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Submitted by System on 09/03/2006, 09:50. Print file.
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#### System Shock 2 FAQ V2.7 #### by d0om

e-mail me at d0om@earthling.net
(The first 0 is a zero)

Note this FAQ should only be found at the following sites. If you find it else-
where please e-mail me. Thank you.

The latest version can always be found at gamefaqs.com

http://www.gamefaqs.com
http://vgstrategies.about.com
http://www.games.prohosting.com
http://www.cheatcc.com/
http://www.cheatinformant.com
http://home.planetinternet.be/~twuyts

To webmasters: e-mail me if you want to put this on your site please. So I know
where it is. Thanks.


This is my first FAQ so I'll try to write a good one. First though I would
like to say that I do not recommend reading ahead in any hint guide or FAQ than
the bit which you are stuck on. System shock 2 is such an atmospheric game, that
knowing what is around the next corner can really spoil it. Anyway on with the FAQ.


If your stuck on somewhere I haven't covered yet, e-mail me. But first go to gamefaqs.com
and see if you have the latest version. If not, then see if I've answered it allready before
e-mailing me please, thanks.

Revision history
----------------
V1 Just got the character generation up and the first level
I'll try to get deck1 and some weapons done soon.

V2 Engineering added and a few weapons.

V2.1 added some more weapons + some of Hydroponics

V2.2 fisihed Hydroponics and added some of Ops. Also I spell cheaked it!

V2.3 Some OS upgrade info added.

V2.4 Some more stuff added

V2.5 Some minor changes

V2.6 Deck 4-6 info added

V2.7 Some more stuff added

Contents
--------
1.Character generation
2.Weapons
3.Walkthrough
4.OS upgrades
5.Legal Stuff


1.Character generation
----------------------

At the start you get a choice of three branches of the military, this has a large
significance on the early game.

OSA
These are the psionic group they get Tier one ability for free.
Their tour of duty goes like this:
___________________________________________
Tier 2 ability, Cryokinesis +

Pscho-refective screen or
Kinetic redirection or
Pschogenic cyber affinity
__________________________________________
+2 Endurance or
+1 research or
+2 Psionic ability
__________________________________________
+1 strength, +1 Agility, +1 Cyber affinity +

Remote electron tampering or
Nuro-reflex dampening or
Psychogenic agility
__________________________________________

They also get a Psi-amp

I would recommend getting the Kinetic redirection, +2 Psionic ability
and remote electron tampering. This lets you get out of reach items,
cast more powerful psionic powers and stop alarms (Very useful).
An OSA character should make the most of their psionic powers. Getting
the tier 2 power heal should be their first goal. Research is also important.
They should use their cryokinesis to take out cameras and multiple enemies.
But beware of using all your Psi points as they only regenerate with a psi-hypo
and later on, a researched item.



Navy

They get +1 standard weapons for free

Here are their tours of duty:
________________________________________
+1 strength +

+1 modify or
+1 repair or
+1 hack
________________________________________
+2 standard weapons or
+1 maintenance (free maintenance tool) or
+2 cyber affinity
________________________________________
+2 Agility or
+2 Endurance or
+1 Research
_________________________________________
I like the navy the best. I would recommend choosing hack, cyber-affinity and
research. This is because hack is extremely useful in the game, you get cheaper
and better goods from replicators, you can get turrets to fight for you and you
can open security crates. The cyber-affinity helps with the hacking and research
is important to do more damage to enemies and is also necessary for some objectives.



Marines

They also get +1 standard weapons for free

Here are their tours of duty
_________________________________________________________________
+2 agility or
+2 endurance or
+2 strength
_________________________________________________________________
+2 standard weapons or
+1 Heavy weapons, +1 Cyber affinity (free grenade launcher) or
+1 energy weapons, +1 Cyber affinity (free laser pistol)
_________________________________________________________________
+1 repair or
+1 modify or
+1 maintenance (free maintenance tool)
__________________________________________________________________
The marines are a good unit to join, you get a good stat, weapon skill and
technical skill. I would recommend getting the bonus strength for carrying things around,
then whichever type of weapons you like best and then maintenance which is vital
for energy weapons and also all other weapons apart from hand to hand.


