|
System Shock
Ver 0.3
Mitch Aigner
This walkthrough is highly preliminary (note version number). All is
disclaimed. I still have to go through the CDROM version of the game.
FAQ's: (designed not to give away too much)
-----------------------------------------------------------------
* Always destroy all Cameras and Computer Nodes that you find. This
will lower level security. Doors/switches etc. that say "blocked
by level security" will all work when level security = 0% (and some
will open when security drops to around 10%).
* On each level is a Cyborg Conversion chamber. A switch nearby will
reconfigure it to heal you when you are killed, instead of turning
you into a Cyborg.
* Some lit panels flat on the floor are elevators. Step on it to activate.
* Each Cyberspace Terminal leads to a different enclosed area. You will
have to complete the area for each different Cyberspace Terminal that
you find.
* If a door is "broken beyond repair", you cannot ever get through.
* Some elevators will not operate ("power diverted to ...") until
certain tasks are complete. If you are stuck, it is because you
have failed to:
A) Explore all accessible areas of all levels that you can get to.
B) Read all of your E-mail and Logs for clues. The other folks
on the station had several plans that they were trying to
accomplish to defeat Shodan, maybe you could complete some of
their missions for them.
C) Conquer all accessible areas of Cyberspace for codes and
computer-locked door switches.
* Many levels cannot be completed on your first pass. You will have
to continue up to other levels and come back later.
* No level is ever completely "clear" of enemies. They continue to
reappear. Always be on your guard.
---------------------------------------------------------------------
MORE FAQ's (be warned that these give away some details):
-------------------------------------------------------------------
* You can't get to level 6 until the Laser has been destroyed.
* You can't finish level 3 until after all 3 grove "Jettison Enable"
switches inside the groves have been flipped and the "Jettison Enable
Master Control" switch (all on level 6) has been tried.
* You can't get to level 7 until Beta Grove is jettisoned.
* You can't destroy the Reactor until you have destroyed the Antennae,
and you have received authorization from Earth to scuttle the station.
* You can't get to level 8 until Reactor has been set to destruct.
* To get X-22 Isotpe, there is a button on the wall in the same room. It
kind of blends into the wall, so look carefully.
* To get Reactor Destruct Code, there is a screen in the same room as the
computer nodes on each level from L1 to L6. The screen has a single
numeric digit on it, which keeps changing until the nodes are destroyed.
Collect all six in order from L1 to L6. Note that these screens cannot
be destroyed (for those of you who are a bit too trigger-happy).
--------------------------------------------------------------------
STANDARD DESCRIPTION FORMAT: (to describe puzzles and levels)
-------------------------------------------------------------
WIRE ACCESS PANELS:
------------------
Contacts are numbered from top to bottom
Example:
1 X----X 1 This would be:
2 X-\ X 2
3 X \-X 3 1-1, 2-3, 5-5
4 X X 4
5 X----X 5
On higher Puzzle settings the wires may be color coded, on lower
settings they may be all the same color. Either way, the solution is
the same. Just ignore the color information stated in the solutions
below if they are all the same color.
GRID ACCESS PANELS:
------------------
Example:
1 2 3 4 5 6
-------------
A | + + X + + + | Flip the following co-ordinates:
B | X + X X X X |
C | + + | B1, D1, A3, E3, B6, D6
D | X + X X X X |
E | + + X + + + |
-------------
All GRID ACCESS PANELS and WIRE ACCESS PANELS will have different
solutions depending on the difficulty level that you have chosen for
these puzzles (0 - 3). For GRID ACCESS PANELS there are only 2 possibili-
ties. Save your game before trying any of the solutions listed below, so
that if one does not work, you can Restore your game and try the other.
There seems to be some degree of randomness to which puzzle you will asked
to solve (regardless of what the Official Clue Book says).
Also note that each puzzle may have many possible solutions. The ones
listed here will work, but you may find others that work also.
When this document was first started, I decided to number GRID ACCESS PANELS
with the numbers 1...x on one axis, and the letters A..x on the other. When
the Official Clue Book came out, Origin decided on the same strategy, except
that they switched the axes. If you have the clue book, you will find that
my numbers have been switched to letters, and letters to numbers. Oh well.
