Star Trek™: Judgment Rites Guide

Star Trek: Judgment Rites - Complete Walkthrough for Star Trek™: Judgment Rites

Star Trek: Judgment Rites – Complete Walkthrough

Overview

This is the sequel to Star Trek: 25th Anniversary; Star Trek Judgment Rites. This guide, will help you become the Captain you always wanted to be – that means earning 100% and earning all available Commendation points. Captain, the chair is yours!

Guide Notes


This is the sequel to Star Trek: 25th Anniversary; Star Trek Judgment Rites. This guide, will help you become the Captain you always wanted to be – that means earning 100% and earning all available Commendation points.

Captain, the chair is yours!

Caution

There are ways to complete the game faster, no doubt, but this guide will ensure you receive full commendation points. As always with walkthroughs – tons of spoilers ahead. Expect to take about 5 hours.

Controls – Enterprise

Keyboard:

     i. Combat & Movement
          1. Impulse Engines: 1-0 (1 stop, 0 full speed)
          2. Reverse: ~
          3. Analyze Target: A
          4. Arm/Disarm Weapons: W
          5. Raise/Lower Shields: S
          6. Emergency Power: E
          7. Damage Control: D
          8. Roll Clockwise: INSERT
          9. Roll Counterclockwise: DELETE
     ii. Text/Speech
          1. Skip Speech: ENTER
          2. Navigate Pages: PAGE UP and PAGE DOWN
     iii. Captain’s Commands
          1. Talk to Commander Spock: T
          2. Order Sulu to orbit a plant: O
          3. Navigation/Star map: N
          4. Hail a planet or ship: H
          5. Talk with the computer: C
          6. Captain’s Log: K
          7. View Screen Magnification: < and >

Mouse:

     i. Phasers: Left mouse button
     ii. Photon Torpedos: Right mouse button

Controls – Landing Party

Here are the controls you’ll need to not be a redshirt on the planet’s surface!

Keyboard:

     i. Walk: W
     ii. Talk: T
     iii. Use: U
     iv. Inventory: I
     v. Pickup/Get: G
     vi. Look: L
     vii. Skip Speech: ENTER

Mouse:

     i. Confirm: Left mouse button
     ii. Menu: Right mouse button

Star Map!

Courtesy of Live Love Play: [link]

Chapter 1: Federation

  • After the rather dramatic explosion, use the computer and research Espoir, Omega Maelstrom, Alexander and Rayner.
  • Raise shields and arm weapons – set course for Espoir Station, #12 on the Star Map.
  • Two new pirate ships – Storm class, led by Bivander Zane appear, choose dialog option 2 and fight the ships – let them flee
  • Talk with James Munroe at the station, answer with 1
  • Lower shields and disarm weapons. Beam to the station
  • After the Enterprise has been red tractor beamed, answer with dialogue choice 1, and 1
  • Dr. Breddell, Verdaine, Menao Sheme
  • Talk with your warden, Menao Sheme, use #2, 3, 3, 3. Talk with Menao Sheme again and exit the brig.
  • Get the items in lockers 1-3, phasers, tricorders and medkit, and communicators. Use the medical tricorder on Menao Shem, and the science tricorder on the brig and lockers. Exit right.
  • Click on the four green rectangles on the right.
  • Talk with Spock, go into the blue door
  • Use Spock’s tricorder on the forcefield, the machine in the middle, and on the creature. Follow up with McCoy’s tricorder on the creature, learning that it is an Antarian Mankiller.
  • Exit the room, and go into the yellow door on the left
  • Use McCoy’s tricorder on the plant, Malborian creeper, use Spock’s tricorder on the filter below the plant, and then pick it up.
  • Exit the room and now go into the red room
  • Use McCoy’s tricorder on the man in the bed, and the grey figures in the back. Use the medkit on the man in the bed. Use Spock’s tricorder on the dummies and the red bullseye sign. Have Kirk go over and pick up a dummy. Exit the room
  • Go down, and then click on the four green rectangles on the left
  • Stun the two security officers that beam in, go into the blue room
  • Stun the technician, and have Spock scan the chess table and the computer console on the left, then use Spock on the chess table. Play the chess game with 1, 2, 3
  • Use Spock on the computer on the left, use Spock’s tricorder on the computer, then Dr. McCoy’s tricorder. Use Spock on the computer one last time.
  • Exit the room and enter the red room on the left.
  • Use the air purifier on the grate on the floor next to the console.
  • Put the dummy on the transporter pad, answer with 1 to beam into security.
  • After the phaser battle plays out, speak with Kamend, the man in the yellow jacket. Answer with 1. Use Spock’s tricorder on Kamend.
  • Use Spock’s tricorder, then Spock on the console in the far top of the screen, then on the console to the right. Use Spock on the right console again (two times). Exit to the left.
  • Go into the yellow door on the right. Speak with the guard next to the door, then talk with Dr. Munroe, and finally his assistant in the corner. Use McCoy’s tricorder, and then the medkit on the assistant.
  • Use Spock’s tricorder and then Spock on the console behind the guards and the computer by the assistant, and finally the computer in front of Munroe. Exit the room
  • Go down back to the map, click on Docking Bay 1 on the right. Answer with choice 1, and then 2.
  • Use Spock’s tricorder on the two computer consoles on the left. Use Spock on the left most console, answer with 2, then on the right one answering with 1. Click on the same console again, answering with 2.
  • Exit the room, and head back to the 4 green rectangles on the right. Enter the blue room. Use the red phaser (sad face) on the Antarian Mankiller.
  • Have Spock scan the now freed computer, then use Spock on it. Exit the room, and click on the console at the top of the screen. Then enter the yellow room on the top left.
  • Talk with Breddell, answer with 2, then stun him.
  • Get the picture of Kirk on the wall, get the book on the table, get the bookmark.
  • Use Kirk on the book – now in the inventory. Use Spock’s tricorder on the bookmark, in the inventory.
  • Use Spock on the hidden controls, use #2.

