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- Interplay Productions
- Presents:
- Star Trek: Judgment Rites - Hint File
-
-
- --Federation--
-
-
- Tips for fighting the Elasi pirates.
- -------------------------------------
- Depending on the difficulty level you set in the beginning, you will have
- to fight one or two Elasi pirates. In any case, the dangerous one is the
- one firing the three photon torpedoes. Concentrate fire on this particular
- craft, if you are fighting both Elasi. The best tactic is to fire phasers
- continuously, and fire photons only at close range or with enough lead, at
- one target until that target flees. Adjust the difficulty level if all else
- fails.
-
- How to escape from the jail cell.
- ----------------------------------
- It is possible to convince the guard to let you out. Remind him of his
- father. If all else fails, find the weak part of the wall. Use Spock on that
- part of the wall.
-
- Getting your equipment back.
- -----------------------------
- If the guard is unconscious, search him to find a passcard. Use the passcard
- on the locker controls. Your phasers, communicators and tricorders are in
- the lockers.
-
- Where you need to go first.
- ----------------------------
- After escaping from the cell, you should go to the left side of the station.
- This is the side with the computer room, your first destination.
-
- What to do if security forces are stunning you.
- ------------------------------------------------
- You will have to be a quick shot. Only use your stun phaser to fire back
- as soon as you see a security guard. You should have enough time to
- stun the guards. If one of your party is stunned, they will recover.
-
- Tips for defeating the chess program.
- --------------------------------------
- After using spock on the chess board, the best course of action is to not
- take the completely aggressive or defensive moves. You will always be
- giving a choice of three moves, one of the moves is too aggressive, and
- the other is too defensive. Pick the remaining move.
-
- How to stop the gas in the transporter room.
- ---------------------------------------------
- You need an air filter, which can be found in the executive quarters. Use
- the air filter on the grating on the floor next to the transporter controls.
-
- What to do in the command center.
- ----------------------------------
- Stun the two guards. Then use Spock on all three computers, two in the
- back and the one facing the station commander. Use McCoy on the technician.
-
- Tips for getting into the security room.
- -----------------------------------------
- You need to transport into the security room. You will also need the
- 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.
-
- How to shut down the force field in the special projects room.
- ---------------------------------------------------------------
- The controls for the force field are located in the security room. You
- must beam into the security room with the practice dummies from the
- crew quarters, then use Spock on the computers.
-
- Help with the monster in the special projects room.
- ----------------------------------------------------
- Unfortunately, you must use your phaser set on kill to stop this beast.
- Nothing else will work. Shoot the beast as soon as you enter the room,
- before it jumps on Kirk.
-
- How to get the computer files on the experiment or the code to Breddel's room.
- -------------------------------------------------------------------------------
- Use both tricorders on the computer in the computer room. They will
- store the required information. You will have all the proof you need, and
- the passcode to enter Breddel's quarters.
-
- Help with the shuttle guards.
- ------------------------------
- When they said "Surrender or Die!", they meant it. You should surrender to
- the guards. Then have Spock sabotage as much of the controls as possible.
-
- What to do if Breddel phasers you.
- -----------------------------------
- As soon as you are finished talking to Breddel, stun him with your stun
- phaser. If you wait too long, he will shoot you.
-
- How to stop the "Big Bang" experiment.
- ---------------------------------------
- The controls are hidden in Breddel's quarters. Take the book lying on
- the table, and the bookmark that falls out. Take the dartboard with
- Kirk's face on it. Use the tricorder on the bookmark to get the correct
- code. Use Spock on the control panel to disarm the big bang experiment.
-
- What to do if Breddel got away.
- --------------------------------
- If Breddel gets away at the end of the episode, then you did not sabotage
- his escape shuttle in the shuttle bay before stunning him in his room.
-
- Tips for maximum scoring.
- --------------------------
- To score the maximum number of points possible, you must:
- Succeed in the mission without failing once, do not insult the Elasi, stun
- the guards, do not kill any guards, destroy communications in central
- command, treat the technicians allergies, talk to munroe, sabotage all
- shuttle controls, convert security to your side and deliever promised
- evidence, destroy communications tracking, defeat Breddell without
- killing him, do not trigger the false code, talk Sheme into cooperating,
- win the chess game, and not wake the sleeping crewman or wake him
- and put him back to sleep.
-
-
- --Sentinel--
-
-
- How get out of the scanning room.
- ----------------------------------
- You need to open the door. Use the science tricorder on the control panel
- next to the door. Use Spock on the control panel. To get around better,
- you need badges.
-
- How to make the badges.
