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Star Trek Generations: Beyond the Nexus FAQ and walkthrough for the Sega Game
Gear by Sam Skinner
Copyright Sam Skinner, 2011-2018. See the final section of this guide for
more information on the copyright.
*NOTE TO NEW READERS* Please read the copyright section before any other
section of this guide the very first time you access this file.
Guide started on 7-07-2011
Version 0.10 finished 07-08-2011
Version 0.20 finished 07-09-2011
Version 0.50 finished 07-11-2011
Version 0.65 finished 07-12-2011
Version 1.00 finished 07-12-2011
Version 1.01 finished 09-25-2018
My E-mail = Arguro AT hotmail.com
Please direct any questions, comments or corrections to my e-mail. Thanks.
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Table of Contents
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To jump to any section, press crtl and F and enter the code that is in
parenthesis ( ) in the box that pops up.
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Introduction (INTR)
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Star Trek Generations: Beyond the Nexus is an interesting game. I happened
upon it while sorting through my long neglected Game Gear collection. I
don't remember when, where or how I came into possession of it (I keep
records and did discover the origin after looking through them). I have no
memories of playing the game before yesterday (July 6th, 2011). After my
computer crapped out on me that hot summer day, I decided to play it and see
what I had. What I found was interesting. I've been a life long Star Trek
fan, but I have never enjoyed a single Star Trek video game. Star Trek
Generations: Beyond the Nexus broke that chain for me. While I don't love
it, it is an interesting, fun little game that is actually faithful to the
movie. Well, as faithful as a short Game Gear game can be.
Within Star Trek Generations: Beyond the Nexus you find several different
types of game play, with each level being a different type. There are four
different 'screens' if you will. There are two action types of game play
(first person shooting and overhead view walking) as well as two puzzle games
(one that requires fast thinking and one that is much more methodical).
These are explained in more detail in the Level Types section below.
Some may ask why I decided to write a walkthrough for this game. The answer
is simple really. It has been a little over a year since I last did any sort
of video game related writing (I seemed to get burned out easily these days)
and the itch was beginning to form once again. After playing this game for
fun and noticing no one anywhere had written anything for it, I decided I
needed to. Not even the passwords for this game were posted anywhere, so
once I discovered one, there was no turning back.
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Controls (CONT)
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The controls vary depending on the level type you are playing. They are as
follows:
GENERAL USAGE
Button 1: Cancels
Button 2: Confirms
SHOOTER
Button 1: Fire photon torpedo
Button 2: Fire phasers
Start : Bring up menu
-During menu mode:
--Button 1: exit menu
--Button 2: move cursor to next target
--Start : pause
FREQUENCY PUZZLE
Button 1 : Confirms input
Button 2 : inputs frequency in box
Start : Pauses
Up/down : change frequency to be input
Left/right: changes where frequency is input
OVERHEAD VIEW
Button 1: No action
Button 2: Fire Phaser
Start : Pause
D-Pad : Move character
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Level Types (LEVL)
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There are five different styles of game play found within Star Trek
Generations: Beyond the Nexus. The following is a basic explanation of them
and some general tips. More detailed tips will be found it the level's
corresponding walkthrough. I have given each level type a generic
description that I think will appeal to most gamers.
SHOOTER
The shooter level is a first person perspective from the bridge, looking out
the view screen. There will always be an enemy ship that you have to shoot
and destroy/disable as well as a neutral object such as a planet or a space
station.
At the bottom of the screen will be two bars. The top one represents your
phasers. As you use your phasers, the bar will diminish. It will replenish
if you do not use them, so they are technically unlimited, but you can only
use so much before you have to wait to use them again. It is smart to use
short bursts when the ships are in range, rather than lay on the button and
use them up. You can only have two photon torpedoes on screen at any given
time, but you have an unlimited number of them in your reserves.
The second bar represents your shields. Your shields deplete every time you
take damage. They will regenerate, but much more slowly than the phasers do.
Crashing your ship into the neutral object will heavily damage your shields.
Pressing start on this screen will bring you to an overhead view of your
ship, as well as everything in the vicinity. This is a great tool to
determine where the enemy ships are placed in relation to you. Pressing
button two will cycle the cursor through the various objects and you can see
how much damage the enemy ships have by doing this. Pressing button one will
escape this menu and pressing start a second time pauses. Keep this in mind
if you need to pause. You can still take damage while on the overhead view
screen unless you pause. Destroying the enemy ships will end the level.
