STAR TREK: BRIDGE COMMANDER FAQ/Walkthrough by Chadman15 ---------------------------- Created: August 27, 2002 Last Update: November 19, 2002 Version: 1.3 Email: email@example.com TABLE OF CONTENTS ----------------- Part 1 - INTRODUCTION 1a - Intro 1b - Ships 1c - Your Crew 1d - Hotkeys Part 2 - QUICK BATTLE 2a - Setting Up a Quick Battle Game 2b - General Quick Battle Tips 2c - Fighting the Romulan Warbird Part 3 - SINGLE PLAYER CAMPAIGN 3a - Intro 3b - Tips 3c - Walkthrough Part 4 - MISCELLANEOUS 4a - Cheats 4b - Humor 4c - Web Sites to Check Out 4d - Acknowledgements 4e - Version History 4f - Legal Information ================================================================================ = PART 1 - INTRODUCTION --------------------- 1a - INTRO Welcome to Star Trek: Bridge Commander. I'm sure many, many Star Trek fans have been waiting for a game like this for a long time. A game like Independence War with a Star Trek twist. Well, now it finally exists (sorry, but Starfleet Academy was a good effort, but not a good finished product, so it doesn't count). Bridge Commander gives players the opportunity to command the most advanced ships in Starfleet in battle, stealth, and diplomacy. So sit back and enjoy this very fine game. You are the captain. You have the conn. -------------------------------------------------------------------------------- - 1b - Ships The following types of starships appear in the game: UNITED FEDERATION OF PLANETS ------ AKIRA-CLASS Phasers: 8 Type X Collimated Phaser Arrays Torpedoes: 6 Mark 80 Photon/Quantum Torpedo Tubes (4 Forward & 2 Aft) Shield Ratings: 15 Fore, 10 Aft, 10 Dorsal, 10 Ventral, 10 Port, 10 Starboard Hull Rating: 9 AMBASSADOR-CLASS Phasers: 8 Type IX Collimated Phaser Arrays Torpedoes: 4 Mark 75 Photon Torpedo Tubes (2 Forward & 2 Aft) Shield Ratings: 9 Fore, 7 Aft, 7 Dorsal, 7 Ventral, 7 Port, 7 Starboard Hull Rating: 13 GALAXY-CLASS Phasers: 8 Type X Collimated Phaser Arrays Torpedoes: 6 Mark 80 Direct Fire Photon Torpedo Tubes (4 Forward & 2 Aft) Shield Ratings: 13 Fore, 9 Aft, 9 Dorsal, 9 Ventral, 9 Port, 9 Starboard Hull Rating: 15 NEBULA-CLASS Phasers: 8 Type X Collimated Phaser Arrays Torpedoes: 6 Mark 80 Direct Fire Photon Torpedo Tubes (4 Forward & 2 Aft) Shield Ratings: 12 Fore, 8 Aft, 8 Dorsal, 8 Ventral, 8 Port, 8 Starboard Hull Rating: 12 SOVEREIGN-CLASS Phasers: 8 Type XII Collimated Phaser Arrays Torpedoes: 6 Mark 95 Direct Fire Photon/Quantum/Plasma Torpedo Tubes (4 F & 2 A) Special: Regenerative Shielding, Ablative Hull Armor, Phased Plasma Torpedoes Shield Ratings: 17 Fore, 11 Aft, 17 Dorsal, 17 Ventral, 11 Port, 11 Starboard Hull Rating: 12 THE KLINGON EMPIRE ------ B'REL-CLASS BIRD OF PREY Phasers: 2 Side-Mounted Gravitic Disruptor Cannons Torpedoes: 1 Type KP-5 Photon Torpedo Tube (Forward) Special: Cloaking Device Shield Rating: 13 Forward, 7 Aft, 7 Dorsal, 4 Ventral, 4 Port, 4 Starboard Hull Rating: 4 VOR'CHA-CLASS ATTACK CRUISER Phasers: 1 Forward-Mounted Disruptor Beam, 2 Side-Mounted Gravitiv Disruptors Torpedoes: 3 'ethl'a' Type Photon Torpedo Tubes (2 Forward & 1 Aft) Special: Cloaking Device Shield Rating: 38 Fore, 10 Aft, 5 Dorsal, 4 Ventral, 6 Port, 6 Starboard Hull Rating: 18 THE ROMULAN STAR EMPIRE ------ D'DERIDEX-CLASS WARBIRD Phasers: 1 Forward Disruptor Beam, 4 Side-Mounted Disruptor Cannons Torpedoes: 2 Direct Fire Photon Torpedo Tubes (1 Forward & 1 Aft) Special: Cloaking Device Shield Rating: 8 Fore, 8 Aft. 8 Dorsal, 8 Ventral, 8 Port, 8 Starboard Hull Rating: 24 THE CARDASSIAN UNION ------ GALOR-CLASS Phasers: 4 Spiral Wave Compressor Beams Torpedoes: 1 Photon Torpedo Tube (Forward) Shield Rating: 9 Fore, 1 Aft, 3 Dorsal, 2 Ventral, 3 Port, 2 Starboard Hull Rating: 4 KELDON-CLASS Phasers: 4 Spiral Wave Compressor Beams Torpedoes: 2 Photon Torpedo Tubes (1 Forward & 1 Aft) Shield Rating: 11 Fore, 2 Aft, 6 Dorsal, 5 Ventral, 6 Port, 6 Starboard Hull Rating: 5 THE FERENGI ALLIANCE ------ D'KORA-CLASS MARAUDER Phasers: 1 Ventral Phaser Beam, 2 High Power Plasma Energy Emitters Shield Rating: 10 Fore, 7 Aft, 5 Dorsal, 7 Ventral, 5 Port, 5 Starboard Hull Rating: 10 -------------------------------------------------------------------------------- - 1c - YOUR CREW FIRST OFFICER Name: Saffi Ingrid Larsen Age: 42 Species: Human POB: Goddard Moon Colony DOB: 11/12/2336 RANK: Commander SCIENCE OFFICER Name: Miguel Pedro Diaz Age: 33 Species: Human POB: Sonora, Mexico, Earth DOB: 3/23/2345 RANK: Lieutenant Commander TACTICAL OFFICER Name: Felix Savali Age: 25 Species: Human POB: Apia, Western Samoa, Earth DOB: 8/7/2353 RANK: Lieutenant HELM OFFICER Name: Kiska LoMar Age: 22 Species: Bajoran POB: Bajor DOB: Sirtor 17, 2353 RANK: Ensign CHIEF ENGINEER Name: Solian Jarso Brex Age: 42 Species: Bolian POB: Bolarus IX DOB: 21 Assinian, 2336 RANK: Lieutenant Commander -------------------------------------------------------------------------------- - 1d - HOTKEYS These keys are defaults, and can be altered on the Configuration menu. In fact, I highly suggest you do, because you'll probably do better controlling the ship with the arrow keys than the W-A-S-D setup some drunk person at Totally Games! thought up. SHIP COMMANDS (When in Tactical Mode): W - Turn ship down A - Turn ship left S - Turn ship right D - Turn ship up Q - Roll ship left E - Roll ship right F - Fire Phasers X - Fire Torpedoes G - Fire Disruptors 0 - Stop ship 1-9 - Set speed R - Reverse CTRL-I - Intercept target ALT-T - Toggle tractor beam on/off ALT-C - Toggle cloaking device on/off CTRL-D - Self-destruct ================================================================================ = PART 2 - QUICK BATTLE --------------------- 2a - SETTING UP A QUICK BATTLE GAME It's quite simple really. On the main menu, just press "Quick Battle". You'll be presented with a loading screen that could last from half a minute to two or three minutes, depending on your processor and RAM. You will now be facing Saffi, and you'll have a button that says "Quick Battle Setup". Press it. You will see a screen that has a list of categories on the left side. Pressing the arrows beside the categories will bring up a list of ships under that category. Select a ship, and its picture and information will appear. You can now choose an AI level (the higher the AI level, the smarter the ship), and add the selected ship to either the friendly side or enemy side. Note that race affiliations (i.e., Federation, Romulan, Cardassian, etc.) play absolutely no role in Quick Battle. When you have added your desired friendly and enemy ships (by the way, you