User:Cement Plant

Mimics
Regular Mimics can be just circlestrafed with a wrench and go down in three hits. Not really a problem even if you face several.

Greater Mimics are a pain because of their much higher HP. Unless you invested in your wrench/stamina powers, you will get winded before you kill them even if you land every hit. At the same time, using more powerful weapons on them feels like a waste. That said they CAN be wrench circlestrafed just like regular Mimics, it's just that it will take longer and with a greater risk of getting hit.

Phantoms
Phantoms are barely above regular Mimics in difficulty. You can GLOO them before they can fire a Kinetic Blast, and afterwards two power attacks with the wrench will ragdoll them. Once you upgrade your wrench powers you can even skip the GLOO, just power sneak attack sends them flying and gives you enough time to whack them to death before they get back up. They have the superfast movement ability but you should never see it in action.

Thermal Phantoms attack with Superthermal and once alerted "power up" which makes them deal fire damage to everything nearby. The latter is a much bigger problem, because it means you can't rely on your wrench and have to waste ammo or PSI. And they most likely will power up because they have second highest HP among all Phantoms, so it's hard to kill them in one combo. In a way, they are the most difficult version of Phantoms to deal with.

For starters, use a Stun Gun and not the GLOO gun; they might power up before you GLOO them. Because of their high HP, wrench will probably not cut it unless you invested heavily in wrench powers. Shotgun is your best bet, especially since it ragdolls them in the default mag size of 4 shots. Afterwards it's best to just run(Superthermal cannot hurt you if you move, and they don't have any other ranged attack, nor the ability to move superfast) and hide, then get another sneak attack in when they try to follow you. You will likely don't need to stun them again, but remember they'll be powered up now.

Amusingly, because their powered up AoE deals damage incriminately, they will detonate any explosive container they come close to, sometimes killing themselves.

Etheric Phantoms can split in two when alerted and deal AoE "Ether" damage when you damage them. They also leave a temporary "Ether puddle" on the ground when they die which will damage you further. Attack in melee and have superfast movement like regular Phantoms.

Hovewer, maybe to balance their splitting ability, they have the least HP of all the Phantoms, which makes killing them very easy: Stun Gun(Again, GLOO takes too long) then Q-Beam. Note that the Q-Beam will push them around, so take that into account when firing from odd angles. If you somehow manage to meet one before getting the Q-Beam, you can use a Shotgun instead; it's still effective even when fired from outside of their "Ether" cloud AoE.

Voltaic Phantoms cast Electrostatic Burst and permanently run Electrostatic Burst themselves, even when not alerted. As if that wasn't enough, their "personal" Electrostatic Burst will power up metal elements(such as floors) and can damage you from other end of the room. Electrostatic Burst itself, of course, disables any electric/electronic equipment you have - like the Q-Beam - oh and did I mention they have the highest HP of all the Phantoms? And can power up Mimics?

All that sounds terrible, and it would be if not for one thing: the EMP Charge strips them both from their ability to cast Electrostatic Burst and their personal Electrostatic Burst. All they can do after being EMP'd is slowly walk towards you(like Thermal Phantoms they don't have superfast movement) while you Q-Beam them to death. Unfortunately because of their high HP you will need to upgrade the Q-Beam with either power or firing time to kill them without reloading, but at least the drops are worth your effort.

Cystoids
Cystoids are surprisingly slow and can be outrun both in regular and zero gravity. Then just shoot them with your Stealth Pistol. Yay, finally found a use for it.

Cystoid Nest spawns Cystoids when destroyed and irradiates anything that comes nearby. So don't come nearby, either throw an explosive on it or use Kinetic Blast. Both will destroy the nest along with any Cystoids inside.

Weaver & Telepath
I lump them together because strategy for both is the same. Throw a Nullwave and then either Q-Beam them to death, or if you upgraded it and conditions allow, rush in with the shotgun.

Weaver has a shield that nullifies attacks, but it's disabled by Nullwave. Telepath has a terrible ranged attack, but it's disabled by Nullwave. They both can try and run away once you Nullwave them, so take it into account.

Weaver can spawn Cystoids, ignore them until it's dead. It can also turn dead humans into Phantoms, which you should allow it to do, because it means more Exotic Material for you.

Telepath can mind-control humans who then suicide attack you, but this never comes into play outside of scripted scenarios because there are no live humans around to mind-control. In the scripted scenarios it's possible to stealth past the humans or lure the Telepath out away from them.

Technopath
Spamming a Stun Gun is enough to take out these guys, the question is what about all the junk they control. If you have a seriously upgraded Stun Gun, it's likely you can take it out before the junk even reacts. Otherwise opening up with an EMP grenade might be a good idea.

