Into the Cave

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Into the Cave [E10-M6]
AT-Son'a Collector.png
Chroniton 16 | 20 | 24
Episode
10 - Shadow of a Doubt
Mission
6th
Type
Away Missions
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Mission Rewards
The broken chain lies before you, floating in space. It says nothing more. Dare you follow it to its end?
~ Q

Into the Cave is the sixth mission in Episode 10, Shadow of a Doubt. It takes place at Anomaly in the Quirinus System.

Mission Walkthrough

  Into the Cave's Information Into the Cave's Structure (Colors Info)
Introduction: Q has discovered a disturbing metaphor in the empty Continuum-a broken chain. Follow it, and discover what has become of the Q.
Scan Surrounding Space

Rare Rewards:
Common Starfleet Uniform Pattern
Uncommon Poetry ★★
Super Rare Translation Algorithm ★★★★

ScienceCommon
Prep Modified Weaponry

Requires:
Klingon
or
Duelist

Rare Rewards:
Common Klingon House Crest
Dilithium 100
Super Rare Stun Grenade ★★★★

SecurityCommon
Reinforce Structural IntegrityEngineering
Don Specialized Spacesuits

Rare Rewards:
Common Engineering Lesson
Uncommon Quantum Flux Regulator ★★
honor 100

EngineeringCommon
Record Cave Images

Rare Rewards:
Common Detronal Scanner
Rare Psychology Text ★★★
Dilithium 150

ScienceCommon
Convince Q to EnterCommand
Manually Pilot Ship

Rare Rewards:
Common Priority One Message
Rare Emergency Transponder ★★★
Pike's U.S.S. Enterprise Schematic (x100)

CommandCommon
Call Out to Inhabitants

Requires:
Diplomat
or
Cultural Figure

Rare Rewards:
Common Diplomatic Protocol
Uncommon Holoprogram ★★
Quinn CommonUnfilledUnfilledUnfilledUnfilled

DiplomacyCommon
Chroniton Cost: 16 | 20 | 24 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Prepare Ship
Reinforce Structural Integrity
A. AT-Son'a Collector.png
Engineering Engineering
366 | 768 | 1134
Trait bonus for tired crew:
(+73 | +154 | +228)
(+92 | +193 | +285)
No Rewards at this Node
No one knows what will be at the end of the chain, but [Character]⁠ has ensured the ship will survive it.
Choice Failure Message
2.
Find Final Link
Scan Surrounding Space
A. AT-Astrometrics View-Generations.png
Science Science
366 | 768 | 1134
Trait bonus for tired crew:
(+73 | +154 | +228)
(+92 | +193 | +285)
Common Starfleet Uniform Pattern
Uncommon Poetry ★★
Super Rare Translation Algorithm ★★★★
[Character]⁠'s scans reveal the "chain" to be an intriguing mix of matter in various states. The most extreme is at the terminus.
Choice Failure Message
Manually Pilot Ship
B. AT-Shuttlecraft Under Attack.png
Command Command
366 | 768 | 1134
Trait bonus for tired crew:
(+73 | +154 | +228)
(+92 | +193 | +285)
Common Priority One Message
Rare Emergency Transponder ★★★
Pike's U.S.S. Enterprise Schematic (x100)
[Character]⁠ takes control of the helm, deftly moving the ship to the end of the chain.
Choice Failure Message
3.
Enter Cave
Prep Modified Weaponry
A. AT-Ambushing Borg Drone.png
Security Security
366 | 768 | 1134
Choose 2.A

