Computer
passwords: The password to the computer in one of the rooms in the Cyberia
Complex is "EINSTEIN". At the number code pad,also in the Cyberia
Complex, press the buttons "2571".
Solution:
The Rig - Docking bay
The game begins in the Rig's
docking bay. Press Up to move forward. The door on the left leads to
an elevator, which connects to the Hangar, where a Transfighter is
ready. Santos will tell Zak to go through the door on the right, which will
lead to Gia and the Gunnery Chair.
Press Right, Up, Up,
Up to enter the Rig. Press Up to move down the hall to Zak's
right.
Gia
When Gia is met, she
immediately tells Zak to turn around and disarm his weapon. To avoid being
killed, press Left. Gia will kill Zak if this action is delayed, or
another action is taken. Zak will remove the power pack from his gun and
toss it to Gia.
The Rig will come under attack.
Press Up, Up to follow Gia to a Gunnery Chair.
Gunnery Chair
Available ammunition is
represented by the red horizontal bars. Shields are represented by the green
vertical dots. Note the five blue indicators on the control panel display on
bottom middle of screen. These show hull damage to the Rig that Zak is
defending. If too much damage is sustained to the Rig hull, it will be
destroyed. The dots on the radar display on the left side of the control
panel represent the helicopters, hovercraft, fighters and magnetic sea mines
that must be destroyed.
After successfully defending
the Rig, Gia will congratulate Zak and offer a kiss. To accept her kiss,
press Up or just wait. To decline, press Down.
Elevator (only if Gia was
not kissed)
Press Up, Up, Up,
Up, Up to return to the hallway. Press Right, Up
to return to the dock. Press Right, Right, Up, Right,
Up to reach the elevator.
The elevator allows movement
between the upper dock and the hangar. To operate the elevator press Right,
Right, Up and use the buttons in the corner of the room. The
view will switch to the BLADES. Move Zak's hand over the Hangar button and
select it. The view will switch back to normal. Press Right, Up,
Up to enter the elevator.
Press Up, Up, Up,
Up, Up to approach the Hangar. Check out the plane by pressing
Left, Up. Approach the Bomb Puzzle by pressing Left,
Up.
Warehouse (only if Gia was
kissed)
Kissing Gia will anger Santos.
He will order Zak to be captured. A guard will stun Zak and bring him to a
warehouse.
After waking do not move until
Gia arrives. Press Up, Left, Up. Zak will retrieve a
power pack his weapon before moving to junction in the warehouse. Press Right,
Up, Up at the junction to find a ladder. Climb up the ladder
by pressing Up, Up.
Press Up, Up to
walk down the catwalk and enter a door that leads to the hangar. Once
inside, quickly turn around and lock the door by pressing Left, Left,
Left, Up. If the door is not locked, a guard will enter the
area and shoot Zak. Turn to face the crates next to the locked door and walk
towards the door by pressing Left, Up. The view will change,
showing Zak looking out from behind the crates. A guard positioned in the
hall away from Zak's location. As the guard begins to walk towards Zak, the
view will change to a normal walking view, and then a to view from behind
Zak. To fire Zak's weapon, press Right to raise the weapon and Fire
to shoot. Wait until the guard is raising his weapon before shooting. If Zak
fires too early, the shot will miss and the guard will kill him.
Press Up, Up, Up
to walk towards the Hangar. A stack of crates will separate Zak from another
guard. Wait until the guard is on the left side of the crates, then press Up
to move around them. The guard will begin firing at Zak. Wait until the
guard pauses, then press Right to move out from behind the crates.
Shoot the guard by steadily pressing Fire. To avoid the guard's fire,
move Zak back behind the crates by pressing Left.
Press Up to walk to the
Transfighter.
Press Up, Left, Up
to find the Bomb Puzzle on the Transfighter
Bomb Puzzle
There are three ways of
disarming the bomb depending on the puzzle difficulty level that has been
selected. The directions are:
Level 1: Perform a MRI test
on the bomb to scan the interior. 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 (second from the
right), then toggle the other active switch. Do not touch the on/off
switch.
Level 2: Perform a MRI test
on the bomb. There are seven switches in one row, a vibration sensor
switch and an on/off switch. First, toggle the vibration sensor switch
(second from the right), then toggle the fourth switch from the left,
and then the second switch from the left.
