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Докладване на проблем с превода
I want to bring the guide's author attention to the instructions on "Another Fine Mess," which seems to have a logic bug which I think is connected to Mudd's Degrimer. If you attach the lens to it right away and activate it many of the other events with Mudd won't activate later (except for the med bay one), such as the sav-a-ship life support malfunctioning. Unfortunately following your directions leads to these events not happening and subsequently a less than 100 point score.
Also I think you need to use McCoy's medbag on Mudd in the medbay scene, simply using McCoy didn't work for me. Feel free to double check these points and update the guide at your convenience.
Make sure when you can divert power in Auxiliary Control that you FIRST TRY to divert it to weapons systems BEFORE Shields. That unlocks dialog and actions that you need to access the weapons bay later on. Otherwise if you just follow the guide as written you'll be trapped with a functioning transporter with no ability to set a destination and no way to finish the game.
Also of note, you contact the Elasi at the end NOT Uhura as communications with the Enterprise have been jammed.
In the last mission, make sure you have Spock try to reroute power to the transporter room to initiate the conversation involving the torpedo bay. When you are in the transporter room, make sure to have Spock use the transporter BEFORE using the power pack on the wall. The game will glitch and you have to start over, like I have to. The guide does not give the proper order in this regard. Save yourself a headache and be sure to follow the extra instructions I listed. Thanks.
I have tried all combinations in chapter 5.
Most of them only result in a message that the combination requires a neural link and is only available to "higher order functions".
Combinations containing 2 blue crystals are likely to trigger a message that the selected teleport target does no longer exist.
There is one combination to activate internal security (green-blue-red, I think, but nothing happens), while another three-colour code will deactivate it (same effect). Two combinations will trigger scans of alien vessels (again, no real effect).
Two messages will try to explain the basics of combinations, but they aren't useful.
Stay away from 3 red (instant game over) and 3 blue (which will let you end the mission, but I don't believe it can be completed 100% this way).