FAQ/Walkthrough for
           Star Trek: The Next Generation: Echoes from the Past

                                 For Genesis

      By Monetary Dragon
      Version 1.1 (third realease) (6-21-2000)

      Email: Treylane47@aol.com
      Any Email should have 'Echoes from the Past' in the title. I get a lot of 
'join my ST RPG' stuff, and could easily mistake your mail for requests to get 
involved in simming, which I delete.

      CONTENTS

      Introduction
      Little Recommendation
      Revision History
      Part 1: Bridge Controls
      1. Communications
      2. CONN
      3. Sensors
      4. Computer
      5. Tactical
      6. Engineering
      7. Transporter
      8. Ready Room
      Part 2: The Walkthrough
      1. Vulcan in Distress
      2. Plague Rages!/Derelict Vessel
      3. Cacoon Cave
      4. Negotiations
      5. More Mysteries
      5.5  Boarding the Nakatomi!
      6. Mineral Madness
      7. Into the Unknown
      8. Test of Strength
      9. Test of Compassion
      10. Test of Wisdom
      11. IFD
      Part 3: Other stuff
      Frequently Asked Questions
      Special Thanks
      Copyright Stuff

      --Introduction--

      Hello. This is the hardest game, and you're reading a hand-holding 
walkthrough for it. The dreaded mines of Orientis Gamma IIIB and the fabled 
Frozen Ruins shall torment you no more. You shall be victorious.

      --Little recommendation--

      I cannot emphasize enough the importance that you emulate this game. You 
will need to use save state in order to 'force' this game. But if you are 
looking here, I assume that you already know this. The ROM is not easy to find, 
but does exist on the net. If you have spent over about 4 hours trying to find 
it, Email me, and I'll see what I can do to track it down for you, or even 
consider Emailing you the ROM. Another note- If you're playing this through a 
Genecyst, you'll have to set Raster effects on before the ship battles will be 
understandable.

      --Revision History--
      Ver 0.1
      Started the guide. At this point, it does not cover the mine mission.

      Ver 0.5
      Massive update to the walkthrough. Now covers up through the Test of 
Compassion.

      Ver 1.1
      Walkthrough now covers the whole game. A little bit about boarding the 
Nakatomi added. Little additions all over. If I don't get any requests for more 
stuff, this will probably be the last version.

      The most recent version of this FAQ can be found at GameFAQs.com.

      ---PART ONE: BRIDGE CONTROLS---

      1. Communications

      Here's where you talk to people while on the Enterprise. When the blue 
ball above the viewscreen is flashing and there's a little beeping noise, you're 
being hailed by someone. (Refer to the specifics of the walkthrough to find out 
if it's a good thing or not, and whether or not you should answer the hail). 
Talking in a hail is simple. When someone is talking to you, read what they say 
and then continue. When you are talking to them, press right or left to switch 
between choices you have of what to say. Saying the right thing can often save 
you the trouble of getting into a battle. Ships (and also possibly planets) can 
be hailed even if the blue thing isn't flashing, but don't always expect a 
response.

      2. CONN

      Here's where you steer the Enterprise through space. Indicate what star 
cluster you want, then press A. Keep going through the menus until you see what 
you want. Once you've selected your destination, press C to get the warp menu. 
Then press left or right to alter your speed (and time spent cruising through 
space. Remember, like all windows in this game, you can usually press up or down 
when at the top or bottom of the list of selections to get more choices. A note 
about speed: going really fast will wear down your warp engines, while going 
really slow is just begging for trouble with the Romulans. Go fast, and repair 
your engines when you get there.

      3. Sensors

      Here's where you can look at what's in the viewscreen and get pointless 
numbers and little hints to what's about to happen. It's useless, but I'll tell 
you in the walkthrough whenever it tells you something interesting. You'll be 
able to read the interesting stuff here, so there's no point for it in the game 
itself, except to slow you down when you try to quickly get from the viewscreen 
to tactical :(

      4. Computer

      Here's where you save your game (unless, of course, you're emulating it. 
Then you use save state.) The only useful options here are 'Record Mission Log' 
and 'Review Mission Log'. 'Record' saves the game, while 'Review' loads it. 
Using the words 'Save' and 'Load' would have been a lot simpler, but the game's 
designers persist with their Trekkieness wherever they can even if it means some 
poor gamer loses their file 'cause the options look so similar. The game also 
automatically starts you at the beginning, so you have to take caution to not 
overwrite your real game while trying to load it. Another note: When your 
'Computer' system has been overly damaged, you will not be able to save or load. 
That means you've gotta wait for the enemy ship to kill you in order to start 
over :(

      There's also an incredible amount of obscure star trek information in 
here. It has no bearing on the game, so read it while you're waiting for me to 
update this FAQ.

      5. Tactical

      You really needn't concern yourself with this place until you get to a 
required battle. If you run into Romulan trouble, get to warp. You should only 
fight when you absolutely have to, in which case I will walk you through it in 
the walkthrough.

      6. Engineering

      Here's where you repair stuff. This is probably the most important part of 
the Bridge. When a system is damaged, there will be a red bar to the right of 
it. The length of the bar is the amount of damage. Select the system you want to 
delegate resources to, and press right or left to add or subtract resources 
working to repair it. A heavily damaged system will not work properly, as I have 
made an example of with the 'save' function of the ship's computer. You can 
leave resources working on a system before it is damaged, which is nice. If 
you're smart, you'll put men working on your weapons, shields, warp engines, and 
Hull all the time, so you can be repairing in battle. Remember to come back here 
after you zip to someplace to repair your warp engines.

      7. Transporter

      Here's where you form and send down your away teams. When this place 
becomes an issue, I'll deal with it specifically in the FAQ.

      8. Ready Room

      Here Picard tells you a little bit of advice to help you get back on the 
right track if, say, you got lost on your way to an important location, or you 
just spent 15 hours reading what the ship's computer has to offer while waiting 
for me to update this FAQ.

      ---PART 2: THE WALKTHROUGH---

      (any paragraph that starts with '*' is non-essential information that can 
be skipped.)

      1. Vulcan in Distress

      The game's intro is as follows:

      *     Captain's Log

            It has been two days since Starfleet stopped our shore leave on 
Hobson Delta II. The Crew is covering their disappointment well as we return, 
once again, to the edge of the Neutral Zone which the Romulans have been 
threatening to cross.
            Romulan High Command claimed that a research team disappeared over a 
month ago. As a gesture of goodwill, Starfleet offered to assist their search, 
but the Romulans declined, citing security reasons. Three days ago, they asked 
permission to search for their team in Federation space. Needless to say, 
Starfleet refused.
            Given the sensitive nature of the region, the Enterprise has been 
sent to monitor their search. We are currently in orbit around the star Oriens 
Delta, using its unusually high magnetic field to hide the Enterprise from 
Romulan scanners.
            While the crew is unaware of our orders, most are quite capable of 
reading a star chart. They know where we are.

      You start out being hailed. Answer it.

      *     Distress signal
            Broadcast all frequencies:

            I am Dr. T'Laris, archeologist of the United Federation of Planets. 
I am working at ruins on Codis Nu VI. I have just detected a Romulan ship in 
orbit around the planet. Repeat. Romulans detected at Codis Nu VI. I am in need 
of assistance.

      Set course for Codis Nu VI, warp 9.20. If you encounter any Romulan 
vessels on your way, ignore then and immediately reset your course to Codis Nu 
VI.

      After arriving, repair your warp engines. Then make an away team (it 
really doesn't matter who you use, but you might want Worf to be the main man) 
and beam down. There are 5 Romulans to kill here. Hold B, then press right or 
left to switch what item to use. You'll want the Phaser. Good luck.

