262 lines
14 KiB
Solidity
262 lines
14 KiB
Solidity
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CYBORG
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1 Forest, Canyon, Maintenance
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Room and Gym
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2 25 and 50 Meters Down
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3 The Bottom Level and The End
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CYBORG
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Part 1
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You'd think that with two brains you'd be able to remember who you are. That
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you remember who you used to be is something, of course, but if it was NASA II,
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the space agency, that made you a CYBORG and sent you on this mission (whatever
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it is), what are you doing in the middle of a forest? Has an interplanetary leaf
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shortage suddenly developed for you to investigate?
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This is the beginning of Michael Berlyn's pre-Infocom masterpiece, Cyborg, one
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of the finest fusions of literature and adventure gaming yet produced. In this
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game the usual problem of accounting for the adventurer's naivete is handled by
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a brilliant stroke: you have amnesia, and have no idea who you are, where you
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are, or what you are supposed to be doing. Fortunately, you have a partner
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through this: your other, mechanical half. Asking his opinion on objects and
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locations can often be of aid, although he has partial amnesia, too, so he can
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be of only limited help at first.
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Anyway, here you are. Start by asking for Help, which will explain a bit more
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about your situation. But just a minute now. Who's this lizard standing beside
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you, asking for food? Well, you need some of that yourselves (both of you in
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your own ways), but if you can't find out where you are and what's going on, you
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may never find anything, so let's see if you can find some food, either for the
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lizard, who may be able to help you out of this, or for one of your two halves.
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Go southwest, then south. Hmmm. A nice collection of dead insects. Just what a
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lizard might like. Get them, and then go north and northeast to find him again.
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Feed him, then Ask Lizard. (You can Ask all four questions in return for the one
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meal. NOTE: In some Apple versions, it is not possible to get the insects and
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feed the lizard. However, doing this is not necessary to win the game. If you
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can't get the insects, skip down to the microlaser part).
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Well, we didn't learn much from that, but it's a beginning. Let's explore. Go
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east. Go east again. What's this? A room full of little shelves? A storage
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closet in a forest? There must be more here than meets the scanner. But the
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microlaser could be useful. Get it and wear it.
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By the way, what do you suppose killed those insects? To find out, go West out
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of the room, South, West twice, and then South again to reach the place on the
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path where you found them. Now go down, leaping gracefully over the railing.
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(NOTE: In some Apple versions, you must CLIMB DOWN). Ouch! Well, now we know
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what did them in.
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There's a forest here that's very easy to get lost in, so just go straight
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east, three times. In the maintenance room, get the matches and the sneakers.
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Now backtrack west, and go north twice to a dark area. Light a match. Get the
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power-pack. Ahhh! That felt good! Get the ladder, too. You never know when it
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might come in useful. South, south, and east to where the matches were, and then
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south twice. Get the cube. It doesn't seem to have any external features, so cut
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it (with the laser) and then open it. Get the ID that fell out, but don't throw
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the now-empty cube away yet.
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Insert the ID in the slot, but then get it again. (Always remember to do this
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after putting the ID in a slot, which you will be doing often.) Go south. Get
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the Ultrafiche, which seems to be the only thing in the library you can get at.
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Go west, and take a little time to admire the scenery. It makes no sense
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whatsoever, but at least it's pretty.
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Go west again. Insert the ID in the slot, and get the apple. Eat it. Get the ID
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back, of course. Now wear the ID (it works two ways), so it won't be taking up
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space in your hands.
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Go north four times from the vending machine to get back to the main path. Go
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west. It smells interesting to the south, doesn't it? Let's look Whoops! Maybe
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that wasn't such a good idea after all. Fortunately, we have our laser. Shoot
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the snake. 100 power-units is usually enough for IBM. 50 is said to be
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sufficient for Apple II. However, you may have to shoot more than once.
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From the snake, go north and then go west three times, noticing the
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descriptions. There's a shoulder harness here; get it and wear it. Then go east
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twice, north, and northeast. Cut the string to release it from the tree and then
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get it. Lace the sneakers with the string and wear them. Go east twice. Climb
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the tree and get the fruit. It's a little prickly, but if you cut it, to get the
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skin off, you can eat it. Go back down and then north. There is more of the
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forest, but there is nothing to do and nothing much to see.
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At the entrance to the gymnasium, you can go right in, since you're wearing the
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ID and the sneakers, so just go north. Go up to get to the top of the steam
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cabinet. Open the hatch, and enter the cabinet.
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YOW! That's hot! Quickly strike a match and look around. The infra-red lenses
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will allow you to see in the dark from now on, so take them and wear them. Then
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take the droid, who will go straight onto the shoulder harness. (He'll be making
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smart remarks from time to time, which may or may not be of help.) Then go up to
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get out of the cabinet and down to get back to the gym floor.
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Go north to the center of the gym, and go up (climbing the rings) to the
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ceiling. Smash the trap-door. Yes, you really should. Go up. There's a
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frightened "togram" here. She looks scared, so pet her. Now that she feels
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better, Ask the Togram all four questions.
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Hmmm! So there are more humans here. And you'd better look out for the
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illogical smada: it sounds like something an adventurer might be better off
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avoiding. There's nothing you can do for the togram now, so go down twice, to
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get back to gym floor.
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From the center of the gym, go west twice, southwest, west, and north. Press
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the touchplate, as directed, so contaminants from the forest ecology will not
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harm the environment now facing you. (Wearing the ID is necessary here, too.) Go
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north to the top of the shaft.
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CYBORG
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Part 2
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Go down once. At 25 meters down, open the hatch, and go south three times. Get
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the repair patch you find here. (NOTE: In some Apple versions, there is no patch
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here; patch will be available during the arcade sequence.) Then go north three
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times back to the shaft, and down to the next level.
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Go northwest to the intersection. Explore the blue corridor to the south,
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first. Go south, up, and south to the center of the dome. Once there, go east to
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see the view, which may give you an important hint as to what's going on, and
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then head back west and south to the southern end of the dome. Remove the droid,
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and it will pop through the hole and return with a spacesuit for you.
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Getting the suit on is pesky. Drop the matches, ultrafiche, cube, and ladder,
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so your hands will be free. Then remove the laser, ID, sneakers, and harness,
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and drop them, too. Get the suit and wear it. Then go north and west to the
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airlock.
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The next part of the game varies from system to system. (By the way, it now
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becomes clear that the points of the compass are merely relative in this game.
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However, judging from the layout of this ship, conventional terms such as
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"fore", "aft", "port", or "starboard" would also have had little meaning, in
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addition to giving away too much too soon.)
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On an IBM PC, simply press the button, go west and pick up the torch. Then go
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north and apply the repair patch. Afterwards, go south and east. You exit the
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airlock without pressing the button, so just go east again to get to the center
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of the dome.
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On an Apple II, save the game at this point, because Cyborg is suddenly going
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to turn into a video game for a moment. Push the button and go west. Watch the
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coordinates at the bottom of the screen. You are starting at 22/13. You have to
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get to 7/25. Move back, down to 7, left to 25, and forward. When you have
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applied the patch, reverse the process. This section of the game is real-time,
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so you don't have the usual adventurer's luxury of stopping to think between
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moves. The Apple Macintosh version presumably follows one of these two schemes.
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Once you are back at the center of the dome, go south to where you left
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everything. Remove the suit, and drop the suit and torch (if you have one), you
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won't need them any more. Get the laser, sneakers, and harness. Wear all three.
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Then get the matches, ID, droid, ultrafiche, cube, and ladder. Go north four
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times to get back to the intersection.
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This time, go northwest on the red path three times. Drop off the ladder at the
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wall and go up. If you go west, you will find yourself on the ship's bridge.
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Notice what the screens show you. Then go west again. This dial is broken, and
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it will have to be repaired, but there's nothing useful we can do here, yet, so
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go east three times to get back to the ladder.
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Go south twice to the eerily-lit room. The balance will blow you up if you
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aren't careful, but if you drop the cube first you can take the power crystal.
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Go north twice and drop the crystal by the ladder. Then go north twice more.
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At last! The ultrafiche reader! Insert the fiche in a slot and insert the ID in
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the other slot. Then turn on the reader. Now things begin to become really clear
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to you, explaining what the heck that forest was all about, where you are, and
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what you're supposed to be doing. And it seems there's still some more work to
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do.
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Don't forget to get the ID. Wear it, to prevent inventory problems. Then go
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south twice from the reader and southeast three times to get back to the
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intersection.
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This time go north along the yellow path. That grill looks suspicious, but your
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energy levels are getting low, so leave it alone for now. For now, go north
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three more times (we don't have all we need for sickbay yet, so just pass that
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by). Get the beaker from the laboratory, go east, and fill the beaker with
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oxygen. Then go west and go south four times, back to the intersection.
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Finally, take the green northeast passage to Hydroponics. Get the peach and eat
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it. Then go east, get the wire, and go west and southwest, back to the
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intersection again. Southeast takes us back to the tube.
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CYBORG
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Part 3
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In the tube, go down one more level to the bottom. Go along the corridor to the
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west twice, then north twice, then west. Get the power-battery. Since we're all
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recharged, now, this would be a good time to take care of the robot the lizard
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warned us about, and which we saw on the screen, so go back east, south, south,
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east, and east, to get to the bottom of the shaft.
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From there, going south will take you to the sleep chambers, and on the third
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time, you will find the berserk robot. Shoot it with 150 (IBM) or 45 (Apple II).
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Then smash the dead robot.
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Take the power casing. Open it. Take the power cell that the robot stole from
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you while you were unconscious and wear it. This will permanently solve energy
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problems for your cyborg half. Drop the power casing and take the tools.
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Go south twice more. Getting the sleepers' manual from the iguana is the
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nastiest problem in the game, but the solution is actually simple. Remove the
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sneakers, unlace them, and drop them. (You won't need them any more.) Then give
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the string to the iguana and while he is playing "iguana's cradle" with it you
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can take the manual.
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North five times from the iguana gets you back to the shaft bottom. Drop the
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beaker and matches here temporarily, and return to the dormitory area. Go west
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twice, south twice, west, and north. Get the moldy bread, but don't eat it; it's
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not at all good for your human half. Go north twice more. Open the locker here
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with the tools. Get the solder that was in the locker. Then go south and go east
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three times, back to the shaft bottom.
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Drop the solder, wire, and manual here. Pick up the beaker and the matches and
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go north to the cargo bay. Remove the ID, insert it in the slot, get it back and
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wear it. Go north. There is a very nice maze here, and you can solve it, if you
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like, but it won't achieve anything to do so. Instead, you have to clear it out.
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It seems that there's a lot of flammable stuff in the debris, because if you
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pour the oxygen out of the beaker and onto the debris, light a match, and drop
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the match, you get a dandy explosion that opens up a way for you to the alien
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ship. Drop the beaker and the matches now, because you won't need them again,
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and go east twice to get inside the ship.
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Once inside, feed the reptile with the moldy bread (no accounting for tastes!).
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Once you have done this, Ask the Reptile. He should explain just about all the
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remaining mysteries, so now pick up the small CPU you found here, and exit west,
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west, and south.
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South once more gets you to the bottom of the shaft. Get the manual, wire, and
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solder, and go up to the 50m level and northwest to the multi-colored
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intersection.
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We might try to finish quickly here, but let's visit sickbay first, so we'll be
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in good health at the grand finale. Go north. Remember the grill? Well, our
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energy levels are permanently high now, so smash it.
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Oh no! It's the smada! Shoot it with 100 if you have an IBM, or 45 if you have
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an Apple II. Whew! Well, we had to take care of that anyhow. Go north twice
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more, east, north, and west. Unlock the latch with the tools, and open the
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panel. Enter the cylinder, close the panel, and pull the lever. This should heal
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most of the damage done by various accidents and beasties along the way, so open
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the panel and leave.
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East, south, west, and south three times returns you to the intersection.
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Northwest three times gets you to the ladder where you left the power crystal.
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Pick that up, and then go up and west twice to get to the end of the bridge. Now
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we're ready for that dial. Drop the wire, solder, CPU, and power crystal, and
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repair the dial (you need to be holding the manual and the tools).
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Now turn the dial to wake up the sleepers. Since you may have been contaminated
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by something nasty during your adventures, you don't want to visit with them,
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but there's no point in that anyway, because all you have left to do is go east
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and throw the switch to start the automatic landing procedure, and receive the
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thanks of the entire human race.
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CYBORG is published by Sentient Software.
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Downloaded From P-80 Systems 304-744-2253
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