Last updated : 7 April 2001 (Australian Time)
DC's System Shock 2 Guide v2.11
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Legal Stuff
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System Shock 2 is copyright Looking Glass 1999. Please do not leech any of this to make your own FAQ out of it. Unless you have MY permission DO NOT take anything at all from this guide. Don't edit, don't do anything to it and submit it without e-mailing me with permission first. You can print it out, but only for personal use, no selling this! Summing it up, do anything for your own personal benefit (apart from reading it) without asking me, AND YOU'LL BURN IN HELL!!!!!
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That's it. Sorry for being a pain, but it had to be said.
Version History
↑ Back to Topv0.5-The cheats are up, along with some tips, and paths to choose.
v1.0-Added Psi Stats
v1.1-FAQ, and another site which will be hosting this FAQ.
v1.15-Another site.
v1.2-Upgradeable stats.
v1.3-Sites which want to host this are put up.
v1.4-FAQ madness. And okay, okay, I said I wouldn't do one, but I've
had many, many requests to write one up, so here's a WALKTHROUGH!!!
v1.5-Walkthrough Finished.
v1.6-FAQ.
v1.7-FAQ.
v1.8-FAQ.
v1.9-Another FAQ.
v1.91-Copyright Notice changed.
v2.0-FAQs, Updates.
v2.01-Copyright Notice changed.
v2.02-Copyright Notice changed.
v2.03-Seems like a waste of time, but I like ASCII art headings =)
v2.04-Copyright changed, again.
v2.05-Copyright Notice changed.
v2.06-Copyright Notice changed.
v2.07-Email guidelines. Some people out there are getting annoying.
v2.1 -Got a new email addy. Oh yeah, expect a mother of an update
soon.
v2.11-Name change!
1)Intro
2)Cheats
3)Paths to Choose at the start of the Game
4)Tips
5)Psychic Abilities
6)Other Abilties
7)Walkthrough
8)FAQs
9)Acknowledgements
1)Introduction
↑ Back to TopIt's been a while after the disaster on Citadel. Shodan, the out of control of AI, was finally put to rest by a master hacker. Now, a number of years later, the starship Von Braun is making it's maiden voyage across the universe. The ship, founded by the TriOptimum company (the ones who created Shodan), passes by the planet Tau Ceti 5 and something goes wrong. So, you being one of the lone soldiers on the ship, you've been taken out of your cyro chamber and have to follow the orders of one of the survivors of the ship to restore order.
This game, is nothing short of a masterpiece. Looking Glass, makers of the classic Thief, have once again come up with the goods. At first glance, this looks like your average Quake/Doom FPS, but it's actually a very nice RPG packed into the body of an FPS. The game starts off with you doing some training for the three main "armies", the OSA (people who use their psychic powers), Navy (equipment repairing, hackers) and the Marines (combat specialists). You pick the "army" you want to join with, and you can undertake three stat upgrades before going through with the game, which is where the RPG elements come in (e.g Strength+1, Hack+1, etc.)
There is also a very complex but useful inventory system inside the game. Hit the TAB button and up comes a screen where you can use your medkits, change weapons, and read logs/emails picked up during the course of the game. And the main way of recieving the storyline is through logs that you pick up in the dark, ransacked corridoors of the Von Braun, and emails from the people you are helping. This is a very effective way of revealing the storyline, and also, some of the logs are unfinished, so it leaves you wondering.
Gameplay aside, the graphics and sound are the best in a game you have ever seen. Just like Thief, SS2 makes you rely heavily on sound to make your way through the ship, and the enemies react to the sound that you make. Don't run all the time, as I have found out. And there's an AWESOME techno soundtrack. The graphics are also great, depicting lots of detail and it's very smooth. Looking Glass mixes these elements well to create an atmosphere that drags the gamer into it's horrifying world.
And scary, this is. From the eerie moans of the Hybrids searching for your skull, to the soft footsteps which could belong to anyone. Make that anything. Looking Glass have also created lots of suspense, using gadgets like security cameras, psychic motion detectors and the fact that your weapons break down every now and then. If a security camera spots you, the whole deck is alerted and monsters run to you from all directions. Your motion detector shows the position of all your enemies, and once you know they're there, you don't want to go further. And it's no help when you jump into battle with a gun that doesn't work.
The RPG elements are made clearer throughout the game, with stations positioned across the shpis which upgrade your stats for a cost. Through these stations, you can also upgrade your psychic powers, which range from a motion detector, to a psychic "brick" wall, to a flaming fireball.
My only complaints? Maybe, maybe it's a little too hard, and the breaking down of the guns annoyed me, but that's a vital part of the game. Also, the multiplayer option isn't available unless you download the patch. One last thing, even though it's not so bad, it's scary. Not bragging here, but I've hardly ever been scared by anything in my whole life (apart from the original Scream). The world that Looking Glass have created is a horrifying one, messages written on the walls with blood, scenes showing how the innocent people were killed, people who hung themselves, and the very, very shocking but effective tactic of using ghosts to show what happened in the exact place in the past. Through these visions from the nether void, the creators have found a very successful way in developling the storyline while scaring the living hell out of you. But these are minor, minor complaints.
