Deep Space 9: Harbinger - Complete Solution Supplied by Keeks 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 Karrig's 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. - o -