Last update: 11/25/2002 ===================================================================== Deus Ex WALKTHROUGH / PLAYING GUIDE ===================================================================== Version 1.7 by Guiler Questions or comments: email guilersk@earthlink.net LEGAL STUFF: This guide is owned by me, and copyright me (Jeff Novakouski). Deus Ex is Copyright 2000 Ion Storm. Do not sell this guide, or reproduce it, or do anything like that without my permission. If you want to do something with it, like post it on a web site, just ask me; I'll probably say yes. I've said yes before, and I'll do it again! I'm warning you! ---------------------- Performance Issues ---------------------- In this game, Glide will kick D3D's butt any day, and both whallop OpenGL. If you can use Glide (you'll need a 3DFX card for this; if you don't know what i'm talking about, suffice to say it has to be a VOODOO card) use it, but if you can't, then get the D3D update file from the Eidos tech support page, which is, at this time: http://www.eidosinteractive.com/techsupp/deusex/patches.html It will make the game run faster and better. I beat the game with a TNT2 on a Celeron 466 without the patch, and while it was slow at times, it was pretty tolerable. I had Textures on medium, detail textures off. Detail textures and Decals can make a big difference. If you want to know more about tweaking, try one of these two tweaking guides: http://www.tweak3d.net/tweak/deus-ex/ http://www.hal-pc.org/~mikromak/deusexguide/deusexguide.html ------------ Overview ------------ Deus Ex can make it very hard for the twitch gamer. You are terribly innaccurate with your weapons at first, so if you start charging guys with your pistol, they're going to mow you down real fast with their assault rifles. Trying to get a head shot while running or strafing is dicy at best, even when you have Master on your chosen weapon (excluding, of course, heavy weapons, which have little necessity for accuracy). The best way to get off an accurate shot is to stand still for a minute, and watch your targeting reticule tighten. Of course, if you're being shot at, that's not a good idea. So it's good to remain unseen while you aim. I find that the best way to take out enemies is to take them by surprise and put a bullet or 3 in their head, or, in extreme cases, avoid them altogether. The scope is invaluable for this, as are accuracy mods (which can stabilize that 'scope wobble') and a laser sight, if you really want one. I find it's best to stick to 4 or 5 chosen weapons and mod them, rather than trying to carry 6-8 and eschewing all the other cool gear that you can get. When you can't get a head shot off, though, it's good to either sneak up on them and use a riot prod/crowbar/shock prod, or hit them with a tranquilizer dart and book it. Sure, they'll chase and shoot you for a second; then the extra tranq damage starts kicking in, and they turn and run, and drop in their tracks. Then you can walk up, loot their bodies and, (if you're feeling especially mean, for no reason), pick up their body and dump them in the ocean, or something. Actually, it can be good to have more non-lethal takedowns near the beginning, so Paul and Gen. Joe Carter, the quartermaster, don't get mad at you. Try and kill one or two, though, so Manderly and the two mech-augs (Navarre and Hermann) don't get mad at you. Later on, though, it'll be best to get in one-shot takedowns so they don't raise the alarm. Michael writes: i just discovered that if you shock prod people in the legs it also knocks them out in one hit. kind of useful for sneaking up on people as you can stay crouched without needing to reach their head... ----1.7---- Doctor Arcane writes: I don't know if other people do this but here is a fun trick. Put attach a LAM next to an alarm panel. You can even do this while you are cloaked. Back off and uncloak. The result is both funny and useful, it is guarenteed to take out at least one guy and alarm panel! ----1.5---- -------------------- Bible References -------------------- Do not be scared! I am not religious. However, I did look up some stuff. But, not being much into religion, it is possible I made some small (or large) errors or misread stuff. So this is not to be taken as ultimate truth. Still... JC Denton: JC stands for Jesus Christ, maybe? Hence 'Deus Ex', 'God From'. Paul Denton: Paul is one of the apostles, who preached the word of the Lord and all that. In the game, he tells you about the NSF, the conspiracies, and to use non-lethal methods. Walton Simons: Simon was one of Jesus' brothers; in the game Simons has nano-augs, just like you. But he's evil. And voiced by Tom Hall. J Manderly: Joseph, another biblical name... So let's start this, already! TABLE OF CONTENTS: 1.0 STATUE OF LIBERTY 1.1 DOCKS 1.2 LIBERTY ISLAND 1.3 GETTING IN 1.3.1 THE FRONT DOOR 1.3.2 GETTING THE KEY 1.3.3 USING THE BACK WAY 1.3.4 OUTSIDE THE STATUE 1.4 THE LOBBY 1.5 STATUE 2.0 UNATCO HQ 3.0 BATTERY PARK 3.1 SIDE ENTRANCE 3.2 SHOOTING 3.3 BACK DOOR 3.4 SUBWAY 4.0 HELL'S KITCHEN 4.1 UNDERWORLD BAR 4.2 CLINIC 4.3 'TON 4.4 WEAPONS DEALER 4.5 SEWER LAB 4.6 OSGOOD & SONS 4.7 ANOTHER WAY 4.8 ROOF 4.9 FROM THE GROUND 4.10 SWIMMING 4.11 GRATE 4.12 HQ 5.0 BATTERY PARK 5.1 BROOKLYN STATION 5.2 SEWER LINE 5.3 HELIPAD 5.4 THE BAY 5.5 ELEVATOR 6.0 UNATCO BASE 7.0 HELL'S KITCHEN 8.0 PRISON ESCAPE 8.1 ROBOT MAINTENANCE 8.2 ARMORY 8.3 NANOTECH LAB 8.4 MEDICAL 8.5 COMMAND CENTER 8.6 UNATCO HQ 9.0 HONG KONG 9.1 WAN CHAI 9.2 LUCKY MONEY 9.3 CANAL DISTRICT 9.4 TONNOCHI ROAD 10.0 VERSALIFE 11.0 WAN CHAI 12.0 NEW YORK 13.0 SUB BASE 13.1 THE PATH UNDERGROUND 13.2 THE PATH ABOVEGROUND 13.3 CRANE 13.4 DOOR 13.5 THE SHIP 13.5.1 FLOOR 1 13.5.2 FLOOR 2 13.5.3 FLOOR 3 13.6 BELOW DECKS 14.0 CEMETARY 15.0 PARIS 15.1 THE CLUB 15.2 OUTSIDE 16.0 CHATEAU DUCLARE 17.0 TEMPLAR 17.1 MONK'S QUARTERS 17.2 WEST BUILDING 17.3 METRO 18.0 EVERETT'S HOUSE 19.0 VANDENBERG BASE 19.1 SECOND FLOOR 19.2 FIRST FLOOR 19.3 OUTSIDE 19.4 TUNNEL 19.5 COMMAND 20.0 GAS STATION 21.0 SUB BASE 22.0 SILO 23.0 AREA 51 23.1 HATCH 23.2 FRONT DOOR 23.3 SECTOR 2 23.4 SECTOR 3 23.5 SECTOR 4 23.5.1 HELIOS ENDING 23.5.2 ILLUMINATI ENDING 23.5.3 DARK AGE ENDING --------------------- STATUE OF LIBERTY - 1.0 --------------------- --------- DOCKS - 1.1 --------- When you get off the boat, you should go find Paul on the docks. He will give you the choice of getting 1 of 3 weapons; a GEP gun (rocket launcher), a sniper rifle, and a crossbow. Don't take the sniper rifle; you can find on in this mission anyway, carried by a guy marching around the back. You can take the GEP gun if you want (you can't get one for a while if you don't take it now), but you won't really be facing too much armor (outside of the security bot, which can be dealt with in other ways), so you shouldn't need it yet. My choice is the crossbow, as it allows 1-shot non-lethal takedowns (with a tranquilizer dart) and one-shot headshot takedowns (with regular darts). Plus, you find lots of ammo for it in this mission. It is worth mentioning, though, that you can get the crossbow from any of the guys that give you the ammo, so it might be a good idea to take the GEP gun because you won't get one for a while. Just be aware that it takes up a lot of room in inventory. Get the crowbar by the crates on the dock. Smash the two crates here, and take the stuff (lockpick, binocs). Then go down the little ramp into the water and smash the two floating crates there (multitool, bioelectric cell). Pick up the soda and the beer on the dock, for healing later. Go around to the docks exit, smash the three boxes there (prod charger, darts, 10mm ammo), and then talk to paul a couple of times for more in depth info. talk to the corporal for 'game color' info on Gunther. ------------------ LIBERTY ISLAND - 1.2 ------------------ Go up the ramp. The bot on the docks probably mowed down any NSF'er who got too close to it, so go up and loot their bodies, and the body of the UNATCO guy. he has a riot prod (better than a crowbar: more damage, less space, still breaks boxes), a candy bar (healing...2 points!) and cigarettes (pointless). If for some reason there are still guys around, you can get in a gun battle (your accuracy will suck at this point) hit them in the head from behind with a riot prod, shock them a couple times with the shock prod, hit them with a tranquilizer dart and take cover while the poison gets 'em, or just show yourself and have them chase you to the 'bot on the docks where he will machine-gun them for you. This game is very open-ended; there's always another way. Get the small metal box by the large gray structure to the left of the ramp, and put it next to the base of the structure. jump on the metal box, then up on the structure, and break open the supply crate on the red structure. Inside is a gas grenade which you may need later. On the side of the gray structure, facing the path, is a small door that can be picklocked or blown open. Inside is a medical robot, if you need one. Far to the right of the entrance is another UNATCO guy, this one with pepper spray. Pepper spray can immobilize your target (like a gas grenade) but i never used it. Further right is a guard and another crate on a gray structure that contains a multitool. Keep going right, and you'll end up at the rear of the statue, near the back entrance. As soon as you can, go up the path past the gray structure near the entrance ramp and take a left; this will lead you to UNATCO HQ. Sergeant Kaplan there will sell you a scope for 700 (which you can get by keeping your starting 500 and getting the cash from the ATM in the statue), some tranq darts for 60, and 10mm ammo for 200 (a ripoff--you get plenty from the guys around here). Richard Hickman writes: You can get the code for the room behind UNATCO HQ by saying the right things to Kaplan outside the UNATCO HQ. ("I can't speak for command, but I'm gonna clear the place out.") -------- In the back, there is a locked comm van. Open the crate to get the multitool. Now you can either use the multitool to open the passkey, or use the login and password (which you won't find until you beat the scenario) which is: 0451 25 skill point exploration bonus. Get the tranq darts on the table and the med kit which is on the shelf above. Hack the computer or use the login/pw that is on the floor under the table. Turn off any cameras you feel like, but make sure to open the hatch listed on the first camera. This opens the hatch outside. Down in the hole you will find an EMP grenade, which is great for taking out the sentry bot later, and going in is worth 50 skill points. Alternately, you can skip going into the van (but you should to get the stuff) and go around the back of the van to get the nano-key which will be a little blue thing jammed between the van and the wall. Regardless, you should go back there to get the lockpick that is in a crate back there. Then, go up to the hatch, activate your nano-key ring, and click on the hatch to unlock it. -------------- GETTING IN - 1.3 -------------- Now there are 2 ways you can get into the statue. You can go in the front door, which involves getting a key from the guy on the north dock, or using the computer out front, or you can go in the back way. ------------------ THE FRONT DOOR - 1.3.1 ------------------ You're a shooting kinda guy, aren't you? Exit the UNATCO compound, and take a left, dealing with anybody in your way. You can shoot them or avoid them. There should be a gray structure in this area with some stuff on it, including a datacube with the security login for the terminals on this level and a prod charger. You will soon come to an area patrolled by a droid. There are many ways you can deal with it. Hit it with the EMP grenade you found by the UNATCO comm van (has to be a good shot to get it), hit it with a LAM (which you probably found inside), hit it with some of the GEP gun destruction, or just sneak by it. It has a wide patrol route. As you approach the door, stay out of the view of the camera. Hack the security computer on the left side, or use the login: NSF001 smashthestate (you should have found this on a few data cubes by now). Turn off the cameras and set the turret to attack enemies, and open and unlock the door. If the droid is not already dead, the turret will open fire on it when it passes by. Usually, the droid wins the contest, but it will weaken and occupy the droid. By the door you will find some flares and a crate with a lockpick. Congrats, this is the lobby! ------------------- GETTING THE KEY - 1.3.2 ------------------- I recommend going to get the key because it will give you skill points. You certainly don't need it though. First, take care of the situation at the door (or avoid it altogether). Note that on the circuit of the security droid's route there is a small alcove containing some flares and a locked chest. If untrained, it takes 4 lockpicks to open. 2 on trained, 1 on skilled. It contains 100 credits and some 30.06; not worth the price of admission. Note the darkened alcove/path north of the gate. A NSF'er with a sniper rifle (which you should get unless you started with it) patrols this area, but he's hard to see because it's so dark. Hunt him down and get the rifle. I like to sneak up on him with the shock prod, personally. Once you've got the rifle, you can move off to the west to take out a couple more guys if you want, and loot the body of a UNATCO guy who has...NOTHING! But the guards have tranq darts, a crowbar, a knife, and 10mm ammo. Once past these guys, or just the sniper, you should be able to go northeast right to the north docks. There is a droid patrolling here, but he is your friend. On the dock are 2 guys who are AI-tied. Hit one, and (usually) the other chases you. It's best to get one of them and have the other chase you right into your bot friend, where he can mow the guy down. On the dock is a body with 3 flares and some cig's, and some boxes with 30.06 and GEP rockets. There is also a TNT box, so if you're feeling saucy, shoot at that when the NSF guy goes by for a messy surprise he won't soon forget. On the east end of the dock behind a barrel is a med crate with a med kit. On the west end is your contact, who gives you a key, and a woman who sells you ammo; darts, 30.06, and 10mm. Darts might be worth it, as they're cheap and powerful, compared to the bullets. The 30.06 is useful, but expensive. There are also some flares and a knife in the shack, and a soda out front. Talk to your contact again for more 'game color' info. Getting the Key will net you 150 skill points. If you go off the north ramp on the dock, you can find a sunken freighter underwater. Using 2 picklocks (1 if trained or above) you can get in and get a weapon mod accuracy, a weapon mod reload, and a sawed off shotgun (good stuff). Try to use one lockpick, surface, use another, surface, and get all the stuff in one shot. When in doubt, surface. Air is important! Getting in there is worth 50 skill points. GabeJ96@aol.com suggests: I was just commenting on the beginning of your guide wherein u explain how do get into the sunken ship with the shotgun and mods using lockpicks. There's actually a much easier way. Take the TNT box and throw it into the water and wait a few seconds until it is approximately above the locked entrance to the ship. Then shoot the crate with your pistol, it will explode taking the locked entrance with it-free access!! ----2.5---- ---------------------- USING THE BACK WAY - 1.3.3 ---------------------- When you leave the dock, take a left. In the distance, you should see a large gray structure that looks like a ramp. It is actually a bunker of sorts, and it has some stuff in it that you can use. Beware the multiple guards out front. When in doubt, lead them to the attack bot. The first thing you notice when you get around the other side is a ramp leading downward and a guard. Take care of him in whatever way you deem appropriate, and get the hazard suit on your left at the bottom of the ramp. Go up the short ladder and turn on your flashlight (F12) to get the multitool. Head deeper into the bunker and you'll see a malfunctioning power box. You can either use the multitool you just found, or use forklift button and 2 small metal boxes to jump onto the top of the power box. There are 3 crates behind the electricity arcs that net you 250 exploration skill points, weapon mod laser, weapon mod clip, and a bioelectric cell for recharging your bio-points. You can also take a fire extinguisher and a crowbar (on the floor) if you want. When you leave up the ramp, go to your right and get the 10mm ammo in the crate. Then climb up the ladder. Move the small metal box next to the higher platform. Jump on it, then the platform. Do it again with the next. Jump over the gap. Climb another ladder. Rinse. Repeat. You should soon be on the upper tier of the statue, watching patrolling guards go by. ---------------------- OUTSIDE THE STATUE - 1.3.4 ---------------------- There are three tiers outside of the statue, and two of them have guards. The first tier, which you can access by the back way or by going up the main stairs in the lobby, has several guards patrolling, all of them pretty far away from one another so you can pick them off pretty easily. There is also the statue of liberty's head and some TNT crates. You can use the TNT crates to make a mess of your opponents, but beware the blasts; they can be lethal even at a medium range. On the south side of this tier, near the wall, is a crate with a med kit. The entrance into the statue (or exit from it, depending on where you're coming from) is on the opposite side from the back way. Over said entrance/exit is a ramp heading up to the next tier. The entrance/exit contains a guard, so be careful. This tier is empty. The ramp up is right there. The third tier offers 4 entrances into the statue. 