Star Trek - The Next Generation: Future's Past (e)

Cover
                                 P D Tari's

                                  Guide to

                       Star Trek: The Next Generation

                                 VERSION 0.5

                        Last updated: 05 August 2000

                 AN ACTION/ADVENTURE FOR THE SUPER NINTENDO
                          Email: PDTari@hotmail.com


The latest version of this guide can be found at www.gamefaqs.com


========
WELCOME
========
Welcome to my guide for Star Trek: The Next Generation! I've 
played this game and have really enjoyed it, so I thought I'd 
write a guide for it! So far this is the only guide for the Game 
available on the Net, and I plan to make this guide the best one 
out there! I hope you enjoy it as much as I enjoyed writing it! 
Have fun!


==============
GUIDE HISTORY
==============
Version 0.5
   Minor correction to the second map.
   Added the remaining maps for mining
      colony on Orientis Gamma IIIB
   Added submitted Quick-Guide (see Thanks section)

Version 0.4
   Added notes on PASSWORD SYSTEM
   Added two maps (comments welcome)

Version 0.3
   Added Battle Tactics section
   Walkthrough continued
   Incorporated readers' contributions (see Thanks section)

Version 0.2
   Walkthrough continued
   Character updated

Version 0.1
   Began the guide.


======================
WHAT'S IN THIS GUIDE?
======================
   Brief Storyline
   The Main Characters
   Main Bridge Systems
   Items and Control
   The Walkthrough
   Battle Tactics
   List of Enemies
   Frequently Asked Questions
   Feedback
   My Thoughts
   Thanks
   Disclaimer


================
BRIEF STORYLINE
================
Below is the introduction to the game, which you see when you 
start a new game.

"Captain's log

The Enterprise is currently patrolling a region near the Romulan 
neutral zone. Romulan high command claims a team of their 
researches vanished into the neutral zone over a month ago. 
Starfleet offered to assist as a sign of goodwill but the 
Romulans declined, citing security reasons. Three days ago, they 
asked for permission to enter the neutral zone and conduct their 
own research.

Of course, Starfleet refused such a one-sided breach. Given the 
sensitive nature of this area, the Enterprise has been sent to 
monitor the Romulan activity."

Here are extracts from Star Trek: The Next Generation review by 
Dave the Rave (the full review can be found at www.gamefaqs.com):

"Star Trek the Next Generation is a good game, nobody ever really 
acknowledged it, I got it, and I was impressed. It took me a long 
time to beat this game; I highly recommend it for somebody who 
likes shoot 'em up space games, and RPGs. If you choose to, in 
this game, you can screw over whatever mission Star Fleet sends 
to you and you can fly aimlessly through space challenging 
Romulan ships to unprovoked fights. You can either let them 
surrender or you can blow them up before they can surrender. 
That's a pretty good feature"...

..."There is a new race introduced in this game, they are fat 
green and slimly, and you get to shoot them too. They hijack a 
ship, so you get to slaughter a whole bunch of them to rescue the 
people on board if you like to do that sort of thing. The game 
also plays out a few fantastic maze levels; it takes a long time 
to work out these mazes in this game, especially the ice 
planet"...

..."The different game play makes this a good game for whatever 
you're looking for, gore, adventure, or getting dizzy in a big 
maze. You can't really win by killing everybody, but it's still 
possible in the game. The graphics are decent, the sound is good, 
the gameplay varies, and it has a good replay value."


====================
THE MAIN CHARACTERS
====================

Notes: 

Number of phaser hits needed to disable enemy may vary depending 
on the tactical skills of the person (for example Worf can take 
out a security robot in one shot).


LT. CMDR GEORDI LA FORGE

TEC: 5.75     HEA: 5.75
TAC: 3.00     STR: 2.25

Special skills: attached visors allow him to see in the dark 
(green specter).


DR. BEVERLY CRUSHER

TEC: 5.75     HEA: 5.75
TAC: 0.75     STR: 2.25

Special skills: carries three medi-packs and a medical tricorder 
and (despite her name) doesn't have any weapons.


