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 Opps on DS9 it will be a little tricky moving around but after you I little while you get the hang of it. Rember when going to see Dax that you go behind her then turn to the left so you are facing her back then after talk with her go to Captain Sisko and talk to him so he can turn on the turbolites so you can leve Opps. 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. 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 sided of the panel and you will see a view scran this is were you call for help Odo. Then head back to the the runabout and try the tanporter. 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 streigth a head open it and walk throug you will see a control panel on one of the sides move to it and click on it you will see a brig apear there but when you let go it disapears. 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 inportens to playing this games. The door to the rigth is inporten 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 refration devices you need to get his help so you can get across the brige in the first room you went in to. When you cross the brige there will be probs fireing at you so becareful and rember to save before starting across. When you are a cross 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 brige that goes across. It take you back where you where when you got throug the maze so do not cross it yet. First ture back around and you will see more stairs going up. Take the stairs up and you will finded the computer room move in the center on the room and a Holo-Program comes up and ask you queston. Ask him to billed you a ship. Ask him to let you talk to master contol and he will ask you for the words of access you find The words of by heading back to commuation room and talk with the odo and the others. Know is when you use the second brige as a short cut to communications. The words are Invock Master Contol but you have to make the tip any way. DO NOT Invock tactal or you will end up DEAD. After you invock Master Contol he is going to want you the head back to comuation To Rout Communication back to the room that he is in so he can talk to his childen to do this head back to the communication take to odo then click on the panel 5 Symbols will apear 2 on the left 1 in the middel 2 on the rigth click on the one in the middel and you will have done it then head Back to master contorl nex t Find Quack becaues you are going to need his reftion device to fool the tactal Holo-program. The Device has 2 setting one inviabley and reflction you will need to use the reflction setting to fool the tactal holo-program at this point you are about 10 to 15 min from the end of the game . This walkthur should have all the information you need to finnish 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