Shoot the center Start Mission hole to begin a flashing mission. Starting all seven missions fills the Enterprise wheel. The next Start Mission shot begins Final Frontier.
Play missionsShoot Start Mission, then follow the flashing emblems.
Keep artifactsThey survive until Final Frontier and multiply its opening award and jackpots.
The bridge
Shots
Left orbit
The outer-left spinner shot. Light it from the right inlane, then send the ball through for warp progress.
How to try it: Hold the ball still on the right lower flipper. Aim through the open channel at the bottom of Left orbit; the ball must pass the entrance switch and continue up the lane. If a weak shot rolls back down the same lane, let it return to a flipper before trying again.
Left ramp
The ramp beside the left cannon. A full trip advances warp and often completes the second half of the Picard Maneuver.
How to try it: Hold the ball still on the right lower flipper. Aim through the two posts at the bottom of Left ramp and use a firm forehand so the ball climbs the ramp. If it starts up and rolls back, let it reach a flipper before shooting again.
Lock lane
The upper-left lock entrance. Light locks from launch awards or playfield progress, then send three balls here for Borg Multiball.
How to try it: Hold the ball still on the right lower flipper. Aim through the open channel at the bottom of Lock lane; the ball must pass the entrance switch and continue up the lane. If a weak shot rolls back down the same lane, let it return to a flipper before trying again.
The center saucer marked Start Mission. Shoot it to begin the flashing mission or to earn the current Borg jackpot.
How to try it: Hold the ball still on the left lower flipper. Aim at the dark opening of Start Mission, not at its rim or the nearby posts. After the ball settles in the hole, watch where the machine kicks it back and regain control.
Right ramp
The steep ramp beside the right cannon. Missions and probe awards frequently send you here.
How to try it: Hold the ball still on the left lower flipper. Aim through the two posts at the bottom of Right ramp and use a firm forehand so the ball climbs the ramp. If it starts up and rolls back, let it reach a flipper before shooting again.
Command Decision
The center target below the mission wheel. When lit, it offers a choice of missions; use the flippers to select.
How to try it: Hold the ball still on the left lower flipper. Aim at the dark opening of Command Decision, not at its rim or the nearby posts. After the ball settles in the hole, watch where the machine kicks it back and regain control.
Choose before firing
Launch
The display cycles through launch awards. Use the flipper buttons to move faster, then launch when the wanted choice is lit. Start Mission is the clearest first-ball choice. Light Lock accelerates Borg Multiball. Launch Probe gives one flashing shot for an award. FlipperSkill Shot sends the ball to the left flipper and asks for the right ramp.
Warp first.Spinner into left ramp advances useful awards and teaches the two shots that matter throughout the game.
A workable opening
First game
Start a missionChoose Start Mission at launch. Shoot the flashing emblems rather than guessing from memory.
End: the feature ends when one ball remains. There is no promise of a restart, so use the opening ball save to attack Start Mission.
Side progression
Warp
Every ball begins at warp one. The left orbitspinner advances warp when lit; the left ramp also advances it after a complete trip. The climb awards stronger bumpers, held bonusmultipliers, hurry-ups and doubled spinner scoring. Warp nine starts a timed scoring round. Later trips to warp eight can award an artifact, depending on ROM revision and settings.
What continues during Borg
playing two features at the same time
Most missions pause when Borg Multiball starts and resume when one ball remains. Q’s Challenge is the exception: it continues, and its lit shots stop timing out during multiball.
Finish the third lockStart Borg while the Q shots are still active.
Score shared shotsAttack Start Mission for Borg jackpots and take any Q arrows that overlap.
For other missions, choose the opposite order. Finish the urgent mission shots first or accept that its timer will pause, then use Borg for jackpots, bumpers, top lanes and kickback progress.
Light, then earn
Extra balls
Completing the three top lanes advances bonus through 2×, 4×, 8× and 10×; reaching 10× lights an extra ball. The right ramp also lights extra balls at shuttle-count milestones, normally every fifteen shuttles. Battle Simulation and launch awards can provide another route.
A litextra ball is earned at Start Mission. If one is already lit, consider advancing the next right-ramp milestone before earning it; settings can change whether multiple awards remain available.
Expect fast returns
Stay alive
The Borg ship can fire a ball back toward the flippers, and the outlanes are severe. Keep the kickback lit from the right-side targets. After an orbit, watch the upper return path before choosing the next shot.
During multiball, do not stare at the cannon. Fire the opening shot, then locate every released ball. Broad ramps and the spinner help you regain control and lower the Borg shields; a desperate Start Mission shot is not valuable if it ends the multiball.
Artifacts are the payload.Seven missions open the door. The artifacts decide what the trip is worth.
The finish
Final Frontier
Complete all seven missions, then shoot Start Mission. Six balls enter play and every major shot lights. On the installed-era rules, artifacts award a large opening bonus and set the shot value. More artifacts mean larger jackpots and billion-point set bonuses.
With no artifacts, the mode still scores, but far less. During the ball save, sweep broad orbit and ramp shots instead of trying to cradle immediately. Once the field thins, favor the shots you can repeat safely.
Priorities
Scoring
Advance warp safelyThe left orbit to left ramp sequence advances a permanent ball-by-ball resource and pays in several modes.
Take Borg jackpotsUse the cannon opening, then repeat Start Mission while multiple balls protect the miss.
Earn artifactsThree mission shots are often enough. An artifact matters more than stretching a weak mission to completion.
This guide follows Star Trek: The Next Generation, Williams 1993, installed as the VPW Mod v1.1 recreation. The original game’s rules vary materially by ROM revision and operator settings. The cabinet database does not record the active ROM, so revision-sensitive values are described without pretending they are fixed.
Rules checked against the Williams operations manual, the long-form Pinball Archive rulesheet, and the installed cabinet identity. The playfield image comes from the cabinet’s own PinUP recording.