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UNN VON BRAUN // PERSONNEL RECORDS
MY TWO CHARACTERS
where my cyber modules went, deck by deck, and what I'd do differently
LOG  //  MY TWO CHARACTERS  //  DECK BY DECK  //  SPOILERS (LOCKED)

No exact numbers here, because I didn't write them down the first time and the second time I was too scared to. These are the choices, in the order I made them, and how they worked out. No story spoilers on this page.


RECORD 1 // THE MARINE
First playthrough. About two weeks of August, mostly after midnight.
WHENWHERE THE MODULES WENT
Tours of dutyWhatever said "weapons" on it, plus one that gave Strength. I didn't read the descriptions closely. See the main page.
Medical/ScienceStandard weapons, so I could actually hit things with the pistol. Then a little Hack for the crates.
EngineeringMaintenance, after my pistol broke in the middle of a fight and I went back to the wrench in a hurry. Endurance.
HydroponicsSome Research, which this deck makes you want. More Standard for the shotgun and the assault rifle.
OperationsRepair, to fix the guns I'd let break anyway. Strength, for room to carry them.
LaterHeavy weapons, for the grenade launcher, which is the most satisfying thing in the game. Modify, for the assault rifle. Endurance, Endurance, Endurance.

How it went: fine, once I stopped trying to do everything. A Marine is the forgiving way to learn the game. You can shoot your way out of most mistakes, if you have the ammo, which you won't.

What I'd change: more Hack, earlier. The whole back half of the game I kept walking past locked crates that I knew had things I needed in them. And Maintenance on deck 1, not deck 2. Don't wait for the gun to break to learn the lesson.


RECORD 2 // THE OSA AGENT
Second playthrough. The end of August through last weekend. Classes started in the middle. Grades: pending.
WHENWHERE THE MODULES WENT
Tours of dutyPsionic, Psionic, and something with Endurance in it. I read every one this time.
Medical/SciencePsi. The first tier has Projected Cryokinesis, a blast of cold you throw at things, and that's your gun for the first few decks. Also Psycho-Reflective Screen for a little armor.
EngineeringPsionic stat, so I had more points to throw cold with. Kinetic Redirection, which lets you pull items to you from across a room, and which I used to steal things out from in front of turrets.
HydroponicsSome Research here too. A little Endurance, because the cold blast only works if you're still standing.
OperationsThe second psi tier. A little Standard, so I could carry a pistol for the robots, which I mostly didn't use.
LaterEverything into psi. The higher tiers are where it gets fun: there's invisibility, there are fireballs, and there's teleporting. By the end I hardly touched a weapon at all.

How it went: the first two decks were the hardest hours of video games I have ever played. Psi points run out, and when they're gone you're a person in a jumpsuit with a wrench. Carry every psi hypo you find. And then, around the middle of the game, it flips, and suddenly you're the scariest thing on the ship. I liked that a lot.

What I'd change: nothing, honestly. Except I'd play the Marine first again. I wouldn't send anyone into psi blind.


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LAST UPDATED: SEPTEMBER 22, 1999