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1 séêëáçå NKMOI aéåéãäéê ONI OMMS `çéóêáöüí «OMMS nìáåâëáäîéê pçñíï~êéi fååk ^ää êáöüíë êéëéêîéçk Quicksilver is a Registered Trademark of Quicksilver Software, Inc. STAR TREK and related marks are Trademarks of CBS Studios, Inc. Bethesda Softworks, ZeniMax and related logos are registered trademarks of ZeniMax Media Inc. in the U.S. and other countries.

2 These pointers will short-cut your learning curve so you can play Star Trek: Tactical Assault like an expert in no time. T^rgeting Before you can use weapons, use the L Button to pick a target. This will cycle through all available targets. Camera: The game automatically tracks the ship that you ve targeted and keeps it in view. If none, then the camera faces in the same direction as your ship. Red Alert: Remember to press SELECT and choose RED ALERT as soon as you enter hostile space. This raises your shields and starts charging your weapons. We^pons Beam and projectile weapons are mounted at various points around the ship. They must be charged before they can be used. They also have to be pointed in the right direction weapons on the left side of your ship can t fire if the targeted enemy is on your right. Readiness: Weapons recharge automatically. Indicators are outlined in white when a given weapon is in range to shoot at the selected target, and the inside turns solid when charged and able to fire. Plan your shots so you re at optimal range when your weapons become ready. Beam Weapons (X or A Button) (Phasers and Disruptors) recharge quickly and do more damage the closer they are to the enemy. How much damage is inflicted also depends on the exact weapon and race using it. They cannot miss the target. Projectile Weapons (O or B Button) (Photon Torpedoes, Klingon Torpedoes and Plasma Bolts) do more damage than beams but can miss the target. They miss more often if you re far away or change direction while firing. Photons and Klingon Torpedoes do a set amount of damage regardless of distance to the target. Plasma Bolts fade very quickly with distance.

3 Shields Ships have six shield facings. Until they re destroyed, these absorb weapons fire and help protect your ship from collisions. Hull Damage: Once a shield is down, weapons that hit it damage your hull and can even cause entire sections of your ship to be blown away, such as warp nacelles. Damage will be visible on various parts of your ship. When too much damage has been sustained, your ship will be destroyed. Shield Recharging: Some shield strength is recharged automatically whenever you warp between sectors. In addition, Federation ships can actively recharge shields during combat (the weakest first). Emergency Power You can temporarily boost weapon power, make a fast turn, speed up your ship, stop your ship or reinforce shields using Emergency Power from your batteries. To win, you ll need to know how to use it effectively. You only have a limited supply and it recharges very slowly. You can select crew upgrades to give you more emergency power and make these functions more efficient. Overload Weapons: Fire weapons with up to double the normal damage by holding the R Button while pressing the X (B) Button (primary weapon) or O (A) Button (secondary). But get in close, because overloaded weapons lose effectiveness quickly with distance. Emergency Turn: Make a very fast 180-degree turn by holding down the R Button while double-tapping the left or right directional buttons. Good for avoiding torpedoes. Speed Boost: Accelerate rapidly by holding down the R Button while pressing the up-arrow directional button. Emergency Stop: Stop your ship very quickly by holding down the R Button while pressing the down-arrow directional button. Recharge Shields (Federation Only): Hold down the R Button and then press the Triangle Button (X on DS). This starts recharging your shields, beginning with the weakest. It continues to do this, draining batteries, until you press R and Triangle a second time. Cloak (Klingon/Romulan Only): Hold down the R Button and then press the Triangle Button (X on DS). This cloaks your ship, if it has that capability and the cloaking mechanism hasn t been destroyed. The ship will stay cloaked, draining batteries, until you press R and Triangle (X) a second Use planets and asteroids as tactical cover. Avoid collisions by periodically checking your path when you re fighting. Quickly un-target your opponent using the L Button to bring the camera back to its forward position, make note of any obstacles and then re-target. Do this while your weapons are recharging and you won t miss out on any firing opportunities. On the PSP, you can also use the analog stick to rotate the camera and check for objects. The view will bounce right back when you release the stick.