FREQUENCY PUZZLE
The frequency puzzle is the hardest of the five game play types simply
because it is never the same sequence twice. The goal is to pick the correct
sequence of icons on the screen, supposedly to decipher some message or
location.
There will be three to five empty boxes into which you must place the
symbols. Once you fill every box, you need to press button one. You will
then be told how many symbols total you have correct and how many are in the
correct locations. You are not told which ones are correct, so you have to
do a little guessing as well as remembering which ones you have tried in
which locations. You get between 10 and 25 chances, depending on the
difficulty of the puzzle.
You cycle through the frequencies by pressing up or down and you can change
the box into which the icon will co by pressing left or right. I find the
best strategy is to insert the first half of the icons in and see how many
are right, then do the same with the second half, and use the power of
deduction to figure out what goes where. It is some trial and error, but it
is the only way since it switches on you every time you play.
CONDUIT PUZZLE
The conduit puzzle is the most frustrating type of game play. If you have
ever played the game Pipe Dream, then you will know what to expect (and if
you are like me and were the best Pipe Dream player in your school when you
were young, then you will have this down packed).
Essentially what you have to do is build a system of pipes through which
plasma can travel from point A to point B on a square grid. There will be
walls blocking your path as you go. What makes this a challenge is you
cannot just lay down any old pipe and be on your way, you have to lay down
the pipe the game makes you use. You might want to bend down, but the piece
you have is a left-right moving pipe only. What makes it worse is that if
you lay a piece down over another, a 9-square area explodes and all pipe in
that area is gone except the most recently placed pipe. This makes it
difficult if you make a mistake. Luckily you don't need the entire grid, so
if you have a piece you cannot use, just place it out of the way.
After a short time, the plasma will start to flow, which means you have to
act fast and stay ahead of it at all times. It is wise to scout the area
ahead of you to see exactly where you need to go and place your pieces there
in anticipation of making it to that point.
OVERHEAD VIEW
The overhead view is an action type of game. You play as a single character
down on a planet or within a space station and the goal is to either find a
object/person or kill all the enemies in the area. This is probably the most
straightforward level type there is. You will be timed in every one, but the
time goes by slowly. Your character has a small amount of health, so do your
best to move quickly and safely at the same time. Your character will always
have a phaser and can shoot enemies.
PILOTING
In the piloting levels, you do simply that: pilot the Enterprise. The view
is the same as the shooter levels, but there are no enemies or objects to
avoid. Instead, there will be several boxes through which you must pilot the
ship. If the box is off the screen, there will be a small orange arrow
pointing in the direction you need to go. You should always look ahead of
you and be aware of where you will need to go next because these levels move
fast and you cannot go back to get a box you miss. You must fly through the
center of each one to continue to the next level.
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Walkthrough (WALK)
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The walkthrough will be broken up into each individual stage. I gave them a
name based on what you are fighting/doing in the stage.
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Level 1-1 Tholian Ships (W1-1)
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You start out the game on the newly launched Enterprise-B when you are
attacked by two Tholian ships. You must defeat them both to move on. There
will be one planet in this area. You also do not have photon torpedoes in
this level. I don't know exactly why. Perhaps it is because it was a maiden
voyage and they weren't expecting problems, or maybe they didn't have photon
torpedoes in the days of Kirk....
The best strategy here is to focus on one ship at a time. Just shoot the
first one you see and stick with it. Always follow it at all times and try
to keep it on screen in front of you. Remember that you can only shoot it
when it does NOT have a box [ ] around it. If you lose the ship, press start
and use button two to find which ship is the more damaged one (it will say
no, minor or major damage) and go after it.
Completely ignore the second ship until the first one is destroyed. Even if
it attacks, just focus on the same ship. The Tholian ships have weak attack
power and should never drain your shields. If your phasers deplete, keep the
ship in your sights and let them recover. Shoot in short bursts (just tap
the button) and you shouldn't have any problem. It does take some time to
destroy one ship, so be patient.
