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- STAR TREK "a Final Unity"
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- walkthru
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- Redited by Ron Chartrand
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- part 1 the station.
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- first when you start off on a patrol and the admiral will tell you to
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- go the the space station. after you beam down look at the transporter
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- and the other panels then go out the down untill you find the injured
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- woman. fire the phaser at the conduit and go back to the transporter at
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- the beamdown site and beam the conduit off of her.
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- then go back to her and use the medkit on her. talk to her to find out
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- all she knows.
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- then go the turbolift on the right. go first to administration, look at
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- all the panels. have geordi look at the holotable and go the life
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- support panel on the wall and start up emergency life support power.
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- then go to enginering with the turbolift.
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- look at alien device (always including the tricorder). look at power
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- conduits. talk, talk, talk then go to the right to the other room.
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- get all the junk off the table and then look at the panel in the back
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- on the left to shut down the power on the panel to conduit 3. when you
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- go back the alien will be gone. go back to administration and fix the
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- holotable with the tools found on the table. look at the hole in
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- conduit, hole in station etc... then go the left and have geordi talk
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- to Dr. griems (not the same person as the woman). don't jettison the
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- power core, you get a low score for that. instead use geordi to talk
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- him into telling you how to fix the core. have geordi use the inverter
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- coupling and then the wave converter on the hole in the conduit and the
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- core will be fixed. then everything will be automatic after that.
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- part 2 the preserve.
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- first talk to the constable. then go to the laboratory (to the left)
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- and take all the carcasses and scan them with the following (tricorder,
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- sonic microscope and scan table), then use the tricorder on the
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- computor panel (by the pipes) and talk to the tracker. then drop the
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- carcasses. get the robots and get the bioprobe (rather inconspicously
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- sitting on the scan table). the bioprobe is used on the robots after
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- they return from scouting the countryside to retrieve a sample of the
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- dna of the animals in the preserve. go to the dock and get the
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- microgenerator. then go to each biome and use the appropriate robot for
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- each one (robot a is for desert, robot b is for swamp and robot c is
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- for ocean) use the bioprobe and get the samples from the robots use the
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- robots several times on each part of each biome.
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- rack up a dozen samples and take them back to the lab and put them in
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- the sonic microscope.
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- after that talk, talk, talk, and use the tricorder on the computor and
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- talk to the next person (the rude one whose name i cant recall) and the
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- healer. then go to the quarantine area and talk to the zookeepers then,
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- you should have enough info to accuse the rude guy of smuggling, go to
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- the constible and tell her everything then she will set the scientist
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- free. after that don't leave yet...
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- go to the dock area and the shuttle will now take you to the power
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- area. use the panel and fix the juice then return to the quarantine
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- area and operate the controls on panels 1,2,3 to cage the beast then
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- your work will be done in the preserve. then hunt down the ferengi in
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- space and force him to give you the smugglar, as well as the info on
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- where he got the animals from and his transit records then release him.
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- part 3 frigia.
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- you should get the info from the ferengi to go to frigia. talk to the
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- chancelor and beam down. talk to the chancelor again about everything,
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- then go thru the pyramids
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- a. the choirboys - want the golden ring back (see below). get the
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- musical pods. look at organ
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- b. the seekers - have all the good junk tucked away in a safe talk,
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- talk talk. then go to the gatekeeper (make sure you save your game
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- before you see this guy) answer his questions then pass. you will see
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- someone frozen in time and the writting is indeciferable. so go back to
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- the chancelor and he will upgrade the tricorder then go back and read
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- the writting. use the control to free the bozo who got stuck in time.
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- then he will allow you to take 3 items from the safe.
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- the items are 1. the golden ring 2. the light staff 3. the sonic
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- device ignore the rest of the stuff.
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- c. the wench - talk, talk, talk then give her the light staff and she
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- will eventually release the force field. the go back to the choirboys
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- and give them the golden ring and use the sonic device on the organ and
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- get all the musical pods he gives you. then go back to the wench's
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- place and use the pod to activate the transporter (musical
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- transporter).
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- the next room you travel too is a puzzle that you have to solve. fairly
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- easy and straighforward, you use musical pods to activate the floors.
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- The musical pods must be played in a specific order notice the floor
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- has only a few overlaping tiles.
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- Also notice there are tiles that are beside each other but there is a space
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- in between how do you cross, well play the pods in correct order timing is
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- very critical here you must play the pod before you get to end of tile.
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- Walk over to the tile here is the REAL order:
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- four nodes
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- three nodes
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- four nodes
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- one node in cone dome
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- two nodes in dome
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- one node in cup
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- im not going to tell you where to walk you can see for your self.
