Deus Ex

Deus Ex

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How To: Deus
Date: 11/29/08
Version: 1.0
Author: Snake
  (contact info at http://www.snakebytestudios.com/about)
Times played Deus Ex thus far: 12

Adapted From Original Guide at
  
Deus
Preface to this version Since this version of the guide can only be text, it is presented here with minimal formatting and with pictures, links, and extra content stripped out. If you like this guide, I suggest you go to the aforementioned URL for a cleaner and more helpful version. Contents 1. Intro 2. General Tips 3. Weapons 4. Augmentations 5. Skills 6. Exploration 7. Legal 1. Intro Nobody can tell you how to play Deus Ex. It's so varied in how you can approach tasks, that it's really a matter of your preference as how to handle them. If you haven't played Deus Ex before or only played it once then you're still probably missing out on a lot of what the game has to offer. Here's where this strategy guide comes in. It's not a walk-through, but rather a way to assist you in finding more of what Deus offers. I'll point out different strategies to approach obstacles, critique the skills, weapons, and augmentations, and run you through a majority of what I personally have found whilst playing Deus Ex. So, read on and dust off that Deus Ex disc for a fresh new install of one of the best games ever made. 2. General Tips o ATMs mean free money. Hack them all and by the end of the game, you'll have gotten over 10000 chits worth in stolen credit. If you find any account information lying around (and are only at Trained level in Computers), enter that into an ATM before you hack it and you can get a little more. At Advanced, you'll get the full amount from all accounts regardless. And at Master, you'll get 150% of the amount in every account. o If you're into Melee, be sure to grab one of the Dragon Tooth swords before you leave Hong Kong! The Dragon is the ultimate melee weapon, and it can usually take down any enemy in one swing. Couple it with training in low-tech weapons which improves speed, useful when attacking multiple enemies. o You may be tempted to put range weapon mods on the sniper rifle considering its use, but it would be a waste of a fairly rare mod. I've never been in a situation where the standard range wasn't enough to reach a target--the maps simply aren't that large. The range mod is better used on short-range weapons like the flamethrower or crossbow. o You can set off planted grenades by shooting them, useful for exploding obstacles and disabling electronics from a safe distance, or just use it to defeat an enemy grenade. o The TNT crates/barrels aren't there just for decoration. Use your head and it will be possible to take out a lot of hazards and barriers with the explosion. Place them in the path of bots, under security cameras, next to trip lasers, etc. Just be sure to have enough distance from the TNT or some good cover before popping it with a pistol/sniper round. o Similarly, you can take out organic enemies by destroying nearby gas barrels. You can stay in cover while they wander around in the ensuing toxic cloud, succumbing in roughly 15 seconds. o Spider bots are a pain in the ass. In tight areas, throw an EMP at them and run out of view. For any other time, consider the use of a grenade or rocket. Still yet another possibility for dispatching spider bots is the Spy Drone, which only takes one direct hit. o Save all your collected zyme to sell in Paris. If you find yourself tight for credits, your drug-trafficking will earn you a nice commission. o Since there is an abundance of friendly NPCs in Hong-Kong, some of them do have items of interest. Of course, the only way you can take these are to kill/render unconscious the NPC. (I wish there was a trading/mugging system, but alas killing will do.) Here's a list of people that have useful items: "Mercedes" (Lucky Money): lockpicks, credits "Tessa" (Lucky Money): lockpicks, credits "Door Girl" (Lucky Money): a shitload of credits, ammo Former Quickstop Employee "Thug" (Lucky Money): credits "Dazed Girl" (Lucky Money): zyme "Flower Girl" (Market): credits "Sales Woman" (Market): credits 'I was walking here' Man (Canal): lockpicks Chinese Police: gas grenades and ammo Drug Dealers (Canal): nothing too important, but it's fun to kill them Blueprint Man (Canal): credits Whore (Canal): credits o Quick-save whenever you're proud of the way you've performed something and make it a habit. Leaving the quick-save key as the large Numpad Plus is not a bad idea. o Personal preference: I always map the Inventory, Health, Aug, Goal, etc. screens to the numpad. You can easily find the correct screen and it becomes an efficient habit, like the quick-saving. o If you're interested in exploration skill points, you should remember to travel all the multiple routes into an objective before you leave. A good example is the warehouse district area. There are about 4 paths you can take into the NSF warehouse (roofs, sewer, basement, front door) and they all offer bonus skill points. These won't be much, but they can add up later in the game for some additional skills training. o Realistically, you can only carry one heavy weapon (plasma, GEP, or flamethrower) without cheating. The flamethrower can be a good stealth weapon if you can get close enough to use it. It is my preferred weapon of greasal disposal, too. The GEP gun is a versatile yet crude tool. It can take care of anything that can be blown up: bots, humans, turrets, cameras, doors. The plasma gun I haven't really found a niche for. It's a compromise between the GEP gun and flamethrower; it has nearly the damage of the GEP but at a much faster rate of fire, however it's nearly useless on anything non-living. I would recommend swapping your heavy weapons when you get the chance to suit your needs. Thus, don't use up your weapon mods on them. For example, the Paris cathedral is an excellent time to use a GEP gun with all the bots and MJ12 commandos roaming around. If you want to carry more than one heavy weapon by cheating, here's how (even works in patched versions): Drag the heavy weapon out of the inventory and, while still holding down the mouse, close the inventory with the keyboard. Then you can pick up anything you want and it'll appear on top of the heavy weapon. The hidden weapon will even stay in your toolbelt. o This tip is probably rather obvious: Enemies take more damage when they're not alerted. The prod only takes one shock, a pistol headshot is lethal, etc. It's a bonus for being stealthy. o You may not have realized, but crates and other flammable objects can be caught on fire by setting them next to flaming barrels. This isn't particularly useful, though--unless you can somehow manage to get an NPC close enough to a flaming barrel. o Consumable items and what they do: Water Dispenser: Heals 1 HP, up to 10 HP Max Candy Bar: Heals 2 HP Soda: Heals 2 HP Soy Food: Heals 5 HP Zyme: Makes the screen fuzzy, zoomed, and spinning Forty, Wine: Makes the screen fuzzy