Star Trek 25th Anniversary (Walkthrough)
STAR TREK 25TH ANNIVERSARY
GENERAL
This game is divided into a series of separate episodes. Each episode typically consists of a real time space combat section and a semi-real time adventure section. The adventure sections offer different endings depending on how many puzzles are found and solved by the player. Commendation points up to a maximum of 4 are awarded to the player at the end of each episode.
While this walkthru describes all the actions necessary to score 100% and 4 commendation points in each and every episode, it does not contain everything that a player can do. It is left up to the player to experiment other options and endings.
As a rule, the player should TALK to everyone, including the landing party when he arrives at a new location. LOOK at everything to find out what's available for further manipulation. USE Spock's tricorder on as many items as possible since very often, this would yield additional information and hints.
I can only provide some strategies for the space combat. Use a joystick or a mouse. It will be extremely difficult to win with the last few battles with the keyboard. As a rule of thumb, steer towards the enemy and fire the phasor as often as possible. _Leading_ the enemy with your shots is a must. Save the photon torpedo for closeup encounter only.
If a ship is dogging your backside and you have trouble bringing him into your sights, try turning 180 degrees away from him. For example, if he is at 12 o'clock on your scope, try turning towards the bottom of the screen. Another method that will often work is to slow your ship down, wait till he overtakes you and then speed up at the right moment so you will be on his tail. Only problem when you try this is that you will probably get hit by a few rounds.
Aside from the speed keys (1 to 0), don't forget the ` key which is reverse. Hitting this key when you ship is about to overtake the enemy will allow you the opportunity for several more rounds of firing at close range. Following these tactics and assuming that you score 100% in each episode, space combat is really not that difficult except during the very last battle. Some special strategies are included in the last episode that hopefully will make that a little easier to win.
EPISODE 1: DEMON WORLD
You are involved in a mock battle with the USS Republic. Use this opportunity to learn how to lead your shots and to get used to the various maneuvers. Since it's a mock battle, no real damage is incurred in either ship. If either ship gets hit too many times, the computer will declare the other the winner. You should play this sequence over again until you are comfortable with the mouse and other controls. It is not difficult at all to be victorious over the Republic.
Once the battle is over, you will receive the mission orders from Star Fleet Command. TALK to Chekhov to plot a course for Pollux. Check to make sure that the shields are down and the weapons are offline. TALK to Zulu to orbit the planet.
TALK to Spock to get some useful information about Pollux V. USE Spock's computer to check out: POLLUX, ACOLYTES, PRELATE, ANGIVEN. TALK to Uhura to receive the message from the High Prelate Robert Angiven. Organize a landing party. (Click on Kirk then click on the Landing Party icon.)
The landing party is now on the planet surface. LOOK at the sign. LOOK at the High Prelate. TALK to the High Prelate. Choose the following dialog pieces: 1, 1 and 1. Enter the door on the right.
TALK to Brother Stephan (the man in black). USE the medical tricorder on the bandaged man. Brother Stephen will tell you about the Laraxian Berry that can be synthesized into Hypo-Dytoxin which is the medicine needed to cure the bandaged man.
Exit the building and then walk up the road to the outside of the cave. Here you will be ambushed by three entities that look like the Klingons. As soon as you seen them pop up from behind the bushes, USE the Phasor set for stun and fire at the Klingons in succession. There should be plenty of time to knock off all three without suffering any casualty in return.
As they fall, you will be told that one of the Klingons' hand has been broken off. USE Spock's tricorder on the hand and on the Klingons. GET the hand. Uhura will hail you on the communicator. Just read the dialog and continue. Walk to the cave entrance. USE McCoy's tricorder on the red berries. GET berries.
Return to the road outside the building. This time enter the door on the left. USE the berries on Brother Stephen. He will tell you to use the synthesizer, which is the machine on the right. Use Spock's tricorder on the synthesizer. Then USE the berries on the synthesizer to make Hypo-Dytoxin which will appear in your inventory. Go outside and then enter the right door. USE the Hypo-Dytoxin on Brother Chub (the bandaged man). TALK to Brother Chub, Brother Roberts and Brother Grisnash to find out more about the demons.
