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A. The Rig
The Rig is your first stop in Cyberia. You will find yourself in the
Rig's docking bay. A door on the right leads to Gia and the Gunnery
Chair. The door on the left leads to a lift, which connects to the
hangar, where a Transfighter is ready.
1. HELP WITH GIA: When you meet Gia, she immediately tells you to
turn around and disarm your weapon. To avoid being killed, press
the left arrow key on your keyboard. If you hit any other key or
you take to long to react, you will be killed by Gia.
2. THE GUNNERY CHAIR: This is your first big challenge in Cyberia.
If you find that this section of the game is too difficult, you
may restart the game and choose a lower arcade difficulty level.
Pay attention to the six blue indicators on the control panel
display. (bottom middle of screen) These display hull damage to
the Rig which you are defending. If too much damage is sustained
to the Rig hull, it will be destroyed.
After successfully defending the Rig, Gia will congratulate you
and offer a kiss. To accept her kiss, press the up arrow key or
just wait. To decline, press the down arrow. Kissing Gia will
cause Santos to become jealous and you will be rendered uncon-
scious by a guard. There is no way to avoid this if you kiss
Gia.
3. THE ELEVATOR: The elevator takes you from the upper dock to the
hangar. To operate the elevator, walk to the buttons in the corner
of the room. Your view will switch to a Visor View. Use the arrow
keys to move your hand over the Hangar button and press the space
bar to select it. The view will switch back to normal and you can
walk into the elevator and ride up to the hangar.
4. GUARDS: If you don't kiss Gia, you shouldn't have too much trouble
with any of the guards in the Rig, as long as you follow their
directions.
If you did kiss Gia, Santos is enraged and will order you killed.
After escaping from Santos, you will find your self in a warehouse.
Be sure to get the power pack for Santos' weapon before you go on.
In one of the rooms in the warehouse, you will find a ladder.
After climbing the ladder and walking down a ramp, there is a door
to the right which leads to the hangar. Once inside, you must
quickly lock the door behind you or a guard will open the door and
shoot you in the back. With the door locked, turn so you are facing
the crates by the door and walk towards it. The view will change,
showing you looking out from behind the crates. A guard is right
down the hall from you. As the guard begins to walk towards your
position the view changes back to a normal walking view. To fire
your weapon, push the right arrow key to raise your weapon and
press the space bar to fire. To be successfull, you must wait until
the guard is raising his weapon before you fire. If you shoot too
early, you will miss and he'll kill you.
5. THE BOMB PUZZLE: There are three ways of disarming the bomb depending
on the puzzle difficulty level you have selected. The directions are
as follows:
LEVEL 1: First do an MRI test on the bomb by pressing F2. There are
seven switches in one row, of which only one switch is active, a
vibration sensor and an on/off switch. First toggle the vibration
sensor switch, then toggle the other active switch. Do not touch the
on/off switch.
LEVEL 2: First do an MRI test on the bomb by pressing F2. There are
seven switches in one row, a vibration sensor switch and an on/off
switch. First toggle the vibration sensor switch, then
toggle the fourth switch from the left, and then the second switch
from the left.
LEVEL 3: First do an MRI test on the bomb by pressing F2. There are
seven switches in one row, a vibration sensor switch and an on/off
switch. First toggle the vibration sensor switch, then toggle the
fourth switch from the left, and then the second switch from the left.
Now toggle the first switch on the right, (not the on/off switch) then
toggle the second switch from the right, and then the third switch from
the right.
B. Transfighter Flying Sequences
1. OPEN OCEAN: This is the first Transfighter sequence. Your goal is to
destroy a large eney ship by exploding it's fuel tank. Your target
will be designated by a blue target box. If you do not successfully
destroy this ship, your ship will be destroyed.
2. MILITARY ISLANDS: You must pass over a heavily guarded enemy munitions
dump on your way to destroy an important enemy submarine. Destroy
as many munitions buildings as possible along the way and watch out
for cruise missiles as you near the sub. Take careful aim at the blue
target box when you reach the sub. You must destroy it or die.
3. NORWAY: This is the third Transfighter mission. Be alert for the
numerous tanks in the area as well as air defenses. A large hovercraft
will rise from behind the canyon walls midway through the mission. It
must be destroyed quickly or you will be toast.
