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Deus Ex is a long game and it is stuffed with things to see and do. In almost all the situations you encounter there is more than one way to a solution. As we usually state at the beginning of our walkthroughs, the walkthrough represents ONE way of getting through. It is not necessarily the only, the easiest or the most efficient. It's merely the way we chose to go.
The character developed in the walkthrough relies mostly on light weapons and computer skills. However, that is not to say that the walkthrough is not accurate if you want your character to lean more toward medium or heavy weapons. Just choose different weapons when there are choices to be made. We've tried to locate all weapons and ammo types, so if you want to arm your character with a sniper rifle or an assault rifle, that's fine. You can also apply the enhancements, upgrades and skill points differently than we suggest. The path through the game as described by the walkthrough will still be valid, however, at certain points your solutions may be different.
[ Liberty Island | Battery Park | Hell's Kitchen | Get Lebedev | Paul's Message ]
Secure the Statue
Start a New Game and pick "Realistic" as the skill level.
1. Walk down the dock until Paul meets you. Talk to him and when he offers you additional weapons, choose the crossbow.
2. Your primary goal is now to get inside the Statue of Liberty and locate the threat. Secondary goals are:
3. First we’ll do some preparation. On the south side of the dock are some crates. Pick up the crowbar from in front of the crates and use it to break open the two General Supply Crates and get a lockpick and a pair of binoculars.
4. Get the can of soda and the bottle of forty from the north side of the dock.
5. Walk along the north rail of the dock to the opening in the floor and go down the ladder to the water. Swim east to the two General Supply Crates floating under the dock inside a cage. Use the crowbar and break them open. Get the bioelectric cell and the multitool after they fall to the floor of the cage. Swim back to the ladder and climb back to the dock.
6. Walk to the far end of the dock where Paul and the sentry bot are. Left of the stairs that lead up to Liberty Park are three Combat Supply Crates. Break them open and get darts, 10mm ammo, and a prod charger.
7. Arm yourself with the Pistol. Run up the stairs to the body and get a baton, cigarettes and a candy bar from it. You should always search the bodies for goodies like weapons and ammo. From this point on, I won’t detail what is on the bodies unless it is a significant find you must have. I will assume you’ve done the search. Ahead of you is a stone pedestal. If you wait a few seconds you’ll see two NSF troops come towards you, one on the right side of the pedestal, one on the left. When you see them both, shoot one shot at each of them, turn and run back to the dock past the patrolling bot. The two soldiers will follow you and the bot will take care of them. Search their bodies.
8. Go back up the ramp to the stone pedestal. Left of it is a stack of containers. On top is a storage crate. Use the small crate on the ground and climb to the first level of the stack. Break open the crate and get a gas grenade. On the front of the gray storage container, near the ground, is a locked door. One lockpick will open the door and behind it is a medical bot if you need it. Don’t waste the pick if you don’t need healing. You can always come back later.
9. Crouch, go north to the wall and follow it around the corner until you’re heading west. You should see a dead NSF trooper (nothing on his body) on the sidewalk. Creep through the gate to the NW into UNATCO headquarters.
10. Talk to the UNATCO troop patrolling the gate. Tell him you’re going to "clean the place out" and he will give you the codes for the commo van, 0451, and offer to sell you some equipment. Spend the 60 for the tranquilizer darts.
11. Head NW past the helipad to the compound in the corner. Break open the supply crate and get a multitool. Enter 0451 into the keypad on the commo van and go inside. Get more tranq darts from the table. Hack into the security terminal on the east wall and set the cameras to off, door to unlocked and open.
12. Leave the commo van and notice the hatch next to the satellite dish is now open. Climb the ladder down and get an EMP grenade from the crate.
13. Now we need to meet the informant on the north dock. Leave the compound, crouch and head directly east. Arm yourself with the crossbow and make sure it’s loaded with tranq darts.
14. Directly across the sidewalk that runs north and south is a patrolling guard. He’s out of range. Keep the wall on your left and creep down it and around the corner. To the left front you will see a stack of storage containers. Creep towards the stack and if you position yourself just right, near the center and behind, you can see two guards, a new one to the left of the crates and the one you saw earlier to the right. Quickly shoot each with a dart, then run back around the corner of the wall towards the UNATCO compound, dodging bullets probably, and give the darts time to work.
15. At the north end of the sidewalk is an opening in a wall. Just before that opening is a gray container. The second guard may have fallen here. On top of the container you can find a datacube with the login and password for the NSF security computer – Login = NSF001, PW = smashthestate. There is also a prod charger and a pepper gun.
16. Watch the opening in the wall to the north. Just inside is a small stone building open on the west side. Soon you’ll see a small security bot go by heading right to left. Just inside the opening to the left is a guard. Creep to the right side of the opening and look left. You can see the guard. Wait until the bot passes then shoot the guard with a tranquilizer dart when he walks in range. Run back south down the sidewalk and zig-zag to avoid being shot until the guard keels over.
17. Once the guard’s down, make sure the bot isn’t around and run through the opening, search the guard’s body and go into the stone building. Crouch in the shadows. Inside the building is a locked box (2 picks). It contains 30-06 ammo. We don’t need it, but if you want it wait until the mission’s over. You can then roam the grounds freely and scarf up goodies, but not from the bodies. They will have been cleaned out by the UNATCO troops. Get the two flares from the ground by the trash bag.
18. Watch out the door until the bot passes again. Sneak out behind it and go right and through the next opening in the wall. There will be a guard close by inside. However, if you remain crouched and sneak you can get past him. Immediately turn left and follow the wall to the west corner. Now you can tranq the guard by the entrance.
19. Stay crouched and continue north along the left wall. There are two guards up ahead. Approach stealthily until the first is in range of the crossbow, tranq him, then use the same method on the second.
20. Follow the sidewalk around to the east. After a distance you’ll see a patrolling bot. It’s on your side. Near the bot is an opening in the north wall. It leads to the north dock. However, the dock is guarded. You can do like you did at the south dock and lure the guards out so the bot can take care of them.
21. Arm yourself with the pistol and creep into the opening and face the dock. You should see two people, an NSF terrorist and a Thug. Take a shot at each and then run toward the bot. They will follow you and the bot will take care of them.
22. Go to the dock and break open the two Combat Supply Crates and get some 30-06 ammo and some rockets.
23. Go to the north end of the dock and turn right. At the far end open the Medical Supply Crate and get a medkit.
24. Go to the shack at the other end. Pick up the soda can in front of the door. You should always pick up food items whenever you can. From now on I’ll not mention it. Talk to the man inside the shack, Harley Filben. When you can, answer "You can trust me" and Filben will give you the key to the front entrance of the statue. Filben also says the commander will surrender. There’s no need to kill him.
25. Talk to the Drifter Woman in the shack with Filben. Tell her "No thanks" and don’t buy anything she’s selling. Pick up three flares by the end of the table, two flares in front of it. Ignore the fire extinguisher, the combat knife and the crowbar.
26. To the right front of the shack (as you leave) is a break in the railing that leads down into the water. If you go over there and look down you can see a sunken barge. On the east end of the barge is a square hatch in the floor. There’s goodies inside.
27. To save lockpicks we’ll blow the hatch open. Go back to the south end of the dock where you broke open the two crates earlier. Near there is a box of TNT. Pick it up and carry it back to the railing where the barge is.
28. Crouch (else the box may explode when you release it) and place the box on the dock in front of the slope that leads down to the sunken barge. Stay crouched and push the box (several tries) off the slope into the water. Jump in the water and swim to the box. Push the box (several tries for this also) until it’s floating directly over the hatch. Swim back to the dock. Walk as far away as you can toward the shack and can still see the floating box. Shoot it with the pistol and the explosion should blow the hatch cover off.
29. Swim to the hatch cover. Your swimming skills are very weak at this point. You should plan six dives to recover all the stuff, three to break each of the crates in the hold and three more to bring up the items one at a time. You should be able to recover all three items, two weapons modifications, reload and accuracy, and a sawed-off shotgun without losing any health points. The hold is dark so you will have to use the light augmentation (F12) to see while you’re inside the hold. When you’ve recovered all the items return to the dock. Apply both the weapons mods to the pistol.
30. Leave the dock, arm yourself with the crossbow and head east down the walk. At the far end you’ll see something on the left that looks like a bunker and to the right of that is a large area with stacks of containers.
31. A guard patrols around the bunker. Creep to the shadows at the edge of the container area. Wait for the guard to come around and tranquilize him when you get the chance. Go right around the containers and you’ll see a Combat Supply Crate. Break it open and get 10mm ammo.
32. Creep to the south end of the bunker and down the ramp toward the door. There’s one guard inside. Stop as soon as you can see him over the lip of the ramp and tranq him.
33. Once inside the bunker get the hazmat suit from the rack on the left.
34. Climb the ladder on the container next to the hazmat rack and get the multitool.
35. Around the corner to the left is another container. In front of the container is a forklift and in front of that is a generator that is arcing. On top of the container is a datacube with the security login and password we already have.
36. Go right of the forklift to the generator and use a multitool on the panel to turn off the arcing.
37. Once past the generator you get a 250 skill point bonus. From the three crates in the room you get a bioelectric cell, a weapons mod (clip) and a weapons mod (laser). You won’t need the fire extinguisher. Don’t use the weapons mods. Save them for the stealth pistol you receive later.
38. There are three guards east of the bunker. Crouch and creep up the ramp away from the bunker. Go south into the shadows and then east towards the two guards standing near a container. Make sure the third guard, who patrols, is off to the right, south. Creep to just within crossbow range of the two by the container. Shoot them both and creep in a zig-zag path back towards the bunker until the guards fall down. You should be able to do this without being shot in return. Now pull the same trick on the third, patrolling guard when he comes back.
39. Keep the statue on your right and continue south toward the front. You’ll soon see two guards standing together up close to the statue base. You can tranquilize both of them and collect some extra tranqs and 10mm ammo without taking any damage. You know the drill by now, shoot and scoot until they drop.
40. Keep going and you’ll soon see one last guard on or near the sidewalk close to where you originally entered the park. Tranquilize him and you have the outside area cleared of NSF terrorists. Close to the location of the last guard is a crate on top of a container. The crate holds a multitool.
Release Gunther
1. Get up against the base of the statue and with the wall on your right continue around until you come to the place where the security bot is patrolling.
2. Hide at the edge of the final corner and peek out at the sidewalk where the bot patrols. You can see a small stack of crates. On the far side of the stack is a single crate. Equip yourself with the EMP grenade and when the bot goes from your right to left, heading toward the stone building, run across the sidewalk to the far side of the stack of crates. Place the EMP grenade on the far side of the single crate so it will be near the bot when it comes by. Run back to your hiding place by the corner and wait for the explosion. The bot should be disabled.
3. Walk up to the main doors but don’t go inside the doorway. The cameras will detect you and activate the guns. Left of the doorway is a security computer terminal. Use the login and password you found earlier, NSF001 and smashthestate, to log in. Camera 1 will be the active camera. Make camera status "off", door access "unlocked", turret status "enemies". Don’t change the door status. Click on the Camera 2 picture and make camera status "off" and turret status "enemies".
4. Exit the screen and smash open the crate to the right of the doors and get a lockpick. It’s still too difficult to go through the front door, so we’ll take the back route. Go all the way back to the rear of the statue to the bunker and the stack of containers.
5. Back at the stack of containers, notice the ladder on the two containers at ground level. Use this ladder as a starting point and keep jumping across stacks and climbing ladders, moving left and up, until you can climb over the wall to the next level of the statue. There are some places where you will have to move and use small crates as aids in climbing.
