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[CPY] Copyrights 7;:,,,,:::,,. ,X00S .r7;i::,:X:rSZZaX "::::' ____________________ | | | [INT] Introduction | |____________________| Star Trek: 25th Anniversary, as you may guess, was a release celebrating the twenty-fifth anniversary of the release of the original Star Trek. Variations of the game appeared on many different systems, albeit they are all different games. This guide covers the Gameboy version of the game. Although the story and events are different, it plays almost identically to the other Nintendo variations of both Star Trek and Star Trek: The Next Generation. ________________ | | | [CON] Controls | |________________| Flight Mode Directional Pad: Move A-Button: Fire Phasers B-Button: Fire Photon Torpedoes Start: Pause/Status Screen Landing Party Directional Pad: Move A-Button: Fire Phaser B-Button: Change Setting From Stun To Kill, And Vice-Versa Start: Pause/Tricorder ___________________ | | | [WLK] Walkthrough | |___________________| Star Trek: 25th Anniversary begins with a transmission from Admiral McQuilk. He will begin by telling you about the "Doomsday Machine," a weapon capable of destroying entire planets (sound familiar?). In response the Federation has constructed a Proto-Matter Fusion Disrupter, a weapon they believe will be able to destroy the Doomsday Machine. It was installed on the USS Excalibur, but during a preliminary flight the ship was attacked by those damn Klingons. They have taken the disrupter apart and hidden it in twelve pieces across three different worlds. Captain Kirk and the crew of the USS Enterprise are to find the pieces of the disrupter and reassemble them. McQuilk suggests they begin their search on the planet Neural. ************** *[NRL] Neural* ************** Now you need to get to Neural. A starmap will be generated immediately after the transmission. It looks like this: ******************** * K NN A * A: Asteroid Field * A K NN A * E: Enterprise Starting Position * AA KK NN A * K: Klingon Cruisers * AA KKK NN PP* N: Space Amoeba * A K NN PP* P: Planet Neural * AAA NN K * : Empty Space *E AAAA NN KK * * A NN KK A* * K AA AA NN * * K AA A NN * * K A A NN * * A A A * ******************** The Enterprise will constantly move forward, meaning you almost certainly will hit the asteroid field directly in front of you. Try to aim for the narrow area just above the Enterprise's starting location. When you hit the asteroids you will go into a scrolling shooting sequence in which you must guide the USS Enterprise through hurtling asteroids and deadly planetoids. Shoot the smaller astroids that come at you, but be wary of the big ones on the sides of the screen. These have gravitational fields that will pull you in and destroy you if you touch them. A small gauge at the bottom of the screen shows you how far you are, so just keep at it until you come out. Once you return to the star map just keep going straight. You'll fly directly into the Klingon cruiser in front of you. This will start another shooting sequence, except now you'll be attacked by hordes of Klingon ships and only a few asteroids. Shoot your way through this and head into the space ameoba in front of you. This sequence is again like the others, but not you will be attacked by giant space amoebas. (These things probably are inspired by the classic series episode "The Immunity Syndrome.") Once you punch through them fly straight for Neural. (Password: 0523.4) Kirk, McCoy, and Spock will beam down to the planet. Kirk will suggest they split up and try to find the disrupter pieces. Spock will remind you that the tricorder can pick up the beat particles it emits. Hit Start to see the tricorder screen. The numbers on the side don't mean anything so ignore them from now on. The arrows pointing north, south, east, and west will indicate which direction to go to find a piece of the missing disrupter. Leave the tricorder screen and begin your search. If you approach something and a question mark (?) appears on the bottom of the screen, hit the Start-Button to scan it and see what it is. Avoid touching the plant life as most of it will hurt you. Make your way southeast. Your phaser can destroy the plants if it is set to kill, so if you have to blast your way through some to keep going by all means do so. Soon you'll encounter some rather large lizard creatures. Avoid these things and keep going southeast. A few screens more and Spock will call you to tell you to go thirty meters northeast. To get there you have to cross a moss field. Watch the poison moss as it grows and rescedes. When it rescedes run past it. The piece you're looking for is in the northeasternmost corner of the map. There is a rock in that corner. Shoot it to claim the disrupter piece. Start moving south through the moss fields again. Use your tricorder to locate another piece along the western edge of the fields. Again it is under a rock, so you'll have to shoot it to claim the piece. Move south. If