2 guards dwell within, and 3 of the entrances have gas grenades stuck to the walls. Sneak around to try and hear what the guards are talking about, and then disable and take all 3 gas grenades. Use one on the guards, and then take care of them. Make sure you wait for the gas to dissipate before you move in. Optionally, you can not use the gas grenade at all, but you've got 4 by now. Why not? It is possible that you run into these two guys when coming up the stairs from the lobby. In this case you'll have to fight them or try to sneak by them. I personally think that you're in a much better tactical situation if you approach from the outside, however. Jmwoodhead@aol.com adds: When you clear a path to reach the Statue of Liberty by the back way there are two things which make life easier. First the terrorist is a tough nut to get rid of (the group that are talking together on the pathway). I went back and carried a TNT crate as close as possible to them. Dropped it some way distant and using stealth pushed it as close as I dared. Back off and stand up. Fire a shot to attract their attention and then fire at the TNT crate as they come towards you. Ba-boooom they are history. ----1.2---- ------------- THE LOBBY - 1.4 ------------- Ben writes: If you enter the lobby from behind, and haven't deactivated the turret, you can stop it with an EMP, then break the crate, take the pick, and hightail it into the grate. ----1.7---- You could be coming in from 2 directions, either the stairs (from above), or the main door. You could skip it to complete the mission, but i recommend going in so you can save gunther and get some tasty skill points. Either way you come, be aware of the turret and camera set on the main stairs; both face the lobby, and you probably aren't armed to fight the turret. Hopefully you disabled both using the security computer outside of the main door by selecting the second camera (the middle one) and selecting camera:off and turret:enemies or turret:disabled. But, in case you decided computers are for wusses (why are you playing a COMPUTER game?), you'll have to sneak up the stairs when the camera isn't looking, or disable both with grenades/emp's/GEP gun rockets. It's also possible you avoided the computer because of the security droid by the door. In that case, this decision comes back to bite you in the butt, hardcore. If you want to rescue Gunther and you came in from the top without disabling the computer, you have to destroy/evade the camera/turret at point blank range going down the stairs into a room full of NSF. Ho boy. I think what you COULD do is take a TNT crate from upstairs and chuck it down the stairs (duck fast!) and it'd blow up the camera and turret, but you'd have to hide from the guards because they'll set off the alarm and chase you for a while until the alarm wore off. On the landing by the turret/camera combo is a box containing a lockpick. In any case, there are at least 2 guards directly in the lobby, with more behind that laser field near the desk, so watch out. There's also an ATM worth 200 and a water fountain that will heal you one.....point....at.....a.....time. To get past the field, you can run through the field, setting off the alarm, use a multitool to disable it, or use the ventilation shaft in the shadows between the stairs and the desk in combination with some lockpicks or a grenade to get past a locked door in there. On the walkway above the lobby is where one of the guards hides, as well as a crate with a medkit and a PS20 right next to it (it's small--look carefully). On the desk is a lockpick, a LAM (a grenade) and the login info for the security system, which you should already know (i told it to you, above). If you go in through the laser field, left will lead you to the room where Gunther is held. Beware the camera. You can disable it by sneaking behind the desk, and backing yourself against it, under the rim, so you don't automatically stand up. Then click on the security terminal. Same L/PW as before. Open up the room with Gunther in it, and tell him to take cover; don't give him your gun. Don't forget to get the weapon mod on the desk and the soy food by the sink. Now there are 3 guards in this area. I'd be careful if I were you. Once you've freed Gunther, you can go down to the right and see the control room and loot it, and see the locked door that you would have come through had you come through the ventilation system. If you go in through the ventilation system, (and you should at least explore it, for a multitool, soy food, med kit, ps20 and atm code), you will end up at the locked door mentioned above. Go past it, into the next shaft, and get the stuff on the desk. Then, return to the door. Get it open, move up to the control room, and then past the laser field to the room with Gunther (see above for more details). ---------- STATUE - 1.5 ---------- Now that you're done freeing Gunther, go up, and up, and up, to the top of the statue. There will be 2 guards on your way, or more if you didn't come in from the third tier. The top guards are on a landing with a balcony that has some flares and PS20 on it. Go around behind the stairs up a ladder to meet the commander. Don't kill him; you were ordered not to. Make sure to talk to him multiple times (he has quite a spiel, both in cutscene and out) and GET THE AUG CANISTER (the blue thing) by him on the crate. Finally, exit the statue and go back to UNATCO HQ for briefing on the next mission. ------------- UNATCO HQ - 2.0 ------------- Talk to Paul. Then, go down the stairs. 115 skill points. Get the stuff off the desk (soda, candy bar), and hack the computer if you like. Go past him, down the stairs, and let the level load. Go further, use the water fountain if you want, and use the retinal scanner to get into the restricted area. Stairs lead down to level one. There are offices you can picklock your way into and they have some stuff in them. The one on the right has a lockpick and multitool, and the left one has a office door nanokey (under the desk), a baton, and a weapon mod accuracy. Go down the right-hand stairs. On the right-hand side is your office. You can check your mail, hack other people's mail, and you get 50 skill points for going in. Leave your office, and go in the next office on the right, the break room. This has a case that contains tranq darts, darts, and flare darts. Anna Navarre is in the adjoining room (to the right of the entrance). Listen to Gunther and Anna complain about the soda machine, then talk to them. The ATM is worth 300 if you have the login. I just hack it. Go into the next office, Manderley's. Take the nano-key and unlock the two closets in the hall. One of them has a crate with a pepper cartridge. The other has a locked grate that hides a bio cell and a multitool. Go down the stairs past Manderly's office to level 3. There are some cigarettes in the men's bathroom, but i have yet to find a use for them. Go straight, to Jaime Reyes' office. 50 skill points. Talk to him, then heal up and have the medbot install your aug. I suggest the lifting bonus because it allows you to move large objects and explore otherwise unusable paths later in the game by moving large crates and such. There are items in the med lab: soda x2, medlab nanokey (behind the plant on Jaime's shelf), medkit (storage closet). Behind Jaime's office is level 4, which you don't need to know about yet. Go across the hall from Jaime's to Alex's office. Talk to him. Items: Candy bar x2, soda x3 closet: bio cell, lockpick Richard Hickman writes: There is a hidden compartment in the floor in the room with the communications guy (UNATCO HQ). It's to the right of the desk, crouch down and move the mouse pointer around to find it. Inside is the nanokey for the office doors on the first level (saving lockpicks) and other upgrades. --------- Now go visit Carter, in the hallway that's just before Jaime and Alex. 50 skill points for this. He gives you a stealth pistol (i recommend keeping it forever) and gives you a choice of a multitool, lockpick, or ammo. suggests: First off, when Carter condemns you for being too trigger-happy in the first few missions (I easily got that since I killed just about everyone), he refuses to give you extra ammo and stuff. Unless, of course, your inventory is full, in which case talk to him again after emptying out for the full enchilada. ----1.5---- Across the hall from that is Anna's room with darts on the shelf and a bio cell on the table and a soda on her desk. Beyond that is the holding cells with soda and a baton. Now go up and visit Manderly. His L/PW is on his secretary's desk, and you can read his account or hack it on the secretary machine. Talk to her, and then go into Manderly's office. 250 skill points. He'll give you 1000 credits, plus 250 if you rescued Hermann. And he'll know if you've been in the ladies' restroom! "Steve Ragnone" adds: In Chapter 1, Manderley will also know if you've been killing UNATCO guards, such as the one at the top of the statue who arrives after you apprehend the NSF commander. I'm sure he'll know if you do any other naughty stuff, like breaking windows or cleaning bots in HQ, so try to be as naughty as you can. This guy is as omnipresent as Santa Claus. ----1.5---- There is soda on his desk and a candy bar in the bathroom behind his office. You are done here. Head out to the boat dock to go to Battery Park. ---------------- BATTERY PARK - 3.0 ---------------- First thing, talk to the kid out on the dock. Give him a candy bar, and he gives you the code to the back door; 9183. This is one of the 3 ways into Castle Clinton. The second way in is through the front door, shooting. The last way is to move some crates over by one of the holes in the wall with your super strength (if you took it). First, though, let's explore Battery park and get some stuff. By the entrance to the castle, where Anna is, is a crate with shotgun ammo. Around back is a crate with assault rifle ammo. Go towards the vertical slabs and the eagle statue, which you should see in the distance from behind the castle. Go around them and you should find barricades and a gunfight in progress. Once the NSF are dealt with, you can approach the shanty-town behind the barricades. There is a locked case in one, containing a lockpick, candy bar, and multitool. There is also soda, many beers, and a grate down to the subway tunnels, which you may need later. There is another case with a medkit, prod charger, and flare in it. One of the last ones in the row has a lockpick, too. Next to it is a combat crate with shotgun shells. There is also soy food and 2 crates with assault ammo. Nearby is the subway entrance (for later) and the hatch to get into the subway tunnels. ----------------- SIDE ENTRANCE - 3.1 ----------------- This is only available if you have the super lifting aug. Circle around the Fortress until you find 2 large crates with a third stacked on top of it. Move a medium crate next to one of the large ones, and pick up a small one and put that next to the medium one. Jump onto the small one, then the medium, then the large one, and activate your strength aug. Push the top crate out of the way, and you can fit into the hole in the wall. In the hole should be a crate with a multitool. From here, you can sneak around or shoot your way through. See the Front entrance for an idea of what to do. ------------ SHOOTING - 3.2 ------------ Front or side door, you'll have to go in shooting if you don't go in the back. Try activating a couple guards and luring them out the front door to get wasted by anna an the UNATCO guy. Don't forget the combat crate with 12 gauge shells by one of the large crates, or the one with 7.62 assault by another. There is a crate with 7.62 in one of the holes in the wall. Going into the central 'room' gets you 40 points, and giving food to the kid in one of the rooms nets you another 50. On a shelf in the entrance room you will find a kiosk nano-key and a baton. In the room with the kid is a locked box with a bio cell and a datacube with a door key combo; 666. Use your nano-key on the locked door and open the kiosk hatch with the 666 code. Go down the stairs for 20 skill points. Take a left, and you will see a door and stairs. Going through the door, you go down a flight of stairs into a room with a camera/turret and and a few crates containing a medkit and 10mm. GEP rockets sit on top of the crate med crate. In the next room (not up the stairs is the ambrosia and a pool of water. 