6. Once over the wall, crouch and look left (south). There are two guards. Use the shoot and scoot method to get them tranquilized.
7. Go back to where you came over the wall and look west. You should see a patrolling guard by some crates. Sneak up on him and tranquilize him.
8. Just around the corner, to the left (south), of this guard are two more. Do the honors on them, too.
9. Keep going around the statue until you find a doorway leading into the base, not the ramp going up. Creep into the doorway and up the ramp. Keep a sharp watch on the top of the ramp. A guard will be coming toward you. Soon as you see him, let him have it with a tranquilizer dart and scoot in a zig-zag back through the entrance and turn right to get out of his way until he falls over.
10. Go back through the entrance and head east until you come to a stairway. Go down to the first landing that overlooks the main floor. Stop just past the bottom step on the landing and look down to the floor below. There should be a guard patrolling the far side of the room. When he comes toward you and turns to your right, the turret overhead picks him up (if you set the computer security panel correctly earlier) and mows him down before he reaches the alarm switch.
11. To your right on the landing is a crate with a lockpick in it. Now arm yourself with the pistol and sidestep left to the center of the landing. If you look quickly up and to the right you see a guard on the balcony start running. He will come down some stairs and cross the main floor and come towards you. Wait until the turret overhead starts firing and then join in. Between the both of you he should be down before he gets anywhere near an alarm switch. Don’t rely on the turret to kill him. It’s firing window is very narrow and the guard will get out of it easily and get to the alarm switch downstairs to your right.
12. Go down the stairs and turn right. Go to the desk. At this point you should get a message from Alex about airshafts. Take the LAM and the lockpick from the desk. You already have what’s on the datacube. Turn east and head to the wall. The stairway should be on your right. Find the unlocked grating and enter.
13. Use your light for a few seconds to find your way to an empty room. In the entrance to the room get a bottle of forty and a multitool. Go into the room and get some soy food from the floor by the door. Return to the tunnel and continue.
14. Continue down the tunnel to another room. On the desk is a medkit, a PS20 and a datacube with the account# 230023 and PIN# 4558 in it. We’ll use that info later.
15. Go back through the tunnel to the previous room. Use a lockpick on the door and equip yourself with the prod. Open the door and run through. Make the first right and you should see an NSF terrorist in front of Gunther’s cell. Zap the terrorist in the head if he’s facing you. If he doesn’t go down zap him once more in the head. He should go down. If he’s facing away from you when you find him, zap him in the small of the back. Either way, do it until he falls down and take his ammo. Take the LAM from the floor under the counter.
16. A huge column takes up the center of the room. Sneak around one of the corners back toward the hallway where you picked the lock on the door. Somewhere along there you can surprise guard #2 with the prod. One guard left.
17. Head down the hallway, away from the door where you picked the lock, and up the ramp. Turn the corner at the top and creep to the right into the room in front of Gunther’s cell. You should be able to surprise the guard sitting in the chair. Zap him with the prod until he’s down.
18. If the alarm goes off, ignore it. It will shut of automatically in a few minutes. Hack the panel on the wall next to the cell door and turn the cameras off, unlock and open the cell door. Go inside and talk to Gunther. Don’t give him the pistol he asks for. He’ll get snippy, but so what? Take the wine in the SE corner of the cell.
19. Go back outside the cell and get the weapons mod (accuracy) and the baton from the desk. Cross the room to the counter and get the soy food.
20. Go back to the room where you ambushed the first guard. Get the soda from one counter and the LAM from the floor under the other.
21. On the top of the crates is a pair of tech goggles. You can’t see them from the floor but you can get them by jumping straight up and clicking. You might have to try this several times but it can be done.
22. Go back through the tunnel to the main room. Use a multitool on the panel next to the laser field so Gunther can get out.
Capture the NSF Commander
1. On the west side of the room is a medical supply crate. Take the medkit from it.
2. Go to the ATM machine in the SE corner and use the account# 230023 and the PIN# 4558 to remove the entire 200 from the account.
3. Go back up the stairs in the main room and continue creeping up until you come to a landing with multiple entrances. The entrances are mined with gas grenades and there are two guards. As you top the stairs one of the guards, a thug, will have his back to you. Tranquilize him and scoot back downstairs. Both guards will follow you. At the next landing below, take ramp that leads outside. Immediately turn right through the door and wait. The second guard will come running through the door and you can tranq him.
4. Go back upstairs to the landing where the guards were. Start by going south and carefully examine all the exits that lead outside. You will find three gas grenades attached to the walls. You can disarm them and put them in inventory.
5. In the center of the landing is a stairway going up. There are two terrorists on the next landing. By crouching and creeping you can sneak behind them and find the ladder that leads to the top level.
6. On top, the Commander immediately surrenders to you. Be nice and ask him to tell you about the shipment. When the talking’s done a trooper arrives and tells you the island is secure.
7. Get the augmentation canister from the crate on the west wall. Get the two flares from the floor at the top of the stairs. Go all the way down the stairs to the bottom floor.
8. On the main floor take the south stairs up to the balcony and turn left. Get a medkit from the crate you find there. Go back downstairs and through the main doors. Head to the UNATCO HQ on the West side of the island.
9. Paul is waiting in front of the main doors. Talk to him then enter the building.
UNATCO HQ
1. While you’re in the HQ you can, and should, steal them blind. You can even hack into computers while the people are sitting there watching you. Go figure.
2. Head toward level two. Stop at the guard’s desk and take the candy bar and soda. The datacube tells you the code to the commo van has been changed because of thefts. You already know the code, though, 0451.
3. Go past the desk and keep going down. At the next level use the retinal scanner to get through the door. Follow the corridor down and through the door to level 1.
4. The offices on the east and west ends are locked. Take the east stairway down to level 2. The first door on the right is your office. The two doors next to it lead into the conference and rec room. The third door leads into Manderley's secretary’s office. Manderley's office entrance is through there.
5. On the inside wall are two doors. They are both locked. Head west and find the stairs down. At the next landing you find a small lobby with restrooms. North of the restrooms is a short flight of stairs leading to the medical lab (right) and Alex’s office (left). West of the restrooms the stairs lead down to the armory (right) and Anna Navarre’s office (left). The detention cells are in the rear of Anna’s office.
6. Right now go to the medical lab and see Jaime. On the shelf next to Jaime’s desk is the nanokey to the med lab’s storage room.
7. Find the med bot and install the augmentation you found. Choose the microfibral muscle option. Click on the med bot again and do "heal all" to put your health back to 100%.
8. Roam the lab and pick up all the soda cans and read the books and datacubes. Find the closet and use the nanokey to get inside. Break the crate and get the medkit.
9. Cross the hall to Alex’s office. On the first desk get the candy bar and the soda. On the desk next to the door with the keypad read the datacube. You find Gunther’s login and password, "ghermann" and "zietgeist".
10. Go back to the first desk and use the computer there. Use Gunther’s login and password to get in and read his email.
11. Go to the door with the keypad and use a multitool to get in. Get two flares from the floor and a bioelectric cell and a lockpick from the crates.
12. Get the candy bar and soda from the desk across from the door with the keypad. Go back and face the main entrance. On the floor next to the north end of the desk by the door is a secret panel. If you look at it, it will highlight. Open it and go down. Get a weapons modification (scope) and an office door nanokey (offices on level one). In the crate you will find some 30-06 ammo.
13. Climb out, go down the stairs and talk to Alex. When you’re finished with Alex go to the restrooms then west down to the armory. Your inventory should be full by now, so before you go into see the general, discard the pepper cartridge to make room for the stealth pistol.
14. Talk to the general and get the stealth pistol. When he asks you what else you need take the ammo.
15. Now lets do some tidying up. You should have 4 weapons mods (scope, clip, laser, and accuracy) in inventory. Use all four of them on the stealth pistol.
16. Cross the hall and go into Anna’s office. Get some regular darts from the bookcase then go to the desk and take the soda. Take the bioelectric cell from the table next to the desk. Continue into the detention area and take the soda from the desk there.
17. Return to level 2 and go into the office of Manderley's secretary. Take the closet nanokey from the edge of the desk. Read the datacube on the other corner and find Manderley's ID and password; jmanderley and knight_killer.
18. Talk to the secretary. She’ll give you your ID and password; jcd, bionicman. Go into Manderley's office and join the conversation. You’re given a new mission, knock out a power generator in the city. Anna Navarre is also assigned as your partner. You get 1250 for doing the last job.
19. When the talking’s done, log into Manderley’s computer and read his email then take his soda. What a rude guy JC is! Enter the private restroom behind Manderley and take the candy bar from the sink.
20. Leave Manderley’s office and go left down the hall to your own. Log into the computer and read your email. Nothing special there.
21. Leave your office and enter the conference room next door. There’s a locked cabinet in there. Use a lockpick on it and get some darts, tranquilizer darts and flare darts.
22. Go through the TV room and into the dayroom. Listen to Anna and Gunther talking then talk to Anna. Before you leave the room, hack the ATM and get 150.
23. Your skill points should now be 2365. Upgrade Computer skill level to Advanced.
24. Leave this area and return to the hallway. Turn right and go to the first door on the inside wall. Use a nanokey to unlock it. Use a lockpick on the panel in the furnace and get a bioelectric cell and a multitool.
25. Go to the next door on the left and use a nanokey to unlock it. Take the pepper cartridge from the crate.
26. Go up to level 2 and use a nanokey to get into the west office. Get the weapons mod (accuracy) from the shelf. Apply it to the stealth pistol.
27. Use a nanokey to get into the east office. Take a lockpick from the bookcase and a multitool from the shelves by the door.
28. Return topside and exit the HQ. Go to the south dock, where you began the game, and right click on the police boat to go to the city.
Castle Clinton
1. Instead of shooting our way in through the front, we’ll sneak in through the rear. Walk forward a little bit and you’ll see a soda machine on the left. Right of the soda machine is a panel. Stand in front of the soda machine a few seconds and you’ll hear footsteps. It’s a kid. When he comes by talk to him, give him something to eat. In my case it was a candy bar. He’ll tell you the code to the panel by the soda machine is 9183.
2. Use a lockpick to open the panel next to the soda machine then use 9183 on the keypad. Walk down the short hallway past the stairs into the next room. Get a bioelectric cell from under the table. On top of the table are a multitool and two flares.
3. Ready the pistol and turn on the laser sight. Crouch and creep down the stairs. Stop at the bottom before going through the doorway. There’s a camera inside. If you wait a second, a guard should walk by. You should be able to kill him with no more than two shots. Aim for the head.
3. Go right and through the door, turn right, and stay against the wall to avoid being seen by the camera that is on the ceiling against the wall. At the end of the room get a prod cell and enter the ventilation ducts through the unlocked grate in the wall.
4. Use your light momentarily to find the end of the tunnel and climb the ladder down.
5. At the bottom, turn north and go down the tunnel. Go all the way to the end and find the unlocked grate. If you’re lucky, there should be a guard walking away from you. Open the grate and shoot him.
6. Walk north down the hallway to the small table. Immediately turn the corner left and shoot the guard before he gives the alarm. Get the 7.62 ammo from the table. You already have a baton.
7. Continue down the hallway to the next room and turn right. Stay against the wall to avoid the camera. Get some rockets from the top of a Medical Supply Crate and a medkit from within the crate. The camera is almost directly above the crate.
8. Watch the camera and when it’s turned away, run down the west wall and up the stairs (on the right). At the top go left, then left again and down some stairs to a locked door. Use one of your two remaining lockpicks to open the door.
