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Exploits
These are kept separate from the Easter Eggs for the simple reason that the Easter Eggs
are intended, humorous tid-bits included by the programmers. Exploits, on the other hand,
are bugs overlooked by the programmers that you can take advantage of for your own
benefit.
The following exploits were taken from Daxim's FAQ with his permission.
The undo function of the upgrade units can be exploited in giving you temporary
abilities without paying for it. In fact you pay the cyber modules, but get them
eventually back. For example, let's assume you want to make proper use of
maintenance tools. Stand next to an upgrade station and buy some MAINT skills, but
don't leave inventory mode. Do now your weapon maintenance with the increased
skill. Click undo to receive your CMs back. The same exploit also works with repair
skills, psi abilities and lots of other interesting stuff.
When recycling implants while they are equipped, you keep their +1 bonus.
To make the laser pistol rapidly delivering overloaded shots, press the change mode
key twice in quick succession after triggering a shot. You will be able to trigger
another shot immediately without having to wait for the recharge sound to end.
Implants
Implants are very powerful. They're simple 1 space
items that can drastically alter your skills, for free.
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You can only have a maximum of one Implant
equipped until you get the Cybernetically Enhanced
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Basic Implants
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Modify Skills by 1.
LabAssisstant Implant - Raises Research
Ability by 1.
Researchable Implants
Items
Every RPG needs items, System Shock 2 being one, provides! While there are quite a few
items in System Shock 2, most of the are only gag items, meant as jokes, although
technically items, I will not list them here. The pre-game training does a good job explaining
the item types, so this list is mostly redundant.
(Note: To find more info about an Item or to see what I mean by jokes, just click on the
question mark while in inventory mode and then the item.)
Common Items
Health Hypo
Abundant, Useful, and a whole bunch fit into 1 item slot. You can buy these, but it's not
really necessary due to the fact that your "crew mates" usually carry one. Good for about 10
HP.
Medi Kit
Quite a bit rarer than than the Health Hypo, this heals all your health. Good if you just lost a
lot of Health in a skirmish and can't find a Medic Table, but try not to use them if you can
heal with hypos, or if you can make it to a Medic Table because they are tough to find, and
expensive if bought from a Replicator.
Food
Although tempting to blow off food as useless, it's a godsend in Hard and Impossible. There
are several different kinds of "food": Snack Food, Canned Drinks, Cigarettes, and Alcohol.
Each type heals for different points. Snack Food and Drinks for 1 point and Alcohol for 2
points as well. However, please note that Alcohol and Cigarettes both hurt you in some way.
Alcohol will take several Psi points away, but unless you are a psionic, this doesn't hurt at
all. Cigarettes are just useless. They damage, not heal, with no benefit.
Psi Hypo
This is exactly the same as the Health Hypo, except it heals Psi points instead. It's a tad
tougher to find, and, is the most common way to restore lost Psi points. Good for 20 Psi
Points.
Speed Hypo
Actually, although I was tempted to call this hypo useless, it's not. It's really really useful, if
you have a desire to commit suicide. Yes, you read that right, suicide. This Hypo
"supposedly" doubles your speed for 12 seconds. In reality, it makes you move at insane
speeds, causing damage whenever you hit a wall. In a spaceship with a lot of small spaces,
this is a bad thing. A very bad thing. There might be a use for it in multiplayer, but in single
player, the boost is too short and damaging to be much help. I recommend if you find it, you
just chuck it into the recycler.
Strength Hypo
Well this one isn't quite as bad as the Speed Hypo, but there aren't any real great
opportunities for using this. Because strength affects only 2 things: Wrench Damage, and
Inventory Space, there are only 2 uses for this Hypo. Transporting an item you don't have
room for, from a dangerous place to a non-dangerous place for later pickup, or more
effectively bashing in peoples' skulls. I personally used it for only one of these purposes, can
you guess which?