150 skill points. The pool of water leads under the door to a corridor room with the flamethrower guy and the camera/gun (see back door for more info). Down the stairs in that original room is a locked door, behind which is the control center. I recommend using a a LAM, because blowing up the door also blows up the door to the safe inside, which contains an aug canister. There is also a nano key to the kiosk doors and a medkit and GEP rockets and napalm. Use the computer if you want, and disable the security system from here if you want. If you don't blow up the door, you can use the safe key off of the guard down by the ambrosia room. Ryan266199@aol.com adds: During the search for Ambrosia in Castle Clinton, you can deactivate the security in the room with the safe containing the augmentation canister. Login: NSF P/W: righteous (yes, just like Hell's Kitchen) ----1.4---- ------------- BACK DOOR - 3.3 ------------- First you have to pick the lock next to the soda machine right where you get off the boat. Then, you have to hack the keypad, or use the combo the kid gave you, 9183. "James Towers IV" suggests: In your first visit to battery park there is a second way to end through the back door soda machine entrance. In stead of using a lock pick or two to open the security panel you can just blow up the soda machine. When I was playing I tried to blow open the panel with the keypad behind it with a LAM and instead of the panel opening the soda machine completely blew up. ----1.4---- Getting in here is worth 20 skill points, and there is a multitool and flares on the table past the stairs and a bio cell under that table. Now go down the stairs. At the bottom of said stairs is a room containing a camera, an alarm panel, and a turret. You want to disable that camera if you can with multitools, or at the very least avoid it. In the corner behind the camera is a prod charger and a grate that will get you into the air ducts (a good place to be). Beware that a guard circuits through here. Going down the passage leads to a twisty stretch of corridor, past guard(s) and a camera. The air duct leads to a ladder down, which puts you square at the bottom of the stairwell at the end of said twisty passages. There is a long corridor here, along the water, protected by a guard with a flamethrower, a camera, and a turret gun. Note not only this, but also that the afore-mentioned air duct also allows passage past this entire corridor. This is why I recommend the air duct. However, if you want a short cut, you can jump into the water and swim under the door to get to the ambrosia room, noted below. However, if you are a gun-type person, do no pass up the flamethrower. It hurls some massive ouch at the bad guys, for a premium in inventory space. I beat the game without ever carrying one, so make your own judgement. Past the walkway by the water is another corridor, ending in a room with a table containing a baton, cigs, and assault rifle ammo. There is a guard here or in the next room with a key to the castle clinton safe. In the corner of this room, by the door you came in, is a multitool. Next to the table room is another room with a camera and a turret and a few crates containing a medkit and 10mm. GEP rockets sit on top of the crate med crate. In the next room (not up the stairs is the ambrosia and a pool of water. 150 skill points. The pool of water leads under the door to the corridor room with the flamethrower guy and the camera/gun. ---------- SUBWAY - 3.4 ---------- Now that you've found the ambrosia, go see Anna. Tell her you're learning as you go, and she'll give you 2 EMP grenades. Now you must tangle with the guys in the subway. If you went in the back door, make sure to go into the castle proper and loot all the bodies to get their stuff. They'll all be dead once you've got the ambrosia. There are 3 ways into the subway. Go down the stairs in the shantytown, shooting, use the hatch outside, or use the grate in one of the shacks. --SHOOTING There are 4 or so guys on the landing, and more down by the train. Plus, you have to disable the blue beams (the bombs) with EMP grenade(s). From there, it's pretty straightforward. Don't shoot the hostages. --HATCH/GRATE Both ways are essentially similar; they get you into the air shaft around the subway station. You can approach from the ceiling, or from the ground floor. Instead of shooting all the bad guys, you can activate the subway doors and have the hostages board the train to get away. Either way you do it, you get 300 skill points for getting the baddies. Make sure to at least go near the blue beams; if you do, it assumes you shot your way through and you get 40 skill points. Don't miss the crates on the landing (10mm, lockpick) and all the beers on the ground. There is also a lockpick in a crate at the far end of the subway station. Arun writes: If at all you want to get past the blue beams, you can block them (at their starting point, preferably) with the metal crates found at the top of the stairs. This also comes in handy in later parts of the game. I believe this blocking works only for blue beams and not for the red beams. ----1.7---- Now get on the train. ------------------ HELL'S KITCHEN - 4.0 ------------------ Brooklyn. The station has many sodas and beers. You can talk to some of its residents for 'game color', so to speak, but no one really has anything useful to say except that the NSF is hanging out in the 'ton hotel (called that because the 'Hil' part has burned out on the sign). The ATM is worth 524. Meet your brother at the stairs and take his key and a riot prod charger. Then head up. This area is all about free exploration. First, hang a right into the alley and search the bodies by the stairs and on the landing. You should get a candy bar and a bio cell. Then, about-face and go past the wood walls into the basketball court and take out the 2 NSF thugs. The guy you save will give you a password you'll need, and the knowledge that the NSF is in the sewers. If you go past the court, around back into the alley, you'll find a locked trailer with a 50 skill point bonus and a ladder leading to Smuggler's hideout. Go back out, by the subway station, and talk to the 2 guards out on the street in front of a wooden wall. They'll give you 3 gas grenades if you want. Also by them are crates with 30.06 and 10mm. If you go through the hole in the wall you'll find the back entrance to Paul's room (up the ladder, not usable yet) and the back entrance to the Underworld bar. Jmwoodhead@aol.com suggests: I did find it possible to use the ladder to reach Paul's bedroom window. Collect the metal crate by the side of the alley and jump from the crate onto the ladder. ----1.2---- Further up the street is the 'ton and a gunfight, if you walk into it. Past that is a crate with 10mm in it. When you take the right, past the 'ton, note that there is a bio cell in the darkness of the alley almost immediately to your left, past the phone booth. The guys in the gunfight have good stuff, including an assault rifle (my favorite for taking out heavy targets, once you get grenades for it), a nano key for the warehouse building that you have to get into (osgood & son's) and some tranq darts, as well as 7.62 and buckshot. Past Osgood's is a park, where you take a right and note that the clinic is to your left. There is the potential of another gunfight here; best to let the troopers handle it and loot everybody's bodies. There are 3 crates here by the clinic door, with 30.06, 10mm, and 7.62. There is a prod charger in the phone booth right across from the clinic. Go straight and you find yourself by the back entrance to the Underworld bar. Past that is an alley, where you will find Jonny the pimp accosting the Renton girl. He'll eventually try to shoot her, and her dying is a bad thing, so it's best to get the job done first. If you try to 'rent' the girl, he'll make up some crap about getting another girl, and take your cash anyway. You can find out more about this situation in the Underworld Bar. Taking him out is a good idea. Talk to the girl twice; the second time, she gives you the password 'bloodshot' to get into Smugglers. Also, go back to her friend in the bar; she'll give you the warehouse code: 3316. Then talk to Sandra (the girl you saved). She'll tell you about her father. Leave. For that you should get 150 more skill points. Take another right, past the alley, and you find a long street with the Underworld main entrance to your right (with all the red light). Continue straight and you're at the subway entrance. Phew! ------------------ UNDERWORLD BAR - 4.1 ------------------ I assume you go in the front (poor assumption, but i have to make a few for this huge game). ATM is worth 411. Hacking both will get you no-where; you can only get the money from one of them. As you go into the bar proper, start sacking it for snacks and liquor. Approach the man and woman talking. Ask the guy about ambrosia (don't threaten him with arrest). Then, talk to him again, and he'll give you the code to the lift in Osgood & Sons, 3316, that will get you to the rooftops. Talk to the bartender, and go behind to get the medkit behind the bar. Jock, the guy in black, wants you to buy him beer as he tells you stories. Do so; it's cheap, and good info and story. In the next room is a girl who gives you the quest to go beat up Jonny and get the Renton girl back. If you do so and tell her, she'll give you the password to the Smuggler's hideout, where you can buy all sorts of stuff. There is also the Midnight Sun Tabloid guy. Talk to him if you want, but don't tell him too much; don't want to jeapardize the op. Past that is the bathroom (empty) and the back entrance. ---------- CLINIC - 4.2 ---------- This place is pretty straightforward. Just go down the corridor, and listen to the bums if you want. Then head into the main clinic room. Nothing in the bathrooms. Use the water fountain if you want, but we're about to get some free healing... Some of the people sitting in here have some interesting information, but it's mostly just stuff you already know. The doctor in here will sell you medkits for 300 or use of the medical bot for 2000. Luckily, he gives you the code to a door for the 2000, so i can put it here and you can get in for free! 2153 Also, you can get cheaper medkits. See below You should have another canister that you can use now. I choose aqualung for the simple reason that you can get lots of places using swimming, and there are not nearly enough rebreathers in the game. There aren't as many radioactive areas, and radioactive suits are usually right nearby. Now go talk to the guy confronting the doctor in the other room (it should be behind a non-locked glass door, at the other end of the same wall that the door to the medical bots is on). Tell the guy to be more appreciative, and he'll storm off. Talk to the doctor again, and he'll offer the door code for 1200 (but we've already got it) and medkits for 180. That's it for the clinic. The computers don't really tell you anything useful, so leave them be. You should get 150 skill points on your way out if you've done everything i've told you. -------- 'TON - 4.3 -------- First things first: the ATM is worth 332. Head down the corridor past the ATM and do it quiet-like; the main room at the end of the hall has NSF terrorists within earshot of it. The best way to take them out is to go into the elevator shaft (opposite the entrance stairs) and climb up it. Don't miss the 2 crates on the floor and the 3rd level, which has a multitool hiding on it. Now you have come upon the enemy from behind. Take careful shots, if you shoot, so you don't hit the hostages. If you sneak up on them and use the riot prod or some such, be quiet about it. Make sure you get them all; there are 3. You should get 65 skill points for taking them down. Now that you've taken care of the terrorists, talk to the guy prisoner. He'll tell you about a password for the security setup, 'righteous'. Now go back down to the manager's office and snatch the credits within and talk to the owner. Also, get the nano-key in the cubbies. He'll also tell you to go find his daughter, if you've saved her already (the girl in the alley). You can't actually do this; it's just game depth, or somesuch. Now, you should begin to loot the apartments. I started with the one closest to the elevator; Paul's. The table has the code for the pad behind the painting (which is to your left): 4321. This opens the secret compartment with LOTS of good stuff: 2 lockpicks, 3 multitools, 2x 10mm ammo, a bio cell, a medkit, and ballistic armor. Getting in is worth 40 skill points. There is soda and soy food on in the kitchen shelves. There are 350 credits under the night stand in the bedroom. There is a medkit in the bathroom to the left of the sink. If you like, you can log in to Paul's computer using the login on the floor. There are some interesting foreshadowings and a reference to a current-day pop band; see if you can find it! I'm sure the movie references mean something too, but I've never heard of/seen those two movies. adds: In you strategy guide for Deus Ex you mentioned the two films that are found in Paul Denton's e-mail in his apartment. The second one i've never heard of but the first one, Blue Harvest, was actually the 'cover' name for Return of the Jedi during the initial filming of it. Useless info but interesting to know, i think. ----1.2---- ------------------ WEAPONS DEALER - 4.4 ------------------ Smuggler's paranoid, and so you need a password to get in (from the girl in the underworld bar, after you save sandra in the alley), or you need to use the ladder in the trailer in back of the basketball court. There is a crate in the entrance 'hall' with a lockpick, right near the ladder up to the trailer (to your right if you came down the elevator). Coming down the ladder is expensive in terms of lockpicks, but you get the exploration skill point bonus (50). If you come in through the elevator though, turn around before you use it and note the beer and prod charger hidden in the corner, behind the door. To get past the laser beams blocking your way to Smuggler you can either use an EMP grenade or disable it in the little checkpoint hut to the left of the lasers. There is a control panel there, and a multitool too (which you should get regardless). Right past the lasers is a crate with ballistic armor. Past that, in the next room, is a crate with a prod charger. In that room, in one of the niches in the right wall is a door. Go through and get 20 skill points. Go down the stairs, into the next room, and snag the candy bar on the table. Then talk to Smuggler. Get from him the key to get into the sewers, and hear his story. He'll sell you some over-priced hardware which you can get a much better deal on if you save his friend. Upstairs are 2 crates with 7.62 and a prod charger. There is a lockpick and flares on shelves near the bed, and behind the bed is a keypad that you can use multitools on to open the mirror. In this iteration (it changes each time you come here), you will find a medkit, thermoptic camo (100 real-life skill points if you can name where that comes from) and a weapon mod clip. Alex Hill suggests: I've got a suggestion for Smuggler's Lair: the mirror hiding the Medkit, Thermoptic Camo and Weapon Mod Clip can simply be broken with a crowbar or baton or whatever; you don't need to hack the panel. ----1.5---- David writes: The password to the mirror in smugglers second story is 432. Also, everytime you visit hells kitchen, you can go into the back entrance of the MJ12 sewers to find a crate with armor in it and no gaurds. ----1.7---- "Mimi" suggests: About the ATM: there are account infos in the game and if you empty an account first and hack the machine afterward you'll get MORE money than only hacking the ATM . Heck it's not clear isn't it? Okay: directly hack an ATM you'll only get let's say 100 credits OR empty an account first -let's say 50 credits- AND hack the ATM for 80 credits.. TOTAL: 130 instead of 100! There are alot of account codes given in the game and generally, it's like computers, each ATM deals with only one account. So before hacking it, you have to find the account it deals and take all the cash.. I know it's a boring stuff but it's worth it (and generally the infos are written in your inventory)... For example hack the smuggler's computer and you get his account info (that's NOT noted in your inventory though, this one is 'hidden')... A hundred credits for free... I even found an account worth more than 200! * The smuggler's 'hidden' treasure: i tried a LOT of combinations and didn't find it... :-[ 5 decoders (sorry can't remember it's english name :-) are too much. So i found a better way: BREAK the mirror with your knife: hit it