P D Tari's

                                 Guide to

                      Star Trek: The Next Generation

                                VERSION 0.5

                       Last updated: 05 August 2000

                AN ACTION/ADVENTURE FOR THE SUPER NINTENDO
                         Email: [email protected]


The latest version of this guide can be found at www.gamefaqs.com


========
WELCOME
========
Welcome to my guide for Star Trek: The Next Generation! I've
played this game and have really enjoyed it, so I thought I'd
write a guide for it! So far this is the only guide for the Game
available on the Net, and I plan to make this guide the best one
out there! I hope you enjoy it as much as I enjoyed writing it!
Have fun!


==============
GUIDE HISTORY
==============
Version 0.5
  Minor correction to the second map.
  Added the remaining maps for mining
     colony on Orientis Gamma IIIB
  Added submitted Quick-Guide (see Thanks section)

Version 0.4
  Added notes on PASSWORD SYSTEM
  Added two maps (comments welcome)

Version 0.3
  Added Battle Tactics section
  Walkthrough continued
  Incorporated readers' contributions (see Thanks section)

Version 0.2
  Walkthrough continued
  Character updated

Version 0.1
  Began the guide.


======================
WHAT'S IN THIS GUIDE?
======================
  Brief Storyline
  The Main Characters
  Main Bridge Systems
  Items and Control
  The Walkthrough
  Battle Tactics
  List of Enemies
  Frequently Asked Questions
  Feedback
  My Thoughts
  Thanks
  Disclaimer


================
BRIEF STORYLINE
================
Below is the introduction to the game, which you see when you
start a new game.

"Captain's log

The Enterprise is currently patrolling a region near the Romulan
neutral zone. Romulan high command claims a team of their
researches vanished into the neutral zone over a month ago.
Starfleet offered to assist as a sign of goodwill but the
Romulans declined, citing security reasons. Three days ago, they
asked for permission to enter the neutral zone and conduct their
own research.

Of course, Starfleet refused such a one-sided breach. Given the
sensitive nature of this area, the Enterprise has been sent to
monitor the Romulan activity."

Here are extracts from Star Trek: The Next Generation review by
Dave the Rave (the full review can be found at www.gamefaqs.com):

"Star Trek the Next Generation is a good game, nobody ever really
acknowledged it, I got it, and I was impressed. It took me a long
time to beat this game; I highly recommend it for somebody who
likes shoot 'em up space games, and RPGs. If you choose to, in
this game, you can screw over whatever mission Star Fleet sends
to you and you can fly aimlessly through space challenging
Romulan ships to unprovoked fights. You can either let them
surrender or you can blow them up before they can surrender.
That's a pretty good feature"...

.."There is a new race introduced in this game, they are fat
green and slimly, and you get to shoot them too. They hijack a
ship, so you get to slaughter a whole bunch of them to rescue the
people on board if you like to do that sort of thing. The game
also plays out a few fantastic maze levels; it takes a long time
to work out these mazes in this game, especially the ice
planet"...

.."The different game play makes this a good game for whatever
you're looking for, gore, adventure, or getting dizzy in a big
maze. You can't really win by killing everybody, but it's still
possible in the game. The graphics are decent, the sound is good,
the gameplay varies, and it has a good replay value."


====================
THE MAIN CHARACTERS
====================

Notes:

Number of phaser hits needed to disable enemy may vary depending
on the tactical skills of the person (for example Worf can take
out a security robot in one shot).


LT. CMDR GEORDI LA FORGE

TEC: 5.75     HEA: 5.75
TAC: 3.00     STR: 2.25

Special skills: attached visors allow him to see in the dark
(green specter).


DR. BEVERLY CRUSHER

TEC: 5.75     HEA: 5.75
TAC: 0.75     STR: 2.25

Special skills: carries three medi-packs and a medical tricorder
and (despite her name) doesn't have any weapons.


LT. CMDR DATA

TEC: 5.00     HEA: 5.75
TAC: 4.25     STR: 5.75

Special skills: can see in the dark (blue specter) and don't need
to breathe.


====================
MAIN BRIDGE SYSTEMS
====================

CONN: Used for navigation and communication (when hailed - you'll
see green blinking light on the top of the screen and here the
sound). In navigation use "A" to select destination, "X" to go
back in submenus, and, when destination selected, press "B" to
warp. Finally, you can adjust your warp speed with left - right
on D-pad.

BRIEFING ROOM: Basically a free hint service. There you'll be
told what to do next. If you are being hailed they tell you to
answer the hail first.

