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Is it really wise to post and tell about each ending before anyone had a chance to see them themselves?
"Prequel Ending": Defeat SHODAN on Deck 4. Requires a level 6 energy weapon."Twist Ending": collect 8 chips and beat Cyberspace, without ever using a Weapon Upgrade Unit.Updated "True Ending" sequence: you now require 8 chips, 8 tears to unlock it.Extensive tuneup of crowd control PSI abilities to better perform in a full OSA run.More bugfixes!
The True Ending will require all 8 Infinite Memory Chips and all 8 Tears, is that correct? Can't wait to play this on Impossible with the 6 Hours mutator! Hooray for SS2 all-nighters!
- MedSci: you start out with a wrench, a pistol and a psi amp. So, basically you have everything... but energy weapons. So you get your first taste of stealth by avoiding cameras, turrets and mechs. Psionic monkeys are cannon fodder to your "Psionic Bolt" (...was Cryokinesis).- Engineering: hybrids are tougher, but still no match for you. But you absolutely need the help of "Marie: Distract Target" with the protocol droids. And you need to come up with ideas, like hacking, for the corridors full of turrets. Two fully charged bolts are able to dispatch any psionic monkey in the loading bays.- Hydroponics: you realize that hybrids take some time to die. You either live with that, or you bring them down with "Adrenaline Overproduction" or a modified pistol with +1 bullets. But the big news is that midwives and rumblers will turn you into mincemeat, if you don't distract them (less good) or paralyze them (better) with "Dominion over the Human Mind" (...was Hypnogenesis). Psionic targets are becoming resilient as well: spiders are better dealt with "Psionic Field" (was Localized Pyrokinesis), while monkeys go down much faster with "Psionic Blast" (was Projected Pyrokinesis). You run away from grubs and swarms, because right now only your hacked turrets may kill them.- Operations: hybrids would be very hard to take down, but you've got better alternatives now. It's a matter of prioritizing your next upgrades: "Energy Suppression" lets you destroy cameras and shut down mechas (it works on any energy target, even Shodan!); "Photonic Redirection" allows you to clear entire rooms full of loot, without being forced to fight; "Marie: Attack Target" is a perfect killer for red assassins. So you prefer avoiding or stunning enemies, and if something is really in your way, you unleash the high spending Marie spell on them.- Recreational: this level is rich with Psionic Targets, suited for your "Psionic Rapier" (was Cerebro Extension). You feel like you're in complete control, skipping combat you can avoid and hitting hard when it's required. However you are still quite fragile in direct combat, if you go in unprepared.- Command: you enjoy making ninjas and rumblers kill each other, with "Sovereignty over the Human Mind" (was Neural Restructuring). Dangerous mechas are instantly put to sleep, too. Psionic targets, particularly the psi reaver, have become quite tough so you might go for "Psionic Strike" (was Soma Drain) or "Psionic Mine". Sometimes you summon Marie just to watch all those grubs blow up in pieces.- Rickenbacker: the intense fighting between the Many and the Marines that come out of the tear, is the ideal sandbox for Sovereignty. Hybrids versus Midwifes, Assassins versus Hacked Turrets, Rumblers versus Spiders.- Body of the Many: make short work of the stars around the brain of the many with Psionic Strike, throw Sovereignty at a couple of midwifes and unleash Marie against the Brain of the Many.
Oh wow, the original hybrid models look more menacing than the sharper-looking "Rebirth" ones.
The new cutscene makes me think that adding a reference to "24" with the dramatically ticking digital clock would fit nicely
What the hell happened to Infinite's Mod DB page? Every download is gone except the main file.
Do we need to start a new game for each update?