Star Trek: Judgment RitesStar Trek: Judgment Rites

Game Details:  Sci-Fi, 1993

Links:  Moby Games, Steam, Adventure Gamers

Walkthrough Updated:  5/15/2015

Suggested Listening:  Give Up Now (Ash 25)

Star Trek: Judgment Rites is the second of a pair of adventure games by Interplay, set in the Star Trek universe. It follows after the events of Star Trek: 25th Anniversary. You are presented with a series of 8 new episodes, again involving both traditional adventure segments and first-person starship combat.

Episode 1

Federation

After your communication from Luke Rayner, go to the Navigation screen (press N) and select Espoir Station. After fighting the Elasi (unless you are on the easiest difficulty), you will automatically land at the station. Talk to Munroe (option 1), then beam down (press B). Talk to Munroe and Breddell and you will end up in the brig. Talk to Sheme (options 2, 3, 3, 3) and he will let you go. Leave the cell and take the items from all 3 lockers. Now go through the next door and head to the left green area..

Quickly use your phaser (set to stun) on the 2 guards. Go through the blue doorway to the Computer Room and use your phaser (set to stun) on the technician. Now use Spock on the chess game (options 1, 2, 1), then use Spock on the computer to the left. Use the science tricorder and medical tricorder on this computer, then use Spock on it again. Leave this room and go through the yellow doorway to Central Control; quickly use your phaser (set to stun) on 2 more guards. Talk to the assistant in the corner of the room, then use McCoy on him, then talk to him again. Use Spock on all 3 computers to disable them. Leave this area and next head to Docking Bay 1. Talk to the guards (option 3) and Spock will disable them. Now use Spock on the 2 computers in the corner of the room, selecting to sabotage the system each time. Leave here and now go to the right green area.

Go through the left yellow door to the Executive Quarters and pick up the atmospheric purifier from the floor. Leave this room and head through the red door on the right to the Crew Quarters. Use McCoy on the sick crewman, then use the medical tricorder on him, followed by the medkit. Pick up the dummies from the corner of the room. Leave here and return to the left part of the ship, entering the red door on the left to find the Transporter Room. Quickly use your atmospheric purifier just right of the main console. Now use the dummies on the transporter, setting the coordinates for the Security Room; you will automatically stun the guards when you arrive. When Kamend the security chief wakes up, talk to him (option 1), then use your science tricorder on him to provide him with the evidence he requests. Use Spock on both computers to disable them. Return to the right green area.

Head through the blue door into Special Projects. Quickly use your phaser (set to kill) on the beast, then use Spock on the computer to the left. Leave this room and use Kirk on the panel outside the yellow door to the right into Breddell's Quarters. Enter the room and talk to Breddell (option 2), then immediately use your phaser on him (set to stun). Take the journal from the table, and then the bookmark that fell out. Remove the dartboard from the wall. Use the science tricorder on the bookmark to see the number 2188. Now use Spock on the control panel from behind the dartboard to enter this code.

Episode 2

Sentinel

Go to the Navigation screen and select Balkos III. Orbit the planet (press O), then beam down (press B). After you are scanned and finish your conversation, use the science tricorder on everything in the room, then use Spock on the panel to open the door. In the next room, use Spock on the green panel to the far left and continue through the door. In the orange room, use Spock on the right panel and go through this door. Pick up 5 different items from the ground, and 2 items dropping from the machine on the right. Put both your battery and badge in the machine on the left, then use Spock on the machine to combine them and get a functioning badge. Use Spock on the panel to the left, then go left. Use your badge on the machine here to charge it - now you don't need Spock to use the panels any more.

Go through the top door, and now use the screen and the yellow cube on the machine in the middle of the room. Use Spock on the machine; select options 1 and then 2, and select the diamond. Go to each of the rooms throughout the complex and use the science tricorder on the machines (most importantly those that were previously behind force fields). In the yellow life-support room, use Spock on the large vat, then use your switch on its control panel. Go through the door to the right; wait for a Balkosian to come in to get some food, and quickly use Spock on him. Next use Kirk on him to transfer him to the medical bay. Use the medical tricorder and then McCoy on him to learn more about the situation.

From here, go up and then left 3 times to return to the orange room. Use your circuit board on the large machine on the left. Next use the cables on the machine to finish repairing it. Use Spock on the green display on the right of the machine to learn some more information (just once), and answer Spock with option 2. Now use Spock on the left part of the machine to turn it off.

Episode 3

No Man's Land

Go to the Navigation screen and select Delphi. After your conversation you will fight the Baron (unless you are on the easiest difficulty) and then you will end up in a cellar. Pick up a stick from the ground, and open the crate on the right, then take the Schnapps from inside. Use the Schnapps on the hay at the bottom left, then use the sticks on it. Talk to the guard (option 2).