4. ARCHANGEL MILITARY PORT: This is the fourth Transfighter mission. Your
goal here is to fly through the military port in order to reach a
freight tunnel through the mountains. Keep alert for numerous air and
ground defenses in the area. You will soon learn that the entrance to
the tunnel is shielded and you must disable the shield generator. As
you make your pass to make your attack, a large gun is readied against
you from behind the generator building. You must destroy the generator
building or you will be shot down by the gun.
5. FREIGHT TUNNEL: This is the fifth Transfighter mission. Your goal here
is to make it through the tunnel in one piece. Do not fire upon the
fuel trucks which are designated by blue target boxes. If you do, you
will destroy the truck, the tunnel, and everything inside...including
yourself.
6. ZUBROVSKA: This is the sixth Transfighter mission in which you must
reach a refueling center. The trick to this mission is to be very
accurate with your shots in the beginning of the mission, using as
little weapon energy as possible, so you can have it available when
things get hectic. Try firing individual shots instead of holding the
trigger down. The hardest part of this mission comes near the end, when
three fast enemy planes attack with missiles. Pay close attention where
each of these planes appears on the screen, then go back and try to
anticipate the arrival of each; readying your controller a moment before
each one appears. Once you pass this point, be sure not to shoot the
helicopter which passes as your Transfighter lands, or the resulting
explosion will destroy you.
7. ICE CANYONS: The seventh Transfighter mission is a very difficult
mission. The most difficult aspect of the mission is to save enough
shield and weapon power to defeat the huge enemy attack plane at the
end of the mission. To do this you should try to shoot each enemy
aircraft as soon as it is targeted with just one shot. After you
make a sharp turn over the water, after battling two enemy helicopters,
two targets will appear on the right side, one shortly after the
other. You must destroy these ships quickly or suffer major damage to
your fighter.
8. SPACE SEQUENCE: This difficult sequence requires perseverance and the
memorization of target locations. Try to anticipate the arrival of
each enemy target, readying your cross-hairs at the proper location
moments before the target actually comes into range. Being merged
with the Cyberia weapon, you will have an unlimited supply of weapon
energy...fire away!
------------------------------------------------------------------------------
A SUMMARY OF ARCADE DIFFICULTY LEVELS
-------------------------------------
The Arcade difficulty level you set when first starting Cyberia adjusts
the accuracy required for making hits on enemy units. The easy setting
displays large target boxes, making enemy ships much easier to hit.
Target boxes reduce in size as difficulty level increases.
While playing the Transfighter sequences there are three small indicators
near the top of your screen. The scale on the top right is your Shield
levels. Each hit to your ship depletes your shield levels. When the
shields are at very low level, hits from enemy weapons will cause damage
to your ship. Shield energy recharges when the system is not being fired
upon.
The scale at the top left represents weapons energy levels. As energy is
depleted, weapon effectiveness is reduced, until, at very low levels,
firing becomes intermittent. Weapons energy recharges while weapons are not
in use.
Beneath the weapons energy is a scale representing actual hull damage.
When this level drops to zero, the hull of your ship has been breached, and
your Transfighter will explode. This scale will not recharge because damage
will not be repaired during flight. All scales will return to full during
the next Transfighter sequence.
------------------------------------------------------------------------------
C. Cyberia Complex
1. GAINING ENTRANCE: The main entrance is to the north and is guarded.
To get there, walk north from your landed Transfighter, always staying
as far to the left as possible.
The other entrance is actually a ventilation shaft, and can be found
east of the main entrance, by walking from the Transfighter and staying
to the right.
2. VISOR PUZZLES: Your visor aids you in solving many of the puzzles in
Cyberia. During each visor puzzle, the F1 key activates the Infra Red
Scan (IR), the F2 key activates the Magnetic Resonance Scan (MRI), and
the F3 key activates the Bio-Mass scan. The right side of you visor has
as small gauge, represented by four colored blocks, indicating your
energy level.
The solution to the Visor Puzzles will differ depending upon the puzzle
level that you selected at the beginning of Cyberia.
