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1.1 - Hacking: Password protected containers can be found throughout the game, thus Hacking gives the player access to a lot more items (including nanites=money) right from the beginning. Weapon modification overviewEACH ranged weaponLevel 1: +10% damage.
Level 2: +25% damage.PistolLevel 1: Magazine capacity +100% (=24). Level 2: Reload time -67%.ShotgunLevel 1: Reload time -67%. Level 2: Knockback -67%.Assault RifleLevel 1: Reload time -67%. Level 2: Magazine capacity +100% (=72).Laser PistolLevel 1: Magazine capacity +50% (=150). Level 2: Ammo consumption -33% (ingame info states 50%, which is wrong).EMP RifleLevel 1: Magazine capacity +50%.
Aug 11, 1999 System Shock 2 was made when 3D graphics were in their infancy and computers simply didn't have the processing power to render very many character at once, let alone make them look human. On the other hand, sound design was easy. This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for System Shock 2 for PC.If you've discovered a cheat you'd like to add to the page, or have a correction, please.
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Level 2: Ammo consumption -50%, projectile speed +50%.Grenade LauncherLevel 1: Magazine capacity +50% (=9). Level 2: Reload time -67%, Projectile speed +50%.Stasis Field GeneratorLevel 1: Projectile Speed +100%. Level 2: Ammo consumption -50%.Fusion CannonLevel 1: Ammo capacity +100% (=80). Level 2: Ammo consumption -50%.Viral ProliferatorLevel 1: Ammo capacity +144% (=18).
Level 2: Ammo consumption -50%.Annelid LauncherLevel 1: Ammo capacity +144% (=18). Level 2: Projectile speed +100%.Conclusion: Debatable mid-value skill. Reason one: you will very likely only use 2-3 ranged weapons due to skill requirements and inventory space limitation. Reason two: exploring players can find 7 single use 'French-Epstein Devices' during the game, which require no skill in Modify and increase the weapon's level by +1.
Reason three: it might be considered to self-modify the weapon(s) of choice only to level 1 (since the level requirement is lower) and use a French-Epstein Device for boosting to level 2 in order to save cyber modules for other skills improvements.While modifying weapons is a great way of increasing the favorite ranged weapon's potential, maxing this skill out is not advisable for stated reasons.1.5 - Research: The research skill seems a bit strange at first, but has two very good reasons why it should not be ignored. Reason one: every kind of organic enemy will sooner or later drop an organ, unique to that certain species.
Once researched, the player will do +25% damage to that kind of enemy. Researched objects can be thrown away and ignored, the bonus is kept permanently.
Reason two: research unlocks three more alien implants usable with a Research skill of 3, 4 and 5. Besides that, there are also three exotic alien weapons which can be used with a Research skill of 3, 4 and 6.Conclusion: Research is best kept at very low levels (1 or even 0, see '4.0 - Implants') since a skill of 1 is already enough to research any organ for the impressive +25% damage bonus. Increasing the Research skill further is not worth it and unnecessary by following this guide.
2.1 - Standard Weapons (combat skill): This skill covers four weapon types: wrench, pistol, shotgun and assault rifle. It is the best combat skill for every Navy player and often considered to be best combat skill in general.Reason one: the first three weapons mentioned before can be found pretty early in the game while the last one, the assault rifle, is one of the very best weapons overall. Reason two: pistol, shotgun and assault rifle ammo are the most common types of ammunition throughout the game.
Reason three: pistol and assault rifle both share the same and the most flexible ammo types: standard, anti-personnel (against organic enemies) and armor-piercing (against mechanical enemies). Reason four: the wrench is useful against weak enemies to preserve ammo, especially early on in the game. Reason five: Every shotgun hybrid (a very common enemy) drops at least one shotgun shell (loaded in his broken shotgun).2.2 - Energy Weapons (combat skill) on level 1: Gaining 1 level in Energy Weapons gives the player the ability to use the laser pistol, which can be a nice backup weapon.Reason one: it can be reloaded (infinitely) at power recharging stations. Reason two: It can be found relatively early in the game.It deals most damage against mechanical opponents while its damage is reduced against any other type of enemy.2.3 - Heavy Weapons (combat skill) on level 1: Gaining 1 level in Heavy Weapons gives the player the ability to use the grenade launcher, which is one of the few weapons that deals splash/area damage. There are overall 5 different grenade types: fragmentation (standard), proximity (landmine), incendiary (against organic enemies), EMP (against mechanical enemies) and disruption (upgraded version of the fragmentation grenade with increased damage and small blast radius), making it one of the most flexible weapons of the game.Important - Bonus weapon damage by skill: Every skill level above a weapon's skill requirement increases that weapon's damage by +15%, up to skill level 6. This applies to all weapons and their related skills.Example: the shotgun requires a Standard Weapons skill of 3.