      When the Romulans have been defeated, flip the switch to get to Dr. 
T'Laris. What you say to her does not matter (remember, you can pick what you 
say by pressing 'left' or 'right'. After talking with her, you are beamed back 
to the bridge. Task done.

      2. Plague Rages/Derelict Vessel

      After returning from the surface of Codis Nu VI, there is no obvious task 
for you. So, for no reason, go to Starbase 220 at Pintor Alpha VIII. There you 
will be hailed. Answer it, and you'll have your ship instantly repaired, your 
torpedoes restocked to 275 (even though you should have that amount already 
anyway) and, most importantly, your wounded away team members will be healed. 
Immediately you will be hailed again. It's Admiral Baldwin again, the guy who 
just healed you up.

      It doesn't really matter what you say, but you'll get the most information 
from him if you answer as follows:
      'We are the closest'
      'These space merchants never stop'
      'A quick question'
      'Since our last report'
      'Certainly, has the Romulan High Command been contacted?'

      Now set course for Oriens Alpha IV, maximum speed. As usual, ignore and 
warp past any Romulan ships you may encounter.

      You will encounter an unknown ship on the way, that does not hail you or 
respond to hail.

      *     Your ship's sensors read the vessel as:
            Unknown damaged spacecraft
            Name, Class, Association, Registry, Lifeforms, Technology, shields, 
Hull: all unknown.
            Damage ( % efficiency ): Shields 6%  Hull 42 %
            Unknown lifeforms are detected inside the ship. They are not moving. 
Ship is trapped in a decaying orbit and functioning on emergency power only.

      *     In the Ready Room, Picard has the following to say:

            Captain's Log

            En route to Oriens Alpha IV to deliver medical supplies, the 
Enterprise has encountered an alien vessel trapped in a decaying orbit around 
the planet. Life signs on the vessel are low and fading.
            Although the inhabitants of Oriens Alpha IV urgently need our help, 
the immediate peril of this craft compels me to make a difficult decision: 
should I send an away team and see if we can rescue the vessel and its crew 
before its orbit decays completely; or should I risk delivering the medical 
supplies first, in the hope that the alien vessel can sustain its orbit long 
enough for us to return to its aid?

      The alien vessel will be there and in the same situation, but you'll get 
yelled at if you delay the medical supplies. Go to Oriens Alpha IV and drop off 
the supplies, then come back to the vessel (which is in orbit around Oriens 
Alpha IV).

	Include Data in your away team. As soon as you arrive on the ship, make 
him your party leader. He has the ability to (kinda) see in the dark. The 
Tricorder reads this room as 'Engineering'.

      Go north and open the two cabinets. One of them contains a Power Transfer 
Conduit. Take it and head west, until you find two more cabinets. There's 
another Conduit in here. Take it too. Now go to the center of the room where you 
see... two slots with missing conduits. Select each Conduit in your inventory 
and press A while facing each slot. Lights will turn on, and most doors will be 
openable. There are two Optical Circuit tiles just a little bit to the left of 
you. Take the one on the right, then the one on the left.

      Now head through the south door. The Tricorder reads this room as 'Shuttle 
Bay'. There will be a robot creator and possibly a few attack robots directly to 
the west of you. First shoot the creation panel, then kill the robots. A little 
to the west of that are two more Optical Circuits. Again, take the one on the 
right first. That's all you have to do here. Now head back to Engineering.

      Now take the east exit from Engineering. The Tricorder reads this room as 
'Cargo Hold'. There is a little maze here, but its no problem. Go north whenever 
possible, be sure to explore everywhere, and you will be fine. The first place 
of intrest you should have come to has two cabinets, but they are empty. Ignore 
them and head east. In the next 'room', you will find (and take) a 
Pressurization Pump. This place has two more Optical Circuits. Take the one on 
the right first, then the one on the left. Now continue east, where you'll find 
and take a tank of Liquid Storium. Now go back to Engineering.

      Now take the west exit from Engineering. The Tricorder reads this room as 
'Medical Laboratory'. There are two empty cabinets immediately north of you. 
Ignore them and head south, then west. Be ready to kill robots, then quickly 
head north and destroy the robot-creator. Just to the east of the robot-creator 
are two more Optical Circuits. Take the one on the right, then the one on the 
left. Take the two tanks (Dinitrous Coolant and Ionic Vifium), then head east 
back to Engineering, ignoring cabinets on the way.

      Now, resist the urge to place any storage tanks in their hookups and 
instead take the north exit from Engineering. The Tricorder reads this room as 
'Computer Room'. The first thing you will notice is the panel in which to put 
Optical Circuits. Don't do anything with it yet. Head west until you see and 
destroy a robot-creator. Then turn around, and start going east, keeping your 
right side to the wall at all times. You will enter what your Tricorder calls 
'Crew Quarters'. The first 'room' you will enter has nothing; keep following the 
right wall. The second room has two more Optical Circuits (take the right one, 
then the left one). The next 'room' has a robot creator, a Pressurization Pump 
(that can't be taken), and an exit to a north room. The north door leads to 
'Hibernation Area', but there's noting to do there, ignore it and keep following 
the right wall. You will come to one more set of Optical Circuits before you get 
back to the Computer Room. Take the one on the right first. Once you get back to 
the Computer Room, keep following the right wall. You will come to a north door 
that leads to the bridge, but there's nothing for you to do there except get 
shot at by robots, so ignore it and keep following the right wall of the 
Computer Room. This will lead west into another 'Crew Quarters' area.

	The first 'room' has two cabinets that are empty, keep going. When you see 
a pipe hookup, set your Pressurization Pump under it. You will now be able to go 
through the north door. This door leads to a 'Hibernation Area' that has two 
more Optical Circuits. Again, take the one on the right first. Then go back to 
the Crew Quarters and keep following the right wall. You'll come to two more 
Optical Circuits. Again, take the one on the right first. The wall will now bend 
to the south and you come to one last robot-creator before your job here is 
done. Now, go back to the main Optical Circuit panel. If you have collected the 
circuits in the order in this FAQ, put your #14 circuit in the leftmost slot, 
then your #5 circuit in the next slot, then your #10 circuit in the next slot, 
then your #3 circuit in the next, then your #12 circuit in the next, then 
finally your #5 circuit in the last slot. The ship's main computer should now be 
on.

      Head south back to Engineering. Of the two canister slots, put Liquid 
Storium in the north one, and Ionic Vifium in the south one. Now flip the switch 
just to the left, and you will automatically be beamed back to the Enterprise. 
Task done.

      The alien vessel will now be hailing you. Respond. Depending on what you 
say, you will get various information from the aliens. Most importantly, you are 
given a 'Tavad' from the Eunacians. Its purpose is to let you get involved in a 
'test' to see which race gets the IFD- a powerful weapon that must not fall into 
the wrong hands.

      3. Cacoon Cave

      Now just wait. You will be hailed by Admiral Baldwin about a mining 
problem on Oriens Gamma IIIB.

      *     In the Ready Room, Picard has the following to say:

            Captain's Log.

            Following orders received from Starfleet in a subspace communique, 
the Enterprise has arrived at the moon Oriens Gamma IIIB to investigate a 
distress signal sent from a small mining colony. Originally thought uninhabited, 
it appears that the recent disappearance of a number of miners may be connected 
to sightings of unusual life-forms deep within the mines.

            It has been some time since the distress signal was received and I 
am concerned that we are unable to contact anyone. I am therefore preparing an 
awayteam to mount a search and rescue mission without further delay.

      Go to the Transporter and make an away team. It really doesn't matter who 
you take, but I recommend Picard, Data, Worf, and Beverly Crusher. For reasons I 
won't get into now, don't take Geordi LaForge. Got it? Good.

      Here is an *approximate* map of the first floor. It is not exact, but it's 
sufficient. And hey, it's the only map out there.