Cigarettes: Takes 10 HP o Apply all the accuracy weapon mods you come across to your sniper rifle and you can eliminate scope drift with only advanced training in rifles. o Walton Simons is augmented with Targeting, Energy Shield, Cloak, Ballistic Protection, and Aggressive Defense. He's rather tough to kill with all those resistances, but is still mostly vulnerable to explosives. o (Spoiler!) In the final part of mission 4 (where Paul gets you to help the NSF), if at any point you exit the hotel through the window, Paul will die (unless you're using a recent version of the Shifter Mod). Even if you kill all the MiB's and grunts in the hotel, Paul will still die if you leave through the window (to snipe the UNATCO troops on the streets, for instance). Although Paul isn't really of use in the rest of the game, it still feels good to save him. o (Spoiler!) Also in mission 4, you'll get a chance to save Sandra Renton again. Typically, she'll just run away from home and turn up later in the game down on her luck. But, if you give her father a weapon and he successfully takes down Jojo (you can help), Sandra will stay at the hotel. o (Spoiler!) When leaving UNATCO for the last time, you have a choice as what to have Jaime do after you leave. He can stay as a spy or come with you to Hong Kong. If you tell him to stay, he'll meet you in Paris with a secret phrase that you can kill Gunther with in Paris. If you tell him to come to Hong Kong, he'll bring you an aug upgrade. I'd go for the aug, but it's up to you. 3. Weapons * Plasma Gun o Strengths: range, rate of fire, damage o Weaknesses: slow projectiles, weak against inorganic targets, minimum effective range, slows movement, takes 8 inventory slots o Strategy: None * Flame Thrower o Strengths: disables targets, constant rate of fire, effective against organic targets o Weaknesses: limited range, uses napalm up quickly, weak against inorganic targets, slows movement, takes 8 inventory slots o Strategy: Use the flame thrower to kill concentrations of guards. Because the fire is constant, you'll be able to quickly inflame the guards. Then, just bake until crispy and enjoy. * GEP (Guided Explosive Projectile) Gun o Strengths: range, damage, guided, good against any target o Weaknesses: rate of fire, minimum effective range, slows movement, takes 8 inventory slots o Strategy: Blow things up. * LAW (Light Anti-tank Weapon) o Strengths: superior damage over GEP rounds, less inventory slots than GEP gun o Weaknesses: single-use, can carry only one, slows movement o Strategy: Unless you have a bot or door that you need blown up, it'd be best to avoid carrying around any LAWs. A GEP or 20mm grenade should be more than adequate. * Assault Shotgun o Strengths: extended clip over sawed-off shotgun, sabot shells good against bots, damage o Weaknesses: limited range, loud o Strategy: The assault shotgun can take down enemies at close ranges in one shot (headshots only). * Assault Rifle o Strengths: rate of fire, attached grenade launcher o Weaknesses: uses ammo up quickly, 3-round burst only o Strategy: Anyone (and I mean ANYONE) can be killed with a direct blow from a 20mm grenade. This advice is best used for some of the "bosses", such as Gunther Hermann and Walter Simones. It's very funny to hear them taking about their badass new weapons and augs and then you pop a 20mm into their head and gibs go a flying! * Sniper Rifle o Strengths: range, accuracy, scope o Weaknesses: lethal only from headshots o Strategy: When using the sniper rifle, aim for the top of their head. The top is usually more lethal. Another good point is to equip the sniper rifle with the first silencer you find. When sniping, make sure that no one will see your target drop or be close enough to hear them die if you want to maintain stealth. * Sawed-Off Shotgun o Strengths: damage o Weaknesses: range, rate of fire, clip size o Strategy: Get an Assault Shotgun. * Stealth Pistol o Strengths: silencer, clip size, plentiful ammo o Weaknesses: damage o Strategy: The pistol is a great way to dispose of the pesky guard dogs, open unreachable crates, and explode barrels and TNT. * Pistol o Strengths: plentiful ammo o Weaknesses: damage o Strategy: None * Crossbow o Strengths: usefulness from varied ammo types, works underwater o Weaknesses: clip size, accurate range o Strategy: Hit and run tactics are necessary for proper use of the TRQ Darts. For human targets, one dart should be enough to put them out in 30secs. Hit as many targets as you can in a second and run for a closet, vent, or even behind a couch. From there you can wait until they've passed out safely. * Pepper Gun o Strengths: disables target o Weaknesses: temporary affect, range o Strategy: None * Electric Prod o Strengths: silent, disables target o Weaknesses: melee only o Strategy: This is the best weapon to use against idle foes when you're trying to be quiet. The attack can't be heard but it can still be seen. * Dragon-Tooth Sword o Strengths: superior damage, can destroy some doors o Weaknesses: takes 4 inventory slots o Strategy: This sword can take down just about anyone in one swipe even without the combat strength aug. In fact, it makes the combat strength aug rather pointless. The fact that the sword gives off some light can be a good and bad thing. You can use it instead of the flashlight to save power in vents, but sometimes enemies can see you more easily when you're hiding in darkness while holding the Dragon-Tooth. * Sword o Strengths: good damage, can destroy some doors o Weaknesses: takes 3 inventory slots o Strategy: Found only in Hong Kong, the sword is a good upgrade from the early melee weapons and can be used to destroy some weaker doors. * Baton o Strengths: damage, takes only one inventory slot o Weaknesses: rate of attack o Strategy: None * Crowbar o Strengths: good damage for rate of attack o Weaknesses: takes two inventory slots o Strategy: The crowbar is good for killing rats. * Combat Knife o Strengths: rate of attack, takes only one inventory slot o Weaknesses: damage o Strategy: Carry a knife when you can to keep from picking one up every time you check a body. * LAM o Strengths: damage, wall-mountable o Weaknesses: accuracy o Strategy: A LAM works well in situations where you can't fire a 20mm grenade or GEP at something. It's a dirty method of destroying bots, though; consider EMPs instead. * Gas Grenade o Strengths: area affect, wall-mountable o Weaknesses: temporary affect o Strategy: Gas grenades are best for incapacitating a concentration of guards. Just chuck it at them, hide for a moment, and pick them off with a pistol or TRQ darts. * Scrambler Grenade o Strengths: effectiveness, wall-mountable o Weaknesses: duration o Strategy: A scrambler when used at just the right place, can ignite havoc. Use it on a single bot when there are other enemies present. The ensuing battle is a win-win situation: Either the bot will be destroyed after taking out or injuring a few other enemies, or it'll eliminate all the other enemies and will be weakened. You could also use it to sneak passed an affected bot. The effect of the scrambler grenades will last longer the closer it goes off to the bot. Also, the size of the bot has an effect on the duration of the scrambler. * EMP Grenade o Strengths: excellent against bots, wall-mountable o Weaknesses: accuracy, range o Strategy: An EMP is the best way to take out a single bot. You can mount it along their patrol routes or just toss it in their path. It also temporarily disrupts any electronic security device (e.g. cameras, turrets, lasers). 