LT. CMDR DATA

TEC: 5.00     HEA: 5.75
TAC: 4.25     STR: 5.75

Special skills: can see in the dark (blue specter) and don't need 
to breathe.


====================
MAIN BRIDGE SYSTEMS
====================

CONN: Used for navigation and communication (when hailed - you'll 
see green blinking light on the top of the screen and here the 
sound). In navigation use "A" to select destination, "X" to go 
back in submenus, and, when destination selected, press "B" to 
warp. Finally, you can adjust your warp speed with left - right 
on D-pad.

BRIEFING ROOM: Basically a free hint service. There you'll be 
told what to do next. If you are being hailed they tell you to 
answer the hail first.

SENSORS: Lots of useful information about the body your ship 
facing, including the number of life forms (both friendly and 
hostile). A word of warning - sensors will not detect robots or 
armed security systems.

COMPUTERS: Your handy encyclopedia that contains lots of 
interesting information and the locations of star-bases, but most 
importantly, it gives an access to the PASSWORD SYSTEM. PASSWORD 
SYSTEM is the last option on main the main menu. Once selected it 
can give you CURRENT PASSWORD or let you enter the PASSWORD given 
you before.

ENGINEERING: If your ship has been damaged in battle - this is 
the place to be. Here you can assign ship's resources to repair 
various systems. Use "up" - "down" to select the system and 
"left" - "right" to decrease - increase the assignment. The more 
you assign the faster it gets repaired. The first three systems 
have submenus.

TRANSPORTER ROOM: When you are ready to send team down to the 
body your ship facing go here. Use character profile to decide 
whom are you going to send. Hold "Y" and use "up" - "down" to 
select another character from in the party. Press "A" when ready. 
And, no, you cannot send three Dr. Beverly Crushers.

TACTICAL: When enemy ship attacks Enterprise it automatically 
enters tactical mode. In this mode you can: 

a) fight ("A" - phasers, short range but very effective - no need 
to target; "B" - photon torpedoes, longer range, can adjust their 
course, but they run out), 
b) surrender (press "X" and "Y" at the same time - could lead to 
"game over"), or 
c) answer the hail only when it says "Enemy hailing" (also "X" 
and "Y" at the same time).

Note: most of the systems work poorly or doesn't work at all when 
damaged. Go to ENGINEERING and repair them.


==================
ITEMS AND CONTROL
==================

When you control a team use:

"L", "R" to select an item from the ones the selected character 
carrying

"A" to use the selected item

"B" to open, pick-up, push switch

Hold "Y" and use "up" - "down" to select another character from 
the party.

Press "X" and "Y" for emergency beam-out


Items:

PHASER - weapon, energy runs out as the PHASER is being used, but 
it can be recharged if replacement POWER PACK found

TRICORDER - can be used for scanning various things or accessing 
otherwise inaccessible computer systems and facilities

TRICORDER (MEDICAL) - helps party members with the medical 
knowledge to heal biological life-forms (doesn't work on Data)

COMMAND (BADGE) - use on the party members you wish to follow you

POWER PACK - recharges one PHASER to the full (consumed 
immediately)

HEART - restores one person's health to the full (consumed 
immediately)

ATMOSPHERE STABILIZER - maintain atmosphere through atmosphere 
stabilizer connection point

COMPUTER CIRCUIT BOARD - replacement components for damaged 
mainframe computer

FUEL CANISTER - supply ship's engines with the fuel through fuel 
connection point

RESISTER - essential part of power circuit

VENTILATION SWITCH - controls the air supply to enclosed areas

BRIDGE SWITCH - controls BRIDGE

BRIDGE - gives access to areas isolated by obstacles such as DEEP 
CHASM

DEEP CHASM - natural formations commonly found in underground 
mines


================
THE WALKTHROUGH
================

As soon as you start you'll be hailed. Go to CONN and answer it. 
Apparently it is a distress call from Doctor T'Lirus on Codis Mu 
VI. Sounds like she could be in real trouble... Go to CONN and 
set course to Codis Mu VI. When you arrive beam down four members 
and keep you phasers ready. Go left, use the switch to open the 
first cage, disable three Romulans, and go up through either 
side. Open the second cage and talk to the T'Lirus.

