| | | | | | | | | | dotCheats.com - The internet's largest database of cheat codes |  | | You are here: Home : PC : Star Trek Deep Space Nine Harbringer | | | | | | | | | | | | | | | | | | Strategy Guide | Updated 02 Jul | Sisko must speak to or do the following in order to proceed to the next screen or level in the game: Module Cargo Bay Odo- Sisko learns of the attack on a crew member in the Cargo Bay by an unknown assailant. Dax- Sisko learns about the strange emissions coming from the outer pylons and receives the modified Tricorder from her as well. Upon entering the Cargo Bay, Sisko finds and picks up a Type I Phaser. Sisko goes off into the Cargo Bay to check out the source of the strange emissions and discovers a Bajoran planting a grenade. Sisko stuns the Bajoran, disarms and disposes of the grenade. Sisko presses on to find, stun and neutralize more Bajorans and find and dispose of the rest of the bombs before they all explode and destroy DS9. Remember: Sisko's health can be replenished be consuming the food rations, located throughout the Cargo bay. Also be on the lookout for other pieces of equipment that can be used be Sisko(i.e. the Type II phaser on the sixth level of the nine grenade screen). Module Comet Odo- Sisko learns about the Redemptionists and their leader Etok. Dax- Sisko learns that the make of the grenades being used by the Redemptionists are of Federation issue. Kira- Sisko learns of the escape of the remaining Redemptionists and the questions the identity and validity of the Redemptionists' leader Etok. Quark- Sisko learns of the destination of the escaped Redemptionists, the Idran System. Garak- Sisko learns of a clue as to the possible whereabouts of the Redemptionists in the Idran System, an asteroid field. Kira goes off after the Redemptionists into the Wormhole and into the Gamma Quadrant, through the asteroid field to apprehend the escaping Redemptionists and return them to DS9. Module Bajor Odo- Sisko finds out that the Redemptionists' ship is loaded with more of the Federation design grenades and that two more Redemptionists have been captured. O'Brien- Sisko asks O'Brien to check the communication logs for transmission records linked to the Redemptionists, as information is being leaked to them. Gul Gurgey- Sisko confronts Gurgey with the fact of what a strange coincidence that his men evacuated DS9 just before the commotion. Also gives an air of suspicion towards Gurgey in his implication in the bombing incident. Dax- Sisko learns that the Redemptionists are not being supplied with Federation design grenades, but that they are the product of a Replicator. Kira- Sisko learns of the abduction of Kai Opaka and the ultimatum for him to go to Bajor for the negotiation of her release. Sisko proceeds to Bajor Pool to negotiate for Kai's release and finds it's a trick. Sisko makes his way through the Pools to the entrance of the Bajor Temple Corridors. From here, Sisko walks in to the Temple Corridors and deciphers the combinations of figure heads on the walls, next to each doorway to reach the Temple and rescue the Kai Opaka: The combinations are always set up from left to right. 1st Door- Light up the two ant heads in any order. 2nd Door- The correct doorway is the middle door. Light up the troll heads on the wall as follows: 2, 3, 1. After completing this light up the single ant head at the bottom. 3rd Door- The correct doorway is the far left door. Light the troll heads in this order: 3, 2, 5, 1, 4. Then light up the third ant head on the top row. 4th Door- The correct doorway is the middle door. Light the troll heads as follows: 3, 9, 11, 8. Then light up the only ant head on the wall. 5th Door- The correct doorway is the middle door. The three ant heads above the doorway should be lit, this is the reason for lighting the other ant heads along the way. If they are not lit, go back and try again. If they are lit, simply light the two ant heads at mid-level and the lower right ant head. Congratulations! The entrance to the Bajor Temple is now open! Upon entering the Temple, Sisko fights off the two Redemptionists and rescues the Kai Opaka. After doing this, Dax attempts to beam up Kai and the Orb but the interference from a generator on the planet is to great, so it's up to Sisko to locate and destroy the generator. Sisko follows in into the Catacombs of Bajor where he locates some Bitrium grenades in a room in the lower right hand of the catacombs and finds his way out to reach and destroy the generator. Module Bajor (cont.) Upon reaching the generator, Sisko places grenades on each the five computer controls on the generator and destroys it. Once the generator is destroyed, the water level begins to rise and Sisko tries to make his way up to the top right hand doorway to enter Catacombs 2. Sisko goes through Catacombs 2 to reach the Bomb Machine. Dax tries to beam Sisko up, but there is too much interference so Sisko has to destroy the Bomb Machine. Sisko jumps and fires his phaser at the blue sphere in the top center part of the machine until it explodes. When it explodes, the core of the machine is ejected, Sisko retrieves it and is then beamed off of Bajor. Remember: In the Catacombs, Sisko can replenish his health by consuming the Bajoran food located throughout the Catacombs. Use the Bilitrium Grenades to blow up certain obstacles in Sisko's way. Be on the lookout for Key Cards that will gain Sisko