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    PSI User FAQ by quiquer

    Version: 1.0 | Updated: 01/01/05 | Search Guide | Bookmark Guide

    SYSTEM SHOCK 2 - PSI Guide
    __________________________
    
    by Enrique Arias - Quiquer
    
    ver 1.0 - January'05
    
    
    Summary
    _______
    
    0.-Versions
    1.-Another FAQ of System Shock 2?
    2.-About the pure PSI user
    3.-PSI Pros and Cons
    4.-Strategies
    5.-PSI powers, one by one
    Credits
    
    
    0.-Versions
    ___________
    
    1.0 - Finished guide: added PSI powers, added strategies
    0.3 - Finished PSI Pros and Cons
    0.1 - Skeleton of the guide
    
    
    
    1.-Another FAQ of System Shock 2?
    _________________________________
    
    
    Yeah, but this is a different one. As the information for telepaths in
    Gamefaqs is very brief, and is one of the paths offered to the player, I
    decided to create one for my own. And, you know, is a really exciting 
    challenge! So I decided to do a rough guide for Pure OSA guys.
    
    If you want a walkthrough, or just want to begin System Shock 2 for the 
    first time, or want to go through shooting madly as you would in almost 
    every other game in the market, consult the other guides, 'cause this is 
    not for you! :-P
    
    
    
    2.-About the pure PSI user
    __________________________
    
    So, you decided to abandon all those hightech weapons, to explore the
    "magic" way in SS2? Well, first of all, remember that this is no pancake.
    In my opinion, the PSI way was not so well designed as the rest of this
    great game, I guess that designers just wanted to make life easier to the
    player thinking that he was going to do a mix of skills, as the most 
    players did, in fact. However, when you want to develop a pure character,
    the difficulty will arise serious steps. Now I can warn you: the
    normal difficulty in this way hasn't anything to envy to the higher lvl
    available when playing a mixed character, so as you may guess, this is
    a serious challenge. In fact, I think that if you choose Impossible 
    playing a pure psionic user, you are just mad. 
    
    
    
    3.-PSI Pros and Cons
    ____________________
    
    Well, let's resume it quick and easily.
    
    CONS:
    - A really high difficulty as this is a no-weapon way
    - ... so you need to know this game really well if you don't want to 
    desperate ;)
    - Changing PSI powers is not so quick compared to switch from weapon to
    weapon
    
    PROS:
    - As you won't waste a LOT, and I mean A LOT of skill points in weapons 
    skills, you won't waste any too in Repair, Maintain or Modify
    - ... and you will have a lot of skill points to spare, not only to your
    psionic habilities, but for your STATS too
    - Remember all those damned weapons that you had so much problems to 
    carry around in your not-so-big inventory? Well, you can tell'em a nice
    bye-bye and throw'em to nevermore land
    - A lot of fun and excitation ;)
    
    
    
    4.-STRATEGIES
    _____________
    
    
    - suggested skills when doing the prologo in OSA missions: Psychogenic
    Cyber Affinity, + 2 PSI, Psychogenic agility. First one will boost 
    your CYB in +2 temporarily, quite useful when hacking hard containers,
    second is rather obvious, and third... well, between 3 bad options they
    give, I think that one is the lesser bad
    - keep all that useless ammunition: grenades, bullets... when you find
    the item recycler, you'll be able to transform them in A LOT of nanites
    - try to remember those replicators that, when hacked, have a prize
    of 40 nanites on hypo-psi (instead of the usual 50). Why buying 80
    hypos with all those nanites you have kept the last hour of gameplay,
    when you can buy 100? :-)
    - I suggest hacking all you can: not only it will be safer for you as
    you'll be able to quit enemy turrets easily; you can even convert them
    to your cause and you will be able to open all closed containers in the
    game
    - ... and don't even waste a single slot to all those friggin' weapons!
    all you'll need in OSA combat will be your wrench and your psi-amp
    
    
    
    5.- PSI powers, one by one
    __________________________
    
    Legend:
    Buff -> gives you enhanced skills / stats for a period of time
    
    
    1st lvl 
    *******
    
    Psycho-reflective Screen
    ========================
     Protects you from 15% of combat damage.
     Natural shield buff - nuff said, right? is a small raise, but
    handy as it costs only 1 psi point. It has a regular duration 
    and maybe you would like to have it on when you explore new 
    areas. If you, however, don't like the idea of rebuffering you 
    each time this buff wears off (like me), then this isn't for you.
    Available during the 3 year training at the start if you choose 
    the OSA way.
    
