A Final Unity - Walthru'

 

Star Trek The Next Generation: A Final Unity - Player’s Guide

Intercept

The opening sequence has you staring down a Warbird’s disruptors, but talk to

Data and you’ll find a calculated risk will break their hold. Also, remember

Riker’s advice about the Garidians’ respect of strength if you feel like avoiding a

fight. Talk to all the dissidents and especially T’Bak, who knows a Vulcan who

might provide enlightenment on the fifth scroll. Set course for Horst III but

remember Federation regulations regarding distress calls.

Merten’s Station

Away team tip: A medical and engineering emergency means these Enterprise

specialists are at a premium.

The transporter room is a key location for solving the first part of your mission.

An injured woman lies trapped under a cable, but after you’ve relieved some of

the pressure, you’ll need to obtain exact co-ordinates to get her out. Discretion is

required, and remember it’s safer to beam inanimate matter than living tissue.

Once you’ve revived Dr Bennett, she should be able to help you restore life

support.

Your next task lies in engineering, where an alien device is siphoning power from

the station. You can’t affect it directly from there, but examine it thoroughly

anyway. From a nearby lab you can fool the device into thinking its ‘free milk’

has dried up, but don’t be tempted to follow, because the station’s still in danger!

Although you can play it safe in the Core Control room, you’ve got one of the

finest engineers in Starfleet, so use him! Dr Griems may be a cantankerous old

sod, but he’s impressed by the right techno-jargon, so humour him and a solution

should be forthcoming. That done, and Merten’s station is saved! Hearty slaps on

the back and drinkies in ten forward all around.

Horst III

Dash back to Horst III, where a Vulcan with a humour bypass can tell you more

about the fifth scroll. Remember, Starfleet Admirals rarely call in for just a quick

chat, so earn yourself some brownie points by seeking out a lost lamb.

Morrasia

Away team tip: The Morrasians are a matriarchy and respond best to a

predominantly female team.

Morrasia may be a veritable paradise, but there’s dirty work afoot here Watson!

And this is the mission which most exercises your detective prowess. It’s

especially important to take careful note of your conversations with Morrasia’s

residents, as they will help you deduce the solution to Dr Hyunh Foertsch’s

disappearance.

After you’ve talked with the Constable, begin at the Doctor’s lab. Investigate the

specimens and you’ll soon discover all is not as it seems in this garden paradise.

Get in touch with Tracker Melas and question her thoroughly - she should provide

you with some useful background information. Visiting Constable Lliksze will

yield further insights, and your initial round of investigation should finish with a

quiet word with Consultant Lydia.

However, no-one ever solved everything in the lab, so further field work is

required. The three Field Units and the Bioprobe can provide you with additional

information from the Biotopes, but you’ll have to return to the lab to interpret the

results. Before you can even begin, you must find a source of power and

eventually, somewhere to recharge it.

Armed with your newly acquired evidence, you can contact Healer Zzolis and

discover a link which should lead you to Watcher Tzudan at the quarantine

shelter. His information will confirm the identity of the culprit and you should

then have enough evidence to present a credible case to the Constable. However,

even when you’ve rescued the good Doctor, your task is not complete, as a

dangerously mistagged species of Reptile is on the rampage. You’ll need to

reconfigure the habitat’s power fields and enlist the Doctor’s assistance to spring

a trap which will bring about its capture. After this, consider promoting Butler to

the position of Lt Commander, just for a laugh.

A Short Interlude

T’Bak has an intriguing suggestion which links the situation on Morrasia with the

home of the fifth scroll. Fly off in hot pursuit of the scheming Ferengi Arumat, but

once he’s in your sights act quickly to restrain his flight and he’ll hand over the

location of the fifth scroll and some extra info. Celebrate by having Wesley

Crusher: a) thrown into the brig, b) marooned on the nearest asteroid, c) beamed

down onto the Planet of Perpetual Pain, or d) simply hurled out of the nearest

airlock.

Frigis

Away team tip: A balanced away team, especially one with musical and technical

leanings, could prove useful.

Chancellor Laraq will be able to fill you in on the current situation on Frigis and

the rivalries between the various cults. Your first port of call is the temple of the

Chanters. Be polite and you’ll be rewarded with a rendition and a memento of

your visit, but pay attention to which parts of the decor are missing.

Your next stop is the farthest temple, where you’ll encounter Madia and an

impenetrable forcefield. Rude as she is, Madia has also lost something, so perhaps

you might butter her up by eventually getting it back? Your final destination is the

temple of the Seekers, a Gatekeeper and a sort of Riddles of the Sphinx session.

Be clever if you must, but your memento from the Chanters will provide

enlightenment. Inside, Aelont is trapped in a stasis field, but a quick crash course

in Chodak will allow you to free him. He’s very grateful and will give you two

talismans and access to three objects the Seekers have won in the Declarion.

Work out who’s missing what, return the objects and you should receive further

musical gifts and a new path to explore.

