star trek judgement rites

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Buy Star Trek Judgment Rites

Buy interplay's star trek classic collection bundle ().

Includes 4 items: Star Trek 25th Anniversary , Star Trek Judgment Rites , Star Trek Starfleet Academy , Star Trek Starfleet Command Gold Edition

About This Game

Captain's log, stardate 6238.4. there is no doubt that you are being watched. by whom or by what type of life form is unknown. even spock is unable to make sense of the data. the occurrences are just too strange:, you are a long way from starfleet command and only you can discover who - or what - is challenging you beyond your wildest nightmares. or can you, system requirements.

  • OS: XP, Vista, 7, 8
  • Processor: 1.8 GHz Processor
  • Memory: 512 MB RAM
  • Graphics: 3D DirectX 7 compatible graphics card
  • DirectX: Version 7.0
  • Additional Notes: Two Button Mouse, Keyboard
  • Memory: 1 GB RAM
  • Graphics: 3D DirectX 9 compatible graphics card recommended
  • DirectX: Version 9.0

TM & © 2015 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved. Software © 1997 Interplay Entertainment Corp. All rights reserved.

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star trek judgement rites

Star Trek: Judgment Rites – Guide and Walkthrough

Pc macintosh.

GameFAQs

Guide and Walkthrough (PC) by ironyisntdead

Version: 1.1 | Updated: 04/09/2020

View in: Text Mode

Memory Alpha

Star Trek: Judgment Rites

  • View history

Star Trek: Judgment Rites is a video game published by Interplay which serves as a sequel to Star Trek: 25th Anniversary . The game engine is nearly identical to that of its predecessor, with some minor improvements in graphics and game play, such as the varying makeup of the landing party . These landing parties are always led by James T. Kirk , who is the only character the player directly controls.

The game is separated into eight parts, making the game episodic in nature. The parts are mostly self-contained, except for the final two missions which are directly connected. There is also a subtle overarching plot which is resolved in the end. The plot lines are varied, including a hostile takeover of a Federation research facility, exploring strange alien environments and the return of Trelane , now infatuated with the First World War.

The game was published on both floppy discs and CD-ROM. As with Star Trek: 25th Anniversary , the enhanced CD-ROM version includes voice acting by the original regular cast. In addition, William Campbell reprises his role as Trelane and Majel Barrett voices the on-board computer on the USS Enterprise . Unfortunately, this required the computer's database to be trimmed significantly, as in the floppy version it contained a plethora of information from TOS which was not crucial for finishing the game.

Judgment Rites was also released in a Limited Collector's Edition with a run of 75,000 copies. This included the enhanced CD-ROM version of the game, another CD-ROM with a behind-the-scenes documentary and interviews with Gene Roddenberry and Leonard Nimoy , a specially designed badge, and a video cassette containing the episode " The City on the Edge of Forever " (the UK version of this video cassette also contained the previous episode, " Errand of Mercy "). A different, earlier limited collector's edition had the game on 3.5" floppies and contained a VHS video cassette of the Star Trek movie Star Trek II: The Wrath of Khan .

With the exception of the canceled game Star Trek: Secret of Vulcan Fury , which was originally intended to feature the entire original cast, DeForest Kelley 's participation in lending his voice to Judgment Rites marked the final occasion in which he portrayed the role of Leonard McCoy .

  • 1.1 "Federation"
  • 1.2 "Sentinel"
  • 1.3 "No Man's Land"
  • 1.4 "The Light And The Darkness"
  • 1.5 "Voids"
  • 1.6 "Museum Piece"
  • 1.7 "Though This Be Madness..."
  • 1.8 "...Yet There Is Method In It"
  • 2.1 Starring
  • 2.2 Co-starring
  • 2.3 Guest starring
  • 2.4 Featuring
  • 2.5.1 "Federation"
  • 2.5.2 "Sentinel"
  • 2.5.3 "Yet There is Method In It"
  • 2.5.4 "Light and Darkness"
  • 2.5.5 "Voids"
  • 2.5.6 "No Man's Land"
  • 2.5.7 "Museum Piece"
  • 2.5.8 "Though This be Madness"
  • 2.6.1 Collector's Disc credits
  • 3 External links

Missions [ ]

Note: This describes as closely as possible the intended sequence of each mission, as required for attaining "100% completion" or close to it. It may be possible, by following slightly different actions, to achieve a higher score.

"Federation" [ ]

Stardate 6223.8: The game begins with the Enterprise encountering a rift in space. Through this rift emerges the USS Alexander ( β ), badly damaged, apparently having traveled back in time from the near future. Luke Rayner ( β ), captain of the Alexander , manages to contact Kirk and warn him of the impending destruction of the Federation , before the Alexander explodes.

The Enterprise traces the Alexander 's path back to Espoir Station ( β ), a Federation research station studying a powerful singularity. Upon beaming on board, Kirk, Spock, and McCoy are met by none other than Ies Bredell ( β ), the same villain who destroyed the USS Republic . ( Star Trek: 25th Anniversary ) Bredell and a group of Vardaine soldiers have taken over the station, with the help of the chief scientist on board, Dr. Munroe. Bredell activates a powerful tractor beam to disable the Enterprise and, after revealing his plan to use a cloaked secret weapon powered by the nearby singularity against the Federation, throws the three men in the brig.

The heroes escape the brig with the help of a sympathetic Vardaine named Menao Sheme ( β ). They proceed to extract information from the station's computer that confirms Bredell's plan to start a war with the Federation, and use it to convince the station's security personnel to help them stop Bredell.

After completing their takeover of the station, the heroes have a showdown with Dr. Bredell in his quarters, where he is stunned. It is then revealed that the cloaked weapon is about to fire directly at Sector 001 (Earth), but the heroes manage to disable it thanks to deciphering Bredell's access codes, decloaking the weapon, and releasing the Enterprise from the tractor beam, allowing it to destroy the weapon. Bredell himself is arrested and put on trial for war crimes.

Two different, less optimal versions of the episode's ending can be achieved. The first comes if you forget to sabotage the station's shuttlecraft, which allows Bredell to escape and moderately reduces the mission score. The second happens if you choose to kill Bredell rather than stunning him, which results in a massive increase of anti-Federation sentiment on the Vardaine homeworld and severely reducing the mission score.

"Sentinel" [ ]

The Enterprise is contacted by a survey ship, the USS Demeter ( β ), which is observing a stone-age species on the planet Balkos III ( β ). The ship's captain, Gellman, informs Kirk that upon scanning the planet the Demeter was itself scanned by a powerful beam, and retreated to the other side of the planet for safety. Kirk, Spock, and McCoy beam down to an underground complex which is the location where the scanning beam originated. There they discover an abandoned but technologically advanced alien base. They proceed to explore it despite numerous force fields barring their way and preventing access to its machinery.

The heroes eventually use some of the unrestricted machinery to construct badges that allow them to deactivate several of the force fields. Using an unprotected terminal they decipher the aliens' pattern-based language and deactivate the remaining force fields. Upon doing so, they discover that the purpose of this facility is to administer a synthetic pheromone to the Balkosians, which is causing them to become more aggressive. Spock also comes to the conclusion that the Balkosians themselves were placed on this planet by the same aliens who built the facility, as an experiment. Kirk theorizes that the experiment may actually be a test for the Enterprise crew, given the strange manner in which puzzles and problems are placed in their way.

Finally, they also discover a vast array of highly advanced technological data (primarily, techniques on creating three-dimensional holograms) cached in one of the computers – however the computer that distributes this data is rigged so that retrieving it would cause the alien pheromone to be released into the planet's atmosphere, causing all Balkosians to become permanently aggressive.

Kirk finally decides to abandon the information cache in favor of disabling the pheromone machine, allowing the Balkosians to be free of outside influence. Upon beaming back to the Enterprise , Uhura receives a message coming directly from the planet below which reads " Subject suitable, testing continues ". The meaning of this message remains unknown for now.

"No Man's Land" [ ]

The Enterprise is scheduled to explore radiation clouds in the area, when they are contacted by Starfleet and asked to investigate the disappearance of three Federation vessels in the Delphi system. The latest vessel to disappear was the USS Zimbabwe ( β ).

Upon reaching the Delphi system, the Enterprise encounters a World War I triplane – a red Fokker DR-1 – piloted by none other than Trelane , an all-powerful but childish alien being obsessed with Earth's wars. Trelane proceeds to pummel the Enterprise , and eventually whisks Kirk, Spock, and McCoy to an inaccurate recreation of the fictional town of Gothos in 1918 Germany. They find themselves imprisoned in the wine cellar beneath one of the town's buildings.

In this makeshift prison our heroes meet the first officer of the Zimbabwe , one Commander Ellis, who blames Kirk for the death of his redshirt friend Ralph Garvin on one of the Enterprise 's away missions. ( TOS : " Obsession ") Nevertheless, Ellis helps our heroes escape the cellar, and they begin to explore the town. They meet several stereotypical characters, including a female spy working for the French, several patriotic Germans, and those who are opposed to the war. The town's residents, later revealed to have been the mind-altered crew of the freighter Shinobi (one of the kidnapped vessels), believe that Kirk is in fact "Lt. Col. Jimmy Kirk", an American flying ace and nemesis of Baron von Gothos (Trelane). They extend great courtesy towards him, claiming that Trelane has ordered him not to be harmed.

Spock quickly determines that several seemingly-random objects in the town (a clock, a blackboard, and a locket) serve as focal points for Trelane's power, and he theorizes that destroying these objects would disrupt the force field protecting Trelane's castle which overlooks the town. The team spends much of the episode running various errands for the townsfolk to earn money and support towards acquiring these objects.

Along the way, Kirk has an argument with a fictional fascist military officer about the merits of republicanism versus dictatorship, breaks into the local armory to steal a package of dynamite (required to destroy the objects of power he's collected), displays his skill in playing poker, and helps an old one-armed war veteran of the Franco-Prussian War clean his apartment. Of note is one scene of a front-line trench next to the town, where a lone German soldier lies perpetually dying "for dramatic effect". The scene emphasizes that the town is a romanticized version of wartime Germany, and bears little resemblance of the horrors of World War I.

Finally, our heroes put the three objects of power into Trelane's triplane – itself the fourth and last object of power – and destroy it with explosives. This prompts Trelane to transport them into his castle where they discover all four hijacked ships (including the Enterprise ) shrunk down into bottles on Trelane's mantlepiece. Examining the third ship, the Zimbabwe , causes Ellis to fly into a rage and attack Trelane, who responds by turning Ellis into a statue. Kirk offers himself in Ellis' place, which Trelane refuses, but releases Ellis anyway.

Kirk attempts to reason with Trelane, persuading him to scan the Enterprise 's data banks and make a true recreation of the war as it really happened. Trelane transports himself and Kirk into his recreation: a bloody and grim scene of a wartime trench, littered with dismembered bodies and black mud. Kirk proceeds to explain that there was nothing glorious nor romantic about the war, and eventually convinces Trelane to lose interest in the subject. Trelane releases the captured ships, but hints that he and Kirk will meet again in the future.

An alternate way of dealing with Trelane is to goad him into attacking Kirk with his powers. This draws the attention of Trelane's nanny, who had been looking for him. The nanny promises to set everything right and cut Trelane off from our universe permanently, dragging him away back to another dimension. This ending isn't quite as optimal as the "trench" ending, but it is still possible to get the maximum possible score with it.

In the epilogue for this mission, it is revealed that Kirk and Commander Ellis – who've spent much of the mission exchanging harsh words – have finally let their mutual aggression out through a game of zero-gravity squash. Kirk says that he's put in a request to transfer Ellis to the Enterprise .

"The Light And The Darkness" [ ]

Starfleet informs the Enterprise of a distress signal received from an unexplored class M planet in the Onyius system. On arrival, Spock detects only two lifeforms on the barren and inhospitable planet, near to the point of origin of the broadcast. Kirk, Spock, and McCoy beam down to investigate, accompanied by a xenobiologist named Ensign Jons.

At their beam-down coordinates, the away team discovers a large structure which appears to have been standing there for around fifty thousand years, and was sealed with a force field until not long ago. Inside, they discover advanced DNA sequencing and replication machinery in perfect condition, and easily operable by the skilled xenobiologist.

In an adjacent room, the away team discovers a machine containing a colony of single-celled organisms. A holographic image appears, resembling a grotesque demonic creature – supposedly an anthropomorphic representation of this single-celled species. The hologram, calling itself Vizzner, explains that his species is known as the Alphans, and that they seek to be saved from their mortal enemies, the Omegans, who had invaded their planet and sought to destroy them. After conversing with Kirk, Vizzner suggests that Kirk pay a visit to another room in this facility. When he does so, Kirk discovers that the other room contains a similar machine, with another single-celled alien colony growing inside. Once again, a hologram appears, this time in the form of a glowing angel calling itself Azrah, and explains that it represents the species called the Omegans. He beseeches Kirk to destroy the Alphans and rid the universe of their deceit, lies, and overall dark influence.

Upon examination by Dr. McCoy, it quickly becomes evident that each of the two species has a unique advantage – one reproduces quickly, while the other has superior metabolism. However, each species also has a serious flaw – one has very poor metabolism, while the other reproduces extremely slowly. McCoy and Spock theorize that the creatures used to belong to a single species, which was somehow split into two species using the machinery in this facility, each receiving only one of the strengths of the original, and thus becoming unable to evolve properly on its own.

Kirk engages each hologram in a logical and philosophical discussion, showing the flaws in their prejudice against each other. Finally he convinces both species to relinquish DNA samples to be used in rejoining them into a single organism.

Unfortunately, once they try using the genetic machinery in the facility to rejoin the two species, the sequencing process inexplicably fails. Suspecting foul play, Kirk questions Ensign Jons and discovers that he has been sabotaging the DNA sequencing due to his beliefs that the "pure and angelic" Omegans should not be tainted by the "foul and demonic" Alphans. After convincing Jons to abandon this unfounded preconception of morality (which he is applying to the holographic representation of what is essentially single-celled organisms incapable of "right" and "wrong"), the resequencing is completed, and McCoy places the new organism into a third machine to help them grow. A hologram representing this new species, the Gammans, appears before them and attempts to convey an important congratulatory message, but the message is garbled.

The Enterprise detects the message as having come from another solar system, and being received outside the facility. Kirk and his mates discover a sensor array behind the structure, which is misaligned and unable to draw geothermal energy from the bedrock. They use the ship's computer to realign the array, and then heat the rocks using microwaves fired by the Enterprise from orbit. This allows the message to be received properly. The Gamman hologram (calling itself Cicissa) explains that this was a test administered by a species called the Brassica ( β ), who are apparently conducting similar tests in other areas of the galaxy on other species besides the Federation. This confirms Kirk's previous suspicion that he and his crew were being explicitly tested (see " Sentinel "). The purpose of this test is as yet unrevealed.

"Voids" [ ]

Starfleet redirects the Enterprise towards the Antares Rift, to take over the duties of the USS Regulus ( β ) in its exploration of this dangerous sector of space.

Upon arrival, Scott turns off the ship's warp engines to avoid damage from the various anomalies inside the rift. Soon thereafter, a powerful energy burst strikes the ship just outside the bridge, severing sensor-links and communications to the rest of the ship. Spock says that the ship is surrounded by rifts into an alien dimension, which the ship's sensors are unable to detect, and thus cannot be navigated around. He plants a message into the computer so that others on board the ship might be able to read it, and then states that he must reach auxiliary controls to recalibrate the sensors to detect the rifts. However, when he tries to teleport there he mysteriously disappears. For a brief moment, a four-armed alien appears in his place, then disappears as well.

Chief Kyle jury-rigs an escape elevator from the bridge. Kirk, Sulu, Chekov, and Ensign Angus Walker make their way to auxiliary controls, while the ship continues to be pummeled by energy bursts. In auxiliary control, the team encounters the same alien they saw on the bridge, and manage to take a medical tricorder scan before the alien teleports them outside and locks the door. In sickbay, McCoy analyzes the readings and concludes that the creature is a Vurian ( β ), an extinct species that was destroyed in a war around the time of the creation of the Federation's first warp engines. However, the creature (who turns out to be a female) appears to have no special physical abnormalities which would allow her to perform the spontaneous teleporting she seems capable of. McCoy quickly synthesizes a knockout gas that should disable the alien.

Kirk pumps the gas into auxiliary control using the ship's life support system, then teleports there only to see the alien disappear. Upon inspection, Sulu discovers that the ship's controls have not been tampered with, and manages to pinpoint the alien's origin inside one of the spatial rifts. Kirk then teleports into the rift, in hope of finding Spock and returning him to the Enterprise .

The team arrives in a strange place characterized by great mineral-looking colorful boulders scattered around a brown landscape. They encounter the Vurian, who reveals her name as Emminata and tells them that this entire dimension is in fact a powerful being known as the "Savant". This creature abandoned physical existence in favor of an existence in pure joy. Spotting Spock's inability to feel joy, as well as his aptitude for psionics, the Savant has mind-melded with Spock and is keeping him in a deep emotional state.

