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Hey all once again, my fellow gamers/goggers(goggites?). Seeing as it's October(AKA Le spooky month for many in the US and even abroad), I have decided to play something a bit spooky which stays in line with what I have been playing(SS1) & which is one of my favorite games of all time. That said, I will be posting BOTH pictures(funny and informative) & advice/silly comments on the game as I once again play through this game.

Some info on my playthrough

The game: System Shock 2(modded with a few high res graphics mods and bug fix mods and not much else)

The career(class) chosen: Navy(my favorite class)

The system: Shocked

The Fries: Likely Salted
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Now for some modding info

There is a wonderful guide pinned in the top of page 1 of the SS subforums here on Gog, with some good info & links to a site with a newcomer modding/install/setup guide as well. Using it is recommended to newcomers as it explains how to setup SS2Tool(a tool to get SS2 more mod ready and fix some things without changing vanilla gameplay), shows some recommended vanilla gameplay mods, and tells how to get them working with the game.

(I will link the site here later if need be when I get the link from my list)

Some mods I recommend not on the list are the stackable snacks mod(allows stacking in inventory of some items like snacks to save space), a quest text mod(adds notes on quests when they are started or updated at the top of the screen), and most of those on the recommended list(except maybe the Vurt's ones if you are wanting to play more vanilla the first time or have a very slow PC).
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Some setup advice(game options)

I recommend going into the controls setup(via options on the main menu) and changing some keys like quick save/load(the ones used might not be best for some....I use keypad star and minus, as an example, which works a bit easier for me) and also setting up some keys for quick use of some items like med kits. Once done make sure to save your binds by clicking save on the controls setup page and save it as any name in one of the slots available.

Some stats advice(skill choices-main stats in-game

(Most of my choices are based in the class I picked(Navy) but many can work on any class as well. Most of the stats below in the main stats can be augmented temporarily by implants which use power.)

Main stats:

Strength- Good to get for more inventory slots/being able to use better weapons and armor.

Cyber(netic Affinity)- Good for hacking various keypads/devices/alarms/etc....also helps(iirc) in the various mini games for repairing items/weapons, modifying weapons, etc.

Endurance- Good to a degree especially if you have no/cr*p armor at the time and are mobbed by enemies, as it gives you more health and(iirc) better defense against toxins and radiation.

Agility- Helps you run faster, and avoid some damage from high falls. It also reduces weapon kickback but I didn't/don't see much difference as it was usually easy to aim even without much points in this skill/stat.

Psi(onics)- Invest in this if you play OSA or want to have a better psi point pool/time with using psi powers.

Skills/other stats:

Hack- Allows one to hack various things in game to enter new areas/get better items & prices in store kiosks/make turrets not attack you/shut down alarms/etc.

Maintenance- Not needed much at the start, this should be invested in heavily if one uses weapons a lot as each increase allows better weapons to be maintained and to a higher degree.

Research- Helps to identify various items(some usable) in the game, like implants/weapons/etc. It is also needed in the storyline at some points, and researching some things helps to make it easier to fight some enemies.

Repair- Not needed as much with weapons if maintenance is kept up on them, but can be useful for a few broken store kiosks and such in-game.

Some starting(game) advice

Training: You are free to play through it for the basic tutorials and to see/hear what happens at the game start(basic and advanced training), but most of it is common sense info one can figure out or learn as they play....not required(as one can run past it and through the door beyond advanced training area), but a bit of extra game play if one wants to partake.

Career Choice: If you like hacking and wants an easier time getting through the various doors and tasks in the game play Navy. If you want more guns at the start and want to be more combat focused play Marines. If you want to make the game very hard(for most people) and try a unique play style try OSA.

Once you choose you will go to a space station and pick from 3+ job postings(1 each time) which add points in various stats(based on career branch/class chosen). Then the game will start properly.

Some misc advice-tips

1. Always check all crates/boxes/bodies and the floors/etc for items such as ammo/hypos/audio logs(which contain info that is sometimes needed to progress).

