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┌───────────────────┐
│ F L A S H B A C K │
└───────────────────┘
╔════════════════════════════════╗
║ ORIGIN SYSTEMS' "SYSTEM SHOCK" ║
╚════════════════════════════════╝
NOTE: Screen shots are available for this game in this magazine. They
are contained in the file "SSHOCK.EXE." To view them, simply type "SSHOCK" at
the DOS prompt. All shots are in plain VGA, 320x200 resolution. The game sup-
ports up to 640x480 SVGA, but the low-res pics were included due to space con-
straints.
NOTE: The majority of this huge article is taken up by the walkthrough,
downloaded directly from the World Wide Web. If you would like the walkthrough
printed out, use your text editor (i.e. EDIT for MS-DOS users, Notepad for MS
Windows users) to cut out the rest of the article, then print the walkthrough.
The beginning of the walkthrough is designated by two lines stretching the width
of your screen. The hints are very thorough and will get you through the game's
puzzles if you're stuck badly. Enjoy!
SYSTEM SHOCK - OVERVIEW
───────────────────────
Don't you ever get tired of the endless kill, kill, kill routine of DOOM
and its many clones? Even playing multiplayer DeathMatches - doesn't it ever
get just a _little_ old? Admit it. You've gotta be getting just a bit tired of
those first-person blastfests. Don't you wish someone would do something a bit
more creative with that fantastic first-person engine?
Well, Origin's System Shock may answer your prayers. It came out in the
waning months of 1994, but it's still a top-notch, stunning game. Supporting
graphics up to 640x480 (just imagine DOOM with that resolution, only with more
objects, more complicated textures, and better level design!), this one-and-a-
half-year-old game still looks great, which is not a small achievement. Even
better, it will run (slowly) on a top-notch 386!
The premise of System Shock is that you have been apprehended for hack-
ing, and brought into a space station by a certain man who thinks he can use
your skills. You hack into the station's AI, known as SHODAN, and in return he
clears your name and gives you an expensive military-grade neural implant. The
game, set in 2072, begins when you awaken from the six-month rest and recupera-
tion process that the neural implant requires. When you wake up (you'll never
guess this part), you are strangely alone, and a service robot starts trying to
claw you to death. Luckily, there's a lead pipe nearby, and you beat the insane
thing to pieces.
What's going on? Why, SHODAN is going crazy, of course. The AI has
taken over the station by using its service and maintenance robots to kill hu-
mans and turn them into controllable cyborgs. You awaken just as the last frag-
ments of human resistance are beginning to give way aboard the station. SHODAN
wants to use the station's powerful mining laser to torch a city on the Earth.
There's no time for any external support to stop the crazed AI. Guess who gets
the job?
Anyway, as a pure action game, System Shock doesn't measure up to DOOM.
There just isn't any of the frantic running around, constantly shooting things,
looking for ways out. And as a pure roleplaying adventure, System Shock's puz-
zles are far too simplistic. So what exactly is it? It's a masterful hybrid of
fast-paced, heart-pounding action, haunting atmosphere, and interesting and inn-
ovative puzzles involving exploration and, most impressive in a first-person
game like this, object manipulation.
Your character periodically will collect voice logs and E-mails, along
with the occasional piece of stunningly rendered Video-mail. The voices are
extremely well done and add greatly to the game's already excellent atmosphere.
In addition, they maintain the illusion that your character is not alone. You
will receive E-mail from resistance members elsewhere on the space station. Of
course, there is no NPC interaction, as all these people end up dead before you
can find them. Still, the voice element helps to weave this immersive, all-too-
real world.
Further suspending your disbelief is the excellent physics engine of the
game. As described in the playtester's notes below, things move very realistic-
ally. You can throw objects, which arc realistically at the same time as your
body moves very slightly backwards with the motion. You can jump, climb walls,
look up and down, lean, look around corners, crouch, and crawl - and you will
_have_ to, if you want to complete the game.