LEVELS: (The following codes will be used throughout to designate levels)
------ LR - Reactor level
L1 - Hospital level (you start here)
L2 - Research level
L3 - Maintenance level
L4 - Storage level
L5 - Flight deck
L6 - Crew Facilities / Executive level
G1 - Alpha Grove
G2 - Beta Grove
G4 - Delta Grove
L7 - Engineering level
L8 - Security level
L9 - Bridge
Be warned that puzzles and other things are very different depending on
which difficulty settings that you choose at the beginning of the game.
Also note that there is a lot of variability in the items that you find
when searching dead foes. If you fight a battle and Save your game before
searching the dead foes, you can then search the bodies and if you don't
like what you find, just re-Load and re-search. This is particularly
handy on Level 1,... just Save before you search a dead human, and then
re-Load and re-search until it coughs up a SparqBeam weapon (sure beats
that old Lead Pipe when you are just starting out).
NOTE: This walkthru assumes that you have selected the default settings
for Mission, Puzzles, Combat, Cyber all at 2.
NOTE: If you have selected puzzle difficulty 1:
* Keyboard access panels are almost all open (except Escape Pods)
* You do not need any Access Cards
* You don't ever have to finish level 3 (no Relay to repair)
NOTE: If you selected difficulty 3:
* You have 7 hours to beat the game (good f***ing luck).
LEVEL 1 (Hospital Level):
-------------------------
HINT: Save your dart pistol until the very end (use the Pipe or Sparq).
Use the darts only when confronted with multiple Cyborg assasins.
HINT: The key to solving the level lies at its very center.
HINT: There two ways to get past the locked Force Door. Keep exploring.
1 Surgery Machine
3 Energy Charge Stations
1 Cyberspace Deck
6 Hidden Doors (one is actually more of a hidden floor)
Codes: 451 - Surgery door (opens automatically if using difficulty 1)
705 - armory door (opens automatically if using difficulty 1)
Wire access Panels:
Northeast Red 2-3, Blue 4-5, Violet 3-4
Grid Access Panels: 1 2 3
------------- ------------- -------------
West (hospital) A1,A2,D5,D7 A1,A2,D5,D7 all 'x' to '+'
Center A7 or C7 A5, C5 A3, C3, A5, C5
Stuff:
System Analyzer v1 (your closet)
Navigation & Mapping v1 (your closet)
Multimedia Data Reader v1 (your closet)
Biological Systems Monitor v1 (north edge)
Turbo Motion Booster v1 (north edge, hazard storage room)
Pipe (your closet)
SV-23 Dart Pistol (below elevator panel outside hospital)
Magnum 2100 (southeast edge, behind hidden door blocked by security)
SB-20 Magpulse (west, behind cyberspace lock doors)
ML-41 Minipistol (northeast edge, in Computer Nodes room)
Sparqbeam (several scattered about)
DH-07 Stungun (southeast edge)
Cyborg Conversion Station (northwest)
Computer Nodes (northeast edge)
STANDARD Access Card (your closet)
MEDICAL Access Card (In room with Cyberspace deck - crawl around)
GROUP Access Card (In room across from Hospital door) (Group-1)
PER-1 Access Card - D'Arcy (In D'Arcys office)
Cyberspace: 2 Recall Escape
Decoy
Pulser v1
Pulser v2
C-shield v1
Games
Switch to open hospital level security doors (where you
find a Magpulse gun)
Hint: In the large hub area in the center, an elevator takes you
down to a control room. Hit the switch there to activate
repulsor pad to rise to the roof. Solve Grid Access Panel
puzzle to open force field door.
