To webmasters: e-mail me if you want to put this on your site please. So I know
where it is. Thanks.
This is my first FAQ so I'll try to write a good one. First though I would
like to say that I do not recommend reading ahead in any hint guide or FAQ than
the bit which you are stuck on. System shock 2 is such an atmospheric game, that
knowing what is around the next corner can really spoil it. Anyway on with the FAQ.
If your stuck on somewhere I haven't covered yet, e-mail me. But first go to gamefaqs.com
and see if you have the latest version. If not, then see if I've answered it allready before
e-mailing me please, thanks.
Revision history
----------------
V1 Just got the character generation up and the first level
I'll try to get deck1 and some weapons done soon.
V2 Engineering added and a few weapons.
V2.1 added some more weapons + some of Hydroponics
V2.2 fisihed Hydroponics and added some of Ops. Also I spell cheaked it!
At the start you get a choice of three branches of the military, this has a large
significance on the early game.
OSA
These are the psionic group they get Tier one ability for free.
Their tour of duty goes like this:
___________________________________________
Tier 2 ability, Cryokinesis +
Pscho-refective screen or
Kinetic redirection or
Pschogenic cyber affinity
__________________________________________
+2 Endurance or
+1 research or
+2 Psionic ability
__________________________________________
+1 strength, +1 Agility, +1 Cyber affinity +
Remote electron tampering or
Nuro-reflex dampening or
Psychogenic agility
__________________________________________
They also get a Psi-amp
I would recommend getting the Kinetic redirection, +2 Psionic ability
and remote electron tampering. This lets you get out of reach items,
cast more powerful psionic powers and stop alarms (Very useful).
An OSA character should make the most of their psionic powers. Getting
the tier 2 power heal should be their first goal. Research is also important.
They should use their cryokinesis to take out cameras and multiple enemies.
But beware of using all your Psi points as they only regenerate with a psi-hypo
and later on, a researched item.
Navy
They get +1 standard weapons for free
Here are their tours of duty:
________________________________________
+1 strength +
+1 modify or
+1 repair or
+1 hack
________________________________________
+2 standard weapons or
+1 maintenance (free maintenance tool) or
+2 cyber affinity
________________________________________
+2 Agility or
+2 Endurance or
+1 Research
_________________________________________
I like the navy the best. I would recommend choosing hack, cyber-affinity and
research. This is because hack is extremely useful in the game, you get cheaper
and better goods from replicators, you can get turrets to fight for you and you
can open security crates. The cyber-affinity helps with the hacking and research
is important to do more damage to enemies and is also necessary for some objectives.
Marines
They also get +1 standard weapons for free
Here are their tours of duty
_________________________________________________________________
+2 agility or
+2 endurance or
+2 strength
_________________________________________________________________
+2 standard weapons or
+1 Heavy weapons, +1 Cyber affinity (free grenade launcher) or
+1 energy weapons, +1 Cyber affinity (free laser pistol)
_________________________________________________________________
+1 repair or
+1 modify or
+1 maintenance (free maintenance tool)
__________________________________________________________________
The marines are a good unit to join, you get a good stat, weapon skill and
technical skill. I would recommend getting the bonus strength for carrying things around,
then whichever type of weapons you like best and then maintenance which is vital
for energy weapons and also all other weapons apart from hand to hand.
2.Weapons
---------
The weapons are divided into four types, each requiring a different weapon skill and
normally being associated with another stat or tech skill.
Standard weapons
----------------
Wrench---------This is the first weapon you get, it is quite powerful. A high strength
will increase damage and a high agility increases the fire rate. Pretty
good for taking out hybrids, but for anything else, you'll want something
a bit better.
Pistol---------This require standard 1 to use. It is versatile, one shot of standard takes
out a camera, and one AP round kills a protocol droid. Best to save the AP
rounds for Maintenance robots if you can. If you don't have a laser pistol
then use them for Protocol droids as well. The anti-personal ammo is good
against annelid monsters. Quite reliable as well. The burst mode is
inaccurate but effective in a pinch.
Shotgun--------This requires standard of 3 to use. It has two ammo types, normal and
antipersonnel. The normal is pretty all purpose, and the antipersonnel
is good against fleshy targets. The triple shot does double damage, good
if ammo is no problem, but bad if your trying to make every shot count.
