then head
west and then south and you'll see three passages, all leading to a large area
near a river of greenish-water. In the middle of the area is a retracted bridge
and a large machine. Go to the machine and place the valve pipes in each of the
empty triangles and then press the big switch. This will allow you to cross the
bridge.

Once you cross the bridge, you'll see four separate passages to the north of
you. Have Data alone go through the second passage from the right. Go north to
the large, closed door. Go west from here and then north again until you reach
a switch. Flip the switch, and have Data continue to stand next to it and hold
it. 

Switch to Riker. Have Riker go through the passage all the way to the right. 
Have him go north to the wall and the east. Then, turn to the north at the 
first turn going north. Once you reach a wall, go east to the next wall and 
then south. Head to the west on the second turn in the west direction. This 
will bring you to a large, open area. In the middle is a small passage going
south with a bridge. Go over the bridge to an area with a switch. Have Riker
press and hold the switch.

Switch to Picard. Have Picard go through the second to the right passage (the
same one as Data did before) and go through the previously locked large doors.
To the northeast of this room is a switch. Have Picard flip and hold the 
switch.

Switch to Data, again. Bring Data from the switch he is standing next to back
to the large, open area near the bridge the team crossed before. This time, 
have Data go through the second to the left passage. Follow this passage all
the way around and you'll see a bridge. Go over the bridge and flip the switch
in this area and hold it.

Switch back to Picard. Now that Data has flipped the switch in the area he was
in, you will be able to pick up the Shard of Strength in the center of the room
that Picard is currently in. Once you do so, the awayteam will be beamed back
up to the Enterprise. 

   ----------------------------------------
    The Test of Compassion
   ----------------------------------------

After the awayteam is back on the Enterprise, set a course for the sub-space
anamoly in the Verenator cluster. The three-headed figure tells you about the
next test: The Test of Compassion. This test takes place at Verenator Gamma 
VIE. Set a course for Verenator Gamma VIE. Once you arrive, prepare an away-
team of at least two members and beam down. 

Have one of your away-team members go west towards the body of water. Walk 
along it until you see the lily pads appearing and disappearing. Use these to
walk across to the other side of the water. On the northern end of the other
side, you will find an alien who tells you about his friend who is trapped in
a cave and gives you a Crystal Amulet. Go inside his hut and you'll be able to
pick up a Crystal Orb. 

Have the awayteam member head back across the water and pick up the other 
awayteam member. Go to the northeast of the level and you'll find a path 
blocked by a large boulder with two encarved eyes in it. Put the Crystal Orb 
in the right eye and the Crystal Amulet in the left eye and it will roll out of
your way. Head north up the passage and then to the west. There is now a jungle
area in front of you. Walk along the jungle area and at one point you will be
able to enter it. Head a little north or south until you can walk along through
the forest all the way to the west. Then head north and then east out of the 
forest and to the entrance of a cave.

Enter the cave. There are two switches that will activate a bridge to the other
side. When only one away team member is pressing one switch, he incurs damage.
So, place an awayteam member in front of one switch and the other member in 
front of the other switch. Have one of the awayteam members press their switch,
the switch to the other awayteam member and press the other switch to activate
the bridge. Walk across and talk to the alien on the other side and you'll
receive the Shard of Compassion. You will then be beamed back onto the 
Enterprise.

   ----------------------------------------
    The Test of Wisdom
   ----------------------------------------

Once again make your way back to the sub-space anamoly at the Verenator star
cluster. The big three-headed thing will tell you a clue to find the next test.
Just head over to Verenator Delta V. 

For this test, you will need a four member awayteam. Their will be a lot of 
team-work. Once you beam down, you are in a room with four switches. Have each
member of the awayteam press one of the switches to open the door. This will 
lead to a room with a cut stone that you should take. Go straight through the 
next, empty room. 

In the next room, there is a certain path you must take in order to make it 
through. If you step off this invisible path, you are transported back to the
beginning of the room. Starting on the first beige diamond floor tile, go north
two tiles, west one tile, north two tiles, east three tiles, north one tile,
west two tiles, and north two tiles. Then exit through the door. Go through
the next passage to the end where there is a crumbling wall. Shoot it with a 
phaser and enter the next room. 

This room contains a very difficult puzzle. Have one awayteam member stand on
the only floating tile. Have another awayteam member go up towards the five 
switches. The next few diagrams show where floor tiles appear after each button
is pushed. XX represents the empty abyss. ## represents a floor tile. AT repre-
sents where your awayteam member should be standing before the next button is
pushed. It also represents a floor tile, obviously.

