Star Trek: Judgment Rights - Walkthrough.

 

Federation

The Elasi Pirates Depending on the difficulty level you

selected at the beginning, you will have to fight one or two Elasi pirates. But even

if you are fighting two, only one will be dangerous. It’s always the one that keeps

launching three photon torpedoes, so concentrate your fire on this particular craft.

The best tactic is to fire phasers continuously and launch photons only at close

range or with enough lead. Keep firing until the target flees. If all else fails, adjust

the difficulty level.

 

Escaping From Jail

It is possible to convince the guard to let you out. Remind him of his father. Otherwise,

find the weak part of the wall and use Spock on it.

Regaining Your Equipment

If the guard is unconscious, search him to find a passcard and use it on the locker controls.

Your

phasers, communicators and tricorders areall tucked away inside the lockers.

Where Next?

After escaping from the cell, travel to the left-hand side of the station. This is the side

with the computer room, which should be your first destination.

The Security Forces

To avoid being stunned, you have to be a quick shot. Set phasers to stun, and fire back as

soon as you see a security guard - you should have enough time... If one

of your party is hit, don’t worry. They will recover.

The Chess Program

Use Spock on the chess board, but don’t be too extreme with your moves. You

will always get a choice of three. One is too aggressive, the other too defensive.

Always pick the remaining move.

The Gas In The Transporter Room

To deal with the gas you need an air filter. You’ll find one of these in the

executive quarters. Use the filter on the grating in the floor next to the transporter

controls.

The Command Centre

Stun the two guards, then use Spock on all three computers - the two at the back,

and the one facing the station commander. Afterwards, use faithful old Bones on

the technician.

Getting Into The Security Room

You need to transport yourself directly into it. Use the practice dummies from the

crew quarters to protect yourself from the security forces. Use the dummies on the

transporter grid, then use Spock on the transporter controls.

The Special Projects Forcefield

You’ll find the controls for the forcefield in the security room. Beam directly into

the security room with the practice dummies from the crew quarters. Afterwards,

use Spock on the computers.

The Special Projects Monster

You must set your phaser to kill in order to stop this beast. Nothing else will

work. Shoot at the thing as soon as you enter the room (and before it jumps on

Kirk).

The Computer Files And Breddel’s Door Code

Use both tricorders on the computer in the computer room. They will then store

the required information, and you’ll have all the proof you need, as well as the

passcode to enter Breddel’s quarters.

The Shuttle Guards

When these guys say ‘Surrender or die!’, they mean it, so don’t mess them

around. You should surrender to the guards, then have Spock sabotage as many of

the controls as possible.

Breddel

As soon as you’ve finished talking to Breddel, stun him with your

phaser. If you wait too long, he’ll shoot you.

Stopping The ‘Big Bang’ Experiment

The controls are hidden in Breddel’s quarters. Take the book lying on the table,

the bookmark that falls out of it and the dartboard with Kirk’s face on it. Use the

tricorder on the bookmark to get the correct code, then use Spock on the control

panel to disarm the ‘Big Bang’ experiment.

If Breddel Escapes

If Breddel gets away at the end of the episode, then you didn’t sabotage his

escape shuttle in the shuttle bay before stunning him in his room.

Maximum Score

To score the maximum number of points possible, you must succeed in the

mission without failing once, not insult the Elasi, stun (not kill) the guards,

destroy the communications in central command, treat the technician’s allergy,

talk to Munroe, sabotage all the shuttle’s controls, convert security over to your

side and deliver the promised evidence, destroy the communications tracking,

defeat Breddel without killing him, not trigger the false code, talk Sheme into

cooperating, solve the chess problem and not wake the sleeping crewman, or

wake him and put him back to sleep.

Sentinel

Getting Out Of The Scanning Room You need to open the door. Use the science

tricorder on the control panel next to it, then use Spock on the control panel. To

get around better, you need badges.

