Star Trek: Judgment Rights - Player’s Guide Federation The Elasi Pirates Depending on the difficulty level you selected at the beginning, you will have to fight one or two Elasi pirates. But even if you are fighting two, only one will be dangerous. It’s always the one that keeps launching three photon torpedoes, so concentrate your fire on this particular craft. The best tactic is to fire phasers continuously and launch photons only at close range or with enough lead. Keep firing until the target flees. If all else fails, adjust the difficulty level. Escaping From Jail It is possible to convince the guard to let you out. Remind him of his father. Otherwise, find the weak part of the wall and use Spock on it. Regaining Your Equipment If the guard is unconscious, search him to find a passcard and use it on the locker controls. Your phasers, communicators and tricorders areall tucked away inside the lockers. Where Next? After escaping from the cell, travel to the left-hand side of the station. This is the side with the computer room, which should be your first destination. The Security Forces To avoid being stunned, you have to be a quick shot. Set phasers to stun, and fire back as soon as you see a security guard - you should have enough time... If one of your party is hit, don’t worry. They will recover. The Chess Program Use Spock on the chess board, but don’t be too extreme with your moves. You will always get a choice of three. One is too aggressive, the other too defensive. Always pick the remaining move. The Gas In The Transporter Room To deal with the gas you need an air filter. You’ll find one of these in the executive quarters. Use the filter on the grating in the floor next to the transporter controls. The Command Centre Stun the two guards, then use Spock on all three computers - the two at the back, and the one facing the station commander. Afterwards, use faithful old Bones on the technician. Getting Into The Security Room You need to transport yourself directly into it. Use the practice dummies from the crew quarters to protect yourself from the security forces. Use the dummies on the transporter grid, then use Spock on the transporter controls. The Special Projects Forcefield You’ll find the controls for the forcefield in the security room. Beam directly into the security room with the practice dummies from the crew quarters. Afterwards, use Spock on the computers. The Special Projects Monster You must set your phaser to kill in order to stop this beast. Nothing else will work. Shoot at the thing as soon as you enter the room (and before it jumps on Kirk). The Computer Files And Breddel’s Door Code Use both tricorders on the computer in the computer room. They will then store the required information, and you’ll have all the proof you need, as well as the passcode to enter Breddel’s quarters. The Shuttle Guards When these guys say ‘Surrender or die!’, they mean it, so don’t mess them around. You should surrender to the guards, then have Spock sabotage as many of the controls as possible. Breddel As soon as you’ve finished talking to Breddel, stun him with your phaser. If you wait too long, he’ll shoot you. Stopping The ‘Big Bang’ Experiment The controls are hidden in Breddel’s quarters. Take the book lying on the table, the bookmark that falls out of it and the dartboard with Kirk’s face on it. Use the tricorder on the bookmark to get the correct code, then use Spock on the control panel to disarm the ‘Big Bang’ experiment. If Breddel Escapes If Breddel gets away at the end of the episode, then you didn’t sabotage his escape shuttle in the shuttle bay before stunning him in his room. Maximum Score To score the maximum number of points possible, you must succeed in the mission without failing once, not insult the Elasi, stun (not kill) the guards, destroy the communications in central command, treat the technician’s allergy, talk to Munroe, sabotage all the shuttle’s controls, convert security over to your side and deliver the promised evidence, destroy the communications tracking, defeat Breddel without killing him, not trigger the false code, talk Sheme into cooperating, solve the chess problem and not wake the sleeping crewman, or wake him and put him back to sleep. Sentinel Getting Out Of The Scanning Room You need to open the door. Use the science tricorder on the control panel next to it, then use Spock on the control panel. To get around better, you need badges. Making The Badges In the room with the large piece of green machinery, take the cards and batteries from the bins on the machine. Use each of these items on the hopper to the left. Afterwards, use Spock on the hopper. Powering The Badges Exit the room where you made the badges via the door in the lower-left. Use the badge on the recharging station in the upper-right corner of this new room. Shutting Down The Force Fields In the room with the large computer and display screen, use the computer monitor and the box on the computer. Now use Spock on the computer. The Shape Puzzle All you have to do is add up the number of sides of each object in each row (circles count as one side), and then pick the object that gives the third row the same total number of sides as the first and second row. You get three chances to guess correctly. Getting A Balkosian In the room with the food processing machine, use Spock on the Balkosian when it comes to eat. Take the Balkosian, and then use McCoy on it when in the medical room. Shutting Down The Gas Use the switch on the gas tank. Go to the room with the power generator, then use the wires and control card on the