Floor 1:
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
W WWWW GWR     W   RWWWWWWWWWWWWWW
W W     W      W W  W  RGW      WW
W W     W WxWWWW W  W    W W  W WW
W W  WWWWWW WWWW W WW WWxW W WW WW
W W  WWWWWW      W WWOWW W WWWW WW
W W  WWWWWW WW WWW     W W WWWW WW
W W WWW E2  WW WWW WW    W      WW
WxW WWW     WW WWW WW WWWW WWWW WW
W W   W     W       W WWWW WWWW WW
W W   W WW WWW WWWW W  R        WW
W W   W WW WWW WWWW W W  WWWWWWxWW
W WWW W W    W   WW   W WWR   W WW
W WWW WWWW W   W WWWW W WW    W WW
W WWW W    WWWWW WWWW W WWWW WW WW
W WWW WWWWWW   W      W WWWWxWW WW
W  R     W   W W WWWWWW WW      WW
W        W WWW WxWWWWWW  W WWWWWWW
W WWWW WWW WWW           W WWWWWWW
W WWWW WWW WWWWW   WWWWWWW WWWWWWW
W WWWW WWW WWWWWWW       W W  WWWW
W WWWW WWW W     WxWWWWW W    W WW
WWWWWWxWWW W   S W WWWWWOW    W WW
WW               W   W   W WW W WW 
WWxWWWWWWWWWWWWWWW   W   W WW   WW
WW WWWWWWWWWWWWWWWWWWWWWWW WWWWxWW
WW W  R    W         W     WWWW WW
WW W       W         WWWWWWW WW WW
WW   WWWWW W   WWxWW WWWWWWW    WW
WWWW WWWWW     WW WW            WW
WWWW WR  W     WW WWWWWWWWWW  WWWW
WWWW W   WWWWW W    R WWWWWW  WWWW 
WWWWWW W   WWW W      WWWWWW     W 
WWWWWW WWW WWW W      WW W W     W 
WWWWWW WWW WWW W      WW W W WWW W 
WWR  W WWW W   W      WW W W WWW W
WW   W   W   WWWWW WWWW      WWW W 
WW   WWWWWWWWWWWWW WWWW          W 
WW WWWWWWWWWWWWWWW WWWWWWW W WWW W
WW WWWWWWWWWWWWWWWxWWWWWWW W WWW W
WW WWWWWWWWWWW        R  W W WWW W 
W                        W W R   W 
W              WW  WW WW   W     W 
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

2 Miners
12 Ore

      'W' was the closest I could get to a wall. If you have this FAQ printed 
out, feel free to use a pen to darken the 'W's into actual walls.

W= Wall  nothing= nothing   x= breakable wall (shoot it)
O= Hidden pit   G= Trapped miner   R= Ore
S= Start. Where you beam down.   E(number)= An elevator to that floor

      It is important to note that at places where ore is ('R'), the ore does 
not block the path. The ore is embedded in the wall just to the north of the 
'R'. The locations of the ore are on the map so you can find it all when you 
come back here later in the game. Do *NOT* take any of it now. While it won't 
really hurt you, it will really confuse you later on. Just in case you were 
wondering, if Geordi LaForge is leading the party, the ore will glow bright 
blue.

      This place is infested by burrowing alien creatures who like to shoot 
projectiles at you. Shoot them on sight, and they'll temporarily leave you 
alone.

      This FAQ does not cover what you should do if you're stupid enough to walk 
over an area where I have a pit located on the map. If you fall through one, you 
can try to locate yourself on one of my maps, or you can just beam out by 
pressing A, B, and C at the same time.

      Oh, and... to free a miner caught in a cacoon, shoot the cacoon. Then 
ignore the guy and follow the map to find the next miner.

      Here is an *approximate* map of floor 2:

Floor 2:
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
W     WWW      R  WR             W
W W WWWWW OWWWW   W WWWW WWWxWW  W
W W WWWWW GWWWW WWW WWWW WWW WW  W 
W W   WWWWWWWWWxWWW      WWW WWW W
W WWW WWWWW         W WWWWWW WWW W 
W WWW WWWWW WWWWWWxWW WWWWWW WWW W 
W   W W E1  WWWWWW WW  R  WW WWW W 
WWW WxW     WWWWWW WWWWW  WW WWW W 
WWW W WWWWW WWWWWW WWWWW  WW WWW W 
WR  W WWWWW WWR    WWW    WW WWW W 
W WWW R WWW WW WWWWWWWWxWWWW W   W 
W WWWWW WWW WW WWWWWWWW WWWW WWW W 
W WWWWW WWWWWW WWWWWWWW WWWW WWW W 
W  E4 W WWWWWW WWR WWWW WWWW WWW W 
W     W WWWWWWWWW  W    WR   W R W 
W     W WWWWWWWWW  W WWWW    WWW W 
W     W WWWWWWWWW  W WWWWWWW WWW W 
W WWWWW WWWWWWWWW    WWWWWWW WWW W 
W WWWWHHHHWWWHHHHHHHHHHHHWWW WWW W 
W WWWWHHHHWWWHHHHHHHHHHHHWWW W   W 
W WWWWWW WWWWW  WWW WWWWWWW  W   W 
WxWWWWWW WWR W WW   W     W WW   W 
W WW     WWW W WW WWW W   W WW   W 
W WW   WWWWW   WW WWW W WWW WW   W 
W WWWW W W     WW     W WWW WW   W 
W WWWW W W WWWWWW  WxWW   W WWWW W
W WWR    W WWWWWW  W WWW  W WWWW W
W WW  WWWW WW  R   W WWW WW   GW W 
W WWW WW    W WWWWWW     WWWW  W W 
W WWW WW WW W WWWWWW W WWWWWW WW W 
W WWW    WW W WWW    W WWWWWW WW W 
W WWWWWWxWW WWWWW WWWW   WW      W 
W WWWWWW WW    WW WWWW W WW      W 
WxWWWWWW WWWWW WW WWWW W WWWW WWWW 
W WWWWWWxWWWWW  W      W R WW WWWW
W WW RGW WWWWW WW WWW WWWW WW WWWW
W WW WWW WWWWW WW WWW WWWW WW  R W
W WW WWW     W    W    W   WW    W
W WW         WWW WWWWWWWWWWWW    W
W WWWWWWWWWWWWWW WWWWWWWWWWWW WW W
W WW   R                    W WW W
W WWW WWW WWWW WWWW         WWWW W
W WWW WWW WWWW WWWW W    WW WWWW W
W           R       W    WW      W
W                   W    WW      W
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

3 Miners
17 Ore

H= Train tracks

      You arrive here via the elevator marked 'E1'. (Elevator to Floor one) and 
proceed to the next floor through the elevator labeled 'E4' (Elevator to Floor 
4). To get to the other elevator, take the long path along the outside of the 
mine, following the east border, then the south border, then up the west border.

      The train tracks are labeled 'H'. You can cross over them freely, but 
getting hit by a mining cart causes a heap of damage.

