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- CYBERIA 2 <<RESURRECTION>> - Complete Walkthrough by Mark Smith
-
- Welcome to Cyberia...
-
- Choose a name and pick your difficulty. EASY is hard and they only get tougher.
- Enjoy the opening movie. As soon as Major tosses you a weapon get ready...
-
- Arcade 1: Hallway Shootout
-
- Just nail the bad guys as they appear. Be quick as you don't get much time before
- they shoot you. HINT:They always appear in the same place each time you play a scene.
- You will end up in the underground parking garage. Climb in and shoot the garage door
- as soon as it swings into view. You have a very short time to destroy it.
-
- Arcade 2: The Chase
-
- Sit back and prepare to take a ride. Major does the driving and you do the shooting.
- Kill everything that moves. Yellow target boxes indicate air targets while orange
- targets indicate dangerous ground targets which often fire back at you. Take out the
- orange targets first as they do the most damage. When the bikers start dropping land
- mines in the road make sure you concentrate your fire on these first and then the other
- enemies. You will get plenty of trigger finger resting places as Zak and Major argue
- and exchange jibes between the various combat sequences.
-
- Arcade 3: Thunderstorm
-
- More of the same, yet a bit trickier. These targets come at you fast and in increasing
- numbers. Miss just one and it could be curtains. Make sure to get the orange targets
- as one of these can take out your ship.
-
- Action 1: FWA Headquarters
-
- Getting in is easy. Getting the information and getting back out is your mission.
- As you move Zak around the complex you can move him from side to side and in some
- places change his direction entirely. From your first point of control move ahead
- into the large chamber and turn right. Move forward to the wall and turn right again.
- Now you will be walking down a hall with an upper level above you. There are 2 catwalks
- which cross your hall with guards on them. You will see them before you reach them.
- You cannot shoot them without getting killed, so you must stay out of sight. When you
- see them walking across the catwalk move sideways the same direction they were going
- and hug that wall. Repeat this manuever for the second guard and catwalk and you will
- be at the end of the hall. You can take the first left or the second but they both end
- up at the elevator. Going up.....
-
- On the second floor, exit the elevator and turn either left or right and go forward one
- movement. Turn in whichever direction takes you AWAY from the elevator. If you try to
- go behind the elevator you will die. Walk to the end of the long catwalk. It's awefully
- quiet up here but don't worry - things will pick up soon. Note the destruction in the
- one room at the far corner. You can look through the rubble but will find nothing. Don't
- get too close to the window - you can and will die if you walk through the broken glass.
-
- Enter the elevator at the far end of the catwalk. This looks tricky because you will
- approach it from an angle - just move forward and Zak will do the rest.
-
- Puzzle 1: Binary Code
-
- This is nothing more than a glorified Simon game. Just repeat the sequence of numbers
- that is shown to you. This number varies depending on your skill level. Complete the
- full sequence to activate the elevator.
-
- Arcade 4: Database Security
-
- Upon entering the database immediately begin to shoot any solid hexes. Begin with the
- blue ones. Failure to destory any hexes will result in instant death. Shoot the red
- hexes next as you journey to the main CPU.
-
- VR 1: FWA Database
-
- This is one of the coolest parts of Cyberia. The VR computer interface allows you to
- navigate the vast FWA database. Of course you are restricted by certain security locks,
- but a wealth of knowledge awaits. To navigate in VR just go for the ride and hit any
- direction key when you come to an icon you wish to pursue. RETURN exits to the previous
- data loop and eventually the entire database. If you exit too early you will die so don't
- leave until Graham tells you to.
-
- The two items you seek are the Site Inventory and the Defensive Weapons Databases. You
- can find them quite easily and enjoy some scenes from the orignal Cyberia in your search.
- Once you have the inventory list and the codes to deactivate the border drones, Graham will
- give you the okay to get out of VR.
-
- Arcade 5: Escape from FWA HQ
-
- As soon as you exit VR all hell breaks loose. As you spin around to the left notice your
- targeting sight it activated. USE IT and nail the guard coming out of the elevator behind
- you. Now the fun really starts. Zak begins the long and hazardous trek back to the roof.
- Nail anything that moves. Be alert for guards coming down the opposite catwalk - they often
- hide behind columns and are very easy to miss. As always the guards appear in the same spot
- each time you replay so you can quickly anticipate them and nail them faster each time. Zak
- makes his way back to the elevator and after the most humorous scene in computer gaming
- history, arrive at the first floor. Take out some more guards and get to the main elevator
- and head for the roof. More target practice up top - shootem all and after a daring leap to
- safety you will be back behind the big guns. Take out all incoming ships and in between
- those have a blast shooting out all the windows of FWA HQ - its okay; they're insured.