Kirk locates and speaks with Spock, who says he does not want to be in a state of eternal joy (being a Vulcan, he wishes to forsake all emotions). Kirk tries to reason with the Savant to explain this, but the Savant is reluctant to listen. Fortunately, the team also learns that the Savant's repressed negative emotions are being condensed into these mineral formations that litter the landscape of this dimension. Kirk proceeds to collect a large number of blue gems that are made of pure pain, and throws them into the Savant to get its attention. He then proceeds to convince the savant that Spock is being held against his will, and that creatures should retain their free will and the ability to feel negative emotions as otherwise they cannot advance their minds. Eventually, the Savant releases Spock and the team. The Enterprise quickly heads out of the Antares Rift and proceeds to Starbase 8 ( β ) for emergency repairs.

This is the only mission to have anything comparable to a "redshirt death" from the previous game. If you attempt to pick up the blue gems in the Savant's realm without using a bag, then the redshirt volunteers to get the gems, but is severely injured upon touching them. While he apparently survives the events of the mission, the player's score will be reduced (as in the previous game).

"Museum Piece" [ ]

The Enterprise is headed to Nova Atar for a much-anticipated shore leave. On their way there, Kirk receives a communication from Admiral Richards. The admiral tells him that the Smithsonian Annex museum on the planet, a renowned museum of technology, is holding a ceremony to celebrate the return of one of the museum's artifacts – an old space probe – to its former owners, the Lachians. These Lachians are a race comprised of several family clans, who had escaped the destruction of their old homeworld and resettled on the world of Lachian. They are now petitioning for entry into the Federation, and Richards asks Kirk to represent the federation in the ceremony.

While the crew of the Enterprise take their shore leave, Kirk, Scott, and Chekov beam down to the museum. They explore the museum for a while, inspect the space probe that is to be handed to the Lachians, and are then called back to the curator's office for a toast. Suddenly, the museum's security alert goes off, and the surveillance cameras show that terrorists have infiltrated the space probe display room, and have taken two guards hostage. The curator tries to activate the museum's defensive systems, but is zapped by a booby-trap in his security console and is knocked unconscious.

The heroes try to reach the space probe exhibit, but discover that one of the primary doors was hacked and shut tight by the terrorists. They proceed to assemble a rudimentary electromagnetic accelerator gun using various pieces from the various exhibits around them, and fire a metal lance through the door. On the other side, they continue scrounging useful equipment from the exhibits in the hope of finding a way of thwarting the terrorists' plans before they can tunnel their way out of the museum and make off with the space probe and possibly the hostages.

There are two ways to complete this mission, with only one of them allowing a perfect score. The "wrong" way is to repair an antiquated transporter unit and beam a canister of gas into the space probe exhibit, knocking the terrorists out.

However, the correct way is to repair another broken exhibit – a communications console – and attempt to contact the Enterprise . While doing so, Kirk manages to contact the terrorists instead, and begins negotiating with them. He learns that they represent one of the smaller families of Lachian society, the Onacans. They argue that the space probe (which they call the Quelque) belongs to their entire species, not just the Seransi family to whom the museum was planning on giving this artifact. They explain that the Quelque is the probe that discovered the planet Lachian while their homeworld was dying, and so was instrumental in saving their species from destruction. Therefore, it is a cultural relic that should not belong to just one family or another. Kirk tells the terrorists that their claims are justified, and guarantees that the Federation will intervene in the matter. Subsequently, the terrorists give themselves up without a fight.

"Though This Be Madness..." [ ]

The Enterprise has just completed a resupply mission to several outposts on the Federation border, when it receives a distress signal from a Romulan ship inside the Romulan Neutral Zone .

Optionally, Kirk can decide to violate the treaty and enter the Neutral Zone to assist the Romulan ship. The Enterprise is then attacked by a Romulan Warbird. After destroying it, they are surrounded by four other Warbirds. The Romulan commander thanks Kirk for destroying a "rogue" ship, and then presses Kirk to divulge all information on the Brassica, who have apparently been testing the Romulans, similar to how they've been testing Kirk and his crew. This section is optional, and does not reflect on the score whatsoever.

The Enterprise then receives a priority one message from Starfleet. It appears that an alien ship is about to land on top of a Federation colony on Atabis ( β ), deep inside the Klingon Neutral Zone . Kirk is ordered to survey the situation and do what he can to safeguard the colonists. Upon arrival, the Enterprise discovers that a Klingon battle cruiser is already present. Captain Klarr, the commander of this cruiser, claims that he does not intend any violence, and is only there to protect Klingon interests in the disputed Atabis system. Kirk, Spock, and McCoy beam down to the alien ship, together with Lieutenant Uhura who is brought along to repair the aliens' communications system which are assumed to be malfunctioning. The Klingon captain and his belligerent aide also beam on board the alien ship, to observe Kirk's actions and ensure that they do not pose a threat to the Klingon Empire's interests.

The aliens on board the ship appear to be in various states of mental confusion, bordering on autism or mental retardation. They are apparently the thousandth generation of a species they refer to as the "Builders", having spent centuries on board this colony ship. The only true entity in charge is a machine called the "Phays", which regulates all activity on board the ship. The Phays produces food for the colonists, and heavily medicates it to keep them docile.

Kirk and his crewmates find the Phays computer in a large chamber that has been utterly vandalized. Its core library, which probably contained large quantities of data, has been destroyed. The computer itself speaks, and presents the characteristics of an overly protective parent. It believes Kirk and the others are simply some of the ship's inhabitants, constantly encouraging them to eat, sleep, and play, as one would their children.

Upon examination of the Phays computer, it turns out that it was damaged some time ago, or perhaps badly constructed to begin with. The Phays itself reveals that the "Builders" put all their "damaged" people (that is, people with genetic disposition to mental illnesses) on the ship, and sent them off in a long "trip" which should end with them returning to their home planet centuries later. It believes that it is about to land on its planet of origin, completely unaware of (or perhaps deliriously ignoring) the Federation colony on Atabis. It also believes that it woke up the sleepers in preparation for landing, but this contradicts there being several generations of them, meaning they had woken up much earlier than that.

Kirk and his team also encounter a gang of bullies on the ship, lead by a paranoid individual called Tuskin. They discover the gang's "hideout" (a play room filled with toys) and their tricorder readings indicate a hidden passage behind it that leads through a warp in space-time. To gain access to that passage, Kirk must first earn the trust of various individuals throughout the ship. In particular, he fixes a hydroponic garden and harvests the nutritious fruit from one of the plants. He then synthesizes a tranquilizer drug, and has one of the aliens administer it to Tuskin to render him unconscious.

Going through the anomalous passage in the play room, the crew and the Klingons arrive in a room which is literally the inside of the Phays computer. They repair a broken node in the machine, and restore the Phays to a coherent state. The computer acknowledges that it no longer intends to land on the Federation colony on Atabis, and divulges some more information. However, it does not directly answer any of the most relevant questions about the purpose of the alien ship or any of the events witnessed on board. It finally gives Kirk a storage media device that is supposed to contain all these relevant answers. Upon examining the data, Kirk concludes that it does not contain any straightforward answers either, and confronts the Phays about this. The Phays then admits that this has all been just a test, and invites all characters present (including the Klingons) into a dimensional portal, promising that they would meet the Builders on the other side. They accept this invitation and go through. Klarr's aide is reluctant to let his captain be dragged into what he called a "Federation trap". However, Klarr punches his aide out cold, and orders him transported back to the Klingon ship. Kirk's team and Klarr proceed into the portal…

"...Yet There Is Method In It" [ ]

The characters arrive in a surreal landscape of large solid cubic shapes floating in a void. A tricorder reading reveals this to be a sophisticated hologram. The large face of a Brassican ( β ), a green alien creature with large eyes and what appears to be a beak-like mouth greets them, and begins administering an oral test where there appears to be no one correct answer to any question. The answer to each question is one of the people present, and only one may give the team's final answer.

The first question is: " Who amongst you goes through the greatest pains in pursuit of life? " McCoy suggests himself, being a doctor who fights for the lives of others. Spock also claims that he may be the one, as he struggles to understand all things in the universe. Kirk and Klarr argue that as starship captains, they bear the responsibilities for the lives of their crew, but then they are two people and only one can be the correct answer. Finally, Uhura says that as a female, she would go through the greatest pains through childbirth and raising children. Kirk tries to wrestle a hint out of the Brassican performing the testing, arguing that without understanding the Brassicans, it would be impossible to give any answer. However, other Brassican voices out of the void interfere – it appears that the Brassicans are divided on whether or not they should contact other species to begin with, and are reluctant to provide any assistance in the test. Still, the testing Brassican gives a hint, which is unfortunately as obtuse as the original question. Kirk eventually weighs his options and selects Uhura. She disappears, but the Brassica do not say whether it was the correct choice. The remaining characters are whisked to another location in the void to continue testing.

The second question goes as follows: " Who amongst you wrestles most intensely with the chaos of life? " Once again Kirk and Klarr argue on whether being a ship's captain is the answer, as they must struggle with managing the hundreds of crewmembers under their command in the chaotic life out in space. Klarr, however, argues that a Klingon crew is far more chaotic, and therefore his struggle is harder. Spock believes that he might be the correct choice, being a scientist who wrestles with the chaos inherent to the laws of the universe. McCoy suggests himself, as a doctor, who wrestles with the unpredictable at the very edge between life and death. Once again, Kirk asks for clarifications, but receives ambiguous philosophical replies rather than straightforward hints. It is becoming clearer that one of the Brassican voices is decidedly suspicious of Humans and does not believe they can pass the test. However, the other voices seem to be encouraged by Kirk's determination to understand the situation and the Brassica better. Finally, Kirk selects McCoy as the answer to the question. Again, McCoy disappears, and the others are transported to a new region of the void.

The third question is much more complex than the first two: " PIG + X = COW ". To make things more complex, each of the other individuals remaining (Spock and Klarr) heard the question differently. Klarr heard the question in Klingon, roughly translated as " Plant + X = Hive Paper ". Spock heard it as " Chicken + X = Reality " (if McCoy or Uhura is present, they will hear the question as " Peace + X = Home " and " Rock + X = Flight " respectively). Klarr proceeds to create an complex explanation that ties pig to chicken to plant, which leads him to believe that the answer is "egg". Kirk dismisses this as over-stretching it. Kirk believes that only "Pig + X = Cow" (which is the way he heard it) is the true question, and attempts to solve it by decoding it via anagrams or other methods. Spock, however, believes that there is no answer at all – that the question is intentionally nonsensical. This finally appeals to Kirk, who selects Spock to give his answer (that there is no answer) to the Brassicans. He disappears, and Kirk and Klarr continue to the next test.

The last question, far more ominous than before: " Why should you be the one to leave this place alive? " Kirk asks the Brassicans whether the question is hypothetical, or whether it is a threat that one of them, either Kirk or Klarr, will not be allowed to leave this place alive. The Brassicans again mince their words – they say it is a philosophical question, and that it should be taken at face value: " explain why you are more worthy of continuing to exist ". However, they also point out that there are fewer people here now than they were before, indicating that indeed one of the two might not be allowed to leave. For once, Klarr and Kirk appear to have the same opinion about this: They are adamant that neither of them will present themselves as having more reason to be allowed to leave. They present their decision to the Brassicans: either they both die, or they both leave. The Brassicans are pleasantly surprised by this answer, and as consequence, they teleport Kirk and Klarr to their home planet.

Note that it is possible to get one answer wrong, and still continue in the mission. However, McCoy cannot be given as the answer to the first question, and Spock must not be given as the answer to either of the first two questions, or else the mission will become impossible to complete. In the event that Kirk ends up facing the final question with someone other than Klarr, then Kirk must put himself forward as the only one to leave the room alive. Conversely, if Klarr is present then the only acceptable solution is to give the "both of us or neither of us" answer, as Klarr will physically attack Kirk if he tries to advance by himself. Regardless of who is in the room, or if you have answered any of the previous questions correctly, Kirk must never volunteer to sacrifice his own life, as this will cause an instant game over.

The Brassicans congratulate the two captains on their performance, and teleport the missing (unharmed) crewmembers into the room as well. They acknowledge that they will open formal relations with both the Federation and the Klingon Empire. One of the Brassicans converses with Kirk in private. He tells Kirk that the Brassica are concerned about the Klingons, and fear that the Klingons might try to invade them in the future. He offers Kirk a data crystal containing a probe scan of Klingon space, which should help the Federation strike deep into Klingon territory in the event that they betray and attack the Brassicans. Kirk takes the data crystal and reveals it to Klarr. Klarr then admits that the Brassicans have given him a similar crystal, claiming it contained a scan of Federation space. Faced with a final decision, Kirk hands his crystal to Klarr, asking him to destroy both crystals, which he does, saying that " Trust breeds trust ". The Brassicans then reveal that this was the final test, and that both crystals were blank (there were no scans of either space made, at least they claim so). There are a couple of minor variations on the mission's ending, including having Kirk smash his crystal first, which causes Klaa to do the same, or having Kirk and Klaa agree to smash their crystals simultaneously; getting Klaa to destroy both is considered the optimal ending, however.

In the epilogue, we learn that the Brassicans have initiated formal relations with both the Federation and the Klingons. Uhura was offered the role of ambassador, but declined, saying that it was " probably just another test anyway ".

Credits [ ]

Starring [ ].

  • DeForest Kelley as Leonard McCoy
  • Leonard Nimoy as Mr. Spock
  • William Shatner as James T. Kirk

Co-starring [ ]

  • Majel Barrett as the Enterprise computer
  • James Doohan as Montgomery Scott
  • Walter Koenig as Pavel Chekov
  • Nichelle Nichols as Lt. Uhura
  • George Takei as Hikaru Sulu

Guest starring [ ]

  • William Campbell as Trelane

Featuring [ ]

  • Catherine Battistone as the Narrator
  • Melodee M. Spevack as Admiral Melanie Cain ( β )
  • Anthony De Longis as Admiral Chris Richards ( β )

Other voice cast [ ]

  • Ken Allen as Capt. Luke Rayner ( β )
  • Steve Bulen as Eadric Kamend ( β )
  • Johnny Cann as Guard 2
  • Roger Kern as Menao Sheme ( β )
  • Steven Kramer as James Munroe ( β )
  • Ernie L. Guderjahn as Guard 1
  • Mike Reynolds as Ies Bredell ( β )
  • Melodee M. Spevack as Ops
  • Simon Prescott as Bivander Zane ( β )
  • Terrence Stone as Vardaine Assistant
  • Michael McConnohie as Gellman

"Yet There is Method In It" [ ]

  • Clynell Jackson III as Capt. Klarr ( β )

"Light and Darkness" [ ]

  • Steven Kramer as Azrah ( β )
  • Mike Reynolds as Vizznr ( β )
  • Kerrigan Mahan as Mr. Jons
  • Doug Stone as Cicissa
  • Douglas Coler as Lt. Walker [1]
  • Eddie Frierson as Lt. Kyle
  • Clynell Jackson III as Vurian
  • Melodee M. Spevack as Debug
  • Michael McConnohie as Savant
  • Sylvia Biller as Gerhard / Babysitter / Pupil
  • Molly Brandenburg as Frau Humperdink / Wolfgang / Pupil
  • Steve Bulen as Nielson
  • Douglas Coler as Sundergard
  • Michael G. Pender as Soldier 2
  • Melora Harte as Maria / Pupil
  • Joyce Kurtz as Ingrid
  • Ernie L. Guderjahn as Old Man
  • Mike Reynolds as Eckhart
  • Kerrigan Mahan as Gellert
  • Michael McConnohie as Soldier 1
  • Edie Mirman as Boy / Pupil
  • Simon Prescott as Uhland
  • Madalyn Rofer as Gretel
  • Doug Stone as Schiller
  • Terrence Stone as Kapitan Hauptmann
  • Tom Wyner as Commander Ellis
  • Anthony De Longis as Commander
  • Eddie Frierson as Lucas
  • Michael G. Pender as Guard
  • Madalyn Rofer as Door
  • Anthony De Longis as Curator Breznia

"Though This be Madness" [ ]