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Level 1-2 Distress Signal (W1-2)
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After you destroy the Tholian ships, the Enterprise-B will receive a distress
signal. Chekov will have to decipher its origin in order to continue.
This is an easy frequency puzzle. There will be a total of six icons and
three possibilities. You have a total of ten attempts to get it right, so
don't go in guns blazing. Enter the first three icons, then enter the second
three and see if either combination has a frequency and position match. You
will get a frequency match no matter what. Frequency match means you have
the right icon, just not in the right place. Play with them until you find
the right place. Once you know the three you need, it is a matter of placing
them correctly.
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Level 1-3 Flying to the Distress Signal (W1-3)
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This is a piloting level. Just fly through the boxes. Act fast and don't
miss. Try to get into the center of the boxes. You cannot miss a single box
in this level. This is really straight forward, so you shouldn't have any
trouble with it.
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Level 2-1 Repairing the Power Conduits (W2-1)
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This is the first conduit puzzle and it can be very frustrating if you are
not familiar with the game play. You will start in the top left and you need
to get pipes laid down to the bottom right. It is best to move to the right
first. Look for the little tube in the top border to know where you need to
start. You have to lay pipes that connect, so you can either lay a straight
piece going up and down ( l ), a cross piece ( + ) or an elbow piece that
bends right ( L ). You could bend left, but since your goal is to get the
plasma to the bottom right, it is best to go that way.
Keep in mind here you do not need to lay each piece side by side. You can
think ahead and plan ahead as you do so. If you get a part that is left
right only ( - ) and you need to go down to start, move a couple squares down
and place it. You want to use as many pieces as you can, but try not to get
too far ahead of yourself. You certainly don't want to work from the bottom
up, because the plasma will start to flow after about thirty seconds.
Work your way to the right and get past the wall that looks like the T block
from Tetris. I like to hug this wall on the right side as I work straight
down. If you go too far right, you will run into the edge of the screen.
Move down around the right side of the T and look for another T with a longer
tail on the left. Try to move towards this, but keep your main focus going
down.
Once you get about even with the bigger T wall, move your cursor all the way
down so you can see the ending. This is a great place to work ahead and
place pieces you will need in advance as you work towards the end. The
ending pipe is blocked by a small wall. Plan to go on either side of this
wall, that way you can use the pieces that you are given in their best fit.
If you get any pieces you cannot use, discard them on the side.
Once you get a complete pipeline, move your cursor out of the way and just
watch. Double check your pipe as the plasma flows just to be sure you
completed everything. It will flow slowly, so just sit back and let it
finish so you can move onto the next level.
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Level 2-2 Escaping the Ribbon (W2-2)
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After fixing the warp core through the plasma conduits, Scotty must analyze
another frequency pattern to escape the ribbon anomaly. This one is a little
more difficult because there are eight icons, but there are still only three
needed. You have fifteen total attempts to get this right.
The best way is to select the first three, then the second three. Count how
many signature matches you get. If you get three total, then the last two
icons won't matter to you. If you don't get three, you will need to test the
last two, as well as one from either of the two previous sets. This is a
great way to eliminate one or test a position match you may suspect.
Search for a set of three with no signature matches so you can eliminate
three possibilities at once. Make sure you take this slow and think
logically about what ones you have used and where, so you can deduce what is
still possible.
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Level 2-3 Adjusting the Shield Deflector (W2-3)
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After analyzing the frequency, Kirk must modify the shield's deflector in
order to escape. In order to do this, he must mess with more power conduits
and plasma. This time is very similar to last time.
You start in almost the absolute top left and need to work to the bottom
right again. The only difference is the walls around which you must navigate
are different.
You will want to go to the right first, then work your way down. I like to
move down two squares, then move right along the wall. There will be another
wall blocking you to the right, so move down once you get past the wall, but
keep moving right as well. Go almost all the way right (about two squares
in) then focus heavily on moving down.
There will be a tiny little hole in the wall that you have to navigate
through. You will then be forced to move left, so make sure you think ahead
with those elbow pipes and place them where they will be needed, then join
them with the straight and plus pipes.
Scroll the screen all the way down so you can see the ending, and move just
far enough left that you will make it past the wall, then head straight down
to the very bottom, and back right again to the ending. After the plasma
flows all the way through, you will move on to the next level.
