home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
PC/CD Gamer UK 43
/
PCGAMER43.bin
/
walkthru
/
dspace9.txt
< prev
next >
Wrap
Text File
|
1997-01-27
|
10KB
|
159 lines
Deep Space 9: Harbinger - Complete Solution
The broken computer puzzle
To shut down the main propulsion unit on the Orinoco first vent the plasma, lest
you be consumed in an almighty conflagration. Then replace all the charred chips
on the circuit board. Do this by clicking on a replacement chip which will then
appear, as if by magic, on the puzzle board. Manoeuvre the replacement chip
around the board until it matches with its shattered counterpart. By keeping your
hand one space behind the chip you can nudge it into place. Replace all three
broken chips and then return to charming Odo, the security chief, so that you may
be whisked to the DS9 ops room.
How to find Karrig
Once you've got through Sisko's debriefing take a jaunt to Ambassador Karrig's
room. Take a turbolift to the lower promenade deck. Stepping out from the lift,
turn left and hurry to the end of the passage. On your left will be a bar (of the
good time variety) and on your right an airlock. Skip merrily through the series of
airlocks and you'll find yourself in the habitat ring. Karrig's gaff is on the left of
the habitat corridor just after a turbolift. If you become lost you can check your
location via the 'you are here' wall computers. Once outside Karrig's quarters ring
his bell by clicking the door icon. Then, nip back to the lower promenade and find
the security office just after the airlock on the left-hand side of the corridor.
Wring the door over-ride code from the ever-jocular Odo, dash back to Karrigs
and use the code to open the door. On entering be careful not to slip in the green
goo on the floor, or else Karrig's autopsy will have to be conducted from the sole
of your boot.
Investigation
After some light banter with the waggish Odo it's back to ops for a conflab with
Sisko and Dax. Once here you'll find yourself at a bit of a loose end waiting for
Karrig's logs to be reconstructed, so, to usher the plot along, dash back to the
habitat ring as soon as possible. Go to the end of the habitat corridor and on the
right will be a red door. Enter the cargo bay through this door and wind your way
to the left, where you'll find another door which accesses the docking ring. Mosey
on through some more airlocks and eventually you'll happen upon Ensign Farrow,
who'll introduce you to the Scythians. After this illuminating conversation Dax
will recall you to ops, where you may now analyse Karrig's logs.
Karrig's log puzzle
You'll find the monitor on the console to the left of Dax. Each colour bar
represents a word. You must arrange the bars so that they form a specific
sentence. The sentence is: 'Peace is many voices arguing.' Click on each colour
bar's icon and then click on the lower panel to hear the translation. The correct
colour sequence is: purple, green, yellow, red and blue. Now you may probe
Karrig's logs for their darkest secrets.
Delving into Karrig's logs Karrig was a bit of an old gas-bag and thus his library
is chock full of logs. Fortunately, only 'Clarity' is relevant to game progress. So, to
minimise mucking about, proceed straight to the standard logs and access 'Clarity'.
If you don't listen to this log you won't be able to talk to the Scythians again.
Inform Dax of your findings and then it's off to see the taciturn aliens again.
Shoot-out
Just before entering the cargo bay save the game; a spot of unseemly violence is
about to occur and it's always wise to take out some insurance for these situations.
Resist the temptation to let Odo be fried and target the blue Lykotians with the
cursor immediately. The moment the cursor turns into a sight let them have it.
You only have a limited time to zap foes; if you freeze they'll nail you. The
second Lykotian is round the corner to the right a bit.
The hunt for the red Lykotians
Although the doomed Yarrow greases one Lykotian, five are still at large in the
station. First, save the game. Next click on the prostrate Lykotian's wrist and whip
off his 'refraction mantle' device. The Lykotians are invisible until you blast them,
so this device acts as a detector. Listen for the clicking sound which speeds up as
you close in on your quarry.
Whack out the Lykotians in the following order. First the one in Karrig's quarters,
then the one in front of the Bajoran temple on the lower promenade, across from
Quark's bar. Next the one in the upper bar, then the one back in the habitat ring
and finally, the last of the fugitives is in the second airlock section between the
cargo bay and the docking ring. Again you have limited time before you are
killed, so don't hang about. Stay alert as the detector clicks rapidly, then, as soon
as the cursor becomes the phaser icon blast everything at about chest height.
