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 Cyberia

 
   
 
 
Cyberia

Walkthrough

by Xatrix Entertainment, Inc.
Hints by Interplay Productions, Inc.
All rights reserved

A. The Rig
1. HELP WITH GIA:
2. THE GUNNERY CHAIR
3. THE ELEVATOR:
4. GUARDS:  
5. THE BOMB PUZZLE: 
B. Transfighter Flying Sequences 
1. OPEN OCEAN :
2. MILITARY ISLANDS: 
3. NORWAY: 
4. ARCHANGEL MILITARY PORT: 
5. FREIGHT TUNNEL: 
6. ZUBROVSKA: 
7. ICE CANYONS: 
8. SPACE SEQUENCE: 

SUMMARY OF ARCADE DIFFICULTY LEVELS 
C. Cyberia Complex: 
1. GAINING ENTRANCE: 
2. VISOR PUZZLES: 
LEVEL 1 VISOR PUZZLE SOLUTIONS 
LEVEL 2 VISOR PUZZLE SOLUTIONS 
LEVEL 3 VISOR PUZZLE SOLUTIONS 
3. COMPUTER TERMINALS: 
4. COMPUTER PASSWORD: 
5. GUARDS AND GUNFIGHTING 
OUTSIDE THE CYBERIA COMPLEX: 
FOUR GUARDS AND A DINING ROOM: 
GUARD BEHIND GLASS WALL: 
TWO GUARDS IN THE CORRIDOR: 

THE CONFERENCE ROOM: 
6. THE RED CARD: 
7. THE MUTAGEN SEQUENCE: 
8. THE CHARLIE SEQUENCE: 

A. The Rig


The Rig is your first stop in Cyberia. You will find yourself
in the Rig's docking bay. A door on the right leads to Gia and
the Gunnery Chair. The door on the left leads to a lift, which
connects to the hangar, where a Transfighter is ready.

1. HELP WITH GIA:

 When you meet Gia, she immediately tells you to turn around and
disarm your weapon. To avoid being killed, press the left arrow
key on your keyboard. If you hit any other key or you take to
long to react, you will be killed by Gia.

2. THE GUNNERY CHAIR:

 This is your first big challenge in Cyberia. If you find that
this section of the game is too difficult, you may restart the
game and choose a lower arcade difficulty level. Pay attention
to the six blue indicators on the control panel display. (bottom
middle of screen) These display hull damage to the Rig which you
are defending. If too much damage is sustained to the Rig hull,
it will be destroyed. After successfully defending the Rig, Gia
will congratulate you and offer a kiss. To accept her kiss, press
the up arrow key or just wait. To decline, press the down arrow.
Kissing Gia will cause Santos to become jealous and you will be
rendered unconscious by a guard. There is no way to avoid this
if you kiss Gia.

3. THE ELEVATOR: 

The elevator takes you from the upper dock to the hangar. To operate
the elevator, walk to the buttons in the corner of the room. Your
view will switch to a Visor View. Use the arrow keys to move your
hand over the Hangar button and press the space bar to select
it. The view will switch back to normal and you can walk into
the elevator and ride up to the hangar.

4. GUARDS:

 If you don't kiss Gia, you shouldn't have too much trouble with
any of the guards in the Rig, as long as you follow their directions.
If you did kiss Gia, Santos is enraged and will order you killed.
After escaping from Santos, you will find your self in a warehouse.
Be sure to get the power pack for Santos' weapon before you go
on. In one of the rooms in the warehouse, you will find a ladder.
After climbing the ladder and walking down a ramp, there is a
door to the right which leads to the hangar. Once inside, you
must quickly lock the door behind you or a guard will open the
door and shoot you in the back. With the door locked, turn so
you are facing the crates by the door and walk towards it. The
view will change, showing you looking out from behind the crates.
A guard is right down the hall from you. As the guard begins to
walk towards your position the view changes back to a normal walking
view. To fire your weapon, push the right arrow key to raise your
weapon and press the space bar to fire. To be successful, you
must wait until the guard is raising his weapon before you fire.
If you shoot too early, you will miss and he'll kill you.