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Level 3-1 Piloting the Enterprise-D (W3-1)
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We now flash forward 80 years into the future where Data, onboard the
Enterprise-D, must fly the ship towards a distress signal. This is a
piloting level, and as such, is simple. There will be twelve boxes you must
fly through.
Watch for the arrows to help guide you to a box if you do not see it. This
level changes each time you play but is never very difficult. Fly through
all twelve boxes and move on to the next stage.
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Level 3-2 Riker vs. the Romulans (W3-2)
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This is probably the most fun level in the game. Commander Riker leads an
away team to the observatory and must fend off 20 Romulans. This is an
overhead view level. Riker is armed with a phaser, as are the Romulans.
There will only be a few Romulans on the screen at any time, due to physical
limitations of the Game Gear, but that just makes the level easier.
The Romulans, as well as Riker, always shoot with their right hand. This is
handy to remember because you can hide Riker by a wall and shoot around it.
Once a Romulan is killed, another will take its place by beaming in. This is
a slow process and you can stand right next to one that is slowly
materializing and shoot it the second it appears. Be careful not to be shot
yourself if you are standing out in the open.
Your health, time and enemies remaining will appear on the top of a building
in the middle of the screen. The Romulans will randomly be spread around.
Walk slowly and carefully and don't be afraid to shoot a lot. Use the
buildings to as shields. You can fire at a diagonal if you press two
adjacent directional buttons at once. This is a very useful strategy since
the Romulans cannot fire at diagonals. Romulans can also shoot each other,
so if you see two nearby, stay back and wait to see if they go different
directions or kill one another.
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Level 3-3 Romulan War Bird (W3-3)
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After killing all the Romulans, a Romulan War Bird will decloak and attack
the Enterprise. Worf must shoot and disable it. This is a shooting level,
just like the first stage. There will only be one ship this time, which
makes it easier. The observatory will also be out there, so try not to slam
into it.
Use the start button to find the War Bird if you lose it. You now have
photon torpedoes at your disposal this time. Phasers always fire slow and
straight, so when chasing the ship, try to get it on the far left or right or
the screen before you shoot your photon torpedo. By the time the torpedo
gets to the same vector the ship is, the ship will catch up to it and slam
right into it. Photon torpedoes are a lot harder to shoot, so feel free to
use the phasers as well.
After you get the ship to have 'major damage' it will flee. This is normal
and you cannot chase it. This takes you to the next level.
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Level 4-1 Scanning the Observatory for Trilithium (W4-1)
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After the War Bird flies off, Geordi must scan the observatory for
trilithium. This is a frequency analysis level. This time you have six
icons and four places. This makes it really easy to identify which icons you
need, just not their exact locations.
Select the first four and input them. Now select the last four and input
them. There will be a two icon overlap which will help determine which ones
you need and where they go. Now try different combinations of the icons to
find which ones you need. You have 20 attempts, so take it slow and think
logically and you should have no trouble. Remember that this changes every
time you play the game.
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Level 4-2 Rescuing Data (W4-2)
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This is probably the hardest level in the game. Riker has to track down
Data. This is another overhead view level. You start out in the top right
and have to work through a small maze. You either have to get to the bottom
left or the bottom right. Since only one hostage will appear, you have to
guess. It is random which one will be where. You will only have two bars of
health on this level as well as 25 ticks on the clock, both of which appear
in the center of the screen.
There will only be one enemy on the screen, and that is Dr. Soren. He has
several abilities that make this level one of the most difficult. First of
all, you cannot kill him. Ever. Shooting him with your phaser only stuns
him briefly. Dr. Soren also walks a lot faster than Riker can. He will walk
right into you, killing you almost instantly. He also has an uncanny ability
to teleport across the screen. He will almost always appear behind you and
run you over before you can turn around and stun him.
You need to start out by going all the way to the right. Don't worry, Dr.
Soren won't appear right away. When you get to the end of the tunnel, there
will be two possible paths. You need to choose one. It is random as to
where the hostage you rescue will be, so you need to be prepared to choose
wrong.
You should take the right path first, since it is almost a straight shot
down. If you take a couple steps down then go back up, it prevents Dr. Soren
from appearing behind you, and he will instead appear in front of you in the
hostage room. Walk down, keeping in mind that Dr. Soren may still appear
behind you. When you hit the wall, look down and see if there is a hostage
in the room. If there is, then you must go in and touch him to rescue him.
