Mission Name
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1st Crew |
2nd Crew |
3rd Crew |
4th Crew |
5th Crew
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Mission Text
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Success
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Failed
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Artificial Intelligences
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AND
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AND
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Data has expressed an interest in joining the rescue efforts, but first, Starfleet wants a thorough simulation to test whether his positronic brain will be immune to Landru's absorption process.
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Realizing that a simulation will be as difficult to construct as Data's brain, the away team asks to run tests directly on the android himself. Their best imitation of Landru's absorption process has no apparent effect!
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Data's positronic brain is far more complex than any other network the away team has ever seen. They cannot simulate all of its intricacies, and there is no telling how Landru could affect Data's behavior.
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Battle Lines
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AND
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AND
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AND
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The intense mental and physical conditioning of Angosian soldiers makes Roga Danar a perfect candidate to help rescue Landru's captives from Beta III, if you can convince him to join the fight.
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When the away team compares Landru's mind control to the mental conditioning Danar experienced during his training, he finally cracks. He agrees to help with the promise of medical care and a substantial reward.
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Roga Danar only listens to half of the away team's story about Landru's captives before demanding that they leave. They may have a fight on their hands, he replies, but it is not his fight to win.
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Doctor's Orders
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AND
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AND
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The irritable Doctor Lewis Zimmerman is considered a prime target for Landru's plans, but all of his Starfleet-appointed security details have quit after meeting him. It's up to an away team to protect him.
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The away team impresses Zimmerman with their knowledge of his research. Relieved to have a security detail who appreciates his genius, Zimmerman accepts their protection. He even thanks them for their service!
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The away team puts up with Zimmerman's temper only for him to fire them when their "skulking" around his quarters becomes more than he can handle. Without them, he is defenseless against Landru's servants.
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The Finest Minds
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AND
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AND
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A Dopterian has offered to spy on Landru for Starfleet given his people's resistance to telepathic manipulation. Forge academic credentials to convince Landru that this "genius" is invaluable for its work.
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According to the away team's forged credentials, the Dopterian spy is a lauded member of the Daystrom Institute. Safe from Landru's telepathic control, he sends intel to Starfleet once Landru's people "kidnap" him.
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Given the Dopterian's unremarkable life, the away team has a hard time passing him off as a prestigious member of academia. Landru takes no interest in the bait Starfleet is offering.
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Flies to Honey
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AND
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AND
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AND
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Flattered by Landru's interest in his genius and its offer to allow him to continue his research, Arik Soong has voluntarily chartered a ship to Beta III. Stop him from volunteering before Landru controls his consciousness.
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The away team catches Soong just before he departs for Beta III. he is reluctant to listen, but when they explain that Landru will take control of his mind rather than allow him to use it himself, he cancels his trip.
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The away team's pleas only convince Arik Soong that they, like so many others, are envious of his genius. He insists he is still going to Beta III, where Landru claims it will appreciate his talents.
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Free Thinkers
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AND
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AND
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AND
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There are rumors that Landru's absorption process, giving it control over people's minds, does not work on every citizen, but such renegades keep themselves well-hidden. Have an away team attempt to make contact.
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The away team spends a day in an inn on Beta III, watching any passerby who looks less blisfully mindless than the rest. They finally catch sight of a man named Reger, who agrees to introduce them to the resistance.
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Disguised as docile inhabitants of Beta III, the away team manages to avoid undue attention, but their commitment to their cover identities makes it impossible to learn about any resistance against Landru.
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The Hand of the Law
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AND
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AND
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Landru's lawgivers are armed with staffs that can deliver powerful shocks or absorb the minds of disobedient citizens. Without a defense against such weapons, there will be little hope of freeing Landru's captives.
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The away team finds a local mineral that can absorb a great deal of electric charge. Armed with makeshift armor crafted from this material, they and other free thinkers on Beta III should be safer from the lawgivers.
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Unable to find protection against Landru's lawgivers, the away team is defenseless apart from their phasers. One lawgiver gets close enough to stun and capture two members of the away team.
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The Image of Bliss
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AND
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Marplon, part of the resistance against Landru, can spare some people from the process of absorption, but he needs an away team to teach them to act as mindless as they're supposed to be.
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The away team's acting lessons are such a success that when Marplon meets their students, he is horrified at the thought that all of them have already been absorbed. Hopefully Landru's lawgivers will be equally fooled.
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The away team tries to teach Landru's newest captives how to imitate those absorbed into its "Body", but they can't get the vacant stare quite right. A group of suspicious lawgivers heads right for the team and their students.
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Incident Report
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AND
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The Nezu astrophysicist Vatm has disappeared from his laboratory. His colleagues suspect there may have been an accident, but Starfleet wants a team to ensure that he hasn't been taken by Landru's people.
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The away team finds a risky subspace inversion experiment which could explain Vatm's disappearance... only it has not yet been completed. They inform Starfleet that the scientist has been kidnapped by Landru's people.
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Searching Vatm's cluttered lab, the away team concludes that he could have been vaporized by an experiment gone wrong, but they have no way of knowing for sure. If he was taken by Landru's people, they left no trace.
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Laboratory Safety
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AND
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AND
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Landru's followers have boarded the Tanuga IV research station in an attempt to capture its scientists. They've barricaded themselves in their quarters, but their distress call indicates that they are wounded and need aid.
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Unable to transport near the station's volatile laboratory, the away team finds a path through its ventilation system to the scientists. Once the wounded are stabilized, the away team leads them through the vents to safety.