a dozen of times and... Voilà! Loot the smuggler's stuff for 'free'. ----1.5---- "jae jang" adds: You know the number pad behind the bed in Smuggler's Lair. The code is 432. ----1.5---- ------------- SEWER LAB - 4.5 ------------- Not strictly necessary to complete the game, but it's worth it to get cheaper prices and to get some more stuff and skill points. Once you've gotten the sewer key from Smuggler, go down one of the sewer grates. I'm going to give the explanation as if you came down the one right by the back door to the bar. Go down the ladder, and then down the passage a little ways. You should see a suspended walkway here, with a hostile guard on it. I recommend taking him out, but note that there are other guards in lower passages to your left and right; a quick takedown (with the sniper rifle or a well-placed crossbow shot) is recommended. There is also another guy, patrolling the walkway to your left. Get him too. The funniest thin happened to me here; I hit that guy with a couple of 10mm rounds, and he ran for the alarm. Then I hit him once or twice more and he ran off the edge into the sludge below. Weird. Please note that the sludge below is considered a biohazard, and will eat your health relentlessly. There are some boxes and stuff down there, but in general nothing is worth the damage you will do to yourself getting it. Getting to the middle of the grate platform is worth 50 skill points. Opposite where you came in is a door with a guard and 2 crates behind it (medkit, lockpick). Under the table is a prod charger and the security login MJ12/ coupdetat. This is a hint as to just who is behind all the bad things going on. You'll find out more later. Exit the office, and procede to your right. There is a security computer there under the light that you should use. Rotate the bridge, then go down the stairs. Here you will see a crate and a security terminal behind the crate. Use it to open the door. Avoid the lasers and find the hatch at the end of the corridor. Hack it open. Now you should go straight, to the platform with the bodies on it. Pass over the locked box (this opens the hatch from this side) and the control panel (This disables the lasers in the corridor you just went through). You'll set off an alarm if you hit the laser going onto the platform, so just wait the alarm out by hiding from the turret gun. By doing this, you get an assault rifle, 2x 7.62, the code to the warehouse later on (2167), 2 multitools, 2 lockpicks, and 2 medkits. If you go down the other hallway (the one protected by laser tripwires), you end up at the other entrance, the one by the sewers. It's somewhat harder coming in this way (and more expensive tool-wise) so personally, I recommend coming from the other way. But if you insist... You should come down the ladder and disable the control panel to your left, and then picklock the box on the wall and hack open the hatch using multitools. Don't forget to get the items on the platform to your right. That will get you to the hall with the laser tripwires, and you'll have to use multitools to open the door here, and in here will be the hallway that will lead you to the large platform hanging over the sludge! Now, back to our other guy, who came in the recommended entrance. Once you've sacked this area, head back the way you came to the main sludge platform. The door you opened with the security computer is locked again. Use the code 2167 to open it again. Note that when you come out of that door, and around the corner past the security computer, you will see ahead of you and slightly lower on the wall a similar tunnel on the other side of the large shaft with the sludge. Also note that there is a guard there. If you see him, duck! He can probably see you too. Either pick him off here with the sniper rifle or climb up the ladder when he isn't looking and deal with him later. Climb up the ladder and cross the bridge (assuming you rotated it with the security computer) to the other side. Go down the ladder (CAREFUL-like; there's nothing to catch your fall except sludge) and move onto the platform to your left. Here is where you have to deal with the assault-rifle-toting guard if you didn't before. Have fun! I already killed him with the sniper rifle. But if you don't know how to deal with a guard by this time in the game, bring it back to the store, eh? Down the tunnel is a camera (that you should have disabled already). If the guard hit the alarm, it turns all the security back on (and hostile) so be wary if he saw you. Go up to the unlocked door and open it. You should be in a corridor with niches on the right side. They are there because you will have to periodically hide from the camera that is here, if you haven't disabled it. Getting about halfway down this corridor is worth 50 skill points. There is a door at the end of the corridor. Behind it is a short twisty corridor to another door locked by a keypad. The door will be periodically opened by a guard if you don't open it yourself with tools or the code: 2167. Take care of the guard and his buddy, and go through the door. You find yourself on a walkway guarded by a camera. Evade it and stealthily make your way over to the security computer. There are several guards on the lower level who will sound an alarm if they hear you. The login is the same as before, mj12/coupdetat. Disable all the cameras and open all the doors. Quietly go down the stairs. Try and pick off the guards quietly, if you can. If you're a more violent type, a fun way to get their attention is to open up with the assault rifles into the gas drums on the floor below (note the bio cell behind them). The drums will blow up and the guards will come running into a gass-filled room and die. Or, you can shoot them. Either way, it's the Rambo way to do it, and i've done it more than once. Also, Note that there are shotgun shells under the stairs. Make your way into the lab, once you've got all the guards (there are 3 or 4). Talk to Schick and tell him you'll protect him. Escort him out. Once you get out out to about the ladder, he'll say he can make it from there and you get 80 skill points. Now go back to the lab. Note the bio cell behind the desk. Open up all the drawers, and take the contents, including a lockpick and a multitool. In the next room is a platform over some water, with 2 crates in the water. These are a lockpick and 10mm. The guard room (which will be on your left when you exit the lab/water platform area) is bare except for a computer you can use if you want. The last room (on your left as you come down the stairs, or on the opposite side of the guardroom) is locked with a keypad, but it has a different code and I don't know what it is. If you get in by hacking the door, you will find a lot of ammo and your first LAW, a 1-shot rocket launcher that messes stuff up really good. Once you have done all of this, you are finished with the sewers. Return to Smuggler for your reward. "Mimi" adds: * The sewers: when you rescue the smuggler's friend: the small locked room with ammo just to the left of the lab where that guy was held... Well i found the code by chance: this part of the game looked ALOT alike the old N64 James Bond game!! Yeah, the code is 007 !! ----1.5---- ----------------- OSGOOD & SONS - 4.6 ----------------- I know of 3 ways to get in here: pick the lock, use the key from the dead guard out front, or break the window on the side of the building (the right side). If you go in the front, you'll be in the same room as if you went in the side and then went up (not down) the stairs. You can use the 2 little crates to get on top of the stack and get the bio cell in the crate on top of the box stack. There is also a locked door here, with a keypad code. I don't know the code, but behind the door is a crate with 10mm and an augmentation upgrade cannister. This will allow you to increase the abilities of upgrades you have already installed (ie from level 1 to level 2 and so on). There is also another unlocked door in this room, leading to a hallway with a crate containing a flamethrower, and a bio cell right next to it. 50 skill points for 'exploring' here. Continuing down the hallway will lead you to a back alley that you must get out of to get to the rooftops. Use the metal box to jump up onto the other crate and then onto the (amazingly strong) 2x4 that is balanced on the fence. When you jump into the alley, try and see the telltale red blinking of the LAM set up against the wall. Run up and disarm it. Now climb the ladder. You should now be on the rooftop. --------------- ANOTHER WAY - 4.7 --------------- If you go in the side window, you'll notice stairs down. Or, you can go down the stairs through the open doorway in the entrance room, down to the anteroom with more stairs. Here we find a room with a crate (lockpick) an a control panel that you can disable to get past the laser tripwires. Or, you can say 'screw it' and use the small metal box to jump on the cardboard box and go along the pipes here, bypassing the tripwires altogether. Get past both guns either way, and you get 50 more skill points. Duck under the pipes. Note the large orange/brown pipe in front of you. Behind it are some rockets. Use the elevator code, 3316, to open up the elevator door and get on the roof. If you go up the elevator, you are in a different location than if you went up the ladder, but basically the same area. Look out for troops on the roof. If you come out the elevator, you're going to be on an L-shaped platform with stairs going up to a door. Behind it (30 skill points) is a hallway leading to a fire escape that you can get to if you take the other ladder down from the rooftop you would have reached if you'd come up from the alley. Phew. Now that we're back together again, break open the boards in front of the only usable door in that hallway, and take the medkit and prod charger within. From here, though, we split again. You can either go up the ladder behind the elevator/down the third ladder from the alley rooftop (both go to the same place), or down the fire escape (somewhat risky). Past ladders is a platform with brick chimneys and a guard. Going over to the ladder to the roof is worth 30 skill points, if you didn't come down it in the first place. Also on this roof is a little hut. There are 2 30.06 packages and ballistic armor hiding in the shadows here. Also from here you can see lots of guards. Now is a particularly good time to snipe at them, especially now that you just got a bunch of 30.06. From here, you can't really go anywhere, so now is a good time to go down the fire escape. It has partially collapsed, and jumping to the part still hanging on is a bit tough without taking damage, so save it before you make the jump (if you're inta that whole save/restore thing). Then go through the hole in that platform and onto the rooftop. Don't fall in the crack! Take a right, grab the crate (10mm) and go around the side, go up the ladder, and on this platform grab the 2 crates (7.62, 30.06). The guard here has 30.06 and a LAM, a good thing to pack. Go back down to where you saw the first crate and notice the plank. You're going to jump through the window. But shoot it out, first! This jump really sucks, and you might need to duck as you make it. Save first! (stupid jumping puzzles...) 20 skill points for getting through. Hallway now. Note the medkit behind the large cardboard box. 30 more skill points for going around the corner. Go into the other room (to your right) and down the ruined stairs. To the stairs' right is a little alcove with a medkit and bio cell. Go back upstairs, grab the bio cell in the corner, and back to the window. Break the glass and go out. Down the fire escape, down down, to the platform below. Jump from the fire escape to the platform to the ruined fire escape again, or just take the ladders down. Note the prod charger by the top of the second one. Also note the 10mm at the base of one of them. Now you have 2 choices: up the ladder, to the rooftop, or down off the roofs to the street below. NOTE: Use login NSF and password righteous for the security computers in the warehouse. -------- ROOF - 4.8 -------- While the street has many guards (and guard dogs), the roof is relatively poorly guarded at first, but offers many guards on the upper levels. There is a set of stairs going down to a level with 2 guards on it. Note the laser tripwire on the first step of the stairs. Careful. If the guards notice you taking out guys or you hit the tripwire, 5 or more will come running up those stairs! If you're gutsy, you can jump out on the crossbeams over the crates and take your chances there. On the top floor (under the roof) you'll find 2 crates with 10mm, and shotgun shells hiding behind a box stack. The next level down is empty save a couple of guards near the stairway. You're going to have to be careful. It's probably not possible to shoot both without the ones below coming up to see what's going on, but you can try, if you like. This floor is also the first level that you can complete your objective. If you want, you can fire at one of the incendiary barrels near the generator (which you can see from here) and blow up the generator completing your objective. The next floor has the computer room, which you must use to deactivate the generator. Alternately, you can fire downward from upstairs, as mentioned above. Going into the computer room is worth 70 skill points. Note the buckshot under the computer desk, and that the mirror is actually a door. This leads outside to a landing, and then a ramp, behind the building. More is discussed in the section leading you in from the bottom. Hack into the computer if you can, and shut down the cooling mechanism. ------------------- FROM THE GROUND - 4.9 ------------------- Fall off the roof, as best you can, without hurting yourself. You're going to want to fall off the edge with the ramp. Try and hit any guards or guard dogs that you can get from here, rather than dealing with them on the ground. One of the guards here has a nano-key that will open the warehouse front door. You can get it, or pass it by in favor of going in one of the other ways. Note the alley on your left. Step in there a few feet to get 40 skill points, then leave. Technically, if you decided to descend from the rooftops at any point to get into the alleys, that is where you would come out. The way is rather difficult, however, involving shorted power boxes, laser triplines, LAMS, and several sentry guns. If you know the way and prefer to go that way, more power to you! When you exit this alley, there will be one to your left, another way that you might have come if you'd gone into the alleys. A few feet in is a LAM you can use on the wall, so disarm it and take it. Even further in is another one. Note on the ground a multitool. There is a datacube that notes the warehouse ramp is 2577. Go down the sewer hatch there, and retrieve the lockpick in the box floating in the water. You can get back up by jumping on the boxes. Jump across to the valve, and open it. This will allow you to swim underwater in the tube in the pool. You can also use a LAM to blow up the ruined section of wall at the end of the corridor here. That is worth 20 skill points. Past the wall is a datacube with login NSF and password righteous for the security computers in the warehouse. If you want, you can hack the keypad and open up the sealed door at the top of the ladder, and find yourself in the basement, at the sealed door mentioned under SWIMMING->GRATE. From here, I assume you continue the ground assault... Get out of the sewer, now. Exit the alley, and go left. On your right will be the door into the warehouse. Storm in, and prepare to shoot