4. Augmentations * Cranium o Aggressive Defense System: Aggressive players will want this aug because it defends against the rockets that the MJ12 commandos and large bots love to use. When it's used in combination with Ballistic Protection and Energy Shield, the player becomes pretty much a walking tank. o Spy Drone: A lot of people bash on Spy Drone for being the most useless aug in the game, but I think it's way more useful than Aggressive Defense for stealthy players. The scouting ability isn't too terribly useful, especially if you've played the game before. But the EMP attack is especially good at defeating bots without putting yourself in danger. At level 1, you can only disable the small spider bots in one hit. Level 2 will work against the giant spider bot. Level 3 works on the medium size walking bots, and level 4 is required for the large walking bots. Thus, this is only really effective if you put some upgrades into it. It can also be used against cameras and turrets--remotely disabling them for a while. Also, not needing EMP grenades saves one inventory slot. * Eye o Targeting: This aug may be good for players that like to run and gun as it will add a slight bonus to accuracy at all levels. The target detail display is interesting but will almost never help a stealth player. o Vision Enhancement: This is a rather useful aug for both aggressive and especially stealth players. The light enhancement isn't all that wonderful (which is all you get at level 1); but, the ability to pinpoint enemies, even through walls at levels 3 and 4, is particularly useful. It makes setting up traps and getting the drop on enemies much easier. And if you prefer complete stealth, level 4 is a must for sneaking around. * Arm o Combat Strength: This is only good if you're doing melee-only or don't use a prod to knock people out. o Microfibral Muscle: This aug is useful for stealth players. You can use it to move crates, barrels, and furniture around as to create traps, block people in, stack to reach high areas, or block security lasers. It also helps you push large objects faster. * Subdermal * Being that there are 2 subdermal slots, you don't have to always choose between the two augs offered per canister. You can choose to use neither aug for a canister and hold out for other augs if you wish. However, it's generally more useful and newbie friendly to just choose one of the two presented. * Subdermal 1 o These two augs are difficult to choose between. If you're a stealthy player, you should try to get both of these augs. o Cloak: Cloak is the better of the two invisibility augs for stealthy players. There are many more humanoids in the game than bots, and bots can be easily bypassed, scrambled, EMPed, or just plain blown up when you're sneaking around. Humans can present a greater challenge trying to slip by. o Radar Transparency: Radar Transparency is the better choice for aggressive players. As bots can be particularly difficult to destroy with most of the game's weapons, this aug will allow the player to get up close for a LAM or EMP attack or just slip by altogether. Stealthy players may also like this aug, because it lets you slip by security cameras and turrets as well. * Subdermal 2 o EMP Shield: This is the least useful defense aug as it's only good against EMP grenades, spider bots, and electrical hazards. It may be good in a Ballistic Protection/Energy Shield/Aggressive Defense/Environmental Resistance combo if only for the complete defense opportunity. o Ballistic Protection: This aug is best for aggressive players, but can be useful for stealthy players trying to get around security turrets and bots. * Torso * Being that there are 3 torso slots, you don't have to always choose between the two augs offered per canister. You can choose to use neither aug for a canister and hold out for other augs if you wish. However, it's generally more useful and newbie friendly to just choose one of the two presented. Actually, the only real choice here (because of canister availability) is to have both Aqualung and Environmental Resistance, as there are only one of the other torso canisters to be found; but doing so would mean passing up on one of the other vastly more useful torso augs. * Torso 1 o Energy Shield: This is a decent aug only if you're playing aggressively. It will lessen the attacks from flamethrowers and plasma rifles, as well as spider bots. Enemies using these attacks can be particularly annoying in close-combat. Energy Shield also helps against some electrical and fire hazards. o Regeneration: Regeneration is usually considered a far better augmentation than Energy Shield. You should try to fully upgrade it as soon as possible to increase its usefulness and lessen power drain. The power drain looks like a lot, but it works quickly and turns off automatically, and when it is used together with Power Recirculator (fully upgraded) the drain is only 60 units per minute. The importance of this aug is realized when you don't have to constantly worry about using medpacks (freeing an inventory slot) and finding medbots. Regeneration allows you to do a sloppy job of getting through environmental hazards, defense bots and turrets, and other enemies but still come out relatively unscathed. * Torso 2 o Environmental Resistance: This is a good aug if you're an aggressive player as it helps reduce toxin damage from TRQ darts, greasals, and greys. There's only a few actual hazards where you can use this, and there are usually other ways to bypass them without taking any damage at all as opposed to just reduced. o Aqualung: This is a good aug to have if just to save skill points from not upgrading Swimming. Level 1, 2, and 3 give about the underwater time of Trained, Advanced, and Master Swimming skill. Level 2 will get you through most exploration areas, so upgrading further than that isn't really necessary. * Torso 3 o Synthetic Heart: This would be a really great aug if the power drain was lower and there were fewer aug upgrade canisters. By the time you get this, its usefulness it pretty much used up as there are plenty of upgrade canisters around and it provides no benefits when an aug is fully upgraded already. o Power Recirculator: This is an awesome aug that helps conserve your bioelectric energy by decent levels. It's especially useful when used in combination with high energy consuming augs like regeneration, cloak, and radar transparency. * Legs o Run Silent: Silent running allows you to quickly attack or slip by enemies while maintaining stealth. Of course, you can maintain stealth much simpler by just moving while crouched. This could be useful for aggressive players though, especially anyone using melee-only. o Speed Enhancement: I personally like the speed augmentation a lot more than the silent running. Not only does it allow you to run faster, but also jump higher and take less fall damage. This makes it easier to get at some alternate paths and hidden goodies. 