Highway to Hell

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Highway to Hell [E10-M2]
AT-Scotty In Jefferies Tube.png
Chroniton 16 | 20 | 24
Episode
10 - Shadow of a Doubt
Mission
2nd
Type
Away Team
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Mission Rewards
We're about to enter the unknown. Even after everything, the prospect still excites me. I hope Q doesn't show up too quickly.
~ Michael Burnham

Highway to Hell is the second mission in Episode 10, Shadow of a Doubt. It takes place at Anomaly in the Quirinus System.

Mission Walkthrough


  Highway to Hell's Information Highway to Hell's Structure (Colors Info)
Introduction: You must now enter the anomaly where it all began, in the hopes of attracting Q's attention. Ensure you have your best at hand!
Lure and Trap Animals

Requires:
Resourceful
or
Hunter

Rare Rewards:
Basic Furs
Uncommon Field Rations ★★
Super Rare Polyalloy ★★★★

ScienceCommon
Order Combadges RemovedCommand
Neutralize with Chemicals

Rare Rewards:
Common Graviton Emitter
Uncommon Synthesized Polymer ★★
Super Rare Neutron Microscope ★★★★

ScienceCommon
Fire Without Causing Damage

Requires:
Veteran
or
Android

Rare Rewards:
Common Universal Translator
Dilithium 100
Super Rare Optronic Circuit ★★★★

SecurityCommon
Maintain Structural IntegrityEngineering
Hunt and Kill Animals

Rare Rewards:
Common First Contact Protocol
Uncommon Backpack ★★
Pike's U.S.S. Enterprise Schematic (x100)

SecurityCommon
Counteract Forces with EnginesEngineering
Program Holographic WorkaroundsEngineering
Synthesize and Release AttractantScience
Scan for Exit Point

Rare Rewards:
Basic Stun Grenade
Uncommon Security Codes ★★
honor 100

CommandCommon
Disable Transporters

Rare Rewards:
Common Combadge (TNG)
Uncommon EPI Capacitor ★★
Super Rare Synthesized Polymer ★★★★

EngineeringCommon
Fly with Winds

Requires:
Pilot
or
Hero

Command
Transport to Cargo Bay

Requires:
Step 3.A Successful and
Innovator
or
Prodigy

Rare Rewards:
Common Power Cell
Uncommon Gravitic Caliper ★★
Dilithium 150

EngineeringCommon
Chroniton Cost: 16 | 20 | 24 Chroniton
Suggested
Traits
:
Notes: Choose path 3.B → 4.A → 5.A → 6.A to receive 5 rewards.
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Safely Enter Anomaly
Maintain Structural Integrity
A. AT-Scotty In Jefferies Tube.png
Engineering Engineering
330 | 693 | 1023
Trait bonus for tired crew:
(+65 | +137 | +203)
(+82 | +172 | +254)
No Rewards at this Node
Through careful monitoring and adjustments, [Character]⁠ is able to keep the ship fully intact as it enters the anomaly.
Choice Failure Message
2.
Deal with Animals
Lure and Trap Animals
A. AT-Exploring Strange New World.png
Science Science
330 | 693 | 1023
Resourceful
or
Hunter
Trait bonus for tired crew:
(+65 | +137 | +203)
(+82 | +172 | +254)
Basic Furs
Uncommon Field Rations ★★
Super Rare Polyalloy ★★★★
[Character]⁠'s skill with animals allows the crew to capture them without harming them. But where did they come from?
Choice Failure Message
Hunt and Kill Animals
B. AT-Corridor Battle-First Contact.png
Security Security
330 | 693 | 1023
Trait bonus for tired crew:
(+65 | +137 | +203)
(+82 | +172 | +254)
Common First Contact Protocol
Uncommon Backpack ★★
Pike's U.S.S. Enterprise Schematic (x100)
[Character]⁠ expertly dispatches several animals that appeared on the ship. Where did they come from?
Choice Failure Message
3.
Stop Transporter Malfunction
Order Combadges Removed
A. AT-Vulcan Hiding From Romulans.png
Command Command
330 | 693 | 1023
Trait bonus for tired crew:
(+65 | +137 | +203)
(+82 | +172 | +254)
No Rewards at this Node
Choice Success Message
Choice Failure Message
Disable Transporters
B. AT-Transporter Room.png
Engineering Engineering
330 | 693 | 1023
Choose 2.B Trait bonus for tired crew:
(+65 | +137 | +203)
(+82 | +172 | +254)
Common Combadge (TNG)
Uncommon EPI Capacitor ★★
Super Rare Synthesized Polymer ★★★★
[Character]⁠ manages to cut power to all malfunctioning transporters before anyone is transported into space.
Choice Failure Message
4.
Escape Tornado
Counteract Forces with Engines
A. AT-Sabotage Warp Core.png
Engineering Engineering
330 | 693 | 1023
Trait bonus for tired crew:
(+65 | +137 | +203)
(+82 | +172 | +254)
No Rewards at this Node
Using everything the ship's got, [Character]⁠ uses pressure to dissipate the tornado that has surrounded the ship.
Choice Failure Message
Fly with Winds
B. AT-Shuttlecraft Under Attack.png
Command Command
330 | 693 | 1023
Choose 3.B

