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* MovingTheGoalposts: As you begin dismantling SHODAN's plans, she attempts to undermine your progress by making your goal one step farther. For instance, to eject the Beta Grove on the Executive level, you need to first go into each Grove and pull their ejection switches, then find the master ejection failsafe and pull it, and then return to the Beta Grove's entrance and manually eject it from the station. Unfortunately, by the time you pull the master ejection failsafe you find that the switch is broken, and that you need to head down to Maintenance to fix it. The worst example of this is at the endgame- [[spoiler: During your attempt to enter into the Reactor Core, you come across a door with an elaborate six-digit code. You learn from a nearby audio log that the code is on every single room with a computer node on every floor from one to six, meaning you now need to backtrack through the entire game to find the code and input it.]]

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* MovingTheGoalposts: As you begin dismantling SHODAN's plans, she attempts to undermine your progress by making your goal one step farther. For instance, to eject the Beta Grove on the Executive level, you need to first go into each Grove and pull their ejection switches, then find the master ejection failsafe and pull it, and then return to the Beta Grove's entrance and manually eject it from the station. Unfortunately, by the time you pull the master ejection failsafe you find that the switch is broken, and that you need to head down to Maintenance to fix it. The worst example of this is at the endgame- [[spoiler: During your attempt to enter into the Reactor Core, you come across a door with an elaborate six-digit code. You learn from a nearby audio log that the code is on every single room with a computer node on every floor from one to six, meaning you now either need to backtrack through the entire game to find the code and input it.it, or had to have found the rooms already and had the foresight to take note of the numbers from those nodes.]]
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** There's also an audio log from an executive in the Security level, addressed to his daughter who's apparently working on the FTL engine the ''Von Braun'' is using in the sequel.

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* AteHisGun: In the remake you find more than one corpse sitting down in an out of the way place, missing a head and with a firearm lying on the floor next to them.

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* AteHisGun: In the remake you find more than one corpse sitting down in an out of the way place, missing a head and with a firearm lying on the floor next to them. One of them has "signing off..." written on the wall above them.



* MachineWorship: What SHODAN expects you to do. Cyborg Edward Diego and other cyborgs are already converts.

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* MachineWorship: What SHODAN expects from her servants. This is taken further in the 2023 remake, with a small room you can find in Research that seems to do. Cyborg have been dressed up as a chapel to SHODAN. While Edward Diego in the original retained the same personality before and other cyborgs are already converts.after his cyber-conversion, in the remake he's making PA announcements proselytising the glory of SHODAN and sends the Hacker a message saying he rejects his old, selfish self and now gladly serves.
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* AdaptationalExpansion: New audio logs were added in the latter half of the game, mainly in the Executive level, which expand on the game world with an eye towards being more inclusive and reflective of modern audiences. Another audio log mentions the surprising discovery of a wormhole in nearby space. Most likely this is meant to provide a plausible explanation for how the jettisoned garden grove made it to Tau Ceti at seemingly faster-than-light speed for the sequel.

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* AdaptationalExpansion: New In the remake, new audio logs were added in the latter half of the game, mainly in the Executive level, which expand on the game world with an eye towards being more inclusive and reflective of modern audiences. Another audio log mentions the surprising discovery of a wormhole in nearby space. Most likely this is meant to provide a plausible explanation for how the jettisoned garden grove made it to Tau Ceti at seemingly faster-than-light speed for the sequel.
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** The final boss will automatically kill you if you take too long to kill it. The problem is that the rate at which this time goes down is tied to your CPU speed. Modern CPU's are exponentially faster than CPU's of the time the game was made were. In the classic edition, this makes the battle impossible to complete in the time given as you'll have to limit your DOS emulator's CPU speed to have any chance at it. The Enhanced Edition usually fixes this, thanks to the KEX Engine upgrade that natively adapts the game to modern computers, but if it doesn't work, enabling VSYNC in the options will generally do the trick.