SENSORS: Lots of useful information about the body your ship
facing, including the number of life forms (both friendly and
hostile). A word of warning - sensors will not detect robots or
armed security systems.

COMPUTERS: Your handy encyclopedia that contains lots of
interesting information and the locations of star-bases, but most
importantly, it gives an access to the PASSWORD SYSTEM. PASSWORD
SYSTEM is the last option on main the main menu. Once selected it
can give you CURRENT PASSWORD or let you enter the PASSWORD given
you before.

ENGINEERING: If your ship has been damaged in battle - this is
the place to be. Here you can assign ship's resources to repair
various systems. Use "up" - "down" to select the system and
"left" - "right" to decrease - increase the assignment. The more
you assign the faster it gets repaired. The first three systems
have submenus.

TRANSPORTER ROOM: When you are ready to send team down to the
body your ship facing go here. Use character profile to decide
whom are you going to send. Hold "Y" and use "up" - "down" to
select another character from in the party. Press "A" when ready.
And, no, you cannot send three Dr. Beverly Crushers.

TACTICAL: When enemy ship attacks Enterprise it automatically
enters tactical mode. In this mode you can:

a) fight ("A" - phasers, short range but very effective - no need
to target; "B" - photon torpedoes, longer range, can adjust their
course, but they run out),
b) surrender (press "X" and "Y" at the same time - could lead to
"game over"), or
c) answer the hail only when it says "Enemy hailing" (also "X"
and "Y" at the same time).

Note: most of the systems work poorly or doesn't work at all when
damaged. Go to ENGINEERING and repair them.


==================
ITEMS AND CONTROL
==================

When you control a team use:

"L", "R" to select an item from the ones the selected character
carrying

"A" to use the selected item

"B" to open, pick-up, push switch

Hold "Y" and use "up" - "down" to select another character from
the party.

Press "X" and "Y" for emergency beam-out


Items:

PHASER - weapon, energy runs out as the PHASER is being used, but
it can be recharged if replacement POWER PACK found

TRICORDER - can be used for scanning various things or accessing
otherwise inaccessible computer systems and facilities

TRICORDER (MEDICAL) - helps party members with the medical
knowledge to heal biological life-forms (doesn't work on Data)

COMMAND (BADGE) - use on the party members you wish to follow you

POWER PACK - recharges one PHASER to the full (consumed
immediately)

HEART - restores one person's health to the full (consumed
immediately)

ATMOSPHERE STABILIZER - maintain atmosphere through atmosphere
stabilizer connection point

COMPUTER CIRCUIT BOARD - replacement components for damaged
mainframe computer

FUEL CANISTER - supply ship's engines with the fuel through fuel
connection point

RESISTER - essential part of power circuit

VENTILATION SWITCH - controls the air supply to enclosed areas

BRIDGE SWITCH - controls BRIDGE

BRIDGE - gives access to areas isolated by obstacles such as DEEP
CHASM

DEEP CHASM - natural formations commonly found in underground
mines


================
THE WALKTHROUGH
================

As soon as you start you'll be hailed. Go to CONN and answer it.
Apparently it is a distress call from Doctor T'Lirus on Codis Mu
VI. Sounds like she could be in real trouble... Go to CONN and
set course to Codis Mu VI. When you arrive beam down four members
and keep you phasers ready. Go left, use the switch to open the
first cage, disable three Romulans, and go up through either
side. Open the second cage and talk to the T'Lirus.

Back on the Enterprise you are under attack from Romulan scout
ship. It is no match for the Enterprise and after a few good hits
it will start hailing you. I would recommend answering the hail.

Next you'll be informed about plague on Orientis Alpha IV. You
will be asked to deliver some medical supplies - so there we go.
After couple of battle with wondering Romulan Bird-of-Prey you
will come across derelict starship of unknown design. You have to
make a decision. I would recommend delivering the supplies first
(it will only take a minute). Next stop - derelict starship.

When you beam down, due to the power failure, you will be in
complete dark and non of the doors will work. But if you are
using Geordi you will be able to see in the dark. Our first
priority is to restore power. Get two RESISTORS from the two
cabinets on the upper-left and install them both into the damaged
power circuit. Press main power switch. Now we are cooking!