generator. Finally, use Spock on the generator and have him shut it down. Maximum Score To score the maximum number of points possible, you need to solve the shape puzzle on the first try, install the switch, use the medical tricorder on the Balkosian when it is conscious and unconscious in the medical room, tricorder the food dispensary, use the medical tricorder on the vat, get each computer object, nab the pass, grab the battery, assemble and recharge the badge, view the information sample, and save the Balkosi. You lose points if you poison the Balkosi. No Man’s Land Fighting Trelene’s Triplane Concentrate your firepower upon it, and if Trelene starts to head straight at you, quickly move the Enterprise out of his field of fire. Leaving The Storeroom Start a fire by doing the following: collect some sticks and then use Kirk on the case in the upper-right corner of the room. Take some schnapps, use it on the hay and then use the sticks on the hay. Now use Spock on the guard or talk the guard into letting you out. Helping The Old Man Use Kirk on the guard, then use the medkit on the old man. You can only ask him one question. Getting To Trelene You must destroy Trelene’s power items. You can collect three of these - the clock in the store, the chalkboard from the school and the soldier’s locket in the trench to the left of town - easily, but the fourth (the Triplane) is located to the right of the town. You also need some TNT. The Dog And The Armoury Get some food from the store and give it to the dog. Now use McCoy on the doberman while it’s distracted. The Armoury Guards You need to drug the beer in the tavern by using the medical kit on it. The Clock Power Item Help the one-armed man in the apartment (Sounds like something out of Fire Walk With Me... - Ed) by sweeping his floor with the broom from the store. Take the money he gives you to the poker game in the back of the tavern and use it on the table to play. Take the winnings (if only real life were that easy) to the store and buy the clock. The Chalkboard Power Item You have to trick the teacher into giving the chalkboard to you. To do this you must get Sundergard to spread a rumour in his paper by getting transfer papers for his son. After drugging the guards in the armoury, tie up the guard commander and get a rifle from the wall. Use McCoy to wake the commander and then threaten him with the rifle. He now signs the transfer papers for you. Take the papers back to Sundergard in the poker room, and then talk to Schiller in the tavern about the chalkboard rumours. He’ll give you a letter to take to the teacher. The Locket Power Item Use the medical tricorder and then the science tricorder on the wounded soldier. Talk to him about the locket and he’ll give you a letter to his girlfriend. Take this letter to Gretel in the tavern and then return to the soldier and talk to him about the locket. Getting The TNT Use the rope to tie up the armoury commander. Use McCoy to wake him up, then use Spock on the commander to get the combination to the safe. Afterwards, use Spock on the safe. Trelene’s Triplane After you’ve collected the other three power items (see above), take them to the plane. Use each item on the aircraft - then activate the TNT to blow the thing up. If Trelene Freezes Ellis Tell Trelene to release Ellis immediately and take you instead. Releasing The Enterprise By talking to Trelene you can makehim realise that war is not a game. Try and talk him into showing you a historical trench scene, then lecture him on the evils of war. Eventually, he will repent. Maximum Score To get the maximum score you must talk to Ellis to determine his problem, defeat Trelene’s Triplane in the beginning, persuade the guard to leave in the storeroom, save the old man from the guard and heal his wounds, defend Gretel without provoking the guard, obtain the broom, rope and food by talking to the boy, not use the rifle on the fallen guard in the armoury, offer to heal the retired gentleman, use Spock to fix his phonograph, not use the rifle (or the TNT) on the cat, attempt to heal the wounded soldier, not fight with Ellis, get the kids to vote, not threaten the kids, tricorder the castle, resolve the conflict between Ellis and Kirk, attempt to destroy Trelene’s painting, not use the rifle on Trelene, look at the Enterprise in a bottle, trick Trelene into looking for the babysitter, persuade Trelene to take you to the real trench - and then force him to lose his composure. Light And Darkness What’s Going On Your goal is to successfully combine two lifeforms - one of light, one of darkness - into their destined single form. To do this you need genetic samples from each. Getting Help From The Beings Talk to each representative being and convince them that they are of a very similar race. Once you do this, they will want to be joined together, and will give you the samples you need. If You Waste A Sample Simply go back and talk to the beings. They will give you another sample. If you need to summon an image of the being, use Spock on the keyboard of their genetic storage computer. Combining The Samples You need to sequence and replicate the samples, then use the replicated samples on the large computer in the room to the north of the entrance. The sequencer is on the left (in the entrance-way), the replicator on the right. Use the samples on the sequencer door, then use Jons, the genetic specialist, on the sequencer computer. If Jons Cannot Sequence The Dark Sample Jons is deliberately failing to sequence the sample. You need to talk to him and convince him that he has no right hindering