Klingon
or
Duelist

Trait bonus for tired crew:
(+73 | +154 | +228)
(+92 | +193 | +285)
Common Klingon House Crest
Dilithium 100
Super Rare Stun Grenade ★★★★
[Character]⁠ has calibrated all weapons to randomize firing patterns, so as to best confront any possible threat.
Choice Failure Message
Don Specialized Spacesuits
B. AT-Deflector Dish-First Contact.png
Engineering Engineering
366 | 768 | 1134
Trait bonus for tired crew:
(+73 | +154 | +228)
(+92 | +193 | +285)
Common Engineering Lesson
Uncommon Quantum Flux Regulator ★★
honor 100
[Character]⁠ personally outfits the team with spacesuits before donning their own.
Choice Failure Message
4.
Explore Cave
Record Cave Images
A. AT-Artifact Discussion.png
Science Science
366 | 768 | 1134
Trait bonus for tired crew:
(+73 | +154 | +228)
(+92 | +193 | +285)
Common Detronal Scanner
Rare Psychology Text ★★★
Dilithium 150
Inside the cave, floating in space, [Character]⁠ takes meticulous recordings and scans of images appearing on the walls.
Choice Failure Message
Call Out to Inhabitants
B. AT-Klingons Capture Federation.png
Diplomacy Diplomacy
366 | 768 | 1134
Choose 3.B

Diplomat
or
Cultural Figure

Trait bonus for tired crew:
(+73 | +154 | +228)
(+92 | +193 | +285)
Common Diplomatic Protocol
Uncommon Holoprogram ★★
Quinn CommonUnfilledUnfilledUnfilledUnfilled
Inside the cave, floating in space, [Character]⁠ calls out, but receives no answer.
Choice Failure Message
5.
Change Shadows
Convince Q to Enter
A. AT-Starfleet Escaping Anomaly.png
Command Command
366 | 768 | 1134
Trait bonus for tired crew:
(+73 | +154 | +228)
(+92 | +193 | +285)
No Rewards at this Node
[Character]⁠ finally convinces an extremely reluctant Q to enter the cave. His presence appears to trigger something....
Choice Failure Message
We have explored the strange cave (a metaphor?) and found nothing. Q has now entered, and the cave seems to be reacting to his presence. Will we finally learn what's happened to the Q?
Mission Failed Message


Mission Rewards

Rare Rewards

Rare Rewards
Elite
Epic

Standard Rewards

Standard Rewards
Normal
Elite
Epic

Drop Chance

Mission tested: Into the Cave Normal
By: middlehead, koba44, WaldoMag & Valentiores
Date(s): July 2019 – February 2020
Runs: 120   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Phaser Type 1 ★★ 115>>

Uncommon Phaser Type 1 ★★

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 4 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 3 runs.

Also, a run dropping only this item is expected
per 31 runs or so.

16.7Statistical Strength: Very reliable

Range of average cost per
Uncommon Phaser Type 1 ★★
within 2 standard deviations
(~95.5% confidence):

14.47 — 19.74
>>
1
Super Rare Alcohol ★★★★ 9>>

Super Rare Alcohol ★★★★

Average (mean) runs per drop: 14

Based on test averages, to get one more drop,
you may need to do another:

  • 10 runs in 50 percent of cases (median)
  • 31 runs in 10 percent of cases
  • 61 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 60 runs.

Also, a run dropping only this item is expected
per 64,000 runs or so.

213.3Statistical Strength: Very unreliable

Range of average cost per
Super Rare Alcohol ★★★★
within 2 standard deviations
(~95.5% confidence):

128.58 — 625.97
>>
13.3
Rare Emitter Crystal ★★★ 84>>

Rare Emitter Crystal ★★★

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 3 runs in 10 percent of cases
  • 6 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 5 runs.

Also, a run dropping only this item is expected
per 79 runs or so.

22.9Statistical Strength: Very reliable

Range of average cost per
Rare Emitter Crystal ★★★
within 2 standard deviations
(~95.5% confidence):

19.19 — 28.27
>>
1.4
Rare Furs ★★★ 17>>

Rare Furs ★★★

Average (mean) runs per drop: 8

Based on test averages, to get one more drop,
you may need to do another:

  • 5 runs in 50 percent of cases (median)
  • 16 runs in 10 percent of cases
  • 32 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 31 runs.

Also, a run dropping only this item is expected
per 9,500 runs or so.

112.9Statistical Strength: Somewhat unreliable

Range of average cost per
Rare Furs ★★★
within 2 standard deviations
(~95.5% confidence):

76.62 — 214.77
>>
7.1
Basic Incense 135>>

Basic Incense

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 4 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 3 runs.

Also, a run dropping only this item is expected
per 19 runs or so.