5. THE BOMB PUZZLE:

There are three ways of disarming the bomb depending on the puzzle
difficulty level you have selected. The directions are as follows:

LEVEL 1: 

First do an MRI test on the bomb by pressing F2. 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, then toggle the other active switch. Do not touch the
on/off switch.

LEVEL 2: 

First do an MRI test on the bomb by pressing F2. There are seven
switches in one row, a vibration sensor switch and an on/off switch.
First toggle the vibration sensor switch, then toggle the fourth
switch from the left, and then the second switch from the left.

LEVEL 3

First do an MRI test on the bomb by pressing F2. There are seven
switches in one row, a vibration sensor switch and an on/off switch.
First toggle the vibration sensor switch, 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.
B. Transfighter Flying Sequences 1. OPEN OCEAN: This is the first Transfighter sequence. Your goal is to destroy a large enemy ship by exploding it's fuel tank. Your target will be designated by a blue target box. If you do not successfully destroy this ship, your ship will be destroyed. 2. MILITARY ISLANDS: You must pass over a heavily guarded enemy munitions dump on your way to destroy an important enemy submarine. Destroy as many munitions buildings as possible along the way and watch out for cruise missiles as you near the sub. Take careful aim at the blue target box when you reach the sub. You must destroy it or die. 3. NORWAY: This is the third Transfighter mission. Be alert for the 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 you will be toast. 4. ARCHANGEL MILITARY PORT: This is the fourth Transfighter mission. Your goal here is to fly through the military port in order to reach a freight tunnel through the mountains. Keep alert for numerous air and ground defenses in the area. You will soon learn that the entrance to the tunnel is shielded and you must disable the shield generator. As you make your pass to make your attack, a large gun is readied against you from behind the generator building. You must destroy the generator building or you will be shot down by the gun. 5. FREIGHT TUNNEL: This is the fifth Transfighter mission. Your goal here is to make it through the tunnel in one piece. Do not fire upon the fuel trucks which are designated by blue target boxes. If you do, you will destroy the truck, the tunnel, and everything inside...including yourself. 6. ZUBROVSKA: This is the sixth Transfighter mission in which you must reach a refueling center. The trick to this mission is to be very accurate with your shots in the beginning of the mission, using as little weapon energy as possible, so you can have it available when things get hectic. Try firing individual shots instead of holding the trigger down. The hardest part of this mission comes near the end, when three fast enemy planes attack with missiles. Pay close attention where each of these planes appears on the screen, then go back and try to anticipate the arrival of each; readying your controller a moment before each one appears. Once you pass this point, be sure not to shoot the helicopter which passes as your Transfighter lands, or the resulting explosion will destroy you. 7. ICE CANYONS: The seventh Transfighter mission is a very difficult mission. The most difficult aspect of the mission is to save enough shield and weapon power to defeat the huge enemy attack plane at the end of the mission. To do this you should try to shoot each enemy aircraft as soon as it is targeted with just one shot. After you make a sharp turn over the water, after battling two enemy helicopters, two targets will appear on the right side, one shortly after the other. You must destroy these ships quickly or suffer major damage to your fighter. 8. SPACE SEQUENCE: This difficult sequence requires perseverance and the memorization of target locations. Try to anticipate the arrival of each enemy target, readying your cross-hairs at the proper location moments before the target actually comes into range. Being merged with the Cyberia weapon, you will have an unlimited supply of weapon energy...fire away! A SUMMARY OF ARCADE DIFFICULTY LEVELS The Arcade difficulty level you set when first starting Cyberia 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 difficulty level increases. While playing the Transfighter sequences there are three small indicators near the top of your screen. The scale on the top right is your Shield levels. Each hit to your ship depletes your shield levels. When the shields are at very low level, hits from enemy weapons will cause damage to your 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 your ship has been breached, and your 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. C. Cyberia Complex 1. GAINING ENTRANCE: The main entrance is to the north and is guarded. To get there, walk north from your landed Transfighter, always staying as far to the left as possible. The other entrance is actually a ventilation shaft, and can be found east of the main entrance, by walking from the Transfighter and staying to the right. 