lots of people. Now, you can either shoot one of the barrels near the generator to blow it up, or go up to the second floor and have it overload itself. There is another way up from the ground, too. Circle the building and you'll find a stairway up to a balcony with a locked door that opens right up to the control room. From there you can overload the generator and it will blow. Blowing up the generator is worth 500 skill points. ------------ SWIMMING - 4.10 ------------ Swimming will get you into the basement of the warehouse, but you'll need good swimming or an aqualung to have a prayer of making it. Doing so gets you 20 exploration points, at about the halfway point. Get out of the water, and use the security computer to deactivate a whole bunch of cameras and doors, etc. --------- GRATE - 4.11 --------- Now you can either go through the grate or down the hallway, both ways taking care to avoid triplines. Going down the hallway leads you do a sealed door that you can presumably get through or come through, but going up to it nets you 30 skill points. This door is opened from the other side, behind the ruined wall mentioned above, near the pool you swam in. If you go through the grate, there will be a panel that will deactivate most of the triplines down that path. Go under the remaining one and take a left. Note the 10mm in the dark alcove to your right. Go straight, up to the window. If you go left you'll be spotted by the camera aiming down that hallway. When you get to the window, note the camera on the ceiling to your right. You're going to have to make your next move when it isn't looking, because there is a turret and a guard nearby. There is a locked door which can be gotten into with lockpicks, and inside are rockets, another lockpick, and 10mm. Also there is a security panel that disables a couple of laser lines that are easy to dodge (they are on a slant) so don't bother. The other locked door leads to a hallway that you can dash across to by going out the door and taking 2 immediate rights. Ease down the corridor under the triplines and gun, and turn the corner, noting the guard waiting there at the top of a ramp. Be careful of the camera behind you if you try to shoot him here. Up that ramp is the ground floor of the warehouse where you will find the generator. For the most part, the rest of the basement is a maze full of cameras and traps, so explore at your own risk. There IS a control room down there (not sure of the keypad combo, but only 20% to get in) with good stuff in it. This includes 60 skill points, a LAM, the storeroom key (if you want to wait to get it), a security computer, and a safe with an aug canister (speed/silent running). You can get here if you head straight down the hallway that the storeroom is on, and it has two doors, one of which is keypad-locked and both of which are watched by cameras. Mikal writes: The control rom down here has an unlocked door in addition to the locked door with a keypad. The unlocked door is around the corner from the locked door. No need to waste a lockpick to get in. ----1.7---- Useful login: TFrase, valleyforge--for the computer in the control room. ------ HQ - 4.12 ------ Once you've blown the generator, you'll be told to go up to the roof and take the chopper to HQ. See Hermann, and get on the chopper. Head into the HQ building. Note that subtle things have changed, like the new soda on the front door guard's desk. On the first 'level', get the tranq darts in the office to the right and the lockpick in the office to the left. The case in the breakroom has a weapon-mod recoil. ATM is worth 750. There is 10mm in one of the hall closets. See Manderly. Go over to the door and eavesdrop on the conversation between Simons and Manderly. Then, Anna goes in. Follow her, and talk to Manderly. Grab the 2 keys in the room before you leave; one on the bookshelf, the other on the table behind the desk. Go down to the med lab. I highly suggest installing the speed enhancement. It allows you to run faster, and more imporantly, jump higher and farther, which will allow you to get to many more places in the game safer and faster. Some areas are just not available without it. Jamie's closet has 2 medkits in it. You should already have the key from last time. Talk to Jamie for some small talk. Go into Alex's office, and get the multitool on his desk. In the closet is a bio cell. Next, go see Carter. He'll give you multitools and a weapon mod accuracy. If you haven't killed too many people in the last few missions, he'll also give you some 7.62. Now go to Anna's office. There is a bio cell on her bookshelf. There is a candy bar and a soda on her computer desk, and binoculars on a table nearby. There are darts in a crate by the entryway. Now you have a choice. You can go up to the chopper, or go see Simons 'interrogate' the prisoners. If you go see, he'll get pissed at you, but he ends up being your enemy anyway, so don't take it too hard... On your way up to the chopper, go over to the comm van, and open up the hatch. At the bottom of the stairs is a multitool. Around the back of the van is a lockpick. Go into the comm van with the key 0451 and use the maintenance robot to recharge your energy. Grab the flares on the table if you want them. You're done now; get on the chopper. ---------------- BATTERY PARK - 5.0 ---------------- Head over to the shanty-town. Go into the room with the woman and the man talking about how cold it is. Talk to the guy there, and if you have the password, 'Underworld' from the bum you should have saved back in New York City, and he'll tell you to go to the telephone booth in the subway station and use the code 6653 to get in. This is worth 175 points. There are many beers and sodas about, and a lock box in one of the shacks that contains a book with the passkey combo 6653 and a ps20. One of the other shacks has a medkit sitting on a table. "Mimi" adds: Battery parc: (after the second time you pass in the Unatco HQ): At the beginning of the mission, before using the phone booth to get to the Brooklyn subways, go to the small parc with the eagle statue: on the pedestal , near the right claw of the eagle there's a zyme waiting for ya! Take it to save up 250 credits afterward... ----1.5---- Go down to the subway station. You will find Harley Filben, who is willing to sell you the code to the phone booth for 500. Of course, we already know it's 6653. So don't bother. Now go up to the phone booth. Use 6653, or multitools if you really need to feel honest and didn't get the code any other way. -------------------- BROOKLYN STATION - 5.1 -------------------- Go down the passage, up the ladder, and open the sewer cover. You find yourself in a very large subway station. There is a guy here that will ask you for zyme. If you don't have some (some can be found in Hell's Kitchen, a couple levels back), you can buy some from the drug dealer at the south end of the station for 250. It's hardly worth it, as the guy only tells you about the keypad in the women's bathroom, but he doesn't tell you the code. At the north end of the tracks is a guy who will give you a quest to fix the plumbing at the north end of the station. If you do it, he'll give you the code to the keypad in the women's bathroom. You need a LAM to clear the wreckage. If you don't have one, you can get one from the lame gangers on the upper level. You can buy one, get one in trade for killing the drug dealer downstairs for them, or (i presume) you can shoot up their leader and get some. The last one I didn't try...yet. You can also go into the men's bathroom and trade a vial of zyme to the junkie there for a LAM he has. This might be cheaper, as a zyme vial only costs 250. Or, you could wack the dealer, and get 2 vials for free. Giving him the vial is worth 100 skill points. Upstairs, in a crate behind some cardboard boxes, is a multitool. Also behind the boxes is a map that can be 'unlocked' and behind it are some flares and datacube with the keypad combo: 5482. There is an ATM up here worth 100. Talk to El Rey. He'll sell you a LAM for 750 or ask you to kill the dealer downstairs. There is also a crate with buckshot near the turnstyle. Once you've got a LAM, head to the north end of the station and find the tunnel that is filled with rock. Open the door, and you'll see a bunch of beams blocking the tunnel. Use the LAM to clear it and go through. Go down the passage and through the door. Go over the steam pipe (or through the pipe to the right, unlocking the grate over the pipe) and up to the valves around the corner. Turn them, and you're golden. 100 skill points. Go back to Charlie, the guy who gave you the quest, and tell him. You get 25 skill points and the key combo, 5482. Go to the women's bathroom, look under the sink, and use the combo 5482 to open it. A door slides open in the empty stall, and when you go into the tunnel, you get 100 skill points. You'll come out on a small platform of wood with a ladder leading down. If you look around, you can see guards walking around off to your right. If you feel gutsy, you can shoot them from here, but beware all of the civilians, and know that the civilians that you can talk to will book it if they see gunfire. This is not an easy part to get by, sneaking or fighting. Before tackling the guys to the right, you might want to sneak over and take down the guy on your left, who is walking around near the alarm panel. I used the shock prod myself. Now you should head to the right. A good idea is to keep low and get under the little wooden bridge-thing so you can get a good look at the layout of the land. Amid the columns in this area is a crate with thermoptic camo. On the west end of the large wall is a large gaping hole in which a mole person stands. Talk to him and he'll tell you about the commander's key and a secret passage he's got set up. You get 25 skill points for your trouble. Get to the south end of the tunnel, and make sure to get the guards here; at least one of them has an EMP grenade. The one hiding in the ruined shack has a lockpick. The commander is in a room on a platform to the west side of the south end of the tunnel. Whew. Also here are some rooms with a box with a lockpick. The brick that you have to hit for the secret passage is behind some cardboard boxes in the same room with the lockpick crate. Inside is a nanokey you'll need shortly, a flamethrower, a pistol, a crowbar, and a pepper cartridge. You'll probably find the 'commander' here too. He's an accountant, though, he says, but will turn on you a few seconds after you talk to him. Best to get him when he's still 'green' on your reticule. 100 skill points for getting in, and another 100 for talking to the commander. Throughout the area are scattered many sodas and beers, so if you want them, stock up now. Ryan266199@aol.com adds: In the Mole People hideout, there is a small alcove in the rocks near the restrooms. It's right against the wall past the ramp. Inside is a LAM (armed on the wall) as well as other little goodies. Getting in is worth 38 skill points. ----1.4---- Time to go to the north end of the chamber. If you haven't wacked the guy near the alarm, and plan to, do it now. Sneaky-types can get around him, but probably not the two guys around the corner. Hopefully, though, they should be 'green', which presumably means they have surrendered. Head past these two, and the last guy, down to the bathroom section. First go into the ladies' and get the multitool in the box in the last stall. Then, go into the mens'. 100 skill points. -------------- SEWER LINE - 5.2 -------------- You have entered another dimension. A dimension where time and space have no meaning. You have entered...the booby-trap zone. Oh boy. There aren't very many enemies down here until the end, but there are jumping puzzles and tricks and traps, so be wary. You'll come onto a landing of sorts. Note the EMP grenade in the small sewer pipe to your right. Also note to your left is a control panel for some lasers up ahead to your left. On the wall to your right (in the water) is a door that when opened reveals a valve that will turn off the steam ahead to your right. Either way you go, it is likely you'll have to use the small and/or large boxes nearby to get over the pipes and walls obstructing the way through. Unless, of course, you have and are willing to use the speed enhancement upgrade. The tunnels merge from each side and lead into a larger, open room with a camera to your right. Try to avoid it, as it controls no less than 2 turrets up on your right. Up ahead, in the next room, is a guard who is right near an alarm panel, so you might want to avoid using your light so he doesn't see you. You can either go up the stairs under the camera, or straight ahead to where the alarm is and the guard is patrolling. He has the nanokey to the 'sewer door' up ahead. Go through said door and you find yourself in another room with laser trip lines in front of a pool of water, over which are suspended strange grates. Can you say 'jumping puzzle'? The control panel for the triplines is on the right side of the room, all the way at the back, almost behind the door. If you don't wish to brave the grates (which will fall almost immediately when you get on them, super-mario style), climb on top of the boxes to the left, right near the door, and open up the grate there. Go in, then drop into the water, and swim (gee i hope you have the iron lung) down through the passage, up, and out of the water onto the little landing here, and then up the ladder into the foyer right before the sentry droids mentioned below. If you do want to make the jumping run, probably because you can't swim that far or fast, disable the triplines (they trip like 2 or 3 guns), and jump across. Make sure you SAVE before you try, because you will likely get dunked the first couple times especially if you aren't good at FPS's. It's a good idea to hit the ramp extender button, right near the laser lines, on the left side, and you can blow up the tnt box here to disable the lines instead of hitting the control panel. Jump across, go down the corridor, and take the left. There will be an EMP grenade attached to the wall RIGHT FREAKING THERE to your left, so grab it fast. Might wanna save after you make the jumps in case you don't want to gamble with losing all your bio energy. Down the hallway, and you're into the foyer right before the sentry bots, where the swimmers would have come out, at that manhole right there. Past the partially-collapsed passage is a foyer with 2 sentry bots. You can either take them out with EMP grenades, scramble one with a scrambler grenade, or sneak out when they aren't looking, and use the little holes in the wall on your right and left to hide and advance past them. Once past them, move into the corridor on the left. Go into the computer room with the door and get 50 skill points. Note the multitool and datacube under the pipes that run between the two computers. The datacube has login info: etodd : saintmary If you have super strength, you can move the large crate on the right and get the medkit stashed behind it. Also note the lockpick on top of the smaller crate to the left. When you open the double doors, you'll find a foyer and some glass doors, behind which you will see a guard. There are many such guards in the next area; avoiding them is extremely difficult. It will probably be easier to shoot them all. You can wait for this guard to move into the other room, past the ambrosia, but note that there is a security camera directly over the entrance door, looking down at you. You could try to disable it with multitools, but if you're going in shooting, why bother? Ahead of you you will see the barrel of