9. Inside is a control room. On the desk above the safe is a nanokey that opens the Kiosk. We’ll get there later. Under the second desk are rockets and on the shelf is a medkit. Ignore the napalm canister on the top shelf.
10. Hack the PC Terminal and click "cycle main doors". Turn to the rear and hack the security computer terminal. Click on all three screens and turn the cameras off and switch the turrets to "enemies".
11. The last guard you shot has a nanokey to open the safe. If you couldn’t search his body before now because he fell in view of the camera, go back downstairs and do it. Return to the office and use the nanokey to open the safe. Get the augmentation canister and read the datacube.
12. Leave the office and go back down the stairs to the room with the camera. At the bottom of the stairs turn right and walk along the dock. You’ll find the Ambrosia on the right, behind a crate. Get close to it and Alex will come on with a message that your mission is complete and you should report to Anna out front.
13. Go back to the camera room. On top of the container under the turret, along the east edge, is a bioelectric cell. You can locate it by jumping up and looking. Move to get as close to it as you can then jump and click to get it.
14. Go to the east wall, turn and face the two containers stacked together. Near the northern corner, just above eye level, on the ledge that separates the two containers, is a 100 credit chit. Do the same as you did to get the bioelectric cell, jump and click. The chit is very hard to locate since it’s in the dark and appears as a slightly darker square against the dark upper surface of the ledge.
15. Once you’ve got those goodies, climb the stairs back towards the control room. At the top go right and find another set of stairs going up. At the landing push the button on the wall to roll back the hatch overhead. Climb up into the Kiosk to get the exploration bonus. We need our one remaining lockpick for later. Both exit doors are locked so we have to backtrack.
16. Go back down to the camera room and head east down the corridor to the small table. Turn right and head down the corridor. Just before you exit the room, get the multitool on the floor left of the door.
17. At the end of the corridor, turn right instead of going back into the ducts. Step outside the door, turn left and look up. There’s a bridge crossing the canal and on the bridge is a guard. He should be standing still so you should be able to get him with one or two shots from the regular pistol. If you don’t, stay where you are. The guard will come down the stairs and run toward you. When he does you can’t miss.
18. Go east along the walkway and turn left, then left again and go up the stairs. Get some 10mm ammo from the body of the guard on the bridge.
19. Cross the bridge and go up the stairs. Follow the corridor until you find another set of stairs leading up. They take you out through the exit by the soda machine.
20. If you wait in front of the soda machine Anna comes to you. Answer "I’m learning as I go" and she’ll tell you about the terrorists in the subway and give you two EMP grenades. Your main mission goal is now to free the hostages in the Battery Park subway station east of Castle Clinton.
Subway Station
1. Go east down the dock and turn left. Go up the steps to the statue of the eagle. Turn left (west) and follow the sidewalk to a building, Castle Clinton.
2. Go up to the building. Keep the wall on your right and start walking around the building. Just past a stack of three large crates you find a Combat Supply Box. Open it and get some 7.62 ammo.
3. Just past there, off to the left against the park wall, is another Combat Supply Crate. Inside is some 10mm ammo. Go back to the Castle and continue your circuit.
4. Shortly you’ll come to the front of the Castle. There will be a barricade and two soldiers manning it. Get out the regular pistol and go stand behind the soldiers and face the entrance to the Castle.
5. In a few minutes a terrorist should show himself. When he does, shoot at him. He’ll return fire and the two soldiers with you will charge inside. Follow them and try to stay out of the way. They should take care of the terrorists but you can take a shot now and then. When all terrorists are dead loot the area and the bodies.
6. There are two Combat Supply Crates from which you can get 7.62 ammo and some 12 Ga. Buckshot. From the bodies you can get a lot of 10mm ammo. Go inside the building and get a nanokey from the bottom shelf of a bookcase.
7. Return to the entrance to the Castle and turn right. Break open the crate and get some buckshot.
8. Continue around the building until you get back to your starting point. Follow the sidewalk east then north to the barricades by the subway station area.
9. Pass the barricades and turn left. Search the shanties in a clockwise direction. A couple have locked chests but we’re short of lockpicks. About the only valuables are buckshot and 7.62 ammo found in the three Combat Storage Crates between the shanties. In one shanty you’ll flush out a terrorist. Just step aside, he runs from you and the guards outside will take care of him. You can get 10mm ammo from his body.
10. To the left of the subway entrance, just right of the barricades and on a low platform, is an unlocked hatch cover. Open it and go down into the room.
11. In the room find the unlocked grate and the ladder behind. At the bottom of the ladder face right and climb into the tunnel. Face left, go down the tunnel and take the first right. You should be behind a grate that looks out into the subway station. There should be two or three terrorists in view. Equip the regular pistol and open the grate. Back up until you’re as far away from the grate as possible and still facing it. Pick the right time and start shooting at the guards as they pass the entrance. If they see you, you can quickly sidestep right or left out of view. One of the guards has a flamethrower that will fry you quick if you stay within view.
12. Keep shooting at the guards until they don’t appear anymore then creep out of the entrance. If you stay crouched the guards have an extremely difficult time seeing you. You can range left and right (north and south) along the wall and pick off the remaining guards. It’s amazingly easy, I think, for the realistic setting.
13. When the guards are all down, talk to the hostages. Find one of the buttons on the side of the train by a door. Push the button and let the hostages, two, run onboard. Mission accomplished, almost. Now you must report to Paul in Hell’s Kitchen.
14. First, we have to take care of the two remaining terrorists at the top of the stairs leading into Battery Park, then search all the bodies, of course. A laser field guards the entrance to the stairs. It should be easy to take out the two remaining terrorists at the top of the stairs from a distance with the pistol.
15. On the north wall is a General Supply Crate that contains a lockpick. Search all the bodies now. After the coming explosion they will be gone.
15. Once this is done go as far back into the vent as you can to shield yourself from the blast and shoot one of the many crates of TNT that are sitting around. They will all blow up and destroy the laser barricade. Go out and go up the stairs.
16. The two crates at the top give up 10mm ammo and a lockpick. Go back downstairs, enter the train and go to Hell’s Kitchen.
Underworld Bar
1. Talk to the hooker with red hair and tattoos and learn what’s happening in the street.
2. Next to the phone booth is an ATM machine. Hack it and take the 524 credits. Remember this phone booth. We’ll be back here later.
3. Head up the stairs to the street and you meet Paul. He gives you your orders, a nanokey to his apartment and a prod charge.
4. Your primary goal is now to find the NSF secret generator. Secondary goal is to talk to the locals for clues to the generator’s location.
5. Go up to the street. You’ll get a message from Alex about a hostage situation at the ‘ton hotel. Ignore it for now. Stand and look around so you’ll remember where the subway station is. You’ll be in this area several times so get to know your way around.
6. Some distance down the street, west, the road is blocked just inside a tunnel. Just before the tunnel, on the left, is the main entrance to the Underworld bar.
7. Head west down the street toward the bar. Go past and turn left, then quickly right. You can see a man standing near some large cardboard boxes. Approach and listen to the conversation between him and Sandra Renton. Talk tough to the dude and he'll leave. Talk to Sandra twice to learn about Smuggler and get the password.
8. Go back to the entrance to the Underworld bar and go inside. Make sure you don’t have any weapons in your hands. There are two guys inside who will zap you.
9. Two ATM’s are Just inside. Hack the one on the left and get 411 credits. The one on the right gets you nothing.
10. Go into the bar proper and listen to the conversation between the man and woman at the end of the bar. They talk about Ambrosia and the fact you can get it from somebody named JoJo.
11. Go to the far end of the bar and talk to the Pilot Guy (Jock). He’ll tell you about Area 51 for a beer. Now we need to get a beer for the pilot, however, there may be a problem. I already had beer (forty) in my inventory. When I got one from the bartender and tried to give it to the pilot, he said it was warm and to get another. Evidentially the game can’t tell new beer from old beer. So I had to crouch down and drop all my beer from inventory onto the floor. You have to crouch or the bottles break when you drop them. Do this then go talk to the bartender, Jordan Shea. She’ll tell you the entrance to the warehouse district is across from the park. Order a beer from her.
12. Go back to the pilot, right click on him then give him the beer. Listen to the story about Area 51. Talk to him again to learn about the black choppers. When you’re done go back and pick up the beers you left on the floor.
13. Go behind the bar and get the medkit near Jordan. There’s also Soy Food on the counter. When you take the Soy Food she calls you a jerk. Search all the tables and shelves in this section for foodstuffs and booze then go east into the next section.
14. Do the same search here. You’ll find Sandra again. Talk to her. In a corner at a table you’ll find a guy described as a "used-car salesman." It’s Joe Green. Remember him. You’ll have dealings with him later.
15. Past Joe Green and to the right is the ramp leading to the back entrance of the bar. Forget it for now and head back to the front entrance. Find one of the patrons named Janey and talk to her. She’ll tell you about JoJo and give you the keycode, 3316, to the elevator that leads to the roof of Osgood and Son’s warehouse.
16. Go back to the street through the main entrance.
Basketball Court
1. Go right from the bar and head toward the subway station. Go to the left of the station. Behind it is a wall. Go to the north end of the wall and walk around the concealed corner. Follow the alley to the basketball court.
2. Get the shotgun out and walk across the court to the three people standing against the wall. Shoot the two thugs threatening the bum then talk to the bum. He gives you a password, "underworld", which you can use when you meet a guy named Curly. This is in the next mission.
3. OK, let’s start some trouble. Go back toward the subway station.
Firefight
1. Go to the subway entrance and head south. You’ll come across two soldiers standing by a wooden fence with a hole in it. Talk to the troopers. They’ll give you two gas grenades that Paul gave them.
2. Break open the two Combat Supply Crates near them and get 30-06 and 10mm ammo.
3. Just past them, on the right, is the entrance to the ‘Ton hotel. Around the corner to the right is the park. Once you pass the entrance to the hotel, a firefight starts around the barricades and flows toward the park. Walk down there and trigger the fight. You can hang around the edges of it and watch the troopers take care of the NSF and loot the bodies later. Be careful you don’t get shot, though.
4. The firefight near the barricades ends and troops chase the NSF down toward the park. Search the NSF bodies around the barricades and one of them should have a nanokey as well as ammo. If the crate against the wall to the left of the barricades didn’t get broken open during the shooting, break it open and get the 10mm ammo.
5. One of the troopers may talk to you and tell you they’re waiting for a specialist to resolve the hostage situation in the hotel. Notice the building just left of the barricades is the Osgood and Son’s building.
6. Head west toward the park and keep to the right. Search the bodies as you go. At the end of the park is another set of barricades. Break open the three crates and get 30-06, 7.62 and 10mm ammo.
7. The building just behind the barricades is the Free Clinic.
Free Clinic
1. Put away your weapons or you’ll freak-out the people in the clinic. Enter the clinic.
2. Once in the Clinic talk to everybody but do the doctor last. Don’t buy anything from him but notice the room behind him has a keypad and there is a med bot inside.
3. Go to the SW corner of the lobby and enter the auto-sliding doors. Help the doctor out by talking to the irate man, "You should be more appreciative…" Talk to the doctor. Free clinic? Doesn’t sound like it. Don’t buy the automated plan for 1200 credits. It gives you access to the med bot which will allow you to install the augmentation you found earlier. Instead, just remember this, 2153. It’s the code to the keypad in the surgery. You’re going to be in this area for awhile, so you might need treatment later. Now that’s free treatment.