Open all the cabinets on the ship - you'll find POWER PACKS and
HEARTS inside - use them as needed. Now you have access to all
the areas on the ship - Medical Lab on the left, Shuttle Bay
down, Cargo Hold on the right, the rest of the ship up and the
room you are currently in called Engineering. Well, almost - you
still need to install ATMOSPHERE STABILIZER (found in Cargo Hold)
in atmosphere stabilizer connection point next to the room in the
top-left of the ship (Hibernation Room a.k.a. Atmosphere Unstable
Room). As you begin to explore the ship the first problem you'll
come across are derelict ship's security robots. They are
powerful (dual phasers) and smart (will follow you) and if you
shot them the security system will replace the lost ones (usually
two per terminal). Luckily they are not too fast. There are two
ways to deal with this problem: the fun way and the smart way.
The fun way includes sending one member (fast and with tech
skills) on solo mission to run around the ship and use his
tricorder (not medical) on all of the terminals. If it is not
your cup of tea, and you prefer the smart way, send this member
through the upper door of Engineering, than right and down. On
the right of the first terminal you'll see a cracked wall. Shot
it with phaser, enter the hole and use tricorder on the main
terminal. As with the first way, it won't remove the robots that
are already created, but it will stop the security system from
making the new ones.

Next you have to repair the damaged mainframe computer some of
the COMPUTER CIRCUIT BOARDS have been damaged and need to be
replaced with the new ones. There are many COMPUTER CIRCUIT
BOARDS through out the ship, but only six of them are useful (one
per column - use "B" to pick up, "L", "R" to select and "A" to
place). Here are the locations of the COMPUTER CIRCUIT BOARDS:

First column - Hibernation Room - the left one
Second column - Cargo Hold - the right one
Third column - The Ship (go right and up from computer circuit
board) - the right one
Forth column - Shuttle Bay - the right one
Fifth - The Ship (left from Hibernation Room) - the left one
Sixth - Medical Lab - the right one

If you placed them right you'll see the message saying "computer
repaired".

Last but not least, the ship needs a fuel to fly. Luckily, there
are three FUEL CANISTERS on the ship (only two of them are
needed). One in the Cargo Bay with the smiling prophase goes into
the upper fuel connection point in Engineering, next to the red
blinking engine switch. Finally, the right FUEL CANISTER in the
Medical Lab goes into the lower fuel connection point in
Engineering and the only thing left is to press engine switch.
Aliens will wake up and give you TAVAD.

Back on the Enterprise Baldwin will call you telling that mining
colony on Orientis Gamma IIIB needs you assistance. Repair
anything that needs to be repaired and head to the mining colony
anyway you can (preferably in one piece).

On the way you could be attacked by Romulan Bird-of-Prey (or two
if you unlucky). If you scan the colony it will not produce any
results - atmosphere is too thick. Looks like the only way to
find out what is going on down there is to beam down.

Your goal is to find ten missing miners who are currently resting
inside white-colored COCOONS. When you see one - shot it and a
happy miner will pop out of it. Data don't need oxygen to breath,
but if you have anyone else in the party the first thing you
should do is to turn on ventilation by standing next to the
VENTILATION SWITCH in the upper-left corner of the room where you
started and pressing "B".

Here is (by popular demand) an approximated map of the first
level.

ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
ÛÛÛ     ÛÛÛÛÛÛ   Û
ÛÛÛ     Û   ÛÛ   Û
ÛÛÛ Û ÛÛÛ Û ÛÛ Û Û
ÛÛÛÛÛ     Û    Û Û
Û     ÛÛ ÛÛ ÛÛ   Û
Û     Û      Û ÛÛÛ
Û ÛÛ ÛÛÛ ÛÛÛ Û   Û
Û Û    Û   Û   Û Û
ÛÛÛÛ Û   Û ÛÛÛ Û Û
Û    ÛÛÛÛÛ     Û Û
ÛÛÛÛÛÛ   Û ÛÛÛÛÛ Û
ÛÛÛ    Û Û       Û
ÛÛÛ ÛÛÛÛ    ÛÛÛÛÛÛ
ÛÛÛ ÛÛÛÛÛÛÛ      Û
ÛÛÛ Û     Û ÛÛÛÛ Û
ÛÛÛ Û     Û   Û  Û
ÛÛÛ       Û   Û  Û
ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ

The "Û" character represents walls, because, when viewed in
"edit.com", which is the name of an executable file (similar to
notepad) that could be found in your computer's "windows/command"
directory, it turns into solid white block. Coordinates will be
stated from lower left corner of the map as (horizontal,
vertical) like that:

4 |

3 | * <- (1,3)

2 |

1 |
   -  -  -  -
   1  2  3  4

Breakable walls are at the top of (12,3), (11,6), (17,15) and
(6,15). The VENTILATION SWITCH is at the top of (6,3). You start
at (8,2) and exit at (3,13).