Outside, get Kirk to punch the soldier after he knocks down the old man. Use the medical tricorder and medical kit on the old man, then talk to him. Now head into the tavern and automatically talk to the soldier here (option 1). Talk to Gretel about everything, then use McCoy on the keg of beer on the left. Talk to both men at the table about everything. Go through the wooden door at the back and talk to the men playing poker. Leave the bar and go across the street into the shop. Talk to the boy behind the counter to get a broom, some food and a rope. Head back outside and walk left.

Ignore the dog and enter the house to the right. Talk to Eckhart about everything, then use the broom on the carpet, and use Spock on the gramophone to try to fix it. Go back outside and use the meat on the dog, then use the medical kit on it and it will leave. Head into the school in the background. Talk to Hauptmann (option 3), then talk to each of the kids in the class. Use the science tricorder on the light fitting and the chalkboard, then talk to the teacher (option 5). Leave the school and continue left again.

Scan the wounded soldier with your science tricorder, then talk to him about everything and you will receive a letter to give to Gretel. Head back to town and enter the armory (left of the school). Take a rifle from the cabinet on the left, and use your rope on the man at the desk. Use your medical kit on him, then use Spock on him and then on the safe. Take the TNT from inside the safe, then return outside, right, and into the tavern. Give the letter to Gretel, and talk to Schiller (green jacket) about the chalkboard. Go to the back room and talk to Sundergard (another green jacket) about the chalkboard. Use your money on Sundergard and you will end up with a lot more. Leave the tavern and enter the shop. Use the science tricorder to scan the clock, then talk to the boy to buy it. Return outside and go left.

Enter the armory and talk to the commander, then threaten him with the rifle. Take the signed transfer papers from the right side of the desk. Now head outside and left to the trench again, and talk to the wounded soldier to get the locket. Return to the back room of the tavern and give Sunderguard the transfer papers, then talk to him about the chalkboard again. Talk to Schiller in the tavern about the chalkboard and take the note he writes for you. Go back to the school and give this to the teacher and you will automatically take the chalkboard.

From outside the tavern, go right and use your science tricorder on the plane, then continue right and use the science tricorder on the castle. Return to the plane and put the locket, chalkboard and clock inside. Use the TNT on the plane to blow it up - you will end up inside the castle. After talking to Trelane, use your science tricorder on the painting, then try to use the rifle on it. Look at the bottles on the mantlepiece; when Ellis is frozen, choose option 2. After looking at all 4 bottles, talk to Trelane (options 3, 2). Talk to him again (options 1, 2) and you will reach a more realistic trench scene. Talk to Trelane one last time (options 1, 3, 3).

Episode 4

Light and Darkness

Go to the Navigation screen and select Onyius II. Orbit the planet, then beam down. Use your science tricorder on the building and rock, then head inside. Use your phaser (set to stun) on the green goo to the right, then go through the doorway on the left. Talk to Vizznr (options 1, 1). Now go right twice and speak to Azrah (options 2, 1, 1, 3). Take the sample dish from the machine here. Return left twice and use Spock on the keyboard of the machine to get VIzznr to reappear. Talk to him again (options 2, 1). Take another sample dish, then return to the right. dasd

Try putting one of the samples into the large tube on the left. Talk to Jons (options 3, 2, 2), then put both samples into the machine on the left. Use Jons on the left console, then on the right console. Take the green sample from the right tube. Go through the top door and insert the new sample into the machine - the message you receive from Cicissa is incomplete. Head outside and walk around to find 3 satellites; scan all 3 with your science tricorder, then go back to the right satellite. Scan the control mechanism, then scan the volcanic rock in the background. Use your phaser (set to kill) on the rock. Scan several sites on the large rock until Spock says you have found the best site to gather geothermal energy; now use your starfleet communicator.

Go to the middle satellite. Use your science tricorder on the control mechanism, then use your starfleet communicator, and finally use Spock on the control mechanism to adjust it. Go back inside and talk to Cicissa in the back room (option 3).

Episode 5

Voids

Go to the Navigation screen and select Antares Rift. Talk to everyone on the bridge, then try to walk into the lift. Use Spock on his own station (on the left), then do it again (option 1). Use Sulu on Spock's station, then walk into the lift. Go to Auxiliary Control, which is the yellow section below the bridge. Use your starfleet communicator (options 1, 1). Go forward into the control room and try to talk to the Vurian. Use your phaser (set to kill) to shoot the door once, then use your medical tricorder on the hole in the door. Return to the lift and go to the Sick Bay.

Go through the door and talk to McCoy - he will give you some gas to neutralise it. Return to the lift and head to Engineering. Go through the door and use your gas on the ventilation system on the right wall. Now use the life control system computer on the left; you will automatically end up back in Auxiliary Control. Use Sulu on the middle and then the right of the control panel. Return to the lift and head to the Transporter Room - you will be transported to an alien dimension. Save your game.

Talk to the Vurian (options 1, 3), then walk right and talk to the Savant (option 1). Pick up the pouch from the ground, then continue right. Talk to Spock about everything, then use the medical kit on him. Return left twice and use your pouch on the small blue stones. Go right and use the blue pouch on the Savant (options 1, 1).

