home *** CD-ROM | disk | FTP | other *** search
- Star Trek: Next Generation "A Final Unity"
-
- *** Part 1 ***
-
- 1. After the admiral tells you to go the space station, beam down and
- inspect the transporter and the other panels.
- 2. Head out the down way until you locate the injured woman.
- 3. Shot the phaser at the conduit.
- 4. Return to the transporter at the beam-down site and beam the
- conduit off of her.
- 5. Return to her and use the medikit on her.
- 6. Speak with her and find out all she knows.
- 7. Head to the turbolift on the right.
- 8. Head to administration, and inspect all the panels.
- 9. Tell Geordi to inspect the holotable and head to the life support
- panel on the wall.
- 10. Start up emergency life support power.
- 11. Head to engineering using the turbolift.
- 12. Inspect the alien device including with the tricorder.
- 13. Inspect the power conduits.
- 14. Speak with everybody.
- 15. Head to the right to the other room.
- 16. Take all the items from the table and then inspect the panel in
- the back on the left and shut down the power to conduit 3.
- 17. Return and the alien will be gone.
- 18. Return to administration and fix the holotable with the tools on
- the table.
- 19. Inspect the hole in conduit, hole in the station and so on, and
- head to the left.
- 20. Tell Geordi to speak with Dr. Griems.
- 21. Rather than jettisoning the power core, have Geordi tell you how
- to fix it.
- 22. Tell Geordi to use the inverter coupling and then the wave
- converter on the hole in the conduit.
-
- *** Part 2 ***
-
- 1. Speak with the constable.
- 2. Head to the laboratory on the left.
- 3. Take all the carcasses and scan them with the tricorder, sonic
- microscope and scan table.
- 4. Use the tricorder on the computer panel near the pipes and speak
- with the tracker.
- 5. Drop the carcasses.
- 6. Get the robots and the bioprobe on the scan table.
- 7. When the robots return, use the bioprobe on them.
- 8. Return to the dock and take the microgenerator.
- 9. Head to each biome and use the appropriate robot for each one:
- robot A is for the desert, robot B is for the swamp and robot C is
- for the ocean.
- 10. Use the bioprobe and take the samples from the robots, using the
- robots several times on each part of each biome.
- 11. Take a dozen samples and bring them back to the lab then place
- them in the sonic microscope.
- 12. Speak with everybody.
- 13. Use the tricorder on the computer and speak with the rude person
- and then the healer.
- 14. Head to the quarantine area and speak with the zookeepers.
- 15. Return to the constable and tell her everything, accusing the
- rude person of smuggling.
- 16. Head to the dock area and use the shuttle to take you to the
- power area.
- 17. Use the panel and repair the juice.
- 18. Go back to the quarantine area and operate the controls on panels
- 1,2,3 so as to cage the beast.
- 19. Go after the ferengi in space and make him give you the smuggler.
- 20. Get the information on where he got the animals from and his
- transit records.
- 21. Release him.
-
- *** Part 3 ***
-
- 1. Get from the ferengi the information on how to go to Frigia.
- 2. Speak with the chancellor and beam down.
- 3. Speak with the chancellor about everything.
- 4. Head through the pyramids.
- 5. At the choirboys, take the musical pods and examine the organ.
- 6. At the seekers, put all the good items in a safe.
- 7. Speak with everybody.
- 8. Save the game.
- 9. Head to the gatekeeper, answer his questions and pass him.
- 10. Return to the chancellor so that he upgrades the tricorder then
- return past the gatekeeper.
- 11. Read the writing.
- 12. Use the control to free the guy who's stuck in time.
- 13. From the safe take, the golden ring, the light staff and the
- sonic device.
- 14. At the wench, speak with everybody.
- 15. Give her the light staff and wait until she releases the force
- field.
- 16. Return to the choirboys and give them the golden ring.
- 17. Use the sonic device on the organ and take all the musical pods
- he gives you.
- 18. Return to the wench, and use the pod to activate the musical
- transporter.
