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Mission: Night of the Comet/Walkthrough

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Bepi 113 System[edit | edit source]

Past Out[edit | edit source]

It has been decided that you need to go back in time to destroy Driffen's Comet.

Go To Bepi 113 System[edit | edit source]

You need to go to the Bepi 113 System in order to perform the legendary Slingshot Maneuver, which will send you to the past.

Science Officer:

Incoming hail, Captain.

Do you want me to put it on the main viewscreen?

Federation

Franklin Drake:
You should feel privileged, <Name>. Very few people ever get to see this system. My organization has gone to a lot of trouble to keep it off of the navigational charts.

This star is ideal for what starship pilots call a "slingshot." Section 31 uses it from time to time to deal with problems that take ... a more creative approach to solve.

Your best chance of getting back to the point in time where you need to be is to use the star's gravity to accelerate your ship to such a high speed that you will be able to access the time continuum.

I've taken the liberty of having the light-speed breakaway calcuations added to your ship's database.

You will need to hit a series of points as you move around the star. After you make your approach, you should see a navigational beacon. Aim for it, and you will have the correct trajectory for the slingshot.

This is a tricky maneuver, <Name>. If you don't hit each point in the correct order and time, it won't work. I hope your helm officer is up to the task.

One more thing before you start. I also added a holoemitter to your vessel. You will appear to be a Klingon D7 with the appropriate access codes for the time period, but still have access to all of the 25th century firepower you will need to deal with the comet.

Don't alter the timeline any more than you have to. Destroy the comet and stop the Devidians, but other than that, try to stay out of trouble.

I'd wish you luck, but I have a feeling you wouldn't think I was being sincere.

Klingon

K'men:
You should feel privileged, <Name>. Very few people ever get to see this system. Klingon Intelligence has gone to a lot of trouble to keep it off of the navigational charts.

This star is ideal for what starship pilots call a "slingshot." You may not have heard of the maneuver, because my organization has been working for decades to keep all knowledge of time travel technology secret.

There's simply too much temptation to meddle in the past. It's better for the Empire if people believe that time travel is the stuff of holonovels and Starfleet boasts.

Your best chance of getting back to the point in time where you need to be is to use the star's gravity to accelerate your ship to such a high speed that you will be able to access the time continuum.

I've taken the liberty of having the light-speed breakaway calcuations added to your ship's database.

You will need to hit a series of points as you move around the star. After you make your approach, you should see a navigational beacon. Aim for it, and you will have the correct trajectory for the slingshot.

This is a tricky maneuver, <Name>. If you don't hit each point in the correct order and time, it won't work. I hope your helm officer is up to the task.

One more thing before you start. I also added a holoemitter to your vessel. You will appear to be a D7 loyal to the House of Duras with all of the appropriate access codes for the time period. I would have acquired an actual D7 for you, but you will need your ship's modern firepower and shields to complete your mission.

Don't alter the timeline any more than you have to. Destroy the comet and stop the Devidians, but other than that, try to stay out of trouble.

I'm risking a great deal allowing you to undertake this mission without Klingon Intelligence operatives on your bridge. Do not abuse my trust.

Good luck, and good hunting.


Science Officer:

We're ready to engage the holoemitter and start our run around the star on your command, Captain.
Activate your ship's holoemitter, and then slingshot around the star.

Activate Holoemitter[edit | edit source]

To make your ship "blend in", your intelligence contact has equipped your ship with a Holo Emitter, disguising you as Klingon D7 Battlecruiser.

Slingshot Around the Star[edit | edit source]

Referencing a time travel method in Star Trek IV: The Voyage Home, you are required to navigate your ship along a displayed path around the Bepi 113 System, a red giant star system in the Eta Eridani Sector Block, near the Klingon Neutral Zone. Flying through five circular waypoints located along the path will accelerate your ship to proper time travel velocity.

Manual Navigation[edit | edit source]

The following maneuver is quite difficult when piloting using the keyboard. After reaching each waypoint, the ship's speed increases significantly.