This ain't your normal RPG, or your normal FPS. Run in with all guns blazing and you'll find yourself lying in a pool of your own blood. Take it carefully, run form all enemies and in the end they'll find you and kick your ass. System Shock 2 rivals Half-Life for the game of the year (1999), and with a great storyline, brilliant graphics and sound, plus all the small things that the game has, this is the game that you must own.
2)Cheats
↑ Back to TopYes, it's a sin to cheat, but most of us out there can't resist. To activate these cheats, hold SHIFT and press ;. Then enter one of the following:
Ubermensch-All your stats maxed out
Psi_full-Psi Points maxed out
Add_pool (number)-Obtain (number) of Cyber Modules
Show_version-Shows version of game
Clear_teleport-Clear your teleport marker, see Psi skills
Summon_obj (item name, see below)
Weapons
↑ Back to TopAssault Rifle
Crystal Shard
Electro Shock (actually the laser rapier)
EMP Rifle
Fusion Cannon
Gren Launcher
Laser Pistol
Pistol
Psi Amp
Shotgun
Stasis Field Generator
Viral Prolif
Worm Launcher
Wrench
Ammo:
↑ Back to TopAP Clip
Crystal Shard
EMP Grenade
Fusion Shot
Large Prism
Pellet Shot Box
Prox. Grenade
Rifled Slug Box
Small Prism
Standard Clip
Timed Grenade
Toxin Grenade
Chemicals
↑ Back to TopChem #1 = Fm = Fermium
Chem #2 = V = Vanadium
Chem #3 = Ga = Gallium
Chem #4 = Sb = Antimony
Chem #5 = Y = Yttrium
Chem #6 = Cu = Copper
Chem #7 = Cf = Californium
Chem #8 = Na = Sodium
Chem #9 = Os = Osmium
Chem #10 = Ir = Iridium
Chem #11 = As = Arsenic
Chem #12 = Cs = Cesium
Chem #13 = Hs = Hassium
Chem #14 = Te = Tellurium
Chem #15 = Mo = Molybendium
Chem #16 = Tc = Technetium
Chem #17 = Ra = Radium
Chem #18 = Ba = Barium
Chem #19 = Se = Selenium
Suits
↑ Back to TopHeavy Armor
Light Armor
Medium Armor
Reflec Armor
Vacc Suit
Worm Skin
Enemies
↑ Back to TopArachnightmare
Blast Turret
CrewWoman
Delacroix
GrubTurret
Hybrid
Invisible Arachnid
Laser Turret
MaleCrew
Midwife
Overlord
Protocol Droid
Rumbler
Slug Turret
Swarm
Keycards
↑ Back to TopBridge Card
Crew Card
Crew 2 Card
Cryo Card
Eng Override Key
Hydro Card A
Hydro Card B
Hydro Card D
ID Cards
R and D Card
Rec Crew Key
Med Annex Key
Med Card
Ops Override Key
RadKey Card
Rickenbacker Card
Rick Room Key
Science Card
Security Card
Shuttle Access Key
Others
↑ Back to Top20 Nanites
Big Nanite Pile
Brawnboost Implant
Ice Pick
Lab Assistant Implant
Medical Kit
Midwife Organ
Monkey Brain
Nanites
Power Cell
Recycler
Swiftboost Implant
Load up a text editor, and save an empty file as USER.CFG in your SS2 directory. Enter the following lines for these effects:
undead-God Mode, your health will go down but when you reach zero,
you'll still be alive.
no_spawn-Less enemies are spawned.
gun_degrade_rate 0-Weapons don't break.
3)Paths to Choose at the start of the game
↑ Back to TopAt the start of the game, you are forced to choose a branch of the army to join. They are the OSA ("psychic" fighters), Navy (hackers, repairers) and the Marines (weapons). You'll undergo 4 years of training, and undertake three special abilties. Below are the special abilities:
Marines - +1 Standard Weapons
Year 1
↑ Back to TopOrdinance Master's Mate - +2 Strength
Survival Training - +2 Endurance
Zero-G Training - +2 Agility
Year 2
↑ Back to TopWeapons Range - +2 Standard Weapons
Asteroid Picket - +1 Heavy Weapons, +1 Cyber Affinity, Grenade
Launcher
Gunners' Mate - +1 Energy Weapons, +1 Cyber Affinity, Laser
Pistol
Year 3
↑ Back to TopSystem Consultant - +1 Repair
Quash Rebellion - +1 Modify
Honor Guard - +1 Maintentance, Maintenance Tool
Navy - +1 Standard Weapons
Year 1
↑ Back to TopMilitary Police - +1 Strength, +1 Modify Engineer's Mate - +1 Strength, +1 Repair Ships' Ops - +1 Strength, +1 Hack
Year 2
↑ Back to TopTraining School - +2 Standard Weapons
Ordinance Master - +1 Maintenance
Navigator's Mate - +2 Cyber Affinity
Year 3
↑ Back to TopZero-G Training - +2 Agility
Survival Training - +2 Endurance
Lab-Assistant - +1 Research
OSA - First Tier Psionic Ability, Psi Amp
Year 1
↑ Back to TopChu Lun SDT - Second Tier Psionic Ability, Cryokinesis,
Psycho-Reflective Screen
Ru Nang SDT - Second Tier Psionic Ability, Cryokinesis,
Kinetic Redirection
Shao Ling SDT - Second Tier Psionic Ability, Cryokinesis,
Psychogenic Cyber-Affinity
Year 2
↑ Back to TopPsi Training - +2 Endurance
Research Lab - +1 Research
Interrogation - +2 Psionic Ability
Year 3
↑ Back to TopPhysical Field Ops - +1 Strength, +1 Agility, +1 Cyber-Affinity,
Remote Electron Tampering
Group Field Ops - +1 Strength, +1 Agility, +1 Cyber-Affinity,
Neuro-Reflex Dampening
Anti-Terrrist Field Ops - +1 Strength, +1 Agility, +1 Cyber-Affinity,
Psychogenic Agility
4)Tips
↑ Back to Top-Download the patch from [url=http://www.shock2.com]http://www.shock2.com[/url]. It introduces multiplayer and fixes bugs.
