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.
|
Main Index |