Use the alternative steering method of pressing down and holding both mouse buttons. Keep the target in the center of your screen, your ship will turn as fast as possible in that direction. With this technique, the maneuver should become a bit easier. In addition you can reduce your ship's impulse speed.

  • Fly Through Graviton Catapult 1
  • Fly Through Graviton Catapult 2
  • Fly Through Graviton Catapult 3
  • Fly Through Graviton Catapult 4
  • Fly Through Graviton Catapult 5
  • Maintain Trajectory Towards The Nav Beacon - When you have come this far, hitting the beacon should be a piece of cake.

If you fail to complete the maneuver, the Ops officer will offer the option to set up the ship for another pass.

OBS: There is a bug at the new 2013 patch where the ship doesn't speed up when it passes the 1st Graviton Catapult.

Autopilot Navigation[edit | edit source]

A patch during the week of November 16, 2010 added an "autopilot" feature to this mission segment. To activate the autopilot, try two attempts at manual navigation.

After the manual navigation attempts are unsuccessful, one of your Bridge Officers (most likely the Science Officer, if you have one) will offer to engage the autopilot to complete the Slingshot maneuver.

Captain, we've gathered enough data during our last two attempts to program the autopilot to perform the proper navigation.

Would you like to engage the autopilot?

Choose Autopilot or Set up for another pass for manual navigation.

Drozana System[edit | edit source]

Playing the Part[edit | edit source]

Defeat U.S.S. Reuben James[edit | edit source]

Arriving in the Drozana system in the 23rd Century (again), you are hailed by a Starfleet vessel. Looks like your disguise is causing you trouble right off the bat.

Federation

Science Officer:
Captain, based on the decay of elements in this system, we have arrived approximately 150 years in the past, somewhere around the Earth year 2265.

Sir, incoming hail. It's from a Constitution class starship identifying itself as the U.S.S. Reuben James.

Putting it onscreen now:

Klingon

Science Officer:
Captain, based on the decay of elements in this system, we have arrived approximately 150 years in the past.

Incoming hail. It's from a Federation starship, Constitution class. It is identifying itself as the U.S.S. Reuben James.

Putting it onscreen now:


Commodore Ross:

Attention unidentified ship. I am Commodore Jacob Ross, in command of the U.S.S. Reuben James.

We have been searching for a Klingon vessel reported to have attacked a colony in the Gliese system. You fit the description of the ship we are looking for. Unless you can prove that you are not, we will take immediate action.

Federation

Science Officer:
Captain, the Ruben James has closed the channel. They are not responding to hails and weapons are charging.

We cannot seriously damage Commodore Ross's ship without risking damage to the timeline, but we must defend ourselves and complete our mission.

Recommend we fight to disable.

Subdue the U.S.S. Reuben James.

Klingon

Science Officer:
Captain, the Ruben James has closed the channel and weapons are charging.

I would rather destroy this troublesome human and his ship, but K'men warned us not to damage the timeline. However, he cannot be allowed to stop us from completing our mission.

Subdue the U.S.S. Reuben James.


Fight the Reuben James until it is disabled.

Beam to Station[edit | edit source]

There's trouble on Drozana Station. Beam aboard and assist them.

Drozana Station:

To any ships in range!

Please! We need help!

I don't know what these things are, but they're all over the station! They're killing people! Please, you have to help us!

Tactical Officer:

Captain, the comet approaching the station. It's triolic energy is making it easier for the Devidians to manifest.

The people on that station don't have any way to fight them. We will have to help, or they'll all die.

Beam down to Drozana Station.

Drozana Station[edit | edit source]

Reliving the Past[edit | edit source]

This is a 23rd century revamp of the social Drozana Station map. You should have no problem orientating, if you know your way around the 25th century map.

Tactical Officer:

Captain, I'm reading multiple Devidian lifesigns. We will need to work quickly to clear the station of their presence.

Defeat Devidians on Drozana Station (6)[edit | edit source]

As always try to hit the Devidians with your [Synchronic Proton Distortion Prototype Assault Rifle] when phase shifted. Target Eidolons first and try to hit as many Visitor with the rifle's secondary chain attack, when they stand close to each other.

If you have trouble locating the sixth group of Devidians, head back to the shipyard (beam in).