ambrosia and some crates. The crates both contain 7.62. Through the doors is the area below the helipad. Through the right doorway is a set of stairs and a hall with two doors. The first is a bathroom. Either knock out or kill the guy in the bathroom for his nano-key to the air-field security room. The second is an empty women's bathroom. Up the stairs is a rec room with pool tables and a security camera pointed right at you from across the room. If you are sneaking, duck behind the tables for cover. If you are shooting, you probably don't care. Through the door under the camera is the helipad with a helicopter on it. Might not want to venture out there yet, as there are snipers. The ATM in this room is worth 750. There is also a bio cell on the bookshelf here. Note that behind one of the bookshelves is a little store room with 3 crates and 50 skill points, but i haven't figured out how to open it yet; a guard opened it for me. There is ballistic armor, a lockpick, and a medkit. Chris Phillips writes: There are two pinball machines in that Rec. Room. Simply play the right hand one (closest to the bookshelves) and the door will open and yield it's goodies and XP to you. ----1.2---- Ashwath Ganesan adds: If you go down the right hallway and to the bathroom there's a guard there with a nano key (er, the right hallway from the main lobby). Go back through the left hallway, up the stairs and take the 2nd door (the one down at the end of the hall). This room has all the machines in it that, sadly, you can't affect. There's a switch behind the houseplant on the shelf on the far wall. Press the switch and a bookshelf opens there. It'll also open in the break room. Tada! ----1.4---- Through the left doorway (in the entrance hall) is another set of stairs and a hall with two doors. The first door is an open office. Grab the multitool, the candy bar, and the 10mm (if you can't find the multitool, check in the desk cubby). Then use the computer, etodd : saintmary. You discover that an aug canister has also been taken, and sealed in a crate with the code 9905. You'll need that later. The second door is an office with a lockpick and a bio cell in the desk cubbies. The computer here is useless. Head up the stairs, and (if you haven't shot him yet), beware the guy patrolling the balcony. He'll be behind you as you go up the stairs. Use your nanokey that you got from the guy in the bathroom to open the door here. You can use this to go up to the roof to get at the snipers there. First you should go around the corner into the security room. There you will find another guard and the security computer that will shut down all the cameras and open a door that you probably don't need anyway. Your nanokey will also open the other door in this room, which leads to the helipad. There are 2 snipers on the roof; one on the level you come out on, via a hatch, and one with a sniper rifle on a grate walkway above you, accessable by a ladder near the hatch. Be careful; two well- placed sniper rifle shots can end your game rather quickly. Paul Dargan writes: I'm sure you've got it, but didn't see it mentioned. At the end of your 5.2, you don't mention that in the security room there is a switch hidden behind a plant that opens a 'secret' room with an augmentation canister + other goodies e.g. LAW in it. ------ ----------- HELIPAD - 5.3 ----------- Whether or not you come out on the top of the pad doesn't matter. You want to get below it. You have 2 choices; either use the elevator to the east, or the sewer hatch to the northwest. Either way, beware the guards. I like to get on top of the helipad and use my strength to lift the gasoline barrels over the lip and then toss them at the hapless guards below; but you can try and sneak by them, if you want, or knock them out. To use the elevator, go down the east passage. Hopefully you have disabled the turret and the camera at the security post back in the helipad complex. If not, you're going to get shot up a whole bunch here. Go up the elevator and you find yourself near the helipad at the airport and 100 skill points richer. You also get a map of the airfield. If you perchance decide to swim, go to the northwest part of the below-helipad area and open up the sewer grate. I hope you have iron lung or a good swim skill, because this will be a feat. Swim downwards, and then down the long shaft, and come up to the surface in the room at the end. Go up the ladder, and jump to the platform with the single crate, and from there to the large open pipe across from the ladder. Go down here until it loads the next area. Then go over to the small pipe on your right and grab the weapon mod reload. Then jump into the water, swim underwater through the length of the pipe, and pop up in the bay. Here you get 100 skill points and the map of the airfield. ----------- THE BAY - 5.4 ----------- Good luck hitting the guy(s) on the dock; your aim sucks from the water, and they can see and hear you pretty well. There is a box of shotgun shells floating in the water. Try and grab them before they fall. Get on the dock, and break open the crates for a multitool and a bio cell. Be careful about the windows because the place is crawling with sentry droids and sometimes they can see through the windows. Their bullets go through the windows just fine, too. The guard or two (hopefully two) that you should have nailed here both have nano keys. You'll probably need those for any monkey business you're going to get into. If you didn't get one of the keys from the guard, you can get it on top of one of the crates near the alarm (also near the ambrosia cannister). Hopefully you've got the security tower key. If you do, go out the door and head to your right, and make a break for the tower you see there. MAKE SURE you have your key ring equipped BEFORE you do this! You'll probably be spotted by the camera, but if you run fast enough (F7 super-speed can help with this), you can open the door and get inside without being shot (although the alarm will probably go off). Go up the ladder, grab the sniper rifle and the binocs if you want them, and hack the security computer to turn off the cameras and guns. Better yet, have the guns shoot up the sentry droids as they go by! Head back towards where you came in, towards the trucks nearby. You will need F7 super-speed to assist you in your jumps onto the truck beds, unless you have a crate handy. The first truck contains tranq darts and 10mm, and the second contains SABOT shells for your shotgun. SABOT shells make the shotgun all worth it because they damage robots, cameras, sentry guns, and any metal opponent you will face. I save them mostly to take out annoying cameras; your mileage may vary. If you have the security tower key, head over to the other tower, which should be in view now, behind the trucks. Watch out for those cameras, and equip the key beforehand. Also, beware of the security droid that may be patrolling to your right as you make your dash. On the ground floor is a box of 10mm ammo. The top floor has the requisite security terminal to hack so the guns shoot up the droids, and there is buckshot and a pair of binocs in the window. If you leave the tower here and head directly east, you will find yourself at the elevator that you would have come up, using the other way, right near the helipad. ------------ ELEVATOR - 5.5 ------------ If you've just come up this way, you won't have the security key to get in the tower behind the elevator building. If, however, you came in from the bay, and you have the key, you should rush that tower, too, and avoid the droid patrolling the area. On the ground floor is a GEP gun (a rocket launcher by any other name) and a crowbar. Upstairs is a gas grenade and another pair of binocs. There is yet another security tower east of here, this one with binocs, weapon mod recoil, and 10mm. Across from this tower there is a sealed compound with a generator on the fritz and 4 boxes inside. This will be to the left of the elevator, if you're just getting out there. You have to cross the arcs of lightning to get at the boxes or the control panel. Those who endure get tech goggles, an EMP grenade, 7.62 ammo, and a weapon mod clip. Just being in the area sucks your bio energy. Actually going into the electricity also does damage. Now you're going to want to make your way into the compound of boxes, which will be to the right of the elevator. This whole place is a jumble of random boxes and crates, but if you can get on top of them, do it; you can jump from crate to crate, and many of them have items hidden on top or inside. You will probably need the speed aug (F7) to do it, though. There are various ladders about that you can use to climb up. Most of the stuff seems to be concentrated on the south side of the compound. You're going to want to get to the south end of the compound, and then head east until you find the east gate. There is a control box here with a button that will open the door. Use an East Gate Nano key to open it (it's INF/INF), which you can get in the shack by the bay (where you came in if you swam) or from one of the many guards about. Some of them have security keys, and other have gate keys. Beyond the gate is a large building, and behind that is a security tower. However, there are 2 guards in the quad between the building and tower, so if you're going to rush the tower, you'd best get them first, or run extra fast. In here are 2 multitools and more binocs. Make your way to the north side of the building. This is where the doorway is. There are 2 guards, 1 at the doorway. Once past them, you'll note a break room on your right with many sodas and the kitchen, further up to the right, with nothing in it. Get the darts from the dart board, and move into the alcove behind the stairs. hit the trigger on the floor to your right to open the secret door. 25 skill points. Inside: 30.06, 7.62, nano key to the barracks dorm, combat knife, lockpick, mini-xbow, weapon mod scope, and LAW. Go upstairs. There's nothing in the bathroom. Use your new nano-key to open the barracks door. If you are not planning on keeping the LAW, it'd be a cool idea to take it and fire it into the room to blow open all the boxes. If not, you'll have to picklock the ones you want. The boxes are: CLOSE LEFT: medkit, datacube with hangar code: 5914 CLOSE RIGHT: flare x4, LAM FAR LEFT: bio cell, multitool FAR RIGHT: cigarettes x2, darts Once done with this, go to the metal door at the end of the balcony. Input the code, 5914, and go in. 50 skill points. You're in a hallway now. Area change. Hit the switch to open the door. This area is a neutral zone; enemies won't attack, on orders from their boss. Before boarding the plane, go to the trailers under it. In it is a data cube with the diagram of the plane and a crate with rockets, a crate with accuracy mod, and a crate with 10mm. There is an aircraft mechanic selling a recoil weapon mod for 400 and shotgun shells for 300. Now get onto the plane. The first door you see is an empty bedroom. To your right is an empty bathroom. Go down the hallway. To the right is a kitchen with beer and soy food on the table. Go downstairs to find the ambrosia cannister. Use the maintenance bot. 100 skill points for the cannister, by the way. Use the code 9905 on the panel (near the floor) to open the field and get the aug. If you go behind the stairs and around to the right, and have speed enhancements, you can jump on a crate in the cargo hold and find a multitool behind it. Go upstairs and get the 10mm and the nano key hiding on one of the consoles. Use the key to open up the locked door on the middle deck. Go into the room on the right and grab the soda and assault rifle. All that's left is Lebedev. You can kill him or talk to him. I leave it up to you; but I usually talk to him. Note that there is a datacube under the bed with the code 9905 for opening the cannister in the hold. Whatever you do, you get 175 skill points. Yves-Christopher Pincemin writes: I wanted to point out that with Lebedev in the jumbo 747 plane, there is a 3rd way that gives you 200 points. Basically you kill Anna Navarre after she appears. I used a GEP GUN, that rocket thingy to kill her. She dies in one hit. Then you continue to talk to Lebedev. This option insures that Lebedev isn't murdered by Anna. He mentions some stuff about the Majestic 12. Just thought this may be of interest. TA ------- Joiro Hatagaya adds: Also, a tip for the Lebedev assassination assignment. If you decide to kill agent Navarre instead, and don't care for talking with her, just plant a LAM at the entrance, then go and talk with the Lebedev without hurry - she'll just blow up when she runs into the room and nobody [heheee...] gets hurt. ----1.2---- Now all you've got left to do is to get back to the helipad that is near the elevator that you might have come up in the main outside area. It's near the power boxes that were shorting out in a corner of the field. --------------- UNATCO BASE - 6.0 --------------- Travis Joern writes: I thought you should know, when you come back to UNATCO HQ after the choice to kill navarra or Lebedev (or neither), go to medical. In the medical closet, you'll find a leg aug, very much worth the 1 lockpick it takes to open (or use the key if you grabbed it earlier) ------ Welcome back, again. Head to the comm van, and open it with the code 0451. Inside are sabot shells for the shotgun and 10mm for the pistol. Now proceed into the base. On level 1, the office on the right has a bio cell and 7.62. Your office has a multitool on the desk, a mod recoil UNDER the desk, and a prod charger on the couch. The case in the meeting room has a bio cell, darts, 30.06, and 7.62. ATM is worth 750. Also, talk to Jamie and the FEMA guy there for some interesting plot. One of the supply closets has a lockpick in it. Now go into Manderly's office. He has a candy bar on his desk. There's a mod reload in the bathroom. Go down to the supply room. The 2 crates have shotgun shells in them. Talk to the general and he'll give you a choice of the following: tranq darts, shotgun shells, 30.06, or GEP ammo. In Anna's office is a prod charger and soda and another charger on the bookshelf. Now go to medical. Install the aug. I recommend ballistic protection, as damage from EMP fields is infrequent and will never kill you; only drain your bio energy. The closet has a medkit, a bio cell, and the leg aug (speed/run silent) which you can use if you didn't get it before. Candy bar and soda are on the desk. Another medkit is on one of the sick beds. Go to Alex's room. There is a soda and candy bar on a table. Also, a multitool on one the table with screens coming vertically out of it. Talk to Alex and get the lockpick on his desk. The closet also has a lockpick in it. Now you're ready for your next mission. Get to the chopper topside. ------------------ HELL'S KITCHEN - 7.0 ------------------ Back to New York. Go up the ramp onto the ledge and down the ladder there. When you get to the fire escape, to into the window there, into the apartment. Talk to your brother in the living room, and grab the medkit on the floor beside him. There is soda and soy food in the cabinet of the kitchenette. Open up the painting on the wall and use the code 4321 to open up your brother's secret stash. Inside is lockpick, aug upgrade, multitool, 7.62 x2, 10mm. Leave out the apartment door, using the nano key you've still got. In the locked apartment near the end of the hall is a soy food by the stove. At the top of the elevator is a weapon mod accuracy. At the bottom is a multitool in a box. Go down to speak with the owner, if he wasn't killed in your previous trip. If you reconciled the daughter with the father, they'll be