  • Johnny Cann as Grinagog / Romulan
  • Douglas Coler as Gormagon
  • Eddie Frierson as Romulan
  • Michael G. Pender as Rabe
  • Melora Harte as Console / Moll
  • Clynell Jackson III as Capt. Klarr
  • Roger Kern as Romulan
  • Steven Kramer as Klingon Aide
  • Joyce Kurtz as Computer
  • Ernie L. Guderjahn as Rackaback
  • Melodee M. Spevack as Fase
  • Kerrigan Mahan as Stambob
  • Richard Mulligan as Xenti
  • Simon Prescott as Tuskin
  • Doug Stone as Jakesey
  • Terrence Stone as Atrioli
  • Executive Producer: Brian Fargo
  • Producers: Jacob R. Buchert III, Bruce Schlickbernd
  • Associate Producer: Scott Everts
  • Art Director: Todd J. Camasta
  • Main Programmers: Paul Allen Edelstein and Jayesh J. Patel
  • Set Design: Lil' Gangster Entertainment
  • Set Design for Light and Darkness : Phil Hanks and Frank Mandiola
  • Set Cleanup and Miscellaneous Props: Molly Talbot
  • Director 3D Imaging: Robert Nesler
  • 3D Modeling and Cinematographic Sequences: Thomas Glinskas and Michael Packard
  • Opening Movie Rendering: Tim Wilcox
  • Opening Movie Processing: Paul Allen Edelstein and Bill Stoudt
  • Additional System Programming: Robert E. Heitman (Triton Interactive)
  • Additional Scripting: Matt Blair (Triton Interactive)
  • Additional Animations: Katherin Heitman (Triton Interactive)
  • Sound Mastering: Craig Duman
  • Sound Editing: Chris Borders, Sergio A. Bustamante II
  • Additional Sound Effects: Larry Peacock, Sergio A. Bustamante II
  • Director of Quality Assurance (Enhanced CD Version): Jeremy S. Barnes
  • Assistant Director of Quality Assurance (Enhanced CD Version): David L. Simon
  • IS Manager: Darren L. Monahan
  • Compatibility Manager: John Werner
  • Lead Tester (Enhanced CD Version): Lawrence Smith
  • Assistant Lead Tester (Enhanced CD Version): Jeff Woods
  • Testers (Enhanced CD Version) Marc Duran, Savina Greene, Daryl Guetzkow, David Hendee, Cory Nelson, Phuong Nguyen, Quinn Summers, and Steve Thesken
  • Very Special Thanks Scott Bennie and Scott Everts
  • Producer (Enhanced CD Version): Ken Allen
  • Line Producer (Enhanced CD Version): Todd Loenhorst
  • Star Trek Theme Rendition: Richard Band
  • Star Trek Theme Composers: Alexander Courage and Gene Roddenberry
  • Music From Star Trek: 25th Anniversary : David Govett and George Alistair Sanger
  • Sound and Music: Gregory R. Allen
  • Additional Music Conversions: Rick Jackson
  • Digital Sound Effects: Gregory R. Allen, Charles Deenen, and Clive Mizumoto
  • Sound Effects Assistance: Brian Luzietti
  • MT‑32 Sound Effects: Rick Jackson and George Alistair Sanger
  • Directors of Quality Assurance (Original Floppy Disk Version): Kerry Garrison and Kirk Tome
  • Assistant Director of Quality Assurance (Original Floppy Disk Version): Rodney N. Relosa
  • Lead Tester (Original Floppy Disk Version): Floyd Grubb
  • Testing Crew (Original Floppy Disk Version): William Church, Raphael Goodman, Michael Packard, Vun Renich, Dean Schulte, John Sramek, and Christoper A. Tremmel
  • Manual Text: Scott Bennie, Jacob R. Buchert III, Scott Everts, Kelly O'Guinn, and Bruce Schlickbernd
  • Manual Design: Larry Fukuoka and Ed Rubin
  • Movie and Sound Pack Coproducers: Scott Everts and Wesley Yanagi
  • "Federation" Writer: Scott Bennie
  • "Federation" Directors: Greg Christensen and Mark Whittlesey
  • "Federation" Costumes and Special Effects: George Almond and Scott Bieser
  • "Sentinel" Writer: Mark O'Green
  • "Sentinel" Director: Chris DeSalvo
  • "Sentinel" Costumes and Special Effects: Bryon Carson and Arlene C. Somers
  • "No Man's Land" Writer: Scott Bennie
  • "No Man's Land" Director: Chris Jones
  • "No Man's Land" Costumes and Special Effects: George Almond , Scott Bieser, Todd J. Camasta, Scott Mathews, and Bruce Schlickbernd
  • "Light and Darkness" Writer: Michael A. Stackpole
  • "Light and Darkness" Director: Chris DeSalvo
  • "Light and Darkness" Costumes and Special Effects: Todd J. Camasta
  • "Voids" Writer: Scott Bennie
  • "Voids" Directors: Greg Christensen and Mark Whittlesey
  • "Voids" Costumes and Special Effects: Cheryl Austin and Eddie Rainwater
  • "Museum Piece" Writer: Mark O'Green
  • "Museum Piece" Director: Wesley Yanagi
  • "Museum Piece" Costumes and Special Effects: George Almond , Scott Mathews, and Bruce Schlickbernd
  • "Though This be Madness" Writer: Elizabeth T. Danforth
  • "Though This be Madness" Director: Wesley Yanagi
  • "Though This be Madness" Costumes and Special Effects: Cheryl Austin, Bryon Carson, Eddie Rainwater, and Arlene C. Somers
  • "Yet There is Method in it" Writer: Elizabeth T. Danforth
  • "Yet There is Method in it" Director: Mark Whittlesey
  • "Yet There is Method in it" Costumes and Special Effects: George Almond , Scott Bieser
  • Spoken Dialog Recorded at: Hollywood, Interplay Productions Inc., Post Logic
  • Dialogue Recording Engineer: Bryant Arnett (at Post Logic Studios)
  • Casting and Voice Direction: Melodee M. Spevack , Michael McConnohie , and The Voiceworks

Collector's Disc credits [ ]

  • Executive Producer: Alan Pavlish
  • Producer: Ken Allen
  • Director for Gene Roddenberry Interview Footage: Don Beck
  • Director for Leonard Nimoy Interview Footage: Lester Wisbrod
  • Documentary Script: Richard Mulligan
  • Documentary Video Editing: Dennis M. Miller
  • Layout And Design: Todd Loenhorst
  • Rendered Images: Tim Wilcox
  • Sound Effects: Charles Deenan
  • Sound Mastering: Craig Duman and Sergio A. Bustamante II
  • Video Digitizing and Mastering: Bill Stoudt
  • Biographical Sketches: Ken Allen
  • Programming: Chris Jones, John Price, and Paul Allen Edelstein

External links [ ]

  • Judgment Rites at Memory Beta , the wiki for licensed Star Trek works
  • Star Trek: Judgment Rites at Wikipedia
  • Star Trek: Judgment Rites at TrekCore

Star Trek: Judgment Rites

  • Screenshots

box cover

  • 1993 ( DOS )
  • 2015 ( Linux )
  • 2015 ( Windows )
  • 2015 ( Macintosh )
  • Interplay Productions, Inc.
  • Unalis Corporation
  • Dice Multi Media Europe B.V.

box cover

Description official descriptions

Sequel to Star Trek: 25th Anniversary , Star Trek: Judgment Rites brings back the entire Enterprise crew in eight new episodes. Strange things are happening in distant space, such as dead planets spawning life and WW1 planes in outer space. You need to survive these situations.

You must navigate your way through space, and send away teams onto planets to investigate situations, communicate with other characters and solve puzzles. Unlike the previous game, action sequences are optional.

The CD-ROM version was enhanced with voice-acting.

  • מסע בין כוכבים 2: יום הדין - Hebrew spelling
  • Inspiration: TV series
  • Interplay Star Trek adventures
  • Setting: Space station / Spaceship
  • Sound engine: AIL/Miles Sound System
  • Star Trek licensees
  • White Label releases

Screenshots +

screenshot

Credits (DOS version)

120 People (118 developers, 2 thanks) · View all

Average score: 82% (based on 15 ratings)

Average score: 4.2 out of 5 (based on 36 ratings with 0 reviews)

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Star Trek: Judgment Rites was named #96 overall among the “150 Best Games of All Time” by Computer Gaming World Magazine (15th Anniversary Issue--November 1996).

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Related Sites +

  • Crapshoot A humorous review on PC Gamer

Identifiers +

  • MobyGames ID: 3492

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Contributors to this Entry

Game added by Belboz .

Macintosh added by Alaka . Linux, Windows added by MAT .

Additional contributors: MAT , PCGamer77 , Crawly , Patrick Bregger .

Game added March 26, 2001. Last modified February 14, 2024.

Star Trek: Judgment Rites

  • My Abandonware

Download extras files Manual available

Description of Star Trek: Judgment Rites

Star Trek: Judgment Rites (aka מסע בין כוכבים 2: יום הדין), a really nice simulation game sold in 1993 for DOS, is available and ready to be played again! Time to play a sci-fi / futuristic, licensed title, graphic adventure, space flight, puzzle elements and tv series video game title.

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Captures and snapshots.

Star Trek: Judgment Rites 0

Comments and reviews

oldjeepoldjim 2019-08-14 1 point

I remember when this first came out, I bought it at a software store. It came on twelve 1.44MB floppies and took over 4 hours to load on my 286 12MHz PC. After it was loaded onto my 20 MB hard drive, I played it for several hours. I played it until the sun started coming up the next morning!

j 2019-02-05 3 points

I like this game. Too bad you can't play it here. I tried to a while ago. The intro played but i got a black screen. Strange.

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Share your gamer memories, give useful links or comment anything you'd like. This game is no longer abandonware, we won't put it back online.

Buy Star Trek: Judgment Rites

Star Trek: Judgment Rites is available for a small price on the following website, and is no longer abandonware . GOG.com provides the best release and does not include DRM , please buy from them! You can read our online store guide .

Game Extras and Resources

Some of these file may not be included in the game stores. For Star Trek: Judgment Rites, we have the following files:

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Ad Consent Terms About Contact FAQ Useful links Contribute Taking screenshots How to play

Star Trek: Judgment Rites/Walkthrough

Table of Contents

  • No Man's Land
  • Light and Darkness
  • Museum Piece
  • Though This Be Madness...
  • ...Yet There is Method in It

Like its predecessor, the game is split into a linear sequence of missions. Upon completion of one mission, the player is scored and then the next one begins.

Missions are split into segments. Segments can be set on the bridge, usually with a space battle or they can be away missions on one of the many planets in the game.

Unlike the predecessor, space battles are optional and the game will progress past them automatically on easy difficulty. Except for when incorrect navigation is performed, since the navigation is part of the copy protection system.

Away missions are traditional point and click adventure segments with places to explore, people to meet, items to collect and puzzles to solve.

By being a great representative of Starfleet and scoring well in missions, the player gets benefits during space battles, making them easier.

Navigation menu

Crapshoot: Star Trek: Judgment Rites was pretty good for a licensed adventure game

We're rerunning Richard Cobbett's classic Crapshoot column, in which he rolled the dice and took a chance on obscure games—both good and bad

star trek judgement rites

From 2010 to 2014 Richard Cobbett wrote Crapshoot, a column about rolling the dice to bring random obscure games back into the light. This week, he begins a bold voyage into all things Trek.

One of the most unusual things about at least the official games based on Star Trek: The Original Series is how late they arrived on the scene. That's excusable of course—games did exist in the 1960s when it first ran, but they were limited to stuff like Spacewar! or versions of Pong played on oscilloscopes. Still, it means they had a certain nostalgia element to them even when they were brand new.

The earliest, an arcade game called Strategic Operations Simulator, showed up in 1985—very late when when you remember Star Trek: The Next Generation hit the air in 1987. Between those events, there were only a couple of text adventures to wave the tacky little UFP flag: The Promethean Prophecy and The Kobayashi Alternative. They're more simulation than most adventures, and very open-ended, involving resource management and the skills of the crew. 

star trek judgement rites

Until those, the best known Star Trek game was completely unofficial, and managed to spread for decades until lawyers finally decided to give a damn about people ripping off their licenses. It was written in 1971 on a university mainframe and subsequently ported and re-written for just about everything—the best known PC version being the slightly more graphical version EGATrek, seen above. 

In that, you control the Enterprise on a mission to patrol the galaxy and hunt Klingons, just like the very war-like Federation did back in the original series. Cough . It was about scanning and staying supplied at starbases, and trying to clear the enemies in the most efficient way possible for bonus points. Paramount finally dropped the hammer on the game when it bothered to care, but not terminally. EGATrek for instance swapped out 'Klingons' for 'Mongols.'

star trek judgement rites

It wasn't until the early '90s that we finally saw a truly worthy Star Trek game, though there were a few attempts in the late 80s. 1989 offered the first Next Generation game, an adventure called The Transinium Challenge that used CGA graphics and is basically a disaster area. The same year brought a movie tie-in game based on Star Trek V that just consisted of the words "WE'RE SORRY" flashing on and off on an otherwise blank screen. Or not. It should have done. And there were a couple more too, though the most memorable has to be the unleaded nightmare fuel that was The Rebel Universe.

Not so much for the game, mind. No. For the portraits...

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star trek judgement rites

Finally, things changed. In 1991, Star Trek: The Next Generation had finally escaped its desperately awful early seasons and started being good, and the franchise as a whole was celebrating its 25th anniversary. Interplay's contribution was the imaginatively named Star Trek: 25th Anniversary... which actually missed it, and came out in 1992 on PC, but never mind. 

For the first time, Star Trek had a PC game it could be proud of. Voices from all the original cast. A mix of shooter and adventure perfectly in the spirit of the original. Redshirts to take into dangerous situations to be shot first. Kirk even sat in his chair correctly. As an adventure, it definitely has its issues—but as a Star Trek game, it got it .

star trek judgement rites

Judgment Rites came out the next year, and refined the format a little. Both are structured like the TV show, split into multiple episodes with their own settings and characters. In 25th Anniversary, they're all completely independent. Judgment Rites adds a bit of an arc, with the idea that the crew (and other players in the galaxy, sadly not including the Pakled) are being tested by a group of aliens called the Brassicans—a strong contender for the most insufferable space elves in recorded history.

The big downsides of both games are that they involve a lot of pixel-hunting, and the puzzles often aren't particularly intuitive—a problem shared by lots of sci-fi games that fill their worlds with Arglebargletrons and whatever. They're very much in the spirit of original series episodes though, with lots of chatter between the characters and endearingly silly premises. One in Judgment Rites for instance sees the return of Trelane, the Squire of Gothos, who's taken an interest in World War I and created his own simulation of it. There aren't many sci-fi games that kick off an adventure with you space-dogfighting an out of place Fokker. (Who coincidentally is flying a World War I-era plane. Badoom-tsssh.)

star trek judgement rites

What makes the individual adventures so much fun though is how flexible the adventure is. Take for instance the first mission in Judgment Rites—Federation. It kicks off like most, with the crew just chatting in deep space and awaiting a mission. Instead, a Swirly-Whirly-Spacey-Thing opens up and spits out a Federation ship whose dying captain babbles about the entire Federation being destroyed in eight days. Since there are no distracting green ladies to get in the way, Kirk leaps into action and decides to investigate the station at the heart of the upcoming apocalypse.

(It doesn't help that Enterprise's previous destination was—and I quote—the "Glorious Pebbles Scientific Academy," which nobody wants to go to.)

On arrival, Enterprise is immediately attacked by an Elasi frigate, and Kirk gets a chance to test his diplomacy skills. You usually get a choice of conversation options, which can often—though not always—be split into three categories: Things Kirk Would Actually Say, Things Kirk Would Like To Say, and What The Hell? This opening dialogue for instance gives us this glorious trifecta:

Kirk Would Actually Say: "Forget it."

Kirk Would Like To Say: "Give us five minutes to decide."

What The Hell? "No matter how good your ships are, they are still being captained by lice-ridden Elasi hypocrites. I would lose all self-respect surrendering to a person like you!"

This specific decision doesn't matter too much, mind; they attack anyway. Both of these Star Trek games have a simple combat system that's a bit like Wing Commander, but benefits from taking place on the actual bridge. You don't simply raise shields for instance, you order Sulu to raise shields, then spin round, lock on and fire. It's not exactly Bridge Commander , but for its era, it's OK.

star trek judgement rites

Leaving the debris behind, Kirk, Spock, and McCoy decide to throw caution to the wind by beaming down to the station without a red-shirt to draw fire. Needless to say, it turns out to be a trap. An old enemy of Kirk's called Dr. Bredell has taken over the place and wastes no time locking the Enterprise in a tractor beam and throwing the trio in a cell to await the end of his plan. Mwah-ha-and-indeed-ha.

Ironically, in the cell, things start to open up. There's a guard by the door, and with the right dialogue options, you can persuade him to help you out. It involves reminding him of his dead father and living up to his memory. You only get one shot at this diplomatic path, with the alternative being to try and break out. When he spots it, he comes in to stop you, and gets a quick dose of the Vulcan Nerve Pinch to the neck—this being too early for what Chuck at SF Debris calls the "Off-Button Hypospray".

star trek judgement rites

Every mission in the Star Trek adventures is scored out of 100, with your goal being to not only finish them, but finish them properly . Using force instead of diplomacy for instance will often work, but it's not exactly the Federation way. If you do pull a phaser, it's usually better to use stun instead of kill... though you will find some enemies who'll laugh that off and return the favour. I really like this about the games. With enough pixel-bitching, it's easy enough to get a good score, but you know there's more you could probably have done had you been more careful, quicker on the draw, or thought a little more.