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** The final boss will automatically kill you if you take too long to kill it. The problem is that the rate at which this time goes down is tied to your CPU speed. Modern CPU's are exponentially faster than CPU's of the time the game was made were. In the classic edition, this makes the battle impossible to complete in the time given as and you'll have to limit your DOS emulator's CPU speed to have any chance at it. The Enhanced Edition usually fixes this, thanks to the KEX Engine upgrade that natively adapts the game to modern computers, but if it doesn't work, enabling VSYNC in the options will generally do the trick.
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** The final boss will automatically kill you if you take too long to kill it. The problem is that the rate at which this time goes down is tied to your CPU speed. Modern CPU's are exponentially faster than CPU's of the time the game was made were. This makes the battle impossible to complete in the time given. You'll have to limit your emulator's (the game only runs on DOS, unlikely to be natively installed on a modern machine) CPU speed to have any chance at it. The Enhanced Edition usually fixes this, but if it doesn't work, enabling VSYNC in the options will generally do the trick.

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** The final boss will automatically kill you if you take too long to kill it. The problem is that the rate at which this time goes down is tied to your CPU speed. Modern CPU's are exponentially faster than CPU's of the time the game was made were. This In the classic edition, this makes the battle impossible to complete in the time given. You'll given as you'll have to limit your DOS emulator's (the game only runs on DOS, unlikely to be natively installed on a modern machine) CPU speed to have any chance at it. The Enhanced Edition usually fixes this, thanks to the KEX Engine upgrade that natively adapts the game to modern computers, but if it doesn't work, enabling VSYNC in the options will generally do the trick.
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*** The anteroom to Security's elevator connecting with Systems Engineering locks behind you once you enter the Security level proper.

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*** The anteroom to Security's elevator connecting with Systems Engineering locks behind you once you enter the Security level proper. The 1.2 update opened a path back to the rest of the station to allow for backtracking, subverting this example.
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* StoryDifficultySetting: Inverted. The game features a gameplay mode which stripped out all story elements altogether, limiting all the information in the game to only what was relevant to the gameplay.

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* StoryDifficultySetting: Inverted. The original game features a gameplay mode which stripped out all story elements altogether, limiting all the information in the game to only what was relevant to the gameplay.gameplay. It's still possible to achieve a story difficulty setting by leaving the plot at normal mode and dialing down the difficulty of all other parameters.
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** The remake also has SHODAN refer to Citadel as a "Lighthouse-class Starbase", tying it into the recurring lighthouses from ''VideoGame/{{Bioshock}}''.
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Contradicts the Compressed Adaptation entry


* AdaptationalExpansion: The remake adds a playable prologue in which you can explore the Hacker's apartment, and experience firsthand his kidnapping by Trioptimum and coerced deal with Diego. New audio logs were also added in the latter half of the game, mainly in the Executive level, which expand on the game world with an eye towards being more inclusive and reflective of modern audiences. Another audio log mentions the surprising discovery of a wormhole in nearby space. Most likely this is meant to provide a plausible explanation for how the jettisoned garden grove made it to Tau Ceti at seemingly faster-than-light speed for the sequel.

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* AdaptationalExpansion: The remake adds a playable prologue in which you can explore the Hacker's apartment, and experience firsthand his kidnapping by Trioptimum and coerced deal with Diego. New audio logs were also added in the latter half of the game, mainly in the Executive level, which expand on the game world with an eye towards being more inclusive and reflective of modern audiences. Another audio log mentions the surprising discovery of a wormhole in nearby space. Most likely this is meant to provide a plausible explanation for how the jettisoned garden grove made it to Tau Ceti at seemingly faster-than-light speed for the sequel.

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Messed around with Double Edged Buff.