*LEVEL 1 VISOR PUZZLE SOLUTIONS*
--------------------------------
PERIMETER LOCK OF THE COMPLEX: To open the perimeter lock on the entrance
to the complex, toggle the first switch on the left, then the third switch
then the second switch.
THE SECURITY DOOR: First use an infra red scan on the keypad. This will
display a reading of heat from the previous person to access the door.
The keys are cooling off in the order in which they were touched, allowing
you to read the combination, which is 2571. After punching in the code,
press the enter key on the keypad to open the door.
THE ELEVATOR PUZZLE: To close the elevator doors to protect you from the
blast grenade you will need the combination which can be obtained on the
H. Suzuki computer terminal. If you do not have the combination, you must
return to that computer terminal to retrieve it. Once at the Suzuki
terminal you will find dossiers for the people who work in the complex.
The last record is for a new employee who has been given a temporary
access code. Make not of this code and return to the elevator. You must
enter the code quickly to avoid being killed by the grenade.
THE PUMP PUZZLE: The doors which lead to the Cyberia Weapon are out of
service and must be operated manually. To open the doors you must line
up the four valves along the center line. Each valve has a pressure
switch, which, when pushed, raises the level of the valve. To line up
the valves you must press the switches to raise each valve in such a way
that the valves will line up. When the valves line up they will lock in
place and the door will open.
*LEVEL 2 VISOR PUZZLE SOLUTIONS*
--------------------------------
PERIMETER LOCK OF THE COMPLEX: To open the perimeter lock on the entrance
to the complex, toggle the first switch on the left, then the sixth switch
and then the switch.
THE SECURITY DOOR: First use an infra red scan on the keypad. You will see
the keys cooling off from a previous entry. The code is 2571. Punch in the
code and press the enter key.
THE ELEVATOR PUZZLE: To close the elevator doors to protect you from the
blast grenade, you will need the combination, which can be obtained on the
H. Suzuki computer terminal. If you do not have the combination, you must
return to that computer terminal to retrieve it. Once at the Suzuki
terminal you will find dossiers for the people who work in the complex.
The last record is for a new employee who has been given a temporary
access code. Make note of this code and return to the elevator. You must
enter the code quickly to avoid being killed by the grenade.
THE PUMP PUZZLE: The doors to the Cyberia Weapon are out of service and
must be operated manually. You must line up the four valves along the
center line. Each valve has a pressure switch, which, when pushed raises the
level of the valve. You must press each switch in such a way as to line up
each valve along the center line.
*LEVEL 3 VISOR PUZZLE SOLUTIONS*
--------------------------------
PERIMETER LOCK: To open the perimeter lock on the entrance to the complex,
toggle the first switch on the left, then the sixth switch, and then the
third switch.
THE SECURITY DOOR: First use an infra red scan on the keypad. The code is
2571.
THE ELEVATOR PUZZLE: You must have a code to close the elevator doors to
prevent being killed by the blast grenade. The code is at the H. Suzuki
computer terminal. You will fidn dossiers for the people who work in the
complex. A temporary access code has been given to a new employee who is
the last record in the terminal. Obtain the code and return to the elevator.
Enter the code quickly to avoid being killed by the grenade.
THE PUMP PUZZLE: You must align the pressure valves along the center valve
to open the doors to the Cyberia Weapon. Press the pressure switches in
such a way as to align the valves on the center line and they will lock
into place and open the doors.
3. COMPUTER TERMINALS: While using any of the terminals located in the
complex, your arrow keys move between the different selections and the
spacebar selects. The information you can access through the terminals
will often provide game hints, so you should always check each room
for any active computers. To use a terminal, simply move next to it,
and if that computer is active it will come on-line with an audible
tone.
4. COMPUTER PASSWORD: Only one computer terminal in the complex requires
a password. The password is 'Einstein'.
5. *GUARDS AND GUNFIGHTING*
------------------------
*OUTSIDE THE CYBERIA COMPLEX: When you reach the main entrance of the
complex, you will find a guard outside who begins shooting at you. If
you get shot immediately, you have not followed the correct path to the
complex. Be sure to stay as far to the right as possible as you walk from
the Transfighter to the complex. The correct path will lead to a shed
you can hide behind. Correct timing is the key to killing the guard.