Back on the Enterprise you are under attack from Romulan scout 
ship. It is no match for the Enterprise and after a few good hits 
it will start hailing you. I would recommend answering the hail.

Next you'll be informed about plague on Orientis Alpha IV. You 
will be asked to deliver some medical supplies - so there we go. 
After couple of battle with wondering Romulan Bird-of-Prey you 
will come across derelict starship of unknown design. You have to 
make a decision. I would recommend delivering the supplies first 
(it will only take a minute). Next stop - derelict starship.

When you beam down, due to the power failure, you will be in 
complete dark and non of the doors will work. But if you are 
using Geordi you will be able to see in the dark. Our first 
priority is to restore power. Get two RESISTORS from the two 
cabinets on the upper-left and install them both into the damaged 
power circuit. Press main power switch. Now we are cooking!

Open all the cabinets on the ship - you'll find POWER PACKS and 
HEARTS inside - use them as needed. Now you have access to all 
the areas on the ship - Medical Lab on the left, Shuttle Bay 
down, Cargo Hold on the right, the rest of the ship up and the 
room you are currently in called Engineering. Well, almost - you 
still need to install ATMOSPHERE STABILIZER (found in Cargo Hold) 
in atmosphere stabilizer connection point next to the room in the 
top-left of the ship (Hibernation Room a.k.a. Atmosphere Unstable 
Room). As you begin to explore the ship the first problem you'll 
come across are derelict ship's security robots. They are 
powerful (dual phasers) and smart (will follow you) and if you 
shot them the security system will replace the lost ones (usually 
two per terminal). Luckily they are not too fast. There are two 
ways to deal with this problem: the fun way and the smart way. 
The fun way includes sending one member (fast and with tech 
skills) on solo mission to run around the ship and use his 
tricorder (not medical) on all of the terminals. If it is not 
your cup of tea, and you prefer the smart way, send this member 
through the upper door of Engineering, than right and down. On 
the right of the first terminal you'll see a cracked wall. Shot 
it with phaser, enter the hole and use tricorder on the main 
terminal. As with the first way, it won't remove the robots that 
are already created, but it will stop the security system from 
making the new ones.

Next you have to repair the damaged mainframe computer some of 
the COMPUTER CIRCUIT BOARDS have been damaged and need to be 
replaced with the new ones. There are many COMPUTER CIRCUIT 
BOARDS through out the ship, but only six of them are useful (one 
per column - use "B" to pick up, "L", "R" to select and "A" to 
place). Here are the locations of the COMPUTER CIRCUIT BOARDS:

First column - Hibernation Room - the left one
Second column - Cargo Hold - the right one
Third column - The Ship (go right and up from computer circuit 
board) - the right one
Forth column - Shuttle Bay - the right one
Fifth - The Ship (left from Hibernation Room) - the left one
Sixth - Medical Lab - the right one

If you placed them right you'll see the message saying "computer 
repaired".

Last but not least, the ship needs a fuel to fly. Luckily, there 
are three FUEL CANISTERS on the ship (only two of them are 
needed). One in the Cargo Bay with the smiling prophase goes into 
the upper fuel connection point in Engineering, next to the red 
blinking engine switch. Finally, the right FUEL CANISTER in the 
Medical Lab goes into the lower fuel connection point in 
Engineering and the only thing left is to press engine switch. 
Aliens will wake up and give you TAVAD.

Back on the Enterprise Baldwin will call you telling that mining 
colony on Orientis Gamma IIIB needs you assistance. Repair 
anything that needs to be repaired and head to the mining colony 
anyway you can (preferably in one piece).

On the way you could be attacked by Romulan Bird-of-Prey (or two 
if you unlucky). If you scan the colony it will not produce any 
results - atmosphere is too thick. Looks like the only way to 
find out what is going on down there is to beam down.

