STAR TREK "a Final Unity"
                                  walkthru
                        Re-reedited by bwolf@ionet.net


Prelude: Play the entire intro AT LEAST once... It's cool...

Part 1: Space Station

You will be asked by an Admiral to assist a space station. Get there &
speak with the Chancellor. After you beam down, look at the transporter
panel & other panels. Go out & find the injured woman. Use the medical
tricorder to scan the woman, & the normal tricorder on the cable. Go
back to the beam down site & transport the conduit off the woman.
After using the Medkit on her, talk with her & get all she knows.

Continue right & take the Turbolift to Administration first. Scan ALL
control panels. Let Geordi examine holotable, then go to the active life
support panel. Try to start it up. Go back to the woman & get the code
to rereoute the life support systems.

Go to engineering using the turbolift. L&S everything (Look & Scan)
including the conduit. TTBITF (Talk til blue in the Face). Go right into
Engineering Lab 4(?). Take everything off the table, then examine control
panel in rear of room. Hit temporary shutdown switch, then hit the 3rd
switch to your right. The power will then shut down. When you exit, the
alien will be gone. Go back to administration and fix the holotable with
a part you picked up. Have Geordi look at Station.

Go back to Engineering to L&S everything (don't forget to scan the hole &
SEALED hole on the left. Go left & talk with Dr. Griems. DO NOT take a path
to jettison core. (you'll receive a low score. Tell Dr. Griems you work
miracles... He will then help you to fix the core. Use the Inverter Coupling,
then the Wave Converter on the hole on the 3rd power conduit. Everything is
automatic after that.


Part 2: The Preserve
TTBINTF (again, talk til blue in the face). After that, go left to exit.
You will see a bldg @ the top of the screen... Click on that. Use tricorder,
sonic microscope and scan table on carcasses. Use tricorder on robots & get
them. Use the tricorder on the control panel (by the pipes) and talk to the
tracker. DROP THE CARCASSES! They are useless after scans. Get the Bioprobe
(Sitting rather inconspicously on the scan table). The bioprobe is used on
the robots after returning from scouting the countryside for you. You can
also scan the vials of dna the robots have after each scouting mission.
Leave there & go get the Microgenerator from the shuttle area.

Go to each habitat & use the microgenerator. The computer map will tell you
how many areas each habitat has. After EACH trip, use bioprobe on robot &
then use bioprobe on each vial. This is a long process, but needed so you can
go to the next level of your investigation. Go to the lab & examine each vial
on the sonic microscope. After all that, TTBITF, then use tricorder on the
computer panel to talk with the Consultant, then the Healer.

Make your way to the quarantine area and talk to the Watcher. After this,
you will have enough info to accuse the Consultant of smuggling.  Go to
the constable and tell her everything then she will set the scientist
free.  (Don't leave after that... more is still to come!)

Go to the dock area and the shuttle will now take you to the power
area. Use the panel, then make your way back to the quarantine area.
Operate the controls to cage the reptile (middle panel, right panel,then
left panel.) Everything is automatic after that. Find the Ferengi & force
him to give you the Consultant, transport logs, & info on the Romulans.
After that, let him go...


Part 3: Frigia
When you get there, talk with the Chancellor & go to all the pyramids. (Don't
forget to go all the way to the right).

a. "the choirboys" - They want the golden ring back. Get the musical pod &
    examine the organ.

b. "the seekers" - Have all the items from the other sects. TTBINF, then
    go to the Gatekeeper. (Save your game here before talking with this guy)
    *Hint: dont give ANY definitive answers. After that, L&S everything
    including the unreadable writing. Go back to Chancellor & get the upgrade
    for the tricorder. Go back to the writing & free the guy in the stasis
    field. He will give you a Thermal key to get 3 Items out of the vault.
    Get the Gold Ring, the "Y" shaped object, & the Staff of LIGHT.

c. "the woman" - TTBINF & give her the Light Staff, then ask to remove the
    force field. You can actually save time if you visit "the choirboys" first
    and give them the golden ring, the have Geordi repair the Organ. You will
    receive 2 other musical pods. Go back to "the woman" domain & use musical
    recording #4 (the big one isnt used as far as I have found..)

The next room you travel to is a puzzle that you have to solve. Fairly
easy and straight-forward. Just use musical pods to activate the floors.
The musical pods must be played in a specific order. Pay attention to the
floor after each play. Only "1" square will overlap.

Here are the ones I use.. If there is a shorter one, it escapes me:

4 nodes       ***
3 nodes
1 node in a Dome
4 nodes
1 node in a Dome
2 nodes
1 node in a Dome
4 nodes
1 node the Cup
2 nodes

***After you activate this one, step onto the tiles to retrieve the other
   nodes. You will want to SAVE GAME after each node you collect so if you
   pick the wrong tile to stand on when you activate the next node in sequence,
   you wont lose any life from anyone.

I won't tell you where to walk you can see for yourself.
Use the blue gem on the Door. After arrving, run & get the Scroll. Everything
is automatic after that.

*** Eventually, you will have to get a Data Rod & Programmer from the
    Chancellor.  This comes a little later though.


Part 4: Horst 3  Archeology Site

Make sure you have the Data rod and programmer.
Beam down & use your phaser (on high) to remove the rocks.