Return to the laboratory. USE the Klingon's hand on Brother Stephan. He tells you that the circuits in the hand has been damaged and that you should use his work bench to try to fix it. USE the Klingon's hand on the work bench which is in the middle bottom part of the screen.
LOOK at the display case at the right bottom part of the screen. USE the display case. Stephan will ask you if you are interested. Be sure to choose dialog #2! This will get Stephan to describe all 5 items in the display case. Cycle through all 5 choices. GET the display case. This will bring up a close up view of the case. GET the skull and the piece of metal.
LOOK at the computer at the left bottom part of the screen. USE Spock's tricorder on the computer and then USE the computer. (It is important that you LOOK at the computer. For some reason, it is the LOOK action that scores the points here although the tricorder reveals far more information.)
Return to the cave entrance. Enter the cave. USE the phasor set to maximum and fire at the boulders blocking the door. Be sure to fire at the big boulder on the left first. After all the blockage has been cleared, help the injured man by USEing McCoy's tricorder and then the medical kit on him. TALK to him (Brother Kandrey).
USE Spock's tricorder at the panel on the right side of the door. USE the Klingon's hand in the panel. This opens the door. Enter. Here you will see a drawing of three circular objects, below which is a panel with 3 sliding switches. USE Spock's tricorder on the drawing.
USE the panel with the 3 sliding switches. This will bring up a close up of the panel. Line up all three switches in the middle of their slots. This opens up a secret door and a hybernation chamber appears. An alien emerges from the chamber.
TALKing to the alien brings up an overall explanation that answers all the remaining questions concerning this episode. Choose dialogs 2 and 2 for Kirk. Dr. McCoy will remind you about the skull. USE the skull on the alien. Choose dialog 1. Then USE the metal piece on the alien. That's it. Read the dialog and then watch the landing party being beamed back aboard the Enterprise.
EPISODE 2: HIJACKED
After receiving mission instructions from Star Fleet, TALK to Checkhov to plot a course for Beta Myamid. As soon as you arrive, you will be greeted by an Elasi pirate ship. Raise your shield and arm your weapon! The Elasi ship is very fast. You will have to _lead_ him with your shots. The good news is that he only has photon torpedoes which are effective only in close range. His shields are not very strong and a few good shots from the Enterprise will be enough to make him turn tail and run.
TALK to Zulu to orbit the planet. You will discover the USS Masada once you have achieved standard orbit. TALK to Spock to learn about using a command prefix code to secretly lower the shield of USS Masada to allow a landing party to beam aboard.
TALK to Uhura to hail the USS Masada. You will be talking to Elasi Cereth, the pirate who hijacked the Federation ship. Select dialogs 1, 1 and 1. TALK to Spock and ask the computer about: Masada, Keeler, Elasi, Menalvagor, Andorian, Cereth, Ajelasi. The computer supplies the prefix code when you ask about Masada.
TALK to Uhura again and this time ask her to send the prefix code. Type in the 16 digit code and include the two hyphens. The shield of the Masada is now lowered. TALK to Zulu to lower the Enterprise's shield. It's time to send in the landing party.
The landing party arrives in the transporter room on board the USS Masada. First thing you will notice is that most of the equipment has been destroyed as a result of a recent battle and The transporter officer is lying on the floor. USE McCoy's tricorder on the transporter officer then USE the medical kit on the officer.
The transporter officer will show you his tool panel on the wall. LOOKing inside the panel reveals a Runcinate Transmogrifier, a tool used to fix transporters. GET the transmogrifier. USE Spock's tricorder on the transporter console then USE Spock himself on the transporter console to attempt to repair it. Finally USE the transmogrifier on the console. Here you learn that a comb bit is needed to work with the tool. Exit through the door on the right.