Try to time your move in between his shots, then lean out with the
right arrow key and shoot with the spacebar.
*FOUR GUARDS AND A DINING ROOM: The dining room contains four guards.
If you try to sneak past this room, one of the guards will open the
door and shoot you. You must enter the room to deal with the guards.
When you enter the room, shoot the two guards on the left, then duck
behind the crate to your right. The two guards left will duck behind
the tables and continue to fire at you. Perfect timing is the key to
killing these two guards. To fire from this position yout must raise
up with the up arrow, then turn to aim and shoot. You may use the
down arrow to duck behind the crate at any time during this sequence.
*GUARD BEHIND GLASS WALL: You will find yourself in a storeroom on the
lower level of the complex with a guard behind a glass wall. If he sees
you he will activate a Halon System and flood the room with poisonous
gas. You must sneak past this guard. Watch his cycling movements from
the computer terminal to his notes. Sneak past him when he turns away
from the window. Once past him, take the door out into the corridor.
The first door on the left is the room he is working in. Enter the room
and kill him.
*TWO GUARDS IN THE CORRIDOR: The doors blocking the corridor which leads
away from the Halon Room are guarded by to men on the other side. To pass
them, you must roll to the left just as the door opens. To do this, just
press the left arrow key, and Zak will somersault to the left, taking
cover. From this position you can lean out to aim and fire by pressing
the right arrow key.
*THE CONFERENCE ROOM: As you enter the conference room, you will find two
men engaged in conversation aboutthe Cyberia Project. If you try to enter
the room you will be shot by the man who is standing. Wait until the
conversation is finished and the standing man has left the room before you
attempt anything. After he is gone, walk towards the crates to your left,
to hide behind them. From this position you can lean out to fire upon the
remaining guard.
6. THE RED CARD: To pass through the door into the cryo-lab you will need
the red security pass key. The key is located in the infirmary, located
on the lower level of the complex, locked in a patients room that has
been quarantined. Along the right wall of the room you can see the red
key card lying on a table. On the wall are vents which are currently
closed. Access teh computer terminal in the room to open these vents.
Once the vents are open, you must go back to retrieve the card. Leave
this room and take the first door to the left through the storeroom to
the door leading to the red corridor where the lift is located. After
entering, immediately turn to the left, and walk to the steel grating
blocks your path. Zak will push on the grating and it will fall,
opening up a new passageway. At the end of this passage you will find
the two vents you opened, and can reach through to get the card.
7. THE MUTAGEN SEQUENCE: On your way through the complex you discover that
an experimental virus has infected certain areas, and although a vaccine
has been created, it too has become infected. Five of the eight vaccines
have already been used, leaving three that you can use. To innoculate
yourself against the virus you must first go through the culture to
destroy the infection. If you are playing with Arcade Difficulty level
set to 'EASY', you must destroy at least 50% of the virus. On 'Medium'
difficulty you must kill at least 72% and on the 'Hard' level you must
kill at least 80%. If you are successful, you are informed that the
culture is safe to use, otherwise the culture is still contaminated and
you must try another. After you are successful, note the number of the
vaccine, (either 6, 7 or 8) and use that culture in innoculation chamber.
Note that you have very little time in the chamber before the virus will
kill you, so you must enter the vaccine number in the computer and move
into the innoculation booth quickly.
8. THE CHARLIE SEQUENCE: After you have innoculated yourself against the
virus, you learn that some of the virus has mutated into larger creatures
called Nanites and are infesting a portion of the complex. Since the
infested areas contain the only passage to the Cyberia Weapon, you must
clear this area before proceeding. The only method to kill the creatures
is to fly a remote unit, named Charlie, into the infested area. You must
kill EVERY Nanite before you can proceed pass this point. Note that the
ENTER key on your keyboard fires a shock wave device, which will kill
all the Nanites in the immediate area. An alarm in the bottom right of
your screen will alert you if any Nanites get past you. If this alarm
goes off, hit the enter key immediately to stop the Nanite from escaping.
The Charlie unit has a limited amount of energy available for its
weapons systems. The shock wave device uses much more energy than your
regular weapons systems, and so should only be used in emergencies.
