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Submitted by System on 09/03/2006, 09:50. Print file.
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O-------------------------------------------O
| STAR TREK: JUDGMENT RITES FAQ/Walkthrough |
O-------------------------------------------O
v3.0
Complete with walkthroughs and maps for every episode!
Written by Snow Dragon (C) 2001-2002. All rights reserved.


TABLE OF CONTENTS
=================
I. Updates
II. Intro and Notes
III. Helpful Techniques and Timesavers
IV. Walkthroughs and Maps for All Episodes
1. Federation
2. Sentinel
3. No Man's Land
4. Light and Darkness
5. Voids
6. Museum Piece
7. Though This Be Madness...
8. ...Yet there is Method in It
V. Troubleshooting
VI. Credits and Copyrights


UPDATES
=======
7-13-01: Added a troubleshooting section after the walkthroughs due to
an e-mail I received about installation problems. I figure
since this is a PC game, it can't hurt to have a section on
hardware problems. Also I added on to the Helpful Techniques
and Timesavers section.

3-17-02: I changed the way I update my FAQs in terms of version number since
this guide's last writing, so that's why this skipped directly from
1.1 to 3.0. There were a number of changes I had to make to this
walkthrough in terms of both formatting and information updates, so
they're being brought up and given full attention to here. Expect
all of my other walkthroughs that are somewhat old to be given this
treatment as well.


INTRODUCTION AND NOTES
======================
You need to know a LOT of things about this game and my walkthrough
before you just dive in and get your hands dirty. A lot of the success
in this game depends on what you say to people and how you handle
certain situations. Not doing things may not keep you from ending an
episode, but you will not get points by doing things contrary to how
the Kirk from the original series would have done them. Read my notes
before moving along:

** I did a King's Quest V walkthrough for my first one ever, and even
though I knew that entire game up, down, sideways and backwards, I
don't know how to get the maximum score of 100% on every single episode
in this game. If my score that I display at the end of an episode
walkthrough is not up to par with yours, please give me suggestions on
things I might not have thought of doing that would enhance my score. I
have played through several times and still end up doing a crappy job
on some missions. Suggestions can be mailed to me at my current e-mail
address, . Direct all mail to this address, as I
always answer in time. I will update and notify you if anything else
changes.

** I will display the map first and then do the walkthrough in an easy-
to-follow step-by-step format, with plus signs (+) indicating a new
step. Then, at the end of the entire walkthrough for an episode, I will
display my score. If yours is better (which it can't be if I score
100%), e-mail me and tell me some things you did which probably allowed
you to do better than me. Don't be all cocky and become Mr. I'm-Better-
Than-the-Walkthrough-Writer. Just politely inform me of your cool
strategies.

** The episode "...Yet there is Method in It" does not have a map.

** If anything about the wording of a walkthrough or layout of a map
confuses you, politely tell me about it and I will update it.


HELPFUL TECHNIQUES AND TIMESAVERS
=================================
Listed below are some little helpful hints that can get you a better
score on any episode in general or help you get around faster.

** Typically, talking rudely or arrogantly to people is a good way to
get your score lowered. Think of what the "real" Kirk would say; try to
handle all situations as diplomatically as possible. If you can't find
a nice thing to say (and you can't not say anything at all), pick what
sounds the nicest.

** When firing a phaser at a person, never use the kill setting - it
will lower your score dramatically. Stun all living creatures. Save the
kill setting for inanimate objects such as rocks and doors.

** NEVER use phasers on machinery! EVER!!!!

** You can use tricorders on objects in your inventory. This is
sometimes an extremely useful piece of advice.

** Learn to use the keyboard so you can whip out items and get things
quicker. Using the keyboard is especially helpful when the bad guys are
firing their weapons at you. Following this tip is a list of the
hotkeys that access certain menu options.
U = Use (as in use a person on an object to get them to fix it or
inspect it)
L = Look (the eye)
G = Get (the hand holding the ball)
T = Talk (the mouth)
W = Walk (the crosshair)
I = Inventory menu (highly useful!)
Esc = menu with gold nude man - helps you get to options menu faster.
Spacebar also brings up this menu.

** Use the medical tricorder on all things organic, and use the science
tricorder on EVERYTHING.

** The more commendation points you rack up, the more praise you get
from Starfleet at the end of the game. They'll look down on you if you
have anything less than about 23 points, and they'll probably relieve
you of command for having anything less than 17 or 18.