Break Up Bar Fight[edit | edit source]

Upon entering, the Federation and Klingon customers were entertaining a bar fight before being attacked by the Devidians, leaving all parties hostile. You have to defeat not only the Devidians, but stun the customers as well.

Federation

Tactical Officer:
Sir, I don't think anyone here appreciated the Devidians crashing their party.

I'm detecting weapons fire, broken glass and signs of a struggle ... it's a bar fight, sir, and we'll need to quell it if we want any chance at stopping the Devidians.

The Temporal Prime Directive is in effect, sir. Recommend we set all weapons to stun to minimize possible damage to the timeline.

Stop the bar fight.

Klingon

Tactical Officer:
Captain, I don't think anyone here appreciated the Devidians crashing their party!

I'm detecting weapons fire, broken glass and signs of a struggle ... there's little threat to us, sir, but the Devidians could use the conflict as a cover. We should quell it and then continue our hunt.

K'men warned against unnecessary bloodshed. Recommend we set all weapons to stun to minimize possible damage to the timeline.

Stop the bar fight.


Rescue Hostages[edit | edit source]

The chief villain, the Shrouded Phantasm, has taken hostages and barricaded the area that will become the Dabo casino in the 25th century.

Shrouded Phantasm:

Do not attempt to stop us!

We hunger. We must feed!

Leave immediately or I will amplify the time distortion and destroy this station. You will not survive.

Federation

Bartender:
Hey!

Those ... things are holed up in the lounge, and they've got some of my customers in there with them!

The door is barricaded, but a few hits with a phaser should take care of that.

Get my people out of there!

Klingon

Bartender:
Hey!

Those ... things are holed up in the lounge, and they've got some of my customers in there with them!

The door is barricaded, but a few hits with a disruptor should take care of that.

Get my people out of there!


Destroy Door to Lounge[edit | edit source]

Approach the casino, your way is blocked by a destructible door. Some hits with your hand weapon should be sufficient to break through.

Defeat Devidian Captain[edit | edit source]

The boss is the same creature you encountered in “Skirmish” and “What Lies Beneath”. Try to kill the less powerful Devidians when the Phantasm is "in phase" and use the secondary attack of the Proton Rifle against him when he is out of phase.

Talk to Lieutenant Commander Scott[edit | edit source]

One of the hostages is Montgomery Scott. The legendary engineer tried to remodulate the station's shield to protect the crew against the triolic energy before the Devidians showed up.

Federation

Klingon

Montgomery Scott:
My, you're a funny looking one, aren't you?


Montgomery Scott:

Thanks for the help, friend. What were those things?

Damn spirits snuck up on me. I noticed a spike in triolic energy and was working to adjust the station's shields to compensate. I went to fetch a hyperspanner and I was attacked!

If you help me, I can finish my repairs before the triolic energy reaches lethal levels!

By the way, you can call me Scotty.

Escort Scotty to the shipyard.

Accompany Scotty to the Shipyard[edit | edit source]

Walk with Scotty to the shipyard.

Scotty is apparently in a conversational mood, and will make a few comments as you walk together.

Lieutenant Commander Scott:

What were those blasted things?

Lieutenant Commander Scott:

I haven't seen you around here before. What ship are you assigned to?

Lieutenant Commander Scott:

That's a funny looking uniform you've got there, friend...

Lieutenant Commander Scott:

I come here for a few days of shore leave, and the next thing I know these crazy energy beings are overrunning everything!

Lieutenant Commander Scott:

The triolic energy levels are rising. We've got to do something!

Talk to Scotty[edit | edit source]

He will tell you that he needs a Quantum Flux Regulator to complete his work on the shields.

Scotty:

Just as I suspected. The triolic energy is increasing. We'll be cooked like a haggis if we don't do something about it!

There's a wee store on this station. The lass who runs it -- Cassidy -- said they might be getting in a supply of the new quantum flux regulators. The Mark II versions. If we had one of those regulators, I could modify the flux coordinating sensors and use them to modulate the shields protecting the station. That would buy us some time.

Go find Cassidy. She'll know where they are.

