Presents:
System Shock 2
Objective: Explore the medical science
deck and obtain clues about what has happened on the Von Braun. Recharge a power cell and
use it to open the door into the medical sector. Locate the crew card on Grassi in the
biopsy section of the medical sector. Find Dr. Watts' room in the crew sector or his
office in research and development. Obtain the maintenance access code from Dr. Watts and
get to the engineering deck.
Science
Sector
As
the game opens, you just emerged from your cryogenic chamber into the latter stages of
something that has gone horribly wrong on the Von Braun, the vessel on which you're
serving your fourth year of duty. As you take in your surroundings, you'll hear the voice
of Dr. Polito, a crew member stranded on deck 4 and someone who will help you out with
e-mail messages, clues, and cyber modules (items spent at upgrade stations that let you
upgrade your statistics and skills).
Locate
the corpse in your immediate surroundings and search the body. Grab the wrench from his
body and equip it. Break the table that rests in front of the ladder by swinging the
wrench at it. Once the table is removed, climb the ladder and move forward and turn right.
Around this time, Dr. Polito notifies you that you must get inside the airlock as soon as
possible because this area of the ship is depressurizing.
Approach
the door at the end of the room and use the button on the wall to open it. Move through
and pick up the cryogenics access card off the floor. There's also an information booth on
the left that you can use if you wish. These booths are scattered around the first few
levels of the game and provide hints and tips about general issues such as keycards,
ammunition, weaponry, crates, and so on. With the cryogenics access card in inventory, use
the switch by the door and head through.
Search
the body on the left inside this room and grab the log from his inventory. Listen to the
log to obtain the access code to the door in front of you. Bring up the keypad and enter
the code to open the door. Head through and watch the scripted sequence on the right
through a window. You'll notice some humanoid type creature (with what looks like a
shotgun) chasing a female crew member. Turn left and spot the vent shaft near the floor.
Crouch and crawl inside.
Eventually,
you'll fall into a new room. There's another wrench in this room in case you failed to
find the first one. The airlock door is on the left. When you approach the door, you'll
hear Dr. Polito inform you that the power to the door is down, and you must recharge the
battery. Locate the battery on the corpse inside the room. Also inside the room is a
recharge station. These stations appear throughout the ship and recharge all energy-based
items in your inventory (such as the laser pistol, EMP rifle, or cybernetic implants). Use
the recharge station to charge all items in your inventory (most importantly, the power
cell).
Use
the power cell in the niche to the right of the airlock door. Once the recharged power
cell is in place, the airlock door opens. Head into the door, and Dr. Polito sends you
four cybernetic modules. These modules are extremely important to your success in System
Shock 2. Use them to upgrade your skills and statistics at the many upgrade stations
scattered around each deck. Most of the modules will come straight from Dr. Polito, but
many others can be found on bodies, in crates, or other hidden locations.
In
this new area, you can find the button on the center column to switch on the lights. As in
all rooms you come to, be sure to search every body, crate, and corner for items, nanites
(basically your source of money), and other goodies. Move through the door on the left,
searching the body located inside. Continue moving into the red-lit area into a room with
all four upgrade stations. Each upgrade station - weapon, psi, tech, and stat - improves
your statistics and skills in a particular area. All improvements cost cybernetic modules;
the more significant the improvement, the more cybernetic modules it'll cost. There's
another corpse on the left side of the room that carries additional modules.
Go
through the door past the corpse. Search the crate for more nanites and grab the log. Head
right through the broken wall and search the corpse for a medical hypo. There's a locked
closet door in here; if you have a hack skill of at least one, you can attempt to hack
into the door. If you succeed, you'll grab some speed boosters and the very handy
BrawnBoost implant that increases your strength stat by one as long as it's in place and
charged.
Return
to the upgrade room and go up the lift. Enter the door on the right and enter. Search the
corpses (you'll find a psi amp). To the right is an overlook into the lower section. If
you're daring, you can jump onto the girders and grab the bullets and speed booster (or
you can use kinetic redirection, if you possess the psi power, to pull the items to you).
Head into the door left of the lift. Grab the science sector access card from the ground
and search the corpse for more nanites.
Break
the glass on the left wall for a psi hypo and rifled slugs for a shotgun. Exit, then turn
left down the hall. As you approach the door ahead, you'll witness a ghostly apparition.
These sequences depict happenings aboard the Von Braun and provide clues to what took
place during your cryogenic sleep. Nab some nanites from the ground on the right and head
through the door, using your recently acquired science sector access card.
As
soon as you enter the new area, you'll likely see two creatures, called hybrids, wandering
the halls. Use your wrench to attack these pipe-wielding creatures in hand-to-hand melee
combat. To continually win these melee battles, don't stand against the hybrid and slash
with the wrench. Instead, approach the hybrid and wait for him to begin a swing. Back off
immediately and, once he's in the swing motion, return against him and swing with your
wrench.
Be
sure to search the creatures' bodies for anything useful. Many of these hybrids carry soda
cans and chips that can replenish one hit point (it doesn't sound like much, but it adds
up!). On some bodies, you'll find a piece of the creature that can be researched to learn
its strengths and weaknesses. You'll need a research skill as well as chemicals from the
storeroom (more on this later) to complete these tasks.
Go
through the door on the left, which leads into the security station. Enter the back room
and search the desk for a log. There's also a security crate in the room, and you'll need
a hack skill of at least two to even attempt a successful hack. Inside this security
station, you'll also find your first security computer. These computer panels are used to
disable turrets and cameras for a brief period of time, letting you scurry past (for
instance, if you don't have the ammunition or ability to destroy them). If you set off the
ship's alarm system, use the security computer to turn off the alarm. If you fail in a
hack of the security computer, however, you'll set alarms off and alert creatures to your
location.
Exit
the Security Station, turn left, and go to the end and through a door. A hybrid should
attack from the right. To the left, you'll find your first bio-reconstruction machine.
Press the button adjacent to the machine to activate it. These machines regenerate your
body after death; however, they must be turned on. Also, you'll begin with only a smidgen
of your total hit points. Enter the next room and search the container on the left for a
psi hypo and grab the log from the floor. Climb the ladder and search the body bag for a
medical hypo.
Head
out of the room and down the hall past the security station. You'll approach two
significant doors - one leads into the maintenance shaft (if you peek in the window, you
can see a large robot waiting for you to open the door), and the other is the elevator. As
you approach the elevator, Dr. Polito informs you that the power is out, and the elevator
won't be operational until it's restored.
Turn
left at the elevator and through a door. Pick up some nanites from debris on the ground.
In the center of this room is Xerxes, the Von Braun computer that controls the security
and talks to you occasionally. You'll likely find a similar column in each ship deck.
Search all the bodies in the room; on one, you'll find a pistol. You'll need a standard
weapons skill of one to equip the pistol. Further, unlike the wrench, you must maintain
the pistol and supply it with ammunition. You'll also find a replicator in the room. Use
these to purchase items for nanites.
Go
through the hallway and grab the log on the bench on the right. Move out the door and head
toward the "Med" sign on the wall. Turn right (you'll see a wall panel explode).
To the left is a security camera. If these cameras spot you, they fix on your position and
make a distinct sound (also, the light on them turns yellow). If you don't destroy or move
from the camera's sight within a few seconds, the alarm sounds. Either destroy the camera
with a weapon (or psi power) or hack into the nearby security computer to disable it.
Approach the door on the right, and Dr. Polito will e-mail you about the condition of the
door. Apparently, the door needs a power cell (which is sitting nearby), but you must
recharge the battery to activate the door. You can't use the recharge station you found
early in the level because it's now behind an airlock door.
Grab
the log from the reception desk and two anti-rad hypos (one is located up on a high shelf
behind some plants). Head back to the Xerxes column room and go straight down the hall
(you'll see a bench on your right). Go past the elevator and beware of a camera in the
next hall to the right. Shoot the camera (or, as always, hack security). You should be in
the "Sensitive Electronics" area. Head left into the first room (the doors locks
behind you) and deal with another hybrid and a lab monkey with some unusual powers. Once
you've eliminated them, search the room thoroughly for items (you should find a log and
some anti-toxin hypos).
Exit
and turn left. Search the corpse ahead and move through the door. Go into the left door
and kill the hybrid waiting inside. Nab a medical hypo from under the table (break the
table with the wrench) and exit. Continue down the hall and search the body bag to get
another medical hypo. At the end of this hall is a sunken room containing several
explosive barrels and a hybrid. If you have the means, destroy the barrels to kill the
hybrid or just jump down and do it yourself.
Search
the room for more items (the waste can contains some nanites). Return to the hall and go
right. Get the log on the left (there's a replicator on the right). You'll spot the
research and development (R&D) sector up ahead, but you don't have the keycard to give
you access. Return to the elevator and go right into the door, and you'll spot the
chemical storeroom on the left. As Dr. Polito tells you, each level has a chemical
storeroom. Inside each, you'll find a log containing the manifest. Certain items, weapons
and objects you'll find in your mission require certain chemicals. You can check the
manifest later and return to any storeroom you wish and use the chemicals in your
research. Don't bother grabbing any chemicals now, as they'll just occupy precious
inventory slots, and you never know which ones you'll need. Search the room for other
items including another pistol and some bullets.
Exit
the storeroom and turn left. Kill the hybrid wandering this hall. Search the bodies
(you'll grab some armor-piercing bullets, great against turrets and tough creatures). Head
onto the catwalks and jump onto the crate containing the psi hypo. Fall into this pump
station and head toward the corpse at the far end of the room. As you approach, the lights
turn out, and some turrets in the area activate. Move quickly into the room on the left.
If you wish, kill the turrets with the anti-personnel bullets. Search this small room and
use the recharge station to energize your items (and recharge that battery!). If the
turrets are still active, run quickly back to the ladder. You shouldn't take too much
damage as long as you don't stop.
Medical
Sector
Return
to the medical sector door that required the power battery. Insert the recharged cell, and
the door opens. Dr. Polito sends some cyber modules for your excellent work. If you wish,
you can take time to return to the upgrade stations and spend your cyber modules. If you
do, you'll probably face more hybrids. Once ready, move through the medical door and into
the bulkhead. Hit the switch to load up the new area.
