Star Trek - TStar - Trek - The - Next - Generation - A - Final - Unity - Manual - PC - Pdfhe Next Generation - A Final Unity - Manual - PC
Star Trek - TStar - Trek - The - Next - Generation - A - Final - Unity - Manual - PC - Pdfhe Next Generation - A Final Unity - Manual - PC
Star Trek - TStar - Trek - The - Next - Generation - A - Final - Unity - Manual - PC - Pdfhe Next Generation - A Final Unity - Manual - PC
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REFERENCE
MANUAL
, & 1995 Paramount Pictures. All Rights Reserved. Underlying computer code and manual 1995 Spectrum
HoloByte, Inc. Star Trek main title music by A. Courage and J. Goldsmith. Bruin Music Company and Ensign Music
Corp. International rights secured. Not for broadcast transmission. All rights reserved. Featuring SoftVideo full motion
video codec from TMM, Inc. Incorporates the Sound Retrieval System (SRS).
STAR TREK: THE NEXT GENERATION is a registered trademark of Paramount Pictures. Spectrum HoloByte is an
Authorised User. Spectrum HoloByte is a registered trademark of Spectrum HoloByte, Inc. SoftVideo is a registered trademark of TMM, Inc. SOUND RETRIEVAL SYSTEM and SRS are registered trademarks of SRS Labs, Inc. All other trademarks are the property of their respective holders.
Made in the UK
TABLE OF
CONTENTS
Chapter 1: Space, the Final Frontier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Before You Begin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Game Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Things to Do on the Starship Enterprise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Things to Do on an Away Team Mission . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
III
TABLE OF CONTENTS
Chapter 4: The Bridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
IV
TABLE OF CONTENTS
Chapter 8: Tactical . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Defending the U.S.S. Enterprise From Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Tactical Station Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Battle Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Combat Display. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Bridge/Hail Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Delegating Tactical Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Executing Tactical Manoeuvres . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Weapons Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Tactical Readouts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Phasers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Torpedoes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Conn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Sensors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Controlling Navigation and Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Piloting the U.S.S. Enterprise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Firing Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Other Keyboard Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Chapter 9: Engineering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Adjusting Repair and Power Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Engineering Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Total Power Display. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
U.S.S. Enterprise Views . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
System Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Bridge/Hail Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Delegating Engineering Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Setting Repair/Power Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Engineering Systems. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Shields. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Sensors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Other . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
TABLE OF CONTENTS
Chapter 10: Turbolift/Holodeck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Entering Other Areas of the Ship (Turbolift) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Viewing Mission Films (Holodeck) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Appendices. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
VI
Appendix A: Equipment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Phaser (Type II) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Standard Tricorder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Medical Tricorder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Medical Kit. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Appendix B: U.S.S. Enterprise Command Crew . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Captain Jean-Luc Picard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Commander William T. Riker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Lieutenant Commander Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Lieutenant Commander Geordi La Forge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Lieutenant Worf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Counsellor Deanna Troi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Dr. Beverly Crusher. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Ensign Nils Carlstrom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Ensign Tamara Butler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Customer Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
SPACE,
THE FINAL
FRONTIER
These are the voyages of the Starship Enterprise, its continuing mission: to explore strange new
worlds, to seek out new life and new civilizations, to boldly go where no one has gone before.
Welcome to the 24th century! You are about to embark on an adventure, full of intrigue
and not a little danger. With the help of your crew on the Starship EnterprisePicard,
Riker, Worf, Data, La Forge, Crusher and Troiyou will unravel an intergalactic
mystery that spans millennia.
Star Trek: The Next Generation A Final Unity is an interactive experience unlike any
other. In this game, you can command any of the seven major characters independently
of each other. All the characters have their own skills and will behave based on their individual personalities. Much like the television show, the game is centred around the characters conversations with each other and various lifeforms. These conversations are key
to the interweaving of the detailed story line.
Throughout the game, you will be travelling to faraway worlds and encountering unique
alien species. You may even engage in combat and experience unforeseen events. Keep
your eyes and ears open as the plot unfolds and get ready for the adventure of a lifetime!
Captain, you have the Bridge.
1
1
If you have not yet read the Installation and Loading Guide booklet included in the box,
take it out and follow the installation procedure. This will get you up and running.
If you have any questions about the installation process, the system requirements or any
hardware conflicts, see the Troubleshooting section at the end of the Installation and
Loading Guide.
You can assign up to four crew members on an Away Team mission. When you beam down to
a location, you will usually be searching for information and talking to local inhabitants.
GAME OVERVIEW
For many of you, this will be your first experience with an adventure game. This part of
the book is for you. We wont give any secrets away here, but we will give you a little
push in the right direction.
If youd like brief descriptions of the main characters in Star Trek: The Next Generation A
Final Unity, see Appendix B: U.S.S. Enterprise Command Crew.
When on a planet or other location, make sure to look at everything in your immediate area
(see Looking at Things (Look Action) in Chapter 12: Away Team Missions). Remember also
that each crew member may provide different information about the object viewed.
Get as much information as you can from everyone you meet. This may require talking to a
being more than once (see Communicating (Talk Action) in Chapter 12: Away Team
Missions). As with looking at objects, different crew members may have different conversations with the same person.
You can get advice by talking to other members of the Away Team. Generally, they will offer
suggestions about a situation on their own (depending on the difficulty levelsee Chapter 3:
The RGCD (Game Settings)), but you can ask them for their input.
For immediate information, you can seek advice from a member of the Bridge crew (see
Crew Advice in Chapter 4: The Bridge).
If you need an update on your mission status, you can hail Starfleet Command.
Additionally, you can talk to an onboard guest (if any) in the Conference Lounge (both are
described in Chapter 5: Comms/Conference Lounge).
WELCOME
ABOARD,
CAPTAIN
Your first encounter finds you on the border of the Romulan Neutral Zone in a face-toface confrontation with a hostile alien vessel. This section will provide an overview of the
Starship Enterprise and may provide some insights on dealing with the dilemma at hand.
BRIDGE CONVERSATIONS
Once on the Bridge, you will enter into a conversation between
members of the Bridge crew. If you chose to display conversation
text on screen (as an option during the installation process), you
will need to click the left mouse button each time after a person
WELCOME ABOARD,CAPTAIN
WELCOME ABOARD,CAPTAIN
speaks. This will remove the dialogue text and continue the conversation. (You can see
whos talking by the persons image just to the left of the dialog box.)
During a conversation, you have the ability to make your own choices. (You can tell
that it is your turn to speak when there is no face to the left of the dialog box and
the right side contains an up/down scroll arrow.) To choose what to say, simply
move your cursor to the text you want to say and the dialogue choice will highlight
in white. Click the mouse button on what you want to say. (To review the conversation
before making a choice, press the
key.)
If any conversation dialog box is obscuring your view of the screen, you can move it by
clicking on the boxs border and dragging it to a different location.
VIEWSCREEN CONVERSATIONS
Occasionally, you will hail or be hailed by another vessel or planet. These conversations
take place on the viewscreen. These conversations are handled just like a Bridge conversation, except that any text choices you have to make appear in a window just below the
viewscreen. You will need to use the up and down arrows (on the bottom right) to scroll
through the list of choices.