Get a quantum flux regulator from Cassidy.

Get a Quantum Flux Regulator[edit | edit source]

Now, getting that Regulator again requires a lot of reading, but the solution is completely logical, if you read through all the dialog carefully and use the Communication Log (default key "L", then switch the tab).

Talk to Cassidy[edit | edit source]

The station's shop keeper Cassidy theoretically can provide you with the Regulator. The problem is, that Cassidy is a complete mess after the Devidian attack and needs a drink to calm down.

Cassidy:

What were those things?

They were floating, and then one looked at me and I feel so weak ... and then it lifted me up, and ...

It was horrible!

Are you looking for something from the store? A quantum what?

I'm sorry -- I'm just too scared right now to think about selling anything.

I'm closing down until I get my wits about me. Maybe it would be best if I packed up and went back to Sherman's Planet!
  • What can I do to help?

Cassidy:

I don't know ... maybe a nerve tonic would soothe me.

Can you get one for me?

Find a nerve tonic for Cassidy.

Get Cassidy a Nerve Tonic[edit | edit source]

Your first stop should be the Bartender in the center of the bar. He will tell you, that there are too many nerve tonics to choose from and you have to narrow it down for him.

Bartender:

What can I get you?
  • I need a nerve tonic.

Bartender:

A nerve tonic?

Almost every culture in the galaxy has nerve tonics. Most worlds have multiple variations. And everyone thinks the one that their grandmother made is better than all the rest.

Look, I tend bar at a commerce station in the middle one of this quadrant's busiest trade routes. It's my job to be able to make anything you want, but you have to be specific. I could make you 14,647 different nerve tonics, 18,397 if you're Bolian.

So what kind do you want?

Tell you what -- one of the waitresses should be able to help you narrow down what kind of nerve tonic would be best.

Talk to one of them and then come back. I'm sure we can make exactly what you need.

He sends you to Selei on the other side of the counter, but she is too occupied with her love interest Captain McQueen who was beaten up in the bar fight. However, she reveals that Scotty is an expert on booze.

Selei:

Who do you think you are?

First the lights go all strange, then these weird creatures show up and worst of all, you're here picking fights with my best customers!

Look at dear, brave, handsome Captain McQueen here. He could have been killed!

You should be ashamed of yourself!
  • About the Nerve Tonics?

Selei:

Nerve tonics? How can I think about nerve tonics when my sweet Captain McQueen is injured?

If you want to know about any sort of exotic beverage, go ask that drunken Scotsman ... I mean Lieutenant Commander Scott. He knows more about alcohol than anyone I've ever met.

While you do that, I'm going to make my sweet prince all better ....

Random Selei fussing:

Selei:

Oh, you were so brave …

Selei:

My gallant lieutenant … what would I have done without you?

Selei:

Don't worry, I'll won't leave you …

Selei:

You saved me!

So head back to the shipyard and talk with Scotty. It turns out, that he and Cassidy had a number of drinks together on several occasions and he knows everything about her taste in liquor. Read through the six dialog options and Scotty tells you what Cassidy likes and what she dislikes.

Scotty:

Did you get the Quantum Flux Regulator?
  • Do you know about nerve tonics?

Scotty:

Nerve tonics?

Ack, you don't look like you need one of those! These wee beasties are troublesome, but they're not as bad as a ship full of angry Romulans!

Now, I've been known to enjoy the occasional nip of Scotch whiskey. That's the only nerve tonic you'll ever need!

Why do you need to know about them?
  • I'm looking for a nerve tonic for Cassidy.

Scotty:

Oh, for Cassidy!

Now that makes sense! She's a bonny lass, that Cassidy, and more than willing to spend a little time with the right Starfleet officer, if you know what I mean. But she hasn't got the stomach for fighting.

Is she alright? I'd hate for anything to have happened to her.
  • She's shaken up, but she'll be fine.

Scotty:

Glad to hear it!

Sounds like she needs something to take a wee bit of the edge off. And that happens to be one of my specialties, along with transwarp transporter technology and warp field mechanics.