-Conserve ammo. Sometimes it's better to use wrenches and stuff like that. You can have the wrench at the ready by holding down the attack button, so you can get the first strike in.
-Use the lean buttons a lot. You never know what's around the next corner, whether it be enemy or security camera, turret or nothing. It can save your life.
-Whenever you see a Security Control Panel, immeadiatley hack it to make life easier.
-If a camera turns red, that means it's sent out an alarm. Rush to a safe place (a room with one door, a bridge on top of a room, a corner) and if there are any doorways leading to where you are, dump prox. grenades near there so when they run in, they'll get blown up. Now sit there, sorry, camp, and stay until the timer runs out. Your psychic wall is also effective in these situations. Weapon of choice? Shotgun, or Assault Rifle.
-When security is activated, and the alarm is sounded, run to a control station, and cancel the alert. That's how bad the security on the Von Braun is.
From Sean Kelly:
I completed the game on hard with level 2 normal weapons, and level 4 exotic... Once you get the crystal shard, you don't really need anything else (except the pistol... for taking out cameras and general sniping).
I found it is really easy if you generalise -- My char was : Tech : level 5 hacker, with level 5 research and level 4 maint. (0 mod, 0 rep) Weapons : level 2 normal, level 4 exotic. (0 others) Psy : most of tier one and two, t3 : toxin block and pyrokinesis, t4 : invisibility (can't remember what it's actually called). Stats : str 5, psy 6, end 3, agi 4, cyb 4
once your strength gets up there, the shard is horrendously efficient -- all humans die in one hit, and most annelids die in 2 ('cept rumblers of course). in fact, the only creatures that were giving me grief were the assasins... because they suck 😉
Robots are also easy to take out at close range too -- you run up to them and start whacking, and they keep backing up until they hit a wall -- at which point they start firing and (usually) missing. once they are down to critical health, you simply back off and shoot them with and AP bullet...
5)Psychic Abilities
↑ Back to TopPsychic Abilities are used by equipping the Psi Amp. When using them, you've got to be careful as it charges up, and if you overcharge it you'll zap yourself.
Tier One Abilities
↑ Back to TopPsycho-Reflective Screen - Protects from 15% combat damage. Lasts for 20sec + 30sec per psi point.
Neuro-Reflex Dampening - No weapon kickback. Lasts for 1min. + 20secs per psi point.
Kinetic Redirection - Pulls an object towards you. Lasts for 1sec per psi point.
Psychogenic Agility - Increase agility by 2 Lasts for 2mins + 1min per psi point.
Psychogenic Cyber Affinity - Increases CYB by 2 Lasts for 2mins + 1mins per psi point.
Projected Cyrokinesis - Launches a heat draining projectile. The more the psi, the more damage.
Remote Electron Tampering - Alarms which are active time out faster. Lasts for 5secs + 5secs per psi point.
Tier Two Abilities
↑ Back to TopAnti-Entropic Field - Weapons don't break or degrade. Lasts for 10sec + 20sec per psi point.
Adrenaline Overproduction - Hand to hand combat damage is increased. Lasts for 10sec + 5sec per psi point.
Neural Decontamination - Shields from 80% radiation damage. Lasts for 10sec + 5sec per psi point.
Cerebro Stimulated Regeneration - Regenerates hit points. 2HP per psi point.
Psychogenic Strength - Increases strength by 2. Lasts for 2min + 1min per psi.
Recursive Psionic Amplification - Increases psionics by 2. Psi costs
are doubled while active.
Lasts for 10secs + 10secs per psi point.
Localized Pyrokinesis - Damages all creatures within a certain
radius. Higher PSI increases damage to
enemies.
Radius is 5 feet + 1 foot per psi point,
lasts for 15secs + 8secs per psi point.
Tier Three Abilities
↑ Back to TopMolecular Duplication - Use your nanites to duplicate ammo/hypo. Success rate 30% + 10% per psi point.
Electron Cascade - Recharges an item or weapon.
Recharge amount is 20% per psi point, up
to maximum amount allowed by your
Maintenance Skill.
