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Topic: SS2 cyber modules (SPOILERS) Read 65581 times  

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Tags: °SS2 °walkthrough
This list explains where to find all of the Cyber Modules. The numbers are the same regardless of difficulty settings. Only the CM price for skills varies.



Deck 2 : Medical/Science
Cyber Modules:
  • Body near Cryo B Upgrade Units +4
  • Body near Recharge Unit in Pumping Station +2
  • Body in Lower level of Primate research +2
  • Body in Medical scanner in High radiation area +2
  • Body in upper area at end of Crew Quarters +4

  • Escaping the decompression of Cryo Recovery A +4
  • Accessing the Science Sector +4
  • Re-powering the Bulkhead to Medical +4
  • Recovering a keycard for the Crew Quarters +5
  • Locating a keycard for the R&D sector +5
  • Accessing R&D +4
  • Unlocking the maintenance room and Deck 1 Access +6



Deck 1 : Engineering
  • Body just before door to Engine Nacelles and Core +2
  • Body in unlocked and ransacked storage room +2
  • Body lying against wall outside Auxiliary Storage 5 +2
  • Body at lower level of central room near main elevator +2
  • Storage Locker in Security Station +2
  • Top level of left hand section of cargo hold 1A +3
  • Body, top level of left side cargo bay 1B +2
  • Body, top level of right side cargo bay 1B +2
  • Body, top level of left side cargo bay 2A +2
  • Body, mid level of right side cargo bay 2B +2
  • Body in second section of access tunnel +2

  • Locating the #45m/dEX card in Auxiliary storage 5 +10
  • Placing #45m/dEX in Systems Monitoring Computer +10
  • Resetting Fluidics Control Computer +10
  • Re-activating Engine Core +10



Deck 3 : Hydroponics
  • In desk in room near Biological Survey sector +3
  • Lying by the central pillar in Sector C maintenance +3
  • Atop some crates in Sector B (opposite view windows) +3
  • At base of steps in Sec-B storage (near water) +3
  • Near body at far corner of Sector B maintenance +3
  • Concealed in waste bin in Chemical Storeroom (Sec-B) +3
  • Hidden in open wall panel just inside Sector A +3
  • Between crates in small security post in sector D +3
  • This one is tricky. past the previous deposit there is a room with a body carying powered armor. There you must break the right glass, then jump onto the shelf, go all around to the far left side, go up the ladder and onto the railings and againto the right side. There is a stash of modules with some champagne and repair tool +3
  • Dropped in depression close to Sector D Regulator +3

  • Locating your first jar of Toxin A +10
  • Placing Toxin A into the first Regulator +13
  • Placing Toxin A into the second Regulator +13
  • Placing Toxin A into the third Regulator +14
  • Placing Toxin A into the last Regulator +14



Deck 4 : Operations
  • Hole in room on upper level of System Administration +2
  • Body lying in crew lounge +3
  • Locker in room on lower level of first crew quarters +3
  • Locker in room on lower level of second crew quarters +3
  • Another locker in second crew quarters +3
  • Body next to bulkhead 42 +2
  • Sitting on arm of chair in lounge bear bulkhead 42 +2
  • Crate in room next to radiation leak +3
  • Body hanging from ceiling near offices +3
  • Desk in small room behind kitchen +3
  • Body on upper walkway in Fluid Operations +3
  • Body near Upgrade Units +3
  • Lying at far end of second barracks on floor +3
  • Body on table in small room at command Center +2
  • Dropped in open floor panel in ruined corridor +2

  • Recover Quantum Simulation Chip +10
  • Activating Quantum Simulation Unit +15
  • Recover Interpolated Simulation Chip +10
  • Activating Interpolated Simulation Unit +15
  • Recover Linear Simulation Chip +10
  • Activating last Simulation Unit +25



Deck 5 : Recreation
  • Body lying near movie screen in cinema +3
  • Body against wall in back of casino +4
  • Body in second security station cell +6
  • Lying on bed in "Nikki" Booth at Sensual Sim Units +10
  • Body in shop with busted sign on lower level +4
  • Body in men's restroom near Crew Quarter Access +4
  • Body in locked room underneath Garden +4
  • Body in lower section near dining area +8
  • Body on table in upper level of bar +2
  • Body in security station near bar +5
  • Desk in locked maintenance access room +5
  • body in maintenance area over disco +3
  • Body at back of food storage area +3
  • Body in dining hall (Opposite wall with robot) +6
  • Body in the locked Crew Quarter in upper level +10
  • Body in maintenance vent in upper Crew Quarter +3

  • Finding Crew Access Card +20
  • Locating Access Card for Athletics Section +10
  • Gaining Access to Athletics +10
  • Activating Transmitter +20



Deck 6: Command
  • Waste bin in area off corridor leading to first tram station +7
  • Waste bin at first tram stop +3
  • Body in upper level of middle tram stop +4
  • Behind fallen girder at first bulkhead +6
  • on desk in area under officers quarters +5
  • Locker in bottom-left crew quarters +6
  • Body in shower cubicle in ladies restroom +8
  • Behind a bench by the first escape pod +7
  • Delacroix's body in second shuttle bay area +10

  • Locating security Station door code +20
  • Entering Bridge area +10
  • Locating Operations Override Card +20
  • Entering the second cargo bay (with Delacroix) -10
  • Attempting to use busted shuttle control computer +20