are not required to assign friendlies, but you must assign at least one enemy), press the "Player and Region" button at the top of the screen. The left side and center of this screen are identical to the first screen. The right side, however, presents the player with a list of possible star systems (choose "Deep Space" for fastest loading times). To choose one, just press it. To choose the ship you command, simply press the arrow beside the category it falls under and press the button corresponding to the ship. Your ship's picture and information will be displayed in the center of the screen. Below the information, you have a choice of either Sovereign-class or Galaxy-class bridge. Once you have chosen your ship and region, press the "Start" button. You will see "Loading" on the viewscreen, and then you're ready to go. -------------------------------------------------------------------------------- - 2b - GENERAL QUICK BATTLE TIPS -Most non-Federation starships have "blind spots", which are positions that their weapons can't get to. Try to stay in your enemy's blind spot, while keeping them out of yours. This tip really doesn't apply to Federation starships, which usually have phaser strips facing every direction. -Don't get right in front of the enemy's bow. That's where their torpedo launcher is. Think about it. -Stay moving. If you just sit there, you're basically painting "Torpedo Me!" on your hull. Speed level 6 or above is pretty good. -Here's a tip for avoiding torpedoes: stay at about speed level 7 at all times. When the enemy fires a torpedo, boost to speed level 9, then do a sharp turn. -If you find yourself with weapons severely damaged, you can just do evasive maneuvers until they're repaired. If, like me, you don't have that kind of patience, you can just press CTRL-D to self-destruct. -Rotate your phaser arcs. What I mean by this is, don't fire from one single phaser strip for too long. Fire until the current strip is light yellow, then rotate your ship and fire another one. This ensures that no one phaser strip ever goes completely red, and if you don't follow this advice, you may quite often end up with ALL your phaser strips temporarily in the red. -Don't use up all your torpedoes. They can't be reloaded in Quick Battle. (Of course, I don't know what kind of target would require 240 torpedoes...) -------------------------------------------------------------------------------- - 2c - FIGHTING THE ROMULAN WARBIRD Fighting the Romulan Warbird may seem hard at first. When I first played this game, it destroyed me even when I played as Sovereign. But what I've discovered is, if you do it right, fighting the Warbird is actually rediculously easy. You see, the Warbird has only one phaser emitter, and it's right smack on the bow. It also has four disruptors, but they face forward as well. So all you have to do is get behind the Warbird, match speed with it, and just keep shooting it. At Easy or Medium difficulty, the Warbird doesn't even bother to turn around. (I've actually never tried it on Hard. I'll get back to you in the next version.) ================================================================================ = PART 3 - SINGLE PLAYER CAMPAIGN ------------------------------- 3a - INTRO In the single player campaign, you start out commanding the Galaxy-class ship U.S.S. Dauntless, following the explosion of the Vesuvi star. You must provide relief to affected colonies, then solve the mystery behind the Vesuvi event. A ways into the game, however, you are reassigned to command of the U.S.S. Sovereign, first of the new super-advanced class that includes the Enterprise-E. As you play through the campaign, you will face many adversaries, make many new friends, and uncover a threat previously unknown to the Federation. -------------------------------------------------------------------------------- - 3b - TIPS -Follow Starfleet's orders. Failing to do so will result in a game over. -If you are unsure of what to do, talk to Saffi and press the "Orders" button. -When you are in command of the Sovereign, use Quantum torpedoes sparingly. Starbase 12 can't restock them until a little ways into the game. -You may visit Starbase 12 at any time to repair and restock torpedoes. -------------------------------------------------------------------------------- - 3c - WALKTHROUGH Hey, I use FAQs, too, so I know this is the reason 90% of you are here. So I'll just cut to the chase. ------- EPISODE 1 "Picking up the Pieces" -You start with a transmission from Admiral Liu, who gives you your assignment to aid the Geki and Haven Colonies, which were both damaged in the Vesuvi Event. -Captain Picard will join you for this mission, and will offer you help giving orders to your crew if you need it. -You'll watch Picard give the crew orders to prepare to get underway, then see the Dauntless sail out of drydock, but you can press 's' if you want to skip all that. -You will now be in control of your ship. Your first task is to report to Starbase 12 to receive the supplies needed by the colonies. Click on Kiska (in front of you to your left), and press "Set Course", followed by "Starbase 12". Then press "Warp" and you'll be on your way. -When you reach Starbase 12, you'll be quite a ways away, so press Kiska again, press "Set Nav Point", and click "Starbase 12 Nav". Ksika will automatically fly you in toward the Nav Point, and when you get within about a hundred kilometers of it, click Kiska again and press "Dock". In the future, when you warp to Starbase 12, you won't be so far away, and you can just press "Dock" immediately. -When you've received supplies, you'll automatically undock, so now you should press Kiska, set course for Vesuvi, and warp. -When you arrive, the director of the Haven colony will inform you that there's debris around the planet that you need to clear out. Picard will offer a tactical tutorial if you want it. -Click Saffi and have her go to Red Alert. This will bring weapons online. -You can have Felix take out the debris for you, or press the space bar and do it yourself. If you do, you can use phasers alone, but using phasers and torpedoes together can speed things up. -Once the debris is gone, click Kiska and press Hail, followed by "Vesuvi 6 - Haven". (Do not press "Haven Facility", as this refers to the orbiting space station around the planet, and that's abandoned, so you'd only be talking to yourself.) -Director Soams will tell you that there are now several planetary fragments heading toward the planet. When he's done talking, click