Star Trek: Judgment Rites (PC/Mac) FAQ/Walkthrough by ironyisntdead Version History v1.0 - March 30, 2020 - Initial release. Table of Contents 1 - Introduction (NTRD) 2 - Controls (CTRL) 3 - Episode 1: Federation (FDRT) 4 - Episode 2: Sentinel (SNTL) 5 - Episode 3: No Man's Land (NMLD) 6 - Episode 4: Light and Darkness (LTDK) 7 - Episode 5: Voids (DIOV) 8 - Episode 6: Museum Piece (MMPE) 9 - Episode 7: Though This Be Madness... (TTBM) 10 - Episode 8: ...Yet There Is Method In It (YTMI) 11 - Legal (LEGL) ============================================================================== 1 - Introduction (NTRD) Welcome to my walkthrough for Star Trek: Judgment Rites, which is a point and click adventure and the sequel to Star Trek: 25th Anniversary. Judgment Rites was originally released on floppy disks for DOS, and then later on CD-ROM for DOS and Macintosh. Here are some notable changes made between versions: - Dialogue is fully voiced on CD. The entire main cast from Star Trek: The Original Series reprise their roles for the final time together. - The information in the Enterprise's computer database is more extensive on the floppy version. - An early cutscene is removed from the DOS CD version. Sound effects and graphics are also altered in the different versions. - An admiral discusses your performance at the end of each mission. In the CD version, Admiral Cain gives you four commendation points for a perfect mission. The floppy version also shows Admiral Richards and grades you with a percentage as well as commendation points. This walkthrough explains the necessary steps on how to achieve a perfect score for each episode. Some steps have to be done in a specific order, and some do not. There are multiple paths to win this game, but only one way will be described in this document. There will be spoilers. I hope this guide helps you. ============================================================================== 2 - Controls (CTRL) In Judgment Rites, you use the mouse and keyboard to control Captain James T. Kirk. At the beginning and end of a mission, Kirk is on the bridge of the Enterprise with his crew. During a mission, Kirk will lead a landing party. If you choose the Academy Graduate or Commissioned Officer difficulty settings, then you will have ship to ship combat during certain missions. On Federation Cadet difficulty, ship combat is easier and only occurs if the Enterprise goes off course. - Bridge Controls - Library Computer = C Communications = H Kirk (Captain's Log, Options, Transporter) = K Navigation = N Orbit = O Talk to Spock = T Ship Movement/Crew Selection = Tab - Landing Party Controls - Get = G Inventory = I Look = L Options = O Talk = T Use = U Walk = W Command Interface (Get, Look, Options, Talk, Use) = Space Bar - Ship Combat Controls - Target Analysis = A Damage Control = D Emergency Power = E Weapons Lock = L Shields = S Viewscreen fills screen = V Weapons = W Impulse Power = (slow) 1 2 3 4 5 6 7 8 9 0 (fast) Reverse Impulse Power = ` Increase Viewscreen Magnification = > Decrease Viewscreen Magnification = < Phasers = Left Mouse Button Photon Torpedoes = Right Mouse Button ============================================================================== 3 - Episode 1: Federation (FDRT) Please note that your score will be reduced if you fail the mission and the game restarts. To avoid this, reload a save or start a new game. After the opening cutscenes, raise shields and arm weapons. Bring up the navigation map and go to Espoir Station. When talking to Bivander Zane, pick choice 2. Fight the Elasi pirates. Use the aiming reticule on the viewscreen to fire phasers and torpedoes at the pirates. Use Scotty to send damage control teams to repair the Enterprise. Chekov announces the Elasi are fleeing after the pirates have sustained enough damage. Allow them to escape. On Federation Cadet difficulty, this incident is omitted. The Enterprise travels to Espoir Station. Select choice 1 when talking to Munroe. Lower shields and beam onto the station. After Kirk beams onto the station, choose choice 1 with Munroe, then choice 1 with Breddell. The landing party is sent to the brig. Upon awakening, Kirk automatically talks to Menao Sheme. Talk to Sheme again and pick choices 2, 3, 3, 3. Leave the brig. Pick up the landing party's equipment in the three lockers and walk to the turbolift. A display of Espoir Station shows up. Click on the green rectangle on the right side of the map. Go to the yellow door on the left. Pick up the blue air filter which is below a green plant. Exit the room. Walk to the red door on the right. Use the medkit on the sleeping guard. Get hold of the training dummies and leave the crew quarters to go back to the corridor. Return