CREW ADVICE
There may be times that you are on the Bridge, but arent sure what to do next. One useful thing you can do is ask members of the Bridge crew for advice. Hopefully, they will be
able to offer some suggestions to point you in the right direction.
To ask for advice, click on the appropriate crew member on the Bridge. If they dont have
any suggestions at the time, theyll let you know.
STARFLEET COMMAND
For additional information, you can contact Starfleet
Command. They will evaluate your current performance and
provide a summary of your current orders. They are also
available to update the situation in your immediate area.
There also may be specific Starfleet personnel you can contact whose names will appear on the Comms list.
To communicate with Starfleet Command or other people
outside the Starship Enterprise, select Comms from the
Bridge. This brings up the Comms list which contains
Starfleet personnel to talk to and other beings you have contact with. All Starfleet conversations take place on the viewscreen (described under Viewscreen Conversations
earlier). To end your viewscreen conversation, choose the Picard out selection on the
communication choice list.
SPACE COMBAT
Occasionally, you may be thrust into a combat situation. You will be immediately brought
to Tactical where you can take charge of the combat decisions. The first time you enter
Tactical, Lieutenant Worf will have control of all tactical decisions. This way, you can simply watch the engagement without having to worry about making any tactical errors.
However, once you think you can handle the pressure, feel free to turn Delegate off and
jump into the fray.
PREVIOUS CONVERSATIONS
The last 10 Bridge and viewscreen conversations are stored for review. To view the text of
the dialogue, select the Recent Conversations icon just below the Bridge (or press the ?
key). You can then choose which conversation to view.
7
Recent Conversations
WELCOME ABOARD,CAPTAIN
You can enter Tactical in one of two ways: through the Tactical station on the Bridge or
when a conversation turns into a combat situation.
For complete details on the Tactical station and combat situations, see Chapter 8: Tactical.
INTERSTELLAR NAVIGATION
Throughout your adventures, you will be instructed to
travel to different parts of the galaxy. Coordinates to these
locations will be downloaded to the ships computer.
Additionally, if you are given an assignment from Starfleet
or set a course through a conversation, you will be immediately brought to the Astrogation station. Your preprogrammed course will already be laid in.
Astrogation can be accessed in a number of different
methods: by clicking on the Bridges Astrogation Log,
selecting the Astrogation station on the Bridge or if a conversation directs you to a
destination. Once at Astrogation with your course already laid in, simply press the
Engage button to warp to your destination.
THE RGCD
(GAME
SETTINGS)
DIFFICULTY LEVELS AND SAVED GAMES
The RGCD (Remote Game Control Device) is an instrument primarily used for saving and
loading games. Other functions of the RGCD include the ability to adjust the sound and
music levels, the selection of a difficulty play level and the option to turn the conversation
display text on or off.
If you have previously saved a game, the RGCD will appear when the game loads.
RGCDs can be found in the lower left-hand corner of the Bridge and Away Team mission
screens. Simply click on the RGCD icon to bring up its controls.
3
9
VOICES/EFFECTS
The left bar changes the volume of the characters voices and the sound effects.
LOADING A GAME
Just to the left of the Sound Levels option, the Difficulty setting allows you to play the
game at one of three different skill levels: Ensign (the easiest setting), Lieutenant (the
middle setting) or Captain (the hardest setting). Difficulty levels can only be changed
when on the Enterprise.
SAVING A GAME
The right bar adjusts the volume of the music and background ambiance.
ENSIGN
Save stores the current game. Press B to remove the current name and type
in your own title up to a maximum of 30 characters. When you have finished typing the
name of the saved game, hit E to save your game.
On Ensign difficulty level, Away Team members will always offer advice on Away Team
missions. In addition, optimal Away Team personnel and equipment will be automatically
chosen and then beamed down.
LIEUTENANT
If you selected Load or Save and change your mind, you can hit the Cancel button. This is
also useful so you dont accidentally overwrite a saved game you want to keep.
When Lieutenant level is chosen, Away Team members will not automatically provide
adviceyou must ask them for it. Optimal personnel and equipment will automatically be
assigned, but you have the option to change crew or equipment.
CAPTAIN
As with Lieutenant level, Captain level provides no advice on Away Team missions unless
you ask a member of the Away Team. This difficulty level also makes you choose your own
personnel and equipment for each Away Team mission.
Quit is used when you wish to exit your current game and return to DOS. You must confirm your selection to exit.
10
MUSIC/BACKGROUND
The Text button (just below the Sound Levels button) toggles the text of onscreen conversations on or off. If you set Text to Off, you will not be shown any onscreen conversation
text. Regardless of whether you choose Text On or Off, you will always see a list of conversation questions or responses.
11
THE BRIDGE
Tactical
Troi
Turbolift
Data
Computer (Ops)
Astrogation
(Conn)
When you move your cursor over an active area of the Bridge, the name of that area will
appear in the small window in the lower right-hand corner of the screen. The Bridge
screen is divided into the Bridge Main Screen and the Bridge Control Strip.
Bridge Main contains all the important Bridge functions, crew advice and a Turbolift to
access other areas of the ship. Functions on Bridge Main include the Comms station, the
13
THE BRIDGE
Computer station, the Astrogation station, the Tactical station and the Conference Lounge.
Each of these is described in later chapters.
When an Away Team returns from a mission, you will return to the Bridge.
CREW ADVICE
Clicking on any member of the Bridge crew asks them for their opinion. When asked, they
may provide suggestions and feedback about the current situation.
RGCD
Trip Information
Recent Conversations
Astrogation Log
THE RGCD
Click on this to bring up the RGCD as described previously in Chapter 3: The RGCD
(Game Settings).
RECENT CONVERSATIONS
Selecting the Recent Conversations icon brings up a list of the last 10 conversations that
took place through Comms, the viewscreen or on the Bridge. Select one of them to display the text of that conversation.
TRIP INFORMATION
The long box above most of the Control Strip is the Trip Information box. On the left, it
displays the current sector where the U.S.S. Enterprise is located. If the ship is en route to
a destination, the current warp speed is shown as well as the destination sector. While in
transit, the current sector will change as it passes through various sectors.
ASTROGATION LOG
In the centre of the Bridge Control Strip is the Astrogation Log. Whenever the ship
engages to a location, that destination will be recorded here. Use the up and down arrows
to the left of the list to view all plotted destinations.
By clicking on one of the logs locations, you will be brought to Astrogation. The coordinates for your selected location will already be set and ready to go. Then, you can simply
click on the Engage button to begin travelling to that location.
VIEWSCREEN
14
The Viewscreen button allows you to look at the main viewscreen. Here, you can see any
object in front of the ship or watch as the ship travels to its destination. You can return to
the Bridge by pressing the Bridge button.
COMMS/
CONFERENCE
LOUNGE
Ship communications take two different forms: hailing someone from the Bridge (using the
Comms station) and meeting with visitors in the Conference Lounge.