Miguel and press "Scan Area". He'll tell you that there are five fragments in two groups. -Since time is of the essence here, I very much suggest you use torpedoes and phasers togther. -The fragments are labeled 1a, 1b, 2a, 2b, and 3a, with "a" and "b" being the two groups. Target any fragment in Group A, then click Kiska and press "Intercept". When you get in range, destroy the three fragments. Then Intercept Group B and destroy them. -Director Soams will hail you, thank you, and tell you to get into orbit around his planet. So click Kiska, press "Orbit Planet", then "Vesuvi 6 - Haven". When you are in orbit, the supplies will be transferred. -You will now receive a transmission from Admiral Liu, telling you to go to the Tevron system and help escort the Sovereign. So, Set Course for Tevron, and Warp. -When you arrive, have Miguel Scan Area, and your sensors will pick up the Sovereign and two Klingon Birds of Prey. Hail the Sovereign, and you'll talk to her Captain, who'll say they're doing some maintenance and can't get underway immediately. -Then you'll be contacted by Captain Draxon of the Bird of Prey Ran'Kuf. He says he can now leave, but he mentions that he suspects he was followed into the Tevron system by two cloaked vessels. -Before Draxon can leave, two Romulan Warbirds decloak, and you are contacted by Captain Torenn of the Soryak. She says she's suspicious that there are two Sovereign-class vessels (the Enteprise and the Sovereign itself) around the same time as the Vesuvi event, and she wonders about their connection to the explosion of Vesuvi. -The Klingons end up picking a fight, so join in. Once the Warbirds take enough damage, they'll warp out. -The Klingons soon leave, taking Picard with them. The Zhukov then comes to take over escorting the Sovereign, and you should now warp to the Vesuvi system. That will end this episode. EPISODE 2 "Know Thine Enemy" -When you arrive in the Vesuvi System, press Set Course, click Vesuvi, and choose Geki Colony, then Warp. When you arrive at the Geki Colony, tell Kiska to orbit the planet. -When you enter orbit, Hail the Geki Colony. Your teams and supplies will beam to the surface. -You will now receive a distress signal from a Cardassian freighter that has been attacked by a Romulan Warbird. Kiska says the signal is coming from the Beol system, so Set Course for there and Warp. -When you arrive you'll pick up two contacts. Target one and order Kiska to Intercept, when you get closer, they'll be revealed as the Cardassian freighter Karoon and Romulan Warbird Soryak. The Romulans are towing the Soryak into the asteroid belt. When you get close, Torenn will contact you, tell you the Cardassians on the freighter are smugglers, and leave. -The Karoon is drifting, and in order to prevent it from hitting an asteroid, target it, tell Kiska to Intercept, and engage the tractor beam. The tractor beam may be out of range, but will engage automatically when it is in range. When the Karoon is stopped, you can release the tractor beam. The Cardassian Gul will contact you. -The Romulan Warbird will then decloak and fire on you. So go to Red Alert and fight back. -When you have damaged them enough, the Romulans will leave. -After the Romulans are gone, the Gul will contact you again, and when you ask what he's carrying, he'll say relief supplies for a Cardassian outpost. But he's got a dampening field over the ship, so when Miguel scans him he can't read anything, indicating that the Cardassians are hiding something. -Admiral Liu will contact you and tell you to go to Serris to invesigate suspicious activities. But you can't warp from inside the asteroid field, so click Kiska, press Nav Point, and choose Field Exit. When you arrive at Field Exit, you can go to warp. -When you arrive in Serris, tell Miguel to Scan Area. He'll say he's seeing readings near Serris 2, and Felix says you can probably escape notice if you take shields and weapons offline. So make sure you're on Green Alert, and Warp to Serris 2. -Tell Miguel to Scan Area again, and he'll pick up three ships - a Cardassian Galor, a Cardassian Keldon, and a Frengi Marauder, the Krayvis. -YOu can't read their communications because of the planet, so go into orbit around the planet's only moon (make SURE weapons and shields are off). Click Brex and boost Sensor power to 125 percent, and Kiska will be able to pick up the signal. As it turns out, the Ferengi are delivering military supplies to the Cardassians, despite the fact that this has been forbidden by a treaty. -The Cardassians will leave, and the Krayvis will begin powering up to leave. Close in on the Krayvis and disable its Warp Engines (that's where they're gray on the damage bar - but make sure you don't destroy them). -DaiMon Pragg will contact you, and he'll claim he knows nothing about what he was transporting. -The Cardassians will return and begin firing on the Krayvis. You should destroy the Galor, but the Keldon will warp out when it's too damaged. -Pragg will now tell you a little more about his cargo, saying he got it from a trader in the Neutral Zone, that the Cardassians must not be allowed to have it because they told Pragg not to go through any Federation inspection points. -He will leave, and Admiral Liu will contact you. Seems that some Klingons and Cardassians are getting all riled up at Biranu Station, and you need to go diffuse the situation (they even use the classic Star Trek "only ship in the area" line). Warp to Biranu. -When you arrive, you'll find the Cardassians and Klingons exchanging verbal blows, and then begin fighting. Picard, however, orders you to stay out of the skirmish. -Soon, though, the Cardassians begin firing on Biranu Station. Destroy two Cardassian ships and the other two will warp away. Captain Draxon says he's going to chase them and asks you to join, and Kiska tells you the Cardassians warped to Biranu 1. Go ahead, follow them. Though it's not essential. -After a few minutes, two more Cardassian Galors will approach Biranu Station. If you stayed behind, you're already there, but if you followed the Klingons to Biranu 1, Warp back to Biranu 2 immediately! -When the two Galors are destroyed, Picard will contact you and say he recognized the Cardassian ships as belonging to the House Arterius. He says that the crew of Biranu Station will be evacuated to Starbase 12, and you need to stay and stand guard until the evacuation ship arrives. -Admiral Liu will now contact you. She'll commend you and say that the House Arterius should now be regarded as