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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.