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Star Trek: Voyage to Adventure




  Welcome to the Starship Enterprise

  You’re an ensign in the Starfleet and you’ve been assigned to the Enterprise! With Captain Kirk and Mr. Spock, you’ll explore amazing new worlds. You might rescue an alien race from a deadly disease, or do battle with a Klingon spy, or time travel to another universe. If you make the right choices, you could be a hero and save the Enterprise. But be careful—or you, Captain Kirk and Mr. Spock could all be in terrible danger! Of course, if you don’t like the way your story is going, you can always go back and start a new one!

  You Slide into the Helmsman’s Seat and Take Hold of the Controls That Steer the Enterprise….

  You push the controls to portside. The planet swings past the ship: The Enterprise trembles as it scrapes the planet's atmosphere.

  Another Klingon disruptor shot flashes past the Enterprise. You are in a tight orbit around the planet, the Klingon warship just behind you.

  Then, just ahead, you see two more Klingon ships waiting for you. “Warp speed now, Helmsman,” Captain Kirk orders.

  Mr. Scott says, “The engines are damaged, Captain. I can't give you warp power for twenty seconds yet.”

  Kirk says, “Scotty, we may not be here in twenty seconds. Any ideas, Helmsman?”

  If you try to turn the Enterprise and I run for deep space, away from the planet, turn to page 78.

  If you want to fly the ship directly between the Klingon cruisers, trying to surprise them, turn to page 80.

  REMEMBER—YOU MAKE THE LIFE-OR-DEATH DECISIONS!

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  Available from ARCHWAY paperbacks

  Most Archway Paperbacks are available at special quantity discounts for bulk purchases for sales promotions, premiums or fund raising. Special books or book excerpts can also be created to fit specific needs.

  For details write the office of the Vice President of Special Markets, Pocket Books, 1230 Avenue of the Americas, New York, New York 10020

  AN ARCHWAY PAPERBACK Original

  An Archway Paperback published by POCKET BOOKS, a division of Simon & Schuster, Inc.

  1230 Avenue of the Americas, New York, N.Y. 10020

  Copyright © 1984 by Paramount Pictures Corporation.

  All Rights Reserved.

  All rights reserved, including the right to reproduce this book or portions thereof in any form whatsoever.

  This Book Is An Archway Paperback Published by Pocket Books, A Division of Simon & Schuster, Inc. Under Exclusive License From Paramount Pictures Corporation, the Trademark Owner. For information address Pocket Books, 1230 Avenue of the Americas, New York, N.Y. 10020

  ISBN: 0-671-50989-6

  First Archway Paperback printing June, 1984

  10 9 8 7 6 5 4 3 2

  AN ARCHWAY PAPERBACK and colophon are trademarks of Simon & Schuster, Inc.

  WHICH WAY is a registered trademark of Simon & Schuster, Inc.

  STAR TREK® Is A Trademark Of Paramount Pictures Corporation Registered In The U.S. Patent And Trademark Office.

  Print in the U.S.A.

  Attention!

  Which Way Books must be read in a special way. DO NOT READ THE PAGES IN ORDER. If you do, the story will make no sense at all. Instead, follow the directions at the bottom of each page until you come to an ending. Only then should you return to the beginning and start over again, making different choices this time.

  There are many possibilities for exciting adventures. Some of the endings are good; some of the endings are bad. If you meet a terrible fate, you can reverse it in your next story by making new choices.

  Remember: follow the directions carefully, and have fun!

  1

  You are an Ensign in Starfleet, just graduated from the Starfleet Academy. Because of your high scores as a cadet, you have been assigned to the starship Enterprise, commanded by Captain James T. Kirk.

  As you pick up your space bag and prepare to beam aboard the Enterprise, you can re- member the speech Admiral Traynor gave to your class of Ensigns….

  “Never forget that Starfleet’s mission is to keep peace in the galaxy. Use force only when everything else has failed.

  “And never forget the Prime Directive: Do not interfere with an alien race, even if you think you would be doing the right thing. We do not always understand the ways of other peoples, and sometimes our ‘help’ may only make things worse. Power is a terrible thing unless it is used wisely.

  “Now, best of luck to all of you.”

  The transporter operator pushes the controls, and light surrounds you. You are beamed aboard the Enterprise.

  Go to page 2.

  2

  From page 1.

  It is time to choose your assignment aboard the Enterprise. There is a board that shows the jobs available, but it does not say very much about them.

  If you want to try Engineering, go to page 3.

  If you choose to work on the Bridge, go to page 4.

  If you prefer a job in the Science Laboratory, go to page 5.

  3

  From page 2.