* DoubleEdgedBuff: Any patch that isn't medicinal (Medipatch, Detox) will have a drawback.
** Berserk patches increase your melee damage, but distort your colors to make it hard to see (in the original) or makes you see things that aren't actually there, but are also clearly hallucinations (remake).
** Sight Vision Enhancement patches will let you see in the dark easily without giving away your position like the headlight, or draining your power like the night vision. But after the effect ends, you'll struggle to see at all for a while as everything is much darker.
** Staminup Stimulants prevent you from using stamina (increasing your heart rate) while running. Once the effect wears off, you'll be winded for a ''lot'' longer than you would be if you'd just run out of stamina normally.
** Genius patches and Reflex Reaction Aids (which assist with puzzles and slow time respectively) don't have any drawbacks.
** Even the Detox patches can have a drawback: while active, ''any other patches'' will be completely negated, including the Medipatches. However, it also negates the side effects.

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* DoubleEdgedBuff: Any Patches that aren't a Medipatch or Reflex patch that isn't medicinal (Medipatch, Detox) will have a drawback.
** Berserk patches increase your melee damage, but distort your colors to make it hard to see (in the original) or makes you see things that aren't actually there, but are also clearly hallucinations of the original game's monster sprites (remake).
** Sight Vision Enhancement patches will let you see in the dark easily without giving away your position like the headlight, or draining your power like the night vision. But after the effect ends, you'll struggle to see at all for a while as everything is much darker.
darker. In the remake, however, sight patches work much differently (highlighting foes and items) and don't carry a negative side effect, unlike what the lore says.
** Staminup Stimulants prevent you from using running out of stamina (increasing your heart rate) while running. Once sprinting or jumping around, but once the effect wears off, you'll be winded for a ''lot'' longer than you would be if you'd just run out of stamina normally.
normally. In the remake, this is tempered by adding a temporary max health buff while active.
** Genius patches Medipatches and Reflex Reaction Aids (which assist with puzzles and (which, respectively, heal you or slow time respectively) down time) don't have any drawbacks.
** Even
drawbacks in either the original or remake.
**
Detox patches can have a drawback: patches, while they purge toxins and rads from your system, also negate ''all'' other patch effects while active, ''any other patches'' will be completely negated, positive or negative, including Medipatch healing. In the Medipatches. However, it remake, the detox patches also negates negate alcohol intoxication, but can no longer actively work against a toxin you're currently in exposure to (I.E. Beta Grove, the side effects.reactor).
** The Genius Patches in the original game aid in solving puzzles (by reducing clearance thresholds), but in at least some game versions they reverse your left/right controls while active.
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* NobodyPoops: A particularly notable example given the otherwise detailed setting. Citadel Station has vending machines, bedrooms, offices, a dining room, gardens, executive suites, and medical facilities - but no bathrooms. This became something of a RunningGag for the fandom after the game was released, and as such "There are no toilets on Citadel Station" became a common refrain. Perhaps SHODAN was so offended by the activity that she had them removed and hoped the Resistance would die of conspitation.

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* NobodyPoops: A particularly notable example given the otherwise detailed setting. Citadel Station has vending machines, bedrooms, offices, a dining room, gardens, executive suites, and medical facilities - but no bathrooms. This became something of a RunningGag for the fandom after the game was released, and as such "There are no toilets on Citadel Station" became a common refrain. Perhaps SHODAN was so offended by the activity that she had them removed and hoped the Resistance would die of conspitation. This is subverted in the System Shock Remake where there ARE toilets, although they don't look pretty looking like a mashup of a train toilet and a festival portaloo.
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* TheMaze: System Shock's game levels are maze-like by design, inducing a crushing sense of claustrophobia and disorienation upon players for tension. In the remake this is justified In-Universe, as a text email titled 'Always A Maze!' explains that the floor-plans of the Citadel Station was apparently designed deliberately like this in order to allow psychologists to study the impact of space travel on Human psyche - in particular anxiety and stress - using Citadel Station employees as unwitting lab-rats, which would help immensely in spacecraft development for Humanity's expansion into the cosmos 'better than any computer model could'.
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* LampshadeHanging: In the remake you can find an audio log where an employee tells how she discovered the station was deliberately built to be mazelike to help study the effects of stress on people living in space.