    Duration: 20 seconds + 30 seconds per PSI. 
    
    
    Neuro-reflex Dampening
    ----------------------
     Eliminates all weapon kickback.
     Do you really need this? I didn't... the weapons recoil in this 
    game isn't so painful, in my opinion. 
    
    Duration: 1 minute + 20 seconds per PSI. 
    
    
    Kinetic Redirection
    ===================
     Pulls an object toward you.
     There is at least four objects in the game that cannot be took 
    without the aid of KR. They are just regular objects, so this 
    skill isn't really important. However this skill is so cheap and 
    its use is so nice looking that I pick it always hehe. You can 
    even move some big static objects and small enemies around with 
    this skill :)
    
    Duration: 1 second per PSI. 
    
    
    Psychogenic Agility
    ===================
     Increases your Agility by 2.
     Agility buff - an unnecesary buff, if you ask me. Agility is 
    used mainly for running, and you have implants and hypos if you 
    need to run faster... unless you have the "strafe syndrome", that 
    is, doing strafe to every enemy that shoots you, even the shotgun 
    zombies :p i wouldn't worry about this skill.
     
    Duration: 2 minutes + 1 minute per PSI. 
    
    
    Psychogenic Cyber Affinity
    ==========================
     Increases your CYB by 2.
     A really handy and important skill if you are gonna hack in the 
    game. Instead of buying those last (and expensive) points in CYB, 
    with just 2-3 points in it and this skill any locked box will be 
    easy for you.
    
    Duration: 2 minutes + 1 minute per PSI. 
    
    
    Projected Cryokinesis
    =====================
     Launches a heat-draining projectile at a target. Higher PSI 
    increases damage.
     Well, any gun is better than this, but if you're gonna be a 
    pure psi user you'll use this skill A LOT. Use the spanner you
    got early in the game, and PC against most of the enemies 
    remaining in the game. 
    
    
    Remote Electron Tampering
    =========================
     Makes active alarms time out faster.
     Another crappy and unnecesary skill. If you have activated the 
    alarm, just go to any security console and deactivate it.
    
    Time Reduction: 5 seconds + 5 seconds per PSI. 
    
     
    
    2nd lvl
    *******
    
    
    Anti-entropic Field
    ===================
     While this discipline is active, your ranged weapons cannot 
    break, and their condition will not degrade.
     AEF would be great... if the duration wasn't so small :( at most, 
    you'll need to recharge this every 2-3 minutes, and this is a pure 
    psyco FAQ, right?? :P
    
    Duration: 10 seconds + 20 seconds per PSI. 
    
    
    Adrenaline Overproduction
    =========================
     Increases hand-to-hand damage by a factor equal to PSI.
     Using this with your spanner can do some nice damage, and can be 
    really handy if you still don't have powerful disciplines and are 
    beginning to encounter serious enemies. Its damage increases 
    seriously with each PSI point you have.
    
    Duration: 10 seconds per PSI. 
    
    
    Neural Decontamination
    ======================
     Shields you from 80% of radiation damage.
     I prefer saving always 4 slots in the inventory for the the 
    BioHazard suit.
     
    Duration: 10 seconds + 5 seconds per PSI. 
    
    
    Cerebro-stimulated Regeneration
    ===============================
     Regenerates lost hit points.
     As you may guess, you'll seriously need this hability. In fact, 
    CSR is great even for non-pure psionic users, is a rather quick 
    and easy way to recover hit points.
    
    Amount Healed: 2 hit points per PSI. 
    
