664739a2ee60c

Post Reply

Your name:
Subject:
Message Icon:

Verification:
This box must be left blank:

Look at you, hacker: a pathetic ____ of meat and bone!  (Fill in the missing word):

Shortcuts: Alt+s to submit/post; Alt+p to preview


Topic Summary

Posted by: voodoo47
« on: 03. June 2020, 07:07:52 »

it's not set up properly, gives no bonuses (so useless, even if there were more greater reavers in the game), and will glitch the UI out once researched. currently disabled for all the builds.
Posted by: RocketMan
« on: 03. June 2020, 06:59:48 »


I've always been quite fond of the greater psi reaver archetype.  I know it's more or less indistinguishable from the normal reaver but that doesn't have to remain the case.  It's half set up already to be made into a new enemy type that jives with the lore and everything.  The more organ harvesting the better!
Posted by: CrackerJack
« on: 24. May 2020, 16:11:42 »

Chemical location guide, please update to include 1 Sodium(Na) location in the cold frozen area of Hydroponics, near a dead body in a dead end. It is the same location as one of the Environmental Regulators objective.

Posted by: Valet2
« on: 30. April 2013, 23:30:46 »

Posted by: Damage
« on: 29. April 2013, 18:34:17 »

Addendum:
Btw, did you guys notice that Korenchkin's Psi Reaver has another organ to research which needs another chemicals (Ba, Ra)?

ImageShack seems to be having trouble with their website at the moment, twice today it's taken me multiple attempts to view their content, and it's timing out on most images. Response time is over 7 seconds from "is it up or just me", although I couldn't even get the homepage to open. As such the image above isn't displaying. Any chance you can post it somewhere else, V?
Posted by: Damage
« on: 29. April 2013, 18:26:27 »

I have updated the table with Damage's findings. Thank you, man.

Very glad to be of service. It also warms the cockles of my, erm, cockles to see support for SS2 still alive and well.  8)
Posted by: Marvin
« on: 28. April 2013, 00:21:44 »

Btw, did you guys notice that Korenchkin's Psi Reaver has another organ to research which needs another chemicals (Ba, Ra)?

Image: http://img13.imageshack.us/img13/3176/greaterpsireaverorgan.png
Yes, and it sadly doesn't make sense at all because Korenchkin is the first Psi reaver you encounter and afaik the only greater Psi reaver in the game. One of the items that should've been fixed in ADaoB imo.
Posted by: unmaker
« on: 28. April 2013, 00:03:33 »

Well, I wasn't exactly sure that anybody except me finds this thing hilarious when I was writing it :)
In a way, this flavour text looks like a placeholder (e.g. the organ does not look like a brain at all), and I always thought this item was left out from the game somehow. By the way, isn't it odd for subverted Corenchkin (apparently a regular psi-reaver) to drop this thing. As far as I know, there's a single greater overlord in the whole game (it's among the bunch guarding the Many brain), and its looks quite distinctive too.
Posted by: Kolya
« on: 27. April 2013, 21:07:09 »

There aren't many specimens to use that knowledge on, unfortunately.
Someone put the unresearched brain description into the quick reply quote line a while ago. That made me laugh. :)

EDIT: I have updated the table with Damage's findings. Thank you, man.
Posted by: Valet2
« on: 27. April 2013, 19:35:22 »

Btw, did you guys notice that Korenchkin's Psi Reaver has another organ to research which needs another chemicals (Ba, Ra)?
Posted by: Damage
« on: 24. April 2013, 05:12:20 »

This is all of them that I could find. Adding them together gives you the full total for BoTM.
Posted by: Kolya
« on: 22. April 2013, 11:57:20 »

These are the complete chemicals in the BOTM? Or should these be added to the existing numbers in the table?
Posted by: Damage
« on: 22. April 2013, 05:29:25 »

Updated Body of the Many Chemicals List

I found this thread which came in handy during my recent playthrough. However, there are a couple of errors in the listing, primarily concerning the Body of the Many (BoTM) level, and the "second" Rickenbacker chemical store room therein, which comes complete with energy recharger, replicator and manifest. Not to be confused with the first storeroom which is actually on the Rickenbacker proper, near Engine Nacelle B.

I don't know if the original author of this post is still around some three years later, but for people still playing SS2 (especially as it's just been rereleased via GOG.com and possibly Steam soon too) it'd be nice if this otherwise useful page was accurate, given that it's the only one I could find that contained a full listing of the chemicals.