Worms on this floor are friendly (unlike the ones you meet later,
these don't shoot at you), POWER PACKS and HEARTS lye on the
floor and almost all the things that block you way (wood, piles
of rock) can be destroyed with single phaser shot. Unfortunately,
since this floor doesn't have any missing miner, you have to
leave it sooner or later. Find the ELEVATOR TO THE NEXT LEVEL
(every level except the last has one), get in it, press "B" and
welcome to "the bad neighborhood".

Here is the map of the second level.

ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
Û          Û    ÛÛ           Û
Û ÛÛÛÛÛ ÛÛ Û        ÛÛÛÛÛÛÛÛ Û
Û Û   ÛÛÛÛ ÛÛ ÛÛ Û ÛÛÛ       Û
Û Û   Û       ÛÛ Û Û   ÛÛÛÛÛ Û
Û Û   Û     ÛÛÛÛ Û ÛÛÛÛÛÛÛÛÛ Û
Û       ÛÛÛ ÛÛÛÛ ÛÛÛÛ ÛÛ     Û
Û  ÛÛ ÛÛÛÛÛ Û    ÛÛÛÛ ÛÛÛÛ ÛÛÛ
ÛÛ ÛÛ ÛÛÛ   ÛÛÛÛÛÛÛÛÛ ÛÛÛÛ ÛÛÛ
ÛÛ    Û   Û ÛÛÛÛÛÛÛÛÛ    Û   Û
ÛÛ  Û Û ÛÛÛ ÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛ ÛÛ
Û            ÛÛÛÛÛÛÛÛÛ      ÛÛ
Û            ÛÛÛÛÛÛÛÛÛ      ÛÛ
ÛÛ  Û   Û ÛÛÛÛÛÛÛÛÛÛÛÛÛ Û Û ÛÛ
ÛÛ  Û   Û ÛÛÛÛÛÛÛÛ ÛÛÛÛ Û Û ÛÛ
ÛÛÛÛ ÛÛÛÛ Û      Û ÛÛÛÛ Û Û ÛÛ
ÛÛ        Û   ÛÛ Û ÛÛÛÛ Û Û ÛÛ
ÛÛ ÛÛÛ ÛÛÛÛÛÛ ÛÛ Û ÛÛÛÛ ÛÛÛ ÛÛ
Û                  Û         Û

Breakable walls are at the top of (6,13), (1,24), and (1,28). The
VENTILATION SWITCH is at the top of (6,16). You start at (8,15)
and exit at (21,15). Mining carts can be caught at horizontal 7
and 8. Three miners on this level are at (19,5), (22,13), and
(14,12).

On this floor the air quality is bad too, so you might want to
find the second VENTILATION SWITCH. Once you exit the ELEVATOR go
to the left wall, down, and left - until you come across two
wooden blocks. Shot the left one (the right is unbreakable) go
through and you'll find the second VENTILATION SWITCH. As you
already noticed not everything on this floor can be destroyed.
The worms here are relatively harmless, however their projectiles
could do you some serious damage. Finally watch out for the
mining carts running through MINING RAIL SYSTEM - few hits enough
to kill even Data.

Here is the first part of the third level map:

ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
ÛÛÛÛÛÛÛ         Û     ÛÛÛÛÛÛÛ ÛÛ
ÛÛÛÛ Û  ÛÛÛ ÛÛÛ Û     Û    ÛÛ ÛÛ
ÛÛÛ    ÛÛÛÛ ÛÛÛ ÛÛÛ ÛÛÛÛÛÛ ÛÛ  Û
ÛÛÛ ÛÛÛÛ Û  ÛÛÛ ÛÛÛ ÛÛÛÛÛÛ ÛÛÛ Û
ÛÛÛ ÛÛÛÛ ÛÛ ÛÛÛ ÛÛ             Û
ÛÛÛ       Û   Û    Û       ÛÛÛÛÛ
ÛÛÛÛ      ÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛ ÛÛ ÛÛÛ
ÛÛÛÛ      ÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛ ÛÛ ÛÛÛ
ÛÛÛ        ÛÛÛÛÛ      ÛÛ      ÛÛ
ÛÛÛ        ÛÛÛÛÛ      ÛÛ      ÛÛ
ÛÛÛÛ ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛ ÛÛÛ
ÛÛÛÛ ÛÛÛÛÛ   Û        ÛÛÛÛÛÛ ÛÛÛ
ÛÛÛÛ     Û   Û  ÛÛÛÛÛ        ÛÛÛ
ÛÛÛÛÛÛÛÛ        ÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛ
ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ       Û ÛÛÛ
ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛÛÛ Û ÛÛÛ
ÛÛ    ÛÛÛÛÛÛÛÛÛÛÛ ÛÛ ÛÛÛÛ  Û ÛÛÛ
ÛÛ ÛÛ  Û     Û  Û    ÛÛ Û    ÛÛÛ
ÛÛ ÛÛÛÛÛ     ÛÛ ÛÛÛ ÛÛÛ ÛÛÛÛÛÛÛÛ
ÛÛ                             Û
Û                              Û