When
you enter, you'll spot a keycard door on your left. Unfortunately, you don't have the
access card for this area of the ship. Dr. Polito informs you that Grassi should have the
crew card, and he's in the biopsy area of the medical sector. Move forward and eliminate
the hybrid in the area. Stay on the upper level and enter the room. Search the desk and
area for some more goodies, including a log and a surgical unit activation key (used to
operate inactive surgical units that can heal you for five nanites). There's a surgical
unit you could use the key on, but if you wait a few more rooms, you'll find a fully
operational surgical unit - so don't waste the key just yet.
Exit
and go to the ramp. Head down and beware of the turret at the end of the hall.
Fortunately, you don't necessarily have to destroy it. Instead, just turn left and move
into the door quickly. Stay away from the monkey cages at the far end of the room. Search
the area to grab some hypos and logs. Then, use the functioning surgical unit to heal your
wounds (again, at a cost of five nanites). Exit, turn right, and return down the hall.
Enter the room on the right to locate a bio-reconstruction machine as well as a
functioning surgical unit. Exit and continue down the hall. There's a camera on the left;
eliminate it. Also, a hybrid will likely emerge behind you. Be cautious and eliminate him
as well.
Enter
the door on the left and grab some hypos from the corpses. Deal with any lab monkeys you
find inside. Exit and turn right at the destroyed camera and continue 'til you see another
ghost cutscene. Grab goodies from the room on the left and continue down the hall and
locate the radiation lab on the right. You can enter the room, but each moment you stand
around, the radiation builds up and damages more of your hit points. But, you can still
search the room if you're quick, and you can always return to the surgical units for an
inexpensive heal. Inside the room, you'll find some nanites and cybernetic modules.
Head
back to the camera and go toward the ICU lab. Move past ICU (a heavily radiated area) and
down the hall. Two new hybrids confront you; these guys are tougher and carry shotguns.
Take them out from a distance or give them a few whacks with your wrench. Search their
bodies and grab the shotgun if you wish. Most of the time, their weapons will be jammed
and require repair; further, you'll need a standard weapons skill of three just to equip
the new weapon.
Enter
the door on the right and grab the light combat armor. You'll need a strength of two to
equip it; it protects you from 20 percent of combat damage. Exit and continue forward to
the biopsy sign. You'll also spot a turret up ahead. Take it out (or disable it via a
security computer) and enter the biopsy area. Take out the security camera inside and any
creatures contained within (likely a lab monkey). Search the room and get all the items,
including some logs, nanites, hypos, and the crew keycard from the corpse. Once you've
snagged the crew card, Dr. Polito sends you some additional cybernetic modules.
With
keycard in hand, head back to the crew quarters door and use the keycard to head inside.
Take out the hybrid that greets you and enter all the rooms in this hall. You'll find
several useful items and plenty of additional nanites. At the end of the hall, enter the
door into the security station. There's also a keypad locked door here as well as a log
explaining where the code is.
Enter
the crew lounge, and you'll find some upgrade stations, a replicator, and an OS upgrade
machine. You'll only find four OS upgrade machines through the course of the game. Use the
machine and select one of the special upgrades. Since you can only have four, choose
wisely! Continue down into the crew quarters (don't go through the bulkhead that leads to
the science sector) and take out the two patrolling hybrids. Enter the room on the right
and get the R&D access card from the desk. Search all the rooms in the area to get all
the goods. Return to the science sector bulkhead door and head through.
Use
the mini-map and return to the R&D section of the deck and use the keycard to enter
the door. Dr. Polito sends you another e-mail transmission as well as more cybernetic
modules. Take out the camera at the end of the hall. Turn right and continue; be sure to
check rooms as you go, so you don't miss any useful goodies. You'll find a working shotgun
in one of the rooms. Get a transmission from Dr. Polito that Dr. Watts is still alive, and
you must hurry to his aid. When you enter the room, you'll find him on a surgical bed at
the far end of the room. Unfortunately he dies, but a log next to his body provides the
maintenance access code. Take out the hybrids in the area (more arrive after you get the
log). Return to the maintenance door, which was by the elevator. The maintenance robot has
probably emerged by now, so take him out with the anti-personnel bullets you saved or just
scurry pass him and head down the ladder to engineering. If you wish, before you head to
the next deck, heal up and spend those cybernetic modules
Level
2 - Engineering Walk-through
Objective: Find a way to override the fluidics computer. Locate a piece of hardware
from auxiliary storage five and install it to bypass the fluidics computer security
system. Use the fluidics computer to purge the coolant tubes and gain access to engine
core. Reset the port and starboard nacelles as well as the main power computer to restart
main power and the elevators.
Coolant
Tunnels
After
descending the ladder, Dr. Polito sends you an e-mail telling you to enter the engine core
to reset main power and bring the elevators back online. Search the initial rooms and grab
some logs, nanites, and a useful anti-radiation hypo. Head to the main hall, which you can
locate by its green smoke and the cracking sounds - it's filled with radiation. Turn left
and run, following the signs to the engine core. If you run quickly, you won't suffer much
damage, as there are spots in these coolant tunnels that don't contain radiation.
Both
pipe and shotgun hybrids roam these halls, so be prepared for a fight at all times. When
you reach the door leading into the engine core, Dr. Polito informs you that you can't get
inside because of radiation leaks. You must flush the radiation if you wish to access the
engine core and reset main power. Turn around and return through the halls. Stay to the
left and kill hybrids as you go. As you move, Dr. Polito sends you another e-mail
transmission, giving you the access code to storage room four. You'll likely also pass
storage room five, but you don't have the access code. Enter storage room four and grab
the hazard suit (an extremely handy item for these radiation-filled area) and other items.
Continue moving through the tunnels until you exit into a square room.
Inside
this room, you'll spot a camera and a protocol droid. These guys aren't much trouble, but
you can't let them get close to you. They have no range weapon and seem friendly, but when
they get right up against you, they explode, causing significant damage. Don't use melee
weapons to take them out; instead, either run and avoid them (they'll follow) or use psi
powers or anti-personnel bullets to destroy them. Turn on the bio-reconstruction machine
inside the room and search all corners for items, including some logs.
Enter
the door in the center of the room and search the bodies to grab some anti-personnel
bullets (there's also a security computer at the top of the ladder). Go back and through
the other door. Follow the corridor, killing a hybrid along the way, until you reach the
Xerxes column. Follow the doors that lead into the cargo bay and engineering control. Look
out for the camera up ahead on the right and the droid ahead. You'll enter a room with two
gravity elevators on the left and right side of the room and a door that continues ahead.
If you go through the door, you'll find more bodies to search but also two turrets to deal
with.
Go
up the gravity elevator into engineering control. Grab the log to hear that the code is
located somewhere in cargo bay 2. Head back down the gravity elevator and go straight into
the turret-filled room mentioned previously. Either destroy the turrets or return to the
main room and hack the security computer. Head through the door into the cargo bay area
and search the bodies to locate a security access card as well as other useful items.
Enter the security station for additional goodies, a surgical bed (a good place to use any
activation keys you have in your inventory), and some upgrade stations.
Move
through the far door through a bulkhead and toward command control. As you enter a
circular room, the screen goes white, and you're sent to a cutscene for a few moments.
Watch the unusual vision, then continue on. Head through the door and battle a collection
of hybrids, lab monkeys, and droids. Through the next door, there's a camera on the right,
so watch out for it. You've emerged into a four-way intersection. You must head into cargo
bay 2, so try that door, but unfortunately, it's locked by keycard. Return to the four-way
intersection and go toward command control (which is also the shuttle bay).
Shuttle
Bay
As
you open the door, you'll spot a turret inside surrounded by loads of barrels. You can
damage the turret severely by shooting the barrels near your position, causing an
explosive chain reaction. Be careful, though, because you'll take damage if any of the
barrels next to you explode. So, be sure to shoot and back off quickly to minimize damage.
Eliminate all enemies from this room (likely various hybrids and lab monkeys). Search all
the crates and bodies. There's also a recharge station on the left side of the room. Go up
the right side gravity elevator to enter the control station. Head through the doors and
watch the ghost cutscene, then dispatch two hybrids playing catch on the right.
Beware
of the camera on the left. Search the room and find two upgrade stations on the right and
a bio-reconstruction station on the left. Though you've found plenty of goodies, you still
haven't located a cargo bay 2 access card nor the code to engineering control.
Cargo
Bay 1
Return
to the four-way intersection and head into cargo bay 1. This door also requires a keycard,
but thankfully the mechanism is busted, allowing access. Before you enter, if you have a
pistol and anti-personnel bullets, you may want to arm them. There are several roaming
protocol droids inside as well as maintenance robots.
Be
sure to search both cargo bay 1A and cargo bay 1B. Each area contains three floors
accessed by lifts. Many items are hidden on top of boxes and behind crates. Search
thoroughly to obtain, most importantly, several cyber modules as well as the access to
cargo bay 2, which is located in cargo bay 1A on a corpse (watch out for the protocol
droids that approach once you've nabbed the card). If you do choose to search the entire
bay for items, be careful of the hybrids wandering the area as well as turrets.
Return
to the four-way intersection and be prepared to face more hybrids when you enter the area.
If you need healing, now would be a good time to return through the bulkhead and the
security station.
Cargo
Bay 2
When
ready, open the door to cargo bay 2 and head inside. Destroy the turret on the left and
search the bodies for ammunition, nanites, logs, and so on.
Cargo
bay 2 features a similar layout to cargo bay 1. There are two main sections split up by
three different floors accessed by lifts (be careful, as some of the lifts aren't working
properly). Search all the boxes, crates, and corners for more useful items. There are lots
of bad guys wandering inside, including turrets, maintenance robots, and Hybrids. Head to
the top floor of cargo bay 2B and grab the log containing the code to engineering control.
You'll also find a French-Epstein device nearby that can perform a one-time instant
modification to any weapon.
Return
to the four-way intersection (again, you'll likely encounter additional hybrids). Heal up
at the security station and recharge in the shuttle bay if you wish. Use the gravity
elevators spotted earlier to return to engineering control. Use the fluidics control
computer, but you'll discover that Xerxes has already disabled it. Grab the log on the
floor to get a precise clue about what you must do to override Xerxes control. You must
obtain an override chip located inside auxiliary storage room five back in the coolant
tunnels. Be sure to equip your hazard suit or have a few anti-radiation hypos because the
coolant tunnels are still filled with radiation.
Return
to the coolant tunnels and head back to auxiliary storage room five (if you recall, you
passed it earlier at the beginning of the level). Enter the code to open the door and
locate the particular part you need to override Xerxes' control of the fluidics computer.