If not, skip down a couple of paragraphs.
If the hostage is in the right room, Dr. Soren will be there as well. Make
sure he is below the wall and get alongside it. Move to the far left of it
and reach Riker's right arm around so that his phaser shots go into the room.
This is a great tactic to use to try and hit Dr. Soren without being hit
yourself. Often times he will come up to the wall and just stand against it,
trying to shoot you. If he does this, you need to maneuver around the wall
and be on the edge so that you shoot into the room with your phaser fire
going left to right. Don't be afraid to use the diagonal shot if need be.
Once you hit Dr. Soren fire several times, between 15 and 20. Doing this
freezes him for longer and allows you time to walk to the hostage.
If the hostage is not in this room, you must go back up and take the left
path. This is the harder path to take and will almost always result in Dr.
Soren appearing behind you. If you can, try and make Dr. Soren move into the
first corridor by walking back towards him and near the top of the wall. Dr.
Soren doesn't recognize walls as barriers, so he will try to take the
shortest path as the crow flies, and will get caught behind the wall. If he
doesn't, try to shoot him as many times as you can and get away from him as
fast as you can.
When you get to the bottom of the screen, you will see the hostage room and
there should be one in there (if not, then go back up and take the right
passage again). Dr. Soren will be in this room suddenly. Try to do the
same strategy as described for the other room. Hide on the corner or a wall
and shoot him diagonally. The second you hit him, repeatedly fire at him for
15 or 20 shots. This stuns him for long enough that you can go up to the
hostage and stand with him. The two of you will be beamed out and you will
go onto the next level.
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Level 4-3 Rescuing Geordi (W4-3)
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After rescuing Data from Dr. Soren, a Klingon Bird of Pray appears and Worf
must disable it since Geordi is somehow aboard. This is a shooting level.
The strategy here is pretty much the same as the others. Keep the Bird of
Pray on screen at all times (when possible) and shoot it with phasers. Do
not forget you have photon torpedoes you can use as well. The observatory
will be out there also, so be sure you do not crash into it.
Use short bursts of your phasers as not to fully deplete them. The Bird of
Pray moves very fast, so be on your toes and remember to use the overhead
menu by pressing start to find the ship should it disappear.
Eventually, the ship will just fly away. This is what is supposed to happen.
This leads to the next level.
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Level 5-1 Find the Ribbon by Re-routing the Sensor Array (W5-1)
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Data must now re-rout the sensor array in order to discover the next location
of the Ribbon anomaly. This means more power conduits. This one is
different than the previous one is though because the background and the
barriers are different colors and make it harder to determine what is
passable and what is impassable.
There will be two lines of a teal color with a small line of yellow that
indicates a wall in power conduits of the Enterprise-D. You start on the far
left wall near the top and the goal is on the center of the right wall.
Since there is a wall just to the right on the beginning pipe, you want to
run your pipes down and around it,. Once you get around it, you want to go
down again and then to the left.
You then want to go down and to the right. There are two ways to go, but I
think that going all the way down then to the right is best, since it causes
the plasma to take a longer path giving you more time to lay down the proper
pipes. Remember to discard unwanted pipes at least one space from those that
you want.
Once you get past the small space at the very bottom of the screen that is
almost in the exact middle, hug the wall and go straight up until you get
stopped by another wall that jets out one space. Once you hit that, go all
the way right. If you try to go right before you hit that wall, you will get
stuck because the cursor cannot go behind the box that tells you what your
next pipes are. This means you have to go above that small wall in that one
space wide area between it and the next wall.
This space will lead you directly to the end. Just place straight pieces or
+ pieces until you get to the end and watch the plasma flow.
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Level 5-2 Orbiting Veridian III (W5-2)
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After you re-rout the sensor array, Data determines that the Ribbon is due to
appear near Veridian III, which means he must pilot the Enterprise-D into
orbit around the planet.
This is another piloting level. This time you will have fourteen boxes
through which you must fly. You can miss one box without losing. The boxes
are deceiving in this level. The one that looks like it is next is often
times two away, so keep a sharp eye out for those yellow-orange arrows on the
edge of the screen telling you where the next box is. Once you fly through
the fourteenth box, assuming you didn't miss too many, you will move to the
next stage.
