Prima Games eGuides
primagames.com Browse Redeem a code Help
Star Trek eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Interactive Maps
    • Chapter 2 Interactive Maps
      • Chapter 2 Interactive Maps
    • Chapter 3 Interactive Maps
      • Chapter 3 Interactive Maps
    • Chapter 5 Interactive Maps
      • Chapter 5 Interactive Maps
    • Chapter 6 Interactive Maps
      • Chapter 6 Interactive Maps
    • Chapter 7 Interactive Maps
      • Chapter 7 Interactive Maps
    • Chapter 8 Interactive Maps
      • Chapter 8 Interactive Maps
    • Chapter 9 Interactive Maps
      • Chapter 9 Interactive Maps
  • Essentials
    • Starfleet Academy
      • Starfleet Academy
    • Allies, Enemies, and Weapons
      • Allies, Enemies, and Weapons
    • Behind the Scenes
      • Behind the Scenes
    • Compendium
      • Compendium
  • Walkthrough
    • Chapter 1: Boldly Go
      • Boldly Go
    • Chapter 2: Helios-1
      • Helios-1
    • Chapter 3: New Vulcan
      • New Vulcan
    • Chapter 4: Space Battle
      • Space Battle
    • Chapter 5: Frontier Starbase
      • Frontier Starbase
    • Chapter 6: Volatile Cargo
      • Volatile Cargo
    • Chapter 7: Gorn Planet
      • Gorn Planet
    • Chapter 8: Enterprise Capture
      • Enterprise Capture
    • Chapter 9: Mothership
      • Mothership

Star Trek Guide › Walkthrough › Chapter 1: Boldly Go

Boldly Go

Following the destruction of the Vulcan homeworld, Vulcan scientists are hard at work establishing a colony on New Vulcan. With the help of an experimental piece of technology known as the Helios Device, the scientists hope to terraform the planet, creating a home for the few remaining Vulcans. But when activated, the Helios Device creates a rip in the fabric of space time, leading to an attack by an unknown alien race emerging from the anomaly. It’s up to Captain Kirk, First Officer Spock and the crew of the Enterprise to confront this new threat, preventing the Helios Device from falling into enemy hands. The future of the Vulcan people and the entire Federation is at stake.

Boldly Go

Chapter Summary

The beginning of a grand adventure for the crew of the U.S.S. Enterprise: to boldly go where no one has gone before.

Collectables: None

Achievements/Trophies

Icon Name Criteria Gamerscore Trophy
Away Team: Mission Initiated Complete one chapter in co-operative play 10 Bronze

New Game: Getting Started

Ready to jump into action as a legendary Starfleet officer? You’re only a few short steps away from beginning a thrilling adventure. But before rushing in, take a few moments to properly set up your game. Soon after selecting New Game from the main menu you’re prompted to choose a difficulty setting—easy, medium, or hard. For the most part, the difficulty setting determines how much damage your character can take before he succumbs to his wounds. If you’re completely new to first- or third-person action games, consider selecting easy. But if you’re an action game veteran, the medium or hard difficulty settings provide a good challenge.

Next, it’s time to select which character you wish to play as, Captain Kirk or First Officer Spock. Brash, bold, and clever, Kirk is the iconic captain of the U.S.S. Enterprise. First Officer Spock is more tactical, precise, and logical, and offers a much needed balance to Kirk’s impulsive nature—Spock can also perform mind-melds on certain incapacitated enemies, which sometimes reveal secret door codes and other narrative elements. There are some instances where the two become separated and then have different gameplay experiences. Regardless of your choice, both characters are always present during this adventure. The character you don’t choose will be controlled by another player or the game’s artificial intelligence.

Now it’s time to choose the game type. There are three choices: Public, Private, and Offline. If you choose to play a public game, any connected player can join your game at anytime and take control of the character you’re not playing. The drop-in/drop-out nature of co-op makes it easy for random players to jump into your game at any point and give you a hand. During a Private game, you can limit who joins your game. When Private is selected, you must invite a player to your game before they can join. Or you can simply go it alone, with an Offline game. If you’re not sure what kind of game you wish to play, select a Private game. This gives you the option of inviting friends into your game in the future. Or if you change your mind, the game type can be adjusted in the options menu later. With the game type selected you’re ready to begin your adventure. Go out there and make Starfleet proud!

Prologue

Only seconds into the adventure, Kirk and Spock find themselves pinned down by an aggressive attack by an unknown force. During this opening sequence, your character is locked behind cover. While behind cover you cannot be hit by incoming direct fire. The on-screen directions show you which buttons to press to return fire. Before firing, take aim. While you are aiming, the camera switches to a third-person, over-the-shoulder view, and a white reticle appears in the center of the HUD. The reticle turns red when it’s placed over an enemy, indicating a clear shot. But while aiming, you’re also exposed to incoming fire—release the aim button to automatically drop back behind cover. Practice popping in and out of cover by aiming and firing at the distant enemies. The enemies are also hiding behind cover, so you may need to wait until they expose themselves to get a clear shot.

