Star Trek: Deep Space Nine: Harbinger

Platform

zScore

49%

Star Trek: Deep Space Nine: Harbinger

Developer:Stormfront Studios Genre:Adventure Release Date: Download Games Free Now!

About The Game

This Star Trek: Deep Space Nine game consists of exploration and adventure combined with arcade-style episodes of combat.
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Star Trek: Deep Space Nine: Harbinger

Star Trek: Deep Space Nine: Harbinger Review

By James Archuleta |

Okay, Deep Space Nine is rather a slow, dragging show, but a game based in that world could have been cool. Someday one probably will be—but this isn't it. Players take the role of an envoy whose shuttle hard-lands at DS9 after being attacked by rogue drones of unknown origin. Your stay at the station ultimately involves the murder of an ambassador; I won't spoil the ending by giving away any major plot points. Harbinger is a very good-looking, terrific-sounding, high-gloss parade of missed opportunities. The method of navigation, like the one used in Buried in Time, is counter-intuitive. Your brain really starts to bend when you try perimiter navigation, which takes you not forward or backward but sort ofaround things. Never mind. To make matters worse, however, DS9 is not fully navigable, and with this level of graphic detail, you'll instinctively want to go exploring. Of course, even if you could, there's no map. Asking a computer for directions to an area and getting instead a rote, vague description of what that area is can give you a headache. The characters—just as emotionless as they are on TV—are computer-modeled bodies with textures mapped onto them, which you'd think would make them more realistic and human. Not so; with their bulbous heads, unblinking eyes and undersea movements, they actually seem surreal and sort of spooky.

Some pluses: this photorealistic game keeps you awake with some pretty tricky arcade sequences; you don't have to wait long before somebody sticks a phaser in your hand; and time spent at Quark's bar has certain rewardingly illicit undertones. As a logical extension of the show, Harbinger hits the nail on the head: it's low-key, very pretty, and ultimately kinda boring.

Star Trek: Deep Space Nine: Harbinger Game Walkthrough



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 Ops on DS9 it will be a little tricky moving around 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 turbolites 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 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 goingto 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 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 with 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 more 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 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 inthe 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 
invisibility and reflection. You will need to use the reflection setting 
to fool the tactical 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.

DS9:HARBINGER PUZZLE CHEAT By: LoCuTuS & CyberNiTE

For Details and other Assistance leave mail to: locutus@borg.com











 
                    

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