Level 3: Perform a MRI test
on the bomb. There are seven switches in one row, a vibration sensor
switch and an on/off switch. First, toggle the vibration sensor switch
(second from the right), 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.
After the bomb has been
disarmed, board the Transfighter by pressing Up, Right, Up,
Up, Up, and fly to Cyberia.
Transfighter Missions
Note: The Arcade difficulty level set when the game begins 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 the difficulty level increases. Enemies will take no
damage unless they are targeted.
While playing the Transfighter
sequences, there are three small indicators near the top of the screen. The
scale on the top right is the Shield levels. Each hit to the ship depletes
the shield levels. When the shields are at a very low level, hits from enemy
weapons will damage the 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 the ship has been breached, and the 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.
Open Ocean
This is the first Transfighter
sequence. The goal is to destroy a large enemy hovercarrier. If the
hovercarrier is not eliminated, the Transfighter will be destroyed.
The Transfighter will make five
passes at the hovercarrier, while being attacked by hoverfighters,
helicopters, boats, and turrets. On the fifth pass, a blue target will
appear around the carrier's fuel truck. It must be destroyed to complete the
mission.
Military Islands
The Transfighter must pass over
a heavily guarded enemy munitions dump on the way to destroy an important
enemy submarine. Destroy as many munitions dumps, boats, and aircraft along
the way. The large carriers can not be targeted or damaged.
Destroy the series of cruise
missiles that will appear in the middle of the screen. Then take careful aim
at the blue target box when the submarine is reached. Eliminate it or the
Transfighter will be destroyed.
Norway
This is the third Transfighter
mission. Watch for 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 the Transfighter will be destroyed.
Archangel Military Port
This is the fourth Transfighter
mission. The goal is to fly through the military port in order to reach a
freight tunnel through the mountains. Watch for numerous air and ground
defenses in the area. The entrance to the tunnel is shielded, and the shield
generator must be destroyed. As the Transfighter make a pass to attack, a
large gun will be aimed from behind the generator building. Destroy the
generator building or the Transfighter will be shot down by the gun.
Freight Tunnel
This is the fifth Transfighter
mission. The goal is to make it through the tunnel in one piece. Do not fire
upon the fuel trucks that are designated by blue target boxes. If they are
hit, everything inside the tunnel, including the Transfighter ship, will be
destroyed. Hoverfighters will be waiting at the end of the tunnel.
Zubrovska
This is the sixth Transfighter
mission, in which a refueling center must be reached. Try to be very
accurate with your shots in the beginning of the mission in order to
conserve weapon energy. Fire individual shots instead of holding down the
trigger. Some blue targets are friendly in this portion of the mission. The
hardest part of this mission occurs near the end, when several fast enemy
fighters attack with missiles. Pay close attention where each of these
planes appears on the screen, then repeat the mission and try to anticipate
the arrival of each plane. After this point, do not to shoot the helicopter
that passes as the Transfighter lands, or the resulting explosion will
destroy it.
Ice Canyons
The seventh Transfighter
mission is very difficult. Save enough shield and weapon power to defeat the
large enemy attack plane at the end of the mission. Try to shoot each enemy
aircraft when it is targeted with just one shot. After a sharp turn is made
over the water and two enemy helicopters are destroyed, two targets will
appear on the right side (one shortly after the other). These ships must be
destroyed quickly or the Transfighter will suffer major damage.
Cyberia Complex Upper Level
Puzzle Notes: Zak's BLADES visor is needed to solve many of the puzzles. During each
visor puzzle, the Infra Red Scan (IR), the Magnetic Resonance Scan (MRI), or
the Bio-Mass scan may need to be activated. The right side of the visor has
a small gauge consisting of four colored blocks that indicate energy level.
The solution to the Visor
Puzzles may differ depending upon the puzzle level that selected at the
beginning of the game.
Computer Terminal Notes The information accessed through the terminals will often provide game
hints. Always check each room for any active computers. To use a terminal,
simply move next to it. If that computer is active it will come on-line with
an audible tone.
Exterior
Disembark the Transfighter and
press Up to reach a junction. Follow the path to the right by
pressing Right, Up, Up to reach the Rear Entrance;
or follow the path to the left by pressing Up, Up, Up
to reach the Main Entrance.