pirates. EPISODE 3 "Obscured by Clouds" -You are now in command of the Sovereign, and this next mission is a simple shakedown cruise. So, as soon as Admiral Liu is done talking to you, give Kiska the order to Undock. -Your first test is of the warp drive, so just set a course for the Savoy system and Warp. You will notice that the warping is a bit, err, shaky. But Chief Brex promises to fix it. -When you arrive in the Savoy system, warp to Savoy 1. -Your next test item is the sensors. You will automatically target the Asteroid Amagon, so click Miguel and press Scan Target. He will give you a rather vague response about the composition of the asteroid. -Chief Brex will fix the sensors, and Miguel will give you a specific composition of the asteroid. Your next item is weapons. -Fire phasers at the Asteroid Amagon, and all your arrays will fire randomly. Brex will fix the problem, and you can now fire a straight and true beam. -Next on the list is quantum torpedoes and regenerative shields. But before you manage to test them on the asteroids, the USS Geronimo will arrive and challenge you to a friendly little war game. You can accept or decline, and should you accept, just fire like it's an enemy - the weapons are set to simulation mode. -Once you beat the Geronimo, assuming you fight it, the RanKuf and another Bird of Prey will arrive and fight alongside the Geronimo in your war games. In the Sovereign, you should be able to take out all three, unless your combat skills are crappy. -Once the battle's over, the Birds of Prey will warp out, followed by the Gernimo. You will then by contacted by Admiral Liu. You are to warp to Vesuvi to help with the investigation of the Vesuvi event. So, Warp to Vesuvi. -When you arrive in Vesuvi, you'll see a Romulan Warbird warping to the Dust Cloud, which is your destination as well, and the location of the Berkley. Kiska will automatically lay in a course for the Dust Cloud, so all you have to do is Warp. -When you arrive at the Dust Cloud, there's no sign of the Warbird. So, hail the Berkley and Captain Haley will respond. She'll say Commander Data is beaming aboard, and Data will soon arrive on the bridge. He'll explain that the star should have lasted 10 billion more years, and while they managed to locate some stellar debris, the Berkley couldn't get close enough to scan it. That's where the Sovereign - and its regenerative shielding - come in. BE SURE YOU HAVE YOUR SHIELDS UP BEFORE YOU ENTER THE DUST CLOUD - failure to do so will result in the destruction of your vessel. -There are four Nav Points that contain possible pieces of stellar debris. Three of them are planetary fragments, and one is the stellar debris you need. I'll just go ahead and tell you which Nav Point contains the stellar debris, of course. Proceed to Nav Point 2, and there will be 5 pieces of debris. Scan them all (you must be within 20 kilometers of the object because of the radiation), and one of them will be what you're looking for. Data will examine the debris and determine that the explosion of Vesuvi was caused by an outside force. -You will now receive a distress signal from the Berkley. It's under attack by unknown forces. So, proceed to Nav Point Berkley. -When you arrive Captain Haley will say that the attackers ran off, and her long-range communications are down, so you'll have to contact Starfleet for her. -For one of the few times in the game, Saffi does not automatically contact Starfleet, and you must click on her and press "Contact Starfleet". -Admiral Liu will tell you to track down the attackers, and Data will enter a nav point, called Nav Point Alpha, which leads to the attacker's subspace wake. So, proceed to Nav Point Alpha. -When you arrive, you'll have a target called "Unknown Object". Miguel will say it looks like a probe. Target it, then click Miguel and tell him to Scan Target. -The probe will self-destruct, and then Data will determine another possible location of the attackers, labeled Nav Point Beta. Go there. -When you arrive, Data says he lost the trail. But remember that Warbird you saw earlier, warping toward the Dust Cloud? It's here now, but it's destroyed, obviously by the same attacker that attacked the Berkley. -Two Romulan Warbirds will now enter the system. They see you, they see a destroyed Warbird. This does not look good. -The Romulans will attack, and Data will soon suggest that you retreat into the Dust Cloud. But you should be able to handle the Warbirds, provided you use the Quantum Torpedoes. -When the battle is over, order Kiska to Contact Starfleet. -Admiral Liu will tell you that the House Arterius has severed connections with the government and gone rogue. She tells you to patrol three systems - Itari, Voltair, and Xi Entrades. -You may visit the three systems in any order. -When you go to the Voltair system, you'll receive a distress call from the Ferengi Marauder Krayvis. Warp to Voltair 1 and you'll see the Krayvis under attack by three Galors. Damage them enough and make them all flee. DaiMon Pragg will contact you. He'll tell you that the Romulans are not the attackers. -When you go to Xi Entrades, you'll see two Romulan Warbirds. They'll claim that you caused the attacks. They then say the only way they'll trust you is if you drop your shields. They won't attack, so go to Green Alert, and they'll be all nice and then leave. -When you go to Itari, you'll see Romulans and Cardassians engaged in battle. The Romulans are outnumbered. The Romulan commander claims that you've come to join the Cardassians in destroying the Romulans. Prove him wrong by destroying the Cardassian vessels. The Romulan commander now says he trusts you and leaves. -When you have visited all three systems, you will receive a distress signal from some Klingons in the Belaruz system. So, Warp there. -When you arrive, the Klingons wil tell you they were looking for the Bird of Prey GonDev and encountered a strange vessel. He then says his ship was damaged and asks you to scan the area for the GonDev. -Tell Miguel to Scan Area. You will see the GonDev, destroyed. You tell the JonKa, and he asks for a lifesigns scan. But, due to radiation, you must again be within 20 kilometers. So, approach the GonDev and tell Miguel to Scan Target. You will find that there are no lifesigns. -Three Cardassian ships will warp into the system, but the Klingon commander will assure you that the ships they encountered were not Cardassian. -You will be contacted by Matan, head of the House Arterius. -The Cardassians will open fire. Galor 2 will escape