5. Skills * Weapons: Heavy: If you use any heavy weapon, training in this skill is probably necessary merely to speed movement. The plasma gun in particular is hard to use effectively when you can barely walk. The damage and accuracy increases from training aren't particularly helpful. In the case of the flamethrower, they aren't helpful at all; however, the GEP benefits from increased accuracy. I would upgrade to Trained if you're using any heavy weapon. If you're relying on that weapon a lot or use the GEP or plasma guns, Advanced would be well advised. Master is probably overkill. * Weapons: Pistol: Training in pistols is always helpful. It is often a hassle to need your pistol or crossbow in a pinch but have to deal with the horrible accuracy. Thus, getting this to Advanced as soon as possible is advised. You can probably forego Master with enough accuracy mods on your pistol and/or crossbow. * Weapons: Rifle: Let's face it, this is the best skill to pour upgrades into, if only to get the sniper scope drift under control. If you use the sniper rifle a lot, you'll want this at Advanced before any other skills. Master may be warranted at higher difficulties or if you didn't apply enough accuracy mods to the sniper rifle. If you're relying on the assault shotgun or rifle mainly, this skill is of lesser usefulness since they are close-quarters weapons. * Weapons: Low-Tech: This skill isn't particularly helpful unless you're doing a lot of melee, where the increased attack speeds help significantly. Remember that this group also includes the electric prod, which will benefit from the increased attack and reload speed. * Weapons: Demolition: Unless you're a noob at snatching wall-mounted grenades, this skill is probably of little use. LAM and EMP damage is pretty effective even at Untrained. However, EMP and Scrambler grenade affect times do increase up to 50% longer by Master (e.g. at Untrained, the medium walking bot can be scrambled for 2 mins with a direct hit; at Master, this increases to 3 mins). It doesn't seem to have any affect on gas grenades, though. * Environmental Training: This is basically useless. Aqualung and swimming replace the need for rebreathers, ballistic shield replaces the need for the ballistic armor, regeneration and environmental resistance replace the need for hazard suits, cloak replaces the need for thermoptic camo, and vision enhancement replaces the need for tech goggles. Furthermore, you can use the aforementioned items in a pinch regardless of your skill level. * Lockpicking: You'll most likely want this at Trained as early as possible, considering the lack of lockpicks starting out. If, after the first few missions, you aren't loaded with lockpicks, you may consider Advanced. Upgrading to Master is just silly, though--you'd have to be relying completely on picking locks. Remember that there are almost always alternate approaches to defeating locks: any explosive (GEP, LAM, 20mm grenade), a key, security terminals, getting enemies to open doors for you, jumping through windows, climbing over walls, etc. * Electronics: I feel roughly the same way about electronics as I feel about lockpicking: Trained is essential, Advanced if you're hard up for multitools, and Master is overkill. Unfortunately, there's fewer ways around using up multitools. Sometimes you can use an EMP attack (Spy Drone, grenade) to disable a security device, but it's only temporary. Likewise, you're not always assured you will be able to find a keypad code. * Medicine: This skill is mainly only helpful for noobs, particularly ones that like to directly attack everything. Also, about a third of the way into the game, you'll get a chance at the Regeneration augmentation, which makes this skill useless. But if you're hard up for medkits before then, upgrading to Trained may be a good idea. You can make your medkits last longer and forego training by using them only when needed: check your health screen to see if you have enough damage to use a medkit completely, then go to your inventory and select and use a medkit. Never use "Heal All" on the health screen unless you are near death (and then perhaps reload your last quicksave instead?) as it will only partially use one medkit. * Computers: At the beginning of the game, seriously consider training in computers. Even though you can't control turrets and have a short amount of lockdown time, you will still be able to hack any computer without a login and password, especially security terminals. Hacking saves valuable time trying to find datacubes and people that can tell you the login and password. (Also, let's face it, who finds it fun trying to enter login data in the dark.) In four seconds at a security terminal, you can shut down cameras (usually disabling its associated turret, too), unlock doors, and open doors. Towards the middle of the game, you may wish to upgrade this skill to Advanced in order to control turrets that can be set to fire at the enemy and save you a little hacking time. Master is essentially useless, unless you like reading all the emails; the extra money you get from hacking ATMs at Master will be more than you can ever use. * Swimming: Trained is useful but not necessary. You can get through the entire game without swimming longer than your Untrained lung capacity. However, there are often alternate paths and exploration that require at least Trained, and in some cases Advanced. Though you can substitute Advanced for Aqualung. I always prefer to upgrade to Trained regardless-- the swim speed on Untrained is just too slow. Master should never be required. 