Assault rifle--This requires standard of 6 to use. It is identical to the pistol, except
it does 25% more damage, has a larger clip and can fire in auto rather than
three shot burst. The auto is extremely powerful, it can kill anything in
seconds, as long as the right ammo type is being used. However, it uses a
lot of ammo, and the gun degrades in condition very quickly, so a high
maintenance is essential. Note that it uses the same ammo as the pistol.
Energy weapons
--------------
Laser pistol--This requires energy 1 to use. Most of the following applies to all energy
Weapons. This gun has no ammo so there is no lugging ammo round or trying to
find it, but you need a rechager. It is weak against hybrids and virtually
useless against annelids, but good against cameras and robots. Maintenance is
vital to hold more charge. It is very reliable. The overcharge is useful
against bigger robots, but remember that you can fire standard shots while
the overcharge is reloading. (Assigning a key that you can remember to this feature
will help.)
Laser rapier--This requires an energy of 4 and agility 3. It is a hand to hand weapon and
has no ammo or charge and doesn't need any maintenance. It is very powerful
and can kill most enemies in one or two swipes. Good against everything apart
from a few annelid creatures which are resistant.
EMP rifle-----This is the best in robot killing. One shot from this will kill a
camera or protocol droid and three shots kills most robots. Requires
an energy of 6 to use. It is amazing against any robot or cyborg. The
Overcharge mode does not have to recharge either and the weapon has a
high rate of fire. Normal shots use 2 charge, overcharges cost 20.
NB-does nothing to fleshy targets. Also, it requires a maintenance of 6 to
use a maintenance tool on it.
Heavy Weapons
-------------
Grenade launcher--This requires heavy 1. It is the most versatile gun in the whole game.
It has many different grenade types, frag, proximity, incendiary, EMP
and disruption. The frag is an area explosion, the proximity detonates
when something moves near it. The incendiary is good for flammable targets.
By flammable targets, I mean most monsters that do not contain metal.
the EMP grenades are really powerful against robots and cyborgs, but are
rare. The disruption grenades are powerful but have an extremely small
blast. Grenades can either detonate on contact, or bounce around.
Proximity grenades will 'stick' onto any surface when fired on contact
mode.
Stasis field------This requires heavy 3 and strength 3 to use. It uses prisms as ammo.
It can fire on two different modes, area and target. They both freeze
what ever they hit, but area doesn't freeze them for as long. It does
no damage however and so is good as a retreat tactic, or to allow you
to pummel them with your wrench.
Fusion gun--------Coming soon
Exotic Weapons
--------------
I won't give too much away on these.
Crystal shard-------Exotic1 Research 4 Best combat weapon
Viral prolifacator--Exotic4 Research 3 IMHO not worth the effort
Worm Launcher-------Exotic6 Research 6 Good, but a bit expensive in cyber
modules, the EMP rifle but for
alive targets. Make sure you
use the right mode and remember,
Hybrids and all their evolutions
are HUMAN.
Note that throughout the game you will find beakers. DO NOT THROW THEM AWAY. Take them to
the nearest pile of worms and drag the beaker onto the worms. These beakers of worms
will stack. They are used as ammunition for some exotic weapons. Also, this worm ammo
can be duplicated with the appropriate psionic power.
3.Walkthrough
-------------
Deck 2 Med/Sci
--------------
If your stuck at the very start then read the manual as it has a walkthrough up to the
first security room. If you can hack then try to disable the security. Instead of
providing a complete walkthrough, I'll just address the key mission objectives. There
will still be a lot of other stuff to see and do though not necessarily vital.
1 Go past the security room and then left, watch out for a camera, (if you don't have a gun
or hack then got to the Xerxes room, right instead of left, and search all the bodies
for a pistol). Search the smoking body and get the power cell and game player :).
2 Recharge the cell by going to the recharger! it is straight out of where you started, turn
right and carry on past the lift and the through a door. Go past the chemical store room
(or in if you need a chemical to research) then go down the ladder and into the lower area.
Watch out for the two turrets if you haven't hacked security. There are explosive barrels
near them if you want to fight them. Use the recharger.
3 Go back and put the recharged cell in the socket in the wall. Go through the bulkhead to
med/sci 2.
4 The key card for the crew sector is left, past the medial table and regenerator, then
right, running past the camera, (or shooting it) and carry on until a radioactive bit.