This part room also serves as the deck's chemical storeroom, so be sure to grab the log
manifest as well as any chemicals you need to perform research on unidentified objects.
It's now time to return to the shuttle bay and the command room you were in earlier.
You'll likely encounter several hybrids on your return, so stop by the security station
and heal if necessary.
Head
up the gravity elevator and insert the hardware override chip into the niche in the top
center of the console. Dr. Polito should send some cyber modules at this time (spend them
here if you wish) and then head back to fluidics control located in the engineering
control section.
Use
the computer, which works this time, and Dr. Polito informs you that you must get the
engine pods back online, located in the engine core. Thankfully, your activation of the
fluidics computer has flushed the radiation from the coolant tunnels and the engine core,
so you shouldn't have any trouble getting inside.
Engine
Core
Move
back into the coolant tunnels and follow the signs to the engine core. Head through the
door and then hit the button to open the hatch at the top of the ladder. Go up the ladder
and enter the engine core. Eliminate any hybrids wandering around this area. The doors at
the far side contain a few items and a laser rapier (a more powerful melee weapon than the
wrench). To get the engine pods back online, head through each side door. Beware of the
hybrids located inside as well as any cameras (usually hidden around a corner, so move
cautiously). Move to the end of each section and locate the computer and use it to get the
pods back online.
Inside
the starboard nacelle, head down the ladder and enter the colorful nacelle. There's a
monkey down here protecting a small cache of ammo and weapons. Once you've switched on
both nacelles, return to the engine core main area and locate the lift to the left of the
entrance. Head up the lift to core control and use the computer to get the core back
online, which turns on main power and restarts the elevators.
Return
to the first room of the engine core (the one with the ceiling hatch) and use the lift in
this room to head down into a lower area of the engineering section. This lift wasn't
active before. You'll emerge into a large tunnel filled with several enemies and a turret
or two. Move through this area cautiously and collect all the items and goodies along the
way. At the very end, you must fight a new creature, a cyborg midwife who possesses both a
melee and a ranged attack.
Your
goal destination, with main power back online, is the elevator located just outside the
coolant tunnels. Use the elevator and attempt to head to deck 4, operations, to meet with
Dr. Polito. But, it appears you must make a pit stop in hydroponics first because
something is blocking the elevator shaft. Hit the button for hydroponics and prepare for
the next level.
Level
3 - Hydroponics Walk-through
Objective: Clear the biomaterial from the elevator shaft by finding and researching
toxin-A. Place toxin-A in all four environmental regulators.
When
you reach the hydroponics level, Dr. Polito sends you an e-mail transmission telling you
that some biomaterial is blocking the elevator shaft. To get to deck 4, operations, you
must discover a way to eliminate the biomaterial.
Exit
the elevator and grab the log from the corner. Head down the long hallway on the left.
You'll face a few hybrids wandering around this area. Continue until you reach some doors
on the right side. Explore each and grab all items you find inside. After entering the
first door, you'll receive a transmission from Dr. Polito informing you that you need
toxin-A to clear the elevator shaft. First you must research toxin-A (after you grab the
vial from the desk), then you must find three more vials and insert each into the four
environmental regulators scattered around the deck.
To
research toxin-A, you need some antimony (Sb) and vanadium (V). You can either return to
the engineering and medical science decks to grab these chemicals now or continue to
search the hydroponics level. Also, remember that in order to research toxin-A, you'll
need a research skill of at least one (or locate a LabAssistant implant on this level).
Exit
the room and turn down the hall. A cyborg midwife has been aroused by your discoveries, so
take her out. Head back and turn left at the green lit hallway. Make a note of the
security computer at the base of this hall. Locate the two offices at the end of the hall
and grab any items and goods you find. Return to the elevator and go through the right
door. Before you go, though, you might want to hack the security station you passed
moments ago. In this room is a security camera and two turrets positioned in a room to the
right. If you don't hack security, you can run quickly past, or you can methodically take
them out with some weaponry.
Once
the room is clear, search the surroundings. Break the glass on the right and enter the
room with the two turrets. Disable them if you must. Be careful in this room, which is
filled with unusual egg things. If you get too close to the eggs, you might catch some of
the toxic spew (make sure you have some anti-toxin hypos handy). Some of the eggs also
unleash some worm-like creatures that must be destroyed, or they'll continue to gnaw and
bite at your feet (don't waste ammunition against them, just kill them with your melee
weapons). Search the room for goodies and return through the glass to the initial area.
Also
in this room, you'll also find a recharge station, a few upgrade stations, and an OS
upgrade station. Move through the door at the end of the room and follow the corridor
lined with doors on either side. Search all the rooms on the right for various goodies.
You'll see that the first door on your left is busted, so continue to the second door on
your left and enter. A hybrid is likely wandering around inside. Take him out, then search
the room. Again, you'll see the door leading to the adjacent room is busted, but there is
a glass window in here. Break the window and jump through. Leaping through this window is
quite tricky; get a good running start and try to leap completely over the table and
through the window. You can make it through, so keep trying.
Inside
the room, you'll find two more vials of toxin-A and a LabAssistant implant (in case you
have no research skill). Exit the room (back through the glass window) and continue left
down the hall. You'll likely face more creatures in this area, including a cyborg midwife.
Turn left at the sector D door and collect items from the bodies. Turn left at the next
door (ahead is a replicator) and enter the room. Go up the ladder and switch on the
bio-reconstruction machine in here. Go through the door on the upper level.
Shoot
the camera on the right side of the room and take out the cyborg midwife that comes up the
ramp. Head down the ramp she just ascended and watch out for the plentiful eggs scattered
around this area. In this room, you'll find the first of the environmental regulators. If
you've already researched toxin-A, you can attach the vial onto the regulator to complete
the first of the four tasks. If not, make a note where this regulator is, so you can
return to it once you've researched the toxin.
Return
up the ramp to the room where you found the cyborg midwife. Locate the window behind a set
of plants. Hop through the window and land on top of some glass ceiling panels. Turn left
and spot the corpse lying on the ground. Stay off the glass for now and use the solid
paneling to make your way to the body. Search the body, then return to the window via the
glass ceiling. As you go, the glass breaks, sending you down to the floor below.
You've
landed into a square-shaped set of corridors filled with those nasty eggs things. Stay
away if possible and destroy them from a distance if you wish. Spot the cyborg midwife
wandering around and take her out. Go down the hall (passing another hall on your left).
Turn left at the end of this hall to find lots of lab monkeys walking around. Eliminate as
many monkeys as you can and pass the door on your right until you reach the end of the
hall.
In
this dead-end, you'll watch another ghost cutscene. Once it's finished, search the room
for items, nanites, and the like, then use a surgical activation key on the unit if you
wish to have a place to come and heal (and if you have a key in your inventory). Be sure
to search all the bodies around for additional items. Enter the door you passed on the
right. Get the medical hypos from some lockers. Exit the room, and you'll find, on the
left side of the hall, the chemical storeroom. If you didn't go down to the engineering or
medical science deck, you'll find all the chemicals you need to research toxin-A inside
this room.
Search
the back room (it contains a cyborg midwife) and search the desk for the final vial of
toxin-A as well as the two chemicals you need to perform the research. Once you've
searched the room thoroughly, return to the hall you didn't go down a moment ago. This
hallway is another monkey-filled corridor. Take your time and don't engage too many of the
little critters at once. Search the body on the left to snag the hydroponics sector B
access card. Also, take time to search the immediate area for lots of ammo and
miscellaneous goods. Head through the far door.
Move
forward and snag the grenade launcher and ammo from the ground. The grenade launcher is a
solid weapon, with a diverse ammunition set; the weapon requires a heavy weapons skill of
at least one to equip. Hold onto the weapon if you plan to invest some modules in that
particular skill. Head through the next door and down the hall. Engage the two hybrids
wandering around and locate a ladder in the back corner of the room. Descend the ladder
into a new area filled with eggs. As always, be careful when walking around these things
and take your time in dealing with any worm-like creatures that emerge.
Also
in the area, you're likely to find a few hybrids and a cyborg midwife patrolling. Take
them out, avoid the eggs, and search the ground for additional items. Among the goodies is
a hydroponics sector A keycard; be sure you've acquired it before moving on. Finally, the
second environmental regulator can be found in this area. You should have researched
toxin-A by now, so insert the second vial, and you're halfway done with your task.
Return
to the spot where you grabbed the grenade launcher and go through the door marked sector
C. You'll emerge into a room with the Xerxes column. Take out the camera on the right.
Head toward the camera and follow the hall through a familiar area and into sector A.
There's another security camera ahead, so take your time and avoid setting off any alarms.
Turn right and go through the bulkhead.
In
this new room, you'll find a recharge station, a few upgrade terminals, and some other
goodies. Also, be sure to take out the security camera and watch out for the eggs that are
close to the entrance door. Head out the door and turn right. Enter the first room on the
right, a small storage room with lots of stuff. Return to the hall and examine all the
crates you come across, then go through the door on your left. Two maintenance robots
patrol these symmetrical hallways; further, you'll also spot two cameras. Eliminate the
cameras first, then use anti-personnel ammunition or other effective weaponry on the
robots.
Once
done, search all the bodies (you'll snag a hydroponics sector D access card). You'll also
acquire an assault rifle, one of the more powerful weapons in the game. Unfortunately,
you'll need a standard weapons skill of six just to equip the beast - however, if you plan
on going the weapons route, this weapon is entirely worth the cyber modules you'll spend.
Move through the door at the end of the hall and kill any hybrids wandering inside.
Continue through this plant room to the far door. Another maintenance robot waits inside
the next area. Take him out and explore all the rooms for additional ammunition and items.
Proceed
through the next hall, and you'll spot the third environmental regulator at the end of the
hall. Unfortunately, several bad guys, including a cyborg midwife, another maintenance
robot, and several eggs protect it. Use the hall as a choke point, taking out one problem
at a time and retreating into the hall and around the corner. Once the area is secure,
place the third vial of toxin-A into the environmental regulator.
Return
to the bulkhead (recharge and use the upgrade machines as you see fit) and head into
sector C and finally to the sector D door. Use the mini-map to find your way there and
take out any hybrids or lab monkeys you run into along the way. If you wish, return to the
surgical unit you used an activation key on (if you did, that is) and heal up to prepare
for the end of the level.
