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- ~Star Trek : TNG
-
- STAR TREK "A Final Unity" : The Next Generation
-
- Walkthru
-
-
- ~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.
-
-
- ~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.
-
-
- ~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. it is easier to solve if you get one pod at a time and then
- go back to solid ground and test it out. the goal is getting close
- enough to scan the big oval thing (the niche with the tricorder,
- then scan the gems you got from the choirboys and use the one will
- the correct frequency to open the big oval door. (if not the scroll
- will burn). then get the stupid 5th scroll and beam out.
-
- eventually you will have to get from the chancelor two important
- items (i cant remember when he gives it to you). the data rod and
- the programmer (very valuble).
-
-
- ~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...
-
- I have'nt found anything else here to do, if there is anything else
- please write to me. then go back to ship.
-
-
- ~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. then
- get the metal 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 (data's plan) and shut it down. 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 shut
- down the power but turn the station on. look at the capacitor and
- the metal plate.
-
- (be carefull or you will be electrocuted by the metal plate). when
- the robot comes it will drain the juice out of the plate except for
- the last unit (which is still enough to kill you). 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. (that would be
- stupid, but fun as the game takes a different path). be diplomatic
- and tell them your archeologisists. eventually they will take you to
- the master computor and use the rod again (unfortunately they take
- it away from you, and I have found no other way to do this) then
- they leave and you can get all the info except the location of the
- unity device anyway. scan the data with the tricorder. and leave the
- way you came. when you see the dead alien use the medkit and data
- will come up with another plan then use the stimulant on the alien
- and he will revive (he was dead, but he got better :7)
-
- talk, talk, talk is cheap. 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) if
- not se la vie. your going to have to do it the hard way until you
- get the combination 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. (I did'nt and had to come back). then beam up...
-
-
- ~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. sometimes
- picard says that we need to have another look down on alanor (that
- means you have to scan the schedule at the beamdown site. so do
- that and then return.
-
- after that data suggests to go to the gombar pulsar, but when you
- arrive it has turned into a black hole. don't take data's suggestion
- about warping around the singularity (frankley that's stupid to play
- around with the most powerful natural phenomena in the galaxy). just
- take troi's advice and go out 30 light years to see the black hole
- before it turned into a pulsar. (6 6 7 should do it). 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.
-
-
- ~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 .
-