Star Trek™: Starfleet Academy

Star Trek™: Starfleet Academy

37 ratings
Star Trek: Starfleet Academy - Complete Walkthrough
By Navrin
Welcome to Starfleet Academy Cadet! The use of this guide will ensure that you receive high marks on all simulation test scenarios and related courses.
3
   
Award
Favorite
Favorited
Unfavorite
Straight from Starfleet

Welcome Aboard!

Welcome to Starfleet Academy, Cadets! You are to be congratulated on completing one of the most rigorous selection procedures in the Federation. You should be proud of this accomplishment, but you should also be cautions of placing too much emphasis upon it.

The individual achievements each of you evidenced to gain admission to the Academy might have set you apart from your peers at home, but take a moment to look around you now. Everyone you see has a similar record of accomplishment. Each of you are special, yet none of you are special. It’s a mindset Ladies and Gentlemen, lean it now and it will always serve you in good stead.
Starfleet Command

Taken verbatim from the Cadet Training Manual

Controls - Flight
Accelerate forward: Keypad #9

Cancel all acceleration, stop roll: Keypad #5

Climb/Point nose of ship us: Keypad #2

Dive/Point nose of ship down: Keypad #8

Decelerate/accelerate Backwards: Keypad #7

Impulse Power (1=10% - 0=100%): Numbers 1-0 on top of keyboard

Reverse Speed (1=10% - 0=100%): SHIFT + Numbers 1-0

Roll to port (left): Keypad #1

Roll to starboard (right): Keypad #3

Turn to port (left): Keypad #4

Turn to starboard (right): Keypad #6

Full stop: ~
Controls - Targeting & Weapons
Fire phasers (unlimited): ALT

Fire photon torpedoes (limited supply): CTRL

Launch Probe toward current target: P

Manual aiming/Auto target – toggle: W

Next object selection: Keypad *

Previous object selection: Keypad /

Next ship selection: Keypad #0

Previous ship selection: Keypad . – DEL

Radar range – toggle: R

Regular/Disabling phaser – toggle: F

Scan current target: S

Select nearest enemy as target: Keypad +

Target subsystem submenu: V then 1-8

Engage tractor beam on selected target: T
Controls - Command
Set GREEN alter status (all clear): A then G

Set YELLOW alter status (ship-wide increase preparedness): A then Y

Set RED alter (battle stations): A then R

Bridge station submenu: B

Hot key list: F1

Chat macros for online play: F5-F8

Clock ship (not all ships can): C

Damage control: D

Energy allocation: E

Full screen/ bridge view – toggle: F3

Hailing / Communications: H

Transporter: I

Mission objectives: O

Radar / damage – toggle: TAB

Zoom in: Page Up

Zoom out: Page Down

Engage Warp: SHIFT + W
Note about your crew
You can view the current performance rating of you and your crew in a bunch of different places. Their performance isn’t just reflected per simulations, but in the Academy in general.

If a cadet ranking is slipping, it means you are not handling them properly. If you ignore problems that are brought up to you by crew members, they will have repercussions including, but not limited to, your ranking as well.

This guide will help you navigate those challenges.
Starship Classes & Capabilities
Starfleet

Excelsior Class
     • Crew Compliment: 650
     • Primary Weapon Systems: 5 Forward-firing Phaser Banks, 2 Rear-firing Phaser Banks
     • Secondary Weapon Systems: 4 Forward-firing Photon Torpedo Bays, 2 Rear-firing      •           Photon Torpedo Bays
     • Deflector Shield Rating: Strong
     • Hull Rating: Strong
     • Mass: Heavy
     • Torpedo Compliment: 200
     • The Excelsior class is the largest ship you will command in the simulator environment. She           will seem less responsive in tight quarters maneuvering due to the inertia associated with           her mass. Compensate for this by applying your engine and helm commands several           seconds before you would do so when handling a Constitution Class and also allowing for a           wider turning radius for the same maneuver.

Constitution Class - Refit
     • Crew Compliment: 611
     • Primary Weapon Systems: 4 Forward-firing Phaser Banks
     • Secondary Weapon Systems: 2 Forward-firing Photon Torpedo Bays
     • Deflector Shield Rating: Medium
     • Hull Rating: Medium
     • Mass: Heavy
     • Torpedo Compliment: 100
     • Constitution Class ships offer an excellent blend of maneuverability and firepower, making           them capable platforms to handle most of the situations you will encounter. It should be no           surprise that this class holds a place near and dear to the hearts of many of the staff and           instructors at Starfleet Academy. After all, they cut their teeth on these ships and used their           capabilities to survive many dangerous situations. They will expect no less of you.