4 Controls -- Nintendo DS Directional Pad... Steer Ship, Accelerate/Decelerate B Button... Fire Primary Weapon A Button... Fire Secondary Weapon Y Button...Hail Menu X Button... Scan Button L Button...Target Next Ship R Button + Y...Warp Menu R Button + X... Recharge Shields (Fed) or Cloak (Klingon/Romulan) R Button + B... Overcharge Primary Weapon R Button + A... Overcharge Secondary Weapon R Button + Left/Right... Emergency Turn R Button + Up/Down... Emergency Acceleration/Deceleration SELECT Button... Change Alert Status START Button... Pause/Mission Objectives

5 Controls -- Sony PSP Directional Pad... Steer Ship, Accelerate/Decelerate X Button... Fire Primary Weapon Circle Button... Fire Secondary Weapon Square Button...Hail Menu Triangle Button... Scan Button L Button...Target Next Ship R Button + Square...Warp Menu R Button + Triangle... Recharge Shields (Fed) or Cloak (Klingon/Romulan) R Button + X... Overcharge Primary Weapon R Button + Circle... Overcharge Secondary Weapon R Button + Left/Right... Emergency Turn R Button + Up/Down... Emergency Acceleration/Deceleration SELECT Button... Change Alert Status START Button... Pause/Mission Objectives Analog Stick... Rotate Camera

6 For those who are compelled to jump ahead and see other aspects of the game, the following cheat codes may be useful. Unless noted otherwise, they are all used on the Main Menu. SPOILERS Unlock any mission Allows you to switch missions on the Briefing Screen DS - Up, Down, Left, Right, Select, Start, Start PSP - Up, Down, Left, Right, Select, Start, Start (used on the Briefing Screen) Extra Crew Upgrades Gain 5 promotion points DS - Up, Down, Left, Right, Select, Start, Select (used at the Crew Screen) PSP - Up, Down, Left, Right, Select, Start, Select (used at the Crew Screen) Unlock Klingon Campaign DS - Up, Down, Left, Right, Select, Start, X PSP - Up, Down, Left, Right, Select, Start, Triangle (use on Choose Campaign Screen) Unlock all ships for Skirmish and Multiplayer DS - Up, Down, Left, Right, Select, Start, Y PSP - Up, Down, Left, Right, Select, Start, Square (used on the Skirmish Screen) Use any ship you like in a mission DS - Up, Down, Left, Right, Select, Start, B END OF SPOILERS

7 In keeping with the Star Trek canon, each race s ships have distinct strengths and weaknesses. Understanding these differences is critical to winning the game. Ships in Tactical Assault are comprised of a hull, shields, weapons and internal systems. Once the enemy has broken through the shields, internal systems can be destroyed, quickly crippling a ship. Each race has a different selection of weapons. In addition, Romulan and Klingon ships have the ability to cloak. céçéê~íáçå Federation ships are wellrounded. In addition, they can recharge shields between fights. A good upgrade strategy with these ships is to focus promotion points on shield recharging. In combat, when one shield is too weak, switch your defensive side while you recharge the weaker of the shields. Also, take advantage of your multiple weapon facings by learning to fire at enemy ships while they re behind you. häáåöçå bãéáêé Klingon ships are very front-heavy. Shields are extremely weak in the back and only some of their ships have rear facing weapons (usually the weaker ones when they exist). To take out a Klingon ship quickly, get behind it and shoot, then run away. Their disruptors do a lot of damage but have a steeper decline rate than other races (they do less damage the farther from the target). Klingons do, however, have cloaking technology and can use this to their advantage. oçãìä~å bãéáêé Romulan weapon facings tend to be strong on their rear and weaker towards the front. Their disruptors don t do a lot of damage, but they recharge faster than the weapons of any other race. They also have a fearsome Plasma Bolt weapon. It s slow to recharge (50 seconds) and at a distance doesn t do much damage, but up close it can be devastating. They also have cloaking technology that s superior to that of the Klingons. When fighting Romulans, the trick is to choose your distance. Let them fire off their plasma weapon and then get in close to do as much damage as possible, ideally to the front of their ships. Timing is key, however you want to make sure you move to a reasonable distance before their plasma weapon is ready to fire.