you come to a river head west along it. You'll eventually come to a first-aid kit. Grab this to heal yourself and move south through the opening. You'll come to some small forcefield generators. Get the timing down and move through them. Use your tricorder to locate the exact spot of the disrupter piece (it's in the middle of a big patch of those forcefield things). Head west and claim the phaser battery you will most likely need. Keep going west through an open field and then some forcefield generators. You'll come to the edge of the screen. From here go north a couple of screens. Check your tricorder and locate the rock hiding the last piece of the disrupter on Neural. Once you have it the away team will beam back to the Enterprise. Admiral McQuilk will send you a new message. It seems those pesky Klingons are now moving towards the planet Kalanda. You better go check it out. (Password: 7552.3) *************** *[KAL] Kalanda* *************** The Enterprise will set a course for Kalanda and that means it is time for a space map. It plays just like the last one, except you have a couple of changes in what you will face: ******************** * T AAA * A: Asteroid Field * T R AA A * E: Enterprise Starting Position * T AA A * P: Planet Kalanda * T T R T R * R: Romulan Warbirds * T RR T R A* T: Tholian Drones * TT A R T R T * : Empty Space *E T AA TT R A * * AA AA T A A * * A A T A PP* * A T R PP* * A T R A * * A TT RR * ******************** Immediately move downwards to dodge the first batch of asteroids and Tholians. You should hit the lower asteroid fields. These fields are the same as before, except about halfway through them you will encounter one new type of asteroid. This new asteroid is stationary and emits some sort of energy shield. This will hurt you if you touch it. You can either dodge these things, or shoot through the energy and hit the inner asteroid. If you do so you can blow it up and make the entire field disappate. Level out once you're through and move on to the Tholians. If you've seen the original series episode "The Tholian Web" you'll have a pretty good idea of what you're in for. The Tholian drones do not fire weapons at you, instead they create "lines" across the screen that will damage you if you touch them. Dodge them if you can, but if you have to pass through one try and make it by while the place you wish to pass through is darkened. About halfway into the Tholian sequences "bubbles" will appear and float towards you. Shoot or avoid these as they do a good amount of damage if they connect. These sequences are easily the hardest you will face on your way to Kalanda. If you've done this right you should now have your choice of either another asteroid field or a Romulan fleet. The asteroids are probably the easier of the two, but if you want to see the Romulans in action you can head for them. The Romulans are just like the Klingons, except that they also posses a cloaking device. They'll fly at you and fire a shot or two, then they'll cloak and try to ram you. After the Tholians, however, these guys are no sweat. Once you make it through you should have a straight shot through to Kalanda. Reach the planet to begin the second half of this stage of the search. (Password: 6541.2) Beam down to Kalanda and head south. Be wary of some of the plants here because although they don't hurt you like on Neural, they can induce intoxication and make your controls act up a little bit. Periodically throughout the level you will also encounter female Klingons. They will beam in to your location once a certain amount of time has passed. They take two shots on stun to temporarily knock out or a single shot on kill to vaporize. Lastly, be wary of dark patches on the ground. These will hurt you if you touch them. When you can no longer go south, move east. At you first chance head south once more and follow the path. Pass by the first-aid for now and continue west. You will come to a more open area filled with the intoxicating plants. Avoid them and locate the disrupter piece with your tricorder. It's hidden under a broken tree trunk. You will likely take a lot of damage doing this. Once you have it head back to the first-aid kit. Head east until you come to an area with a lot of tree trunks. Use your tricorder and find the one hiding another piece of the disrupter. Collect it and make your way back to the place where you started. By this point the planet will be swarming with Klingons. Try and avoid them as you do not have the phaser power to defeat them all. From the starting point head east across the opening and closing platforms. You can stop on the solid parts of the platforms that don't move and sit there in safety, but you will need to cross the platforms when they appear to get to the disrupter piece. Use your tricorder to find its exact location. It is in a tree trunk like before. Once you have it make your way to dry land again by going east. From here follow your tricoder northest across some more