The Body of the Many
  • Body lying in the storage room just after exiting the pod +10
  • Body bag in pool at bottom of tunnel entry across from storage noted above +10
  • Body in tunnel near partially submerged chemical storage +6
  • Body in pool below nerve cluster #2 +10
  • Body at entrance to Grinder +5
  • Body in tunnel behind second Grinder +10
  • Waste Barrel in shipping crate storage area past sphincter #2 (past Grinders) +6
  • Body in egg chamber (past Grinders) +10
  • Body near Annelid Blobs (past Grinders) +10

The list was compiled by Steven Mackenzie (1-6) and Gurney (BotM) from timmymagic.com. Adam has been so friendly to give me permission to use it here. Two more stashes were found by Cortexreaver.
« Last Edit: 25. July 2013, 21:14:40 by Kolya »
Acknowledged by: knifeandko

674f3e9aad1c0VenoM_31

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They've done a great job. But where's the Rickenbacker? I'd suggest

Rickenbacker
POD 1:
- under the way after getting on the ladder with the help of moving up some "rockets" by pressing 4 buttons + 5
- in secret after launching torpedoes to avoid radiation of the hallway you must pass through (when on first ladder after that, there is pipe perpendicular to your ladder, jump on the pipe, break glass to the secret room) + 5

- destroying black eggs:

abs   rel  left   CMs
 1     1    15     2
 6     5    10     6
11     5     5     8
15     4     1     8
16     1     0    16
         Total    40

where
  abs – absolute number (e.g. how many of them you have destroyed)
  rel – relative from previous reward (how many you must bash to get that reward)
  left – eggs left to destroy (SHODAN says that number)
  CMs – reward in Cyber Modules

- reversing gravity +20
- proceeding through level – ladder up from "rockets" +20
POD 2:
- in “trap”: that white (snowy?) room with 3 cyborg-assassins, an assault bot closes the way out as soon as you enter + 4
- in the shaft before the corpse (with a shard and worm armor) lying in the corridor with one of those Rickenbacker-only laser cannon turrets (there's a long ladder up after it), climb down the ladder of this shaft (you'll see some undamaging steam flow) + 6

- getting to the bulkhead towards the bridge + 15
BRIDGE:
- getting Worm Launcher + 20


Any notes, remarks and additions will be welcome.
« Last Edit: 28. August 2007, 08:17:26 by VenoM_31 »
Acknowledged by: knifeandko
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I changed it so your table doesn't get screwed up. I don't get what the absolute and relative values are though? Also please try to make some of the descriptions are a bit clearer, eg: -in "trap" and -in "unnecessary" shaft
Imagine you had to explain it to someone who's playing the game and doesn't know where the CMs are.

674f3e9aad3f2VenoM_31

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Thanks for the edit! I'll get into it.
Now, if you count all CMs from the general doc (without Rickenbacker) you'll have something like 681 CMs.
In Rick, you have an addition of 135 CMs, so totally you may have 816 CMs in the game. Usually it doesn't matter up to that late in the game, but oh well...
« Last Edit: 28. August 2007, 08:23:15 by VenoM_31 »

674f3e9aad58eKhanFusion

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Apologies for gravedigging, but I've been doing a playthrough of this game recently where I wanted to get every last cybermodule, so I used this thread and shodan-wiki as references, and I found them somewhat misleading. So here are some corrections for the sake of completeness:
- In engineering, there is a body in starboard nacelle with 2 cybermodules on it.
- On the hydroponics deck, in sector A, there is a batch of 3 cybermodules hidden between the crates in a room next to the room with the recharger, and 3 more cybermodules lie in the lower left cultivation cell.
- In ops, wiki incorrectly states that activating the last simunit gives 15 cybermodules.
- On the rec dec, the body in the theatre has 5 CMs on it and not 3 as stated here.
- On deck 6, accessing the bridge gives 20 CMs, not 10. Also, two caches of CMs are missing here, one near the QBR machine, and another near the turret on the bridge. Finally, when you are about to leave the Von Braun, you receive 30 CMs.
- On the Rickenbaker, raising the huge crate gives you 15 CMs.

Code: [Select]
medsci 46
engineneering 65
hydroponics 100
operations 125
recreation 142
command 170
rickenbaker 150
bodyofthemany 77
total 875
Acknowledged by: knifeandko
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One little trick;
Shodan's punishment only happens if you interact with Delacroix's body so you can go in and clear the hold without triggering that petty confrontation.

If you wan't to rebel successfully, consider the following methods:
If you do not loot the modules on Delacroix's body and don't have any modules on you when you exit the shuttle A cargo bay, Shodan gets to confiscate a nice big nothing after which you can return to the body and grab the modules.
Or, Alternatively, if you have invested in the Tier 5 Psi power, you can simply teleport out of the room with Shodan none the wiser.

674f3e9aad7cfHardcore

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I just want to get right. Is it true that there are always the same number of CM's on each difficulty level? The wiki says that it 'might' change.
(Offtopic: Is there another French-Epstein-Device when you play on lower difficulty settings?)

674f3e9aad92fvoodoo47

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yeah, the number of modules doesn't change with difficulty (vanilla) afaik, but the number of epsteins does vary a bit, I think.

674f3e9aada97straight bozo

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afaik, the french epstein on the hack container in hydro (the one by the guy with power armor), and the french epstein by sim unit 3 in ops, are all not there on impossible.  idk it's been forever since i've played on anything other than impossible/easy(any% speedrunning).

also afaik there are zero differences in CMs between difficulties, but everything is more expensive on impossible so it's kind of like  you have less upgrades but there's no difference in the actual cm amount.

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