Pilot
or
Hero

Trait bonus for tired crew:
(+65 | +137 | +203)
(+82 | +172 | +254)
No Rewards at this Node
[Character]⁠ manages to keep the ship intact simply by not fighting the tornado's winds. No one will believe this...
Choice Failure Message
5.
Clear Dangerous Vegetation
Neutralize with Chemicals
A. AT-Under Surgery.png
Science Science
330 | 693 | 1023
Choose 4.A Trait bonus for tired crew:
(+65 | +137 | +203)
(+82 | +172 | +254)
Common Graviton Emitter
Uncommon Synthesized Polymer ★★
Super Rare Neutron Microscope ★★★★
Using simple physics and chemistry, [Character]⁠ neutralizes every deadly acid and quicksand that has sprouted up.
Choice Failure Message
Program Holographic Workarounds
B. AT-Musketeer La Forge.png
Engineering Engineering
330 | 693 | 1023
Trait bonus for tired crew:
(+65 | +137 | +203)
(+82 | +172 | +254)
No Rewards at this Node
[Character]⁠ quickly sets up portable emitters allowing the crew to get around, under, and over obstacles appearing on deck.
Choice Failure Message
6.
Repel Entities from Nacelles
Fire Without Causing Damage
A. AT-Astrometrics View-Generations.png
Security Security
330 | 693 | 1023
Choose 5.A

Veteran
or
Android

Trait bonus for tired crew:
(+65 | +137 | +203)
(+82 | +172 | +254)
Common Universal Translator
Dilithium 100
Super Rare Optronic Circuit ★★★★
[Character]⁠'s expert targeting skills repels the leeching entities from the warp nacelles without damaging the ship.
Choice Failure Message
Synthesize and Release Attractant
B. AT-Deflector Dish-First Contact.png
Science Science
330 | 693 | 1023
Trait bonus for tired crew:
(+65 | +137 | +203)
(+82 | +172 | +254)
No Rewards at this Node
Choice Success Message
[Character]⁠'s attractant is flawed and lures only a few of the entities. The rest must be shot off causing damage to the ship.
Transport to Cargo Bay
C. AT-Transporter Room.png
Engineering Engineering
330 | 693 | 1023
Step 3.A Successful
Choose 5.B

Innovator
or
Prodigy

Trait bonus for tired crew:
(+65 | +137 | +203)
(+82 | +172 | +254)
Common Power Cell
Uncommon Gravitic Caliper ★★
Dilithium 150
[Character]⁠ manages to clear enough room to transport all of the entities off the nacelles and into a cargo bay.
Choice Failure Message
7.
Emerge from Anomaly
Scan for Exit Point
A. AT-Astrometrics View-Generations.png
Command Command
330 | 693 | 1023
Trait bonus for tired crew:
(+65 | +137 | +203)
(+82 | +172 | +254)
Basic Stun Grenade
Uncommon Security Codes ★★
honor 100
[Character]⁠ scans are precise and successful. The ship finally breaks free of this anomaly and it's destructive forces!
[Character]⁠ fails to find an exit from the anomaly. The crew appears doomed to suffer forever.
We have overcome many strange obstacles in our efforts to get Q's attention. I can only hope he appears soon--we have many repairs to make, and we're in no shape for any more surprises.
We cannot make heads or tails of the strange obstacles this anomaly has created. The strain on both the ship and the crew is beginning to take its toll and we must regroup before we try again.


