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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 successful, 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 enemy 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.
- By pressing the buttons repeatedly, you may cycle through the various
- shapes to enter the code.
-
-
- 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 third 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. By pressing
- the buttons repeatedly, you will be able to cycle through the various
- shapes to enter the correct code.
-
-
- 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 find 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. To enter
- the code correctly, you must repeatedly press the buttons to cycle through
- the available choices.
-
- 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 hint to obtain the password was given on one of the
- Video Mail's earlier in the game. The hint tells you to go to the
- berthing area and look for a picture on the wall. Upon entering these
- rooms, you find a large portrait of Albert Einstein. This is your clue.
- 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 you 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 about the 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 the 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 inoculate
- 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 inoculation 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 inoculation booth quickly.
-
- 8. THE CHARLIE SEQUENCE: After you have inoculated 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-
-