2. VISOR PUZZLES: Your visor aids you in solving many of the puzzles in Cyberia. During each visor puzzle, the F1 key activates the Infra Red Scan (IR), the F2 key activates the Magnetic Resonance Scan (MRI), and the F3 key activates the Bio-Mass scan. The right side of you visor has as small gauge, represented by four colored blocks, indicating your energy level. The solution to the Visor Puzzles will differ depending upon the puzzle level that you selected at the beginning of Cyberia. LEVEL 1 VISOR PUZZLE SOLUTIONS PERIMETER LOCK OF THE COMPLEX: 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. SECURITY DOOR: First use an infra red 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 you to read the combination, which is 2571. After punching in the code, press the enter key on the keypad to open the door. ELEVATOR PUZZLE: To close the elevator doors to protect you from the blast grenade you will need the combination which can be obtained on the H. Suzuki computer terminal. If you do not have the combination, you must return to that computer terminal to retrieve it. Once at the Suzuki terminal you will find dossiers for the people who work in the complex. The last record is for a new employee who has been given a temporary access code. Make not of this code and return to the elevator. You must enter the code quickly to avoid being killed by the grenade. By pressing the buttons repeatedly, you may cycle through the various shapes to enter the code. PUMP PUZZLE: The doors which lead to the Cyberia Weapon are out of service and must be operated manually. To open the doors you must line up the four valves along the center line. Each valve has a pressure switch, which, when pushed, raises the level of the valve. To line up the valves you must press the switches to raise each valve in such a way that the valves will line up. When the valves line up they will lock in place and the door will open. LEVEL 2 VISOR PUZZLE SOLUTIONS PERIMETER LOCK OF THE COMPLEX: To open the perimeter lock on the entrance to the complex, toggle the first switch on the left, then the sixth switch and then the third switch. SECURITY DOOR: First use an infra red scan on the keypad. You will see the keys cooling off from a previous entry. The code is 2571. Punch in the code and press the enter key. ELEVATOR PUZZLE: To close the elevator doors to protect you from the blast grenade, you will need the combination, which can be obtained on the H. Suzuki computer terminal. If you do not have the combination, you must return to that computer terminal to retrieve it. Once at the Suzuki terminal you will find dossiers for the people who work in the complex. The last record is for a new employee who has been given a temporary access code. Make note of this code and return to the elevator. You must enter the code quickly to avoid being killed by the grenade. By pressing the buttons repeatedly, you will be able to cycle through the various shapes to enter the correct code. PUMP PUZZLE: The doors to the Cyberia Weapon are out of service and must be operated manually. You must line up the four valves along the center line. Each valve has a pressure switch, which, when pushed raises the level of the valve. You must press each switch in such a way as to line up each valve along the center line. LEVEL 3 VISOR PUZZLE SOLUTIONS PERIMETER LOCK: To open the perimeter lock on the entrance to the complex, toggle the first switch on the left, then the sixth switch, and then the third switch. SECURITY DOOR: First use an infra red scan on the keypad. The code is 2571. ELEVATOR PUZZLE: You must have a code to close the elevator doors to prevent being killed by the blast grenade. The code is at the H. Suzuki computer terminal. You will find dossiers for the people who work in the complex. A temporary access code has been given to a new employee who is the last record in the terminal. Obtain the code and return to the elevator. Enter the code quickly to avoid being killed by the grenade. To enter the code correctly, you must repeatedly press the buttons to cycle through the available choices. PUMP PUZZLE: You must align the pressure valves along the center valve to open the doors to the Cyberia Weapon. Press the pressure switches in such a way as to align the valves on the center line and they will lock into place and open the doors. 3. COMPUTER TERMINALS: While using any of the terminals located in the complex, your arrow keys move between the different selections and the spacebar selects. The information you can access through the terminals will often provide game hints, so you should always check each room for any active computers. To use a terminal, simply move next to it, and if that computer is active it will come on-line with an audible tone. 4. COMPUTER PASSWORD: Only one computer terminal in the complex requires a password. The hint to obtain the password was given on one of the Video Mail's earlier in the game. The hint tells you to go to the berthing area and look for a picture on the wall. Upon entering these rooms, you find a large portrait of Albert Einstein. This is your clue. The password is Einstein. 