Making The Badges

In the room with the large piece of green machinery, take the cards and batteries

from the bins on the machine. Use each of these items on the hopper to the left.

Afterwards, use Spock on the hopper.

Powering The Badges

Exit the room where you made the badges via the door in the lower-left. Use the

badge on the recharging station in the upper-right corner of this new room.

Shutting Down The Force Fields

In the room with the large computer and display screen, use the computer monitor

and the box on the computer. Now use Spock on the computer.

The Shape Puzzle

All you have to do is add up the number of sides of each object in each row

(circles count as one side), and then pick the object that gives the third row the

same total number of sides as the first and second row. You get three chances to

guess correctly.

Getting A Balkosian

In the room with the food processing machine, use Spock on the Balkosian when

it comes to eat. Take the Balkosian, and then use McCoy on it when in the

medical room.

Shutting Down The Gas

Use the switch on the gas tank. Go to the room with the power generator, then use

the wires and control card on the generator. Finally, use Spock on the generator

and have him shut it down.

Maximum Score

To score the maximum number of points possible, you need to solve the shape

puzzle on the first try, install the switch, use the medical tricorder on the

Balkosian when it is conscious and unconscious in the medical room, tricorder the

food dispensary, use the medical tricorder on the vat, get each computer object,

nab the pass, grab the battery, assemble and recharge the badge, view the

information sample, and save the Balkosi. You lose points if you poison the

Balkosi.

 

No Man’s Land

Fighting Trelene’s Triplane

Concentrate your firepower upon it, and if Trelene starts to head straight at you,

quickly move the Enterprise out of his field of fire.

Leaving The Storeroom

Start a fire by doing the following: collect some sticks and then use Kirk on the

case in the upper-right corner of the room. Take some schnapps, use it on the hay

and then use the sticks on the hay. Now use Spock on the guard or talk the guard

into letting you out.

Helping The Old Man

Use Kirk on the guard, then use the medkit on the old man. You can only ask him

one question.

Getting To Trelene

You must destroy Trelene’s power items. You can collect three of these - the

clock in the store, the chalkboard from the school and the soldier’s locket in the

trench to the left of town - easily, but the fourth (the Triplane) is located to the

right of the town. You also need some TNT.

The Dog And The Armoury

Get some food from the store and give it to the dog. Now use McCoy on the

doberman while it’s distracted.

The Armoury Guards

You need to drug the beer in the tavern by using the medical kit on it.

The Clock Power Item

Help the one-armed man in the apartment (Sounds like something out of Fire

Walk With Me... - Ed) by sweeping his floor with the broom from the store. Take

the money he gives you to the poker game in the back of the tavern and use it on

the table to play. Take the winnings (if only real life were that easy) to the store

and buy the clock.

The Chalkboard Power Item

You have to trick the teacher into giving the chalkboard to you. To do this you

must get Sundergard to spread a rumour in his paper by getting transfer papers for

his son. After drugging the guards in the armoury, tie up the guard commander

and get a rifle from the wall. Use McCoy to wake the commander and then

threaten him with the rifle. He now signs the transfer papers for you. Take the

papers back to Sundergard in the poker room, and then talk to Schiller in the

tavern about the chalkboard rumours. He’ll give you a letter to take to the teacher.

The Locket Power Item

Use the medical tricorder and then the science tricorder on the wounded soldier.

Talk to him about the locket and he’ll give you a letter to his girlfriend. Take this

letter to Gretel in the tavern and then return to the soldier and talk to him about

the locket.

Getting The TNT

Use the rope to tie up the armoury commander. Use McCoy to wake him up, then

use Spock on the commander to get the combination to the safe. Afterwards, use

Spock on the safe.

Trelene’s Triplane

After you’ve collected the other three power items (see above), take them to the

plane. Use each item on the aircraft - then activate the TNT to blow the thing up.

If Trelene Freezes Ellis

Tell Trelene to release Ellis immediately and take you instead.