(And by 'thought a little more,' I really mean 'had psychic powers,' obviously. This is an adventure game.)

Much of this mission consists of avoiding or stunning the security team—using your communicator for instance will just draw guards to your presence—and figuring out Bredell's scheme to shoot Earth with a Big Bang Cannon. Fun bits include wandering into his quarters and seeing that he actually has a dartboard with Kirk's face on it, a computer being protected by a chess puzzle whose solution is to lose—much to Spock's disapproval—and being knocked out with deadly Wanker Gas.

star trek judgement rites

To win, you first get into the Security Room by collecting a few life-size dummies... a bit wasteful when redshirts are available, but needs must and all that... to help ambush the welcoming committee, and persuade them that Bredell is being more than a little bit of a dick with his 'destroy the universe' idea. 

That done, you break into his room and switch off his evil plan and the day is saved (especially if you remembered to deal with his escape shuttle) and everyone heads back to the Enterprise for tea and medals.

star trek judgement rites

Every episode in the two games follows a similar pattern—some fights, lots of adventure, and a ton of different stories and settings. The puzzles and interface may not be great, and by God do you get bored of using tricorders on things, but the dialogue and teaming up with different crew-members really makes them feel like Star Trek adventures, from the snark to the completely gratuitous way that Chekov is constantly talking about alien wessels and reminding everyone he's Russian.

As for the Brassicans, they finally show up for real in the last two chapters—"Though This Be Madness...." and "...Yet There Is Method In It." These consist of a series of increasingly obnoxious tests handed down by a bunch of aliens resembling splashes of snot, with no greater purpose than to decide whether or not they want to rejoin society—as if anyone would want them in it. For some bizarre reason their big plan is to learn about other cultures with questions, but since they have specific ideas of what they want to hear and it's all couched in riddles anyway, this whole element is rendered utterly pointless.

The only really clever one is the last, which is a twist on the Prisoner's Dilemma , or the Everlasting Gobstoppers bit from the first Willy Wonka movie if you want to be more cultural about it. Kirk is told he's proved himself, and handed a disc of strategically important scans of Klingon space for his trouble. Unbeknownst to him though, a Klingon also being tested has been handed something similar for Federation space. The challenge is to see whether either of them will turn down the offer on the grounds that it's Just Not Cricket. At which point the Brass Monkeys Brassicans admit that they're both blank and they were just screwing with everyone one last time, and aren't they just a bunch of cards?

Yes. There's a reason these idiots never showed up again. Sadly, it's not that Kirk decided "Oh, to hell with this! " and went on a crazed phaser rampage. Though that would have been a much better ending than the one you actually get, which consists of everyone congratulating themselves on a successful first contact, and a message from Starfleet that pretty much says, "Yeah, you did OK, we guess..."

Want to see the rest of the game? Here's a full long-play.

Star Trek Judgment Rites Playthrough (Complete) - YouTube

One more Star Trek adventure was planned, The Secret Of Vulcan Fury , though for various reasons it was cancelled during development. This was a big disappointment for fans, as it was due to ratchet up the production quality dramatically, feature a story by Star Trek writer DC Fontana, and generally be cool. Instead, we had to wait until JJ Abrams' Star Trek reboot to find out what the secret of Vulcan fury was... and it turned out to be insulting Spock's mother. A little underwhelming, I think you'll agree.

The Original Series did however return a few times in non-adventure formats, including the interactive movie/simulator hybrid Starfleet Academy and a phenomenally complicated ship-combat game called Starfleet Command . Its final appearance was in the truly awful Star Trek: Legacy , which brought all the series' captains together—including Enterprise's Jonathan Archer—and then realised it had no idea what to do with them except waste everyone's time and money.

Judgment Rites has been re-released on Steam and GOG . 

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Video Game / Judgment Rites

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Star Trek: Judgment Rites was the second Point-and-Click Adventure Game based on the Star Trek franchise, developed by Interplay in 1993. It is a sequel to the successful Star Trek: 25th Anniversary , following the same concept: a surprisingly-faithful continuation of The Original Series in video game form.

As in the previous game, Judgment Rites is split into several "episodes", each consisting of a lengthy away-mission played as a Point-and-Click adventure. note  A few episodes also include a short space-battle played as a Faux First Person 3D space simulator, though in this game it is possible to skip combat altogether. Judgment Rites uses the same design as its predecessor, but introduces many improvements in content - primarily the inclusion of Scotty, Chekov, Sulu, and Uhura into the adventure portion of the game. As in the previous game, the CD-ROM version is fully voiced by the original cast in their respective roles. note  In fact, this was Deforest Kelley's last ever performance as Dr. McCoy.

Each episode tells a single story, written in the style of the Original Series. For instance, in the first episode the Enterprise crew witness a ship coming through a rip in time, which warns them of the impending destruction of the Federation — Which they then need to avert. In another episode, a creature called Trelane, a omnipotent spoiled brat (and familiar character from The Original Series) decides to pull Kirk and the rest of the ship's crew into a fantasy-world depicting a romanticized Germany in the midst of World War I . The meat of each plot unfolds in Adventure Game mode, where Kirk and company must converse with each other and with NPCs , use items to interact with their environment, and finally solve the problem at hand and bring the episode to a close in one way or another .

Unlike its predecessor, Judgment Rites also includes a Story Arc that runs through most of its episodes: An alien species is attempting to make first contact with the Federation and the Klingon Empire and is peppering the plot with various tests to determine whether to establish diplomatic relations with either government. This culminates in the last two episodes in the game, where Kirk and his crew are being explicitly tested.

On the whole, Star Trek: Judgment Rites is considered superior to its predecessor in every way despite running on the same exact game engine. This was mainly due to the writing of the episodes, the over-arching plots, the ability to control people other than Kirk, Spock and McCoy, and the ability to tone down the space-combat portion (which was Nintendo Hard at times during the first game).

This work contains examples of the following tropes:

  • Episode 6, "Museum Piece", starts with the Enterprise finally headed to Nova Atar for shore-leave, but just as Kirk reassures the bridge crew that it's finally time to wind down, he gets a call from Admiral Richards asking him to do some official business while he's down there.
  • A Father to His Men : Kirk expresses this feeling - from the commander's perspective - when accused by Ellis that he is a Bad Boss who throws the lives of his men away. He says that each and every man lost haunts him, and that he does his best to protect everyone - but space is a dangerous place, and people will die no matter what you do.
  • Kirk cites the Prime Directive when refusing to help the Alphans and Omegans destroy each other - instead doing his best to find a compromise between the two species.
  • The Prime Directive is mentioned when dealing with the native population of Balkos III. Spock counters that the natives are already being manipulated by what is clearly technology from some earlier alien visit, and thus interfering to remove this alien influence is permissible.
  • All-Stereotype Cast : In "No Man's Land", every character in the town of Gothos other than Kirk and his team are stereotypes. This includes the female spy working as a barkeep, the over-the-top German officers, an old war veteran missing an arm, and a young soldier perpetually on the verge of death in the trenches - among others.
  • The U.S.S. Alexander is an example. It travels back in time ( conveniently arriving right next to the Enterprise ), and has just enough time to warn the Enterprise of the impending destruction of the entire Federation before it explodes spectacularly.
  • A soldier in Trelane's distorted recreation of World War I is lying in a trench, perpetually on the verge of death.
  • Amplifier Artifact : Trelane has four of these: a clock, a blackboard, a locket, and a triplane . All four must be destroyed in order to weaken the force field guarding his castle. After this happens, you find out that Trelane has at least one more (a painting) in the castle itself, but Spock points out that the castle is likely full of them, and that Kirk would never destroy them all before Trelane got mad at him and did something nasty.
  • Anachronistic Clue : Spock will quickly spot several of these in the town of Gothos in the episode "No Man's Land" - revealing that the town is an artificial construct created by Trelane. The most prominent clue are the light bulbs, which Spock determines are far too efficient for the time (1918).
  • Angelic Beauty : The Azrah hologram in "Light and Darkness" is this, at least in the eyes of Ensign Jons who immediately assumes that Beauty Equals Goodness and sides with him.
  • Arch-Enemy : Dr. Ies Breddell serves this purpose for Kirk in this game and the previous one - including a backstory for their rivalry going a decade back - although he gets thrown in jail in the very first episode of Judgment Rites . The game doesn't actually have any real Big Bad .
  • Artistic License – Engineering : In-Universe , in the episode "No Man's Land". Spock spots this in the town of Gothos, noting how the town is arranged in a completely inorganic way. That's because Trelane - who created the town - has no regard to verisimilitude, and is only interested in creating a Theme Park Version of World War One as he understands it.
  • Ascend to a Higher Plane of Existence : According to Emminata and the Savant, the Savant was once a physical being of some sort who got sick of experiencing negative emotions. Through some undisclosed process, he turned himself into a being of pure emotion - joy.
  • A Wolf in Sheep's Clothing : The commander of Espoir Station, Dr. Munroe, pretends to be completely unaware of anything going on in the vicinity of his station, and warmly invites Kirk and his team to come inspect the station for anything suspicious. This is a ruse to capture Kirk under orders from old arch-enemy Dr. Ies Breddell .
  • Dr. Ies Breddell is this to the Vardaine under his command. Not only does he treat them badly, and fails to respect their strict code of conduct, but he also puts their civilization at risk by planning to destroy the Federation , which would undoubtedly spark a massive retaliation from the survivors. This is one of the factors that ultimately leads most of the Vardaine guards to do a Mook–Face Turn .
  • In "No Man's Land", Commander Ellis believes that Kirk is one of these - callously throwing away the lives of his men during dangerous missions. He spends the entire mission snarking at Kirk every time there's a situation where Ellis (a Red Shirt ) could potentially be sent to die .
  • The Battle Didn't Count : Whether you win or lose combat against Trelane's triplane, the outcome is the same. Justified since he is a being of godlike power who enjoys playing games with Kirk.
  • Beauty Equals Goodness : Played by aliens as a trick to see whether Kirk and company would fall for it. One science officer does.
  • Belief Makes You Stupid : The science officer mentioned above is unusually religious by Star Trek standards, and quickly falls for appearances when one alien species looks demonic and the other angelic. Played with as the science officer is a geneticist and Kirk convinces him by pointing out they're neither angels nor demons.
  • Bermuda Triangle : The Antares Rift (visited in the episode "Voids") serves as a science-fiction equivalent of this. It's a large, dense nebula that has not yet been charted because no ship sent there has ever returned. The U.S.S. Regulus is ordered to chart it but is reassigned at the last minute, leaving the job to the Enterprise . Kirk is confident that the ship can brave the danger, because the last vessel to attempt it was many years prior and Starfleet technology has advanced considerably since then. The Enterprise does experience serious system malfunctions inside the Rift, but it discovers that the Rift is full of holes in space-time leading to other dimensions - holes that are nigh-undetectable until you collide with them - explaining the many disappearances. It is unclear whether the Savant is responsible for opening all of these holes; but it does live inside one of them, and repeatedly states that it could "clear a way" for the Enterprise to leave unharmed if it wanted to.
  • Big Fancy Castle : Trelane has created one of these on the outskirts of the town of Gothos to serve as his home. Inside, however, it is a pocket-dimension outside of reality.
  • The interior of the Compassion in "Though This Be Madness" is really weirdly organized, in that traveling in a straight line will sometimes inexplicably get you back to where you started. Furthermore, there is one room in the ship that is essentially a scaled-up version of the interior of the ship's computer (or is actually inside the ship's computer - it's deliberately unclear). Then again, the whole thing can be explained away as being nothing more than holograms generated by the Brassica. None of it may be real at all .
  • The Brassica testing grounds in "Yet There Is Method In It". They look like collections of massive solid shapes (boxes, cones, flat triangles, etc.) floating in a starry void. Of course, this place doesn't really exist - it's a hologram.
  • Betrayal Insurance : In the final Brassican test, Kirk is given a paralense and told that it contains a detailed scan of the entirety of Klingon space. Septhi tells him that the Brassica do not fully trust the Klingons, and would like the Federation to use this data to defeat the Klingons in such an eventuality. Of course, it's just a test to see whether Kirk would accept this clearly underhanded move. The paralense is empty. Or so they claim .
  • Black-and-White Morality : Subverted several times, but most importantly in the episode Light and Darkness , where the heroes meet two alien species whose anthropomorphic holograms appear as a demon and an angel, but in truth neither of them is good nor evil. In fact, it's a test to see whether Kirk and his men would tag the demon as evil and the angel as good. In fact, it's the demon that's passive, and the angel that's aggressive, although in the end these are just single-celled organisms who were separated long ago and should be reunited .
  • Bloodless Carnage : The version of the World War One trenches that appears next to the town of Gothos is this. It is a nice, tidy trench, in the middle of a nice sunny field, with some barbed wire but no enemies to be seen. The only soldier in the trench is a young man being held perpetually on the verge of death for dramatic effect. There is no blood anywhere, nor even a spot of mud. When Kirk convinces Trelane to recreate the scene based on the historical records in the Enterprise computer however, things are remarkably different.
  • Brainwashed : Done "magically" by Trelane to the crews of the three kidnapped Federation vessels in "No Man's Land", so that the crews can populate the town of Gothos. They are unaware of their real identities until being released at the end of the episode, and then only have a very vague memory of having met Kirk.
  • Break Out the Museum Piece : Unsurprisingly used (repeatedly) in the mission "Museum Piece". Almost every single exhibit in the museum has some application towards completing this mission.
  • Broken Bridge : As this is an Adventure Game , it's no surprise there are several of these. A notable example is in episode 5, "Voids", where an explosion severs the only physical connection between the Enterprise bridge and the rest of the ship. The obstruction is cleared immediately after Spock's failed attempt to beam himself over to Auxiliary Control results in him being kidnapped .
  • But Thou Must! : Can be averted in the final mission. You can decline to take the Brassica's final test, and you'll be sent back to your ship and receive a score of zero percent for the mission.
  • Chekhov's Gun : Strolling through the Smithsonian Annex in Museum Piece before the terrorist attack begins allows you to inspect all of the exhibits, each and every one of which will come in handy later during the mission (except those that get completely destroyed ). For bonus points, the plaque for each exhibit specifically mentions the technological components for which it will later be cannibalized - though this is done in such a way that you still need to be paying attention to catch it.
  • Civilization Destroyer : Dr. Breddell's Doomsday Device will somehow destroy the entire Federation if Kirk doesn't stop him. It's later revealed that this is primarily because it is pointed at Earth . Kirk also argues that there will be survivors who will avenge the destruction , and uses this argument to convince some of Breddell's followers to switch sides .
  • Cloud Cuckoo Lander : Most of the passengers on the Compassion are this - completely oblivious to the ship's situation and purpose - ostensibly due to various mental issues. Curiously, the ship's computer is suffering from a case of Cloudcuckoolander as well.
  • Colony Drop : At the beginning of the penultimate episode/level, a giant colony ship housing an assortment of invalids and head cases is set to land smack in the middle of a Federation colony in the Klingon Neutral Zone. The object of the mission (ostensibly) is to convince its computer to keep it from doing that.
  • Continuity Nod : Kirk tries and fails to talk down some terrorists: Kirk: You should give up immediately. You have no chance! I'm holding a Corbomite device ! Terrorist: I'm holding a hostage.
  • Continuity Porn : The non-talkie version of the game contains an extensive database of the events of the TV series on Enterprise's computer. Any species, planet, person or piece of technology that played a significant part in an episode is likely to have an entry. The CD-ROM version pared this down significantly due to understandable space and cost limitations as all entries were read out loud by the computer.
  • Contrived Coincidence : When Bredell's doomsday device destroys planet Earth, the U.S.S. Alexander is hit by the shockwave and blown several days into the past. In a truly spectacular act of contrivance, it re-emerges within sight of the Enterprise and with just enough time to deliver a warning to Kirk before exploding — not to mention just enough time for Kirk to do something about that information.
  • Convection, Schmonvection : The Enterprise fires its phaser banks at a planet's surface, melting some rocks in order to create enough heat for a nearby geothermal device. The away team is standing not 10 meters away at the time.
  • Cryptically Unhelpful Answer : What you'll receive if you ask the Brassicans for help in choosing the right answers to their already-cryptic questions.
  • Kirk's first visit to the planet Vardaine while he was First Officer on the U.S.S. Farragut is mentioned several times during "Federation", but is never told in full. The only thing we really need to know, anyway, is that Kirk thwarted Breddell's plans to take over his planet, and that Menao Sheme's father helped hide Kirk from the government.
  • The whole point of the plot of "Though This Be Madness..." is to try to piece together what brought an alien ship to try to land on a Federation colony, and why that ship is full of mentally-damaged people. At the same time, the real objective is to realize that what little background story has been provided is far too vague and self-contradictory to be anything but a Red Herring . This is also why the episode has No Ending .
  • Dark Is Not Evil : This becomes almost immediately obvious to Kirk when conversing with Vizznr, a demonic-looking projection encountered in "Light and Darkness". Vizznr's appearance may be grotesque, but his words are calm and rational, and convey the story of a species being hunted to extinction. It is, at the very least, far less aggressive a story than the one told to Kirk by the angelic-looking Azrah only moments earlier.
  • Dart Board Of Hate : Dr. Breddell has one of these of Kirk, hanging on his quarters' wall.
  • Decoy Hiding Place : In a sense. Beaming into Espoir Station's Security Office and trying to stun all the guards would be impossible, since the guards would detect the transport and be ready for the team when it appears. To counter this, Kirk has the team beam in while holding training dummies. The guards become confused, and shoot at the dummies instead of the team - giving Kirk time to stun them all. McCoy does get shot though.
  • Despair Event Horizon : A woman on an alien spaceship crosses this and becomes catatonic, when the ship's information database is vandalized by another passenger. She had spent her entire life trying to learn all of that information.
  • Destructive Saviour : The entire sixth mission "Museum Piece" requires you to either cannibalize, break, or utterly destroy pretty much every single exhibit in the Smithsonian Annex - in order to save one specific exhibit from being stolen (the thieves/terrorists also have hostages, but they don't intend to harm them). In one particularly egregious instance, the Last Lousy Point actually requires you to damage an ancient suit of armor to prop a door open instead of just using the passcode to open that door.
  • Deus ex Machina : The non-canon solution to "No Man's Land" involves goading Trelane into using his powers to punish (or presumably kill) Kirk and his team. This causes his babysitter to appear in the room and essentially drag him away to a safer dimension where he can't mess with humans anymore. This solution completely bypasses a Talking the Monster to Death sequence with a lot more dialogue and the mission's intended Aesop .
  • Disproportionate Retribution : Kirk thwarted Breddell's plan to take over his homeworld's government a decade ago. He then foiled Breddell's plans to manufacture Effective Knockoffs of Constitution-class Starships in 25th Anniversary . So naturally, Breddell plans to take his revenge on Kirk by blowing up Earth and destroying the Federation .
  • One is received in "Light and Darkness", coming from a planet that was previously thought to be completely devoid of life.
  • Two different ones in "Though This Be Madness". The first is a distress call from a Romulan ship in the Neutral Zone that turns out to be a trap . The second is a real distress call from a Federation colony in the Klingon Neutral Zone, warning that a gigantic alien ship is about to land right on top of the colony.
  • Doesn't Trust Those Guys : Klarr's aide in "Though This Be Madness" has a real bug up his ass for some reason regarding the Starfleet team. He interprets everything they do in a negative light, constantly looking for ways they might be trying to backstab the Klingon Empire.
  • Emotion Bomb : The colorful mineral rocks strewn about The Savant's Pocket Dimension cause this (with varying emotional reactions) when touched. Some of them will nearly cause a fight to break out among the away-team.
  • Emotion Control : The Savant in "Voids" does this to any psionically-gifted creatures it encounters, essentially forcing them to feel joy for all eternity. Emminata does not seem to mind, but then the Savant does the same thing to the emotionless Vulcan Spock . The Savant actually has to "deprogram" Spock's natural defenses against strong emotions to avoid killing him.
  • Emotion Eater : Kirk speculates that the Savant (in "Voids") might be this: Sulu: Why is this being done to Spock, Captain? What benefit does someone get from subjecting him to an emotion? Kirk: We've seen energy forms that feed on hatred . Why shouldn't there be some creature that feeds on happiness? An addict who must have happiness, and who relies on others to fulfill an increasing need for more happiness.
  • The Evils of Free Will : The Savant (in the episode "Voids") believes free will is a pointless and detrimental concept, thus justifying its actions : Savant: Free will is an arrogant deception, Captain. When one looks at the universe in a broad perspective, one finds that fate is far less flexible than it may appear. Kirk: Savant, creatures like ourselves need to be free to make mistakes and to learn from them. Only then can our intellects advance the many orders of magnitude that are needed to equal yours.
  • Expy : In the non-canon solution to "No Man's Land", Trelane's nanny appears and takes him away . She is dressed in an awfully familiar style , umbrella included.
  • Face of a Thug : Captain Klarr, the Klingon captain appearing in the final two missions. He's scarred, has strange skin problems, and looks overall like your typical everyday Klingon villain. Even his voice in the CD-ROM version is gruff and choppy. But this is just how Klingons are . Reading any of his lines on their own, out-of-context, is enough to reveal that he is probably the most level-headed and actually-honorable Klingon ever to appear in any Original Series work.
  • False Innocence Trick : Implied to have been used by the Romulans to lure the Enterprise into the Neutral Zone, get it to destroy a "rogue" Romulan vessel, and then uncharacteristically "forgive" the intrusion in exchange for knowledge about the Brassica. Kirk can then feign ignorance himself to avoid divulging any information.
  • Famed In-Story : The Brassica lavish endless praise upon the Jerynt, a race that evidently answered the battery of riddles you go through in the final mission very much to their satisfaction.
  • Figure It Out Yourself : The Brassica are quite reluctant to provide any hints to their riddles. Septhi, a Brassican leader who is particularly reluctant to open diplomatic relations with other species, calls it cheating. At best, they're willing to give some Cryptically Unhelpful Answers .
  • First Contact : Unusually for this trope, it is our protagonists who are the target. The Brassica are a race of sentient plants, who've evolved to be extremely cautious just to survive on their own planet. When they finally decided to make contact with other races they set up a series of tests to put various interstellar empires through, trying to determine which, if any, can be contacted safely. Most missions in the game involve our crew being directly tested as representatives of the Federation .
  • Flawed Prototype : Several of the exhibits in the Smithsonian Annex in "Museum Piece" are failed prototypes of technology that was either abandoned or improved. The most significant of these is an early transporter system that was too dangerous to use on living creatures, and was even dangerous to be in the same room with when activated. Scotty: I don't think Dr. McCoy would like this transporter, Captain. Even I would not want to use this one. Kirk: You, not use a piece of equipment? Why not, Mr. Scott? Scotty: This little beastie put out a wee bit of energy discharge during transport. You've heard of the Heisenberg Uncertainty Principle? Kirk: Of course, Mr. Scott. Scotty: Well, this is the Mulligan Certainty Field - guaranteed to do bad things to you even Dr. McCoy couldn't fix.
  • For Happiness : The Savant believes that the highest goal of any living being is to experience joy - so it forces anyone it can to be happy all the time. It doesn't even concede the possibility that Spock might not want to be happy at all , and regards free will as only leading to despair .
  • Friendly Rivalry : Between Captain Klarr and the Enterprise landing party during "Though This Be Madness". He is genuinely curious about the alien ship, and hopes to at least explore it in peace without butting heads with the Starfleet team. Unfortunately, he picked the wrong officer to bring along as his aide. The friendly rivalry continues into the Brassican tests in the next mission, and even culminates in an act of mutual trust between him and Kirk.
  • Functional Addict : Scotty implies he has a craving for alcohol several times during the game, particularly in episode 6 ("Museum Piece") where the chance to taste some Kazakhstanian Cognac excites him enough to delay (or even entirely skip) the shore-leave he had been waiting for since the game began. When a terrorist attack interrupts a toast to the Enterprise with that prized cognac, Scotty calls it "a conspiracy [to frustrate him]".
  • Fusion Dance : Must be done in "Light and Darkness", combining the Alphan and Omegan species together into a single species called the "Gammans". For bonus points, even the holographic projection representing the new species, Cicissa, looks like a chimeric combination of the Alphan and Omegan representatives - half angel, half demon.
  • Gameplay and Story Integration : A highly deliberate case. The conventions of Adventure Game puzzle design, which the player might take for granted, are the very thing that raises Kirk's and Spock's suspicions during the Brassica arc missions. They constantly point out how the scenarios they've found themselves in are structured like carefully-crafted puzzles, with a viable solution conveniently within arm's reach. Of course, Adventure Games are built in this manner in order to test the player's problem-solving skills, whereas the Brassican rites test the characters in-universe . In contrast, during the non-arc missions, the characters do not notice this same pattern even though it's obviously still there.
  • Genius Loci : May be the case with the Pocket Dimension containing The Savant. Tricorder scans reveal that all matter in this dimension is organic, and it is later discovered that the colorful mineral formations littering the place are physical manifestations of the Savant's unwanted emotions . This is not fully confirmed in the dialogue, but strongly hinted.
  • Getting Smilies Painted on Your Soul : The Savant does this to Spock. Paradoxically, Spock seems to be in agony about it. Of course, the Savant doesn't realize how dangerous emotions are to a Vulcan.
  • Giving Up on Logic : Spock, of all people, does this for the Brassican question to which he is the correct answer. Each member of the team heard a different question, none of the heard questions made any sense, and no logical answer to any particular question has any relevance for the other questions. Thus, there must be no answer.
  • Goo-Goo-Godlike : Trelane, an immature omnipotent being that thinks our dimension is fun and Human wars are fascinating . He plays with humans as though they were toys while his parents (who stopped him the last time he tried to do it) are "away for a while". Fortunately, his babysitter is looking for him.
  • The Guards Must Be Crazy : In "No Man's Land", the inhabitants of Gothos all think that Kirk is an American fighter pilot who was shot down and captured along with his "Enterprise Squadron". The away-team had also just escaped a prison cell by setting the building on fire. Nevertheless, none of the German soldiers make any attempts to apprehend them - up to and including the commander of the local garrison who is perfectly willing to hold a conversation with Kirk. When asked about this, the Germans say that they received orders from the Baron of Gothos (Trelane) not to harm Kirk - even though they proudly exclaim that Trelane has vowed to kill Kirk when they next meet. This is just one of the discrepancies that lead Spock to surmise that Gothos is not a real place.
