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Cyberia 2 - Resurrection (e)

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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. 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! 
            by Mark Smith