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- Cyborg Part I
-
- You'd think that with two brains you'd be able to remember who you are. That
- you remember who you used to be is something, of course, but if it was NASA
- II, the space agency, that made you a CYBORG and sent you on this mission
- (whatever it is), what are you doing in the middle of a forest? Has an
- interplanetary leaf shortage suddenly developed for you to investigate?
-
- This is the beginning of Michael Berlyn's pre-Infocom masterpiece, Cyborg,
- In this game the usual problem of accounting for the adventurer's naivete is
- handled by a brilliant stroke: you have amnesia, and have no idea who you
- are, where you are, or what you are supposed to be doing. Fortunately, you
- have a partner through this: your other, mechanical half. Asking his opinion
- on objects and locations can often be of aid, although he has partial
- amnesia, too, so he can be of only limited help at first.
-
- Anyway, here you are. Start by asking for Help, which will explain a bit
- more about your situation. But just a minute now. Who's this lizard standing
- beside you, asking for food? Well, you need some of that yourselves (both of
- you in your own ways), but if you can't find out where you are and what's
- going on, you may never find anything, so let's see if you can find some
- food, either for the lizard, who may be able to help you out of this, or for
- one of your two halves.
-
- Go southwest, then south. Hmmm. A nice collection of dead insects. Just
- what a lizard might like. Get them, and then go north and northeast to find
- him again. Feed him, then Ask Lizard. (You can Ask all four questions in
- return for the one meal. NOTE: In some Apple versions, it is not possible to
- get the insects and feed the lizard. However, doing this is not necessary to
- win the game. If you can't get the insects, skip down to the microlaser
- part).
-
- Well, we didn't learn much from that, but it's a beginning. Let's explore.
- Go east. Go east again. What's this? A room full of little shelves? A
- storage closet in a forest? There must be more here than meets the scanner.
- But the microlaser could be useful. Get it and wear it.
-
- By the way, what do you suppose killed those insects? To find out, go West
- out of the room, South, West twice, and then South again to reach the place
- on the path where you found them. Now go down, leaping gracefully over the
- railing. (NOTE: In some Apple versions, you must CLIMB DOWN). Ouch! Well,
- now we know what did them in.
-
- There's a forest here that's very easy to get lost in, so just go straight
- east, three times. In the maintenance room, get the matches and the
- sneakers. Now backtrack west, and go north twice to a dark area. Light a
- match. Get the power-pack. Ahhh! That felt good! Get the ladder, too. You
- never know when it might come in useful. South, south, and east to where the
- matches were, and then south twice. Get the cube. It doesn't seem to have
- any external features, so cut it (with the laser) and then open it. Get the
- ID that fell out, but don't throw the now-empty cube away yet.
-
- Insert the ID in the slot, but then get it again. (Always remember to do
- this after putting the ID in a slot, which you will be doing often.) Go
- south. Get the Ultrafiche, which seems to be the only thing in the library
- you can get at. Go west, and take a little time to admire the scenery. It
- makes no sense whatsoever, but at least it's pretty.
-
- Go west again. Insert the ID in the slot, and get the apple. Eat it. Get
- the ID back, of course. Now wear the ID (it works two ways), so it won't be
- taking up space in your hands.
-
- Go north four times from the vending machine to get back to the main path.
- Go west. It smells interesting to the south, doesn't it? Let's look Whoops!
- Maybe that wasn't such a good idea after all. Fortunately, we have our
- laser. Shoot the snake. 100 power-units is usually enough for IBM. 50 is
- said to be sufficient for Apple II. However, you may have to shoot more than
- once.
-
- From the snake, go north and then go west three times, noticing the
- descriptions. There's a shoulder harness here; get it and wear it. Then go
- east twice, north, and northeast. Cut the string to release it from the tree
- and then get it. Lace the sneakers with the string and wear them. Go east
- twice. Climb the tree and get the fruit. It's a little prickly, but if you
- cut it, to get the skin off, you can eat it. Go back down and then north.
- There is more of the forest, but there is nothing to do and nothing much to
- see.
-
- At the entrance to the gymnasium, you can go right in, since you're wearing
- the ID and the sneakers, so just go north. Go up to get to the top of the
- steam cabinet. Open the hatch, and enter the cabinet.