In addition to firing an aimed shot, you can also fire blindly over or around cover. This is far less accurate but allows you to return fire without exposing yourself. Use the white dot reticle in the center of the HUD to aim at a target then fire. Unlike the aiming reticle, this white dot does not turn red when placed over a target. But as long as the white dot is placed over an enemy, your shots will land nearby, potentially hitting the target. As you rapidly fire your phaser, take note of the meter in the bottom right corner of the HUD. This is your weapon’s heat gauge, filling from right to left. The faster you fire the weapon, the faster your weapon will overheat. If the gauge fills completely, your phaser will become inoperable for a few seconds while it cools down. Slow down your rate of fire to prevent overheating, or simply keep an eye on the heat gauge and lay off the trigger when the phaser is close to overheating. Since blind fire is less accurate, you’re more likely to overheat your phaser during these tense situations.

Only a few seconds into the firefight, Spock calls out an incoming grenade—then everything goes black. Spock and Kirk awake to find themselves in a large arena-like enclosure. But something is clearly wrong with Spock, which is indicated by an anomaly in his left eye. Spock gets to his feet and immediately walks toward Kirk at a brisk pace. Kirk seems to realize there’s something wrong with his first officer and braces himself for a fight. When the two are within a few feet of each other, they both throw a punch and the scene fades to white.…

Enterprise

Eight hours earlier, the two are seen on the Enterprise enjoying a friendly game of three-dimensional chess in Spock’s quarters. Spock patiently waits for Kirk to complete his turn, then quickly capitalizes on his Captain’s errant move. But the game is interrupted by a message from the Bridge—the Enterprise has received an emergency signal from a nearby space station. Since they have been summoned to the Bridge, Spock gives Kirk the chance to concede, but Kirk isn’t ready to give up just yet.

New Objective: Reach the Bridge

While in Spock’s quarters, take a moment to familiarize yourself with the basic movement controls, which are shown on-screen. Experiment with moving your chosen character around the room while manipulating the camera angle. The camera can be rotated a full 360 degrees around your character, which allows you to get a good view of your surroundings without moving. But it’s easiest to keep the camera situated behind your character while moving.

Step out of Spock’s quarters and into the adjoining corridor. Your character can move at various speeds based on how far you move the movement control stick. Nudge the stick slightly up to make your character walk. Or push the stick all the way up to break into a run. Eventually you’re prompted to access your tricorder. Press and hold the button shown on-screen to activate the tricorder. When the tricorder is active, the screen is washed in a blue tint and a new reticle appears in the center of the HUD. Aiming the tricorder is similar to aiming a phaser. Point it at various objects to gain more information. You will also see a red marker on the HUD that indicates your current waypoint—this is where you need to go next. While the tricorder is active you can also order your AI-controlled teammate to move to a specific point. Continue down the corridor, following the waypoint marker to the Bridge.

Bridge

Upon entering the Bridge, Communications Officer Uhura reports that radiation from the nearby binary stars is making communication with the distressed space station difficult. Chekov, the Enterprise’s navigator, adds that the station is operating under emergency power and struggling to maintain altitude. But a transporter evacuation isn’t possible—Chief Engineer Scott reports that the stars are creating too much interference to safely beam the space station crew aboard. With no other viable options available, Kirk decides to pay a visit to the space station himself, despite Spock’s concerns.

Note

Before entering the Turbolift, speak with Uhura, Chekov, and Sulu on the Bridge. The conversation differs based on which character you’re playing as.

New Objective: Reach Shuttle Bay

Following the cinematic, step inside the Bridge’s Turbolift, an elevator-like transportation system capable of traveling up, down, left, and right throughout the ship. Hold down the button shown on-screen to activate the Turbolift. Before the Turbolift can move, you must wait for your partner to enter; the Turbolift will not move until you’re both inside. Spock continues his protest during the short trip to the Shuttle Bay. But Kirk brushes aside Spock’s concerns, suggesting a change of scenery will do him some good.

Shuttle Bay

New Objective: Enter Shuttle

By the time Kirk and Spock reach the Shuttle Bay, Chief Engineer Scott has prepared a shuttle. Scott echoes Spock’s concerns, suggesting he could handle the job along with some recruits. Kirk reassures Scotty that he’ll be fine. Activate your tricorder to get a reading on the shuttle’s location. Follow the waypoint marker to a doorway. Kirk and Spock automatically enter and don their environmental suits.

Step through the next doorway and follow the walkway to the waiting shuttle. En route to the space station, Enterprise Helmsman Sulu reports that he’s picking up high levels of radiation from two binary stars. Kirk is unsure how the station is still operational given its close proximity to the stars. Spock notices that the station is equipped with solar collectors. Kirk continues to wonder what an experimental power station is doing out in the middle of nowhere. Whatever is happening out here, Starfleet has no record of this space station or its mission. It’s time to take a closer look.

Keep reading with a free account

The first 3 sections of Star Trek are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousCompendium NextHelios-1