TFO Guide: Khitomer in Stasis

Star Trek Online8 views5 min readby Cowbell_HeroUpdated 2 Dec, 2025View on Steam ↗

Save yourself some grief. Communicate and build pre-made teams.

Use voice chat. Use text chat, communicate with your team. Don't be such a hermit. Yes, I know people can be hecc. But they want to win just as much as you do.

Don't be embarrassed about your speech. Kind people will make an effort to understand and work with you, and if they don't, they're not worth playing with.

A kind person will try to understand you, and even if you can't speak their language as well or you have occasional slurring of speech. it's rough, I know.

Also Translation softwares like google are better than nothing.

Don't be afraid to team up, but be sure to ask about another player's confidence and gear. If they are not sure about either, ask them to link their gear in chat.

Hopefully overall these tips will help you SMASH this TFO.

Gear up and lock and load.

The 1st main obstacle is when fighting borg on ground is the fact they can adapt to energy weapon signatures. This means after awhile, phasers, disruptors and plasma weapons become ineffective.

You can bypass this by numerous weapon choices.

Physical/Ballistic Damage
The most viable is physical damage. Unarmed weapons such as the Tsunkatse Gloves or Melee weapons such as swords, Klingon Bat'leths, Vulcan Lirpas, and Makeshift Polearms/Jem'hadar Polearms. The Bat'leths, swords and Lirpas can be had by doing the episode "Arena" as a Federation-aligned captain. Klingon captains usually get access to a Bat'Leth right away.
It is important to note that melee weapons with extra damage such as fire, ice, poison, radiation, etc. are something they can adapt against. So don't try to bring in your nanopulse weapons and ice swords and fire bat'leths, etc.

There are also physical ranged weapons, also known as "ballistic weapons".
-The TR-116b Rifle, craftable through R&D or available on the exchange or through other players. It is a sniper rifle that used to penetrate walls. This weapon was featured in an episode of Deep Space Nine, where Dax must channel the personality of a killer to catch an assassin. Excellent episode.
-Slightly more rare is Zefram Cochrane's Shotgun, which can be purchased from the Phoenix Prize Pack Store for a Ultra Rare Prize Token. Most likely a reference to Star Trek: First Contact where Picard and his crew must preserve the past to ensure their present.
-Finally is Picard's Tommy Gun, but it is now packaged in a bundle (meaning requires Zen to purchase) that contains two less useful items. This is also a reference to one of the TNG movies, as Picard uses the Holodeck to hide against Borg assimilation parties and learns that holodeck bullets work just as well as real ones.

EDIT, December 3rd, 2025.
Borg can now adapt to ballistic weapons. But you can still use melee without penalty.

Non-Conventional Energy Weapons (Modulation still required)
The next step is Energy Weapons, which must be modulated every so often to perpetuate the effectiveness.
The more viable choices are:
-Agony weapons from the Terrans
-All weapons from Omega Rep
Honorable mention:
The I-Mod rifle, a weapon that now exists only in Mudd's Market. And really pricey. like real-money pricey.
Modulators
For Modulators, the game has one built in to the UI, but you are either going to want the Fractal one from the Ground Zone in Defera, or the Extirpating one from "Taken by Surprise" in the Kings and Queens arc. WARNING: The Borg in this arc are stupid strong against those not knowing how to deal with them. I will go over these in a future guide.

Also helpful are the built-in modulators from the omega rep gear.

Kit Modules
The current kit modules I found that are effective against Borg:

EMP Bombardment
V'ger Probes

I would assume any and all pet Kits that give the Borg something to chew on, so to speak.

Useful Devices/Consumables
-Static Grenades (Disables Borg implants)
-Neuro-Immunization Injection (Innoculates against Assimilation, but sometimes delivers a debuff)
-Rainbow Tribble (These are not just good against Borg, they are excellent overall)
-Daring Tribble (Slightly less useful, it gives a bonus to Kit Performance and Kit Readiness)
-Dosi Rotgut (If you can stomach it, gives a damage bonus
-Baked Tribble (Same, although less effective). These can be purchased on the exchange or made by your ships's chef on KDF)
-Gambling Device (50/50 chance you will recieve a buff that lasts an hour)
-Pahvo Healing Crystal (this will heal not only you but your allies within a certain radius)

The IMR Nodes: Team 1 - Manipulating the rerouting console (It's All Greek To Me)

The IMR Nodes puzzle is less a puzzle and more of requiring a person or two being able to cooperate.

each node is stationed at six positions in the map,

-Alpha-One
-Alpha-Two
-Alpha-Three
-Beta-One
-Beta-Two

and so on.

One person must stay behind and manipulate the console while the rest of the team must destroy all the nodes. This is where teamwork is key, team must listen to the ship comms announcing which node power is being diverted from. This means this particular node is vulnerable and must be destroyed.

The person staying behind either needs to defend themselves or have someone defend them.

The person operating the console needs to also listen to the comm, everytime the comms announce "ENEMY NEAR NODE X-Y" X being the greek letter, and Y being the number of the level it is located on, the operator must then enter those coordinates to divert power away from the node to remove its shield.

the main difficulty manipulating the console is that the buttons popping up sometimes pop up out of order. You basically have to use your best judgement.

Once all IMRs are destroyed, the team can move to the boss room to kill the Borg Queen again.

The IMR Nodes: Team 2 - "Ctrl+Alt+Destroy"

Team 2 must go to each node, and when the shield comes down, damage the Node enough to destroy it. The Node cannot be damaged when the shield is up, and the Node requires sustained fire from at least two player captains.

You can use guns or kits, but most people use guns. The Nodes cannot adapt to weapons fire.

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