At a skill level of 4, the shotgun will do +15% damage, at level 5 +30%.2.4 OPTIONAL - Tier One Psionic Discipline 'Psychogenic Cyber-Affinity': The game absolutely encourages playing a specialised character, thus this guide purposely ignores psi powers. A total of four O/S upgrade stations can be found throughout the game. Each time, the player can choose one out of a total of 16 unique skills. The most interesting ones for a Navy based character are:3.1 - Sharpshooter+15% damage to all ranged, non-psionic weapons.Conclusion: Essential, since this guide focuses on this weapon category.3.2 - Cybernetically Enhanced+1 implant slot.Conclusion: Essential, since implants are in general more useful than most O/S upgrades. Check Section '4.0 Implants' for detailed info.3.3 - Replicator Expert-20% discount on all replicator items.Conclusion: Stacks with the discount gained by hacking a replicator, making it especially interesting to players using replicators often.3.4 - Pharmo-Friendly+20% benefit from all hypos.Conclusion: Usable to some degree, since it enhances every type of hypo by 20%.
The player can find 9 different implants. Implants in use degrade their internal energy over time which can be recharged at energy recharger stations. At the beginning of the game, only 1 implant slot is available.
See '3.0 - O/S Upgrades' on how to unlock the second implant slot.4.1 - BrawnBoost Implant (+1 Strengh=+3 inventory slots) - Useful, found very early.4.2 - LabAssistant Implant (+1 Research) - Very useful, since it grants a research skill of 1 which is enough for the most important research tasks (see '1.5 Research'). Should only be equipped when necessary to keep the implant slot free for better implants.4.3 - ExperTech Implant (+1 Hack, +1 Modify, +1 Repair) - Very useful since it boosts both hack and modify.4.4 - EndurBoost Implant (+1 Endurance) - Useless.4.5 - SwiftBoost Implant (+1 Agility) - Useless.4.6 - PsiBoost Implant (+1 Psi) - Useless.4.7 - WormMind Implant (Research skill of 3 required, converts 25% of damge to psi points) - Useful, since Navy players don't have any other use for their psi points and psi hypos. Research level 3 makes it not advisable to use, though, or at least not early.4.8 - WormBlood Implant (Research skill of 4 required, allows single-use of worm pools for +10 health points effect) - Useful to some extend, since it helps saving hypos. Should only be equipped when necessary to keep the implant slot free for better implants.
Research level 4 makes it not advisable to use.4.9 - WormHeart Implant (Research skill of 5 required, +100% toxin resistance, +1 Hit Point every 30 seconds, causes +100% toxin level when removed from implant slot) - In theory very useful implant but way too high skill requirement. Can be useful in higher difficulty settings since healing becomes more difficult. Your character has 5 basic statistics. Each stat can be raised to level 6 using cyber modules and even beyond that to level 8 with temporal boosts from implants or psi powers.5.1 - Strength: Influences inventory size and melee weapon damage, part of weapon requirements.Strength is to some extend very important to every Navy player for two reasons.
Reason one: +3 inventory slots per level in Strength (up to level 6 with a maxed out inventory of 45 slots). Reason two: from all standard weapons, the best (the assault rifle) requires a Strength level of 2. This level in Strength can be reached very easily (low cyber module cost, implants, training).5.2 - Endurance: Influences health points, resistance to radiation/toxins and psi burnout damage.Endurance levels and maxes out the total amount of health points based on the difficulty setting. Since this guide focuses on ranged weapons and there are plenty of hypos countering the effects of toxins and radiation, there is no real reason in leveling Endurance unless you play on higher difficulty settings.5.3 - Psionics: Influences total amount of psi points, psi ability powers and their duration - Not relevant for this guide.5.4 - Agility: Influences movement speed, reduces falling damage and weapon kickback.Useless to level up. The normal movement speed should be sufficient, falling should be avoided anyway and weapon knockback should not be a real problem at all.5.5 - Cyber Affinity: The most mathy statistic, but also a very important one for the Navy, as it decreases the difficulty for hacking, repairing and modifying significantly.In detailed numbers, every level of Cyber Affinity decreases the difficulty of all the node minigames (hack/repair/modify) by 5% and reduces the number of bad ICE nodes in a 1:1 ratio (one per level in Cyber Affinity).
This not only makes all the node minigames a lot easier, but also makes resetting attempts unnecessary, saving you a lot of nanites over the course of the game. See '7.0 - The node minigame' for more details.Also, see 2.4 'OPTIONAL - Tier One Psionic Discipline 'Psychogenic Cyber-Affinity' for boosting Cyber Affinity in a (for this guide) unconventional but effective way. The node minigame determines the outcome of your attempt to hack, modify or repair an item.The layout of each node minigame stays the same (two intertwined node rings), while the number of bad 'ICE' ('Intrusion Countermeasures Electronics') nodes (red outlined) differ with the corresponding level of skill you have (see details below).To succeed in this minigame, you simply have to click on a node, have the skill/luck that it will successfully light up and connect a total of 3 lit up nodes in a straight line. Black nodes count as dead.Beware of red outlined nodes, as it is possible that the minigame is instantly lost with bad results ranging from instantly exploding security containers or permanently broken items.You can reset the game table at any time by pushing the 'RESET' button on the lower right corner of the minigame's interface. Resetting the minigame results in another payment of nanites, the exact cost can be found above the reset button.A failed attempt usually breaks the object.