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* CompressedAdaptation: The original game's prologue is a montage narrated by SHODAN, so it can cover a relatively long period of time - the Hacker being arrested, brought onboard, modifying SHODAN, and being put in a healing coma after surgery. Because the remake turns this into a playable experience, there are less time skips so the Hacker is brought to Diego's office, modifies SHODAN in a few minutes, and is immediately knocked out for surgery instead.



* ReasonableAuthorityFigure: Tri-Optimum has their anti-terrorism expert act as your MissionControl, allowed to provide you with confidential information, at least until SHODAN cuts the transmission.

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* ReasonableAuthorityFigure: Tri-Optimum has their got an anti-terrorism expert consultant to act as your MissionControl, allowed to MissionControl and provide you with confidential information, at least until SHODAN cuts the transmission.


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** They even get SHODAN's creator on the line in the last level to advise you directly on how to defeat her.
** Even before then, it's made clear that Diego had SHODAN hacked because Tri-Op's own internal affairs division was investigating him for illegal mutagen experiments.


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* SequelHook: Besides Beta Grove being launched into space, the manual mentions that Diego had already sold some mutagen virus to terrorist organisations on Earth, with Lansing implying the Hacker would be contacted for a second assignment to take care of it. This wasn't directly followed up on, but the sequel does mention similar mutants in the Soldier's training missions. There's also the power armor seen in Tetracorp's files in the epilogue, which was also supposed to appear in a future sequel.
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* {{Retraux}}: The remake kept the pixellation and the retro-futuristic aesthetic, resulting in what look like to be an early Playstation 2 looking game with modern day shaders and lighting effects.

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* {{Retraux}}: The remake kept keeps the pixellation pixelation and the retro-futuristic aesthetic, resulting in what look looks like to be an early Playstation 2 looking Platform/PlayStation2-looking game with modern day shaders and lighting effects.
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* BoobyTrap: Several places, usually involving SHODAN spawning in [[EliteMook Elite Mooks]] ambushing you at story-crucial moments[[note]]On Research, after you have prepared everything to disable the laser, you go in the laser room... only to be greeted by a bunch of cyborgs inside. This is not to mention the various landmines scattering around the room beforehand[[/note]]. Special mention goes to [[spoiler: SHODAN’s “Death Machine” on level R and an antennae room on Engineering]].

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* BoobyTrap: Several places, usually involving SHODAN spawning in [[EliteMook Elite Mooks]] {{Elite Mook}}s ambushing you at story-crucial moments[[note]]On Research, after you have prepared everything to disable the laser, you go in the laser room... only to be greeted by a bunch of cyborgs inside. This is not to mention the various landmines scattering around the room beforehand[[/note]]. Special mention goes to [[spoiler: SHODAN’s “Death Machine” on level R and an antennae room on Engineering]].



** The three Garden Groves, one of which must be jettisoned,[[/note]] (which becomes a NiceJobBreakingItHero moment if you know what happens in the sequel) after which you obviously can't enter it.[[note]] There are a few rare items in the grove that you jettison, but the extremely high rate of biological toxification, even with the level 2 hazard suit, makes exploration a risky prospect. There's nothing in there you can't get later, either.[[/note]] Later, the Bridge level jettisons itself with you on board from the self-destructing Citadel Station.

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** The three Garden Groves, one of which must be jettisoned,[[/note]] (which jettisoned, which becomes a NiceJobBreakingItHero moment if you know what happens in the sequel) sequel, after which you obviously can't enter it.[[note]] There are a few rare items in the grove that you jettison, but the extremely high rate of biological toxification, even with the level 2 hazard suit, makes exploration a risky prospect. There's nothing in there you can't get later, either.[[/note]] Later, the Bridge level jettisons itself with you on board from the self-destructing Citadel Station.
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''System Shock'' by Creator/LookingGlassStudios is a groundbreaking FirstPersonShooter[=/=]ImmersiveSim with SurvivalHorror and RPGElements set in a {{Cyberpunk}} future. It wasn't exactly a smashing success in sales, but it was massively influencial and spawned one of the most memorable villains in all of video games. A sequel, ''VideoGame/SystemShock2'', was released on August 11, 1999.