Anti-Radiation Hypo
When you enter a room with radioactivity, a bar will begin to build on the lower left of the
screen. As time passes, this bar will begin to shrink, and as it does, you will take some
damage. Anti-Radiation Hypos will take a large chunk out of the bar without causing
damage, effectively preventing a large amount of damage from occurring. Anti-Radiation
Hypos are quite useful during the Engineering deck, but because you don't really see to
many radioactive spots, their usefulness is limited. It's best to carry these only when you
know you'll be needing them, thus saving inventory space for other items.
Anti-Toxin Hypo
The Toxicity bar works exactly the same as the Radiatioactivity bar, but in regard to the
amount of Toxins in your blood stream. Anti-Toxin Hypos will remove a large chunk of this
bar without causing damage. Since there are several things that will cause your Toxicity
Level to rise (Spiders, Annelid Pools, the Annelid Health Augmentation) It's tough to tell
when you're going to need this Hypo, so it's best to keep some on you at all times.
Battery
Restores some energy to any weapon or piece of equipment that requires energy. The
amount of energy you get from a single battery goes up with your maintenance level. A
good alternative when you can't make it to a recharge station.
Item Recycler
This item is found in a replicator on the Operations Deck once the replicator has been
hacked. This single item can make every useless thing in the game suddenly very useful.
How? By converting the item into nanites, that's how. You can make quite a pretty penny
recycling things like Speed Hypos with this, more than enough to quickly pay off the price
for the Recycler. I strongly recommend that everyone attain this item.
ICE Pick
This item instantly hacks any hackable console in the game, but is used up afterwards. I've
only managed to find 4 of them in the entire game, so make sure the console you hack is
well worth this valuable item's use. I'd recommend saving 3 of them for the final battle, as it
will make things much easier.
Auto-Repair Unit
This item instantly repairs any broken weapon in the game, but is used up afterwards. This
item is fairly common throughout the entire game. It's availability, coupled with proper
maintenance all but renders the Repair skill useless. Keep one of these on you at all times
and you'll never need the repair skill.
Researchable Items
PSI Booster
This item will raise your PSI stat by 1 for 5 minutes, a pretty long time in this game. There's
an important thing to remember when you use this though. Every time you load a new area,
all bonuses conferred by Psi Abilities and Hypos are reset. So if you decide to use this hypo,
just remember not to do it right before you load a new area.
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Psionic Abilities
Just like the weapons, Psionic skills come in two flavors, very useful and very useless. With
psionic skills, you must first buy the Tier, then you can buy the skills within the tier. Each
tier you buy adds to your psi point maximum. If you're a psionics specialist, you may want
to buy all the tiers, even if you don't buy any skills under some of them, just so you can
increase your psi point maximum.
Tier 1
Psychoreflective
Screen
Neuro-reflex
Dampening
Protects you
from 15% of
combat
damage.
Kinetic
Redirection
Pulls an
object toward This skill has minimal use. There's at most
you.
1 or 2 times where this skill is the only way
you can get an item. Skip it and save the
Duration: 1
upgrade modules for something else.
second per
PSI.
Psychogenic
Agility
Increases
Some people would argue differently, but I
your Agility by really like this skill. It lasts for a really long
2.
time and costs only 1 psi point. Because
I'm an agility whore, I prefer to dodge
Duration: 2
attacks and flank enemies rather than take
minutes + 1
them head on, so every point of agility I
minute per
can get is a god-send.
PSI.
Increases
your CYB by
2.
Psychogenic
Cyber Affinity Duration: 2
minutes + 1
minute per
PSI.
Projected
Cryokinesis
Launches a
heat-draining
projectile at a
target. Higher
PSI increases
damage.
Remote
Electron
Tampering
Makes active
alarms time
I can't think of much use for this skill. With
out faster.
the fact that simply right clicking on any
Time
security console deactivates the alarms
Reduction: 5 completely and for free, there's no point in
seconds + 5 having this.
seconds per
PSI.
Tier 2
Anti-entropic
Field
While this
discipline is
active, your
ranged
weapons
cannot break,
and their
condition will
not degrade.