Your goal is to find ten missing miners who are currently resting 
inside white-colored COCOONS. When you see one - shot it and a 
happy miner will pop out of it. Data don't need oxygen to breath, 
but if you have anyone else in the party the first thing you 
should do is to turn on ventilation by standing next to the 
VENTILATION SWITCH in the upper-left corner of the room where you 
started and pressing "B".

Here is (by popular demand) an approximated map of the first 
level.

лллллллллллллллллл
ллл     лллллл   л
ллл     л   лл   л
ллл л ллл л лл л л
ллллл     л    л л
л     лл лл лл   л
л     л      л ллл
л лл ллл ллл л   л
л л    л   л   л л
лллл л   л ллл л л
л    ллллл     л л
лллллл   л ллллл л
ллл    л л       л
ллл лллл    лллллл
ллл ллллллл      л
ллл л     л лллл л
ллл л     л   л  л
ллл       л   л  л
лллллллллллллллллл

The "л" character represents walls, because, when viewed in 
"edit.com", which is the name of an executable file (similar to 
notepad) that could be found in your computer's "windows/command" 
directory, it turns into solid white block. Coordinates will be 
stated from lower left corner of the map as (horizontal, 
vertical) like that:

4 |

3 | * <- (1,3)

2 |

1 |     
    -  -  -  -
    1  2  3  4

Breakable walls are at the top of (12,3), (11,6), (17,15) and 
(6,15). The VENTILATION SWITCH is at the top of (6,3). You start 
at (8,2) and exit at (3,13).

Worms on this floor are friendly (unlike the ones you meet later, 
these don't shoot at you), POWER PACKS and HEARTS lye on the 
floor and almost all the things that block you way (wood, piles 
of rock) can be destroyed with single phaser shot. Unfortunately, 
since this floor doesn't have any missing miner, you have to 
leave it sooner or later. Find the ELEVATOR TO THE NEXT LEVEL 
(every level except the last has one), get in it, press "B" and 
welcome to "the bad neighborhood".

Here is the map of the second level.

лллллллллллллллллллллллллллллл
л          л    лл           л
л ллллл лл л        лллллллл л
л л   лллл лл лл л ллл       л
л л   л       лл л л   ллллл л
л л   л     лллл л ллллллллл л
л       ллл лллл лллл лл     л
л  лл ллллл л    лллл лллл ллл
лл лл ллл   ллллллллл лллл ллл
лл    л   л ллллллллл    л   л
лл  л л ллл лллллллллллл лл лл
л            ллллллллл      лл
л            ллллллллл      лл
лл  л   л ллллллллллллл л л лл
лл  л   л лллллллл лллл л л лл
лллл лллл л      л лллл л л лл
лл        л   лл л лллл л л лл
лл ллл лллллл лл л лллл ллл лл
л                  л         л

Breakable walls are at the top of (6,13), (1,24), and (1,28). The 
VENTILATION SWITCH is at the top of (6,16). You start at (8,15) 
and exit at (21,15). Mining carts can be caught at horizontal 7 
and 8. Three miners on this level are at (19,5), (22,13), and 
(14,12).

On this floor the air quality is bad too, so you might want to 
find the second VENTILATION SWITCH. Once you exit the ELEVATOR go 
to the left wall, down, and left - until you come across two 
wooden blocks. Shot the left one (the right is unbreakable) go 
through and you'll find the second VENTILATION SWITCH. As you 
already noticed not everything on this floor can be destroyed. 
The worms here are relatively harmless, however their projectiles 
could do you some serious damage. Finally watch out for the 
mining carts running through MINING RAIL SYSTEM - few hits enough 
to kill even Data.