to the turbolift by clicking on the bottom of the screen. Now it's time to visit the other side of the ship. Pick the large green rectangle on the map's left side. Two guards beam in and fire at the landing party. Quickly bring up the inventory and choose the stun phaser (it has green on the handle). Swiftly click on the guards so Kirk stuns them. Go through the blue door into the computer room. Stun the technician without delay. Use Spock on the chessboard. The chess game can be won with the moves 1, 2, 3. Use Spock's science tricorder on the computer at the far left side of the room. Use McCoy's medical tricorder on the same computer. Use Spock on the computer. Leave the room. Back in the corridor, go into the red door on the left. Use the air filter on the vent beneath the transporter console. Use the training dummies on the transporter pads. Beam over to the security room. After a phaser battle plays out, wait for everyone to get up. Talk to Kamend, who wears yellow and red clothes. Pick choice 1. Use Spock on Kamend. Use Spock on the computer on the right side of the screen, the chair in front of that computer and the computer in the back of the room. Leave the room. In the corridor, walk to the yellow door on the right. In Central Command, use McCoy's medkit on the technician on the right of the screen. Use Spock on the three computer consoles around the room. One computer is near the guards, one is by the technician, and the third is in front of the viewscreen. Talk to Munroe. Walk out of the room and return to the turbolift. Click on the small green rectangle on the far left, which is labelled 'Docking Bay 1.' Two guards confront Kirk, so pick choices 1 and 2. Use Spock on both shuttlebay controls and choose the sabotage option each time. Leave the shuttlebay to return to the turbolift. Time to go back to that green rectangle on the right. Walk to the blue door. A huge Antarian Mankiller stands between the landing party and a computer. Use the phaser on the full (red) power setting to disintegrate the beast. Use Spock on the computer and exit. Back in the corridor, there is a small entry pad next to the yellow door on the right wall. Use Kirk on the pad to unlock the yellow door. Enter to confront Dr. Breddell. Choose choice 2, then stun Breddell. Pick up the dartboard with Kirk's picture. Collect the book on the table, then get the bookmark. Use Spock's tricorder on the bookmark. Use Spock on the controls on the wall. ============================================================================== 4 - Episode 2: Sentinel (SNTL) When the cutscenes are over, bring up the navigation map and go to Balkos III. Enter standard orbit and beam down to the planet. Use Spock on the green panel next to the door. Walk through the open door. In the next room, there are four doors. Use Spock on the panel on the far right and walk through the unlocked door. The landing party is in a room with five items laying on the floor. Collect them all. On the right side of the room, there are two machines producing items into bins. Use Spock on both bins to get a plastic disk and a small badge. On the left side of the room, there's another machine called a hopper. Use the badge and plastic disk on the hopper. Use Spock on the hopper to combine the items together, and then use him again on the green panel to the left of the hopper. Walk into the room on the left. Use the badge on the recharging machine, which is positioned between the two doors. Spock is no longer essential for unlocking doors. Walk through the door in the middle of the room. Look in the inventory for a white computer display. Use it on the raised console in the center of the room. Then use the cube on the console. Select choices 1 and 2. Choose the diamond on the bottom line. Leave the room by going to the one door that the party hasn't gone through yet... which is the door to the immediate right of the viewscreen. The landing party walks into a room with a massive transparent vat. Use the medical tricorder on the vat. Exit the room to the right. There is a machine that distributes food in this room. Use Spock's tricorder on it. A hungry Balkosian comes into the room from the right. Before he finishes eating, use the medical tricorder on the Balkosian. Quickly use Spock on the alien. Get the unconscious being. In the medical exam room, use McCoy's tricorder on the Balkosian. Walk to the door on the right to go back to the room with the immense vat. Look in the inventory and place the on/off switch onto the vat's console. Go through the door on the left. The landing party is back in the room with the raised console. Move into the door on the far left. This is the room where the badge was charged. Use Spock on the