Cassidy has been meeting me every evening in the bar for a spot of cheer, but I've never seen her order a nerve tonic. Perhaps if I told you what she likes, you'll be able to figure out the right mix. The bartender will help you.
  • What does Cassidy like to drink?

Scotty:

I've seen Cassidy order these drinks:

Alvanian Brandy:

Cassidy didn't like the salty taste of the Alvanian Brandy, but she really enjoyed the fact that it was garnished with a drop of honey that floated on the top of the drink.

Bah -- garnishes get in the way of a fine beverage, if you ask me. Can you imagine putting a wee piece of pineapple in a glass of 20-year single malt? It's preposterous!

Bloodwine:

The only time I saw Cassidy order bloodwine was when she was feeling under the weather, poor lass.

She liked that it was served warm, but she hated those blasted heavy metal mugs the Klingons use and the potency of it was a bit much for her to handle. A girl like Cassidy needs something with a little less kick.

Denevian Mead:

Selei brought Cassidy a Denevian Mead a few nights ago. Ack -- terrible sweet stuff! Like drinking syrup!

Cassidy didn't like the cloying sweetness and the wee bairn broke out into hives because she was allergic to the fruit garnish.

I'm not ordering any of that stuff again!

Firewine:

Cassidy and I got into a drinking contest with a Klingon one night and we ended up drinking Firewine.

It's not as good as Scotch, mind you, but it's better than drinking warp coil coolant.

The next morning, after she picked herself up off of the floor, Cassidy told me that the firewine was so spicy that she was afraid it had eaten a hole through her stomach. I had to send her to see Bones for a check-up.

Also, she said that drinking from those shallow bowls made her feel like someone's pet Targ!

Martini:

Martinis aren't my cup of tea, as it were, but Cassidy seemed to like them.

She appreciates that a martini should be served as cold as possible, but since she nurses her drinks the cold tends to dissipate and she doesn't get the full effect. She's quite fond of those fancy stemmed glasses, though!

Samarian Sunset:

Cassidy really likes her Samarian Sunsets, mostly because of the sour taste.

She hates that the drink is so weak and has been trying to convince the bartender to add a garnish to it to make the happy feeling last longer, but he won't because then it wouldn't be a Samarian Sunset.

Me? I say a drink is a drink. If the lady wants a garnish, give her one!

Skagaran Whiskey:

Cassidy really likes the little pick-me-up of a drop of Skagaran Whiskey, but she doesn't like the wee shot glasses or the silly paper umbrellas.

Whoever heard of putting a wee paper umbrella in a glass of whiskey! It's sacrilege! If I ever go to Skagara, I'm going to give them a piece of my mind ...

With this information, go back and ask the bartender to prepare a drink. The order should be:

  • Hot
  • Sour
  • A little pick-me-up should do it.
  • In a stemmed glass
  • A drop of honey

Bartender:

What can I get you?
  • I need a nerve tonic.

Bartender:

I'll need some more details before I can make a drink for you. If you need help figuring out what combination of ingredients you want, you should talk to one of the waitresses. That's what they're here for, after all.

So, do you want it to be hot or cold?
  • Hot

Bartender:

What kind of flavor profile are you looking for?
  • Sour

Bartender:

How strong do you want this drink to be?
  • A little pick-me-up should do it.

Bartender:

How would you like this drink to be served?
  • In a stemmed glass

Bartender:

And last, but certainly not least, what kind of garnish would you like?
  • A drop of honey

Bartender:

That should be all of the info I need.

I'll put the drink on the bar when I'm done, and I'll put the bill on your tab.

Pick up the Nerve Tonic from the counter and go back to Cassidy. She will comment on all choices you made when ordering the drink. So if you did something wrong, you will know what the mistake was.

Cassidy:

Do you have a drink for me?
  • Try this.

Cassidy:

I love warm drinks, they're so relaxing.
  • I'm glad you find the temperature so plesant.

Cassidy:

There's a lovely sour note to this drink. I feel so refreshed!
  • I'm glad. I thought this would be right for you.

Cassidy:

There's just enough oomph to this drink to make it really stick with you. I like that.
  • You looked like you could use a little pick-me-up.