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- Use the blue gem on the door niche ONLY if you put the yellow one in
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- you'll destroy the 5th scroll.
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- then get the 5th scroll and beam out.
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- eventually you will have to get from the chancelor two important items
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- The data rod and the programmer for computer ports.
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- part 4 the archealogical dig on horst 3.
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- make sure you have the data rod and programmer (see above).
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- beam down, use the phaser on the rocks to open passage.
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- (use a high setting).
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- look at the panel, use the rod and programmer to activate it.
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- then tricorder the data that comes up.
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- then look at the generator (does nothing that i know of).
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- and go the left. look and scan at the instument, instument mouting, pit
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- etc...
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- You'll go back to the ship and you will find where the device is pointing
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- to you'll have to sit there till data figures it out.
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- part 5 alanor.
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- beam down and look and scan everything.
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- (the schedule, the doors, the ventilation shaft, grating on shaft,
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- alloy seals on grating etc...) do not immediately remove the logic
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- inhibitor from the robot. it will attack you if you do remove it.
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- the romulons put it there. use the phaser on 8 or above on the
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- alloy seals one at a time (ventilation shaft of course is your
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- only way out). there are more than one seal.
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- then place someone near the shaft and the robot then remove
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- the logic inhibator and run like hell... (use one person to grab it,
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- and another to run).
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- in the next room there is a panel, use the rod again on it a talk,
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- talk, talk, then activate everything (did'nt hurt when I played it)
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- then go right again scan the robots. data comes up with a plan.
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- and modifies the tricoder to emit IF pulses to deactivate robots.
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- then get the metal and paperclip on the deck and go past the robots
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- to the door.
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- scan the door with the tricorder then use the logic inhibitor on the
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- electronics of the door mechanism. the door will lock shut then
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- scan the robot when it's motionless deactivate robot.
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- then you can remove the logic inhibitor to open the door.
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- then go left thru the door. find yet another panel. use the rod
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- again and turn power and station on. look at the capacitor and the
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- metal plate, go back to the panel turn off the power only.
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- don't walk to device or you will be electrocuted by the metal plate.
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- when the robot comes it will drain the juice out of the plate wait
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- till there is one unit left and then go back to panel and shut off station.
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- when there is only one light left on the capacitor. use the
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- phaser on the capacitor before the robot comes back or
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- it will block you path. then you can pass.
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- the aliens will come and get you. don't fight them and
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- definately don't tell them about the rod. tell them you are on an
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- archologial survey be diplomatic and tell them your archeologisists.
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- when they tell you that they will help you to the master computer say
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- don't go to all the trouble, and we can take care of ourselves this is
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- VERY important to find the unity device go to the transporter then through
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- the arch.
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- The security system is active here becarfull not to move scan the sensors
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- then retune your phasers and shoot all of them then as fast as you can!.
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- Move a person to middle of room and repeat.
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- Use the isoliner rod and programmer here on the master computer
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- and scan the first selection you'll get the location to the unity device
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- easy no.
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- then they leave and you can get all rest of the info.
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- scan the data with the tricorder.
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- Then go to panel use the paper clip found previously near the two robots
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- (the ones that were repairing each
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- other). to free the rod and use the rod to deactivate all the security
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- systems. get the rod back when your finished just in case...
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- then go up the stairs, down the hall to the alien transporter.
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- look at the panel. as I recall press the green buttons in the
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- following pattern. the top right button on the top row and the middle
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- button on the side row (is the correct combination).
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- At the transporter there is a timer, set it, and run like hell
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- or you will be left behind.
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- get the logic inhibator from the door and put it back in the robot
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- quickly. remember to scan the schedule before you leave.
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- then beam up.
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- part 6 the search for the unity device.
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- wait around in orbit for awhile and the crew will start talking about
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- compiling the info into locating the unity device.
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- then data will compute time parameters and give you the exact location
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- (sector 3-1-3, planetary offset number 9-14-16).
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- or go to frigis again and data will simply find it for himself.
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- part 7 the unity device.
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- the unity device has an automatic attack function for any hostile
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- activity (which is what happaned to the romulans). so don't be tricked
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- into firing. after that everything is pretty automatic until you get to
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- the testing (for who will control the machine). make sure to ally
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- yourself to capt. pentara and gang up on the chodak. the goal is to
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- throw the game (or test) so that no one can win. then use the pieces
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- in the game on the air gap on the force field generator (putting the
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- pieces together first) to shut it down.
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- after that there are only 2 problems left in the game so I don't want
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- to spoil it for you.
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- g a m e o v e r .
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