computer that's behind a column with cables. View the projections and pick choice 2. Use the green card on the column and opt for choice 1. Use the cable in the inventory on the column. Use Spock on the pillar and decide to shut it down. ============================================================================== 5 - Episode 3: No Man's Land (NMLD) After the admiral's message, raise shields and arm weapons. Fire up the navigation map and go to the Delphi system. The Enterprise encounters Trelane. Pick choices 4, 3, 1. Defeat Trelane's triplane, then settle on choice 3. If you're on Federation Cadet difficulty, the fight is skipped. Trelane transports Kirk, Spock and McCoy to a cellar, where they meet Ellis. Use the crate in the upper right corner of the room. Take the Schnapps. Get a stick from the ground. Pour the Schnapps on the straw in the corner, then use the stick on the straw. Talk to the guard who comes in and pick choice 2. Leave the building. Use Kirk on the soldier who punches the elderly man. Use McCoy's medkit on the old man. Talk to Ellis. Pick choice 1. Head into the tavern. Gretel and a drunk soldier argue. Select choice 1. Use McCoy on the beer kegs. Exit the tavern. Go across the street and into the shoppe. Talk to the young cashier three consecutive times, and pick choice 1 each time. Leave the shoppe and head for the left side of this town. The group walks onto a street with three separate buildings. Enter the building on the right. A man named Eckhart lies on his couch. Use the medkit on Eckhart. Use Spock on the gramophone. Use the broom on the floor. Exit the apartment. It's time to visit the middle building, which is a school. Talk to Hauptmann. Select choice 3. Use Spock's tricorder on the blackboard. Chat with the teacher and pick choice 5. Leave the school. Next stop is the armory, but a rabid dog blocks the way. Use the shoppe's meat and then the medkit on the dog. Continue into the armory. The inhabitants have passed out from the beer that McCoy had drugged. Tie up the commander at his desk with the rope. Use the medkit on him. Use Spock on the commander and on the safe afterwards. Obtain the TNT in the safe as well as a rifle before departing. When Kirk's back outside, go left. The group is suddenly in a wartime trench. Use the medkit and Spock's tricorder on the soldier. Talk to the soldier and use choice 3. Backtrack to the tavern and give the soldier's letter to Gretel. Now enter the tavern's backdoor to see three card sharks. Talk to Sundergard twice; he is the player in a green suit. Pick choice 4. Use Eckhart's money on the card table. Go back to the shoppe, talk to the cashier and select choice 2 to buy the clock. Return to the armory. Use the rifle on the commander. Pick up the signed transfer papers. Go back to the trench and speak to the soldier. Pick choice 3 to acquire the locket. Travel back to the tavern's backroom. Give the transfer papers to Sundergard. Talk to Sundergard and pick choice 3. Go the front of the tavern and converse with Schiller, who wears a green suit. Select choice 3. Take the superintendent's letter. Revisit the school. Give Schiller's letter to the teacher, then Kirk can gain the blackboard. Head back to the street outside the tavern. Move right to discover a field with Trelane's triplane. Ellis confronts Kirk, so pick choices 2 and 1. Walk on the path to the right. Use the science tricorder on the castle. Go back to the triplane. Put the locket, chalkboard and clock in the triplane. Use the TNT on the triplane. Trelane teleports the group inside his castle. Pick choice 2. Use Spock's tricorder on Trelane's painting, then use the rifle on the portrait. There are four bottles atop the fireplace. Examine the two bottles closest to the door. When Trelane freezes Ellis, accept choice 2. Talk to Trelane again and choose choices 3 and 2. Start another conversation with Trelane, and pick choices 1 and 3. Trelane teleports Kirk to the trenches. Speak to Trelane. Pick choices 1, 3, 3. ============================================================================== 6 - Episode 4: Light and Darkness (LTDK) Plot a course for Onyius II on the navigation map. Enter standard orbit and beam down to the planet. Analyze the structure's exterior with the science tricorder. Move right. Use Spock's tricorder on the sensor dish, its control box and the rocks to the left of the sensor dish. Use Kirk's communicator to call the Enterprise for a phaser strike. Head left after a cutscene. Scan the second dish and the controls with Spock's tricorder. Use the communicator. Use Spock on the controls. Move left. Use Spock's tricorder on the third dish and controls. Backtrack to the building and enter it. On the left side of the