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    FAQ/Walkthrough by flowerpot

    Version: 1.0 | Updated: 08/09/02 | Search Guide | Bookmark Guide

    
    
    
    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    from another site besides GameFAQs, you may be reading an outdated version.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
    ===============================================================================
    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===========================================================================

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