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-
- STAR TREK "a Final Unity"
- walkthru
- Redited by Ron Chartrand
-
-
- part 1 the station.
- first when you start off on a patrol and the admiral will tell you to
- go the the space station. after you beam down look at the transporter
- and the other panels then go out the down untill you find the injured
- woman. fire the phaser at the conduit and go back to the transporter at
- the beamdown site and beam the conduit off of her.
- then go back to her and use the medkit on her. talk to her to find out
- all she knows.
- then go the turbolift on the right. go first to administration, look at
- all the panels. have geordi look at the holotable and go the life
- support panel on the wall and start up emergency life support power.
- then go to enginering with the turbolift.
- look at alien device (always including the tricorder). look at power
- conduits. talk, talk, talk then go to the right to the other room.
- get all the junk off the table and then look at the panel in the back
- on the left to shut down the power on the panel to conduit 3. when you
- go back the alien will be gone. go back to administration and fix the
- holotable with the tools found on the table. look at the hole in
- conduit, hole in station etc... then go the left and have geordi talk
- to Dr. griems (not the same person as the woman). don't jettison the
- power core, you get a low score for that. instead use geordi to talk
- him into telling you how to fix the core. have geordi use the inverter
- coupling and then the wave converter on the hole in the conduit and the
- core will be fixed. then everything will be automatic after that.
-
-
- part 2 the preserve.
- first talk to the constable. then go to the laboratory (to the left)
- and take all the carcasses and scan them with the following (tricorder,
- sonic microscope and scan table), then use the tricorder on the
- computor panel (by the pipes) and talk to the tracker. then drop the
- carcasses. get the robots and get the bioprobe (rather inconspicously
- sitting on the scan table). the bioprobe is used on the robots after
- they return from scouting the countryside to retrieve a sample of the
- dna of the animals in the preserve. go to the dock and get the
- microgenerator. then go to each biome and use the appropriate robot for
- each one (robot a is for desert, robot b is for swamp and robot c is
- for ocean) use the bioprobe and get the samples from the robots use the
- robots several times on each part of each biome.
- rack up a dozen samples and take them back to the lab and put them in
- the sonic microscope.
- after that talk, talk, talk, and use the tricorder on the computor and
- talk to the next person (the rude one whose name i cant recall) and the
- healer. then go to the quarantine area and talk to the zookeepers then,
- you should have enough info to accuse the rude guy of smuggling, go to
- the constible and tell her everything then she will set the scientist
- free. after that don't leave yet...
- go to the dock area and the shuttle will now take you to the power
- area. use the panel and fix the juice then return to the quarantine
- area and operate the controls on panels 1,2,3 to cage the beast then
- your work will be done in the preserve. then hunt down the ferengi in
- space and force him to give you the smugglar, as well as the info on
- where he got the animals from and his transit records then release him.
-
-
- part 3 frigia.
- you should get the info from the ferengi to go to frigia. talk to the
- chancelor and beam down. talk to the chancelor again about everything,
- then go thru the pyramids
- a. the choirboys - want the golden ring back (see below). get the
- musical pods. look at organ
- b. the seekers - have all the good junk tucked away in a safe talk,
- talk talk. then go to the gatekeeper (make sure you save your game
- before you see this guy) answer his questions then pass. you will see
- someone frozen in time and the writting is indeciferable. so go back to
- the chancelor and he will upgrade the tricorder then go back and read
- the writting. use the control to free the bozo who got stuck in time.
- then he will allow you to take 3 items from the safe.
- the items are 1. the golden ring 2. the light staff 3. the sonic
- device ignore the rest of the stuff.
- c. the wench - talk, talk, talk then give her the light staff and she
- will eventually release the force field. the go back to the choirboys
- and give them the golden ring and use the sonic device on the organ and
- get all the musical pods he gives you. then go back to the wench's
- place and use the pod to activate the transporter (musical
- transporter).
-
- the next room you travel too is a puzzle that you have to solve. fairly
- easy and straighforward, you use musical pods to activate the floors.
- The musical pods must be played in a specific order notice the floor
- has only a few overlaping tiles.
- Also notice there are tiles that are beside each other but there is a space
- in between how do you cross, well play the pods in correct order timing is
- very critical here you must play the pod before you get to end of tile.
- Walk over to the tile here is the REAL order:
- four nodes
- three nodes
- four nodes
- one node in cone dome
- two nodes in dome
- one node in cup
- im not going to tell you where to walk you can see for your self.
