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What Could Go Wrong

What Could Go Wrong is a five-part Lower Decks mission chain in Star Trek Fleet Command. Tendi and Rutherford finish an experimental translocator built from stolen transporter equipment, things go wrong, and you end up tracking Rutherford to an Orion slave market in Alnilam before everyone answers for it aboard the Cerritos. Every part is recommended for level 25, and warp to complete is only 1 or 18. The chain ends with Beckett Mariner shards, with Latinum, Recruit Tokens and Parsteel along the way. It is short and light on combat.

What Could Go Wrong at a glance

Part Recommended level Warp to complete Key reward
What Could Go Wrong Part 1 25 1 350 Premium Recruit Token, 126,000 Tritanium
What Could Go Wrong Part 2 25 1 500 3★ Common Refined Ore, 12 1 Hour Speed Up
What Could Go Wrong Part 3 25 18 Resources or Ultra Recruit Tokens and speed-ups (by path)
What Could Go Wrong Part 4 25 18 1,500 Latinum, 1,305,000 Parsteel
What Could Go Wrong Part 5 25 1 Beckett Mariner shards, 32,000 Dilithium

Every part starts at warp 1, and finishing one part opens the next.

What Could Go Wrong Part 1

Tendi and Rutherford put the finishing touches on their new technology. This part never leaves warp 1; it is three steps, one of which costs 20,000 Dilithium to power the device.

  • Calibrate the stolen transporter equipment.
  • Use 20,000 Dilithium to activate the translocator.
  • Conduct a test.

Warp to complete: 1. Recommended level: 25.

Rewards: 350 Premium Recruit Token, 126,000 Tritanium.

What Could Go Wrong Part 2

Next, a spatial anomaly threatens the Cerritos and her crew. You deal with it without leaving warp 1, but fixing it takes 40,000 Dilithium.

  • Investigate the security breach.
  • Take readings of the spatial anomaly.
  • Set up an antimatter field.
  • Fix the spatial anomaly with 40,000 Dilithium.

Warp to complete: 1. Recommended level: 25.

Rewards: 18,000 Dilithium, 12 1 Hour Speed Up, 500 3★ Common Refined Ore.

What Could Go Wrong Part 3

A crew member is missing, and the Cerritos crew goes after them. You reverse-engineer the translocator’s signal, which leads to Garov in Sorenle. There you decide whether to intimidate him or pay him off for Rutherford’s location.

  • Reverse-engineer the translocator’s signal.
  • Proceed to Sorenle. (Sorenle)
  • Choose whether to intimidate Garov or pay him off.

Warp to complete: 18. Recommended level: 25.

Path 1: intimidate Garov

  • Disable Garov’s ship to intimidate him. (Sorenle)
  • Proceed to the slave market. (Alnilam)

Rewards: 37,000 Dilithium, 181,000 Tritanium.

Path 2: pay Garov off

  • Pay 1.5M Parsteel for Rutherford’s location.
  • Proceed to the slave market. (Alnilam)

Rewards: 400 Ultra Recruit Token, 3 1 Day Peace Shield, 6 8 Hour Speed Up.

What Could Go Wrong Part 4

Rutherford is up for sale at the Orion slave market in Alnilam. You beat the guard, step into the bidding war and pay 200,000 Tritanium for his freedom, then clear a round of hostiles. Unless you disabled Garov’s ship in Part 3, the Orion guard is the first fight of the chain, so this is the part to bring your best level 25 ship to.

  • Defeat the Orion guard. (Alnilam)
  • Intervene in the bidding war. (Alnilam)
  • Pay 200,000 Tritanium for Rutherford’s freedom.
  • Defeat 15 hostiles of level 25 or higher.

Warp to complete: 18. Recommended level: 25.

Rewards: 1,500 Latinum, 1,305,000 Parsteel.

What Could Go Wrong Part 5

Rutherford and Tendi answer for their actions. Back on the Cerritos you hand the translocator to the Captain, take the punishment and watch a supernova. It is all story, at warp 1.

  • Return to the Cerritos.
  • Turn over the translocator to the Captain.
  • Receive your punishment.
  • Watch the supernova.

Warp to complete: 1. Recommended level: 25.

Rewards: 1x Beckett Mariner shards, 32,000 Dilithium.

Tips for completing What Could Go Wrong

Three of the five parts stay at warp 1, and the other two only reach warp 18 for Sorenle and Alnilam. Any ship at level 25 has the range for this chain.

Keep some Dilithium in reserve. Part 1 costs 20,000 and Part 2 costs 40,000, which comes before the chain pays much Dilithium back. Part 4 then asks for 200,000 Tritanium to buy Rutherford’s freedom.

The Part 3 choice is the big decision. Intimidating Garov means disabling his ship but costs nothing and pays 37,000 Dilithium and 181,000 Tritanium. Paying him off costs 1.5M Parsteel and pays 400 Ultra Recruit Tokens, three 1 day Peace Shields and six 8 hour speed-ups. Part 4 pays 1,305,000 Parsteel on either path, which refills most of that payment, so pick the paid path if you want the Ultra Recruit Tokens and have the Parsteel up front.

Combat is limited to Garov’s ship on the intimidation path, the Orion guard in Part 4 and the 15-hostile grind that follows. Clear hostiles of level 25 or higher near Alnilam to save a trip.

The same Cerritos crew returns at level 34 in An Unwelcome Surprise, and the Lower Decks arc page lists the other chains. The mission guide covers the rest.

Are the What Could Go Wrong rewards worth it?

Yes, and mostly because it is quick. The chain pays Beckett Mariner shards, 1,500 Latinum, 350 Premium Recruit Tokens and over 1.3 million Parsteel for five short parts, plus 400 Ultra Recruit Tokens if you pay Garov off. The costs are 60,000 Dilithium, 200,000 Tritanium and, on one path, 1.5M Parsteel. For a level 25 player who wants Mariner, it is an easy chain to clear in one sitting.