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 inter-
face 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!