The object manipulation is what makes System Shock so much deeper than
DOOM and its action-oriented clones. The world is filled with objects that can
be picked up, used, thrown, discarded, destroyed, etc. These objects can in-
clude various weapons, various grenades, bombs, medical patches (some of which
have some really slick side effects!), access cards, notes, equipment to plug
into your neural implant, and various miscellaneous objects that will help you
along the way.
Another place where System Shock surpasses DOOM's simplistic gameplay is
in the puzzle department. In one early puzzle, you must stop SHODAN from firing
the laser on Earth. To accomplish this (spoiler alert!), you'll have to find a
certain element, put it in the correct place, turns the station's shields on,
deactivate two or three safety locks, then fire the laser into the station's
shields, destroying it. All this is to be done while under fire. In addition,
these tasks are spread over three of System Shock's ten levels.
Speaking of levels, they are all extremely well designed. Though they
may be a bit confusing, they all make perfect sense when you think about it, and
some parts make for some stunning graphic effects, particularly in the reactor
level and the hangar level. There are some impressive semi-outdoor scenes also,
on the "grove" sublevels. Of course, because everything is fully three-dimen-
sional, there are lots of slopes and hills to spice things up. The hilly terr-
ain in the grove sublevels is particularly impressive.
Another major part of System Shock takes place in cyberspace. This is a
stunning wire-frame simulation of a zero-gravity environment. Though the phy-
sics model doesn't feel right on target, it's close enough to be on par with the
rest of the game's superior standards. Cyberspace in System Shock is really
interesting, with polygons representing data, nasty electronic guards, and some
really cool software.
But System Shock's real appeal is in the atmosphere. Remember the first
time you ever played DOOM? It's like that, only multiplied by a hundred. The
world is a completely plausible 3-D world, with slopes, ramps, hills, elevators,
great lighting effects, light switches - everything you might find in a real
space station of the 21st century, except for the friendly people. The world is
so real you'll be afraid to play at some points. There are some downright scary
areas, where it's quite dark and you can hear _something_ around that corner...
and SHODAN is E-mailing you, telling you that if you go any farther, you're a
dead man. When you put it all together, you could go insane just by playing.
It's that real. Play the game for long enough, and you'll see what I mean. I
myself have not yet finished the game. There are some places I need to go but
am reluctant to, because they're dark and full of nasty things like invisible
mutants. I have jumped out of my seat when an invisible mutant (nasty beasts!)
started attacking from behind. You can call me whatever you like, but believe
me, the world is well-realized enough to pull anyone in.
In summary, I have never seen an effort to make a game on such a level
as System Shock's. No game has ever felt this real. System Shock and a VR set-
up wouldn't be fun at all. It would be way too real. It would be an exercise
in fright. As it is, System Shock is simply the most stunning achievement in
simulating a real-life situation as I have ever seen.
╔══════════╡ Summary ╞══════════╗
║ S Y S T E M S H O C K ║
║ ORIGIN SYSTEMS ║
║ Overall review: EXCELLENT ║
║ Suggested retail price: $55 ║
║ Rating: Not rated ║
║ Platforms: MS-DOS 3.5; CD-ROM ║
╚═══════════════════════════════╝
SYSTEM SHOCK - PLAYTESTER'S NOTES
─────────────────────────────────
Created by:
System Shock was developed 'out of house' for ORIGIN by Looking Glass
Technologies and Doug Church, the lead programmer behind Underworld I
& II. The project is being tested by ORIGIN QA, and produced by Warren
Spector, the producer of Ultima VII, Part Two: Serpent Isle.
Interface:
The game sports a full-screen, smooth-scrolling, first-person
perspective view, an innovative on-line help feature, and an extremely
realistic, true 3-D physics environment. The player can crouch to
enter small passages, leap across trenches, strategically lean around
corners to fire at opponents, look straight up and down, and even
climb walls. And these movement features are not just superfluous
fluff; they are an integral part of successfully completing the game.
