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System Shock 2

Level 1 - Medical Science Walk-through


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.