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Level 5-3 Picard in Exchange for Geordi (W5-3)
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After reaching Veridian III, an agreement is reached where Picard goes down
to the planet, unarmed, in exchange for Geordi's life. Picard decides that
this is an opportune time to try and reach the Trilithium probe and stop Dr.
Soren from launching it. This will be an overhead view.
You only have twenty ticks on the clock and only one bar of health, meaning
you cannot be harmed at all in this stage or it will be game over. The brown
is the walkable area and the green cannot be traversed. You start at the top
left and want to get to the bottom right.
You do not have a phaser in this level (Picard went down unarmed, remember?),
so you must avoid Dr. Soren at all costs. Walk down first. Dr. Soren will
appear at just about any possible place on the map, so keep a close eye out
on the edges as you make your way down. When you get about two thirds of the
way down, you want to make your way right.
Keep an eye out for Dr. Soren as you move right. You want to go in the
opposite direction as him. He walks faster than you and can shoot you, so be
extra careful. Make your way around the time and health icon in the center
and move down to the right some more.
Once you get to the bottom right, you will see a clearing with a silver
circle on the far right. This is your goal. You want to get up and walk
onto the circle. Dr. Soren will find you in this area, so be fast and get up
to it. After standing there for a few seconds the level will end.
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Level 6-1 Destroying the Klingons (W6-1)
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As Picard and Dr. Soren fight on the planet, the Klingon Bird of Pray attacks
and Worf must once again fight it. This is another shooting level. This
time there are two planets which must be avoided in the pursuit of the Bird
of Pray.
The strategy here is pretty much the same as every other shooting level.
There is only one ship, which is fast. Keep it on the screen and attack it
with short bursts from your phasers and fire the photon torpedoes when it is
in range. Remember that when it is taking a hard turn left or right, get the
ship on the edge of the screen and shoot so that the Bird of Pray runs right
into the torpedo.
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Level 6-2 Saucer Separation (W6-2)
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The battle with the Klingon ship leaves the warp core critical. In order to
save the crew, Geordi must separate the saucer part of the ship from the rest
before the warp core explodes. This is another power conduit puzzle.
This is very similar to the last time. The background is the same teal and
black. This one is the toughest yet. You need to move right and go up
against the top wall almost immediately. Then you want to goes through the
one space gap in the wall and go all the way down until you hit a wall. Move
left around this wall and keep going down.
You will have to go back to the left, then right, then down, then left then
down to the very bottom wall then follow it right. This is difficult because
you have to act fast to discard unwanted pipes because you have to travel far
to get somewhere where they won't explode the wanted ones.
Follow the wall right and bump up one space as soon as you can (you will have
to eventually). When you get to the next vertical wall, scroll the screen
right and you will see the exit. Move up to an even path with it and lay
down the left-right and the + pieces until you reach it.
After this, you are told that you have reached the end of the game. You are
told that the password for the final level is the name of the ship that
rescues the crew from the planet's surface. This is a reference to the movie
and cannot be found within the game. The name of the ship from the movie is
the U.S.S. Farragut, so the final password is FARRAGUT.
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Level 7-1 Picard meets Kirk (W7-1)
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The final level is a frequency puzzle in which Picard attempts to alter the
Trilithium probe's course so it does not collide with a star.
There are a total of eight icons and four of them are the correct ones. You
have 25 tries, so this one is not as daunting as it would seem. Try the
first four, then the last four and try to match up which icons were correct
from those two sequences by trying the middle four.
Since you have so many attempts, you should try just changing one icon at a
time until you get a match and work from there. Completing this puzzle leads
to the final scene of the game.
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Passwords (PASS)
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The following is a list of passwords in order. The password for level 7 (the
last level) cannot be obtained through the game and is actually found within
the movie, Star Trek: Generations. After beating level six, you are told
that the "final scene password is the name of the ship that rescues the crew
from the planet's surface." I had to play through the game twice to realize
that this was not a reference from the game but from the movie.
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Frequently Asked Questions (FAQS)
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Q: What is this game?