-eof-
The Rig is your first stop in Cyberia. You will find yourself in the
Rig's docking bay. A door on the right leads to Gia and the Gunnery
Chair. The door on the left leads to a lift, which connects to the
hangar, where a Transfighter is ready.
1. HELP WITH GIA: When you meet Gia, she immediately tells you to
turn around and disarm your weapon. To avoid being killed, press
the left arrow key on your keyboard. If you hit any other key or
you take to long to react, you will be killed by Gia.
2. THE GUNNERY CHAIR: This is your first big challenge in Cyberia.
If you find that this section of the game is too difficult, you
may restart the game and choose a lower arcade difficulty level.
Pay attention to the six blue indicators on the control panel
display. (bottom middle of screen) These display hull damage to
the Rig which you are defending. If too much damage is sustained
to the Rig hull, it will be destroyed.
After successfully defending the Rig, Gia will congratulate you
and offer a kiss. To accept her kiss, press the up arrow key or
just wait. To decline, press the down arrow. Kissing Gia will
cause Santos to become jealous and you will be rendered uncon-
scious by a guard. There is no way to avoid this if you kiss
Gia.
3. THE ELEVATOR: The elevator takes you from the upper dock to the
hangar. To operate the elevator, walk to the buttons in the corner
of the room. Your view will switch to a Visor View. Use the arrow
keys to move your hand over the Hangar button and press the space
bar to select it. The view will switch back to normal and you can
walk into the elevator and ride up to the hangar.
4. GUARDS: If you don't kiss Gia, you shouldn't have too much trouble
with any of the guards in the Rig, as long as you follow their
directions.
If you did kiss Gia, Santos is enraged and will order you killed.
After escaping from Santos, you will find your self in a warehouse.
Be sure to get the power pack for Santos' weapon before you go on.
In one of the rooms in the warehouse, you will find a ladder.
After climbing the ladder and walking down a ramp, there is a door
to the right which leads to the hangar. Once inside, you must
quickly lock the door behind you or a guard will open the door and
shoot you in the back. With the door locked, turn so you are facing
the crates by the door and walk towards it. The view will change,
showing you looking out from behind the crates. A guard is right
down the hall from you. As the guard begins to walk towards your
position the view changes back to a normal walking view. To fire
your weapon, push the right arrow key to raise your weapon and
press the space bar to fire. To be successfull, you must wait until
the guard is raising his weapon before you fire. If you shoot too
early, you will miss and he'll kill you.
5. THE BOMB PUZZLE: There are three ways of disarming the bomb depending
on the puzzle difficulty level you have selected. The directions are
as follows:
LEVEL 1: First do an MRI test on the bomb by pressing F2. There are
seven switches in one row, of which only one switch is active, a
vibration sensor and an on/off switch. First toggle the vibration
sensor switch, then toggle the other active switch. Do not touch the
on/off switch.
LEVEL 2: First do an MRI test on the bomb by pressing F2. There are
seven switches in one row, a vibration sensor switch and an on/off
switch. First toggle the vibration sensor switch, then
toggle the fourth switch from the left, and then the second switch
from the left.
LEVEL 3: First do an MRI test on the bomb by pressing F2. There are
seven switches in one row, a vibration sensor switch and an on/off
switch. First toggle the vibration sensor switch, then toggle the
fourth switch from the left, and then the second switch from the left.
Now toggle the first switch on the right, (not the on/off switch) then
toggle the second switch from the right, and then the third switch from
the right.
B. Transfighter Flying Sequences
1. OPEN OCEAN: This is the first Transfighter sequence. Your goal is to
destroy a large eney ship by exploding it's fuel tank. Your target
will be designated by a blue target box. If you do not successfully
destroy this ship, your ship will be destroyed.
2. MILITARY ISLANDS: You must pass over a heavily guarded enemy munitions
dump on your way to destroy an important enemy submarine. Destroy
as many munitions buildings as possible along the way and watch out
for cruise missiles as you near the sub. Take careful aim at the blue
target box when you reach the sub. You must destroy it or die.
3. NORWAY: This is the third Transfighter mission. Be alert for the
numerous tanks in the area as well as air defenses. A large hovercraft
will rise from behind the canyon walls midway through the mission. It
must be destroyed quickly or you will be toast.
