Reader Guide

Star Trek TNG: A Final Unity

Tactical Strategy Guide

Buy A Final Unity
Author: Dinobot

This guide is intended to help with Tactical Combat, which can be confusing and difficult. It focuses on using tactical systems and weapons effectively. A full game guide might come later!

Contents:

  1. Delegation Buttons
  2. Phasers
  3. Photon Torpedoes
  4. Shields and Damage Readouts
  5. Tactics
  6. Engineering/Damage Control
  7. Enemy Ships

1. Delegation Buttons

There are two delegation buttons - one for Worf (Tactical) and one for Geordi (Engineering). On higher difficulties, they may be disabled. Worf handles weapons, shields, and tactics. Geordi manages damage control, phaser charging, and torpedo loading. I recommend letting Geordi handle Engineering. Worf tends to waste torpedoes, requiring frequent Starbase visits.

2. Phasers

The Enterprise has six phaser arrays and can fire up to three beams at once. They recharge automatically. Arrays are located on the Forward, Ventral, Dorsal, Aft, Starboard, and Port sections. Phasers are most effective against shields. Fire them at 50�100% charge for best results. If the fusion reactor is damaged, phasers may fail. All arrays can be destroyed, so use them wisely.

3. Photon Torpedoes

The Enterprise can fire 10 torpedoes forward and 10 aft - 20 total. Aft torpedoes can rotate to hit forward targets. They reload automatically unless damaged. Use them only when enemy shields are down, as they're ineffective against active shields. Torpedoes are limited and must be restocked at Starbases.

4. Shields and Damage Readouts

Shield status is color-coded: green (healthy), red (damaged), black (down). Rotate the ship to avoid overexposing a single shield grid. There are six shield grids, though only four are shown on the readout.

4b. Damage Readouts

There are two main damage readout screens (three if you count Engineering). The "Damage" screen shows shield status, phaser charge, hull hits, damage reports, and active tactics. Use it often - Worf, Data, and Geordi won't always specify which shield is down or which tactic is active.

5. Tactics

You won't win by standing still. The game includes dozens of pre-programmed maneuvers. Use the Library Computer to study them and find what suits your style. For example, the "Break" maneuver helps you escape exploding ships - important, since their blast can destroy the Enterprise even with full shields. Offensive tactics include "Stalk and Release" and "Speed Star." I'll provide a detailed tactics appendix in a future update.

6. Engineering/Damage Control Station

During battle, you're going to take damage - there's no way around it. Managing both Tactical and Engineering simultaneously is tough, so I recommend letting Geordi handle Engineering. But if you want to do it manually, here's how: move the yellow power bar toward the system you want to boost. For example, pushing it all the way to Phasers increases their power, but drains Impulse and Warp Drive. If you need to escape, Geordi might say, "We don't have enough power."

7. Enemy Ships

You'll encounter a variety of ships - from Romulan Warbirds to Ferengi Marauders. Here's a breakdown:

Gauridian Warbird (1) - Moderate

Captain Pentara uses cloaking often to repair her ship. Start with a full volley of photons and phasers, then initiate a tactical maneuver. Continue phasers, but hold torpedoes until facing the Warbird. Disruptors are powerful - rotate shield exposure to avoid collapse.

Romulan Warbird (1, Modified) - Easy

They're downgraded and barely fire. Sit still and unleash phasers and torpedoes.

Romulan Warbird (3, Modified) - Fairly Easy

Even with three ships, they're weak. Fire freely - your shields will hold.

Romulan Warbird - Easy

Unlike the show, they're not a threat. Use tactics for fun.

Romulan Warbird (3) - HARD

One decloaks ahead - manual targeting required. Another appears behind - initiate tactics. A third stays distant. Focus fire on one ship at a time. They may cloak/decloak to surprise you. Attack when they pause. Rotate shield exposure to avoid collapse.

Unknown Alien Vessel / Chodak Dreadnought + Two Alien Probes - Extremely Hard

Even a Galaxy-class ship struggles here. Focus phasers on the Dreadnought. Fly manually or use tactics to avoid its close-range payload. Fire everything, then turn hard. Ignore probes until the Dreadnought is destroyed. Then mop up the probes with phasers and photons.

Ferengi Marauder (1) - Easy

This is optional. If you destroy it, Starfleet ends your game due to diplomatic fallout. If you haven't saved, warp away. If you fight, it's easy - just fire and maneuver.

Borg Cube (1) - Impossible?

Is it in the game? Rumors say yes, others say no. Spectrum Holobyte merged with MicroProse, then Hasbro, then Infogrames - so we may never know. Will you be the first to find one?

Conclusion

That wraps up this guide for one of the most fun, confusing, and challenging parts of the game. I've already written a review and this tactical guide - maybe a full walkthrough is next.