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 email@example.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.