- Graham will finally deactivate the drones and you can escape - nail a couple ships in hot
- pursuit and you are free.
-
- Arcade 6: Nightmare
-
- Since your trip is going to take 9 hours you decide to catch a nap. Original Cyberia players
- will recognize this dream sequence as the Naval Base and it plays identical right up to the
- enemy locations. This sequence is not hard (I'm not even sure if you can die) so just have
- fun and enjoy the surprise ending.
-
- Action 2: The Mines
-
- After the game gets you inside the complex you will find yourself on a lift hiding behind
- some crates. Doors open and a forklift robot heads straight for you. Move to Zak's RIGHT
- to circle the crates and avoid a crushing death. When the coast is clear head for the door
- across the room. You will have to dart into the crates on your right twice - once at each
- pause in the character's movement. Do not come out of hiding too soon or you will get shot.
-
- Puzzle 2: Touch Tone Lock
-
- Listen VERY closely to the tones you hear when the workers use the keypad. You will have to
- match these tones and failure is instant death. Of course if you are really lame see the
- CODE SECTION at the end of this walkthrough for the code.
-
- Puzzle 3: Triangle Laser Lock
-
- The next room has a code locked elevator and a door to the left of the elevator. For now
- we need to crack the elevator lock. The concept is quite simple. Shoot a beam of light
- into the symbol for OPEN without any light reaching the LOCK symbol (resulting in instant
- death - as usual). Pressing any of the lower buttons results in a beam of light which
- originates at that button and flows until it reaches a dead end. The bright gates located
- in the maze can be forced open or closed by bouncing light off them. Learning how these gates
- work is the key to solving this puzzle. If you simply cannot figure this one out then use
- the code at the end of this solve.
-
- Puzzle 4: Corbin's Computer
-
- Corbin has a hidden computer in his desk with some nasty security. Hit a wrong button and
- you take a plunge into the nano-infested basement where you die (at least its not instant)
- Enter the 3 button color code to access the VR Database. What? You don't know the code!
- Hmmm..those colors on the computer look remarkably similiar to some glassware on the shelf
- opposite the aquarium. Since I already leaked it was a 3 button combo you can easily figure
- out that the code is Yellow - Green - Blue YOU'RE IN!!! OOOPS!! Maybe not! Voice Print
- Identifcation....sit back and don't do anything - move and you die - wait and you can try again
- later. Now where can we find a voice print.... Not up here so lets leave.
-
- Action 3: Mechanical
-
- At the bottom of the elevator turn right and enter the bright white room and then the room with
- the big green puddle of toxic waste. Admire the headless Dr. Robinson and relieve him of his
- Remote Control - he won't be watching any TV for a long time... Now head to the door behind you
- and to your right. Move forward to the big screen TV and use the remote to repair some leaky
- pipes and clean up the green stuff. Exit the room - the puddle is much smaller now - in fact
- you can even JUMP over it (and the Doctor). On the other side of the puddle go to Door 2 and
- enter. Take a seat and enter VR
-
- VR 2: Mine Database
-
- This database functions just like the FWA interface and you pretty much need to see and hear
- everything. The disgruntled worker is a blast to listen to but you are on a quest for
- knowledge. Before leaving VR you should have a CODE for Lab 4 (2457) and a voice print of the
- egotistical Dr. Corbin.
-
- Puzzle 5: Lab 4 Keypad
-
- Hmmm...You could have sworn that code was 2457 - even Graham backs you up, but the paranoid
- Corbin has changed the codes. Fortunately Graham scans the keypad and gets you a fingerprint
- of a recent authorized user. Now where can we reference a fingerprint? Let's go try that
- voice print then...
-
- VR 3: Corbin's Computer
-
- This is tricky! As soon as you sit in Corbin's chair spin and face the window. A security
- guard comes up the elevator and if you are facing him YOU DIE; otherwise he execuse himself
- and you can return to your hacking. Enter the color codes (you do remember them - right?)
- The voice print is automatic and you are in. Wander around VR until you find security codes
- whereupon you can cross reference that fingerprint. I'm assuming they change the print and
- access code with each new game, but in case they don't you can find my code at the end if this
- solve. You can leave VR as soon as you match the print and note the 4 digit number.