Comms
Open hailing frequencies by clicking Picards communicator pin. This will bring up a dialog
box with a short list of people or groups to communicate with. Select one of these, or click
outside this box to exit. Once communications are established, you will be brought to the
viewscreen.
15
COMMS/CONFERENCE LOUNGE
When someone attempts to hail the ship, a dialog box will immediately appear on screen.
You can often choose to accept or reject the hail attempt.
Conference
Lounge
16
ASTROGATION
(CONN)
6
17
ASTROGATION (CONN)
ASTROGATION (CONN)
Many times, a conversation will automatically bring you to the Astrogation station. When
this happens, your coordinates and warp speed are already laid into the computer. You
can then simply press the Engage button to travel to your destination. If you choose not to
travel immediately to that location, the Astrogation Log on the Bridge will still record this
potential destination.
(You will also go to Astrogation if you click a destination on the Astrogation Log from the
Bridge. See Chapter 4: The Bridge for more information.)
SECTORS
The Navigation Block is an area containing 512 sectors arranged in an 8x8x8 grid. Each
sector location is labelled by a series of three two-digit numbers from 00 to 07. (For
example, the Mkyru sector can be found at sector coordinates 04-04-04.)
STAR ZONES
ROTATION CONTROLS
The group of five buttons in the lower left-hand corner of the Astrogation
screen are the Rotation Controls.
When double-clicked, the up, down, left and right buttons manipulate the spin direction of
the navigation block (in Navigation Block View) or the current sector (in Sector View).
A single click on one of these four direction buttons stops the rotation.
With one click, the centre button stops all rotational movement. But when the current view
is stopped, the centre button resets the view.
VIEW CONTROLS
The three iconic buttons to the right of the Rotation Controls are the View Controls.
Each view is a form of magnification level.
Every sector is then divided up into star zones. A sector contains 8,000 star zone coordinates arranged in a 20x20x20 grid. Although this seems overwhelming, only a handful of
star zones in each sector contain a star system. Each star system location is labelled by a
series of three two-digit numbers from 00 to 19. (For example, the Mkyru Beta star system is at sector 04-04-04, star zone 06-13-18.)
STAR SYSTEMS
An occupied star zone is known as a star system. Star systems contain some sort of
galactic phenomenon such as a sun (with or without orbiting planets), asteroid belt,
Starbase or Outpost.
ASTROGATION WINDOW
18
The Astrogation Window is the large area on the left side of the Astrogation screen. Three
kinds of coordinate information can be displayed here: a complete overview of the Kridnar
Navigation Block, characteristics of an individual sector or components of any selected
star system. At the top of the Astrogation Window, you can find the name and coordinates
of the currently selected sector.
A number of controls and displays determine what type of information is displayed in the
Astrogation Window. These include the Rotation Controls, View Controls, Coordinate Input
Display and Current Location Display.
SECTOR VIEW
When Sector View (the middle button) is chosen, an enlargement of the current sector is
displayed. This will show an overview of all star zones. As mentioned earlier, not all star
zones are occupied. If the Starship Enterprise is in the sector being viewed, an icon representing the Enterprise will be shown along with any galactic phenomena.
19
ASTROGATION (CONN)
ASTROGATION (CONN)
STAR SYSTEM VIEW
If an occupied star zone (known as a star system) is selected, choosing Star System View
(the bottom view button) will display an iconic representation of that star system. The
message No Planets will appear if there are no suns, planets, Starbases or astronomical
phenomena (ion storms, black holes, etc.) in the selected star system.
Before any information can be viewed, a sector coordinate must be chosen from the
Coordinate Input Display. In Sector and Star System Views, youll need to select a celestial
body or planet respectively. Once these two things have been accomplished and you are in
the view of your choice, select the See Info button from the upper right-hand side of the
screen.
20
WARP CONTROLS
Warp speed is used for intersystem travel (that is, from one sector of the navigation block
to another). The speed ranges from 1.0 (minimum warp speed) to 9.9 (maximum warp
speed). If the ship is not capable of the requested speed, Lieutenant Commander La Forge
will inform you of the problem and set the warp to the maximum capable speed.
To select a warp speed, click on the Warp button and then use the up and down arrows to
the right of it to increase or decrease the speed respectively. (You will need to hit the
Engage button to bring the ship to your selected speed.)
21
ASTROGATION (CONN)
ASTROGATION (CONN)
IMPULSE CONTROLS
ROMULAN BUTTON
The impulse drives are used for navigation within a particular star system. Impulse speed
is slower than light, so the ship will not reach warp speed. The range of impulse speed
goes from 10% (minimum impulse power) to 100% (maximum impulse power).
To adjust impulse speed, click on the Impulse button and then use the up and down
arrows to the left of it to raise or lower the speed. (You will need to hit the Engage
button to bring the Enterprise to your selected speed.)
This button shows the star systems in league with the Romulan Empire. Each Romulan
system will be displayed as a green dot.
NEUTRAL BUTTON
The Neutral button displays all star systems located in the Neutral Zone. Each system in
the Neutral Zone will be displayed as a yellow dot.
NEBULA BUTTON
This displays all charted star systems that can be found in the ZTarnis nebula. Each system in the nebula will be displayed as a red dot.
UNALIGNED BUTTON
Unaligned shows all charted star systems that have no political affiliation (and are largely
unexplored). Each unaligned system will be displayed as an orange dot.
INHABITED BUTTON
When this button is selected, every charted star system with at least one planet that contains sentient beings will be displayed with a coloured +.
STARBASES BUTTON
The Starbases button will display all Federation Starbases with a white square.
BEGINNING A JOURNEY
If you arrived at Astrogation on orders from Starfleet, through a conversation or via the
Astrogation Log, your course will automatically be plotted for you. You can then simply hit
the Engage button to send the Enterprise on its way.
If you do not have a preprogrammed course, you must select your destination and speed
manually. Use the following steps for manual navigation.
Initially, every charted star system of spectral class K or brighter in the Kridnar Navigation
Block will be displayed. By using the buttons in the Display section, you can get a better
sense of charted star systems, their location and political affiliation.
22
FEDERATION BUTTON
This displays star systems aligned with the Federation. Each Federation system will be
displayed as a blue dot.
Ships
Current Path
New
Destination
23
ASTROGATION (CONN)
3. CHOOSE A PLANET, MOON, STARBASE OR OUTPOST
To show the details of the star system, click the Star System View button. Click on a
planet, moon, Starbase or Outpost to select your final destination.
5. ENGAGE
Hit the Engage button to begin the journey.
DOCKING AT A STARBASE
If you become involved in a space combat and you either are low on photon torpedoes or
the ship is heavily damaged, you can travel to a Starbase to make repairs. Simply select a
Starbase (by using the Starbases filter in the Display area) and follow the Beginning a
Journey procedure to travel to a Starbase. Once there, you will automatically dock and
be rearmed and repaired.
EXITING ASTROGATION
You can exit Astrogation to either the Computer station or the Bridge. These buttons can
be found on the lower right-hand side of the screen.