- ------------------------
- In the room with the large piece of green machinery, take cards and
- batteries from the bins on the machine. Use each of these items on the
- hopper to the left. Use Spock on the hopper.
-
- How to power up the badges.
- ----------------------------
- From the room where you made the badges, exit to the lower left. Then use the
- badge on the recharging station in the upper right corner of this new room.
-
- How to shut down the force fields.
- -----------------------------------
- In the room with the large computer and display screen, use the computer
- monitor and box on the computer. Use Spock on the computer.
-
- Tips on solving the shape puzzle.
- ----------------------------------
- Add up the number of sides on the objects in each row. Circles count as
- one side. Pick the object that will give the third row the same number of
- sides as the first and second row. You will be giving three chances.
-
- How to get a Balkosian for study.
- ----------------------------------
- In the room with the food producing machine, use Spock on the
- Balkosian when it comes to eat. Take the Balkosian. Use McCoy on the
- Balkosian when in the medical room.
-
- How to shut down the gas safely.
- ---------------------------------
- Use the switch on the gas tank. Go to the room with the power
- generator. Use the wires and control card on the generator. Use Spock
- on the generator and have him shut it down.
-
- Tips for maximum scoring.
- --------------------------
- To score the maximum number of points, you must:
- Solve the shape puzzle on the first try, install the switch, medical
- tricorder the Balkosian when it is concious and unconcious in the
- medical room, tricorder the food dispensary, medical tricorder the vat,
- get each computer object, get the pass, get the battery, assemble and
- recharge the badge, view the information sample, save the Balkosi. You
- will lose points if you poison the Balkosi.
-
-
- --No Man's Land--
-
-
- Tips for fighting Trelene's triplane.
- --------------------------------------
- The triplane is very difficult to defeat. You need to concentrate fire on it,
- and if Trelene starts to head straight for you, you need to move the
- Enterprise out of his path of fire.
-
- How to get out of the storeroom.
- ---------------------------------
- You need to start a fire. Collect some sticks, and use Kirk on the case in
- the upper right. Take some schnapps. Use the schnapps on the hay. Use
- the sticks on the hay. Either use Spock on the guard or talk the guard
- into letting you out.
-
- How to help the old man.
- -------------------------
- Use Kirk on the guard. Use the medkit on the old man. You can ask him only
- one question.
-
- How to get Trelene.
- --------------------
- You need to destroy four of Trelene's power items. You will need to
- collect three of them, the fourth is the triplane located to the right of the
- town. The three items you need to collect are: the clock in the store, the
- chalkboard in the school, and the soldier's locket in the trench to the left
- of the town. You will also need some TNT to destroy the items.
-
- How to get money to play in the poker game.
- -------------------------------------------
- You can collect some money by helping the one-armed man in the apartment.
- He needs his floor swept clean. There is a broom in the store.
-
- How to get past the dog and into the armory.
- ---------------------------------------------
- Get the food from the store and give it to the dog. While the dog is
- distracted, use McCoy on the Doberman.
-
- How to get past the guards in the armory.
- ------------------------------------------
- You will need to drug the beer in the tavern. Use the medical kit on the
- beer. The next time you visit the armory, the guard's will be drugged.
-
- How to get the clock power item.
- ---------------------------------
- You need to buy the clock. To earn some money, help the one-armed
- man in the apartment by sweeping his floor with the broom from the
- store. Take this stake money to the poker game in the back of the tavern,
- use the money on the table to play. Take the winnings to the store and
- buy the clock.
-
- How to get the chalkboard power item.
- --------------------------------------
- You need to trick the teacher into giving the chalkboard to you. To do
- this you need Sundergard to spread a rumor in his paper, which he will
- do if you get transfer papers for his son. After drugging the guards in the
- armory, tie up the guard commander, and get a rifle from the wall. Use
- McCoy to wake the commander and threaten the commander with the
- rifle. He will sign 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 rumors. He will give you a letter to take to the teacher.
-
- What to do for the soldier in the trench.
- ------------------------------------------
- You cannot help the guard. Trelene is keeping him wounded.
-
- How to get the locket power item.
- ----------------------------------
- Use the medical tricorder on the wounded soldier. Use the science
- tricorder on him. Talk to him about the locket. He will give you a letter
- to take to his girlfriend. Take this letter to Gretel in the tavern. Return
- to the guard and talk to him about the locket.
-
- How to get the TNT from the armory safe.
- -----------------------------------------
- When you return to the armory after drugging the beer in the tavern, use the
- rope to tie up the guard commander. Use McCoy to wake him up. Use Spock on
- the commander to get the combination to the safe. Use Spock on the safe.