LEVEL 2 (Research level):
-------------------------
0 Surgery Machines (sorry, but the one you find is broken beyond repair)
3 Energy Charge Stations
2 Cyberspace decks (both in eastern area)
5 Hidden Doors
Codes: 623 (found in Papers on floor)
Grid Access Panels: 1 2 3
------------- ------------- -------------
West B1, B2 B1, B2 A3, C4
South C1,C5,A5,E5 C1,C5,A5,E5 C1,C5,A5,E5
Wire access Panels:
Library Red 1-2, Blue 2-4, Violet 3-1
South Red 1-3, Violet 2-2
Cyberspace 1: (Library - in Beta Quadrant southeast)
Drill v1
Shield v2
Shield v3
Pulser v3
Pulser v4 (ICE) (need Drill first)
2 Recall
Decoy
Group-4 access
Games v4
Laser Safety Override code (199)
Cyberspace 2: (East)
SCI-access
STUFF:
Multimedia Data Reader v1 (Library)
Target Identifier v1 (Library)
Navigation & Mapping Unit v1 (Library)
Shield v1 (Delta Quadrant, southwest in radioactive storage room)
SCIence access card (on cyborg by Cyberspace 2)
ENGineering access card (north central - on corpse through teleporter)
GROUP-3 access card (by Computer Nodes - hidden in Thermos bottle)
Computer Nodes (south edge)
Note: In Alph Quadrant (northeast) by Energy Recharge Station is a
circuit breaker panel. Flip the last one up to restore lights in
Beta Quadrant.
* X-22 Isotope found in Gamma Quadrant (switch on wall next to it)
* Laser Beam Control in center of level (don't fire it until shields up !)
* Cancel robot production by solving puzzles in southeast edge. This will
prevent further generation of Hoppers on this level.
* One way to get the Laser Safety Override Code is to solve the Grid
Access puzzle in the Library. The code will then be displayed on one
of the screens there.
LEVEL R (Reactor level):
------------------------
Notes:
You can't complete level R until you have a good Enviro-Suit. Many
areas are simply too 'hot'.
1 Surgery machine (southeast)
1 Energy Charge Station (north)
1 Cyberspace Terminal (northeast edge)
1 Radiation Treatment Station (south)
4 Hidden doors
Grid Access Panels: 1 2 3
------------- ------------- -------------
Surgery machine A5, C5, E5, C1 A5, C5, E5, C1 A5, C5, E5, C1
Wire access Panels:
Southwest Red 1-3, Blue 3-1, Violet 2-2
North (by grating) Red 3-3, Violet 1-1
Cyberspace: C-Shield v4
Drill v2
Pulser v5 (ICE)
Armory access override (ICE)
Blast door switch
Notes: Need radiation suit to get into reactor
Laser Safety Override (West)
Shield Generator (Southwest) (Need X-22 Isotope to activate)
Reactor (Center)
Cyborg Conversion (southeast)
Stuff:
Biological Systems Monitor v2 (south - by Radiation Treatment station)
Flechette (northeast - past Zero-G Mutanys)
LEVEL 3 (Maintenance level):
-------
2 Energy Charge Stations (one has dangling cables that will hurt you)
HINT: The Laser Rapier found on this level is the most effective
weapon on those irritating Invisible Mutants. The Lantern v1
found on this level will help you to see them.
Wire access Panels:
Central Red 1-5, Blue 3-2, Green 5-3, Violet 2-1, Yellow 4-4
Stuff:
Lantern v1 (west)
Sensaround v2 (northeast)
Navigation & mapping unit v2 (east)
Environment Suit v2 (southeast in Maintenance Office)
Laser Rapier (south - from elevator, 1st door on left, up ladder)
Interface Demodulators (east) (you only need one of these)
Cyborg Conversion (southwest)
Relay 428 (west)
Notes: Relay Analyzer (north central) is used to locate the faulty
relay. As you explore, you will find some relay panels. Remeber
the number and then go back and punch it in to the Relay Analyzer
to determine if it needs repair, and to find out what to do if
it does.
Note: To get past the Retina Scanner you just need to find a severed
head on this level that is still in good shape. Pick them up
and put them in your inventory to examine them.
Note: The locked maintenance doors on this level ("No maintenance
required") will not open until you are almost done with level 6.
LEVEL 4 (Storage level):
------------------------
2 Energy Charge Stations
2 Hidden Doors
Codes:
Southeast 838
Grid Access Panels: 1 2 3
------------- ------------- -------------
B1,B2,B6,E4,C7 B1,B2,B6,E4,C7 B1,B2,B6,E4,C7
Stuff:
Enviro-suit v1 (southeast - past door with Keypad access)
Target Identifier v2 (north edge & west, there are two of them)
Turbo Booster v2 (central)
Jump Boots v1 (southwest)
Flechette (southwest)
Riot gun (central) (worthless)
Cyborg conversion (southeast)
Plastique (northwest, through force bridges area)
Computer nodes (east - through iris door)
Hint: In the large storage room with suspended walkways, there is a
button hidden under a crate that will enable force bridges. You
will still have to do some fancy jumping here.