A: Star Trek Generations: Beyond the Nexus is a video game for the Sega Game
Gear. It is based of the movie Star Trek Generations, which is based off of
the late 80s - early 90s television series Star Trek: The Next Generation.
The movie and all Star Trek characters, logos, and ideas are copyright of
Paramount Pictures.
Q: Who made this game?
A: Absolute Entertainment developed and produced this game. Absolute
Entertainment was authorized by Paramount Pictures to produce this game.
Q: When was this game released?
A: The copyright date is 1994, which is the same year the movie on which
this game is based debut in theaters in North America.
Q: Does Absolute Entertainment still make video games?
A: No. I believe they went bankrupt in late 1995, which actually makes this
game one of their last. They did have a title released in 2001, but that was
actually finished and published by a company called Majesco.
Q: How faithful is this game to the movie?
A: For being a Game Gear game, this game is surprisingly faithful. While it
is nowhere as intricate as the movie, it follows the same basic story line.
It relies heavily on the fact that people who would have bought this game
also would have seen the movie.
Q: I am stuck on X in level Y. Can you help me?
A: It should already be covered in the step by step walkthrough up above,
but if for some reason it isn't, please send me an e-mail and I will attempt
to answer your question.
Q: You screwed up in a section/strategy/area/itsprobablyjustatypo! Don't
you spell check everything?
A: No, I don't. There are bound to be mistakes throughout this guide. The
only way they can be corrected is if you e-mail me and nicely explain to me
where and how I messed up. Credit will be given where credit is due. My e-
mail is at the beginning of this guide.
Q: Where can I get this game?
A: There are plenty of legal ways to acquire this game. eBay and Amazon
both have copies of this game for under $3.00. I personally bought my copy
at a St. Vincent De Paul thrift store in Boise, Idaho for $1.94 in 2008. The
bottom line is the game is out there en masse and you can buy it for less
than three bucks, so don't ask me where to illegally get it.
Q: Is this game rare at all?
A: The Game Gear rarity list at Segaage.com has it listed as a 5 out of 10,
with 10 being the rarest. I don't know if it is THAT rare, but it certainly
is harder to find than Sonic 2 for the Game Gear. It should be easily
obtainable if you do a little searching.
Q: Are there saves in this game?
A: No, but there are passwords every few stages.
Q: Are there any other passwords other than the ones for the various stages?
A: Not that I am aware of. I tried a few different ones such as Shatner,
Klingon and the like and got nothing. If you find something, please let me
know.
Q: How long is this game?
A: I found it to be very short and beatable in a few hours. There are five
levels with three stages each, one level with two stages and one level with
one stage for a total of eighteen stages.
Q: What are the best Star Trek video games?
A: Personally, I have never really been a fan of any Star Trek video game,
despite being a fan of most of the various series. I found this game to be
rather enjoyable, probably because of its simplicity. Most Star Trek games
try too hard, I think, to be simulations of what a real Starfleet individual
would experience. The only other Star Trek based video game I have truly
enjoyed is Star Trek: Klingon for the PC. It is a FMV (Full Motion Video)
game and was very interesting. It was the first FMV game I had ever played.
Other Star Trek games that I have heard good things about are Star Trek:
Starship Bridge Simulator for the Sega 32X, Star Trek Legacy for the Xbox 360
and Star Trek: Deep Space Nine for the Super Nintendo. I personally didn't
care for any of those titles, however.
Q: Can I host this guide on my site?
A: No. I do not allow anyone to use my guides without expressed, written
permission. I do not give permission unless I am asked, specifically, about
this guide. I do not like automated e-mails. I will most likely only allow
my guide to be hosted on a small website, usually one centered around the
game or system my guide is for. For more information, see the Copyright
section of this guide, at the bottom. Use of this guide without my
permission is considered theft and will be reported to the proper
authorities.
Q: How do I contact you about this guide?
A: E-mail is the best way to do so. My e-mail can be found at the beginning
or the end of this guide, just remember to take the numbers 123 out of it
because they do not belong. I keep them there to prevent auto scanning
websites from obtaining my e-mail address. I am not big on the instant
messenger services any more, so it is unlikely that you can contact me that
way. If e-mail is not an option, you can send me a private message through
Gamefaqs message system.
Q: What other guides have you done?
