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Beam to your ship and enter sector space, where you'll find that the S. Azura has its own listing. Fly near the Azura and beam Captain Brott aboard to get more of the backstory. Diplomatic Orders Upon arrival, you'll discover four Orion ships are ganging up on the Azura. Destroy the ships and scan the Azura, revealing that Giver: Admiral Quinn it needs some more personal assistance. I uncommon ship shields the crew.

Scan the area at the Both Klingon and Orion forces would like to bottom of the hill to discover that the get their hands on the goods.

Undine has already beamed back to his ship. You'll find Sokkoth in the Stateroom on Earth Spacedock in the Sol System, Beam back to your own ship and prepare meditating on the left side of the aisle. Talk to engage the Undine Dreadnought. It's a to him briefly, then beam to your ship and battle you can't win — his ship is simply too enter sector space on a course for the tough for you at this point — but all you P'Jem System. The Undine Upon arrival, Klingons will hail you, torpedoes can be targeted by your beam claiming Sokkoth is an Undine shapeshifter.

Five Starfleet vessels will arrive when the timer reaches zero, and together you'll The monks on the planet are under siege make short work of the Dreadnought. Scan by Klingon ground forces. Fight your way to the debris and accept the thanks of Captain the abbey, located at the top of the hill — Thelin of the U.

Kirk, who foreshadows simply stay on the main path. Most of the further meetings down the road. Klingons will be basic Warriors, with a few Hide and Seek shielded officers thrown in.

At the abbey, prepare to be ambushed by several squads of Klingons. Engage him in contact briefly; he'll Officer Points, 84 Starfleet Merits, Choice of run when his health is low. Defeat it and fly within transporter range to beam transmission sent by the Undine concerning charges over that will blow up the jamming the Paulson Nebula. Fly through sector station. Valor under attack by two Return to the mine and defeat one last Gorn Vishap Frigates.

Defeat the attackers Cruiser, then beam up the decalithium. Your engines will now be ready for the Paulson Nebula, which is your next stop. The Valor is disabled but can be repaired with the help of dilithium crystals you can The Nebula plays havoc with your beam up from small mines on four nearby sensors, so you need to scan five suspicious asteroids.

Simply fly close to the mines to objects to find what Starfleet is seeking. Fly back to the Valor and help it defeat another Cruiser. Beam the crystals over and Several Gorn ships will need to be defeated or avoided. An enormous asteroid is the final object, but it's surrounded by gravitic mines that will fly toward your ship and explode if you You'll need decalithium crystals to make get too close. Fly very slowly and pick the your engines strong enough to fly through off from maximum phaser range.

The K'Tinga Battle Cruiser is also hiding inside mine there is protected by three Vishap the mine field. When you have a clear path, fly close to Fly close to the decalithium mine to discover something is jamming the asteroid and scan it to find a Klingon your listening post.

Beam down with your away transporter signal. The jamming station is team and follow the only path to reach a behind and under the mine, and is guarded computer in the final room.

Several teams of Klingons will try to stop you. Fight them off and charges. In the base's final room, Starfleet return to sector space to receive your will ask you to download data from a rewards. That will trigger an ambush by the Undine, who is a tough foe but will Stop the Signal transport away when he is low on health.

II ship Dreadnought. Block Rewards: 52 Skill Points, 13 Bridge The first task is to scan a repeater on an Officer Points, 21 Starfleet Merits asteroid to determine the location of the This is a simple information-gathering Klingon base. There are enemy ships in the mission that will introduce you to two new area, but with careful flying, you should be contacts, allowing you to access new types able to fly close enough to scan it without of missions.

Quinn asks you to fly to engaging in battle. They are guarded by Klingon Birds of Prey, close enough that you'll have to fight them. The Kuvah'Magh With the charges gone, you'll be able to enter the embassy, which is the largest Giver: Admiral Quinn building.

Where: Regulus System, Regulus Sector Klingons to rescue four Starfleet diplomats, Block You'll have to defeat more the last of whom is guarded by a boss in Rewards: Skill Points, 54 Bridge the embassy's final room. II kits The battle is over on the ground, but you'll have to fend off an attack from two Klingon ships once you beam back to your This mission introduces you to Miral own vessel. Once they are out of the way.

Paris, a Starfleet officer of partial Klingon Klingon Ambassador Kas will fill you in a bit heritage who is believed by some to be the more on the renegade B'vat, and he'll savior of the species.