2. At the start(on the ship) there are green colored terminals on walls you can click to get some tutorial info if needed.

3. Listen for cameras and try to avoid being spotted by one(when on the ship), as if you are seen long enough an alarm is sounded and enemies rush to mob you. If you have a ranged weapon use it to take pot shots at the cameras or get under them and jump/bash them to conserve ammo.

4a. There are regen machines on most levels, and once activated they will revive you if you die...as long as you have 10 nanites(money) on hand, that is.

Also note that some levels have sub-sections and if you enter a new one you often need to activate it's machine as well(if it has one....some do not, and dying in those level sections will be game over for you & you'll need to reload a save game).

4b. On some levels there are med beds that heal you fully for 5 nanites(money)......most do not have keys inserted(which are needed to even use them), but some do.

If you play and find a key first check to see if any med beds nearby have one inserted already and use those beds to heal/save the keys for areas/levels that need the key more.

5. This game has a tight inventory like some other games, so you might not always have room. To help, stockpile all extra stuff that you might need(or want to recycle later on when you can) near the level lifts. This makes it somewhat easy to get back to such stockpiles as needed. I usually stockpile weapons/armor I cannot use(low skill levels), misc items one cannot use(but can be recycles later, like plants), etc.

6. Many mini games(used to hack/disable security/repair/modify/etc) will have bad results if you fail on a black square, so always save before doing those mini games & also try to up your stats needed(they differ for each mini game) before doing so via stat upgrades & implants.

7. To make navigation easier open your map(default key: m) and hit the box marked minimap. Also press the nav marker key(Default: n) to drop a marker at your current spot to mark it as important, then open the map and click that marker to type in some text so you know what it means/points to.

8. Clicking on the ? symbol/button in the lower left(when in inventory/use mode) and then on an item or hud element will give you some flavor text and other info on that thing.

9. Even if not OSA, some PSI Powers can be useful, like: Kinetic Redirection(grab items on far away ledges/etc), the Cryo Power(good alt weapon of sorts), and a few others.

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Addition: Pics added to show tutorial terminals(mostly on level 2) and regen machine examples.
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Well that's it for now. I will add more above to the sections as I start playing/recall things better, and also pictures of said advice/game play as well.

Feel free to add your thoughts on the game/memories of playing/etc, and I will reply in kind.

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Attachments:
Post edited October 25, 2019 by GameRager
A good game, but also one of the most unpleasantly intense gaming experiences I've ever had...it succeeds perfectly in creating a feeling of isolation and continuous dread. I don't know many other games, where you have to take care to have your back to a wall when you're looking into your inventory, so you can't be surprised from behind.

First half or so of the game is especially intense, when ammo, maintenance tools etc. are scarce. I found it eventually got fairly easy and almost turned into a conventional shooter when I had an assault rifle. But I only played on the pre-set standard difficulty iirc, not on the higher difficulty levels, which must be brutally hard.
Post edited October 25, 2019 by morolf
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morolf: A good game, but also one of the most unpleasantly intense gaming experiences I've ever had...it succeeds perfectly in creating a feeling of isolation and continuous dread. I don't know many other games, where you have to take care to have your back to a wall when you're looking into your inventory, so you can't be surprised from behind.
It does all that and more, which is why(I guess) it hits many of the right boxes for me.

As for inventory: You can set keys for some items like med kits/hypos/etc to make it a bit easier....same with ammo switching.
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morolf: First half or so of the game is especially intense, when ammo, maintenance tools etc. are scarce. I found it eventually got fairly easy and almost turned into a conventional shooter when I had an assault rifle. But I only played on the pre-set standard difficulty iirc, not on the higher difficulty levels, which must be brutally hard.
Try playing on OSA and it's even harder(hence my comment above).

With maintenance, you can invest heavily in the skill(and monitor your weapons to repair before they break) & need less tools as a result, which is handy.
Post edited October 25, 2019 by GameRager
First(2nd) level-MedSci.....A return to familiar roots(for those who played SS1)
Now we get into the meat and potatoes of the let's play.....actual game play/advice/jokes/etc....as such, there will be spoilers, though most will be marked as required.

