####  System Shock 2 FAQ V2  ####        by d0om

email me at d0om@earthling.net
(The first 0 is a zero)

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 recomend 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.

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. Please e-mail me with any questions.


Contents
--------
1.Character generation
2.Weapons
3.Walkthrough
4.Leagal 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 abilty, 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 recomend 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 usefull). 
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 reserched 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 maintenence (free maintence tool) or
+2 cyber affinity
________________________________________
+2 Agility or
+2 Endurance or
+1 Research
_________________________________________
I like the navy the best. I would recomend choosing hack, cyber-affinity and 
research. This is becasue hack is extreamly usefull in the game, you get cheaper
and better goods from replicaters, 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 neccessary 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 weopns, +1 Cyber affinity (free lazer pistol)
_________________________________________________________________
+1 repair or
+1 modify or
+1 maintenance (free maintence tool)
__________________________________________________________________
The marines are a good unit to join, you get a good stat, weapon skill and
technical skill. I would recomend getting the bonus strength for carying 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 powerfull. 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 versitile, one shot of standard takes
               out a camera, and one AP round kills a protocol droid. Best to save the AP
               rounds for Maintence robots if you can. If you don't have a lazer 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 
               unaccurate but effective in a pinch.

shotgun--------This requires standard of 3 to use. It has to ammo types, normal and 
               anti-personel. The normal is pretty all purpose, and the anti-personel
               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.

assualt rifle--This requires standard of 6 to use. It is identical to the pistol, execpt
               it does 25% more damage, has a larger clip and can fire in auto rather than
               three shot burst. The auto is extreamly powerfull, 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
               maintence is essential.


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

Lazer pistol--This requires energy 1 to use. Most of the following applies to all energy 
              Waepons. 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. Maitenence is 
              vital to hold more charge. It is very reliable. The over-charge is usefull
              against bigger robots, but remember that you can fire standard shots while
              the over-charge is re-loading. (Assing a key that you can remember to this)

Lazer 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 maintence. It is very powerfull
              and can kill most enemies in one or two swipes. Good against everything.

EMP rifle-----This is the best in robot killing. One shot from this will kill any
              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
              Over-charge mode does not have to re-charge either and the weapon has a 
              high rate of fire. Normal shots use 2 charge, over-charges cost 20. 
              NB-does nothing to fleshy targets.


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

Grenade launcher--This requires heavy 1. It is the most versitile gun in the whole game.
                  It has many different grenade types, frag, proximity, incendry, EMP
                  and dissruption. The frag is an area explosion, the proximity detonates
                  when something moves near it. The incendry is good for flammable targets
                  the EMP grandes are really powerfull against robots and cyborgs, but are
                  rare. The disruption grenades are powerful but have an extreamly small
                  blast. Grenades can either detonate on contact, or bounce around. 
                  Proximity grenades will 'stick' onto any surface when fired on contact
                  mode.

Statis field------This requires heavy 4 and strength 3 to use. It uses prisims 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 damge however and so is good as a retreat tactic, or to allow you
                  to pummel them with your wrench.


3.Walkthrough
-------------

Deck 2 Med/Sci
--------------

If your stuck at the very start then read the manual as it has a walkthrough up to the
first security room. If you can hack then try to disable the security. Instead of 
providing a complete walkthrough, i'll just address the key mission objectives. There 
will still be a lot of other stuff to see and do though not neccessarily vital.

1 Go past the security room and then left, watch out for a camera, (if you don't have a gun
or hack then got to the Xerxes room turn right instead of left, and seach all the bodies 
for a pistol). Seach the smoking body and get the power cell and game player :).



2 Recharge the cell by going to the recharger! it is straight out of where you started, turn
 right and carry on past the lift and the through a door. Go past the chemical store room
(or in if you need a chemical to research) then go down the ladder and into the lower area.
Watch out for the two turrets if you havn't hacked security. There are explosive barrels near
them if you want to fight them. Use the recharger.


3 Go back and put the recharged cell in the socket in the wall. Go throug the bulkhead to 
med/sci 2.


4 The key card for the crew sector is left, past the medial table and regenerator, then
right, running past the camera, (or shooting it) and carry on until a radioactive bit.
Smash the window on the left and jump through. Watch out for a camera. Climb down the ladder
and pick it up.

5 The key card for the R&D sector is in the crew sector. Go past the OS upgrade station,
and down into the waterlogged area beneath, its on the far right hand side in a room called
watte's room! Watch out for cameras

6 In R&D its pretty straight forward, watch ot for cameras and carry on until you get to a lift, 
wattes is down there. Search for a log with the key code to enginerring before you leave.

7 Go back to where the lift is and opposite is the maintenence shaft go down it.

Well done, You've done the first deck (Note I missed out all the guns and enimies on purpose
You should explore and find them yourselves) 


Deck 1 Engineering
------------------
 
1 Go to the engineering control room, left at the start and follow the passageway. Its locked,
  Polito tells you where to go.

2 Go through the maze, resting in the non-green (radioactive) bits to allow your 
  rad counter to go down. Rad hypos will help a bit as will speed boosters. enter 
  all the storerooms you can.

3 You will recieve the code for one of the storerooms from Polito, this is the
  one with the rad suit in.

4 Get out of the coolent tubes and into an area with a replicator, a lift, a regeneration chamber
  and a camera. There is a security station inside the central room.

5 Go through the door with a ramp past the Xexes room and into a corridor. Go up the grav
  shaft to reach fluids control.

6 The code for fluids control is in Cargo bay 2. The key card for this is in cargo bay 1.

7 These are straight on the corrider and through a bulkhead.

8 Cargo bay 1 is unlocked, just hit the rubble with your wrench.

9 Security can be disabled from the control room, also there is a Recharger and some upgrade units.

10 Once you have the code from cargo bay 2, return to the fluidics control room.

11 The part is in the chemical store-room (check your map) a log gives you the code.

12 Put the right part in the slot in the  top story of the conrol room by the cargo bays.

13 Go back to  fluidics control and reset the system.

14 Go all the way back to the start of the level and go back to the door that wouldn't open.

15 Go to both the naccells and reset them, then reset the main engine (Up a lift).

16 Return to the lift in engineering/med sci and go to the highest deck you can.


Deck 3 Hydroponics
------------------

This deck is actually imposible without the patch, so go to http://www.shock2.com and download it.

I'll be adding this deck soon.



4.Legal section
-------------------------------

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met: 

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This document is copyrighted (c) 1999-2000 d0om
All Rights Reserved 
 
e-mail d0om@earthling.net