platforms. In an upper corner you'll come to some more tree trunks. Use your tricorder to find the last disrupter piece and return to the Enterprise. Admiral McQuilk will contact you again and send you to Triskelion to get the last four pieces of the missing disrupter. (Password: 3310.7) ****************** *[TSK] Triskelion* ****************** Oh yeah, it's time to fly again and this time all your old friends are back to deal out the hurt: ******************** * K A * A: Asteroid Field * NN KK AAA KPP* E: Enterprise Starting Position * NN K AAA KPP* K: Klingon Cruisers * NN A T AA K * N: Space Amoeba * A T K K * P: Planet Triskelion * A A T KKK K* R: Romulan Warbirds *E AA TT KK T * T: Tholian Drones * R T K T * : Empty Space * RR TNN A TT * * RR NN T * * R NN AA * * R TT AA * ******************** After the last journey through space I'm sure you don't want to face those nasty Tholians again. Thankfully the quickest way through also happens to be the easiest. From the get-go move upwards. You'll hit the space amoeba and enter the second incarnation of these strange creatures. The only difference between this round and the first is that the Enterprise now moves slower while the amoeba move fatser. You should have no trouble getting through. From here you'll immediately hit the Klingons. They're rather upset with you because of all the trouble you've been causing. Not only are they faster than before, but they can fire multiple shots at once. This battle will be hard, but it should still be easier than the Tholians from last time. Once you pass them move up until you reach the top of the screen. You'll enter an asteroid field. There's nothing new here, just the same stuff as last time you went through an asteroid field. Just keep going straight here and pass right by the Klingon blockade around the planet. Move down as you pass those Klingons to go into orbit around Triskelion and beam down. (Password: 2307.6) From your starting point on the surface move south and then east. The first piece is in plain sight across a small bridge. Grab it and head south until you find a small transporter console (use the tricorder if you're unsure of what it is). Shoot it with your phaser, set to stun, and then step unto the transporter that becomes powered-up. By now you should have run into the holograms of Spock and McCoy. These guys will teleport in like the Klingons before them. The difference here is that these enemies cannot be killed. They are immune to phaser fire and shooting them will hurt you. They don't have phasers of their own, but they can hurt you if they touch you. Don't be afraid to run from them if you have to. There are hologram prjectors spread around the planet that can be destroyed. If you take these projectors out you can terminate the holograms in a given area. From where the transporter takes you follow the path. Activate another of the consoles and keep following the trail. At the first turn take the southern route. Follow the path to a door and enter it. Here you will find another fork. Go east and follow the path through a door and to a transporter pad and damaged wall. Blow open the damaged wall with your phaser and enter the room it exposes to you. Now this is an interesting puzzle. As you enter this room the tiles will be changing colors. Once you step all the way inside, however, they stop. You can walk around the whole room along the edge without touching anything. You'll find a locked door along the western edge. What you need to do here is step on the black tiles without touching the white ones. You do not have to step on all of the black tiles, just a dozen or so. Each black tile you step on opens the locked door a little, while each white tile closes it a little. Step on the black tiles you can from the edge and then return to the edge and make you way around. Do this as many times as it takes to open the door. Blast the broken wall on the other side of the door and go north. Follow the path to the next transporter, but do not step on it; this transporter is special. A glowing dot will be rotating around the four diagnol corners. These designate where the transporter will go. If it points northwest, for example, it will send you back to the starting point in the northwest. I'll describe below where each of the directions go: (1) As mentioned above, if the glowing dot is pointing northwest you will be taken back to the starting point. If this happens you have to make your way all the way through the maze again back to this point. (2) Northeast takes you to a criss-crossing area of bridges and bombs disguised as disrupter parts. Use your tricorder to find the real disrupter piece and do not touch the fake ones. The real piece is along the far eastern edge. Once you have it head to the southeastern area and activate the transporter console. If you've done that, head all the way northeast and follow the path there west. There is a hallway with lasers moving across it here. Time the movements and make your