Hint: In the storage room with the locked force door and repulsors
there are two switches high up on the wall that need to be
flipped. Flip the first switch to enable the repulsor in the
other corner. From the second repulsor, you can jump to the
next corner (booster skates help). The repulsor pads on the
wall with the force door are only operational near the ceiling
(as indicated by the symbols on the walls). Jump Boots are very
handy here, but not necessary.
LEVEL 5: (Flight Deck)
-------
3 Energy Charge Stations
1 Cyberspace Terminal
2 Hidden Doors
Codes:
Escape pods - 001
Wire access Panels:
by Freight Elevator Red 1-3, Blue 4-1, Violet 2-5, Yellow 6-6
Grid Access Panels: 1 2 3
------------- ------------- -------------
Flight Deck 2 3 (Main) A5, C5 A5, C5 A5, C5
FD 2 3 (Iris door from) A5, C5 A5, C5 A5, C5
FD 2 3 (Iris door to) A4, C4 A4, C4 A4, C4
Force bridge puzzle in Flight Bay 4:
Hit the buttons from left to right: ON ON OFF ON ON OFF
There is no way to get all of the bridge segments on, you will still
have to jump at least one gap.
Hint: In Flight Bay 4, there is an opening up on the wall that you will
have to use your Jump Boots to get to. I found it easier to get
there by climbing across from the raised ledge nearby than from
trying to climb straight up from the floor of the flight bay.
Stuff:
Shield v2 (west - through crawlway and past repulsor lifts)
Blaster (west - through crawlway and past repulsor lifts)
Jump Boots v1 (across force bridge in flight bay 4)
Lantern v2 (across force bridge in flight bay 4)
Target Identifier v2 (south by computer noder & south by Cortex Reaver) 2
Turbo Booster v2 (north central, main corridor where floor tiles gone)
Assault Rifle (NW by ECS behind hidden door & south by Cortex Reaver) 2
Cyborg Conversion (southeast edge)
Cyberspace (northeast edge)
Cyberspace: Drill v4
C-shield v5
Pulser v7 (ICE)
C-shield v6 (ICE)
C-shield v7 (ICE)
Bay door 3 lock
Flightbay armory lock
Botbounce game
Hint: In Flight Bay 4 are two force bridges. One is activated by a
switch, the other activated by pressing the right buttons on
the large angled panel on the floor of the bay.
LEVEL 6 (Executive level):
-------------------------
1 Energy Charge Station
1 Cyberspace terminal
Codes:
Executive Maintenance crawlway - 711
Cyberspace: Decoy (ICE)
Recall
Turbo Navigation Booster software (ICE)
Games v2 (ICE) (Eel Zapper)
Storage closet lock (by elevator to L7)
Beta Grove elevator
NOTE: All of the important stuff is in the southwest. Head southeast
to get there.
NOTE: The switch to disable the force field in the ceiling of the entry
area (protecting that last Camera) is at the southeast edge by a
screen (which shows the force field).
NOTE: To jettison Beta Grove: First, visit all three groves and flip the
"Jettison Enable" switch in each (in Beta Grove, keep to the right
to get there quickest). Then try the "Jettison Enable Master
Control" in the southwest. You should be informed that a relay has
burnt out somewhere. Go back to level 3 and fix. Then try the
Master control again (it should work). Now go back to the lobby
of Beta grove and flip the "Beta Jettison" switch. If a whole
bunch of nasties are waiting for you when you try this, you are
on the right track.