      Here is an *approximate* map of Floor 4:

Floor 4, part 1:
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
W R        W     WWW    R       W
W WWWW WWW W                    W
W WWWWWWWW WWW WW WW WWWWWWWWWW W
W W G WWWW WWW WW WW WWWWWWWWWW W
W W   W E2     WW WW WWW        W
W W   W      WWWW WWWWWW WWWWWW W
W W WWW WWW WWWWW W E3   WWWWWW W
W WxWWW WWW WWWWW WWWWWWWW      W
W       WWW W  R  WWWWWWWWW WWWWW
W WWW WWW   WWWWW WWWWW WWW WWWWW
W WWWxWR  W WWWWW WR      W     W
W W W W WWW       W W WWW WWWW WW
W W W W WWW WWWWW W W WWW WWWW WW
W W W W WWW WWWWW W W WWW WWWWxWW
W W WxW W   WWWWW W W WW  R W   W
W   W   W WWWR    W W W  WW W WWW
WWWWWWWWW WWW WWW W W W  WW W WWW
WWWW WWWW WWW WWWxW W WW WW W WWW
WWWW WWWW WWW WWW W W WW WW W WWW
W         W       W W WW WW W WWW
W WWWW WWWW   WWW W W WW WW W WWW
W WWWW WWWWWW WWW W W WW WWWW WWW
W WWWW WWWWWW WWW W W WWxWWWWxWWW
W   R         WWW   W     R     W
W                               W
ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ

1 Miner
9 Ore

Z= Cliff

      You arrive here via the elevator labeled 'E2' (Elevator to Floor 2) and 
continue deeper into the mine via the elevator labeled 'E3' (Elevator to Floor 
3).

      There is only one miner to rescue on this floor, he is just to the west of 
the starting elevator. After freeing him, head east to elevator E3.

      The 'Z's at the bottom of this map indicate a cliff. There's nothing you 
can do about crossing it on this floor, just go to elevator E3.

      Here is an *approximate* map of Floor 3.

Floor 3:
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWGWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWW WWW         W     WWWWWWWWWW WW
WWW WWW WWWxWWW W     WWW    WWW WW
WWWxWW  WWW WWW WWW WWWWWWWW WWW  W
WW     WWWW WWW WWW WWWWWWWW WWWW W
WW WWWWW W  WWW WWW WWWWWWWW WWWW W
WW WWWWW WW WWW WW     E4R        W
WW WWWWW WW   W WW W         WWWWWW
WW        WWWWW    W         WWWWWW
WW        WWWWWWWW W WWWWWWWWWWWWWW
WW        WWWWWWWW W WWWWWWWWWWW WW
WWW W   W WWWWWWWW W WW        W WW
WWW W   W   R    W WWWW WW WWW W WW
WWW WWWWWWWWWWWW W WWWW WW WWW   WW
WWWxWWWWWWWWWWWW W      WWWWWW   WW
WWW WWWWWW    WW WWWWWW   R    W WW
WWW W WWWW   GWW WWWWWWWW WWWWWW WW
WWW W WWWW    WWWW    WWW WWWWWW WW
WWW      W WWWW    WW          W WW
WWWWWWWW WxWWWW  WWWWWWWWWWWWW W WW
WWWWWWWW         WWWWWWWWWWWWW W WW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWxW WW
WWWWWWWWWWWWWWWWWWW WW   R   W W WW
WW     WWWWWWWWWWWW WW WWWWW W W WW
WW W W  WWWWWWWWWWW WW WWWW    WWWW
WW WWWWWWWWWWWWW  W    WW WWWWWWWWW
WW WWWWWW      WW WW WWWW WWWWWWWWW
WWxWWWWWW      WW WW WWWW WWWWWWWWW
W  Q                              W
ZZ ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
ZZ ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
ZZ ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
W  Q                              W
W WWWWWWWW WWWWWW   WWWWW WWWWWWWWW
W WWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWW
W WWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWW
WxWR  R  W W   GWWWW    WWW     WWW
W W WW W W W WWWW E4 WW     W WWWWW
W W WW W WWW WWWWWWWWWWWWWWWW WWWWW
W W WWWW WWWxWWW WWWWWWWWWWWWxWWWWW
W W WWWW W     W WWWWW    W     WWW
W W  W   W  W WW       W  W     WWW
W W WW WWWWWW WWWWWWWW W  W WWW WWW
W   WWxWWWWWWxWWWWWWWW W    WWW WWW
WWWWWW                 WWWW     WWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

3 Miners
6 Ore

      You arrive here via the north of the two elevators. Both elevators on this 
floor are labeled 'E4', as they both lead to Floor 4, altough they lead to 
different parts of it. To progress further in the mine, you will take the 
southern elevator.

      The chasm can be crossed at 'Q' on the map. There, you will find controlls 
that will activate or de-activate the drawbridge. There's really no point to 
turning the bridge off after you cross, so don't bother.

      Here is an *approximate* map of the south-of-cliff part of Floor 4:

Floor 4, Part 2:
ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
W                               W
W WWWWWxWWW             WWW WWWWW
W WWWWW WWWW WWWWWWWWWWWWWW WWWWW
W W RGW   GW W WWWWWWW   W    R W
W W   W WW W W WW E3 W W W    WWW
W W   WxWWxWWW WW WWWW W W W WWWW
W W   W    R      WWWW W W W WWWW
W WW  W WWWW        R  W   W R  W
W WW WW WWWWWW WW WWWWWWWWWW WW W
W WWxWW WWWWWW WW WWWWWWWWWW WW W
W     W                         W
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

2 Miners
5 Ore

      There is really not much to tell you about this floor. Just head west and 
free the miners. Before you free the last one, wait, take a *deep* breath, and 
shoot the cacoon. The miner will tell you that he is in the market for Beta 
Neutrino Drills. You are then automatically beamed back to the Enterprise. Task 
done.

      4. Negotiations

      After rescuing the miners, there is nothing obvious for you to do. So set 
course for Starbase 220 at Pintor Alpha VIII. On the way there, you will be 
hailed by Dr. T'Laris:

      *     Enterprise. This is Dr. T'Laris. Because of my poor equipment, I am 
unable to engage subspace communications. Starfleet has informed me that you 
have had contact with a species familiar with the IFD. This is of particular 
interest in my research. At your earliest convenience, return to Codis Nu VI. 
Out.

      You will then be hailed by the Starbase as soon as you arrive. Admiral 
Baldwin will fully repair your ship, including healing to those involved in the 
'Cacoon Cave' away team.

      Now, set course for Codis Nu VI. As soon as you take off, you will 
encounter a Ferengi ship, that hails you. Respond. Daimon Terplak tells you to 
look for Daimon Radny somewhere in the Codis system. Fun.

      Continue on your way to see Dr. T'Laris as Codis Nu VI. Send an away team 
down when you get there. This time, there are no Romulans to fight. Talk to Dr. 
T'Laris. She tells you that the IFD was once controlled by the Senatorius, a 
political group. It is of immense size and near infinite power. The away team 
has the Tavad, received from the Eunacians, beamed down to Dr. T'Laris. The away 
team is automatically beamed back to the Enterprise. Task done.

      *     Picard in the Ready Room has the following to say:

            Having spoken with Dr. T'Laris, it has become obvious that there is 
a lot more truth in the myths surrounding the IFD than I had at first suspected. 
We left the Tavad, given to us by the Eunacians, with Dr. T'Laris in the hope 
that she may be able to discover its purpose. We will return later to check on 
her progress.

            Meanwhile, I am having the Enterprise search the Codis star cluster 
for the elusive Daimon Radny. According to the Ferengi trader Daimon Terplak, he 
may have more information concerning the rumored Romulan invasion.

      No need to search, just head to Starbase 202 at Codis Zeta V. You will be 
hailed by the Starbase's Admiral Hilloko. No matter what you say, she will 
direct you to the planet below.

      *     Picard in the Ready Room has the following to say:

            I am sending an awayteam down to the trading post on Codis Zeta V in 
search of Daimon Radny. Judging by the sound of this character, there's a good 
chance he will have already moved on.

      So, go to Codis Zeta V (the planet), and send down an away team. Include 
Deanna Troi in the away team. The first thing you will notice when you arrive is 
that no one in the away team has a phaser. This is actually a good thing, 
because nothing tries to kill you here.