Chapter 2: Sentinel

  • After the communication with Gellman, raise shields and arm weapons. Set course for Balkos 3, number 19 on the star map.
  • Use the computer to research Balkos 3 and Gellman, talk with Spock, then enter orbit.
  • Lower shields and disarm weapons, beam to the surface.
  • Use Spock’s tricorder to scan the three machines and then the green console. Use Spock on the console and exit the room.
  • Use Spock’s tricorder on the main machine in the middle, then use Spock on the door on the far right, enter it.
  • Use Spock’s tricorder to scan the two green machines Spock is standing next too, the then the 4 items on the ground, and the machine on the left.
  • Use Spock on the first bin, then on the second bin, pick up the switch, control circuitry, interface cables, and the bridge unit.
  • Use Spock’s tricorder on the screen behind McCoy and then use Spock on it.
  • Use Spock on the machine in the left corner, put the badges and the batteries into the machine, then use Spock on the machine. Exit door left.
  • Use Spock’s tricorder on the two machines in the room, then use the badges on the smaller of the two.
  • Exit the door at the top of the room. Then go through the second door on the right, returning to the room that you beamed down into
  • Use Spock’s tricorder on all three machines. Return back to the main room, exit the third door to the right. Use Spock’s tricorder on the large tank, then use McCoy’s tricorder. Exit door right.
  • Use Spock’s tricorder on the passage on the right. Use McCoy’s tricorder on the cave man that walked in, then use Spock on the Balkosian – use Spock again.
  • Use McCoy’s tricorder on the Balkosian, exit door right
  • Use the switch on the tank, exit door left
  • Use Spock on the center console, use monitor on center console, use the yellow box on the center console, choose choice 1, then 2.
  • Click the diamond
  • Exit door left, use Spock on the computer on the left. Choose choice 2.
  • Use Spock on the pillar with the wires on the left. Choose choice 1. Use the green memory card on the pillar, then the wires.
  • Use Spock on the pillar, choose option 2 to initiate shut down.
  • Another perfect mission as told by Admiral Cain!

