STAR TREK: KOBAYASHI ALTERNATIVE



 1 Introduction, Apple Key Setup



 This file contains a variety of helpful information, compiled by Midnight

Watchman and Baron Greystrom, for those playing STAR TREK: THE KOBAYASHI

ALTERNATIVE.



 Some information is specifically for the Apple computer version, because that's

what we both played it on, and it's the one that seems to have the worst

documentation in the original release. The Baron has played both Apple version

1.0 (unnumbered on the label) and version 1.1. Midnight Watchman also played

Apple version 1.1 but found some things in different places; whether this

indicates a version 1.1.x, or just the workings of a random number generator,

we're not sure.



 There is a major bug in the game, and Midnight Watchman finally pinned down its

location. The cause of the bug is a flag that is mis-set when you visit Orna. It

causes some of your possessions to begin disappearing as you approach the end of

the game, and it prevents you from completing the game at all. Fortunately, you

need not visit Orna to successfully complete the game. Of course, you won't get

the maximum score, but at least you can finish the game. Even though the Ornae

are master mechanics, they can't do anything for the broken shuttlecraft. So,

the hint book notwithstanding, skip Orna (or use it for practice and then

restart the game).



 It is possible to "win" the game by visiting just one location, but you will

not even come close to the maximum score if you do that. A major goal of the

game is to explore as much as possilbe of the Trianguli region while you are

searching for the Heinlein, so take your time and investigate each planet

thoroughly. You are also scored on your communication skills, so stick with the

phrasing that is recommended in the documentation. We will discuss each planet

in alphabetical order, starting with the planets that you know about from the

beginning of the game, and then moving on to the ones you'll learn about as you

play. Neither of us achieved the maximum score, so there are obviously some

things that we both missed. If you find something that you think we missed, send

either of us a message and I'll add it to the file:



 Midnight Watchman (75036,1360)

 Baron Greystrom (75766,2342)



 Key assignments for the Apple II series of computers:



 APPLE             The program

 II+    FUNCTION   is looking for

 Shift 1 Help         !

 Shift P Inventory*   @

 Shift 3 Give**       #

 Shift 4 Take         $

 Shift 5 Use+         %

 Shift N Shoot        ^ (UP)

 Shift 6 Examine      &

 Shift : Look         *

 Shift 8 Drop         (

 Shift 9 Utilities*** )



 APPLE             The program

 IIe/IIc FUNCTION  is looking for

 Shift 1 Help         !

 Shift 2 Inventory*   @

 Shift 3 Give**       #

 Shift 4 Take         $

 Shift 5 Use+         %

 Shift 6 Shoot        ^ (UP)

 Shift 7 Examine      &

 Shift 8 Look         *

 Shift 9 Drop         (

 Shift 0 Utilities*** )



 * After selecting inventory you can change clothes by typing "1" until you find

the clothing you want (spacesuit, coldgear, heatgear, uniform, casual), or move

items from your hands to your backpack by typing the number of the item you wish

to move.



 ** You can only give items to the last person you addressed.



 *** 1 - changes speed

     2 - pause

     3 - save game

     4 - restore a game

    *5 - quit



 *not available on all versions



 + This is used to turn the communicator off and on, and to use anything else

you may be carrying (such as the tricorder). On some versions, you may also be

able to change the power setting on your phaser from high to low or low to high.

The phaser control is NOT available on the Apple version.























 2 Plant Coordinates, Enterprise

    Exploration



 WALKING ABOUT (APPLE II+)



 While the arrow keys work for all directions on the IIe and IIc, the directions

that come with the early release of the game are in error for the II+. The left

and right arrow keys work as advertised, but to go north (or enter) use

control-K, and to go south (or exit) use control-J. In the newer release of the

game (version 1.1), II+ users can backspace to correct typos by using control-D.



 PLANETARY LOCATIONS

                            FROM

 PLANET    COORDINATES      STAR

 Achir     11432.15058.9077 Dyson

                           Sphere

 Andorgha  17781.8678.12655  6

 Hastorang 1907.19042.15718  3

 Jauzah    21788.22312.5634  4

 Khut      24783.13742.20471 2

 Klusos    6237.6829.29003   1

 Malakiyy  24038.9384.17522  9

 Niau      25784.4678.10833  4

 Orna      13498.17852.12576 2

 Tshio     7249.15058.8547



 Planets not included in the documentation:



                            FROM

 PLANET    COORDINATES      STAR

 Hwount   9924.20164.3959    2

 Bhrf     14926.27312.25008  2

 Ascella  3060.28172.25879   1

 Rird     2567.23762.24312   3

 Unnamed  8572.27041.27324



 WHAT'S WHERE ON THE ENTERPRISE



 The first entry for each deck is what the game thinks is there. The entry after

that, inside the (), is what the original blueprints say is there. Also

included, inside the <>, are the crew members normally found in each location.