      With Deanna Troi leading the away team, the people here are more willing 
to talk. An alien on the east wing will say that Radny is here, asking if you 
have looked everywhere. Now go back west to the table with three people. The 
west door here will now open. Beyond is Daimon Radny.

      After talking with Radny, the away team agrees to get a buyer for Radny's 
mining equipment (the miners in the Cacoon Cave) in exchange for the Romulan 
communication encryption codes. Task done.

      5. More Mysteries

      After dealing with Daimon Radny, go back to Starbase 202 at Codis Zeta V. 
You will immediately be hailed. Answer it.

      *     Distress signal
            Broadcast all frequencies:

            This is the SS Nakatomi located at Tytris Iota IV. We are under 
attack by a ship of unknown origin. Our shields are gone. Boarding is imminent. 
Repeat. Being boarded.

      You will then be hailed by Admiral Hilloko. Being much nicer than Admiral 
Baldwin, she politely fully repairs your ship.

      *     Picard in the Ready Room has the following to say:

            We had better make good speed to the ship in orbit around Tytris 
Iota IV. It look like the Romulans have made their move.

      Head to the SS Nakatomi at Tytris Iota IV. As soon as you arrive, you are 
hailed.

      *     The ship's sensors read the following information from the Nakatomi:

            Freighter SS Nakatomi
            Class: Freighter
            Association: Federation
            Registry: NCC-4721
            Lifeforms: 33 Humans
            Technology: Interstellar
            Shields: Deflector screens; forward energy deflector array
            Hull: Buttressed Titanium
            Damage ( % Efficiency ):
              Weapons:   N/A
              Shields:   100%
              Hull:      34%
            Current cargo: Electronic instruments

      Responding to the hail, you will meet a stubborn member of the Chodak 
race, who will not negotiate with you. He ends up escaping with the hijacked 
Nakatomi.


      5.5: Boarding the Nakatomi!

      When talking with the Chodak on the Nakatomi, you can convince them to 
allow you to send an away team over. Convince him by saying the following:

      '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?'

      You can then beam an away team over to the Nakatomi. Be ready to fight, 
and have fun! This little subquest can be very hard, and you may wish to just 
let the freighter get away. Saving the hostages is not at all neccessary to 
complete the game.

      (Back to 5: More Mysteries)

      *     Picard in the Ready Room has the following to say:

            Captain's Log

            Having responded to a distress call from the captain of the 
Federation freighter Nakatomi, the Enterprise has encountered an unknown alien 
race. Unfortunately, they seem to be extremely hostile. They have taken the 
freighter by force and are keeping its crew hostage.

            In a communication with a being that seemed to be their leader, I 
attempted to get this alien to lower the freighter's shields. Tragically, I was 
unsuccessful. The vessel escaped with all the hostages aboard. The path of the 
freighter was tracked but mysteriously vanished somewhere in the Verenitor 
cluster. I can only hope that the crew is still alive.

      As soon as the Nakatomi leaves, save the game, and go to Engineering to 
configure your ship's Resources for battle. Just putting everything on shields 
in general should be fine, but you might want to spare some for weapons, hull, 
or life support. Now wait.

      After waiting long enough (which may involve fighting with Chodak ships), 
you will be hailed. If you have taken damage from fighting, be sure to repair 
your Communications before you answer the hail. Answer it:

      *     DTX 151284. Romulan Star Empire. Coded. From Romulan Command. 
Warbird Haatona engaged in battle with alien vessel at Lothos 7. Alien vessel 
appears similar to previously encountered vessels. Maintain positions. Alien is 
secondary priority. Repeat. Secondary priority. Reinforcements en route. End 
transmission.

      You are then immediately hailed again:

      *     Enterprise. This is Dr. T'Laris. Come to Codis Nu VI. I have 
discovered the function of the Tavad. Out.

      Well, you heard her. Go to Codis Nu VI. As soon as you go to CONN, Worf 
tells you the following:

      *     Long range scanners have detected a disturbance in the Verenitor 
cluster.

      Ignore it for now, just go to Codis Nu VI. If you are attacked on the way, 
ignore them and jump back to warp to Codis Nu VI.

      *     Upon arrival, Picard in the Ready Room has the following to say:

            Captain's Log

            Yet again, the Enterprise is in orbit around Codis Nu VI. Dr. 
T'Laris informed me that she has discovered the function of the device given to 
us by the Eunacians.

            I can only hope that I have made the right decision coming here 
instead of investigating the unusual signals emanating from the Verenitor 
cluster.

      Send yet another away team down. Talk to Dr. T'Laris. She tells you that 
Tavad stands for Temporary Artificial Variable Anomaly Device, and it navigates 
a subspace anomaly. This Tavad is programmed to seek the IFD. It *would* work 
just fine, but it needs the ores that can be found in the mines at Oriens Gamma 
IIIB. The Tavad and the away team are automatically beamed back to the 
Enterprise. Task done.

      6. Mineral Madness

      After getting the Tavad back from Dr. T'Laris, Picard in the Ready Room 
has the following to say:

      *     Take us back to the mine on Oriens Gamma IIIB as fast as possible. 
We must get the minerals needed to power the Tavad without further delay.

      You heard him. Go to Oriens Gamma IIIB, ignoring and warping past any 
ships you may encounter on the way. Upon arrival, you are hailed. A miner tells 
you to come down and collect all the minerals you need. This would be almost 
totally impossible, but the maps in the 'Cacoon Cave' section of the walkthrough 
give the location of every piece of ore. Prepare an away team, and this time, 
have Geordi LaForge lead it.

      With Geordi in the lead, the ore glows bright blue. This time to the 
mines, you still have to be careful of those worm-like aliens. It may be a good 
idea to save beforehand. Good luck, and don't forget the maps!

      After taking the last bit of ore, you will *not* be automatically beamed 
back to the Enterprise. Count how many you have. If you have gotten them all, 
you should have 49 pieces. If so, press A, B, and C at the same time to beam 
out. Task done.

      7. Into the Unknown

      After getting 49 pieces of ore and beaming back, Picard in the Ready Room 
has the following to say:

      *     We now have sufficient supplies of Pellentium and Ravarium to 
activate the Tavad.

            I cannot help having certain reservations about using this device. 
It is, after all, completely untested. I feel, however, that if there is even a 
hint of truth about the awesome power of the IFD, the journey through the 
subspace anomaly is of the utmost importance. Lay in a course for the Verenitor 
cluster.

      Actually, head to Starbase 202 at Codis Zeta V for healing of any wounded 
away team members and a restocking of Photon torpedoes.

      *Now* go to the subspace anomaly in the Verenitor cluster, ignoring and 
warping past any ships you may encounter on the way. As soon as you arrive at 
the anomaly, the Tavad does its work and Picard is beamed down alone to a 
strange planet. You will notice that you do not have your phaser, and that a 
Romulan and a Chodak have been beamed down as well.

      As interesting as this place may seem, the only thing for you to do here 
is walk north, then stand on the leftmost emblem (the Romulan and the Chodak are 
on the other two).

      A set of three heads appears and speaks:

      *     So, you have arrived. Ten thousand years have passed since the last 
test. Perhaps one of you has the strength, wisdom, and compassion to lead the 
galaxy into a new age of peace.

            For peace is the purpose of the IFD. Its creators, the Senatorious, 
fell to the temptation of using the IFD for evil. They recovered and, armed with 
the knowledge of evil, sent the device into the future.

            The future is now. You will be tested for the three qualities of 
leadership: strength, wisdom, and compassion. Scattered on worlds in this system 
are three kinds of shard, each kind representing one of the qualities of 
leadership. Find them, and return here for the final test. The test of the IFD.

            Let us begin. The test of strength is first. Find the lonely, frozen 
moon to start your quest.

      Picard is then automatically returned to the Enterprise. Task done.