access to certain rooms in the Catacombs. Module Bashir Odo- Sisko clues in Odo to the information leak on DS9. Bashir- Sisko finds out about the attack on the Monk and switches places with Bashir. Bashir at this point takes over the level. Bashir must speak to: Odo- Bashir gets the idea to search the torn robe for clues leading to the identity of the Monk's attacker. Monk- Bashir learns that Kai Opaka took the robe to be repaired. Kai Opaka- Bashir find out that Kai took the robe to Garak to be repaired. Garak- Bashir retrieves the torn piece of cloth from the robe in order to analyze it using the tricorder and later to get a hair sample from Garak in order to compare to another hair that was found on the cloth. O'Brien- Bashir goes to O'Brien when he discovers that his Tricorder is not functioning, O'Brien fixes it with no problem. Dax- Bashir takes his findings to Dax for a more in-depth analysis and discovers that cloth is of Bajoran origin but the hair is of Cardassian composition. Bahir takes his findings to Sisko and Sisko takes over once again. Module Saratoga Promenade O'Brien- Sisko learns of the limitations of DS9 in relation to withstanding an attack and beaming strength. Also gets the clue to speak to Odo and later sparks the idea to look into his past. Kai Opaka- Sisko gets the clue that he needs to look to the past for help and ultimately, with the help of the orb, sends him back in time to the Saratoga. Odo- Sisko learns that the only way to get a message out is to disable the Cardassian's computer systems to shut down the jamming frequency and an idea as to how to get through their barriers to beam on to their ship in order to do so. Module Saratoga When Sisko enters the Saratoga, his ultimate goal is to retrieve the data needed to help beam them through the barrier and on to the Cardassian ship. Sisko must do the following in order to reach his goal: Third Deck, first door- There Sisko speaks to a crew member which tells him that he'll need to find equipment to help him reach his goal. Sisko also retrieves the first item of equipment needed, the PADD. Third Deck, second door- This is a Turbolift that will take Sisko to the First Deck on the right side of the Borg at the computer terminal. First Deck, second locker- Inside Sisko will find a Type I phaser. First Deck, second door on the right- This will take Sisko into an air lock, in the middle locker (second from the left) Sisko will find a Type II phaser. Deck Five, the passage way to the right- Use a phaser to blast open the passage way and continue in to the right. Go down three decks, proceed to the left and climb up a deck, there Sisko will find the Optical Chip necessary to repair the PADD. Deck Five, second door on the left- This is Sick Bay, here Sisko will find a Hypospray. This is used to help revive unconscious crew members. Deck Five, first door on the right- Here Sisko will find an Engineering Laser Welder, vital to completing the level. Sisko will also find an unconscious crew member, revive him and he will give the whereabouts of Sisko's son Jake and find a clue as to how to get to him (a gas leak is preventing access to the passage to reach Jake). Sisko will also use the Compannel to shut of the auxiliary power (this will shut off all leaks). Deck Seven, tunnel passage- Through here, Sisko will reach the room where his son Jake is and find out that Sisko needs to use the Transporter to escape the Saratoga before Core breech and certain death. Deck Eight, door on the far right- Sisko will find and revive a crew member that will fix Sisko's PADD and reactivate the Phaser Tuning Program. Deck Nine, door on the far right- Sisko will retrieve the necessary data from this room. Deck Nine, door on the far left- Here Sisko will find and revive a crewman that will help repair the Transporter so they can all beam to safety. Deck Eight, door on the left- This is the entrance to the Transporter Room. Remember: The Borg can only be shot with a phaser and once hit with a phaser they will tune in to that phaser frequency and no longer be susceptible to it, unless the phaser retuned! Sisko's health can be replenished using the Food Replicators located throughout the ship. Remember food is limited, so use it sparingly! Module Cardassian With the necessary information from the Saratoga, O'Brien is able to modify the transporter system. Odo is beamed in ahead to find the command deck and then contact Sisko with the coordinates for him to beam in. Once locating the command deck and Sisko beams in, Odo and Sisko trade places. While Odo creates distractions elsewhere on the ship, it is up to Sisko to disable all computers on the Cardassian ship using the code breaker and to disable the final computer set on self destruct before time runs out and . Remember: Odo can morph into a Bajoran rat, this is helpful in avoiding the Cardassians roaming the ship. Once in his rat form, Odo can move about by traveling through the various air vents throughout the ship. When as Sisko, be sure to search the various lockers throughout the ship for key cards to open various passageways. | | | | | | | | | | | | | | | | You are here: Home : PC : Star Trek Deep Space Nine Harbringer |  | | dotCheats.com ©2004 Two Mad Mice - Email us with your feedback | | | | | | | | | | | | | | | | | | 44 platforms | | | 9,718 games | | | 43,845 cheats | | | Last update 31 Oct | | | | | | | | | | | | | | | | | | |