Poltergeist
Absolute joke. Hit it with the wrench until it dies. You can do it even without using the Psychoscope, because it's just so big and slow.

Operators
Science and Engineer Operators are simple, Stun Gun then finish them off with a wrench.

Military Operators can be taken out in the same fashion. Upgraded Stun Gun, combined with the extra sneak attack damage powers, can actually one shot them. The problem is that they will respawn indefinitely from the hacked Dispensers and you cannot hack them back. You can, hovewer, put something big in front of the Dispenser to block the exit.

Neuromod Division

 * Foyer - 1, in display case. January will guide you right to it as part of main storyline


 * Foyer - 1, in destroyed December, part of Who is December? side mission
 * Skill Recorder - 1, on the body under the stairs


 * Volunteer Testing - 2, in Neuromod Installation and Testing room

Talos 1 Lobby

 * TranStar Exhibit - 1, in display case


 * TranStar Exhibit - 1, secret safe in alarm bell. Part of Talos Smuggling Ring side mission


 * Morgan Yu's Office - 3, on your desk


 * Morgan Yu's Office - 3, in the safe with Margrave(Preorder Bonus only)


 * Morgan Yu's Office - 1, given by January after completing Through a Glass Darkly


 * Psychotronics entrance - 4, in locked safe(Hack II, no code)


 * I.T. Security - 1, in cabinet on the wall in the office. Requires either Hack I or General Access Card(Through a Glass Darkly) to get into Maintenance Access and then drop through the glass floor.


 * Trauma Center - 1, on the body of Luther Glass, on the operating table


 * Trauma Center - 3, DeVries safe, code in the quarantine room on the wall, but keycard to his office not found until ???


 * Trauma Center - 3, secret safe in Kohl's office, part of a side mission, A C B A C
 * Sales Division - 4, behind desk of Yuri Kimura, part of side mission Stolen Neuromods


 * Security Station - 4, in case on the left of Elias Black's desk

Total amount of Neuromods available before entering Hardware Labs without "sequence breaking": 18, 15 without the Preorder bonus, -1 if no Hack I(which requires 1 Neuromod itself though)

Total Neuromods required for The Plan: 3(Materials Expert) + 5(Physician I + Necropsy) +7(Repair I, Suit Modification I, Suit Modification II) = 15

With Preorder Bonus, grab Conditioning(probably as first one in Neuromod Division Foyer), Hack I(pays for itself) and Leverage I(throwing explosive stuff is useful, but otherwise deal with blockades using Recycle Charges)

Hardware Labs

 * Thorstein's Office - 2, in a briefcase under the desk


 * Security Office checkpoint - 1, in a display case on the junction


 * Demonstration Theater - 1, on the body of Gregory Kepner, up in the rafters


 * Demonstration Stage - 1, in briefcase on the floor, dropped by ??? before he dies


 * Atrium - 1, secret safe in alarm bell near the statue on the walkway. Part of Talos Smuggling Ring side mission


 * Machine Shop - 1, on body of Peter Coleman on the center cargo lift, you can drop it using the terminal on the left


 * Machine Shop - 2, in the Storage Room


 * Machine Shop - 1, in the blocked off area below the Fabricator


 * Combustion Lab - 2, in a safe in the breach(Hack III, no code)


 * Combustion Lab - 2, on the body of Lorenzo Calvino, in the breach


 * Dr. Calvino's Lab - 2, Calvino's secret stash

The Plan: 3(Dismantle) + 4(Repair II) = 7.

Psychotronics

 * Clean Room Preparation - 2, on the body of Janos Jozef, where you find the Psychoscope


 * Director Kelstrup's Office - 2, in safe, code given by Alex


 * Behavioral Testing - 2, on table outside test chamber door


 * Annalise Gallegos Office - 1, on the desk next to her body


 * Armory - 1, on the body of Demian Linn inside


 * Morgue - 2, near the body of Sylvain Bellamy

G.U.T.S.

 * Research level - 1, in the tunnel between Hack II locked door and electrical malfunction(?), inside a Monitor Station, in a supply crate


 * Magnetosphere - 2, in the main chamber, on the body of Anders Kline

Arboretum

 * G.U.T.S. Access - 1, on the body of Jia Kyung-Ho


 * Crews Quarters Access - 1, on the chess set next to body of Iris Stein


 * Alex Yu's Office - 1, on display on Alex's desk


 * Alex Yu's Office - 2, in secret safe, code on December's remains in Neuromod Division


 * Talos Lobby Access - 1, secret safe in alarm bell. Part of Talos Smuggling Ring side mission

Crew Quarters

 * Concierge - ?, in the Mail Room

And here is where IGN guide abruptly ends. Need another source.