Duration: 10
seconds + 20
seconds per
PSI.
Increases
hand-to-hand
damage by a
Adrenaline
factor equal
Overproductio to PSI.
n
Duration: 10
seconds per
PSI.
Shields you
from 80% of
radiation
damage.
Neural
Use the BioHazard suit instead and spend
Decontaminati
the upgrade modules on something better.
Duration: 10
on
seconds + 5
seconds per
PSI.
Regenerates
lost hit points. This skill is invaluable. Of all the psionic
Cerebrouser's skills, this is the most powerful. A
stimulated
Amount
lack of Health Hypos or Med Kits shouldn't
Regeneration
Healed: 2 hit be a problem if you have this skill.
points per PSI.
Psychogenic
Strength
Increases
The biggest use for this would be for hand
your Strength to hand combat. This doesn't give you
by 2.
nearly the damage bonus that Adrenaline
Duration: 2
minutes + 1
minute per
PSI.
Increases
your Psionics
by 2. Psi point
costs are
In my opinion, the 2 extra Psi points aren't
Recursive
doubled while worth the double cost. Just use the skill
Psionic
active.
twice for the extra benefit instead of
Amplification
getting this.
Duration: 10
seconds + 10
seconds per
PSI.
Localized
Pyrokinesis
Damages all
creatures
within a five
foot radius.
Higher PSI
increases
damage to
enemies.
Duration: 15
seconds + 8
seconds per
PSI.
Tier 3
Molecular
Duplication
Use some
Nanites to
duplicate one
ammo clip or This is a useful skill when you're low on an
hypo.
item, but the nanite cost is expensive, so
be careful.
Chance of
Success: 30%
+ 10% per
PSI.
Electron
Cascade
Energy
Reflection
Recharges a
single
charged item
or weapon.
This can be an invaluable lifesaver, or a
complete waste depending on how you're
Recharge
playing the game. If you're using energy
amount: 20%
based weapons, armor, or items, this skill
per point of
can be used as a fairly cheap source of
PSI, up to the
power. If you're not using energy based
maximum
stuff, just skip this skill.
allowed by
your
Maintenance
skill.
Provides 50%
immunity to
all energybased
50% is a lot of protection, but there's just
damage
not enough enemies with energy-based
sources.
attacks to justify getting this skill.
Duration: 20
seconds per
PSI.
Shields you
from 100% of
toxin
Neural Toxin- absorption.
By the time you see the spiders, it'll be too
blocker
late to use this skill. Just skip it.
Duration: 10
seconds + 5
seconds per
PSI.
Enhanced
Motion
Sensitivity
Shows the
location of all
nearby
Use your god-given skill of hearing instead,
creatures.
and you'll do just as good as with this skill.
Duration: 30
seconds per
PSI.
Projected
Pyrokinesis
Launches a
This, like Projected Cryokinesis has only
fiery projectile limited usefulness. The benefit of this over
at a target.
Projected Cryokinesis is that this skill
Higher PSI
doesn't take very long to charge, and it
increases
does more damage as well. Unfortunately,
damage.
this skill can't damage mechanical
enemies, and it can drain your Psi points
very quickly. This does come in useful
against the Psi Reavers that appear late in
the game, though.
Target nonrobotic
Another ability I had my mind changed on.
creature will At high PSI levels, you can put an enemy
stand still and to sleep with this for over 2 minutes with a
docile. If the single shot, which is such a long length of
Psionic
creature takes time that they're basically as good as
Hypnogenesis damage, the
dead. This skill can be useful against the
effect ends. stronger enemies late in the game. Just
make sure you don't hit them by accident
Duration: 20
and wake them back up.
seconds per
PSI.
Tier 4
Photonic
Redirection
Renders you
invisible to all
creatures.
Firing a
weapon will
end the
effect.
Duration: 5
seconds + 5
seconds per
PSI.