way down it. Follow the path to the transporter. It will take you to outside the tile room. Simply make your way back to the rotating transporter from here. (3) Southeast takes you to an area with a lot of glowing floors. It also has a good supply of first-aid and phaser batteries. There are a lot of fake pieces of the disrupter here that explode on contact. The real disrupter piece is in the south, past a small hallway that shoots lasers. Time your movements through this hall and then move west from the exit. Use your tricorder to locate the real piece of the disrupter. Go east from here down the path until you come to a control console and transporter. Use these to beam back to the rotating transporter. (4) Southwest takes you to a rather linear area. Head south, shooting the transporter console on the way. The transporter piece is the far southwestern corner. The transporter out is directly south of the piece, but you'll have to go east and then south to get to it. It will take you to the area around the rotating transporter, just beyond the tile room. Once you have all four pieces you will return to the Enterprise where Admiral McQuilk will tell you the Doomsday Machine is entering Federation space. It's up to Captain Kirk and crew to stop it... (Password: 1336.5) **************** *[DOM] Doomsday* **************** Thought you were through with these flying missions? Think again. Everyone and their grandma and their dog is out to stop you now. Here's a breakdown: ******************** * R NN * A: Asteroid Field * RR NN AAA * D: Doomsday Machine * R NNANN T AA* E: Enterprise Starting Position * A T ANN TT AA* K: Klingon Cruisers * A T ANN AA* N: Space Amoeba * A TT K TT * R: Romulan Warbirds *E AA T K R T DDD* T: Tholian Drones * AA K R TAADDD* : Empty Space * R KK RT AA * * R KK T TT * * R K R T * * R K R T * ******************** There is no real good way through this one. Going straight into the asteroid field initially, then manuevering around the Tholians and hitting the Klingons as high up as you can, followed by an upward movement into the second asteroid field, and ending with a downward lunge at the Doomsday Machine is the shortest route through the map, but it takes some fancy flying. However you end up doing it, here is what to expect from each hazard: (Asteroid Field) There aren't any new obstacles this time around, there is just a lot more asteroids. Stationary asteroids fill every screen, while moving asteroids bombard you. There are a lot of planetoids and the way between them is often blocked by both the energy-generating asteroids and stationary ones. (Klingon Cruisers) Aside from more asteroids and a propensity to ram you, the Klingons haven't varied much at all. (Space Amoeba) The amoebas are about the same as last time. You'll move rather slow and there are a lot of amoeba after you, but these sequences seem to be the shortest of the bunch. (Romulan Warbirds) Surprisingly they remain identical to their past incarnations. The Romulan Star Command must be going soft. (Tholian Drones) The Tholians were plenty hard the first time around. Now they increased their numbers and more of them are creating their webs. Avoid them like the plague. Once you get through to the Doomsday Machine you will go through the final scrolling sequence. Space debris float in stationary positions around you while large fireballs travel in straight lines across the screen. These are all easy enough to dodge; nothing you shouldn't be able to handle at this point. Once you make it through the debris you'll come face-to-face with the Doomsday Machine. It looks like a giant wyrm and takes a lot of hits, but it really isn't anything too tough. Just start firing away at the white center in what looks like its mouth. It will move up and down, firing fireballs like Bowser from the original Super Mario Brothers. Just keep firing. Every time you take a fourth of its life off it will explode, shrinking in size. This makes both the area you can hit and the area it can fire its fireballs from smaller. Just keep plugging away at it. Right before it explodes it will try and charge the Enterprise. Hit it a half-dozen more times to make it lose a section of itself. Again each time it explodes and loses a piece of itself it means you've knocked another fourth of its health off. When the Doomsday Machine dies it will explode into nothing, leaving the Enterprise in space alone. You'll get a brief comment about the writer and animator of the game and then you'll get returned to the title screen. The programmers couldn't even give us an ending... _______________ | | | [CLS] Closing | |_______________| ********************** *[SPT] Special Thanks* ********************** CJayC -for creating GameFAQs and posting this guide Jonathan Matthews Software -whose program was used to create the image at the top of this guide ****************** *[CPY] Copyrights* ****************** Star Trek: 25th Anniversary is (c) Konami Super Mario Brothers is (c) Nintendo