Star Trek - DS9: Harbinger

Star Trek - DS9: Harbinger

14.10.2013 07:36:49
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 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.

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. 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.

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. Oncepurged, 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

 
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