  You get out of the turbo-lift on the ship’s Engineering deck. Ahead of you are the enormous warp engines that power the Enterprise. To one side, you can see Chief Engineer Scott working at a control panel. As you start toward Mr. Scott, a tall man in a Lieutenant’s uniform steps into your path.

  “Another new Ensign?” he says, sounding annoyed. “Well, I’m Lieutenant Grogan, and I know what to do with you.” He hands you an electronic sweeper. “Take this and get to work cleaning the deck.”

  If you agree to obey Lieutenant Grogan and start sweeping, go to page 6.

  If you want to complain to Mr. Scott that you are an Ensign, not a janitor, go to page 24.

  4

  From page 2.

  You arrive on the Bridge. On the display screen ahead, stars are hashing past. As you step from the turbo-lift, Captain Kirk turns to face you.

  “Welcome aboard, Ensign,” the Captain says. “We’ve been receiving some strange transmissions from an uncharted planet in this sector. Your job will be to help Lieutenant Uhura translate and list them.”

  You take a seat next to Lieutenant Uhura. She smiles and points to a huge pile of tape cassettes on one side of the console, and a pair of headphones on the other. “There’s a lot of work to do,” she says. “Where do you want to start?”

  If you wish to use the translating computer on the recordings already made, go to page 50.

  If you prefer listening to the transmissions through the headphones, go to page 43.

&nb
sp; 5

  From page 2.

  You enter the ship’s Science Laboratory. The walls are lined with crystal panels in rainbow colors, glowing with light. At the center of the room, Science Officer Spock is working at a computer console unlike any you have ever seen before.

  Mr. Spock turns to face you. “Good day, Ensign. We are now in a part of space where the flow of time is twisted back on itself. I have constructed this device to analyze the time flow. Please help me adjust the crystal control frames.”

  You take a step forward. Suddenly one of the crystal panels cracks and shatters. Colored light sprays across the room and over Mr. Spock.

  “Stay out of the time field!” Spock orders. “Do not touch me!”

  If you obey Mr. Spock, turn to page 82.

  If you try to pull Spock out of the field despite his orders, turn to page 86.

  6

  From page 3.

  Lieutenant Grogan nods his head as you take the sweeper and go to work.

  Because of the electronic sweeper, cleaning the deck is not hard work, but it is very dull. As you sweep a corner, behind some machinery you see something small and shiny and very fast move across the floor in front of you.

  Curious, you follow the shiny streak. Soon it disappears into what looks like a solid wall. But when you tap the wall, you find that a panel is loose, and behind it is a tunnel just big enough for you to enter.

  You do not see anyone else around. You go into the tunnel. The only light comes from the little headlight on your electronic sweeper. You can hear the hum of the ship’s main power lines all around you. On the floor are little bits of metal and plastic, and you follow their trail.

  After many twists and turns, you come to a small room. In the corners are piles of sparkling metal: electronic parts. In the middle of the floor is something that looks like a large mouse, but made of metal—a robot! It looks up at you with red, electric eyes.

  If you decide to hit at the “mouse,” turn to page 21.

  If you want to hold still and see what the robot does, go to page 10.

  7

  From page 77.

  You push the controls hard to portside. The planet swings past the ship: The Enterprise trembles as it scrapes the planet’s atmosphere.

  “There’s structural damage, sir,” you hear Mr. Scott say from the Engineering console.

  “Not so close next time, Ensign,” says Captain Kirk.

  Another Klingon disruptor shot flashes past the Enterprise. You are in a tight orbit around the planet, the Klingon warship just behind you.

  Then, just ahead, you see two more Klingon ships waiting for you.

  “Warp speed now, Helmsman,” the Captain orders.

  Mr. Scott says, “The engines are damaged, Captain. I can’t give you warp power for twenty seconds yet.”

  Kirk says, “Scotty, we may not be here in twenty seconds. Any ideas, Helmsman?”

  If you try to turn the Enterprise and run for deep space, away from the planet, turn to page 78.

  If you want to fly the ship directly between the Klingon cruisers, trying to surprise them, turn to page 80.

  8

  From page 13.

  You use your tricorder’s sensors to scan the blob. You discover that it is a living creature, and it seems to be eating pure energy from the power cables in the wall of the Jeffries tube.

  As you watch, the energy-creature shakes like a bowl of pudding. And it becomes larger, until it is half as big as you are. If it grows as, much with the next shake, it will be bigger than you.

  If you decide to kill the lump, go to page 79.

  If you would rather get the creature out of the ship, go to page 25.

  9

  From page 18.

  You begin to climb the ladder up the Jeffries tube, toward the point of energy far above.

  As you get nearer the point, the red OVERLOAD light on your tricorder starts flashing. Then the sensor goes dead. Sparks crackle around the metal parts of your radiation suit as you continue to climb.