Oh no! We're all gonna crash
Now that you've quite finished swatting drones, crash landing and generally
wallowing in melodrama, it's time to find a way out of this mess. The situation is
obviously desperate as you want to talk to that crazy funster Constable Odo. He'll
work out the game plan that will save Kira. To communicate with Odo you'll need
to enter the drone factory via a rupture in the runabout's hull underneath a control
panel. Save the game at this point and then at frequent intervals in the drone-
infested factory maze. Once in the factory you need to restore the power.
Tooling up
If you find yourself in the maze unarmed, then it's time to hotfoot it back to the
crashed runabout. Look carefully around the interior of the shuttle and you'll find
a wall panel containing a phaser. Grab this, and then swagger back to the maze to
show those drones what you're made of.
How to restore power
In the maze you must find the two reactors and bring them on-line. One is situated
just to the right of the maze entrance, while the other is located opposite the first
on the far side. Once both reactors are on you should go to the power room at the
top of the maze accessed by the lift on the third tier. This room contains a large
square console with lots of icons on each side.
The power room puzzle
Proceed by matching the four colour pairs blue, yellow, green and pink. Achieve
this by clicking on a colour's icon, and then finding its partner and clicking on it.
If all goes according to plan, electricity will flow upward in the corresponding
colour. Once all the combinations are activated there should be four electric
colour beams flowing upward. Don't activate the red beam as this only causes
more drones to attack you in the maze.
How to communicate with Odo
With the power on you must find your way to the communications room. This is
located on the far side of the maze opposite the entrance. Here you'll find a static-
ridden screen with Odo's voice coming through. Odo will direct you back to the
runabout, where you must solve the power conduit puzzle. This may be accessed
via a black panel on your left.
The tube puzzle
You have to route the colours from the top to the bottom. Turn the arrows to set
the directions you want the flow to follow. All three colours you are routing must
go through the centre point. Use only the good tubes for routing the colours and
be careful not to route colours to an occupied space. Click the colour node on top
to start the flow. Now Odo will be able to beam Kira out and you can continue
with the mission.
Save the day
To destroy the drone factory you must exit the runabout and approach the gate
you're facing. Lift the gate by solving the control puzzle and enter the large room
beyond. Quark will be waiting to talk to you in the room to your right, but he'll
keep silent until you have gone through the door opposite the entrance and seen
the unextended bridge and the bridge controls. Once you have witnessed this the
eccentric Quark will spur you on.
The gate puzzle
The gate puzzle is divided into four quadrants. You must light up the right
combination to lift the gate. Click the upper left quadrant until the shard second
from the left is lit. Click the lower left quadrant so the middle shard is lit. Click
the lower right quadrant so the shard second from the left is lit.
After the invisible bridge
If you aren't accosted by passing drones, you will arrive in a large room
containing a central console. Hidden from view behind this console is a flight of
stairs. Dashing up the stairs you will come to a landing and more stairs. Taking
these in your stride will bring you into contact with the Scythian Holoprogram,
Keel, for the first time. Chat to Keel and glean as much information as you can.
You must figure out the words of access to interact with the other two
holoprograms. Then pull on your clever clogs and work out a plan to deal with
one of the holoprograms that has been wreaking havoc in the factory.
A link between Syr and the Scythians
It's time to head to the communications room and find the link up. After you've
talked to Syr, and he's demanded proof of the Scythian existence, go to the
communications room for a head to head with Odo. Beneath the view screen there
will be a puzzle. To complete the link up, click on the bottom middle shard so it is
the only one lit.
Havik's comeuppance
To destroy Havik you must first purge him from the system. Invoke the tactical
holoprogram with the refraction mantle set on reflect. Befuddled old Havik will
now think you are Havik and will quite happily stand by as you purge him. Once
this is done you must find his home bank and wreck it. It's located in the room
where Quark has been hiding. Steam into the room and turn left. Your phaser icon
will register. Train it onto the home bank and fire. Then, with the villain
vanquished, you'll just have to suffer as accolades and advances for your
autobiography are heaped upon you.