    
    Psychogenic Strength
    ====================
     Increases your Strength by 2.
     Strength buff. I don't like the dependance the buffs gives, 
    although this one coupled with the Adrenaline Overproduction can 
    do great amounts of damage.
     
    Duration: 2 minutes + 1 minute per PSI. 
    
    
    Recursive Psionic Amplification
    ===============================
     Increases your Psionics by 2. Psi point costs are doubled while 
    active.
     Let's see... they give you 2 temporal Psionic points, but your 
    PSI disciplines will waste double PSI points?? anybody, tell me 
    this is a joke  PSI points are too precious to waste, so DON'T 
    buy this.
     
    Duration: 10 seconds + 10 seconds per PSI. 
    
    
    Localized Pyrokinesis
    =====================
     Damages all creatures within a five foot radius. Higher PSI 
    increases damage to enemies.
     A rather low damage hability, but have some serious "positive" 
    bugs. With the invisibility on, your enemies will receive
    damage... without noticing you!!!!!!! Another bug is that protocol
    droids cannot hurt you when they explode if you have LP on. So,
    use it at your convenience.
     
    Duration: 15 seconds + 8 seconds per PSI. 
    
    
    3rd lvl
    *******
    
    Molecular Duplication
    =====================
     Use some Nanites to duplicate one ammo clip or hypo.
     A pityful hability. If a soldier needs ammo, better he goes to 
    any replicator in the game, that will be cheaper.
    
    Chance of Success: 30% + 10% per PSI. 
    
    
    Electron Cascade
    ================
     Recharges a single charged item or weapon.
     Useful for soldiers that rely on energetic weapons/armors.
    
    Recharge amount: 20% per point of PSI, up to the maximum allowed 
    by your Maintenance skill. 
    
    
    Energy Reflection
    =================
     Provides 50% immunity to all energy-based damage sources.
     Hmmm... if the immunity was against all kinds of damage sources... 
    naw, I wouldn't worry about this discipline.
     
    Duration: 20 seconds per PSI. 
    
    
    Neural Toxin-blocker
    ====================
     Shields you from 100% of toxin absorption.
     I know, toxins are a pain in the ass, but I'd prefer to be more
    careful against the source of toxins (spiders/worms). And if I
    got infected, I'd use some hypos instead. 
     
    Duration: 10 seconds + 5 seconds per PSI. 
    
    
    Enhanced Motion Sensitivity
    ===========================
     Shows the location of all nearby creatures.
     Enemies in SS2 can be fearful, but not THAT fearful ;-) I'm 
    telling you that there's no need to get paranoic and get this 
    ability, as you can do it fine without it.
     
    Duration: 30 seconds per PSI. 
    
    
    Projected Pyrokinesis
    =====================
     Launches a fiery projectile at a target. Higher PSI increases 
    damage.
     This skill is crap... if you're not going to do a pure PSI user 
    path!!! There's plenty of weapons better that the effects this 
    skill does, however, if you want to open your way using only psyco 
    habilities you'll need this, as it is the better fire-psi based 
    projectile, great against organic enemies, like the spiders.
     
    
    Psionic Hypnogenesis
    ====================
     Target non-robotic creature will stand still and docile. If the 
    creature takes damage, the effect ends.
     Frankly, I prefer to kill my enemies instead ;-)
     
    Duration: 20 seconds per PSI. 
     
    
    
    4th lvl
    *******
    
    Photonic Redirection
    ====================
     Renders you invisible to all creatures. Firing a weapon will 
    end the effect.
     A strategic ability. As I said earlier, I prefer to kill my 
    enemies directly, although is a fact that in the ending of the
    game things go harder, and if you are a pure PSI user that 
    doesn't know what to do with his remaining cybermodules, it
    can be a lifesaver in some ways.
    
    Duration: 5 seconds + 5 seconds per PSI. 
    
    
    Remote Pattern Detection
    ========================
     Shows the location of many useful items, including nanites, 
    ammo, hypos, implants and audio logs.
     As cybermodules are precious, I prefer to find things in the
    old way, exploring.
    
    Duration: 1 minute per PSI. 
    