Releasing The Enterprise

By talking to Trelene you can makehim realise that war is not a game. Try and

talk him into showing you a historical trench scene, then lecture him on the evils

of war. Eventually, he will repent.

Maximum Score

To get the maximum score you must talk to Ellis to determine his problem, defeat

Trelene’s Triplane in the beginning, persuade the guard to leave in the storeroom,

save the old man from the guard and heal his wounds, defend Gretel without

provoking the guard, obtain the broom, rope and food by talking to the boy, not

use the rifle on the fallen guard in the armoury, offer to heal the retired gentleman,

use Spock to fix his phonograph, not use the rifle (or the TNT) on the cat, attempt

to heal the wounded soldier, not fight with Ellis, get the kids to vote, not threaten

the kids, tricorder the castle, resolve the conflict between Ellis and Kirk, attempt

to destroy Trelene’s painting, not use the rifle on Trelene, look at the Enterprise in

a bottle, trick Trelene into looking for the babysitter, persuade Trelene to take you

to the real trench - and then force him to lose his composure.

 

Light And Darkness

What’s Going On

Your goal is to successfully combine two lifeforms - one of light, one of darkness

- into their destined single form. To do this you need genetic samples from each.

Getting Help From The Beings

Talk to each representative being and convince them that they are of a very

similar race. Once you do this, they will want to be joined together, and will give

you the samples you need.

If You Waste A Sample

Simply go back and talk to the beings. They will give you another sample. If you

need to summon an image of the being, use Spock on the keyboard of their

genetic storage computer.

Combining The Samples

You need to sequence and replicate the samples, then use the replicated samples

on the large computer in the room to the north of the entrance. The sequencer is

on the left (in the entrance-way), the replicator on the right. Use the samples on

the sequencer door, then use Jons, the genetic specialist, on the sequencer

computer.

If Jons Cannot Sequence The Dark Sample

Jons is deliberately failing to sequence the sample. You need to talk to him and

convince him that he has no right hindering the wishes of the two races.

If The Replicated Sample Is Bad

You need to remove the organic material on the replicator by shooting your

phaser (set on stun) at it.

Using The Replicated Samples

Take both replicated samples to the computer in the northern room and use them

on the access port.

Fixing The Transmission

The transmission is breaking up because the antennae on the outside are failing.

Exit the complex and go right to find them.

Powering The Antennae

The antennae are powered by a geo-thermal device. Use the science tricorder on

the control panel of the first antenna, then attempt to use your phaser (set on

maximum power) on the rocks. Use the science tricorder on the rocks just above

the antenna, then contact the Enterprise with your communicator.

Aligning The Antennae

Go straight to the second antenna and use the science tricorder on the control box.

Contact the Enterprise with your communicator, then use Spock on the control

box. Afterwards, return to the transmission room.

Maximum Score

To score the maximum number of points you must successfully contact the

Brassica, clean the replicator before making a sample, tricorder the building from

the outside, get Jons to do his job without direct accusation, not annoy Azrah or

Vizznr, not use the faux-delta sample and scan all three sensor dishes.

 

Voids

Exiting The Bridge

Talk to everyone on the ship’s bridge - and, lastly, Spock. Use him on the science

station twice, talk to him and then use him on the science station one more time.

Afterwards, use the science station. You can now exit through the turbolift.

Helping Spock

Spock has been captured by an alien - and you must rescue him. Head for

auxiliary control.

Getting A Medical Scan Of The Alien

You have to make a hole in the door before you can do anything else. Fire your

phaser (maximum power) at it, then use the medical tricorder.

Gassing The Vurian

Take the scan to McCoy in sickbay. Talk tohim, then take the gas canister to

engineering. Use the gas canister on the life-support mixer to the right. Now use

the life-support controls on the left.

Finding Out Where The Vurian Went

Use the sensor controls in auxiliary control - they’re on the far right.

Strengthening The Ship

Use your communicator and talk to Scotty. Have him divert energy to the shields.

