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- Walkthrough for 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?
-
-
-
-