2.Weapons
---------

The weapons are divided into four types, each requiring a different weapon skill and
normally being associated with another stat or tech skill.

Standard weapons
----------------

Wrench---------This is the first weapon you get, it is quite powerful. A high strength
will increase damage and a high agility increases the fire rate. Pretty
good for taking out hybrids, but for anything else, you'll want something
a bit better.

Pistol---------This require standard 1 to use. It is versatile, one shot of standard takes
out a camera, and one AP round kills a protocol droid. Best to save the AP
rounds for Maintenance robots if you can. If you don't have a laser pistol
then use them for Protocol droids as well. The anti-personal ammo is good
against annelid monsters. Quite reliable as well. The burst mode is
inaccurate but effective in a pinch.

Shotgun--------This requires standard of 3 to use. It has two ammo types, normal and
antipersonnel. The normal is pretty all purpose, and the antipersonnel
is good against fleshy targets. The triple shot does double damage, good
if ammo is no problem, but bad if your trying to make every shot count.

Assault rifle--This requires standard of 6 to use. It is identical to the pistol, except
it does 25% more damage, has a larger clip and can fire in auto rather than
three shot burst. The auto is extremely powerful, it can kill anything in
seconds, as long as the right ammo type is being used. However, it uses a
lot of ammo, and the gun degrades in condition very quickly, so a high
maintenance is essential. Note that it uses the same ammo as the pistol.


Energy weapons
--------------

Laser pistol--This requires energy 1 to use. Most of the following applies to all energy
Weapons. This gun has no ammo so there is no lugging ammo round or trying to
find it, but you need a rechager. It is weak against hybrids and virtually
useless against annelids, but good against cameras and robots. Maintenance is
vital to hold more charge. It is very reliable. The overcharge is useful
against bigger robots, but remember that you can fire standard shots while
the overcharge is reloading. (Assigning a key that you can remember to this feature
will help.)

Laser rapier--This requires an energy of 4 and agility 3. It is a hand to hand weapon and
has no ammo or charge and doesn't need any maintenance. It is very powerful
and can kill most enemies in one or two swipes. Good against everything apart
from a few annelid creatures which are resistant.

EMP rifle-----This is the best in robot killing. One shot from this will kill a
camera or protocol droid and three shots kills most robots. Requires
an energy of 6 to use. It is amazing against any robot or cyborg. The
Overcharge mode does not have to recharge either and the weapon has a
high rate of fire. Normal shots use 2 charge, overcharges cost 20.
NB-does nothing to fleshy targets. Also, it requires a maintenance of 6 to
use a maintenance tool on it.


Heavy Weapons
-------------

Grenade launcher--This requires heavy 1. It is the most versatile gun in the whole game.
It has many different grenade types, frag, proximity, incendiary, EMP
and disruption. The frag is an area explosion, the proximity detonates
when something moves near it. The incendiary is good for flammable targets.
By flammable targets, I mean most monsters that do not contain metal.
the EMP grenades are really powerful against robots and cyborgs, but are
rare. The disruption grenades are powerful but have an extremely small
blast. Grenades can either detonate on contact, or bounce around.
Proximity grenades will 'stick' onto any surface when fired on contact
mode.

Stasis field------This requires heavy 3 and strength 3 to use. It uses prisms as ammo.
It can fire on two different modes, area and target. They both freeze
what ever they hit, but area doesn't freeze them for as long. It does
no damage however and so is good as a retreat tactic, or to allow you
to pummel them with your wrench.

Fusion gun--------Coming soon


Exotic Weapons
--------------

I won't give too much away on these.

Crystal shard-------Exotic1 Research 4 Best combat weapon

Viral prolifacator--Exotic4 Research 3 IMHO not worth the effort

Worm Launcher-------Exotic6 Research 6 Good, but a bit expensive in cyber
modules, the EMP rifle but for
alive targets. Make sure you
use the right mode and remember,
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