,,;;;i28i; Star Trek Generations: MMMMMMMMMMMMMMMMMMMMMMM Beyond the Nexus MMMMMMM0XXXX77i;rrr;r77i.i.rBMMMMMM FAQ\Walkthrough 2MW@SaaW22aXX2a8ra0Xa0ii0aMW@2S;X2r: ZMMM@ Version 1.0 MM8WZS708XaXia2SrZMMaZ7aBarrra.Z02:708a iMMMM by Seth0708 MW8MBS8ZMXSX;2X2ZZ;70M8S7XXXBiXZMB@W.;SBB, ,2WMM MM2aiiaa88MZW8MMZ::S8a: iX@M::rX7r XXX;rXSMa, aX8MM Mra@XXM:MZa87iXMMMi .XZ2i ZW0.ZXia22ZZ7a7:MSr7 .7MX: MMM MM800Sr 28SSS;7S ,002Z@Sar;Sa22XS7X XXXiMZ;XarSi2M MMMMMMMMS7MMM MM@M@8@X 2M@WaMMMWS;7X: M0 ::BiWXW7aXrXB@iiXX.Sr W MMMMMMMMMW7 .MMM MMMMZZ0@WSSr M ;r:.MMZa80222aS7;rrXZ0ZZ8Z 8B ;@aW a MMMMMMB0Zr MMMM . MMiMMMMMa88Z07X;;8X.772MW7a2ZZZ00Bar:,X2Z2 SMiri0 ,M MM088S: 2MBWa8Z MBMX;ZM@MMM0r;, 2S@W Xi 777rrir,i Zr MS iZ:;@ SSMZ MM XZZBB8:M Z2 MMr@0WZMMZaMMMMMMai227S27WrZ2 MMiB0WaiM0 M ai XMM MMMMMM,...:;.M ; MMMM@M@MM@MMMMMMMM MMMWMM@X :2 : 7i W ; ;MMMM M.r2aaa2BWMM MMMMMMMMMMMM8BMSMM7Z@M : MMMMMMMMMMMMMMMMMMMMMMr MZS22aS7X.;MMMMSir.MMBS0MMMMMaM0@WMM MMSXXS77WMMZX77SZS :MMMMMX:M2r@; M [INT] Introduction MM ;aMM27SSaXXXi.XMWXrXa87.0 @MMM [CON] Controls MMMM@XXiX;7Z2XX022Z8@07 MMS2;@ [WLK] Walkthrough a M::;XaZ2aZZ0WWBZX WMMM8 [ENT] Enterprise-B Launch MMr0BZaMMa08Zr ;BMMM [SOL] Solar Observatory M7;S2X2S7r MMM [VER] Veridian System MMZZZ8; iMMMMM [NEX] Beyond The Nexus MMM; .WMMMMM [CLS] Closing MMMMM S; ____________________ | | | [INT] Introduction | |____________________| Star Trek Generations: Beyond the Nexus was released by Absolute Entertainment in 1994 to coincide with the theatrical release of Star Trek Generations. The company had previously released Star Trek: 25th Anniversary and Star Trek: The Next Generation for both the Gameboy and Nintendo Entertainment System. This game was released on both the Gameboy and the Game Gear. There is a PC game that is based upon the same film, but it is totally different than the Gameboy and Game Gear version. ________________ | | | [CON] Controls | |________________| Away Team Controls Directional Pad: Move A-Button: Fire Phaser B-Button: Use Communicator Select: n/a Start: Pause Energy Line Controls Directional Pad: Move Cursor A-Button: Place Piece B-Button: Place Piece Select: n/a Start: Pause Ship Controls Directional Pad: Move Ship A-Button: Fire Phasers B-Button: Fire Photon Torpedo Select: Displays Tactical Map Start: Pause Transmission Controls Directional Pad (Left-Right): Change Frequency Position Directional Pad (Up-Down): Change Frequency Code A-Button: Set Frequency Code B-Button: Test Frequency Select: n/a Start: Pause ___________________ | | | [WLK] Walkthrough | |___________________| The game roughly follows the plot of the movie, so you begin in the time of Kirk and the original Star Trek movies. The USS Enterprise-B is on its maiden voyage, a journey largely intended for public show, when it gets attacked by Tholian Drones (which isn't actually in the movie, but work with it). *************************** *[ENT] Enterprise-B Launch* *************************** As soon as you begin you will find yuorself under attack from three Tholian Drones. Hit Select to find them on the map and then fly towards one. Continuous fire is the key to defeating the Tholians. Getting in a shot here and there simply won't cut it. You'll notice that your shields repair themselves as time goes by without taking damage. The same thing happens to the Tholians, so pick one of their ships and stick with it. Hold down the button when you get a good shot and keep on their tails. It may take a while, but you'll eventually get through them. Once you've taken them out you'll get a distress call. From here you have to match up the frequency of the distress call through trial-and-error. This is actually pretty hard because you only get ten tries to do it. Here's how it works: ***************** Select one of the six symbols on the right and place them in *TRIES[#]| * one of the three spaces on the left. When all three are set, * | * press the B-Button to test the frequency. The numbers at the * [][][] |[1][4]* bottom will appear and tell you if you (1) have the right * |[2][5]* symbols in place and (2) if they are in the right position. * |[3][6]* From here you have to determine the frequency by considering * | * what it tells you and placing the symbols in the correct * |______* order. So what's the right answer? Guess what, it's random. *FREQ [] POST []* Having run the same test five times, this code screen produced ***************** four different answers. Good luck cracking the code! Once you get the proper frequency, the Enterprise-B will rush to the damaged ship. Unfortunately for you, that means you have to navigate it there. This involves you flying the ship like when