This will buy you more time to track down the Vurian.

Following The Vurian

Once you have the coordinates of the Vurian, go to the transporter room.

Talking To Spock

Spock is delirious, so use the medkit to calm him down. Remember, you still have

to free him from the grasp of the Savant.

Talking To The Vurian

Talk to the Vurian and get as much information as possible. He then summons the

Savant, the alien behind your problems. This fellow will subsequently appear in

the large hole to your right.

Talking To The Savant

The Savant won’t let you and Spock return to the Enterprise together, so don’t

bother hassling him for this. You must be careful not to return without Spock, or

talk the Savant into destroying itself. You must force the Savant to return with you

instead.

Returning To The Enterprise

Use the pouch on the blue gems. Now summon the Savant - by talking to the

Vurian - and throw the pouch at it. Don’t be nasty when you talk.

Maximum Score

To score the maximum number of points, you have to keep hull damage above

84%, give orders to fully boost sensors or shields, talk to Scotty, Sulu and Chekov

on the bridge, choose Spock to be transported first, phaser the auxiliary control

room door only once, not use maximum power phasers on the Vurian, get the

Vurian to aid the party, not use Walker on the blue gems without the pouch,

examine the stones with both tricorders, not threaten the Savant (the Savant

cannot be angry when you first summon him), and not use the pouch of stones on

Spock.

 

Museum Piece

Meeting The Curator Again

You can either wait around for a couple of minutes - or try and enter the door in

room ten that leads directly to room 11.

The Curator’s Office

Use one of your crew on the curator - and then use Scotty three times on the

security console. Take the bottle and the note hidden underneath it. Now take the

decanter and the serving tray on the table, and snatch the lance from the knight.

Either use the curator’s desk twice and then push the knight underneath the door,

or enter the code from the note.

The Room With The Docking Ring

When you attempt to enter room six, the security door will stop you from going

any further. You therefore need to enter the code on the note you picked up

earlier. The code is V V S O P 2 1 2 3.

The Transporter Room

The security code won’t work for this door, so you need to break it down. Talk to

Scotty after you try, then exit through the door.

The Robot

Use a charged capacitor on the robot, then pick the thing up. (To charge a

capacitor, simply place it on the table in room five.)

Making The Mass Driver

You will need the following items - the lance, the capacitors from the phaser

cannon, the interface cable from the NIVEN machine, the clamps from the

docking ring in room six and the superconducting wire from the robot in room six.

Use all of these items on the table in room five in the following order - capacitors,

clamp, red wires, lance and the interface cable. Afterwards, use Scotty on the

special Klingon control machine.

Recharging The Capacitor

Before you fire the mass driver, charge a capacitor by placing it on the table in

room five. Afterwards, use the pod in room nine. Activate the robot with a used

capacitor and then use Scotty on the robot to open the pod bay door. Now use the

following - Scotty, the decanter and the tray - on the door (in that order). Now

place the capacitor on the door. Pick up the capacitor when it’s fully charged.

Defeating The Terrorists

You cannot just barge into room ten. You must either transport the gas canister

into the room, or communicate with the terrorists and negotiate them out.

The Transporter

First, activate the robot and charge the capacitor in room nine. Now use Scotty on

the transporter. Afterwards, use the wires, the charged capacitor and the panel on

the transporter. Again, use Scotty on the transporter. You can now enter room ten

safely.

The Communicator

Activate the robot, charge the capacitor and get the tray from the pod in room

nine. Don’t forget to get a crystal from the display. Enter room seven and use the

crystal, tray and capacitor on the communicator. Afterwards, use Kirk on the

communicator and negotiate straightaway with the terrorists.

Negotiating With The Terrorists

To deal effectively with the terrorists, you must be firm yet responsive to their

demands. Deal with them fairly, point out that they have the same goals as their

enemies, and offer them your cast iron guarantee.