when you damage it, but you can destroy Galor 1, and Matan's ship will warp out after it's taken about fifty percent damage. -The Klingons will pursue the Cardassians, and you must follow to help them out. Scan Area for their warp trail, and Miguel will tell you to go to Belaruz 2. So, Warp there. You will encounter three Cardassian Galors. Galor 2 will warp away when damaged too much, but Galors 3 and 4 will fight to the bloody end. The Klingons will thank you and leave. -Admiral Liu will contact you. You are to return to Starbase 12. EPISODE 4 "Indefinite Presence" -Admiral Liu will tell you to search for Cardassian outposts, particularly the shipyard that's supplying them with fresh ships. You are to destroy and outposts you find. Your first destination is the Riha system. Set Course for it and Warp. -When you arrive at Riha, you'll find Cardassians engaged with the RanKuf. There are also several freighters, but they warp out before Miguel can tell what they're carrying. -More Cardassians will arrive, and a battle will ensue. Fight well. -When all Cardassians are destroyed, Miguel will say that the freighters' warp trail leads to the Cebelrai system, set Warp there. -When you arrive, you'll see an outpost and a bunch of freighters. The freighters will warp away. Your target now is the outpost. Destroy it. Try to stay within phaser and torpedo range, but stay out of theirs. Not easy. And one essential tip: target their power core. If you try to target the whole thing and destroy it, you'll never succeed. Target the power core, because as soon as you destroy it, the resulting explosion will take out the whole outpost. -You can now make the two Galors flee, and then Korbus of the JonKa will contact you, saying he has information for you that you must receive in person. He's in the Belaruz system, so Set Course and Warp. -When you arrive, Korbus will beam aboard your ship, and switch places with Felix, temporarily becoming your tactical officer. Korbus gives you what he has on the mystery attacker, and Data surmises that the ship is probably in the Voltair system. Set Course there and Warp. -When you arrive, tell Miguel to Scan Area, and he'll say the warp trails lead to Voltair 1, where he's also seeing strange readings. Warp to Voltair 1. -YOu will see Cardassians and a ship of unknown configuration. The Unknown Ship will soon power up to go to warp. Have Kiska Intercept it, and as soon as you're within 50 kilometers of it, have Miguel Scan Target. He will find that it is a mix of Cardassian and some alien technology. But Data will need time to find its warp trail. Meanwhile, you have Cardassians to deal with. -Along with the two Keldons already there, two Galors will warp in as well. When they are all destroyed, Felix will return to the bridge, and Korbus will leave. -Data says the warp signature of the Unknown Ship is almost impossible to track. Your only destination now the the Nepenthe system, where the freighters from the Cardassian outpost went. Set Course and Warp. -When you arrive, you'll be at the edge of an asteroid field. Near the planet are two Cardassian freighters, and Miguel says some warships are on their way. Data says if you hide in the middle of the asteroid field, it may hide the ship long enough. Kiska will make a Nav Point called Center of Asteroid Field and automatically target it, so just tell her to Intercept. -Brex will suggest that you cut power to weapons, shields, and engines. Make sure you're on Green Alert, AND talk to Brex and bring engines down to zero percent as well. -The Cardassians and some unfamiliar aliens - the Kessok - will be talking, but you can't understand most of what the Kessok say. -Soon, though, the Cardassians will detect you. Matan and the Kessok ship will leave, but two Galors will stay behind to fight you. Destroy them. One tip, though: be careful not to hit an asteroid. You will die if you do. -When you've destroyed the Galors, Data will say he's figured out a bunch of stuff. But now a bunch of Cardassians will warp in, so just Warp to Starbase 12 immediately. TIP: If you stay behind and fight the Cardassians (and win), your quantum torpedoes will be refilled. VERY helpful, since you can't refill them at the Starbase yet. -When you arrive at the Starbase, Admiral Liu will tell you that they've located a Cardassian shipyard in the Chambana system, and you should destroy it. The Enterprise will join you for this attack. -Picard will contact you. When he's done talking, Warp to Chambana. -When you arrive, the Enterprise will hold off the warships, leaving you to take out the outpost. You'll already be in weapons range, so don't move forward any. Just use your Quantums and phasers, and again target the power plant. -When you're done, Admiral Liu will tell you to return to Starbase 12. So, return to Starbase 12. EPISODE 5 "Found and Lost" NOTE: No, that is not supposed to be "Lost and Found". It is not a typo. -Admiral Liu will tell you that you are to find a Cardassian outpost that the USS Geronimo was looking for when it was discovered and attacked. -Click Data and press Play Log. You'll hear Captain MacCray's log, saying he believes the outpost is in the Prendel system. Set Course and Warp. -When you arrive, have Miguel Scan Area, and you'll see that there is absolutely no activity in the Prendel system, despite how confident MacCray was. Strange. -Warp to Prendel 3, and have Miguel Scan Area. He'll see strange readings, and Kiska will input a Nav Point called Strange Readings. Fly to this Nav Point, and you'll see an unknown station. -Have Kiska Intercept it, but stop as soon as Miguel says you're clear of the planet's interference. It's obviously the Cardassian outpost, so have Miguel Scan Target. -The station's weapons will come online and fire at you, so destroy the station's sensor array, effectively rendering their weapons useless (because they can't target you). -Data will beam to the station, and after a few seconds, three Galors will warp in. You can destroy two, and the other will warp out when heavily damaged. -Soon after the attack, Data will get the information he needs. Destroy the outpost, and Admiral Liu will contact you to tell you that she has new intelligence and you should return to Starbase 12. -Admiral Liu says the mysterious device indicated in the outpost's logs is probably in Alioth. So, Warp there. -Now, what you WOULD have to do is search every planet individually. But that's why you have this guide. Warp immediately to Alioth 6, and there'll be a couple satellites