Stuff:
Biological Systems Monitor v2 (south edge by Computer Nodes)
MM-76 Accelerator Rail Gun (west)
Infrared Night Sight v1 (Delta grove lobby)
Target Identifier v3 (northwest)
Cyborg Conversion (south central)
ADMinistration access card (northeast)
GROVES:
------
G1 (Alpha): "Jettison Enable" switch in southeast
RW-45 Ion Rifle - northwest, in briefcase
Target Identifier v4 - southwest, behind shrub
G2 (Beta): "Jettison Enable" in southeast - just keep to the right
Jump Jet boots v2 (northeast)
Navigation & Mapping Unit v3 (southwest edge)
G4 (Delta): "Jettison Enable" switch to the west
1 Energy Charge Station (north edge behind security door)
Shield v2 (north edge, by Energy Charge Station)
LEVEL 7 (Engineering level):
----------------------------
3 Energy Charge Stations
1 Surgery Machine (Mined! - be careful not to touch them and it's OK)
1 Hidden Door
Wire access Panels:
Central hub (Alpha) Red 2-1, Violet 1-2
Central hub (Beta) Red 2-2, Blue 6-5, Violet 3-4
Central hub (Gamma) Red 6-2, Blue 1-1, Violet 4-5, Yellow 3-4
NW (auto-close) Red 1-3, Blue 5-5, Violet 2-2, Yellow 6-6
Southeast Red 1-3, Blue 3-2, Violet 2-1
Stuff:
Target Identifier v4 (on dead Mutated Cyborg, south edge by elevator)
Computer Nodes (southeast)
ENGineering access card (southeast, one of 3 ENG cards on this level)
Cyborg Conversion (south central)
Jump Jet boots v3 (west)
RF-07 Skorpion (southwest)
Shield v3 (east)
Enviro-suit v3 (east edge under clothing - hard to see)
Biological Systems Monitor v2 (west)
Turbo Motion Booster v2 (southeast)
LEVEL 8: (Security level)
-------
3 Energy Charge Stations
1 Cyberspace Terminal (south edge)
NOTE: Solve puzzles in 3 different areas to access the force bridges.
Cyberspace: Note from Rebecca (yes, that's all that's here)
Stuff:
Group-6 access card (offices at northwest edge)
Shield v3 (offices at northwest edge)
MM-76 Rail Gun (west edge)
Plasma Rifle (west edge) (button next to it lowers force field)
Enviro-suit v2 (west edge)
COMmand access card (west edge, approach from southwest)
RF-07 Skorpion (south)
Computer Nodes (south)
Lantern v3 (center and southeast) (2 of 'em)
LEVEL 9: (Bridge)
-------
4 Energy Charge Stations
1 Cyberspace Terminal
1 Hidden door
Wire access Panels:
All Red 1-4, Blue 3-2, Violet 2-3, Yellow 4-1
Stuff:
Isolinear Chipset (east area, in cage)
Chip Slot (west area)
Sensaround Multi-view Unit v3 (northwest)
Shield v4 (north edge)
Nav/Mapping Unit v3 (northeast edge)
Jump Jet boots v3 (northeast edge)
Target Identifier v4 (south)
TASKS:
---------------------------------------------------------------
1) Disable Laser
* Get X-22 Isotope from L2 (southwest). There is a button on the wall
next to it to lower the force field.
* 'Use' Isotope on panel at Shield Generator on Level R (southwest)
* Enter Laser Override Code (199) on Level R (west)
* Fire Laser on level 2 (central area)
- this action will enable the elevators to level 6
2) Jettison Beta Grove on level 6
* Activate "Jettison Enable" buttons in each of the three remaining
groves (G1, G2 , G4). In Beta Grove (G2) keep to the right.
* Flip "Jettison Enable Master Control" in extreme southwest.
* Return to level 3 and finish (maintenance doors will now open).
Find Relay 428 and repair with an Interface Demodulator.
* Flip "Jettison Enable Master Control" switch on level 6 again.
* Push "Beta Jettison" button in lobby of Beta Grove.
3) Destroy antennae
* "Use" Plastique (4 units) that you found on level 4 on the antenna
panels. Make sure that you are far away when they go off. One of
antenna traps you with a force door, and you die (so make sure
that the Cyborg Conversion chamber for this level has been found
and fixed before you try this). There are ways to survive this if
you are clever.
4) Destroy the reactor (and entire station)
* Collect the 6 digits for the Reactor code on levels 1 thru 6. On
each level is a screen showing one digit. These screens are always
found in the same room as the Computer Nodes, and cannot be destroyed.