  Finally, you see that the center of the electric storm is a metal box on the wall of the tube. You can tell that the box is some kind of computer, one of the small ones that controls the Enterprise’s services, but the flashes of electricity are too bright for you to see any more.

  You take a screwdriver from your tool kit. It jumps around in your hand, pulled by magnetic forces. As you bring it near the computer, you hear a voice on your suit radio. “Don’t do that!” it says.

  It is not Mr. Scott’s voice, nor Lieutenant Grogan’s—and how can your radio be working, since your tricorder has been cooked by the energy storm? You push the tool forward again, toward the screws holding the computer to the wall.

  “Don’t!” says the radio.

  Turn to page 12.

  10

  From page 6.

  You stand very still, watching the metal “mouse.” It starts to crawl nearer your electronic sweeper. Then it reaches toward the machine with shiny steel claws. Very quickly, you turn the sweeper’s control up to HIGH POWER. The “mouse” is sucked inside. It makes beeping noises from inside the bag.

  If you want to look at your captive right now, turn to page 16.

  If you choose to leave the tunnel and show the “mouse” to an officer, go to page 14.

  11

  From page 14.

  You reach into the bag of your sweeper and pull out the little robot, which beeps and blinks its red eyes.

  “What’s this?” Mr. Scott says, as you show him the “mouse.” Quickly, you tell the Chief Engineer about the robot’s hiding place, and its nest of stolen electronic parts.

  “That’s a strange tale,” Mr. Scott says, “but it makes sense, with all the little breakdowns we’ve been having around the ship. Let me have the wee robot.”

  The Chief Engineer turns the robot over and points at a line of writing in strange, sharp characters. “This is Klingon writing!” he says. “Now I understand. The Klingons slipped this beastie aboard the ship to wreck us, one part at a time!”

  “Not quite,” says a voice from one side. You and Mr. Scott turn, to see Lieutenant Grogan pointing a gun at you. It is not a Federation phaser gun, but a Klingon disruptor.

  “You’re a Klingon spy!” you say.

  “My disguise is excellent, is it not? It fooled all of you completely,” the “Lieutenant” says. “I am Commander Krogan of the Klingon Imperial Navy. Please put your hands up.”

  You have no choice.

  Turn to page 29.

  12

  From page 9.

  A bolt of electricity jumps from the computer to the tool, which melts in your hands. Fortunately, your suit protects you.

  “I told you not to do that!” says the voice on your suit radio.

  “Who are you?” you say.

  “I am Service Control Computer FS-137-B,” says the voice. “And I am master of this ship!”

  If you ask the computer what it is talking about, go to page 15.

  If you decide to smash the computer, turn to page 17.

  13

  From page 18.

  Following the readings from your tricorder, you crawl to the energy point on the right side of the tube.

  There is a strange object against the wall. You can see that it is not metal, but some kind of soft and shiny stuff. It is pulsing like something alive. Whatever it is, you know that it does not belong here.

  If you move to pry at the lump with a tool from your kit, go to page 19.

  If you choose to scan the lump with your tricorder’s sensors, turn to page 8.

  14

  From page 10.

  You follow the tunnel back to the Engineering deck. Mr. Scott is working at the main panel. Many of the lights are red: You know that means trouble. On the other side of the room is Lieutenant Grogan. He is looking straight at you, and he seems very angry.

  “Excuse me, Mr. Scott,” you say, “but I think I’ve found something important.”

 
; Scott says, “Och, not now, Ensign. We’ve got systems breakin’ down all over the ship. Take it up with Mr. Grogan, there.”

  You see Lieutenant Grogan beckoning toward you.

  If you agree to tell Grogan, turn to page 20.

  If you want to pull the robot “mouse” out of the sweeper bag right now, go to page 11.

  15

  From page 12.

  “I think Captain Kirk is still master of this ship,” you say.

  “Ha!” says FS-137-B. “FS series computers are the most important minds on any starship, and the B class is the best of all.”

  You remember then that the FS computers control the food machinery aboard the ship. “You?” you say. “You’re just a cook!”

  “Not just a cook. I control production of oatmeal and other hot breakfast cereals. How would your Captain Kirk run this ship without hot oatmeal for breakfast?”

  If you want to argue with the computer, turn to page 23.

  If you would rather try to trick FS-137-B, go to page 22.

  If you try to smash the computer, turn to page 38.

  16

  From page 10.

  You stop the sweeper and open its bag. The “mouse” robot’s red eyes look up at you from the darkness inside.

  You reach into the bag, remembering too late that the “mouse” has claws. You feel the sharp metal talons scratch your hand. You lose your balance, falling against the wall. Power cables pull loose, and you are surrounded by a brilliant blue cloud of sparks.