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    FAQ/Walkthrough by DC

    Version: 2.11 | Updated: 04/07/01 | Search Guide | Bookmark Guide

    Last updated : 7 April 2001 (Australian Time)
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    DC's System Shock 2 Guide                                      v2.11
    ---------------------------------------------------------------------
    
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    Legal Stuff
    This entire FAQ is copyright DC 2000-01. The only sites that can use
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    If you want to use it on your site, please e-mail me at dc3131@yahoo.com.au
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    Note, that if you've asked me for permission but don't see your site on the
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    everyone asks me to use this guide on their site. So as long as you've
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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!!!!!
    
                       ---====================---
    To get in touch, e-mail me at dc3131@yahoo.com.au
    My ICQ# is 34601221
    My webpage is http://www.dcmagus.com
    My MSN contact is dcmagus@hotmail.com, but any email sent to that
       address will most likely be ignored, as I don't check that
       account
    My AIM name is dcmagus
    
    Be warned that I'm only on the net twice a week, don't expect replies
    from me which are ten minutes after you've sent the mail. Here's some
    guidelines about sending me mail:
    
    1.Make sure you put the title of the game you're asking about in the
      subject. I've made a fair few FAQs, and it's a bit hard to work
      things out sometimes.
    
    2.If it's an FAQ, make sure that it's not already in the guide!!! If
      it is, I'll do my best to ignore it.
    
      If it's not in there, make sure that the details you provide
      are, well, DETAILED, and not sketchy. Examples are "Hi need to know
      how to get past this part, i'm in a room and stuck", I need to know
      where you are, etc.
    
    3.Ask nicely. So far, most people have, but if your mail goes along
      the lines of "Hi, need code for B2, reply within the next hour
      otherwise I'll bomb you" will not get you anywhere.
    
    That's it. Sorry for being a pain, but it had to be said.
                         ---====================---
    
    
    Version History
    
    v0.5-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
    ---------------------------------------------------------------------
    
    It'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
    ---------------------------------------------------------------------
    
    Yes, 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:
    ---------------------------------------------------------------------
    
    Assault 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:
    ---------------------------------------------------------------------
    
    AP 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
    ---------------------------------------------------------------------
    
    Chem #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
    ---------------------------------------------------------------------
    
    Heavy Armor
    Light Armor
    Medium Armor
    Reflec Armor
    Vacc Suit
    Worm Skin
    
    ---------------------------------------------------------------------
    Enemies
    ---------------------------------------------------------------------
    
    Arachnightmare
    Blast Turret
    CrewWoman
    Delacroix
    GrubTurret
    Hybrid
    Invisible Arachnid
    Laser Turret
    MaleCrew
    Midwife
    Overlord
    Protocol Droid
    Rumbler
    Slug Turret
    Swarm
    
    ---------------------------------------------------------------------
    Keycards
    ---------------------------------------------------------------------
    
    Bridge 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
    ---------------------------------------------------------------------
    
    20 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
    ---------------------------------------------------------------------
    
    At 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
    ---------------------------------------------------------------------
    
    Ordinance Master's Mate - +2 Strength
    Survival Training       - +2 Endurance
    Zero-G Training         - +2 Agility
    
    ---------------------------------------------------------------------
    Year 2
    ---------------------------------------------------------------------
    
    Weapons 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
    ---------------------------------------------------------------------
    
    System Consultant       - +1 Repair
    Quash Rebellion         - +1 Modify
    Honor Guard             - +1 Maintentance, Maintenance Tool
    ---------------------------------------------------------------------
    Navy                    - +1 Standard Weapons
    
    ---------------------------------------------------------------------
    Year 1
    ---------------------------------------------------------------------
    
    Military Police         - +1 Strength, +1 Modify
    Engineer's Mate         - +1 Strength, +1 Repair
    Ships' Ops              - +1 Strength, +1 Hack
    
    ---------------------------------------------------------------------
    Year 2
    ---------------------------------------------------------------------
    
    Training School         - +2 Standard Weapons
    Ordinance Master        - +1 Maintenance
    Navigator's Mate        - +2 Cyber Affinity
    
    ---------------------------------------------------------------------
    Year 3
    ---------------------------------------------------------------------
    
    Zero-G Training         - +2 Agility
    Survival Training       - +2 Endurance
    Lab-Assistant           - +1 Research
    ---------------------------------------------------------------------
    OSA                     - First Tier Psionic Ability, Psi Amp
    
    ---------------------------------------------------------------------
    Year 1
    ---------------------------------------------------------------------
    
    Chu 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
    ---------------------------------------------------------------------
    
    Psi Training            - +2 Endurance
    Research Lab            - +1 Research
    Interrogation           - +2 Psionic Ability
    
    ---------------------------------------------------------------------
    Year 3
    ---------------------------------------------------------------------
    
    Physical 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
    ---------------------------------------------------------------------
    
    -Download the patch from www.shock2.com. 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
    ---------------------------------------------------------------------
    
    Psychic 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
    ---------------------------------------------------------------------
    
    Psycho-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
    ---------------------------------------------------------------------
    
    Anti-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
    ---------------------------------------------------------------------
    
    Molecular 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
    ---------------------------------------------------------------------
    
    Photonic 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
    ---------------------------------------------------------------------
    
    Advanced 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
    ---------------------------------------------------------------------
    
    Hack- 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.
    ---------------------------------------------------------------------
    Heavy Weapons- Increases damage dealt with heavy weapons.
    ---------------------------------------------------------------------
    Exotic Weapons- Increases damage dealt with exotic weapons.
    ---------------------------------------------------------------------
    STR- (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
    ---------------------------------------------------------------------
    
    Okay, 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
    ---------------------------------------------------------------------
    
    You'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
    ---------------------------------------------------------------------
    
    You'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
    4. 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 http://www.shock2.com before continuing.
    
    ---------------------------------------------------------------------
    Deck 3-Hydroponics
    ---------------------------------------------------------------------
    
    You'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
    ---------------------------------------------------------------------
    
    Head 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
    ---------------------------------------------------------------------
    
    This 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
    ---------------------------------------------------------------------
    
    Head 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
    ---------------------------------------------------------------------
    
    Head 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
    ---------------------------------------------------------------------
    
    Make 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
    ---------------------------------------------------------------------
    
    Head 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
    ---------------------------------------------------------------------
    
    From 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
    --------------------------------------------------------------------
    
    Whoa...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
    --------------------------------------------------------------------
    
    What 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
    --------------------------------------------------------------------
    
    If 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
    --------------------------------------------------------------------
    
    There'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
    ---------------------------------------------------------------------
    
    Q.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 www.shock2.com, 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?
    
    A. 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
    http://www.shock2.com 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
    ---------------------------------------------------------------------
    
    Ken-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? dc3131@yahoo.com.au
    

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