You start in a Runabout heading for DS9 and you are attacked by alien probes. The runabout is 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 when it comes up click on it to vent the plasma. Look for the damaged 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 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 colour 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 lyekotion 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 too 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 going to 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 centre. 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 centre of it.
Before leaving the runabout remember to get a phaser from the back cabinet. The best way to get through the Maze. The maze has five doors, 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 centre 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 the centre of the maze to the power room.
In the power room all the panels you need are now working. The centre of each Panel is the only thing you need to make this work. First find the panel with pink in the centre, click on it, then find the other panel with pink in the centre click on that. You will then see a pink arc in the centre 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 that the shield that stops you from going though the last door.
Go back to the maze and head for the last door. You will end up in a room with 3 doors the only one you need to go in is the door on the left, communication Go in the room with the symbol on the door that looks like a satellite dish on it. Head to the other side of the panel and you will see a view screen this is were you call for help Odo.
Then head back to the runabout and try the transporter.
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 bridge appear there but when you let go it disappears.
Next go back to the room you where in there are to doors left the one to the left has a panel with 3 symbols each one show you differ types of probes. This room has NO importance. The door to the right is important so go there first walk in and you will see a room that look likes a bedroom, if you look hard you will find Quark he is hiding 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 cross you will walk in to a room with a panel in the centre of it. Next look for stairs walk up them and you will find another bridge that goes across. It takes 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 centre on the room and a Holo-Program comes up and ask you a 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 and the others. Now is when you use the second bridge as a short cut to communications.
The words are Invoke Master Control. DO NOT Invoke tactical or you will end up DEAD. After you invoke Master Control he is going to want you the 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 in the 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 invisible and one reflection you will need to use the reflection setting to fool the tactical holo-program Once at the holo-deck room, activate The Device with the Reflection Setting. Once the ship builder program is activated, ask to invoke Tactical Program. Be firm with him with the dialogue and head towards that tactical control program has failed in its task. Then order him to purge the system. Oncepurged, head back to the room where you last found quark. Look around and you will has a 3 cylinders on the ground. Blow it up with the phaser. Head back to holo-deck room. You will see the Master Control program there. He will inform you to that your ship Hornet is now ready. Get on the ship via transport and head back to the wormhole. It is automated and all you have to do is fight off the Nemesis and blow it up