STAR TREK
DEEP SPACE NINE
H A R B I N G E R


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.

DS9:HARBINGER PUZZLE CHEAT By: LoCuTuS & CyberNiTE

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