      8. Test of Strength

      After being returned to the Enterprise, Picard in the Ready Room has the 
following to say:

      *     Instigate a search for a lonely moon in the Verenitor cluster. We 
are going to take part in the tests set forth by the Senatorious.

      Now would be a wonderful time to go to Engineering and make sure 
everything is repaired and set for a big battle. If you feel you need more 
torpedoes (275 is max), head over to Starbase 202 at Codis Zeta V. Then set up 
your resources appropriately, *save*, and go to Verenitor Beta IIIA.

      When you arrive, you are attacked by drone-ships. Fight them. Good luck.

      Battle strategy: Set forward and aft shields to max, with a little bit 
working on the other areas. Do not put any resources to photons, as they are 
useless in this battle. Put a lot of men on your phasers. Don't ignore impulse 
engines or aux power. Ignore everything else.

      The drones love to fight at a distance, where they spray you with endless 
photon torpedoes. To kill them, get very close to them and match their 
movements, while holding down 'A' (fire phasers). The drones can only use 
torpedoes, and can thus be easily defeated at close range.

      After the battle, go to Engineering and repair your ship.

      *     Picard in the Ready Room has the following to say:

            Captain's Log

            Upon arrival at Verenitor Beta IIIA, an isolated moon in the 
Verenitor cluster, the Enterprise was immediately engaged by a host of robot 
attack ships.

            This is where the race for control of the IFD is to begin. It 
appears that we are to be tested by a race that died out ten thousand years ago, 
the first test being one of strength, which, I must confess, I find rather 
insulting.

            My main incentive for participating in these tests is the fact that 
whoever completes them successfully will gain control of the IFD, a device of 
unimaginable power. I know the Romulans and the Chodak are both planning to take 
the tests. Romulans, we know, can be hostile towards the Federation and the 
Chodak have shown nothing but enmity every time we have encountered them.

            I cannot risk either of these two races gaining control of a device 
that could well give them the power to enslave countless worlds.

      If you thought the Cacoon Cave was fun, you're gonna love the Frozen 
Ruins. The map is too big to put here all in one piece, so I've broken it up 
into four parts. To use it, this FAQ will have to be printed up and you'll have 
to do some tape and scissors work.

      Here is the upper-left corner:

Upper-left:
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWW   x  Wk W  W       
WWWWWWWWWWWWW WWWW W  W  WW  WW  
WWWWWWWWWWWWW WWWW W  W  WW  WW  
WWWWWWWWWWWWW Wx W W  W      WW  
WWWWWWWWWWWWW W WW W  W       WWW
WWWWWWWWWWWWW W WW W  WWW      WW
WWWWWWWWWWWWW W    W  WWW        
WWWWWWWWWWWWW WWWWWW    WWWWWWWWW
WWWWWWWWWWWWW WWWWWW    WWWWWWWWW
W                x W             
WW W       WWWWWWW WWWWWWWWWWWW  
WW WWWWWW WWWWWWWW WWWWWWWWWWWW  
WW WWWWWW WW  x  W            W  
W    WWW   W     WWWWWWWWWWWW WW 
WWW  WWW   W     WWWWWWWWWWWW WW 
WWW WWWWWWWWWWWW            W  W 
W W WWWWWWWWWWWWWWWWWWWWWWW WW WW
W W      x     WWWWWWWWWWWW WW WW
W              WWW               
W              WWW               
WWWWWWWWWWWWW  WWW           WWW 
WWWWWWWWWWWWW  WWW               
YYYYYYYYYYYYYLLYYYYYYYYYYYYYYYYYY
YYYYYYYYYYYYYLLYYYYYYYYYYYYYYYYYY
WWWWWWWmWWWWW  WWW        WWWWWWW
WWWWW            W             n 
WWWWWWWWWWWWWWWWWWWWWWWWW   10   
WWWWWWWWWWWWWWWWWWWWWWWWW        
WWWWWWWWWWWWWWWWWWWWWWWWW        
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
W        x               Z 4     
W  WWWWWWWWWWWWWWWWWWWWWWWW      
W  WWWWWWWWWWWWWWWWWWWWWWWW      
W  W          W x     W   W      

Here is the upper-right corner:

Upper-right:
WWWWWWWWWWWlWWWWWWWWWWWWWWWWWWWWW
        W    W  W              WW
W  WW  WW    W  W W            WW
M  WW  WW    W  W WWWWW WWW  W WW
   WW  WW    W  W WWWWW WWW  W WW
WWWW         W  W    x    W  W WW
WWWW       WWW  W WWWWWWW W  W WW
           WWW  W WWWWWWW WWWW WW
  WWWWWWWWWW   WW W  x  W WWWW WW
JJWWWWWWWWWW  WWW WWW W W  W   WW
                W WWW W W  W W WW
     WWWWWWWWWWWW   W W WWWW W WW
     WWWWWWWWWWWWW WW W WWWW W WW
     W      x         W      W WW
  WWWW WWWWWWWWWWWWWWWWWWWWWWW WW
  WWWW WWWWWWWWWWWWWWWWWWWWWWW WW
   W   W     x                 WW
W WWW WWWWWWWWWWWW WWW         WW
W WWW WWWWWWWWWWWW WWW WWWWWWW WW
              x  W   W WWWWWWW WW
                 W   W W    x  WW
                 WWWWW WWWWWWWWWW
                 WWWWW WWWWWWWWWW
NNYYYYYYYYYYYYYYYYYYYYKYYYYYYYYYY
NNYYYYYYYYYYYYYYYYYYYYKYYYYYYYYYY
                 WWWWW WWWWWWWWWW
        V        W         j   WW
        WWWWWWWWWWWWWWWWWWWWWWWWW
      9 WWWWWWWWWWWWWWWWWWWWWWWWW
           W                 x  W
WWW WW WW WW WWWWWWWWWWWWWWW    W
WWW WW WW WW W      x           W
WW           W WWWWWWWWWWWWWWWW W
 WWWWWWWWWWWWW WWWWWWWWWWWWWfWWFW
 WWWWWWWWWWWWW W     W       W  W
         W     W WW WW       W  W

Here is the Lower-left corner:

Lower-left:
W  W  WWWWW WWW   WWWWW   W      
W  W  W W W WWW   WWWWWW WW      
W    WW W W           WWIiW WWWWW
W    WW W WWWW WW WWW W     WWWWW
W       W      WWGWWW W  Z WWWWWW
WWWWWWWWWWWWWWWW  W W W    WWWWWW
WgWWWWWWWWWWWWWW  W WWW WWWWW  x 
W  W  x        W  W WWW WWWWW    
W  W           W  W5    WWW   WWW
W3 W   WWWWWWWWW  W    WWWW   WWW
W  WWW WWWWWWWWW WW    W        x
W  WWWHWWWW      WWWWWWW  WWWWWWW
W      WWWW WWWW  WWWWW   WWWWWWW
W           WWWW        WWWW     
W           WWWW        WWdW     
WWWW   WWWWWWWWWWWWWWWWWWW      W
WWWW   WWWWWWWWWWWhWWWWWWW WW   W
W  W   WW    WWWW   W   x  WW   W
W  WW WWW    WWWW   W    Z W    W
W  WW WWW           W WWWWWWWW  W
W         WWWWWWWW WWDWWWWWWWW   
WWWWWWW   W      W W   W x   WWW 
WWW x W   W W WW6W W   W WW WWWW 
WWW   W   W W WW W W   W WW WW W 
WWWWW W   W W  W W W   W W     W 
WWWbW WWWWWWW  W W W Z W W     W 
WW  W WWWWWWW VW W W   W WWWWW WW
WW  W          W W W   W WWWWW WW
WW  WWWWWWW WWWW WWW   W  x W    
WW  WWWWWWW WWWW WWW   W    W    
WW             W       W    W    
WW      Z      WWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

