Star Trek The Next Generation: A Final Unity - Players Guide

Intercept
The opening sequence has you staring down a Warbirds disruptors, but talk to 
Data and youll find a calculated risk will break their hold. Also, remember 
Rikers advice about the Garidians respect of strength if you feel like avoiding a 
fight. Talk to all the dissidents and especially TBak, who knows a Vulcan who 
might provide enlightenment on the fifth scroll. Set course for Horst III but 
remember Federation regulations regarding distress calls.

Mertens 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 youve relieved some of 
the pressure, youll need to obtain exact co-ordinates to get her out. Discretion is 
required, and remember its safer to beam inanimate matter than living tissue. 
Once youve 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 cant 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 dont be tempted to follow, because the stations still in danger! 
Although you can play it safe in the Core Control room, youve got one of the 
finest engineers in Starfleet, so use him! Dr Griems may be a cantankerous old 
sod, but hes impressed by the right techno-jargon, so humour him and a solution 
should be forthcoming. That done, and Mertens 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 theres dirty work afoot here Watson! 
And this is the mission which most exercises your detective prowess. Its 
especially important to take careful note of your conversations with Morrasias 
residents, as they will help you deduce the solution to Dr Hyunh Foertschs 
disappearance.
After youve talked with the Constable, begin at the Doctors lab. Investigate the 
specimens and youll 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 youll 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 youve rescued the good Doctor, your task is not complete, as a 
dangerously mistagged species of Reptile is on the rampage. Youll need to 
reconfigure the habitats power fields and enlist the Doctors 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
TBak 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 hes in your sights act quickly to restrain his flight and hell 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 youll 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 youll 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. Hes very grateful and will give you two 
talismans and access to three objects the Seekers have won in the Declarion. 
Work out whos 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, youll 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 
youve got a clear run to the fabled, fabulous fifth scroll. Youre 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 Chans orders and youll soon be mixing it with what 
seems like the entire Romulan fleet. But youre big, youre tough and youve got a 
Galaxy class starship, so dont be afraid to give them some stick. An old Klingon 
mate of Worfs 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 dont leave yet, as youll need a 
foreign object. Once youve got it, run like crazy to avoid the drones attentions 
and in the next room, youll 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. Youll now meet the Chodak for the first time, but insist that 
youve got to go it alone in your search and dont let them know what youre 
carrying. Youll 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.
Youll then come to a problem with an automated disruptor. Dont make any 
sudden moves, but investigation will yield a way of re-tuning your phasers. Move 
quickly and once youre in the large hall, tap into the main computer and this is 
most important! Record the information immediately - if you dont, you wont 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 
Operas 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 youre on the surface, make for the transporter but dont be surprised if 
youre left feeling all alone. From here on, its a race between the three 
commanders for the Unity Device and after youve taken a shuttle, prepare to play 
an ancient and rather sadistic Chodak game. Remember, as far as Admiral 
Brodnack is concerned, its definitely a case of no pain, no gain at this point. 
After youve worn him down, youll need to deal with the field generator. 
Examine all of the components carefully and a combination should help you get 
the initial idea, but youll need everyones help to completely deactivate it. 
Moving on, and an artefact from your future self will bridge a chasm, but dont 
leave anyone behind and youll obtain a symbol giving access to the Unity 
Device. A frozen servant of the Chodak will test you, but will prove to be 
Pentaras 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 dont give way to past 
prejudices. Brodnack makes the ultimate sacrifice and then youre left to view the 
spectacular aftermath and conclusion to what, were 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 
youre not too confident, hand control back to Worf, whos 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 dont 
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 dont 
be afraid to rake passing ships from all angles.
If all seems lost, dont 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 youre going on and pick your away team 
accordingly. Its 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 
youve missed anything, check it again.
Should you have your phasers on stun? Well sometimes... Remember they have 
several settings, so dont 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.