Mission Rewards


Rare Rewards


Rare Rewards
Normal
Elite
Epic

Standard Rewards


Standard Rewards
Normal
Elite
Epic

Drop Chance


Mission tested: Highway to Hell Normal
By: Koba44 & middlehead
Date(s): July 2019 – Feb 2020
Runs: 71   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Sensor ★★★★ 9>>

Super Rare Sensor ★★★★

Average (mean) runs per drop: 8

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

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

That is, 1 in 100 players may not see this item
drop at all even after 35 runs.

Also, a run dropping only this item is expected
per 95,000,000 runs or so.

126.2Statistical Strength: Very unreliable

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

76.08 — 370.25
>>
7.9
Rare Clothing Pattern ★★★ 20>>

Rare Clothing Pattern ★★★

Average (mean) runs per drop: 4

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

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

That is, 1 in 100 players may not see this item
drop at all even after 15 runs.

Also, a run dropping only this item is expected
per 1,800,000 runs or so.

56.8Statistical Strength: Somewhat unreliable

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

39.58 — 100.54
>>
3.6
Uncommon Database (Panel) ★★ 90>>

Uncommon Database (Panel) ★★

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 950 runs or so.

12.6Statistical Strength: Very reliable

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

10.68 — 15.44
>>
0.8
Uncommon Interlink ★★ 114>>

Uncommon 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
  • 3 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 2 runs.

Also, a run dropping only this item is expected
per 290 runs or so.

10Statistical Strength: Very reliable

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

8.63 — 11.79
>>
0.6
Basic Power Cell 122>>

Basic Power Cell

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
  • 3 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 2 runs.

Also, a run dropping only this item is expected
per 210 runs or so.

9.3Statistical Strength: Very reliable

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

8.12 — 10.91
>>
0.6

Average cost per unit assumes 5 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: Highway to Hell Elite
By: Koba44 & Valentiores
Date(s): July 2019 – January 2020
Runs: 34   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Interlink ★★★★ 4>>

Super Rare Interlink ★★★★

Average (mean) runs per drop: 9

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

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

That is, 1 in 100 players may not see this item
drop at all even after 38 runs.

Also, a run dropping only this item is expected
per 140,000,000 runs or so.

170.0Statistical Strength: Nearly useless

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

85.38 — 19067.95
>>
8.5
Uncommon Microconnector ★★ 57>>

Uncommon Microconnector ★★

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
  • 3 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 2 runs.

Also, a run dropping only this item is expected
per 240 runs or so.

11.9Statistical Strength: Fairly reliable

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

9.81 — 15.23
>>
0.6
Uncommon Furs ★★ 34>>

Uncommon Furs ★★

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)
  • 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 3,100 runs or so.

20.0Statistical Strength: Fairly reliable

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

15.29 — 28.89
>>
1
Uncommon Isolinear Chips ★★ 75>>

Uncommon Isolinear Chips ★★

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 60 runs or so.

9.1Statistical Strength: Very reliable

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

7.73 — 10.97
>>
0.5

Average cost per unit assumes 5 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: Highway to Hell Epic
By: Koba44 & middlehead
Date(s): July 2019 – Feb 2020
Runs: 70   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Emitter Crystal ★★★★ 30>>

Super Rare Emitter Crystal ★★★★

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)
  • 6 runs in 10 percent of cases
  • 11 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 10 runs.

Also, a run dropping only this item is expected
per 220,000 runs or so.

56.0Statistical Strength: Fairly reliable

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

41.49 — 86.11
>>
2.3
Rare Incense ★★★ 48>>

Rare Incense ★★★

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)
  • 4 runs in 10 percent of cases
  • 7 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 6 runs.

Also, a run dropping only this item is expected
per 21,000 runs or so.

35.0Statistical Strength: Fairly reliable

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

27.59 — 47.85
>>
1.5
Uncommon Database (Panel) ★★ 128>>

Uncommon Database (Panel) ★★

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
  • 3 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 2 runs.

Also, a run dropping only this item is expected
per 150 runs or so.

13.1Statistical Strength: Very reliable

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

11.5 — 15.28
>>
0.5
Common Polyalloy 144>>

Common Polyalloy

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 85 runs or so.

11.7Statistical Strength: Very reliable

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

10.34 — 13.38
>>
0.5

Average cost per unit assumes 5 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