orbiting the planet. You have two choices: destroy the satellites, and a Cardassian patrol will warp in, which you should be able to dispatch. OR you can attempt to stay 50 kilometers from the satellites at all times as you orbit and scan the planet. The choice is yours. -In any case, once you scan the planet, Miguel will detect what may be the device. Data will go down to the planet in a shuttle. -Soon, though, a very large Cardassian strike force will enter, and you can't get a lock on Data, and he can't leave in the shuttle, so you have to leave him behind. Warp to Starbase 12. EPISODE 6 "Too Firm a Grasp" -The House Arterius has delcared war on the Federation, and your first assignment is in the Artrus system, where you need to delay the Cardassian forces. Warp there. -You'll be facing two Galors. Destroy them both and two more Galors and a Keldon will warp in. Dispatch them immediately. -Admiral Liu will tell you to go to the Ona system to help the Devore and the Venture. Warp to Ona. You'll face a Keldon and three Galors. Since it's you and three other Federation vessels, the odds aren't bad. -Three more Cardassian ships (Keldon and two Galors) will warp in. Destroy them, and the Liu will tell you that more Cardssians are on their way, and so they're giving the system up and evacuating the Savoy Station. Warp to Savoy, where you'll be holding off Cardassians while the Devore continues into the system to cover the evacuation of Savoy Station. -A Keldon and a Galor will enter the system. Destroy them. Three more ships - a Keldon and two Galors, will enter. Destroy them. Two Keldons will enter, and will warp to Savoy 1. Follow them and destroy them, then remain at Savoy 1 until all three transports are away. -Return to Starbase 12. -You are now going to escort the Nightingale as it rescues some stranded starship crews. Warp to the Geble system to meet up with the Nightingale (you'll probably want to dock at Starbase 12 for repairs before you leave). -When you arrive, Nightingale will tell you that you're starting at Geble 3. Warp there. -When you arrive at Geble 3, there will be remains of ships and six escape pods (the escape pods won't be visible immediately). You're supposed to help the Nightingale retrieve the escape pods, but Cardassians will be warping in so frequently you won't be able to touch one. Just make sure the Cardassians don't destroy the Nightingale. -When all pods are retrieved, you'll get a distress call from the Serris system - it's from the Dauntless. Warp to Serris. -When you arrive, you'll see a destroyed freighter, and Miguel will say that the Dauntless is at Serris 1. Warp there. You'll see the Dauntless, heavily damaged and about to explode. The Nightingale will begin evacuating it, so just keep the area clear of Cardassians. -When the Dauntless is evacuated, it'll explode, and you should now return to Starbase 12. -You will receive orders to lead a strike team to retake Savoy Station. The Khitomer will be the operational control. Hail the Khitomer. -Willis will explain that you must not let Savoy Station be destroyed. Warp to Savoy. -You'll see two Galors and a Keldon, all of which will warp out when damaged. Warp to Savoy 1, where you'll see give Cardassian ships. Wipe them out. All of them. When they're gone, the Khitomer will launch its shuttles. But then five more Cardassian ships will enter. Two of them are transports carrying Cardassian troops. They are your first priority. It is imperative that you not let them board the station. When they're gone, take out the three warships. The warships will, by the way, begin firing on Savoy Station. -When they've been destroyed, return to Starbase 12. Liu will tell you to find the Cardassian Command and Control base. She gives you a list of four systems to search - Prendel, Riha, Tezle, and Yiles. -Naturally, I'll just tell you which system it's in. Warp to the Tezle system, and tell Miguel to Scan Area. He'll say he's seeing two Cardassian vessels, but he can't get a reading on the planet, because they're jamming your sensors. Warp to Tezle 1, but Miguel still can't get a reading. Miguel will prepare a probe to launch at the planet, and the Cardassians will move to engage. Go to Red Alert, then get within one hundred kilometers of the planet, the tell Miguel to Launch Probe. Make sure the Cardassians don't destroy the probe. Once you get the readings back from the probe, return to Starbase 12. -Liu will talk to you, then Commander Willis of the Khitomer. Once he's done, Warp to Prendel and engage the two Galors. You will then receive a signal from the Khitomer, saying they are meeting heavy resistance at Tezle. Warp to Tezle. -You'll fight three Galors and a Keldon. When they're destroyed, Warp to Tezle 1. -The Khitomer will orbit the planet and launch four shuttles. When they're all launched, a Keldon and Galor will enter. Destroy them, and don't let them attack the Khitomer. -Soon, a Kessok ship will Warp in, followed by two more Kessoks and a Galor. Fight them off. -Not long after, three more Kessoks will enter. Destroy them. Eventually, two more Kessoks and a Keldon will enter. By this time, the Khitomer will be pulling their forces off the surface, preparing to withdraw. Basically, Kessok forces will just keep pouring in with no end. Well, it'll end when you withdraw. Anyway. Just keep fighting. -Eventually, the four shuttles will come up from the planet and warp off. When they're all gone, you are to Warp to Beol yourself. When you arrive, Liu will tell you that a Cardassian strike force is headed for Starbase 12 to attack. Warp to Starbase 12. EPISODE 7 -When you arrive at Starbase 12, there won't be any Cardassians yet. After a few minutes, three Keldons will arrive. Take 'em out. Three more Keldons will warp in. Destroy them. Three Kessok ships will enter, so destroy them, too, and they'll flee. -The Enterprise and Gernimo will pursue them, but you are to remain in case any return. -Liu will contact you to give you another assignment, but will be interrupted by the report that six contacts are warping in. She gets off, but when the six conctacts come in, they're just freighters. But when Miguel scans them, he finds that they're loaded with plasma explosives and are going to ram the starbase! It would be a good idea to boost power to engines to get to them quicker, because you don't want those things reaching their goal. Just phaser them to death, that's all you gotta do. Well, use torpedoes, too. Definitely. -When the freighters are gone, you'll receive orders to transport