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1. The Garidian Incident
After the introductory cinematic, listen to Picard's log and speak to your officers. Accept Data's suggestion to use the Enterprise to cut the Asiram's tractor beam. Answer the hail and tell Captain Pentara that her presence is a violation of the Neutral Zone treaty. She will leave.
Resume your patrol in the Ruinore sector. Go to the observation lounge and talk to the refugees T'Bak, Lukana, and Avakar. Say that you sympathize with their cause but that you currently have other assignments.
You receive a distress call from the Mertens Orbital Station at planet Cymkoe IV. Pick it up and head for the Cymkoe system.
2. Mertens Orbital Station
Speak to your officers to gather insight, then speak to Chancellor Daenub to learn of the critical condition of the station and its personnel. When it's time to choose your away team, pick Riker to command it, then Crusher, La Forge, and Data. Take with you a medkit, a tricorder, a phaser, and a medical tricorder.
As soon as you beam down, take the door on the left and walk across the catwalk to the woman trapped under the large cable. Use the medical tricorder on her to learn that her legs are fractured. Use the tricorder on the cable and ask Data what to do. Set a phaser to minimum and fire on the cable to free the woman.
Talk to La Forge and go back to the room you arrived in. Have La Forge use the tractor beam: select "Lock on," then "Data cable," and then push "Energize". The cable will be beamed there.
Go back to the woman, whose name is Dr. Ana Benyt. Use the medkit on her. Let La Forge speak to her, since he's an engineer and can ask the right technical questions. Finally, ask how she's doing and move on.
Head right, take the lift to Administration, and use the panel on the right. Push the first button: you need the authorization code. Go back to Dr. Benyt and say that you need help. She'll give you the code. Back to Administration, same panel, push the first upper-right button and then the second upper-right button. Exit the panel. Now the systems are on hold, but that won't last long.
Take the lift again and go to Engineering. Use the tricorder on that large, weird-looking machine, but don't get any closer! Go right instead. Take the six items on the shelves and use the panel behind the officers: push the big button on the left and then the third among the small ones.
The strange machine detaches from the station! After the cutscene, Picard hails you. Tell him to not pursue the machine. Take the lift back to Administration. Use the flux router on the holographic pad. A hologram will be activated. Have La Forge examine it and he'll figure out what's wrong with the station and how to fix it: the power core is fluctuating and must be jettisoned.
Take the lift back to Engineering. The machine is gone, so go left and meet Dr. Griems, the station's engineer. As LaForge, tell him that it's your job to work miracles. Pick the first choice when he speaks to you again.
Go back to Engineering. Use the inverter coupling and then the wave converter on the hole in the giant cables in the back of the hall. La Forge will contact the Enterprise and they'll beam you back. Once aboard, speak to Chancellor Daenub again to close the mission. Head back to the Ruinore sector.
3. Morassia Natural Reserve
This mission is long and with a lot of backtracking, but it's well worth it in the end. On the Enterprise, speak to T'Bak. Accept to visit the Vulcan archaeologist Shanok on Horst III. Once you're there, contact him. He'll tell you of the Chodak race but deny permission to beam down. Wait in orbit a little longer, until you receive a call from Admiral Reddreck.
After a brief chat, he'll order the Enterprise to the Federation Natural Reserve on planet Morassia, where Federation scientist Dr. Vi Hyunh-Foertsch is reported missing. Accept the mission and head for Morassia.
Once in orbit, speak to that ape (eh) Constable LLiskze. Such names! Accept to not carry any weapons with you while on the planet. The away team should be: Troi, Crusher, Data, and Riker. Don't bring phasers, of course. The Morassian society is matriarchal, so let Troi and Crusher do most of the talking.
Let Troi ask the ape-LLiskze about everything, then walk out and head for the labs (the bottle-shaped building in the background). Grab the carcasses and let Data use them on the biotable and then on the sonic scope.
Pick up the bioscope from the table and the three field units. Use the tricorder on the comm port and speak to Tracker Melas: let Data speak to her, so he can ask the proper technical questions.
Walk out of the labs and go back to Constable LLiskze's office. Tell her what happened. She'll tell you of Iydia, a supposed friend of Dr. Vi Hyunh-Foertsch. So go back to the lab to speak with Iydia about everything.