room is a DNA sequencer. On the right is a DNA replicator. Use the stun phaser on the green ooze stuck on the DNA replicator. Walk through the left door. A blue creature with the name of Vizznr stands inside. Talk to Vizznr and pick choices 1 and 1. Go right twice. There's a radiant projection named Azrah in the other room. Talk to Azrah and pick choices 2, 2, 1, 3. Get the sample dish that drops from the slot. Head back to Vizznr's room. Use Spock on the red computer's keyboard to reactivate Vizznr. Talk to Vizznr and pick choices 2 and 1. Procure the sample and go right. Use the blue sample on the small door on the DNA sequencer machine. Talk to Jons and pick choices 3, 1, 1. Use both samples on the sequencer door. Use Jons on the console hooked up to the sequencer, then use him on the replicator console. Take the combined sample that emerges. Walk forward into the only unexplored room. Place the new sample into the machine's slot. Speak to Cicissa. Select choice 3. ============================================================================== 7 - Episode 5: Voids (DIOV) Kirk's latest orders are to survey the Antares Rift, so proceed there using the navigation map. Following the cutscenes, speak to Scotty, Sulu, Chekov, Uhura and Spock. Use Spock on his science station twice. Pick choice 1. Use the science station. Walk into the turbolift. To navigate the turbolift, look for the yellow areas on the bottom half of the reference panel. A pop-up box will display a location's name. Auxiliary Control is located right under the bridge. Click on it to go there. After Kirk arrives, use the communicator to call Scotty. Pick choice 1. Enter the door directly ahead. Promptly use the medical tricorder on the alien. Walk into the turbolift doors to the left. Sickbay is the next destination, which is in the middle of the ship diagram. Enter sickbay on the left. Talk to McCoy. Exit sickbay. Stride down the corridor to end up back in the turbolift. Look at the right-hand part of the ship for Engineering and click it. Walk through the doors. Look under the light for the life support device. Use the Vurian Gas mixture on that device. To the left of Sulu is the life support control system. Operate those controls. When the group is back in Auxiliary Control, use the right side of the console. Leave the room and move to the turbolift. Go to the transporter room. It's located at the bottom left corner on the turbolift map. Scan the colored stones with the two tricorders. Walk to the next screen on the right. Pick up the brown pouch that's outlined on the ground. Go right another screen. After reuniting with Spock, use the medkit on the Vulcan. Head back to the first screen and pick up the pile of blue stones with the pouch. Talk to the Vurian and pick choices 1 and 3. Move right. The Savant greets you. Select choice 1. Initiate another conversation with the Savant. Pick choices 3 and 3. Walk back to the Vurian to talk. Pick choices 1 and 1. Speak to the Vurian again and pick choice 4. Use the pouch on the Savant. Pick choices 2 and 1. ============================================================================== 8 - Episode 6: Museum Piece (MMPE) The Enterprise's next stop is Nova Atar. Launch the navigation map and set out. Beam down to the planet. The museum can be explored after chatting with the curator. To continue the story right away, look for the large door in the room just outside the curator's office. Walk to that door. In the next room, stroll to the door on the right wall. The landing party should be in a room with two security guards. Attempt to go through the door on the right. Kirk is summoned shortly to the curator's office. Alternatively, wait a few minutes. Acquire the bottle of cognac in the nook. Get the note that was underneath the bottle. View the note for a password: VVSOP2123. Pick up the silver tray and lance. Use Kirk on the curator's desk twice to unlock the door. Use Chekov on the knight. Exit the office. Try opening that large door by inputting VVSOP2123. Entering any door will now require entering in that password once. However, this particular door remains locked. Talk to Scotty. Use Scotty on the phaser cannon. Place the capacitors on the white table. Use Scotty on the tall gray computer for heat-resistant wires and a cable. Wait for the capacitors to finish charging. Take one capacitor. Unlock the unseen door at the bottom right of the screen. In the next room, use Scotty on the docking ring. Use the charged capacitor on the robot. Use Scotty on the robot. Use the front of the robot to take back the capacitor. Return to the previous room. Put the depleted capacitor, the docking clamps, the super-conducting wires and the lance on the table. Use the