6. Exploration After the first few times through Deus Ex, I was amazed that I was still finding new areas with loot or exploration skill points. It was at that point that I decided to begin writing them down, thus starting this entire guide. Some of the more obvious places or people to get loot from have been excluded because well...they're pretty obvious to a first-time player. Everything listed here you should have to go at least a little out of your way to find. Mission 1 * Liberty Island o Sunken barge off the dock where Filben is; has some very nice weaponry. Swimming skill would be useful here, or you'll need to come up for air often. o Bunker on East side of the island; weapon mods and a lot of skill points. Watch for a ladder on some crates that goes up to a multitool. o Cage floating under the dock you start from has a few crates in it. o Two large metal crates have medbots inside of them; listen for the beeps. One is on the left when you come off the dock, the other is on the east side of the island. o There's a multitool in a vent; the vent starts in the large room on the lower level of the Statue of Liberty. Listen for Alex's giveaway comment about the vents. o A hard to see lockpick that you may miss on a bench. * UNATCO HQ o The shed and hatch near the helipad; at least one good steal will be there every time you return to HQ. Check behind the shed, too. o The cabinet in the meeting room is always stacked with stuff. You should probably use lockpicks instead of explosives, though. o Medical closet; there's a key behind a plant around Jaime's office. The closet usually has at least a medkit in it. o Later in the game, you may hear about a false floor in Alex's office. But where the hell is it? Well, just take a look at this screenshot: There are nice finds in there each time you return to UNATCO. o If you have training in lockpicking, you'll want to investigate the two locked offices. Always check under the desks, too. Mission 2 * Battery Park o There are two crates underwater right off the dock where you start. o The back entrance is a few steps from where you begin, but personally, I like going in the front better. o The room behind the door to the right when you enter the lower level of Castle Clinton (the one that's locked); there's an aug and napalm canister in there as well as hoards of security controls. o The shacks surrounding the subway entrance usually have a locked chest or two in them. If you're trained in lockpicking, these might be worth one lockpick. o The alcoves around Castle Clinton have a couple items in them. * Hell's Kitchen o Paul's stash! Hit that shit hard, 4321 behind the picture frame!!! Chance for many multitools and lockpicks. Also, some armor, ammunition, and love letters. o Sandra Renton and Johnny the Punk in the alley behind the Tavern. Save Sandra for a chance at Smuggler's password. o Smuggler's hideout. There's two ways in: the front with the password or the back (a large crate in an alley behind the basketball court) with an explosive or lockpicks. Smuggler's prices are way too high, but there's shit upstairs that he won't mind letting you steal (keypad behind the bed). o Bum and Punks on the basketball court. Save him for some tips. "Do something, man. They're gonna kill him!" o Schick in the sewers. You may overlook the sewers altogether, but you'll be missing out on a lot of action, conspiracy, and booty. I like to start from the manhole near the subway entrance, because it's easier to bypass the security. Chance for weapons, lockpicks, and codes on some dead MJ12 troops. In the large deep room, the obscure tunnel across from you is where schick is being held. There's a lot of skill points at stake and some various weaponry. Canister of napalm hidden behind some pipes in one tunnel. There's also an accuracy mod, medkit, and biocell on some pipes in the deep room--the fall is gonna sting a bit, though. There's a supply closet in the MJ12 testing area that has four racks of goodies. o Multitools in the elevator shaft of the 'Ton (not just at the bottom either) o Small room off the front room of Osgood & Sons; crate with an augmentation upgrade behind it. * Warehouse district o The building with a stained-glass skylight; there's several medkits and bioelectric cells in this building. o There's two stashes in the basement of the generator warehouse. One is in an office that's locked (but one door will open for you, go figure); there's some LAMs and a safe with an aug canister. How do you open the safe? With a LAM, of course. The other room is already open and has some fuming toxic barrels in it. There are a few crates in here with rockets, a lockpick, etc. If you don't wanna get hurt by the fumes, just blow up the barrels and come back to a clean room later. o There's three free LAMs on the outer walls of the warehouse district, if you're fast enough to defuse them. Mission 3 * Brooklyn Bridge Subway o There's a multitool just lying on a phone on the upper (Rooks) level. There's also a gas grenade in a ticket booth up there. * LaGuardia Helipad Terminal o While you're still in the tunnels, check the pipes sticking out of the wall. One of them has an EMP grenade in it. o There's a secret room on each side of the terminal. All I can really say is look behind plants for buttons in the control room and play with the pinball machines in the lounge. * LaGuardia Airport o Security Towers; you can find the key on one of the NSF Soldiers around. There's some sweet goodies in each of the towers: a GEP gun, multitools, sniper rifle, weapon mod, etc. o There's a crate with a weapon mod in an opening at the top of a stack of crates near the gate. To get to it, you need to have the speed enhancement to jump across some other crate stacks. o The truck trailers near the dock have 3 crates in them; an explosion between them will open them both. o The building that you have to go through to get in the hanger (crew quarters, I guess); on the lower level, behind the stairs is a block that sticks out from the rest of the wall. Use it to open another secret room with ammo, mods, and a LAW. Also in this building are free darts on the dart board. o There's a weapon mod in the second pipe on the right wall as you're traversing the sewer entrance into the airport. (It'a right after the area load.) * Lebedev's Hangar o Talk to the mechanic under the 747 for a mod and shotgun ammo. o Again, there's some crates in the trailers behind the 747. * 747 o There's an augmentation canister in the cargo area. The code can be found on a data cube in Lebedev's room. o Also in the cargo area, there's a hidden multitool. It's behind a crate that's back in the barred wall. You'll either need the speed aug or something to jump on to get at it. * UNATCO HQ Return o Manderley's bathroom; check behind the trashcan for a mod. Mission 4 * Hell's Kitchen o Don't forget to check Paul's stash, the elevator shaft at the Ton, and Smuggler's mirror. o There are at least 4 crates hidden behind cardboard boxes in the street leading up to the HSF HQ. * NSF HQ o In the basement, the room that Paul tells you about has more than just data cubes in it. Bioelectric cells, weapon mods, etc. Mission 5 * MJ12 Facility o The dead NSF guy in the detention cell has lockpicks on him. o The vent in the back of the nanotech lab; chance for some exploration points and stuff, but watch for the greasal. o The vents may be more helpful than you realize. Use them as protection when you blow your cover or a place to hide while TRQ darts take their affect. o There's an alternate way into the armory that will allow you to get in without needing the code, destroying a bot with TNT, and alerting security. Look for the ladder on the outer wall. Mission 6 * MJ12 Helipad o The munitions bay below the helipad has a weapon mod, a few multitools, and GEP rockets. Use the vents or security terminal to gain access. * Wan Chai Market o The door near the elevator where you start; use lockpicks to open it and be