24
COMPUTER
(OPS)
7
25
COMPUTER (OPS)
COMPUTER (OPS)
USING THE COMPUTER
TACTICAL CATEGORY
The computer records are organised in an outline structure. The top layer of the computer
is labelled Primary Core. Beneath the Primary Core are a number of main categories,
including Missions, under which you can find records of Captains Logs, viewscreen communications and readings from a tricorder or medical tricorder.
Categories with an arrow indicate that there are additional entries below this title.
Continue to select these categories until you see the computer entry you wish to view.
(Every new category of entries is indented to the right of the previous entry.) You can
scroll up and down through the list of entries with the arrows at the bottom of the list.
Select a category to view, and the text and graphics of that entry will appear in the window to the right. If there is more text on an entry than can be displayed, you can scroll up
and down through the entry with the arrows at the bottom of the viewing window.
In the Tactical category, explanations and descriptions of tactics used in space combat will
be listed. Both offensive and defensive tactics will be explained.
DESTINATIONS CATEGORY
In the Destinations category, a list of points of interest (Federation Starbases and some
known worlds) will be displayed. Selecting one of these will bring you to Astrogation with
the navigation information already plotted in.
ANALYSES CATEGORY
Any analyses generated by the ships computer will be stored in this category.
This category provides access to a host of information about the Starship Enterprise: her
systems, Bridge crew, various shuttlecraft and general background.
SCIENCES CATEGORY
The Sciences portion of the computer gives scientific information (both general and
mission-specific) on the following subjects: astronomy, biology, archaeology and
technology.
STARFLEET CATEGORY
Selecting the Starfleet category provides data on the Starship Enterprise (identical to the
U.S.S. Enterprise entry described previously) and logs of the viewscreen conversations.
CULTURES CATEGORY
Cultures provides information on the major intelligent races that can be found in this sector of the galaxy: Federation, Ferengi, Klingon, Romulan, Garidian, Morassian and the
Cymkonian. In addition, you can read information about Klingon, Romulan and Ferengi
ships.
MISSIONS LOGS
26
Choosing the Missions Logs category lets you view Captains Logs, communications, summaries of recent missions and any tricorder or medical tricorder readings from an Away
Team mission.
27
TACTICAL
8
29
TACTICAL
TACTICAL
From Tactical, you can control the phasers and the photon torpedoes, view a damage
report on your ship, and use your sensors. In addition, you can use the Conn to raise and
lower shields, lock weapons onto a target and change alert status. Finally, you can utilise
preprogrammed tactical manoeuvres while engaged in combat.
Tactical and Engineering are closely linked when it comes to space combat. Some commands in Tactical may cross-reference to Engineering. It is best to familiarise yourself with
both areas before turning the Delegate option off. You can switch to Engineering by
selecting the Engineering button in the lower right-hand corner.
IMPORTANT NOTE: If youre not interested in the hands-on part of space combat, you
may delegate the tactical authority to Lieutenant Worf. He will then control all aspects of
combat and defense unassisted. See Delegating Tactical Control following.
FULL/SPLIT BUTTON
The Full/Split button changes the size of the Battle Window from 1/4 of the screen to 1/2
of the screen. When Full screen mode is engaged, the Combat Display and Weapons Fire
controls will be hidden.
COMBAT DISPLAY
The Combat Display is a three-dimensional representation of the current engagement. It
can show all participants in the combat area, depending on the selected zoom level.
Zoom Buttons
BATTLE WINDOW
The Battle Window shows an outside view of the current engagement. The View button
determines what is shown in this window.
Each ship in the region will appear as a hollow square with an altitude bar attached to its
bottom. The bar indicates the relative height of the ship in three-dimensional space. All
ships will be set on a gray grid with the Enterprise as its centre.
If the Full/Split button is set to Full, the Combat Display will be hidden.
SELECTING A TARGET
You can select which ship to view in the Combat Display by clicking on the small square,
or cycle through the various ships with the t key. The selected ship will then be the
centre of the action in the Combat Display.
VIEW BUTTON
30
Select the View button to cycle through eight different perspectives of the battle: from
just behind your ship, a lag view from behind your ship, a top-down view that frames
the entire combat, a top-down view that tracks your ship, a shot from the targeted ship at
the U.S.S. Enterprise, a shot from the U.S.S. Enterprise towards the targeted ship, a left
(and right) view of the your ship and a rotating view of your ship (used to survey exterior
damage).
31
TACTICAL
TACTICAL
ZOOM BUTTONS
Just to the right of the Combat Display are the Zoom buttons. Use the arrows to zoom in
and out through the levels of magnification.
Dorsal
Fore
Port
BRIDGE/HAIL BUTTON
The Bridge/Hail button has a dual purpose. When the ship is operating in cruise (normal)
mode, the button will read Bridge and allow you to return to the Bridge automatically.
However, if the ship is about to become engaged in combat and you are sent to Tactical,
the button will display Hail. This allows you to hail the enemy craft in order to establish
communications.
Starboard
Ventral
In Delegate mode, you will be unable to manually pilot the ship nor will you be able to
input any combat manoeuvres to the helm. (You can, however, fire any available weapons.)
Otherwise, you will simply be watching the engagement and adjusting the views as necessary to see the encounter. You can also select buttons (like Damage and Sensors) to see
how each ship is faring. When combat is over, you will return to the Bridge.
To turn Delegate on or off, select the Conn button (below the Combat Display) and click
the Delegate button.
32
A second option in Tactical is to put the ship through a series of preprogrammed combat
manoeuvres and at the same time manually control all of the ships weapons stations.
Since weapons control is critically linked to Engineering controls, you should familiarise
yourself with that area as well.
There are three steps to this procedure: initiate a tactic, load weapons, and fire weapons.
In addition, the Tactical screen contains a number of readouts and battle sensor information that is crucial to a combat encounter.
Aft
WEAPONS FIRE
Directly below the Battle Window are three buttons and two series of lights that make up
the Weapons Fire control. Weapons Fire consists of the Phasers button, the Torpedoes button, the Both [weapons] button and lights indicating weapon firing status and whether or
not they are operative.
If the Full/Split button is set to Full, the Weapons Fire controls will be hidden. To fire
weapons, you will need to either return to Split view or use the numeric keypad
controls (shown on page 41).
PHASERS BUTTON
Pressing the Phasers button will fire all operative phaser banks facing the current target.
The amount of energy released is determined by the charge in the phaser banks and what
the maximum charge was set to. (See the following section on Phasers for more information.) Only the phaser banks that are facing the target will be fired.
TORPEDOES BUTTON
The Torpedoes button will release all torpedoes loaded and ready from all active torpedo
tubes facing the current target. The number of torpedoes loaded depends on the maximum
amount set. (See the following section on Torpedoes for more information.) Only the torpedo tubes facing the target will release their weapons.
33
TACTICAL
TACTICAL
BOTH [WEAPONS] BUTTON
PHASERS
Selecting the Both button will fire all phasers and torpedoes simultaneously at the current
target.
The Phasers control area determines which phasers are active and ready to fire as well as
how much energy is being emitted on each shot. The total potential power assigned to the
six phaser banks is determined in Engineering, but the amount of that phaser power for
each bank is assigned here.