Here is the Lower-right corner:

Lower-right:
 WWWWWWWWWWWWWWW WW WWW WWWWWW  W
 WWWWWWWWWWWWWWW W   WWEeWWWWW  W
WW          x    W Z W          W
WW WWWWWWW WWWWWWWW WW     WWWWWW
WW WWWWWWW WWWWWWWW WW Z   WWWWWW
WW WWWWWWW W         W          W
   W     W W WWW WWWWWWWWWWWW   W
WWWWWWWW WWW WW    W      x WWBWW
WWWWWWWW WWW WW  WWWWW WWWW W   W
       W     WW  WWWWW WWWW WWW W
WWWWWWWWWWWWWWW  WWWWW  W W  WW W
WWWWWWWWWWWWWWW  WWWWWW W WW  W W
  x     W        W   WW W WW  W W
        W  W WWWWW W    W     W W
WWWWWWW W  W W x   WWWWWW WWWWW W
WWWWcWWCW  W W     WWWWWW WWWWW W
WWW        WWW       WW 8 WWWWW W
WWWW WW  WWWW         WW WWWWWW W
WWWW WW  WWW  WW WWW  WW WW x   W
 WW   W  WWW  WW WWW  W  WW     W
  W   W  WWWWWW   W   WW  7 Z V W
  W   W  WWWWWW Z WWWWWWWW      W
  W WWW  WWWWWW   WWWWWWWW      W
  W WWW       W 2  x     W      W
  W  xW       W  W WWWWWWW      W
WWWW WW WWW WWW  W WWWWWWW    WWW
WWWWAaW WWW WWW  WWW     WWWWWWWW
      WWW WWW    WWW WWW WWWWWWWW
Z     WWW WWW        WWW WW  WWWW
                   Z W     1  WWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

W= wall  Y=Water  X=Frozen Robot  Z=Robot enemy  V=Big Alien
Other letters: switches and corresponding gates.
Numbers: points of intrest, to help clarify the walkthrough.

      Reading this map: As from before, 'W' signifies a solid wall. Feel free to 
use a pen to darken in all the 'W's, but be very sure to not accidentally cover 
over any other letter. 'Y' signifies water. You'll understand when you get 
there. 'Z' is the approximate location of a flying robot enemy. 'V' is the 
approximate location of a big fat alien enemy. 'x' is a place where there is a 
patch of ice on the north wall. Don't shoot it, or you'll release one of those 
flying robots.

      For other letters, a capital letter is a barrier of some sort, and a 
lowercase letter is a means of opening the barrier (example: flipping switch 'c' 
opens gate 'C'). The numbers are points of interest that I will refer to to help 
you navigate these ruins.

      Now, let's get started. First, save the game. Now, prepare an away team. 
Everyone should be fully healed now, because I had you go to a Starbase before 
coming here. The away team should be: Worf, Data, and Picard. No one else. Beam 
down, and let's begin.

      You beam down at '1'. Have Worf break off alone and head west, destroying 
the first attack robot. Then have him head north and destroy the second robot. 
Now send him south and west to gate 'A', and destroy the third robot. After the 
robot is destroyed, flip switch 'a' to open gate 'A', then have him go to switch 
'g' at '3'. After flipping switch 'g', have Worf head east and north through 
gate 'G'. Then have him wind his way to '4'. There you will find another frozen 
north wall. Shoot this one, and you'll get a 'Valve Control'. Head down to '5' 
and you'll find another ice wall. Shoot it to get another 'Valve Control'. Is 
Worf still alive? Don't worry, you don't have to fight with him anymore. Now 
switch over to Data.

      Now have Data (alone) go west, then north through gate 'A'. Have him flip 
switch 'c' and go through gate 'C'. Then have him flip switch 'd' and go through 
gate 'D'. Then have him go to '6', where you'll run into an alien. Stand so your 
phaser beam barely makes it through the door and shoot it from the north. After 
awhile, it will die. Then have Data go and flip switch 'b'. You're done here. 
Now it's Picard's turn. Switch to Picard.

      Have Picard head west, and go north at '2'. Have him kill the robot at 
'7', then lure the alien to '8', where you can shoot down at it the way you did 
with Data. After the alien is dead, have Picard go north through gate 'B', then 
flip switch 'e', and go through gate 'E'. There, flip switch 'f', and go through 
gate 'F'. Now head to '9', where you'll have to shoot another alien. After it's 
dead, go to the weird equipment at '10'. Now have Worf and Data come here too.

      Have Worf put a 'Valve Control' in each of the two slots here, then use 
the lever thing on the right. A bridge will appear at 'N'. Have everyone cross 
it. From this point on, there is no more fighting. Now have Worf go directly 
north, then flip switch 'k'. Before moving, while 'k' is being held, switch to 
Data. Have Data head east and work his way to switch 'j'. While Data is holding 
'j', have Picard go north through gate 'J' to switch 'l'. With Picard holding 
switch 'l', have Data head west, across bridge 'L', to switch 'm'. With Data 
holding switch 'm', Picard can retrieve the Shard of Strength at 'M'. You are 
then automatically beamed back to the Enterprise. Task done.

      9. Test of Compassion

      With the Shard of Strength, go back to the Subspace Anomaly in the 
Verenitor cluster. The 'Arbitrator' will then tell you the following:

      *     Excellent. You have passed the test of strength. Do not forget that 
the easiest tasks come first. Unbridled strength is a means not to prosperity, 
but destruction. You must prove that your prowess id tempered by your heart and 
mind.

            To complete the test of compassion, you must find the verdant moon 
wreathed in the color of blood. Follow your heart.

      Picard is then returned to the Enterprise. Now go to Starbase 202 at Codis 
Zeta V to heal up your away team members. Then go to Verenitor Gamma VIE.

      *     Picard in the Ready Room has the following to say:

            Captain's Log

            The Enterprise is in orbit around Verenitor Gamma VIE, an unusual 
moon in the Verenitor cluster. Unusual, because of the high quantity of organic 
compounds in a ring circling this incredibly lush world.

            This is where the test of compassion is to take place. I can only 
hope that we are ahead of our two deadly adversaries.

      Now would be a good time to save the game. Prepare an away team consisting 
of only Worf and Data.

      You will find yourself under attack by strange plant creatures. Right now, 
only 5 of them can get to you. Have Data break off my himself and kill them.

      Now have Data, *alone*, cross the river to the west. Do this by walking on 
the lily pads when they appear. After crossing the river, walk north until you 
see a guy standing by a hut. Talk to the guy; he'll give you a Crystal Amulet. 
Now go into his hut and take a Crystal Orb. Head east over the river, back to 
Worf. Walk over Worf while you have 'Command' on, to let him follow Data. Head 
northeast until you see a face in the stone. Put the Crystal Amulet in the left 
eye, and the Crystal Orb in the right eye. The head will roll out of the way.

      Head north past some more plant creatures, then leave to the west. Now 
walk *into* the jungle, going south when possible. When you get stuck, go north 
a little bit, then west again, to the edge of the screen. Now head north and 
east, and you'll exit the jungle by a cave. Go in.

      There are two switches here. Once both of them have been pressed, at the 
same time, a bridge will form. The only problem is that holding a switch down 
will cause damage to the switch holder. Have Worf use the one on the left, and 
Data the one on the right. Now have Data walk north across the bridge as soon as 
it appears, and talk to the man at the other side. He gives you the Shard of 
Compassion and you are beamed back to the Enterprise. Task done.

      10: Test of Wisdom

      Now head back to Starbase 202 at Codis Zeta V to heal up any wounded away 
team members. Then go back to the Anomaly in the Verenitor cluster.