the wishes of the two races. If The Replicated Sample Is Bad You need to remove the organic material on the replicator by shooting your phaser (set on stun) at it. Using The Replicated Samples Take both replicated samples to the computer in the northern room and use them on the access port. Fixing The Transmission The transmission is breaking up because the antennae on the outside are failing. Exit the complex and go right to find them. Powering The Antennae The antennae are powered by a geo-thermal device. Use the science tricorder on the control panel of the first antenna, then attempt to use your phaser (set on maximum power) on the rocks. Use the science tricorder on the rocks just above the antenna, then contact the Enterprise with your communicator. Aligning The Antennae Go straight to the second antenna and use the science tricorder on the control box. Contact the Enterprise with your communicator, then use Spock on the control box. Afterwards, return to the transmission room. Maximum Score To score the maximum number of points you must successfully contact the Brassica, clean the replicator before making a sample, tricorder the building from the outside, get Jons to do his job without direct accusation, not annoy Azrah or Vizznr, not use the faux-delta sample and scan all three sensor dishes. Voids Exiting The Bridge Talk to everyone on the ship’s bridge - and, lastly, Spock. Use him on the science station twice, talk to him and then use him on the science station one more time. Afterwards, use the science station. You can now exit through the turbolift. Helping Spock Spock has been captured by an alien - and you must rescue him. Head for auxiliary control. Getting A Medical Scan Of The Alien You have to make a hole in the door before you can do anything else. Fire your phaser (maximum power) at it, then use the medical tricorder. Gassing The Vurian Take the scan to McCoy in sickbay. Talk tohim, then take the gas canister to engineering. Use the gas canister on the life-support mixer to the right. Now use the life-support controls on the left. Finding Out Where The Vurian Went Use the sensor controls in auxiliary control - they’re on the far right. Strengthening The Ship Use your communicator and talk to Scotty. Have him divert energy to the shields. This will buy you more time to track down the Vurian. Following The Vurian Once you have the coordinates of the Vurian, go to the transporter room. Talking To Spock Spock is delirious, so use the medkit to calm him down. Remember, you still have to free him from the grasp of the Savant. Talking To The Vurian Talk to the Vurian and get as much information as possible. He then summons the Savant, the alien behind your problems. This fellow will subsequently appear in the large hole to your right. Talking To The Savant The Savant won’t let you and Spock return to the Enterprise together, so don’t bother hassling him for this. You must be careful not to return without Spock, or talk the Savant into destroying itself. You must force the Savant to return with you instead. Returning To The Enterprise Use the pouch on the blue gems. Now summon the Savant - by talking to the Vurian - and throw the pouch at it. Don’t be nasty when you talk. Maximum Score To score the maximum number of points, you have to keep hull damage above 84%, give orders to fully boost sensors or shields, talk to Scotty, Sulu and Chekov on the bridge, choose Spock to be transported first, phaser the auxiliary control room door only once, not use maximum power phasers on the Vurian, get the Vurian to aid the party, not use Walker on the blue gems without the pouch, examine the stones with both tricorders, not threaten the Savant (the Savant cannot be angry when you first summon him), and not use the pouch of stones on Spock. Museum Piece Meeting The Curator Again You can either wait around for a couple of minutes - or try and enter the door in room ten that leads directly to room 11. The Curator’s Office Use one of your crew on the curator - and then use Scotty three times on the security console. Take the bottle and the note hidden underneath it. Now take the decanter and the serving tray on the table, and snatch the lance from the knight. Either use the curator’s desk twice and then push the knight underneath the door, or enter the code from the note. The Room With The Docking Ring When you attempt to enter room six, the security door will stop you from going any further. You therefore need to enter the code on the note you picked up earlier. The code is V V S O P 2 1 2 3. The Transporter Room The security code won’t work for this door, so you need to break it down. Talk to Scotty after you try, then exit through the door. The Robot Use a charged capacitor on the robot, then pick the thing up. (To charge a capacitor, simply place it on the table in room five.) Making The Mass Driver You will need the following items - the lance, the capacitors from the phaser cannon, the interface cable from the NIVEN machine, the clamps from the docking ring in room six and the superconducting wire from the robot in room six. Use all of these items on the table in room five in the following order - capacitors, clamp, red wires, lance and the interface cable. Afterwards, use Scotty on the special Klingon control machine. Recharging The Capacitor Before you fire the mass driver, charge a capacitor by placing it on the table in room five. Afterwards, use the pod in room nine. Activate the robot with a used capacitor and then use Scotty on the robot to open the pod bay door. Now use the following - Scotty, the decanter