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Cybermage
Walkthru by Bernd Wolffgramm, editor@dlh.net
Published in the DIRTY LITTLE HELPER issue August 1996.
Some words before getting off ...
This a complete walkthru for Cybermage by Origin. It covers all
necessary rooms and areas to let our hero save the world.
In the beginning I will describe the solution more detailed to
give you a feeling what is important to survive.
There are some passages in the walkthru where I let you alone,
because there are no rememberable points to where I could guide
you. These are dark areas and big cave systems. Do not trust
your eyes in there just concentrate on the map (always on and
enlarged to the maximum).
Some strategy tips
-------------------
- Do NOT fight always. There are various situations, where a fight
only cost heath and ammo, but leads to nothing.
- Shoot first, talk later. Whenever a foe talks to you (besides the
Firemother) use the recorder to listen to her speech later.
- Record all speeches of friends, especially words from the MetaCops,
Katts, Lance and all girls. They will always tell you what to do
next.
- Always clear an area before trying to solve the puzzles.
- Do not panic if a door closes behind you and you can't solve a
puzzle in a room. The game is programmed linear, all puzzles
could be solved if you once get into a room.
- The old Doom advice: Save often !!!!!!
The Walkthru
------------
Mission 1:
Open the door by pressing the button on the left.
Climb up the leader.
Talk to Earthmother, record her speech.
Leave through the tunnel, crouch right for some grenades.
In the water take a short trip right (beware the zombies) and take
the powerblade.
Follow the water to the left.
Open the door to your right and press the button in the back of the
room.
Step into the elevator.
Take the regen pack and use the telcom.
Record Mungs speech.
Leave the room through the door next to the telcom.
Follow the corridor and you will get to a room with a flying drone,
but also with the laser pistol, a regen pack and the SYP decoder.
Use the elevator.
Open the door by pressing the button in the niche.
Clear the corridor and the area with the bridge.
Climb up the leader and move right.
Walk downstairs.
Clear the next complex and take up the armorseal. You will find Mung
captured behind an energy field. This can be deactivated by pressing
the button in the back of the room.
Talk to Mung and take the access card. Record Mungs speech.
Go back and follow the two other corridors to the right, if you
haven't already done it. One leads to a hover bomb.
Go back to the bright and jump over the missing part.
Use the access card.
Fight your way up to the tank and jump right in it. Win the little
battle against two other tanks an lots of infantry.
When you come to a big door that won't open, leave the tank, take
up the goodies around you and climb up the leader located in the
beginning of this section.
Open the door, use the telcom and talk to Mung.
Use the elevator and leave it in level 4.
Open the second door on your right in the canalization. (Well, if you
want a little extra fun, you could also open the first door, but it
isn't necessary for the game.)
You'll see a console where a part is missing. Leave the room, go
right and you will see a button other the other side of the river.
Jump to that place and press the button.
Jump into the water to your left.
You'll arrive at a tunnel.
Walk in there.
After you have left the water, you'll see the console's missing part
right above you. Go right and crouch through the tunnel (beware the
zombies).
Now jump on the big stairs. From the second stair jump across the
room to the ledge where the missing console part is located.
Go back to the canalization, follow the water to the right and you
will come to an leader.
Now plug the part into the console and activate the bridge.
All you have to do now is to survive some odd zombies.
Mission 2:
This one is quit easy, no bigger puzzles, just point and shoot.
Search all buildings for ammo, pyramids and money.
If you have more than $ 2.000, go to the arena an fight with Mungo.
Mission 3:
Go left into the tunnel.
Talk to the MetaCop.
Go to the left of the tunnel and turn the switch.
Go back to the arena corridor.
Run to the cocktail bar where the barmaid gives a pass for the BLISS
to you.
Fight your way up to the BLISS.
Talk to Lana.
She will send you to the park, but all Metacops seem to be dead -
almost. One MetaCop is lying in the back of the park and he'll talk
to you and give you a pass for the NEX SEX, the provisional
headquarter.
Go to the NEX SEX and talk to Areer.
Now go through the door on the right, use the elevator and jump into
the aircar.
Now fight the police station. the main goal is to fly over the
barriers and the barbed wire fence to get to the main entrance to end
the level.
Mission 4:
Use the elevator at the end of the corridor.
Clear the area.
When you pass the cell part, a voice begs for help. You have to go to
the end of the corridor where you will see the control room. Fetch
the cell key and open the door with the survivor.
He gives you a code for the second control room on this floor.
Remember it (It changes with every new game!).
Run to the control room and type in the code.
Take the robot software.
Use the elevator on the opposite of this room.
Go right and search for a room that looks like a cage with three
guards in it. After you have killed them you will get an electronic
key for the elevator that is guard by three men above it.
Use the elevator, go downstairs and deactivate the force field. The
MetaCop will give you the access card for this floor. Of course
collect all the goodies in here.
Record the captains speech.
Go to the control room on floor 4 and type in the code.
Take another robot software.
Now use the elevators to go down to floor 1.
You are now in the complex with the grey and red walls.
Open the first door and you'll be in trouble from your back.
Walk on.
Go to the left door behind the ledge with the guards.
Open the door and press the two buttons. Now the big door is open. Go
into that room, but be prepaired, there will be lots of guards in
the moment when you touch the ammo.
Use the lift and walk across the bridge, go upstairs.
Open the door that leads into the control room.
Deactivate the energy field.
Walk across the "dead" energy field.
Of course you ignore the warning of the captain and you jump into
the Gennos area.
Whenever you come to some steel bars, there somewhere is a leader that
leads to a switch to open the passage.
The last door will be opened by accident from the guards from the
inside. (Beware the Gennos)
In one of the corridors you will find a fuse.
Leave the hall by pressing the switch in the back of the hall, this
will lower two walls.
Use them as an elevator.
Open the door and make your way back to the room where you jumped into
the Gennos area. Open the room next to the broken elevator on the
right. Use the fuse.
Use the elevator now and collect all goodies.
Now leave this sector, use again the two elevators and you will get
to the long corridor on floor 3.
You will no get to a rather strange scenario.
Use the jump jet to get on the top of the plattforms.
Jump from one plattform to the next.
Now use the jump jet again to get into the prison area.
Kill all guards, stay away from the roof floor.
Take the key and open all cells.
Talk to Lance, record his speech.
On the first floor there is a secret room.
Use the switch in there.
Go to the bottom.
Open all cell doors, a MetaCop will give you a new code.
Type in the code and watch your back.
Open the last door in this complex by pressing the switch in the room
near the door.
Use the elevator to get to floor 2 again.
Open the last closed door, plug in the key and end the mission.
Mission 5:
Make your way up to the BLISS to meet Lance, but he is not in.
Lana gives you the order to meet Vanni at the LIBERTY.
Take the LIBERTY card and go there.
Talk to Vanni.
Go to the EXECUTIVE PLAZZA.
Talk to the deserter.
Kill him and talk the card.
Run to the elevator behind the glass wall of the SARCORP building.
Go on and use some elevators.
End the mission.
Mission 6:
Walk along the corridor up to a door. The switch to open that door
is somewhere downstairs in care of some robots.
Go through the door.
Go downstairs, all doors are locked.
An elevator will be activated by pressing a button in the north east.
Use the elevator.
Move to the west. You will come to a room with some gene dwarfs, some
of them invisible.
Make your way up to a control room where you will find an access
card.
Now open the control room on the east of this floor. You'll see a
console, where you have to lay your hand to get an effect. The door
behind the window opens.
Go through that door and go by elevator up to the 4th floor.
You will arrive on a ring floor with bureaus and more elevators.
Take the elevator in the south. You will get to a labyrinth that is
secured by an energy field. Turn it off by pressing the switch in
this room.
After you have entered the labyrinth four turrets will be activated.
Destroy them.
Do not go futher in the labyrinth. If you go in the next room the
energy field will be established again and you are trapped. To
avoid this use the walls next to the dead turrets as an elevator and
run into the next room, because on this side the turrets are still
active.
Get the Sarc pass to the bureaus of the managers.
Now, on your way back, follow the same procedure.
Go to Katts' bureau, the only one with a name sign on the door.
Below the display there is a secret button that lowers the console
on the left. You will find the key there together with some goodies.
Now use the elevator in the north of the ring floor.
First you will get to a room with two gene dwarfs in it. Lay your
hand on the console. A room in your back will open.
Follow the corridor and use the elevator.
Take the infiltrator. The button on the left will open the door for
a short time again.
Now use the lift in the west.
You now have to go both ways and activate both blue switches. Take
the left way first. Then follow the arrows.
You will now get to a glass hall where you can lower the complete
complex.
Leave it through the door. Open it by pressing the button on the
opposite wall.
You will get to a rather strange labyrinth.
Avoid to leave the way.
There are four corridors out of this complex. The first one on the
right leads to an artificial retina. The first one on the left leads
to a button that lowers the galery.
Now use the retina on one of the exits.
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