Unlike most first person perspective games, System Shock is filled
with 'physical' objects, which can be picked up, thrown, manipulated,
or destroyed. Objects within the game are affected by physical impact
and explosions--lob a grenade into a room, and not only will the blast
affect any creatures in the room, but monitors and control stations
will be torn apart as well. Thrown items bounce off enemies, the
non-orthogonal walls and floors, and other 'solid' surfaces.
Interface support includes mouse, keyboard, joystick, and Logitech's
Cyberman.
Game premise:
System Shock's cyberpunk story line will pull you in and keep you
enthralled throughout the game. A great deal of design effort has
gone into detailing the game's subplots, background characters, and
fictional setting. The designers wanted to focus as much on the story
elements as on the phenomenal technical aspects of the game. Each area
has an atmosphere which feels functional and lived-in. Exploration and
problem solving carry as much importance as combat and survival.
The intro starts by depicting the player-character attempting to hack
into the TriOptimum Corporation's computer system in hopes of
pilfering valuable corporate data. TriOptimum's security proves too
tough, however, and he is caught in the act. But before the hacker
is jailed for his high-tech crimes, one of TriOptimum's executives
offers him a secretive deal, promising freedom and a cutting-edge
neural interface jack in exchange for some unauthorized,
cyberspace-related work on Citadel Station. The station is an orbital
genetic research station owned by the corporation, and is the game's
primary setting. The executive has the player-character shuttled to
Citadel to begin work. His sole task involves freeing SHODAN,
Citadel's security AI, from its ethical constraints. His job
successfully completed, the player-character goes into TriOptimum's
top-of-the-line neurosurgery ward for the promised interface jack. A
six month healing coma follows the operation. Game play actually
begins when the player awakens from his long recuperation, and finds
that Citadel has been thrown into a state of chaos as a result of
SHODAN's emergent sentience.
Key features:
System Shock allows the player a great degree of game customization.
The player may choose settings from 0 to 3 in four categories,
including Combat (the strength and quantity of enemies), Mission (the
complexity of the plot), Puzzle (the difficulty of the puzzles), and
Cyber (the degree of challenge while maneuvering through cyberspace).
Additional customization includes: full-screen or reduced-window mode,
right- or left-handed mouse controls, on-line brightness controls,
terse or normal length text for e-mail transmissions from the game's
secondary characters, and user defined on-screen inventory controls.
The game has a detailed auto-mapping feature that allows the player
to leave notes in important places. The automap (and just about
everything else in the game) can be called up with hot keys.
Throughout the game, the player gains power by locating and using a
wide array of neurograft hardware attachments. Included in the list
of cyberware available to the player are: a personal energy shield,
infrared optic lenses, a targeting system, jump-jets, and others.
Citadel Station has a number of cyberspace nodes in which information
is collected. The player can use the cyberspace terminals scattered
through the station to jack into the information web in order to
open security-locked doors, collect combat software for use against
autonomous cyberspace defense programs, and download information
useful in surviving the mutants, robots, and cyborgs roaming the
station.
Playtesters' comments:
"This game picks up where the Underworld games left off, taking the
first person-perspective engine to much greater heights. The more I
play the game, the more I appreciate things like the simulated
environment, the enemy AI, and the cool array of high-tech weapons
and cyberware."
"The sense of immersion in System Shock is better than any I've ever
seen. I feel like I've been living in Citadel Station. Underworld
fans and gamers who like exploration and problem solving from a first
person perspective--will love this game."
SYSTEM SHOCK - PRESS RELEASE
────────────────────────────
For Immediate Release
September 1, 1994
ORIGIN's System Shock Takes
First-Person Perspective to Second Level
(AUSTIN, TX)_Computer gamers who love fast-paced action
with a first-person perspective aren't doomed to play
mindless shoot-em-ups for the rest of their lives; ORIGIN
will open their eyes with System Shock in the fall of 1994.
