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You are here: Home : PC : Star Trek Deep Space Nine Harbringer

Cheats for Star Trek Deep Space Nine Harbringer on PC

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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.
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