14.2Statistical Strength: Very reliable

Range of average cost per
Basic Incense
within 2 standard deviations
(~95.5% confidence):

12.52 — 16.47
>>
0.9

Average cost per unit assumes 3 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

Mission tested: Into the Cave Elite
By: Koba44, middlehead & WaldoMag
Date(s): July 2019 – Sept 2023
Runs: 300   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Clothing Pattern ★★★★ 47>>

Super Rare Clothing Pattern ★★★★

Average (mean) runs per drop: 7

Based on test averages, to get one more drop,
you may need to do another:

  • 5 runs in 50 percent of cases (median)
  • 15 runs in 10 percent of cases
  • 29 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 28 runs.

Also, a run dropping only this item is expected
per 7,000 runs or so.

127.7Statistical Strength: Fairly reliable

Range of average cost per
Super Rare Clothing Pattern ★★★★
within 2 standard deviations
(~95.5% confidence):

99.41 — 178.34
>>
6.4
Uncommon Gold-Pressed Latinum ★★ 172>>

Uncommon Gold-Pressed Latinum ★★

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 2 runs in 50 percent of cases (median)
  • 4 runs in 10 percent of cases
  • 8 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 7 runs.

Also, a run dropping only this item is expected
per 140 runs or so.

34.9Statistical Strength: Very reliable

Range of average cost per
Uncommon Gold-Pressed Latinum ★★
within 2 standard deviations
(~95.5% confidence):

30.67 — 40.43
>>
1.7
Common Interlink 322>>

Common Interlink

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 4 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 3 runs.

Also, a run dropping only this item is expected
per 22 runs or so.

18.6Statistical Strength: Very reliable

Range of average cost per
Common Interlink
within 2 standard deviations
(~95.5% confidence):

17.1 — 20.46
>>
0.9
Common Sensor 359>>

Common Sensor

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 4 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 3 runs.

Also, a run dropping only this item is expected
per 16 runs or so.

16.7Statistical Strength: Very reliable

Range of average cost per
Common Sensor
within 2 standard deviations
(~95.5% confidence):

15.45 — 18.2
>>
0.8

Average cost per unit assumes 3 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

Mission tested: Into the Cave Epic
By: Koba44 & middlehead
Date(s): July 2019 – Oct 2023
Runs: 21   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Subprocessor ★★★★ 5>>

Super Rare Subprocessor ★★★★

Average (mean) runs per drop: 5

Based on test averages, to get one more drop,
you may need to do another:

  • 3 runs in 50 percent of cases (median)
  • 10 runs in 10 percent of cases
  • 19 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 18 runs.

Also, a run dropping only this item is expected
per 2,000 runs or so.

100.8Statistical Strength: Nearly useless

Range of average cost per
Super Rare Subprocessor ★★★★
within 2 standard deviations
(~95.5% confidence):

54.05 — 747.19
>>
4.2
Rare Expansion Module ★★★ 7>>

Rare Expansion Module ★★★

Average (mean) runs per drop: 3

Based on test averages, to get one more drop,
you may need to do another:

  • 2 runs in 50 percent of cases (median)
  • 7 runs in 10 percent of cases
  • 14 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 13 runs.

Also, a run dropping only this item is expected
per 730 runs or so.

72.0Statistical Strength: Very unreliable

Range of average cost per
Rare Expansion Module ★★★
within 2 standard deviations
(~95.5% confidence):

41.9 — 255.7
>>
3
Uncommon Optronic Circuit ★★ 34>>

Uncommon Optronic Circuit ★★

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 1 runs.

Also, a run dropping only this item is expected
per 6.4 runs or so.

14.8Statistical Strength: Fairly reliable

Range of average cost per
Uncommon Optronic Circuit ★★
within 2 standard deviations
(~95.5% confidence):

12.01 — 19.37
>>
0.6
Uncommon Sensor ★★ 17>>

Uncommon Sensor ★★

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 3 runs in 10 percent of cases
  • 5 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 4 runs.

Also, a run dropping only this item is expected
per 51 runs or so.

29.7Statistical Strength: Somewhat unreliable

Range of average cost per
Uncommon Sensor ★★
within 2 standard deviations
(~95.5% confidence):

20.91 — 50.92
>>
1.2

Average cost per unit assumes 3 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.


Other Rewards

Notes