We recommend that you thoroughly explore the Enterprise as your first order of

business when you begin the game.



 Deck 1 - Bridge <Kirk, Avoca, Chekov, Spock, Uhura>

 Deck 2 - Lab <Kerasus> (Science Lab)

 Deck 3 - Empty (Science Lab)

 Deck 4 - Empty (Junior Officers' Quarters)

 Deck 5 - Officers' Quarters, Cafeteria, Briefing Room (Officers' Quarters)

 Deck 6 - Empty (Crew's Quarters)

 Deck 7 - Security <Lee & O'Hara>, Library <Litowinski>, Sick Bay <McCoy &

Burke>, Engineering <Scott & Naraht>, Transporter <Renner> (Security, Library,

Sick Bay, Transporter, Engineering)

 Deck 8 - Recreation Deck <Tanzer> (Recreation Deck)

 Deck 9 - Reclamation (Reclamation & Fabrication)

 Deck 10 - Cargo Hold (Cargo & Supplies)

 Deck 11 - Phaser Banks (Auxiliary Fire Control & Observation)

 Deck 12 - Observation (Observation)

 Deck 13 - Lounge (Lounge)

 Deck 14 - Empty (Lounge)

 Deck 15 - Maintenance (Various Life Support Systems)

 Deck 16 - Warp Drive (Medical/Warp Drive Engineering)

 Deck 17 - Empty (Crew's Quarters/Observation Gallery over Shuttlebay)

 Deck 18 - Hydroponics (Botany Section/Crew's Quarters)

 Deck 19 - Shuttle Bay (Bridge/Ship's Computer/Hanger Deck)

 Deck 20 - Gym & Pool (Recreation Facilities/Shuttlecraft Maintenance Shops)

 Deck 21 - Bowling & Kitchen (Food Preparation Center/Bowling Alley)

 Deck 22 - Computer (Fabrication Facilities)

 Deck 23 - Empty (Cargo/Storage Facilities)























 3 Notes, Commands, Achir



 GENERAL NOTES



 When you first begin the game, you should thoroughly explore the Enterprise so

you will know what your resources are. Also, check out COMPUTER DATA on all crew

members (you'll meet them as you explore the ship). Be sure to get COMPUTER DATA

on the Trianguli sector and all the known planets.



 When you arrive at a new star system (or other location), do a LONG RANGE SCAN

and a SYSTEM SCAN. Once you're in orbit around a planet, you should SCAN PLANET,

SCAN FOR LIFE READINGS, and CLOSEUP OF PLANET. Note any special planetary

conditions that will affect what you should wear.



 WHEN YOU FIRST ARRIVE AT A PLANET, AND AGAIN, WHEN YOU SUCCESSFULLY COMPLETE

IT, BE SURE TO SAVE THE GAME!!!!



 While on a planet, you can tell members of the landing party to FAN OUT

individually or GO TO a specific location. The person addressed will move a

random distance and direction away from you. You can then contact them by

communicator and ask WHAT DO YOU SEE. You can also tell a crew member to SEARCH

FOR <any object>, but I've not had much luck with that command.



 If you use the FAN OUT, or are otherwise separated from the rest of the landing

party, you can re-group by contacting each member by communicator and saying

COME TO ME. As each of them arrives, say <NAME> FOLLOW ME and they will stay

with you. Otherwise, when you move away, they will stay put. Visit all the

"known" planets (except Orna), and keep notes on the coordinates you get on some

of them before moving on to check them out.



 ACHIR



 Put on your SPACE SUIT before beaming down. You need to talk to a Harapha and

an Asuia to get clues. To find them, beam down to the coordinates given during

the SCAN PLANET routine, and begin exploring the planet, scanning for life signs

as you go. The life scan seems to pick up life signs up to 500 units or so from

your current location.



 There is a Melucht in the Master Dome (Midnight Watchman gives coordinates of

7600.11400 for the Melucht); it told the Baron he probably wanted the tourist

bureau, which is "in the next dome on your left." And a Qqkq was also found

there. There is a tall tower of intersecting rods at 12100.13900 which will

teleport you to the dark side, even though the description it gives upon arrival

is for the bright side. A squat tower is visible at 12000.4875 which teleports

you back to the bright side, but it gives a description of the dark side when

you get there.



 The Baron (Version 1.1) found the Harapha at 6900.6600 and the Asuiar at

6700.5500. Midnight Watchman found it easier to beam back up to the Enterprise

and down to the planet to get from the Master Dome to the Harapha and the

Asuiar, due to the barbed wire fence at 6460.8825, which goes all the way around

the sphere from the North Pole to the South. The Baron found them by wandering

around.