cable on the Klingon console in the bottom left. Use Scotty on the console. Wait. Gather the two capacitors and enter the blasted opening. The door on the right leads to the terrorists, so unlock the door on the left and enter another room. Take a crystal. Use one capacitor on the automated worker robot and decide to energize it. Use Scotty on the active robot. Use Scotty on the probe's new opening. Put the silver tray on the probe. Use the cognac and remaining capacitor on the probe. Wait for the capacitor to charge. Take the capacitor and the silver tray. Go back to the last room. Use the crystal, the silver tray and the capacitor on the communications station in the bottom right of the screen. Use the communications station. Pick choices 4, 1, 2, 1, 1, 2, 1, 1. ============================================================================== 9 - Episode 7: Though This Be Madness... (TTBM) The episode begins with a distress call from the Romulan Neutral Zone. Accepting it leads to a fight with a Romulan Warbird. Playing on Federation Cadet difficulty means Kirk declines the call. After winning the battle, pick choice 2. Another message comes in to send the Enterprise to Atabis. Use your navigation map. Captain Klarr contacts the Enterprise. Pick choice 2. Beam over to the unknown vessel. Move right two screens to enter Tuskin's room. After the dialogue is over, use Spock on the chessboard next to him. Go back to the location where the landing party beamed down. Move left to see Atrioli, who wears a crown. Use Uhura on him. Speak to Atrioli. Pick choice 2. Give the teddy bear to Jakesey, who plays with blocks. Use the switch above Jakesey's head. Use the light panel that flops open. Go through the door right next to Jakesey. The landing party is now in a hydroponics garden. When Klarr comes in, ignore him. Look for a brown plant. Take the feeder hose and keg from that plant's container. Put the keg on the workbench to analyze it. Fire at the keg with a phaser on full power. Put Jakesey's blocks in the keg. Use the full power phaser on the keg again. Take the keg and reattach it to its container. Walk to the brown door. After a conversation with Phays, use the medical tricorder on the woman in the corner. Use Spock on the woman. Walk through the purple door. Walk to the left. Go through the door on the left side this time. There's a food dispenser to the left of Moll, a sad woman. Use it and take the pre-packaged meal. Return to the garden by going through the left door. Check the plant that Kirk revived. There needs to be red fruits growing on the plant. Get them. If they aren't there, leave and reenter the room until the fruits appear. Use the red fruit on Moll. Go back to the room with the beds (it is just before Tuskin's room). Give the fruit to the boy rocking back and forth. Talk to the boy. Pick choices 1, 1, 4, 1. Get the rotting food. Go back to Moll's room and use the decaying food on the medical machine in the bottom right. Tell the computer to continue. Use the box of food on the same machine. Tell the computer to continue. Talk to Moll. Give the tranquilizer in a box to Moll. Walk to the garden and obtain more red fruit. Proceed to Tuskin's room. Offer the fruit to Tuskin. Give the fruit to Klarr. Use the stun phaser on Rackaback, the balding guard. Talk to Gormagon. Walk into the uncovered passage. Give the lightbar to Klarr. Use the dismantled light on the wires that are underneath a computer screen. Pick choices 2, 1, 2, 3, 4, 5. Extract the small glittering paralense from the machine. Insert the paralense into the computer port that has opened up. Read any two topics from the computer's library. Try walking through the portal. Wait. Walk through the portal. ============================================================================== 10 - Episode 8: ...Yet There Is Method In It (YTMI) Pick choice 2. Use Uhura on the Brassican. Use McCoy on the Brassican. Use Spock twice on the Brassican. Talk to Kirk. Pick choices 2, 3, 1. Use Kirk on the Brassican. Pick choice 3. Walk behind the column to talk to Septhi. Select choice 1. Give the paralense to Klarr. Pick choices 1 and 2. Enjoy the ending! ============================================================================== 11 - Legal (LEGL) Star Trek: Judgment Rites is developed and published by Interplay. Star Trek is created by Gene Roddenberry and owned by Paramount Pictures and CBS Studios. This document is not affiliated with any of the aforementioned. All trademarks and copyrights in this document are owned by their respective trademark and copyright holders. This guide can be found on GameFAQs and is copyrighted 2020. This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Thanks for reading. -EOF-