Remote
Pattern
Detection
Shows the
location of
many useful
items,
including
nanites,
ammo, hypos,
implants and
modules on this skill.
audio logs.
Duration: 1
minute per
PSI.
Electron
Suppression
Psychogenic
Endurance
Immobilizes
any robotic
target.
Duration: 3
seconds per
PSI.
Increases
your
Endurance by
2.
Endurance just isn't useful unless it's
permanent. Skip this skill.
Duration: 2
minutes + 1
minutes per
PSI.
Turns
ammunition
Molecular
and hypos
Transmutation into nanites.
Remote
Allows you to
Circuitry
hack
Manipulation psionically.
Uses half you
PSI stat
(rounded up)
in place of
both Hacking
skill and CYB
stat, and
costs psi
points instead
of nanites.
Cerebroenergetic
Extension
Tier 5
Regenerates
lost hit points. This skill is just too powerful. CerebroAdvanced
Cerebrostimulated Regeneration can generally
Amount
stimulated
refill your entire health bar, and it costs
Healed: 5 hit
Regeneration
much less than this skill.
points + 5 hit
points per PSI.
Soma
Transference
Teleports you
to a marked
location. If
there is no
marked
location, this
will set a
Instantaneous marker at
Quantum
your current
Relocation
position. You
can clear an
obsolete
teleport
marker by
hitting Alt-T.
Drops a
Psionic
Detonation
psionic
proximity
mine. Does no
damage to
robots, and
useful skill. It's good for setting up
double
ambushes or traps, so that's a plus, but
damage to
then again, you can always do the same
psionically
with a trusty ol' shotgun or rifle.
sensitive
creatures.
Duration: 4
minutes
Psychoreflective
Aura
Protects you
from 60% of
all combat
damage.
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character to do a mid-air
climb. This skill
probably has it's largest
use on the Engineering
Level as there's a large
number of crates there.
Weapons
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Weapons
Standard Weapons
Talon M2A3
Handgun
This WILL
BE your best
Standard - 1
weapon until
you gain
enough skill to
use the Assault
Anti Pers.:
Rifle. It is the
Damage
first ranged
bonus
weapon
against
available to
fleshies.
you, ammo is
Mode 1:
fairly plentiful,
Standard:
Single
Weak Shots and because
Shot
the Assault Rifle
that do
is available at
about the
Mode 2:
level 6 standard
same dmg
Three
all around. skill, this
Shot
weapon only
Burst
gets better with
AP:
time. Love it,
Damage
feel it, be it.
bonus
against
Useful for
armored
killing: Anythin
units.
g in your way.
Shotgun
Standard - 3 The Shotgun has
Mode
1:
Single
Shot
Slug:
Standard
Shotgun
Rounds.
plenty of ammo
through the game,
especially when you
don't use it early on
like me. Don't let
this discourage you
however, the
Shotgun is a very
formidable weapon
and ammo really IS
abundant. I
recommend using
the standard mode
for a while when
you first find it, and
then switching to
the secondary later
when you have a
surplus of Shotgun
shells.
Pellet:
Does
Mode
extra
2:
damage
Triple
to
Shot
fleshies,
(Uses 3
but at
shells;
only at a
does 2x
very
dmg.)
close
range.
Useful for
killing: Does fairly
well against any
enemy type.
M22 Assault
Simply put, a Pistol
Rifle
Standard - 6 with a 25% Dmg
Strength - 4 bonus and an
Automatic
Secondary mode.
Being the best
Mode
weapon in the game,
1:
it can take down a
Single
Same
huge Rumbler in 3
Shot
ammo hits.
as the
Mode
pistol. Useful for
2:
killing: Everything
Automat
AND the kitchen
ic
sink.
Energy Weapons
Apollo H4
Laser Pistol
Laser
Sabre
Mode
This
1:
weapo
Regular
n
Shot
doesn'
t(Does
have
little
any
damage
weapo
)n
Mode
1:
This is one
nice little
Energy - 1
weapon. In
fact, the first
time I played
SS2, I maxed
out my
Energy
Weapons
skills simply
to make
better use of
this baby.