Miranda Class – Refit II
     • Crew Compliment: 250
     • Primary Weapon Systems: 2 Forward-firing Phaser Banks, 2 Rear-firing Phaser Banks
     • Secondary Weapon Systems: 2 Forward-firing Photon Torpedo Bays, 2 Rear-firing Photon           Torpedo Bays
     • Deflector Shield Rating: Medium
     • Hull Rating: Light
     • Mass: Light
     • Torpedo Compliment: 60
     • Although her shields are every bit as good as those of the Constitution Class, once they are           down the Miranda cannot withstand direct fire nearly as well. In equivalent tactical situations           with shields damaged or down altogether, a Miranda must use her speed and           maneuverability to avoid being hit, whereas a Constitution Class might still be able to slug it           out.

Oberth Class
     • Crew Compliment: 200
     • Primary Weapon Systems: 2 Forward-firing Phaser Banks
     • Secondary Weapon Systems: 1 Forward-firing Photon Torpedo Bay
     • Deflector Shield Rating: Medium
     • Hull Rating: Light
     • Mass: Light
     • Torpedo Compliment: 20
     • Oberth Class ships are used for many functions in Starfleet, from Supply ships to scientific           research platforms. A number of them have also been constructed for non-Starfleet use.           These ships receive a “SS” designation in lieu of the more familiar “USS.”


Klingon Empire

K’vort / B’Rel Class
     • Crew Compliment: 12
     • Primary Weapon Systems: 2 Forward-firing Disruptor Banks
     • Secondary Weapon Systems: 1 Forward-firing Photon Torpedo Bays
     • Deflector Shield Rating: Medium
     • Hull Rating: Strong
     • Mass: Light
     • Torpedo Compliment: Unknown
     • Misc.: Cloaking Capability
     • Klingon commanders use their cloaking ability to achieve the element of surprise in most           tactical encounters. Keep in mind, however, that they cannot fire their weapons while           clocked. They will frequently approach very close to their target under cloak. A wary           commander will have photon torpedoes ready to fire at the Bird of Prey when it reaches its           closest proximity to your ship.

K’Tinga Class
     • Crew Compliment: 325
     • Primary Weapon Systems: 4 Forward-firing Disruptor Banks
     • Secondary Weapon Systems: 1 Forward-firing Photon Torpedo Bay, 1 Rear-firing Photon      Torpedo Bay
     • Deflector Shield Rating: Medium
     • Hull Rating: Strong
     • Mass: Heavy
     • Torpedo Compliment: Unknown
     • Misc.: Approximately 50% of D7s have been upgraded to the D7-A with Cloaking capability.

Ber’taa Class
     • The newest Klingon threat. Unfortunately, no information is currently available on this           platform.

Romulan Star Empire

Warbird
     • Crew Compliment: 45
     • Primary Weapon Systems: 2 Forward-firing Disruptor Banks
     • Secondary Weapon Systems: 1 Forward-firing Plasma Torpedo Bay
     • Deflector Shield Rating: Medium
     • Hull Rating: Very Strong
     • Mass: Light
     • Torpedo Compliment: Unknown
     • Misc.: Cloaking Capability
     • The Romulan Plasma torpedo is extremely powerful at close range. If force to engage, remain           at maximum weapon range.

Garuda Class
     • The newest Romulan threat. Unfortunately, no information is currently available on this class of           ship.
Letter from the Commandant
Copied from the Cadet Training Manual

FROM: Alex Rotherot, Commandant, Starfleet Academy
TO: All Instructors, Starfleet Command School

RE: Approved Walk-through, Starfleet Command Simulator, Missions 1 and 2
This is a quick walk-through of the first two simulator missions presented to Command School Cadets at the Starfleet Academy. It is not for distribution to Cadets unless they have failed either simulation.

Notation by Starfleet Academic Security:

Success rate of cadets in first two simulations indicate a 97% chance that this walk-through has been seen by the entire Command School body before they start Command School – Payne

Not important, these are just procedure training missions anyway. – Rotherot

Note: Simulator walkthroughs to follow.
Caution
Even with this guide, you will be repeating missions over and over again to get them right – combat can be tricky and unpredictable. Especially when you hit Mission 7 – The Barrier.

Don’t worry though, this guide will give you the best path forward.
Mission 1: Target Practice
  • During the briefing the cadet is allowed to select which ship he will captain during the first mission. The larger the ship the more difficult it will get. The Miranda class is recommended as a good compromise since the majority of the cadet’s early missions will take place in that class of ship.

  • After selecting a ship, the cadet must:

  • Warp to system S1222 (Press <shift>W to engage warp). A course is automatically plotted by your navigator if it is a mission objective.

  • After entering system go to red alert (press “a” key then “r” key)

  • Target a mine (use key pad “0” or “.” to cycle through targets. Keypad “+” selects nearest ship). Note that these mines fire weapons at the ship and explode in close proximity to the ship. DO NOT approach them.

