You start in a Runabout heading for DS9 and you are attacked by alien
probes.
The runabout was damaged when you get to DS9, you have to help odo
fix the
containment field before the cabin becomes flooded with plasma. First
look at
the control panel behind you until you find that the starfleet insignia
comes
up click on it the first to vent the plasma. Look for the damage area
and
replace them by using the side panels over the damaged ones.
When you get to Opps on DS9 it will be a little tricky moving around
but after you I little while you get the hang of it. Rember when going
to see
Dax that you go behind her then turn to the left so you
are facing her back
then after talk with her go to Captain Sisko and talk to him
so he can
turn on the turbolites so you can leve Opps.
In decoding the logs, you must first translate the words of each color
bar by
using the computer so you can understand them. Then place in this order
Purple,
Green, Yellow, Red, Blue, and play back. This will give you Access
to the logs.
When ensign Yarrow is killed by the red liekotion and you are able to
kill him,
you have to get the refraction device from him before leaving so you
can track
the others.
When you crash in the citadel first thing you do is fix try to fix the
transporter, check the control panel it will tell you to manual reroute
the ODN
Conduit. The easiest way of doing this is starting with blue and running
it
straight down until you come to the bad switch. Then just go around
it by going
to the left then finish at the bottom. The next is the red, move the
switches
so they go to the one that has nothing in the center. Use this to get
the beam
to the other side. After this go straight down to the bottom of the
red
connection to light the red. Finish connection with White using the
same way
you did red all 3 beams will past though the one with nothing in the
center of
it.
Before leaving the runabout remember to get a phaser from the back cabinet.
The best way to get though the Maze. The maze has five door one you
came in and
the others you have to go to but in the right order and there
are probes that
fire at you in the maze. The best way I found to solve it is first
head for the
center of the maze saving the game once a move. Then head up until
you find the
turbolift that takes you to the power transfer room. At the power room
there
will be two working panels which have symbols that look like the probes,
click
on both of then one time and you will have turned the probes in the
maze OFF.
Then go back to the maze and head back the way you came until you see
two doors,
one has a green panel from the door you came in from. Head for the
other, go in
though the door and activate the first generator. Then from that door
you can
see the other side of the maze. Head for the door that is straight
across from
the door you are at and you will find the generator. Generator 2 is
there turn
it on, and then head back to then center of the maze to the power room.
In the power room all the panels you need are now working. The center
of each
panel is the only thing you need to make this work. First find the
panel with
pink in the center, click on it, then find the other panel with pink
in the
center click on that. You will then see a pink arc in the center of
the control.
Do the same thing with the yellow panels and see the yellow arc then
with blue
panels and get the blue arc. Then press the green panels and get a
green arc and
you will see a different type of arc. Move to the red panels, they
are the ones
used to turn the probes off. Click on both red panels, and the control
panel
will short out. Along with that the shield that stops you from going
though the
last door. Go back to the maze and head for the last door.
You will end up in a room with 3 doors the only one you need to go in
is the door on the left communication Go in the room
with the symbol on the
door that looks like a satellite dish on it. Head to the other sided
of the panel
and you will see a view scran this is were you call for help
Odo.
Then head back to the the runabout and try the tanporter.
How to open the Gate near the runabout The lock is divided up
into 4 parts.
You only need to use 3 to open the door. Top left click on big symbols
one time.
Bottom left click on symbols N.B 2. Bottom right click on symbols
N.B 2. The
door will open.
You are past the door and are know standing in a room that has 3 doors
first go to the door that is streigth a head open it and walk throug
you will see a control panel on one of the sides move to it and
click on it
you will see a brig apear there but when you let go it disapears.
Next go back to the room you where in there are to doors left
the one to the
left has a panel with 3 symbols each one show you differ types of probes.
This room has NO inportens to playing this games.
The door to the rigth is inporten so go there first walk in and you
will see
a room that look like a bed room in this room if you look hard you
will
find Quark He Hide on your Runabout with one of the refration devices
you need to get his help so you can get across the brige in the first
room
you went in to.
When you cross the brige there will be probs fireing at you so becareful
and rember to save before starting across.
When you are a cross you will walk in to a room with a panel in the
center of
it I found no use for this panel. Next look for stairs walk up them
and you will find
and other brige that goes across. It take you back where you where
when you got
throug the maze so do not cross it yet. First ture back around and
you will see
more stairs going up. Take the stairs up and you will finded the computer
room
move in the center on the room and a Holo-Program comes up and ask
you queston.
Ask him to billed you a ship.
Ask him to let you talk to master contol and he will ask
you for the words of access
you find The words of by heading back to commuation room and talk with
the odo and
the others. Know is when you use the second brige as a short
cut to communications.
The words are Invock Master Contol but you have to make the tip any
way.
DO NOT Invock tactal or you will end up DEAD.
After you invock Master Contol he is going to want you the head back
to comuation
To Rout Communication back to the room that he is in so he can talk
to his childen
to do this head back to the communication take to odo then click on
the panel
5 Symbols will apear 2 on the left 1 in the middel 2 on the rigth click
on the one in
the middel and you will have done it then head Back to master
contorl
nex t Find Quack becaues you are going to need his reftion device to
fool
the tactal Holo-program. The Device has 2 setting one inviabley and
reflction
you will need to use the reflction setting to fool the tactal holo-program
at this point you are about 10 to 15 min from the end of the game .
This walkthur should have all the information you need to finnish the
game.
If you get stuck some place and need help feel free to E-mail
with any question.
DS9:HARBINGER PUZZLE CHEAT By: LoCuTuS & CyberNiTE
For Details and other Assistance leave mail to: locutus@borg.com