*Spoilers*

Musings: One of my favorite levels due to the callback from SS1'S start, it being the first level(beyond the starting bits) with game play in it, and it's layout/tasks. The music is also pretty good/upbeat/tense.

Points of Interest:

Regen machine- Just north of the level's upgrade machines and the halls with the main lift/security station, through a door & next to the morgue.

Chemical Storeroom- East of the main lift hallway through a door, and then through another door to the north next to that door.

Weapons- A pistol is found on the guy near the store in the roundish room near Xerxes display, north of the main lift a bit. Also another pistol is found in the chemical storeroom on a guard.

Enemies: The starting ones appear after the door in the pic called combatstart below, and include mutated/infested humans called hybrids. There are pipe hybrids(self explanatory) and there are also shotgun hybrids(ditto) that make rare appearances. Also found on the level are a few PSI Monkeys(they shoot psionic blasts from range at you), and ONE maintenance bot(yellow bot that shoots energy balls) after a certain point.

Also found on this level are a few grey(bullet) turrets which can be powered down temporarily via security terminals, and if you have hack skill 4 or higher you can hack said turrets to get them on your side...well until the enemies mob them and destroy them, that is.

*Pics added to post of some stuff from the game's start and also this level...combat start shows where on the first level you first meet enemies*

*End Spoilers*

Advice: Upgrade your hack to at least level 3 if you want to hack store kiosks, and avoid turrets if you want to hack them later as you need hack lvl 4 for that.
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MedSci 2 Area(via bulkhead)

At one point you will need to go to another section of this level. Once there, be careful to activate the regen machine first and save often until you do, as you won't respawn until you do.

*Spoilers*

Points of interest:

Regen machine- Found a bit down the left hall/path from where you start, in a side room with a window. There is also a med bed here you can use(for 5 nanites) to heal fully.

Armory(in the crew section iirc)- Needs code which cannot be obtained until much later(remember where the room is by marking it or making a note). The upgrade stations are in the same section as well, in another bar area.

Upgrade terminal- The first such terminal(allowing one upgrade out of a list shown) is right to the left of the door leading to the room where the armory is, and is across from the upgrade station room/bar. Pick whichever you feel is best, but some good choices are: The one the gives higher melee damage(not the overhead one, the other one), the one that improves ranged weapon damage, and the cyber modules one.

Hazards:

Some areas have radiation warnings and will kill you quickly if you have low endurance/health and not enough rad hypos. One such area has a decon shower(similar to the station on Level R in the first game which can remove any radiation you have on you if you walk through it.

Enemies: Same as the first section of this ship level.

Weapons: A grenade launcher(broken) can be found in a small bar in the level, behind the counter. An upgraded(lvl 1) pistol can be found on a ledge in the crew quarters on a ledge in the upper areas(once you get the key card), but you need PSI Pull to get it. Both are shown in screenshots below as to their location or close to where they can be found.

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Mostly done here/this post
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Attachments:
Post edited October 27, 2019 by GameRager
2nd(1st) level-Engineering(Eng A).....On radiation sickness, confusion, and backtracking

This is the second level of the ship, set on the first deck. You start in area with radiation hotspots, so saving once(and not overwriting it until the regen machine is active) and using other saves/quicksaves along with hypos/running is key here.

It is also one of my love-hate levels due to various bits listed in the spoiler below(mainly due to layout/hazards)
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*Spoilers*

Hazards:
Radiation spikes combined with no regen machine activated at level start make the starting tunnels a bit tricky. Avoid the NW tunnel sections and run through other hotspots until the radiation can be cleared later, while using hypos(rad/health) to stay alive. There are also some enemies in some tunnel parts as well so be careful as you go along.

Near the west end of the level are many turrets, and it is recommended to use the console near the main lift(in a small room and up a ladder) to deactivate them and the cameras before attempting to kill them.