Cassidy:

I love the style of this glass. It accentuates the flavor of the ingredients!
  • Aesthetics are important. The right glass makes the right drink even better.

Cassidy:

Honey!

Ooh, that bit of sweetness is just perfect. It adds the most delightful note to each sip.
  • I'm glad even the last drop of this drink is making you happy.

Cassidy:

Ahh, that is marvelous. I'm feeling much better now, thank you.

What tool was it you needed? A Quantum Flux Regulator Mark II? I have one of those right here. Please take it as a thank you.

All of a sudden, she has no problem at all getting you the Quantum Flux Regulator.

Return to Scotty[edit | edit source]

When you head back to the shipyard, the station becomes out of phase again and everything is dipped in blue. Scotty tells you that the Regulator buys them a little bit of time, but Driffen's Comet has to be destroyed as fast as possible. Otherwise, the triolic energy will kill everyone on the station.

Scotty:

The right tool for the right job!

I'll start making the adjustments, but I don't know if I've got enough time! You canna change the laws of physics!

The triolic energy levels keep rising, and sensors show that blasted comet is to blame. Modulating the shields is not going to be enough. Something needs to be done about the comet if we're going to live to see the morning.

Return to Ship[edit | edit source]

So you beam up to your ship to blow up the comet.

Science Officer:

Captain, the station is safe for now, but we still need to deal with the comet in orbit.

If the Devidians are able to harness its energy, then they will be able to pull most of this sector into their phase variance! Past, present -- it will all be disrupted!

Beam back to your ship and destroy Driffen's Comet.

Drozana Station[edit | edit source]

Becoming the Future[edit | edit source]

Back in space you are greeted by B'vat and a Klingon armada of D7 Battlecruisers. Intelligence had poor taste in creating your fake Klingon identity. It turns out that B'vat has a feud with the House of Duras. Unluckily, your ship is disguised as a Duras vessel.

Tactical Officer:

This is as close as the comet's trajectory will take it to Drozana Station, Captain.

We need to destroy the comet while we still have time!

Destroy Driffen's Comet.

Science Officer:

Sir, a group of Klingon vessels have entered the system.

The lead ship is hailing us, sir. Putting it onscreen now:

Captain B'vat:

Ah, a ship from the House of Duras!

I am Captain B'vat, son of Warat and leader of my House. My brother died due to Duras treachery. I will avenge his death with the destruction of a hundred Duras ships!

Prepare to die!

Tactical Officer:

Captain, we can't afford to change the course of events any more than they have been altered already, and we know that Captain B'vat survives this day. We'll need to attempt to disable his forces.

He'll be calling for reinforcements. We need to destroy the comet and return to our time before we're overwhelmed.

Subdue B'vat's forces and destroy the comet.

The battle against the comet is difficult, since there is a steady flow of D7 Battlecruiser reinforcements. However you may fight any D7s you want, including the Quv, they will only be disabled.

Aside from the initial set of cruisers (and the Quv), more appear to arrive when you destroy the comet, then again when you destroy the first fragment,

Destroy the Devidian Comet[edit | edit source]

Players with a cloaking device have a clear advantage in this situation. Approach the comet cloaked from the far side of the Klingon ships and blow it up, then hit Evasive Maneuvers and cloak again. Repeat this cat and mouse game 13 times in order to destroy the comet, the three comet fragments and the nine comet shards.

Destroy Comet Fragments (3)[edit | edit source]

When destroyed, Driffen's Comet splits up in three Comet Fragments. You have to take these down as well.

Destroy Comet Shards (9)[edit | edit source]

Each Comet Fragment in turn spawns three Comet Shards. When the shards are destroyed, the mission is complete. If the shards dont apear its a good time to restart the mission.

Don't Alter the Timeline[edit | edit source]

When all Fragments are broken up, you will be notified, that attacking B'vat's ship I.K.S. Quv is not permissible anymore, since he has to survive the battle. To make things worse, the ship is trying to ram you, so evade the Quv, to the best of your ability. If the ship is destroyed, the objective will fail. Although this should force you to repeat the mission, it seems, that you are still given the full mission reward.