Go
through the sector D door and through another bulkhead. Take out or avoid the eggs in the
immediate area and watch out for the cyborg midwife who makes an appearance after you've
messed with some of the eggs. Search the area for loot and continue onward, heading into
the door at the end of the hall. You'll emerge in a room overlooking a vat of hot water.
Inside this room, you'll nab the EMP rifle, an effective weapon against machines; but it
requires a energy weapons skill of six just to equip it. There's also powered armor
offering a 50 percent cushion against damage, but it must be recharged at stations to
function properly. If you wish, you can jump out onto the girders to nab some additional
items in a small niche on the right side of this room (save your game if you decide to
attempt it!).
Return
to the hall and go through the door on the right. Move down into the steam-filled room and
destroy the eggs, the cyborg midwife, and a few nasty toxic spiders. Again, you should
retreat into the hallway and use the corners to strafe behind, so you take as little
damage as possible. If an arachnid bites you, use an anti-toxin hypo to cure the poison.
Locate the fourth and final environmental regulator in this coolant tank chamber. Place
the vial in and receive an e-mail from Dr. Polito that the obstruction in the elevator
shaft has been cleared. Return to the elevator and punch in deck 4, operations.
Level
4- Operations Walk-through
Objective:
Locate and reprogram three simulation computers. To do so, find the three override chips
carried by three different red cyborg assassins. You must match the particular override
chip with the specific simulation computer to complete the task successfully.
Exit
the elevator and enter a large room with the Xerxes column in the center and different
numbered bulkheads on each wall. Make sure you search the area first for any items and
logs, then turn on the bio-reconstruction machine positioned on one of the walls.
Bulkhead
41
Once
you've scoured the area, head into bulkhead 41. Wait for the new area to load, then enter
Polito's office to find her dead at her desk. After you approach, you hear a familiar
voice taunting you. Soon the room darkens, the floor disappears, and SHODAN appears on all
walls. Watch the extended cutscene to get the lowdown on what's happening onboard the Von
Braun and discover that SHODAN is the one who was contacting you all along.
Approach
the exit to return to the main chamber, and SHODAN sends you another e-mail detailing your
mission on the operations deck. She needs you to reprogram the sim units by locating three
different override chips. If you check your logs, you should have a transmission that
discusses three "special friends dressed in red" that carry the override chips.
Each sim unit on the level is different and requires a particular card. Head back to the
main section and begin your search in bulkhead 42.
Bulkhead
42
Exit
the bulkhead and emerge into the new section. There's a hybrid to the right; you also
might catch a glimpse of something red dashing off to the right. Enter the door on the
left and grab the piece of crystal from the ground. This is a crystal shard, the most
powerful melee weapon in the game. Unfortunately, it comes unidentified, so you must
research the device with chemical Y as well as have a research skill of four. Further,
you'll need a skill in exotic weapons to equip it. You should also receive some words from
SHODAN, helping to explain more about the piece of crystal.
Locate
two upgrade consoles and other items from the room. If you have some cybernetic modules,
feel free to spend some while you're here. Go up the gravity elevators on one side of the
room and find two more upgrade consoles. Head back down, turn left, and switch on the
bio-regeneration machine. Keep moving, turn right into the hall, and deal with two new
hybrids - these guys carry grenades. Knocking these guys out from a distance is a wise
choice because you can easily dodge the grenades. If you decide to use a melee attack, try
and kill them before they have a chance to get off a toss. Sometimes, they'll simply drop
the grenade as you pummel them, and you'll sustain some nasty damage.
Grab
a log from the room and search the bodies for additional items. Head down the stairs at
the end of the hall to end up on the other side of the nasty radiation you spotted before.
Proceed into the room on the left for some more goodies, but look out for the eggs.
Approach the junction with paths leading forward and to the right. There's some worm
creatures to the left and a replicator on the right. Go left past the worms (take them out
first) and past the hanging body. You'll enter an area with many offices lining the left
and right side of the room as well as the entrance into bulkhead 44. Search all the
offices for various goods, and you'll also run across one of the sim units. Unfortunately,
you don't have an override chip yet, so remember its location as well as its type, so you
can return later. Don't forget to take out the camera in this room before it has a chance
to alert security.
Return
to the junction you passed earlier and head into the doors by the replicator. Enter the
right side of this mess hall and watch a ghost cutscene. After it completes, a maintenance
robot enters. Deal with it, then collect all the items you can find. Head into the left
side of the mess hall, where you'll find a security camera and two turrets. Deal with them
as well and head into the bathrooms to locate additional equipment. Watch for eggs in this
area, especially one that releases some sort of flying insect. If you've got these things
chasing you, just run like crazy, and eventually the insect gives up the chase.
Proceed
back to the very beginning of this level (back to the bulkhead leading to the main room).
When you return, you'll likely find some particularly nasty high-powered lab monkeys.
These guys shoot red fireballs and are much more powerful than the others you've come
across so far. Turn left near the beginning of the section into an area marked
"storage area" on the mini-map. Inside this area, you'll find a cyborg assassin
- dressed in red!
These
guys are tough and toss throwing stars, while nimbly dodging your ranged weapons.
Armor-piercing bullets work well on the assassins (anti-personnel bullets, on the other
hand, don't work well at all). He'll have one of the override chips in his inventory, so
search his body. Unfortunately, it's not the override chip that matches the sim unit on
this level, so don't waste time in heading back. Once you grab the override chip, SHODAN
acknowledges your fine work and sends you an additional ten cybernetic modules.
Bulkhead 44
After
you've secured the override chip, enter the bulkhead marked 44 that is located near the
start of this section. Once you're through, you'll spot a security crate ahead and the
chemical storeroom to the left. Move forward into the crew quarters. Go down the gravity
elevator and search all the crew rooms for various items. Move into the rooms cautiously
because some contain those nasty eggs.
Once
done, return back up the gravity elevator and proceed onward. You'll enter another crew
area. Head back down another gravity elevator and, once again, search all the rooms for
various items. One room in particular includes a giant version of the spider you faced on
the previous level. Energy weapons don't work against these guys, so use bullets,
especially the anti-personnel variety.
After
you've completed your sweep, head past the system administration section into a new room
(look for "crew quarters" marked on the wall). Go up the gravity elevator and
prepare for a tough fight against some hybrids and a monkey; these guys will be right on
top of you as you ascend, so be prepared with weaponry before you enter the elevator.
Inside this area, you'll find some equipment, upgrade stations, and an energy recharge
station. After searching the room, continue onward.
When
you open the door ahead, you'll spot the second red-clothed cyborg assassin. He'll likely
get away before you can take him out with weaponry, but don't worry, he'll trap himself in
a room soon enough. Turn at the first right and follow the corridor (look out for the
security camera) and enter the systems administration area. Watch for the plentiful
hybrids patrolling this area. The cyborg assassin is in the briefing room at the far end
of the room. Enter it and take out the "special friend" and nab the override
chip from his inventory slots. SHODAN sends congratulations.
Head
up to the second floor of the systems administration area to search rooms for more goods.
Once done, exit the area and follow the tunnels back to the bulkhead leading to the main
room (with the elevator). If you wish, you can try your override chips on the sim unit
located in the office section inside bulkhead 42. Keep in mind that you'll find plenty of
new wandering monsters along the way, possibly even some black-clothed "normal"
cyborg assassins. If you do override a sim unit, SHODAN will send you a bushel of
cybernetic modules. Once you've returned to the main area, hop into bulkhead 43 and
proceed through.
Bulkhead
43
Move
forward and watch for the turret positioned in a hall on the right. Take out the turret or
avoid it and continue moving forward (not down the turret hall) into a circular set of
computer rooms. Take out two grenade-tossing hybrids patrolling this area and proceed
through the far exit. Ahead, you'll spot another turret on the right and a security camera
on the left. Head into the rooms adjacent to the turret and canvas the area for items and
power-ups. When finished, proceed to where the camera was and search all the rooms on the
floor. Locate the ladder in the back of the area and descend.
When
you're down, be prepared to run like the wind. There are two eggs at the bottom of the
ladder that hatch the flying insects, so get ready to move. At the far end of this area,
you'll find another sim unit. Use the appropriate override chip to reprogram the computer.
Once done, four spiders fall down into the room, so back up swiftly and eliminate them.
When finished, exit and return to the start of this section. Proceed down the hall that
held the turret.
Knock
out a security camera around the corner on the right and prepare for a fight against
several spiders and a lab monkey. Once you've dealt with the many enemies, head forward
into the sleeping quarters and search all the lockers. Exit and proceed to the right to
find some upgrade stations. Continue down the hall and don't forget to search the corners
for additional supplies. Return to where you entered and go right, turning on a
bio-reconstruction machine as you move.
Proceed
down the hall, spotting a replicator on the right and a door with a keypad on the left. If
you have the skill, hack the keypad to open the door. Inside is a tougher maintenance
robot (again, use armor-piercing bullets) and some goodies, including an assault rifle in
perfect condition. Continue forward down the hall and knock out the turret on the left.
You'll enter additional sleeping quarters (watch for an egg in the rear). Again, search
all the locks for items and supplies.
Exit
and turn right. Use the recharge station on the right and continue to move down the hall.
Enter the door past the body and be ready for a challenging fight - another tough
maintenance robot, some hybrids, and a turret await you. Once they're dispatched, head
through the security door, but be sure to watch for any additional enemies appearing
behind you. When you open the door, you should see the third and final red cyborg
assassin. He'll flee the area, but don't worry you'll catch up with him soon enough.
At
this intersection, go right and nab any goodies from this area (this passage is blocked by
fallen debris). Return to the intersection and proceed through the forward door. Take out
the camera and any hybrids inside. There's a door on the right, but you need an ops
override keycard (you'll nab one of these on a later level). Return to the intersection
and take the left door, this time down into a new hallway. Proceed through the door and
find the third red cyborg assassin waiting for you inside. Once he's dead, grab the final
override chip from his inventory. Head through the door here to locate the last sim unit.
Reprogram the computer with the override chip. SHODAN sends her congratulations and some
cyber modules, then tells you to head back to the elevator and to get to the recreation
deck.
One
location you should search for on your way back to the elevator is the brig, which should
be close to this final sim unit. Use the mini-map to find its precise location. Head down
the lift and enter the cell that features no electro-bars. Inside, you'll find a body
carrying an unidentified implant. This implant, once researched, lets you convert the worm
piles you find on the ground into ten health points. A handy item that's worth the effort
to research. Once you get inside this cell, watch out for the worms. To make matters more
difficult, the electro-bars close behind you. To open them, look up at the center of the
room and destroy the power source up a tube in the ceiling.