Energy Reflection - Provides 50% immunity to all energy-based
sources of damage.
Lasts for 20secs per psi point.
Neural Toxin Blocker - Shields you from 100% toxin absorption. Lasts for 10secs + 5secs per psi point.
Enhanced Motion Sensitivity - Shows location of all nearby creatures. Lasts for 30secs per psi point.
Projected Pyrokinesis - Launches fiery projectile at target. The more psi points, the more damage.
Psionic Hypnogenesis - Target non-robot creature will stand still,
and won't move. If the creature takes
damage, effect ends.
Lasts for 20secs per psi point.
Tier Four Abilities
↑ Back to TopPhotonic Redirection - Makes you invisible. Firing a weapon
will end the effect.
Lasts for 5secs + 5secs per psi point.
Remote Pattern Detection - Shows location of nearby items. Lasts for 1min per psi point.
Electron Suppression - Immobilizes any robotic target. Lasts for 3secs per psi point.
Psychogenic Endurance - Increases endurance by 2. Lasts for 2mins + 1min per psi point.
Molecular Transmutation - Turns ammo/hypos into nanites.
Remote Circuitry Manipulation - Hack psionically. Uses half of PSI
stat in place of both Hacking Skill
and CYB stat. Costs PSI instead of
nanites.
Cerebro-Energetic Extension - Turns Psi Amp into a weapon much like
the laser rapier.
Lasts for 10sec per psi point.
Tier Five Abilities
↑ Back to TopAdvanced Cerebro-Stimulated Regneration - Regains lost HP. 5HP + 5HP per psi point.
Soma Transference - Drains HP from target and gives it to you.
Instantaneous Quantum Relocation - Teleport to a marked location.
First, you have to mark the
location, and use it again
to head back to that spot.
Imposed Neural Restructing - Causes target to become
hostile to all human
creatures.
Lasts for 10sec per psi
point.
Meta Creative Barrier - Wall of psi force.
Wall's HP 150 + 50 per psi
over 5. Lasts for 4 mins.
Psionic Detonator - Drops a psionic mine. Lasts for 4 mins.
Psycho Reflective Aura - Protects from 60% of damage.
Lasts for 10secs + 20 secs
per psi point.
6)Other Abilities
↑ Back to TopHack- Determines chances of hacking computers and computer systems.
Repair- Determines chances of repairing broken weapons, or computer systems.
Modify- Determines chances of modifying and improving your weapons.
Maintenance- Determines chances of improving condition of your weapon when using Maintenance Tools.
Research- Determines effiency of research. Some weapons and exotic items can't be used without being researched.
Standard Weapons- Increases damage dealt with standard weapons.
Energy Weapons- Increases damage dealt with energy weapons.
↑ Back to TopHeavy Weapons- Increases damage dealt with heavy weapons.
↑ Back to TopExotic Weapons- Increases damage dealt with exotic weapons.
↑ Back to TopSTR- (Strength) Increases capacity of inventory, and increases amount of damage dealt. Some weapons and armor need a certain STR level to use.
END- (Endurance) Increases hit points, and resistance to radiation/ toxins.
PSI- (Psionics) Increases skill in using PSI skills (see above for a full list).
AGI- (Agility) Increases speed, reduces weapon kickback and falling damage.
CYB- (Cyber) Improves chance of successfully hacking, repairing, modifying etc.
Psi stats and these above abilites all require cybernetic modules to learn. You learn them at stations, scattered throughout the levels in the game.
7)Walkthrough
↑ Back to TopOkay, I said I wouldn't write one, but sorry (do0m), as there have been many, many requests for one. So here goes!!!
*WARNING* MASSIVE SPOILERS WILL BE FOUND! DON'T BLAME ME IF YOU LIKE TO READ AHEAD!
Deck 2-Med/Sci
↑ Back to TopYou'll start off, being let out of your cryogenic chamber, with a Dr. Polito giving you orders to move up to Deck 4. From where you start, head into the red room, pick up the wrench, then smash the debris which is blocking the ladder.
Now, most of this deck is usually a "getting to know the game" place. Soon you'll come along a dead battery, which you'll need to charge up to open a door. To find the charge station, head to the maintenance access, which is past the chemical storeroom. Be careful when climbing down the ladder though, there are more than a few turrets here. Re- charge the battery and go into the Medical Area.
You'll need to find the card to access the crew quarters. You'll find it on a corpse, near the Biopsy sector. On the map, it should be located in the southwest corner. A turret will greet you as you enter; climb down the ladder and pick the card up from him.
Now you need to find Dr.Watts, and get the R&D card from him. Head into Crew, and go to the last room on the right. Search the desk and pocket the card. Now you've got to go to R&D. It's back in the area you started in, somewhere around that chemical storeroom. The bulk- head used to enter is number 21. Inside, you should be able to find Watt's office easily, as it is named.
Inside, go down and onto the autopsy table to find Watts. Grab the code for the shaft from him, then grab his logs, turn around and deal with the Hybrids which just appeared. Then go into maintenance (guarded by a robot), and down the shaft into engineering.
