Cyberia 2
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 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.
ive 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!