  • Lieutenant Commander Ellis, who isn't even a member of Kirk's crew, but rather a security officer from a different ship that was taken hostage just like the Enterprise in "No Man's Land". Unfortunately, he's a Load who's got an axe to grind with Kirk.
  • In "Light and Darkness" it is Ensign Jons, an expert geneticist. He was brought along for his skills, but ends up taking sides between the Alphans and the Omegans based on their outward appearance, due to his strong moral beliefs .
  • In "Voids" the entire party (except for Kirk) is made up of these. We have Sulu (his first and only away-mission in the game), Chekov (who also tags along in the next mission), and a Red Shirt called Ensign Walker. Since the former two essentially fill the roles normally occupied by Spock and McCoy, they also end up having similar Witty Banter throughout the mission - though Sulu and Chekov are much closer friends and thus much less vicious to one another.
  • Uhura is this in the final two missions. It's lucky they brought her along - the mission would have failed without her specific presence.
  • Hammerspace : Subtly lampshaded in "No Man's Land". Kirk shoves an entire chalkboard down the front of his shirt, looks at his crew, and simply shrugs.
  • Hate Sink : Klarr's aide in "Though This Be Madness" is a stereotypical villain Klingon, constantly accusing the humans of attempted betrayal and eventually even accusing his own captain. This is all meant to further emphasize, by comparison, how level-headed Klarr is.
  • Have We Met? : At the end of "No Man's Land", Gretel Gernsbeck appears to have a faint memory of having met Kirk before. They had actually met (and worked together) during the mission - but Gretel was Brainwashed by Trelane at the time. Kirk pretends like they never met, and expresses a desire to meet Gretel again under more intimate circumstances.
  • Have We Met Yet? : Narrowly avoided by Kirk when the U.S.S. Alexander hails the Enterprise at the end of "Federation". The Enterprise had previously witnessed a future version of the Alexander (which had jumped back in time) explode to pieces.
  • Hidden in Plain Sight : doubly subverted . Kirk finds Breddell's secret code to his Doomsday Device written plainly in his journal. However this code will trigger a trap if used (fortunately, Spock is skilled enough to stop that from happening). Fortunately, Kirk recognizes the trope , and discovers the real code encrypted into the journal's electronic bookmark.
  • His Name Is... : Luke Rayner, commander of the U.S.S. Alexander , has just enough time to warn Kirk that the Federation is about to be destroyed , but not enough time to reveal anything else.
  • In "Sentinel" the team encounters a computer holding the secrets of 3D holographic technology - tech that the Federation would not have in service for another 100 years - but they're given a dilemma: Either take the information and doom the planet's inhabitants to remain guinea pigs in an experiment that is turning them ever more aggressive; or allow the information to be wiped clean but release the inhabitants from the test. Canonically, Kirk goes for the second option.
  • In "Light and Darkness" the team encounters two single-celled species that are being represented by automated projections . This is a Secret Test of Character to see whether the appearance of the projections (one angelic, the other demonic) will fool the team into thinking there is a moral dilemma here, even though there is none: Neither species is even remotely sentient. When Kirk and his team finally combine the two species together a third projected figure appears - being received from some distant location in space - and reveals the extent of the Brassica tests throughout the quadrant.
  • The alien sleeper-ship Compassion shows several indications of possible holographic manipulation of its interior spaces, resulting in all sorts of Bizarrchitecture . At one point, the team finds themselves inside the main computer. Spock speculates that this is an interesting way to use a hologram - simulating the computer's innards as a physical room so that engineers can fix it without actually opening it up.
  • Finally, the Brassican testing area in "Yet There Is Method In It" is completely holographic, as Spock's scans reveal. Each test area is a projection of a collection of similar 3D shapes (boxes, cones, discs, etc.) floating in a star-filled void. The Huge Holographic Head of a Brassic observes them as they debate their answers. The illusion is finally removed once Kirk and Klarr answer the final question, revealing that the team was actually on the Brassica homeworld the whole time.
  • Hopeless Boss Fight : If you're good at space combat, you can defeat Trelane's triplane - but he will simply come back anyway. The fight is exceptionally difficult to begin with, given that the triplane is much faster than the Enterprise and can knock out its shields with one shot. On the easiest combat difficulty setting, the fight is skipped entirely - with the Enterprise losing by default.
  • Horrible Judge of Character : Ensign Jons is this in "Light and Darkness". He immediately falls for the old Light Is Good and Dark Is Evil when first meeting Azrah and Vizznr, completely failing to listen to what they have to say, and to the tricorder scans revealing that neither of them is actually real anyway. Quickly overlaps with Belief Makes You Stupid , as Jons begins to throw religious connotations into the mix.
  • Huge Holographic Head : A gigantic Brassica head appears in "Yet There Is Method In It" while the team are undergoing the penultimate test.
  • Insane Troll Logic : During the Brassican oral test in "Yet There Is Method In It", Klarr tries to make sense of a completely illogical question using some sort of contrieved explanation that convinces no one. Kirk tries solving the same riddle using mathematics, but completely fails to explain why the question he'd heard was the actual question. It takes Spock's logical mind to determine that the question has no logical answer at all.
  • Inside Job : There are several indications that the terrorist attack on the Smithsonian Annex in "Museum Piece" was aided by someone on the inside. For one, the terrorists had accurate blueprints of the museum allowing them to tunnel out at exactly the right place. Furthermore, they managed to get someone into the Curator's office to Booby Trap his security console.
  • Instant Sedation : McCoy drugs an ale shipment destined for the local armory in "No Man's Land". By the time you walk from the tavern to the armory (about 15 seconds), the entire shipment has been delivered and the occupants of the armory are passed out on the floor.
  • Insufficiently Advanced Alien : During one mission, the crew meets a group of mentally-ill alien colonists on a ship that's about to land on top of a Federation settlement.
  • Intrigued by Humanity : Trelane is fascinated with Human historical warfare, attributing various notions of "glory" to it. He has moved on from the Napoleonic Wars (see " The Squire of Gothos ") to World War One , but has completely missed the part where millions of people died for nothing. Unfortunately, even when the truth is revealed to him, getting a childish, immortal, omnipotent entity to sympathize with senseless slaughter is nigh-impossible - but Kirk is going to try anyway.
  • Jewish Mother : The Phays - a computer gone crazy - is this in spades. Kirk: I'm feeling fine. Let's drop the subject. Phays: Very well. Obviously you're not well. I know that. You don't have to listen to [me], although you certainly should. You'd probably feel better if you ate something.
  • Lampshaded by Breddell in "Federation": You always did love to lecture, Kirk. You'll be the most self-righteous corpse in the galaxy.
  • Concocted expertly by McCoy to help knock out the Vurian trying to mess with the ship, in the episode "Voids". It's specifically designed to knock out only Vurians, and it does the trick quite well.
  • The Smithsonian Annex in "Museum Piece" is fitted with knockout gas canisters in every exhibition room, designed to be triggered from the main security console in case of a robbery or other emergency. Unfortunately, the terrorists who attack the museum know of this measure and have disabled the security system entirely. One of the possible solutions to this mission is to manually trigger a gas canister and quickly beam it into the room with the terrorists - though this solution is sub-optimal and will cost you some points.
  • Language Barrier : Kirk argues to the Brassicans that their riddles might be more difficult to solve than they think, due to possible translation errors. In truth, there is no such difficulty, but it may instead elicit some vague hints from the Brassica that might help solve their riddles.
  • Last of Her Kind : Emminata is the last of the Vurians. She escaped her species' annihilation only to be rescued from death by the Savant.
  • In the episode Voids , you come across rocks in the dimensional rift that will cause short emotional outbursts. The stones can be used on the available crewmembers for different responses, but if the green stone is used on Kirk...
  • Leave No Man Behind : Even when the Savant offers Kirk a way out of the Antares Rift with the Enterprise and the rest of its crew unharmed, Kirk is adamant that he will never leave without Spock. The Savant refuses to let Spock go, but tells Kirk that he will provide what he can to make Kirk's stay in his Pocket Dimension comfortable until he and the rest of the away team die of natural causes.
  • LEGO Genetics : A very mild case. A genetic sequencer is used for uniting the Alphans and Omegans back into a single, viable species. Justifiable because both of these single-celled species were specifically designed for this to be possible.
  • Light Is Not Good : Azrah makes this clear almost as soon as he starts talking, imploring Kirk to destroy the Alphans and referring to them as a blight that should be purged from the planet. Kirk catches on to this almost immediately.
  • Literary Allusion Title : To Shakespeare, in the episode titles Though This Be Madness... and the following episode ...Yet There Is Method In It , from Hamlet.
  • The Load : Commander Ellis, First Officer of the U.S.S. Zimbabwe , accompanies the away-team during the mission "No Man's Land". He is absolutely useless throughout the mission, and only serves to bicker with Kirk due to holding a grudge against him. Nevertheless, Kirk must intervene to save him from Trelane (even offering to sacrifice himself in exchange for Ellis's life) in order to win the high score.
  • Locking MacGyver in the Store Cupboard : Done unintentionally by the Lachian terrorists in "Museum Piece". They've shut down the security systems, they've locked all the doors, there's a shield overhead blocking both transmissions and sensors, and they're the only ones in the building who have access to any kind of weapons or electronics from outside. It's the perfect plan... with just one tiny problem: They've completely failed to make sure that none of the guests in this museum of technology happen to be Lieutenant Commander Montgomery Scott . note  Scotty's solution to the locked doors? Build a makeshift mass-driver by cannibalizing several half-broken, practically ancient exhibits. In under an hour.
  • Kirk even lampshades the trope before realizing the above. Kirk: Computers. I'd better start thinking of something illogical to say .
  • Averted in "Though This Be Madness" with the Phays. Kirk actually suggests using a Logic Bomb to topple the already-unstable computer, but Spock quickly points out that the Phays has already lost all capacity for logical thought.
  • Lured into a Trap : An optional encounter at the start of "Though This Be Madness" has Kirk violating the Romulan Neutral Zone to answer a Distress Signal from a Romulan ship. When the Enterprise arrives, it is attacked by a Warbird and must defend itself. As soon as the battle ends, several other Romulan ships arrive, though they "forgive" the intrusion - supposedly due to Kirk's altruistic motive for the violation, and the fact that he had destroyed a "rogue" Romulan ship - and instead use the opportunity to grill Kirk about the Brassica. Based on the modus operandi of the Romulans as portrayed throughout the Star Trek franchise, it's very likely that the entire affair was just a big act orchestrated by the Romulans to try and get information about the Brassica, whose tests they had probably failed.
  • MacGyvering : This game features significantly fewer cases of jury-rigging equipment than the previous game, but everything changes during "Museum Piece" when Kirk, Scotty and Chekov find themselves locked inside a museum of technology that's under attack by terrorists. They have no equipment with them, but who needs equipment when you're surrounded by dilapidated old machines and your team includes the best Chief Engineer in Starfleet? Scotty: Captain, when you were in school, did you ever make a tennis ball cannon? Kirk: Of course, Mr. Scott. It's a dormitory tradition: Empty cans, tape, and a little propellant - if I remember my formula. But what's that got to do with our situation? Scotty: I was thinking maybe we could use the same idea to get through that wee door. Chekov: We're going to knock down the door with a tennis ball? Scotty: In an engineering dorm, that's for freshmen only. As you move along, you get into bigger and better versions. Chekov: We'll use a BIG tennis ball? Scotty: No, laddie. I was thinking maybe we could build some sort of mass driver ! (Spoiler: he does .)
  • Mad Scientist : Dr. Ies Breddell. Besides tampering with genetics to create Super Soldiers , and then building Effective Knockoffs of Federation starships, he decides to top it all off by building a Doomsday Device and pointing it at Earth just to get back at Kirk for foiling his plans .
  • The Magic Poker Equation : In "No Man's Land", Kirk has earned a few coins by cleaning an apartment, but needs more to buy one of Trelane's Amplifier Artifacts from the local shoppe. To do this, he plays poker in the back room of the local tavern. Within a few hours he has completely cleaned out all three of the other players - who are supposedly experienced players themselves.
  • Magnetic Weapons : To get through a heavy, locked metal door in "Museum Piece", Scotty cannibalizes several of the museum's exhibits for parts and constructs a mass driver . The projectile ends up being a large medieval lance. Scotty's improvised weapon turns out to be so powerful it leaves very little of the door intact, and ends up destroying several antique exhibits on the other side .
  • Make Games, Not War : At the end of "No Man's Land", Kirk complains about a sore shoulder he received when "resolving the issue" with Commander Ellis. When Spock inquires whether they came to blows, Kirk says that they played an aggressive game of Zero-G Squash instead.
  • Manchild : A very extreme case with Jakesey ("Though This Be Madness"), a grown man with severe mental development deficiency. He plays with blocks, loves his teddy bear, and has a very limited vocabulary.
  • Meaningful Name : Moll (a gangster's girlfriend or female companion) in "Though This Be Madness". Tuskin uses Gormagon and Rackaback to help him maintain control over the playroom, and Moll is the only person he trusts to bring him untainted food.
  • The Migration : We're told that the people of Lachian had to migrate their entire population there from their original homeworld, which was destroyed in some unspecified event.
  • Mishmash Museum : The Smithsonian Annex on Nova Atar is this. Although it is strictly a museum of technology, there is absolutely no rhyme or reason to the way the exhibits are organized. You'll find an alien crystalline computer next to an early engineering robot, and a control console from a Klingon warship next to an experimental battery-charging platform.
  • Mook–Face Turn : Menao Sheme pulls one, as do the rest of Espoir Station's personnel once you expose Breddell's plans to them.
  • It should be noted that for the best score, you have to make everyone in the mission happy and aim for peaceful solutions.
  • Best example is in the third episode, however, which has two good endings. You can stop Trelane in two ways. One option is to make Trelane create a more faithful recreation of World War I, and then use that as an example into convincing him to stop being obsessed with war. The other option is to trick him into letting his babysitter find him, which leads to her making him fix everything and promising Kirk that Trelane won’t be causing any more problems.
  • Mutually Assured Destruction : Kirk points out to Security Chief Kamend on Espoir Station that if the Vardaine destroy the Federation, the survivors will quickly figure out who did it and come after them. This is what finally convinces Kamend to do a Mook–Face Turn .
  • My Beloved Smother : The Phays is a computer on an alien ship whose sole purpose is to care for the society of invalids living onboard. It treats everyone - including the Enterprise's away team when it beams over - as its children. Unfortunately, damage to the computer has caused it to lose much of its coherence, and it seems to be doping all the food with mild tranquilizers - and doing little else.
  • My Species Doth Protest Too Much : Captain Klarr is shown not to be the typical Klingon. Klarr is an very level-headed and honorable captain willing to cooperate with Kirk and the Federation crew. In order to get the best ending, you have to cooperate with and trust him. His subordinate however, is far less willing and honorable.
  • Gravity's End (in the mission "Federation") is a strange phenomenon where our universe is intersecting with another universe where a Big Bang is occurring. The phenomenon apparently throws out as much energy as 100 type-G stars note  So, 100 times the energy of our sun . This is enough to allow Dr. Breddell to harness this power to create a Doomsday Device that can destroy Earth from hundreds of light-years away.
  • The Antares Rift itself may be just an ordinary Space Cloud , but it in fact contains a multitude of Negative Space Wedgies in the form of tiny space-time rifts leading to other dimensions. These wedgies are extremely dangerous, as they are practically undetectable even with cutting-edge Federation sensors, and cause severe system failure if collided-with. To make matters worse, there is a powerful Energy Being living inside one of these holes that is prone to kidnapping any psionically-sensitive people who happen to show up in the area.
  • No-Gear Level : "Museum Piece" takes place at the Smithsonian Annex on Nova Atar. The museum's security standards require that no electronic equipment of any kind be brought in by visitors, so the away-team has to leave their phasers and tricorders back on the Enterprise before beaming in. The primary challenge of this mission is then to try to make do with the exhibits themselves , or at least parts thereof .
  • No Ending : After spending an entire mission ("Though This Be Madness...") trying to figure out why an alien ship full of mental patients is trying to land on top of a Federation colony, the Enterprise away team finds the core of the ship's computer and delve into the archives. They do find some explanations, including that the people who built the ship may have sent their invalids out on a long space romp until cures could be found for their mental illnesses, but Kirk notes that each bit of information seems to conflict with the others. Eventually the whole thing is revealed to be just another Brassican experiment.
  • Nominal Hero : All but two of the Vardaine security officers on Espoir Station do a Mook–Face Turn , although most of them do this simply for self-interest - realizing that their boss is a Mad Scientist and that destroying the Federation would also mean doom for Vardaine.
  • A notable example is during the second mission The Sentinel , where despite doing everything right for a maximum score in the mission, at the end your choices are to either shut down a computer archive with advanced scientific knowledge, or shut down a power generator that's protecting the planet's civilization from being contaminated by a vat of dangerous pheromones. If you choose to shut down the generator and save the archive instead, you complete the mission and are beamed back onboard. However on the Bridge you're instantly informed that the planet's civilization is doomed to a life of aggression and violence, and Admiral Richards berates you for your choice and relieves you as captain of the Enterprise...
  • Additionally, Kirk, after putting the Savant on the ropes with the satchel full of negative emotion stones, can berate him; calling him a "selfish, self-centered, nothing" and an "emotional leech" upon others because he's "too emotionally stunted to stand on [his] own two feet ". This vicious tirade goes a little too far for a Talking the Monster to Death moment, draining the Savant of the will to live and causing the fabric of his dimension to collapse .
  • Not Quite Dead : In the final battle in Star Trek: 25th Anniversary , of course Ies Breddell was killed when the Enterprise-2 was completely destroyed by the real Enterprise . Breddell: Fortunately, a cloaked Elasi frigate transported me before my bridge was destroyed. Fortunate for one of us, that is.
  • Ominous Message from the Future : The U.S.S. Alexander somehow travels 8 days back from the future, to warn the U.S.S. Enterprise that the entire Federation is about to be destroyed. Unfortunately, the Alexander explodes right before its captain can explain who did it .
  • Once More, with Clarity : There are two World War One trench scenes in the mission "No Man's Land". The first, right outside the town of Gothos, is pretty much a clean, romanticized version of the trenches that bears no resemblance to real life. The second appears at the end of the episode, but only if Kirk implores Trelane to recreate the trenches based on historical records. It is a scene of utter carnage and devastation, with amputated bodies and black mud everywhere.
  • One Dose Fits All : The away-team knocks out the two-man garrison in the Gothos armory by drugging their beer. The shipment was comprised of about a dozen large barrels.
  • Only Smart People May Pass : Applies to nearly every Secret Test of Character posed by the Brassica throughout the game. Often involves Take a Third Option .
  • Tuskin in "Though This Be Madness" thinks everyone is out to get him (except Moll ). He even has two large "bodyguard" friends to keep others away.
  • To a lesser extent, Klarr's aide in the same mission is fully convinced that the Enterprise team is playing some dirty trick on the Klingons, trying to steal information that would compromise Klingon security.
  • The Only One I Trust : In "Though This Be Madness", Tuskin has apparently realized that the food is drugged , and only accepts food from Moll - who grows it in the ship's hydroponics garden. Kirk needs to take advantage of this by winning Moll's trust and getting her to deliver Tuskin food laced with a strong sedative.
  • Playing Both Sides : The final Brassican test. Kirk and Klarr each receive a paralense from the Brassica in secret, claiming that it is a scan of the territory of the other side, which the Brassica took as Betrayal Insurance . They want to see what each captain would do with such an unfair advantage. Kirk gives his paralense to Klarr , who destroys both lenses. "Trust breeds trust" .
  • Pocket Dimension : The Savant lives inside one, connected to our dimension via one of the holes in the Antares Rift . It seems to be only a few hundred meters long, and completely surrounded by a Void Between the Worlds . Curiously, all matter inside this dimension appears to be organic, leading to the possibility that the entire dimension is a single Genius Loci (essentially the body of the Savant and its physical byproducts).
  • Portal Door : A door appears at the end of "Though This Be Madness", and takes you to the next mission. It's unclear whether it's actually a portal, or whether the whole thing is nothing more than a holographic illusion .
  • Principles Zealot : In "Light and Darkness", Ensign Jons is ordered to combine the Alphan and Omegan samples, but inexplicably fails to sequences the Alphan sample. It quickly turns out that Jons is deliberately failing, due to his stron moral beliefs leading him to the conclusion that the "pure and perfect" Omegans must not be "tainted" with the vile Alphan DNA. He does not even back down when the harsh consequences of disobedience are explained to him.