  • ALT will fire phasers and CTRL will fire the photon torpedoes. Each ship has a limited complement of photon torpedoes on board so use them sparingly.

  • After destroying all mines, target the first mine controller. Switch to disabling phasers (press the “F” key)

  • Note: Photons do not have a disabling mode. Using photon torpedoes on a disabled ship will probably destroy it.

  • Once the mine controller is disabled. Starfleet will order you to go to system S1622. Warp to system S1622 (<shift>W)

  • Target and destroy all mines once more.

  • Disable 2nd mine controller

  • Tractor the mine controller (while the controller is targeted and within 2,000 units press the “T” key

  • Warp to Starbase (<shift>W)

  • Hail Starbase (press “H” and then press “I”)

  • Click on “Mission Accomplished”

  • Go to Debriefing

  • End Mission One!
Mission 1.5: The Bar
  • 2 – Both of you…
  • 3 – No one acts…
Mission 2: Routine Deployment
  • Pay very close attention to this briefing. Events in this mission are not generally covered by the initial instructions, but there are clues for the proper actions to take in unexpected circumstances in the body of the briefing.

  • Warp to the Huron system

  • Target a buoy or probe debris. Non-hostile targets and non-ship targets are usually selected using keypad “/” or “*” keys.

  • Launch replacement probe. Press the “p” key. Probes are modified photon torpedoes w/out the warhead so they are taken from your Photon compliment. DO NOT use them recklessly

  • Follow the Khyzag to the Onyx system

  • Capture the probe before it hits the plant. Go to yellow alert, target the probe, get within 2,000 units and then tractor beam the buoy. Then hail Starfleet.

  • Rather than follow Starfleet’s orders to the letter, take the buoy a safe distance from the planet and come to a full stop. Release the probe after you are at a complete stop.

  • Target the Khyzag and chase it down before it escapes.

  • Try hailing him when within 10,000 units

  • Go to red alert and switch to disabling phasers. Criminals should not be attached with deadly force unless they are an immediate danger to your ship or the Federation. Now attack him until he hails you.

  • Return the Khyzag’s hail. Request them to stand down. Be diplomatic, but firm. The Khyzag will now follow you back to Starbase through the rest of the steps below.

  • Go back to the buoy you left behind. Target the probe again. Get within 2,000 units and tractor it.

  • Return to the Huron system. You must go to the navigation screen to change your next programmed course because going to the Huron system is not one of your missing objectives and determined by Starfleet orders. Press “B” and then “7” to go to the navigation screen. Just type in “Huron” and <ENTER> to plot the course. Now click on Engage and you will go to warp.

  • Get within 2,000 units of the artifact field and then come to a complete stop (keypad 5)

  • Release the buoy (T)

  • Return to Starbase. Go to navigation, type Starbase, then enter – engage.

  • Hail Starfleet when you are in front of the base. Report your mission accomplished.

  • Go through debriefing.

  • End Mission Two!
Quick Note
Mission 1 & 2 walk-throughs came from the Cadet Training Manual – from here on out you’re using my recommendations – please let me know if something isn’t clear or if you found a better way.
Mission 3: Uninvited Guests
  • Time to protect the Epsilon system from a combined Romulan and Klingon fleet.

  • Navigate over to your Engineering station, set damage control for Phasers, Photons, Hull, Shields and life support to 100%, warp and tractor beam to 1%

  • Try to warp to the Epsilon system – already laid in. You’ll receive a distress call from a freighter – warp there instead.

  • When you arrive, you’ll have two Klingon ships to deal with, try to hail one of them, then proceed to destroy them both. The Terran Empire takes no survivors… eh, I mean the Klingons don’t surrender…

  • Once the Klingons are defeated, hail the Freighter Auriga, and hang around until all damage is repaired.

  • You’ll get a distress call from the Drake, try hailing all ships, destroy the two Klingon ships.

  • Wait till all repairs are made, then warp to the Epsilon system

  • Attack the D-7 which kidnapped the Governor until you get the notification that it’s shields are down. Then hit “I” to transport the governor back to your ship.

  • Defeat the remaining Romulan Warbird – he’s tough, keep your distance and try to get behind him. Feel free to use your tractor beam once in range to keep him in place.

  • Warp back to Star base

  • End Mission Three!
Mission 3.5: Quarters
  • 3 – Jokingly…
  • 2 – Look, I understand…
Mission 4: Hide and Seek
  • Time to hunt down a Romulan ship.

  • Go to red alert.

  • Navigate over to your Engineering station, set damage control for Phasers, Photons, Hull, Shields and life support to 100%, warp and tractor beam to 1%

  • Try to warp to the Pascal system – already laid in by Corin

  • When you arrive, Sturek (your Vulcan science officer) will devise a plan on locating the Romulan ship

  • Set full impulse straight ahead

  • Once a disturbance has been registered, Corin will set in a course – go to warp.