careful, because sometimes you'll get caught by that bastard butcher. There's a few crates inside. Then, there's a small door on the floor that leads to more useful items and a data cube that has a useful code on it. o In this same area as the previous tip, there's a hidden ladder behind some barrels (you have to use it, but there's no visual indication of that). I'm confused as to the purpose of this ladder and the catwalk it leads to. Sure, it gives you accomplishment skill points, but I can find no other use. It may just be a planned addition that went unfulfilled. o Police station; the code from the data cube in the previous tip will open the outer doors to the police station. Be careful of the guards inside, though. The code to the door in the floor can be gotten from Maggie Chow. There's a LAW, flame-thrower, ammunition, etc. down there. o In the front corner of the Luminous Path compound, there's a credit chit laying in front of a Buddha statue. o In the barracks area of the Luminous Path compound, there's a lockpick on a top bunk. You'll need the speed aug to get it. * Wan Chai Canal-Zone o The sampan docked at one corner of the canal; the girl on there has 3 weapon mods. o Also on this sampan is a concealed engine room with a lot of chits and a repair bot inside; use a paper lantern to open a door to the room. o The Chinese barge across from the previous sampan has three crates inside of ammo. Be wary of toxins inside. o There's a dude in the Old China Hand that will sell you blueprints to Versalife (you'll have to bother him a few times, though); useful if you're playing for the first or second time. o Boat dude has a credit chit on top of a beam. o If you go to the canal road (the entrance is behind the temple in the market) before completing any Triad objectives, there's a small battle between Triad members and a police scene around a car accident. Some of the victims have lockpicks on them. o Just passed the area in the last tip, there's a flamethrower and multitool on some pipes as you make your way into the back entrance of Versalife. o How to get to the collapsed underwater road: Go to the Old China Hand and walk into the freezer there. Hop on the crates to get to the vents on the side of the wall. Go through a vent and follow that path til you get to some water. Use a rebreather or aqualung and then swim down and out into the road. Go left and then run til you come to a scientist's body (to escape the karkians). From here, you can dispatch the karkians and then search the scientist for an aug upgrade. At the other end of the tunnel, there's some 30.06 ammo and a laser weapon mod hidden in the rubble; you'll enter from the left side. There's also a small karkian swimming around here. o If you need a rebreather for the previous tip, there's a couple in a hidden tunnel off the main canals. It's on the Old China Hand end of the canal area. Follow it down to a light on the ceiling and looked under the water for another passage. * Tonochi Road o Jock's Apartment across from Queen's Towers Hotel; you can poke around for some medkits (if you're still using those) and also shotgun ammo. There's really nothing special about his apartment except the exploration skill points. You can either enter with a key taken from Tong's lab or jump across from Maggie Chow's apartment. o Also in that apartment building is a ledge where you can jump to another ledge for some 30.06 ammo. The jump is awkward, though, so make sure to save first or else don't complain when you make a spot on the street. While you're there, you can alternatively walk across a beam to a ledge, then jumping down along the ledges to a walkway around a sign. There's a bioelectic cell and lockpick there. Speed augmentation would help particularly to getting there. o There's a credit chit in the lounge of Queen's Tower Hotel and in Maggie Chow's bedroom. o Inside the elevator shafts for Queen's Tower, there's a hidden area with a scrambler grenade. Use the maintenance door behind the security bot. * Lucky Money Mall o The QuickStop is a good place to earn some credits and multitools if you have some lockpicks to spare (but watch out for the police). Hacking the computer and ATM would be much quicker, but a source in the Lucky Money club will give you the login and password to the computer, too. o The freezer in the club is accessible through the bar (as is Max Chen). If you have plenty of spare lockpicks, you can get to the ammo inside. o In the admissions booth for the Lucky Money, there's a safe that has 200 credits. Hit up the "Door Girl" in there for even more: 900 credits. * Versalife o The vents offer a slow but discrete way to travel around the Versalife Labs (and some exploration points). If your cover gets blown, then the vents offer security and a place to attack from as well. o Make sure to actually visit the Labs, because there are some augmentations and upgrade canisters in part of the lab. o The guard that stands behind the receptionist on the lower levels has a couple lockpicks. Mission 8 * Hell's Kitchen o Smuggler has some shit to steal as usual. He's also selling six LAMs for 3500--a decent price, but you'll find more than enough LAM at the Shipyard. o Talk to Vinny in the Underworld Tavern. Mission 9 * Brooklyn Advanced Naval Shipyard o The three trucks right when you get passed the gate have some mods and ammo in them. There's a key for them in the office, but a melee weapon will do fine. o You can turn the bots on the humans outside by reprogramming them with a security terminal inside the warehouse office; furthermore, you could also turn them off (standby). The office is opened by another terminal next to the vending machines (hacking would be good to have, but the logins are around). o The main office has a lot of usefulness. I usually get in through the windows with the speed aug, but a lockpick on the doors or crate to jump through the windows would work. Simons' office has an aug canister in a safe and a mod in the desk. The outer office has a security terminal that controls many gates and doors; highly useful. Another desk in there also has bioelectric cells. o At the top of the crane are two boxes of 30.06 rounds. o The LAMs that you will need are in the armory warehouse. They are protected by bots, but those are controlled with a nearby terminal or can easily be blown up with nearby TNT crates. o An alternate path is the sewers. It goes right to the docks. A direct route, but I've never used it all the way, as there are too many traps and puzzles. It may be worth going the sewer route partly because of all the little skill bonuses and a few grenades. At the beginning of the sewer, there's an EMP grenade in one of the red pipes. There's also a couple gas grenades placed on the walls near the middle of the sewer. o Don't forget to check downed guards for loot. Some of them are carrying LAMs. * Docks & Upper Decks o At the bow of the ship is a little cache of items and skill points for finding it. Be careful not to fall off. o There's a room on the