        First, push Button #3.

        XX XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX
        ## ## XX XX XX XX XX XX XX XX
        XX ## ## XX XX XX XX XX XX XX
        XX AT XX XX XX XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX

        Next, push Button #4.

        XX XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX ## XX XX XX XX
        XX XX XX XX XX ## ## ## XX XX
        ## XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX
        XX ## ## XX XX XX XX XX XX XX
        XX XX AT XX XX XX XX XX XX XX
        XX XX ## XX XX XX XX XX XX XX

        Next, push Button #2.

        XX XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX
        XX ## XX XX XX XX XX XX XX XX
        ## ## XX XX XX XX XX XX XX XX
        XX XX XX AT XX XX ## ## XX XX
        XX XX XX ## XX XX ## XX XX XX
        XX XX ## ## ## XX ## XX XX XX
        XX XX XX XX XX XX XX XX XX XX

        Next, push Button #5.

        XX XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX
        ## XX XX XX ## AT XX XX XX XX
        ## ## XX ## ## XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX XX ## ## XX XX
        XX XX XX XX XX XX XX XX XX XX

        Next, push Button #4.

        XX XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX ## XX XX XX XX
        ## XX XX XX XX ## ## ## XX XX
        XX XX XX XX XX XX XX AT XX ##
        XX ## ## XX XX XX XX XX XX XX
        XX XX ## XX XX XX XX XX XX XX
        XX XX ## XX XX XX XX XX XX XX

        Next, push Button #3. 

        XX XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX
        ## ## XX XX XX XX XX XX XX XX
        XX ## ## XX XX XX XX ## XX ##TT
        XX ## XX XX XX XX XX ## ## ##
        XX XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX

        The TT represents a wall and the exit. Shoot the wall and exit. In the
        next room, press the button to the north to make the maze crossable for
        the other awayteam members. It will look like this:

        XX XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX
        ## ## XX XX XX XX XX XX XX XX
        XX ## ## XX XX XX ## ## XX ##
        XX ## ## ## XX XX ## ## ## ##
        XX XX ## ## ## XX ## XX XX XX
        XX XX ## XX ## ## ## XX XX XX
        ---------Direction---------->

In the next room, after walking around the wall, you'll find another switch
that'll open a door at the end of the passage. Have one awayteam member stay
behind and hold the switch as the other three walk to the open door. Have your
awayteam stand in the middle of the open door and have the awayteam member who
was left behind to hold the switch catch up. Exit all through the door. 

Run quickly to the southeast of the next room, where the door is, because there
is a trap in the floor that pops up in random places. If one of your awayteam
members happens to be standing where it pops up, a big of life is taken away
from them. The next room is empty, except for a door to another empty room
with a door at the southern end. The door leads to a room with another floor
trap. Run quickly south to the next door.

In the next room, you'll find another button maze. This one is harder. Here's
how to get to the other side:

        First, push Button #2.

        ## XX XX XX XX XX XX XX XX XX
        ## AT XX XX XX XX XX XX XX XX
        XX XX XX ## XX XX XX XX XX XX
        XX XX XX XX ## XX XX XX ## XX
        XX ## ## XX ## ## ## XX ## ##
        XX XX XX XX XX XX XX XX XX XX

        Next, push Button #6.

        XX XX XX XX XX XX XX XX ## XX
        XX ## XX XX XX XX XX XX ## XX
        AT ## XX ## ## XX XX XX ## XX
        XX XX XX XX XX XX ## XX XX XX
        XX XX XX XX XX XX ## XX XX XX
        XX XX XX XX XX XX XX XX XX XX

        Next, push Button #3.

        XX XX ## XX XX XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX
        ## XX XX ## XX ## XX XX XX XX
        ## AT XX XX XX ## XX XX XX ##
        XX XX XX XX XX XX XX ## XX ##
        XX XX XX XX XX XX XX ## XX XX

        Next, push Button #5.

        XX XX XX XX XX XX ## XX XX XX
        XX XX XX XX XX XX ## XX XX XX
        XX XX XX XX XX ## ## XX XX XX
        XX ## ## AT XX XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX

        Next, push Button #1.