Level
5 - Recreation Walk-through
Objective: Find and activate the transmitter located in the athletics sector. To
activate the transmitter, you must enter the code hidden on the art terminals, which are
scattered around the recreation deck.
Exit
the elevator and proceed to the right. You'll spot a man behind the window, rapping on it
to get your attention. He says he's trapped in the crew quarters section. Turn left and
locate the door on the right marked, coincidentally, "crew quarters." However,
you don't have a keycard to give you access to the area, so ignore the door for now. Look
out for falling ceiling debris and worms in this area, then head to the intersection,
turning left and proceeding through the door. About this time, you should receive an
e-mail transmission from SHODAN detailing your objective on the recreation level: locate
the transmitter and activate it.
Continue
down the hall, turning left into the medical area. Enter the first room, but watch out for
the toxic eggs once again. Search the room for items; unfortunately both surgical units
located in this room are damaged. Enter the second room on the left and switch on the
bio-reconstruction machine. You'll also spot a working surgical bed here, but it still
needs an activation key. If you've got a key and want to have a secure place for healing,
use it. Resume down the hall and enter a room on the left for additional items.
At
the end of the hall is a bulkhead leading into the garden area. Don't head down there
quite yet. Turn around and move toward the athletics sector as it's marked on the
mini-map. As you approach a reception area, a few lab monkeys and protocol droids emerge
and attack. There's also a security camera on the right and a full suite of upgrade
stations on the left. After the enemy threat is neutralized, search the reception desk for
goodies and find the safe located against the back wall. If you can hack the keypad,
you'll find a surgical unit activation key (perfect for that surgical bed you found
earlier).
Resume
your course down the hall as it turns to the right. On the left, you'll find the main
athletics reception area. The door into the heart of the athletics area is protected by
keycard, so you can't venture inside quite yet. Resume your course down the hall and spot
the room containing a replicator on your right.
At
the end of the hall, you'll find a bulkhead leading to the mall area; also, on the left is
a bathroom, and to the right is a new hall leading to four rooms on either side. One is
heavily radiated (but includes some nanites), and the rest contain an assortment of
supplies and a surgical bed. At the end of the hall is another door leading into the crew
quarters, but you still don't have a keycard.
Retrace
your steps back to the bulkhead leading into the garden sector. By now, you should have
acquired plenty of logs from this level, and one gives you a clue about the code that
activates the transmitter. Apparently, crew members have hidden the code inside the art
paintings that you'll find scattered around the level. You've probably discovered these on
previous levels; using the paintings changes them. Make sure you search every room for a
piece of artwork. Not every painting holds a piece of the code, but most do. There's one
painting behind the reception desk (across from the upgrade stations). Jot down a piece of
the code and continue to the garden bulkhead.
Garden
Sector
Proceed
through and take the first left. There's a camera here, so be cautious. You should also
see a keypad door on your first right. The keypad must be repaired, then hacked if you
wish to get inside - however, the effort is worth it because there's a recharge station
inside (as well as maintenance shaft access). Move past the keypad door and turn on the
bio-reconstruction machine on the left. Keep moving, and you should see another crew
quarters entrance on the left. Proceed through the door ahead of you marked "mall /
garden."
Go
through the door and take a right into the dining room. After you enter, a new tough robot
enters, an MP robot. This guy fires a powerful bolt, so keep your distance and use
whatever means you have necessary to take him out (anything that works against machinery
works against this bot). Search the immediate area and eliminate the security camera as
well. Canvas the room for supplies, then head back and continue down the main hall. On the
left is a food supply room. Watch for the eggs inside and grab all the goodies.
Return
to the hall and head into the chemical storeroom on the right. You'll find some logs
(including the storeroom manifest) and some crates inside. If there's anything you need to
research, check to see if this storeroom possesses the correct chemicals. Past the
chemical storeroom is another bulkhead leading to the mall area - don't venture inside
just yet. Explore farther into the dining room, including a lower floor. Watch out for a
cyborg assassin camping behind a door. If you look around, you'll also find a light switch
to illuminate the room.
Check
any paintings you find in this dining room and jot down any code pieces you acquire.
Continue exploring this area, where you'll find a hybrid and another robot. Head into the
first door on your right into the Bon Chance lounge. Search the upper level and the dance
hall area as well. Look out for cyborg assassins who enter after you. Exit and go into the
door on the left, a pool hall. There's a painting located in here and likely holds another
piece of the code.
As
you are searching for pieces of the code, if you find a number with a bracket
("[" or "]") either before or after the number, that signifies that
that number is either first (if the bracket is on the left) or the last (if the bracket is
on the right) number of the code.
Look
out for hybrids wandering in the pool hall. Exit and follow the hall down into the
security station. A door on the right contains some useful items, and there's a turret and
camera waiting for you ahead. If you go left here, you emerge on a balcony that you can
fall from (and suffer a bit of damage). There's some food down here that will heal you
somewhat. After that, you can crawl through an egg-infested tunnel back to the maintenance
access (and the recharge station) you located a few moments ago. If you turn right here,
it goes back to the bulkhead.
Head
right, then turn right again and recharge if necessary. Follow the hall all the way back
to the chemical storage room and into the door you haven't ventured into yet - this leads
to the actual garden of this sector. Explore this garden area and proceed through the door
at the bottom of the middle recess. You'll enter some tunnels; be sure to stay alert for
enemies and eggs. Search all the corners and corpses, and you'll eventually snag a deck 5
crew keycard and receive an e-mail from SHODAN.
You'll
also run into a keypad locked door down here. If you've been collecting all the logs, you
should have the code. Enter for some goodies, but beware of the plentiful eggs and the
cyborg midwife patrolling there. Now that you're armed with the deck 5 crew card, it's
time to head inside that mysterious crew sector that you've kept running into. Go to the
crew door by the recharge station, so you can replenish your energy if necessary.
Enter
the crew quarters bulkhead, and you'll enter a very large two-story room with the primary
elevator shaft in the center. There are a few robots patrolling the inner area of the crew
quarters as well as other creatures. Also, search for any security cameras and eliminate
them with range weaponry (there should be one to the right of your entrance and another on
the far side).
Search
all the crew rooms, but be careful of the eggs and worm creatures. You'll find four lifts
on the corners of this square room; find one that's working and head up to the second
floor. Again, like before, search all the crew rooms and be careful around eggs and worms.
In one of the crew rooms, you'll find the athletic sector keycard. In other dark crew
room, you'll find a busted vent leading to a nice stash of nanites.
Mall
Sector
Once
you've thoroughly explored all the crew rooms, it's time to head into the mall sector to
locate more pieces of the transmitter code. Head back to the athletic sector entrance and
locate the mall bulkhead just ahead of it. Enter the bulkhead and take your first right
into the movie theater.
Check
out the replicator located in the movie theater lobby for a refreshing joke (look at those
outrageous prices!). Enter the theater, but beware of the plentiful eggs. Search the seats
for any goodies. Exit the theater and take the next right into the bathroom (and search),
then take the next left into the casino.
Don't
bother wasting your nanites with the one-armed bandits. Once again, search all the bodies
and corners for supplies and items. When you're finished with the casino, exit and enter
the next door ahead. There's a security camera on the right as well as a turret. Further,
a room on the right has a surgical bed if you've got an activation key in your inventory.
Search
the security room on the left, which has some upgrade stations as well as an energy
recharge machine. Exit and head into the next room on your right; you'll find a
bio-reconstruction machine (switch it on). Exit and continue forward into the mall area.
You'll find a robot to the right and a sensual simulation room to the left. Head into the
sensual simulation room and locate the replicator on the upper floor. Here, you can
purchase passes into the respective rooms. Purchase the Nikki room for around 200 nanites
and enter her door. Inside, you'll find a hefty stash of nanites and a bushel of
cybernetic modules.
Once
done, head toward the right (where the robot was) and head into the shop area of the mall.
Explore all the shops you come to and be sure to stop by the OS upgrade machine near the
neural implant express store. You'll run across plenty of opposition during your stop
inside the mall, so take your time moving forward and check all corners and bodies for
items and supplies.
At
the end of this bottom floor, you'll find a gravity elevator leading up to the second
floor of the mall. Get a weapon ready; as soon as you arrive up you must deal with some
hybrids as well as a camera. Once again, continue exploring all the rooms on the upper
floor of the mall. Watch out for a camera in a hallway leading to the left. The most
important shop to explore is the art store, containing several paintings, including one
that holds another code piece.
Athletic Sector
Once
you've searched the entire mall, head back to the athletic sector. Use the keycard on the
door and enter. SHODAN should send an e-mail transmission about this time, and you'll
receive some additional cybernetic modules. Head through the lock area and enter the door
on your left to find a nasty-looking beast rampaging on the basketball court. This rumbler
is a tough beast who wastes no time in getting right in your face. Incendiary weapons or
anti-personnel bullets work best against this tough creature. Keep backing up and firing
and don't let him get melee hits on you.
When
you emerge onto the court, the lights immediately go out. You should have read a log about
the breaker associated with the basketball court; it's located near the pool. The floor is
covered with worm piles, so watch your step, or you must use some anti-toxin hypos. Search
the right wall until you locate a vent shaft near the ground. Crawl inside.
Once
through, you'll emerge in the pool area. Watch for some eggs as you come out. Enter the
door near the pumping devices, and you'll find a recharge station as well as a place on
the wall for a power cell. If you've been searching all the bodies up to this point, you
should have a dead power cell in your inventory (or a live one if you've been hitting
recharge stations frequently). Use the recharge station, then place the power cell in the
niche to turn power back on in the basketball court.
Return
to the basketball court and head up the gravity elevator. For an amusing Easter Egg, use
the basketball (if you grabbed it on the training level) and score a basket. You must
shoot from the second level of the court. If you're successful, you'll receive an easter
egg e-mail. You'll also find two Cyborg Assassins waiting for you.
Once
you've eliminated the cyborg assassins, grab the fusion cannon off the floor. It's a
powerful weapon, but you'll need a heavy weapons skill of six before you can even think
about using it. At the far end of this upper section, you'll also find the transmitter.
Use the keypad next to the transmitter and enter the code pieces you've found. Again, code
pieces with brackets are the first (if the bracket is on the left) and the last (if the
bracket is on the right) numbers. If you are missing a number, keep experimenting with the
code order until the transmitter activates. If you're stuck, just enter the code 14106 to
activate the transmitter.