Your orders are to actually help you defeat B'vat's ship in the provide security for a meeting to discuss final space battle A group of five Orion ships War is Good for Business are blockading the meeting site.

II kits means peace. A faction of the Klingons isn't so kind, planting spatial charges outside of 74 The Unofficial Star Trek Online Federation Guide Your first order of business is to assist forcing you to give chase. Three Nausicaan the U.

ShiKahr, which is stranded within ships will intercept, and only by defeating a nebula that will slow you down by them will you finally be able to scan the preventing the use of full impulse power.

You'll have to scan three anomalies located on asteroids within the nebula, The kemocite has been moved to a encountering syphon freighters along the hidden base, meaning one last away team way. These ships will launch power syphons segment. Seven batches of kemocite are that will drain power from your ship; they hidden in the base's various rooms, and the can be targeted but your best bet is just to Ferengi captain responsible for all of the destroy the freighters themselves.

Once the anomalies are scanned, you'll fly close to the ShiKahr to beam out some The overrides for the locked door are scientists, then warp to Starbase After located in rooms on the west and east of beaming the scientists down, the base will the final room. The Ferengi shouldn't be too ask for your assistance locating missing much trouble for your full away team. Your away team will have to scan four Giver: Admiral Quinn cargo bays one in each direction from the central hub for traces of the kemocite.

Grall, who back to your ship to scan nearby freighters wants you to fulfill Starfleet's mandate for by flying close to them within about 3 km. The unknown worlds could have ground or space encounters or simply require you to scan anomalies. Expect an ambush from some a final each batch system and the Badge of Exploration after finishing all three.

Grall upset and well-armed bar patrons. Qaris will tell you about the involvement of the Klingons and direct you to Maintenance Corridor 3. You'll have to fight Treasure Trading System off an attack from the crew of the smuggler freighter to proceed to Cargo Bay 6, where Giver: Admiral Quinn a battle with the Klingons await.

He'll give you the Mk. II Deflector Arrays key to free Marta and a second prisoner. This mission starts near a space station The Klingons will take a shot at revenge having trouble with smugglers. You'll need once you beam back to your ship, but only to fly close enough to various freighters to with a single ship. You'll have to fight and disable them, which should be pretty easy. III kits 76 The Unofficial Star Trek Online Federation Guide Quinn puts you on the path of some captured scientists who have been strong- Beaming back to your ship will set up armed into helping the Klingons develop one final battle with another Klingon vessel.

They are in a heavily Task Force Hippocrates fortified base, requiring you to destroy 10 turrets just to approach it. Giver: Admiral Quinn Caution is needed because the turrets are surrounded by pockets of metron gas, Where: Xarantine System, Pi Canus Sector Block which will detonate and cause significant Rewards: Skill Points, 78 Bridge hull damage if weapons are fired within 4 Officer Points, 63 Starfleet Merits, Choice of km — and the pockets are everywhere.

Boyce to fire at one turret at a time without mobilizes you to fend off an attack from blowing yourself up. Afterward, you'll be asked to fly close enough to activate Several Klingon ships and a few more several power satellites which are laid out turrets await closer to the base.

You should more or less in a straight line from the be able to fly slowly enough to avoid Boyce , which may require you to fight off engaging them all at once. After beaming to the station, make your Warping close to a nearby planet, you'll way through the base and battle several be asked to escort the medical vessel T'Pau Klingon patrols to rescue the two scientists. You'll also need to plant charges to destroy Simply stay close enough to the T'Pau to the superweapons, which are easy to spot help it repel three separate assaults from because they look like giant missiles.

Starfleet will ask you to download data With the path clear, you'll beam down to from a computer core in the final room the planet surface yourself. Defeat enemies before making your way back through the near the medical facility to allow the other map to your starting point. Several groups Starfleet personnel to do their jobs. You'll be asked to locate you there, and you need to defeat some of the U.

Eagle and approach it, then the defeat several Klingon ships menacing it. A Klingon to regroup and issue individual commands. Captain and Eventually you will find the ship's captain, though he'll be tougher than most ground who informs you that Paris has already enemies you've faced thus far, he shouldn't been captured.

Beam back to your ship to give chase. III ground weapons; also have another Skill Points, Bridge Officer Defeat three more Birds of Prey and one Points larger ship to be able to beam down to the and Starfleet Merits for completing all parts of the mission set up a welcoming committee.