you faced the Tholians, only now you have to guide the ship through these squares floating in space as you rapidly gain speed. Miss even one and it's game over. A gauge at the bottom of the screen will indicate how many more of these squares you must fly through. (Password: Harriman) Approaching the ships, the Enterprise-B find they are caught in a mysterious energy ribbon. This energy ribbon is causing damage to the shields, forcing Scotty to have to reroute power to maintain stability. In order to do this you have to make a path from one energy outlet to another in a sequence straight out of the game Pipe Dreams. The pieces you get are random and, unlike Pipe Dreams, you cannot put a new piece over one you have already set down (doing so will cause the eight sections around the piece to explode, however, which may or may not be helpful). Start making a path to the lower righthand area of the map. If you get pieces you don't think you'll use, do not hesitate to put them off to the side of your main path. Having extra pieces lying around will not penalize you. Move as fast as you can because the energy flow will start coming before you can finish. Once everything is in place, just wait for the energy to flow to the end. ***************** It's time for one of these damn things again. Again it's *TRIES[#]| * random, so I can't give you the answer. This time you get * | * fifteen tries to make it work, but now you have to deal with * [][][] |[1][5]* eight possible symbols. At least you can't use a symbol more * |[2][6]* than once, that would be really killer. * |[3][7]* * |[4][8]* * |______* *FREQ [] POST []* ***************** Once you have solved the frequency problem, now it's Kirk's turn to direct energy to the deflector dish. As you may guess, this is done in the exact same way as Scotty directing energy to the shields. If you solved the last one, you can solve this one. Just make a path like before, noting that the exit is in about the same place as before, and you're done. (Password: Demora) ************************* *[SOL] Solar Observatory* ************************* Kirk saves the ship, but is apparently lost in an explosion. Flashforward some eighty years and we find the USS Enterprise-D responding to its own distress call, this one from a solar observatory. To get there you will need to guide the Enterprise through a series of large squares as you did before. It's the same song and dance as before, so guide the ship through until you make it to your destination. Arriving at the observatory the Enterprise finds it under Romulan attack. Riker beams over to the station with an away team, ready to handle the problem. This begins your first away team mission. You will find yourself in the station filled with Romulans. You control Riker from an overhead perspective. Your goal is to kill fifteen Romulans. Move about and shoot the Romulans when you can. Romulan reinforcements will periodically transport in, but once you kill fifteen of them the sequence will end. Take advantage of the fact that the Romulans can hurt each other. Often they will try and fire at you through walls. Get two or three of them lined up and let them fire. The Romulan in the back will vaporize the other two, meaning you can get two or three kills for the price of one. Once the interior of the station is cleared of Romulans, a Romulan warbird will decloak outside. It will immediately attack the Enterprise, dragging you into a battle much like the beginning of the game. As the Enterprise-D, however, you gain access to photon torpedoes. To use these, hit the B-Button. Chase after the solitary Romulan warbird and fire a photon torpedo at it when it is close-by. Supplement this with a steady beavy of phaser fire and you should be able to take it out with less trouble than you probably had with the Tholians. Also be be sure to note that the observatory appears in this area, so do not confuse the warbird with the space station. Eventually the warbird will cloak and flee, giving the Enterprise complete control of the area. (Password: Soren) Apparently the Romulans were after trilithium. Geordi needs to configure the sensors so that the Enterprise can pick the stuff up, so you can guess what that means... ***************** Aside from some cosmetic changes, this is exactly the same as * TRIES [][][][]* as the last password-type solver. You get twenty tries to * [#] * make a four-digit combination from six possibilities. Good *[1][3] * luck, and if you screw up, you're right at the beginning of a *[2][5] * password section so don't worry too much. *[3][6] * * * *FREQ [] POST []* ***************** Once the scanners are