8 Pref^ce Success in Tactical Assault depends on learning how to fire and maneuver effectively, and on learning good energy management practices. In addition, as you increase in skill level, you ll need to plan a coordinated set of crew upgrade options. Fire ^nd M^neuver Combat in the Star Trek universe is very similar to terrestrial naval combat. It s no accident that Starfleet personnel and ships are given naval-style designations. And history buffs will also note that, surprisingly, even the space combat in Star Trek takes place mostly in two dimensions. The Mutara Nebula combat scene in the movie Star Trek II: The Wrath of Khan, in which Kirk vanquishes his foe through clever three-dimensional thinking, is a notable exception to that rule. Classical naval combat tactics rely on maneuver to bring the greatest amount of weaponry to bear on the enemy while simultaneously offering as small as possible a cross-section to the opposing vessel. When combatants are evenly matched, even a small advantage used early can determine the outcome of a battle. Star Trek combat is no different. True to the movies and the television series, Tactical Assault races are quite different in their capabilities. Know your ship s strengths, and exploit them aggressively. Determine your ship s optimal attack distance, and compare with the enemy s. Federation ships are good at most any range, though they ll get the most from overloaded weapons at very close range. Romulans are best only at close range. Klingons want to get close, but only for a brief moment, because their aft shields are extremely weak. Attack your enemy at his weakest point. Maneuver to get behind a Klingon, or in front of a Romulan. And try to stay on the same side of a Federation ship. Because the Federation puts relatively equal firepower on all sides of its ships, they must constantly adjust their relative position to their opponents in order to bring their full firepower to bear. Focusing on a single side will blunt their effectiveness. Use combined salvos for maximum effect. Watch your weapons readiness indicators and plan attack runs so all of your weapons are ready at the same time. Then unload them the moment you see an enemy s weak side facing your ship.

9 Don t be afraid to run away temporarily. You re not going to be optimally effective if you simply circle your opponent while you wait for weapons to recharge. Run away and hide behind asteroids and planets, if they re handy. Bring the battle to you, so you can fight it on your terms. A Federation vessel brings multiple beam weapons to bear while still at a distance. Crew Upgr^des Regardless of which campaign you re playing, you will gain crew promotion points each time a mission is completed. The points can be used to upgrade your command crew, which inturn improves your ship capabilities. There is no right way to upgrade the crew, but you ll notice the effects best if you pick a specialization and focus on it rather than spread the points evenly. Upgrades will improve ship movement, speed, shield recharging, weapon capabilities and cloaking. The development team likes the following upgrade strategies for each scenario track: céçéê~íáçåw Develop shield recharging capability early. Being able to shore up that one weak shield can make a huge difference in combat, delaying the point at which your weapons systems or other components begin to take critical hits and fail completely. In addition, it puts you at a better starting point for the next sector, when a fraction of your shield damage will be repaired during warp. Upgrade your Science Officer s Shield Recharge Efficiency (shield recharge takes less power) and your Engineer s Power Efficiency (power regenerates faster). Next, focus on improving your weapon effectiveness at a distance. Photon Torpedoes are already an ideal Federation tool, because they do heavy damage no matter the range. Boost your overload efficiency or your accuracy, and you ll be even better equipped to fight

10 Romulans and Klingons while staying outside of their optimal combat distances. The Science Officer s Weapon Efficiency skill, Weapon s Officer s Phaser and Photon Damage skill and Engineer s Phaser and Photon Efficiency skill are also all well worth upgrading. Other useful skills are the Captain s Damage Control (take less damage) and Power Capacity (adds more power). häáåöçåw Overcome your fears, like a true Klingon, and focus on making your weapons even more effective and your maneuvering as fast as possible. Your ships are already designed to be nimble, so focus first on boosting weapon damage and overloading efficiency. Give yourself the ability to make several hard, fast strikes at your opponent s ship. If you can break through a shield and deliver early hull damage, you ll have a continuing maneuver advantage through the rest of the battle. The Science Officer s Weapon Efficiency skill, Weapon s Officer s Disruptor and Torpedo Damage skill and Engineer s Disruptor and Torpedo Efficiency skill are top picks. Next you will probably want to consider the Captain s Damage Control skill. This will help you defend against the inevitable attacks against your relatively weak aft shields. The Captain s Power Capacity skill is another good thing to use. Klingon ships are comparatively underpowered versus their Federation counterparts, so any increase in your total available power is a key tactical advantage. Missions cáöüí ëã~êíéêi åçí Ü~êÇÉêK As in the series, command decisions can have a tremendous impact on the outcome of a mission. Remember the episode when an admiral took over command from Kirk but failed to act decisively, nearly costing the lives of the crew? Most missions within Tactical Assault have at least 2 different possible endings. Which path the missions take can depend on specific actions the player takes, the number of enemies he s destroyed or even the amount of damage the player has taken. The key element here is that you get a higher score if you make decisions that are consistent with your race. For example: as a Federation officer it s usually wiser to