Chapter 3: No Man’s Land

  • Research Omega Corvus, Delphi, USS Zimbabwe and talk with Spock.
  • Raise shield and arm weapons, plot a course to Delphi, number 2 on the star map.
  • Choose choice number 4, 3, 1, and then battle Trelane
  • Look at the boxes and straw, and use Spock’s tricorder on them, and McCoy’s on Lieutenant Commander Ellies.
  • Use Kirk on the box in the corner. Get a bottle of Schnapps. Get stick in the left corner.
  • Use the Schnapps on the straw, then the stick.
  • Talk with the Guard that comes into the cell, use dialog choice 2
  • Use Kirk on the guard that punched the Vagrant.
  • Talk with Ellis, use option 1.
  • Use McCoy’s tricorder on the Vagrant, then the med kit. Then talk with the Vagrant/Old Man, use dialog 3
  • Walk into the Tavern, use dialog choice 2. Talk with the barkeep – Gretel Gernsbeck, dialog 1. Talk with her again, choose 1. Talk with her again, choose 1. Talk with her again, choose 1. Talk with her again, choose 1. Talk with her again, choose 1. Total of 5 times.
  • Talk with the men at the table – grey suit, Uhland, choose 1. Talk with him again. Talk with Schiller – green suit, choose choice 1. Talk with him again, 1, again, 1, again.
  • Use McCoy’s tricorder on the barrels on the left, then use the med kit.
  • Exit through the door on the top left
  • Talk with the card shark with the green hat – Kurt Nielsen, then with Harr Sundergard – green jacket, then with Werner Gellert – brown suit.
  • Talk with Sundergard again, choose 1, again, 2, again, 3. Exit the Tavern, and walk into the Shoppe across the street.
  • Use Spock’s tricorder on the clocks, stove, and register. Use McCoy’s tricorder on the barrels in the front.
  • Talk with the cashier, choose 1, again, 1, again, 1, again, 2, again 3 – exit the shop.
  • Walk to the left of the screen. Use the food on the dog. Use McCoy’s tricorder, then med kit on the dog.
  • Enter the building on the right (from where the dog was standing)
  • Talk with Eckhart, 1, again, 2, again, 3, again, 4. Use the med kit on Eckhart.
  • Use the broom on the floor. Use McCoy’s tricorder on the cat and exit the house.
  • Enter the school at the top of the screen.
  • Use Spock’s tricorder on the chalkboard. Talk with Hauptmann, choose dialog 3.
  • Talk with Humperdink – the teacher, choose option 1, again, 2, again, 3, again, 4, again, 5. Exit the school.
  • Enter the building on the left – the Armory.
  • Use McCoy’s tricorder on the man on the ground and in the chair. Use Spock’s tricorder on the rifles. Get some rifles. Use the rope on the man sitting in the chair. Use Spock on him.
  • Use Spock on the safe – Right 43, left 18, right 29 – pull. Get the contents of the safe.
  • Use McCoy on the man in the chair, talk with him – choose 3. Use the rifle on him.
  • Use kirk on the green paper tray – acquiring the transfer papers – leave the armory. Walk left.
  • Use both tricorders on the man in the trench, use the med kit on him. Talk with the wounded solider, 1, again, 2, again, 3. Go back to the tavern.
  • Give the letter to Gretel Gernsbeck – enter the room in the top left.
  • Give the transfer papers to Sundergard, and then talk with him – use option 4.
  • Use the money on the table – you’re rich!
  • Leave the room, talk with Schiller, man in the green suit. Pick up the paper on the table.
  • Head to the Shoppe – across from the tavern.
  • Use the money on the cashier. Leave and head to the school.
  • Give the letter to the teacher – Humperdinck. Leave and head back to the trench.
  • Talk with the wounded solider, use option 3. Leave the trench.
  • Talk with Lieutenant Commander Ellie, use option 2. Travel back to the tavern, instead of going in, continue to the right – to the triplane.
  • Use dialog option 2, then 1. Continue down the path to the right.
  • Use Spock and McCoy’s tricorder on the castle. Head back to the triplane.
  • Use the clock, chalkboard and locket on the triplane. Finally, put the red bottles onto the triplane.
  • Use dialog 2 on Trelane.
  • Look at the bottles on the fireplace, starting from the left, the third one from the left. Use dialog 2.
  • Look at the fourth bottle on the fireplace. Use the communicator.
  • Talk with Trelane, option 1, 2. Talk with Trelane again, option 1, 3, 2, 3.