- 19. In the next room, use musical pods to activate the floors in this
- order: four nodes, three nodes, four nodes, one node in cone dome,
- two nodes in dome, one node in cup.
- 20. Walk over the tiles in the right place.
- 21. Use the blue gem on the door niche only if you place the yellow
- one in.
- 22. Take the 5th scroll and beam out.
- 23. Get the data rod and the programmer from the chancellor.
-
- *** Part 4 ***
-
- 1. Beam down, and use the phaser on the rocks using a high setting.
- 2. Enter.
- 3. Examine the panel and use the rod and programmer on it.
- 4. Use the tricorder on the data.
- 5. Examine the generator.
- 6. Head left.
- 7. Look at and scan the instrument, instrument mounting, pit and the
- rest of it.
- 8. Back on the ship, find where the device is pointing.
- 9. Wait until Data examines and figures it out.
-
- *** Part 5 ***
-
- 1. Beam down and look at and scan everything.
- 2. Don't remove the logic inhibitor from the robot.
- 3. At 8 or more, use the phaser on the alloy seals one at a time.
- 4. Put someone near the shaft.
- 5. Remove the logic inhibitor and run, using one person to grab it,
- and another to run.
- 6. Use the rod on the panel in the next room.
- 7. Speak with everything.
- 8. Activate everything.
- 9. Head right and scan the robots.
- 10. Take the metal and the paperclip from the deck and head past the
- robots to the door.
- 11. Scan the door with the tricorder.
- 12. Use the logic inhibitor on the electronics of the door mechanism.
- 13. Scan the robot when it's motionless and deactivate robot.
- 14. Remove the logic inhibitor and open the door.
- 15. Head left through the door.
- 16. Locate another panel.
- 17. Use the rod again and turn the power and the station on.
- 18. Examine the capacitor and the metal plate.
- 19. Return to the panel and turn off only the power.
- 20. Do not go to the device.
- 21. When the robot comes and drains the juice from the plate, wait
- until there is one unit left and then return to panel and shut off
- station.
- 22. When there is only one light left on the capacitor, use the
- phaser on the capacitor before the robot comes back so it doesn't
- block your way.
- 23. Don't fight the aliens when they come and don't inform them of
- the rod.
- 24. Say to them that you are on an archeological survey and that you
- are archeologists.
- 25. Once they tell you that they will help you to the master computer
- say to them that they don't need go to all the trouble, and that you
- can take care of yourselves.
- 26. Do not activate the sensors of the security system.
- 27. Tune your phasers and shoot all of them as quickly as you can.
- 28. Put a person in the middle of the room and repeat.
- 29. Use the isolinear rod and programmer here on the master computer.
- 30. Scan the first selection to get the location to the unity device.
- 31. When they leave, get all rest of the information.
- 32. Scan the data using the tricorder.
- 33. Head to panel and use the paper clip to free the rod.
- 34. Use the rod to deactivate all security systems.
- 35. Take the rod.
- 36. Head up the stairs, down the hall and to the alien transporter.
- 37. Examine the panel.
- 38. Press the green buttons in the following order: the top right
- button on the top row and the middle button on the side row.
- 39. Set timer on the transporter and run quickly.
- 40. Take the logic inhibitor from the door and quickly place it back
- in the robot.
- 41. Scan the schedule before leaving.
- 42. Beam up.
-
- *** Part 6 ***
-
- Stay in orbit until the crew starts talking about compiling the
- information to find the unity device.
- Wait until Data computes time parameters and gets the location which
- is sector 3-1-3, planetary offset number 9-14-16.
-
- *** Part 7 ***Don't fire at the unity device.
-
- Once you get to the part where there is testing for who will control
- the machine, be sure to make an alliance with Captain Pentara and
- also team up against Chodak.
- What you want to do is set up the test so that no one can win it.
- After putting together the pieces from the test, use it on the air
- gap.
- Complete the adventure's final two puzzles.
-