Flightstick Pro control:
The manual briefly mentions "joystick calibration", but does
not state that game is Flightstick Pro compatible. The Flightstick Pro may be
used during the arcade sequences. During the Gunnery Chair sequence, the hat
aims and the trigger fires the gun. During the Transfighter Missions, the
Flightstick Pro controls the cursor, and the trigger fires the weapons. The
remaining arcade sequences are controlled in a similar manner.
Game bug:
Early model Goldstar 3DO consoles cannot load the large file that
contains the opening FMV. The game cannot be played on these specific machines.
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Level Passwords:
Level - Password
1 - RIG _DOCK
2 - MEET_GIA
3 - SKEET_SHOOT
4 - BIG_KISS
5 - GOING_UP
6 - ZAPPED
7 - EASY_RIDE
8 - BIG_SHOCK
9 - OPEN_OCEAN
10 - CATWALK
11 - ISLAND_RUN
12 - STEAL_PLANE
13 - VALLEY_RUN
14 - ROUGH_RIDE
15 - PORT _FLYBY
16 - UNDERGROUND
17 - PIT_STOP
18 - ICE_CREAM
19 - COLD_FEET
20 - DOOR_MAN
21 - LOCKED_OUT
22 - SLICEOMATIC
23 - NOT_FRIENDS
24 - LISTEN_IN
25 - GENIUS
26 - RED_LIGHT
27 - DRUGSTORE
28 - UNSAFE_DOOR
29 - GRAFFITI
30 - YOU_WITH_ME
Note: The _ character indicates a space.
Master code:
Enter the NEMROSIM as your name at the beginning of the game. During the
game, press Start to pause and choose "Load" to view the passwords
for any level and start at that point. The master code will also allow
difficulty level 1 for to be chosen for both Arcade and Puzzle modes.
The master code will also allow the game to be uncensored. The is most notable
in level 22 (SLICEOMATIC).
Display credits:
Note: The "_" character indicates a space. Enter TNRUB_SDC _NOILLIB_A or
_REEB_OROPPAS_KNIRD at the terminal password screen (where GENIUS is normally
entered). The Sony developer's credits will be displayed.
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Walkthru
The Rig
Docking bay
* The game begins 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 an elevator, which connects to the hangar, where a
Transfighter is ready.
Gia
* When Gia is met, she
immediately tells Zak to turn around and disarm his weapon. To avoid being
killed, press the Left. Gia will kill Zak if this action is delayed, or another
action is taken.
The Gunnery Chair
* Note the six blue indicators
on the control panel display (bottom middle of screen). These display hull
damage to the Rig that Zak is defending. If too much damage is sustained to the
Rig hull, it will 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. Kissing Gia will cause Santos to become jealous
and have a guard knock Zak unconscious.
The Elevator
* The elevator allows movement
between the upper dock and the hangar. To operate the elevator, walk to the
buttons in the corner of the room. The view will switch to a Visor View. Move
Zak's hand over the Hangar button and select it. The view will switch back to
normal allowing Zak to enter the elevator and ride up to the hangar.
Guards
* If Gia was not kissed, there
will be no problems with the guards in the Rig, as long as their directions are
followed. If Gia was kissed, Santos will be enraged and
will order Zak to be killed.
* After escaping from Santos , Zak will be in a
warehouse. Get the power pack for Santos ' weapon before
continuing. There is a ladder in one of the rooms in the warehouse.
* Climb up the ladder and walk
down the ramp. The door to the right leads to the hangar. Once inside, quickly
lock the door behind Zak or a guard will open it and shoot. Turn to face the
crates next to the locked door and walk towards the door. The view will change,
showing Zak looking out from behind the crates. A guard is right down the hall
from Zak's location. As the guard begins to walk towards Zak, the view will
change back to a normal walking view. To fire the weapon, press Right to raise
the weapon and the appropriate button to shoot. To be successful, 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.
The 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.
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: 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, 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, 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.
=================================================================
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.
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
nextTransfighter sequence.
* This is the first Transfighter
sequence. The goal is to destroy a large enemy ship by exploding its fuel tank.
The target will be designated by a blue target box. If this ship is not
successfully destroyed, the Transfighter will be destroyed.
* The Transfighter must pass
over a heavily guarded enemy munitions dump on the way to destroy an important
enemy submarine. Destroy as many munitions buildings as possible along the way
and watch for cruise missiles as the sub is approached the sub. Take careful
aim at the blue target box when the sub is reached. Kill it or the Transfighter
will be destroyed.