 Just keep talking to each of them until they give you some numbers. The Asuia,

when the Baron asked about Klingons, gave a set of coordinates. The Harapha,

after persistant questioning, gave its phone number, which is also a set of

coordinates. Midnight Watchman encourages you to check out the sign at 9000.8970

(Uhura can translate it for you). Change back into your UNIFORM when you return

to the Enterprise.























 4 Tshio, Andorgha, Hastorang,

    Klusos, Malakiyy, Jauzah,

    Orna



 TSHIO



 No special clothing is needed here so stay in your uniform. Beam down to the

coordinates recommended by the game, and explore the area. You cannot stop Spock

from being taken, but you will still be able to talk to him by communicator.

Remember Spock's mental abilities. To get the clue that is here you must find a

cube and SCAN it. I found it at 50.9000. But don't beam down to those coords;

you'll beam into the walls and die. Instead, beam down to 50.8900.



 ANDORGHA



 You'll need to wear COLD GEAR for this one. The large island is at 8400.5400.

North edge is at 8500, south edge is at 5500, east edge at 5600, west edge at

570. Try not to fall into the ocean. There should be an installation detectable

from 7840.2900. Scan it. Ask Spock to tell you about the installation. If you

get closer -- it's really at 7500.2500 -- you can shoot it with the handphaser

(17 times worked for me) and destroy it (5 shots from ship's phasers will also

work). That will free the Enterprise.



 HASTORANG



 Your uniform is appropriate attire here. The dragon is in a cave at 4550.15500.

Talk to the mob. You can help them by going due north from where you beam down.

After you deal with the dragon, just wait for a bit and the game will move you

on to where you need to go. Or, you can poke around the cave awhile, scan the

body, etc.



 Talk to the princess, but don't bother with the treasure; it will probably cost

you points. You can cut the chains with the phaser. The Wizards will answer your

questions. Ask them about Klingons. To leave the castle, the drawbridge is at

10925.4825. Midnight Watchman found it at 10925.4800, and fell in the moat at

10925.4825. The hint book says it's at 10875.4805. Note: It is the SECOND part

of the coordinate which is important. The Baron double-checked his notes,

revisited Hastorang, and still found the drawbridge at 10925.4825! So SAVE THE

GAME before crossing the drawbridge, and see which one works for you. Then, turn

the communicator back on and have Renner beam you up.



 KLUSOS



 Wear your spacesuit and avoid the acid sea. You can beam down and live. Try

12000,7000. You will probably be jailed for wearing clothing. Think about who on

the crew could survive the environment without clothing. Did you try COMPUTER

DATA NARAHT before you beamed down? Remember his abilities and hobbies? Then,

explore the planet, especially to the north, scanning for life signs as you go.

Keep your helper with you. There may be something of interest around

17000.14000; at least, there was in my version. Check it out. Have Naraht TASTE

it. Midnight Watchman continued to question the Klusid after Naraht had

identified the material, and he got a clue about the location of a Starfleet

Message Buoy. The Baron tried it and got no further information from the Klusid,

but he'd already found the buoy (see the note below).



 MALAKIYY



 You'll need your heat gear to survive. You will find a transmitter and a

scoutship. The transmitter is sending ASCII code that can be analyzed, although

neither of us is sure what to do with the translation of it. The Baron thought

it meant "below" and Midnight Watchman thought it meant "south," but neither of

us found anything. There is a scoutship near the transmitter (around 9610.2740).

Scan the ship. There are craters in the area, so be careful when you move

around.



 JAUZAH



 No special clothing is needed here. Jauzah didn't make much sense to us as far

as providing clues for moving along.  Scan data should prove helpful. There is a

strip mine at 5000.1000. Take McCoy with you when you beam down, and wait for

his reaction. There is a toxic waste dump at 1620.3600. The hint book refers to

missing matter as a clue.



 ORNA



 No special clothing is needed. Orna is another dead end. The Ornae are master

mechanics, but they can't fix the shuttle. However, it's a good place to

practice your exploration techniques without fear of running into real danger.

The area around 7650.8150 is pretty interesting. Remember to SCAN everything.

Note that if you do visit here, you may not be able to complete the game, due to

a bug (described above).























 5 Khut, Niau, Buoy, Ascella,

    Hwount



 KHUT



 No special clothing is needed. There is a small city at 14750.12750. Scan for

life and track it down. Talk to the Khuti. It'll eventually give you a clue.



