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~ TriOptimum Employee Manual
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The Alpha-Strain Mutant (also known as the Inviso-Mutant) is an enemy encountered in System Shock (Remake). Compared to the original game, the remake version has received a number of changes.
Overview[]
From first glance Alpha-Strain Mutants appear to be larger cousins of the Zero-Grav Mutant, but inherit several deadly tricks from the original game's Inviso-Mutant: they are able to camouflage themselves, appearing invisible to the naked eye until they attack, and can lash out with globs of biohazardous acid instead of streams of acid like the Zero-Grav Mutant, giving them a longer range. Like the Zero-Grav Mutant they burst into a cloud of noxious gasses upon death. Alpha-Strain Mutants still cast shadows even when camouflaged, giving their position away to a cautious player.
Strategy[]
Tactical Analysis[]
The Alpha-Strain mutant is a relatively formidable enemy due to a combination of factors: It is fairly resistant to damage, floats through the air allowing it to pursue retreating players across ledges and vents, inflicts biological contamination with every hit it lands and of course, possesses an optical camouflage ability rendering it all but invisible in regular circumstances.
First, it's relatively large health pool means that it will take more than 20 rounds of standard 9mm ammunition to take out. It's also somewhat resistant to energy weapons, making early game sidearms woefully ineffective. Even a fully upgraded minipistol, or overcharged and upgraded SparqBeam are poor choices when engaging this enemy.
Consider using medium tier firearms when engaging this hostile: In a pinch, the Skorpion will work as well albeit it will require spending almost two dozen 9mm Standard rounds. The preferred method of engagement would be the Shotgun, loaded with dragon's breath ammunition, which will reliably take those enemies down in 3 to 4 shots. The assault rifle loaded with magnesium rounds is likewise an excellent choice. Both of these weapons also give the advantage of setting the mutant on fire for a short while, which will help the player track the invisible critter.
It might be tempting to engage the mutant in melee range, with the laser rapier, however that is not nearly as practical as it would have been in 1994. The mutant strikes hard and fast in melee range, dealing a respectable amount of damage while also tagging the player with 25 units of biological contamination after every hit. Moreover, their resistance to energy means that the player needs to land anywhere between 2 and 3 Laser Rapier power attacks to down a single mutant, which unless the player is using berzerk-patches is almost never going to work out without being damaged.
Conversely, their medium range attack consists of a relatively rapid projectile, which can be sidestepped with relative ease once the player gets a feel for the timing. Keep in mind that the projectile is similar to a gas-grenade, insofar it will leave a cloud of gas for a couple seconds around the area it impacts, meaning it's possible to get some minor biological contamination even if the player dodges the initial impact.
Throwing gas grenades at the mutant is viable when cornered, if a bit pricey considering Alpha-Strain mutants have a tendency to engage the player all on their own, so you'll be trading a single grenade for a single kill. Avoid using the grenade launcher as the mutant is easy to miss due to being invisible.
Overall Strategy[]
Being a mutant, Alpha-Strain mutants do not carry any loot whatsoever. Engaging them in melee is almost always going to cost the player some health, while engaging them with ballistic weapons is always going to be a net loss in resources while energy weapons being less than stellar when attacking this enemy. This enemy is essentially a net drain on the player's resources: Either health or ammunition.
Their toxic projectiles have a notable Area Of Effect damage around their point of impact, which will also affect surrounding objects, such as lights and, more importantly, explosive barrels. Some of the rooms where this mutant is found have explosives lying around and the mutant may very well accidentally blow up itself, the player and everything else in said room.
As mentioned above, despite being invisible, the mutant will still leave a shadow on the floor and walls of the station, allowing an observant player to pinpoint their location. Another relatively practical way to quickly find a mutant is to use a mini-pistol to spam a few 9mm rounds in the suspected general direction of the mutant. If the player hits the mutant, they can then switch to more powerful weapons to now accurately engage the hostile.
Gallery[]
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