arguing about JoJo, the local street boss. You can talk to them, and offer to give the old man a weapon to deal with the guy. Afterwards, JoJo will come down for a confrontation. If you gave the guy a weapon, he'll attempt to take out JoJo. He may need your help, as JoJo has a stealth pistol. After it's done, you can talk to them again. No reward, though. MrSeagull notes: If you give the "'Ton" owner a mini-crossbow, he will be able to take out Jojo with the tranqulizers. If he does it WITHOUT your assistance, he and is daughter will make up and she will not leave New York. ----1.4---- There is a 50 credit chit on the table in the back. The ATM is worth 400. Now is a good time to see smuggler. In the entry foyer, before the laser triplines that have been reinstalled, is a crate in the shadows which has a lockpick in it. You can use the multitool in the toll booth shack to turn off the wires. Once you get to him, you'll get 20 skill points. He'll sell you a range mod, a clip mod, or a flamethrower cannister for over 2000 credits each. Steep. There's a candy bar on one of the tables downstairs and a soda, flares, and lockpick upstairs. Behind the hidden panel (accessed by hacking the keypad behind the bed) is recoil mod, clip mod, and ballistic armor. Leave now. Both the clinic and the warehouse are closed. Head to the Bar. In the alley behind the bar where you probably shot Johnny is a datacube with Renton's ATM info on it. Maybe you will get a reward...: 487659 249087 Go into the bar. Aside from various food and drink, like last time, you can see Harry Filben and talk to the tabloid guy. There's a shotgun and shells behind the bar. ATM is worth 155. Outside, in an alley near the subway (which is closed) is a bio cell. You can also get into the sewer from here. Head down the hall and avoid or disable the tripwires using the panel, and head to the platform on your right. On the pipe, above, is a bio cell. Back by the door a 10mm cartridge sits on top of the locked door panel. Also, disable the control panel next to it because the lasers in the next room have been lowered. Go through the hatch, down to the door, and open it with code 2167. Grab the 30.06 under the alarm panel. Go up the ladder. Use the security computer to rotate the bridge and then detour to the metal door on the left side to find 10mm in a crate there. There is also 7.62 hiding under the table there. In the middle of the bridge is a crate with thermoptic camo in it, and getting there is worth 60 skill points. This will be the end of your journey, sadly, as the rest of the lab has apparently collapsed. So leave, and head streetwise, back towards the bar. It's wise to leave by the other exit, as 10mm is hiding by the base of the ladder and it's closer to where you want to be, which is behind the bar. Head to the northwest section of the area and you'll notice that the tunnel that was previously blockaded is now open. You should head that way to get to the old NSF HQ. At the end of the tunnel, first head right and find the 2 hidden combat crates behind the 2 piles of cardboard boxes. There is 7.62 and shotgun shells. Now head south. Note on your left another pile of cardboard boxes, concealing more crates, which hold shotgun shells and a prod charger. Now head to the blockade and talk to the guy there. Go past it, take a right, and go aaallll the way to the end of the street and you'll find more cardboard boxes with a medkit in a crate stashed there. Now head through the second (empty) blockade through the area transition. Now, the place is crawling with guards. Luckily, they're friendly, but they won't be as soon as you send the signal; they will, in fact, try to shoot you in the face as soon as you do this. Nevertheless, you probably don't want to raise their ire just yet. Head around the large building you see to the alley you'll see on your right side, near the end of the street, or use the main door entrance that is on your right as you head down the street. Just note that on the first floor is a crate with a hazmat suit in it. There are also rockets on a table there. You can find an important nano key in the women's bathroom on the first floor. Also, outdoors on the ramp entrance past the alley are 2 boxes with 7.62 and 30.06 in them, respectively. The second floor holds 2 crates with buckshot and a medkit. In the computer room on that floor you'll find 2 candy bars and a soda, and 2 troops talking about Simons, who will soon be mad at you. There are also 2 locked doors which lead into the same room. Inside is a bio cell and a datacube with the security login. The third floor has a crate in a corner with buckshot and a computer room. Use the button in the corner of the computer room to activate the venting, and go into the machine room. Take your first right, then another right and then right at the window to find the security computer you need. Hack it and open the hatch on the first floor. 30 skill points for finding it, by the way. The uname is TJEFFERSON and the pw is NEWREVOLUTION. Roof has a crate with 10mm and the broadcast booth for your signal. The booth has a LAM and 7.62 hiding under the tables here. If you want, you can hack the door open now and send the signal, or you can go downstairs, into the hatch, to get more skill points and stuff. I personally like stuff (and skill points), so I always go get the code, even though I can usually hack through it. Go to the first floor, down the hatch. 50 points immediately. Go down the short hall, open the door. There is a crowbar on the table. You now have 2 choices: left, through a locked door, or right. In the door to the left is a security computer that you might want to use, as it will open many doors for you. The uname is TJEFFERSON and the pw is NEWREVOLUTION. If you go right, you should disable the control panel to your right as you go that way so as to prevent setting of the laser triplines immediately to your left. Then, either jump over the next set, or use the airshaft on the floor to your left to get past them. Either way you go, using the security computer or the laser tripline tunnel, you'll end up in the same room. In this room is a hallway (leading to a dead end) and a door. There is also TNT stacked on 2 boxes with stuff in them. Be careful; tnt will go of at the slightest tap, really, so pick it up and to drop it without it blowing up, crouch first. The boxes have a lockpick and a multitool. Stephen Granade adds: In the basement of the warehouse from which you send the signal, at the point where you talk about the "virtual funhouse of laser lines and turrets," you can disable some of the turrets without using any multitools or the TNT boxes. There are three spots on the floor with light white circles on them. If you stand on one of the circles, a piece of the wall slides in front of one of the three turrets. The first circle is right where the corridor bends to the left, by the first turret. The other two circles are in the two alcoves that are protected by laser lines. And imagine: there are three metal boxes in the larger alcove by the control panel. You can put one box on each of the circles and close off all three turrets. Put the first on the circle not in the alcoves, then put one box in each alcove in turn, waiting for the alarms to stop each time. ----1.5---- Through the door is a virtual funhouse of laser lines and turrets. You can disable some of them using the control panel on your left as you enter, and grab the medkit in the crate there. Personally, i like to use the 2 tnt boxes to wreak mayhem on the guns and lines here. At the end of the tunnel is another interesting room. That gas spewing out of the can is toxic; avoid it. The crate contains buckshot. The door on the left is unlocked, and the one on the right is locked, but that can be easily remedied by setting off one of the tnt boxes in the room. Just don't blow yourself up. Inside the locked room is a hazmat suit and 2 kinds of rockets. Then, use the unlocked door. Go down the hall. Assuming you've used the security computer, you'll find a case with stuff in it and a datacube on top of the case that is the object of your quest. The case has a riot prod, charger, datacube, accuracy mod, and gas grenade. 150 skill points for getting the cube. There's also a door in this room that you can blow using some tnt. Inside are 2 bio cells, a lockpick, and a door to another corridor with many tripwires and poison gas. This can be dealt with by using more tnt, if you like. In the boxes are 2 multitools, and behind the gas drum is a control panel that will disable more of the laser lines ahead. Down the hall on the right is a box with a medkit and ballistic armor. Return to the room with the bio cells and go up the stairs out onto the street. Now you need to get to the roof. Do that. Use the door computer with login MCOLLINS and pw REVOLUTION. Open the door and align the satellite. Then, log in to the computer in the other room with NAPOLEON, REVOLUTION. Send the signal, and prepare to fight UNATCO. 300 skill points. "Max abernethy" suggests: I noticed one detail that you were missing in section 7.0. In the NSF warehouse, it is much easier to get through (and certainly saves a lot of ammo) if you use the prod to incapacitate most of the guards before sending the signal. You can do this to all of the indoor guards except for the two who are in the computer room without detection (the ones on the bottom floor are hardest, because there are four and you have to be sure none of them can see you). ----1.4---- Yes, that did indeed make it easier! Richard writes: Firstly here is a way to save yourself a lot of ammo and health packs. On the level where Paul is hurt in the 'Ton and you go off to send a message, you can escape the compound by jumping off the roof to lower ones below you, and skip all the guards inside. ----1.7---- Now the troops will attack you (i believe i said 'shoot you in the face'). Get ready to fight your way down. It's a good idea to pick off as many as you can from a distance, if you have the sniper rifle. You're job is to get back to your brother's apartment, ASAP. I have found that placing a box at the top of a set of stairs and then luring the soldiers to charge up at you works quite well because you can then get them with one grenade once they've all run up to the area with the box. Or that nice TNT box on the 4th floor... Once you get there, you'll go through some dialog. Now you have to book it to the subway station, and open it with code 6282. Be careful, because enemies have spawned on the streets, including a battle mech, the likes of which you haven't seen since the first level. Unfortunately, this one is not on your side. Once you get into the subway station, hack the ATM for $375. 50 points for making the subway. Get onto the train. Now prepare for a showdown with Anna Navarre. She has thermoptic camo, so the only way to know you hit her is when your reticule turns red. You can either run from her, into Gunther's arms, only to have to fight her later, or kill her here. Personally, i like to get into the air shafts and snipe her from there; beware that she explodes when she dies. Now, like it or now, you're going to get captured by Gunther. You can either surrender gracefully, or get shot by him lots, lose a bunch of health (that won't be healed by the next scenario), and get captured anyway. I leave it to you. 50 skill points for topping the stairs, btw. MrSeagull notes: In Hell's Kitchen, after sending the warning to the terrorist, when Paul tells you to leave and he will cover, if you help him destroy all of the MJ12 soldiers, he will be captured ALIVE and will remain in to further missions. Once all the MJ12 soldiers are killed (very hard to do) paul will seem to dissapear. I advise saving right before the battle, as paul may go down in the fight. once you verify that he is alive you can leave. He will be alive in the medical area of the MJ12 bunker and will later appear in Hong Kong (after getting the rom encoding, or after destroying the UC, I cant remember which. ----1.4---- Sérgio Bernardino adds: We you come back to the apartment from sending the signal to the NSF and talk to Paul Denton some MiB's raid the place. The idea it's that you should run. If you do it, after you are captured you are told that Paul is dead. Still, if you got guts (and are well armed) you can put a fight with those guys. Kill them, go through the door and see the whole bunch of UNATCO troops near the hotel reception, take them out (not an easy task, try using LAM's and 20mm ammo like i did) and that way Paul survives. He is captured too and later he reappears in Hong Kong just after you've blown the UC that's located there. It's cool because it changes the course of story in the game a bit. There are small variations in the dialogs if you perform certain actions. For instance, if you kill Greene (the reporter) after you're first talk with him (oh yeah, quick hint here, after you hit the sucker *RUN*) Manderley gets pissed at you for shotting civilians and later Harry Filben (when you meet him in the bar and he tell's you he's with the NSF) congratulates you for it. Also if you kill the gatekeeper at the graveyard before talking with Dowd he'll call you paranoid....:) There are probably more of this stuff around the game, i've beaten the game quite a while now but i recently started to play it again with the cheats enabled so i could completely "dissect" the game and uncover all the secrets. Oh, and here is some conspiracy theory stuff i dug up that actually draw a line from the game to real life: The Illuminati and Adam Weishaupt actually existed. Adam W. created the Illuminati in 1776 for the purpose of ruling the world through assassinations, bribery, blackmail, and espionage (much like it is explained during the game, only a little more evil..:) but ended up with the plot being exposed. Majestic 12 is supposedly a secret US organization whose job is to research, contact and maintain communication with alien intelligence, and it's said to have an active part in the Roswell incident back in July 1947. And, get this, in the middle of all the names of the guys said to be involved in this there are two that are quite interesting: General Hoyt S. Vandenberg (Vandenberg, hmmm...sound familiar?) and Gordon Gray - remember the Grays? The alien looking transgenics that appear in the game? Their name probably came from their color but there is nothing wrong with taking this kind of conclusion either since they actually look like that classical alien figure everybody knows. So you see the guys who wrote the storyline for the game are pretty clever, they took some pieces of scattered information and use it in the game to brighten up things... ----1.4---- Jason Dyer adds: The best way to take on the enemies who raid the 'Ton after you talk with Paul is to drop booby traps around the hotel BEFORE you talk with Paul -- you can have a great many of the troops blown up and choking in tear gas before you have to even fight anyone. At Battery Park, if you duck into the vent before Anne Navarre talks with you and make your way past Gunther and the barricades (I'll explain how in a moment) Jock's helicopter will still be there but you can't use it. :( Apparently the "helicopter taking off" animation is triggered by the conversation with Anne. The most fun way to kill Anne, by the way, is to duck away behind a pillar right when the combat starts -- she'll be "blind" for about half a second after the cutscene -- and to sneak up behind her and do a single pistol shot to the back of the head at point blank range. Just remember to run backwards right after you shoot so you don't get hit by her body exploding. Now: how to get by