4. Go back to the street and turn left (north). At the intersection of the next alley you’ll see a door with a white light next to it. It’s the rear entrance to the Underworld bar. Glance east down the alley and you’ll see a fire escape. It leads up to Paul’s room in the ‘Ton hotel.
5. Start east down the alley. Just past the door to the Underworld are some trash cans. Between one of the cans and a trash bag is a datacube. On it is an ATM account#, 947761, and PIN#, 2867. File it for future use.
6. Go back past the Underworld bar door and go north through the alley to the street. Turn left and go to the barricades. Get some 10mm ammo from the ground to the right.
7. Go east to the subway station then south to the entrance to the ‘Ton hotel.
‘Ton Hotel
1. Enter the hotel and find the ATM machine. Use the account numbers you just found to get the 62 credits. Now hack the machine and get 270 more. Find your way to the hotel lobby.
2. To the left is the desk. You can see Renton behind it. What you can’t see is the terrorist behind him. Crouch and creep across the lobby to the doorway that leads behind the desk. Have the regular pistol ready. Creep inside and take care of the terrorist. Talk to Renton.
3. At the back of the room is a table. Get a 50-credit chit from it. In the pigeonhole cabinet to the left is a nanokey to the North Room.
4. Leave the desk area and turn left. Go to the elevator shaft. Climb down and get a bioelectric cell and a multitool from the crates.
5. Time to take care of the terrorists. Climb the ladder to the second floor (1st floor above ground). While you’re hanging on the ladder you can see through the open elevator doors. Get out the regular pistol and take out the terrorist who has his back to you with one shot to the head.
6. Climb up to the next floor and get on the ledge. Walk around it and find the multitool. Go back down one level to where you shot the terrorist and get on the ledge there.
7. The woman you just freed in the hallway is a nitwit. If you get near her she screams for help and the terrorist around the corner at the far end of the hall kills his hostage. Go through the door into the hallway behind the woman. Get out a gas grenade and throw past her to the end of the hall. When it goes off run down the hallway and shoot the terrorist point blank then retreat from the gas cloud and let it dissipate. Secondary goal accomplished.
8. Talk to the male hostage and he tells you about a generator in a warehouse and the password "righteous" for some kind of underground passage.
9. Just down the hall from the male hostage is a balcony. On the right end, behind a plant, is a datacube with more ATM account numbers, 543654 and 5544.
10. Don’t waste lockpicks on the door by the balcony. Use the nanokey you got from the office earlier. Inside all you can get are two vials of Zyme and a pack of soy food. We can use the Zyme later.
11. Paul’s room is back by the female hostage. Use the nanokey to get in.
12. Read the datacube on the coffee table. Turn left and notice the painting on the column at the rear of the room. Behind it is a keypad and the number is 4321. Use it and open Paul’s secret room at your left rear.
13. From the shelves on the left get two lockpicks, a bioelectric cell and three multitools. From the opposite shelf get a medkit and two boxes of 10mm ammo. There’s also ballistic armor on the floor. Take if you want, but we won’ t be using it.
14. Read the datacube on the floor and get the login and password Paul has set up for you, pdenton and chameleon. Use them to log in to the PC and read the email.
15. In the bedroom there’s a 350-credit chit on the floor under the bedside table. In the bathroom there’s a medkit on the floor next to the sink. In the kitchen you can get some soda and soy food off the shelves by jumping and clicking.
16. That’s it for Paul’s apartment. Time to leave. The ATM in the lobby is out of service because you hacked it. We’ll find another. Now we’re off to see the Smuggler.
Smuggler’s Lair
1. Leave the hotel and go left (north) towards the subway entrance. Pass the subway entrance on the right side and angle right and into a corner containing two trashcans and a cardboard box. To the right of the box is a recess in the street that has a set of stairs leading down.
2. Take the stairs down and push the intercom button. JC gives the password "bloodshot".
3. Walk through the door and turn left. On the floor in the corner are a prod charger and a bottle of forty. Take them and get on the elevator. Push the switch.
4. Exit the elevator into the underground garage. Turn right and go to the end of the room. Open the General Supply Crate in the corner and get a lockpick.
5. Enter the shack and get the multitool off the desk. Use it on the panel to lower the laser grid.
6. Go past the downed grid and open the supply crate – another set of ballistic armor.
7. Walk through the area into a white tiled room. On the right is another crate. It contains a prod charger. At the end of the room on the right is an unlocked door. Go through and talk to the Smuggler.
8. He tells you he’ll cut you a huge discount on hardware if you rescue his friend, Ford Schick, from a secret lab in the sewers. He also gives you a nanokey that unlocks sewer grates. After one look at the Smuggler’s regular prices, JC decides to do the rescue.
9. Get a candy bar from the table and head upstairs. At the top of the stairs are two crates. They hold a prod charger and 7.62 ammo. From the shelves left of the bed you can get two flares and a lockpick.
10. Behind the bed is a security keypad you can open with two multitools. The mirror opens and reveals a stash. Take the medit and the weapons aug (clip). Apply the weapons aug to the sawed-off shotgun.
11. Leave Smuggler’s apartment and return to the garage. Take the elevator back to the street.
Rescue Ford Schick
1. Go to the subway entrance and find the nearby sewer cover. Use the nanokey to open it.
2. Climb down, follow the tunnel to a ladder and descend. Use a multitool on the panel on the south wall.
3. Follow the tunnel to the right turn. Notice the two panels here. Ignore them for now and go to the ladder at the end of the tunnel and climb. At the top on a ledge are two bodies. From them you can get 7.62 ammo, a medkit, two multitools, two lockpicks, a medkit more 7.62 ammo and an assault rifle (which we won’t pick up). Read the datacube and find an entry code of 2167.
4. Go back to the intersection, pick the lock on the panel and use the code 2167 on the keypad. This opens the grate blocking the tunnel to your left. Use a multitool on the control box then crawl into the tunnel.
5. Follow the tunnel to the end. Crouch and go under the laser trigger. Use the code 2167 on the door. Ignore the panel.
6. Crouch when you enter the next room. There’s a metal box against the wall. Behind the box is a security panel. Crawl to the box and push it away from the security panel. Use the box as cover (you may be under fire) while you hack the panel. Go through all three cameras and turn them off, unlock and open all doors and set any turrets you find to "enemy."
7. Now you have three guards to worry about. One will come down a ladder just in front of the box and from the right. Directly in front of the box is also a huge shaft. Slightly below eye level in the shaft is a guard inside a tunnel entrance. Above eye level in the shaft is a metal bridge with a guard on it.
8. Ready the normal pistol. Stay crouched behind the box until the curious guard comes down the ladder. When he steps in front of the box, pop up and get him with one shot to the head then crouch back down.
9. Get out the crossbow and tranquilizer darts. Sidestep left from the box and inch forward until you can either see the guard above on the bridge or the one below in the tunnel entrance. Dart one then slide back out of view. Repeat this for the second guard.
10. When all three are down get the prod ready and climb the ladder. Creep along the walkway to the east. You should be able to surprise a guard sitting in a chair inside a small room. Zap him until he goes down.
11. Break open the crates and get a medkit and a lockpick. Read the datacube under the table and find that the login and password for the security grid is MJ12 and coupdetat. Go back to the ladder you just climbed and use the login and password to rotate the bridge.
12. There are goodies floating in the toxic water and on the pipes in the shaft. I don’t think it’s worth the trouble but you may. Every time I tried to get anything down there the expenditure of resources was more than was gained.
13. Cross the bridge and take the ladder down to the tunnel entrance below. Follow the tunnel through two unlocked doors to one with a keypad. Here I was lucky. Just as I was going to use the keypad the door opened and a guard came out, saw me and started running the way I had just come. I just ran after him and shot him. Usually, you have to open the door with the code 2167 and shoot the guard while he’s standing inside.
14. When you get the door open and have taken care of the guard, crouch and go through the door. Stay against the wall to the right to avoid the camera and creep to the far end. Use the login and password you found earlier to get into the security panel on the far wall. Check all three cameras in the panel and turn all cameras off, unlock and open all doors.
15. Stay crouched and creep to the railing to the east. There is one guard standing in the middle of the room. Quickly take him out with one shot to the head then look down and shoot all the toxic material barrels on the floor below. This will flood the floor below with gas. Now draw back from the ledge so no one below can see you, turn left and face the stairway going down. Shoot anyone that makes it to the top. When the gas below clears there’s a chance all the guards will be dead. Probably, though, there will be one or two left. Go downstairs and finish them off.
16. Find Schick in the lab at the bottom of the stairs and talk to him. Tell him to make a break for it. When he goes, follow him through a few doors. Soon he’ll tell you he can make it alone. Go back to the lab and search the bodies.
17. On the ground floor behind a pillar, where the barrels of toxic stuff were, you can find a bioelectric cell. In one of the rooms you can find a datacube with a computer login and password, JSTEWARD and JS1357. Use it in the computer in the room to find out something about Majestic.
18. In the room where the keypad responds to 2167 go down the ladder into the water and break open two crates and get the goodies.
19. The armory is at the north end. Use a multitool on the keypad and collect the goodies: rockets, 7.62 ammo, 10mm ammo, buckshot, an EMP grenade, a prod charger and a LAW if you want to clear space in inventory and carry it.
20. Time to clear out. Backtrack all the way to the huge shaft. Take the ladder up to the bridge, cross the bridge and take the ladder down to the landing where you hid behind the box while you hacked the panel. If the door is closed get into the security panel with MJ12 and coupdetat and open the door.
21. Crawl under the laser trigger and follow the corridor back to the sewer and head east to the ladder. Climb the ladder, then another and you’re back on the street in front of the subway entrance.
22. Go back to Smuggler’s. It’s east behind the subway entrance, remember? Once inside talk, to Smuggler and buy the scope mod for 700. Apply it to the regular pistol.
23. Now it’s time to tackle the warehouse and generator.
The Warehouse
1. Leave Smuggler’s and go back to the street. Head south past the hotel and turn right at the next corner. Osgood and Son’s is the first building on the right past the barricades.
2. Enter the building and use a couple of metal crates to help you climb to the top of the stack of containers and smash open the supply crate. You find a bioelectric cell.
3. On the south wall is a door with a keypad. Use two multitools to get inside. Break the crate and get some 10mm ammo and pick up the augmentation upgrade canister from the floor.
4. Now, go back to the Free Clinic and use the code 2153 to get into the room where the med bots are. Up your health to 100% then install the augmentation you found way earlier. Choose Environmental Resistance. Apply the upgrade canister to the Environmental Resistance and upgrade it to level 2. Return to Osgood and Son’s.
5. Push the two large stacked crates away from the entrance and follow the stairs down to the basement. At the bottom, break open the crate and get a lockpick.
6. Use a multitool to hack the panel and turn off the lasers. Head south down the corridor and pick up some buckshot from between two barrels against the left wall.
7. At the end, duck under the pipes, turn right and climb the stone stairs to the door and keypad. Use 3316 (you got it from Janey in the bar) to open the door and get into the elevator. Press the "up" button.
8. Go right then right again from the elevator doors. Ready the regular pistol and climb the ladder. At the top quickly take out the sniper with one shot to the head.
9. Walk south along the east wall to the corner then go west to a little shack and you’ll pick up some exploration points. Crouch and go around the shack and you can find some 30-06 ammo and some ballistic armor.
10. Approach the west wall carefully and look down. Watch and you can see four guards spread over the roofs below. Use the scope on the regular pistol to do headshots on them all. It should only take four bullets.
11. When you’re done, climb the ladder back down to the elevator. Go south from the elevator and climb the steel stairs up to a locked door. Use a lockpick on the door and enter.