star trek judgement rites

  • Pyrrhic Victory : Kirk points out to Trelane that World War One was one of these. At the sight of mutilated bodies in the realistic recreation of the trenches, Trelane argues that this is the fate befitting the losers. Kirk replies that, no, these are the winners .
  • Breddell sets his Doomsday Device to fire at Earth just before he's arrested. As Spock says, it could fire "at any moment".
  • The alien ship "Compassion" is about to land on a Federation colony, and must be stopped ASAP.
  • Reality Warper : Trelane appears again, this time creating a Theme Park Version of World War One , brainwashing the crews of three different Federation vessels to serve as actors, and shrinking their ships (along with the Enterprise ) to fit into bottles on his shelf. Even Spock comments on how none of this should be possible.
  • Dr. Ies Breddell, the Big Bad from the final mission of Star Trek: 25th Anniversary , returns in the first mission of this game.
  • Trelane, the omnipotent childish brat from the TV episode " The Squire of Gothos ". He is voiced by William Campbell, who also played him in the live-action appearance.
  • Red-plica Baron : The game features Trelane imagining himself as World War I pilot complete with the Red Baron's signature Fokker Triplane.
  • Red Herring : Any background information learned during "Though This Be Madness". Figuring out that this is a Red Herring is the point of the entire mission.
  • The first is Commander Ellis in "No Man's Land". He is actually the First Officer of the U.S.S. Zimbabwe as well as its Chief of Security. He doesn't really do anything throughout the mission, and mainly just serves as The Load .
  • The second is Ensign Walker in "Voids". A bit of a pessimist, he may even be somewhat Genre Savvy about his designated role and chances of survival. Walker: Captain, do you think we'll get out of this alive? Kirk: I really don't know. Walker: That doesn't give me much confidence. Really, Captain, do you think we'll get out of this alive? Kirk: Are you trying to suggest we won't? Will I have to put you on report for threatening morale? Walker: Thank you, sir!
  • Subverted in the case of Ensign Jons, a blue shirt geneticist from the Enterprise's science staff.
  • Dr. Breddell plays it straight, by building a superweapon capable of destroying the Federation and much of the Alpha Quadrant, all because he's pissed off that Kirk foiled his plan to build superior versions of Constitution-class starships.
  • Defied by a security guard who's guarding Kirk, Spock and McCoy in a brig at the start of the mission. Talking to him will reveal that Breddell had the guard's father killed for opposing his anti-Federation policies, but trying to use this to motivate the guard into turning on Breddell for revenge will just cause the guard to say that he'd be viewed as a traitor by his people, and it wouldn't bring back his father. Reason, on the other hand, does work, as he'll set you free if you point out that the survivors of the Federation will go after his people when they work out who was responsible.
  • Reviving Enemy : Trelane's triplane can be defeated if you're skilled at space combat, but Trelane himself cannot be defeated by fighting . He will simply come back and claim that you cheated, and then instantly defeats the Enterprise by knocking out the entire crew.
  • Riddle Me This : The penultimate Brassican test is a series of four philosophical riddles. To answer each riddle, Kirk must select one team-member to give what they think is the best answer - and only one person may answer each question.
  • Rivals Team Up : The Klingon captain Klarr joins the Enterprise away-team for the final mission, "Yet There Is Method In It".
  • Royal Blood : At one point during "Though This Be Madness", Uhura must convince a man who thinks he is a king that she is descended from the rulers of Kush and Timbuktu to get him to speak with her. Failing to do so renders the mission Unintentionally Unwinnable in earlier versions of the game.
  • Screw the Rules, I'm Doing What's Right! : Kirk's justification for violating the Romulan Neutral Zone to answer a Distress Signal from a Romulan ship inside the zone (though you can just as easily choose not to go, without losing any points). It turns out to be a trap , but fortunately the Romulans were not actually intending to start a war... at least this time .
  • Secret Test of Character : Kirk and his crew go through this, particularly in the final missions. Though it's actually The Federation that's being tested .
  • Send in the Search Team : When ships start disappearing in the Delphi system, Starfleet sends the U.S.S. Zimbabwe to investigate. When the Zimbabwe disappears too, it's time to send the Enterprise .
  • Sick Captive Scam : Subverted with Menao Sheme in "Federation" - he's too smart to fall for it.
  • Single-Biome Planet : Oniyus II (in "Light and Darkness") qualifies, but is also justified . It's a class-M planet in a system where no such planet should be possible at all, with a thin atmosphere and constant meteorite impacts. It's bleak and barren, with nothing more than low rock formations as far as the eye can see. However, it was probably engineered to be that way by the Brassica, who've set it up as a test site.
  • Sleeper Starship : Spock speculates that the Compassion (in "Though This Be Madness") may be a sleeper ship sent out to make a round-trip. The Phays does confirm this, but is an Unreliable Expositor to begin with, and its own actions indicate it might have been a Generation Ship instead. Unfortunately, the true answer is never revealed because the whole thing is really just a Secret Test of Character to see if the humans would spot the contradictions .
  • Smarter Than You Look : Gormagon in "Though This Be Madness" appears to be one of the smartest people on the Compassion, despite looking like a muscle-bound brute. Unlike his twin brother Rackaback, he thinks that violence should be the last resort, and is also quick to realize that the Enterprise away-team is there to help, not harm. He also loves to play chess .
  • Smart People Play Chess : Chess appears twice in this game, and has to be won each time it appears. The first time, Kirk must aggressively outmaneuver a computer to get it to stop playing chess and become accessible again. The second time, Spock beats a Smarter Than He Looks goon in a variant of chess that Spock had never even played before.
  • The Smurfette Principle : Uhura realizes this during the first question in the Brassican oral questions test phase . She's the only female on the team, and thus is the perfect answer for the question "Who among you goes through the most pain in the pursuit of life". The answer is, of course, "the one who gives birth" .
  • Sole Survivor : The Three Systems War that took place a hundred years earlier ended in the eradication of a species called the Vurians. Only a single Vurian managed to escape in her ship. She attempted an extremely-risky maneuver to evade her pursuers, and somehow ended up crashing into the Savant's Pocket Dimension .
  • Space Plane : An extremely literal example with Trelane's space-capable Fokker DR.I triplane. It can run circles around the Enterprise and is nigh undefeatable. For this reason, it turns into a Skippable Boss on the easiest difficulty, in which case the tri-plane instantly defeats the Enterprise and you are sent directly to the basement.
  • Space Whale Aesop : "Light and Darkness" deals with appearances and morality. Two races appeal for Kirk's help in destroying the other race. One race looks angelic, the other demonic. While Guest-Star Party Member Ensign Jons swoons over the angel's "goodness" and rejects the demon's "evil", Kirk notices that the demon is in fact the passive one and the angel is bloody-minded. Nevertheless, he does his best to ignore their appearance and eventually convinces the two races to be joined genetically. When things come to a head with Jons at the end of the mission, you'd expect Kirk to convince him that appearances don't matter, and that actions count more than words (a sentiment he himself expresses earlier in the mission). NOPE! Instead, all you need to do is make Jons realize that these are single-celled life-forms incapable of morality, and that the creatures they're seeing are just automated holographic projections. So while the moral of the story starts as "don't judge a book by its cover", it somehow ends up being "genetic tampering is OK if the subjects are primitive life-forms." It may also qualify as Take a Third Option because Kirk sees through what is transparent manipulation by the Brassica.
  • Spoiler Title
  • The Savant, an incredibly-powerful, non-physical entity that exists in a pure state of joy - and seeks to spread that joy to others, whether they want it or not.
  • The Brassica are borderline this. They have evolved from plants. They do stand upright, but have four short legs, bodies longer than a human's, three eyes (two large, one small above them), and a weird mouth.
  • First, the last question from the Brassica is "Which of the two of you should leave this place alive?", to which the correct answer is "Either we both leave, or neither of us does".
  • Then, the Brassica offer Kirk a disc supposedly containing a detailed scan of Klingon space, in exchange for forming an alliance with them. The correct move is to take the disc, but then give it to the Klingon captain.
  • Take Your Time : None of the Ticking Clocks in the game will actually run out, no matter how long you wait.
  • In episode 3 ("No Man's Land") it is Trelane , a childish god-like alien whose infatuation with earth's wars must be stopped. Kirk tries to do this by reasoning with Trelane, but the best he can do is either to convince Trelane that humans are just too strange to bother with or to find him a different hobby. Most possible endings for this conversation simply have Trelane becoming fed up with Kirk and petulantly losing interest, releasing Kirk and everyone else Trelane had captured. Another, non-canon ending actually bypasses the whole talking segment — only to solve the problem with a Deus ex Machina .
  • In episode 5 ("Voids") Kirk talks a million-year-old non-corporeal entity of pure joy into releasing Spock. The entity agrees, but only because it is tired of arguing and wants things to return to the way they were before the Enterprise ever showed up (or, alternatively, it kills itself and everything around it ). At no point during the mission does it ever concede any of Kirk's talking points, and only agrees to have that final conversation because Kirk found a way to hurt it .
  • This is also the canon solution to mission 6 ("Museum Piece"). Using the communications console to contact the Enterprise will instead put Kirk in contact with the terrorists, who must then be talked down. It's possible to avoid this with a completely different solution (or switch to that solution if the negotiations happen to fail), albeit for a reduced score.
  • Talking Your Way Out : Required in several situations, as per the Federation's idiom. It is also usually an alternative to violence, in which case Talking Your Way Out is necessary for the high score.
  • Tampering with Food and Drink : The Phays is drugging all of the pre-packaged food on the Compassion with a small dosage of tranquilizers ("Though This Be Madness"), supposedly to keep the mental-patient passengers docile.
  • It seems almost intentional. For example, here is the description for an inventory item that - in a different episode - would have been described simply as "an electrical connector": "A constructed mechanism permitting an electrical power supply to be safely joined to an appliance or device."
  • Teleporter Accident : Averted but briefly teased in "Voids". The Enterprise suffers damage from collisions with space-time anomalies in the Antares Rift, causing all sorts of issues with its systems and blocking anyone from leaving the Bridge. Spock requests permission to beam over to the Auxiliary Control Room to try and get the sensors back on-line to help the ship avoid further collisions. Kirk agrees despite the risk, and Spock beams away - but the effect of the beaming is obviously not right. A moment after he disappears a strange alien appears in his place for a few moments - worrying everyone on the Bridge that Spock may have been mutated by a transporter malfunction. It later turns out that the briefly-seen alien was actually kidnapping Spock to another dimension .
  • Theme Park Version : Trelane creates a Theme Park Version of a World War I German town. Aside from the many Stock Characters and other cliches to be found there, the town is within walking distance of the trenches - which are remarkably peaceful and contain one soldier who is in a perpetual state of dying dramatically. For a perfect score, Kirk must convince Trelane to research the matter and create a faithful representation of a World War I battlefield - which is decidedly gory and grim, and then present him with a new hobby of bottling airplanes .
  • This Is Reality : Kirk tries to do this to Trelane, arguing that his depiction of World War One is complete fiction . Unfortunately, the sight of the real bloody and gory trenches does nothing to dissuade Trelane from his fascination with Earth's wars. There is exactly one dialogue chain - in a long Dialogue Tree - that will actually get Trelane to consider how awful war can be.
  • Subverted in the Federation mission, where you MUST use the kill phaser on the Rancor-esque mutant Antarian Mankiller. In fact, using the stun setting on it does nothing, but instead allows it to turn and kill you.
  • Other uses of violence include using Spock to knock out various people with his Vulcan neck-pinch, and a few cases of firing the stun phaser at people when there is no other choice. If there is another choice, using the neck-pinch or the stun phaser to solve the problem will reduce your score.
  • Title Drop : At the end of "Though This Be Madness", just before entering the next mission "Yet There Is Method In It", McCoy gets angry at being secretly tested by the Brassica, and calls it all madness. Kirk replies by quoting the line from Hamlet that makes up these two episodes' titles.
  • Unintentionally Unwinnable : An unfinished piece of code makes it impossible to complete the mission "Though This Be Madness" if the wrong dialogue choice is selected during a certain conversation. It's when Uhura talks to the "King" of the alien space craft to convince him to leave the room . The latest CD-ROM version solves the problem — not by fixing the dialogue, but by dumping all the missing items into your inventory if you arrive at the final scene without them.
  • Azrah is this, telling all sorts of lies about his opponent Vizznr to try to persuade Kirk not to believe anything Vizznr says.
  • The Phays in "Though This Be Madness". It has a lot to tell about the history and mission of the Compassion, but the information occasionally contradicts either the hard facts or even itself . Repairing the Phays makes it sound more rational, but the actual contents of its answers remain vague and self-contradictory. The Compassion's true purpose is only revealed once Kirk realizes that all of this information is just a Red Herring .
  • Unwinnable by Design : In the last mission, if you give Dr. McCoy as the answer to the first of the Brassican questions, or Spock as the answer to the first or second question, the mission becomes impossible to complete (though you can still get back to the Enterprise with a dismal score).
  • Upper-Class Twit : One of the passengers on the Compassion ("Though This Be Madness") has delusions of grandure and thinks he is a king of some sort. He refuses to speak to anyone because they are all peasants and beneath his notice. Fortunately, he in inclined to believe that Uhura is of Royal Blood , and she can use this fact to trick him into leaving the room.
  • Utopia Justifies the Means : The Savant does this in "Voids", kidnapping psychically-gifted people and forcing them to feel happy for all eternity. Kirk: Do you honestly believe, because what you do may benefit them, that the ends justify the means? Savant: Yes, Captain. For such a great good as that which I provide, the ends do justify the means.
  • Villain with Good Publicity : Dr. Breddell, who has gained the trust of the Vardaine people and given them aspirations of becoming an interstellar power. They don't realize how insane he really is, which means that Kirk will turn into a Hero with Bad Publicity if Breddell is simply gunned down. To avoid this eventuality it's necessary to expose Breddell's secret plans to his vardaine guards, and take him prisoner instead of killing him.
  • The Antarian Mankiller in "Federation" — a gigantic man-killing monster — must be shot and vaporized with the "Kill" phaser. This is the only time the Kill phaser can be used on a living being throughout this entire game without significantly reducing your score - and there is no other way to finish the mission.
  • There is no way to defeat the Savant in "Voids" without harming it first. This is in stark contrast to any other mission in this game and its predecessor, where the 100% score is contingent on Talking Your Way Out .
  • In "Though This Be Madness", shooting Rackaback with a stun phaser is the only option. If you talk with your crew they practically urge you to do so.
  • To get the perfect score in "No Man's Land", it is necessary to help the old man in the street by punching out his aggressor.
  • Two Vardaine guards in "Federation" will refuse to do a Mook–Face Turn like the rest of the security team, requiring Spock to knock them out with a nerve-pinch. Nevertheless, this gives you a better score than stunning them with a phaser.
  • Virtue Is Weakness : Dr. Breddell pretty much sums up Nietzsche's "Slave Morality" as a reason to ignore Kirk's pleas . Breddell: Morality! It is an invention designed to make lesser people feel superior. The universe is full of moral people, and for the most part they are deadwood. People who are preoccupied with morality never make history.
  • Void Between the Worlds : In "Voids", the Pocket Dimension containing The Savant is completely surrounded by this.
  • War Is Hell : In the best outcome to "No Man's Land" Kirk confronts Trelane about how historically inaccurate his recreation of World War I is, and offers to "improve" it by referring to the historical data on the Enterprise's computer. The end result demolishes Trelane's romanticism about Earth wars.
  • We Have Reserves : In "No Man's Land", Commander Ellis accuses Kirk of this. His friend - a Red Shirt - was apparently killed in one of the episodes of the TV show (" Obsession "), and Ellis believes this is a pattern of Kirk's behavior - throwing lives away callously. He has a point , given the high death-rate among the original Enterprise's crew, although in truth Kirk is haunted by each and every man he has lost .
  • We Need to Get Proof : It quickly becomes clear during "Federation" that taking out Breddell without making him become a Villain with Good Publicity requires finding proof of his insane plans first.
  • If you get a critical mission failure on Balkos III or Onyius II, the Brassicans will break their silence early to scold the Federation for failing the tests. When encountered in the flesh at the end of the game, they will personally scold and excoriate Kirk if he picks fights with or tries to sabotage Klarr, or gives selfish or patronizing answers to their questions.
  • Xenophobic Herbivore : The Brassica are this, though they aren't herbivores - they're plants . The constant predation had later shaped their culture to be exceedingly wary of all outsiders, and thus their First Contact with alien species had to be couched in a meticulously-planned (and probably hundreds of years in the making) series of tests meant to determine which alien species (if any) they could co-exist with.
  • Your Terrorists Are Our Freedom Fighters : All we know about the terrorists attacking the Smithsonian Annex in "Museum Piece" is that they want to steal the Quelque. However if Kirk manages to contact them, he can learn that they are members of an oppressed group on their home planet. They explain that the probe is a historical artifact of their entire race, and thus belongs to all members of their species equally - rather than just the ruling family to whom the Federation was planning on giving the probe. In the canon ending, Kirk agrees with them .
  • Zeerust : One of the exhibits at the Smithsonian Annex is the working prototype of an "Aurora Generator". It is a bulky platform, as big as a pool table, that can wirelessly project electricity to any device over a short distance. Given how the away-team uses it later in the mission, however, the table-sized device is essentially what we would nowadays call a cellphone charging pad.

Alternative Title(s): Star Trek Judgment Rites

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star trek judgement rites

Star Trek: Judgment Rites

Star Trek: Judgment Rites was the sequel of Star Trek: 25th Anniversary . Like its predecessor, it was a combination adventure game and space flight simulator that is based on Star Trek: The Original Series. The game is broken up into 8 episodes, and aims to be the final year of the original "five year mission". The original game had only Kirk, Spock, and McCoy on away missions. In this game, the rest of the crew join Kirk on away missions as well. The CD-ROM version of the game has voice-over work from all of the main cast of the show.

External links

  • MobyGames entry on Star Trek: Judgement Rites
  • Wikipedia article on Star Trek: Judgement Rites
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Star Trek: Judgment Rites

Star Trek: Judgment Rites is a singleplayer third-person adventure and puzzle game in the Star Trek series.

General information

Availability

Configuration file(s) location, save game data location, save game cloud syncing.

General Options, accessible by pressing K and clicking on the Delta Emblem in-game.

Localizations

Issues fixed, roland mt-32 not being detected (cd-rom and digital version), other information, system requirements.

