Star Trek: Generations Walkthrough by Ryan Montgomery (Invader32) This is a walkthrough for Star Trek: Generations. The walkthrough is are very detailed and hopefully helpful to any who need it. The missions are laid out no paticular order since there is no way to determine which one you will encounter in a ST:G game....so find the one you need help on and go from there :) Also..I can't layout the space combat..just use these steps when you enter a solar system: Step 1-Raise shields. Assume when you enter the system that you are going to be fired upon. Step 2-Check sensors. See anything? If yes, increase power to computers and sensors and get readings on what it is you are facing. Step 3-Target the enemy ship. Lock on to a target in an effort to damage the ship's power generation or shield systems. Step 4-Fire photon torpedo salvo. step 5-Rapidly follow your torpedo volley with a phaser shot. If the torpedos do their job, your phasers can cut into the enemy like hot knife through butter. Number one rule: Continually hit your enemy in the same spot, take out the power, the eliminate the ship's ability to fire back. Generations is a fun game and a cool Star Trek addition to any computer. But it does have it's problems. Too bad. Those who want to reach me can at craig@easystreet.com Thanks!! Misson 1.......Amargosa Science Station, Part one When you beam aboard the station, you will find yourself facing a damaged turbolift. The station itself is buckling and straining from damage suffered during the attack, so time is critical. Walk around the damaged elevator shaft at the beam-in point. Lying on the deck on the other side is an injured crewman (Dr. Soran). Use your Comm Badge to beam him back over to the Enterprise. Doctor Soran will protest, but just ignore his pleas. Moving forward to the area where Soran was located, you will find a graviton inverter. Add this to your inventory. Since you already know that the turbolift behind you was damaged, you can assume that you will need the inverter later on. Proceed slowly down the hallway several meters, since there are signs of disruptor fire in the area. On the right side of the hallway, in the small opening, you will learn the source of the disruptor fire: the Romulans! Stun the Romulan waiting in the alcove. Use the setting between stun and vaporize. If it is too low, the Romulan will wake up. If it is too high, you will destroy the tricorder you are trying to get. Move to the Romulan until he appears in the auxiliary area of your screen. Click on him, and you will find his tricorder. You'll discover that it's scanning for Trilithium. You should begin to scan for the substance at this point, as well. Chances are pretty good that, if the Romulans were looking for Trilithium, you should be too. Move into the center bay and stun the Romulans there. There is a crewman in this area that you need to recover by moving up to him and using your Comm Badge to beam him back to the Enterprise. As a Starfleet officer, your first priority should be their saftey. After the area is secure, check the lockers that surround the main open area. The only item you need is the illuminator core. Place it in your inventory. In case you've already jumped the gun and used your Graviton Invertor to go to the lower deck, you know that the lighting systems there are damaged, and there are Romulans waiting in those darkened corridors. This core will help you repair the lighting system. Use the turbolift directly across from the locker in the main area that held the illuminator core. This will take you to the upper level. Be prepared: there's a Romulan waiting for you across the room. You should have a good shot from this vantage point. Stun the Romulan on the upper deck, and beam the surviving crewmen back to the Enterprise. To the left of the turbolift is a large door. Open it, and move to the sparking area of the wall until it appears in your auxiliary screen. If you look at it closely, it appears to be a damaged illuminator core. Fortunately, you have a replacement in you inventory. Use the illuminator core in your inventory to repair the damaged unit. >From the upper deck's central area, go to the other large door and open it carefully, staying to one of its sides, since you should anticipate that the area beyond the door may be occupied. Stun the Romulan inside. Locate the control panel inside, on the right side of the room. When the panel appears in your auxiliary screen, click on the right green square on its lower edge to activate it. Now comes the time to proceed to the lower deck. Turn around and crouch down. You will see a hole in the wall near the floor. Move forward through the hall and into the tunnel beyond it. Continue forward until you come to the hole in the floor. Walk up to the door in the room you've dropped into. Across the hall is a panel. It is located straight across the hall, so simply walk in that direction until the panel comes on. Then press the panel to open it. When the panel appears in your auxiliary screen, click on the left side of the panel to shut off the power feeding to the electrical cable in the hallway. This will make it possible for you to pass to that area, and recover the injured crewman through the door opposite the now dead electrical wire. Beam him back to the Enterprise. There is still a lost crewman on this deck. He's in the airlock located directly behind the point where you originally beamed in. Move back to that location, and continue through the large door that has a set of two buttons on it, one green and one red. This is an airlock, so once you've passed this door's threshold, don't open the next door just ahead. Simply get the crewman and get out. If you open the far door, you'll get a fast, one-way trip back to the Enterprise without completing the mission. It's time to take on the Romulans on the lower deck of the station. Return to the damaged turbolift at the beam-in point. Use the graviton inverter from your inventory to repair the turbolift by clicking on it in your inventory. Take the turbolift down to the lower deck. As the turbolift door opens, stun the two Romulans on the other side of the bulkhead door. Proceed into the center room, and stun the Romulan in there. The center room is easy to find due to the Trilithium readings that will show up on your tricorder. Depending on timing...Doctor Soran should have escaped from the Enterprise and beamed back to the station at this point. Check the lockers until you find the Magnetic Justifier. Add this item to your inventory. This will be needed to open the magnetically sealed door on the deck above you. Obviously, you will need to beam back all of the surviving crewmen on the lower deck before you check out that covertly sealed door. After finding the crewmen on the lower deck, take the turbolift back up to the beam-in point. >From there, walk back into the central area. There is a small, gray door there that you need to investigate, if you haven't located it already. When it opens, you will find another door straight ahead. Open the other small door, and move into the small room. The entire far wall is the sealed magnetic door. Move forward until the door appears in the auxiliary screen area. Use the Magnetic Justifier in your Inventory to open the door. Have you phaser at ready, because this is where you earn your pay as a Starfleet officer. You should consider using your hypospray to boost your health before opening this door. Soran and what appears to be a modified photon torpedo system is on the other side. The doctor will fire at you as soon as the door opens. Use the hanging torpedoes as cover. Adjust your phaser to a very high setting when shooting at Soran. You must cross the threshold of the doorway in order for your shots to hit him. After several shots, Doctor Soran will beam away to a waiting Klingon Bird of Prey. Your problems are far from over. Soran has left a surprise: a missle that is capable of shutting down all nuclear reaction within a star, causing it to explode with incredible force! Your job is clear: you have to either retarget or destroy that missle if you can. Approach the missle control podium until its panel appears in your auxiliary screen. Click on the top green bar to power up the system. Click on the top right blue bar to activate the missle's targeting system. The targets will appear inn the viewing area. By clicking on the green square on the right, under the viewing system's blue button, you can change the selected target. Send the torpedo to anything other than the Amargosa sun in order to save the entire system. Your job is still not done. The warhead is only a few meters away and the clock is ticking. You still have to fire the missle. Click on the left green vertical bar to open the torpedo hatch. Next, you will have to click on the right green vertical bar to release the firing clamps on the missle itself. If the auto-firing mechanism hasn't loaded the torpedo yet, then you will need to do so yourself. Be quick, though, as the auto-firing mechanism may retarget the sun if you take too much time. Be sure to double-check the target before you fire the warhead. Once you have gone through all of the steps, you can click on the red button in the middle to fire the torpedo. If you've missed any injured crew members, now is the time to rescue them, for the mission is not over until they are all found. Once you succeed, your communicator pin will start flashing. You can beam back to the Enterprise by clicking on it.