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SOLUCJE
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STARTNG
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1997-03-12
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234 lines
<LISTING>
Name : Star Trek TNG - A Final Unity
Producer : Spectrum Holobyte
Source : Cheet Sheets Issue 43
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 .
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Used with kind permission of Cheet Sheets Magazine.
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</LISTING>