-
- Arcade 7: Antidote
-
- Now that you are in Lab 4 you can prepare the antidote to save the city. After getting a
- large dose of blood sucked from your hand you pass out and dream up some combat action.
- Nothing major - just more shootem-up-bang-bang so killem all and wake up. Graham gives you
- some words of advice and then you must sterilize your blood sample. You probably have two
- pieces of conflicting instructions on how to do this if you listend to ALL VR database entries.
- You can decide who to trust or check the end of this file for the right answer.
-
- Action 4: Meeting the Major
-
- Exit the Lab and head for Door 2 - turn right and enter. Turn right again and move forward
- and turn off the lights. This reveals previously unseen lasers that open the trap door that
- (you guessed it) causes instant death. Give the white generators on your left a wide berth
- then do a little weaving to bypass the laser beams. Enter the cave and go up the stair to
- meet the major and drop off the antidote.
-
- Arcade 8: Blow this Joint
-
- As soon as you regain control of Zak security will be IN YOUR FACE! Blast them as you begin
- to make you way back to the doc's office. Watch for the guard in the elevator waiting to
- nail you when the doors open.
-
- Arcade 9: Arm Self-Destruct
-
- Enter VR one last time at the doc's desk and find the self-destruct arming sequence. Shoot
- all the colored squares that are spinning around the sphere. You have one minute to destroy
- them all to arm the destruct mechanism.
-
- Action 5: Escape
-
- Doc's office is heavily guarded at this point so don't use the elevator to leave. Instead, hit
- one of the white buttons on the doc's computer to trip the security and send you plunging to the
- basement. It's okay this time - you are armed. The nano-dudes attack in small swarms so blast
- away. As you walk down the halls you must give a wide berth (and I mean opposite side of the
- hall) to the yellow pyramid devices on the walls. Get too close and you go BOOM! The basement
- is setup like a small maze but your main objective is to reach the far end and go in the right
- gate. You will go up some stairs and will be able to shoot a small silver electrical box from
- across the room. Exit this short hall and turn left. Follow the hall around, shooting the nano's
- along the way. A blue device is on the outside of the last turn into the big room where you
- shot the silver box. Avoid this, giving it a wide berth or you will go up in flames. Upon
- entering the large room you will have to take out 6-8 nano's then move forward. Two silver
- electrical boxes are along the far wall. Shoot the one on the RIGHT and leave. Do NOT shoot
- the left box and don't hit it during combat with the nano's or the floor will sink and you will
- die (instantly!) Now leave this room the same way you entered following the same hall past
- the first gate you entered with the stairs. You will come to a second gate. If you tried this
- gate earlier you met a grisly death - but now it's safe and you can continue down the hall and
- out the door. You are now on the far side of the room where you met the Major a while back.
-
- Puzzle 5: Octagon Bridge Lock
-
- This puzzle follows the same premise as the elevator lock but is considerably more difficult.
- You must allow for multiple lasers acting on the same gates to finish this puzzle. Of course,
- the answer is below if you can't stand the pressure.
-
- Arcade 10: Time to Leave
-
- With the bridge activated every guard on the base now stands between you and freedom. Taking
- the same path you took only moments ago - blast your way back to the cargo hold and to the
- large freight elevator. You pause to wipe the perspiration from your brow when who else but
- Corbin himself appears for the final showdown. Major shows up and confronts her dad (oops -
- I hope you had figured that out by now). While she distracts him with some cannon fire you
- can move forward and push him off the lift and to his death. Hop in with the Major and get
- ready for some action. The targets are MANY in this final battle so concentrate your fire on
- those orange guys that do the most damage to you. Just keep blasting and you will finally
- blast out of the cargo bay admist a column of flame..
-
- Enjoy the ending and don't bother with the credits - nothing to see like at the end of the
- first Cyberia.
-
-
-
- Completion Time: 3:15 on EASY Skill Level
-
-
-
- ULTIMATE PUZZLE SOLUTIONS - (For the extrememly lame gamer)
- Disclaimer - I cannot guarantee any of these codes remain the same for other games.
-
- Touch Tone Keypad - 3108
- Fingerprint Keypad - 6307
-
- The numbers in the following two puzzles represent the possible selections reading from
- left to right.
-
- Elevator Access Panel - 3-4-5-1-9-10-2-6
- Bridge Access Panel - 2-4-1-5
-
- Antidote: Shoot all White AND Red cells while preserving mutated greenies! Oh yeah - NEVER
- trust a Mad Scientist!
-