GAME SOLUTION: Star Trek: The Rebel Universe
From: Len Stys (aa399)
Date: 02/24/90-01:29:05 PM Z
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From: aa399 (Len Stys) Subject: GAME SOLUTION: Star Trek: The Rebel Universe Date: Sat Feb 24 13:29:05 1990 Star Trek: The Rebel Universe Hints Help Space: The Final Frontier............. This file is in two sections: the first is general hints and help with Star Trek: The Rebel Universe. The second section contains one of the many possible solutions to the game. Please DO NOT READ the second section if you don't want to know!!!!!!! The author assumes no resposibiltiy for lost fun and/or broken dreams. And now......Mr. Sulu, set course for Section I, Warp factor 4! Engage! Section I: General Help Information ----------------------------------- R.T.B.M.!!!!! (Read the blasted Manual!!) The manual that comes with the game is really excellent. Simon chuster did an excellent job with the packaging and documentation. So don't blame me if you didn't read it and you don't know what Catastrophe Pods are! (This file is NOT intended to help anyone who didn't BUY this game! I will not support the Pirates who are cutting off the ST's lifeblood by STEALING software.) All Tactical Items are NOT created equal! Or at least, some are more useful than others. I find that immediately getting the Cernekov Crystal (a Russian Inwention!), as outlined in the manual, is a wery good idea, Keptin! Otherwise, you may go nowhere FAST! (Look up Cernekov Crystal under Tactical Devices to see why.) A Hotshot Device and/or Chaff Emitter should be next, followed by Klingon and Romulan Jammers and a Logic Emitter. A Solar Scan Device is a nice extra, if you happen to find one. Decide on your strategy! There are some eight or ten different ways to win this game: Choose ONE as your plan and stick to it. If you've decided to try blackmailing the Klingon Admiral, then do so; don't try to destroy the Mining Complex in the middle. This IS an adventure game; so standard adventure rules apply: Take good notes, especially about what items are found where. Save the game frequently. Very frequently. There is space for eight games on each Save Disk, use all of them. Experiment with different Landing Party members. Spock is often a good place to start, but the Logical choice isn't always the best answer. Sometimes a little down-home sense will do the trick. In general though, if Spock's analysis says to use a Helix Gun, a Phaser will usually do the job. The Planet Exploration Form (from the Manual) is a good way to organize things. I write the star-jumps I took to reach a system in the notes area, which really helps when trying to go back somewhere. Just knowing that a system is in a Local Zone isn't enough....you need to know where you started in the Quarantine Zone and then where you went in the Regional Zone. I've been to systems that it seems can only be reached from one other system in one particular Reginal Zone. So rather than going crazy trying to retrace your path, write it down! (And don't forget to click on Jim Kirk to freeze the game!) Keep a seperate list of systems with Orbital Discontinua! Fire Phasers sparingly. They need time to recharge, so try to pause a few seconds between shots IF POSSIBLE! If you must use them rapid-fire, then know that you'll get four shots if they were fully charged, then you must switch over to Photon Torpedoes. I was destroyed several times by sitting there and pounding the mouse button, wondering why my Phasers wouldn't fire. ALWAYS listen to Scotty!! Don't fight unless it's necessary! If you're sitting in one system, trying to find your next destination on the Star-globe screen and you get attacked, set course for any nearby system and set a low warp speed. Stop after three seconds or so. You should be one or two light-years outside of your previous system, and I've never seen the enemy follow outside a system. You should only fight if you need something in that system. Avoid distractions! Or, in the words of The Next Generation's Captain Picard, "Shut off that damn noise!" When Kirk calls Battle Stations, stop on the Bridge screen for a split second; just long enough to click on the red bar at the bottom of the screen. This will shut off the annoying Whoop-whoop which the game uses for a red alert klaxon. Then continue and click on Chekov and then the targeting screen and blow those %$#@^%#$ ships to smithereens. Another fine point of battle: Once Chekov says "Got 'im!", immediately click on the targeting screen and line up your next target; don't wait for the first ship to fade away. Also, I never find time during battle to have Spock analyze an enemy ship; their status doesn't matter if they're still shooting at you. More about battle: The manual describes how to line up your target on the targeting grid so that it's in front of you, etc. Forget it! Every time I try rotating the grid and adjusting the angle, I get the daylights shot out of me! Click on the targeting screen and then just click on the closest "T" to the Enterprise. Rotating the grid IS a good way to find out if there are any more foes attacking before they show up on the grid. If there are no enemy ships, the grid will not rotate and you can secure from general quarters. Section II: Specific Help and One Solution ------------------------------------------ WARNING!!! The following paragraphs contain some explicit solution information for Star Trek: The Rebel Universe. Please DO NOT READ further if you don't want to know!! Specific Help ------------- Whatever info I have on the following has been included, I apologize that I haven't kept better notes myself, but there are Priorities....... QZ=Quarantine Zone, RZ=Regional Zone, LZ=Local Zone Klingon Jammer: Start at Hazion (18.44.75, QZ), set course for Vorkal (20.55.73, LZ), then set course for Vukier (28.53.73, LZ). Set course for Vukier V and beam down; Uhura will get you past the Force Field Generator, beam up with the Jammer. (You may want to continue on to Lorzur (31.49.84, LZ) for weapons and energy, and a Cernekov Crystal on Lorzur III if you don't have one.) OR at Kornas III (80.67.57) Romulan Jammer: Vuniex I (40.65.73). OR at Vormiol II (24.61.71) Chaff Emitter: Vermiur (71.61.23), have Bones walks towards the Janitor Robot. OR at Taziok I (54.44.17, QZ) Solar Scan Device: Vernen (64.67.72, QZ) to Narkiek V (52.54.82, LZ) Hot Shot Device: Xumiux III (43.11.45, LZ) OR at Vorrier I (28.31.25) Solution Scenario: Destroy Dekian II ------------------------------------ Must Have: a) 1 Tachyon Gun, available at Rariar III (75.74.39, RZ), bring Bones. b) 1 Chaos Trigger, available at Karxen II (16.42.56, RZ); Energy epair Dock also in that system. Recommended: a) Hot Shot Device b) Chaff Emitter c) Solar Scan Device d) Cernekov Crystal Procedure: a) Get Enterprise to maximum Energy, Dilithium, Weapons and Structure. b) Go to the center-most system, Dakiak (51.50.50, QZ) c) Go to Danian (63.62.51, LZ). There is a Synapse Bomb on Danian I, explode it. d) Set course for Dekian, it'll be at the very top of the Local Zone Star-globe from Danian, at (63.51.52). Head there at maximum warp. Prepare to be attacked by MANY Klingon Ships. e) Arriving at Dekian, set course for Dekian II at maximum impulse power. A Solar Scan Device will tell you how many Klingon Ships will block your way. f) Once in orbit, click on Kirk and then the Transporter box. Choose your landing party, then go to ships Stores. Bring the Tachyon Gun and the Chaos Trigger; it doesn't matter who has what. Return to the Transporter and SAVE GAME. Energize! g) On the surface, use the Tachyon gun on the Blast Door and the Chaos Trigger on the Mining Control Console. Congratulations!!! Now.....about that plan to Capture the Klingon Admiral.............. --
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