Jump to page:
Sponsors:
Interplay Productions
Presents:
Star Trek: Judgment Rites - Hint File
--Federation--
Tips for fighting the Elasi pirates.
-------------------------------------
Depending on the difficulty level you set in the beginning, you will have
to fight one or two Elasi pirates. In any case, the dangerous one is the
one firing the three photon torpedoes. Concentrate fire on this particular
craft, if you are fighting both Elasi. The best tactic is to fire phasers
continuously, and fire photons only at close range or with enough lead, at
one target until that target flees. Adjust the difficulty level if all else
fails.
How to escape from the jail cell.
----------------------------------
It is possible to convince the guard to let you out. Remind him of his
father. If all else fails, find the weak part of the wall. Use Spock on that
part of the wall.
Getting your equipment back.
-----------------------------
If the guard is unconscious, search him to find a passcard. Use the passcard
on the locker controls. Your phasers, communicators and tricorders are in
the lockers.
Where you need to go first.
----------------------------
After escaping from the cell, you should go to the left side of the station.
This is the side with the computer room, your first destination.
What to do if security forces are stunning you.
------------------------------------------------
You will have to be a quick shot. Only use your stun phaser to fire back
as soon as you see a security guard. You should have enough time to
stun the guards. If one of your party is stunned, they will recover.
Tips for defeating the chess program.
--------------------------------------
After using spock on the chess board, the best course of action is to not
take the completely aggressive or defensive moves. You will always be
giving a choice of three moves, one of the moves is too aggressive, and
the other is too defensive. Pick the remaining move.
How to stop the gas in the transporter room.
---------------------------------------------
You need an air filter, which can be found in the executive quarters. Use
the air filter on the grating on the floor next to the transporter controls.
What to do in the command center.
----------------------------------
Stun the two guards. Then use Spock on all three computers, two in the
back and the one facing the station commander. Use McCoy on the technician.
Tips for getting into the security room.
-----------------------------------------
You need to transport into the security room. You will also need the
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.
How to shut down the force field in the special projects room.
---------------------------------------------------------------
The controls for the force field are located in the security room. You
must beam into the security room with the practice dummies from the
crew quarters, then use Spock on the computers.
Help with the monster in the special projects room.
----------------------------------------------------
Unfortunately, you must use your phaser set on kill to stop this beast.
Nothing else will work. Shoot the beast as soon as you enter the room,
before it jumps on Kirk.
How to get the computer files on the experiment or the code to Breddel's room.
-------------------------------------------------------------------------------
Use both tricorders on the computer in the computer room. They will
store the required information. You will have all the proof you need, and
the passcode to enter Breddel's quarters.
Help with the shuttle guards.
------------------------------
When they said "Surrender or Die!", they meant it. You should surrender to
the guards. Then have Spock sabotage as much of the controls as possible.
What to do if Breddel phasers you.
-----------------------------------
As soon as you are finished talking to Breddel, stun him with your stun
phaser. If you wait too long, he will shoot you.
How to stop the "Big Bang" experiment.
---------------------------------------
The controls are hidden in Breddel's quarters. Take the book lying on
the table, and the bookmark that falls out. Take the dartboard with
Kirk's face on it. Use the tricorder on the bookmark to get the correct
code. Use Spock on the control panel to disarm the big bang experiment.
What to do if Breddel got away.
--------------------------------
If Breddel gets away at the end of the episode, then you did not sabotage
his escape shuttle in the shuttle bay before stunning him in his room.
Tips for maximum scoring.
--------------------------
To score the maximum number of points possible, you must:
Succeed in the mission without failing once, do not insult the Elasi, stun
the guards, do not kill any guards, destroy communications in central
command, treat the technicians allergies, talk to munroe, sabotage all
shuttle controls, convert security to your side and deliever promised
evidence, destroy communications tracking, defeat Breddell without
killing him, do not trigger the false code, talk Sheme into cooperating,
win the chess game, and not wake the sleeping crewman or wake him
and put him back to sleep.
--Sentinel--
How get out of the scanning room.
----------------------------------
You need to open the door. Use the science tricorder on the control panel
next to the door. Use Spock on the control panel. To get around better,
you need badges.
How to make the badges.
------------------------
In the room with the large piece of green machinery, take cards and
batteries from the bins on the machine. Use each of these items on the
hopper to the left. Use Spock on the hopper.