Rear Entrance
A ventilation shaft east of the
Main Entrance serves as a rear entrance into the complex. Press Up,
Up to enter the shaft. Time Zak's moves and press Up to walk
past the rotating blades (move when the blade in front of Zak is
horizontal). Press Up to enter the Loud Room.
Loud Room
Press Up to walk into
the next room. If Zak remains in this area for an extended amount of time,
the noise will kill him. Quickly press Up, Up, Up, Up,
Right, Up, Left, Up. Zak will enter a Dark
Room.
Dark Room
Press Down, Down,
Up, Up, Left, Up, Up to leave this area.
Then, press Up to reach the Security Door.
Main Entrance
The main entrance is to the
north and is guarded. To get there, walk north from the Transfighter while
staying as far to the left as possible by pressing Up, Up, Up.
When the entrance of the
complex is reached, a guard outside will begin shooting. If Zak is shot
immediately, the correct path to the entrance was not followed. Stay as far
to the right as possible as Zak walks from the Transfighter to the complex.
The correct path will lead to a shed that he can hide behind by pressing Up.
Correct timing is the key to killing the guard. Try to fire between his
shots by pressing Right to move out, Left to move back, and A
to fire.
Enter the complex by pressing Up,
Up, Up. Walk through the doorway and approach the Perimeter
Lock by pressing Up, Up, Up.
Perimeter Lock
Use the MRI to scan the lock
and examine the diagram. The lock is opened simple logic, using AND, OR, and
NOT gates. Orange indicates a gate is on, and yellow indicates that it is
off. Turn on the top right circuit without setting off the trap. The logic
used to switch the gates is:
AND: Off + Off = Off
Off + On = Off
On + Off = Off
On + On = On
OR: Off + Off = Off
Off + On = On
On + Off = On
On + On = On
NOT: Off = On
On = Off
Level 1 solution: 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.
Levels 2 and 3 solution:
Toggle the first switch on the left, then the sixth switch and then the
third switch.
Press Left, Up to
run down the hall to the Security Door.
Security Door
Press Up to face the
entry pad on the left.
Levels 1, 2, and 3 solution:
Use an infrared 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 Zak to read the combination,
which is 2571. After punching in the code, press the enter key on the keypad
to open the door.
Press Left, Up to
pass through the door and continue down the hall. Zak will be shot if he
continues further down the hall after he stops. Enter the Dining Room,
which is the first door on the right, by pressing Right, Up.
Dining Room
The dining room contains four
guards and must be entered. Shoot the two standing guards on the left by
quickly pressing Right, Fire, Right, Fire, then
quickly duck behind the crate by pressing Right.
The two remaining guards will
duck behind the tables and continue to fire at Zak. Perfect timing is the
key to killing these guards. To fire from this position, press Left, Up
to stand, then Left or Right to aim while standing, and Fire.
Press Down to duck, then Right while ducking to find cover.
Try to kill the guard on the right side first.
Return to the hall by pressing Down,
Up. (To hear a humorous comment from Zak, re-enter the room by
pressing Down, Up, Up, then press Down, Up,
Up to leave again.) Press Right, Up to run down the
hall to the next door. Enter Alexei's Room by pressing Right, Up.
Alexei's Room
Press Up, Left, Up,
Up,Up to access the first terminal. Use the four icons on the
left side of the screen to view Alexei's video-mail and note the information
given.
Return to the hallway by
pressing Left, Up, Up, Up. Press Right, Up
to run down the hallway to the next door. Enter the Berthing Area by
pressing Right, Up.
Berthing Area
Press Left, Up, Up,
Up and note the photograph of Albert Einstein that is hanging on the
wall. Leave the room by pressing Down, Up, Right, Up,
Up. Press Up, Up to continue running down the hallway.
Press Up to enter the door to the Lounge.
Lounge
Press Up, Up, Up,
Up, Up, Up to look at the hologram that is on the desk.
Press Up, Right, Up, Up, Up, Up to
step away from the desk and enter the adjacent Conference Room.
Conference Room
As Zak enters the conference
room, two men will be engaged in conversation about the Cyberia Project. If
Zak tries to enter the room at this point, he will be shot by the man who is
standing. Wait until the conversation ends, and the standing man leaves the
room.