TACTICAL READOUTS
The small box just below the Battle Window contains the Tactical Readouts. These indicators show the vital information pertinent to the U.S.S. Enterprise. The Tactical Readouts
are mostly used when manually piloting the ship, but they are informative when viewing
an engagement as well.
Before phasers can be fired, energy for each of the six banks must be set up. From the
top, the phaser banks are dorsal, ventral, forward, aft, port and starboard. (These correspond to the phaser locations in Engineering.)
PHASER OPERATIONS
A blue bar indicates that a power unit has been assigned here from Engineering. If the
blue bar is surrounded by a highlight, that is the amount of energy requested to that phaser bank. Once the blue bar is completely lit, that energy is ready to be dispersed. Finally, if
the bar is solid gray, it means that no power has been assigned to it from Engineering.
Phaser Energy Available
SHIELD
This shows the current shield facing the target ship.
POWER
This displays the overall shield percentage of the U.S.S. Enterprise.
ATTITUDE
This readout shows the vertical direction (in degrees) the Starship Enterprise is facing.
HEADING
This readout shows the horizontal direction (in degrees) the Starship Enterprise is facing.
SPEED
This displays the speed that the U.S.S. Enterprise is moving.
34
When the Phasers button (described under Weapons Fire previously) is selected, all bars
highlighted blue and bearing on the current target are fired off in intervals. Each bar represents approximately two seconds of sustained phaser fire. Once the phaser volley has
been launched, energy will begin to return to the phaser banks.
Regardless of which phaser banks are ready to fire, only the phasers bearing on the target
will fire when the Phasers button is pressed. Other phaser banks will remain on standby.
35
TACTICAL
TACTICAL
TORPEDOES
At the Torpedoes control area, you determine how many photon torpedoes from both tubes
will be fired in a single salvo. You can also specify the angle of dispersion. As with the
Phasers control area, you can only fire up to the total potential torpedoes (in a salvo) that
were set in Engineering.
For example, if you set each tubes potential torpedo load to be 9 (out of 10), you would
only be able to fire up to 9 torpedoes per tube in one salvo.
Each time a salvo of torpedoes is launched, they will be equally divided into a preset torpedo spread. There are 10 different spread formations ranging from 0 to 45. When more
than one torpedo is launched in a salvo, they will be equally divided between the widest
angles of fire. To change the spread, click your selected fire angle.
The diagram below shows an example of three torpedoes being fired at a 45 angle.
45
Before you can launch photon torpedoes, the maximum amount per tube must be set in
Engineering. There are two torpedo tubes: fore and aft. Since there are only 275 torpedoes
available, you may want to conserve them because they can only be replaced at a
Starbase.
45
When the Torpedoes button is selected, all torpedoes bearing on the current target are
launched in sequence. Once the salvo has been released, torpedoes will start reloading for
another salvo.
As with the phasers, only the torpedo tubes bearing on the target will release their payload. Any tubes not in line with a target will remain on standby.
36
DAMAGE
The Damage display shows up-to-date information on the condition of the Starship
Enterprise and its systems. It also provides data on your ships range to current target,
overall heading of the ship and the closure rate to the target.
37
TACTICAL
TACTICAL
READING THE DAMAGE DISPLAY
The Damage display shows two views of the Starship Enterprise: dorsal and ventral
respectively. These views are identical to the ones displayed in Engineering. If a system
becomes damaged, its colour-coded damage status will be shown on one of these views.
The damage spectrum ranges from green (no damage) to red (totally inoperative). When
a system becomes damaged in any way, a description of that damage will be shown in
the space underneath the ships diagrams.
RANGE
Red alert means that all shields are at full strength, all weapons systems are at full power
and maximum energy is directed to shields and weapons.
Yellow alert places shields at above normal levels and weapons are set to cautionary
levels.
Cruise mode places shields at normal levels and redirects power from weapons to other
onboard power systems.
RAISE SHIELDS
This shows the distance from your ship to the current target.
If shields have been lowered for some reason, Raise Shields will immediately place all
shields at 100% power (if available).
HEADING
WEAPONS LOCK
This displays the horizontal direction (in degrees) that the U.S.S. Enterprise is facing.
Weapons Lock will instantly lock all available and functioning weapons on the currently
selected target.
CLOSURE
The closure rate indicates how rapidly your ship is closing in on the current target. This
number can either be positive (gaining on the target) or negative (losing ground from the
target).
SELF DESTRUCT
CONN
TACTICS
The Conn is the active display when you enter Tactical. It controls delegation of all tactical
systems, alert status, and a command to raise all shields.
The Self Destruct button will initiate a bluff tactic designed to repel a nearby attacker.
Hailing frequencies will be opened and a self destruct sequence will be transmitted.
DELEGATE ON/OFF
Selecting this button (with Lieutenant Worfs face) will toggle the Delegate function of
Tactical either on or off. When Delegate is on, you will be unable to make any adjustments
to tactical systems (other than weapons fire)including weapons power, tactics or piloting
the ship. When Delegate is off, you must perform these functions manually.
ALERT STATUS
38
There are five levels of Alert Status: green (cruise mode), light green (downstage from
yellow alert), yellow (cautionary alert), orange (downstage from red alert), red (emergency/battle alert). When Delegate is on and your ship is engaged in combat, alert status
will always be at red.
There are two major categories of combat manoeuvres: offensive and defensive. Each of
these categories has a number of preset tactics you can use when engaging in combat.
Descriptions and uses of each tactic can be found in the Computer under the Tactical
category.
INITIATING TACTICS
Initiating combat tactics is similar in structure to choosing topics in the ships computer.
First, you must choose a general category of tactics, then you need to select a
specific tactic from that list.
39
TACTICAL
TACTICAL
To choose a tactics category, select either Offensive Manoeuvres or Defensive
Manoeuvres. This will bring up the list of manoeuvres for that category. Select one and
press Engage to initiate it. If you want to alter your tactics, repeat this procedure.
SENSORS
Similar in operation to the Damage display, the Sensor display shows the damage level,
range, heading and closure rate from the current target to the Starship Enterprise. Any
damaged systems on the target ship will be shown on either the top or right side views.
The name or type of the current target ship will appear directly underneath the ship
diagrams.
/ fire
phasers
7yaw
8pitch
9yaw
left
Home
up
right
Pg
Up
4roll
left
magnify
The damage spectrum ranges from green (no damage) to red (100% damage). When a
system on the target ship becomes damaged, a description of that damage will be shown
in the space underneath the diagrams of the target ship.
RANGE
reverse
-
accel+
erate
6roll
right
End
Ins
fire
*
torpedoes
2pitch
down
full/split
view
3
reduce
Pg Dn
.
change
full
Enter
stop
views
Del
There are six keys for steering the ship. Press 4 and 6 to roll the ship left and right,
7 and 9 to spin the ship on its Y-axis (yaw), or 2 and 8 to pitch the ship up or
down. This is shown below:
This shows the distance from the selected ship to the U.S.S. Enterprise.
HEADING
This displays the horizontal direction (in degrees) that the current ship is facing.