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When the away team confronts Landru's followers outside the scientists' quarters, a fight breaks out. Stray phaser blasts start a fire in the laboratory, wounding the away team and further trapping the scientists.
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Loyal Servants
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OR
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OR
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Landru lives inside the Hall of Audiences where few but its lawgivers are ever allowed. A disguised away team may be able to get close enough to study how the machine works.
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The away team ambushes and stuns a troop of lawgivers. Clad in their robes, they join a cluster of other lawgivers for an audience with Landru, taking surreptitious scans with their tricorders all the while.
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DIALOGUE FAIL
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Mind Games
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AND
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AND
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The more preoccupied Landru is, the less it will be able to keep tight control over its captives and citizens. Find a set of paradoxes that will keep even Landru's mind busy during Starfleet rescue efforts.
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The away team presents Landru with some of the deepest mysteries in temporal mechanics, such as the predestination paradox. Landru seems unimpressed, but it is still using all its energies to search for a solution hours later.
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The away team poses what they think are a difficult set of paradoxes to Landru, but they are no match for such an ancient artificial intelligence. It solves their toughest paradoxes in all of two seconds.
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More Muscle
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OR
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OR
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Starfleet believes Landru's servants have hired Orion mercenaries to help them bring more great thinkers to Beta III. Locate the mercenaries in question before they can take anyone else captive.
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A tangled web of monetary transfers between accounts on Beta III and the Orion Syndicate leads the away team to the mercenaries just before they can swoop in on a defenseless science vessel.
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The away team finds many Orion ships involved in illegal dealings but none that specifically seem to be working on Landru's behalf. Starfleet fears the mercenaries may have slipped past their search teams.
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Personal References
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AND
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Having gained control of Doctor Leah Brahms, Landru is summoning her to an audience. Starfleet fears she will be forced reveal the names of her research colleagues–more potential victims–if she reaches Landru.
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The away team navigates a series of tunnels to reach Doctor Brahms before she is taken to Landru. She is forced to fight alongside Landru's lawgivers until the away team is able to stun her and lead her away.
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By the time the away team reaches the absorption chamber, Doctor Brahms and her guards are long gone. Landru has likely selected many new targets from Brahms's accounts of her colleagues.
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The Red Hour
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AND
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AND
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AND
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The Festival approaches, a time when all of Landru's citizens go into a terrifying, destructive frenzy. Starfleet wants Landru's most recent captives kept safe from others and themselves during this mayhem.
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The away team rounds up most of Landru's recent captives, locking them up or restraining them while the Festival passes. They struggle, but the away team keeps them from harming themselves.
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The away team locates only a few of Landru's most vulnerable captives before the Festival begins. They fight their way through the mobs in the streets, not knowing how many of their charges will survive this madness.
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Shackles of the Mind
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AND
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AND
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The Aenar Gareb is one of Landru's captives. He wants to use his telepathic abilities to try to push Landru's presence out of other captives' minds, but he'll need protection in case Landru retaliates.
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Gareb's efforts to free the captives' minds seem to work as one after another stirs from their daze. The away team, keeping watch, leads him and those he has freed to safety just as lawgivers begin gathering outside.
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The away team's nerves make every passing citizen look suspicious. Unable to tell genuine threats from passersby, they stop Gareb from his work after he has only freed one captive's mind.
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Unfit to Travel
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AND
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AND
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The Vulcan Science Council has informed Starfleet that one of their kidnapped researchers is suffering from choriocytosis. Find and treat this scientist before her rare illness becomes fatal.
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Hypothesizing that the kidnappers are heading for Beta III, the away team has time to collect a stock of strobolin before intercepting them. With this compound in hand, they treat the scientist as soon as they rescue her.
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The away team quickly catches up to the Vulcan's kidnappers, but once she is in their care, her choriocytosis continues to worsen. Without the right compound to treat her, the Vulcan passes away within two days.
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An Unseen Hand
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OR
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OR
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Starfleet wants a perimeter placed around Beta III to stop any ships bringing people there against their will. The perimeter must be close enough to observe the planet, but distant enough to be out of Landru's reach.
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The away team coordinates a rotating patrol of the Beta III sector, keeping their ships moving in and out of Landru's reach, but always within scanning range of the planet and its inhabitants.
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DIALOGUE FAIL
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The Will of Landru
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AND
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AND
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Landru's ancient creator somehow gave it the ability to control the minds and thoughts of others. Learn how this power works, and you may find a way to protect people's minds from Landru's commands.
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The away team discovers that an electromagnetic field of the right frequency seems to stop Landru's telepathic control from reaching anyone inside it. They begin installing field generators in homes on Beta III.
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Studying Landru's telepathic control means exploring Beta III's surface, where the away team catches the eye of Landru's stoic lawgivers. They are forced to abandon their experiments rather than be captured.
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Within Reach
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OR
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OR
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OR
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Starfleet scans have detected a retrofitted Bolian transport which they believe Landru's followers are using to find and kidnap people for its research. Disable the transport before it leaves on its next mission.
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As soon as the transport's crew leaves, the away team taps into its security circuits to open the entry hatch. They remove every vital component from its warp engine that they can carry, leaving the transport grounded.
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The away team sneaks towards the transport just as a group of lawgivers arrives for another mission of "acquisition." The away team gets pinned down during the fight, and two lawgivers take off in the transport.
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