Points of interest:
Regen machine: It, and the closest security terminal/a replicator with hypos-some ammo/the main lift are all down the coolant tunnels/paths to the west......though one should avoid the more NW paths in the tunnels as they are more radiation heavy(I usually go south from the start and then head through the SW tunnels).

This spot is also good for leaving stuff you cannot carry behind as you can get to it from any level's lift.

Supply closet: There is a supply closet(with radiation protection armor) you can hack near the NW area of the tunnels(near the main lift area), or you can get the code later from your "helper" as you look around the tunnel sections/other supply room in the SE areas.

Chemical Stores: In the same SE tunnel areas mentioned just above this part. Need code(found later) to enter.

Power core room- East/SE of the starting tunnels, the door is locked until later. Once open the main core terminal is on the upper floor(via a lift), and the nacelle controls are in the rooms to the north and south. There is also a locked door on top of the core which can be opened much later.

Fluidics/coolant control room- Up a grav lift near the west end of the level....locked with a code you need to find.

Small lift- West of the Xerxes display in the hallway....needs main power online to use....check it out after starting the engine up later.

Enemies:
The same pipe hybrids and monkeys appear in various areas, and as you go along you will meet exploding bots(they talk to you, so you'll know it's them) as well.....it is recommended(unless you want to respawn via death at the main lift) to avoid them and shoot them from a distance with armor piercing ammo/cryo shots(psi)/laser pistol shots(when found).

There are also Laser Turrets near the bulkhead door to the other engineering section.

Weapons:
An assault rifle(broken) can be found in the southern engine nacelle(lower part) along with an item to research in the nearby box. It if decent when upgraded BUT it needs lvl 6 standard weapon skill to use, and high modify/repair skill to get it working & upgraded.

A laser rapier(needs 4 energy weapons skill and 3 agility) can be found in the lower engine core room on a body near the security terminal there. It does a bit more damage but(imo) isn't worth it if you get the other melee weapon later on.

*End Spoilers*

*Pics added to show various key points/terminals, and my sad attempt at humor. XD*
Attachments:
coreentry.jpg (188 Kb)
smalllift.jpg (229 Kb)
Post edited October 29, 2019 by GameRager
I really hated those creepy monkeys, absolutely vile creatures.
You didn't mention the cameras...those are also horrible. I usually reloaded when I triggered an alarm, though this probably isn't how one should play it...but once I fled into a room and hid crouched under a desk until the alarm had ended, while the mutants were looking for me.
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morolf: I really hated those creepy monkeys, absolutely vile creatures.
So did I...but more because they spawned a lot in some areas and had powerful ranged attacks.
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morolf: You didn't mention the cameras...those are also horrible.
Iirc I mentioned them not in the enemy lists but in the general advice in the first post, and yeah they are tough but at least they make a sound so one knows where they are(once they know the sound they make after the first one encountered) & they can be temporarily powered down via the terminals.

They also fit with the first game(it also had cameras to break, though doing so there usually had more plot relevance/gameplay relevance via unlocking some areas by breaking enough of them.
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morolf: I usually reloaded when I triggered an alarm, though this probably isn't how one should play it...but once I fled into a room and hid crouched under a desk until the alarm had ended, while the mutants were looking for me.
I know the feeling. I would also reload or just go to the terminals and use them(iirc doing so shuts down the alarm).
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As for me: I am currently in monkey-bot central....i.e. the cargo bays of hell. Fun times.

(Also thanks for reminding me of stuff to add to old posts.....I am remembering as I go and adding stuff as needed, while also not giving away too much so people can have fun their first time playing)
Post edited October 27, 2019 by GameRager
2nd(1st) level-Engineering(Part 2-Eng B).....hope you guys/gals like monkeys & explosions

This bit of the level is the ship's cargo/shuttle area, and has 4 cargo bays/shuttle area/some other areas. It is packed with many enemies(from the start or respawns) and you need to activate another regen machine for this section, so be careful.

Advice: Check on top of/behind/etc crates in the rooms and check all floors as items can be found scattered around.