After he is gone, press Left,
Up to hide behind wall. From this position, lean out to fire on the
remaining guard. Wait until after he shoots back to kill him. Press Right
to move out, Left to move back, and Fire.
Press Right, Up, Left,
Up, Up, Up to walk around to the far side of the
conference table to find some magazines. Press Left, Up, Right,
Up, Up, Left, Up, Up, Right, Up
to leave the room through another door. Press Up, Up, Up
to run down the new hallway and enter H. Suzuki's Room.
H. Suzuki's Room
Press Up, Right, Up,
Left, Up to reach the first computer terminal. Enter
"EINSTEIN" for the password and press the Enter key. Select the
icon in the top left corner to browse through the base's personnel files.
The last record is for a new employee who has been given a temporary access
code (a blue incomplete circle, a red cube, and a blue triangle). Note the
appearance of the of this code. Select the remaining icons to view
video-mail for clues regarding an extra set of keys.
Exit the room and return to the
hallway by pressing Right, Up, Up, Left, Up,
Up. Press Left, Up to run down the hall. Shoot the man
with the grenade by pressing Right,Fire. Run to the Elevator
by pressing Up.
Elevator
Quickly enter the code
combination obtained from H. Suzuki's computer terminal to close the
elevator doors. This will protect Zak from the blast grenade. Press the
buttons repeatedly to cycle through the various shapes to enter the code.
If the base was entered
through the Main Entrance, return to the Security Door.
Press Left, Up to turn and enter the Dark Room.
If the base was entered
through Rear Entrance, return to the Dark Room.
Dark Room
Once in the Dark Room, press
Up, Left, Up, Up to move next to the large crate
that is blocking a door. Press Right, Up, Up to push
the crate out of the way. Press Right, Right, Right, Up
to enter the door.
Press Up, Right, Up
to step on the elevator and go down to a Red Room.
Cyberia Complex Lower Level
- Red Room
Press Right, Up
to approach and look through the door at the Lower Level Storeroom.
Lower Level Storeroom
The storeroom on the lower
level of the complex has a guard behind a glass wall. If he sees Zak, he
will activate a Halon system and flood the room with poisonous gas. Press Up,
Up, Up, Up, Up to go through the door and move
along the wall next to the window. Move past the guard by watching his
movements that cycle from the computer terminal back to his notes. Press Up
to go past him when he turns away from the window.
Once past the guard, press Right,
Up, Left, Up to leave the room and enter the Lower
Level Corridor.
Lower Level Corridor
Press Left, Up, Left,
Up enter the Storeroom Guard Room.
Storeroom Guard Room
Press Left to move
behind the crates in the room and wait for the guard to notice your
presence. Kill the guard by pressing Right to move out, Left
to move in, and Fire.
Press Left, Up to
return to the Lower Level Corridor.
Lower Level Corridor
Press Left, Up to
continue down the hall until a door directly ahead in the corridor appears.
The doors blocking the corridor
are guarded by two men on the other side. Press Up to open the door,
then quickly press Left to somersault and take cover. From this
position, kill the two guards by pressing Up to stand, Down to
duck, Left and Right to aim, and Fire.
After the men are killed, Zak
will automatically run forward. Press Down, Up, Up, Up,
Up to turn around and run towards the opposite end of the corridor.
Press Up to read the sign. Press Up to enter the Infirmary.
Infirmary
Press Up, Up to
look through the window. Zak needs to obtain the red security pass key that
is on a table next to a vent. Press Left, Up, Right, Up,
Left, Up to walk over to the computer terminal. Select the top
left icon to view the patient. While the patient is on screen, select the
icon below the "ECO" option on the lower right corner of the
screen. Note that the vents in the room are now open. Exit back to the main
computer screen. Select the remaining icons to read the video-mail.
Press Left, Up, Left,
Up, Up, Right, Up to exit the room. Press Up,
Left, Up to return to the Lower Level Storeroom. Press Up,
Up, Up, Up to return to the Red Room. Press Left
to access the Vents.
Vents
Press Up to remove the
grating, and Up to enter the vents. Press Up, Up, Up,
Up to walk inside the vent. Press Left, Up, Up,
to take the red security pass through the open vent.