Once
on, both SHODAN and Xerxes begin a conversation. SHODAN informs you that you must get to
the command deck via the primary elevator shaft, which she has just activated. If you
recall, this elevator shaft is in the large crew quarters you explored a moment ago.
Return to the crew quarters and prepare for additional opposition as you make your way
there. When you arrive, enter the elevator and use the button to immediately proceed to
the command deck.
Level
6 - Command Walk-through
Objective:
Access the bridge and locate the ops override card. Once found, you must return to the
operations and the engineering deck to complete a series of tasks. When finished, gain
access to the shuttle bay located on this deck and destroy the two shielded shuttles that
are being loaded with eggs.
When
you reach the command deck, exit the elevator and eliminate the cyborg assassin on the
left. SHODAN should send you an e-mail transmission about this time regarding your new
mission: locate an override card on the bridge. Search the immediate area, then head
through the door marked "tram." You'll face off against several spiders in the
hall; continue down the corridor and be sure to stop by the recharge station on the left.
Also on the left is a small room with some upgrade stations.
Tram
After
you've searched this area, continue down the hallway past the recharge station and finally
into the tram area. Examine all the bodies in the area and search all the waste bins.
There's also a replicator in this room, so use it if you wish to stock up on any of the
supplies it offers. Once done, hop onto the tram and press the button to begin motion. The
Many should begin a speech about this time. Ready a weapon because at the first tram stop
a couple of turrets engage you.
When
the tram stops, look out for the two turrets. Use the side of the tram to strafe behind as
you carefully eliminate both turrets. Search this second stop (there's two floors) for all
the items and logs. Return to the tram and use the button one more time to proceed to the
last station. At this station, a cyborg assassin waits outside for you. Again, take time
to search this third station for items and logs. If you listen to the logs, you'll hear
about a new type of flying creature.
Approach
the bulkhead, and you'll receive an e-mail transmission from Delacroix, a crew member
trapped in cargo bay A. Proceed through the bulkhead (marked 61) and head toward the
red-tinted blast door. The door rises slowly, and you'll witness a scripted sequence on
the other side. It appears two crew members are making a run for the escape pods, but
they've got a rumbler on their tail. Once the door rises, explore this lobby area
thoroughly, collecting all supplies and logs. A room to the right houses an incomplete
surgical bed; use an activation key if you wish, and you've got one in your inventory.
Look out for the security camera inside the room.
Once
you're finished, continue through the far side into a room with a set of lifts. The door
leading to the bridge elevator lies in the center of the room, but you don't possess the
keycard quite yet. Go up one of the side lifts and take out the cyborg assassin patrolling
this upper level. Move through the door opposite the one marked "officer's
quarters" into the escape pod area. Turn left and take out the turret. To the right,
open the door and leap across a broken walkway. Open the door, head inside and fight a few
more creatures, including another cyborg assassin and a spider.
Escape
Pods
Search
all the escape pod lobbies, especially the last one (where you'll see that couple eject in
their pod) because it contains the bridge access keycard. On the left wall is a door; head
inside and destroy the MP robot as well as another cyborg assassin. Follow the hallway
left and don't overlook the camera also on the left. Eliminate another cyborg assassin
ahead, then explore the area where you dispatched the camera. A bio-reconstruction station
is located here along with other supplies. The lowest level of this area contains tons of
eggs, but also an upgrade station in which to spend some of your cyber modules.
Continue
down the corridor into another lobby area. There's an MP bot behind some pipes to the
right as well as a camera up on the ceiling. Take your time in searching this area and
head into the bathrooms as well. If you continue through the far door, you'll end up back
at the officer's quarters door you saw earlier (up those lifts).
Officer's
Quarters
Locate
the two ladders around the area in which you spotted the MP robot. Ascend and search all
the rooms and lockers. You'll find a door with a keypad in this area. There's a log that
contains the code, or you can just use some hacking skills to open the door. Inside,
you'll find the shuttle bay access card, an item you'll need for later in this level. Once
you've searched all the rooms (the chemical storeroom is also located in this area),
return down the ladder and back to the officer's quarters door.
You
could head to the bridge elevator, but there's still an unexplored region above you. Find
the lifts that go up another level and eliminate the turret in the immediate area. Explore
this floor thoroughly; you must deal with a cyborg assassin in the conference room. Once
you've grabbed all the supplies, head down two floors and prepare for your journey to the
bridge.
Bridge
Open
the door with the keycard and hop on the huge lift. Hit the button and begin your ascent.
As you move, SHODAN sends an e-mail transmission as well as some modules.
Some
tough creatures guard the hall to the bridge, including another MP robot and a cyborg
assassin. Proceed down the hall and onto the bridge. Look out for the camera around the
corner on the left and a missile turret to the right. Search for supplies (there's some
cyber modules scattered around) and head up the gravity elevator. Deal with another
missile turret and a cyborg assassin in a room to the right. Located on the left wall is a
glass panel protecting the ops override keycard; break the panel and snag the access card.
You'll
receive some words for SHODAN as well as additional modules. She tells you to return to
the operation deck and use the ops override keycard. To get there, you must return to the
elevator by tram. This elevator only travels to the recreation deck, however; once there,
you must return to the elevator (where the level began) and return to the operations deck.
Your destination is the command center, which lies behind bulkhead 43, accessible from
inside the main room.
Operations
Deck
Proceed
to the command center marked on the mini-map and return to the door you couldn't open
before because you didn't carry the ops override card. It's straight through and to the
right. Use the computer panel on the back wall, and SHODAN should send another e-mail that
you now must proceed to the engineering deck into the engine core and use the code 94834
to set a core overload to self-destruct the ship. It's an interesting set of demands, but
she hasn't steered you wrong yet. Return to the elevator and head to deck 1, engineering.
Engineering
Deck
To
get to the engine core, go through the coolant tubes (those corridors that were heavily
radiated awhile ago) and follow the signs into the core. Head into the large core room and
move left to the right of the entrance. Head out onto the catwalk and follow it around the
large center structure until you spot a keypad by a door in the center of the area. Take
out the security camera, keeping an eye on you here and punch the code into the keypad.
Move inside the small room and use the computer console ahead of you. SHODAN sends another
e-mail urging you back to the command deck and to find the "umbilical."
Return
to the elevator and go up to the recreation deck. Once there, head into the crew quarters
area to proceed up the primary elevator shaft to the command deck. Once you reach the
command deck, SHODAN has a new mission for you. She claims the Many is loading shuttles
with its offspring and preparing to leave the ship - the Many must be stopped. You've got
the shuttle bay access card (found in the officers' quarters), so approach the door marked
shuttle bay and head inside.
Shuttle
Bay
Your
entrance should stir a rumbler; take him out and keep moving down the hall and engage a
missile turret. To the left is an egg and a very important log. It informs you to go to
the command station above to shuttles to disable the shields before you attempt to destroy
them. Resume your course down the corridor and turn right at shuttle control and proceed
toward the gravity elevators. You'll spot another robot at the end of the hall. Eliminate
it and go up the gravity elevator and through the left door. Spot the shuttle shield
console and use it to switch off the shields.
Break
the glass on the left and destroy the shuttle by any means necessary. There's also a
cyborg assassin wandering around below. Exit and go to the right side of this control
station to see a cyborg midwife destroying the shuttle shield console. SHODAN says to hack
the replicator in the shuttle control to get a sympathetic resonator that can be placed on
the shuttle shield generator to overload the shields and destroy the shuttle.
Hack
the replicator (you'll need a skill of at least 3) and purchase the resonator. Go down to
the floor of the shielded shuttle and use the sympathetic resonator on the generator. You
don't have much time once you've attached the resonator, so hurry back up the ladder, and
you'll hear the shuttle explode. SHODAN says that the umbilical is now open; just head
back to the central tram station and head inside.
Head
back to the tram and get off at the second station. When you exit the tram, you'll notice
some unknown force blocks the umbilical. You'll receive a message from Korenchkin that the
Many has blocked the path and to meet him on the Von Braun bridge to "discuss the
future." Since you can't get by, you're only hope is to accept his challenge and
proceed back to the bridge.
When
you arrive in the bridge area, you'll find one of those floating creatures mentioned in
the logs. Don't waste your ammo on it; instead, hurry past and proceed to the upper bridge
area via the gravity elevator on the far side. You'll find a brain-looking mechanism up
here; this controls the regeneration of the floating creature. If the brain mechanism is
destroyed, the flying creature can't regenerate again. Grab the log left by the brain
mechanism.
Take
out the flying creature from above and dodge its shots by backing up or strafing. Return
to the tram and proceed back to the central station. The umbilical is now open. Use the
surgical bed on the left to heal up, and SHODAN sends a congratulatory e-mail as well as
30 cyber modules. Go spend them at the upgrade stations if you wish, then proceed up the
large gravity elevator to the Rickenbacker and the next level.
Level
7 - Rickenbacker Pod 1
Objective: Locate and destroy all 16 black eggs. Locate the elevator to the next
deck of the Rickenbacker.
When
you reach the Rickenbacker, search the immediate area for a log, then head into the exit.
There's a cyborg assassin inside this first area, so don't waste any time dispatching him.
Around this time, SHODAN should e-mail you about your next mission. She tells you that the
Rickenbacker is filled with black eggs, and they must be destroyed before you continue.
These eggs are different than the other eggs and have a black and orange tint to them;
there's 16 total to find on the Rickenbacker.
Head
for the ladder and begin your ascent. Move very slowly as on the way up, there are three
turrets waiting for you. If you move slowly enough, you can eliminate each turret before
it opens. When you reach the top of the ladder, destroy the black egg on your right. Climb
up both ladders in the area; you'll find another black egg on top of one. Collect all the
supplies, then push the button inside the control room (at the top of one of the two
ladders). This button moves the bulk container sitting in front of the bay entrance. When
you move the container, you'll unleash some bad guys - two rumblers and an MP robot.
Carefully
eliminate them (climb back up the safety of the ladder if you must) and enter the bay.
Take out the camera on the left, then move through the entrance on the right; about this
time, you should receive an e-mail transmission from Diego. Be careful in this area;
there's a cyborg assassin lurking atop a platform on the upper right.
Fuel
Cells
Enter
this area marked "fuel cells," hugging the left wall. Fight another cyborg
assassin and a spider and enter a large open room with a blue shield on the right (the
hull has been breached in this area, and the blue shield is protecting you from being
sucked out into space).
