-  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.

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