-
- What to do with Trelene's triplane.
- ------------------------------------
- After collecting the three other power items, take them to the triplane.
- Use each of the three power items on the triplane. Then use the TNT on
- the triplane.
-
- What to do if Trelene freezes Ellis.
- -------------------------------------
- Tell Trelene to release Ellis and take you instead.
-
- How to get Trelene to release the Enterprise and the other captured ships.
- ---------------------------------------------------------------------------
- By talking to Trelene, you can force him to realize that war is not a toy to
- play with. Try and talk him into showing you a historically trench scene.
- Then lecture him on the evils of war. He will relent.
-
- Tips for maximum scoring.
- --------------------------
- To score the maximum number of points, 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, do not use the rifle on the fallen guard in the armory, 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, do 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 to look for the babysitter, persuade Trelene to take you to
- the real trench and force Trelene to lose his composure.
-
-
- --Light and Darkness--
-
-
- What to do on this mission.
- ----------------------------
- You will find representatives of two lifeforms, one of light and the other
- of darkness. You goal is to successfully combine these two lifeforms into
- their destined single form. To do this, you must get genetic samples from
- each lifeform.
-
- How to get the beings of light and darkness to give you samples.
- -----------------------------------------------------------------
- You need to talk to each being and convince them that they are of a very
- similar race. Once you do this, they will want to be joined together.
- Then they will give you the samples that you need.
-
- What to do if you waste a sample.
- ----------------------------------
- Simply go back and talk to the being, they will give you another sample.
- If you need to summon the image of the being, use Spock the keyboard of
- their genetic storage computer.
-
- How to combine 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, and the replicator is on the
- right. Use the samples on sequencer door, then use Jons, the genetic
- specialist on the sequencer computer.
-
- What to do if Jons cannot sequence the dark sample.
- ----------------------------------------------------
- Jons is purposefully not sequencing the sample. You need to talk to him
- and convince him that he has no right hindering the wishes of the two
- races.
-
- What to do if the replicated sample is bad.
- --------------------------------------------
- You need to remove the organic material on the replicator. Use your stun
- phaser on the organic material on the replicator.
-
- How to correctly use the replicated samples.
- ---------------------------------------------
- Take both replicated samples to the computer in the northern room. Use
- them on the access port on the computer.
-
- How to fix the transmission.
- -----------------------------
- The transmission is breaking up because the antennas on the outside are
- failing. You need to supply them with power and align their dishes. Exit
- the complex and go right to find the antennas.
-
- How to power up the antennas.
- ------------------------------
- The antennas are powered by a geo-thermal device. Use the science
- tricorder on the control panel of the first antenna. Attempt to use the red
- phaser on the rocks. Science tricorder the rocks just above the antenna.
- Contact the Enterprise with your communicator.
-
- How to align the antennas.
- ---------------------------
- Goto the second antenna. Use the science tricorder on the control box.
- Contact the Enterprise with your communicator. Use Spock on the
- control box. Return to the transmission room.
-
- Tips for maximum scoring.
- --------------------------
- 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, scan all three sensor dishes
-
-
- --Voids--
-
-
- How to get off the bridge.
- ---------------------------
- Talk to everyone on the bridge, ending with Spock. Use Spock on the
- science station twice, talk to Spock and use him on the science station
- again. The use the science station. Exit through the turbolift.
-
- How to help Mr. Spock.
- -----------------------
- Spock was captured by an alien. You must find the alien and free Spock.
- Head for auxiliary control.
-
- How to get a medical scan of the alien.
- ----------------------------------------
- Since the alien keeps kicking you out of aux control, and you cannot scan
- through the shielding, you need to make a hole in the door. Use the red
- phaser on the door to burn a small hole. Use the medical tricorder.
-
- How to gas the Vurian.
- -----------------------
- Get a medical scan of the alien and take it to McCoy in sickbay. Talk to
- McCoy. Take the gas canister to engineering. Use the gas canister on
- the life support mixer to the right of the screen. Use the life support
- controls on the left.
-
- How to find out where the Vurian went.
- ---------------------------------------
- Use the sensor controls in aux control. These are the right most controls.
-
- How to strengthen 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.
-
- How to follow the Vurian.
- --------------------------
- Once you have the coordinates of where the Vurian went from the
- sensors in aux control, go the transporter room.
-
- How to pick up the gems safely.
- --------------------------------
- You need something to carry them in. In the area to the right of where
- you beamed in is an appropriate container; a pouch. Use the pouch on
- the large set of gems. If you do not have the pouch, someone might get
- hurt!