the barricades. I used thermoptic armor, strength augmented to level 2, and stealth legs at level 3. I turned on all three before running out. Gunther does a cut scene even though you are invisible (although you can get his attention and start the cutscene in the subway, then sneak away from him like with Anne -- in that case don't set up the armor/strength/stealth until you are ready to run out), but after the scene he still won't "see" you. Run over to the barricade that is just a mech and three large boxes. Move one of of the boxes away, then run past that. I've managed to wipe out all the surface troops except for Gunther (which I had lured into the subway station before I ran outside so I could take him on last) only to find out Gunther was invincible and Jock has no script to return even when there is nobody alive left on the surface to shoot at the helicopter. :( After running outside the barrier you can take out the enemies one at a time, using emp grenades and lams for the mechs. ----1.5---- "Jensen Ruud" adds: When fighting the MiB in Paul's hotel roon at the 'ton, it doesn't matter if you actually kill all of them, so it seems. If you die during the fight (i killed one of them, and the explosion killed me), Paul survives and is captured anyway. This is probably why Paul disappears after the fight, because the game assumes that you got captured. ----1.5---- And a particularly juicy bit, Stephen Granade notes: In section 7.0, when you talk about how you can save Paul, you need to mention that the trigger is you walking out of the front door of the 'Ton. If you do as I did and kill everyone upstairs and in the lobby but then leave via the window from Paul's apartment to the fire escape Paul will still die. You can, in fact, throw on some thermoptic armor and run past everyone and to the front door of the 'Ton and Paul will stay alive. ----1.5---- Just a small tactic that you could add to your FAQ: (it may sound dumb, but everyone I know never even thought of using it, eheh) When you enter the hotel, place a LAM on the door frame of Paul's room then talk to him. The raiders will stop next to the room, but one MIB will try to enter and get blown up. At this point, there is a pause; so use it to send a Gas Grenade to the left of the corridor: Fun gas action for the whole family, in other words, pot shots at the MIBs =) It's simple, but everyone seems to forget about the effectiveness of Gas Greds. ----1.7---- ----------------- PRISON ESCAPE - 8.0 ----------------- Move towards the door until you are contacted. Wait for the lights to go. Then the door will open. Sneak out (crouch) and beware the guard on your right. Move over to the crate and grabe the baton. You haven't got much time. Hit him on the back of the head. It may be that he walks off. If so, open the cell next to yours and hide in there, and ambush him as he goes by. Go to the desk. Get the codes: 4089 for the detention block door and the cells are 4679. Open the cell with the guy in it. You can either have him come with you, tell him to make a break for it, or tell him to wait here. The latter is probably the best choice; you take care of the guards and cameras first. He'll give you a medkit either way. Go into the cell next to that with the code 4679, and you can heal with the medbot and get 2 lockpicks and a PS20. Kester writes: I thought i'd mention that in 8.0, the escape from UNATCO/MJ12 HQ, in the cell blocks where you start is a health bot, this means that if you ever lose any health all you need to do is run back past the camera and fill up. It can also be used to install the augmentation canister. ----1.7---- The box that the baton was in contains a riot prod. Make sure to avoid the camera when you make your move. Don't forget to sack the file cabinet; you'll get a beer, a multitool, and 10mm for the pistol you should have got from the guard. There is also a locked drawer, which contains a multitool. You can use these 2 multitools to try to disable the camera here, if you want. You have to get the small metal crate, and toss it under the camera, and then use the multitools (you need to have at least a 2 in electronics to do this. I prefer dashing past it myself; saves tools. You'll get out of the detention block, to a T intersection with a grate in the floor. You'll be contacted, get a floorplan, and get 250 skill points. You should probably get your stuff first, so we'll head to the armory, which will mean you take a right into robot maintenance. Go behind that pipe there on your left, and get the lockpick and crowbar, if you want it. For the curious, you CAN go into the air ducts now if you want, but they lead to the command center and nanotech lab, two places that will be very difficult without your equipment. --------------------- ROBOT MAINTENANCE - 8.1 --------------------- There are guards here. Many guards. They have machine guns, and the odds are that you don't. Be careful, and don't be seen. In the first alcove on the right is a bio cell in a crate, and behind it is a scrambler grenade, which would be good to use on any mechs here. The second alcove has 7.62 and multitool sitting on top of a crate. The third alcove has a multitool sitting on top of a crate. There are a couple of mechanics here, who will tell you stuff, or sell you stuff, including the security login (if you can't hack it) for 500, an accuracy mod, or 7.62. If you want to clear out the room and take all the stuff, the best bet is to make your way to the second floor, into the side corridor to the control center. There you can take out a guard or two who would otherwise spot you, and maybe wreak bloody mayhem with the bots downstairs. Note that on the way up to the control area, there is another set of pipes inset into the wall that a lockpick is hidden behind. Up in the control area is a computer with the option 'bot AI alteration' which will make them go nuts. Uname: MJ12; PW: Invader. There's also a couple guards, some EMP grenades, and a lockpick or two, plus the armory code and other stuff. One other thing of note is a multitool on the 2nd floor, at the far end of the area on top of a crate near two bots. ---------- ARMORY - 8.2 ---------- The armory is guarded by 2 large robots that will kill you real fast. These aren't your regular, run-of-the-mill sentry bots; these are the kind of mechs that make battletech fans dance the happy dance. The door is locked with code 2971. Get in as quick as you can, and get the guard behind the desk with whatever you've got. Hopefully you won't set off any alarms or the camera in the corner. All your stuff should be in this room, but don't worry about that now. Get upstairs to the security computer and hack it to disable the camera, gun, and warbots outside. There's too much stuff in here for me to describe it all, but there is a LAW on the rack, several assault shotguns, several assault rifles, and a plasma gun in a locked box upstairs. Open it with code 5239 (you find this by hacking the computer and reading the email). Once you're done with this, it's time to head to another area. Clean up anything that you might not have done on the way to getting your stuff, and head back to the area that you started near, with the grate on the floor. Next, you should head to the nanotech lab. ---------------- NANOTECH LAB - 8.3 ---------------- Getting there won't be too easy, but you have 2 ways of doing it; you can go into the air duct using the grate in the floor, or go around through the command post to get there. Using the grate is somewhat convenient; just go down the hole and take the right (the straight/left leads to the command center). There are several places that you can pop up in, under the unsuspecting eyes of several guards and a MIB, but that might not be the best choice. You can pop up and sneak or snipe some people, but you'll be invariably surrounded. For those who wish to brave the command post, here is the path. Go down the hall that you' haven't been yet, past the sign that says 'command center'. You're going to want to sneak out when the guards aren't looking, staying against the right- hand wall, and sneaking into the corridor immediately to your right. See the map for clarification (in your 'image' submenu). Now, run around the corner as fast as you can. You see, someone is going to talk to you around that corner, and if you are still visible from the doorway, the guards can walk by and notice while you are talking to him, and will attack you right after the conversation. This person will give you the medical code, 0199. On top of a stack of boxes is a crate with a gas grenade. You'll note, looking towards the lab, a grate at about eye level. If you get up there, you can ambush the guard on the platform there and maybe get some good shots at the enemies below. However, it will be difficult to get there without the speed aug. It is possible without it, if you use one of the small stepping boxes below. What i did was get up there and knock out the guard with the stun prod without anyone noticing. I then shot another guard with a silenced sniper rifle in the head, and he dropped like a rock, and i dodged into the space between the grates on the upper platform to avoid being spotted. Note that there is a security camera under the platform and facing the doorway into the next room. It's protected, so you can't shoot it or use tools on it from the side or behind. To get into the next room, it might be a good idea to use one of the grates in the floor to sneak into the next chamber. LCrowder@oag.com notes: Men and Women in Black can be taken out of action without them exploding if you use 3 tranquiliser crossbow darts on them. They fall unconscious and do not explode - I found this handy as the MIB in the Nanotech Lab in the Prison Escape MJ12 facility has a key which saves you many lockpicks on a filing cabinet. There may be other instances where MIB and WIB have items on them later in the game, but mostly I killed and exploded them. Releasing the greasels can also knock them unconscious with their spitting poison, but then you'd have to kill the greasels! ----1.4---- The next room has an MIB you'll have to take care of, (remember he explodes when he dies) and several scientists that will likely run when you kill him. It also has tranq darts, a computer you should hack to open the containment field around the aug cannister, and controls to let out the greasels. You can cause a lot of mayhem that way, but you'll have to kill them if you do; and they spit poison something fierce. Login is dmoreau, pw raptor, if you can't or won't hack it. The crate by the wall has a medkit. The Aug has Aggressive Defense System, which destroys incoming missiles, and Spy Drones, which allow you to power spy drones to fly around and spy for you. The file cabinet in the corner has a multitool a datacube with the 0199 door code and login Psherman pw Raven, and another data cube listing all of the logins for all the UNATCO people. ajacobson - calvo anavarre - scryspc ghermann - zeitgeist JCD - bionicman jmanderley - knight_killer jreed - redshoes jreyes - amigo klloyd - target scarter - antique You can use these upstairs to figure out Anna Navarre's kill phrase, if you want it and she isn't already dead from the fight in the subway. From here you can also get into some air duct tunnels that lead into a basement area with a greasel that got free. It's worth 100 skill points to go down there. You will find in the boxes some ballistic armor and a plasma clip. Don't forget to install your aug before you go. On to medlab. ----------- MEDICAL - 8.4 ----------- You're going to turn a corner and notice a waiting room of sorts to your left. The secretary inside is hostile, so see if you can knock her out witha riot prod before she sounds the alarm. Now, note the large cage in front of you. 2 large beasts roam there, with the addition of a machine gun. You have a couple of choices in how you deal with this. 1. Don't mess with it. 2. Open the doors and let the beasts take care of the guards in front of the medlab door. Then, kill the things by hand or with the autogun in the cage. 3. Kill the things with the autogun, just for fun. 4. Kill the things with the autogun, open the door, and let the autogun kill the guards by the medlab door. So many choices... Anyways, go right. You'll note a baton and a datacube with the security login info, namely MJ12:INVADER. Theres also a grate here, into the air duct system. From here, you can release the beasts on the guards, if you want. The grate leads to a duct in the medlab, so you can get in without any violence. Getting to Paul is worth 500 skill points. You'll also get the code to the exit door, 1125, which is in the command center. Going in the medlab door is also worth 500 points; if you came in the air duct, head to the door and get that 500, coming from the other direction (bug?). To actually activate the security features and autogun, you need to head left from the office. Then, knock out or kill the guard here and hack the security computer against the south wall. Set the gun to attack everything; that will shoot the beasties and the guards (if you open the door). ------------------ COMMAND CENTER - 8.5 ------------------ Now you want to get out of here. Head for the command center. This part here is rather non-easy, if you know what i'm saying. It might even be a good idea to go back to the air vent hatch in the floor outside of detention and use it to get into the command center. The command center consists of an office surrounded by a walkway and then an elevated walkway. Guards circle it constantly. Getting in isn't that easy without being seen. There are also guards inside the office, and dogs too. Regardless, inside the central office you can find several items, including an assault rifle with 7.62, a gas grenade, and a security camera that shows cameras you've probably already seen. L: MJ12 PW: invader On the opposite side of the office is the security door to get out. Use the code 1125 to open it. Go around the corner, and beware the guard at the desk there. By now, I had rifles:3 and maxxed out the accuracy on the sniper rifle, plus fitted it with a sniper scope, so i get no wobblies through the scope (maxxing out the accuracy mods on a weapon is worth a whole skill level, it seems), so I took care of him with a head shot. Before you leave, don't forget to get the prisoner in detention. I always do. Continue down the hallway and it will change areas. 200 skill points. Go past the window and use the button to open the door. Know where you are yet? I thought so. You're in UNATCO HQ. ------------- UNATCO HQ - 8.6 ------------- You find yourself in medical. Get the Aug cannister next to Jamie, and install either energy shield or regeneration. Then talk to Jamie. You can either have him come with you, or stay here. I always choose stay at UNATCO because he'll show up later in France and give you Gunther's killswitch that way. Otherwise, you have to fight him, and Gunther + Plasma rifle = bad news. The closet has a medkit in a crate. Joiro Hatagaya suggests: I know you said you don't do it, but get the doc [Jaime] to go to Hong Kong. [This is around point 11.00 in your FAQ.] When he arrives he has a present for you - an aug upgrade cannister. But if your inventory is full you can't take it from him and it falls somewhere around him on the floor. So you just talk with him and get as many as you want. I upgraded all my augs to max and playing the game after that was even more fun. Well, it might be considered cheating, but well - if it involves just normal in game activities it's ok, right? :) ----1.2---- Go across the hall to Alex's. Grab the multitool on the table. Closet has a bio cell and a lockpi