Deck 1-Engineering
↑ Back to TopYou'll need to go to the Engine Core. But that's blocked off due to radiation. So head over to the room with the quantum bioreconstruction chamber thingy in it, but be careful of the camera. Then head up the ramp there, past Xerxes, and into the Engineering Control, via the blue bubble elevators.
You'll find out that it's locked, and that a person named Sanger has re-coded it. She's hiding in Cargo Bay 2, but to get there, you need to find the key to it, which is in Cargo Bay 1.
On the way, you'll come across two turrets and one dead guy. The dead guy has the card you'll need for one of the decks later on. Reach Cargo Bay 1. Head to Cargo Bay 1A, and search the wall on the left for the Cargo Bay 2 card.
Go into Cargo Bay 2, and to the highest level of Cargo Bay 2B. You'll find Sanger, and the code for Fluidics. Head back to the Engineering Control, and open the door. You'll find out a way to get around the security trap. You'll need a piece of hardware though.
In the room with the quantum bioreconstruction chamber, take the exit on the other side, and follow the path until you reach Storage
- Pick up the suit, then continue on and find Storage 5, and enter the code (which is 34760). Search the shelf on the left-hand side for the hardware (45m/dEX).
Now, go back to where the Cargo Bays were. Head into Command Control, and then make your way up the bubbly elevators, up the other elevator, then place the hardware in the control panel in front of you. Head back to Engineering Control/Fluidics, and open the door to the Engine Core.
Head to the Engine Core, and you'll have to reset the nacelles. There are two (or three, but I'm sure it's two) control rooms, each with a panel reading "offline". Turn them on to put them back online, and then head up the lift and reset the main engine. Now, go back to the elevator, and then take it to Deck 4. You'll get stuck on the way, so get off at Deck 3.
*NOTE* The next area is impossible (according to do0m), so download the patch at [url=http://www.shock2.com]http://www.shock2.com[/url] before continuing.
Deck 3-Hydroponics
↑ Back to TopYou'll need to clear the stuff that's blocking your way. Find the corridoor Biological Survey (head into the security area, right from the elevator, and make your way through there).
Once in the corridoor, go into the room with a desk, window, and a door which is jammed. Smash the window, then jump in. The patch fixes the problem where you can't get in, but if you can't, hold down jump, then move forward to the desk. You'll go on top, and be able to get through.
Inside, you'll find two vials of Toxin-A, the stuff you need to kill the things blocking your way with. But first you'll have to research them. First, find the Hydroponics B Card from a corpse in one of the rooms in the corridoor. Then go into Sector B (near the Xerxes room, I think), find the chemical storeroom and research Toxin-A. There's another vial somewhere in the chemical storeroom too.
Now for the regulators. There are four of them, on the map they show up as an A.
One is in Sector C. Climb up the ladder to the Office, then go down the ramp. Destroy the eggs and cyborg before heading on.
Drop into the icy area of Sector B. Down here is the second regulator, and the card to Hydroponics A.
The third is in the "plant" sector of Hydroponics, through bulkhead number 31. It's at the end of the corridoor. Don't forget to pick up the card for Hydroponics D, from the guy in the corridoor with the robots. BTW, a Toxin-A vial is found from a corpse near the entrance to the bulkhead.
The last is in Sector D. After finding the interesting log on the computer system, head down the ramp, watching out for the eggs. The last regulator is nearby. Now head back to the elevator and up to Ops.
Deck 4-Ops
↑ Back to TopHead into the bulkhead behind you to find Polito. Not what you thought? I won't spoil it for you. Now, head into the door which will open, and find one of the cyborgs that you have to kill. Kill him and pick up the quantum sim chip.
The next cyborg is in the Data Storage area, near the green pipe giving off radiation in Bulkhead 42. Exploding crates will fall, watch out for them and take the guy out. You'll get the interpolated sim chip. Head to the Office area in this section and activate the sim unit.
The last cyborg is in Bulkhead 43. Head to the corridoor to the left of the Barracks. You'll find the Cyborg at the end of that corridoor. Then head left, and down the corridoor (past the lift) to find the second sim unit, and Bronson.
Now head back out, to the Fluid Ops area on the map. The last sim unit is down the ladders in the darkened room. Be warned, spiders will rush you as you approach the unit, take care. Now head up to Deck 5.
Deck 5-Recreation
↑ Back to TopThis deck is annoying. Head to the Garden, the Deck 5 Crew card is on one of the bodies in the door below the green pit. Now head to the crew quarters, and to the second level. In one of the rooms, a guy has the athletics card, he's dead, next to tons of vodka 😊
Now for the MultiPictures. There's one in the mall, one in the athletics area, and two in the "Garden" sector, which includes dining, medical etc. If you can't be stuffed, just go to the basketball court, the top level, and enter either 11046 or 14106 into the transmitter.
Go into crew quarters, and enter the elevator in the middle, to Deck 6.
Deck 6-Command
↑ Back to TopHead to the door marked "Tram", beware of the security camera. Ride the train to the last stop, go through the bulkhead. See Siddons and Suarez run from the Rumbler, then follow their path, hacking security on the way. You need to find the Bridge Access card, so go up one of the elevators in the corner.