        XX XX XX ## XX XX XX XX XX XX
        XX XX XX ## ## XX XX XX XX XX
        XX XX XX XX ## XX XX XX XX XX
        XX XX XX ## XX XX XX XX XX XX
        XX XX AT ## XX XX XX XX XX XX
        XX ## XX XX XX XX XX XX XX ##

        Next, press Button #2.

        ## XX XX XX XX XX XX XX XX XX
        ## ## XX XX XX XX XX XX XX XX
        XX XX XX ## XX XX XX XX XX XX
        XX XX XX XX ## XX XX XX ## XX
        XX AT ## XX ## ## ## XX ## ##
        XX XX XX XX XX XX XX XX XX XX

        Next, press Button #4.

        XX XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX XX XX XX XX XX
        XX XX XX XX XX XX XX ## ## ##
        XX XX XX XX ## ## XX ## XX ##
        XX ## XX XX XX XX XX XX XX XX
        XX ## XX XX XX ## XX XX XX XX
           VV

        VV represents the end of the puzzle. Have the awayteam members who 
        crossed the chasm to go to the next room and push the button to make
        it look like this and allow the others to cross:

        ## XX XX XX XX XX XX XX XX XX
        ## ## XX XX XX XX XX XX XX XX
        ## ## XX XX XX XX XX XX XX XX
        ## ## ## ## XX XX XX XX XX XX
        XX ## ## ## XX XX XX XX XX XX
        XX ## XX XX XX XX XX XX XX XX
        ---------Direction---------->

In the room with the switch, when the whole awayteam is together again, follow
the passage until you reach the end. At the end you'll find a transporter pad. 
Step on it and you'll be transported to another room. This room has four
transporter pads. Two to the north and two to the south. You are beamed in on
the northwest one. Go stand on the southeast one. In the next room, once again
stand on the southeast one. In the next room, go to the transporter pad direct-
ly east of the one your are transported in on. This will bring you into a room
with a cut stone. Take it. Now take the northeast transporter pad and enter the
door when you beam to the next room. 

The next room has a bunch of pillars. Standing in different places in the room
trigger certain pillars to move in certain ways. Walk straight from the door to
the pillars ahead of you. Walk east against the pillars all the way to the 
wall. Next, walk back west three pillars, and then all the way south until you
reach the wall. Follow the wall west until you reach the wall again. Next, head
north to the pillars. Then, keep walking east along the pillars, and around the
seventh pillar you should be able to walk north with no problems. Exit through
the door. 

In the next room, there are objects that move horizontally across the room. 
First, there are two in a row. You need to cross one awayteam member at a time.
Stand either completely to the right or to the left, and when both objects 
bounce off the wall almost at the same time, run across. Next, run past the 
next, single boulder. All the way to the right, you'll find a third cut stone.
The four alcoves before that each have a switch. Make each awayteam member 
cross the room and push a switch. Once all four switch are push, the door in
the east part of the room will open. Have each awayteam member again cross the
path of the single moving object and then go through the door. 

Go directly east through the next, empty room, and through another door. In the
next room, there are three open slots on the northern wall. Place a cut stone
in each. This will open the door to the south. In the next room, push the 
button directly to the left of the door. Then, open the transporter replicator
to the right of the door and take out the transporter pad. Close the replicator
and push the button again. Another transporter pad will be their. Do this one
more time for a total of three transporter pads. Go to the southern end of the
room and place a transporter pad on each of the empty transporter pads on the
floor. 

Have all four awayteam members go onto the southern-most transporter pad. Have
three awayteam members each stand on one of the discolored floor tiles to open
the door to the north. Have the one awayteam member that isn't standing on any-
thing go through the door and north until you find a switch. Have this awayteam
member flip and hold the switch. Take the other three members of the awayteam
back to the room with three transporter pads.

Have the three awayteam members step onto the upper-left transporter pad. In 
this area, have one awayteam member flip and hold the switch to the northeast
of the room. Have the other two enter the door north of the transporter pad. In
the next room, have one awayteam member flip and hold the next switch which is
the northeast of this area. Have the remaining awayteam member go through the
now opened door to flip and hold the switch to the northeast of the next area.
Have the two previous switch-holders go back to the room with three transporter
pads.

In the next room, there is a platform near a switch and a platform that is
accessible to you. Have one awayteam member stand on the accessible platform, 
while the other goes to the large floor area. The object is that each brown
diamond tile on the floor, when stepped on, makes a new platform appear. But, 
the old one disappears. This means, as soon as the awayteam member on the floor
steps on another brown tile, you have to quickly switch to the other awayteam
member and move him as quickly as possible to the next platform before the 
other one disappears and you must start over again.