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''System Shock'' by Creator/LookingGlassStudios is a groundbreaking 1994 FirstPersonShooter[=/=]ImmersiveSim with SurvivalHorror and RPGElements set in a {{Cyberpunk}} future. It wasn't exactly a smashing success in sales, but it was massively influencial and spawned one of the most memorable villains in all of video games. A sequel, ''VideoGame/SystemShock2'', was released on August 11, 1999.
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* TheElevatorFromIpanema: Every time you enter in an elevator to go to another level [[https://www.youtube.com/watch?v=-KdpmJP6W-E a tune reminiscent of "The Girl from Ipanema plays]], it can create some hilarious SoundtrackDissonance when you open the elevator doors and a swarm of mutants attack you with this music playing on the background.

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* TheElevatorFromIpanema: Every time you enter in an elevator to go to another level [[https://www.youtube.com/watch?v=-KdpmJP6W-E a tune reminiscent of "The Girl from Ipanema plays]], it can create some hilarious SoundtrackDissonance when you open the elevator doors and a swarm of mutants attack you with this music playing on the background. The remake also employs this as the elevator to the Bridge level will have this playing even as [[spoiler: the rest of the station is shown blowing up in a cutscene.]]
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Crosswicking

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* ModularDifficulty: Beginning a new game lets you adjust difficulty levels for four separate aspects of the game: puzzles, combat, {{cyberspace}} navigation and the overall mission.
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The game has circulated for a long time as the [[http://www.systemshock.org/index.php/topic,211.0.html "System Shock Portable"]] version, with an added mouse-look feature and UsefulNotes/DOSBox emulation, until the new copyright owners demanded the downloads to be taken down. It took Creator/NightdiveStudios years to solve this new predicament, but ultimately obtained the rights to the game and released an UpdatedRerelease titled ''[[http://www.gog.com/game/system_shock_enhanced_edition System Shock: Enhanced Edition]]'' on GOG.com on September 22, 2015, and on UsefulNotes/{{Steam}} one month later. The Enhanced Edition runs natively in Windows and incorporates features from Portable and other mods, including remappable keys, mouselook support and enhanced graphical resolution, and also solves some of the bugs of the original. Those who would rather enjoy the classic in its original form need not fret, though, since the Enhanced Edition also includes the original version with no enhancements, titled ''System Shock Classic''. The patches the were used in Portable where later made into a separate patching tool for the original game, aptly named "System Shock Portable Tool". In 2018, the Enhanced Edition was ported to Nightdive's [=KEX=] engine, allowing for smoothed, hardware accelerated graphics (allowing for variable FOV and widescreen and even ultra-widescreen) and porting in higher resolution character portraits from the Mac version.

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The game has circulated for a long time as the [[http://www.systemshock.org/index.php/topic,211.0.html "System Shock Portable"]] version, with an added mouse-look feature and UsefulNotes/DOSBox emulation, until the new copyright owners demanded the downloads to be taken down. It took Creator/NightdiveStudios years to solve this new predicament, but ultimately obtained the rights to the game and released an UpdatedRerelease titled ''[[http://www.gog.com/game/system_shock_enhanced_edition System Shock: Enhanced Edition]]'' on GOG.com on September 22, 2015, and on UsefulNotes/{{Steam}} Platform/{{Steam}} one month later. The Enhanced Edition runs natively in Windows and incorporates features from Portable and other mods, including remappable keys, mouselook support and enhanced graphical resolution, and also solves some of the bugs of the original. Those who would rather enjoy the classic in its original form need not fret, though, since the Enhanced Edition also includes the original version with no enhancements, titled ''System Shock Classic''. The patches the were used in Portable where later made into a separate patching tool for the original game, aptly named "System Shock Portable Tool". In 2018, the Enhanced Edition was ported to Nightdive's [=KEX=] engine, allowing for smoothed, hardware accelerated graphics (allowing for variable FOV and widescreen and even ultra-widescreen) and porting in higher resolution character portraits from the Mac version.