Leave the labs and head for the rightmost screen where a shuttle is. Pick up the microgenerator at the entrance.
Follow the ramp going up. Give the monkey the fruit if you want to. From where you are, you see a mountain landscape (canyon biotope), a forest landscape (bogforest biotope), and a sea landscape (marine biotope). Insert the microgenerator in the port and then select the three field units you already have.
Each field unit will collect three samples from each biotope, as listed below:
Canyon (field unit A): pit, crater, caverns
Bogforest (field unit B): the four "tunnels" near the petrified tree
Marine (field unit C): the four closest jellycorals
You need to remove the microgenerator each time you're done with a biotope and then re-insert it before you move on to the next. When you're done, you'll have eleven samples: 3 red from canyon, 4 green from bogforest, and 4 blue from marine.
Go back to the labs and use every single sample on the sonic scope to obtain useful information about them. Call Healer ZZolis (names ain't gettin better!), from whom you'll learn about Aramut, a Ferengi, supposedly a smuggler of animals and organic materials. ZZolis also shares with you the results of some tests she ran on Guardians who died because of unusual animal attacks. Take ZZolis' tests and examine them on the bioscope.
It's time to talk to a real Guardian in the flesh. You may find Tzudan, a green ape, at the Quarantine Shelter. Talk with her about everything and then return to Constable LLiskze's office. Soon she'll leave, to be back a few seconds later. A computer will turn on... and Dr. Hyunh-Foertsch is back!
She was kidnapped by Aramut, as predicted. It was probably a beast illegally smuggled into the reserve to have attacked and killed the Guardians as well as several animals. In order to set a bait and capture it, you need to reroute energy to the reserve.
Go back to the shuttle and climb aboard. As you land, go to the panel closest to you. Activate it and speak to LLiskze. Go out and you find yourself at the Quarantine Shelter.
Do as the doctor says and activate the second panel. When the beast arrives, activate the first panel. Finally, activate the third panel. All of this should be done as quickly as possible. The beast is now trapped for good.
Talk to Dr. Hyunh-Foertsch to learn of the details of her kidnapping, then beam back to the Enterprise. On the way there, T'Bak says that some of those smuggled animals you found amazingly resemble Garidian ones--except that they're all supposed to be extinct! This mission turned out to be connected to your main quest, after all, so it's time to pursue Aramut.
Set a course for Joward III. Aramut isn't there anymore, but he's in the Nigold system, so chase him there. Hail him once you reach him, but he won't respond. Look for Iydia with the sensors, but you won't find anything. Aramut will try to flee: let him go. As soon as he enters the Neutral Zone, Picard opens a channel.
Talk to Aramut and Iydia. They share information on a heavily-armed Romulan fleet allegedly planning to invade Federation space. Let them go in exchange for this information. Aramut also says where he got the animals: a planet named Frigis. On the Federation charts it's called Shonoisho Epsilon VI, so set a course for there right away.
4. Planet Frigis
Call the planet as soon as you're into orbit. No response. Talk to Troi to know if she senses anything, and then give T'Bak permission to try. He quotes verses by The Lawgiver and the Fifth Scroll, and finally someone from the planet responds.
Speak to Chancellor Laraq and wait for him to call you back after a few seconds, with landing clearance. Away team: Riker, Data, La Forge, Troi. Beam down. Only Riker must speak on this planet! Others aren't in command and won't be respected. Have him speak to Laraq to learn about planet Frigis.
Ignore the pyramids and head for the desert. Walk to the big pyramid in the background. Enter. Leave the big man alone and walk to the statue: it's the Gatekeeper of the Door of Enlightment.
SAVE YOUR GAME! Riker must answer various questions. Always choose the vaguest answer, such as "I don't know," "who knows," "I can't say," etc. Gotta love this Continental philosophy stuff! Okay, so now he's enlightened. You may pass. Walk in the cavern, and use the tricorder on the man in the middle. It's Aelont, Laraq's lost friend.
Use the tricorder on the engravings and then on the control panel on the left. Notice that it's written in the Chodak language. Go all the way back to Laraq so that he can translate to Garidian for you, and then return to Aelont's cavern.