Ambassador Saalek to talks with the Romulans and Klingons. Saalek will come aboard, and give Kiska the system you're to warp to, Albirea. She'll automatically target it, so you can just press Warp. However, it would be wise to Dock with the Starbase first. -When you arrive, a Romulan Warbird and Klingon Vor'Cha cruiser will decloak and talk to you. -Saalek will leave, and after a few minutes, three Cardassians vessels will warp in, and the Romulans and Klingons will get all mad at each other. Anyway, just destroy the Cardassians. Soon enough, however, two more Keldons and a Galor will warp in. Destroy them. -When all six Cardassian vessels are gone, the Vor'Cha will begin firing on the Warbird. Eventually, the Warbird will knock out the Vor'Cha's weapons, and Korbus will try to ram them. Tell Kiska to Intercept, turn on your tractor beam, then target the Vor'Cha's impulse engines and disable them. Things will begin to look up when Saalek informs you that the Alliance is in place. -Return to Starbase 12. -Liu will give you orders to destroy four Cardassian sensor posts in the Poseidon, Artrus, Geble, and Serris systems. You are then to destroy a resupply station in the Ascela system. You should definitely take out the sensor posts first. You can take out the sensors in any order. -In the Poseidon system, a bunch of Kessok torpedo launchers will suddenly decloak. Don't bother destroying them; it'll take too much time. Just finish your work and leave. -When you arrive at Artrus, you'll find a Galor and a Keldon. Take them out, then go after the sensor post. Around this time, however, you will receive a distress call from the Geronimo in the Xi Entrades system. Warp there. -You'll see a Kessok ship and two Galors. Destroy them, and MacCray will join you as you proceed to the next two systems. -In the Geble system, you'll see a Kessok ship about twice the size you're used to. It'll be a tougher fight, but at least there's only one. Once it's gone, take out the sensor post and proceed to the next system. -At Serris, there's three Galors circling the sensor post. Not too hard. Take them out, then the post. -When you've taken out all four sensor posts, Warp to Ascella. -Warp to Ascella 3, where you'll see the station and a ton of ships. The ships, however, are powered down. In an attempt to see what's on the freighters, Kiska suggests that you disable one. But firing on them will make them all power up and flee. Also, the Galors will power up to fight. Disable one freighter, then take care of the station. Target the station's power core, and use the phased plasma torpedoes. Once it's destroyed, don't bother to take out the Galors. Just return to Starbase 12. -Liu will tell you to go to Alioth to retrieve Data. However, a Cardassian station is now orbiting Alioth 6, and you'll need to take that down. Warp to Alioth. -When you arrive at Alioth, four Galors will engage you. Destroy them and Warp to Alioth 6. -Along with the Cardassian station, Litvok Nor, there are three Cardassian warships. Destroy the warships, then take out Litvok Nor the same way you've taken out every other station in this game. -When the Enterprise is done talking to you, Kiska will try to contact Data, but it won't work. Boost sensor power to 125%, get into orbit around Alioth 6, then press Kiska, select Hail, then Alioth 6. -Data will return and tell you a bunch about the device. Return to Starbase 12. EPISODE 8 "Arise, Fair Sun..." -Your mission now is to locate and destroy all the sun destroying devices. Brex will modify sensors, and Miguel will report that he sees what could be a device in use in the Riha system, so Kiska will set course. Warp to Riha. -When you arrive, Miguel won't be able to get accurate readings, but there are two Kessok warships and a Galor in the area. The Kessoks will engage you, but the Galor will remain behind. Hmm... -Destroy the Kessok ships (not the Galor). When they're gone, disable the Galors warp engine and impulse engines. Try to Hail them, and Miguel will find that the crew is dead. Kiska will get the logs, though, and the logs will tell you two important things: that there are four sun destroying devices, and that the one in the Riha system is cloaked, with the cloaking device tied into the Galor's power core. So, destroying the Galor will take out the cloaking device. You can destroy it yourself, or give the eager Captain MacCray the honors, by telling Kiska to Hail the Geronimo, then selecting Attack Target. -Once the Galor is destroyed, the Device will decloak. Felix will say he can't find any vulnerable areas, so boost power to sensors, then tell Miguel to Scan Target. Data will tell you to destroy the Warp Core, and Felix will automatically target it for you, so destroy the Device. -Now tell Miguel to Scan Area, and he'll find one in the Ceblrai system. Kiska will target it, so Warp there. -Here you will find six Kessok vessels. Durn. You don't have too much chance destroying them all, so just evade them and destroy the device. When the Kessok vessels start coming at you, target the Device and tell Kiska to Intercept. This will fly you right past the Kessok Cruisers. Now take out the Device, fast. -When the Device is destroyed, the Kessok will flee. Hmm... Anyway, have Miguel Scan Area again, and he says the next device might be in Belaruz. Warp there. -When you arrive, you'll be right in front of a huge nebula. Kiska will plot a course into the Nebula, so follow her Nav Point. -As you approach the Nav Point, you'll find a Kessok Heavy Cruiser and the third Device. But, the Heavy Cruiser is mysteriously not moving. Hmm... Whether or not to fire on it is your choice. Well, once you fire on the Heavy Cruiser or the device, the Heavy Cruiser will power up, and two Kessok Light Cruisers will decloak and attack. It'll be tough, but destroy them, then the Device. However, Miguel will not be able to find another one, so Saffi will contact Starfleet. -Tell Kiska to go to the Exit Nebula Nav Point. When you reach it, Warp to Starbase 12. -You will be told that the fourth device is in the Omega Draconis system, where a new Kessok colony has been founded. The Cardassians have placed tachyon emitters in that system, preventing in-system warp and subspace communication. You are to warp to Omega Draconis and take out the tachyon emitters, then attempt to contact the Kessok government. -Once you have chosen your two teammates and have finished talking to everybody, Kiska will target Omega Draconis, so Warp there. -You'll find five Keldons and a Tachyon