L&S panel & generator. (It never hurts to scan everything).
Active panel & scan the scan with tricorder. You'll need it. Go left.
L&S instrument, pit & instrument mounting. After that, go back to the ship
& Data (after a minute) will figure out where instrument is pointed.

Part 5: Alanor

Beam down. L&S everything. DO NOT TOUCH ANYTHING YET. Finish scanning
the schedule, the doors, the ventilation shaft, grating on shaft, & alloy
seals on grating. Use phaser on a high setting to eliminate the alloy
seals. Have one person stand near the door, & have someone else take the
inhibitor from the robot. Then have your other person run through the door.

In the next room there is a panel. Use the rod & TTBITF. Activate all
options. Go to the right & scan both robots. Data will modify the tri-
corders for proper use. Get the metal plate & paperclip. (As far as I can see,
the metal plate is useless).

Scan the door with the tricorder then use the logic inhibitor on the
door circuits. A robot will come, but the door will remain closed. Deactivate
the robot & remove the inhibitor. After door is open, re-input inhibitor to
keep door from closing behind you. Go through door.
Use rod on panel & turn everything on. L&S capacitor. When the robot there
gets charged, go back to panel quickly & turn off power. Watch light on the
capacitor. When it reaches 1 light left, go back to panel & turn station off.
USE YOUR PHASER TO DISCHARGE THE LAST OF THE ENERGY! The aliens will come &
get you.

When Picard talks to the "head alien", tell them you are on an archeology
mission. DO NOT TELL THEM ABOUT THE ROD. You can either: 1. Have them show you
the way to the main computer, or 2. do it yourself(harder). If you do it
yourself, I "think" you press the bottom left button & the top left button
on the transporter. Use the timer, exit panel, & get over to transporter so
you can catch up with the Away Team.

If option 2:
The security system is active. L&S lights & disruptor. Fire phaser @ a light
& have Data make adjustment to the phasers. I have had good luck with this
next part.  As quickly as possible, shoot ALL sensors, then IMMEDIATELY have
Data run to the door. (You need to be good with your mouse).

In the next room is the main computer. L&S everything. (Save your game here)

Use the rod and programmer here on the master computer. As quickly as possible
choose the top selection & tricorder it. If you do it fast enough, you will
store the map coordinates into the tricorder. THIS IS A CRITICAL PART OF THE
GAME. The aliens catch you with thr rod & take it from you. After they leave,
go back to panel (it malfunctioned) & read the rest of the selections,
(The map will have been erased) then Leave.

If you chose Option 1 above:
Go to panel use the paper clip to free the rod.
Have Data LOOK & SCAN alien & give hypo. Use security rod to deactivate
all the security systems. Get the rod back when your finished just in case.

If you chose Option 2 above: Repeat same procedure to get out.

Go upstairs, then to transporter & press top right button & middle left
button (I think). Again, use the timer to get yourself caught up to Away
Team. As you return to the Beamdown point, don't forget to take the inhibitor
from the door.

Put the inhibator back into the sentry robot, then scan the schedule again,
just in case. After that, bean yourself up.


Part 6: The search for the Unity Device

Wait for Data to compile the info. If you have everything right, he will
computer the EXACT LOCATION of the Unity Device (Sector 3-1-3, Planetary
Offset number 9-14-16). Or just go back to Figis & eventually Data will
figure it out.


Part 7: The Unity Device

The Unity Device has an automatic attack function for ALL Hostile
Activity. WHATEVER YOU DO, DON'T ATTACK, just use evasive maneuvers.
It's automatic after that.

After shuttling down to device, Picard will need to Ally himself with
Capt Pentara.

**** If you like suprises, don't go any further that this!! ****
****              YOU  HAVE  BEEN  WARNED  !!!!             ****

-- The First Test --

Since your tricorder has been taken, look AT EVERY PART OF THE FIELD
GENERATOR.
When the test begins, you can either: 1. Go to test panel & hit button
without using the left piece in the left slot, or 2. You can put 1/2 the
piece on the left slot, then hitting button. Since Capt Pentara has no
problem "shocking" the alien, it will turn out the same anyway. When the
time comes, spare the aliens life.

*NOTE: You will have been given an artifact. Go ahead & tell them about it.
       It doesn't matter this close to the end of the game anyway.

After sparing aliens life, put your two halves together & stick it in the
bottom of the "air pocket" of the field generator. Get the other halves from
The Chordak & Pentara. Put those in as well & that de-activates the field.
Go right.  Use the artifact 3 times. Bring everyone over or you can't win.


-- The Second Test --

You will see an alien in a chamber. Release him & tell him what you think
Picard would truly say...(He has no ego, ya know...)

After Capt Pentara was trapped, I left her in there... Serves her right..!
Go right.


-- The FINAL TEST --
The "strange eyeball" will tell you something terrible. When you use the
panel, hit the bar on the bottom without selecting the two options listed.
Confirm that you want to exit without choosing an option.


** End of Game... It's automatic after this **

Should you find any problems or discrepancies, please e-mail the correction,
or just re-re-reedit this & send me a copy.... thanx!!!

bwolf@ionet.net