-
- YOW! That's hot! Quickly strike a match and look around. The infra-red
- lenses will allow you to see in the dark from now on, so take them and wear
- them. Then take the droid, who will go straight onto the shoulder harness.
- (He'll be making smart remarks from time to time, which may or may not be of
- help.) Then go up to get out of the cabinet and down to get back to the gym
- floor.
-
- Go north to the center of the gym, and go up (climbing the rings) to the
- ceiling. Smash the trap-door. Yes, you really should. Go up. There's a
- frightened "togram" here. She looks scared, so pet her. Now that she feels
- better, Ask the Togram all four questions.
-
- Hmmm! So there are more humans here. And you'd better look out for the
- illogical smada: it sounds like something an adventurer might be better off
- avoiding. There's nothing you can do for the togram now, so go down twice,
- to get back to gym floor.
-
- From the center of the gym, go west twice, southwest, west, and north.
- Press the touchplate, as directed, so contaminants from the forest ecology
- will not harm the environment now facing you. (Wearing the ID is necessary
- here, too.) Go north to the top of the shaft.
-
-
- Cyborg Part II
-
- Go down once. At 25 meters down, open the hatch, and go south three times.
- Get the repair patch you find here (NOTE: in some Apple versions, there is
- no patch here; patch will be available during the arcade sequence). Then go
- north three times back to the shaft, and down to the next level.
-
- Go northwest to the intersection. Explore the blue corridor to the south,
- first. Go south, up, and south to the center of the dome. Once there, go
- east to see the view, which may give you an important hint as to what's
- going on, and then head back west and south to the southern end of the dome.
- Remove the droid, and it will pop through the hole and return with a
- spacesuit for you.
-
- Getting the suit on is pesky. Drop the matches, ultrafiche, cube, and
- ladder, so your hands will be free. Then remove the laser, ID, sneakers, and
- harness, and drop them, too. Get the suit and wear it. Then go north and
- west to the airlock.
-
- The next part of the game varies from system to system. (By the way, it now
- becomes clear that the points of the compass are merely relative in this
- game. However, judging from the layout of this ship, conventional terms such
- as "fore", "aft", "port", or "starboard" would also have had little meaning,
- in addition to giving away too much too soon.)
-
- On an IBM PC, simply press the button, go west and pick up the torch. Then
- go north and apply the repair patch. Afterwards, go south and east. You exit
- the airlock without pressing the button, so just go east again to get to the
- center of the dome.
-
- On an Apple II, save the game at this point, because Cyborg is suddenly
- going to turn into a video game for a moment. Push the button and go west.
- Watch the coordinates at the bottom of the screen. You are starting at
- 22/13. You have to get to 7/25. Move back, down to 7, left to 25, and
- forward. When you have applied the patch, reverse the process. This section
- of the game is real-time, so you don't have the usual adventurer's luxury of
- stopping to think between moves. The Apple Macintosh version presumably
- follows one of these two schemes.
-
- Once you are back at the center of the dome, go south to where you left
- everything. Remove the suit, and drop the suit and torch (if you have one),
- you won't need them any more. Get the laser, sneakers, and harness. Wear all
- three. Then get the matches, ID, droid, ultrafiche, cube, and ladder. Go
- north four times to get back to the intersection.
-
- This time, go northwest on the red path three times. Drop off the ladder at
- the wall and go up. If you go west, you will find yourself on the ship's
- bridge. Notice what the screens show you. Then go west again. This dial is
- broken, and it will have to be repaired, but there's nothing useful we can
- do here, yet, so go east three times to get back to the ladder.
-
- Go south twice to the eerily-lit room. The balance will blow you up if you
- aren't careful, but if you drop the cube first you can take the power
- crystal. Go north twice and drop the crystal by the ladder. Then go north
- twice more.
-
- At last! The ultrafiche reader! Insert the fiche in a slot and insert the
- ID in the other slot. Then turn on the reader. Now things begin to become
- really clear to you, explaining what the heck that forest was all about,
- where you are, and what you're supposed to be doing. And it seems there's
- still some more work to do.
-
- Don't forget to get the ID. Wear it, to prevent inventory problems. Then go
- south twice from the reader and southeast three times to get back to the
- intersection.