4. ARCHANGEL MILITARY PORT: This is the fourth Transfighter mission. Your
goal here is to fly through the military port in order to reach a
freight tunnel through the mountains. Keep alert for numerous air and
ground defenses in the area. You will soon learn that the entrance to
the tunnel is shielded and you must disable the shield generator. As
you make your pass to make your attack, a large gun is readied against
you from behind the generator building. You must destroy the generator
building or you will be shot down by the gun.
5. FREIGHT TUNNEL: This is the fifth Transfighter mission. Your goal here
is to make it through the tunnel in one piece. Do not fire upon the
fuel trucks which are designated by blue target boxes. If you do, you
will destroy the truck, the tunnel, and everything inside...including
yourself.
6. ZUBROVSKA: This is the sixth Transfighter mission in which you must
reach a refueling center. The trick to this mission is to be very
accurate with your shots in the beginning of the mission, using as
little weapon energy as possible, so you can have it available when
things get hectic. Try firing individual shots instead of holding the
trigger down. The hardest part of this mission comes near the end, when
three fast enemy planes attack with missiles. Pay close attention where
each of these planes appears on the screen, then go back and try to
anticipate the arrival of each; readying your controller a moment before
each one appears. Once you pass this point, be sure not to shoot the
helicopter which passes as your Transfighter lands, or the resulting
explosion will destroy you.
7. ICE CANYONS: The seventh Transfighter mission is a very difficult
mission. The most difficult aspect of the mission is to save enough
shield and weapon power to defeat the huge enemy attack plane at the
end of the mission. To do this you should try to shoot each enemy
aircraft as soon as it is targeted with just one shot. After you
make a sharp turn over the water, after battling two enemy helicopters,
two targets will appear on the right side, one shortly after the
other. You must destroy these ships quickly or suffer major damage to
your fighter.
8. SPACE SEQUENCE: This difficult sequence requires perseverance and the
memorization of target locations. Try to anticipate the arrival of
each enemy target, readying your cross-hairs at the proper location
moments before the target actually comes into range. Being merged
with the Cyberia weapon, you will have an unlimited supply of weapon
energy...fire away!
------------------------------------------------------------------------------
A SUMMARY OF ARCADE DIFFICULTY LEVELS
-------------------------------------
The Arcade difficulty level you set when first starting Cyberia adjusts
the accuracy required for making hits on enemy units. The easy setting
displays large target boxes, making enemy ships much easier to hit.
Target boxes reduce in size as difficulty level increases.
While playing the Transfighter sequences there are three small indicators
near the top of your screen. The scale on the top right is your Shield
levels. Each hit to your ship depletes your shield levels. When the
shields are at very low level, hits from enemy weapons will cause damage
to your ship. Shield energy recharges when the system is not being fired
upon.
The scale at the top left represents weapons energy levels. As energy is
depleted, weapon effectiveness is reduced, until, at very low levels,
firing becomes intermittent. Weapons energy recharges while weapons are not
in use.
Beneath the weapons energy is a scale representing actual hull damage.
When this level drops to zero, the hull of your ship has been breached, and
your Transfighter will explode. This scale will not recharge because damage
will not be repaired during flight. All scales will return to full during
the next Transfighter sequence.
------------------------------------------------------------------------------
C. Cyberia Complex
1. GAINING ENTRANCE: The main entrance is to the north and is guarded.
To get there, walk north from your landed Transfighter, always staying
as far to the left as possible.
The other entrance is actually a ventilation shaft, and can be found
east of the main entrance, by walking from the Transfighter and staying
to the right.
2. VISOR PUZZLES: Your visor aids you in solving many of the puzzles in
Cyberia. During each visor puzzle, the F1 key activates the Infra Red
Scan (IR), the F2 key activates the Magnetic Resonance Scan (MRI), and
the F3 key activates the Bio-Mass scan. The right side of you visor has
as small gauge, represented by four colored blocks, indicating your
energy level.
The solution to the Visor Puzzles will differ depending upon the puzzle
level that you selected at the beginning of Cyberia.