** If you want to do something that will get you in trouble, save your
game first. In fact, save when you do something that is even slightly
potentially dangerous (like walk into a room).

** Talk to everyone.

** Try to pick up everything.

** Try to use the tricorder on everything.

** Communicate with the ship occasionally (except in episodes 3 and 8
where you can't).

** Never go off course from your destination. You may have to fight
Elasi pirates or Romulans, which aren't so bad, but you also run the
risk of having to fight (gulp) Klingons. I'll describe the place on the
map you're supposed to go to in easy-to-comprehend terms, like the big
gray star or the tiny blue dot - kindergarten vocabulary, in other
words.

** If you've lost your star map and want a new one due to the fact that
you don't want to use my directions or you just want a new one, you can
download one at the Interplay website (www.interplay.com - I think
Judgment Rites is under the Action subheading of the Games section).

** Have fun playing Star Trek: Judgment Rites!


WALKTHROUGHS AND MAPS FOR ALL EPISODES
======================================

Episode One - FEDERATION
------------------------

LEFT SIDE RIGHT SIDE

Docking Computer---o---Central Special-----o-----Breddell's
Bay 1 Room | Control Projects | Quarters
| |
Transporter---o---Security Executive-----o-----Crew
| Room Quarters | Quarters
| |
o-------------o------------o
|
|
|
|
|
Detention
(Brig)


BEFORE THE ACTION:
------------------
+ The Enterprise is on the way to the Glorious Pebbles Scientific
Academy when the USS Alexander comes flying out of a time portal. The
captain, Luke Rayner, says that the Federation has eight days left
before it's eliminated from the face of the universe. The transmission
gets cut off and the Alexander blows up. Kirk is apparently shocked.

+ In the log supplemental, Kirk notes that they are on their way to
Espoir Station. Press N to go to the navigation map. Click the tiny red
star in the center and cruise there at warp speed.

+ If you are on the Academy Graduate or Commissioned Officer difficulty
setting, you will have to fight Elasi pirates to go further. If you are
on Federation Cadet, you will go right to the station.

+ Talk to the man onscreen. Choose the first bit of dialogue when it
comes to making a decision, and then press B to transport to the
station. Spock and McCoy accompany you on this one.

+ You will eventually find out that that mean old ugly man, Dr.
Breddell, has drawn you into an intricate trap. Even though Kirk hates
him with all his guts, pick the nicest thing to yell at him anyway and
he'll have you thrown in the brig to rot.

+ The three of you then wake up in a cell with a rather disagreeable
guard standing with his hands on his hips in front of the force field.
Save here and get ready to do something.

THE ACTION:
-----------
+ There are two ways you can handle Menao Sheme.
** Use Spock on the panel in the wall. Menao Sheme will lower the
force field and try to stop Spock, but Spock will use the almighty,
handy-dandy neck pinch and render him unconscious.
** Talk him into releasing you. If you are going to talk him into
letting you out, the combination of choices to persuade him is: 2,
3, 3, 3. Menao Sheme will try to rally the other security officers
to join the fight against Breddell.

+ If you knocked him out using Spock, search him for a keycard and
leave the room. If you coerced him into lowering the force field, skip
this step.

+ When you are let out, whether via Menao Sheme or Spock, the lockers
will be opened. If you convinced Menao to release you, they will open
automatically. If you knocked him out cold, you'll have to use the
keycard to open the lockers. Retrieve your essential items from the
lockers and move out of the detention level.

+ Go to the area with four green rectangles on the left and stun the
guards that beam in.

+ Go in the blue door and stun the technician.

+ Use Spock on the chess game. You always get three choices of moves.
One move is way too aggressive and one is way too defensive. You want
to pick the one that fits between those two descriptions. If you can't
figure it out, here's the order of choices to use: 1, 2, 1. The
combination 1, 2, 3 also works, but it merely gets the job done - it
does not excel, and excelling in your choices is what you need to raise
your score.

+ Once the chess game has been checkmated, use Spock on the computer to
the left.

+ Use both tricorders on the computer.

+ When you have used both tricorders, use Spock once again.

+ Leave and go in the yellow door to the right. Stun the guards.

+ Use Dr. McCoy's medical kit on the man in the corner (when you talk
to him, his text is green). He will thank McCoy for alleviating his
allergies.
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