Chapter 4: The Light and The Darkness

  • Use the computer to research Onyius II and Deneb, talk with Spock. Raise shields and arm weapons, set course for Oniyus II, number 11 on the star map.
  • Enter orbit after the dialog. Lower shields and disarm weapons. Beam to the surface.
  • Use Spock’s tricorder on the building, the doorway. Use McCoy’s tricorder on the soil. Walk to the right
  • Use Spock’s tricorder on the antenna’s console, then on the antenna itself.
  • Use your phaser on the rocks (maximum – red) behind the antenna. Use Spock’s tricorder on the rock, then use the communicator.
  • Use Spock’s tricorder on the console now that it is powered. Exit left.
  • Scan this antenna and console with Spock’s tricorder. Use the communicator.
  • Use Spock on the antenna console, then scan it with Spock’s tricorder again. Exit left.
  • Scan this antenna and console with Spock’s tricorder. Return to the main building and enter it.
  • After McCoy speaks, talk with Ensign Jons, then McCoy, and finally Spock. use Spock’s tricorder on the two copper tanks and the two computer consoles. Use’s McCoy’s tricorder on the green stuff.
  • Use the phaser on stun (green) on the green stuff from the tank. Exit right.
  • Use Spock’s tricorder on the red portion of the machine, then the electrical portal portion, also scan Azrah. Use McCoy’s tricorder on those same three items.
  • Talk with Azrah, answer with 2, 1. Exit left, and continue through the door to the left.
  • After Vizznr speaks, use Spock’s tricorder on the computer console, and the electrical area of the machine, then on Vizznr himself. Follow up and scan the same three items with McCoy’s tricorder.
  • Talk with Vizznr, use option 1, 1, 2, 3. Look, scan, then pick up the Alpha sample. Return to Azrah.
  • Use Spock on the computer console, reactivating Azrah. Talk with Azrah, use dialog option 1, 3. Look, scan, then pick up the Omega sample. Return to the main room.
  • Use Spock’s and McCoy’s tricorder on both samples while in your inventory.
  • Put the blue sample in the left tank. Talk with Kirk. Talk with McCoy. Talk with Jons, use option 3, 1, 3. Use the blue sample on the left tank again. Use the yellow sample left tank. Use Jons on the left computer.
  • Use Jons on the right computer. Pick up the sample behind McCoy – it’s a little tricky to do since he’s in the way. Use Spock’s and McCoy’s tricorder on the green sample in your inventory. Enter the room at the top of the screen.
  • Use the tricorder on the computer. Put the green gamman sample in the slot on the right underneath the lighting portal.
  • Use Spock’s tricorder on the green lightening portal, then on Cicissa. Do the same with McCoy’s tricorder. Talk with Cicissa, 3.

Chapter 5: Voids

  • Use the computer to research Regulus, Antares Rift, USS Hood and Admiral Richards. Talk with Spock. Arm weapons and raise shields, set course for the Antares Rift, number 15 on the star map.
  • Talk with Scotty, talk with the security guard, Ensign Walker, talk with Sulu, Checkov, Uhura, and finally Spock.
  • Use Spock on his console. Do so again, use option 1. Talk with Scotty, Ensign Walker, Sulu, Kirk, Chekov, and Uhura. Pick up/get the science station. Leave the bridge.
  • Once in the turbo lift, click on Auxiliary Control – the first yellow portion underneath the bridge.
  • Enter the door in front of you. Use the medical tricorder on the four-armed creature. Use the communicator, talk with Scotty, use option 1.
  • Use the communicator again, choosing option 2 to talk with Uhura.
  • Use the communicator again, choosing option 3 to talk with Bones. Go back into the turbo lift, and choose the yellow section near the middle of the ship – sickbay.
  • After entering the door, talk with McCoy. Pick up the gas, scan it with both tricorders in your inventory. Use the communicator, choose option 4 to talk with the computer. Research, Vurians, Viga III, Antoshi and Three Systems War.
  • Continue into the turbo lift and go to Engineering, the yellow section about level with sickbay on the right.
  • Use the communicator to talk with Scotty, use the communicator to talk with Uhura and then again to talk with McCoy. Enter engineering.
  • Use the gas on the panel on the wall, then use Kirk on the console to the left of Sulu.
  • Use Kirk on both sides of the computer console. Exit the control room and head to the turbo lift, go to the transporter room, yellow on left side of ship.
  • Use the science tricorder on the ground, the yellow powder, orange stone, light blue stone, blue stone pile, red stone, and the Vurian.
  • Switch to the medical tricorder, and scan the same things, the ground, yellow powder, orange stone, light blue stone, blue stone pile, red stone, and the Vurian.
  • Talk with the Vurian, use dialog option 4. Talk with the Vurian again, 3. Again, option 2, 1, 2. Again one last time, 3, 1, 3. Exit right.
  • Use dialog option 1 with the Savant. Talk with the Savant, 2, 3.
  • Use the science tricorder on the ship wreckage, the pouch on the ground, the Savant, and the red rocks. Use the medical tricorder on the same items. Exit right.
  • After speaking with Spock, use the science tricorder on the ship wreckage behind Spock, then on Spock. Use the medical tricorder on both.
  • Talk with Spock. Talk with Spock again, 1. Again, 2, 3. Again, 4. Go back to Savant.
  • Talk with Savant, 2, 2. Pick up the pouch. Exit left.
  • Talk with Vurian, 1. Again. Use the pouch on the blue pile of stones. Get the small red stone, the light blue stone, small yellow stone, small peach stone, and lastly the small green stone.
  • In your inventory, use the blue, stone on the red stone, then the yellow stone, orange stone, then the green stone.
  • In your inventory, proceed to use the red stone on the yellow stone, then the orange one, then the green one.
  • In your inventory, proceed to use the yellow stone on the orange one, then on the green one.
  • Lastly, in your inventory, use the orange stone on the green one. Return to Savant.
  • Speak with Savant, 2, 3. Use the blue stone on Savant, then the red, the yellow, orange, green, and finally the pouch.
  • Use dialog 2, 1.

