http://users.bart.nl/~jamin Star Trek: DS9 - Harbinger [SOLVE] ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ STAR TREK DEEP SPACE NINE H A R B I N G E R By: LoCuTuS & CyberNiTE 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. 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. 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. Routing communication Go in the room pasted the maze the with the symbol on the door that looks like a satellite dish on it. DS9:HARBINGER PUZZLE CHEAT By: LoCuTuS & CyberNiTE For Details and other Assistance leave mail to: locutus@borg.com