Use the tricorder on the engravings. Use the control panel: Aelont reappears next to you. Make Riker talk to him. Aelont gives you three items. Walk out and go back to where the big man was.
SAVE YOUR GAME! Use the key on the vault. Pick up three items: the stick ending with a white ball (staff), the grey thingy (device), and the golden ring. If you get even just one wrong, the game ends, so just reload your saved game.
Go all the way back to where you beamed down and give the golden ring to the man in the nearest pyramid. He'll play a tune and give you an instrument. Have La Forge put the device on top of that weird thing on the right. Now you have repaired it. The man plays something else and give you a second instrument.
Walk out and go to the pyramid in the background. Give the staff to the creature named Madia standing on top and ask that she lowers the forcefield in return. Play the second instrument and you'll all be beamed to another room.
All the tiles on the floor disappear! You have an instrument with four pluvoids and the room contains other instruments with fewer pluvoids. Each time you play an instrument, the tiles appear and disappear in seemingly random patterns. Below is the correct sequence in which to play the instruments.
In the visual below, "1c" means "instrument with 1 covered pluvoid";
"1w" means "instrument with 1 uncovered pluvoid"; and so forth.
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Play 4, take 3, go to A.
Play 3, take 1c, go to B.
Play 1c, go to C.
Play 4, take 2c.
Go to C, play 1c.
Go to D, play 2c, take 1w.
Go to B, play 1c, go to C.
Play 4, go to E.
Play 1w, go to F.
Play 2c, go to G.
Once there, use the blue talisman that Aelont gave you on the niche. Walk in and grab the Fifth Scroll from the middle of the room! The alarm sounds! No problem: hail the Enterprise so they can beam you out of there.
Say goodbye to Laraq... but Captain Pentara's warbird, the Asiram, decloaks! Talk to her to find out that a revolution broke out on Garid. Ask Lucana, one of your guests, who will confirm that she sent a message to her people to inform them that the Fifth Scroll had been found. In other words, you've been used. Let T'Bak, Lucana, and Avakar leave aboard the Asiram.
5. The Romulan Invasion
As you've seen, a large Romulan squadron has violated the Neutral Zone and destroyed outspost Gamma One Five. From now on you do need to run, think fast, engage in combat, and most of all SAVE OFTEN!
Answer the message from Admiral Williams. Worf solves a few technical issues so that you can contact Starfleet. Speak to Admiral Reddreck, who will dispatch you with Commander Chan at Outpost 543. Report there.
Hail Chan. She'll send you to the Paxanona system to protect Comm Relay 543 from three Romulan warbirds. Engage the warbirds and they'll retire. Let them go. Call Chan and report. She'll send you to the Beremar system to meet the USS Ayers. Go there immediately. There's a Romulan warbird: attack again. All you need is a direct hit to easily destroy it. Even too easily, it seems.
You cannot beam Commander Tyralak aboard, and the ship blows up. Report to Chan that the Ayers has been destroyed. She'll order you to meet IKC Bortas, a Klingon vessel in the Balis system. Go there, but don't ask Captain Ky'Dra if he's treating the prisoners well or he'll go berserk. Instead, wish him good hunting and leave.
Call Chan again to tell her all you know about the Romulan invasion, the unknown alien fleet, and this (in)famous Unity Device everyone seems to talk about. She'll inform you that two Klingon birds of prey arrived to Outpost 543 to protect it and that you may leave now.
You receive a message from Admiral Williams, who allows you to continue your search by yourself. Go back to Frigis. Halfway there you get a distress call from Chancellor Laraq. Accelerate to maximum warp, and get there just in time to attack a Romulan warbird and defeat it.
Picard must beam down on the planet alone. Have a long talk with Laraq about the Chodak culture and technology. Laraq gives Picard a Chodak isolinear rod, a rod programmer, and a data crystal with coded information on it.
Beam back to the Enterprise and set course for Horst III. On your way there, Data will examine the crystal and obtain lots of useful information about the Chodak and the Unity Device.
6. Locating Allanor
At Horst III, you find that Shanok has left the planet. Ignore the warning beacon and beam down. Away team: Picard, Data, and La Forge. Bring a fourth to your liking.