This is a lengthy Episode that follows up B'Vat has taken Paris ahead and left on some previous storyline threads and eight patrols to slow down your pursuit.

The features appearances from some true sci-fi path is simple to follow and the enemies icons. It begins when you are asked to are mostly Warriors, which should be no defend the U. Kirk, where Miral Paris is problem for you or your Bridge Officers. A stationed, from a Klingon attack. Defeating Klingon Officer is the last foe before you four enemy ships allows you to beam find the portal to the Guardian of Forever, a aboard the Kirk.

B'Vat will get him to talk, fingering his but in the year Upon arriving in the future self as the real villain and wishing past, you will help the U. Enterprise you luck in defeating him.

He'll beam out, yes, that Enterprise fight off B'Vat's ship, and you can use the console behind him to the Worvig, and two D7 Battlecruisers. B'Vat to warp away, and Spock will thank you for your assistance. Not far from there you will encounter Master B'Vat, who is surprisingly easy to Warp away to follow the Worvig, who beat considering his large role in the story has another D7 to help slow you down.

Defeat him and use the console to B'Vat will activate his cloaking device, but free Paris. Paris' communicator leaves a trail you can follow. Beam back to your ship and destroy the Worvig.

It's abandoned now, so simply lock That trail will lead you into an ambush all weapons on it and fire until it explodes. If you can, ignore the D7 and focus Gateway System. A portal will open up nearby that will return you to the Once you beam aboard the Worvig, present. Talk to the Guardian one last time, you'll detect Paris' signal coming from the then hail Starfleet to receive your rewards. Fight your way down the main Admiral Quinn will warn you about a visit hallway until you find the path blocked by a from force field.

There's a second path to the Investigations thanks to your jaunt through east guarded by B'Vats personal guards. Beat both of them to find a much younger B'Vat — the one from that time — waiting for you.

This usually requires Since the storyline episodes are not replayable, they aren't much use downloading for grinding. What you can do to earn some data from several computer terminals. Simply Exploration missions call on you to travel to unmapped star systems in anomalies certain and and resulting clusters and explore them to see what you can find. A Starfleet contact will ask you to flying items scanning the collecting will the satisfy the mission requirements.

Delivering the right involve contact with a kind and quantity of commodity will The map for an unexplored cluster looks complete the mission, though this much like sector space and is navigated in often requires you to make a trip to the same way. Flying close to the contact a points will allow you to scan them, which some of your hard-earned energy will either reveal anomalies that you can credits. If it's a unknown systems you come across, but ship in distress, you'll have to fight a they can be broken down into several space battle, and if it's a base, you'll different mission types: have to beam an away team down to defeat encounter.

At this time, several other fronts, someone needs to all PVP zones are consensual instanced keep the peace in friendly space. Patrol locations, though the STO devs have stated missions are given to you by Starfleet they are considering persistent PvP maps contacts initially Commander Akira Sulu at for future expansions. Earth Spacedock who ask you to travel to certain sector blocks to render whatever assistance may be necessary. The first set of PvP zones most Fed players will come across are located in the Neutral Zone, which is disputed territory Regular patrol missions require you to between Federation and Klingon space.

The travel to several systems in the same closest entry point to the starting zone is sector. Once there, you'll receive further the Eta Eridani Sector Block.

PvP systems are marked on the sector map as Hostile Engagement or Space Assault Defense missions have you dealing with zones. Entering one of those systems will bring up the queue menu, the wandering enemy signal contacts you'll which shows come across in sector space. The contacts scenarios can be approached and entered just like scenarios has a range of ranks and grades star systems, and once inside, you'll team that with other Fed captains to engage in space example, Lt.

Commander 1 to Commander battles. These missions reset every so often 0 , and if you aren't in that range, you and have timers to tell you when the next won't even have the option to enter the reset will occur.

The in-game explanation for these scenarios is that they are Starfleet wargames. The current number of players in each Systems marked as War Zones offer queue is displayed next to the minimum competitive PvE play.

Though you'll find number required, with Fed players in blue Klingon captains inside and be able to fight and Klingon players in red. Queues you are them, currently in are marked with a yellow defeating computer-controlled enemies that square.

They reset players on each side. Hit the Engage button several minutes after completion, and a to enter, as you will time out after about a timer tells you how long it will be until the minute. After entering the scenario, Starfleet personnel will tell you about the objectives. One player will usually invite the others on their side to join a team in order to enable a chat channel during the battle. This is he Federation has no need for especially true for kits, which are specific to money, what with replicators that one career path if your captain is a Tactical can create anything a being might Officer, he won't be able to use an need.