When you recieve authorizatiom from Earth to scuttle the station
(after destroying the 4 antenna on L7) go down to level R and enter
the core of the Reactor (which until this point is blocked by gratings).
Activate the Repulsor lift to rise to the controls. On the keypad
you find there, enter the first three digits (from L1 to L3), and
then the second set of three digits (from L4 to L6), and then throw
the large switch next to the keypad. Then it's off to the Escape
Pods on level 5.
* Zip up to level 5 and hop into an escape pod (code 001). Be warned
that there will be nasties all along the way to stop you.
5) Destroy Shodan
* Find Isolinear Chipset and "use" it on the panel to gain access
to the central area.
* Battle Shodan in Cyberspace. If the battle ends and you just get
a still shot of Shodan's face - you lost (try again). Shodan is a
large gray cone-shaped thing an an area of Cyberspace on level 9.
This area is off to the side of the main current flow, so if you
just let the current carry you, you won't find it. Explore.
Start blasting away as soon as you find him. He will immediately
make it just about impossible for you to control your movement, and
at the same time start obscuring your vision pixel by pixel. If you
don't nail him by the time the screen is completely filled in, you
lose. I found that the only solution is to just continually fire
my Pulser as fast as I could (whether or not I had him lined up
in my sights at the time).
NOTES:
* Retina Scan - on level 3 there is a door that requires a retina scan.
Find a human head with both eyes intact (by putting them in
your inventory and examining them). Abe Ghiran's is in pretty
good shape (found in west area of level 3).
* Virus Mutants on level 2. These mutants are behind a force field, and
will be released automatically when you reach the correct point
in the game. Nothing you can do until then. (Trigger is jettison
of Beta Grove on L6).
* Elevators don't work - you will get a message that elevator power is
being diverted somewhere. After completeing the appropriate
task (usually resulting in the destruction of the 'somewhere'
that the power was diverted to) will enable the elevator.
* Dermal patches have side effects - example: using a Sight patch will
work for a while, but afterwards your sight will be poorer than
originally, and application of further Sight patches will not work.
Use a 'Detox' patch to remove side effects from other patches.
* Broken doors - some doors are 'broken beyond repair'. There is nothing
that you can do.
* Maintenance doors on Level 3 - are locked and give you the message that
'no maintenance required'. They will open after you have first
attempted to flip the 'Jettison Enable Master Control' on level
6 (after flipping the 'Jettison Enable' switches in each of the
3 groves on level 6.
* Reactor destruct code is different for each game that you play.
* Each Cyberspace terminal leads to a seperate enclosed area. You
may be able to see some of the other areas, but cannot reach them until
you get to the appropriate terminal. Each time that you enter Cyber-
space, you have only a fixed amount of time before Shodan detects you
and wipes you out. If you are killed in Cyberspace (Integrity Failure)
the next time you enter your total time will be reduced. You may wish
to Save your game before entering, and practice until you can clear
out an area and leave via a normal exit. Then Save again and go back
for the rest of the stuff.
* Edward Diego (the Cyborg version) will teleport away when you have
injured him sufficiently during your first two encounters. The third
time is a charm.
* Play all of those cool Games you picked up in Cyberspace !! (Note that
using a Reflex patch will greatly increase your luck).
* You only need to use 1 Interface Demodulator and 4 chunks of Plastique
to complete the game.
* Turbo Booster - select the Booster and then Select 'Item'. You will
see that there are two settings for the Booster ("Skate" and "Boost").
The 'Skate' setting will allow your jumps to be higher and farther. The
'Boost' setting greatly increases your top speed, but is very difficult
to control.
* Jumping - use your Turbo Booster on the 'Skate' setting (see above) to
greatly enhance your jumping ability.
* Re-generating Autobombs. There are two places in the game (one in a
hallway on level 7, and another in a maze area on level 9) where the
Autobombs are unlimited. No matter how many you shoot, there will
always be more.
* Note to myself: check out rumor that if you collect one beverage
container from each level and then type in "SALT THE FRIES"
when on level 9,.. something interesting happens.