12. Break the window at the end of the hallway with the crowbar and get out on the fire escape.
13. Follow the fire escape down. There are spots where the ladder is gone but you can hop down to the railing below then to the flooring, then down to the roof of the next building.
14. On this roof in the NE corner you can find crate containing 10mm ammo. Go west and find a ladder going up to the next level of this roof.
15. At the top go to the NW corner and look across to the building with the satellite dishes on the roof. That’s where we’re going. If there’s a guard visible on the roof, take him out with the scoped pistol.
16. In the NE corner of the roof are two crates holding 30-06 and 7.62 ammo.
17. At the north wall you will find the billboard. Hop up on the catwalk and go north across the face of the billboard and jump down to the next roof. A few feet further on you will find a datacube to the right on some brick steps by the roof edge. It gives you the code, 9923, of an office in the basement of the warehouse.
18. Climb the steps where you found the datacube to the little platform by the ladder. Take the ladder down to the roof below.
19. At the north end of this roof is another ladder. Take it down. Go to the north end of this roof and down the next ladder.
20 Go north again and find a prod charger by the short steps. Climb the short steps and jump to the square roof of the little shack below.
21. Turn south and jump to the roof below. Face right and you can pick up some 10mm ammo.
22. Find your way around the roof to some short steps and climb down to the gray roof to the west. Creep to the north side of the roof and shoot the two dogs below. Creep to the south side and shoot two dogs there also. If you don’t get the dogs now you’ll have to face them later and you won’t be really ready for them.
23. Climb the ladder to the roof of the building. Go to the south side of the building, face north and look down the center opening to the floor below. There are about three guards there. You can snipe one with the scoped pistol then sidestep left and cover the stairs when the other two come up. Stay crouched and take your time. You should be able to take them out with headshots before you take any damage.
23. Go to the north side of the building past the stairs and jump down into the stairwell. This way you will avoid the laser trigger at the top of the ramp. Immediately turn left at the bottom of the ramp and creep into the dark shadows in the NW corner of the room.
24. Wait here a few minutes and if nobody shows up fire of a shot toward the south stairway. This usually brings some guards up. As long as they don’t see you they’ll come very close to where you are and stand. You can then take them out with head shots from the pistol. You can keep doing this until you get about four of them and nobody else comes upstairs. Once you fire, of course, they see you in the shadows and fire back, but they seem to miss an awful lot. Enough so you can usually pick them off.
25. Once you think it’s clear go east to the opposite corner and get 10mm ammo from the crate. Another crate near the center of the room holds more 10mm ammo and there’s a box of buckshot on the floor near it.
26. Go to the SE corner of the room, turn right and walk to the stair well. Get close to the edge, crouch and look down and toward the center of the room. You can barely see a guard standing on a floor below next to an arcing machine. Use the scoped pistol to take him out.
27. Go to the other side of the stairwell and go down the ramp. Go east to the wall and turn left. Creep to the north end of the building and go down the ramp.
28. At the bottom of the ramp double back to the right and you’ll see a brightly-lit control room. The door is even unlocked. Just inside the door is a desk with a box of buckshot under it. Hack into the PC on top of the desk and click on "shutdown generator cooling systems". An alarm goes off and in a few seconds there’s an explosion. Alex then tells you the mission is complete and Gunther’s landing on the roof in a chopper to lock down the warehouse while you take the chopper back to HQ.
29. All may not be over. If there’s anybody left on this floor, they try to get into the control room. So, you may have to defend yourself for a few minutes.
30. When you think it’s clear, go to the roof and meet Gunther. Talk to him then get ready to collect some equipment.
31. When you’re finished with Gunther, take the ramps all the way to the ground floor. Equip yourself with the shotgun. There are a few terrorists left here and there. Just run up to them and blast them with the shotgun.
32. At the bottom of the last ramp turn right and exit the building through the attached shed. You’ll probably run into about two terrorists here and some dogs outside if you didn’t kill them earlier.
33. Once outside go left (east) toward an alley. On the right you’ll see four trash cans. Turn into the dark alley between them and slow down. Notice the LAM on the right wall. Disarm it. Keep going south and just before you reach the corner there’s another LAM. Disarm it, also. Before you pick up the multitool on the ground near where the LAM was, turn the corner and check it out for a terrorist. There’s usually one there. Get him, then get the multitool.
34. Read the datacube on the ground near the sewer cover. The code for the basement ramp is 2577.
35. Return to the warehouse and go west around the building until you find a keypad on the wall. Be alert. There’s one dog left around there. Use 2577 in the keypad to open the ramp cover and go down.
36. At the bottom of the ramp turn left and walk through the laser trigger and find the keypad on the right. You can pretty much ignore the alarms. There’s probably no one left to answer them. Use the code 9923 you found earlier on the keypad.
37. Go inside and get the nanokey off the desk. Notice the safe under the desk. Spend the three lockpicks and get the augmentation canister.
38. Go to the opposite wall and hack the security panel. Turn all cameras off and set the one turret to "enemies." Trash the crates by the door and get two LAM’s.
39. Leave through the door you entered and turn left. Take the first left and go until the tunnel dead-ends. Go into the first niche on the right and get some 10mm ammo. Leave the niche and go right and to the window with the swirling green gas behind it. Yep, it’s toxic.
40. Get the crowbar ready and switch on the Environmental Resistance augmentation. Enter the room and smash open the two crates and get rockets, 10mm ammo and a lockpick. Exit quickly and turn the aug off.
41. That’s it. Go south and take the first right. Go to the end of the corridor and turn left. Take the ramp up to the generator floor. Go north across the room and enter a break room. Inside the break room turn right and enter a second room. Get the box of buckshot from the table.
42. Leave the break room and find the ramp. Go all the way to the roof and get in the chopper for the ride back to HQ.
UNATCO HQ
1. Blow off the stiff-necked MIB’s and enter the HQ.
2. While you’re here, make like visiting relatives and steal everything that isn’t nailed down. Start by taking the cola from the guard’s desk.
3. As you pass the retinal scanner the guard tells you Manderley is busy and you should wait outside his office. Right!
4. On level 1 go in the west office and take the lockpick from the shelf. Go in the east office and get tranquilizer darts.
5. Head down to level 2 and hit your office next. Check the email (jcd, bionicman). Paul’s email is a warning and he tells you to hack Manderley’s email.
6. Leave the office and hit the furnace room next. It’s the first door on the left, remember? Open it with a nanokey and smash the crate. The next door on the left is empty.
7. Go down to the med lab and install your latest augmentation. Choose Speed Enhancement then do "heal all" to get our health back to 100%.
8. Talk to Jaime then open the supply room with a nanokey and get the two med kits.
9. Cross the hall to Alex’s office and check out the secret panel in the floor. Get a lockpick and a 100-credit chit.
10. Go down to Alex’s desk and get the multitool. Use the tool to get into the closet upstairs and get a bioelectric cell.
11. Go see Carter at the armory. He gives you two multitools and a weapons mod (accuracy). Apply it to the normal pistol.
12. Go across the hall to Anna’s office and get a bioelectric cell from the bookcase. Smash the crate in the corner and get some darts.
13. Hack Anna’s computer and read her email.
14. Return to level 2 and go into the break room. Use two lockpicks to get the weapons mod (recoil) from the locked cabinet. Apply it to the regular pistol.
15. Go to Manderley’s secretary’s office and listen outside Manderley’s door to his conversation with Simons. Yep, Paul’s in deep trouble.
16. When Simons leaves, go into the office and talk to Manderley. You get the full 1200 for the last mission plus a briefing for the next. While Manderley talks to Anna, login to his PC (jmanderley, knight_killer) and read his email. Wow! You’re in trouble, too.
17. After the briefing go downstairs to Anna’s office and back into detention and eavesdrop in Simon’s interrogation. Eavesdrop until he kills the subjects then leave.
18. Leave HQ and head to the commo van by the helipad. Use 0451 to get in. Use the repair bot to recharge your bioenergy. Take the two flares from the table.
19. Exit the commo van and open the hatch next to the satellite dish. Get a multitool from the bottom of the pit. Walk between the fence and the commo van. Go around behind the van and get the lockpick from the far corner.
20. Get on the helicopter.
Battery Park
1. Head east from Castle Clinton and go to the shantytown near the subway entrance.
2. Enter the shanty area through the barriers, turn right and go into the first shack. You can get a medkit from a table.
3. Exit and go into the third to the left, the one with a man standing in front of a fire barrel. Talk to the man and learn about the "mole people". Once JC gives him the password, he receives the code, 6653, to the phone both entrance in the subway station.
4. Go down into the subway and talk to your old buddy Harvey Filben. Nothing much there. He can’t even sell the secret phone booth code since JC already has it.
5. Enter the phone booth and punch in 6653 and enter the tunnels.
Brooklyn Bridge Station
1. Follow the tunnel and climb the ladder. Open the hatch and emerge into the station.
2. Go to the NE corner and talk to Charlie Fann. If you fix the plumbing he’ll talk about the NSF.
3. Follow the tracks to the northern end and face right. See the utility door across the platform? Blow it open with a LAM.
4. Follow the tunnel to an unlocked door. Go through the door and jump over the leaky steam pipe. Turn left and at the end of the tunnel turn each of the two wheels you find. Jump back over the steam pipe when the steam stops. Return to Charlie Fann and talk some more.
5. He tells JC to go to the women’s restroom and use the code 5482 on the keypad under the sink.
6. First, let’s do some more community service. Go to the SE corner of the station and find Rock, the local drug dealer. Have the pistol ready and keep asking about the mole people. He’ll get radical and draw on you. Beat him to it and shoot him. Be sure to search his body for some goodies.
7. Go to the west side of the station and enter the men’s restroom. Trade the junkie a vial of Zyme for the LAM he has.
8. Leave the rest room and go right. Go up the stairs into Rook territory. Head straight west across the station and find El Rey behind a fire barrel. Talk to him and when he finds out Rock is deceased he gives you a LAM.
9. Retrace your steps downstairs. Be sure you stop to smash the crate left of the turnstiles and get the box of buckshot before you leave El Rey’s area.
10. Once downstairs go right and enter the women’s restroom. Use the code 5482 on the keypad under the sink. A tunnel opens up in the SW corner of the restroom.
Mole Tunnels
1. You enter the mole tunnels on a ledge overlooking the tracks. Be careful to not hurt any of the mole people while you’re taking out NSF soldiers. Limber up the crossbow and tranq darts. From the ledge you can probably get at least two NSF before you go down the ladder to the tracks.
2. At the bottom of the ladder go south and stay against the wall on the right side of the tracks. You’ll find a niche with a well inside. Talk to the mole person there. He’s the leader. When you’re done continue. Eventually you’ll reach a spot where a wooden ramp crosses the tracks. From here you can dart any NSF you see and scoot under the ramp until they drop. They can’t seem to find you under there.
3. Once you have this end of the tracks cleaned out, take the ramp up, turn left and go into the last cubicle. Smash the crate and get a lockpick. Smash the cardboard boxes and locate a brick sticking out of the wall at floor level. Right click on the brick and go inside. The Commander immediately surrenders.
4. Take the nanokey to the mole people bathroom from the table. The other three items on the table we don’t need. Now to find the mole people bathroom.
5. All NSF are standing down now, so don’t shoot any. It wouldn’t be cricket. Head north and go up the ramp to the east side of the tracks. Find the General Supply Crate against the wall and smash it. It yields thermoptic camo. Leave it.