*LEVEL 1 VISOR PUZZLE SOLUTIONS*
--------------------------------
PERIMETER LOCK OF THE COMPLEX: To open the perimeter lock on the entrance
to the complex, toggle the first switch on the left, then the third switch
then the second switch.
THE SECURITY DOOR: First use an infra red scan on the keypad. This will
display a reading of heat from the previous person to access the door.
The keys are cooling off in the order in which they were touched, allowing
you to read the combination, which is 2571. After punching in the code,
press the enter key on the keypad to open the door.
THE ELEVATOR PUZZLE: To close the elevator doors to protect you from the
blast grenade you will need the combination which can be obtained on the
H. Suzuki computer terminal. If you do not have the combination, you must
return to that computer terminal to retrieve it. Once at the Suzuki
terminal you will find dossiers for the people who work in the complex.
The last record is for a new employee who has been given a temporary
access code. Make not of this code and return to the elevator. You must
enter the code quickly to avoid being killed by the grenade.
THE PUMP PUZZLE: The doors which lead to the Cyberia Weapon are out of
service and must be operated manually. To open the doors you must line
up the four valves along the center line. Each valve has a pressure
switch, which, when pushed, raises the level of the valve. To line up
the valves you must press the switches to raise each valve in such a way
that the valves will line up. When the valves line up they will lock in
place and the door will open.
*LEVEL 2 VISOR PUZZLE SOLUTIONS*
--------------------------------
PERIMETER LOCK OF THE COMPLEX: To open the perimeter lock on the entrance
to the complex, toggle the first switch on the left, then the sixth switch
and then the switch.
THE SECURITY DOOR: First use an infra red scan on the keypad. You will see
the keys cooling off from a previous entry. The code is 2571. Punch in the
code and press the enter key.
THE ELEVATOR PUZZLE: To close the elevator doors to protect you from the
blast grenade, you will need the combination, which can be obtained on the
H. Suzuki computer terminal. If you do not have the combination, you must
return to that computer terminal to retrieve it. Once at the Suzuki
terminal you will find dossiers for the people who work in the complex.
The last record is for a new employee who has been given a temporary
access code. Make note of this code and return to the elevator. You must
enter the code quickly to avoid being killed by the grenade.
THE PUMP PUZZLE: The doors to the Cyberia Weapon are out of service and
must be operated manually. You must line up the four valves along the
center line. Each valve has a pressure switch, which, when pushed raises the
level of the valve. You must press each switch in such a way as to line up
each valve along the center line.
*LEVEL 3 VISOR PUZZLE SOLUTIONS*
--------------------------------
PERIMETER LOCK: To open the perimeter lock on the entrance to the complex,
toggle the first switch on the left, then the sixth switch, and then the
third switch.
THE SECURITY DOOR: First use an infra red scan on the keypad. The code is
2571.
THE ELEVATOR PUZZLE: You must have a code to close the elevator doors to
prevent being killed by the blast grenade. The code is at the H. Suzuki
computer terminal. You will fidn dossiers for the people who work in the
complex. A temporary access code has been given to a new employee who is
the last record in the terminal. Obtain the code and return to the elevator.
Enter the code quickly to avoid being killed by the grenade.
THE PUMP PUZZLE: You must align the pressure valves along the center valve
to open the doors to the Cyberia Weapon. Press the pressure switches in
such a way as to align the valves on the center line and they will lock
into place and open the doors.
3. COMPUTER TERMINALS: While using any of the terminals located in the
complex, your arrow keys move between the different selections and the
spacebar selects. The information you can access through the terminals
will often provide game hints, so you should always check each room
for any active computers. To use a terminal, simply move next to it,
and if that computer is active it will come on-line with an audible
tone.
4. COMPUTER PASSWORD: Only one computer terminal in the complex requires
a password. The password is 'Einstein'.
5. *GUARDS AND GUNFIGHTING*
------------------------
*OUTSIDE THE CYBERIA COMPLEX: When you reach the main entrance of the
complex, you will find a guard outside who begins shooting at you. If
you get shot immediately, you have not followed the correct path to the
complex. Be sure to stay as far to the right as possible as you walk from
the Transfighter to the complex. The correct path will lead to a shed
you can hide behind. Correct timing is the key to killing the guard.