Maximum Score

To score the maximum number of points you must negotiate successfully with the

terrorists.

 

Though This Be Madness

The Goal

Your mission is to find the computer that controls the ship and repair it. Along the

way you should help the vessel’s inhabitants and try not to anger the Klingons.

Getting The Blocks From Jakesey

Jakesey needs another toy to play with. Bring him the teddy bear from the play

room. Use Spock on the chess board to get the bear.

Talking To The King

Use Uhura on the king. Convince the king that Uhura is descended from royalty.

Talking To The Sad Woman

Ask what is troubling her and try to solve her problem. She is very important to

your mission. Ask about her son.

Talking To the Child In The Sleeping Hall You need to talk to this kid’s mother

to get permission to talk to him. His mother is the sad woman in the eating hall. If

you bring her some fresh food, she will give you permission to chat with the boy.

Growing Fresh Food

You need to fix the round metal keg withthe dead plants at the far end of the

hall. Take the keg and place it on the workbench. Use the red phaser on the keg,

use the table, use the blocks on the keg and then use the red phaser again. Get the

keg and return it to the niche you got it from originally. Leave the room and return

later to find the fruit. Now simply take the fresh fruit from the keg.

Getting Some Tranquillizer

When you talk to the kid in the sleeping hall, he will tell you about the bad food.

He then asks you if you want some for yourself. Say yes and take the bad food

back to the eating hall for analysis. Now use it on the computer terminal. Answer

yes to the drug question. Use the food machine. Afterwards, use the food on the

computer terminal again. Answer yes to the computer’s question. Now re-use the

food machine and take more food.

The Hurt Old Woman In The Oratory

Use the medical tricorder and then Spock on the hurt woman.

Getting Past Tuskin’s Guards

First, you need to drug Tuskin. If you use the drugged food on the woman in the

eating hall, she will offer to do this for you. Take some food and offer it to

Tuskin. After you’ve drugged him, fire the phaser (on stun) at the large guard.

Afterwards, talk to the small guard.

Finding The Computer

There is a secret entrance in the play room which leads to the computer control

room. Tuskin is guarding this entrance. You need to get past him to access it.

Fixing The Computer

You need the lightbar from the room with the king. After Uhura talks to him, he

should leave the room. You can now use Kirk on the switch to open the panel.

Take the lightbar and use it on the computer panel on the right. Afterwards, use

the lightbar on Klarr.

If You Displease The Klingons

Don’t anger the Klingons. Always act diplomatically. Give way to the Klingons

and you will be rewarded at the end of the mission. If you make the Klingons

leave, you will fail.

Answering The Computer’s Test

Talk to the computer and review all the information. Use the crystal that comes

down out of the ceiling above the unusual computer terminal. Review the

computer data. Attempt to enter the portal - then enter properly...

 

Yet There Is Method In It

Answering The Brassica’s Questions

The Brassica ask many questions - and you can either answer, talk among

yourselves or ask new questions. Always talk among yourselves, and ask

questions of the Brassica that seem sensible. When the Brassica tells you to

answer the question now, use one of the characters on it.

Refusing To Answer The Questions

The game ends. You will not be harmed, but you won’t have completed the game

either. Obviously, it’s best to answer those questions...

Answering With Kirk

Be careful. Kirk is not the best person for the job. He is destined for other things...

Deciding Who Will Answer The Questions

Everyone has a good answer. You should read carefully the answers that each

member of the team proposes, then use this information to make a decent

decision.

Accepting The Brassica’s Offer

When the Brassica offer Kirk information about the Klingon empire, you should

refuse. After this discussion, talk to Spock. Finally, talk to Klarr.

Maximum Score

To score maximum points, you need to use Kirk or Spock on Klarr, use Uhura to

answer the first question, McCoy to answer the second, Spock to answer the third,

and leave with both people for the final question. You must also take the paralens

and give it to Klarr. Never use Kirk or Klarr on the Brassica for the first three

questions.

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