          The XXs represent the brown floor tiles. 1 is the starting tile and
          2 is the ending tile. --> shows the direction needed to be traveled
          in order to make the correct platform appear for the other awayteam
          member.

         -->---->---->---->|
         ^XX   XX   XX   XXv
         |    -->----2     |
         ^XX  ^XX   XX   XXv
         |    |            |
         ^XX  ^XX   XX   XXv 
         |    |<----<----<-
         ^XX   XX   XX   XX
         |<----<----<----<1

Once you make it to the end, hit the switch. Have the other awayteam member
go back to where there are three transporter pads and you'll find the Shard of
Wisdom. You will then be beamed back to the Enterprise.

   ----------------------------------------
    The IFD
   ----------------------------------------

Set a course for the sub-space anamoly in the Verenator star cluster. Warp by
any confrontations you have on the way, unless you want to go through a long 
and dangerous fight with Robots/Drones. Once you get to the anamoly, Picard
will be beamed down. Head north and talk to the three-headed thing. It will 
tell you that their is one last test.

You are automatically beamed to the test site. DON'T STEP IN THE LAVA. As soon
as you are beamed down, take out your phaser and fire at the alien directly 
below you. Once it dies, it will tell you something. Run and place the Shard of
Strength on the pillar to the left. Put the Shard of Compassion on the pillar
to the right. And once the big alien moves, put the Shard of Wisdom on the 
pillar that pops up out of the ground. 

Game Completed. Congratulations. 
===============================================================================




4.0 Characters
===============================================================================
01 CAPTAIN JEAN-LUC PICARD              02 LT. CMDR. DATA
   TEC: 100%                               TEC: 100%
   TAC: 100%    STR: 90%                   TAC: 90%     STR: 100%

03 LT. CMDR. GEORDI LA FORGE            04 LT. WORF
   TEC: 100%                               TEC: 80%
   TAC: 80%     STR: 70%                   TAC: 100%    STR: 100%

05 CMDR. WILLIAM RIKER                  06 COUNSELOR DEANNA TROI
   TEC: 70%                                TEC: 50%
   TAC: 90%     STR: 80%                   TAC: 80%     STR: 40%

07 DOCTOR BEVERLY CRUSHER               08 ENSIGN SMITH
   TEC: 80%                                TEC: 30%
   TAC: 40%     STR: 50%                   TAC: 70%     STR: 80%

09 ENSIGN RUTH                          10 DOCTOR KOSOY
   TEC: 100%                               TEC: 90%
   TAC: 50%     STR: 30%                   TAC: 40%     STR: 20%

11 ENSIGN LAMB                          12 LT. CHAN
   TEC: 60%                                TEC: 80%
   TAC: 70%     STR: 40%                   TAC: 100%    STR: 60%

13 ENSIGN ONG                           14 ENSIGN DYER
   TEC: 10%                                TEC: 30%
   TAC: 40%     STR: 80%                   TAC: 80%     STR: 40%

15 ENSIGN FFINCH                        16 ENSIGN COMTE
   TEC: 80%                                TEC: 40%
   TAC: 30%     STR: 20%                   TAC: 50%     STR: 70%

17 ENSIGN WOOD                          18 ENSIGN UNWIN
   TEC: 90%                                TEC: 30%
   TAC: 40%     STR: 60%                   TAC: 60%     STR: 30%

19 ENSIGN GANDQUIST
   TEC: 10%
   TAC: 20%     STR: 40%
===============================================================================




5.0 .gif maps
===============================================================================
Instead of doing maps the old ASCII way for the mines of Oriens Gamma IIIB
(which would be impossible without maps), I have created .gif maps which are
easier to read and colorful. 

The location of the main map is:
http://members.aol.com/starchild2064/guides/star_trek_tng/main_map.gif

The location of the map for Floor 1 is:
http://members.aol.com/starchild2064/guides/star_trek_tng/map_floor1.gif

The location of the map for Floor 2 is:
http://members.aol.com/starchild2064/guides/star_trek_tng/map_floor2.gif

The location of the map for Floor 4, Part 1 is:
http://members.aol.com/starchild2064/guides/star_trek_tng/map_floor4_1.gif

The location of the map for Floor 3 is:
http://members.aol.com/starchild2064/guides/star_trek_tng/map_floor3.gif

The location of the map for Floor 4, Part 2 is:
http://members.aol.com/starchild2064/guides/star_trek_tng/map_floor4_2.gif
===============================================================================




6.0 Frequently Asked Questions
===============================================================================
Q. Where can I buy this game?
A. It is a very hard-to-find game. I found it at a small thrift store that 
   looked like an in-door garage sale. You may not be able to find one around
   your town, but you can always find a website that sells old, used Genesis 
   games or even try ebay.com.