11 investigate a situation and talk to the parties involved than to just attack the enemy. This train of thinking can uncover specific alternative options that weren t obvious at the outset. As a Klingon, on the other hand, destroying the enemy ship might usually be the better choice. But don t forget that sometimes the glory of victory must sometimes be delayed, and that loyalty must be earned. Each of the missions has been created to allow this type of flexibility and encourage the player to truly take command. We^pons As noted above, there are two main types of weapons for Tactical Assault, based directly on the weapon types shown in the television shows and movies. Your primary weapon is always a beam weapon Phasers or Disruptors. These weapons do more damage the closer they are to the enemy. How much damage is inflicted depends on the exact weapon and race using it. The advantage of these primary weapons is they cannot miss the target and they recharge relatively quickly. Overloaded beam weapons do a lot more damage, but you ll need to get in close to make the most of the power boost, because they degrade more rapidly with range than normal-power beam weapons. They can do almost double the normal damage when overloaded and fired at very close range. Therefore, don t fire overloaded beam weapons at a long distance. Secondary weapons consist of Photons Torpedoes, Klingon Torpedoes and Plasma Bolts, depending on the race. These weapons do more damage than beams, but can miss the target. This makes timing of the shot extremely important. Your weapons officer will predict some Rear torpedo is charged; forward disruptors are charging. movement of the enemy, but it s always better to keep sudden movements of your ship to a minimum when firing a secondary weapon. Otherwise, you ll run the risk of missing the shot especially painful if you re firing an overloaded weapon, because the battery power you ve used will have been wasted. Your opponent s actions affect accuracy as well. If the targeted ship makes a sharp turn to one side, you re more likely to miss. Closer targets are obviously easier to hit, but range is especially important for a Romulan ship. Photon Torpedoes and Klingon Torpedoes do a set amount of damage regardless of distance to the target. Plasma Bolts, on the other hand, must be fired at very short range to be effective. They also take the longest of all weapons to recharge about 50 seconds.

12 Shields All ships are protected by six shield facings. The colors of these facings show the current status of the shield and as damage is taken they will progress from green to yellow to red. Some shield damage is repaired when warping from one sector to another, but other than that only Federation ships have the capability to recharge shields during a mission. Not all shields are the same strength on a given ship. Some will be balanced all around, and others will be weak in front on in the rear. Romulan aft shields are strongest. The amount by which you can recharge a shield depends on your crew upgrades as well as the maximum strength of the shield in question. The weakest shield will always be recharged first, so when recharging you don t need to worry about where the power goes. If your energy bar is moving down, then your shields are recharging whether you ve used enough power to raise their color or not. Because the weakest shield is the one recharging, it might be wise to wait till some of your shields are very weak before spending power on recharging them, so as not to waste your precious power on a shield that might never become weak enough to worry about. A less-than-glorious moment for the Klingon warrior.

13 Str^tegies for Clo^ked Ships Cloaking adds a great deal of drama to Star Trek space combat. Cloaked ships are frightening you can t see them, you know they re out there and can see your every move. Yet they also have critical weaknesses. The cloak drains energy, and therefore cannot be maintained for long periods. And weapons cannot be fired when a ship is cloaked. When the ship you re piloting has a cloaking device, your best tactic is to come in on the enemy s weak side, uncloak and hit them hard. With a Klingon ship, overcharging your disruptors can be devastating for this attack. The Romulans primary weapons are fairly weak, however, so overcharging disruptors is much less effective than dong the same with the Plasma Bolt when close to the target. Either way, you want to time your attacks so your secondary weapons are available to do maximum damage. The only disadvantage of the cloak is that it does use up emergency power and there is a brief moment when you re cloaking that your ship is exposed without shields. To avoid this window of opportunity, it s recommended that you start the cloaking process just after the enemy has fired his weapons or when you are out of range of their weapons. Once a ship takes too much damage, its cloaking device will become inoperative. If you re faced with an opponent who has cloaking capability, how can you combat it effectively? Your best strategy is to try to hit the cloaked ship just as it is cloaking. Try to keep some weapons ready to fire and keep close enough to the ship so that you can fire the second they start to cloak. If you can hit the enemy at this critical moment, you ll do a great deal of hull damage when at close range. This may disable the cloak, and will certainly reduce the attack s effectiveness. If your enemy is cloaked, hit the L Button a lot to find them as soon as they uncloak. Then try to foil their plans by maneuvering your ship to keep them from hitting your weakest shields at close range. Another strategy is simply to be patient. Your enemy cannot remain cloaked forever. The cloak is a constant energy drain on the ship, and will eventually have to be dropped when reserve power runs out. Maneuver around the sector at high speed, weaving in and out of obstacles. Do everything you can to distract the enemy and keep the ship from getting close. If you do see the ship uncloaking, consider making an Emergency Turn or using your Emergency Speed Boost to accelerate away and minimize damage. With Romulan attackers, especially, distance is their enemy. For The L^test Inform^tion, Visit our Web Sites:

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