* 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.
* 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 which are designated by blue target boxes. If they are
hit, everything inside the tunnel, including the Transfighter ship, will be
destroyed.
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. The hardest
part of this mission occurs near the end, when three fast enemy planes 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 which 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 huge enemy attack
plane at the end of the mission. Try to shoot each enemy aircraft as soon as 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.
Space Sequence
* This difficult sequence
requires perseverance 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. Being merged with the Cyberia
weapon, weapon energy is unlimited, so fire away.
=================================================================
Cyberia Complex
Visor Puzzles
Zak's visor is needed to solve many of the puzzles in Cyberia. During
each visor puzzle, the 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 of
four colored blocks which indicate energy level.
The solution to the Visor Puzzles may differ depending upon the puzzle
level that selected at the beginning of the game.
Perimeter Perimenter Lock Puzzle
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.
The Security Door Puzzle
Levels 1, 2, and 3 solution: 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 Zak to read the combination, which is 2571. After punching in the
code, press the enter key on the keypad to open the door.
The Elevator Puzzle
Levels 1, 2, and 3 solution: A combination is needed to close the
elevator doors to protect Zak from the blast grenade. This is obtained from H.
Suzuki computer terminal. At the Suzuki terminal are 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 it quickly at the
elevator to avoid being killed by the grenade. Pressing the buttons repeatedly
to cycle through the various shapes to enter the code.
The Pump Puzzle
Level 1,2, and 3 solution: The doors which lead to the Cyberia Weapon
are out of service and must be operated manually. 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. To line up the valves, 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.
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. The
other entrance is a ventilation shaft. It can be found east of the main
entrance by walking from the Transfighter and staying to the right.
When the main entrance of the complex is reached, a guard outside will
begin shooting. If Zak gets shot immediately, the correct path to 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. Correct timing is the key to killing the guard. Try to move in
between his shots.
Computer Terminals
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. 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 is to go to the berthing area and look for a picture on the
wall. This area contains large portrait of Albert Einstein. The password is
Einstein.
Dining Room
The dining room contains four guards. The room must be entered. Shoot
the two guards on the left, then duck behind the crate to the 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 Up raise Zak's weapon, turn to aim, and shoot. Press Down to duck behind
the crate at any time during this sequence.
Lower Level Storeroom
There is a storeroom on the lower level of the complex with a guard
behind a glass wall. If he sees Zak, he will activate a Halon system and flood
the room with poisonous gas. Move by the guard by watching his movements that
cycle from the computer terminal back to his notes. Move past him when he turns
away from the window. Once past him, enter 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.
Lower Level Corridor
The doors blocking the corridor which leads away from the Halon
storeroom are guarded by two men on the other side. To pass them, roll to the
left just as the door opens. Press Left and Zak will somersault and take cover.
From this position, press Right to lean out to aim and fire.
Conference Room
As Zak the conference room is entered, two men will be engaged in
conversation about the Cyberia Project. If Zak tries to enter the room he will
be shot by the man who is standing. Wait until the conversation is finished and
the standing man has left the room before attempting anything. After he is
gone, walk towards the crates to the left to hide behind them. From this
position, lean out to fire on the remaining guard.
Cryo-lab
The red security pass key is needed to pass through the door into the
cryo-lab. The key is located in the infirmary (on the lower level of the
complex), locked in a patients room that has been quarantined. The red key card
is lying on a table along the right wall of the room . On the wall are vents
that are currently closed. Access the computer terminal in the room to open
these vents. Once the vents are open, 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 elevator is located. After entering,
immediately turn to the left, and walk to the steel grating that is blocking
the path. Zak will push on the grating and it will fall, opening up a new
passageway. At the end of this passage are the two vents that were opened.
Reach through to get the card.
Mutagen Sequence
On the way through the complex Zak discovers 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 are still usable. To inoculate Zak against the virus, 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) and use that
culture in the inoculation chamber. Note there is very little time available in
the chamber before the virus will kills Zak. Enter the vaccine number in the
computer and move into the inoculation booth quickly.
Charlie Sequence
After inoculation against the virus, Zak learns 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, it must cleared before proceeding. The only method to kill the
creatures is to fly a remote unit, named Charlie, into the infested area. 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, use the shock wave
device 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 the regular weapons systems, and so should
only be used in emergencies.
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