-
- This time go north along the yellow path. That grill looks suspicious, but
- your energy levels are getting low, so leave it alone for now. For now, go
- north three more times (we don't have all we need for sickbay yet, so just
- pass that by). Get the beaker from the laboratory, go east, and fill the
- beaker with oxygen. Then go west and go south four times, back to the
- intersection.
-
- Finally, take the green northeast passage to Hydroponics. Get the peach and
- eat it. Then go east, get the wire, and go west and southwest, back to the
- intersection again. Southeast takes us back to the tube.
-
-
- Cyborg Part III
-
- In the tube, go down one more level to the bottom. Go along the corridor to
- the west twice, then north twice, then west. Get the power-battery. Since
- we're all recharged, now, this would be a good time to take care of the
- robot the lizard warned us about, and which we saw on the screen, so go back
- east, south, south, east, and east, to get to the bottom of the shaft.
-
- From there, going south will take you to the sleep chambers, and on the
- third time, you will find the berserk robot. Shoot it with 150 (IBM) or 45
- (Apple II). Then smash the dead robot.
-
- Take the power casing. Open it. Take the power cell that the robot stole
- from you while you were unconscious and wear it. This will permanently solve
- energy problems for your cyborg half. Drop the power casing and take the
- tools.
-
- Go south twice more. Getting the sleepers' manual from the iguana is the
- nastiest problem in the game, but the solution is actually simple. Remove
- the sneakers, unlace them, and drop them. (You won't need them any more.)
- Then give the string to the iguana and while he is playing "iguana's cradle"
- with it you can take the manual.
-
- North five times from the iguana gets you back to the shaft bottom. Drop
- the beaker and matches here temporarily, and return to the dormitory area.
- Go west twice, south twice, west, and north. Get the moldy bread, but don't
- eat it; it's not at all good for your human half. Go north twice more. Open
- the locker here with the tools. Get the solder that was in the locker. Then
- go south and go east three times, back to the shaft bottom.
-
- Drop the solder, wire, and manual here. Pick up the beaker and the matches
- and go north to the cargo bay. Remove the ID, insert it in the slot, get it
- back and wear it. Go north. There is a very nice maze here, and you can
- solve it, if you like, but it won't achieve anything to do so. Instead, you
- have to clear it out. It seems that there's a lot of flammable stuff in the
- debris, because if you pour the oxygen out of the beaker and onto the
- debris, light a match, and drop the match, you get a dandy explosion that
- opens up a way for you to the alien ship. Drop the beaker and the matches
- now, because you won't need them again, and go east twice to get inside the
- ship.
-
- Once inside, feed the reptile with the moldy bread (no accounting for
- tastes!). Once you have done this, Ask the Reptile. He should explain just
- about all the remaining mysteries, so now pick up the small CPU you found
- here, and exit west, west, and south.
-
- South once more gets you to the bottom of the shaft. Get the manual, wire,
- and solder, and go up to the 50m level and northwest to the multi-colored
- intersection.
-
- We might try to finish quickly here, but let's visit sickbay first, so
- we'll be in good health at the grand finale. Go north. Remember the grill?
- Well, our energy levels are permanently high now, so smash it.
-
- Oh no! It's the smada! Shoot it with 100 if you have an IBM, or 45 if you
- have an Apple II. Whew! Well, we had to take care of that anyhow. Go north
- twice more, east, north, and west. Unlock the latch with the tools, and open
- the panel. Enter the cylinder, close the panel, and pull the lever. This
- should heal most of the damage done by various accidents and beasties along
- the way, so open the panel and leave.
-
- East, south, west, and south three times returns you to the intersection.
- Northwest three times gets you to the ladder where you left the power
- crystal. Pick that up, and then go up and west twice to get to the end of
- the bridge. Now we're ready for that dial. Drop the wire, solder, CPU, and
- power crystal, and repair the dial (you need to be holding the manual and
- the tools).
-
- Now turn the dial to wake up the sleepers. Since you may have been
- contaminated by something nasty during your adventures, you don't want to
- visit with them, but there's no point in that anyway, because all you have
- left to do is go east and throw the switch to start the automatic landing
- procedure, and receive the thanks of the entire human race.
-
-
- ə
- əast and throw the