- CERBERUS by THGames - The Official FAQ v1.0 1.0 Contents 1.0 Contents 2.0 Walkthrough 2.1 The Beginning 2.2 Aliens! 2.3 Bothnil 2.4 Imprisoned 2.5 Eerie 2.6 Where Now? 2.7 Mothole 2.8 The Laboratory 2.9 Arachnofobia 2.10 Scipio 2.11 The Reactor Core 2.12 Greak 2.13 Power Restoration 2.14 One Remains 2.15 Morphia 2.16 Mission Accomplished 2.0 Walkthrough 2.1 The Beginning The very first challenge on your quest is defeating Homini, a green humanoid alien. You only have the beam weapon, and the enemy takes lots of hits, but by circling around it, you should avoid its bolts and emerge victorious. Now the other black door opens and you can move on. The corridors seem deserted - what's going on? Go west to Unicorn and get the missiles. 2.2 Aliens! Suddenly the ship is crawling with Sectoids. Destroy them to stock up energy and missiles and then go back east. It might be a good idea to get a passcode now that you can blast the block in front of the datapod. Then unlock the red door with a missile. Enter Centauri and find your way to the first boss. 2.3 Bothnil Bothnil is a plant-like alien with a big eye. It tries to smash you with the tentacle and shoots some kind of seeds. Defeat Bothnil by shooting the open eye with a beam and then hit stunned Bothnil with a missile. Shooting the seeds gives missiles in case you run out. When you damage Bothnil, it becomes faster, but that's all. Once defeated, the floor crumbles and you end up on 2nd floor. 2.4 Imprisoned The datapod is a relief. In the next room you'll see yet another blue door, but it just won't open. Go the only way you can to get to a room filled with blocks. The ones with cracks can be blown away, just look carefully. You'll need lots of missiles for the blocks and Redtoids that are immune to the beam, so getting a load of them from the Flox (bat-creatures) before advancing is a good idea. In the next room you'll find a target switch, which activates when shot with a beam. Go through the opened door, blast the block and go down the stairs. The next room has a puzzle. Destroy the Flox to reset the switches. Then activate them. If done in correct order the door opens. If not, you'll get Flox and Redtoid on your back. The correct combo is mid, up, low. Congratulations, it's the light sabre. Since you're no jedi handling this gadget is slow, but it's a powerful weapon and a good defence since you swipe a complete 360 degree round with it. Now backtrack to the blue door - hope you've still got some missiles - and unlock it with your brand new gizmo. 2.5 Eerie This is Phoenix. Go through the glass tube connecting Unicorn and Centauri, but remember this place. You'll be coming back. 2.6 Where now? The sabre opens up a few new places to explore, but the most important regions are still unaccessible. This is the games most likely place to get stuck, since you don't seem to get anywhere. When you re-enter Unicorn, examine the north wall to find a cracked wall. Missiles away - it's the map data! OK, with this guide, you wont need the map, but snatch it anyway. Then go west for yet another puzzle: A 3 1M X = Block ooXXooX o = Pillar o4 ooX M = Destroyable Block ooBoo2 A,B = Target Switch o 1,2,3,4 = Switch XX o Shoot A, step on 1, step on 2, shoot B, step on 4, step on 3, shoot A, shoot B. Up the stairs! Next defeat the two Solvus creatures to proceed. Sabre is fine since it blocks the bolts they shoot. Then go east as far as you can, and you'll fight another pair. Go through the door to enter another puzzle: 1oo3o5 Same symbols as above oo8ooo 2oo4o6 XoXo7o Here's the order: 1,2,8,3,5,4,7,3,6,4,3 You find yourself at a room with an Energy Tank - but can't get it! Boo hoo, should you go back? No! Although it seems stupid, drop down the hole in the floor. There is one hole, the one most down-right, that is above the big hole in the room with the first target switch. Jumping down there will lead you to the 1st floor and the all mighty attractor item. The attractor can pull the light gray blocks, if you stand far enough from the block. Move the blocks that block your way and proceed. 2.7 Mothole Mothole is an electric squid-like alien surrounded by guard orbs. It seems to do nothing but circle around and shoot attack orbs occasionally. Rule No. 1 is to keep your distance or you'll be fried. Do you think that the new attractor and the not-so-new sabre are any good here? Of course! Sabre destroys the orbs Mothole shoots and it's also effective against the six guard orbs. Since you can't get near the thing, use the attractor to pull the orbs. Once all six are damaged Mothole throws them at you and adds some speed. Now finish the monster by stunning it with a missile and then quickly swiping it with the sabre when you can get close. Mind the orbs, and you'll be rid of this pesk in no time. 2.8 The Laboratory After Mothole's defeat you'll find yourself in a familiar place - this is where the sabre was. Again, fight your way back up. It'll take a bunch of missiles, but if you run low on ammo, try killing the Redtoids with the sabre. Visiting the datapod might be wise. Go through the glass tube to Unicorn. Now, if you wish to do so, go get the Energy Tank that was left behind. Otherwise move the blocks and go south. This is the science lab of Cerberus. The glass containers have creatures called Meduz in them. These floating enemies are tough as nails, so you might want to keep them sleeping. So be careful with your weapons, for one hit on a container sets the inhabitant free. There are two goals: First find the filter item and then find your way to Leviathan. The containers block your way so that this sector is a real labyrinth. The path to the filter starts by dropping down the hole and then going south through the left door. Follow the way, grab the item and return to the room with the hole. Now go through the door between the two stairways and take the rather long way that leads to Leviathan. 2.9 Arachnofobia Finally you have reached the fifth sector. The engine room is overrun by Arachnos, spider-like creatures. Stun them with the attractor in order to deal with them. To topple it all, the air is polluted with radioactive gases and the damaged rooms form fiendish puzzles. If you wander here without the filter, your energy decreases very rapidly, so forget it. The first room is cleared as follows: Pull yourself over the pits with the attractor to the down-left corner and hit the upper switch. Go to middle switch and then back to the corner and the lower switch. Don't press the upper switch again. Now the way is open! The second room has destroyable blocks, so equip those missiles. Now manipulate the three blocks. First one down and right, then the other one down and left and the third all the way left. Remember that you can pull the blocks from behind a pit. I I = Pole I 0 X = Obstackle Block X0XXX0X 0 = Pit I 0-BBB B = Moving Block 0XXM0X M = Destroyable Block - -M - = Move a block here I 0 I In the third room, press the first switch, pull yourself to the bottom of the screen, but don't hit the other switch. Instead pull back up, destroy the Arachno and pull to where it was. Now move the block out of the way and then go hit the bottom switch. Now you can get to the right bottom switch and from there to the next room. Phew, a pod. Hope you're ready to face the mother of all spiders... That Energy Tank can come in handy. 2.10 Scipio This is one tough bug. You have to deliver tons of damage before thi monster is done. Sabre protects from the bolts and you can get missiles that way too. Shooting with the beam really doesn't do enough damage, but missiles work nicely. When Scipio dashes to get you, insted of dodging, hit the jaws with the sabre. It stops the beast cold. When Scipio loses its back armor things get tough. Scipio will move faster and shoot blue web bolts that slow you down. The two turrets in the room also activate. Destroy them immediately with a missile or sabre! Now there are two ways to win: Either give the beast everything you've got, or let it grab you and quickly shoot the remains of a turret with the attractor. You will lose tons of energy, but Scipio will be fried even worse. Two times is all it takes. 2.11 The Reactor Core Your reward for surviving the onslaught is the blaster - a souped up beam weapon. It's fast and powerful and it destroys the blue blocks. It's also necessary if you want to restore the ships power as the datapods tell you to do. Remember the glass pipe? And that crack on it? Head there and the blaster will open a new path for you. Go east on the ledge next to the pipe and through the door you find. Then climb the stairs. Now watch your step or you'll fall - which is really annoying. First go south, not west. Then back north in the middle of the screen. Now head west using the upper walkway. Take the Energy tank by dropping down if you want to. Going left leads to a datapod, but to get to the boss, drop down in the middle of the screen at the very bottom. Then follow the way up the stairs. In the screen with a block, move it out of the way, pull yourself to the middle and hit the switch to unlock the door. 2.12 Greak This boss is a hideous creature attached to the ship's reactor core. It has two mouths that breathe fire and ice and a sinister eye. Start by shooting the mouths but beware their breath of death. Usually shooting the one that just spat you is safe, but remember that the fiery mouth shoots more often than the icy one. Once a mouth has been hammered enough with missiles or the blaster, it breaks loose creating even more havoc, so try to shoot both mouths equally to keep them intact long enough. When the mouths are done, the eye opens. No tricks here - just shoot it. The mouths block your shots sometimes, so try to get your missiles in with care. It's actually a good idea to save all missiles foe the eye, although you'll get more by destroying the bolts with the sabre. The eye has the meanest beam-o-death in the game, but, you'll see it coming from miles away. 2.13 Power Restoration You'll get nothing from Greak, but now you can use the attractor to go east. Hit all three switches at the same time by moving the blocks on them, and the power supply shall return online. This means that several previously locked doors will now be open. Get an Energy Tank in Centauri Sector's 2nd floor southernmost room by solving a block puzzle. Then head to Seraph. Datapod, anyone? 2.14 One Remains You can now access the command deck and regain control of the ship. But it means the final showdown with the most deadly of the aliens. Homini is back, but now wasting it is child's play - so stock up energy here. The next two rooms have a joint puzzle. To get the final Energy Tank, destroy the blue block and pull yourself towards the pole. You'll fall, but the stairs leading to the tank are now accessible. To get forward, drop down the hole in the down-left corner. Then blast the blocks and move two gray blocks left. Move the lonely block out of the way and go around the pits. Destroy the blue blocks and move the final block up. Then prepare to meet thy worst nightmare... 2.15 Morphia Morphia looks like a huge black humanoid. You can't hurt her - shooting will only charge the lightning attack. You can however return Morphia's own bolts with the sabre. (Now where have I seen this before?) A good way is to stand directly below Morphia and take a few steps right as she shoots. This way you won't be hit even if you miss with the sabre. When she teleports to the middle, there's a good chance she'll release a lightning bolt, so move to the side of the screen. After seven hits Morphia is done. But don't rejoice yet, she morphs into a snake. The only way to get her is hitting the tip of her tail with the sabre. Easier said than done, and you'll probably take a whack, but try to get several hits in once you get close. This gal is full of tricks, next she takes the form of a skull (sort of). She also summons a flock of orbs, which you can destroy with the sabre. Here the trick is to shoot a ton of missiles the moment she takes the skull form, because the orbs won't attack before the whole bunch has appeared. You can take over half of the skull's energy this way. When the orbs start to come for you, use the sabre and quickly shoot a couple of missiles or blaster shots. The skull can also suck you in before releasing a lightning attack. Eventually the skull will vaporize and the door unlocks. Hooray - the quest is over... not. When you try to open the door it relocks and Morphia's final effort to take you down begins. She covers the walls of the room by growing tentacles and they even fly accross the room. She can also make the groung blow up at your feet. When she charges up, move around to avoid it. To beat here, shoot the white-headed tentacles with a missile and then swipe the eyes with the sabre. You can get missiles from the blue bolts, but only if you have 2 or less left. 2.16 Mission Accomplished After Morphia's death, you can enter the ship's command room. Step to the computer to regain Cerberus.