Press Left, Up, Up,
Up, Up, Up, Up to return to the Red Room.
Return to the door blocking the Lower Level Corridor by pressing Up,
Up, Up, Up, Up, Up, Up, Right,
Up, Left, Up, Left, Up, Up. Press Left,
Up to enter the Cryo-lab door on the left with the red
security pass.
Cryo-lab
Press Left, Up, Right
to access the computer terminal. Select the top left icon to discover that
an experimental virus has infected certain areas, and although a vaccine has
been created, it has also become infected. Five of the eight vaccines have
already been used, leaving three that are still usable. Select the second
icon from the top to read the video-mail.
To inoculate Zak against the
virus, select one of the bottom three icons to go through the culture to
destroy the infection. If the game is set with Easy difficulty, at least 50%
of the virus must be destroyed. On Medium difficulty, at least 72% must be
destroyed. On the Hard level at least 80% must be destroyed. If successful,
Zak is informed that the culture is safe to use; otherwise the culture is
still contaminated and Zak must try another. After successfully destroying
the virus, note the number of the vaccine, (either 6, 7 or 8) that was freed
from contamination. This specific vaccine number must be entered in the
computer terminal in the Contaminated Zone.
Press Up, Up, Up,
Left, Up, Up to go to the Silver Room.
Silver Room
Press Up, Up, Up,
Up, Up to enter the Contaminated Zone.
Contaminated Zone
Note there is very little time
available in the chamber before the virus will kills Zak. The vaccine number
must be entered in the computer, and the inoculation booth must be used
quickly. Press Up, Right, Up, Up, Right, Up,
Up to enter a purple room. Press Right, Up, Right,
Up, Up to access the computer terminal and input the vaccine
number. Press Up, Left, Left, Up, Up to
step on the inoculator.
Press Up, Up, Up,
Up to enter the Charlie Room.
Charlie Room
Press Up, Up to
go forward. Press Right, Up, Right, Up to access
the computer terminal.
Select the top and bottom icons
to learn that some of the virus has mutated into larger creatures called
Nanites. The Nanites are infesting a portion of the complex. Since the
infested areas contain the only passage to the Cyberia Weapon, it must
cleared before proceeding.
Select the middle icon to fly a
remote unit, named Charlie, into the infested area and kill the creatures.
Every Nanite must be killed. A shock wave device may be fired that will kill
all the Nanites in the immediate area. An alarm in the bottom right of the
screen will activate if any Nanites get past. If this alarm goes off,
immediately press Fire to shoot the shock wave 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 the
regular weapons systems, and should only be used in emergencies.
After the Nanites have been
exterminated, press Up, Right, Up to enter the door
next to the computer terminal. Press Up to run down the hall to the Lower
Level Elevator.
Lower Level Elevator
Enter the elevator and walk to
the panel by pressing Up, Up.
The doors that lead to the
Cyberia Weapon are out of service and must be operated manually. Perform an
MRI scan to view the elevator pumps. To open the doors line up the four
valves along the center line. Each valve has a pressure switch that when
pushed, raises the level of the valve. Each valve falls at different rates.
To line up the valves, press the switches to raise each valve in such a way
that the valves will line up. The best way to accomplish this is begin with
all valves in the bottom position. Select the second valve and hold Fire
until the valve is fully elevated. Quickly select the fourth valve and hold Fire
until it is fully elevated. Next, select the third valve and hold Fire
until it is fully elevated. Finally, select the first valve and hold Fire
until it is fully elevated. When the valves line up they will lock in place
and the door will open, leading to the Cyberia Weapon.
Cyberia Weapon
Press Up, Up to
approach the weapon. Zak will learn that he has a bomb in his brain. Press Up
to merge with the Cyberia weapon.
Space Sequence
This final sequence requires
accurate aim and the memorization of target locations. Anticipate the
arrival of each enemy target and move the cross-hairs to the proper location
just before the target actually comes into range. Since weapon energy is
unlimited, hold Fire during the entire sequence.
When the launch bay appears
towards the end of the sequence, keep the cross-hairs aimed at the center to
destroy any emerging fighters.
The ending sequence will be
displayed after Devlin has been killed.
Please
select the first letter of the game's title below. If the word
"The" appears at the start of a title, ignore it and search for
the second word in the title: