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STAR TREK
DEEP SPACE NINE=20
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 is 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 when it comes up click on it to vent
the plasma. Look for the damaged area and replace them by using the
side panels over the damaged ones.
=20
When you get to Ops on DS9 it will be a little tricky moving around
but after 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 turbo lites, so you can leave Ops.  In
decoding the logs, you must first translate the words of each colour
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 lyekotion 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 too 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 centre. 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 centre of it.

Before leaving the runabout remember to get a phaser from the back
cabinet.  The best way to get through the Maze. The maze has five
doors, 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 centre 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 the centre of the maze to the
power room.

In the power room all the panels you need are now working. The centre
of each Panel is the only thing you need to make this work. First find
the panel with  pink in the centre, click on it, then find the other
panel with pink in the centre click on that. You will then see a pink
arc in the centre 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 side of the panel
and you will see a view screen this is were you call for help Odo.=20
Then head back to the runabout and try the transporter.

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
bridge appear there but when you let go it disappears.=20

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 importance.  The door to the right
is important so go there first walk in and you will see a room that
look likes a bedroom, if you look hard you will find Quark he is
hiding 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 cross you will walk in to a room with a panel in the centre
of it.  Next look for stairs walk up them and you will find another
bridge that goes across. It takes 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 centre on the room and a
Holo-Program comes up and ask you a 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 and the others.  Now is
when you use the second bridge as a short cut to communications.

The words are Invoke Master Control.  DO NOT Invoke tactical or you
will end up DEAD.   After you invoke Master Control he is going to
want you the 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 in the 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 invisible and one reflection you will need
to use the reflection setting to fool the tactical holo-program Once
at the holo-deck room, activate The Device with the Reflection
Setting.  Once the ship builder program is activated, ask to invoke
Tactical Program.  Be firm with him with the dialogue and head towards
that tactical control program has failed in its task. Then order him
to purge the system. Once purged ,head back to the room where you last
found quark. Look around and you will has a 3 cylinders on the ground.
Blow it up with the phaser. Head back to holo-deck room. You
will see the Master Control program there. He will inform you to that
your ship Hornet is now ready. Get on the ship via transport and head
back to the wormhole. It is automated and all you have to do is fight
off the Nemesis and blow it up.

Updated and corrected by Lord Marcus Dracon
marhar@wr.com.au.
Assisted by Dmchun@aol.com, (thanks a mill for helping me finish it)





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