load, the computer voice instructs the player to board the shuttle at once. Getting 25 personnel to "safety" (either aboard the shuttle OR beamed up) awards one Artifact; saving all 50 awards a second Artifact. Asteroid Threat The Start Mission shot lights up as a hurry-up value begins to count down from 20 million and the ship enters an asteroid field. Hitting the shot awards the points, destroys an asteroid, and starts a 30-second timer with all seven major shots lit for the same value. If the countdown reaches 5 million, the asteroid explodes on its own and the timer begins to run with all shots set at 5 million. Each shot destroys another asteroid and goes out of play after being hit. One artifact is awarded for destroying a total of four asteroids, including the one in the initial hurry-up; a second one is given for making every shot before time runs out. The Final Frontier (Wizard Mode) After completing all the other missions, Final Frontier can be started by shooting Start Mission or choosing it in a Command Decision. The player receives 100 million points for each individual artifact collected, and an additional billion points for each complete set of four. All six balls are put into play, with the first two fired by the player from the cannons and the other four being auto-plunged. Every major shot is lit, awarding 25 million points times the number of artifacts collected (to a maximum of 250 million), or 10 million if the player has no artifacts. This mode continues until five balls have drained. Warp Factors The Warp Factor is lit at the right inlane, and it is collected by shooting the left loop. The left loop must be completed to be advanced. It is also advanced by shooting the Delta Quadrant (left ramp), but only during the first series of increases to Warp 9. The Warp Factor awards are as follows: Warp Factor 2: 5 million points. Warp Factor 3: Million Jets Are Lit. Each pop bumper hit is worth 1 million points in addition to increasing the Borg Jackpot (see below). Warp Factor 4: Spinner Is Lit. Each turn of the spinner target has its value multiplied by 100 (from 1,000 to 100,000, for example). This increase is not cumulative (not earned again if WF4 is hit again on the same ball), and is lost on each