  • When you arrive, immediately turn and face the blue planet, full impulse power – this is where the Romulan will decloak.

  • When you engage the Romulan ship, two Klingon D-7s will attack, destroy the Romulan Warship first, then the D-7s.

  • Once completed, hail both the Alexandria and Rutherford starships

  • Warp to Star base

  • End Mission Four!
Mission 5: Nothing Ventured
  • This time we’re patrolling several systems to see if we can find the culprit behind some raids.

  • Navigate over to your Engineering station, set damage control for Phasers, Photons, Hull, Shields and life support to 100%, warp and tractor beam to 1%

  • Go ahead and warp to the first system that Corin has plotted in.

  • When you arrive at your first destination – Allendon, you’ll get notified that the freighter Motherload is under attack – Corin will automatically set course. Before you warp, scan the planet in front of you (Allendon II) – checking it off the list, otherwise you’ll need to come back to it later.

  • Warp to the Motherload

  • When you arrive, Churchill II will automatically be selected, scan it. 2 down.

  • Hail Motherload – Captain Norton

  • Hail Pinter’s Folly – Captain Kestrel

  • Hail Motherload

  • Increase power to sensors, E then 4 then hold =

  • Scan Motherload

  • Hail Pinter’s Folly

  • Hail Motherload

  • Put sensor power back to normal, E then 3 then hold –

  • Warp to the next planet – Mountjoy II

  • When you arrive, the planet will automatically be selected, scan it. 3 down

  • You’ll receive notification of a distress signal from a freighter in the Laurier system – course already plotted

  • Go to red alert

  • Go to warp

  • When you arrive, hail the Leipzig

  • Warp to the Warpole system following the attaching ship

  • Scan then hail the unknown ship - Choose the first dialogue option - 1

  • Proceed to destroy both ships

  • Warp to the remaining planet – scan it

  • Warp back to Star base

  • End Mission Five!
Mission 5.5: Back to the Bar
  • 1 – The Federation…

  • 1 – But that was…

  • 2 – Corin, got a…

  • 1 – Look… performance…
Mission 6: Into the Abyss
  • In this mission, we’re disabling the transponders used in the Abyss Nebula by the Venturi

  • Navigate over to your Engineering station, set damage control for Phasers, Photons, Hull, Shields and life support to 100%, warp and tractor beam to 1%

  • We’re also going to need to increase power to sensors for this mission, as in the brief we’re told they will only be working at 1/3 capacity - E then 4 then hold =

  • Finally, because of the nebula, we’re going to be firing on manual this time – press W

  • Go to red alert and warp to the CN625 system – course already plotted

  • You’ll immediately be engaged by a Venturi ship – defeat, but do not destroy it

  • When they surrender, use dialogue 1 (beam to ship) – do not destroy the ship – leave it

  • Proceed to destroy all of the transponders – get as close as you like, they do not fire.

  • Warp to Beta CN625

  • Destroy the Venturi Ship (they won’t surrender) and all transponders

  • Wait until fully healed, then warp to the Gamma CN625 system

  • Use dialogue 2

  • You’ll be facing two ships and a base – lure the ships away from the base and destroy them both

  • Ignore the transponders for now, instead, get to just within phaser range of the Venturi base, continue phaser fire (use PAGE UP to make sure your hitting it)

  • Once Corin says “Base looks pretty beat up” stop phaser fire – do not fire on the base again

  • Hail the Venturi Base – dialogue 1 (gracefully accept surrender)

  • Destroy the remaining gamma transponders

  • Alert Green

  • Warp to Star base

  • End Mission Six!
Mission 6.5: Tough Love
  • 1 – Your scores…

  • 1 – And we’ll…

  • 2 – I want you to…

  • 2 – What about the…
Mission 7: The Barrier
  • Your mission this time is to escort the USS LaGrange on a peace mission, but before things get kicked off, three Venturi ships warp in and attack

  • Go to red alert

  • Regardless of what you do, the USS LaGrange will be destroyed

  • You can either wait it out (Star base doesn’t need your help) or participate – I don’t see that matters score wise – I always choose to participate though.

  • Then Venturi are focused on the Star base, so destroy the two light cruisers first, then the medium one – use photons.

  • Once the three ships are destroyed, you’ll receive new mission – reconnoiter the enemy forces

  • Navigate over to your Engineering station, set damage control for Phasers, Photons, Hull, Shields and life support to 100%, warp and tractor beam to 1%

  • Wait until fully healed, then warp to the Omega system

  • Immediately scan the converted asteroid (Rocky Omega)

  • 1 – Many people…

  • 2 – But you…

  • Scan the derelict ship and the Venturi light cruisers before they attack you

  • If you accidently scan Alshoff ship, note which one gives you the extra message about power from Sturek, it is that one, and only that one you want to attack (this message only happens once)

  • Destroy the 2 cruisers, fully repair

  • Approach the ship Sturek mentioned had abnormal power readings – put a tractor beam on it and destroy it - Alshoff.

  • Warp back to Star base

  • End Mission Seven!
Mission 7.5: Principles Office
  • 2 – You know,…

  • 2 – Robin, I want…

  • 2 – Robin, we just…

  • 2 – Don’t worry…

  • 2 – That’s why you…

  • 2 – How, by going…

  • 1 – What’s that supposed…
Mission 8: Divide and Conquer
  • This time we’re on science duty – monitoring a tachyon emission experiment designed to improve warp.

  • Warp to the USS Hawking – course already laid in

  • Approach the skip

  • Go to red alert

  • Hail the Klingon ship

  • Destroy the Klingon

  • Wait until fully repaired – switch to disabling phasers

  • Warp to the Dante system – course already laid in

  • Hail the duplicate ship

  • 2 – We don’t have…

  • Disable the duplicate ship – it’s ok to use torpedoes, just don’t destroy it

  • Engage tractor beam

  • Warp back to the USS Hawking – course already laid in

  • Approach USS Hawking

  • End Mission Eight!
Mission 8.5: Vangard
  • 1 – Hey Malan!...

  • 2 – Yeah. It’s unnerving…

  • 1 – How do I…
Mission 9: Cry from the Dark
  • We’ve been assigned to determine the source of several distress signal near Gorn space.

  • Go to yellow alert

  • Warp to the Heeya System

  • Hail the Distress calls

  • Hail the Gorn ship

  • 4 – Sturek, what is your…

  • Hail the Sweet Song again

  • 1 – Captain, I must…

  • 3 – I must ask you…

  • 1 – M’Gila, update Starfleet…

  • Hail the Gorn military vessel

  • 1 – Captain Zashar…

  • 1 – I am glad…

  • Destroy the Sweet Song and the fighter – do not attack the Long Flame of the mimics

  • Warp to Star base

  • End Mission Nine!
Mission 9.5 – OMG Captain Kirk!
  • 2 – It’s my crew…

  • 1 – It’s my communications…

  • 3 – How do I do…

  • 1 – Thank you…
Mission 10: Escalation
  • Test your skills out against the newest Klingon Heavy Cruiser – the Ber’taa

  • There is only one trick that works to defeat this ship – stay on it’s sides or at least behind

  • No dialogue or warping here, just straight battle

  • Restart the mission until you can beat the first two scenarios without dying

  • If you die in the third one, this is where you’d answer with 2 – They got lucky…

  • In the scenario where you are alone – full impulse they hard break to get at their side and stay there – pound them until destroyed.
Mission 10.5: She's cute
  • 1 – That’s what I’m…

  • 1 – Look, as long…

  • 1 – Because it’s true…

  • 2 – Face it M’Gila…

  • 2 – Captain Kirk…
Mission 11: Revenge
  • Time to recreate the Wrath of Khan, instead it’s the Wrath of McNeil

  • Red alert

  • Navigate over to your Engineering station, set damage control for Phasers, Photons, Hull, Shields and life support to 100%, warp and tractor beam to 1%

  • Warp to the Egeus system

  • Scan Ceti Prison Colony

  • Warp to the Science Station

  • Full impulse

  • Engage, do not destroy the USS Oberon

  • Answer hail with 1- And if I…

  • Wait! Do not attack – wait until Sturek has the correct command codes

  • When ready, go to alert green and transport the warden on board

  • Go back to red alert

  • Warp to the Aeres system

  • Destroy the Oberon

  • Warp to Star base

  • End Mission Eleven!
Mission 11.5: Sturek, NO!
  • 1 – Sir, do you…

  • 2 – Any ideas…
Mission 12: Carry a Big Stick
  • In this mission you’re tasked to accept an apology from Klingons… right…

  • Do not go to yellow or red alert per the mission briefing

  • Navigate over to your Engineering station, set damage control for Phasers, Photons, Hull, Shields and life support to 100%, warp and tractor beam to 1%

  • Warp straight to Klingon Space Station K28 – course already laid in

  • Wait until you are scanned 87 times

  • Hail the Kumuth

  • 3 – A valid point…

  • Proceed to approach the station, stay behind the Ber’taa that scanned you

  • Wait until you are fired upon, then go to red alert

  • Once you’ve landed a few phaser and photon shots, hail the Romulan ship

  • 1 – Kumas tricked…

  • The Romulans will now join the fight – proceed to destroy attacking vessel – do not attack the base or the other Klingon ships

  • Once destroyed, warp back to Star base

  • End Mission Twelve!
Mission 12.5: Sneaky Sneaky
  • 1 – Head said you…

  • 2 – Look, we don’t…
Mission 13: Diplomatic Immunity
  • You’ve been assigned to patrol the Cerebus, Charybdis and Damocles systems – should be smooth sailing

  • Navigate over to your Engineering station, set damage control for Phasers, Photons, Hull, Shields and life support to 100%, warp and tractor beam to 1%

  • Warp to the Cerebus system

  • Hail the freighter

  • Go to red alert

  • Warp to aid the freighter

  • Destroy the 3 attaching ships (freighters as well)

  • Hail the freighter

  • Wait until fully repaired, then warp to the Charybdis system – course already laid in

  • You’ll be approached by a Vulcan freighter, nothing to do here, just warp to the Damocles system

  • There isn’t any dialogue you have to choose here, just a bunch of hailing

  • Hail the freighter

  • Hail the Klingon ship

  • There are two scenarios that I ran into here – first if you’re lucky

  • Get as close as you can to the freighter and beam over the hostages

  • Proceed to destroy all of the ships that are firing on you – some Klingon ships don’t so do not engage them

  • Warp to Star base – Mission completed.

  • Or

  • If you aren’t lucky, and the freighter gets damaged enough – the hostages will get beamed aboard another ship and you’ll need to rescue them – you’ll be accompanied by 2 other Birds of Prey that will help you.

  • Warp to the next system course already laid in

  • Immediately engage and destroy the D7, then the other two Klingon ships and freighters, remember two Birds of Prey are on your side

  • Once all the ships have been eliminated, switch to disabling phasers and get into phaser range of the base and park it – pummel the sucker

  • Once disabled, get within transporter range and rescue the hostages

  • Warp to Star base

  • End Mission Thirteen!
Mission 13.5: I don’t believe in no win scenarios
  • 1 – I decided to…

  • 1 – With respect sir…

  • 1 – But, sir, isn’t…

  • 2 – But if someone…

  • 2 – Yes, sir…

  • 1 – I decided to reprogram…

  • 3 – Program the Klingons…
Mission 14: Kobayashi Maru
  • The mission of legend

  • If you did mission 13.5 correctly here are your actions

  • Yellow alert

  • Warp to Gamma 3

  • You’ll get a distress call

  • 1 – There’s only… Orestes system…

  • 1 – I know this,…

  • Warp to the Orestes system

  • Full impulse towards the Kobayashi Maru

  • Once the Klingon’s open fire, hail them

  • Put a tractor beam on the Kobayashi Maru

  • Go to warp

  • End Mission Fourteen!
Mission 14.5: Anything for Sturek
  • 2 – Because I don’t...

  • 2 – I accept your…

  • 1 – I’d fly a…

  • 1 – Yes sir...
Mission 15: Balance of Terror
  • In this mission we’ll recreate a famous TOS episode – your task, to review systems S1421 and S1422 for Romulan incursion

  • Yellow alert

  • Navigate over to your Engineering station, set damage control for Phasers, Photons, Hull, Shields and life support to 100%, warp and tractor beam to 1%

  • Warp to system S1421 – course already laid in

  • Scan Outpost 2

  • Warp to system S1422 – course already laid in

  • Scan outpost 3

  • You’ll receive a distress call from the Caitain freighter Hazardi in the Anasi system

  • Go to red alert

  • Warp to the Anasi system – course already laid in

  • Battle the Klingon vessel – take no survivors!

  • Wait until you are fully repaired before warping to the S1423 system

  • Hail the Romulan ship – you’ll get no response

  • Scan Outpost 4 while the Romulan ship is coming for you

  • Full impulse – never slow down in this encounter, when the Romulan de-cloaks, press V then 8 to target the cloaking device

  • Destroy the Romulan ship

  • Go to green alert

  • Warp back to Star base

  • End Mission Fifteen!
Mission 15.5: Help Robin?
  • 1 – Okay. Let’s break…
Mission 16: The Best Laid Plans
  • Navigate over to your Engineering station, set damage control for Phasers, Photons, Hull, Shields and life support to 100%, warp and tractor beam to 1%

  • Warp to the Piachi system – course already laid in

  • Hail the Romulan ship

  • Hail the freighters

  • 2 – And what will…

  • 2 – List, calm down…

  • 2 – Do you really…

  • 2 – My communication…

  • Go to warp – course already laid in

  • Scan Greenly, get closer then hail him

  • 2 – I’m not here…

  • 1 – I’m here about…

  • Battle the 3 frieghters and destroy them

  • Wait until you are fully repaired

  • Warp to the Regis system – course already laid in

  • Defeat the Romulan & Klingon ships – the Raven will escape – that is OK

  • 2 – Admiral Tenek, we…

  • Warp back to Star base

  • End Mission Sixteen!
Mission 17: The Sun God
  • In this mission, we’ll be aiding a former Federation colony as it Sun inexplicable becomes unstable.

  • Navigate over to your Engineering station, set damage control for Phasers, Photons, Hull, Shields and life support to 100%, warp and tractor beam to 1%

  • Warp to the Thaxius system – course already laid in

  • Hail Thaxius

  • Go to yellow alert

  • Warp to the sun

  • Scan the asteroids, the sun and the Sun Creature

  • As soon as you’re able warp back to Thaxius – do not engage the Sun Creature

  • Hail Thaxius

  • Hail the Romulan, 1 – Ambassador…

  • Go to red alert

  • Destroy the Romulan ship

  • Wait till fully repaired and Brady tells you the phasers have been modulated

  • Warp back to the sun – course already laid in

  • Stun the Sun Creature

  • A Klingon Bird of Prey will appear

  • Switch to manual on phasers and photons – W 1 and W 2

  • Destroy the Bird of Prey

  • Warp back to Star base

  • End Mission Seventeen!
Mission 17.5: Bros unite!
  • 1 – I’ll be glad…
Mission 18: End Game
  • Admiral Tenek will Hail

  • 2 – Hm, we’ll help…

  • Hail Duk’Ret

  • 2 – It is an…

  • 1 – I don’t mean…

  • 1 – We will try…

  • Navigate over to your Engineering station, set damage control for Phasers, Photons, Hull, Shields and life support to 100%, warp and tractor beam to 1%

  • Warp to Thaxius

  • 2 – Hail both…

  • Ret alert

  • Warp to the sun – course already laid in

  • Immediately turn around destroy the Romulan Heavy Cruiser

  • Hail the Raven – H 6

  • 2 – I’m sorry, but

  • Approach the Raven – Brady will beam her aboard automatically

  • Put the Raven under tractor beam and tow the Raven away from the Sun

  • Keep going until Sturek says the Sun Creature has lost interest in the Sun – it took me several tries for this to trigger

  • Full stop, release the tractor beam

  • Warp to Star base

  • End Mission Eighteen!
Mission 18.5: Still at it
  • 2 – This week… Meclanti…
Mission 19: Smuggler’s Den
  • Our mission is to escort a Harry Mudd wannabe to Star base for a pardon

  • Warp to the Lamba Trianguli system – course already laid in

  • Scan the Rov Freighter

  • Hail the Rov Freighter

  • As you get closer to it, a Romulan ship will appear

  • Destroy the Romulan vessel

  • Hail the Rov Freighter

  • Go to warp – course already laid in

  • You’ll stop at some asteroids on the way

  • Destroy the 2 Venturi vessels

  • Target the Rov Freight with disabling phasers – F – and disable his ship

  • Put the Rov Freighter under a tractor beam

  • Warp to Star base

  • End Mission Nineteen!
Mission 19.5: M’Gila is in my quarters!
  • 1 – I’d better put…

  • 1 – I’ve decided to confront…

  • 2 – I think you’re…

  • 2 – I’ll put more…
Mission 20: Common Ground
  • Our mission this time is to assist transport an Ambassador of the Federation to Asterean System

  • Navigate over to your Engineering station, set damage control for Phasers, Photons, Hull, Shields and life support to 100%, warp and tractor beam to 1%

  • Stay on alert green

  • Warp to Astarea – course already laid in

  • Warp to Hasapur – course already laid in

  • Warp to Divan

  • Red alert

  • Hail the freighter

  • Destroy the Venturi ship

  • Hail the freighter

  • Go back to green alert

  • Warp to the Well of Discord – course already laid in

  • Hail the Venturi ship only

  • 1 – I am Captain…

  • 2 – Why do you…

  • Scan the Venturi ship

  • Go to red alert

  • Destroy the Venturi ship – ignore all the others

  • Go back to alert green

  • Warp back to Astarea

  • Hail Astarea

  • End Mission Twenty!
Mission 20.5 – Breakthrough!
  • 1 – Why wait…

  • 1 – I decide to defuse…

  • 2 – Sturek and I…
Mission 21: The Ultimate Klingon
  • M5... you're mine... mwuahhhhh

  • Navigate over to your Engineering station, set damage control for Phasers, Photons, Hull, Shields and life support to 100%, warp and tractor beam to 1%

  • Warp to New Danube

  • Scan the debris directly in front of you

  • Find the black box, put it in a tractor beam and scan it

  • Once the distress calls come in do the following

  • Hail the Alexander and send it to the Chancellor system

  • Hail the Rutherford and send it to the Proxima system

  • Manually navigate to go to the Omega Altair system (remember to hit plot course before you hit engage)

  • Scan the Bird of Prey as you approach, your finally scan will need to be within 500

  • Destroy the Bird of Prey

  • Manually navigate to the Delta Lyra system

  • You’ll encounter a D7 and two Birds of Prey, all your focus is on the D7

  • Scan the D7, learn it’s the M5 computer!