    
    Electron Suppression
    ====================
     Immobilizes any robotic target.
     I really don't like this skill. You may guess that it works
    against cyborgs, but it doesn't; and the centinel robots don't
    respawn in the game so they aren't a big deal.
     
    Duration: 3 seconds per PSI. 
    
    
    Psychogenic Endurance
    =====================
     Increases your Endurance by 2.
     Another buff hability. Another pitiful hability.
     
    Duration: 2 minutes + 1 minutes per PSI. 
    
    
    Molecular Transmutation
    =======================
     Turns ammunition and hypos into nanites.
     I thought this was gonna be an incredible hability for a 
    pure PSI user: all those ammunitions and weapon related items,
    turned into nanites. And guess what, is pure crap: you won't
    even gain enough nanites to restore your PSI points buying
    hypos to restore those PSI points lost in the process :-(
    So wait a little and just use the item recycler you'll get
    later in the game.
     
    
    Remote Circuitry Manipulation
    =============================
     Allows you to hack psionically. Uses half you PSI stat 
    (rounded up) in place of both Hacking skill and CYB stat, and 
    costs psi points instead of nanites.
     If you read the description carefully you'll see that hacking 
    in this sole way won't let you hack harder cointainers. Even
    if you are a pure PSI user I suggest you pick the Hacking skill
    instead.
    
    
    Cerebro-energetic Extension
    ===========================
     Turns your Psi-Amp into a powerful melee weapon.
     With this you can get one of the strongest melee weapons in 
    the game. With Adrenaline on you'll be fearful. 
     
    Duration: 10 seconds per PSI. 
     
    
    5th lvl
    *******
    
    Advanced Cerebro-stimulated Regeneration
    ========================================
     Regenerates lost hit points.
     Use cerebro-stimulated regeneration (2nd tier) instead.
    BTW, they should have added the possibility here to cure 
    your toxins, or even radiation levels. A shame they didn't.
     
    Amount Healed: 5 hit points + 5 hit points per PSI. 
    
    
    Soma Transference
    =================
     Drains target non-robotic creature of hit points, and 
    adds those hit points to your total.
     I thought this skill was crappy (it quits a poor quantity
    of health), but as it ignores the Metacreative Barrier you
    can do, it leaves you open to suck dry the enemies at the
    other side.
    
    
    Instantaneous Quantum Relocation
    ================================
     Teleports you to a marked location. If there is no marked 
    location, this will set a marker at your current position. 
    You can clear an obsolete teleport marker by hitting Alt-T.
     As my game had a bug and crashed using this skill... :_(
    I guess is really handy, leaving you to return to strategic
    places when you wish.
    
     
    Imposed Neural Restructuring
    ============================
     Causes a non-robotic target to become hostile toward all 
    non-human creatures.
     It would be great if rumblers and robots came together 
    more frequently, but that isn't the case :-p 
     
    Duration: 10 seconds per PSI, or until damaged by a human. 
    
    
    Metacreative Barrier
    ====================
     Creates a wall of psionic force directly in front of you.
     A great hability that can save your butt sometimes, as
    the barrier has a lot of HP. Used with Soma Transference
    can give you a serious exploit.
     
    Wall's Hit Points: 150 + 50 per PSI over 5
    Duration: 4 minutes  
    
    
    External Psionic Detonation
    ===========================
     Drops a psionic proximity mine. Does no damage to robots, 
    and double damage to psionically sensitive creatures.
     A magnificent hability to pure PSI users, with this you
    will able to kill a matriarch with one mine and one of 
    those highly annoying cyborgs with two, when lucky. 
     
    Duration: 4 minutes  
    
    
    Psycho-reflective Aura
    ======================
     Protects you from 60% of all combat damage.
     Now, this is a great protective skill. Use it in hard 
    places.
     
    Duration: 10 seconds + 20 seconds per PSI. 
    
     
    
    
    
    Credits
    _______
    
     Looking Glass Studios for creating a so incredible game that never
    gets old
     GameFaqs for some helpful tips that I needed early in the game
     My family and friends, because not all is gaming in this life...

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