Make your way to the Escape Pods, and head to the northmost one on your map to pick up the bridge access card. Now, go to the place just before the entrance to the toilets (the Crew Quarters), and go up one level. Search the rooms to find a code for security, then enter security and pick up the Shuttle Access Card.
Now, retrace your steps back to the elevator, take it to Ops, Deck 4.
Deck 4-Ops
↑ Back to TopHead into Bulkhead 43, the one which leads into the Barracks. From the Barracks, take a left, and head straight down the corridoor. You'll reach a locked room; you can now open it and activate the panel on the wall.
Go back to the elevator and into Engineering, Deck 1.
Deck 1-Engineering
↑ Back to TopMake your way to the Engine Core. Take the elevator upwards, then head out to the core itself. Unlock the panel with the code that Shodan sent to you, and then head back up to Command, which means a trip back through Recreation as well.
Deck 6-Command
↑ Back to TopHead left into the Shuttle Bays. Move along, and take the elevator up into Shuttle Control. Head to the one on the left of the map, and de-activate the shield generator. Take out the shuttle below, then move to the other side.
The cyborg will have destroyed the generator, so you have to hack the replicator machine in front of the bubble elevators, and grab the resonator thingy. Climb down to the shuttle, use it on the shield generator and then run back up the ladder. There'll be a huge explosion.
Ignore orders, and head into the Shuttle Bay 2. You'll find heaps of stuff, and the person you had to meet. But...I won't spoil it.
Be careful when going down the elevator, a whole bunch of Hybrids will rush you as you are exiting the corridoor. Make your way to the tram, take it to the second stop. It's blocked, and Korenkchin will want to discuss your future on the bridge.
Make your way to the bridge, take out the floating thing, then go up to the conference area, and take out Korenkchin, the little floating thing. Go back down, destroy the floating thing again, and then make your way back to the tram stop.
Go up the bubble elevators, and find yourself on...the Rickenbacker.
Rickenbacker
↑ Back to TopFrom Ryan266199:
While most of it is accurate, there's one little problem. You said that there are no bio-reconstruction units on the Rickenbacker. I just recently went back through the Rickenbacker and yes, there are bio-reconstruction units (aka holographic Jell-O molds). Unfortunately, I can't make you a map of where they are nor can I remember where I found them, but they do exist. The only thing is that the machines are pretty far into the levels themselves, unlike the Von Braun units which you can normally find rather quickly.
From Seyeong
I'm playing this game in easy now and i found a bio-reconstruction machine in nesselle B of Rickenbacker near the high security crate that needs hacking skill of 6 and 2 worms.
In here, you have to destroy all of the Many's eggs, which are red in colour, and look exactly like the annelid eggs otherwise. Two other annoying points, one, there's no bioreconstruction chamber thingies on the Rickenbacker, so you have to save very often, and there's no map, so you're walking blind. Another point, this ship is full of turrets, and Rumblers, so take care.
When you start to climb the ladder, be warned, there are turrets on the way up. When you reach the top, take out the two eggs. Climb up to the control room and lift the big crate. Watch out, there's some Rumblers, before heading into the next area, look up, take out the egg there.
Before heading down into the red passage, cross into the hull breach. Pick up the logs, and take out the egg on the other side of the room. You've got to get to Nacelle B to stop something like what happened in this room from happening again. Press the bridge control button in the control room.
Head into the red passage, taking out the fifth egg. Follow the vent, to the first fork, and then head right. Press the other button in this control room, but don't go down the ladder. Head back into the vent, and take the other path in the fork.
Make your way across, to the room which has two dead people and a Pod 2 arrow. Head onto the bridge which you just opened before and make your way to the other bridge. Search the body for a Rickenbacker Access Card. Head back to the Pod 2 room, climb the ladders to the top.
The sixth egg is here. Make your way through the door, and follow the path to Nacelle B. Pick up the weapon, but don't go into Nacelle B yet. Go down the other corridoor and take out the seventh egg. There'll be three more eggs as you make your way into Nacelle B.
In Nacelle B, climb around the tight corridoors. Be careful as there will be numerous turrets waiting for you. The eleventh egg is hidden behind some steam. Soon you'll find the gravity generator thing, flick the switch.
Go to Nacelle A. Research whatever you need to, then go down the path. In the morgue, be careful of the Rumbler, and take out the tweflth egg. The thirteenth egg is in the other room, next to the PDA.
Head to Pod 2. Hack security before you even think of taking on the turrets, then hack the turrets and let them do your work (they'll take each other out, if not, get rid of them). The fourteenth egg is on the wall in the "Low Head Room" area, and the fifthteenth egg is in the next control area.
You'll come to a room with a couple of missiles, and a control panel. Press every button twice, but press the third one from the left once. Pressing the buttons three times will lower them down. Now climb up the missiles, and make your way to the top. Go to the other side, and use the missiles as stepping stones to the ladder. The last egg is located near the exit.
Now, this place is totally upside down, probably thanks to your tinkering with the gravity machine. Find the chapel, pick up the PDAs, and make your way to the First Aid Room. Find...Diego, and his last words will be to head to his room. Make your way to the Bridge, the door at the end is Diego's Room. Pick up the Worm Launcher, and place the beakers on the piles of worms to collect ammo.