You are now in a corridor. Directly ahead of you is a door that leads to the bridge. About halfway down the right wall is another door that's barely showing. This door leads to the brig. (LOOKing at this door will give you that information.) LOOK at the pile of junk at the lower right corner. GET the pile of junk which includes several empty phasors, a phasor welder and bits of metal.
The phasor welder is drained. You need to recharge it using a full phasor. USE your phasor that's set to maximum. Then select INVENTORY, and select the welder. (This is equivalent to USEing the phasor on the phasor welder.) The phasor welder is now charged. Next, USE the phasor welder on the bits of metal. Voila, you have just made a comb bit for the transmogrifier. USE the bit on the transmogrifier.
Return to the transporter room. USE the transmogrifier on the transporter console. Spock tells you that he now needs some long wire. Return to the corridor, and enter the door to the brig. Once inside the brig you will encounter two pirates guarding the ship's crew. USE the phasor set for stun on the two guards. There is plenty of time to shoot both guards before they can get off a single shot.
USE Spock's tricorder on the switch to the right of the triangular jail entrance. Next, USE the tricorder on the object just inside the triangle. Now you know that the switch has been booby trapped. USE Spock on the wires just below the switch. Spock will easily defuse the bomb. Next, GET the wire. USE the switch to turn off the blue force field protecting the jail. Finally, GET the bomb. The prisoners are freed. One of them tells you about the secret method to turn off the force field protecting the bridge door.
Return to the corridor. USE the phasor welder on the wall next to the lower left corner of the door. You may have to move around a little bit to find the right spot. When you USE the welder on the right spot, you will turn off the force field protecting the bridge door. Do NOT enter the bridge through that door. You will not score 100% if you do.
Return to the transporter room. USE the spool of wire you get from the brig on the transporter console. The transporter is now fixed. Read the rather long winded and not entirely coherent dialog that appears. USE the transporter _platform_ to activate the transporter. This beams the landing party directly onto the bridge of the Masada.
Once the landing party appears on the bridge, USE the phasor but do not shoot anyone. TALK to the Elasi Cereth who is sitting on the captain's chair. Choose dialog #1. Another mission finished with 4 commendation points!
EPISODE 3: LOVE'S LABOR JEOPARDIZED
Once mission instructions are received from Star Fleet command, TALK to Chekhov to plot a course to ARK 7. You will be greeted by a Romulan warship, complete with a cloaking device, as soon as you arrive. So raise your shields and arm your weapons. It's space combat time once again.
The Romulan ship is much slower in comparison to the Elasi pirate ship. Hitting it with phasors and photon torpedoes is not difficult. But it can take a lot of punishments and the cloaking device makes it very difficult to follow for any long periods of time. Some players have reported that the ship can be seen even when cloaked if they turn the monitor brightness all the way up and use the full screen mode.
I found that the reverse key ` comes in very handy here. Whenever I met the ship head on, I would lower my speed and fire continuously. Then just when the Romulan ship was about to go past me, I would hit reverse which gave me several extra seconds to put more phasors and torpedoes into it.
After the Romulan ship is defeated, TALK to Uhura to receive a message from ARK 7. You will be talking to the Romulan Centurion Preax. TALK to Spock to find out more about ARK 7 and Carol Marcus. Ask the computer about: ARK 7, Romulan and Marcus.
TALK to Sulu to lower the shields and then put the landing party to work. Note that time is somewhat important in this episode. Once aboard ARK 7, Spock will be infected by a virus. He will die, thus ending the game, if he is not cured in time. But this walkthru provides ample time to successfully finish this episode.
You are transported directly to the bridge of the ARK 7. There is a computer console in the middle of the bridge. USE Spock on the console and then USE McCoy on the console. USE McCoy on the console a _second_ time to access the medical database. Learn about the Oroborous virus, the TLTDH gas, Nitrous Oxide, Ammonia and Di-Hydrogen Oxide.
Exit the red door on the right. This is a laboratory with two important pieces of equipment. The machine on the near side (bottom of screen) is a compound distillator. The machine near the rear of the room, the one with a small grey chamber, is for rapid reproduction of virus cultures in presence of suspected anti-agents. USE Spock's tricorder on both machines for more information.