5. GUARDS AND GUNFIGHTING OUTSIDE THE CYBERIA COMPLEX: When you reach the main entrance of the complex, you will find a guard outside who begins shooting at you. If you get shot immediately, you have not followed the correct path to the complex. Be sure to stay as far to the right as possible as you walk from the Transfighter to the complex. The correct path will lead to a shed you can hide behind. Correct timing is the key to killing the guard. Try to time your move in between his shots, then lean out with the right arrow key and shoot with the spacebar. FOUR GUARDS AND A DINING ROOM: The dining room contains four guards. If you try to sneak past this room, one of the guards will open the door and shoot you. You must enter the room to deal with the guards. When you enter the room, shoot the two guards on the left, then duck behind the crate to your right. The two guards left will duck behind the tables and continue to fire at you. Perfect timing is the key to killing these two guards. To fire from this position you must raise up with the up arrow, then turn to aim and shoot. You may use the down arrow to duck behind the crate at any time during this sequence. GUARD BEHIND GLASS WALL: You will find yourself in a storeroom on the lower level of the complex with a guard behind a glass wall. If he sees you he will activate a Halon System and flood the room with poisonous gas. You must sneak past this guard. Watch his cycling movements from the computer terminal to his notes. Sneak past him when he turns away from the window. Once past him, take the door out into the corridor. The first door on the left is the room he is working in. Enter the room and kill him. TWO GUARDS IN THE CORRIDOR: The doors blocking the corridor which leads away from the Halon Room are guarded by to men on the other side. To pass them, you must roll to the left just as the door opens. To do this, just press the left arrow key, and Zak will somersault to the left, taking cover. From this position you can lean out to aim and fire by pressing the right arrow key. THE CONFERENCE ROOM: As you enter the conference room, you will find two men engaged in conversation about the Cyberia Project. If you try to enter the room you will be shot by the man who is standing. Wait until the conversation is finished and the standing man has left the room before you attempt anything. After he is gone, walk towards the crates to your left, to hide behind them. From this position you can lean out to fire upon the remaining guard. 6. THE RED CARD: To pass through the door into the cryo-lab you will need the red security pass key. The key is located in the infirmary, located on the lower level of the complex, locked in a patients room that has been quarantined. Along the right wall of the room you can see the red key card lying on a table. On the wall are vents which are currently closed. Access the computer terminal in the room to open these vents. Once the vents are open, you must go back to retrieve the card. Leave this room and take the first door to the left through the storeroom to the door leading to the red corridor where the lift is located. After entering, immediately turn to the left, and walk to the steel grating blocks your path. Zak will push on the grating and it will fall, opening up a new passageway. At the end of this passage you will find the two vents you opened, and can reach through to get the card. 7. THE MUTAGEN SEQUENCE: On your way through the complex you discover that an experimental virus has infected certain areas, and although a vaccine has been created, it too has become infected. Five of the eight vaccines have already been used, leaving three that you can use. To inoculate yourself against the virus you must first go through the culture to destroy the infection. If you are playing with Arcade Difficulty level set to 'EASY', you must destroy at least 50% of the virus. On 'Medium' difficulty you must kill at least 72% and on the 'Hard' level you must kill at least 80%. If you are successful, you are informed that the culture is safe to use, otherwise the culture is still contaminated and you must try another. After you are successful, note the number of the vaccine, (either 6, 7 or 8) and use that culture in inoculation chamber. Note that you have very little time in the chamber before the virus will kill you, so you must enter the vaccine number in the computer and move into the inoculation booth quickly. 8. THE CHARLIE SEQUENCE: After you have inoculated yourself against the virus, you learn that some of the virus has mutated into larger creatures called Nanites and are infesting a portion of the complex. Since the infested areas contain the only passage to the Cyberia Weapon, you must clear this area before proceeding. The only method to kill the creatures is to fly a remote unit, named Charlie, into the infested area. You must kill EVERY Nanite before you can proceed pass this point. Note that the ENTER key on your keyboard fires a shock wave device, which will kill all the Nanites in the immediate area. An alarm in the bottom right of your screen will alert you if any Nanites get past you. If this alarm goes off, hit the enter key immediately 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 your regular weapons systems, and so should only be used in emergencies.
 

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