Backtrack to the Escape Pod 1 sign, climb down the ladder, and enter the escape pod. You'll be shot into...the body of the Many.
The Many
↑ Back to TopWhoa...kinda resembles Half-Life. But this looks way better than Half-Life. Anyway. There's no map, and there's plenty of radioactive sectors.
In general, stick to the right wall as you make your way through the Many. Sometimes you'll come across parts of the Rickenbacker. Eventually you'll reach the chemical room. Research stuff, upgrade yourself, and backtrack.
Going back, you should see a hole in the wall. Unfortunately, a sphincter, that blue big thing, is blocking your path. You'll need to find two nerve clusters and destroy them. Going further back, you'll see a tunnel in the wall, go in. It's not the one leading to a part of the Rickenbacker, it's the one leading into the radioactive water. Swim your way through, until you reach a small hill underwater, with two bodies on it. Surface and destroy the cluster.
Backtrack even further, near the start, and there'll be a passage guarded by a Rumbler. Head down there, and the second nerve cluster is there too.
Now go back to the sphincter, and enter it. Make your way to the big, sharp teeth. There'll be two pairs of these, you'll want to go to the second pair, where there are three of them. Using the teeth, make you way to the top, take out the nerve cluster, then into the passage.
Take the middle path in this next room, and into a huge chamber with water at the bottom. Take a fall, then swim up. Be careful of the psi reaver. Prefontaine's final PDA is here, which means, yes, you are near the end. Go through and face the Many's Brain.
Many's Brain
↑ Back to TopWhat you want to do first is run around the edges and destroy the controllers of the psi reavers. Then, while dodging everything, you'll have to aim for the stars circling around the "brain". Destroy all three, then aim for the brain itself. After you've blown it up, jump into the hole it leaves and say goodbye to the Many.
Shodan's Virtual World
↑ Back to TopIf you've played the original System Shock, you'll know where this level came from. Now, you're in a wacky virtual world, and Delacroix has hacked into Shodan and left some PDAs for you. The only enemies here are assassins.
Make your way to the place with a PDA, and a spiral chamber. Head down the chamber until you can see a passage to another place, then enter that place, and fall down the corridoor to face Shodan.
Shodan
↑ Back to TopThere'll be two things to contend with, the face in the center and her virtual form running around. There's also four hacking stations which help you in your fight with Shodan. Run around in a circle, and hack when her virtual form is not after you. If you don't get three in one shot, stuff it and move on. Hack all of the stations, then unload on her face in the middle.
Congrats!
8)FAQs
↑ Back to TopQ.I'm in Hydroponics and trying to get into the room with the two locked doors. I can't get through the window, help!
A.Download the patch from [url=http://www.shock2.com]http://www.shock2.com[/url], it should fix it. Otherwise, hold down the jump key, and walk over to it. You should climb on top and should be able to get through.
Q.In Level 4, I managed to collect all 3 sims from the cyborg assassins and managed to install two in the computers, except for 1. I believe I have searched all the areas but I still couldn't find the compatible computer for the third sim.
A.Now, one of the sims is located in the area with a pipe which is giving off radiation. The other two are located in the bulkhead to the left of that. Head left from the barracks, into the room with the cyborg. Then take a left, and down the corridoor past the elevator. You'll find the sim unit and an interesting plot development.
The last one is in the same bulkhead, but in the "control" area. Find the way to a darkened room with two ladders. Be careful, there's those annelid hives as you step down. When approaching Sim Unit 3, a whole bunch of arachnids will come and attack you, that's the surprise that was mentioned in Malik's Log.
Q.Also in Level 4, I went down the elevator you mentioned to go past. I entered one of the chambers and got locked in by these laser things. How do I get out?
A.Look above you, there's a glass casing. Shoot it, then shoot the box with the "OK" sign on it.
Q. In Level 5, I can't seem to complete the code for the transmitter. I believe I have search all of the art terminals and found at least three --- painting before you enter the Athletics area, one in medical and another on the second floor of the crew quarters.
A. The remaining one is on the second floor of the mall. There are two in the "Garden" area, which also includes security, medical etc. and one in the athletics area.
Q. What's the code for the transmitter on Deck 5? I've got the numbers, and some look like this: [1 or 6] What does that mean?
A. The code is 14106, or 11046. The [1 means that it's the starting number, 6] meaning it's the end.
Q. Where's the Crew Key for Level 5?
A. I believe it's in the Garden sector, in the door in the green pit. It'll be on one of the numerous bodies there.
Q. Also for Level 5, where's the Athletics Key?
A. It's on the upper level of the crew quarters, on some dead guy. I think he's the one lying on a bed next to a pile of vodka 😊
Q. Where's the transmitter?
A. Just on the second level of the basketball court, athletics area.
Q. Can I help the two people running from the Rumbler on Deck 6?
Unfortunately, no
Q. Where's the Bridge Key for Deck 6?
A. It's located in the Escape Pod chamber. Try the one at the very top (on your map), and you'll find it. Suarez, the person who's escaping with Siddons, noted that he had it (in a log) and that he was escaping.