USE the freezer unit to open it. This contains dishes of the Oroborous virus. GET virus. Enter the door on the far side near the middle of the screen, just behind the step ladder. You will find a wrench just lying on the floor. GET wrench. USE the red curtain on the right to open it. You find a tank of N2 (nitrogen) behind the curtain. Clear across the room on the lower left corner is a panel. USE this panel to open it. GET wire insulation in this panel. Leave the room by walking south.
USE the wire insulation on the compound distillator. This produces Polyberylcarbonate. GET Polyberylcarbonate. Enter the red door on the left wall behind the freezer unit. USE the cabinet on the left side of the room to open it. GET the anti-grav unit that's inside. The machine in this room is a synthesizer. USE Spock's tricorder on the machine to get more information.
USE the wrench on the gas valves just above the gas tanks to open the gas flow. USE the console on the left. Since the only ingredients are hydrogen and oxygen, a litre of pure water is synthesized. GET water. USE Polyberylcarbonate in the small chamber. USE the console on the left. If you have read about the TLTDH gas in the medical database, you should realized that you have just made it. GET TLTDH gas. Return to the main laboratory.
Enter the door in the middle of the screen. USE the wrench on the top of the N2 gas tank. USE the anti-grav unit on the N2 gas tank. Return to the main laboratory and then return to the synthesizer room.
The idea here is to use the synthesizer to study the effects of various combinations of gases on the growth of the virus. To save time, USE the wrench on the gas valve just above the gas tanks to turn off the gas flow. USE the anti-grav on the O2 (oxygen) tank to remove it. USE the N2 (nitrogen) tank on the empty space just below the gas valve to replace the oxygen tank. USE the wrench on the gas valve to turn on the gas flow again. USE the Oroborous virus in the chamber. USE the console on the left. According to McCoy, we have just found that the virus cannot thrive in ammonia.
USE the console a second time. Since the only ingredients this time are the nitrogen and hydrogen gases, ammonia is synthesized. GET ammonia. Return to the main laboratory. GET another Oroborous virus culture from the freezer unit. USE the virus culture in the chamber of the replicator. USE the ammonia in the anti-agent nozzle. USE McCoy on the console above the grey chamber. This turns the virus culture into an Oroborous virus cure sample. GET the cure sample.
Go back to the room where the synthesizer is. USE the cure sample in the chamber. USE the console on the left. A vaccine is synthesized in the form of a hypo syringe. GET the syringe. USE the syringe on Spock. Spock is cured!
Return to the main laboratory and then enter the door in the middle of the screen. USE the wrench on the ventilation cover to remove it. USE the TLTDH gas in the ventilation shaft. The gas will knock out the Romulans on the deck below. Return to the main laboratory.
USE the ladder to go down to the deck below. You will find several unconscious Romulans here. USE McCoy's tricorder on them. USE the hypo syringe on the Romulans. Finally, USE water on the Romulans. USE the ladder to return to the main laboratory.
Go into the synthesizer room. USE the wrench to turn off the gas flow. USE the anti-grav unit on the N2 (Nitrogen) tank. USE the O2 (Oxygen) tank on the empty space just below the gas valve to replace the N2 tank. USE wrench on the gas valve to turn on the gas flow. USE the console on the left to synthesize another litre of pure water. GET water. Return to the main laboratory.
USE the ladder to return to the deck below. Enter the door in the middle of the screen. USE the hypo syringe on the Romulan Preax. USE water on Preax. USE Spock's tricorder on the apparatus in the center of the screen. USE Doctor Marcus to untie the doctor and her assistant. TALK to Doctor Marcus. TALK to Preax. Choose dialog #1.
Another perfect 100% mission!!
MISSION 4: ANOTHER FINE MESS
After listening to Star Fleet briefing, TALK to Chekhov to plot a course for the Harlequin star system. Once there, you will have to fight off two elasi pirate ships. Their firepower is weak and the enterprise can take quite a bit of pounding. The best strategy that worked for me was to go after one of them while ignoring the other. It is possible to kill both ships though the second ship will tend to try to run away after taking on some damage.
After the ships are defeated, Spock will tell you that the ion trail of the scout ship the pirates attacked led to the Harrapan system (the star chart in the manual lists it as Harrapa). TALK to Chekhov to plot a course to it. Once there, you will have the unpleasant surprise to discover that Harry Mudd, a long time trouble maker is back and up to no good once again. He is on board an alien direlict. TALK to spock. Check out the computer for information on Mudd.
TALK to Sulu to lower the shields. It's time to beam aboard the alien ship with a landing party. You appear in the cargo hold of the alien ship. Mudd is here. After chatting with him, LOOK at the open box of yellow spheres, the open box of white objects on the left side, and the pile on the floor to the left of Mudd. USE Spock's tricorder on the same three items. Then GET the computer memory transfer media, the degrimer, and the lens. USE the lens on the degrimer. USE the degrimer on anything. BOOM!
Go south to the engine bay. LOOK at the portable life support system. That's all there is to do here at the moment. Return to the cargo hold, then exit through the door in the back. This is the weapon bay. USE the tricorder on the console. LOOK at the three rows of colored buttons: red, yellow and blue. USE Spock on the blue button. A weapon cartridge is loaded into the system. That's all you need to do here at the moment. Go through the green door on the right side at the back of the screen.
This is the sick bay. There isn't anything to do here at the moment. Go through the door in the back to the bridge. LOOK at the engineering tool lying there on the triangular console on the right. USE Spock's tricorder on it. It's a multi-bit, compact doover with its own dracktar traction unit and clamp kit! GET the doover tool. USE Spock on the left chair. Spock discovers that the aliens had a special obsession with the number 3. Leave the room by walking to the bottom of the screen on the left side.
This takes you to the library. USE Spock's tricorder on the yellow sphere on the floor. Then USE Spock on the yellow sphere. USE Spock's tricorder on the sphere a _second_ time. The library is now activated. USE the yellow sphere in the _inventory_ on the yellow sphere on the ground to record the alien data. Exit through the door to the right. This takes you to the weapon bay.
Take the right door to go to the sick bay again. Mudd is in there this time. And he drops a green bottle, the fume of which makes him delirious. USE Spock on Mudd to overpower him and put him on the bed. USE McCoy on Mudd to learn that the machine has to be refilled with chemicals to activate the cure. USE McCoy's tricorder on the multi-colored capsules. GET a capsule. This results in a green capsule appearing in your inventory. USE the green capsule on the console where the triangular buttons are. USE McCoy on Mudd. He's cured.
Enter the triangular door to go to the bridge again. USE Spock on the left chair. This time he has several options. Cycle through sensors, navigation and engineering to see what they do. USE right chair. Cycle through communication and view screen. Exit the bottom left side of the screen to the library. Mudd is here. Select dialog #1. Exit through the right door to the weapon bay, then south to the cargo hold and south again to the engine bay.
Mudd appears from the hatch and ask for the doover tool. Select dialog 2. The portable life support system will now malfunction. USE the doover tool on the life support system to fix it. Go north to the cargo hold then north again to the weapon bay. USE Spock on the red button. Select dialog #2. Take the door on the left that is half hidden by the weapon cartridges. You are back in the library. If you USE Spock's tricorder on the yellow sphere you will find that Mudd has accidentally erased all the data it contains.
Exit through the door in the back to the bridge. USE the right chair. Select the communication option to talk to Scottie. Choose dialog #3. Mudd will now appear on the bridge. Select Dialog #1 to finish the mission at 100%!
EPISODE 5: THE FEATHERED SERPENT
After getting the necessary instructions from Star Fleet, TALK to Chekhov to set course for the Digifal system. Once there, you will be challenged by Taraz, the Klingon commander of the warship Nizra. Choose dialog 2 and 1. (This avoids combat. If you choose to fight the Klingon, you will be ambushed by at least 4 Klingon warships. I myself was never able to survive such odds.)
TALK to Zulu to orbit the planet. TALK to Spock. Ask the computer about Hrakkour, Kenka and Digifal. Make sure the shields are lowered and organize a landing party.
Once beamed down onto the planet surface, LOOK at the man in white and then TALK to him. Choose dialog #1,1 and 1. You learn that the entity calls himself Quetzecoatl! He becomes irritated by your historic accounts of the disciples of Quetzecoatl and throws you into a pit.
USE Spock's tricorder on the snake. GET rock from the rock pile just behind the snake. USE rock on the looping vines twice. You now have two vines hanging down into the pit. USE rock on the hole just to the right of the rock pile to block the escape route of the snake. GET snake. USE vine to climb out of the pit. Walk to the left edge of the screen.
Go left again onto the next screen. LOOK at the priest then USE the snake on the priest. Next, USE the snake on Kirk. This impresses the priest. He offers you a knife. GET knife. Then go left past the priest and into the next screen.
Go north (top of the screen) to the next screen. LOOK at the plant just below the feet of the security officer. USE knife on plant. You now have some green leaves in your inventory. LOOK at the creature in the water. USE leaves on the creature. Walk along the fallen tree to cross the river. Go left to the next screen.
LOOK at the red crystal in the middle of the screen. USE Spock's tricorder on the red crystal. USE the knife on the crystal. Go left to the next screen. Here you will meet Quetzecoatl a second time. He will talk to you some more. Choose dialog sequence 2, 2 and 3. The game automatically beams the landing party and quetzecoatl back to the Enterprise.
Once back on the ship, you will be hailed by Kenka, the Klingon captain. Select dialog 1 and 1. The game takes over and moves the Enterprise to Hrakkour and the landing party and quetzecoatl automatically beams down to the Klingon's court. Walk to the red tile. Select dialog 1 and 1. You will be teleported yet again to face the test of courage the Klingons set up.
USE Spock's tricorder on the electrical entity and the floor. This should provide you with the clues you need to get past the entity. USE the phasor with the maximum setting on the floor at the lower right corner. GET a wooden pole. USE the wooden pole on the molten rock. USE the metal coated pole on the entity.
USE Spock's tricorder on the keypad next to the door. USE the communicator to talk to Uhura. This allows the ship's computer to be used to decode the necessary code to open the door. Uhura tells you about a secondary code they have discovered embedded in the Klingon program. Choose dialog 2 and then 1. USE Spock on the keypad. (Note: if you choose to ignore the secondary code, the door will open to a completely different area that leads to a no win situation and a less than perfect score.)
GET the three green gems. USE all three green gems in the three holes in the left console. This triggers the Light of Knowledge and Bialbi, the high mentalic of Hrakkour will answer. Walk into the yellow light on the right side of the screen. The Klingon Vlict will be teleported to this location. Read the dialogs that follow and choose #3 when the time comes. Quetzecoatl is saved and another perfect mission accomplished!
(Note: as a point of interest, if you put the three blue gems into the holes, you trigger the Light of Transport. You are immediately transported to the Klingon court again. This is another no win situation in which a perfect score is impossible. If you put the three red gems into the three holes, you trigger the Light of War which immediately destroys every vessel orbiting the planet, a most undesirable event.)
EPISODE 6: THAT OLD DEVIL MOON
After receiving mission briefing from Star Fleet, TALK to Chekhov to set a course for Alpha Proxima. Then TALK to Sulu to orbit the planet. TALK to Spock and check the computer for _important_ information about the following: Proxima, Proxtrey, Lucrs, Sofs and Scythe. Learn that the Lucrs use base 3 mathematics and that the number 99 has special significance to them. Notice also the Scythe is the 17th letter of the Lucr alphabet.
Organize a landing party and beam down to the planet surface. USE Spock's tricorder on the ground to learn about the Tri-phosphorate silver rich rocks. GET a rock from the ground. USE Spock's tricorder on the big rocks at the lower right corner of the screen.
Walk to the door to get a close-up shot of it. USE Spock's tricorder on the door, on the display and on the keypad on the right side of the door. USE Spock on the keypad. Type in 10200 for the code (the number 99 in base 3 representation). The door opens. Enter through the door.
USE Spock's tricorder on the multi-buttoned panel on the left. USE Spock on the panel. USE Spock's tricorder on the door. USE Spock on the keypad to the right of the door. Type in 122 for the code (the number 17 in base 3 representation). The door opens. Enter through the door.
USE Spock's tricorder on the panel on the door in the middle of the screen. Walk to the right of the screen to get to the laser room. USE Spock's tricorder on the laser, and then on the console near the center of the screen. USE the box lying in the middle of the floor to open it. GET the wire with connectors in the box.
USE Spock on the laser console. Choose the 100 setting. The laser strikes the rock formation and burns a keycard template on the formation. USE the stone in your inventory on the template. USE Spock on the laser console one more time. Select the 001 setting this time. The laser turns your rock into a keycard. GET keycard. Exit the room to the left.
USE the keycard on the door panel to open it. Enter through the door. This is the computer room. USE Spock's tricorder on the door in the back, the central computer, the missiles, the computer on the left and the computer on the right. USE Spock on the left computer and then the right computer. After reading that rather explicit hint, USE the wire on either the left or right computer. Both Kirk and Spock will work on the computers to connect them with the wire. USE Spock on the _right_ computer _first_ and then USE Spock on the left computer. This ends the mission with a perfect 100%. (Note: If you USE Spock on the left computer first after connecting the wire, the mission will end and you will not achieve 100%.)
EPISODE 7: VENGEANCE
Instead of receiving the mission profile from Star Fleet Command, in this episode you get the needed information from the Captain's Log. You receive a message that the USS Republic was under attack. By the time you reach it, the ship is close to total destruction. Your crew will inform you of the status on board the Republic. Select dialog #1 to tell Uhura to take the Enterprise immediately to Star Base 24 should another ship appear.
Once you arrive on the bridge of the USS Republic, USE Spock's tricorder on the computer at the science officer's station. USE Spock's tricorder on the captain's chair to retrieve the last entry in the captain's log. USE McCoy's tricorder on the body to the right. Exit this screen by walking to the bottom of the screen just to the left of the captain's chair.
You arrive at sick bay. LOOK at the female crew member. She turns out to be Brittany Marata, an old classmate. USE McCoy's tricorder on Marata. TALK to Marata. Keep a saved game right here. USE the communicator. Choose dialog #1 to beam back to the Enterprise.
After going through all the cut scenes and arriving at Vardaine, choose dialog #2 to go to warp factor 8 to chase the other star ship. When hailed by Bredell, choose dialog #1 and 1 again. As soon as the talking is done, raise the shields and arm the weapons and keep a different saved game here.
This is the _final_ battle. You have a few seconds to fight a clone of the Enterprise before it calls for reinforcements: 2 Elasi ships, one of which can fire 3 photon torpedoes simultaneously. Once you destroy all 3 ships, the game ends after giving you a final mission review as well as an overall performance rating.
This final battle is very tough. One strategy I have found that worked very well for me was to try to destroy the clone ship _before_ the reinforcements arrive. I restored from the first saved game until the starting positions of the ships brought the enemy directly in front of me. I stopped the Enterprise completely (push 1) and fired repeatedly into the clone ship, turning to keep it in my sight for as long as possible. Remaining motionless (sometimes reversing also helped), it was possible to pour enough shots into the enemy to cripple its engines and eventually destroy it just before the Elasi pirates arrived.
With the clone ship out of the way, the remaining two Elasi ships were no match for the Enterprise. Soon McCoy, Spock and I were discussing our favorite vacation spots in anticipation of a long shore leave. Good luck!
STAR TREK 25TH ANNIVERSARY is published and distributed by Interplay Productions.