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- STAR TREK "a Final Unity"
- walkthru
- Re-reedited by bwolf@ionet.net
-
-
- Prelude: Play the entire intro AT LEAST once... It's cool...
-
- Part 1: Space Station
-
- You will be asked by an Admiral to assist a space station. Get there &
- speak with the Chancellor. After you beam down, look at the transporter
- panel & other panels. Go out & find the injured woman. Use the medical
- tricorder to scan the woman, & the normal tricorder on the cable. Go
- back to the beam down site & transport the conduit off the woman.
- After using the Medkit on her, talk with her & get all she knows.
-
- Continue right & take the Turbolift to Administration first. Scan ALL
- control panels. Let Geordi examine holotable, then go to the active life
- support panel. Try to start it up. Go back to the woman & get the code
- to rereoute the life support systems.
-
- Go to engineering using the turbolift. L&S everything (Look & Scan)
- including the conduit. TTBITF (Talk til blue in the Face). Go right into
- Engineering Lab 4(?). Take everything off the table, then examine control
- panel in rear of room. Hit temporary shutdown switch, then hit the 3rd
- switch to your right. The power will then shut down. When you exit, the
- alien will be gone. Go back to administration and fix the holotable with
- a part you picked up. Have Geordi look at Station.
-
- Go back to Engineering to L&S everything (don't forget to scan the hole &
- SEALED hole on the left. Go left & talk with Dr. Griems. DO NOT take a path
- to jettison core. (you'll receive a low score. Tell Dr. Griems you work
- miracles... He will then help you to fix the core. Use the Inverter Coupling,
- then the Wave Converter on the hole on the 3rd power conduit. Everything is
- automatic after that.
-
-
- Part 2: The Preserve
- TTBINTF (again, talk til blue in the face). After that, go left to exit.
- You will see a bldg @ the top of the screen... Click on that. Use tricorder,
- sonic microscope and scan table on carcasses. Use tricorder on robots & get
- them. Use the tricorder on the control panel (by the pipes) and talk to the
- tracker. DROP THE CARCASSES! They are useless after scans. Get the Bioprobe
- (Sitting rather inconspicously on the scan table). The bioprobe is used on
- the robots after returning from scouting the countryside for you. You can
- also scan the vials of dna the robots have after each scouting mission.
- Leave there & go get the Microgenerator from the shuttle area.
-
- Go to each habitat & use the microgenerator. The computer map will tell you
- how many areas each habitat has. After EACH trip, use bioprobe on robot &
- then use bioprobe on each vial. This is a long process, but needed so you can
- go to the next level of your investigation. Go to the lab & examine each vial
- on the sonic microscope. After all that, TTBITF, then use tricorder on the
- computer panel to talk with the Consultant, then the Healer.
-
- Make your way to the quarantine area and talk to the Watcher. After this,
- you will have enough info to accuse the Consultant of smuggling. Go to
- the constable and tell her everything then she will set the scientist
- free. (Don't leave after that... more is still to come!)
-
- Go to the dock area and the shuttle will now take you to the power
- area. Use the panel, then make your way back to the quarantine area.
- Operate the controls to cage the reptile (middle panel, right panel,then
- left panel.) Everything is automatic after that. Find the Ferengi & force
- him to give you the Consultant, transport logs, & info on the Romulans.
- After that, let him go...
-
-
- Part 3: Frigia
- When you get there, talk with the Chancellor & go to all the pyramids. (Don't
- forget to go all the way to the right).
-
- a. "the choirboys" - They want the golden ring back. Get the musical pod &
- examine the organ.
-
- b. "the seekers" - Have all the items from the other sects. TTBINF, then
- go to the Gatekeeper. (Save your game here before talking with this guy)
- *Hint: dont give ANY definitive answers. After that, L&S everything
- including the unreadable writing. Go back to Chancellor & get the upgrade
- for the tricorder. Go back to the writing & free the guy in the stasis
- field. He will give you a Thermal key to get 3 Items out of the vault.
- Get the Gold Ring, the "Y" shaped object, & the Staff of LIGHT.
-
- c. "the woman" - TTBINF & give her the Light Staff, then ask to remove the
- force field. You can actually save time if you visit "the choirboys" first
- and give them the golden ring, the have Geordi repair the Organ. You will
- receive 2 other musical pods. Go back to "the woman" domain & use musical
- recording #4 (the big one isnt used as far as I have found..)
-
- The next room you travel to is a puzzle that you have to solve. Fairly
- easy and straight-forward. Just use musical pods to activate the floors.
- The musical pods must be played in a specific order. Pay attention to the
- floor after each play. Only "1" square will overlap.
-
- Here are the ones I use.. If there is a shorter one, it escapes me:
-
- 4 nodes ***
- 3 nodes
- 1 node in a Dome
- 4 nodes
- 1 node in a Dome
- 2 nodes
- 1 node in a Dome
- 4 nodes
- 1 node the Cup
- 2 nodes
-
- ***After you activate this one, step onto the tiles to retrieve the other
- nodes. You will want to SAVE GAME after each node you collect so if you
- pick the wrong tile to stand on when you activate the next node in sequence,
- you wont lose any life from anyone.
-
- I won't tell you where to walk you can see for yourself.
- Use the blue gem on the Door. After arrving, run & get the Scroll. Everything
- is automatic after that.
-
- *** Eventually, you will have to get a Data Rod & Programmer from the
- Chancellor. This comes a little later though.
-
-
- Part 4: Horst 3 Archeology Site
-
- Make sure you have the Data rod and programmer.