Smash the window on the left and jump through. Watch out for a camera. Climb down the ladder
and pick it up.
5 The key card for the R&D sector is in the crew sector. Go past the OS upgrade station,
and down into the waterlogged area beneath, its on the far right hand side in a room called
Watts' room! Watch out for cameras
6 In R&D its pretty straight forward, watch out for cameras and carry on until you get to a lift,
Watts is down there. Search for a log with the key code to engineering before you leave.
7 Go back to where the lift is and opposite is the maintenance shaft go down it.
Well done, You've done the first deck (Note I missed out all the guns and enemies on purpose
You should explore and find them yourselves)
Deck 1 Engineering
------------------
1 Go to the engineering control room, left at the start and follow the passageway. Its locked,
Polito tells you where to go.
2 Go through the maze, resting in the non-green (radioactive) bits to allow your
rad counter to go down. Rad hypos will help a bit as will speed boosters. enter
all the storerooms you can.
3 You will receive the code for one of the storerooms from Polito, this is the
one with the rad suit in.
4 Get out of the coolant tubes and into an area with a replicater, a lift, a regeneration chamber
and a camera. There is a security station inside the central room.
5 Go through the door with a ramp past the Xexes room and into a corridor. Go up the grav
shaft to reach fluids control.
6 The code for fluids control is in Cargo bay 2. The key card for this is in cargo bay 1.
7 These are straight on the corridor and through a bulkhead.
8 Cargo bay 1 is unlocked, just hit the rubble with your wrench.
9 Security can be disabled from the control room, also there is a Recharger and some upgrade units.
10 Once you have the code from cargo bay 2, return to the fluidics control room.
11 The part is in the chemical storeroom (check your map) a log gives you the code.
12 Put the right part in the slot in the top story of the control room by the cargo bays.
13 Go back to fluidics control and reset the system.
14 Go all the way back to the start of the level and go back to the door that wouldn't open.
15 Go to both the nacelles and reset them, then reset the main engine (Up a lift).
16 Go to http://www.shock2.com and download the patch. If you enter Hydroponics without
it you will find it impossible.
17 Return to the lift in engineering/med sci and go to the highest deck you can.
Deck 3 Hydroponics
------------------
This deck is actually impossible without the patch, so go to http://www.shock2.com
and download it.
1 You need to find a way to get rid of the slime. Maybe a science officer left a log here
Telling you what to do? It can be found if you turn right out of the lifts, and carry on.
Watch out for the turrets and camera. A security station is to the left of the lift.
Choose a good OS upgrade and the check all the rooms on this corridor.
2 The vials of Toxin are in the room with both its doors locked. Notice there is a desk and
breakable window in the next door room. Climb in and smash the window. This was what the
patch corrects - without it you can't get through the window!
3 You don't actually need to get research as there is a labassistant in here and the vials
only need a skill of 1.
4 Go to a storeroom to get the needed chemicals. Check your chemical manifests to find which
one has what chemicals.
5 Now you need to get some more vials. There is one if you turn left out of the lift and carry
on until you get to the penultimate room. There are actually five vials. And one of the others
is on the way to a regulator on a body.
6 Go to the Xerxes room and go through to the replicater. Then go up the ladder in the
nearby room.You should end up in a room with stuff growing in a cabinet. Go down the ramp and
kill the guardian. Watch out for the emerging monsters. Place a vial in the regulator.
7 Go to the room up the ramp and smash the glass over a desk and climb into the attic. Watch out
For the broken glass. Once you've looted the place go and step on the broken glass! There's a
laser pistol about here somewhere on a dead corpse.
8 The next regulator is in the cold area. You can get there by turning left off the loop you
dropped down on. Then going straight on (say cheese to the camera) and turning right.
9 Two down and two to go. You should now have a key card for another hydroponics sector
if not go back and get it! Check your map and go to the door that you got the card for!
Go through the bulkhead. And watch out for the camera in the room. There should be a
re-charger nearby. Down the corridor are some maintenance robots and a camera. There is a
security box down the corridor. The evironmental regulator is at the far end of the
corridor. Watch out for the trap.
10 The last regulator is in the remaining setion that you havn't been to. The key card
was in the last regulator's area. This one is straight-forward. Just clear out
the top bit and then decend down and put the vial in the regulator.