 NIAU



 No special clothing is needed. There is a city at 13500.13500. Scan for life

signs and track them down. Talk to the "cat." Scan the area, then scan what you

find. Ask Spock about what you find. The only thing of interest which either of

us found was the skeleton.



 That takes care of the known planets. Now it's time to follow up a few of those

clues. Set course for some of those coordinates you have for the various

planets. You should go to Bhrf (14926.27312.25008) and then Rird

(2567.23762.24312) before going to 8572.27041.27324.



 BUOY



 There is a message buoy at 8850.24850.24850. Be sure to spell it right. You can

beam it aboard. Then, Uhura can analyze it and tell you what it is saying.

Midnight Watchman found the buoy at 6400.27000.27500 after the Klusid gave him

those coordinates. The Baron found the buoy at 8850.24850.24850 twice, once

while fleeing from the Klingons at the protostar (he was dumped out of Warp

speed and did a long range scan to see why), and once while doing a slow,

careful search of the Trianguli region by scanning and moving and scanning and

moving.... (So there, MW! I found my notes.)



 So who's right? We both are! It just depends on how you find it. If you find it

in one place, you won't find it in the other. Midnight Watchman says, "I got it

from the miner on Klusos. After Naraht does his favorite hobby in the vicinity

of 17000.14000, the miner babbles on with info that will lead you to the

location of the message buoy."



 ASCELLA



 No special clothing is needed here. Ascella (3060.28172.25879) is a water

planet, but there is an island at 5000.5000. Try talking to the goat (it only

responds to "friend"). Or, you could go for a swim to the east (5000.6000) and

talk to the whale, although the whale may not talk back in all versions. Now,

beam back up to the ship, feeling refreshed from your swim. Of course, you have

to swim back to the island to use the communicator. Go back on the bridge and

wait.



 The Heinlein (what's left of her) is in orbit here. You can have Spock SCAN THE

HEINLEIN. You may find a message here which can be analyzed; I didn't, even

though the official hint book says you will, but I think it's the message that I

found in the buoy. When the Klingon shows up, you should leave.



 HWOUNT



 No special clothing is needed here. There is a village at 14500.14000. Check it

out. Remember to scan for life signs. The witch doctor is usually a good source

of information. Get him to tell you a story by talking to him. If you don't seem

to be getting anywhere, try talking the same way he does. Does he talk like

anyone you know? Are we in the right universe? There is a clue about what is

going on in the story.























 6 Bhrf, Rird, Endgame



 BHRF



 No special clothing is needed here. Go to the Rec Deck and get the tapes before

beaming down to Bhrf. Keep the tapes in your hands. There are a number of

interesting exhibits which the game recommends near the beam-down point. Check

them out (scan each of them with the tricorder yourself, or have Spock do it).



 There is a Hologram Library at 12500.3500, a Game Show Plaza at 13050.2250, a

Science Fiction Bookstore at 14500.4050, an Amusement Park at 14500.1575, a

Cartoon Exhibition at 9450.4025, Old Movies at 10200.2450, and Electronic

Antiques at 10975.4000.



 The Old Movies are particularly interesting, and they'll get you some company.

Check out the Antique Video Equipment exhibit. Then, wait for developments.

After the impressions are over, you can leave the planet. Keep the Bhrffy near

you, even though it may turn out not to be useful (it didn't help the Baron at

all).



 RIRD



 There is more to this section than meets the eye. Hang around a bit;

interesting things happen. Remember: The Federation never shoots first. Scan any

ships that pass by. If you survive this part, then you can go on to the planet,

but put on HEAT GEAR first. There is a crashed space ship at 7105.741. Be

careful not to beam down too closely. Scan the ship when you get close enough,

and scan for life signs if you don't meet the Rirder immediately.



 The Rirder needs help, so have Renner beam him up. In exchange for your

assistance, he'll help you by giving you a device. Scotty can ANALYZE DEVICE,

hook it up and make it work. But don't have him turn it on yet, because it only

works for a short time.



 Now you are ready for the big finish!



 Go to the bridge and have Chekov set course for 8572.27041.27324. Have Scotty

turn the device on. Then, have Chekov go to warp speed. When you arrive, wait

for Spock's comment and tell him to mindmeld. Next, scan the framework and the

protostar. Orbit the protostar. Have Scotty take the anti-matter to the

transporter, set coordinates at any setting (I used 5000.5000), and beam the

anti-matter down. Then, just sit back and enjoy the end game.



 The game seems to be somewhat bug-ridden. If you find a bug, make a note of

what it is, where it occurred, what you had done, etc., and send a message to

75766,2342.  Or, write to Simon & Schuster at the address in the documentation.

A new version of the game was released in January, but it seems to have many of

the same problems and one major new one.



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