* Antenna trap on level 7 - The southern antenna has a force door which
closes behind you, trapping you in the explosion. There is an Access
Panel behind the door which is exposed when the door closes. The
problem is that you do not have the time to solve it. There are
several ways around this:
A) Switch the Cyborg Conversion chamber to ressurect you. After
you are killed in the exposion, you are brought back to life.
* Not the most elegant solution.
B) Crawl back behind the antenna pedastel (to the side opposite
the Plastique) and crouch down. You should take minimal damage.
* Not the most realistic scenario.
C) Use a Logic Probe on the panel (be quick !)
D) Use a Reflex Patch to speed things up (be quick !)
E) Use a combination of C) and D).
* The face on all of the screens is that of the infamous Edward Diego
urging all personnel to join him.
* "Robot Production Cancelled" switch on level 2 - this switch disables
the further generation of Hoppers on this level.
ELEVATOR DIAGRAM:
9
8---8
7---7
6---6---6
5---5 |
4 |
3---3-------3
2---2
1 |
R
COOL STUFF: (listed on lowest levels you may find them, duplicates of many
-----------
items are found on higher levels).
HARDWARE:
Biological Sys. Monitor v1 - L1 (north edge)
v2 - LR (south by Radiation Treatment station)
Sensaround Multi-view v2 - L3 (northeast)
v3 - L9 (northwest)
Head-mounted Lantern v1 - L3 (west)
v2 - L5 (across force bridge in Flight Bay 4)
v3 - L8 (center & southeast) (2 of 'em)
Energy/proj. Shield v1 - L2 (Delta quadrant, in radiactive storage)
v2 - L5 (west, through crawlway past repulsor lifts)
v3 - L7 (east)
v4 - L9 (north edge)
Infrared Night Sight v1 - L6 (Delta Grove lobby)
Nav. and Mapping Unit v1 - L1 (your closet)
v2 - L3 (east)
v3 - G2 (southwest edge)
Multimedia Data Reader v1 - L1 (your closet)
Turbo Motion Booster v1 - L1 (north edge, in radioactive storage room)
v2 - L4 (central)
Jump Jet Boots v1 - L4 (southwest)
v2 - G2 (northeast)
v3 - L7 (west)
Target Identifier v1 - L2 (Library)
v2 - L4 (north edge & west) (2 of 'em)
v3 - L6 (northwest)
v4 - G1 (southwest, behind shrub)
Environmental Suit v1 - L4 (southeast - past door with keypad access)
v2 - L3 (southeast, in Abe Ghiran's office)
v3 - L7 (east edge, under clothing, hard to see)
WEAPONS: (In order that you first run across them)
Lead Pipe - L1 (your closet)
Sparqbeam - L1 (several to be found)
SV-23 Dart Pistol - L1 (below elevator panel outside hospital)
DH-07 Stun Gun - L1 (southeast edge)
SB-20 Magpulse - L1 (behind 'cyberspace locked' doors)
ML-41 Minipistol - L1 (northeast edge by Computer Nodes)
Magnum 2100 - L1 (southeast edge, behind locked hidden door)
AM-27 Flechette - LR (northeast - past Zero-G Mutants)
TS-04 Laser Rapier - L3 (south, up a ladder) (great for close range battles)
DC-05 Riot Gun - L4 (central) (worthless !)
ER-90 Blaster - L5 (west, through crawlway and past repulsor lifts)
MK3 Assault Rifle - L5 (northwest & south) (2 of 'em)
MM-76 Rail Gun - L6 (west)
RW-45 Ion Rifle - G1 (northwest)
RF-07 Skorpion - L7 (southwest)
Plasma Rifle - L8 (west edge storage room, button nearby lowers field)
SOFTWARE:
Pulser v1 - L1
v2 - L1
v3 - L2 (library)
v4 - L2 (library) (ICE)
v5 - LR
v6 - L???
v7 - L5 (ICE)
Drill v1 - L2 (library)
v2 - LR
v3 - L???