CLOSURE
The closure rate indicates how rapidly the current target is closing in on the U.S.S.
Enterprise. This number will either be positive (gaining on your ship) or negative
(getting farther from your ship).
40
The third, and most complex, method of space combat is to take complete control of all
navigation and weapons systems. As with the second method (Executing Tactical
Manoeuvres), all of the control areas are active. Controlling navigation and weapons allows
you the ultimate in hands-on piloting of the U.S.S. Enterprise.
You dont need to do anything special to take over navigational control other than have
Delegation turned off in the Conn control area.
Yaw
41
Pitch
Roll
TACTICAL
In addition, use + to accelerate, and you can use - to put impulse engines in reverse.
Hit e to begin a full stop.
FIRING WEAPONS
Press / to fire phasers and * to fire any loaded photon torpedoes. (These commands
are identical to the Phasers button and Torpedoes button described earlier.)
42
ENGINEERING
To enter Engineering, select the Turbolift on the right-hand side of the bridge, and then
choose Engineering.
9
43
System Display
ENGINEERING
ENGINEERING
You can control how much power is applied to each individual power system: warp and
impulse drives, phaser banks and photon torpedoes, shields, and sensor arrays. You can
also adjust the power levels of the ships tractor beams, life support and the computer
cores.
Engineering and Tactical have an integral link when dealing with space combat. Many
functions of Engineering directly correspond to systems on the Tactical station. Because of
this, its best to familiarise yourself with both areas before turning the Delegate option off.
You can access the Tactical station by selecting the Tactical button in the lower right-hand
corner of the screen.
IMPORTANT NOTE: If youre not interested in the hands-on area of power level distribution, you can delegate the engineering tasks to Mr. La Forge. He will then take charge of
all functions of engineering. See Delegating Engineering Control following.
The green bar on the right displays the total power applied to Enterprise systems. This bar
will rise and fall depending on how many systems have power applied to them.
ENGINEERING OVERVIEW
The left side of the Engineering screen shows two views of the Starship Enterprise: dorsal
and ventral. When you select a particular systems group (such as Shields), all the power
systems in that group will be illuminated on these diagrams. Moving your cursor over an
individual systems repair or power bar will make that system flash on the diagrams.
There are two different options for control of Engineering: 1) delegate control to
Lieutenant Commander La Forge, or 2) take complete control of all Engineering systems.
The advantage of assuming Engineering control yourself is that you can assign power to
only the critical systems and push the limits of Engineering control.
A couple of basic displays have shipwide significance to the rest of the Engineering
systems.
Requesting Power
Dorsal
Power
Requested
to Systems
Total
Power
Applied
44
The large red bar in the middle represents total reserve power that is stored in the ships
Electroplasma System (EPS) power grid. As the EPS power grid builds up energy, this red
bar will rise.
The blue bar on the left indicates the amount of power requested to all systems. When
stored power is applied to a system, the blue bar will lower (and the green bar on the
right will rise).
Ventral
The colour of the system in question determines the operative status of that system. The
damage spectrum ranges from green (no damage) to red (totally inoperative). Depending
on the amount of damage to an individual system, this colour will change from green to
yellow to orange to red.
SYSTEM DISPLAY
The System Display provides information on the currently selected Engineering system: its
name, the maximum amount of power that can be applied to it, its currently applied
power, charge and discharge rates and an estimated repair time (if the system is damaged).
BRIDGE/HAIL BUTTON
The Bridge/Hail button has two purposes. When the ship is operating in cruise (normal)
mode, the button will read Bridge and allow you to return to the Bridge at any time. If the
ship is engaged in combat, however, the button will read Hail. This gives you the opportunity to hail the enemy craft.
45
ENGINEERING
ENGINEERING
DELEGATING ENGINEERING CONTROL
ENGINEERING SYSTEMS
The default and easiest Engineering control option is to delegate all Engineering functions
to Lieutenant Commander La Forge. Since Mr. La Forge is the chief engineer of the
Enterprise, he knows the best use of power generation and routing of power systems to
achieve optimal power distribution. By delegating control, you can rest assured that
Engineering is in capable hands.
There are five classes of Engineering systems. Each class corresponds to a certain category of power system.
POWER
The Power system is the most important of the five Engineering systems. It controls the
warp and impulse drives and houses the EPS power grid as well as both reactors.
In Delegate mode, you will be unable to adjust any of the power or repair systems. You
can watch the effects of Geordis work. During combat, you can select which power system to view. When the ship isnt involved in a battle, most systems will have little activity.
To turn Delegate on or off, select the Delegate button at the bottom of the screen.
100% Power
To increase a Repair or Power level, click on the respective bar. The more to the right you
click, the more power you will request to that system. A solid blue bar indicates how
much power you have requested for a system or to repair a system.
Once you increase power to a bar, a yellow power meter will appear under the blue bar.
This indicates that the system in question is being charged. When that yellow power
meter reaches the end of the blue bar, the system will have attained the requested power.
Reactors provide all power to the ship. Power generated by the reactors is then stored in
the EPS power grid and transferred to Engineering systems. The matter/antimatter reactor
primarily generates power to the warp engines, while the fusion reactor generates power
for the rest of the power systems (and a little to the warp drive).
The coloured bar below each reactors power meter is the reactors status. (You can adjust
the power level of a reactor in the same manner as setting a power or repair level
described earlier.)
Requested Power
Reactor Off
46
Repair bars are only active if a particular system has been damaged. When a system is
damaged, these bars are shown in red. If the ship has been severely damaged in combat,
you can make major repairs at a Starbase.
Note that certain systems (such as tractor beams) require considerably more power than
others, so take this into consideration when adjusting levels in the midst of combat.
Green is the normal operating status of the reactor. If you set the power level to dark blue
(the far left), the reactor will shut off when the power meter reaches that level. You also
have the choice of pushing the power level to the red area. This will dramatically increase
47
ENGINEERING
ENGINEERING
power production, but will put a severe strain on the reactor. As you maintain the power
level in the red, the reactor will become overheated and the red area will increase. Turning
the reactors back to normal (green) will begin reversing the process.
IMPORTANT NOTE: Damage to either reactor can affect the ships ability to go to warp.
SENSORS
Sensor power systems control the analysis of planets, as well as short- and long-range
scans. They are also used in combat for displaying tactical information and the condition of
enemy vessels. (See Damage in Chapter 8: Tactical.)
WEAPONS
The Weapons system in Engineering contains power levels for all six phaser banks and
allows you to adjust the maximum load for the two torpedo tubes. Photon torpedo tubes
can hold 10 torpedoes each. These settings adjust the maximum number of torpedoes
allowed for each salvo.
OTHER
The last Engineering system class contains a variety of miscellaneous but important ships
functions. These include tractor beams, life support and the computer cores.
The ships stores can hold 275 photon torpedoes. Once theyre gone, you will need to dock
at a Starbase to reload (see Docking at a Starbase in Chapter 6: Astrogation (Conn)).
SHIELDS
There are eight different shield systems on the U.S.S. Enterprise: four for the saucer section (dorsal and aft), two for the nacelles section (where the warp engines are located),
one for the engineering hull and one for the lateral nacelles supports.