-
- How to speak with Mr. Spock.
- -----------------------------
- Spock is delirious. Use the medkit to calm him. You must still free him
- from the grasp of the Savant.
-
- Talking with the Vurian.
- -------------------------
- Talk to Vurian and get the most information possible. The Vurian will
- summon the Savant, the alien behind your problems. The Savant will
- appear in the large hole in the area to your right.
-
- Talking with the Savant.
- -------------------------
- Trying to talk the Savant into letting you and Spock return to the
- Enterprise is a lost cause. But you must be careful not be returned
- without Spock, or talking the Savant into destroying itself. You will
- have to force the Savant to return you, Spock and the rest of your crew to
- the Enterprise.
-
- Tips for returning to the Enterprise.
- --------------------------------------
- You must collect the large pile of blue gems. Then summon the Savant
- by talking to Vurian. Throw the pouch with the blue gems into the
- Savant. Do not be nasty when you talk to the Savant.
-
- Tips for maximum scoring.
- --------------------------
- To score the maximum number of points, you must:
- Keep hull damage above eighty-four percent. Give order to fully boost
- sensors or shields. Talk to Scotty, Sulu and Chekov on the bridge.
- Choose Spock to be transported first. Phaser the aux control door only
- once. Not use the red phaser on the Vurian. Get the Vurian to aid the
- party. Not use Walker on the blue gems without the pouch. Examine
- stones with science and medical tricorders. Not threaten the Savant. The
- Savant cannot be angry when first summoned. Not use pouch of stones
- on Spock.
-
-
- --Museum Piece--
-
-
- What to do if you wish to speak with the curator again.
- --------------------------------------------------------
- You can either wait around for a couple of minutes, or you can try and
- enter the door in room 10 that leads to room 11.
-
- What to do in the curator's office.
- ------------------------------------
- Use someone on the curator. You need to use Scotty three times on the
- security console. Take the bottle and the note hidden underneath it.
- Take the decanter and the serving tray on the table. Take 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.
-
- How to get into room 6 (Room with the docking ring).
- -----------------------------------------------------
- When you attempt to enter room 6, the security door will stop you. You
- need to enter the code that you found on the note. The code is V V S O P
- 2 1 2 3 [spell this out like this: vee vee ess ooh pee two one two three].
-
- How to get into room 7 (Room with transporter).
- ------------------------------------------------
- The security code will note work for this door. You will need to break
- down the door. Talk to Scotty after you try and exit through the door.
-
- What to do with the robot.
- ---------------------------
- Use a charged capacitor on the robot. Then get the robot. You can
- charge a capacitor by placing it on the table in room 5.
-
- How to make 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 6 and the superconducting wire from the
- robot in room 6. Use all of these items on the table in room 5 in the
- following order: capacitors, clamp, red wires, lance and interface cable.
- Then use Scotty on the Klingon control machine.
-
- How to recharge the capacitor.
- -------------------------------
- Before you fire the mass-driver, you can charge a capacitor by placing it
- on the table in room 5. After firing the mass-driver, you must use the
- pod in room 9. Activate the robot with a used capacitor and use Scotty
- on the robot to open the pod bay door. Use Scotty on the open door. Use
- the decanter on the door. Use the tray on the door. Place the capacitor
- on the door. Get the capacitor when charged.
-
- How to defeat the terrorists.
- ------------------------------
- You cannot just barge into room 10. You must either transport the gas
- canister into the room, or communicate with the terrorists and negotiate
- them out.
-
- How to use the transporter.
- ----------------------------
- To use the transporter, you must first activate the robot and charge the
- capacitor in room 9. Then use Scotty on the transporter. Use the wires,
- the charged capacitor and the panel on the transporter. Use Scotty on the
- transporter. Use the gas canister on the panel. Tell mister Scott to
- energize. Then you can enter room 10 safely.
-
- How to use the communicator.
- -----------------------------
- Activate the robot, charge the capacitor and get the tray from the pod in
- room 9. Also get a crystal from the display. Enter room 7 and use the
- crystal, tray and capacitor on the communicator. Use Kirk on the
- communicator. Negiotate with the terrorists.
-
- How to negotiate with the terrorists.
- --------------------------------------
- When you negotiate with the terrorists you must be firm, but still listen to
- their demands. Deal with them fairly, point out that they have the same
- goals as their enemies, and offer them your guarantee.
-
- Tips for maximum scoring.
- --------------------------
- To score the maximum number of points, you must:
- Negotiate with the terrorists.