The game initially will ship on 3.5" diskettes and will be
followed by an enhanced CD-ROM version slated to have SVGA
graphics and support for VR helmets.
System Shock fuses all the energy of a top-flight
action/adventure game with its own cyberpunk storyline. In
the year 2072, you awake from a healing sleep as the lone
survivor aboard a remote space station. Immediately, you
receive a desperate holographic warning about SHODAN, a
ruthless, super-intelligent computer system that has siezed
control of the station's robotic security forces and
biological research facilities. Moreover, SHODAN has already
set its sights on Earth's plentiful resources. Your only
hope is to enter cyberspace and deactivate SHODAN from
within, but you'll have to battle gleaming sentries and
horrific genetic monsters before you can do it.
The same creative talents who built the dungeons of
ULTIMAr Underworldr now take a high-resolution approach to
science fiction. An all-new gaming engine gives System Shock
real-world physics and stunning graphics, complete with
point-source lighting and animated texture detail. As the
main character, your monitor becomes your eyes into this
alternate world, where you can look up, down and even over
ledges. Also, you can control four fundamental aspects of
game play: mission difficulty, cyberspace difficulty, puzzle
difficulty and combat difficulty. Turn it into a run and
shoot game and have a blast, or turn up the puzzle
difficulty where you'll need more mind power than firepower.
The choices are up to you when you battle the evil SHODAN.
Current system requirements for System Shock are:
IBM-PC, 486/33+
4 MB RAM (8 MB recommended)
MS-DOS 5.0 or higher
Double speed CD drive or higher for CD-ROM version
256-color VGA graphics
Mouse or joystick
MUSIC (optional): General MIDI MPU-401 or 100%
compatible sound board
SPEECH/SOUND EFFECTS (optional): Sound Blaster or 100%
compatible sound board
Expected retail price: $55-$70
###
ORIGIN, We create worlds, Ultima and Underworld are
registered trademarks of ORIGIN Systems, Inc.
System Shock is a trademark of ORIGIN Systems, Inc.
Electronic Arts is a registered trademark of Electronic
Arts.
ORIGIN Systems develops and publishes state-of-the-art
entertainment software. To date, the company has released
more than 45 titles, including the award-winning Ultima and
Commander series of games. ORIGIN is based in Austin, Texas,
and is a wholly owned subsidiary of Electronic Arts (NASDAQ:
ERTS).
────────────────────────────────────────────────────────────────────────────────
SYSTEM SHOCK - WALKTHROUGH (VERY LONG!)
────────────────────────────────────────────────────────────────────────────────
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.
-------------------------------------------------------------
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
GRID ACCESS PANELS:
Example:
--More--(11%) [3998/35337]
Thread 31 of 47 (page 6): System Shock walkthrough here
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). Remember which difficulty level that you
selected so that you can choose the correct solution listed below.
Also note that each puzzle may have many possible solutions. The ones
listed here will work, but you may find others that work also.
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 save your game and then fight a battle,
if you reload the saved game and re-fight the battle, you will find
different items on the enemies.
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
2 Energy Charge Station
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: 1 2 3
------------- ------------- -------------
2-3, 3-4, 4-5 2-3, 3-4, 4-5 Red 2-3
Violet 3-4
Blue 4-5
Grid Access Panels: 1 2 3
------------- ------------- -------------
West (hospital) A1,A2,D5,D7 A1,A2,D5,D7 all 'x' to '+'
Center A7 or C7 ?? 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)
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: 1 2 3
------------- ------------- -------------
Library Red 1-2 Red 1-2 Red 1-2
Blue 2-4 Blue 2-4 Blue 2-4
Violet 3-1 Violet 3-1 Violet 3-1
South Red 1-3 Red 1-3 Red 1-3
Violet 2-2 Violet 2-2 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
Cyberspace 2: (East)
--More--(27%) [9721/35337]
Thread 31 of 47 (page 14): System Shock walkthrough here
SCI-access
Laser Safety Override code (199) (?? didn't find on diff=3)
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.
