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Star Trek: Judgment Rights - PlayerÆs 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. ItÆs 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, donÆt worry. They will recover.
The Chess Program
Use Spock on the chess board, but donÆt 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. YouÆll 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
YouÆll 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 BreddelÆs Door Code
Use both tricorders on the computer in the computer room. They will then store
the required information, and youÆll have all the proof you need, as well as the
passcode to enter BreddelÆs quarters.
The Shuttle Guards
When these guys say æSurrender or die!Æ, they mean it, so donÆt mess them
around. You should surrender to the guards, then have Spock sabotage as many of
the controls as possible.
Breddel
As soon as youÆve finished talking to Breddel, stun him with your
phaser. If you wait too long, heÆll shoot you.
Stopping The æBig BangÆ Experiment
The controls are hidden in BreddelÆs quarters. Take the book lying on the table,
the bookmark that falls out of it and the dartboard with KirkÆs face on it. Use the
tricorder on the bookmark to get the correct code, then use Spock on the control
panel to disarm the æBig BangÆ experiment.
If Breddel Escapes
If Breddel gets away at the end of the episode, then you didnÆt 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 technicianÆs allergy,
talk to Munroe, sabotage all the shuttleÆs 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 ManÆs Land
Fighting TreleneÆs 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 TreleneÆs power items. You can collect three of these - the
clock in the store, the chalkboard from the school and the soldierÆs 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 itÆs 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. HeÆll 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 heÆll 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.
TreleneÆs Triplane
After youÆve 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
TreleneÆs 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 TreleneÆs 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
WhatÆs 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 shipÆs 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 - theyÆre 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 wonÆt let you and Spock return to the Enterprise together, so donÆt
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. DonÆt 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 CuratorÆs 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 curatorÆs 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 wonÆt 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 itÆs 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. DonÆt 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 vesselÆs 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 kidÆs 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 computerÆs 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 TuskinÆs 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 youÆve 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
DonÆt 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 ComputerÆs 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 BrassicaÆs 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 wonÆt have completed the game
either. Obviously, itÆs 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 BrassicaÆs 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.