6. Continue north to the track intersection then go west. Follow the tracks to the end then turn left and climb up on the remains of a platform. Follow the tunnel to the restrooms. Go to the men’s room and unlock it with a nanokey. Go through the restroom and into the tunnel.
Helibase
1. Walk the tunnel until you come to the sewers. Look to the right and you’ll see a pipe sticking from the wall next to a metal crate. In the pipe is an EMP grenade. Enter the water and go to the panel on the wall directly under the danger sign. Use a lockpick on it and turn the wheel inside to turn off the steam blocking the sewers.
2. Head right from the panel until you come to a wall. Use the Speed Enhancement aug briefly to climb over the wall.
3. Head east a short distance into the next tunnel. Watch up ahead for a guard to come in sight and stand on a platform. When he does take him out with a shot from the scoped pistol before he can punch the alarm button.
4. Ahead is a camera. Stay against the wall on the right and sneak around the corner and past the camera. Climb the stone steps. Find the guard’s body and get a nanokey and some 10mm ammo.
5. Continue east and use the nanokey to get through the next door. On the north wall of the next room is a grate. Push the large box up against the wall under the grate then use the small box to climb up. Open the grate and crawl inside.
6. Follow the tunnel to another grate, open it and dive into the water. In the NW corner, right where you dived in, is a hole in the floor. Swim down and through the tunnel. With JC’s weak swimming ability he barely makes it to the other side. Climb up the ladder and exit the water.
7. Keep going until you come to another ladder. Climb it and open the hatch at the top. Climb out and go south through the unlocked door. On the right-hand wall is an EMP grenade. Deactivate it.
8. Go back to the hatch and face east. There are two bots patrolling the area past the partially blocked tunnel. We can get by them without using any EMP grenades. Past the hole in the blockage, in the wall on the right, is a tunnel opening we can duck into to bypass the bots.
9. Go to the blockage and watch the bots. When both of them are moving away, run out and enter the first hole on the right. Follow the tunnel to the second hole and peek out. Across and to the right is a doorway. When the bots are positioned to your advantage, run across the tunnel and through the doorway.
10. Just inside the door and on the right is a large metal container. There is a crack between it and the doorframe. If you crouch and look in the crack you can get a med kit.
11. To the left of the door is a small metal crate with a lockpick on top. Between the two electrical cabinets you can get a multitool and a datacube. From the datacube you get a login and password, etodd and saintmary.
12. Open the door in the east wall and walk through. Through the windows in the next set of doors you can see a canister of Ambrosia guarded by a troop with his back to you.
13. Get out the scoped pistol, creep to the door, open it and take out the guard with a headshot.
14. The camera is directly above the door. Get the shotgun ready, walk to the door and look up at the camera. When it’s turned east, you run west into the doorway and turn right. There will probably be a guard in the hallway, so take him out quickly with the shotgun. Be ready for another to come up behind you immediately after. If the first guard is not in the hallway, you made good time. Go in the first door on the left. He’s in there.
15. When you have cleared the office, close the door. Get some 10mm ammo and a candy bar from the bookshelf. Go behind the desk and get the multitool from the cubbyhole. Log into the computer with etodd and saintmary and learn the code for the suspension crate is 9905.
16. Go left to the next office and get a lockpick from the cubbyhole in the desk. Leave the office, go right and head for the stairs.
17. Crouch and creep up the stairs. Use two lockpicks on the first door you come to and enter. Get the scoped pistol ready and climb the ladder. Open the hatch, still on the ladder, and look east. There should be a patrolling guard you can take out with a headshot. Once he’s down climb out of the hatch.
18. Go directly south of the hatch and climb the ladder up toward the catwalk. Poke your head above the grating and look north. At the far end is a sniper you can take out with the scope. Go about halfway down the catwalk, until you’re past the helicopter. You can’t shoot through the rotating blades, the crosshairs will stay white.
19. Crouch and go to the railing. On the ground past the helipad are two guards standing in front of a doorway. This is extreme range for the scoped pistol but it is possible to take out one of the guards with a single shot. Pick one of them and do it.
20. After you shoot, everybody changes position. Give them a chance to calm down then go to the railing and pick another guard. Keep this up until they wise up and disappear. I managed to get four, the last by shooting a barrel of explosives when he walked by.
21. When you’ve done all you can, return to the ladder and go back down to the next level where the hatch is.
22. Go east up the ramp to the skylight. Use the crowbar to break the glass. You can then snipe anybody below. You can also break the glass on the opposite side of the skylight and cover the other side of the lobby. I got three more guards this way.
23. Go back to the hatch and descend the ladder to the closet. Open the door and go left to the balcony then left again into a room. Hack the security panel in the NW corner and turn all cameras off and unlock and open all doors. Set turrets to "enemies."
24. In the SW corner of the room is a plant. Push the button behind it and the bookcase swings out to reveal an armory. There is a combat knife, a pistol, darts, weapons mod (range), an augmentation upgrade canister, buckshot, a prod charger, a LAM and a LAW. Whew! Apply the range mod to the pistol and upgrade the Environmental Resistance aug to level 3.
25. Go downstairs to the Ambrosia in the lobby. In the two crates are 7.62 ammo. Cross to the east side of the lobby and go upstairs.
26. Enter the room behind the bookcase and smash the three crates and collect ballistic armor (don’t need), a medkit and a lockpick.
27. From the other bookshelf get a bioelectric cell. Cross the room and hack the ATM for 750 credits.
28. Open the door right of the ATM and go out to the helipad. Turn right, find the ladder and descend to the main floor. Now is a good time to loot the bodies you sniped from the catwalk.
29. When you’re finished, go to the SE corner and find the long tunnel out of the area. Walk to the end of the tunnel, turn left and push the button. Get on the elevator and push the "up" button. Exit at the top and walk to the door.
Airfield
1. Get the regular pistol ready. Crouch in front of the door and open it every few seconds until you see a patrolling bot go by. When it goes by, turn right and creep out behind it. Follow it west. Look up ahead and in the distance you should see another bot off to the left and coming towards you. It will turn to your left near the nearest stack of barrels by the containers. Get close to the wall ahead and zero in on the barrels with your pistol. When the bot nears, shoot the barrels and blow the bot up.
2. Wait there, peeking around the corner and in just a few seconds another bot will come by on the same path. It will turn at the same spot. When it turns, run down the wall, keeping it hard on your right, and stop even with where the bot turned. Look into the containers and through a narrow gap, you should see another barrel. Move towards it until the pistol sights tell you it’s in range. Wait and when the bot comes near the barrel, shoot the barrel and dispose of the bot. Immediately move up into the containers so you’re out of view of the bot behind you when it returns on its rounds.
3. Head south to the end of the container you’re next to and turn left. Go under some containers and almost all the way to the wall. At the edge of the containers peek around the corner to the right. You should see two barrels standing next to the wall. If no bot is in sight, creep down and hide behind the nearest barrel. Keep peeking to the right around the barrel. Soon a bot will come from the right, turn and move directly away from you. At this point sidestep right. Off in the distance you should see a barrel. Aim at this barrel and when the bot rolls near, shoot the barrel and destroy the bot.
4. Go back to your hiding place, the barrels, and turn left. Walk straight west until you see some 10mm ammo sitting on the ground to the right. It’s in a little group with three smaller crates. Go pick up the ammo and the prod charger next to it.
5. Continue your path west until a container stops you. Face right and you should see a barrel and the airfield wall beyond. Go left, then turn right around the edge of the container that just stopped your progress. Directly in front of you should be a lamppost against the airfield wall.
6. Go toward the lamppost and take the first left that leads between two stacks of containers. Take a few steps forward. Slightly left you can see a parked semi-trailer (actually two) backed up to the wall. Bear right around the container, crouch and look south.
7. By looking under the trailers you can see a building with a cluster of barrels standing out front. There is a guard patrolling there, plus, periodically a patrolling bot passes. There is a second guard inside the building, which is a dock.
8. Creep up to the trailers so the barrels will be within pistol range. Try to shoot the barrels when the bot and the guard are both close enough to be destroyed. When the explosion happens, the second guard may run from the building and attack you.
9. If the second guard stays inside the building, get the prod ready and creep up to the door, stand, then rush inside and zap him before he lights you up with his flame thrower.
10. One of the things you get from the flamethrower’s body is a nanokey to the east gate. Inside the building you can find the second container of Ambrosia. You can also pick up another east gate nanokey. There’s also a bioelectric cell and a multitool to be gotten from the crates.
11. Creep outside the building and go left. Around the corner of the building, under a window, you’ll find a small metal crate. Pick it up and place it behind the first semi-trailer. Climb up and lockpick the door. Go inside and get tranquilizer darts and 10mm ammo from the crates. Move the box to the second trailer, pick the lock and get some sabot rounds for the shotgun.
12. Go back to the shack by the dock and stand with your back directly in front of the window just before the door. Look east into the container field. You should be looking directly between two stacks. Crouch and creep as far east as you can into the container field without turning. You should be stopped by a stack of containers against a hangar wall. If you look left you should see the hangar doors.
23. Creep right around the container next to you and stop at the end of it. If you bear slightly right and look south you should see a guard standing next to the fence. He should be facing you. Get the crossbow and tranquilizer darts ready. Stay crouched and creep around the corner and get within max range of the guard. Dart him and hold your ground. A second later a second guard joins him. Dart this guard also and scoot back behind a container for cover until the drug takes effect.
24. Creep up to the fence and find the unconscious guards and take their loot. One of the guards should have a Security Tower nanokey. Get the nanokeys ready and run west. You’ll soon see the tower. You can run up to the door, unlock it, open it and go inside before the guns start shooting.
25. Climb the ladder to the top and hack the security panel. Turn both cameras to "off" and both turrets to "enemies". On the windowsill are a pair of binoculars and a sniper rifle.
26. Get the nanokeys ready again. Now run north past the docks to the other tower and do the same, a quick unlock, open and enter. You might take a few rounds getting in here. The crate on the floor contains 10mm ammo. Climb the tower and hack the security panel. Set both cameras "off" and both turrets to "enemies." Get the buckshot from the windowsill.
27. Return to the previous tower and turn left. Go to where you left the bodies by the fence. Creep down the wall towards the east. Soon, off to the left, you should see a gate with a guard patrolling in front. Use a tranquilizer dart on him.
28. On the right side of the gate is a panel on a pedestal. There’s a red light on top. Unlock it with a nanokey and press the button to open the gate. Go through immediately or it’ll close on you and you’ll have to open it again.
29. The bad news is that the building ahead is full of guards and cameras. The good news is that it connects to the hangar where Lebedev’s 747 is. At this point you should have enough skill points to upgrade the pistol skills to advanced. Do it.
30. Get out the crossbow and tranq darts. Head right and circle around the back of the building. Don’t get too close to the tower. It’s not one you’ve turned off. Creep along the outside wall and keep an eye out off to the left. You can get close enough to the tower to see two guards. Tranq the furthest first, then the nearest and scoot back toward the gate and let the drug take over.
31. Now, get the nanokey ready and do the rush, unlock and enter thing on the tower. Make sure you use the F7 aug, Speed Enhancement. You should be able to get inside without taking any hits. Don’t forget to turn the aug off once you’re inside.
32. Climb the tower and hack the security panel. Do the usual, both cameras "off" and turrets to "enemies". Take the two multitools from the windowsill.
33. Head NW to the front of the building. Get the crossbow and tranq’s ready. Open the front door, if it isn’t already, and sidestep past it and wait until a guard shows himself inside. Dart him and scoot back around the building toward the tower. If the guard makes it outside before falling the turrets will get him. Do this little operation twice for there are two guards inside.