- Use the blue gem on the door niche ONLY if you put the yellow one in
- you'll destroy the 5th scroll.
- then get the 5th scroll and beam out.
- eventually you will have to get from the chancelor two important items
- The data rod and the programmer for computer ports.
-
- part 4 the archealogical dig on horst 3.
- make sure you have the data rod and programmer (see above).
- beam down, use the phaser on the rocks to open passage.
- (use a high setting).
- look at the panel, use the rod and programmer to activate it.
- then tricorder the data that comes up.
- then look at the generator (does nothing that i know of).
- and go the left. look and scan at the instument, instument mouting, pit
- etc...
- You'll go back to the ship and you will find where the device is pointing
- to you'll have to sit there till data figures it out.
-
- part 5 alanor.
- beam down and look and scan everything.
- (the schedule, the doors, the ventilation shaft, grating on shaft,
- alloy seals on grating etc...) do not immediately remove the logic
- inhibitor from the robot. it will attack you if you do remove it.
- the romulons put it there. use the phaser on 8 or above on the
- alloy seals one at a time (ventilation shaft of course is your
- only way out). there are more than one seal.
- then place someone near the shaft and the robot then remove
- the logic inhibator and run like hell... (use one person to grab it,
- and another to run).
- in the next room there is a panel, use the rod again on it a talk,
- talk, talk, then activate everything (did'nt hurt when I played it)
- then go right again scan the robots. data comes up with a plan.
- and modifies the tricoder to emit IF pulses to deactivate robots.
- then get the metal and paperclip on the deck and go past the robots
- to the door.
- scan the door with the tricorder then use the logic inhibitor on the
- electronics of the door mechanism. the door will lock shut then
- scan the robot when it's motionless deactivate robot.
- then you can remove the logic inhibitor to open the door.
- then go left thru the door. find yet another panel. use the rod
- again and turn power and station on. look at the capacitor and the
- metal plate, go back to the panel turn off the power only.
- don't walk to device or you will be electrocuted by the metal plate.
- when the robot comes it will drain the juice out of the plate wait
- till there is one unit left and then go back to panel and shut off station.
- when there is only one light left on the capacitor. use the
- phaser on the capacitor before the robot comes back or
- it will block you path. then you can pass.
- the aliens will come and get you. don't fight them and
- definately don't tell them about the rod. tell them you are on an
- archologial survey be diplomatic and tell them your archeologisists.
- when they tell you that they will help you to the master computer say
- don't go to all the trouble, and we can take care of ourselves this is
- VERY important to find the unity device go to the transporter then through
- the arch.
- The security system is active here becarfull not to move scan the sensors
- then retune your phasers and shoot all of them then as fast as you can!.
- Move a person to middle of room and repeat.
- Use the isoliner rod and programmer here on the master computer
- and scan the first selection you'll get the location to the unity device
- easy no.
- then they leave and you can get all rest of the info.
- scan the data with the tricorder.
- Then go to panel use the paper clip found previously near the two robots
- (the ones that were repairing each
- other). to free the rod and use the rod to deactivate all the security
- systems. get the rod back when your finished just in case...
- then go up the stairs, down the hall to the alien transporter.
- look at the panel. as I recall press the green buttons in the
- following pattern. the top right button on the top row and the middle
- button on the side row (is the correct combination).
- At the transporter there is a timer, set it, and run like hell
- or you will be left behind.
- get the logic inhibator from the door and put it back in the robot
- quickly. remember to scan the schedule before you leave.
- then beam up.
-
-
- part 6 the search for the unity device.
- wait around in orbit for awhile and the crew will start talking about
- compiling the info into locating the unity device.
- then data will compute time parameters and give you the exact location
- (sector 3-1-3, planetary offset number 9-14-16).
- or go to frigis again and data will simply find it for himself.
-
- part 7 the unity device.
- the unity device has an automatic attack function for any hostile
- activity (which is what happaned to the romulans). so don't be tricked
- into firing. after that everything is pretty automatic until you get to
- the testing (for who will control the machine). make sure to ally
- yourself to capt. pentara and gang up on the chodak. the goal is to
- throw the game (or test) so that no one can win. then use the pieces
- in the game on the air gap on the force field generator (putting the
- pieces together first) to shut it down.
- after that there are only 2 problems left in the game so I don't want
- to spoil it for you.
-
- g a m e o v e r .
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