Captain B'vat:

You won't be rid of me until you're burning in Gre'thor!

Captain B'vat:

Helm, ramming speed!

Tactical Officer:

Captain, B'Vat's ship has taken a lot of damage - we can't risk firing on it without damaging it further.

Since B'vat doesn't try to ram you until the last comet Fragment has been destroyed, a good strategy is to destroy everything else but the last Fragment, then destroy it and the three Shards which it spawns. If you're fast enough, you can do that before B'vat can even reach you, avoiding any danger of accidentally destroying his ship.

If you do destroy his ship, the mission fails.

Tactical Officer:

The I.K.V. Quv has been destroyed, Captain.

Reports indicate that this ship was involved in several key engagements that helped to shape the course of Federation-Klingon relationships in the late 23rd century, and that the captain of this vessel has been a notable figure in Klingon history.

The alterations to the timeline from this act will be too great. For all we know, this could change the history of the entire quadrant!

We'll need to come back to the past and attempt to destroy Driffen's Comet again, but this time without altering the timeline.

Leave the map and wait 30 minutes before reentering to try again.

Return to the Present[edit | edit source]

After all shards are destroyed, it is revealed to you that a Borg temporal node has been secretly installed on your ship, which will take you back to the 25th century.

Tactical Officer:

That did it, Captain!

The remaining comet debris is too small to be a threat. Now we just need to find a way to ....

One moment, sir. I'm detecting a temporal anomaly. It's forming inside the <Shipname>!

Federation

Franklin Drake:
<Name>, if you are receiving this message then you and your crew have completed your mission. Driffen's Comet is destroyed, and the Devidans are no longer a threat to the Federation.

You've done well. And, to prove that I'm not the immoral monster that some make me out to be, I'm going to help you.

When you last docked at Deep Space K-7, I had some modifications made to your vessel. One of those is the addition of a Borg temporal node salvaged from a cube in the B'Tran Cluster. It's set to return you to our time.

Congratulations on a job well done.

Drake out.

Klingon

K'men:
<Name>, if you are receiving this message then you and your crew have completed your mission. Driffen's Comet is destroyed, and the Devidans are no longer a threat to the Empire.

I thank you for your service to Klingon Intelligence. And, because I will never leave one of my people behind, I have found a way to assist you in return.

When you last docked at Ganalda Station, I had some modifications made to your vessel. One of those is the addition of a Borg temporal node salvaged from a cube in the B'Tran Cluster. It's set to return you to our time.

Congratulations on a job well done.


Donatu Sector[edit | edit source]

Report to Neutral Zone Contact[edit | edit source]

Now you have the difficult choice between a TOS [Klingon Disruptor Pistol], [Federation Type 2 Phaser] or [Federation Type 3 Phaser Rifle]

Federation

Franklin Drake:
Excellent work. I knew I could count on you.

The disappearance of Driffen's Comet in the 23rd century will be a scientific curiosity. I've taken steps to suppress information that might reveal our involvement, and I trust that you and your crew will refrain from telling stories about what happened here.

After all, we're getting along so well ...

One thing I hope you'll take away from all of this is that any opinion you may have of the immorality of so called "rogue elements" like Section 31 is a bit ... naive. Contrary to popular opinion among some Starfleet officers, we do not spend our days plotting evil and committing random acts of villainy like characters in a bad holonovel.

We protect the Federation from threats. Thanks to you, the Devidians are no longer on that list.

If you think about it, everything we do is to preserve the freedoms you so enjoy. You should be grateful.

Drake out.

Klingon

K'men:
Qapla'!

Driffen's Comet is a memory. I'm sure a Federation scientist will do some meaningless study into its disappearance in the 23rd century, but, like so many of the minutia those "explorers" are so fascinated with, it will be of no consequence.

What matters is that you acted to protect your Empire. You did a warrior's duty. There is no greater reward than that.

It would be best for the Empire to keep the details of what transpired here secret. Time travel is so troublesome. But while the loresingers will never tell the tale of the I.K.S. <Shipname> and the comet, know that those in power recognize and appreciate your achievements.

Go with honor, my friend. I will call on you again in the future, should the need arise.