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Читы для Star Trek: Harbinger

Чит-файл для Star Trek: Harbinger

Star Trek:
Harbinger

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Даты выхода игры

вышла (дата выхода неизвестна)

Solution [ENG]

Информация актуальна для
     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 behin d 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 aro und 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
turbo  lites  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 t o 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  fi nish 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 ge t 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 th
e 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  s  ide 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 ne ed 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 cen
ter  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 wit h 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 mo
re  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 tha t 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
h  ead  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 tactica l 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.

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