How to power up the badges.
----------------------------
From the room where you made the badges, exit to the lower left. Then use the
badge on the recharging station in the upper right corner of this new room.
How to shut down the force fields.
-----------------------------------
In the room with the large computer and display screen, use the computer
monitor and box on the computer. Use Spock on the computer.
Tips on solving the shape puzzle.
----------------------------------
Add up the number of sides on the objects in each row. Circles count as
one side. Pick the object that will give the third row the same number of
sides as the first and second row. You will be giving three chances.
How to get a Balkosian for study.
----------------------------------
In the room with the food producing machine, use Spock on the
Balkosian when it comes to eat. Take the Balkosian. Use McCoy on the
Balkosian when in the medical room.
How to shut down the gas safely.
---------------------------------
Use the switch on the gas tank. Go to the room with the power
generator. Use the wires and control card on the generator. Use Spock
on the generator and have him shut it down.
Tips for maximum scoring.
--------------------------
To score the maximum number of points, you must:
Solve the shape puzzle on the first try, install the switch, medical
tricorder the Balkosian when it is concious and unconcious in the
medical room, tricorder the food dispensary, medical tricorder the vat,
get each computer object, get the pass, get the battery, assemble and
recharge the badge, view the information sample, save the Balkosi. You
will lose points if you poison the Balkosi.
--No Man's Land--
Tips for fighting Trelene's triplane.
--------------------------------------
The triplane is very difficult to defeat. You need to concentrate fire on it,
and if Trelene starts to head straight for you, you need to move the
Enterprise out of his path of fire.
How to get out of the storeroom.
---------------------------------
You need to start a fire. Collect some sticks, and use Kirk on the case in
the upper right. Take some schnapps. Use the schnapps on the hay. Use
the sticks on the hay. Either use Spock on the guard or talk the guard
into letting you out.
How to help the old man.
-------------------------
Use Kirk on the guard. Use the medkit on the old man. You can ask him only
one question.
How to get Trelene.
--------------------
You need to destroy four of Trelene's power items. You will need to
collect three of them, the fourth is the triplane located to the right of the
town. The three items you need to collect are: the clock in the store, the
chalkboard in the school, and the soldier's locket in the trench to the left
of the town. You will also need some TNT to destroy the items.
How to get money to play in the poker game.
-------------------------------------------
You can collect some money by helping the one-armed man in the apartment.
He needs his floor swept clean. There is a broom in the store.
How to get past the dog and into the armory.
---------------------------------------------
Get the food from the store and give it to the dog. While the dog is
distracted, use McCoy on the Doberman.
How to get past the guards in the armory.
------------------------------------------
You will need to drug the beer in the tavern. Use the medical kit on the
beer. The next time you visit the armory, the guard's will be drugged.
How to get the clock power item.
---------------------------------
You need to buy the clock. To earn some money, help the one-armed
man in the apartment by sweeping his floor with the broom from the
store. Take this stake money to the poker game in the back of the tavern,
use the money on the table to play. Take the winnings to the store and
buy the clock.
How to get the chalkboard power item.
--------------------------------------
You need to trick the teacher into giving the chalkboard to you. To do
this you need Sundergard to spread a rumor in his paper, which he will
do if you get transfer papers for his son. After drugging the guards in the
armory, tie up the guard commander, and get a rifle from the wall. Use
McCoy to wake the commander and threaten the commander with the
rifle. He will sign 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 rumors. He will give you a letter to take to the teacher.
What to do for the soldier in the trench.
------------------------------------------
You cannot help the guard. Trelene is keeping him wounded.
How to get the locket power item.
----------------------------------
Use the medical tricorder on the wounded soldier. Use the science
tricorder on him. Talk to him about the locket. He will give you a letter
to take to his girlfriend. Take this letter to Gretel in the tavern. Return
to the guard and talk to him about the locket.
How to get the TNT from the armory safe.
-----------------------------------------
When you return to the armory after drugging the beer in the tavern, use the
rope to tie up the guard commander. Use McCoy to wake him up. Use Spock on
Presents:
Star Trek: Judgment Rites - Hint File
--Federation--
Tips for fighting the Elasi pirates.