Q. Can I get onto the SS Nagasaki and save the hostages?
A. Yes! You can. When first talking to the Chodak, if you choose the following
   to say, you will be allowed to board:

   'You have hijacked a Federation Freighter'
   'It is you who lacks strength'
   'Most certainly not'
   'One moment'
   'Perhaps another accord can be reached'
   'Very well. There is one more option'
   'We only ask that you return our people'
   'Understand that it will take some time to evacuate'
   'Now it is you that makes the joke'
   'Really, commander, you aren't afraid of us, are you?'

   If you would like an in-depth strategy guide that tells you exactly how to
   save the hostages (although it has no effect on the ending of the game), see
   my strategy guide, entitled "Boarding the SS Nagasaki" tentatively located
   at: http://members.aol.com/starchild2064/guides/star_trek_tng/nakatomi.txt.

Q. Where are the StarBases? And what do they do?
A. There are two StarBases. StarBase 202 at Codis Zeta V and StarBase 220 at
   Pintor Alpha VIII. StarBases repair all damage to the ship, restock a full
   complement of photon torpedoes, and heal any injured awayteam members.

Q. I have a question. Why isn't it here?
A. As of know, this is the first version of this guide, and I have yet to 
   receive any e-mails on this game. Therefore, I have no Frequently Asked
   Questions. But, any question that is asked through e-mail copious times will
   eventually make it onto here.
===============================================================================




7.0 Legal Disclaimer
===============================================================================
This Version of the Legal Disclaimer was last updated on 8/4/2002. The 
latest version of this disclaimer can always be found at 
http://members.aol.com/starchild2064/disclaimer.txt

This document is protected under United States and International Copyright 
Laws. Unauthorized electronic or printed duplication for anything other
than private use is not permitted without written consent of the author 
of this guide, Jason Gomer (AKA flowerpot).

Copyright  2002 Jason Gomer
All Rights Reserved.

If you wish to seek permission to use this guide or any other publications 
by flowerpot, consider the following rules of duplication before asking 
for permission.

   Complete and full credit is given to flowerpot.
   The entire document remains unedited in any way, shape, or form. The 
    guide can not be duplicated in HTML format.
   The newest version of the guide must be posted at all times. I will
    not e-mail/send you the newest version every time I make an update,
    it is your responsibility to keep it updated by checking for new 
    versions at the sites listed below this list.
   The document cannot be used to make any profit whatsoever. This 
    means no pop-ups on the .txt file and even ads on the page linking
    to the documents (Except GameFAQs ads or advertisements that
    are mandatory by free domain providers such as GeoCities Pop-ups).
   I must be notified via e-mail if you ever decide to remove the 
    guide.

The sites that will always have the most recent version of this guide
and all FAQ publications written by flowerpot:

   http://www.gamefaqs.com
    GameFAQs

   http://members.aol.com/starchild2064/guides/index.htm
    flowerpot's personal homepage / FAQ Archive

If you are reading this and it is still incomplete, make sure to check 
the above sites to make sure you are reading the most recent version 
of the guide. If you find an outdated version of this guide on another 
website, please e-mail me with the URL and name of the site.

Copyright  2002 Jason Gomer
All Rights Reserved.
===============================================================================




8.0 Contact Information | End.
===============================================================================
After about a year and a half of not submitting anything new to GameFAQs, here
I am again, writing guides. It feels good to finally have gotten something sent
in. I've been busy as hell lately and it's hard to find time for FAQ writing.
Hopefully, I'll find more time to finish up more projects that I have already 
started. 

If you have questions, comments, constructive criticism, deconstructive
criticism, ex-girlfriends, spare money, pr0n, Karma, 1-900 numbers, and copies
of your tax forms, send them on over to me! My e-mail addy is 
starchild2064@aol.com.

this has been a helpful guide by FLOWERPOT
 2002
All Rights Reserved. 
=END===========================================================================