Chapter 6: Museum Piece

  • Use the computer to research Nova Atar, Seransi, and Lachian. Talk with Spock. Raise shields and arm weapons, set course for Nova Atar, number 16 on the star map.
  • Enter orbit of Nova Atar, lower shields, beam down to the surface
  • After speaking with Boris Breznia, the curator, you’ll automatically leave the room.
  • Look at all the items in the room, and proceed to through the door on the upper right
  • Look at all the items in the room, and proceed through the door in the right
  • Look at all the items in the room, and try proceed through the door on the upper right. Return to the curator’s office
  • Use Kirk on the fallen curator. Use Scotty on the computer console.
  • Get the bottle in the alcove and the lance, and back in the alcove the remaining piece of paper. Pick up the decanter and the silver tray.
  • Look at the paper in your inventory, learning VVSOP2123.
  • Use Kirk on the curator’s desk, do again to open the door. Use Chekov on the armor to jam the door in place. Leave the room.
  • Try to go through door 7, enter code VVSOP2123. Talk with Scotty, then use him on the cannon.
  • Use the capacitors on the table, both of them. Use Scotty on the machine on the left.
  • Once the capacitors are charged, pick them up. Exit south, using code VVSOP2123.
  • Look at all items in the room, then use Scotty on the large round object getting the magnetic clamps.
  • Use Scotty on the POD. Use a capacitor on the machine in the lower right. Get the capacitor back, then use Scotty on the broken machine. Exit up.
  • Put the capacitor back on the table, use the three magnetic clamps on the table, use the red wires on them, use the black wire on the computer to the left of the screen. Finally use the lance on the magnetic clamps. Use Scotty on the computer on the left to fire.
  • Pick up the two capacitors and proceed through the broken door.
  • Pick up the red gas canister in the pile of rubble.
  • Use Scotty on the machine on the left, then on the machine in the bottom right corner. Exit through door night, upper left – enter code VVSOP2123
  • Look at all items in the room, then get some crystal.
  • Use a capacitor on the small robot in the middle of the room, dialog 1.
  • Use Scotty on the space craft, then on the robot, and then on the space craft again.
  • Use the decanter on the space craft, then the bottle, and the silver tray, finally a capacitor. Wait while it charges.
  • Get the capacitor and the silver tray and exit south.
  • Use the brown folder thing (forgot what it was) on the machine on the left – the old transporter, then the wires, and the capacitor, then the gas canister.
  • Use the get function on the machine, right next to Scotty.
  • Use Kirk on the communication machine, bottom right, then use the crystal on it, and the silver plate, finally the remaining capacitor.
  • Use Kirk on the communication machine, use dialog 4, 1, 2, 2, 3, 1, 2, 1, 1.