Try to time your move in between his shots, then lean out with the
right arrow key and shoot with the spacebar.
*FOUR GUARDS AND A DINING ROOM: The dining room contains four guards.
If you try to sneak past this room, one of the guards will open the
door and shoot you. You must enter the room to deal with the guards.
When you enter the room, shoot the two guards on the left, then duck
behind the crate to your right. The two guards left will duck behind
the tables and continue to fire at you. Perfect timing is the key to
killing these two guards. To fire from this position yout must raise
up with the up arrow, then turn to aim and shoot. You may use the
down arrow to duck behind the crate at any time during this sequence.
*GUARD BEHIND GLASS WALL: You will find yourself in a storeroom on the
lower level of the complex with a guard behind a glass wall. If he sees
you he will activate a Halon System and flood the room with poisonous
gas. You must sneak past this guard. Watch his cycling movements from
the computer terminal to his notes. Sneak past him when he turns away
from the window. Once past him, take the door out into the corridor.
The first door on the left is the room he is working in. Enter the room
and kill him.
*TWO GUARDS IN THE CORRIDOR: The doors blocking the corridor which leads
away from the Halon Room are guarded by to men on the other side. To pass
them, you must roll to the left just as the door opens. To do this, just
press the left arrow key, and Zak will somersault to the left, taking
cover. From this position you can lean out to aim and fire by pressing
the right arrow key.
*THE CONFERENCE ROOM: As you enter the conference room, you will find two
men engaged in conversation aboutthe Cyberia Project. If you try to enter
the room you will be shot by the man who is standing. Wait until the
conversation is finished and the standing man has left the room before you
attempt anything. After he is gone, walk towards the crates to your left,
to hide behind them. From this position you can lean out to fire upon the
remaining guard.
6. THE RED CARD: To pass through the door into the cryo-lab you will need
the red security pass key. The key is located in the infirmary, located
on the lower level of the complex, locked in a patients room that has
been quarantined. Along the right wall of the room you can see the red
key card lying on a table. On the wall are vents which are currently
closed. Access teh computer terminal in the room to open these vents.
Once the vents are open, you must go back to retrieve the card. Leave
this room and take the first door to the left through the storeroom to
the door leading to the red corridor where the lift is located. After
entering, immediately turn to the left, and walk to the steel grating
blocks your path. Zak will push on the grating and it will fall,
opening up a new passageway. At the end of this passage you will find
the two vents you opened, and can reach through to get the card.
7. THE MUTAGEN SEQUENCE: On your way through the complex you discover that
an experimental virus has infected certain areas, and although a vaccine
has been created, it too has become infected. Five of the eight vaccines
have already been used, leaving three that you can use. To innoculate
yourself against the virus you must first go through the culture to
destroy the infection. If you are playing with Arcade Difficulty level
set to 'EASY', you must destroy at least 50% of the virus. On 'Medium'
difficulty you must kill at least 72% and on the 'Hard' level you must
kill at least 80%. If you are successful, you are informed that the
culture is safe to use, otherwise the culture is still contaminated and
you must try another. After you are successful, note the number of the
vaccine, (either 6, 7 or 8) and use that culture in innoculation chamber.
Note that you have very little time in the chamber before the virus will
kill you, so you must enter the vaccine number in the computer and move
into the innoculation booth quickly.
8. THE CHARLIE SEQUENCE: After you have innoculated yourself against the
virus, you learn that some of the virus has mutated into larger creatures
called Nanites and are infesting a portion of the complex. Since the
infested areas contain the only passage to the Cyberia Weapon, you must
clear this area before proceeding. The only method to kill the creatures
is to fly a remote unit, named Charlie, into the infested area. You must
kill EVERY Nanite before you can proceed pass this point. Note that the
ENTER key on your keyboard fires a shock wave device, which will kill
all the Nanites in the immediate area. An alarm in the bottom right of
your screen will alert you if any Nanites get past you. If this alarm
goes off, hit the enter key immediately to stop the Nanite from escaping.
The Charlie unit has a limited amount of energy available for its
weapons systems. The shock wave device uses much more energy than your
regular weapons systems, and so should only be used in emergencies.
-eof-