home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
PC Action 1996 June
/
PCA_0696.ISO
/
gtarchiv
/
04960017
/
sssave.txt
< prev
Wrap
Text File
|
1995-03-10
|
5KB
|
113 lines
OK, this is a System Shock CD savegame. It was created on a very recent (as
of this writing) version of the System Shock CD, playing using the CDShock
executable. It probably won't work with the disk version, and you might find
glitches with the SShock executable provided with the CD; I'm not sure, and
I don't want to find out, for fear of messing up all my existing savegames, if
you know what I mean... B-) So anyways, if you possibly can, use this savegame
with the CDShock version of System Shock and you shouldn't have any trouble at
all.
You'll need to rename the included file SSSAVE.DAT to one of the SS
savegames before you can use it. You'll also need to make sure it's in the
right directory. You want to put it in your SSHOCK\DATA directory, with a
name between SAVGAM00.DAT and SAVGAM07.DAT. Replace a savegame you don't mind
losing with this one. B-)
With that out of the way, it's time to give details on the savegame:
You start on level 2, in a room near the elevator, standing directly in front
of the X-22 (which has been moved here from the radiation room). The laser
mission isn't complete yet, but all you need to do is go down and fire up the
shield generators and then hit the laser button.
The laser override code has been obtained and entered on level R; the laser
override switch has been set to enable override.
Levels R through 5 have all been pretty much cleared out of creatures, except
for those which regenerate (for instance, the Invisio-mutants on 3). The core
of the reactor *has* been cleared of hostile robots, in case you're interested.
The robot production disable on level 2 *has not been triggered*. This means
that there are two hoppers and a sec-1-bot at the main energy station on that
level; however, there are several alternate energy stations which are just as
good, the sec-1-bot will provide ammo if you kill it, and if you really want
to, you can just walk into the maintainance area here and solve the puzzle to
disable further robot production. Its up to you; all but the third puzzle
has already been solved, to make it easier should you want to disable robot
production.
You'll have lots of patches and grenades (including one earthshaker), some
heavy weapons, and quite a few hardware enhancements.
There are large stashes on levels 1-3 which you might want to visit to pick
up some extra goodies before you start. (As if you're not already well enough
equiped with a hundred medipatches... B-)
This savegame is at difficulty level 2/2/3/1. Combat and plot normal, puzzles
extra hard, and cyberspace a bit on the easy side. If you decide you don't
like the extra hard puzzles, there are an abundance of logic probes and genius
patchs lying around in your inventory and the stashes to solve them for you.
The V1 enviro suit has been left just outside the elevator on level 4. I
didn't equip it since I figured people might want to experiment with not using
the envirosuit in some areas; for instance, you might find it amusing to go
into beta grove without a suit, take a couple dozen medipatches, and find you
can survive just fine! B-) Who needs an enviro suit when you've got LOTs of
medis? <grin> This medi trick is, BTW, the way in which I cleared the reactor
core without an enviro-suit or first aid kits.
The savegame is named "Level 4 Complete". You probably want to know why.
Well, I did the levels out of order, that's why. B-) Level 4 happens to be
the last one accessible before completing the laser mission which I chose to
do. I did level 5 early because there's some really nice stuff there which
made the rest of creating this savegame pretty easy. <grin>
Those are all the particular notes I can think of; everything else should be
pretty much self-explanitory.
Stashes on each of levels 1-3 are clearly marked with map notes. Look around
the area of the map note and you will find the following goodies just waiting
for you if you want them:
Level 1 Stash
1 Pipe
4 Dartgun
2 Stungun
1 Pistol
7 Sparq
50 Batt. Pack
5 Interface Demod.
10 Logic Probe
of which, the battery packs are piled in stacks of 10 along the east wall of
the starting room; All remaining items are piled in small stacks inside the
storage locker there.
Level 2 Stash
1 Pipe
4 Dartgun
1 Stungun
2 Pistol
3 Magnum
2 Flechette
22 Batt. Pack
9 Plastique
1 X-22
7 I-CAD Batt.
15 1st Aid Kit
7 Logic Probe
of which, the battery packs and plastique are piled in the room directly west
of the elevator to levels R, 2 and 3. The remaining items are in a room across
the hall.
Level 3
1 Riotgun
1 Dartgun
1 Stungun
1 Pistol
1 Sparq
1 Magnum
1 MK3
1 Flechette
1 Head (you-know-who's)
1 Interface Demod.
5 Plastique
of which all items are piled in the repair bay.
That's all, folks. B-)
Ken the insane non-glazier. <grin>
(71672,1777)
P.S. If you don't know me, don't ask how I came up with that sig... B-)