Here is the first part of the third level map:

лллллллллллллллллллллллллллллллл
ллллллл         л     ллллллл лл
лллл л  ллл ллл л     л    лл лл
ллл    лллл ллл ллл лллллл лл  л
ллл лллл л  ллл ллл лллллл ллл л
ллл лллл лл ллл лл             л
ллл       л   л    л       ллллл
лллл      ллллллл ллллллл лл ллл
лллл      ллллллл ллллллл лл ллл
ллл        ллллл      лл      лл
ллл        ллллл      лл      лл
лллл ллллллллллллллл ллллллл ллл
лллл ллллл   л        лллллл ллл
лллл     л   л  ллллл        ллл
лллллллл        лллллллллллл ллл
лллллллллллллллллллл       л ллл
лллллллллллллллллллл ллллл л ллл
лл    ллллллллллл лл лллл  л ллл
лл лл  л     л  л    лл л    ллл
лл ллллл     лл ллл ллл лллллллл
лл                             л
л                              л

Breakable walls are at the top of (5,19), (12,20), (5,11), (11,8) 
and (29,6). The VENTILATION SWITCH is at the top of (25,20). 
Mining carts are at horizontal 12 and 13. Three miners in this 
part of the level are at (5,20), (30,21), and (7,4). You start at 
(24,17) and you can find BRIDGE SWITCH (see ITEMS AND CONTROL 
section), which will give you access to the second part of the 
level at (2,1). Use the BRIDGE SWITCH and cross the BRIDGE when 
you are ready.

Here is the second part of the third level map:

л лллллллл лллллллллллллллллллл
л л      л л    л             л
л л лл л ллл ллллллллллллллл лл
л л лллл лл    л лллл    л    л
л л  л   лл л лл      л  л    л
л л лл лллллл ллллллл л    лл л
л   лл                лллл    л
ллллллллллллллллллллллллллллллл

Breakable walls are at the top of (2,6), (13,5), (14,2), and 
(29,5). You start at (2,8) and exit at (19,7). Two miners in this 
part of the level are at (11,7), and (16,7).

And here is the map of final floor:

л лллл лллл лллллллллллллл ллллл
л л  л лллл ллллллллл   л      л
л л  л    л лллл    л л л    ллл
л л  л лл ллл лл лллл л л л лллл
л л  л                л   л    л
л лл л лллллл лл лллллллллл лл л
л    л                         л
лллллллллллллллллллллллллллллллл

You start at (18,6) and exit when you find the last miner. 
Unfortunately there is no VENTILATION SWITCH so you would have to 
hold your breath while playing this level. As you can see the 
level relatively small compared to the rest of the complex, and 
yet two miners managed to get stuck at (4,7) and (12,6).

For people who don't like maps here's the Quick-Guide submitted 
by Monetary Dragon:

"--- Level 1 ---

First, hit the oxygen switch on the north wall.

Head west, which will bring you to a wooden north wall.

Blast through it, and follow the left wall until you reach the 
elevator.
 

--- Level 2 ---

Head west until you see another wooden north wall to break 
through. Do it, go in and hit the oxygen switch.

Go back to the elevator, then head east. After reaching a room 
with all wooden north walls, take the next south corridor to find 
a guy.

Go back to that wood room, then head east for awhile.

The path turns south. Follow it until you reach the mine tracks.

Cross them, and keep going south.

Break through the south wall and start heading west, following 
the north wall. You should be by a cliff.

Ignore the first north wall that can be broken trough. After you 
find the guy, head back east, then blast through this north wall.

Head north past the mine tracks to find another guy.

Head east along the mine tracks to backtrack north.

Take the first east side path to get to the elevator. 


---Level 3---

From the elevator, right and to the north is your oxygen.

From there, go right and up to a cocoon guy (upper-right corner 
of map).

Then head left, following the north wall until you reach another 
guy (upper-left corner of map).

Head south, turn east, go east until you can just go north or 
south.

Go south, and follow the westward path until you get deposited by 
a cliff.

Follow the cliff east, to the sky bridge switch.

Go north to find a guy.

Go back down to the switch, follow the sky bridge south.

Go east along the chasm, following the south wall until you find 
a guy.

Go back to where the bridge is, and then go south.

This winds and becomes an east path.

Off of this east path, blast north through two walls to find the 
last level 3 guy.From here, go back to the eastward path.

Follow it east until you can blast through to the north again 
(it's a dead end otherwise).

Then follow this last path to the west, to find the elevator to 
level 4.

---Level 4---

From the elevator, head west, following the north wall. You'll 
reach a chasm again.

Head east, following the south wall. You'll find a guy tucked 
away just like in Level 3.