properly configured, Geordi and Data scan the station and discover the lab of the station's sole survivor, Doctor Soren, is being used to construct some sort of weapon. Doctor Soren himself arrives and takes the two hostage. Riker beams over to mount a rescue. This is just like the last away mission, except now you're facing off against one man. Doctor Soren behaves much like the Romulans before, but he is totally invincible and seems to know it, charging into phaser fire and letting loose at the same time. Soren also has the ability to beam around, but he will only do so if he is currently off the screen. If you haven't seen him for a while, do not be surprised if he suddenly appears behind you. Since you cannot kill Soren, what you need to do is to move down into the bottom left area and grab Data. As soon as you touch him, hit the B-Button to beam out of the station. Shooting Soren will freeze him after five or six hits, but he recovers quickly. Use the corners to hide behind and hit him from relative safety. When he is stunned, run (very slowly, I can't believe you move so slow in this game) to Data and beam out of there. Soren escapes the station with Geordi aboard a Klingon bird of prey. You now return to a space battle and must fight it. This ship is a lot faster than the Romulan warbird, but aside from that the fight is much the same. You'll probably need to rely more on your phasers than photon torpedoes because of its increased speed. Keep on its tail and eventually you will defeat it. (Password: Veridian) *********************** *[VER] Veridian System* *********************** It's another Pipe Dream-esque level! This one looks a little different, but it's the same old story. Lay the lines to the exit, which is on the right wall, and watch as the energy flows to it. You didn't think getting to the Veridian System would be that easy, did you? No, you also need to guide the Enterprise through those stupid little boxes in order to finish the journey. Do that and you'll finally enter orbit around Veridian III. Picard will trade himself for Geordi, on the stipulation that he can beam down to the planet and try to talk to Soren. By talk they of course man run your ass off. This sequence is just like on the station when Riker had to free Data, except now Soren can shoot through the "walls," turning them to dust, and you don't have a weapon. Move down and then zig-zag between the frail walls to the right side. When you get to the missile launcher, hit the A-Button to presumably disable it. (Password: Ogawa) Taking advantage of the situation, the Klingons attack the Enterprise. This battle is an exact repeat of the fight at the end of the Solar Observatory area. Use the same tactics as before and you'll come out ahead. The Klingons may go down, but they take the Enterprise with them. The ship, damaged beyond repair, is going to explode. Thinking quickly, Geordi jumps into action and tries to seperate the saucer section from the rest of the ship. This is of course done by making the right connections in the energy pipes. The exit pipe is on the far right wall again, in roughly the same place as before. And the game is seemingly over. A screen will appear and tell you that you've completed the game, but it will pose you a trivia question. What is the name of the ship that rescues the crew of the Enterprise from the surface of Veridian III? The USS Farragut is the ship that rescues the Enterprise crew from the surface of the planet. Input the password below to take on last journey beyond the Nexus... (Password: Farragut) ************************ *[NEX] Beyond The Nexus* ************************ The "secret" mission, which concludes the story, can be accessed by entering the password above. It picks up the story after Kirk and Picard have returned from the Nexus to try and defeat Soren once more. ***************** Twenty-five tries to get this last code. Again the codes are * TRIES [][][][]* random, so you have to use the clues it gives you with each * [#] * wrong combination. Get it right to stop the missile. Kirk gets *[1][5] * to kill that seemingly invincible Soren off-camera. Why? *[2][6] * Because he's James Tiberius Kirk. *[3][7] * *[4][8] * *FREQ [] POST []* ***************** Kirk is laid to rest and the universe is saved once more. Well, at least until the next game. _______________ | | | [CLS] Closing | |_______________| Star Trek Generations: Beyond the Nexus is (c) Absolute Entertainment Pipe Dreams is (c) Bullet Proof Software Special Thanks goes to Jonathan Matthews Software without whose program I would not have been able to create the Enterprise logo at the top of this guide