Episode 6

Museum Piece

Go to the Navigation screen and select Nova Atar, then beam down. Go right several times and try to go through the door to room 11; you will end up back in the Curator's office. Pick up the decanter and silver tray from the table, the knight's lance, the large bottle of cognac and the note from beneath it. Use the bottom left desk twice to open the door, then use Chekov on the knight to wedge the door open. Head through the door. Use Scotty on the phaser cannon to get two capacitors, then use them both on the generator table. Next use Chekov on the machine to the right to get a cable and some wiring. Try to go to the bottom right and you will be prompted for an access code. Read the note in your inventory, then go to the bottom right again and enter code VVSOP2123.

Take the clamps from the docking ring, then return to room 5. Take the capacitors now that they have charged, and return down to the docking room. Use a capacitor on the robot to the bottom right, then take the capacitor back again. Use Chekov on the robot to get some wires, and use Scotty on the pod to the lower left to get an access panel. Go back to room 5 and try going through the door to room 7 with code VVSOP2123 - this won't work here. Talk to Scotty about this, then use the two capacitors, the clamps, and the red wire on the generator table. Now use the black wire, then the lance, and finally use Chekov on the computer to the left to fire your weapon. Take the uncharged capacitors from the table again and go through the doorway to room 7.

Pick up the gas canister from the ground, and look at the large transporter on the left, and the communications device to the lower right. Head through the doorway to room 9, entering code VVSOP2123. Try to use Scotty on the pod's door, then pick up a crystal from the display on the left. Use one of your capacitors in the small robot on the ground (answer Scotty with option 1), then use Scotty on the robot to get the pod's door open. Use Scotty on the pod to examine it, then use your decanter, cognac and silver tray on the pod. Use your other capacitor on the tray; leave the room and come back, then take the charged capacitor. Take the silver tray as well, and return to room 7.

Use Scotty on the communicator, then use the crystal, silver tray and charged capacitor on it. Finally use the communicator (options 4, 1, 2, 2, 3, 1, 2, 1, 1).

Episode 7

Though This Be Madness...

Go to the Navigation screen and select Atabis. Select option 1 when talking to Captain Klarr, then beam down to the alien vessel. Use your science tricorder on each of the plants in the room, then talk to each of the men about everything. Speak to Jakesey and Atrioli, then use Uhura on Atrioli and speak to him (option 2). Next use the switch on the wall behind Jakesey, then use the opening in the ceiling and you will get some wire and a lightbar. Go right 3 times.

After Captain Klarr enters and then leaves again, Try to take the bear, then use Spock on the chess set and you will get the bear. Scan the people with your medical tricorder, then return left twice and go down - you will be scanned here and will then talk to Phays. Use your medical tricorder on the woman in the corner of the room, then use Spock on her. Next return up and left and give the bear to Jakesey in exchange for the blocks.

Head through the door here into a hydroponics lab. Pick up the metal keg from the left and put it on the scanning table. Use your phaser (set to kill) on the keg, put the blocks into it, and use your phaser on it again. Pick up the keg and replace it into the niche where you originally found it. Keep leaving the room and coming back until you can pick a red fruit from the plant. Leave by going right, and talk to Moll. Offer her the fruit, and she will tell you to give it to her son. Go right 3 times and give the fruit to the boy on the left. Talk to him about everything, then take the bad food from the cupbard that he opens. Return left 3 times.

Use the food delivery machine to the left, then pick up the food box and put it in the machine on the right. Put the bad food in the machine next, and agree to let the machine make a tranquiliser. Use the food box on the machine again, and agree to insert the tranquiliser into the food. Talk to Moll, then give your new white box to her - she will tell you to give it to Tuskin yourself. Go left and take another piece of fruit, then head down and right 3 times. Give the fruit to Tuskin and he will fall asleep. Now talk to Gormagon, before talking to each of your crew members. Use your phaser (set to stun) on Rackaback, then talk to Gormagon again. Head down through the hole that is revealed.

Use the science tricorder on the machine to the right, then try to use your lightbar on it. Give the lightbar to Captain Klarr, then use the connectors on the machine (Spock and Uhura will do this for you). Talk to Phays about everything, then take the green paralense disc from the chamber that drops from the ceiling. Use this paralense disc in the small machine to access a database, and select Compassion. Attempt to go through the portal, then talk to Captain Klarr; after he punches his aide, go through the portal.

Episode 8

... Yet There is Method in It

In the opening conversation select option 2, then you will face a series of 3 riddles. For each riddle talk to your crew members then use one of them on the Brassica to answer; first use Uhura, then McCoy and finally Spock. After you are asked the final riddle, talk to Captain Klarr and then to the Brassican. Use Kirk on the Brassica (options 3, 3).

Follow Septhi behind the wall and talk to him (option 1). Use the paralense you just received on Klarr (options 2, 4).