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* FissionMailed: When you set the plastique on one of the antennas in the Engineering deck, SHODAN will close a previously-unseen force door and lock you in to die in the explosion. The only way to successfully destroy the antenna is to make sure you've turned off the Cyborg Conversion Chamber on the Engineering level first. Averted in the Remake, where the explosion isn't big enough to kill you, and a rewire panel opens up to let you turn off the force door (which makes the game possible to complete without dying, which was not possible in the original game).



** The Railgun in the remake plays with this trope: It uses ammunition and is ''the'' strongest weapon in the game without question, but it has to reload after every shot ''and'' recharge the capacitor. If you're willing to sacrifice some energy, you can recharge the capacitor faster, making it both a kinetic weapon ''and'' an energy weapon.



* NiceJobFixingItVillain: In exchange for hacking SHODAN, Edward Diego provides the Hacker with military-grade cybernetic hacking interface and expunges all records of the Hacker's presence on the station (a later log explains that he wants the Hacker "on ice" so that he can use the Hacker later; there's zero altruism here). This ends up providing the Hacker with both the opportunity and ability to take down SHODAN.

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* NiceJobFixingItVillain: In exchange for hacking SHODAN, Edward Diego provides the Hacker with military-grade cybernetic hacking interface and expunges all records of the Hacker's presence on the station (a later log explains that he wants the Hacker "on ice" so that he can use the Hacker later; there's zero altruism here). This ends up providing the Hacker with both the opportunity and ability to take down SHODAN.SHODAN by existing in a blind spot in her knowledge.



* NonstandardGameOver: [[spoiler:Foolishly flipping switches aboard Citadel Station can result in firing the station's superweapon at Earth. Whoops]].
** On Hard plot difficulty, you have a hard time limit of six hours to complete the game. There is no way to increase this time limit, and if it runs out...Well, at least you tried[[note]]Completing the game if you know what you're doing can be done in a reasonable time frame of about 5-6 hours, but you really can't spend time looking around: you have to know where to go, what to do, and where things are to do it, and you can still get screwed over by random drops, like the Sparq Beam not showing up on the first level, making destroying cameras ''very difficult''.

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* NonstandardGameOver: [[spoiler:Foolishly [[spoiler: Foolishly flipping switches aboard Citadel Station can result in firing the station's superweapon at Earth. Whoops]].
** On Hard plot difficulty, you have a hard time limit of six seven hours to complete the game. There is no way to increase this time limit, and if it runs out...Well, at least you tried[[note]]Completing the game if you know what you're doing can be done in a reasonable time frame of about 5-6 hours, but you really can't spend time looking around: you have to know where to go, what to do, and where things are to do it, and you can still get screwed over by random drops, like the Sparq Beam not showing up on the first level, making destroying cameras ''very difficult''.difficult''[[/note]].
** The remake's hard story difficulty retains the time limit, but changes it to 10 hours, which is enough time to get everything done: a first run, with some knowledge of how the game works from the original, can be completed in about 12-13 hours. There's also an achievement for completing the game with all settings on Hard, which is ''very'' difficult: dying in cyberspace outright kills you (and drops you into a regen chamber if available), enemies are more numerous and deadly, and rewriting puzzles are tricky and devious, on top of the 10 hour time limit forcing you to rush more than a little bit.


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** Energy weapons in the Remake can be toggled between Low, High, and Overheat, though the third setting doesn't ''always'' overheat the weapon immediately.

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