11 Then leave the Hydroponics deck and go to ops to meet Polito.
Deck 4 Ops
----------
1 activate the bio-reconstrution unit. Search the crates and then try each buckhead.
only one will open.
2 Procead down the corridor to find (finally) Polito.
(That's your first objective complete!)
3 Not quite what you thought? If you found all the logs and stuff you could have figered it
out all-ready.
4 The sim-units are located through the bulkheads in this cental room, two are through one
(the one with the bend in it) and one is through the other bulkhead.
5 The door in this sector has no sim-unit behind it, but it has some stuff that
you need to re-program the sim-units.
6 There are three sim-unit keys, each one for a differnt sim-unit.One is through each
bulkhead and the other is through this door. They are found on the bodies of
the red cyborgs. They run away from you, but will attack if cornered.
7 One of the Red Cyborgs is in a room with lots of falling explosive barrlles! Just keep on
the move.
8 One is in what looks like a meeting room with chairs.
9 The sim units are: One is at the end of the non-bendy bulkhead, near a bulkhead which
leads to the chemical storeroom. Its in a room along the corridor by the ramp which goes
down to some eggs.
One is in the bendy bulkhead, go to a large room with two ladders leading down, this
leads down to another room which has "sim unit 3" in it. This is the one refered to
in one of Malik's Logs.
The last sim unit is also in the bulkhead with the bend in it. There is a turret on
the right at the end of a corridor, the sim unit is passed the turret and is in the same
place as Bronson's dead body.
Deck 5 Recreation
-----------------
Just a brief note here, the trannsmiter code is hidden in art terminals about the deck
the code is given in a way that there are two possibilities. The code is
[1, 4, 10, 6] or [1, 10, 4, 6] I can't remember which, try them both.
Also the crew key card is in the garden, the athletic key card is in the crew sector.
and an OS upgrade is in the mall.
The lift to deck 6 is in the middle of the crew sector.
more to come
Deck 6 Control
--------------
Another fun deck full of nasties. Watch out for the rumblers and rocket lancher turrets.
Try to hack the turrets if you can and make sure you have something to hide behind if
you are going to fight them.
1 Simply go out the lift and through the only open door to the tram. If you are a hacker,
return to the lift and hack security before running back to the tram and jumping on.
That will help at the first tram stop!
2 Procead to the last tram stop and get out. Go through the bulkhead and watch the sence
before you. You can't catch up with them, so don't try, you'll only be spotted by a
camera or something equally nasty.
more to come
The Rickenbacker
----------------
Brief note here as it seams to be a comon problem, the hardest to find of the eggs is
hidden in the area with the series of narrow corridoors with the turrets in. An egg is hidden on the top floor behind a gas leak. This could well be the last one your looking for
if you have just one to go
more to come
4. OS Upgrades
--------------
You only get 4 of these in the game, so choose them wisley. They offer unique
abilities and should be chosen to suit your character, either to enhance your
weaknesses or to enhance your strengths. Whatever you do, do NOT choose naturally
able. It is very poor in the long run. It might look good at the beggining, but it
is usless at the end. (Your getting 20+ cyber modules each objective past deck3).
Strong metabalism
This is bad. Rad and toxin exposure is normally only brief and a rad-suit will
do a better job.
Tank
This one is quite good. On normal difficulty, it is like +1 endurance. But it is better
than that on higher levels. Should only be bought with an edurance of at least 4. This is
beacuse you could just buy a bonus endurance for a few cyber modules.
Pack rat
This is +1 strength for carrying only. It is compleatly usless is your strength
reaches 6 or 5 and you use an implant. Not very good.
Cybernetically enhanced
This is one of the best. It means you can have a +1 strength as well as
a +1 endurance implant. This efectively gains you pack rat and Tank. Of course
the power can run out but a high maintanance skill will help. Also some mid-game
implants of alien origin are usefull.
Also you can swap in out out any implants at will making it versitile.
NB There is an implant for each Statistic as well as Labassistant and the alien
ones. Also, you cannot have two duplicate implants at once.
Pharmo Friendly
This should be the first choice for OSA. This is because they rely solely on
psi-hypos for power,and this increases that power. Replictor expert works well for
OSA as well.
More soon
5.Legal section
-------------------------------
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