A: Just simply click on the name Arguro at the very top or the very bottom
(orange text in a black box) of this guide and it will take you to my
contributor page. From there you can see all the different things I have
contributed to Gamefaqs.
Q: I really like your guides. Can I donate money to you in support?
A: If you really want to, you can send a Pay Pal payment to my e-mail
address which is at the top or bottom of this guide. Please understand that
any donated money does not mean I will name you in my guide. It also does
not mean I will do any special work for you and it certainly does not give
you any rights to host this guide or publish it anywhere. I do not want the
user to feel obligated to pay me in any means. This is a free guide for
personal, private home use. I will not reject your offer to pay me, but I do
not want you to feel it is necessary. If you do decide to donate to me,
please only donate what amount you are comfortable with, even if it is a
single penny. Once a donation is made, it is final and there will be no
refunds. This is an odd question and I debated about adding it for a long
time, but when I saw other FAQ authors had a similar question, I felt it
would be a valid addition.
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Version History (HIST)
-----------------------------------------------------------------------------
Version 0.10 finished on July 8th, 2011 at 3:14 pm Mountain Time
--Version included every section and the walkthrough up to level 1-4. Seven
total pages when printed (18.2 KB)
Version 0.20 finished on July 9th, 2011 at 4:19 pm Mountain Time
--Version included additions to the walkthrough up to the description of
level 2-3. Nine total pages when printed (23.3 KB)
Version 0.50 finished on July 11th, 2011 at 3:58 pm Mountain Time
--Version included additions to the walkthrough up to the first few sentences
of level 4-2. Eleven total pages when printed (28.9 KB)
Version 0.65 finished on July 12th, 2011 at 1:09 pm Mountain Time
--Version included additions to the walkthrough though the beginning
paragraphs of level 5-3. Thirteen total pages when printed (37.4 KB)
Version 1.00 finished on July 12th, 2011 at 4:53 pm Mountain Time
--Version included the finalization of the walkthrough though level 7-1 as
well as the addition of several game specific FAQS to the FAQ section.
Seventeen total pages when printed (46.2 KB)
Version 1.01 finished on June 28th, 2012 at 3:36 pm Mountain Time
--Version included the correction of several embarrassing typos (Warf?
Seriously??!?).
Seventeen total pages when printed (46.5 KB)
Version 1.02 finished on September 25th, 2018 at 9:18 PM Mountain Time
--Version included the resubmittal of the guide in full. I updated my name,
e-mail, and copyright. Fixed one typo. I think... That may have been the
previous guide. Seventeen total pages when printed (46.7 KB)
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Copyright information (COPY)
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This guide is the copyright of Sam Skinner 2011-2018.
This guide may not be reproduced on any website or in print form without my
expressed, handwritten consent. The user is hereby granted permission to
store this guide on his or her hard drive under the following conditions: 1.
The hard drive may only be accessed by the user and his or her immediate
family; 2. The guide is kept fully intact, i.e. no section, paragraph, word,
letter or punctuation mark is missing from the guide; 3. This section is
kept stored with the guide and is read before any other section is read when
the individual accesses the guide for the first time. The user is also
hereby allowed to print this guide in any fashion as he or she sees fit,
provided that this section in its entirety is included with the printed
version. The printed version must not be sold or given away under any
circumstance. This guide may only be hosted on one (1) website, that site
being www.gamefaqs.com. If you want to use this guide on your website, you
must send me an e-mail to Arguro AT Hotmail.com and please specify which
guide you want to host. I ask that you specify so that I know you actually
are interested in my work and that I am not reading an automated e-mail that
scans FAQS for email addresses. If you do not specify the guide and include
specific reasons why you would like to host it, I will NOT allow to host it
at any time now or in the future. I reserve the right to determine what
sites may and may not host this guide as well as the right to as for monetary
compensation for the hosting of this guide as I see fit. Failure to abide by
these rules set forth is a violation of US copyright law and is subject to
persecution. Further use of this guide is considered
acceptance of these rules set forth. If you do not agree with these rules,
do not use this guide.
Star Trek, all characters, logos and names are the copyright of Paramount
Pictures. This game is the copyright of Absolute Entertainment. I am in no
way affiliated with either company in any way, shape, or form and any
assumption, or indication, whether implied or direct is erroneous.