Foundry:Dark Alliance 2: Black Spiral

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Faction Starfleet.png Dark Alliance 2: Black Spiral (ST-HDSFSEJNA)
Designed by:
February 25, 2013
Starts at:
Donatu System

In Part Two of Dark Alliance, an ambush at a peaceful gathering brings old friends to tangle with new enemies. Answers only bring more questions as dark truths are revealed that were never meant to be uncovered by mortal souls.

Synopsis[edit | edit source]

Chapter 1: Fresh Wounds

En route to the planet Belias, the ship's science officer detects an energy source that is interfering with sensors and communications. It is a phased chroniton wave, similar to the one experienced when the Idar were first encountered. When the player's ship drops out of warp, the crew is thrown into chaos and debris, being instantly attacked by unknown ships. The player defeats the ships with the aid of the I.K.S. Vandis, under the command of Captain Saria Ryn, a half-orion KDF officer, and an old acquaintance of the player. The player and Saria share a history that is quite vague in definition, especially when inquired about by the crew. When approaching the platform, the player assists Admiral Fielding's ship, the U.S.S. Destrier, as well as General Krenn's ship, the I.K.S. Lonta against the remaining enemy assailants. With the area secure, all parties beam down to the Aurora Lounge, located in the New Aurora Compound on Belias.

Chapter 2: Life of the Party

At the Aurora Lounge, many guests have already arrived for the gala event, which is designed as a meet and greet function before the ambassadorial meetings commence. The player explores the lounge, interacting with the various personalities in search of the admiral. Upon speaking with the bartender, Amork, the player is placed in viewscreen contact with Captain Alicia Gray. Captain Gray explains that her crew and ship were brought to the player's current time by Agent Stark, in hopes to prevent further damage to the timeline. Their encounter with the Idar prevented the future deaths of the crew of the U.S.S. Centurion, so remaining in that timeline would alter too much of the intended future. The player goes to meet with Captain Gray and crew in the Federation wing, where Captain Saria and Admiral Fielding are as well.

Agent Stark explains that the Idar are part of a faction called the Miranian Alliance, who are a group of zealots believing that time and fate are being controlled by powerful beings, whom they intend to stop. Admiral Fielding commissions the player to discover more about the Alliance's intentions. Soon after, Captain Marvok of the Destrier reveals himself as a traitor, opening an Idar portal in the lounge and ordering a strike on the compound. Upon escape from the Federation wing, Admiral Fielding is lost under the debris, presumed dead. The player and the Centurion crew fight through the lounge, now an enemy gauntlet, to reach the emergency exit. They defeat the remaining Idar along the way, destabilizing their portal. Near the exit, the security team reveal themselves as agents of the Alliance.

Chapter 3: Escape from New Aurora

Upon exiting the lounge, the surface of the planet is under fire from enemy ships, and the compound buildings are all but destroyed. Agent Stark knows of a tram that leads to the compound's communications array, recommending they be used to contact the player's ship. The away team must deactivate the security lockdown in order to reach the tram station. Saria, Captain Gray and her team search for survivors but find no one left. Captain Gray and Agent Stark are severely injured in the search. When the security gate is opened, Captain Marvok unleashes a monstrosity simply called "The Beast" to stop the player and companions. Cmdr. Bannon and Saria flee with the injured while the away team fights off The Beast, eventually making it to the tram station.

Arriving at the communications arrays, the player is tasked with re-positioning the array in order to get the comm system working. Escaping an attack from an enemy ship, the player reaches the control console, enabling the crew to contact the ship. The ship beams everyone out except the player and Captain Saria, who are both pulled into a dark vortex. Within the vortex, the player is spoken to by strange beings that refer to the player as "form", explaining that they are part of the Black Spiral, awaiting to pass judgment on the player and the world itself. The player soon discovers that they are dreaming, focusing on Saria's voice to awaken. The player and Saria explore the strange cavern they find themselves in, soon encountering an archway with a portal. The portal introduces itself as the Guardian of Eternity, a similar being to the Guardian of Forever. It was the player's and Saria's fates that they arrive before this Guardian, who beckons the player into it in order to explain the situation at hand.

Epilogue: The Pursuit

Working on the possibility that the player and Saria were abducted by the enemy, the ship's crew pursue an Idar escort out of Belias. The escort opens a warp scar, where a Miranian battle cruiser attacks the player's ship. After the cruiser is defeated, Captain Gray assumes command of the ship, ignoring the objections of Agent Stark. She then orders the ship to pursue the escort through the warp scar.

Outline[edit | edit source]

Mission text[edit | edit source]

<Rank>, we're receiving an encoded transmission. It's... an invitation sent by Admiral James Fielding. He is at the Ambassador's Gala on Belias. He urgently requests that we attend.

Goal[edit | edit source]

Go to Belias via the Donatu System in the Eta Eridani Sector Block

Objectives[edit | edit source]

  • Drop out of warp
  • Defeat the enemy ships
  • Head toward the orbiting platform
  • Assist the U.S.S. Destrier
  • Assist the I.K.S. Lonta
  • Hail the Belias Orbiting Platform
  • Go through the security checkpoint
  • Head into the lounge
  • Speak with Mistress Xenia
  • Speak with Amork
  • Speak with Admiral Fielding
  • Defeat the Idar Ambush
  • Deactivate the force field
  • Investigate the dining hall
  • Defeat the remaining Idar soldiers/mystics
  • Destabilize the Idar portal
  • Head toward the transporter pad
  • Defeat the security team
  • Enter the emergency code
  • Get to the exit
  • Access the security towers (4)
  • Locate the main gate access key
  • Open the security gate
  • Kill the beast
  • Activate the tram
  • Access the tram nav computer
  • Head to the platform
  • Access the control console
  • Examine your surroundings
  • Focus on Saria's voice
  • Speak with Saria
  • Explore the area
  • Step into the portal
  • Pursue the Idar Escort
  • Defeat the Miranian Battle Cruiser
  • Go through the warp scar

NPCs[edit | edit source]

Allies[edit | edit source]

Starfleet[edit | edit source]

  • Captain Alicia Gray
  • Cmdr. Christopher Bannon
  • Agent Kylie Stark
  • Admiral James Fielding

Klingon Defense Force[edit | edit source]

  • Captain Saria Ryn
  • General Krenn

Enemies[edit | edit source]

Miranian Alliance[edit | edit source]

  • Captain Marvok
  • Sgt. Emarr
  • Miranian Soldier
  • Miranian Commander
  • Idar Trooper
  • Idar Elite
  • Idar Mystic
  • The Beast
  • Dark Hounds

NPC starships[edit | edit source]

Allies[edit | edit source]

Starfleet[edit | edit source]

  • U.S.S. Destrier

Klingon Defense Force[edit | edit source]

  • I.K.S. Vandis
  • I.K.S. Lonta

Enemies[edit | edit source]

Miranian Alliance[edit | edit source]

  • Miranian Fighter
  • Miranian Cruiser
  • Miranian Battle Cruiser
  • Idar Escort


There is no walkthrough for this mission, yet. You can help STOWiki by writing it here.

Gallery[edit | edit source]

Notes[edit | edit source]

  • The player's crew has been searching for the player for six days before the beginning of Part 3.

External links[edit | edit source]