If music be the food of love, play on... and one of your orchestrions should

provide a novel mode of transport. Once in the floor puzzle room, you’ll need all

four orchestrions to progress. This is quite tricky, so make your tests from a safe

position, but if you really get stuck, map out which floor panels correspond to

each tune to * get through. A talisman will open the final barrier and then

you’ve got a clear run to the fabled, fabulous fifth scroll. You’re happy, the

Garidians are happy, but events are about to take an entirely new and sinister turn.

The Romulan Invasion

Holy hootin’ heck, the Romulans are a comin’. Go to the aid of the beleaguered

outpost, follow Commander Chan’s orders and you’ll soon be mixing it with what

seems like the entire Romulan fleet. But you’re big, you’re tough and you’ve got a

Galaxy class starship, so don’t be afraid to give them some stick. An old Klingon

mate of Worf’s has a few things to say, as well as some novel ideas on POW

treatment, but you should end up back on course for Horst III, via a slight

diversion to Frigis. This will yield yet more information on the Chodak and, more

importantly, some technology to help you with your quest.

Horst III

Away team tip: An away team with archaeological and technical expertise is your

safest bet here.

Shanok and his team have fled, so you can actually beam down onto the planet.

Blast your way into the installation, examine everything and use your newly

acquired technology to discover the location of Allanor, the administrative capital

of the Chodak empire. Lwaxana Troi arrives out of the blue. Book leave on a two-

week archaeological expedition to the remotest planet in the sector.

Allanor

Away team tip: A previously underused member of the away team squad is

invaluable here.

Investigate your beam down site thoroughly, but let sleeping dogs lie for the

moment. You can manufacture an exit but don’t leave yet, as you’ll need a

‘foreign object’. Once you’ve got it, run like crazy to avoid the drone’s attentions

and in the next room, you’ll find further info and a reactivation switch for the

station; while a repair unit will yield a way to deactivate the drones. To get past

the next door, consider a question of timing and use your inhibitions.

The far side needs an on-off approach which will drain resources and allow you to

take a pot shot. You’ll now meet the Chodak for the first time, but insist that

you’ve got to go it alone in your search and don’t let them know what you’re

carrying. You’ll find an alien transporter, so experiment with the settings to find a

way through and a way back, but buy enough time to return to your team for the

beam out.

You’ll then come to a problem with an automated disruptor. Don’t make any

sudden moves, but investigation will yield a way of re-tuning your phasers. Move

quickly and once you’re in the large hall, tap into the main computer and this is

most important! Record the information immediately - if you don’t, you won’t be

able to finish the game. Once the fiendish Chodak have departed, beam out of

there as fast as possible. Oh the burden of command! Mr Worf singing Klingon

Opera’s greatest hits, combined with the tense situation, keeps you awake all

night.

The Unity Device

Away team tip: Command decisions call for command personnel.

Once you’re on the surface, make for the transporter but don’t be surprised if

you’re left feeling all alone. From here on, it’s a race between the three

commanders for the Unity Device and after you’ve taken a shuttle, prepare to play

an ancient and rather sadistic Chodak game. Remember, as far as Admiral

Brodnack is concerned, it’s definitely a case of ‘no pain, no gain’ at this point.

After you’ve worn him down, you’ll need to deal with the field generator.

Examine all of the components carefully and a combination should help you get

the initial idea, but you’ll need everyone’s help to completely deactivate it.

Moving on, and an artefact from your future self will bridge a chasm, but don’t

leave anyone behind and you’ll obtain a symbol giving access to the Unity

Device. A frozen servant of the Chodak will test you, but will prove to be

Pentara’s undoing if you pick the right responses.

In the company of Brodnack, your final destination is the Guardian of the Unity

Device itself, but remember the prime directive and don’t give way to past

prejudices. Brodnack makes the ultimate sacrifice and then you’re left to view the

spectacular aftermath and conclusion to what, we’re sure you will agree, has been

a truly epic adventure.

 

Combat Tips

When you have a spare moment, practise manoeuvres with the Enterprise. The

best control method seems to be on manual using the key pad. Remember, if

you’re not too confident, hand control back to Worf, who’s a very competent

tactician.

Prepare yourself before a battle. Take over engineering and distribute power to

the relevant systems. Remember, if you are really cruisin’ for a bruisin’, you don’t

want to give power to the namby pamby sensor array. Instead you want full power

to the shields and phasers.

Experiment with the degree settings to find your optimum attacking Photon

spread. The Enterprise has 360-degree firepower from its phaser banks, so don’t

be afraid to rake passing ships from all angles.

If all seems lost, don’t be afraid to run away. Sometimes, if you quickly nip back

to the Bridge during a fight, the opposition simply fades away.

 

Away Team Mission Tips

Think about the type of mission you’re going on and pick your away team

accordingly. It’s really a case of horses for courses, but there are some unusual

optimum away teams. Data is probably the best all round character.

A Final Unity is a very conversational game, so pay attention to what your learn

as it will often provide clues to help you progress.

Use your equipment. The trusty tricorder is brilliant and can often detect more

than the naked eye alone. It also records the last ten conversations, so if you think

you’ve missed anything, check it again.

Should you have your phasers on stun? Well sometimes... Remember they have

several settings, so don’t be afraid to crank them up when you need more power.

Above all, you just have to try to think and act like a Federation officer.

 

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