Near the start of BoTM is a room containing a handful of loose chemicals, which doesn't have a manifest:

Te 1
Tc 2
Mo 2

Later in BoTM is a store room with samples of every chemical, as follows (from Chemical Manifest):

As  1
Sb 1
Ba 2
Cf 1
Cs 2
Cu 1
Fm 1
Ga 1
Hs 3
Ir 1
Mo 1
Os 1
Ra 3
Se 3
Na 1
Tc 1
Te 4
V 1
Y 3

As you can see, these numbers don't tally up with the table in the first post.

What these updated numbers mean is that everything you need to research the Worm Launcher, Worm Heart and Worm Skin can be found in the BoTM (along with the items themselves), which saves having to tediously backtrack through the entire Rickenbacker to the chem storeroom in Pod 1, or to carry chems with you into BoTM.

Hopefully this will be useful to someone.  8)

D "your song is not ours"
Posted by: Join ussss!
« on: 05. March 2012, 14:50:51 »

Might be a nice idea for a mod to create models of the actual elements and make the containers actual containers that can be opened.
Extra points for hilarious side effects like poisoning, chemical reactions when trying to stack certain elements, etc.
Ha ha that would be an awesome mod!
Posted by: Xerxy
« on: 05. March 2012, 05:56:35 »

There are no 2 Ga in Engineering. There are 2 Ga in Hydroponics though.
Posted by: Kolya
« on: 25. March 2010, 21:35:33 »

Did you ever realise that Xerxes is sex-rex spelled backwards?
Posted by: ZylonBane
« on: 25. March 2010, 20:41:32 »

I blame Xerxes.
Posted by: Kolya
« on: 25. March 2010, 17:16:32 »

That's what I thought about too, but I'm noting here that eg Barium & Selenium cannot be subsumed in any elemental classification, whereas for example Selenium & Tellurium (Thank you, Emon!) share the same group.
Posted by: ZylonBane
« on: 25. March 2010, 16:02:17 »

Maybe the color codes are supposed to be category identifiers, not unique identifiers.

That's how I choose to fanwank it anyway.
Posted by: Enchantermon
« on: 25. March 2010, 15:09:23 »

. . . Techneticum-Hassium . . .
Tellurium, not Technetium.
Posted by: Kolya
« on: 24. March 2010, 17:29:27 »

Idle observation: The colour codes on the containers (4 colours, 2 slots) allow for 16 combinations, but there are 19 elements in SS2. So a few elements share the same colour code. (Barium-Selenium, Techneticum-Hassium, Osmium-Sodium)
Posted by: ThiefsieFool
« on: 21. March 2010, 18:33:46 »

That was probably for the best. IIRC no researchable items in the stock game use Copper. I believe it's the only "dead" element, that is one that's not used at least once.
It's not; off the top of my head, Arsenic isn't used at all. There are probably others, but I can't check at the moment. I don't think Selenium is used, either. Those are the only three, iirc.
Radium, for example, would kill anyone around it because of (surprise, surprise) it's extreme radioactivity.
You've obviously never read System Shlock (or was it TTLG Volatile?). ;)

Copper is used but yeah Arsenic is only set for WormBlend and that implant was cut out, I make use of As in my mod though because on impossible most items need more elements to research than normal and I put As as an extra requirement on a few.
Posted by: Magus Zeal
« on: 21. March 2010, 18:28:54 »

Also, am I the only one who finds it ironic that manmade elements are being used to research alien artifacts?

Chemical elements are not man-made. They're not limited to earth either, just in case that's what you meant to say.
Chemical elements are not. But synthetic ones (Californium, Fermium, Hassium) are.

Also: I take back what I said about Copper, it's used in one of the Annelid implants. Arsenic is not listed in the walkthrough. It's been a while since I've played stock and SecMod switches chemicals required around a bit.
Posted by: Enchantermon
« on: 21. March 2010, 17:27:36 »

That was probably for the best. IIRC no researchable items in the stock game use Copper. I believe it's the only "dead" element, that is one that's not used at least once.
It's not; off the top of my head, Arsenic isn't used at all. There are probably others, but I can't check at the moment.
Radium, for example, would kill anyone around it because of (surprise, surprise) it's extreme radioactivity.
You've obviously never read System Shlock (or was it TTLG Volatile?). ;)
Posted by: Kolya
« on: 21. March 2010, 11:04:58 »

Also, am I the only one who finds it ironic that manmade elements are being used to research alien artifacts?

Chemical elements are not man-made. They're not limited to earth either, just in case that's what you meant to say.
Posted by: Magus Zeal
« on: 21. March 2010, 09:41:33 »

you can combine items and i wanted something that would let you add radiation protection to armors, and lead is pretty good at stopping radiation irl so i replaced copper with it
i'm ruining this thread aren't i
That was probably for the best. IIRC no researchable items in the stock game use Copper. I believe it's the only "dead" element, that is one that's not used at least once. You made it into an applyable item as well as one used for research.