bottom deck, near the steps to the lower decks, that has the Ambrosia Vial for Dowd and a safe with an aug upgrade in it. A LAM would be good to use on the safe and might bring a few guards to ambush. o The Captain has a chit worth 2250 credits. It's in his quarters on the bridge deck and in the drawer. o There are ladders that you can climb on the two deck cranes. The bow crane has a few skill points just for reaching the top. The aft crane allows access from the roof and several crates on top of the containers: gas grenade, EMP grenade, 10mm ammo, and a LAW. The speed aug would help here. * Below Decks o The central halls have alcoves that sometimes have crates and other items hidden in them. o There's a hard to find room with several goodies in it near the helipad. To get to it, take the ladder down the hall from the maintenance guy and bot. There's a large fan in there that can blow you up into the vents. Take the vent above the ladder. Crawl and fall your way through the vents to a small room. There are a few items in here, but check in the closet for more (an aug canister if you haven't already found them all). * Graveyard o The gatekeeper is up to something. You might wanna check him out...with a shotgun. o There are a few scattered items around the graveyard: 20mm, buckshot, and a cell. o Dowd has goodies in the tombs: Grenades, ammo, and mods. o There's an aug upgrade in the little "Dowd" wall safe. Mission 10 * Tunnels o At the beginning of the mission, send the lift back up to unveil a tunnel. If you take this far enough, you'll find a lockpick laying in a space in the wall. The tunnel eventually comes out in the radioactive hazard room. o The crazy cat lady has some crates and items in her rafters: scrambler grenade, medkit, and biocell. o In the part of the tunnel just passed your encounter with the greasels, there's another lockpick sitting in a space in the wall. o Don't overlook the subway station before you head into the catacombs. There are many crates of ammo; a guy selling a weapon mod, rockets, and LAMs; an ATM to hack; and a flamethrower on a guard in case you want to swap your heavy weapon. o Also in the previous closed-off area is a small building next to the subway entrance that has numerous goodies: a biocell, ammo, LAW, 300 credits. * Catacombs o At the beginning of the catacombs area, there is an opening at the bottom of a wall that you can slide into. However, unlike the other openings later, you can drop down in this one to find some crates (it's anyone's guess as to how they got those in there). This also provides an alternate method to attack two MJ12 soldiers at the other end. o In the MJ12 bunker of the catacombs, there's a ladder that leads up to a maintenance area (the other end of the long hall with lasers and a turret). Up here you'll find a repair bot and a few crates of items. If you have the speed aug or perhaps something to jump on, you'll be able to reach a box of 20mm grenades in the rafters. o When you've finished with Chad and are leaving the catacombs, watch for a pool of water. It has a lockpick in it. Listen for Tong's message about going into the sewers. * Paris Metro o The locked room at the hostel has a credit chit and other items in it. o Renoult in the hostel will give you 50 credits per vial of zyme you have. If you haven't been saving up all the zyme you've found, then there's 6 vials in the bakery oven next door. There's also a chit and some ammo in there. o Next to the bakery, there's a media store that has a highly recommended ATM to hack. There's also a multitool on top of one shelf. (Note: the same ATM accounts can be hacked with the ATMs behind the cafe across the street, as well.) o There's an MJ12 soldier patrolling the subway entrance that has a scope mod. o One of the police officers patrolling the main street has a reload mod. o There's a back room in the club that has some ammo and credits. You can blow it open or use a multitool, but the code can be gotten from a club patron. o There are two flats above the club that have many items and skill points. The one owned by the arms dealer is packed full of mods and various ammo. The other flat doesn't have quite as many goods, but be sure to step out onto the balcony for some skill points and look under the bed for a biocell. * DuClare Chateau o In Beth DuClare's bedroom, use the painting over the desk to reveal some useful items. o When you're in Nicolette's bedroom, use the skull on the fireplace. This will open up a secret area behind it. Nicolette doesn't seem to care much that you're stealing all her stuff. Also, don't bother trying to shut yourself behind the fireplace; it's too small. o In the secret bunker in the wine cellar, there's a lockpick up in the vents. You can break the glass of the computer room and slip along the wall out to it or climb the fallen beam. There's also a lockpick on the opposite ledge from the window. Mission 11 * Paris Cathedral o After you exit the sewer at the beginning, there are some crates that can be stacked up to gain entry to an abandoned apartment. You'll find some credit chits, a lockpick, and key to the gate. The windows and ledges outside also make a great place to snipe from. o There's a recoil mod behind the bed in the largest barracks room of the main building. It's the room with a single commando standing around. o There's an interior room that has a few crates in it. The best way to get to it is to climb the ladder in the room just before the basement computer room. Then use the switch on the wall (or the lamp from the other direction). You'll also get some generous exploration skill points going this way. o Remember to hit up the vault. There's a nice assortment of goodies (mods, rockets, etc.) and skill points. Some of it is on top of the crates. o A guy in one of the rooms off the main metro station is selling an accuracy mod, range mod, and thermo-optic camo. In that same room, if you can get up on the ledge, there is a crate with a multitool and a journal with account info as well as some exploration points. You'll need either the speed aug (fully upgraded) or microfibrial muscle (to stack chairs). o You can use the account info in the previous tip to get 900 credits from the ATM in the next room over; or you can just hack it if you're advanced in computers. * Everett's Home o In Everett's bathroom, use the large mirror to reveal a locked gate that leads to Lucius DeBeers; you can get the key from the room where Morpheus is or you can get the code to Morpheus' room where Lucius is. o You can get into the aquarium by going through a wall hatch in Everett's lab. The key to the hatch is in the bathroom. Swimming down and into the other side of the aquarium will give you some exploration points. There's also some darts and a rebreather which you may want to use for some fishing fun. o A door in the farthest lab (behind Alex) will give you access to a room with the Morpheus AI. There's also the key to Lucius' room and some plasma ammo. o If you don't realize it from all the