Q. Okay, so where's the Ops Override card then?
A. Go up to the highest level on the bridge. It'll be in a casing
built into the wall, you'll have to smash the glass to pick the card
up.
Q. And the Shuttle Bay card?
A. It's in the security office, in a room above the escape pods. The code to get in is found in a log in one of the rooms nearby.
Q.Hello, I read your published FAQ's and they are very good. but I am stuck...I am on level 6, in the command ops area, where I just got the OPS Override key. and the computer inside the game said to get the card and then go back to the Ops command center or something like that, but when I go back to any of the areas (even where I got the card, and right under that floor) I cant find anyplace I am supposed to do to advance the story... I know I need to override the RICKENBACHEN imbulicle so I can take the tram back to it and go there..but the door still wont open, so can you please tell me what to so after getting the ops override card/key? Thanks! 😊
A.Well, head back to Deck 4, Operations. Go into the bulkhead which takes you to the barracks. Go down into the red room, take the middle door and enter the room. Done. Then you've got to go to the engine core on Engineering.
Q.What are the RPG elements of System Shock 2?
A.Easy. The classes you pick from the start, the bonuses you recieve, the way you have to search and obtain items, the things you have to do, like I said, it sure looks like a real funky Half-Life, but the FPS part plays only a minimal part of the game, if you think about it.
Q.I've got a question. A friend of mine said I couldn't finish it in 10 hours. In how may hours can I finish System Shock 2?
A.Yep! You could, only if you were cheating on the easy setting 😊 Otherwise, it would take 20 hours, give or take a few.
Q.Where are all of the jars of Toxin-A on Deck 3?
A.There are two in the room which you first break into, one on a body outside the Hydroponics Bulkhead (leading to the room with plants. Lots of them), and two in the chemical storeroom.
Q.I've read your walkthrough but there is one problem.. I didn't find the security access card to get to the third sim unit... I hope you can help me.
A.I think, I think it's in Engineering, on a body near the Cargo Bays.
Q.Mighty DC
I've already found where the gravitonic generator is located, but how do I jump to the f*&&^%$%# platform?
A.Eh? Jump? No, there's a passage below that you crawl through and that will take you to a series of platforms and ladders which will eventually lead you the the F*%$@&$@*(&%@% platform =)
Q.just wondering if you know how to get the security card for level 4. I'm trying to get to that 2nd sim unit, and i just can't find it. I assume it's behind the 2 doors tagged with security clearance key card slots. But for some reason i havn't found that card anywhere. I've been all over every level trying to find how i can finish this thing off.
A.The card is in Engineering, on a body near the Cargo Bays.
Q.I'm stuck at the Many's brain. No matter how many times I shoot it, it just will not blow up. I am in "god" mode because there is no other way I could have destroyed all rumblers/etc while trying to destroy the brain. also, I have destroyed the 3 stars. I only remember hitting 2 of them but there are none flying around. I have been shooting at the brain now for almost an hour.Is there only 1 kind of weapon that will destroy it? It does light up when I fire Incend Grenades at it. I would appreciate some help. Thanks.
A.Alrighty. You've had the two stars problem. It's a bug in the game which Looking Glass did manage to fix, and you can fix it by grabbing the patch (it's just called the Shock 2 Multiplayer patch) from [url=http://www.shock2.com]http://www.shock2.com[/url] and it should be fine.
Q.Hi. Your FAQ is really good. I was wonderring if you need the Toxin-A after the Hydroponics level. There was four of them, but I only found three Enviromental Regulators. Also, is there a Toxin-B? One more...which weapons skills are the best? I would really like to know because they all have good weapons and can't really decide. Thanks.
A.Only three regulators? Well, I've listed four. On your map they will show up as an A. To recap, there's one in/near the Xerxes room, where you have to climb a ladder, then down a ramp again. Another is in the frozen area, then there's one at the end of Bulkhead 31, then one in Sector D. And I don't think there's a Toxin B. Anyway. With the weapons, I suggest you pick Standard and Heavy, as the only weapons you should really need to use (well, the ones that I used) were the Assault Rifle and the Grenade Launcher.
Q.All right, I know this question will probably end in you calling me an idiot but, After I heard Delacroix email me I decided to go find her in Cargo Bay A, when I got to engineering there were two Cargo Bays called A, A1 and A2. After searching them both I still can't find Marie. My question is, can I find her at this point... I also checked again after I saw Saurez and Siddons leave in the Pod. Email me back with an answer when possible.
A.What she really means is that she's in Shuttle Bay A, which is on the same floor, but a little further on in the game.
9)Acknowledgements
↑ Back to TopKen-Hello again!
d0om-For writing up the only walkthrough that I know exists! Thanks!
GameFAQs, CJayC, VGStrategies, Al Amaloo- You guys were the first to post my guides up, I salute you, your hard work, and everything else you live for!!!!!!
Looking Glass-For bringing us SS2, Thief, and making us wait for Thief 2 so patiently. Patiently? Yeah right.
PC Powerplay-The magazine which I got some of the cheats from.
Questions? Comments? Suggestions?
Acknowledgement
Annotated by DC for the RPG Gamers archive.