Also, am I the only one who finds it ironic that manmade elements are being used to research alien artifacts?

Might be a nice idea for a mod to create models of the actual elements and make the containers actual containers that can be opened.
Extra points for hilarious side effects like poisoning, chemical reactions when trying to stack certain elements, etc.
Some of those elements don't have physical shapes. Also, some of them need to be stored away in a special container because of the violent reaction they'll have. Radium, for example, would kill anyone around it because of (surprise, surprise) it's extreme radioactivity. Cesium reacts extremely (explosively) with water. Barium, antimony and let's not forget arsenic are extremely poisonous and the latter can kill a human with only a minor dose. That said, I'm surprised that chemical storerooms aren't under a fuckton more security.
Posted by: ZylonBane
« on: 19. March 2010, 15:43:21 »

In SS2 you're limited to either picking up or opening items though, right?
Posted by: Kolya
« on: 19. March 2010, 13:31:13 »

Might be a nice idea for a mod to create models of the actual elements and make the containers actual containers that can be opened.
Extra points for hilarious side effects like poisoning, chemical reactions when trying to stack certain elements, etc.
Posted by: Kolya
« on: 19. March 2010, 00:03:23 »

*forehead slap* :)
Posted by: ZylonBane
« on: 18. March 2010, 23:50:13 »

I felt left out of the joke here.
Hint: What is the chemical symbol for lead?
Posted by: Kolya
« on: 18. March 2010, 21:47:41 »

I felt left out of the joke here. Then I found this powerpoint presentation comparing the chemical characteristics of Lead and Peanut Butter. Still don't get it. I like peanut butter though.
Posted by: ZylonBane
« on: 18. March 2010, 16:58:01 »

Mmmm... delicious peanut butter armor.
Posted by: Enchantermon
« on: 18. March 2010, 14:47:39 »

Ah, I see. You could have just created your own, though.
Posted by: ThiefsieFool
« on: 18. March 2010, 13:04:13 »

you can combine items and i wanted something that would let you add radiation protection to armors, and lead is pretty good at stopping radiation irl so i replaced copper with it
i'm ruining this thread aren't i
Posted by: Enchantermon
« on: 18. March 2010, 11:27:23 »

Good idea, Kolya.
i wonder if it's at all relevant to casually mention that i retconned copper (Cu) to be lead (Pb) in my mod, and nobody seemed to notice because i changed everything related to it
Nice. Why, though?
Posted by: ThiefsieFool
« on: 18. March 2010, 11:01:59 »

i wonder if it's at all relevant to casually mention that i retconned copper (Cu) to be lead (Pb) in my mod, and nobody seemed to notice because i changed everything related to it
Posted by: Kolya
« on: 18. March 2010, 08:42:30 »

Tags: °SS2 °walkthrough

Chemical         
    ENG   
    MED   
   HYDRO 
    OPS   
    REC   
    CMD   
    RIC   
    MANY 
    TOTAL   

     
Antimony (Sb)
2
2
2
-
2
-
-
1
9
Arsenic (As)
-
1
2
-
2
-
1
1
7
Barium (Ba)
2
1
1
2
-
2
2
2
12
Californium (Cf)
2
2
-
-
-
-
-
1
5
Cesium (Cs)
1
-
2
2
2
2
-
2
11
Copper (Cu)
-
1
2
2
-
1
1
1
8
Fermium (Fm)
2
1
1
-
-
-
1
1
6
Gallium (Ga)
1
2
-
1
-
-
1
1
6
Hassium (Hs)
-
1
1
2
2
1
3
3
13
Iridium (Ir)
2
2
2
2
2
-
1
1
12
Molybdenum (Mo)
-
-
-
-
2
2
2
3
9
Osmium (Os)
1
1
-
-
-
-
-
1
3
Radium (Ra)
-
-
1
-
2
3
3
3
12
Selenium (Se)
-
-
-
-
-
2
2
3
7
Sodium (Na)
-
-
-
2
-
-
1
1
4
Technetium (Tc)
1
1
2
-
-
3
2
3
12
Tellurium (Te)
1
2
2
-
2
1
1
5
14
Vanadium (V)
2
-
1
-
2
-
-
1
6
Yttrium (Y)
2
2
-
1
-
-
1
3
9

Information taken from the now defunct SS2 Info Hub with friendly permission by TimmyMagic.com
The periodic table in photos: http://www.periodictable.com/
Interactive periodic table: http://www.ptable.com/

Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
664739a2ef055