and the tray - on the door (in that order). Now place the capacitor on the door. Pick up the capacitor when it’s fully charged. Defeating The Terrorists You cannot just barge into room ten. You must either transport the gas canister into the room, or communicate with the terrorists and negotiate them out. The Transporter First, activate the robot and charge the capacitor in room nine. Now use Scotty on the transporter. Afterwards, use the wires, the charged capacitor and the panel on the transporter. Again, use Scotty on the transporter. You can now enter room ten safely. The Communicator Activate the robot, charge the capacitor and get the tray from the pod in room nine. Don’t forget to get a crystal from the display. Enter room seven and use the crystal, tray and capacitor on the communicator. Afterwards, use Kirk on the communicator and negotiate straightaway with the terrorists. Negotiating With The Terrorists To deal effectively with the terrorists, you must be firm yet responsive to their demands. Deal with them fairly, point out that they have the same goals as their enemies, and offer them your cast iron guarantee. Maximum Score To score the maximum number of points you must negotiate successfully with the terrorists. Though This Be Madness The Goal Your mission is to find the computer that controls the ship and repair it. Along the way you should help the vessel’s inhabitants and try not to anger the Klingons. Getting The Blocks From Jakesey Jakesey needs another toy to play with. Bring him the teddy bear from the play room. Use Spock on the chess board to get the bear. Talking To The King Use Uhura on the king. Convince the king that Uhura is descended from royalty. Talking To The Sad Woman Ask what is troubling her and try to solve her problem. She is very important to your mission. Ask about her son. Talking To the Child In The Sleeping Hall You need to talk to this kid’s mother to get permission to talk to him. His mother is the sad woman in the eating hall. If you bring her some fresh food, she will give you permission to chat with the boy. Growing Fresh Food You need to fix the round metal keg withthe dead plants at the far end of the hall. Take the keg and place it on the workbench. Use the red phaser on the keg, use the table, use the blocks on the keg and then use the red phaser again. Get the keg and return it to the niche you got it from originally. Leave the room and return later to find the fruit. Now simply take the fresh fruit from the keg. Getting Some Tranquillizer When you talk to the kid in the sleeping hall, he will tell you about the bad food. He then asks you if you want some for yourself. Say yes and take the bad food back to the eating hall for analysis. Now use it on the computer terminal. Answer yes to the drug question. Use the food machine. Afterwards, use the food on the computer terminal again. Answer yes to the computer’s question. Now re-use the food machine and take more food. The Hurt Old Woman In The Oratory Use the medical tricorder and then Spock on the hurt woman. Getting Past Tuskin’s Guards First, you need to drug Tuskin. If you use the drugged food on the woman in the eating hall, she will offer to do this for you. Take some food and offer it to Tuskin. After you’ve drugged him, fire the phaser (on stun) at the large guard. Afterwards, talk to the small guard. Finding The Computer There is a secret entrance in the play room which leads to the computer control room. Tuskin is guarding this entrance. You need to get past him to access it. Fixing The Computer You need the lightbar from the room with the king. After Uhura talks to him, he should leave the room. You can now use Kirk on the switch to open the panel. Take the lightbar and use it on the computer panel on the right. Afterwards, use the lightbar on Klarr. If You Displease The Klingons Don’t anger the Klingons. Always act diplomatically. Give way to the Klingons and you will be rewarded at the end of the mission. If you make the Klingons leave, you will fail. Answering The Computer’s Test Talk to the computer and review all the information. Use the crystal that comes down out of the ceiling above the unusual computer terminal. Review the computer data. Attempt to enter the portal - then enter properly... Yet There Is Method In It Answering The Brassica’s Questions The Brassica ask many questions - and you can either answer, talk among yourselves or ask new questions. Always talk among yourselves, and ask questions of the Brassica that seem sensible. When the Brassica tells you to answer the question now, use one of the characters on it. Refusing To Answer The Questions The game ends. You will not be harmed, but you won’t have completed the game either. Obviously, it’s best to answer those questions... Answering With Kirk Be careful. Kirk is not the best person for the job. He is destined for other things... Deciding Who Will Answer The Questions Everyone has a good answer. You should read carefully the answers that each member of the team proposes, then use this information to make a decent decision. Accepting The Brassica’s Offer When the Brassica offer Kirk information about the Klingon empire, you should refuse. After this discussion, talk to Spock. Finally, talk to Klarr. Maximum Score To score maximum points, you need to use Kirk or Spock on Klarr, use Uhura to answer the first question, McCoy to answer the second, Spock to answer the third, and leave with both people for the final question. You must also take the paralens and give it to Klarr. Never use Kirk or Klarr on the Brassica for the first three questions.