  • Destroy the D7 – all other Klingons will cease fire

  • Warp back to Star base

  • End Mission Twenty-one!
HAPPY GRADUATION!
Mission 22: A World of Their Own
  • Finally, on the Enterprise – let’s not mess this one up in front of the Admiral

  • 1 – What was…

  • Navigate over to your Engineering station, set damage control for Phasers, Photons, Hull, Shields and life support to 100%, warp and tractor beam to 1%

  • Warp to Javik – course already laid in

  • Scan Javik VI

  • Scan the debris

  • Go to red alert

  • Warp to the neutral zone – course already laid in

  • 2 – Damn it! Break…

  • 1 – M’Gila, Hail…

  • 2 – We’d like to…

  • 2 – I’m on my way…

  • Warp to the Kurat System – course already laid in

  • As soon as you enter the system, target the planet, switch to manual phasers and photons – W

  • Sturek will being telling you what to do

  • Fire on the planet

  • Turn towards Meclanti

  • Fire a photon torpedo – make sure you do not have the Meclanti or the Kurat targeted – just into space

  • Move towards the planet

  • Move away from the planet

  • Turn back on auto aim on phasers and photons at this time

  • 3 – Suspend communications for…

  • 1 – Start communications again…

  • 1 – Yes! One Meclanti…

  • 1 – Meclanti shoots…

  • 1 – Enterprise. Meclanti…

  • 1 – Yes, Enterprise is…

  • 1 – Right! Meclanti not…

  • 1 – Interesting. Yes, Meclanti…

  • 3 – The plantet Kurat…

  • 3 – Meclanti not damage…

  • 2 – Meclanti stop wounding…

  • 2 – You want energy…

  • 1 – Robin, can we…

  • 1 – Do it. Meclanti…

  • 1 – Good. Meclanti, we…

  • 1 – Hail them M’Gila…

  • 1 – We’re here on…

  • 1 – But we have…

  • 1 – We can communicate…

  • 2 – M’Gila transmit all…

  • 2 – On screen…

  • 1 – Vor! How does…

  • 2 – We’ve got to…

  • Target and destroy the D7 without involving the Meclanti
Final Thoughts
Congratulations cadet - er Captain!


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 other Star Trek guides for this game, including an indepth look at some of the starships of this era; and of course any of my walkthroughs should you get stuck or became addicted to 100%s and accommodation points.

Live long and prosper!
8 Comments
kkipp_oh 14 Mar, 2024 @ 8:01pm 
Thanks for all your hard work on this... GREAT GAME !!!
NRG*DEAD* 23 Sep, 2021 @ 7:48pm 
Apparently, mission 22 is only "unlocked" when you perform well enough during both the missions and the FMVs. Now I have to replay the whole game again, since I played without the guide in the beginning. Ooof.
NRG*DEAD* 23 Sep, 2021 @ 12:53am 
Uhm. I must have made some kind of mistake at some point. After mission 21, I get the graduation video, then am transferred as a helmsman to the USS Rutherford. Then the credits roll. No Mission 22. What happen?!
Janitor Dave 1 Aug, 2021 @ 11:46am 
A correction for mission 22: you actually *should* target the planet when firing phasers and target the Meclanti ship before firing a photon torpedo. You won't actually hit the Meclanti ship as you are just out of torpedo range. The game is super picky about the shot placement. Just auto-target the ship, don't try to do it manually, as just about every time, it will put the mission into a fail state with the D7 and Birds of Prey appearing immediately upon firing the first photon torpedo that you cannot recover from and will have to restart the mission unless you actually want to see the D7 destroying the star and the short ending that follows.

Also, an addendum for mission 21 that the game doesn't tell you about unless you have the original manual: when targeting Omega Altair, you can actually input the name of the system in the warp course screen and hit Enter to target the system instead of trying to find it manually. Just one of those '90s games' things!

Good guide otherwise!
Hillska 5 Nov, 2019 @ 6:57am 
You can talk the M5 Klingon into destroying itself. I was surprised this was not included in the walkthrough. Very good and complete otherwise!
Vigilante 30 Apr, 2018 @ 4:03pm 
So. Much. Win.
Live long and prosper!
Navrin  [author] 30 Nov, 2017 @ 1:13pm 
@Lukes__Father : Thank you! :LLAP:
InnerPause 30 Nov, 2017 @ 12:23pm 
Great guide!