hints, there's something wrong with the mechanic at the helipad. Mission 12 * Vandenberg o There's a vent at the bottom of the large ladder shaft with pipes. If you go through it, you'll find a scientist with a biocell and some exploration points. o Right next to the interior override keypad is a vent that you can go into for some exploration points and a key. o There's a supply closet on the opposite side of the lobby that has a bioelectric cell, multitool, 20mm grenades, and a scientist with an EMP grenade. Use the key from the last tip to open it. o In the waterlogged lab near the last tip, you'll find an assortment of goodies and skill points as well as an aug canister. o On the outside walkways to the west where the two MJ12 troopers were patrolling, you can take a nearby pipe over to a couple of crates with LAWs--alternative way to destroy the bots or just to grab some extra skill points. o Also along the outside wall, there are a couple of crates submerged in a pool with red lights to the south. o In the machine room of the security bay, there's a mechanic with a biocell and lockpick as well as a LAM and napalm. o In one of the lockers of the communications building is an aug upgrade. o On the roof of the communications building is a sniper rifle plus ammo and some exploration points. * Vandenberg Tunnels o You can use a vent near the first hazard door to get into the generator room. o The generator room has several goodies in it: tech goggles inside a turbine, biocells on a mechanic (the one in the main room stuck under a pipe), a key to a maintenance door, and a couple of crates. If you head down into the adjacent stairwell, you'll find a door to a room that has some more loot: an aug upgrade on another mechanic being one of them. * Abandoned Gas Station o There are two major goody stashes in this area. The first is inside a tanker trailer; it's hard to miss. Use the hatches on the top. o The other is in a trailer near where Jock lands. o There's also a repair bot and a few items in a storage shed near Jock. If you have the speed aug sufficiently upgraded, you can pop in through the windows. Mission 13 * Sub Base o At ground level, there's a supply shed that has some assorted ammo and a few useful keys. If you have the speed aug at level 3, you can use some pipes on the side of the shed to gain access through the roof. o You can get some exploration points by using the karkian water system that runs through the science platform. o There's a short ventilation system that runs from the lower lab into a hidden maintenance room and then into the guard lounge. You'll find a LAM and some napalm in here, but no skill points. o A supply closet in the guard lounge has some assorted ammunitions, a medkit, and skill points. o On top of the first off-shore platform, there's a small cache of items, one of them being napalm. To get up there, you'll have to fall from the roof of the science platform onto the roof of the connecting bridge. * Ocean Lab o Use the security terminal in the URV bay to open the bay doors. If you swim out and to the right, you'll come across a hatch (it has red lights near it). In here are a rebreather and some rockets. Exit and keep going to find a hole in the exterior where you can enter. Take a left when you get inside to get some generous skill points, biocell, clip mod, nanokey, and GEP gun. o You can use the nanokey from the last tip to enter the locked storage room near the second malfunctioning turret. There's some great loot in there. * Ocean Lab UC o Be sure to check the MiB body floating near the elevator to the UC level; it's got an aug upgrade canister. * Missile Silo o There's a range mod in one of the two footlockers in the outer guard house. o Also in the guard house is a secret storage room in the attic. Use the conveniently placed multitools on the keypad of the upstairs pillar. o There are several goodies in the truck trailer inside the compound: plasma ammo, medkit, and a silencer mod. The key to it is on a shelf in the command building (one near the tower). Mission 14 * Area 51 Bunker o Amongst the stacked crates around the helipad is an opening where a MJ12 trooper is lying with a lockpick and some 7.62mm ammo. You'll either need to stack crates to get to him or use the speed aug to get on the leaning crate. o Some of the other bodies outside have useful items on them, including a GEP gun, multitool, and 30.06 ammo. o On the top of supply rooms in the hanger is a mechanic with a lockpick plus some exploration points and a key to the supply room in the next tip. o In the comm building, there's a hatch in the floor that goes to a supply room with an aug upgrade and various other useful items. o At the bottom of the elevator shaft is a mechanic's body with two biocells on it; it's under the elevator if you rode it down. o At the bottom of the ventilation shaft, the tube continues and then curves downward below the water level. At the bottom of the tube is a body with a scrambler grenade and some ammo. * Sector 2 o In one of the bed chambers of the crew quarters is an aug upgrade. You can find the code to the chamber in the adjacent crew lounge. * Sector 3 o When you reach the top of the Aquinas Hub (where Helios is), you can then drop down onto the platforms below to loot a mechanic's body having a multitool and biocell. Jump into the water below to get down safely; but beware, the water is highly toxic, so get out quickly. However, while you're down there, you can loot two more bodies floating in the water that have another multitool and biocell. o In the long tube that the MiB and trooper ride across on a tram (near the Aquinas Hub), you can jump across the large gap in the tube if you have the speed aug (highly upgraded) to reach some crates plus exploration points. * Sector 4 o One of the scientists' bodies in the lab (where JC was born) has an aug upgrade canister on him. The other scientist has a biocell. o Wherever there are security bots that have come out of the wall, check the wall opening that they were in for some goodies. Two of the bots are in an area where the uppermost blue fusion reactor is, one is on the level with the grays, and the last one is on the bottom level with the transgenics. o The reactor coolant area (where Tong wants you to go) contains a plethora of loot: lockpicks and multitools on bodies, several crates in alcoves, a supply chest and highly recommended supply cabinet, and some useful items on guards. There's also a well-hidden crate with a multitool below a grate which you can reach by crawling through a vent in a nearby ladder corridor or falling between some nearby pipes. In the nearby water tubes, there are two deep shafts, one with a LAW and the other with a body containing a biocell and multitool. 7. Legal This guide may be copied to any site as long as NONE of the content is modified. That means absolutely and completely none, including but not limited to changing of the author or removing title credits.

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