Chapter 7: Though This Be Madness…

  • Use dialog 2. Once in the neutral zone, raise shields and arm weapons.
  • Fight and defeat the Romulan ship.
  • Use dialog 2.
  • Use the computer to research Atabis, Gaiaon, and Warbird Infinitus, talk with Spock.
  • Set course for Atabis, number 8 on the star map.
  • Use dialog 2 with Captain Klarr.
  • Lower shields, after Spock speaks beam over to the alien ship.
  • Use McCoy’s tricorder on all the plants on the two men in the room. Proceed to the next room on the right.
  • Continue through to the right.
  • After Klarr leaves, use Spock on the chess table. Exit the room and proceed to the room you beamed into – from there exit to the left of the screen.
  • Talk with Uhura, use Uhura on the Atrioli, the man with the Crown. Talk with him, us dialog 2.
  • Use the teddy bear on the man sitting on the ground. Pick up the blocks on the ground.
  • Use Kirk on the console above the man’s head on the ground, then use Kirk on the panel that opened from the ceiling. Exit to the door on the left.
  • Talk with the women in the room, use dialog 3, 1, 2.
  • Use McCoy’s tricorder on the woman, then Spock’s on the table above the Klingons, then use Captain Kirk on the table. Pick up the tray. Exit to the room on the left.
  • Use Spock’s and McCoy’s tricorders on the containers and plants. Pick up a feeder hose on the feeder closest to the left side of the Klingons.
  • Use the feeder container, should be the last item in your inventory, on the table above where you got the hose
  • Use your phaser on maximum (red) on the container on the table.
  • Use the blocks on the container, and use your phaser on maximum on it again.
  • Pick up the container, now called a metal keg, and place it back to where you picked it up – on the plant
  • Exit and enter the room to the top, where the Klingons came from.
  • Use Spock’s tricorder on Phays, the computer in the middle of the room, and on the women in the corner. Switch to McCoy’s tricorder and use on Phays and the women.
  • Use Spock on the woman in the corner – Puzzlewitt
  • After all the dialog, talk with Phays, choose 2, 2, 2, 2. Exit to the south, back into the plant room. Continue south into the throne room, then go immediately back to the plant room – need to do this so the fruit grows.
  • Use McCoy’s tricorder on the fruit, then pick some.
  • Give the fruit to the Klingon. Get some more fruit and exit to the right.
  • Give the fruit to the crying woman, exit to the right, do this three times, to end up in the sleeping all where the king is sleeping.
  • Give the fruit to the kid rocking back and forth on the left bed. After he eats, talk with him, use choice 1, 1, 2, 3, 4, 1.
  • Use McCoy’s tricorder on the rotten fruit, then get some
  • Return to the plant room, get some more fruit. Exit right back to Moll – Stambob will come in. Talk with the woman, after she speaks, use the rotten food on the machine on the right, use choice 2, use the boxed food on the machine, choose 1.
  • Use the newly drugged packaged food on the woman. Exit right and head for Tuskin – just keep going right.
  • Use the fresh fruit on Tuskin. Give the fruit to the Kligons.
  • Use your phasers on stun on (green) on Rackaback, the larger of the two guards. Talk with Gormagon – the remaining guard. Proceed into the secret entrance.
  • Use Spock’s tricorder on the console in front of Kirk. Use the light bulk/stick on the console, then give it to Klarr. Use the individual parts created, look like brushes, on the console.
  • Dialog choices 2, 1, 2, 3, 4, 5.
  • Use Spock’s tricorder on the machine that dropped from the ceiling. Retrieve the crystalline lens. Enter this lens into the machine to the left of Spock.
  • Listen to the entry’s in the computer database: Diagi Decision, Philosophy.
  • Once you gain control after the portal opens, scan it with Spock’s tricorder, then use Kirk to enter the portal

Chapter 8: …Yet There Is Method In It

  • Dialog choice 3 – then talk with Klarr, Spock, Uhura and McCoy. Use your science and medical tricorder on the Brassican.
  • Talk with the Brassican, choose 1.
  • After the Brassican poses the first question, talk with Kirk, Klarr, Spock, McCoy, and Uhura. Use Uhura and talk with the Brassican.
  • After the Brassican poses the second question, talk with Kirk, Klarr, Spock and McCoy. Use McCoy and talk with the Brassican.
  • After the Brassican poses the third question, talk with Kirk, Spock, and Klarr – talk with Kirk again until he talks about this mathematically derived answer. Use Spock and talk with the Brassican.
  • After the Brassican poses the last question, talk with Klarr then Kirk, choose 2, 3, 1. Use Kirk to talk with the Brassican. Choose 3.
  • Follow the Brassican with Kirk, choose 2, 1, 1. Give the paralense to Klarr, choose 1, 2.

Final Comments

Yes, I know this is from Discovery, but it’s cool and the phasers are close enough 😉

I hope you enjoy the guide and find it helpful. If you did, please rate up and favorite. Feel free to send me a friend request, always welcoming to Star Trek fans, and shoot me a message if you have any ideas of improvements for this guide.

Don’t forget to check out my next guide – Star Trek: Star Fleet Academy – and of course any of my walkthroughs should you get stuck or became addicted to 100%s and accommodation points.

Live long and prosper!

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