- Beam down & use your phaser (on high) to remove the rocks.
-
- L&S panel & generator. (It never hurts to scan everything).
- Active panel & scan the scan with tricorder. You'll need it. Go left.
- L&S instrument, pit & instrument mounting. After that, go back to the ship
- & Data (after a minute) will figure out where instrument is pointed.
-
- Part 5: Alanor
-
- Beam down. L&S everything. DO NOT TOUCH ANYTHING YET. Finish scanning
- the schedule, the doors, the ventilation shaft, grating on shaft, & alloy
- seals on grating. Use phaser on a high setting to eliminate the alloy
- seals. Have one person stand near the door, & have someone else take the
- inhibitor from the robot. Then have your other person run through the door.
-
- In the next room there is a panel. Use the rod & TTBITF. Activate all
- options. Go to the right & scan both robots. Data will modify the tri-
- corders for proper use. Get the metal plate & paperclip. (As far as I can see,
- the metal plate is useless).
-
- Scan the door with the tricorder then use the logic inhibitor on the
- door circuits. A robot will come, but the door will remain closed. Deactivate
- the robot & remove the inhibitor. After door is open, re-input inhibitor to
- keep door from closing behind you. Go through door.
- Use rod on panel & turn everything on. L&S capacitor. When the robot there
- gets charged, go back to panel quickly & turn off power. Watch light on the
- capacitor. When it reaches 1 light left, go back to panel & turn station off.
- USE YOUR PHASER TO DISCHARGE THE LAST OF THE ENERGY! The aliens will come &
- get you.
-
- When Picard talks to the "head alien", tell them you are on an archeology
- mission. DO NOT TELL THEM ABOUT THE ROD. You can either: 1. Have them show you
- the way to the main computer, or 2. do it yourself(harder). If you do it
- yourself, I "think" you press the bottom left button & the top left button
- on the transporter. Use the timer, exit panel, & get over to transporter so
- you can catch up with the Away Team.
-
- If option 2:
- The security system is active. L&S lights & disruptor. Fire phaser @ a light
- & have Data make adjustment to the phasers. I have had good luck with this
- next part. As quickly as possible, shoot ALL sensors, then IMMEDIATELY have
- Data run to the door. (You need to be good with your mouse).
-
- In the next room is the main computer. L&S everything. (Save your game here)
-
- Use the rod and programmer here on the master computer. As quickly as possible
- choose the top selection & tricorder it. If you do it fast enough, you will
- store the map coordinates into the tricorder. THIS IS A CRITICAL PART OF THE
- GAME. The aliens catch you with thr rod & take it from you. After they leave,
- go back to panel (it malfunctioned) & read the rest of the selections,
- (The map will have been erased) then Leave.
-
- If you chose Option 1 above:
- Go to panel use the paper clip to free the rod.
- Have Data LOOK & SCAN alien & give hypo. Use security rod to deactivate
- all the security systems. Get the rod back when your finished just in case.
-
- If you chose Option 2 above: Repeat same procedure to get out.
-
- Go upstairs, then to transporter & press top right button & middle left
- button (I think). Again, use the timer to get yourself caught up to Away
- Team. As you return to the Beamdown point, don't forget to take the inhibitor
- from the door.
-
- Put the inhibator back into the sentry robot, then scan the schedule again,
- just in case. After that, bean yourself up.
-
-
- Part 6: The search for the Unity Device
-
- Wait for Data to compile the info. If you have everything right, he will
- computer the EXACT LOCATION of the Unity Device (Sector 3-1-3, Planetary
- Offset number 9-14-16). Or just go back to Figis & eventually Data will
- figure it out.
-
-
- Part 7: The Unity Device
-
- The Unity Device has an automatic attack function for ALL Hostile
- Activity. WHATEVER YOU DO, DON'T ATTACK, just use evasive maneuvers.
- It's automatic after that.
-
- After shuttling down to device, Picard will need to Ally himself with
- Capt Pentara.
-
- **** If you like suprises, don't go any further that this!! ****
- **** YOU HAVE BEEN WARNED !!!! ****
-
- -- The First Test --
-
- Since your tricorder has been taken, look AT EVERY PART OF THE FIELD
- GENERATOR.
- When the test begins, you can either: 1. Go to test panel & hit button
- without using the left piece in the left slot, or 2. You can put 1/2 the
- piece on the left slot, then hitting button. Since Capt Pentara has no
- problem "shocking" the alien, it will turn out the same anyway. When the
- time comes, spare the aliens life.
-
- *NOTE: You will have been given an artifact. Go ahead & tell them about it.
- It doesn't matter this close to the end of the game anyway.
-
- After sparing aliens life, put your two halves together & stick it in the
- bottom of the "air pocket" of the field generator. Get the other halves from
- The Chordak & Pentara. Put those in as well & that de-activates the field.
- Go right. Use the artifact 3 times. Bring everyone over or you can't win.
-
-
- -- The Second Test --
-
- You will see an alien in a chamber. Release him & tell him what you think
- Picard would truly say...(He has no ego, ya know...)
-
- After Capt Pentara was trapped, I left her in there... Serves her right..!
- Go right.
-
-
- -- The FINAL TEST --
- The "strange eyeball" will tell you something terrible. When you use the
- panel, hit the bar on the bottom without selecting the two options listed.
- Confirm that you want to exit without choosing an option.
-
-
- ** End of Game... It's automatic after this **
-
- Should you find any problems or discrepancies, please e-mail the correction,
- or just re-re-reedit this & send me a copy.... thanx!!!
-
- bwolf@ionet.net
-
-