      *     The Senatorius speaks:

            The Second shard. Good. You are faring well. But many a strong and 
kind fool has lead a race to its destruction.

            Complete the test of wisdom, if you are able. Find the planet with a 
satellite moving in the opposite direction.

      Picard is then returned to the Enterprise. Now, go to Verenitor Delta V. 
Prepare an away team, preferably Picard, Data, Worf, and Riker. Beam down.

      There are four buttons on the north wall. Have each person be pressing one 
of the buttons, and the door will open. Go through it. Take the 'Cut Stone', 
then head north into the next room. The next room has nothing, just go north.

      You will find yourself in a room where some of the diamond patterns on the 
floor are highlighted, so they form a grid. By taking direct paths between 
certain diamond shapes, you can make it across this puzzle. Start on the second 
diamond to the left. Head north two diamonds, west one, north two, east three, 
north one, west two, and north two to get to the next room.

      The next room has a cracked wall. Shoot it to pass through. After that, 
there is a platform puzzle. Have Data stand on the first (only) platform, and 
Worf stand by the buttons on the north wall. Have Worf push the third button 
from the left, and have Data walk right one and down two. Have Worf push the 
fourth button from the left, and have Data walk right one and down one. Have 
Worf push the second button from the left, and have Data walk right one and up 
two. have Worf press the fifth button from the left, and have Data walk right 
one, up one, and right one. Have Worf press the fourth button from the left, 
then have Data walk right two and down one. Finally, have Worf press the third 
button from the left, and have Data blast through the east wall into the next 
room. Once there, have Data press the first button. This will set up the 
platforms so the rest of the away team can follow.

      In this next room, have Data, alone, press the second button. This will 
let the east door open. With the button down, have the rest of the away team go 
and open the door. While the door is open, have Data meet up with the rest of 
the away team. Now have the whole team go through the door.

      The next room has some sort of damage floor. I don't see a way to keep the 
floor from hurting you, so just head to the southeast exit as quickly as 
possible. The next room has nothing of interest. Just head south, and south 
through the room after that. This puts you into another damage floors room; just 
keep heading south.

      You then arrive at another platform puzzle. Again, Worf will run the 
buttons and Data will walk across. Have Worf push the second button from the 
left, and Data walk down two and right one. Have Worf press the rightmost 
button, and Data walk down one and left one. Have Worf press the third button 
from the left, and Data walk down one and right one. Have Worf press the fifth 
button from the left, and Data walk right two. Have Worf press the leftmost 
button, and Data walk down one and left one. Have Worf press the second button 
from the left, and Data walk left one. Finally, have Worf press the fourth 
button from the left, and Data walk south into the next room. There, again, have 
him push a button to let the rest of the away team across.

      Next on the list of puzzles here is a transporter maze. The first room 
only has one transporter. Have the lead away team member stand on it, and the 
away team will be teleported to another room. This room has four transporters, 
take the lower-left one. The next room has four more transporters. Again, take 
the lower-right one. Yet again, you'll find yourself in a four transporter room. 
This time, take the upper-right one. You'll find yourself in a room with a Cut 
Stone. Take it, then take the upper-right transporter, and go through the north 
door you see.

      This pillars puzzle can be incredibly annoying. To get past it, walk up to 
the pillars, walk to the left wall, and see if you can pass through by the left 
wall. If not, head over to the right wall, then left for three sets of pillars, 
then south and up the left wall. Repeat as many times as necessary. Head through 
the north door.

      Here, you will see boulders going back and forth on paths that you must 
cross. Cross them one person at a time, and be careful not to get hit. At the 
north wall, take the Cut Stone, and have each person press a button so that 
they're all down at the same time. The east door will then be open. Go through 
it. In the next room, there are three slots in the north wall. Put a Cut Stone 
in each of them, and the south door will be operable. Go through it.

      Immediately in the next room, press the button to your left. Then go to 
the replicator on your right to get a Transporter Component. Close the Repicator 
door, and press the button to make another. Keep this up until you have three 
Transporter Components. Now head south to the rest of this room. Put a 
Transporter Component on each of the transporters to make them operable.

      Take the entire away team to the south transporter. You are transported to 
a room with three floor triggers. Have three people stand on them, and the 
fourth person head north through the door. At the very north of this area is a 
switch that must be held down. Have the fourth person do this, while the other 
three head back to the main transporter room.

      This time, take the upper-left of the three transporters. In this area, 
you're going to have to 'give up' another away team member. Make sure that 
you're giving up one so that the two remaining people are 'next to' each other 
on the bar on the right side of the screen. Have one of those two people hold 
the switch in the upper-right corner of the room, so the others can go through 
the north door. The next room is very similar. Have the other 'next to first 
switch holder' person hold the switch in the upper-right corner, so the 
designated 'to be left behind' person can go through the north door. Past the 
north door, have the last person hold the switch there, and the other two people 
leave back to the main transporter room.

      Now, have the last two away team members take the upper-right transporter. 
This is the most annoying place; if you're emulating this, you'll want to use 
save state to be able to correct your mistakes. The tiles in this room activate 
a platform pathway around the outside when walked on clockwise. Walk around on 
them to get a feel for how they work. Have one person step on a tile, then the 
other person immediately walk over to that tile before the previous one crumbles 
underneath them. Once the platform-walking person makes it to the switch and 
holds it down, have the last person go back to the main transporter room and 
take the Shard of Wisdom from the pillar to the east. Task done.

      11. IFD

      First, head back to Starbase 202 at Codis Zeta V for healing of away team 
members. Then go to the Anomaly in the Verenitor cluster.

      *     This time, the Senatorious says the following:

            You have returned. All three civilizations have passed the tests. 
Now begins the final challenge for mastery of the IFD. A representative of each 
civilization has been chosen.

            Let the challenge begin.

      This 'final challenge' is really quite simple. Put the Shard of Strength 
on the pedestal by the Chodak and the Shard of Compassion on the pedestal by the 
Romulan. Then shoot the Senatorius until he steps to the side and lets another 
pedestal appear. Put the Shard of Wisdom on it. This will start the ending. TASK 
DONE!

      ---PART 3: OTHER STUFF---

      Frequently Asked Questions:

      Q. How can I ever thank you?

      A. Inspire me by creating something of your own.

      Q. What can you tell me about yourself?

      A. I play RPGs. I'm very willing to defend my claim to be the absolute 
master of FF7. I'm considering starting an Uncharted Waters FAQ. If anyone is 
interested in working on it with me, let me know.

      Special thanks:

      P D Tari. He is writing the guide for the SNES version, and his work 
convinced me to get down to business about beating this game.

      Donavon Cawley.

      Nintendo Power. They did a little 10 page strategy thing for the SNES 
version of this game. Their mine maps were mostly useless to me, but that's 
where I learned how to use Deanna Troi to find Daimon Radny.

      The Ultima Dragons. You probably don't care at all, but I, Monetary 
Dragon, am an Ultima Dragon. Visit the Ultima Dragons at udic.org.

      Jarak Maldon. He gave me a bit of info about the final test, and a lot 
about the 'boarding the Nakatomi' subplot. His Email is jarak@stny.rr.com  If 
you have a question about the game, and are unable to contact me, drop this guy 
a line. He'll probably be able to help you.

      To ANYONE who can help me with this guide in any way. Anything, people, 
and you'll get your name here. I'm also looking for the instructions to this 
game. If you can Email them to me in a text file, you get your name here.

      Copyright stuff:

      I have written this guide so that the many beleaguered Star Trek RPG fans 
can finally put this game to rest. That's it. I don't care what you do with this 
document, I just hope that you spread its information to as many people who have 
played this game as possible. Just don't use it for profitable reasons without 
first having my consent.

      This document is Copyright (c) 2000 Nathan May.