Musings: Seeing all the neatly stacked crates(many of them huge) one must ask....how in heck did they stack them so neatly without any loading equipment?
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*Spoilers*

Hazards:
More a trap than hazard, there is a laser turret in the westernmost room, which can be taken out easily via the exploding barrels nearby and an extra shot or two after doing that.

Also bot traps(in the form of bots summoned) can occur when broken lifts in some rooms are pressed.

Points of Interest:
Regen Machine: In the westernmost room, up a grav lift and then another normal lift, on the lefthand side of the room(near a camera). The same room also has a quest terminal featured prominently, and requires a bit of backtracking to complete(hence the title of the previous let's play post on Engineering A above).

The Upgrade Terminals(tech/main stats) are in the same room as the regen machine, along with a security terminal.

(Another security terminal can be found in the first cargo bay in one of the side areas)

Enemies:

A few more maintenance bots(the yellow one from the med sci level) make an appearance, as well as many many exploding bots(in crates, which also explode when damaged enough, and walking around). There are also pipe/shotgun hybrids, as well as more PSI Monkeys.

Weapons:

A laser pistol(broken) can be found in the 2nd cargo bay, on a body near another body which contains an objective/quest item.

More musings:

Somehow the ship survives on just medical supplies/"data wheels"/FTL Sequencers/Hygenics Supplies/Food/Water(that's what the ship seems to stock in it's cargo bays for the most part). They also like packing everything in similar looking boxes, with not much labeling.

Oh yeah I forgot plenty of cigarettes and booze.....a must for any space voyage.

*End Spoilers*

*Pics Added to show some funny/interesting bits and one particularly dangerous area(BotArea)*
Attachments:
botsarea.jpg (185 Kb)
cablesout.jpg (121 Kb)
Post edited October 29, 2019 by GameRager
high rated
Best gaem evar! (along with Thief 1 - they both share the same engine, so maybe that has something to do with it)

My personal hints (as someone who beat the game on Impossible on numerous occasions):

- Shock 2 sharing the engine with Thief means that it shares the excellent stealth system of that game. Meaning you can crouch and hide in shadows and avoid enemies altogether by not making too much noise (pay attention to the kind of floor you're walking on).

- I found the hacking skills infinitely more useful than the weapons skills. Hacking security terminals will not only disable cameras and turrests, it also gives you the opportunity to hack the turrets themselves, so they will become hostile towards all enemies (You'll need a hacking skill of 4, which I advise you to get early on).

- I usually play through the entire game using only a wrench and the pistol. Pistols are the only weapon which is not only accurate, but you'll find tons of barely functional disposable pistols all over the ship which you can use while keeping another pistol in good condition as a backup in case the other one breaks. Use the wrench on monkeys, hybrids and midwives (crouch underneath midwives and 90% of their melee attacks will miss you). Use the red pistol ammo for rumblers, use green ammo for all robotic targets. Spare the turrets, hack them instead as described above. The majority of guns in this game are fucking useless. Shotgun is imprecise and only good if you want to save some pistol bullets - most of them are broken anyway, so why bother spending precious tools and skill points on them. Assault rifle is a glorified pistol not worth the extra skill points. Laser pistol is ok, since it has infinite ammo you can recharge in terminals and isn't too costly in terms of skill points. Indifferent about the EMP rifle, never used it. All the higher tier weapons are a joke. Stasis field generator just freezes enemies in place for a while - useless! Fusion Cannon might sound like a good idea against the larger bots, but the pistol loaded with green FMJ ammo will turn these bots into scrap much faster than these ridiculously slow-ass projectiles the Fusion Cannon fires - useless! Let's not even get into the exotic weaons - they're a hard pass, every single one of them. IMHO their only purpose is to troll players. The light saber is a decent upgrade to the wrench. Again, don't bother with the Crystal Shard. Everything the Shard does, the saber can do just as well, but without having to invest in the altogether useless "Exotic weapons"-skill.
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fronzelneekburm: Best gaem evar! (along with Thief 1 - they both share the same engine, so maybe that has something to do with it)
One of the best(to be fair), but I share a similar sentiment......also doesn't the game use the Thief 2 engine and not the one for Thief 1?

