''Franchise/StarTrek: A Final Unity'' is the third in a series of {{Adventure Game}}s based on the Franchise/StarTrek universe, made for the PC in 1995 by Creator/MicroProse. It marked the first Star Trek adventure game written about the ''[[Series/StarTrekTheNextGeneration Next Generation]]'' franchise, the first to be released only in a fully-voiced CD-ROM edition, and the first to feature "Super-VGA" graphics.

Like its predecessors, ''A Final Unity'' is a direct translation of the show from a television format into an adventure game format. This means that the aesthetic style, writing style and structure of the show are faithfully represented in the game, and in surprising detail. Unlike its ''[[Series/StarTrekTheOriginalSeries TOS]]'' predecessors, which were highly episodic in nature, ''A Final Unity'' is built entirely around a central StoryArc. It is designed to resemble a single, multi-part episode of the television series, whose story unfolds over a long sequence of away missions, space battles, conversations on the ship, and even some rudimentary management of the ship itself.

The story begins with the Enterprise encountering a tiny ship fleeing Romulan space, through the Romulan Neutral Zone and into Federation space. It is pursued by a Warbird belonging to the Garidians - a race that shares much of its technology with the Romulans. After the Enterprise intervenes and sends the Garidians back whence they came, the rescued ship turns out to hold religious refugees fleeing from Garid. They ask Picard to assist them in rediscovering some ancient texts that might lead to a revolution back on their home planet. However, the investigation into these ancient texts [[PlotTwist eventually leads]] to the re-discovery of an ancient civilization that once spanned a major portion of the galaxy, and disappeared overnight some 900,000 years ago.

The meat of the game lies in roughly two dozen sequential away missions, which are played in a PointAndClick adventure style that is somewhat similar to that of the previous games. This time around, you get to select which of the officers from the Enterprise-D you'd like to beam down with you. Your choice of which characters to bring on a mission can heavily influence how smoothly the mission is going to go. The characters you've brought with you have conversations with one another and offer comments and advice. The usefulness of that advice varies based on the difficulty level, but also on whether or not the characters you brought along actually have any expertise to contribute. Good diplomacy and defusing dangerous situations is once again critical in this game, and losing any crew member results in an instant GameOver.

For the first time in ''Star Trek'' videogame history, ''A Final Unity'' includes 3D-rendered space battles. Combat is handled through the various command posts that control the different systems on board the ship: directing weapon-fire, distributing energy, maneuvering around the battlefield, and even using tractor beams. Battles can be very difficult and very engrossing, and differ from previous games in that the arcade-like controls and flight mechanics have been replaced with a much more complex (and confusing) simulator of ship-to-ship combat, closer to the ones used in games like ''VideoGame/StarTrekBridgeCommander''. Furthermore, players have the option of relegating control to their officers during battle.

Once again, pretty much the entire regular cast from the television show gave their voices to this game, with plenty of dialogue for all of them. The game successfully manages to capture the feel of the series, right down to the Teaser at the beginning, the sounds and visuals, and of course the type of conflicts usually presented in ''Next Generation'' episodes. This should not be surprising, as much of the story and direction aspects were done by the creators and writers of ''The Next Generation'' and ''[[Series/StarTrekDeepSpaceNine Deep Space Nine]]''.

''A Final Unity'' is also considered the last Star Trek adventure game to avert TheProblemWithLicensedGames, and is still remembered fondly. The next attempt resulted in ''[[VideoGame/StarTrekGenerations Star Trek: Generations]]'', a mediocre game based on a movie of the same name. This coincided with the general decline of the adventure-game genre as a whole. At the same time, the Star Trek videogame franchise began moving into more serious ship-to-ship and fleet-to-fleet combat simulations (with the occasional lower-quality adventure being released to a less receptive crowd).

!! This work contains examples of the following tropes:

* AlienGeometries: Chodak architecture would make H.P. Lovecraft cringe in fear.
* ApocalypseHow: It's strongly implied that [[spoiler:the ''entire space-time continuum'' would be destroyed if the Unity Device were ever to be used for its original stellar engineering purposes again]].
* ArtificialStupidity: Space combat is the biggest (and only) letdown of this game, with ships spinning wildly on the combat screen for no apparent reason, weaponry doesn't seem to work half the time, and gives no indication of when it actually does work. It's easy to get blown up and lose the game without even knowing how it happened. The quickest and easiest way to get through it is to let Worf take control of combat, where he makes the Enterprise spin around and corkscrew marginally less than the target ship does.
* BrokenAesop: At the very end of the game, Picard is given the option to use the Unity Device to [[spoiler:annihilate the Borg]]. He decides not to take this option, and wins control of the Unity Device as a result. After the fact, he rationalizes the decision as obeying the Prime Directive. The keepers of the Unity Device congratulate him on having the wisdom not to use the device for petty ends, which essentially implies that because it believes in the very simple concept of non-interference, the relatively young Federation is wiser and more enlightened than the million year old Chodak race which actually built the Unity Device in the first place.
** This is further broken in that the message of the entire game right up to that point (as was that of the television series) was all about cooperation and mutual respect between different and alien cultures.
* ColonCancer: ''Franchise/StarTrek: [[Series/StarTrekTheNextGeneration The Next Generation]]: A Final Unity''.
* DeusExMachina: The Unity device is precisely this; a technological machine capable of doing literally anything. It could instantly destroy any fleet of ships that threatened it, and that is stated to be the least of its power. It can create sentient races from nothing, and even destroy (or create) an entire Galaxy if its owner so wished. Fortunately it is never seen to be used like this and essentially remains a MacGuffin.
* FlingALightIntoTheFuture: The Chodak [[spoiler: rebels did this with the Unity Device, not because the Chodak empire was dying, but because they felt it SHOULD die, as it had become corrupt and evil. The Unity Device was the source of Chodak dominance and the rebels felt it was too powerful and dangerous to be used for such petty reasons.]]
* MeaningfulName: The game was made at the time ''The Next Generation'' was winding down after seven years on the air, and there was a lot of publicity surrounding the series finale. The title of the game, "A Final Unity", was themed around all of this.
* OnlySmartPeopleMayPass: The fifth scroll is housed in a room with a logic puzzle barring access to it.
* ThePrecursors: The Chodak. And [[spoiler: you're not going to like them returning]].
* RecycledScript: The basic storyline (right down to the search for the ancient Chodak) had previously been used in the two TNG console games (''Future's Past'' for the Super Nintendo, and ''Echoes From The Past'' for the Sega Genesis). Both games came out a year before ''A Final Unity'', and all three games were developed by the same company (Spectrum Holobyte). The missions in these earlier games were completely different to those seen in ''A Final Unity'', and both of the console games were action shooters rather than point and click adventures. But still, a recycled story is a recycled story.
* ReplayMode: The game allows the player to go to the Holodeck of the Enterprise where he/she can rewatch the game's cutscenes.
* SchmuckBait: Late in the game, you may find yourself needing to use a pulsar to determine the location of the Unity Device, only to discover that it has collapsed into a black hole. Data suggests using a complex solution involving warp drive, the deflector and subspace fields, while Troi suggests flying thirty light years away (into Romulan space, no less) in order to get an image of the pulsar prior to its collapse. Given their respective backgrounds, you'd probably expect Troi's solution to be completely idiotic, and Data's to be the correct one. You'd be wrong, though -- Troi's solution works so long as you can avoid getting blown away by the Romulans, whereas Data's will result in the instant destruction of the ''Enterprise''.
* SecretTestOfCharacter: On the player. You'll need this [[spoiler: at the very end. See TakeAThirdOption]].
* SeriesContinuityError: As much as the game really does manage to evoke the feel of the ''TNG'' television series, its utterly impossible to fit it into the continuity, as the stardates mentioned throughout the game indicate it as taking place over the course of the entire final season: the first stardate mentioned in the game, 47111.1, actually places it immediately after "Descent Part 2", and the final stardate mentioned in the game is after the one used in ''TNG'''s final episode. So unless the search for the Chodak was happening "around" the rest of the final season, and therefore we only get to see those relevant bits here, it otherwise becomes very tricky to figure out...
* SmugSnake: Captain Pentara slips into this role towards the end of the game, [[spoiler: [[AndIMustScream to her own detriment]]]] when [[spoiler: she fails one of the many [[SecretTestOfCharacter secret tests of character]]]].
** Admiral Brodnak is also this, constantly overestimating himself and underestimating everyone else throughout his time interacting with you.
* Creator/{{Socrates}}: A test of how ready for enlightenment you are, requires you to admit that you truly know nothing.
* TakeAThirdOption: [[spoiler: the only correct solution to the final dilemma in the game]].
* TheReasonYouSuckSpeech: Picard, Pentara and Brodnack each get one of these near the very end of the game, when being confronted by an alien who demands to know why they should be allowed to [[spoiler:control the Unity Device]].
* TheyDontMakeThemLikeTheyUsedTo: Remnants of Chodak technology are said to be nearly a million years old, yet work like they are brand new after eons of disuse. Only some minor data corruption is seen. Geordi even [[LampshadeHanging comments]] on how improbable this is.
* UnwinnableByDesign: Happens in the very last mission, if you either [[spoiler:kill Admiral Brodnack, or fail to assist Brodnack and Pentara in crossing the chasm in the Unity Device]].