When
you enter this area, you should receive another e-mail from SHODAN, giving you the latest
on the current situation. Explore the room on the left. There's a button in here that
activates a long bridge over the breach, but unfortunately, part of the mechanism was
destroyed in the explosion - so don't bother attempting to cross the platform. Take out
the black egg across the way and retreat back into the fuel cell area.
Find
a ramp leading down and enter the vent tunnels. There's several eggs scattered around this
area; so be sure to eliminate each and every one of them. Stay to the right, and you'll
eventually emerge in an area overlooking the hull breach. Grab the log and supplies and
hit another button to extend another portion of the bridge. Don't bother heading down the
ladder and attempting any crazy jump. Head back into the vent shaft and go the way you
passed before. Watch out for a spider that falls in front of you while you're scurrying
through the shaft!
From
this point, you can fall down onto the fuel cells. Head right and drop down on the
"pod 2" sign. Search the immediate area, then head onto the bridge you extended
a moment ago. Save your game at this point, because this jump is tricky, and you'll die
instantly if you misjudge the distance. Go to the end of the bridge, then jump to the next
bridge segment to the right. Enter a niche and search the body for supplies and a
Rickenbacker access keycard. Return to the bridge, jump back and go to the pod 2 ladder.
Head up the two ladders and kill the cyborg assassin waiting up top. Search all the bodies
and take out the egg (you should have ten left now). Use the access keycard on the door
and head into the red-lit hallway
Nacelle
B
Up
here, you'll face some cyborg midwives to the left; the chemical storeroom also rests up
here. Follow the floor signs to nacelle B as SHODAN states in the e-mail transmission. As
you move through the hall, look out for a particularly nasty normal egg at the first
nacelle B turn. Follow the nacelle B signs until you see an exit to a grey area. There's a
new kind of defensive turret on the left. Use the wall and strafe quickly behind to avoid
its shots. There's also a black egg on the right below the platform you're standing on
(nine black eggs left).
Start
down the ladder. As you move down, a cyborg assassin spots you. Take him out and continue
down the ladder and enter the new room. Turn on the bio-reconstruction machine on the left
and use the replicator ahead if you desire. Scour the immediate area for supplies and
power-ups, then follow the hall to the right. Take another tough turret and enter nacelle
B. You should soon see two black eggs to destroy (seven black eggs left). Enter the door
using the keycard and listen to the speech given by the Many.
This
section is rather tricky. Ahead of you is a tunnel leading both left and right; the tunnel
features two levels. If you fall down to the lower level, you shouldn't have much trouble
returning to the initial spot. Be careful in this area, though, as there are turrets down
these tunnels to the right. You want to jump to the higher level and head down to the
right. Take out the turret ahead of you and find the graviton generator control switch at
the end. Use the switch, then return to the lower level of this tunnel; again, head right
and destroy the turret that sits ahead of your position.
Locate
a hole in the wall to the left and enter. Ascend a series of ladders (and destroy a series
of turrets) until you finally reach another black egg (six black eggs left). Return to the
red-lit hallway and take the first left. Be cautious as you advance and eliminate the
missile turret. Turn left and destroy more turrets, a security camera and another black
egg (five left). With only five eggs remaining, SHODAN sends an e-mail transmission as
well as a cybernetic module reward.
Nacelle
A
Return
to the chemical storeroom area and head into nacelle A. Go past the first left into a
medical room. You'll find a rumbler waiting for you. Terminate the beast and also locate
another black egg (four left). Search the room for any goodies and be careful when passing
the window on the left wall; there are two laser turrets down some stairs on the left.
Destroy the turrets and head down those stairs, taking out another black egg (three
remaining). The passageway is blocked, however; return again to the red-lit hall and head
toward the signs marked "pod 2."
Pod 2
As
you enter the large room, there are three turrets on the far side. Eliminate them from a
distance or hack the security terminal on the right. Enter and search the large room
(you'll find an incomplete surgical bed on the left just begging for an activation key).
Continue on until you reach a left and right intersection. To the right, you'll find a
dead-end with a medkit. Head through the door on the left and shoot the egg fixed on the
wall (two black eggs left). Head down the ladder and go under the "low headroom"
sign. Search around and ascend another ladder, hopping to a new catwalk.
Up
here, you'll find an MP robot. Proceed through the door on the left into another large
room. Take out the protocol droid and another robot waiting inside. Inside the center
recess, you'll find another black egg (one left). Watch out around the boxes; sometimes a
protocol droid will emerge and explode if you're too close.
Keep
moving to the far exit. As you enter the room, look out for the turret on the left and
right sides of the entrance. Enter this room slowly and destroy the turrets before they
emerge from their shells. Locate the control panel in the center of the room. Your goal
here is to use the missile lifts to reach a broken ladder on the left side of the room.
Face the panel and press the first and second buttons (from the left) twice. Once the
missiles rise, press the fourth button twice as well. Wait for the missile to rise, then
press the third button once and run quickly to the missile that rises. Jump to the
left-side catwalk and to the next missile. Go over the middle platform and continue
jumping over missiles until you reach the ladder.
Take
out the cyborg assassin waiting for you inside the room. Head through the door and
eliminate two turrets. Move through the area and look out for three aggressive hybrids.
Proceed through the center door first (if you go around the right side, you can't pass the
nasty radiation emitting from the torpedo tube). When you enter the room, press the button
ahead of you to launch the torpedo; this removes the radiation from the right side.
Move
through right door; pass through a few more doors and down a corridor. Take out a security
camera on the right around a corner. At the end, you'll find two turrets on the left and a
rumbler ahead. Destroy them all and head into the final room. Here, you'll find two
upgrade station as well as the final black egg. Destroy it and head into the elevator to
complete the level.
Level
8 - Rickenbacker Pod 2
Objective:
Find Diego in the sickbay and proceed to the Rickenbacker's bridge.
As
you exit the elevator, you'll realize that everything isn't quite right in this section of
the Rickenbacker. As you soon notice, everything is upside down - you're walking on the
ceiling! Enter the room and stay in the center walkway. Search the immediate area for
goods and follow the hall into a new room. Again, search the bodies and area for supplies
and proceed into a new corridor ahead. There's a turret ahead; even though you're upside
down, it still doesn't hesitate to fire shots at you. Eliminate it and continue on. SHODAN
should send an e-mail transmission about this time.
Turn
left into the ship's church. Three cyborg assassins wait for you at the far end of the
holy room; they're on both sides of the room. Take your time and retreat back to the
entrance if you must. As you're fighting the cyborg assassins, an MP robot might make an
entrance behind you; don't get surprised and keep an eye on your back.
Search
the room for supplies, then exit, heading left. You'll enter a green-lit area with a
ladder on the right and a tunnel ahead. The tunnel contains a turret. Destroy the turret
and descend the ladder into a room with a few supplies. Return up the ladder and proceed
down the tunnel. A corpse ahead of you has some new, unidentified armor (WormSkin armor).
Climb up the long ladder and enter the room above. Lots of spiders come out of the walls
here and approach from all sides. Retreat as necessary and eliminate the pesky insects.
Inside
this room, the sickbay, you'll find two incomplete surgical units. If you've got an
activation key, consider using it here if you need healing. In the second pit of this
room, you'll find Diego's body. Search his body and grab the log and access keycard.
Proceed through the tunnel and eliminate the egg on the right. Search the body in the
immediate area and proceed over the fallen column to the door ahead.
SHODAN
contacts you and sends a few cyber modules. Enter the door and use the button to complete
the level.
Level
9 - Rickenbacker Bridge Walk-through
Objective: Locate a new weapon in Diego's quarters, then board the escape pod to
safely jettison from the Rickenbacker.
Exit
the elevator and listen to SHODAN's e-mail transmission. Thankfully, this deck isn't
having the same sort of problem as the previous one - you're right side up this time! Move
through the door ahead (using the Rickenbacker access keycard) and take out some rumblers
on the left. Also in this area, you'll find a security camera and some spiders.
The
final OS upgrade machine is also ahead; use the device, then enter the door on the right
for additional supplies. Proceed left past the ladder leading to the escape pods. You'll
enter a large control room. Three turrets are ahead, but there's a security computer to
disable them if you don't have the means to destroy them. If you've got some cyber
modules, use the upgrade stations in this room to improve your skills and statistics.
After
you've searched the entire room, continue left to the door with the keycard slot. This is
Diego's quarters, where he said he left you something "useful." Enter and search
the room. Attached to the lower wall is an unidentified weapon, the annelid worm launcher.
If you have a high exotic weapons skill (at least six) as well as a research skill (again,
at least six), you might want to take the time to research this useful weapon. You'll also
need a good supply or worm piles (carried in beakers).
Once
you've acquired the weapon, SHODAN sends more cyber modules (spend them if you wish).
Return to the bridge area and explore the area, collecting all supplies and items you
find. Head down the ladder, following the signs to the escape pod. Enter (look out for
spiders camping out in the room) and press the button to launch the escape pod, ending the
level.
Level
10 - The Body of the Many Walk-through
Objective: Find the Many's centralized nervous system and destroy it.
When
the level starts, you are no longer moving through space on the Rickenbacker escape pod.
You'll soon discover that the escape pod has rammed the Many. SHODAN should send an e-mail
transmission shortly after the level begins; she informs you that she can't help you in
the current area, and you're on your own. Start your trek down the gooey tunnel as it
curves left.
Scattered
throughout the level are a series of important logs, providing vital clues to solving the
puzzles - don't neglect any log you find. You should find one log pretty early in the
level. Continue down the tunnel until you reach the corpse. Turn right here and enter a
more normal-looking section of the Rickenbacker. Look out for eggs and worms in this area.
Search the bodies scattered here and use the replicator if you wish.
Exit
the area and go right. Follow the tunnel and grab another log from the gooey surface. Keep
moving down the tunnel and locate another log. Head into the first left you come to, and
you'll enter a room with some crates and chemicals. This is the first of several chemical
rooms you'll find on the level. If there's anything you have left unidentified (likely the
weapon you found on the last level), be sure to take the time to grab the chemicals and
research the items.
Once
you've searched the room, exit, turn left, and proceed again through the hallway. At your
next left, you'll find a tunnel leading to a series of underwater, heavily radiated
tunnels. You must enter this area in a little while, so you shouldn't venture in quite yet
without a knowledge of your task. As mentioned, the underwater tunnels are filled with
radiation, and you'll likely use many anti-rad hypos just to stay alive. Pass this left up
and remember its location for later.