(Also a big thanks for adding your insight/tips/reply)
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fronzelneekburm: My personal hints (as someone who beat the game on Impossible on numerous occasions):

- Shock 2 sharing the engine with Thief means that it shares the excellent stealth system of that game. Meaning you can crouch and hide in shadows and avoid enemies altogether by not making too much noise (pay attention to the kind of floor you're walking on).
Since they spawn in some areas so much I just started hiding in corners/closed off areas when needed or running a lot to avoid the extra ones that spawned in when I was busy with other tasks.....but this is good for players to know.
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fronzelneekburm: - I found the hacking skills infinitely more useful than the weapons skills. Hacking security terminals will not only disable cameras and turrests, it also gives you the opportunity to hack the turrets themselves, so they will become hostile towards all enemies (You'll need a hacking skill of 4, which I advise you to get early on).
There is also a REPAIRABLE TURRETS MOD for the game(on the main mod site listed in the game's subforum) which allows broken turrets to be repaired if enemies destroy them(which happens a lot in this game).
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fronzelneekburm: - I usually play through the entire game using only a wrench and the pistol. Pistols are the only weapon which is not only accurate, but you'll find tons of barely functional disposable pistols all over the ship which you can use while keeping another pistol in good condition as a backup in case the other one breaks. Use the wrench on monkeys, hybrids and midwives (crouch underneath midwives and 90% of their melee attacks will miss you). Use the red pistol ammo for rumblers, use green ammo for all robotic targets. Spare the turrets, hack them instead as described above. The majority of guns in this game are fucking useless. Shotgun is imprecise and only good if you want to save some pistol bullets - most of them are broken anyway, so why bother spending precious tools and skill points on them. Assault rifle is a glorified pistol not worth the extra skill points. Laser pistol is ok, since it has infinite ammo you can recharge in terminals and isn't too costly in terms of skill points. Indifferent about the EMP rifle, never used it. All the higher tier weapons are a joke. Stasis field generator just freezes enemies in place for a while - useless! Fusion Cannon might sound like a good idea against the larger bots, but the pistol loaded with green FMJ ammo will turn these bots into scrap much faster than these ridiculously slow-ass projectiles the Fusion Cannon fires - useless! Let's not even get into the exotic weaons - they're a hard pass, every single one of them. IMHO their only purpose is to troll players. The light saber is a decent upgrade to the wrench. Again, don't bother with the Crystal Shard. Everything the Shard does, the saber can do just as well, but without having to invest in the altogether useless "Exotic weapons"-skill.
Some of those weapons have better alternate modes, and are much better when upgraded....also I like playing with various weapons for the fun of it. :D

Also the Exotic Weapon gotten near the endgame is VERY good against the endgame enemies....just sayin'.

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Addition: If you liked this let's play I also am working on one(almost done) for SS1 as well.
Post edited October 28, 2019 by GameRager
Level 3-Hydroponics(B&C)You want plants? Because this(level) is how you get you some plants(and bug filled eggs as well)
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On this level you need to do an objective to progress further(to the upper decks). It is a unique level with some nice aesthetics and layout, but the new enemies can take some getting used to(numbers and types). You also need to use the research skill to progress here(making it one of the few skills you must upgrade to finish the game).

Additional info: A Secret Audio Log can be found on an enemy listed below(in items section).

*Spoilers*

Points of interest

Regen machine- Up on a balcony above the room north/northeast of the Xerxes display, which itself is north(directly) of the room you start the level in, and can be reached by going through the southwestern halls a bit.

Security terminal- On the same balcony as the regen machine, and another is in the room with the upgrade terminals listed below this line. One other one is in the southwestern halls near the offices.

Universal upgrade terminal- In the room east of the starting/lift area, near some laser turrets(shut them off with a sec. terminal first unless you like being zapped).

Upgrade terminals(Tech/Psi)- are in the same room as the universal upgrade terminal.

Energy Charger- In the same room as the upgrade terminals listed above.

