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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 is 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, arrives 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 - shoot'em 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 execuses 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 shoot'em-up-bang-bang so kill'em 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!
-
-