Kobayashi Alternative: Walkthrough

TREKCORE > GAMING > KOBAYASHI ALTERNATIVE > Walkthrough

The following info was taken from the Apple Manual which was compiled by Midnight Watchman and Baron Greystrom and can be downloaded in its entirety here.  Please note this walkthrough was compiled from the Apple versions of the game, and as a result may not be 100% accurate for other versions of the game.

 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 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.

 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.

 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.

 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.

 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.