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deep space 9: harbinger  cheats



A B C D E F G H I J K L M N O P Q R S T U V W X Y Z #


Deep Space 9: Harbinger  cheats


deep space 9: harbinger  cheats :


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
Ops on DS9 it will be a little tricky moving around but after you I
little while you get the hang of it. Remember when going to see Dax
that you go behind her. Then turn to the left so you are facing her
back. Then after talking with her, go to Captain Sisko and talk to
him so he can turn on the turbolites so you can leave Ops. 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 goingto 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 thatnporter. 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 straight a head, open it and walk through. You will see
a control panel on one of the sides. Move to it and click on it. You
will see a brig appear there but when you let go it disappears. Next
go back to the room you where in there are two doors left. The one
to the left has a panel with 3 symbols each one show you different
types of probes. This room has NO importance to playing this
games. The door to the right is important 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 refraction devices. You need to get his help so you can
get across the bridge in the first room you went in to. When you
cross the bridge there will be probes firing at you so be careful and
remember to save before starting across. When you are across 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 bridge that goes across. It take you back where you
where when you got through the maze so do not cross it yet. First
turn back around and you will see more stairs going up. Take the
stairs up and you will find the computer room move in the center on
the room and a Holo-Program comes up and ask you question.
Ask him to build you a ship.
Ask him to let you talk to master control and he will ask you for the
words of access. You find the words by heading back to
communication room and talking with the odo andthe others. Now
is when you use the second bridge as a short cut to
communications. The words are: Invoke Master Control but you
have to make the trip any way. DO NOT Invoke tactical or you will
end up DEAD. After you invoke Master Control he is going to
want you to head back to communication To Rout Communication
back to the room that he is in so he can talk to his children. To do
this head back to the communication take to odo then click on the
panel. 5 Symbols will appear; 2 on the left 1 in the middle 2 on the
right. Click on the one inthe middle and you will have done it, then
head back to master control Next, find Quark because you are
going to need his reflection device to fool the tactical
Holo-program. The Device has 2 settings, one invisibility and
reflection. You will need to use the reflection setting to fool the
tactical holo-program. At this point you are about 10 to 15 min
from the end of the game . This walkthru should have all the
information you need to finish the game. If you get stuck some place
and need help feel free to E-mail with any question.


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A B C D E F G H I J K L M N O P Q R S T U V W X Y Z #