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The Mind’s Eye

The Mind’s Eye is a Klingon-side story mission in Star Trek Fleet Command in which you confront a Vulcan scout ship spotted in Ok’Vak. It lists a recommended level of 1, starts at warp 1 and needs warp 31 to finish. Every step is tied to Ok’Vak, and the one fight is the Vulcan Vahklas at about 418,676 strength. Afterwards you decide how to deal with the Vulcan: one choice pays 237,000 Dilithium, the other pays 8,035,000 Parsteel.

The Mind’s Eye objectives

The first three objectives are shared:

  • Deal with the Vulcan ship. Location: Ok’Vak.
  • Defeat the Vulcan Vahklas. Location: Ok’Vak. Enemy strength is roughly 418,676.
  • How will you deal with the Vulcan? This is the choice split.

Both branches are listed as Klingon paths, and each has a single final objective. The objective text names Firexii as the destination, while the location given for the step is Ok’Vak.

Prisoner path

  • Transport the Vulcan prisoner to Firexii. Location: Ok’Vak.

Reward: 237,000 Dilithium.

Escape path

  • Bring word of the escape to Firexii. Location: Ok’Vak.

Reward: 8,035,000 Parsteel.

The fight comes before the choice, so every player has to beat the Vahklas. The decision afterwards changes only the final delivery and the reward.

Where and what warp

Warp is 1 to start and 31 to complete. Ok’Vak is the only system listed on any objective, so warp 31 is the figure to plan around.

The listed recommended level is 1, but the Vulcan Vahklas at roughly 418,676 strength is the real gate. Plan your ship around that number, not the level.

The Mind’s Eye rewards

Path Reward
Prisoner path 237,000 Dilithium
Escape path 8,035,000 Parsteel

Either path unlocks the next part of the chain.

The choice is a straight swap between two resources. There are no faction points, officer shards or ship parts on either side.

Tips

Choose by the resource you need more. Just over 8 million Parsteel is a large pile for station upgrades, while 237,000 Dilithium is the better pick if Dilithium is what you run short of.

Bring a combat ship built for the Vahklas. It is the only fight and it sits at about 418,676 strength, so the mission is either an easy run or a wall depending on your ship.

Nothing after the Vahklas is combat. The choice and the final delivery are the only steps left, so once the fight is won the rest of the mission carries no further risk.

For more Klingon-side missions, The Sign of the Three sends you from Kronos to a three-way stand-off in Deneva, and Burning Like the Cold has a Klingon path that warns the Klingons at Rura Penthe. Every other mission, sorted by level, is on the mission guide.