-------------------------------------
Depending on the difficulty level you set in the beginning, you will have
to fight one or two Elasi pirates. In any case, the dangerous one is the
one firing the three photon torpedoes. Concentrate fire on this particular
craft, if you are fighting both Elasi. The best tactic is to fire phasers
continuously, and fire photons only at close range or with enough lead, at
one target until that target flees. Adjust the difficulty level if all else
fails.
How to escape from the jail cell.
----------------------------------
It is possible to convince the guard to let you out. Remind him of his
father. If all else fails, find the weak part of the wall. Use Spock on that
part of the wall.
Getting your equipment back.
-----------------------------
If the guard is unconscious, search him to find a passcard. Use the passcard
on the locker controls. Your phasers, communicators and tricorders are in
the lockers.
Where you need to go first.
----------------------------
After escaping from the cell, you should go to the left side of the station.
This is the side with the computer room, your first destination.
What to do if security forces are stunning you.
------------------------------------------------
You will have to be a quick shot. Only use your stun phaser to fire back
as soon as you see a security guard. You should have enough time to
stun the guards. If one of your party is stunned, they will recover.
Tips for defeating the chess program.
--------------------------------------
After using spock on the chess board, the best course of action is to not
take the completely aggressive or defensive moves. You will always be
giving a choice of three moves, one of the moves is too aggressive, and
the other is too defensive. Pick the remaining move.
How to stop the gas in the transporter room.
---------------------------------------------
You need an air filter, which can be found in the executive quarters. Use
the air filter on the grating on the floor next to the transporter controls.
What to do in the command center.
----------------------------------
Stun the two guards. Then use Spock on all three computers, two in the
back and the one facing the station commander. Use McCoy on the technician.
Tips for getting into the security room.
-----------------------------------------
You need to transport into the security room. You will also need the
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.
How to shut down the force field in the special projects room.
---------------------------------------------------------------
The controls for the force field are located in the security room. You
must beam into the security room with the practice dummies from the
crew quarters, then use Spock on the computers.
Help with the monster in the special projects room.
----------------------------------------------------
Unfortunately, you must use your phaser set on kill to stop this beast.
Nothing else will work. Shoot the beast as soon as you enter the room,
before it jumps on Kirk.
How to get the computer files on the experiment or the code to Breddel's room.
-------------------------------------------------------------------------------
Use both tricorders on the computer in the computer room. They will
store the required information. You will have all the proof you need, and
the passcode to enter Breddel's quarters.
Help with the shuttle guards.
------------------------------
When they said "Surrender or Die!", they meant it. You should surrender to
the guards. Then have Spock sabotage as much of the controls as possible.
What to do if Breddel phasers you.
-----------------------------------
As soon as you are finished talking to Breddel, stun him with your stun
phaser. If you wait too long, he will shoot you.
How to stop the "Big Bang" experiment.
---------------------------------------
The controls are hidden in Breddel's quarters. Take the book lying on
the table, and the bookmark that falls out. Take the dartboard with
Kirk's face on it. Use the tricorder on the bookmark to get the correct
code. Use Spock on the control panel to disarm the big bang experiment.
What to do if Breddel got away.
--------------------------------
If Breddel gets away at the end of the episode, then you did not sabotage
his escape shuttle in the shuttle bay before stunning him in his room.
Tips for maximum scoring.
--------------------------
To score the maximum number of points possible, you must:
Succeed in the mission without failing once, do not insult the Elasi, stun
the guards, do not kill any guards, destroy communications in central
command, treat the technicians allergies, talk to munroe, sabotage all
shuttle controls, convert security to your side and deliever promised
evidence, destroy communications tracking, defeat Breddell without
killing him, do not trigger the false code, talk Sheme into cooperating,
win the chess game, and not wake the sleeping crewman or wake him
and put him back to sleep.
--Sentinel--
How get out of the scanning room.
----------------------------------
You need to open the door. Use the science tricorder on the control panel
next to the door. Use Spock on the control panel. To get around better,
you need badges.
How to make the badges.
------------------------
In the room with the large piece of green machinery, take cards and
batteries from the bins on the machine. Use each of these items on the
hopper to the left. Use Spock on the hopper.
How to power up the badges.
----------------------------
From the room where you made the badges, exit to the lower left. Then use the
badge on the recharging station in the upper right corner of this new room.