Set phasers on maximum and shoot at the rocks in front of you to open the way. Go to the control panel in the center of the screen and place the isolinear rod in the port, and then use the rod programmer on it. Analyze the map with the tricorder, possibly with all officers.
Move to the room to the left and let everyone examine the telescope. You collect some important information that you'll need later on. Go back to the platform you arrived on and beam back to the Enterprise.
You receive a call from Admirall Williams, who informs you that an unknown race has invaded Romulan and Federation spaces. You're ordered to the Yajj system to protect Outpost Delta Zero Eight. Obey the order and set a new course.
On your way there, you're attacked by a group of Chodak vessels. You'd be incinerated in a second, so run! In a cinematic, the Chodak destroy Delta Zero Eight. After a little while, Data finds out that the last and most important of Chodak outposts is on planet Allanor. Go there immediately. You may encounter Romulan warbirds on the way. Engage them at will.
Fight or flight makes no difference here. I recommend that you don't engage more than one Romulan warbird at a time unless you're really good at tactical. In any case, never, ever, ever engage the Chodak: their technology is far too superior.
7. Planet Allanor
This is the hardest mission yet, but among the best one too. Once in orbit, scan the planet surface. Away team: Picard, Data, Worf, and La Forge. You beam down into a large hall. Disregard what the officers say. Scan with the tricorder all the doors and the schedule at the back of the room.
Fire at maximum power on the alloy seals locking the ventilation duct. Pass through the duct to the next room. Head for the panels on the right and activate them the usual way (isolinear rod + rod programmer).
Choose the first entry ("System Log"), then "more," and then let each officer comment on the other entries. Select "done" to go back to the first screen. Select "Inizialize System," then "OK," and then "Activate Facility."
Exit the panel and go to the window. Scan with the tricorder the first drone that passes through, then the big one repairing it: Data finds a way to disable the drones. Go back to the starting room and use the tricorder on the drone in front of you. Disable it and take its logic inhibitor. Go to the door at the back of the hall, where you saw the drone for the first time, and quickly place the logic inhibitor in its circuitry.
SAVE YOUR GAME! When a drone comes by, quickly scan it with the tricorder to disable it. Remove its logic inhibitor and walk through the door.
Access the panel and select "Power Off" and then "Station Off Line." Exit and wait for the nearby drone to be repaired. Then go back to the panel, and this time only select "Power Off." Exit again. Two drones come by. When only one light remains on on the station, fire at the capacitor with a minimum phaser setting. The station is destroyed...
...but you still cannot pass, for two Chodak arrive: Optimator One and Optimator Two. Uh-oh. Weren't these guys supposed to be extinct? Follow them to their master and let Picard talk to him. Say that you've come in peace and are on an archaeological mission. Do not say you have an isolinear rod, or you'll end up in trouble. Do say that you're experts in encryption rods in general, though, and he'll take you to the Hall of Records.
Observe carefully everything the aliens do; then talk to the master. Optimator Two is severely wounded trying to get around the security system. Leave him behind and pass through to get to a huge hall. When the master tells you to get information from the computer on the pedestal, insert the isolinear rod and the rod programmer.
The master reveals himself as Admiral Brodnack of the Chodak Empire. He shows you a demo of how the Unity Devce works. Then he deletes a file from the computer and leaves. Scan the remaining files with the tricorder to gather useful information.
Go back the way you came and see Admiral Brodnack and Optimator One as they leave. Let them go. Use a medkit on Optimator Two on the floor to make him come to. The Chodak tells you something important. Then go up the stairs on the left and stop immediately.
Use the tricorder on each security system sensor, then shoot them all. Use the tricorder on each again in order to set the phaser to the right power setting. Shoot again with the proper setting and quickly cross the room.
Go back to the teleportation pad you started from. On its control panel, select the first button from the right in the upper row and then the central button from the column on the left. Press the white timer bar on the right, exit the panel, and rush to meet the others on the pad. You'll be beamed out. Go back to the starting room, approach the schedule, and let Data scan it with the tricorder. Back to the Enterprise.
8. Gombara Pulsar and Thang Sector
SAVE OFTEN from now to the end of the game.