Continue
down the hall and shoot the blue covering ahead of you to exit into a canal area with
paths leading left and right. There's a rumbler and a spider to the left and a cyborg
midwife waiting around the corner. The area you've entered is a circular canal with two
new exits. One leads to a closed sphincter (you should have a log explaining these
sphincters) and the other leads to a room with lots of eggs.
Head
into the egg chamber and continue on into another room with chemicals as well as a
recharge machine and a full batch of upgrade stations. Return to the sphincter. As the log
dictates, to open the sphincter, you must follow the two blue nerves to their respective
nerve cluster. One is deep inside the radiated, underwater area mentioned previously; the
other is near the beginning of the entire level behind a glassy film and protected by one
of those flying beasts.
The
underwater area is particularly tough because you must continually monitor your radiation
level as well as your health points. You won't need anti-rad hypos after this section, so
don't hesitate to use them up - but remember, you must make a return trip through these
underwater tunnels after locating and destroying the cluster!
After
both nerve clusters are eliminated, enter the sphincter and follow the path, picking up
logs as you move. Some cyborg midwives attempt to impede your progress; take them out and
enter a large room with teeth-like structures in its center and a large grinding tooth
object on the far side.
Search
the room for goods and move past the elevating tooth into another room with multiple teeth
moving up and down like slow lifts. Explore this area by riding up the two teeth. In one
area, you'll find another closed sphincter; in another, you'll find the nerve cluster that
keeps that sphincter closed. Enter both locations by riding up and down the teeth and
timing your jump into the appropriate room. You must destroy the nerve cluster before
heading through the closed sphincter.
Once
opened, proceed through the sphincter and enter a tunnel filled with two rumblers, a
midwife, and possibly some spiders. Take your time and retreat if necessary. Go into the
left door and nab a few logs and supplies. Once finished, head right into a purplish
doorway and right again into another small room with a few supplies. Beware of spiders and
eggs in this area. You'll find more WormSkin armor lying in this area if you wish to head
back to the chemical rooms and research it.
Return
to the main room and head toward the left side. Eliminate a spider and a rumbler and
search the large room for items and more logs. As always, listen to the logs before
proceeding and continue through the hall. Bust through another silky film and drop down
into water below. This drop looks immense - and it is - but you'll land safely in the
water. Save your game if you're hesitant; it's a good idea anyhow, as you'll be faced with
several monsters after you reach the gooey surface.
There
are a few corpses floating around the water; search them and then head to the surface.
Find the land and swim toward it. Both a flying creature and a rumbler await your arrival
out of the water, so take your time and use the angle to your advantage. Stay away from
the land, so the rumbler doesn't pummel you. If you're having trouble facing both
creatures, concentrate on the rumbler first. The flying creature is troublesome, but it's
slow and doesn't really follow you - so if you choose, you can just run past and ignore it
until later.
When
you run into the next area, you'll face off against another rumbler as well as more flying
creatures. Again, like before, concentrate your firepower on the rumbler. If you must run
past the flying creatures to survive, do so because they probably won't trouble you in the
area you're about to reach. Keep moving down the hall until you reach a large room - the
heart of the Many.
You
should definitely save your game before charging inside. Several flying creatures,
midwives, and spiders await your arrival, and it's a tough battle if you consider taking
everything head-on. Your best bet is to run around the edges of the circular room and
eliminate the brain mechanisms that control the regeneration of the flying creatures. Once
these are destroyed, you can take out the flying creatures without worrying that they'll
come back to life and become a pain all over again.
After
the brain mechanisms are taken out, concentrate on the flying things. Use the walls to
strafe behind and stay out of the view of whatever creatures remain in the room. Don't
neglect spiders and midwives that are more likely to charge in close and have the speed to
catch you. Take your time (save your game after successful victories) and take out each
flying creature.
Once
you've cleared the room (though midwives keep coming), concentrate your efforts on the
center object. You'll notice two gold stars spinning around the room's center structure.
Take these out. Once the spinning stars are removed, concentrate your firepower on the
central mass, just under the ceiling but above the base. As you do, you should see a
health bar reading - that means you're hitting the correct object.
Once
you've successfully bombarded the center structure, listen to the Many's speech. As
mentioned previously, midwives keep regenerating, so work quickly and take time out of
your concentration on the central object to destroy the cyborgs. When you're ready to move
on, climb up the base of what's left of the center structure and head down the tunnel to
begin the final level.
Level
11 - Where am I? Walk-through
Objective: Locate SHODAN's central computer core inside her memory bank. Use any
means necessary to disable SHODAN and stop her plans. Grab all logs you can find before
venturing down to the central computer.
When
you first emerge on this unusual level, you'll receive an e-mail transmission from SHODAN.
As you'll hear, SHODAN has been using you as a pawn in her grand scheme. You've entered a
type of cyberspace - a level that molds together SHODAN's memories, unfinished elements,
and even the villain herself.
This
level is fairly straightforward and isn't lengthy. Move back to what appears to be the
bridge of the Rickenbacker. There's a full set of upgrade stations here, so spend whatever
cyber modules you have left and move into the next room. Grab the log from this area and
head into the tunnel that appears unfinished and much like the training rooms you used at
the beginning of the game.
Once
you search for a few moments, you realize that part of this level looks quite similar to
the very first level of the original System Shock game. Search the level thoroughly;
you'll find an incomplete surgical bed near the level's start. I hope you've saved one
activation key because this is a handy healing unit to use going into the final battle.
Grab
all the logs you find on the level. If you don't grab and listen to the logs, you can't
enter SHODAN's main core. Delacroix left several logs in SHODAN's memory that you can grab
and listen to; nearly all provide vital clues on defeating the super-villain.
Another
thing to look out for on the level are virtual cyborg assassins, a sort of transparent
version of the creature you've faced on previous levels. You're nearing the end, so take
your time with each enemy and use your medical hypos as often as you need and return to
the surgical bed for heals. There's also a medkit on a shelf in one of the medical rooms.
Once
you've searched the area and grabbed a few logs, find the colorful shapes floating through
the hallways. Follow these down into a kind of spiral staircase - except without the
stairs! Head left and leap down each block carefully; save your game before venturing down
this hole. If you fall off the blocks, you'll die instantly when you crash to the
incomplete cyberspace floor below.
When
you reach the bottom, spot the entrance ahead of you and a bit to the left. Jump inside;
you'll spot a log at the end of the hall resting atop a cliff. Grab the log and have a
listen. When ready, jump off the cliff into the huge chasm; don't worry because you won't
die. You should save your game before you make this leap because you're one room away from
the final showdown.
Central
Core
SHODAN
sends a few final threats. You'll soon land and are immediately thrown into battle. SHODAN
sits in the room's center protected by some form of shielding. Around her on pillars are
security computers that can be hacked; if you're successful, the shields protecting SHODAN
switch off. The trick is that the floor below the security computers turns red at frequent
intervals; if you're standing on the floor when it turns red, you receive quite a shock to
your health points.
To
make matters even more complicated, a humanoid version of SHODAN materializes in the
walkways surrounding her central core. Even after you defeat the humanoid, she'll appear
again moments later. Finally, look out for the missiles that SHODAN fires from the central
core.
Concentrate
on the humanoid first; once you've eliminated her, head to a security computer. It isn't
too tough to hack, but check your inventory to see if you've picked up any ICE picks. You
should have found some along the way; they award you a free hack when used on any hackable
device. Thankfully, the ICE picks work on the shield computers! If you have some, use
them. If not, use the hack and work quickly.
After
you've disabled all the shields, turn your attention to SHODAN's central core. Watch her
health bar and dodge her missiles (and deal with her humanoid) as necessary. Use what ever
weapons you've acquired to blast SHODAN's core. Once you've taken SHODAN out, the game
ends with an extended cutscene as well as a promising hint for another sequel.
The
Cheat Codes
Like all cheat codes, think long and hard before you make the decision to use the various
codes hidden inside System Shock 2. Each of these codes will unbalance the single-player
experience and make the task of defeating monsters and hacking doors, crates and
replicators far easier than they would be if you decide not to use the codes.
To
activate the cheat codes, press the "SHIFT" and ";" (Semi-colon) keys
simultaneous during gameplay. This brings down a Quake-style console where you can enter
the cheat codes listed below. Once the code is entered, press the "ENTER" key to
start the cheat.
ubermensch
- Maximize all of your statistics and skills. Using this cheat allows you to do such
things as hack any hackable game object, use any weapon and enlarges your inventory to max
(as well as any other benefits of maximized statistics and skills).
add_pool
# - Adds # of cybernetic modules to your inventory. For instance, if you type
"add_pool 10", you'll receive 10 cyber modules.
psi_full
- Replenish your psionic points.
summon_obj
[game object] - Summons a specific game object. Put the follow words in the [game
object section to summon the following objects:
medical
kit - Snag a full medical kit and use it at any time to completely refill your hit
points.
pistol
- If you're lacking a working pistol, just summon this game object.
shotgun
- Need a shotgun? Just type in "shotgun" to summon, you guessed it, a
shotgun.
laser
pistol - Having trouble keeping your laser pistols in working order? Then just summon
the game object.
gren
launcher - If you can't find the grenade launcher, then type in this word to summon
this powerful heavy weapon.
emp
rifle - The EMP rifle works well against machinery targets. If you can't find one,
then summon it with this code.
stasis
field generator - Use the stasis field generator to stun organic targets - summon it
with this code.
crystal
shard - This powerful exotic melee weapon is useful; if you can't locate one just type
in this object code.
electro
shock - The electro shock is another name for the laser rapier, a powerful energy
melee weapon. You need one? Just summon it with this object cheat code.
slug
turret - For an interesting experience, summon this slug-firing turret. If you're
fast, and have the hacking skill, quickly hack the turret to assist in defeating tough
enemies.
laser
turret - Enter this object code to summon a laser turret. Remember, it'll fire at you
unless you hack quickly.
blast
turret - A missile-firing turret can be your best friend if you use this object code
and you're a faster hacker.
20
nanites - Need some nanites? Summon 20 nanites with this object code.
ap
clip - If you're running low on armor-piercing bullets, use this summon code to warp
in a clip.
standard
clip - There's always a good use for standard bullets. If you're running dry, just use
this summon code to grab a clip.
big
nanite pile - Use this object code to summon 50 nanites.