Breakable walls are at the top of (5,19), (12,20), (5,11), (11,8)
and (29,6). The VENTILATION SWITCH is at the top of (25,20).
Mining carts are at horizontal 12 and 13. Three miners in this
part of the level are at (5,20), (30,21), and (7,4). You start at
(24,17) and you can find BRIDGE SWITCH (see ITEMS AND CONTROL
section), which will give you access to the second part of the
level at (2,1). Use the BRIDGE SWITCH and cross the BRIDGE when
you are ready.

Here is the second part of the third level map:

Û ÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
Û Û      Û Û    Û             Û
Û Û ÛÛ Û ÛÛÛ ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛ
Û Û ÛÛÛÛ ÛÛ    Û ÛÛÛÛ    Û    Û
Û Û  Û   ÛÛ Û ÛÛ      Û  Û    Û
Û Û ÛÛ ÛÛÛÛÛÛ ÛÛÛÛÛÛÛ Û    ÛÛ Û
Û   ÛÛ                ÛÛÛÛ    Û
ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ

Breakable walls are at the top of (2,6), (13,5), (14,2), and
(29,5). You start at (2,8) and exit at (19,7). Two miners in this
part of the level are at (11,7), and (16,7).

And here is the map of final floor:

Û ÛÛÛÛ ÛÛÛÛ ÛÛÛÛÛÛÛÛÛÛÛÛÛÛ ÛÛÛÛÛ
Û Û  Û ÛÛÛÛ ÛÛÛÛÛÛÛÛÛ   Û      Û
Û Û  Û    Û ÛÛÛÛ    Û Û Û    ÛÛÛ
Û Û  Û ÛÛ ÛÛÛ ÛÛ ÛÛÛÛ Û Û Û ÛÛÛÛ
Û Û  Û                Û   Û    Û
Û ÛÛ Û ÛÛÛÛÛÛ ÛÛ ÛÛÛÛÛÛÛÛÛÛ ÛÛ Û
Û    Û                         Û
ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ

You start at (18,6) and exit when you find the last miner.
Unfortunately there is no VENTILATION SWITCH so you would have to
hold your breath while playing this level. As you can see the
level relatively small compared to the rest of the complex, and
yet two miners managed to get stuck at (4,7) and (12,6).

For people who don't like maps here's the Quick-Guide submitted
by Monetary Dragon:

"--- Level 1 ---

First, hit the oxygen switch on the north wall.

Head west, which will bring you to a wooden north wall.

Blast through it, and follow the left wall until you reach the
elevator.


--- Level 2 ---

Head west until you see another wooden north wall to break
through. Do it, go in and hit the oxygen switch.

Go back to the elevator, then head east. After reaching a room
with all wooden north walls, take the next south corridor to find
a guy.

Go back to that wood room, then head east for awhile.

The path turns south. Follow it until you reach the mine tracks.

Cross them, and keep going south.

Break through the south wall and start heading west, following
the north wall. You should be by a cliff.

Ignore the first north wall that can be broken trough. After you
find the guy, head back east, then blast through this north wall.

Head north past the mine tracks to find another guy.

Head east along the mine tracks to backtrack north.

Take the first east side path to get to the elevator.


---Level 3---

From the elevator, right and to the north is your oxygen.

From there, go right and up to a cocoon guy (upper-right corner
of map).

Then head left, following the north wall until you reach another
guy (upper-left corner of map).

Head south, turn east, go east until you can just go north or
south.

Go south, and follow the westward path until you get deposited by
a cliff.

Follow the cliff east, to the sky bridge switch.

Go north to find a guy.

Go back down to the switch, follow the sky bridge south.