As soon as you're back aboard, you'll detect a Romulan warbird approaching. Do nothing. After a while Data reports. Talk to him and head for the Gombara Pulsar. Engage and destroy any Romulan warbirds you meet.
The same suggestion applies as before: if it's more than one warbird, don't engage unless you know what you're doing!
Along the way you'll pass by a black hole and sustain minor damage; take it. You finally arrive at Gombara... and find out there is no pulsar! Talk to Data, but decline his suggestion to travel back in time. Thankfully. Instead, talk to Troi and accept hers.
Go to Astrogation and set course for the Al'din sector at maximum warp. It's at the coordinates 5-6-7. Again, avoid any confrontation with the Romulans unless there's only one wardbird at a time.
Even before getting to Al'din, Data pinpoints the location of the Unity Device: Thang sector, 3-1-3. Go to Astrogation and key in the coordinates. Yet again, engage only those battles you think you can win. It takes a good while to get there, so save often and chat with the officers to kill time.
Once in the Thang sector, go to the computer database. Pick "Missions," "Mission Logs," and then "Unity Device." The coordinates to find it are there, recorded by Data. The Unity device is at 9-14-16, so go to Astrogation, select the Thang sector, and insert 9-14-16.
9. The Unity Device
Once orbiting the Unity Device, Data says you cannot beam down. Surprise, surprise: Captain Pentara from the Asiram calls! She says a Romulan and a Chodak fleet have been destroyed by the Unity Device whilst they were fighting each other. A Chodak starship approaches too and also hails you. Put them on screen. Admiral Brodnack threatens and prepares to fire. Evasive maneuvers and do not return fire. It was only a bluff.
The Chodak and the Garidians each send a shuttle to the Unity Device. Do the same. This time you cannot decide the away team: it's Picard, Worf, Data, and Butler, clearly an expendable crewman.
You land aboard the huge sphere. Head right until you reach the interior bay. Try to get to the Romulan shuttle, but you're blocked before you can cross the circle. Do so anyway, and one by one you'll all be beamed out.
Only Picard re-materializes. Meet the entity in the center of the screen and ask whatever you want: it won't reply anyway. Move left and meet Pentara and Brodnack. Ask about their away teams and the tests to pass. Then you all ride the shuttle.
A cinematic brings you to the very heart of the Unity Device. Pentara offers an alliance. Accept. Examine the door at the back with her. Once inside, you see a projection of Captain Picard from the future warning you against the two aliens. He gives you an artifact.
Do not tell your colleagues of your vision. Instead, talk to Pentara and Brodnack to know when the tests begin. When Brodnack says it's your turn, place a red semicircle in the left gap, in Brodnack's direction; then press the button. Pentara will do the same. Then Brodnack will blast you both. Repeat this twice more. It's two against one, so finally the Chodak is defeated. Do not kill him. Give him the chance to join you.
Take the semicircles with you and walk to the field generator. Join your semicircles, using them on one another, then place the complete disc in the lower air gap. Examine every part of the generator, until Picard says he needs two more discs to block the energy emission. Talk to Pentara and Brodnack to obtain their semicircles. Join them two-by-two, go back to the generator, and place them on top of your disc. The force field will be lowered and let you pass.
Go right. There's a chasm. Use the artifact three times, as the future Picard reminds you. Take the key and go right. Use the key on the right-hand door and proceed forward.
There's a greenish creature entombed in ice. He's your Judge. Press the button nearby to thaw him. Picard says that he wants to use the Unity Device for the good of all. Repeat it when he asks again. Listen to the personal history of Picard and Brodnack, and finally the Judge, satisfied, opens the door at the back of the screen.
Go through the door and head right. You find a high tower. Climb it and get ready to meet the original Chodak. Talk to them. When they say that a Borg fleet is approaching the Alpha quadrant, activate the panel in in front of you. You can either destroy the Borg fleet or destroy all the Borg anywhere in the galaxy.
Ignore both choices. Instead, press the orange bar below to avoid choosing. Confirm your decision and receive the Chodak's praise. You said the Unity Device would be used for the good of all, after all, and that also includes the Borg.
Watch as Brodnack rejoins with his people and the Unity Device. Then admire the ending cinematic.
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