However,
there are a
few things to
know while
using this
weapon.
First, the
regular shot
just doesn't
do much
damage at
all, and even
when you've
maxed out
the possible
damage this
thing
causes, it
takes 8This is astill
semi-useful
weapon.12
It shots
first to
Energy - 4
take
appears earlydown
on in
Agility - 3
basic
the game, so if
enemies.
you've put
some If
youenergy
plan on
Doesn't
points into
using
use
weapons, andthis
are
weapon,
ammo.
still using melee it's
best
to keep
weapons,
then
it on
the
switch the
wrench
'charged
for this, as the laser
shot'
setting
sabre does
more
at
all
times.
damage.
Second, this
Gun doesn't
use ammo
modes
.
EMP Rifle
Mode
1:
Regular
Shot
Mode
1:
Overcha
rged
Shot
Useful for
killing: Everything
This weapon
is a major let
Energy - 6
down. It does
only slightly
more
damage than
the laser
pistol, but it
doesn't affect
flesh based
creatures,
only mechs.
Considering
that your
laser pistol
does almost
exactly the
same amount
of damage as
this weapon,
and the laser
Rechargeable pistol can
Energy
also hurt
flesh
creatures,
there's no
reason to
have this
weapon. Just
skip it, it's a
waste of
inventory
space.
Useful for
killing: Mech
s, robots, and
any other
non-flesh
menace.
Heavy Weapons
TC-11 'Brick'
grenade
launcher
Stasis Field
Generator
Mode
1:
Normal
(Explod
This weapon
is the only
reason to
Heavy - 1
get any skill
in Heavy
Weapons at
all. Marines
have this
weapon
from the
get-go, and
it's one of
the most
useful
weapons in
the game.
On the
'Normal'
Mode, it acts
a lot like a
Rocket
Launcher
with an arc,
on the
'Bounce'
mode, you
can bounce
grenades
around
corners to
take down
any enemies
waiting in
Fragmentation
ambush.
Grenades:
This weapon
Good all-around
A piece of crap for a
has the
damage.
weapon. This
Heavy
-3
most variety
weapon can
Strength
3
of ammo
Incendiary
"...freeze in place a
types out of
Grenades:target for
a variable
any weapon,
Great damage
amount of time."
Prisms
and these
against fleshy
Wow, and then
grenades
units.
will likely
EMP Grenades: take down
1:
...
Mode
1:
...
Fusion
Cannon
Mode
1:
...
Mode
1:
...
Heavy - 6
Strength - 4
Prisms
Exotic Weapons
Crystal
Shard
This
weapo
n
doesn'
t have
any
Exotic - 1
Research - 4
Doesn't
use
ammo.
weapo
n
modes
.
Viral
Proliferator
Mode
1:
Human
Mode
1:
Annelid
Exotic - 4
Research - 5
Annelid
Worms
Annelid
Worm
Launcher
Exotic - 6
Research
-6
Other Weapons
Strength - 3
The
Agility - 3
No
Wrench
The wrench will be
Requirements your best friend for
Mode
much of the game, I
1:
named mine
This
Doesn't
Human
Annelid Susanne I spent so
weapo
use
Worms much time with it.
Mode
n
ammo.
But seriously, in the
1:
doesn'
beginning where
Annelid
t have
ammo conservation
any
weapo
n
modes
.
Black Ops
Psi Amp
This
weapo
n
doesn'
t have
any
weapo
n
modes
.
is a must, you
should be neardependent on this
weapon.
Psi - 1
Useful for
killing: Disabled
If you want to use your
mad psionic skillz, then
you'd better have one of
these babies! This isn't a
weapon per se, in that it
doesn't actually do any
damage itself, but it
enables you to use your
latent psionic powers. A
must have for most.
Psi
Point
Useful for killing: A lot
s.
of enemies early and
mid-game, but not so
much late-game. Also
allows you to boost your
own stats.