Since tractor beams require an immense amount of power, their power should be reduced
to conserve energy if theyre not immediately needed.
48
49
TURBOLIFT/
HOLODECK
10
Turbolift
To enter the Turbolift, select the doors on the right side of the Bridge. Once selected, you
now have the choice of the options listed above. Choose one of these areas to go to that
location.
51
TURBOLIFT/HOLODECK
VIEWING MISSION FILMS (HOLODECK)
Throughout the course of your adventure, you will be treated to a number of cinematic cut
scenes when important events occur. These scenes will not be repeated within the context
of the adventure unless you visit the Holodeck. Here, you can review these mission films.
Once at the Holodeck, you will see a list of movies in the Holodeck film library. Use the up
and down arrows to scroll through available films. To play a film, simply click on one from
the list. The screen will fade, and the film will play. After the film has finished running, the
view will return to the library selection. (You can press q at any time to cancel playing the film.)
When you are ready to return to the Bridge, select the Bridge button.
52
TRANSPORTER
To enter the Transporter, select the Turbolift on the right side of the Bridge and then
choose Transporter.
11
Turbolift
Transporter
Pad
Personnel/
Equipment
List Button
Transporter
Controls
Surface Scan
Button
53
Equipment List
Crew Roster
Inventory
TRANSPORTER
TRANSPORTER
Before an Away Team mission can begin, the correct personnel and equipment must be
assembled. To assign crew to an Away Team or add equipment to the mission, select the
Personnel/Equipment List button.
Note: On Ensign and Lieutenant difficulty levels, all Away Team personnel assignments and
equipment have been planned for you.
scroll through the equipment list.) Another method of assigning items is to double-click on
the object in the equipment list. This will add the object to your inventory.
To remove an object from the inventory, simply click and drag (or double-click) the object
in question from the inventory back to the item list.
Up to four crew members can be assigned to an Away Team. Depending on the nature of
the mission, you will want to assign appropriate personnel to perform certain tasks. For
example, if the mission is to treat a sick or injured creature, youll want to assign Dr.
Crusher to the landing party.
CREW ROSTER
To assign a crew member to the Away Team, click their name on the transporter crew
roster and hold the mouse button down. Your cursor will change to an icon of that character which you can then drag to the transporter pad. (Click the up and down arrows to
scroll through the transporter crew roster.) An alternate method of assigning crew members is to double-click the name on the crew roster. This will cause that character to
enter from the door at the left.
Equipment List
Crew Roster
To remove a crew member from the beam-down party, simply click and drag the crew
member from the transporter pad back to the crew roster. (You can also double-click on
the characters to remove them from the pad.)
If a crew member is unable to go on a mission due to injury, he or she will not appear on
the transporter crew roster.
To scan for beam-down points, first click the Surface Scan button. This will produce an
image of the beam-down surface with flashing points that represent safe beam-down
locations.
BEAMING DOWN
With an Away Team gathered, equipment assigned and a beam-down point plotted, its
time to beam the Away Team to their mission. Click on the transporter controls and drag
upwards to beam the Away Team to their destination.
EQUIPMENT LIST
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To add an object or piece of equipment to your inventory, click the name of the object
from the item list and hold the mouse button down. Your cursor will change to an icon of
that item which you can then drag to your inventory. (Click the up and down arrows to
55
AWAY TEAM
MISSIONS
The Away Team missions are the heart of the Star Trek: The Next Generation A Final
Unity experience. Through these missions, key elements of the plot will be revealed. While
on a mission, you will be interacting with alien creatures, strange devices and other crew
members. Take as much time as you need, but be prudent. Youll know when youve completed all you need to do on an Away Team mission.
Up to four crew members can be assigned to beam down on an Away Team mission.
During the mission, you can guide only one Away Team member at a time, but you can
change between crew members at any time. You may encounter alien artifacts or other
objects you can pick up and examine. When you collect an item, it will be added to your
inventory.
Remember that Starfleet Away Team missions are the ultimate test of your decisionmaking ability. Correct choices not only affect your own actions, but the actions of your
crew, your mission and possibly your entire current assignment. Respond decisively, but be
careful to avoid snap decisions. The choice is always yours.
12
57
Your Away Team has four different types of action. Each action will be performed by the
currently chosen Away Team member. A description of the action taken will always appear
just above the Action Selection buttons.
Look
Talk
Sometimes the scale of the screen is quite largetherefore, the members of your Away
Team may appear very small by comparison. If the crew seems too small to determine
whos who, click on the character portrait to switch between members of the team. One
important note: whenever one Away Team member exits an area, the rest of the Away
Team will always follow unless they are injured or stunned.
Use/Give/Get
Walk
You can choose an action by clicking your mouse on the action you wish to perform or you
can cycle clockwise through the four options with the right mouse button. When an action
is chosen, the cursor will change to an icon of the action selected. For example, if you
click on the Look (eye) icon, your cursor will change to an eye.
After an action is selected, move the cursor around the Main Screen. The cursor will illuminate light blue when there is something to interact with.
58
Immediately to the right of the face of the currently selected crew member will be that
persons Health Status Bar. During an Away Team mission, characters may become injured
or sick. This bar indicates the health of a specific crew member.
When the bar is at the top of the display, the character is in full health. Each time a crew
member becomes injured, the bar will drop lower. The red portion at the bottom of the
bar indicates critical condition. If the bar drops into this red area, the Away Team member
will fall unconscious. Crew members will regain consciousness over time or if they receive
proper medical attention.
The Talk action allows the selected crew member to communicate with either another
member of the Away Team or any alien lifeform. Click on the action icon that looks like a
speech bubble and then select someone to talk to. This will begin a conversation.
You can also press T to select the Talk action.
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INVENTORY
The Inventory contains all the items your Away Team is currently carrying. When an
Inventory item is selected, its name will appear just above the Action Selection buttons.
Scroll back and forth through the Inventory list by clicking on the left and right arrows in
the middle of the list.
PHASER SETTINGS
These buttons allow you to control the power level of your phaser from setting 1 (the far
left) to setting 16 (the far right). The higher the phaser setting, the more powerful the
teams phasers are. Setting 1 is light stun, while setting 16 is heavy disruption. Higher settings should always be used with caution as they can cause massive damage. Remember,
the phaser is a powerful weapon and should not be used indiscriminately.
60
APPENDICES
APPENDIX A: EQUIPMENT
Every Federation starship has certain standard equipment that is issued to an Away
Team. This equipment is used for self-defense (the phaser) and data sensing/recording
(the standard tricorder). Any additional equipment brought with an Away Team is specific to the mission.
PHASER OPERATION
Use the phaser settings (described under Away Team Missions) to set a phaser power
level. Select the Use action icon and then choose the phaser from your inventory list.
Now, aim the phaser at the selected target and click the mouse button. This will release
a burst of energy at the selected target.
Harming planetary residents is a violation of the Prime Directive. A phasers primary use
is for personal defense. Any other phaser operations should be executed with caution.