34. Once you’ve cleared out the guards go inside. On the south wall is a dartboard. You can get three regular darts from it. Left of the dartboard, at floor level and behind the stairs, is a protruding brick. Use it to open the armory.
35. Inside the armory is a LAW, weapons mod (scope), mini-crossbow, lockpick, combat knife, nanokey to the barracks dorm, 7.62 and 30-06 ammo.
36. Head upstairs. The dorm is just past the restrooms. Use the nanokey to get in. The footlocker by the first bunk on the left is unlocked. Open it. Get the medkit and read the datacube. The hangar code is 5914.
37. Pick the lock on the footlocker by the first bunk on the right. Get four flares and a LAM.
38. Pick the lock on the footlocker near the second bunk on the left to get a bioelectric cell and a multitool. The last footlocker would just be a waste of a pick.
39. Exit the dorm and go left to the keypad. Punch in 5914 and enter the door. Push the button on the right to enter the hangar.
The Plane! The Plane!
1. Walk towards the nose of the jet and talk to Paul.
2. The NSF people have now all become non-violent. Go to the rear of the plane. Use a crate to climb up into the first trailer. Smash the crates and get a weapons mod (accuracy) and some 10mm ammo. Apply the accuracy mod to the crossbow.
3. On the back of the second trailer is a datacube. It gives you a diagram of the 747. Climb in the trailer and get rockets from the storage crate.
4. Walk directly under the plane’s belly and find the mechanic in orange coveralls. Buy a weapons mod (recoil) from him for 400 credits and apply it to the shotgun.
5. Return to the nose of the plane and go up the ramp. The first door on the right is a head; nothing in there. Right of the head is a bedroom; also empty.
6. Next to the bedroom is a bar. Stock up on foodstuffs if you need them.
7. Enter the seating area and turn right. Take the stairs down to the storage bay. Walk the length of the bay and you’ll find the last Ambrosia container smack in the middle of the floor.
8. Past the Ambrosia is a suspension crate. Use the code 9905, found at the helipad, to get the augmentation canister. Go to the repair bot and recharge your cells.
9. Leave the cargo bay and take the stairs all the way up to the upper deck. Get 10mm ammo from a table and a nanokey to the private quarters from the counter in the NE corner.
10. Descend the stairs and go to the private quarters double doors at the rear. Now, my JC character doesn’t much care for Anna. Plus he’s starting to believe his brother’s stories about UNATCO. Lebedev is inside the private quarters and will immediately surrender when you enter because he knows it’s against regs to kill unarmed prisoners. Once he surrenders and you start questioning him, Anna will arrive and simply insist you carry out your orders, illegal ones, by the way, and blow away Lebedev. If you walk away, she’ll do it. If you continue to question Lebedev, she’ll do it. So, my JC would prefer to whack Anna. However, there’s a problem. When Anna dies she blows up. So much for doing it up close. Plus, she is enhanced and is very hard to kill. So JC’s decided to do it this way.
11. Return to the double doors and use the nanokey to get inside. Get the PS20 weapon ready. Walk to the rear and confront Lebedev. When Anna enters and has her say, back into the corner by Lebedev to get as far away from the soon to be exploding Anna as possible, draw a bead on her head with the PS20 and let her have it. Listen to Lebedev’s conspiracy story. It’s a whopper!
12. Leave Lebedev unharmed. While you’re exiting the plane listen to a shaken Alex tell you he’ll delete the logs to cover up Anna’s little accident.
13. Once you’re outside the 747 Gunther tells you to go to the helipad. So, go up the stairs through the building and around the container yard to the helipad. It’s behind where you exited the elevator and began this level.
14. When you get to the helipad bypass your ride for now and head to the SE corner of the yard. You’ll find an enclosure full of crates and a machine that’s arcing like a summer storm. Use a lockpick to open the gate then turn on your Environmental Resistance aug. Run in, bust all the crates and take what goodies you need. The important finds are an EMP grenade and a weapons mod (clip). Exit the area and turn of the aug. Apply the clip mod to the regular pistol.
12. Go to the tower in the NE corner. Unlock it with a nanokey and climb the ladder. Get a weapons mod (recoil) and some 10mm ammo from the window sill. Apply the recoil mod to the shotgun.
13. Now you can get on the chopper.
UNATCO HQ
1. Do the usual visitor stuff. The west office on Level 1 offers nothing. In the east office is a bioelectric cell and some 7.62 ammo.
2. Go to JC’s office and get the prod charger from the bench. Get the multitool from the desk and login to the PC and check email (jcd, bionicman). Alex wants to see you after Manderley’s debriefing.
3. Go next door to the conference room and use a lockpick on the cabinet. You can get a bioelectric cell, regular darts, 30-06 and 7.62 ammo.
4. Go into the vending machine area and listen to Simons and Jaime talking. When they’re done, talk to Simons twice. What a jerk!
5. Talk to Jaime then hack the ATM for 750 credits.
6. The furnace room (across from secretary’s office) is empty, but the janitor’s closet (next to the furnace room) yields up a lockpick.
7. Go into Manderley’s office and get debriefed. Get your 1000 credits and learn that Paul’s killswitch has been activated. You’re to go to Hong Kong to assassinate Tracer Tong, Paul’s contact there. Login to Manderley’s PC before you go and check his email (jmanderley, knight_killer). Who is agent Sherman?
8. Go down to medical. You can find a medkit on one of the operating tables. Use the med bot to restore your health and to install the last augmentation you found. Install the Ballistic Protection augmentation.
9. Check the storage room. There’s another augmentation (one you already have), a medical kit and a bioelectric cell.
10. Cross the hall to Alex’s office. The secret stash in the floor is empty but you can get a multitool from the desk near the stairs leading down to Alex. Talk to Alex then get the lockpick from his desk.
11. Go to the armory and ask for tranquilizer darts.
12. Exit HQ and go to the commo van. Use 0451 on the keypad. Inside you can get 10mm ammo and Sabot rounds for the shotgun.
13. Get on the chopper.
‘Ton Hotel
1. The chopper lands on the roof of the ‘Ton hotel. Go to the north edge and climb the ladder down to the fire escape.
2. Go through the window into Paul’s bedroom. Find Paul in the next room and talk to him. You can get a medkit from the floor by his chair.
3. JC agrees to investigate the NSF base behind the bar and if he finds proof, to send the distress message Paul wants.
4. Open the picture on the column and use 4321 on the keypad to open Paul’s secret room. You can get 10mm ammo, 7.62 ammo, a multitool, a lockpick and an augmentation upgrade canister. Hang on to the upgrade for now. We’ll use it for something later.
5. Leave through Paul’s front door. Go down the stairs, turn right and climb down into the elevator shaft. Get a multitool from the crate. Climb the ladder to the top floor. On the ledge around the shaft you can find a weapons mod (accuracy). Apply it to the regular pistol.
6. Go down to the main floor and go behind the desk. Listen to the Rentons arguing about JoJo. While you’re listening, get the 50-credit chit from the table in the back. When they’re done, talk to Renton. Refuse to give him a pistol. Hang around for awhile and JoJo will walk in. Soon as he does test your pistol’s new accuracy mod on him. His body has 10mm ammo.
7. On your way out of the hotel hack the ATM machine for 400 credits.
8. Leave the hotel, turn left then left again. Go through the hole in the fence and down the alley and enter the Underworld Bar through the back door.
9. On your way through to the bar search for foodstuffs and talk to Harvey Filben. Go behind the bar and talk to Jordan, twice. Just like Filben. They all think a big raid’s coming off. There’s a shotgun and buckshot behind the bar if you need it.
10. Continue through the bar. Hack both ATM’s. One comes up empty, the other yields 155 credits. Leave through the front entrance.
11. In the street, turn right and go to the end of the street. Near the subway entrance veer right and go down the stairs to Smuggler’s. Take the elevator down.
12. The laser gate’s back up so go into the shack, find the multitool and use it on the panel.
13. Talk to the Smuggler. He lays it out. UNATCO’s gonna get Paul. Don’t buy anything. Instead head upstairs to the private quarters. You can get a couple flares and a lockpick from the shelves. Use two multitools on the keypad behind the bed to open the stash. Get two weapons mods (recoil and clip). Use both mods on the shotgun.
14. Leave Smuggler’s and go back to the street. Head west past the subway entrance and go all the way to the end of the street and past the barricades.
15. Once you exit the new tunnel, turn right and go to the stack of cardboard boxes. Behind the stack is a crate that contains buckshot.
16. Continue south. Just past the steaming grate is another pile of cardboard boxes with two supply crates behind. Smash your way in and get buckshot and a pod charger. By now you should be maxed out on certain items, like buckshot and prod chargers. Remember where the things are we’ve uncovered. You may need them later.
17. Talk to the soldier at the barricade then move on. Just past the entrance to the HQ is another pile of boxes hiding a crate that contains a medkit.
NSF Headquarters
1. Walk around the building past the attached shed with the green door. Stop at the first blue trash dumpster you find. Whack away the trash bags and you’ll find a datacube giving the login and password for the security grid; tjefferson, newrevolution.
2. Continue north to the end of the area. There you will find a narrow walkway in the wall. Follow it up and smash the two crates to get 30-06 and 7.62 ammo.
3. Go back to the shed and through the green door. Find the repair bot and recharge your bio energy if you need.
4. In the SW corner of the ground floor you can get rockets from a table.
5. Take the ramp to Level 2 and go to the east end. Crack open the two crates and get a medkit and buckshot.
6. Go to the north side to the door of the room closest to the ramp leading up. The door’s unlocked so go inside and get some foodstuffs from a table at the rear and listen to the two soldiers BS.
5. You can ignore the office next door. Inside is a datacube containing the info you found in the trash. There’s also a door leading to the rooftop where you got the 30-06 ammo. So skip the room and save four lockpicks. All you’re giving up is a bioelectric cell.
6. Take the ramp up to Level 3. Enter the office and read the datacube and find out about the halon flooded computer room. At the far end of the room on the right is a switch. Push it to evacuate the halon from the computer room.
7. Enter the computer room and find the security terminal (right side of windows) and login with tjefferson and newrevolution. Set the camera "off" and door status to "open".
8. Go down to the SE corner of Level 1 and find the opened hatch behind the cardboard boxes. Move the junk out of the way and climb the ladder down.
9. Pass into the room marked "Basement". Once inside go left and use two lockpicks on the door. Login on the security panel on the right-hand wall with tjefferson and newrevolution. Open all the blast doors.
10. Go through the open blast door in the west wall and follow the corridor to the next room. There are supply crates with TNT stacked on top of them. Lift the two TNT crates off and place them on the floor. Be sure to crouch before dropping them.
Crack open the supply crates and get a lockpick and a multitool.
11. Let’s save multitools. Open the unlocked door in the north wall. Carry a crate of TNT into the next room and place it in between the gun turret and the laser fence. Go back into the previous room and carry the second TNT crate south into the blast tunnel. This is to make sure it doesn’t become a secondary explosion. Turn around and use the scoped pistol to explode the first crate.
12. Pick up the second TNT crate again and carry it to where you placed the first, turn left and go down the corridor. Place the crate in front of the turret. Go back around the corner and get out the pistol. Lean out far enough to see the TNT and shoot it. All the laser fields and turrets should be gone.
13. Follow the cleared corridor to a room with leaking toxic barrels. You should be able to safely smash the storage container and get the buckshot without being effected by the gas. Once the crate is smashed pick up a TNT crate and place it in front of the locked door next to the toxic barrels. Retreat to the far end of the corridor and around the corner. Peek back around the corner and shoot the TNT crate. In a few minutes the gas will dissipate and allow you to get into the closet. Inside are rockets, two EMP grenades and a hazmat suit.
