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From: support@interplay.com (Robert Hanz)

Newsgroups: comp.sys.ibm.pc.games.adventure
Subject: Re: Cyberia --  SPOILERS!!!!!!!!
Date: 28 Feb 1995 19:57:58 GMT
Organization: Interplay Productions
Lines: 423

Well, I've tried to avoid doing this, but I've seen enough requests,
so here goes....

Robert Hanz
Interplay Productions

------------------------------------------------------------------------------

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-                                                                      


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