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APPENDIX A: EQUIPMENT
APPENDIX A: EQUIPMENT
A B SWITCH
STANDARD TRICORDER
The standard tricorder is used for local sensing and recording of pertinent data. It can
also be used for computation and analysing data. Once an Away Team returns aboard ship,
the contents of the standard tricorder are automatically uploaded to the ships
computer.
The A B Switch changes the type of information that can be viewed on the tricorder. When the tricorder is in the A position, records displayed on the tricorder
viewscreen are local area readings and any downloaded reports. If the tricorder is set to
the B position, you can view the last nine conversations that took place on the current
Away Team mission.
MEDICAL TRICORDER
The medical tricorder is a device used to diagnose injuries and their severity. It can be
used on a member of the Away Team or any aliens encountered.
The tricorders other function is to record planetary conversations. When on an Away Team
mission, the tricorder will store up to nine conversations. This dialogue can then be read
as text at any time before returning to the ship.
TRICORDER OPERATION
To prepare for scanning, select the Use action icon and then click the standard tricorder
from the inventory list. Then click on an area, object or being on the main screen that you
wish to scan. If you hear the whirring sound of the tricorder, the selection has been
scanned. The Away Team member who scanned the selection may confirm that a tricorder
reading was taken.
MEDICAL KIT
Occasionally, certain information will be recorded in the tricorder logs for future reference.
To view these readings, select the Look action icon and then click on the standard tricorder. This will bring up the tricorder screen.
To use the medical tricorder, select the Use action icon and then click on the medical
tricorder from the inventory list. Then, click on the crew member or alien you wish to
diagnose. The crew member performing the analysis will then present his or her
opinions.
A medical kit is primarily used to perform emergency medical procedures in the field.
As with the medical tricorder, it can be used on crew members or aliens.
Page Up/Down
A B Switch
Tricorder Entry
62
The main tricorder viewscreen will display the first record stored in the tricorder. To see
more information on a record, use the page up and down arrows on the left side of the
tricorder. To access another record, use the left and right arrows just below the main
viewscreen.
63
LIEUTENANT WORF
Lieutenant Worf is the chief of security and tactics expert on the
Starship Enterprise. As the first Klingon in Starfleet, he has overcome
a great deal to earn this respected position. Although strong emotions
occasionally control his actions, his strength and knowledge of combat
is unparalleled. In spite of his duties to Starfleet and the U.S.S.
Enterprise, he has been heavily involved in Klingon politics.
64
65
66
CREDITS
Executive Producer and Lead Designer
Associate Producer
Production Assistants
Mathias Genser
Meg Storey
Catherine Durand, Bryant Fong,
Donald Simpson, Derwin Wyatt
Programmers
Supporting Programmers
Additional Programmers
Supervising Artists
Artists
Supporting Artists
Additional Artists
67
CREDITS
CREDITS
Tactical Design Consultant
Gilman Louie
Manual Writer
Manual Designer and Layout Artist
World Builders
Apprentice World Builder
Marisa Ong
Production Artist
Tom Barkett
Steven Weinstein
Product Marketing Director
Rita Harrington
Kathryn Lynch
Scriptwriters
Production Assistant
Naren Shankar
Script Editor
Marisa Ong
Audio Director
Paul Mogg
QA Director
Marjorie DeWilde
QA Manager
Kurt Boutin
Quality Assurance
Carrie Galbraith
Manual Editor
World Designers
Robert Giedt
Lucija Kordic
Jerome Paterno
Holly Hartz
Kathy Sanguinetti
Purchasing Manager
Sharon LoSasso
Production Buyer
James Stewart
Distribution Coordinator
Shannon Yates
Viacom Licensing
68
Digital Audio Processing
Voiceover Producers
69
CREDITS
CREDITS
Starring
Patrick Stewart as Captain Jean-Luc Picard
Jonathan Frakes as Cmdr. William Riker
LeVar Burton as Lt. Cmdr. Geordi La Forge
Michael Dorn as Lieutenant Worf
70
Admiral Brodnack
Admiral Reddreck
Admiral Williams
Aelont
Alien captain
Alien customs drone
Alien narrator
Alien scientist
Aramut
Avakar
Captain KyDra
Captain Pentara
Chancellor Daenub
Chancellor Laraq
Commander Chan
Commander Tyralak
Constable LLiksze
Constables deputy
Consultant Iydia
DaiMon Tybok
Bill Krauss
Michael Mancuso
Deborah Sale
Tom Silberkleit
Rob Jacobsen
Andy Valvur
Andy Valvur
David Booth
J. White
Colin Hussey
Tree (Michael J. West)
Suzy Berger
Phil Keller
Andy Valvur
Connie Hall
Erol Otus
Deborah Sale
David McGrath
Roy Blumenfeld
Paul Silverman
Gart Kimlash
Gatekeeper
Healer ZZolis
The Kabilan
Lucana
Madia
Morassian computer
Nachyl
Optimator One
Optimator Two
Romulan captain
Shanok
Stamblyr
TBak
Tracker Melas
Unity Device Guardian
Veronda bird
Watcher Tzudan
Nancy Cole
Suzy Berger
Sean Owens
Cynthia Marcucci
Paul Mogg
Robert Giedt, Lucija Kordic,
Jerome Paterno
Tree (Michael J. West)
Andy Valvur
Connie Hall
Colin Hussey
Jeanne Sophia
Linda Clements
Madeleine Wild
Brian Vouglas
Rob Jacobsen
Amanda Carrett
Sean Owen
Rob Jacobsen
David Booth
Tom Silberkleit
Amanda Carrett
Cynthia Marcucci, Erol Otus, J. White
Madeleine Wild
Paul Silverman
71
CUSTOMER SERVICES
CREDITS
Special Thanks
Bender, Goldman & Helper (Public Relations, Los Angeles), Tom Byron,
Tamar Cohen, Suzi Crandal, Tom Dickson, Pat Feely, Simon Ffinch,
Lou Gioia, Marianne Golan, Indian Rock Imagesetting, Dan Irish,
Stan Jacobs, Jennifer Spalding & Associates, Greg Kennedy,
Paul Kim, Matthew Lesher, Adam Levine, Gilman Louie,
Guymond Louie, Bob Michaels, Mitchell Talent Management,
Steve Olson, Jacqueline Pearl, Planned Marketing Solutions,
Diane Roberts, Carol Rudisill, Smartalk, Richard Thompson,
Mark Waldrep, Steven Weinstein, Wild Enterprises, Julie Williams,
Woods & Woods, Jennifer Wyatt
U.S.S. Enterprise, Romulan Warbird, Klingon Bird of Prey, Galileo shuttle, Starbase and
Ferengi Marauder wireframes by Viewpoint
Character animation tools C-POL, C-BIRD, S-DKIT, C-TOOLS and Mental Ray by
SOFTIMAGE
Illustration used on the package and the manual created by Bill Eaken especially for
Star Trek: The Next Generation A Final Unity
Starship Enterprise LCD pin artwork designed by Andy Probert. Case and production by
Chrysalid Group, Inc.
+33 1 485-70554
+33 1 485-76291
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