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: 1 2 3
------------- ------------- -------------
Southwest 2-2, 3-1, 4-4 2-2, 3-1, 4-4 Red 1-3
Blue 3-1
Violet 2-2
North (by grating) Violet 1-1 Violet 1-1 Violet 1-1
Red 3-3 Red 3-3 Red 3-3
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: 1 2 3
------------- ------------- -------------
Central 1-5 Red 1-5 1-5
3-2 Blue 3-2 3-2
5-3 Green 5-3 5-3
2-1 Violet 2-1 2-1
4-4 Yellow 4-4 4-4
Stuff:
Lantern v1 (west)
Sensaround v2 (northeast)
Navigation & mapping unit v2 (east)
Environment Suit v2 (southeast in Abe Ghiran's office)
Laser Rapier (south - from elevator, 1st door on left, up ladder)
Interface Demodulators (east) (you only need one of these)
Cyborg Conversion (southwest)
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: 1 2 3
------------- ------------- -------------
Freight Elevator 1-3 Red 1-3 1-3
4-1 Blue 4-1 4-1
2-5 Violet 2-5 2-5
6-6 Yellow 6-6 5-2
Grid Access Panels: 1 2 3
------------- ------------- -------------
Flight Deck 2 3 A5, C5 A5, C5 A5, C5
Flight Deck door A5, C5 A5, C5 A5, C5
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 Recharge Station
1 Cyberspace terminal
Codes:
Executive Maintenance crawlway - 711
Cyberspace: Decoy (ICE)
Recall
Turbo Navigation Booster software (ICE)
Games v2 (ICE)
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)
GROVES:
------
G1 (Alpha): "Jettison Enable" switch to the west
1 Energy Charge Station
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 in southeast
RW-45 Ion Rifle - northwest
Target Identifier v4 - southwest, behind shrub
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: 1 2 3
------------- ------------- -------------
Central hub (Alpha) Red 2-1 Red 2-1
Violet 1-2 Violet 1-2
--More--(55%) [19636/35337]
Thread 31 of 47 (page 28): System Shock walkthrough here
Central hub (Beta) 2-2 2-2
3-4 3-4
6-5 6-5
Central hub (Gamma) Red 6-2 Red 6-2
Blue 1-1 Blue 1-1
Violet 4-5 Violet 4-5
Yellow 3-4 Yellow 3-4
Northwest (auto-close) 1-3 1-3
2-2 2-2
5-5 5-5
6-6 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: 1 2 3
------------- ------------- -------------
All 1-4 1-4
2-3 2-3
3-2 3-2
4-1 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)
* Reactor codes from computer core screens on each level. Enter these
numbers in order from L1 to L6 (two sets of three numbers each) in
the reactor core (you will not be able to get here until you get
authorization from Earth to scuttle the station later in the game).
* 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).
* 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 area. Practice
each area until you can do it in one run. In some heavily
defended areas, you may wish to simply race through to get
the goodies rather than attempt to destroy all of the enemies
(I.E. get all of the stuff before they finally get you).
You have only a fixed amount of time in Cyberspace. Each time that
you enter, your total remaining is decreased (which is why you
should Save before entering, and practice each run until you can
complete it in only one pass).
* 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 !!
* You only need to use 1 Interface Demodulator and 4 chunks of Plastique
to complete the game.
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 - G4 (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 - G4 (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)
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.
* 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.
* 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.
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!
UNANSWERED QUESTIONS:
--------------------
* What does the Grid Access Panel in the Library on L2 do ??
* What does the Grid Access Panel in north of LR (by grating) do ?
* Is there any sure-fire way to eliminate the 'Cannot place message'
error you sometimes get when trying to place messages on the map?
-=≡<CGW3>≡=-