But that doesn't mean there's no in- Engineering kit , and ground weapons, game economy in STO. They have a maximum of and a minimum of Since there are 4 systems, you have points to allocate. Increasing one will decrease the others.

Weapons and shields have a linear relationship, with energy weapons doubling in damage output at power, and shields tripling their recharge rate at power and they stop recharging completely at 25 power. Weapon power does not affect torpedoes. Here is a great link talking about power levels. Different weapon types have different ancillary effects: And they have different damage rates based on firing arcs and types as well. See this good forum post about it.

For an excellent article on the difference between beams, cannons, arrays, banks, turrets, etc, read this article! The tutorial is fairly short, but leads you through the basics of ground combat and space combat. At the end of it, you will be in command of your Tier-1 Miranda or similar ship. Spend your first skill-points and you will be a Lieutenant. Completing the tutorial gives you your first bridge officer boff.

It doesn't matter much which one you choose, as you'll want one of each career as soon as possible, and you will get to choose a second as soon as you complete the first story-line mission. After arriving at the Earth spacedock, you'll want to take the turbolift up to the admiral's office door will be in the lobby off to the right of the transporter room , and get your first missions note that in order to turn-in your quests and receive new ones from the admiral, you do not need to return to his office, and can instead hail Starfleet from your ship!

You'll also want to spend your first skill points. Also note that Sulu is right behind you in the Admiral's office and has more quests for you. To spend your skill points, open up the "K" skill window.

Here you can allocate your captain skill points, and your bridge officer skill points two separate point systems so that you can level up yourself and your bridge crew separately. You will see the entire set of skills available to both you and your boffs here.

It costs skill points to upgrade a skill level, or 50 boff points to upgrade a boff skill. Don't bother hoarding points to use in later levels at this point. You need to spend a certain amount before you can be promoted, and these early skills are very broad, enhancing entire ranges and groups of systems or abilities. Even after getting a higher rank, you may want to come back and max out these early skills. It's difficult to raise too many skills all the way to 9, so you'll probably be happy with a lot of skills being between 5 and 7, depending on what it is.

This system of high early gain and diminished returns at the high end helps you to improve quickly at first, and gives you the "best bang for the buck" by improving all of your skills with a few points each before narrowing your focus. At this stage, it's more about breadth than depth. Each boff starts with a specific linear skill advancement for each of ground and space. Whether you train your boffs with your captain, buying a skill at the spacedock, or "consuming" a looted boff as a free skill-training, such training will always replace one of these existing skills and you will have to start over in leveling-up that skill.

But this gives you enormous flexibility to develop the skill set you want in each boff. And ultimately, this determines what special abilities your ship and away teams will have. You will want to do as many of the plot missions as you can, as they will have the largest skill point rewards.

But don't forget to go out to Starbase 24 and hang out and blow up a lot of Klingons! The loot here is better than you will get in the missions, and this will be your main way to get better weapons and ship equipment, and energy credits to spend on better personal gear for your people.

The main missions take about 40 minutes to an hour each, like a TV episode, and will have a mix of ground and space activities. This still works well for casual players, because you can quit out and resume the mission later. If you have to abort, you will continue from the last check-point, which will be the last time you beamed up or down, or warped into an area.

For fleet operations, you can come and go as you please. You just have to be out of combat for about 20 seconds before you can warp away. Easiest way to get clear? Get blown up!

There is no death penalty. You merely respawn. It's at 11 rather than 10 because "level 0" is Ensign and Lieutenant is thus To get promoted, visit the admiral's office again. Klingon Ship recognition manual 2. Starfleet Intelligence Manual on the Klingons. Romulan Ship recognition manual.

Gorn Ship recognition manual. Ships of Starfleet Volume 1 - Cruisers. Ships of Starfleet Volume 2 - Patrol Combatants. Ships of Starfleet Volume 3 Scouts and Escorts. The best of Dockyard Review.

Federation Ship Recognition Manual Klingon Military Power - Volume 1 - Ships. Romulan Ship Recognition Manual Star Trek Voyager Technical Manual. Starfleet Prototype Vessels for the Future. Cookie Notice Our site uses cookies to improve your browsing experience and to strengthen the services of the website.

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