Deep Space 9 - Harbinger

     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 behin d 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 aro und 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  turbo lites 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 t o
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 fi nish 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 ge t 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 th e 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 s ide 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 ne ed 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 cen ter 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 wit h 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
mo  re  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 tha t 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  h ead 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
tactica  l 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.

Советы наших посетителей (0)

Знаете интересные коды на Deep Space 9 - Harbinger?
Вам есть чем поделиться с другими геймерами?
Добавьте свои советы, тактику
и хитрости по прохождению игры!

Отзывы посетителей об игре (0)

Грустно, к этой игре нет отзывов.
Будьте первым и разместите свой!

Ну, если что непонятно по игре - спрашивайте...

Испытываете проблемы в прохождении Deep Space 9 - Harbinger?
Считаете свой вопрос сложным и важным?
Тогда задайте свой вопрос, и мы разместим его здесь отдельно.
Ежедневно десятки геймеров просматривают эту страницу —
кто-то из них обязательно ответит!
Если вопрос короткий — Вы можете задать его на этой странице
при помощи формы комментариев ниже
Страница: Читы на Deep Space 9 - Harbinger

Быстрая навигация по разделу PC
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 #
Название игры:
Ссылки по теме:

Вход для авторов обзоров и советов:

Задайте свой вопрос по прохождению этой игры

Обсудите игру Deep Space 9 - Harbinger в нашем форуме!

Подпишитесь на рассылку наших новостей

Новое на сайте: обзоры, подсказки, вопросы.