v4 - L5
Shield v1 - L1
v2 - L2
v3 - L2
v4 - LR
v5 - L5
v6 - L5 (ICE)
ACCESS CARDS:
------------
STD - L1 (STANDARD) (your closet)
MED - L1 (MEDICAL) (In room with Cyberspace deck - crawl around)
GROUP-1 - L1 (In room across from Hospital door)
PER-1 - L1 D'Arcy (In D'Arcys office)
SCI - L2 (SCIENCE) (on cyborg by Cyberspace 2)(also IN cyberspace 2)
ENG - L2 (ENGINEERING) (north central - on corpse through teleporter)
GROUP-3 - L2 (by Computer Nodes - hidden in Thermos bottle)
GROUP-4 - L2 (in Library cyberspace)
ADM - L6 (ADMINISTRATION) (northeast, in large room with many bodies)
ENG - L7 (ENGINEERING) (southeast, one of 3 ENG cards on this level)
COM - L8 (COMMAND) (west edge, approach from southwest)(COM=SEC)
GROUP-6 - L8 (offices at northwest edge)
PER-5 - L8 (on Diego's corpse)
CHEATS:
------
* Use 'Alt-H' to turn on the on-line help. This will automatically
point out hidden doors for you, as well as some other things that
you may have overlooked.
* Free energy: Turn on your shield and lantern. Now click to activate
your Turbo Motion Booster System ("Booster") and click it off. You
should get a message indicating a very low, or zero, energy drain.
If you get a low reading (not zero), click Booster on and off one
more time. You should now have full shield and lantern with no
energy drain at all. NOTE: energy weapons, enviro-suit, and jump
boots will still drain your power when you use them.
* More free energy and health: Always carry a battery (regular or
I-CAD) and a First Aid Kit. Throw the battery on the ground in front
of you and move close (so that it appears to be fairly large). Then
"use" the First Aid Kit on the battery. Or (conversely) throw the
First Aid Kit on the ground and "use" the battery on it. It works !
You now only need 1 battery, and 1 First Aid Kit! Make sure that
you have turned off the Multi-Function Display to get a clear shot
at the target that you have placed on the floor, and that you have
adjusted your position and viewing angle to maximize the apparent
size of your target. (disabled in CDROM version).
* Free Light - Hit 'Escape' key and select options menu. Adjust the
'Gamma Correction' to get all the brightness that you need.
* Access panels: All you need is 1 (one) Logic Probe. Go up to the
panel and Save your game. Now use Logic Probe to solve the puzzle.
Write down the solution. Restore game and you know the solution.
All you ever need to carry around is just the one Logic Probe.
BUGS:
----
* Sound cards: Edit the 'CYB.CFG'. The most common problem is an
incorrect sound card base address. The file expects the address to be
entered in decimal (not hex). Thus address 220H is really 544.
* "Could not load palette" - this error message indicates that you do
not have enough buffers and/or files available to be opened at one
time in your 'autoexec.bat' file. Change to 'Buffers = 30' and
'Files = 40'.
* "Don't salt the fries" - see above about Files/Buffers. This message
also could mean that there is a problem with your Sound card or your
Video card (among other things). Check the CYB.CFG file to be sure
that it has the proper defaults for your system.
* If using SMARTDRV, use the "C" option to disable the write-back
cache (may prevent frequent lock-ups).
* You may recieve an E-mail from Parovski after she is already dead.
* "Military Level Cyberspace Lock" doors on level 8 will never open.
This is a known bug, and will be fixed in the CD-ROM release.
* Cannot put any more messages on map ('Cannot place message'). I found
that if I delete a previous message, and then get out of map mode,..
sometimes it's fixed when I try to place more messages,.. sometimes not!
* Mouse calibration un-calibrates when reloading Save games. You will
find yourself drifting backwards even when not touching the mouse. Just
quit the game (back to DOS) and restart.
CD-ROM VERSION:
--------------
* Can't use free energy/health trick (oh well)
* Your choice of 320x200, 320x400, 640x400, 640x480 graphics (though
you may have to wait for the '686 and 64-bit local bus to arrive
to use the higher resolutions in full-screen mode).
* Full speech for E-mail and Logs
* Improved Intro and Endgame
* Needs > 550K free base memory to save games (regardless of what it
says in the manual). With 600K free it worked fine (no "ObSys error").
* Overall, very cool.
UNANSWERED QUESTIONS:
--------------------
* Is there any sure-fire way to eliminate the 'Cannot place message'
error you sometimes get when trying to place messages on the map?
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