Chemical Storeroom- In the northwest end of Sector B.

Med bed(s)- Near the entry to the chemical storeroom in an alcove(they of course need a key to use, if you want to activate one of them).

Door to sector A- Locked(need card), and to the west of the Xerxes display room.

Door to Sector B- Locked(need card), and in the Xerxes display room....though there IS a way to bypass it via either a window near the door to sector A, or(my choice) another window/crawlspace reached via a room connected to the balcony with the regen machine.

Door to Sector D- Locked(card), and is found at the far NE corner of the starting sector/area.

Enemies
The same Cyborg Midwife optionally found in the engineering level can be found in large numbers here, as well as EGGS(which either launch worms or hazardous gas/spores at you). There are also more hybrids as well as other enemies.

Eggs Advice- Approach them carefully and right click to search them fist for items without setting them off.

Weapons
A grenade launcher(working) can be found on the floor just past the door into sector B, along with some grenades.

A Laser Pistol(working) is also found in Sector B's northeastern end, next to a body and some alien eggs.

Research Items
There are some things that drop AFTER eggs are destroyed that can be researched for some flavor text/reports & more damage against eggs/what comes out of them to attack you.

There is also a needed item(green vials) to research which are needed for the main objective on the level. One is(iirc) in/on a desk in the SW area of the starting sector, and another can be found in a room with broken doors in the SE area of the starting sector. One more can be found in the chemical storeroom in the west end of Sector B.

Items
Med bed Key- can be found on the floor behind a desk in the SE of this area(Hydroponics B/C).

KeyCards- Sector B card on body shown below(SleepingOnJob) in Sector B. Sector A Card on body in cold storage area of Sector B.

Secret Audio Log- On the body of Nurse Bloome(Cyborg Midwife) that attacks you in the chemical storeroom.

Pictures Attached
The attached pictures mostly show points of interest and new items(plus a keycard location).

*End of spoilers*
Attachments:
toxina.jpg (198 Kb)
Post edited October 30, 2019 by GameRager
Those cyborg midwifes were creepy as hell, and their origin story quite disturbing.
I didn't understand though how there could be so many of them, the number of nurses on the ship was quite limited after all.
Post edited October 29, 2019 by morolf
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morolf: Those cyborg midwifes were creepy as hell, and their origin story quite disturbing.
It fit with the theme of the previous game quite well, though, and could possibly be the result of the many's knowledge via it's prior contact with Shodan and.or it's connection to Xerxes.

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morolf: I didn't understand though how there could be so many of them, the number of nurses on the ship was quite limited after all.
They used other females, iirc.....as all females were used because of their "nurturing qualities".

(BTW as I go along if I miss something in a prior level/post you feel needs to be/should be added, let me know....I appreciate any input by fellow fans/players of the game)
Post edited October 29, 2019 by GameRager
Level 3-(Part 2)-Hydroponics(Sector A)-More plants for all(what did ya expect? It's the bl**dy Hydroponics sector of the ship, m80)
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Musings: This "level" is one of my faves due to the aesthetics/look/feel....I like to 'swim' in the pool in the level sometimes for the fun of it, and look out onto space.

I believe this is the first section of the game(barring the start of the game) with no regen machine....so save early/save often.

Addition: Secret audio log listed below(under items) is easy to miss...make sure to get it if you like listening to them all.
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*Spoilers*

Points of interest
Security Terminal- In the middle of the sector.

Upgrade terminals- 2(stats and weapons) near the area start. The energy charger is also found here as well.

Weapons
An assault rifle(working) can be found near the body with the sector D card.

Items
Sector D card- On a body near the security terminal.
Toxin A(Green Chemical canister)- On body near area start(on your right as you enter the area from Sectors B/C)

"Secret" Audio log- On Hybrid Body as you exit the area(after finishing the area's objective near the west end of the area).

Pics Attached
Most of the attached pictures are from the main sector of the level(Hydroponics B/C), except for MarcoPolo.

*End Spoilers*
Attachments:
Post edited October 30, 2019 by GameRager