Emitter. Take out the Keldons, then destroy the Tachyon Emitter. -When it's gone, Warp to Omega Draconis 3. Here you will find three Kessok Heavies and two Keldons. You really don't stand a chance, so target the Tachyon Emitter and destroy it, so you can contact the Kessok planet. -After a time, Data will contact the Kessok and tell them of the Cardaassians destroying the Vesuvi system with a Kessok device. The Kessok will suddenly become allies and turn on the Keldons (assuming you haven't already destroyed the Keldons). -After a few minutes, four Kessok-Cardassian hybrids (Cardassian-controlled), will warp in. They're tough, and Matan himself is theoretically on one of them. Destroy them all, and Brex will report that it'll be a few moments before you can warp again. -Soon, however, you will receive a transmission from Matan. Durn. Then, a Keldon with a cloaking device will decloak. Matan, apparently. Soon, however, his Keldon will warp away, and four more Hybrids will warp in. The San Francisco and Korbus will stay to fight, and the Enterprise will warp in to fight as well, but you are to Warp to Omega Draconis 1 to take care of Matan and that last Device. -Matan will cloak and tell you to that the Device is about to destroy the star. He tells you to try to destroy it, but that seems a bit suspicious. So, get within about ten kilometers of the Device and tell Miguel to scan it. Meanwhile, Felix, Miguel, and Brex will devise a way to target him while cloaked the next time he sends a message. So, prepare to fire on him as soon as he sends a message, and get Miguel to Scan the Device. -Miguel will report that the sun is past the point of no return, but Data suggests that if you reverse the polarity of the Device, then it might undo what it's done to the star so far. So, Data will suggest beaming over to the Solarformer himself. There are two possible ways to proceed from here (both leading to the same end). Read on to see the ending in which Data actually goes to the Solarformer. After that is another possibility, which requires slighty less effort. -Possibility One: Click Data and press Go to Solarformer. -While Data's there, Matan will decloak and attack the Solarformer. Attack his Keldon, targetting his Sensor Array and rendering his weapons useless. When his weapons are gone, keep attacking. It won't be long before Data returns. You can't destroy Matan's Keldon. Not dramatic enough. When he's taken enough damage, he drifts into the star. The star disrupts tractor beams and transporters, so you can't save Matan, and he drifts right into the star. Durn. -Possibilty Two: Just wait until you can target Matan again, then take out his cloaking device, forcing him to decloak. After that, disable him like the other possibilty, and he will drift into the sun, just like above. But this time, Kiska will get the codes from Matan's ship, and the Solarformer can be disable remotely. -The game ends with a cutscene mentioning negotiations with the Kessok and some commendations for you from Captain Picard. CONGRATULATIONS - YOU HAVE BEATEN THE SINGLE-PLAYER CAMPAIGN OF STAR TREK: BRIDGE COMMANDER ================================================================================ = PART 4 - MISCELLANEOUS ---------------------- 4a - CHEATS And here's the reason about 40% of you are reading this. Well, there ARE cheats for Bridge Commander, just not many. But they're good cheats. To activate cheat mode, run the game with the command line parameter "-TestMode". Now, when you're in the game, you'll have access to all missions, Quick Battle, and the following cheats: SHIFT-G = God Mode SHIFT-K = Damage targeted ship or subsystem by 25% SHIFT-R = Repair targeted ship or subsystem CTRL-Q = Refill Quantum Torpedoes (only on ships that have them) -------------------------------------------------------------------------------- - 4b - HUMOR Finished the campaign mode and nothing fun left to do? Try this: During the game (campaign or Quick Battle), click on Brex. Press "Report" a few times, and he'll just keep saying "I have nothing to add, Captain". However, if you keep pressing "Report", Brex will say the following things: "I'm in a clue-free zone over here, Captain." "Welcome to Tanacity-ville! Population: you!" "I really enjoy these conversations with you, Captain." (In a Scotty accent) "I canna change the law of physics, Cappin'!" "D***it, Jim! I'm an engineer, not a conversationalist!" -------------------------------------------------------------------------------- - 4c - WEB SITES TO CHECK OUT At the moment, there's really only one Bridge Commander web site worth looking at, and it's Bridge Commander Files - http://www.bcfiles.com. You can download new ships, weapons, mods, skins, just about anything you can think of (though there's still no way to shut Saffi up). -------------------------------------------------------------------------------- - 4d - ACKNOWLEDGEMENTS -Totally Games!, for developing this game. -GameFAQs.com, for posting this. -My friend Sam (not Samwise), for getting me the cheats at a time when my modem was malfunctioning, making my computer a lonely island, isolated from the Internet. Nice metaphor, huh? Anyway... -Tecmonster, a guy who emailed me to give me the second possibility at the end of the walkthrough -firstname.lastname@example.org, for giving me the quantum torpedo tip in Episode 4. -email@example.com, for telling me the name of the Beol system in Episode 6. -That's about it. This was pretty much a solo effort. -------------------------------------------------------------------------------- - 4e - VERSION HISTORY Version 1.1 - Added the "Humor" section (hope to add more later). Made the end of Episode 6 more specific. Version 1.2 - Added the Second Possibility to the end of the walkthrough. Corrected a few typos. Version 1.25- Added an important tip in Episode 3 that I accidentally left out. Version 1.3 - Specified name of destination system in Episode 6. Added quantum torpedo tip in Episode 4. -------------------------------------------------------------------------------- - 4e - LEGAL INFORMATION This FAQ is Copyright 2002 by Chadman15. You may not reproduce it, in part or in whole, without my permission, and you may not post it on your web site without first emailing me and asking. The only web sites with permission to post this FAQ at the moment are GameFAQs.com (good site, by the way. You should check it out), CheatCC.com (Cheat Code Central), the-spoiler.com (The Spoiler Center), and DLH.net.
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