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 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.