STAR TREK "a Final Unity"
                                  walkthru

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.
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).

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...
I have'nt found anything else here to do, if  there is anything else
please write to me.    then go back to ship.

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.
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...


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.
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.

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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