How to shut down the force fields.
-----------------------------------
In the room with the large computer and display screen, use the computer
monitor and box on the computer. Use Spock on the computer.
Tips on solving the shape puzzle.
----------------------------------
Add up the number of sides on the objects in each row. Circles count as
one side. Pick the object that will give the third row the same number of
sides as the first and second row. You will be giving three chances.
How to get a Balkosian for study.
----------------------------------
In the room with the food producing machine, use Spock on the
Balkosian when it comes to eat. Take the Balkosian. Use McCoy on the
Balkosian when in the medical room.
How to shut down the gas safely.
---------------------------------
Use the switch on the gas tank. Go to the room with the power
generator. Use the wires and control card on the generator. Use Spock
on the generator and have him shut it down.
Tips for maximum scoring.
--------------------------
To score the maximum number of points, you must:
Solve the shape puzzle on the first try, install the switch, medical
tricorder the Balkosian when it is concious and unconcious in the
medical room, tricorder the food dispensary, medical tricorder the vat,
get each computer object, get the pass, get the battery, assemble and
recharge the badge, view the information sample, save the Balkosi. You
will lose points if you poison the Balkosi.
--No Man's Land--
Tips for fighting Trelene's triplane.
--------------------------------------
The triplane is very difficult to defeat. You need to concentrate fire on it,
and if Trelene starts to head straight for you, you need to move the
Enterprise out of his path of fire.
How to get out of the storeroom.
---------------------------------
You need to start a fire. Collect some sticks, and use Kirk on the case in
the upper right. Take some schnapps. Use the schnapps on the hay. Use
the sticks on the hay. Either use Spock on the guard or talk the guard
into letting you out.
How to help the old man.
-------------------------
Use Kirk on the guard. Use the medkit on the old man. You can ask him only
one question.
How to get Trelene.
--------------------
You need to destroy four of Trelene's power items. You will need to
collect three of them, the fourth is the triplane located to the right of the
town. The three items you need to collect are: the clock in the store, the
chalkboard in the school, and the soldier's locket in the trench to the left
of the town. You will also need some TNT to destroy the items.
How to get money to play in the poker game.
-------------------------------------------
You can collect some money by helping the one-armed man in the apartment.
He needs his floor swept clean. There is a broom in the store.
How to get past the dog and into the armory.
---------------------------------------------
Get the food from the store and give it to the dog. While the dog is
distracted, use McCoy on the Doberman.
How to get past the guards in the armory.
------------------------------------------
You will need to drug the beer in the tavern. Use the medical kit on the
beer. The next time you visit the armory, the guard's will be drugged.
How to get the clock power item.
---------------------------------
You need to buy the clock. To earn some money, help the one-armed
man in the apartment by sweeping his floor with the broom from the
store. Take this stake money to the poker game in the back of the tavern,
use the money on the table to play. Take the winnings to the store and
buy the clock.
How to get the chalkboard power item.
--------------------------------------
You need to trick the teacher into giving the chalkboard to you. To do
this you need Sundergard to spread a rumor in his paper, which he will
do if you get transfer papers for his son. After drugging the guards in the
armory, tie up the guard commander, and get a rifle from the wall. Use
McCoy to wake the commander and threaten the commander with the
rifle. He will sign 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 rumors. He will give you a letter to take to the teacher.
What to do for the soldier in the trench.
------------------------------------------
You cannot help the guard. Trelene is keeping him wounded.
How to get the locket power item.
----------------------------------
Use the medical tricorder on the wounded soldier. Use the science
tricorder on him. Talk to him about the locket. He will give you a letter
to take to his girlfriend. Take this letter to Gretel in the tavern. Return
to the guard and talk to him about the locket.
How to get the TNT from the armory safe.
-----------------------------------------
When you return to the armory after drugging the beer in the tavern, use the
rope to tie up the guard commander. Use McCoy to wake him up. Use Spock on
Jump to page:
Sponsors:
Other files from this game:
- Star Trek - Judgement Rites document by System on 14/03/2006, 06:30
- Star Trek - Judgement Rites document by System on 14/03/2006, 06:30
- Star Trek - Judgement Rites solution by System on 09/03/2006, 09:50
- Star Trek - Judgement Rites solution by System on 09/03/2006, 09:50