Backtrack to the west now, until it becomes a south path. The 
last guy is waiting.

Oh, I don't think that there's an oxygen supply for level 4."


To be continued...


===============
BATTLE TACTICS
===============

If you have any - send it in. Two so far (in the order of 
arrival) by Timothy J B:

"I have an interesting tactic that is usually effective.  I 
usually put all my resources in my forward shields and back away 
while barraging the enemy ship with torpedoes.  When I am in a 
fight with 2 ships I concentrate my attack on one and when he 
hails because of damage, he will not fire, I fix all my damage 
and then finish them off.  That works in the genesis version, I 
think it will in the SNES version too".

...And by SoleSurvivor of RalfWare Interacive - The Ralf Lang 
Company:

"TURN! Never show one shield permanently to the enemy. Also avoid 
phaserbank discharge. Avoid torpedo hits to front or back shield 
(damages main phaser and torpedo tube).

THINK! A good aproach to warbirds is this: head on full speed 
(only one or two torpedoes firing at medium distance), if he 
fires a single torpedo move on but transfer energy to shields (R 
or L button). As soon as you pass him fire full load of aft 
torpedoes! Now turn a bit to the side to avoid is phaser/torpedo 
attack. Use your aux power in critical moments (it recharges 
slowly). Torpedoes do little damage to shields so converse them 
and first drain enemy shields. You can dodge lines of enemy 
torpedoes by turning left and then immediately head towards the 
enemy.

Hint: If a romulan that damaged you a lot finally surrenders and 
you still have a long way where you probably get attacked again 
(or if your torpedo supply is low) DON'T GO TO VIEWSCREEN until 
you reach your destiny planet /moon/base. There answer the hail 
and deploy repair teams. Now [wait] (the German manual say you 
should have a rest every hour you play and a repair session is 
quite a good moment). After [the wait] your ship is repaired 
enough to engage in a new combat (or at least enough to get to 
the next star base)".



================
LIST OF ENEMIES
================


Starships
---------

Romulan Scout Ship
Weapons: photon torpedoes, phasers

Romulan Bird-of-Prey
Weapons: photon torpedos, phasers


Life-forms
----------

Romulans
Weapon: phaser

Orientis Gamma IIIB "Worms"
Weapon: bio-projectile


Robotic systems
---------------

Derelict ship's security robot
Weapon: dual phaser 


More coming soon...


===========================
FREQUENTLY ASKED QUESTIONS
===========================

Q: Can you send me the rom?
A: No!!!

Q: How can I access PASSWORD SYSTEM?
A: It is the last option on COMPUTER menu

Q: Where can I find "edit.com" - a file not web-site?
A: Normally it can be found in your windows - in folder called 
"command" (if all else fail try searching your hard-disk)

=========
FEEDBACK
=========
I would really like to know what you think of my guide, as well 
as what you think of the game. If you would like to give me 
suggestions, comments, battle tactics etc. or if you have found 
an error you can e-mail me at PDTari@hotmail.com and I will get 
back to you as soon as possible.


Well, I look forward to hearing from you!


============
MY THOUGHTS
============

Writhing guides sucks. But the game is really good and it 
deserves its own guide. So here it is.


=======
THANKS
=======
Carrie - for help with walkthrough

Monetary Dragon - for submitting Quick-Guide and pointing out 
that "edit.com" is not a web-site but a program in 
"windows/command" directory

Timothy J B - for contribution to Battle Tactics section

SoleSurvivor of RalfWare Interacive - The Ralf Lang Company

Steven Karas - for the contributions to The Main Characters 
(Notes) section

...to me.


===========
DISCLAIMER
===========
I have written this guide for your personal use only. You can 
copy and distribute it online to your friends if you keep it AS 
IS. Do not use this guide for profitable reasons (e.g. games 
magazine, a book or any other publication) without my prior 
knowledge and consent.

This is the work of me and nobody else, so please don't steal 
ideas from this guide, think of your own. If you see this guide 
on somebody else's page please e-mail me the URL of that site, so 
I can create of list of the availability of this guide.

(c) P D Tari 2000