Go east along the chasm, following the south wall until you find
a guy.

Go back to where the bridge is, and then go south.

This winds and becomes an east path.

Off of this east path, blast north through two walls to find the
last level 3 guy.From here, go back to the eastward path.

Follow it east until you can blast through to the north again
(it's a dead end otherwise).

Then follow this last path to the west, to find the elevator to
level 4.

---Level 4---

From the elevator, head west, following the north wall. You'll
reach a chasm again.

Head east, following the south wall. You'll find a guy tucked
away just like in Level 3.

Backtrack to the west now, until it becomes a south path. The
last guy is waiting.

Oh, I don't think that there's an oxygen supply for level 4."


To be continued...


===============
BATTLE TACTICS
===============

If you have any - send it in. Two so far (in the order of
arrival) by Timothy J B:

"I have an interesting tactic that is usually effective.  I
usually put all my resources in my forward shields and back away
while barraging the enemy ship with torpedoes.  When I am in a
fight with 2 ships I concentrate my attack on one and when he
hails because of damage, he will not fire, I fix all my damage
and then finish them off.  That works in the genesis version, I
think it will in the SNES version too".

..And by SoleSurvivor of RalfWare Interacive - The Ralf Lang
Company:

"TURN! Never show one shield permanently to the enemy. Also avoid
phaserbank discharge. Avoid torpedo hits to front or back shield
(damages main phaser and torpedo tube).

THINK! A good aproach to warbirds is this: head on full speed
(only one or two torpedoes firing at medium distance), if he
fires a single torpedo move on but transfer energy to shields (R
or L button). As soon as you pass him fire full load of aft
torpedoes! Now turn a bit to the side to avoid is phaser/torpedo
attack. Use your aux power in critical moments (it recharges
slowly). Torpedoes do little damage to shields so converse them
and first drain enemy shields. You can dodge lines of enemy
torpedoes by turning left and then immediately head towards the
enemy.

Hint: If a romulan that damaged you a lot finally surrenders and
you still have a long way where you probably get attacked again
(or if your torpedo supply is low) DON'T GO TO VIEWSCREEN until
you reach your destiny planet /moon/base. There answer the hail
and deploy repair teams. Now [wait] (the German manual say you
should have a rest every hour you play and a repair session is
quite a good moment). After [the wait] your ship is repaired
enough to engage in a new combat (or at least enough to get to
the next star base)".



================
LIST OF ENEMIES
================


Starships
---------

Romulan Scout Ship
Weapons: photon torpedoes, phasers

Romulan Bird-of-Prey
Weapons: photon torpedos, phasers


Life-forms
----------

Romulans
Weapon: phaser

Orientis Gamma IIIB "Worms"
Weapon: bio-projectile


Robotic systems
---------------

Derelict ship's security robot
Weapon: dual phaser


More coming soon...


===========================
FREQUENTLY ASKED QUESTIONS
===========================

Q: Can you send me the rom?
A: No!!!

Q: How can I access PASSWORD SYSTEM?
A: It is the last option on COMPUTER menu

Q: Where can I find "edit.com" - a file not web-site?
A: Normally it can be found in your windows - in folder called
"command" (if all else fail try searching your hard-disk)

=========
FEEDBACK
=========
I would really like to know what you think of my guide, as well
as what you think of the game. If you would like to give me
suggestions, comments, battle tactics etc. or if you have found
an error you can e-mail me at [email protected] and I will get
back to you as soon as possible.


Well, I look forward to hearing from you!


============
MY THOUGHTS
============

Writhing guides sucks. But the game is really good and it
deserves its own guide. So here it is.


=======
THANKS
=======
Carrie - for help with walkthrough

Monetary Dragon - for submitting Quick-Guide and pointing out
that "edit.com" is not a web-site but a program in
"windows/command" directory

Timothy J B - for contribution to Battle Tactics section

SoleSurvivor of RalfWare Interacive - The Ralf Lang Company

Steven Karas - for the contributions to The Main Characters
(Notes) section

..to me.


===========
DISCLAIMER
===========
I have written this guide for your personal use only. You can
copy and distribute it online to your friends if you keep it AS
IS. Do not use this guide for profitable reasons (e.g. games
magazine, a book or any other publication) without my prior
knowledge and consent.

This is the work of me and nobody else, so please don't steal
ideas from this guide, think of your own. If you see this guide
on somebody else's page please e-mail me the URL of that site, so
I can create of list of the availability of this guide.

(c) P D Tari 2000