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 Team
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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
Date(s): July 2019 – July 2019
Runs: 60   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Uncommon Phaser Type 1 ★★ 56>>

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)
  • 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 33 runs or so.

17.1Statistical Strength: Fairly reliable

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

14.02 — 22.05
>>
1.1
Super Rare Alcohol ★★★★ 4>>

Super Rare Alcohol ★★★★

Average (mean) runs per drop: 15

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

  • 11 runs in 50 percent of cases (median)
  • 35 runs in 10 percent of cases
  • 69 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 68 runs.

Also, a run dropping only this item is expected
per 91,000 runs or so.

240.0Statistical Strength: Nearly useless

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

120.51 — 28519.49
>>
15
Rare Emitter Crystal ★★★ 41>>

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 85 runs or so.

23.4Statistical Strength: Fairly reliable

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

18.36 — 32.31
>>
1.5
Rare Furs ★★★ 11>>

Rare Furs ★★★

Average (mean) runs per drop: 6

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

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

That is, 1 in 100 players may not see this item
drop at all even after 24 runs.

Also, a run dropping only this item is expected
per 4,400 runs or so.

87.3Statistical Strength: Somewhat unreliable

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

55.03 — 210.77
>>
5.5
Basic Incense 68>>

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.

14.1Statistical Strength: Very reliable

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

11.85 — 17.47
>>
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
Date(s): July 2019 – Aug 2019
Runs: 40   Cost/Run: 20 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Clothing Pattern ★★★★ 7>>

Super Rare Clothing Pattern ★★★★

Average (mean) runs per drop: 6

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

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

That is, 1 in 100 players may not see this item
drop at all even after 25 runs.

Also, a run dropping only this item is expected
per 5,000 runs or so.

114.3Statistical Strength: Very unreliable

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

65.81 — 433.93
>>
5.7
Uncommon Gold-Pressed Latinum ★★ 24>>

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
  • 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 130 runs or so.

33.3Statistical Strength: Fairly reliable

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

24.39 — 52.63
>>
1.7
Common Interlink 42>>

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 23 runs or so.

19.1Statistical Strength: Fairly reliable

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

15.24 — 25.39
>>
1
Common Sensor 47>>

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 17 runs or so.

17Statistical Strength: Fairly reliable

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

13.86 — 22.06
>>
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 Epic
By: Koba44
Date(s): July 2019 – July 2019
Runs: 10   Cost/Run: 24 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Subprocessor ★★★★ 2>>Unable to display streak info due to insufficient sample size. 120.0Statistical Strength: Nearly useless

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

50.22 — Infinity
>>
5
Rare Expansion Module ★★★ 4>>

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)
  • 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 420 runs or so.

60.0Statistical Strength: Nearly useless

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

30.82 — 1129.18
>>
2.5
Uncommon Optronic Circuit ★★ 16>>

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)
  • 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 6.6 runs or so.

15.0Statistical Strength: Fairly reliable

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

11.13 — 22.99
>>
0.6
Uncommon Sensor ★★ 8>>

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 53 runs or so.

30.0Statistical Strength: Somewhat unreliable

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

18.57 — 78.1
>>
1.3
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.

Warning 2: Above results flagged as preliminary due to small sample size.


Other Rewards


Notes