-
-
- --Though This Be Madness--
-
-
- Goal of this mission.
- ----------------------
- Your goal is to find the computer that is controlling this ship and repair
- it. Along the way, you should help the inhabitants of this vessel and try
- not to anger the Klingons.
-
- How to get the blocks that Jakesey is playing with.
- ----------------------------------------------------
- Jakesey needs another toy. Bring him the teddy bear from the play room.
- Use Spock on the chess board to get the bear.
-
- How to speak with the King.
- ----------------------------
- Use Uhura on the king. Convince the king that Uhura is descended from
- royalty.
-
- What to say to the sad woman.
- ------------------------------
- You should ask what is troubling her and try and solve her problem. She
- is very important to your mission. Ask about her son.
-
- How to speak with the kid in the sleeping hall.
- ------------------------------------------------
- You need to talk to his mother and get her permission before you can talk
- to this kid. His mother is the sad woman located in the eating hall. If
- you bring her some fresh food, she will give you permission.
-
- How to grow some fresh food.
- -----------------------------
- You need to fix the round metal keg at the far end with the dead plants.
- 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 use the red phaser again.
- Get the keg and return it to the niche that you got it from in the first
- place. Leave the room and return later to find the fruit. Take the fresh
- fruit from the keg.
-
- How to get some tranquilzer.
- -----------------------------
- Once you talk to the kid in the sleeping hall about everything, he will tell
- you about some bad food. He will ask if you want some bad food, say yes
- and take the bad food back to the eating hall. Use the bad food on the
- computer terminal. Answer yes to the drug question. Use the food
- machine. Use the food on the computer terminal. Answer yes to
- computer's question. Use the food machine again and take more food.
-
- How to help the hurt woman in the oratory.
- -------------------------------------------
- Use the medical tricorder on the hurt woman. Use Spock on the hurt woman.
-
- How to get past Tuskin's guards or get to Tuskin.
- --------------------------------------------------
- You need to drug Tuskin. If you use the drugged food on the woman in
- the eating hall, she will offer to drug Tuskin for you. Take some food
- and offer it to Tuskin. After Tuskin is drugged, use the phaser on stun to
- stun the large guard. Talk to the smaller guard.
-
- How to find the computer.
- --------------------------
- There is a secret entrance in the play room. Tuskin is guarding the
- entrance to the computer control room. You must get past Tuskin to get
- to the computer room.
-
- How to fix the computer.
- -------------------------
- You need the lightbar from the room with the king. After Uhura talks to
- the king, and he leaves the room, you can use Kirk on the switch to open
- the panel and then take the lightbar. Use this lightbar on the computer
- panel on the right. Then use the lightbar on Klarr.
-
- What to do if you displease the Klingons.
- ------------------------------------------
- You should not 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 the mission.
-
- How to answer the computer's question, and finish the mission.
- ---------------------------------------------------------------
- You must talk to the computer and review all the information that it has.
- Use the crystal that comes down out of the ceiling on the unusual
- computer terminal. Review the computer data. Attempt to enter the
- portal. Enter the portal.
-
-
- --Yet There Is Method In It--
-
-
- How to answer Brassica's questions.
- ------------------------------------
- The Brassica will ask you many questions. You will be giving the
- opportunity to answer these questions, talk among yourselves or ask other
- questions of the Brassica. Always talk amongst yourselves, and ask
- questions of the Brassica that seem sensible. When the Brassica tell you
- to answer the question now, then use one of the characters on the
- Brassica.
-
- What happens if you refuse to answer the questions.
- ----------------------------------------------------
- The game will end. You will not be harmed, but you will not have
- succeeded. Obviously, this is not the right solution. It is best to answer
- the Brassica's questions.
-
- What to do if you answer the questions with Kirk.
- --------------------------------------------------
- Be careful. Kirk is not the best person to answer the questions. He has a
- destiny that will be meet later in the episode.
-
- How to determine who should answer the questions.
- --------------------------------------------------
- Everyone has a good answer. You should read carefully the answers that
- everyone will propose. Use this information to make a decision.
-
- Tips on accepting the Brassica's offer.
- ----------------------------------------
- When the Brassica offer Kirk information about the Klingon empire, you
- should refuse. After this discussion, talk to Spock. Talk to Klarr.
-
- Tips for maximum scoring.
- --------------------------
- To earn the maximum amount of points, you must:
- not 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 take the paralens and give it
- to Klarr. Never use Kirk or Klarr on the Brassican for the first three
- questions.
-
-
- (C) 1994 Interplay Productions, Inc.
-
-