  • ↑ 1.0 1.1 1.2 1.3 1.4 1.5 File/folder structure within the installation folder reflects the path(s) listed for DOS game data . For the GOG.com release, file changes in DOSBox are redirected to <path-to-game> /cloud_saves/ even if GOG Galaxy is not used (this folder contains all redirected files, so some files in the cloud_saves folder might be temporary files or other files that do not contain saves or settings).
  • File/folder structure within this directory reflects the path(s) listed for Windows and/or Steam game data .
  • Use Wine's registry editor to access any Windows registry paths.
  • The app ID (364800) may differ in some cases.
  • Treat backslashes as forward slashes.
  • See the glossary page for details on Windows data paths.
  • ↑ 1.0 1.1 1.2 Release: Star Trek: Judgment Rites - GOG.com
  • ↑ Star Trek:Judgment Rites - Intro (1993 - Floppy Version) (Roland MT-32 - Munt Emulation) - YouTube - last accessed on 2020-08-19 " The floppy version (shown here) doesn't have any issues with the Roland. The issues only occur with the CD ROM version. Some people have made a patch to fix the CD version. "
  • One-time game purchase
  • Singleplayer
  • Third-person
  • Point and select

star trek judgement rites

star trek judgement rites

Star Trek™: Judgment Rites

star trek judgement rites

  • Personal interview with the legendary Gene Roddenberry
  • Interactive interview with Leonard Nimoy
  • The making of "STAR TREK™: Judgment Rites" CD-ROM adventure game
  • Biographies of the entire original STAR TREK cast

star trek judgement rites

  • Skips title.png splash screen [autoexec] imgmount d "..\stjr2.dat" -t iso -fs iso d: cls 1 exit

star trek judgement rites

  • In the Steam menu bar, select Games → Add a Non-Steam Game to My Library...
  • In the "Add a Game" window, click the BROWSE... button.
  • Navigate to %ProgramFiles(x86)%\Steam\steamapps\common\Star Trek Judgment Rights\dosbox (change this path if you have installed the game to a different location) and open dosbox.exe .
  • In the "Add a Game" window, the newly added dosbox entry should already be selected ✅ (but if it isn't selected, select it); click on the ADD SELECTED PROGRAMS button.
  • In your Steam library, right-click the newly added dosbox shortcut, and select Properties... from the context menu.
  • In the Properties window, change the shortcut name "doxbox" to something else, such as "Star Trek™: Judgment Rites Collector's Disc" (without quotation marks).

star trek judgement rites

  • While still in the Properties window, click on the DOSBox icon.

star trek judgement rites

  • In your Steam library, if you wish to set a custom background. custom logo, and custom artwork for the Collector's Edition bonus content library entry, the Star Trek: Judgment Rites background ( 364800_library_hero.jpg ), logo ( 364800_logo.png ), and cover art ( 364800_library_600x900.jpg ) can also be found in %ProgramFiles(x86)%\Steam\appcache\librarycache . Alternatively, you can select a background, a logo, and cover art from other sources.
  • RUSEHW06.BMP
  • SCOTTYG.SUI
  • SENTNLG.SUI
  • Download tikalat's Star Trek - Judgment Rites driver.7z [www.vogons.org] . Extract the contents of the archive using a file archiver which supports the 7z format.
  • Copy TREKJR.EXE from "Star Trek - Judgment Rites driver" and place it in the trek2 directory ( %ProgramFiles(x86)%\Steam\steamapps\common\Star Trek Judgment Rights\trek2 ); make a backup copy of the original trekjr.exe first.
  • Download Floating IPS (Flips) [github.com] patcher or Lunar IPS (LIPS) [fusoya.eludevisibility.org] patcher and extract the contents of the archive. Alternatively, you can use Rom Patcher JS [www.marcrobledo.com] online.
  • If using Flips, click the Apply Patch button; if using LIPS, click the Apply IPS Patch button. Select the IPS patch you wish to apply from Star Trek - Judgment Rites driver .
  • Select the file you wish to patch from the trek2 directory. You will need to change the file type selection from "Most Common ROM Files" to "All Files (*.*)". Once you've selected the file you wish to patch, LIPS will automatically replace the original file, whereas Flips will give you the opportunity to name the patched file (you can change the suggested name of the output file to the original file's name in order to replace the original file). If you use Flips, make sure you've actually replaced the original file rather than created an additional file.
  • Patch all four files mentioned in the ___README!!!.txt in Star Trek - Judgment Rites driver . Make backup copies of the files to be patched beforehand. Patch File DATA_001.ips data.001 DATA_DIR.ips data.dir FED_001.ips fed.001 FED_DIR.ips fed.dir
  • music_io=330

star trek judgement rites

  • DOSBox currently doesn't include support for Roland MT-32. There are a few options for MT-32 support, but this guide is abridged to two: Using Munt with DOSBox (§ 4A) or using DOSBox Staging in place of DOSBox (§ 4B). DOSBox Staging incorporates the mt32emu library from Munt, and therefore installing Munt separately is unnecessary if you use DOSBox Staging.

star trek judgement rites

  • [sdl] fullresolution=desktop windowresolution=1680x1050 output=opengl
  • [render] scaler=normal3x

star trek judgement rites

  • [sdl] fullresolution = desktop windowresolution = default # mapperfile = mapper-0.74.map
  • [render] aspect = off integer_scaling = off glshader = crt\hercules
  • [midi] mididevice = mt32

star trek judgement rites

Star Trek: Judgment Rites download

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Star Trek: Judgment Rites -

Where to buy full version?

  • Download STAR TREK™: JUDGMENT RITES @ GOG.com
  • Star Trek V: The Final Frontier (1989)
  • Star Trek: 25th Anniversary (1992)
  • Star Trek: First Contact (1988)
  • Star Trek: The Kobayashi Alternative (1985)
  • Star Trek: The Next Generation - A Final Unity (1995)
  • Star Trek: The Promethean Prophecy (1986)
  • Star Trek: The Rebel Universe (1987)
  • Trek Trivia (1988)

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  • Star Trek Judgment Rites

Posted by Kurt Kalata on June 16, 2019

Star Trek Judgment Rites - IBM PC / Macintosh (1995)

  • Star Trek 25th Anniversary
  • Star Trek The Next Generation: A Final Unity
  • Star Trek Deep Space Nine: Harbinger

Judgment Rites is the direct sequel to 25th Anniversary . The interface is practically identical, it uses some of the same assets in regards to the Enterprise and its crewmembers, and it follows the same episodic structure. While the scenarios are, for the most part, still self-contained, there’s an overarching plot which loosely connects them together. This involves a previously-unknown race called the Brassicans, who are unsure whether to make contact with other races. There’s also a subplot about the Enterprise ’s repeated attempts to enjoy a shore leave before getting sidetracked by various life-or-death missions.

In Federation , another ship, the USS Alexander , has warped in from eight days in the future, and warns of the destruction of the Federation, before itself exploding. This rather unnerving occurrence ties in with Ies Bredell, the antagonist from the final episode of 25th Anniversary . No Man’s Land finds the crew running in with Trelane (from the episode “The Squire of Gothos”), a powerful alien with an obsession with ancient Earth technology – here, he imagines himself to be a World War I German fighter pilot. In Light and Darkness , Kirk and crew discover remains of two rival life forms that had wiped out other several millennia before. Although they had been at war with each other, their dual natures fit each other like yin and yang, so Kirk must try to unite their remnant genetic material into a single race. Voids finds Mr. Spock being kidnapped by a long extinct race called the Vurians (created specifically for the game), who have been hiding in the Antares Rift, requiring Kirk to hop into an alternate dimension to find him. In Museum Piece , Kirk is invited to speak at the Smithsonian Annex but ends up defusing a terrorist plot. Though This Be Madness… and … Yet There is a Method To It act as the two-part finale, culminating in the crew answering a series of philosophical questions posed by the Brassicans. Not only does the overarching plot strengthen the storyline, but the individual episodes are also more interesting than the ones in 25th Anniversary .

Indeed, practically every element in Judgment Rites has been improved over its predecessor. There is a difficulty select for the combat segments, or they can be completely disabled. The interface is still awkward, but the puzzle solutions are more consistent, even though many of them just involve telling Spock to futz with a computer. The killable red shirts are gone, but each mission gives you different crew members to join the away team. While Spock and McCoy are still at the forefront, other members like Uhura, Sulu and Chekhov are controllable, allowing for more diverse puzzle solutions, as well as more inter-character banter. As a whole, all of these little things add up to a substantially fuller and more enjoyable experience.

While Judgment Rites was initially released on floppy disks, an expansion pack was later released to add in CG movie scenes and voiceovers for the introduction. The later CD release includes these movies, as well as full voice acting from the original cast and crew, much like 25th Anniversary . This game also sees the addition of Majel Barrett-Roddenberry as the voice of the computer. It is also officially DeForest Kelly’s last portrayal of Dr. McCoy before he passed away in 1999.

Judgment Rites was also one of the few games of the ‘90s to receive a Limited Collector’s Edition. This large box, numbered to indicate its limited quantity, included the CD-ROM version of the game, an extra CD for use in computers with various interviews, a video tape with an episode of the original series (“The City on the Edge of Forever” in the US release, while the UK version also has “Errand of Mercy”), and a small badge.

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star trek judgement rites

Star Trek: Resurgence launches in May

T here was a time when you couldn’t turn around without tripping over a game set in the Star Trek universe, but those games slowly fell out of style in the wake of the Enterprise TV series. Games like Star Trek : Timelines and Star Trek Online have been filling that void somewhat, but Star Trek: Resurgence aims to provide a more substantial, narrative-driven entry than what’s offered by current Trek titles. Resurgence releases on May 23 for PlayStation 5 , Windows , and Xbox Series X .

Star Trek: Resurgence is being developed by Dramatic Labs, a studio formed by several Telltale Games veterans, and it clearly draws from their experience crafting dramatic stories shaped by player choice. Resurgence takes place after Star Trek: The Next Generation , but additional details regarding the story have been sparse.

We do know that the story follows two characters stationed on the U.S.S. Resolute. First Officer Jara Rydek and Engineer Carter Diaz provide contrasting viewpoints of life on board a Starfleet vessel.

While Resurgence is sure to feature its fair share of phasers and photon torpedoes, it appears to be revisiting a grand tradition of narrative-driven adventure games set in the Star Trek franchise. Past Star Trek games like Judgment Rites , Hidden Evil , and Star Trek: The Next Generation – A Final Unity did a great job of capturing the essence of Star Trek without needing to lean on non-stop action to keep players invested.

Given the variety of takes we’ve seen with new Star Trek media in recent years, I’m excited to see where Dramatic Labs takes the franchise when Star Trek: Resurgence launches next month.

Star Trek: Resurgence launches in May

Play Classic games online

Star Trek: Judgment Rites

Star Trek: Judgment Rites is a computer game first produced by Interplay Productions in 1993, featuring the original cast of the classic Star Trek in a series of new adventures, including one featuring Trelane, the omnipotent child from the original episode “The Squire of Gothos”.

  • Interplay Productions, Inc.
  • Sci-Fi / Futuristic

Sequel to Star Trek: 25th Anniversary , Star Trek: Judgment Rites brings back the entire Enterprise crew in eight new episodes. Strange things are happening in distant space, such as dead planets spawning life and WW1 planes in outer space. You need to survive these situations.

You must navigate your way through space, and send away teams onto planets to investigate situations, communicate with other characters and solve puzzles. Unlike the previous game, action sequences are optional.

Gameplay is similar to that of Judgment Rites’s predecessor, Star Trek: 25th Anniversary. The player controls Captain Kirk of the USS Enterprise, and interacts with Spock, McCoy, and other crewmembers while solving eight “episodes” on and off the ship.

Combat sequences, in which the Enterprise battles enemies in space, are optional unlike those in the first game.

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COMMENTS

  1. Star Trek: Judgment Rites

    Star Trek: Judgment Rites is a computer game first produced by Interplay Productions in 1993, featuring the original cast of the classic Star Trek in a series of new adventures, including one featuring Trelane, the omnipotent child from the original episode "The Squire of Gothos". Judgment Rites uses the same MS-DOS game engine as the earlier Star Trek: 25th Anniversary; [citation needed ...

  2. Star Trek™: Judgment Rites on Steam

    Star Trek™: Judgment Rites. Return to command of the USS Enterprise in this classic. True episodic format beams eight original point-and-click missions into your computer. Featuring the cast members and sound effects from Star Trek: The Original Series, Judgment Rites puts you on course for a galaxy of excitement! All Reviews:

  3. Star Trek™: Judgment Rites

    The occurrences are just too strange. Star Trek ™: Judgment Rites, a sequel to Star Trek ™: 25th Anniversary, brings you back as Captain James T. Kirk along with your entire crew, as the 5 year Mission continues with 8 new, thought-provoking episodes. The tension increases as you beam down to mysterious worlds and encounter strange ...

  4. Star Trek: Judgment Rites

    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.

  5. Star Trek: Judgment Rites

    Star Trek: Judgment Rites is a video game published by Interplay which serves as a sequel to Star Trek: 25th Anniversary.The game engine is nearly identical to that of its predecessor, with some minor improvements in graphics and game play, such as the varying makeup of the landing party.These landing parties are always led by James T. Kirk, who is the only character the player directly controls.

  6. Star Trek Judgment Rites Playthrough (Complete)

    This is the complete compiled version of the entire Star Trek Judgment Rites computer game, all 8 episodes.Federation (32:51)Sentinel (31:40)No Man's Land (1...

  7. Star Trek: Judgment Rites (1993)

    Sequel to Star Trek: 25th Anniversary, Star Trek: Judgment Rites brings back the entire Enterprise crew in eight new episodes. Strange things are happening in distant space, such as dead planets spawning life and WW1 planes in outer space. You need to survive these situations.

  8. Star Trek

    Description. Sequel to Star Trek: 25th Anniversary, Star Trek: Judgment Rites brings back the entire Enterprise crew in eight new episodes. Strange things are happening in distant space, such as dead planets spawning life and WW1 planes in outer space. You need to survive these situations. You must navigate your way through space, and send away ...

  9. Star Trek: Judgment Rites

    Star Trek: Judgment Rites (aka מסע בין כוכבים 2: יום הדין), a really nice simulation game sold in 1993 for DOS, is available and ready to be played again! Time to play a sci-fi / futuristic, licensed title, graphic adventure, space flight, puzzle elements and tv series video game title.

  10. Star Trek: Judgment Rites

    Star Trek: Judgment RitesFull 100% Walkthrough Part 1

  11. Walkthrough for Star Trek: Judgment Rites

    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.

  12. Star Trek: Judgment Rites/Walkthrough

    Star Trek: Judgment Rites/Walkthrough. Like its predecessor, the game is split into a linear sequence of missions. Upon completion of one mission, the player is scored and then the next one begins. Missions are split into segments. Segments can be set on the bridge, usually with a space battle or they can be away missions on one of the many ...

  13. Crapshoot: Star Trek: Judgment Rites was pretty good for a licensed

    Judgment Rites adds a bit of an arc, with the idea that the crew (and other players in the galaxy, sadly not including the Pakled) are being tested by a group of aliens called the Brassicans—a ...

  14. Judgment Rites (Video Game)

    Star Trek: Judgment Rites was the second Point-and-Click Adventure Game based on the Star Trek franchise, developed by Interplay in 1993. It is a sequel to the successful Star Trek: 25th Anniversary, following the same concept: a surprisingly-faithful continuation of The Original Series in video game form.. As in the previous game, Judgment Rites is split into several "episodes", each ...

  15. Star Trek

    Judgment Rites is the successor of the Star Trek: 25th Anniversary. The game adds eight new missions, and is almost identical to its predecessor in terms of graphics, sounds and gameplay. The Limited CD-ROM Collector's Edition contains: enhanced CD-ROM version (with voice-acting) of the original Judgment Rites.

  16. Star Trek: Judgment Rites (DOS) Manual

    Star Trek: Judgment Rites (DOS) Manual by Interplay Productions, Inc. Publication date 1993 Topics Game manual, Instruction manual Collection computermanuals_miscellaneous; computermanuals; manuals; additional_collections. Manual for Star Trek: Judgment Rites (DOS) Addeddate 2022-05-07 16:42:16

  17. Star Trek: Judgment Rites

    Star Trek: Judgment Rites was the sequel of Star Trek: 25th Anniversary. Like its predecessor, it was a combination adventure game and space flight simulator that is based on Star Trek: The Original Series. The game is broken up into 8 episodes, and aims to be the final year of the original "five year mission". The original game had only Kirk, Spock, and McCoy on away missions.

  18. Star Trek: Judgment Rites

    Star Trek: Judgment Rites is a singleplayer third-person adventure and puzzle game in the Star Trek series. General information. GOG.com Community Discussions. GOG.com Support Page. Steam Community Discussions Availability. Source DRM Notes Keys OS; Retail : In-game star chart is unlabeled and requires included reference chart.

  19. Star Trek: Judgment Rites Collector's Edition Bonus Content

    The making of "STAR TREK™: Judgment Rites" CD-ROM adventure game; Biographies of the entire original STAR TREK cast; You interface with the Collector's Edition bonus content via the quasi-interactive bridge of the Enterprise. You can access the interviews with Gene Roddenberry and Leonard Nimoy, the cast biographies, as well as the credits ...

  20. Star Trek: Judgment Rites Manual (pdf) :: DJ OldGames

    Star Trek: Judgment Rites uses the same DOS gaming engine as the earlier Star Trek: 25th Anniversary; however, it had sharper graphics and sound, particularly with the CD-ROM edition. The Scenarios are as follows: Throughout the story arc, the Enterprise crew attempts to go on Shore leave, but are often waylaid by the many missions of the Scenarios, as if they were part of a `to be continued ...

  21. Star Trek Judgment Rites

    Star Trek Judgment Rites - IBM PC / Macintosh (1995) Judgment Rites is the direct sequel to 25th Anniversary. The interface is practically identical, it uses some of the same assets in regards to the Enterprise and its crewmembers, and it follows the same episodic structure. While the scenarios are, for the most part, still self-contained ...

  22. Star Trek: Resurgence launches in May

    Past Star Trek games like Judgment Rites, Hidden Evil, and Star Trek: The Next Generation - A Final Unity did a great job of capturing the essence of Star Trek without needing to lean on non ...

  23. Star Trek: Judgment Rites

    Adventure. Star Trek: Judgment Rites is a computer game first produced by Interplay Productions in 1993, featuring the original cast of the classic Star Trek in a series of new adventures, including one featuring Trelane, the omnipotent child from the original episode "The Squire of Gothos". Game developer.

  24. Star Trek Judgment Rites : Interplay : Free Download, Borrow, and

    2023-07-12 22:17:01. Identifier. star-trek-judgment-rites. Scanner. Internet Archive HTML5 Uploader 1.7.0. DOS version of Star Trek Judgment Rites (non talkie version) complete with Movie & Sound pack installed.Also included Movie & Sound pack separately.