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Micropendium Volume 1 Number 2

2 bytes removed, 18:20, 20 November 2024
Star Trek
Of course. the Klingons don't just go away. Even though you've docked with a starbase, you still must destroy all of the Klingons in Sector 1 to advance to Sector 1.1. You may do this by firing your phasers at close range, or by firing a photon torpedo when the target is out of range of your phasers. A photon torpedo is capable of destroying several Klingons when it explodes. The Klingons will be firing at the Enterprise throughout the game so you must try to maneuver your starship in such a way that the Klingon shots will miss. Each Klingon hit costs you one shield.
But that's not all the nefarious Klingons Klingons will do. While there are 2 classesof Klingon battle cruiser-red·red, whichpursue the Enterprise, and yellow,which attack starbases-they willchange color if not destroyed andcommit hari kiri by colliding with theEnterprise. Each collision costs theEnterprise two shields. And, as the captain, you mustn'tforget the blue Anti-Matter Saucers1that that are allied with the Klingons.These appear randomly and try to attach attack themselves to the Enterprise,draining it of its warp drive energy.They can be destroyed with phasersonly, and are worth 5,000 bonus points. Nomad is another Klingon ally. Thislittle device appears in the last level ofa sector. It scatters explosivesthroughout the sector and detonatesthem when the last one has been laid.It moves rapidly, but if you can destroy destroy it with your phasers before it hasfinished its work you will gain bonuspoints and the Enterprise will sufferno damage. Easier said than done. 
Having destroyed the Klingons in
Sector 1.1, you advance to Sector 1.2,

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