14. Exit through the doorway in the west wall. Make the first left and follow the corridor into the next room. On top of the cabinet is a datacube. To align the dishes on the roof, login as mcollins, revolution. To send the message, login as napoleon, revolution.
15. Use a lockpick on the cabinet. The datacube contains the proof JC needs. You can also get a riot prod, prod charger, gas grenade and weapons mod (accuracy). Apply the accuracy mod to the regular pistol.
16. Pick the lock on the door in the west wall and go through. In the next room use two picks on the cabinet and get two bioelectric cells and a lockpick.
17. Follow the stairs up and push the button to open the door. You emerge near the blue dumpster where you found the datacube in the trash.
18. Once we send the signal all these guards will be after us. So, let’s get a head start. Arm yourself with the electric prod. Let’s start zapping guards. Aim at the head from behind or the small of the back. They usually go down with one zap. There are a lot of guards, we need to be efficient about it. Make sure no other guards are looking at you while you do it, too.
19. Go through the walkway in the east wall and up to the roof. Zap the guard up there first. Return to ground level. Zap the two in the alley.
20. Go south along the side of the building. You should be able to get one guard just past the shed where you can enter the building. Go all the way out front and check for the guard at the barricade. If he’s there get him.
21. Enter the building. Start on the ground level and work your way to the top. Don’t forget the two guards chewing the fat inside the office on the second level. You can get them both before anyone reacts but it’ll take more than one buzz each. On the third level don’t forget to break open the supply crate at the foot of the ramp going up. It has buckshot.
22. After you take care of the two guards on the roof, smash open the crate by the door of the building and get 10mm ammo.
23. Enter the building and get a LAM from under the counter. Turn right and login to the first PC with mcollins and revolution. Click on all four options that appear.
24. Go into the next room. I would advise saving here. Login to the PC with napoleon, revolution. Click "broadcast message" and logout. Paul will then tell you the message went out and to meet him back in the apartment.
25. From now on all troops are hostile. Just in case you missed anyone with the zapper, arm yourself with the shotgun and buckshot.
26. Run to the bottom level and into the street. Head for the barricades and turn left. You can sneak up behind the soldier at the second set of barricades and zap him with the prod.
27. Run down the length of the tunnel and turn right at the subway entrance. Continue down the street to the ‘Ton hotel. Go up the stairs and go to the doorway next to Paul’s. Place two LAM’s and a gas grenade on the wall about 5 feet to the right of this doorway. Directly across the hall on the opposite wall place one LAM and one gas grenade. Go to Paul’s apartment door and place one LAM on each side of the doorframe. Walk inside and place one last LAM about 5 feet inside the door on the left wall.
28. Once you get inside the room and start talking with Paul, the MIB’s will bust in. You and Paul cannot win the fight. At the extreme end of this scenario you can meet up with Gunther in the subway station and either surrender or go down fighting. You can’t escape. Paul lies or dies depending on how well you perform. If you go out the window as he suggests, he dies. If he lives he plays a very minor role for the rest of the game. Live or die, the plot doesn’t change. To keep Paul alive, you and him must at least make it to the landing outside the door. This means you must at least survive the first wave of the raid and see Paul outside the room.
29. So when you’re ready get out the regular pistol and make sure it’s got a full load. Start talking to Paul.
30. Wait until the LAM inside the apartment goes off and run out into the hallway. Turn right toward the elevator then turn and face the opposite way. There should only be two MIB’s left and they should be groping around in the gas. Start shooting for the heads and continue until they’re down. Somewhere along here Paul should come out and help you.
31. When the MIB’s are down Paul heads down the stairs towards the lobby. Go with him. This was as far as I got. The next thing I know I’m waking up in the cell.
Escape
1. Walk up to the door of the cell. You will get a message from a new player named Daedalus. When he cuts the power the door raises a little. Crouch and creep out.
2. Creep right to the storage crate. Snatch the baton from the top. When the guard stands up and walks out of the room, smash the crate with the baton and get the prod. Creep to the right and hide beside the filing cabinet against the wall. When the guard comes back zap him. Take his pistol and knife.
3. Go to the filing cabinet and get a multitool from the top right drawer. From the bottom right get a bottle of forty. From the top left get some 10mm ammo. The bottom left is locked.
4. The security camera is in the ceiling around the corner from the filing cabinet, so don’t go any further than the near edge of the desk or you’ll be seen. That’s close enough, however, for you to reach and read the datacube there. Code 4679 unlocks the cell doors.
5. Go to the first cell on the left. It’s empty so the door opens soon as you click the keypad. Get soy food. Go to the cell on the far right. Use 4679 to get in. Use the med bot to get your health to 100%. Get two lockpicks and a PS20 from the dead guy.
6. Go to the last cell and talk to the prisoner. Answer "Sure, come on" and leave the cell with your new "partner", Miguel, in tow. Go pick the lock on the bottom left drawer of the filing cabinet and get a multitool.
7. Run out into the hallway, turn right and stop. Daedalus will contact you. He’ll give you a floor plan of the MJ12 facility and your new goals. The majors are:
The minor one (and really important): Find the equipment taken from you.
8. According to Daedalus your equipment is in the armory to the south. Paul is in a laboratory to the north.
Rearming
1. Go down the ramp towards Robot Maintenance and run up the left stairs. At the top turn left and then cross the bridge to the opposite side. If you hurry you can catch the guard on that side moving away from you and run up behind him and shoot him in the head. Get his sniper rifle. Duck into the bay at the far end with the two robots. You can get a multitool from the top of one of the crates. The noise downstairs is Miguel making causing trouble.
2. Stay on the left side of the room. Run back in the direction you came and take the first left. Run up the stairs, and if you’ve timed it right, you can run behind the desk and crouch before the two guards see you. One will pass the desk and go down the hallway in the direction you came from. When he does, run out from behind the desk and follow him into the hallway and shoot him in the head. Don’t forget to get his weapon. It’s probably an assault shotgun.
3. At this point something amazing happened. Miguel shows up behind me and says "I got you covered". I about jumped out of my chair. Wonder where he’s been and what he’s been doing. Is this game great or what?
4. Sneak back around the corner and watch the desk. When the second guard shows up, run up the hallway and stick your shotgun in his face. Search the body. There’s 7.62 ammo on the desk plus a datacube. It contains nothing useful.
5. Continue down the hallway and talk to the tech. Don’t buy anything he’s selling.
6. Notice the security terminal on the left side of the doorframe as you enter the next office. Run up to the sitting guard and take him out with the shotgun.
7. Get the lockpick off the desk and read the datacube. The armory code is 2971. On the table across the room are to EMP grenades.
8. Leave the room and stop to hack the security panel. Click on "Bot AI alteration" and logout. The shooting bot downstairs is now friendly, to us.
9. Go down to the next level, find the stairs and descend to the lower level. Find the repair bot and recharge your bio energy.
10. Go to the NW corner and find the General Supply Crate. Smash it with the baton and get a scramble grenade and a bioelectric cell.
11. In the middle maintenance bay on the west side get a multitool from the top of a crate. There’s 7.62 ammo also. There’s also another multitool in the last bay on the west side.
12. Exit through the south end and start up the stairs. Climb just enough steps to enable you to see the top of the patrolling Military Robot at the top. When it turns to your right and goes down another hallway, run up the stairs to the armory door on the right. Use the code 2971 to get in and blast the soldier at the desk before he sets off the alarm. Climb the stairs to the upper level and find the security panel on the right side of the entrance (right as you are coming from the stairs). Hack in and click both selections to deactivate both armory bots. Immediately hack into it again and you get a different selection. Turn the camera off and the turret to "enemies".
13. Go back downstairs. All of your original equipment is on this floor. So check the weapons you pick up to make sure you get the modified versions and not a plane jane replacement. Start by dumping all inventory on the floor by the stairs so all inventory slots are empty.
14. Start with the table on the west wall by the stairs. Get the lockpick and binoculars. Move to the table at the south end and get the riot prod. The medkit on the table is really 15 medkits. We were maxed out on them. If they won’t go in your inventory you probably have one medkit in it. Drop that one medkit and click on the 15 and they’ll all go in with one click.
15. Turn around and face the shelves. On the shelf at eye level is our modified sawed off shotgun. Skip the baton on the lower shelf but move left and get the hazmat suit. Take tech goggles from the lower shelf. Move left and get the 21 flares with one click. Get the LAM from the lower shelf.
16. Move around to the other side of the shelves and get the small metal box. Use it to reach the higher shelves and get some multitools and gas grenades.
17. Move the box over to the south end of the next set of shelves. Use it to get back the 10 cans of soda. Next shelf down are three EMP grenades. Push the box left until it’s even with the soy food on the bottom shelf then get the augmentation canister from the bottom shelf. Climb the box and get the customized stealth pistol. Get the 10 bottles of forty from the next lower shelf.
18. Move the box down and pick up the 10 bags of soy food. Climb the box and get the 16 candy bars. Forget the Zyme on the lower shelf.
19. Go to the table in the SE corner and get our modified pistol from the table. Go to the table at the opposite end of the room and get our crossbow and crowbar.
20. Break open the two crates on the east wall and find 7.62 ammo. Break open the two on the south wall and find a LAM and 10mm ammo.
21. Go back upstairs. There’s 10mm ammo and buckshot plus more on the first table. Go to the table on the west wall. Get flare darts and regular darts and 30-06 ammo. There are also two weapons mods (range and silencer). Apply the range mod to the regular pistol. We have nothing in inventory that can be silenced that already isn’t. Don’t forget the prod charge.
22. That pretty much gets everything back to the way it was before capture. If you’re using weaponry other than what’s described in the walkthrough, there’s plenty here to choose from. There’s a LAW downstairs as well as assault shotguns. And, for only the cost of one multitool, you can get a plasma rifle from the container upstairs.
23. It’s time to go find Paul.
Finding Paul
1. Exit the armory and go north back through the robot maintenance area. As you turn the corner to go left toward detention, look in the niche in the wall on the right. You can pick up a lockpick.
2. Past detention you come to the Command Center. Get the regular pistol ready and creep up the ramp on the left. Take out the dog and the guard with it, then the guard who comes to see what the noise is about.
3. Stay crouched because you’ll probably be attacked by two guards from the lower level. You can also get them with the pistol.
4. Creep to the end of the ramp and go down into the command center. Do a quick sweep for any remaining guards.
5. On two desks at the south end you can find 7.62 ammo and an assault rifle.
6. On the west wall is a security terminal. Hack in and turn all 3 cameras "off" and the turret by camera 3 to "enemies."
7. A desk on the north end yields a gas grenade.
8. Exit the command center and walk around the outside until you see a sign that labels a corridor as going to the Laboratory.
9. Follow the corridor until you come to an intersection that branches off to Nanotech. In front of this branch is a nice little staircase of boxes already made up for you. Climb to the top, smash the crate and get a gas grenade. Run back into the corridor out of anyone’s view. Miguel is still with us, by the way.
10. Go right into the first entrance to Nanotech and find the floor grate. Open it then return to the hallway. Get the shotgun ready. Go right to the next entrance on the right and go in. Run up to the guard and shotgun him before he has time to react. Quickly leave Nanotech, run back to the grate you opened and jump down. Scoot back out of sight and let things calm down.
11. Head south and follow the tunnel. When you come to a left branching, Daedalus tells you you’re under the Nanotech lab. Go left and follow the tunnel past a dead cat. It ends under a grate through which you can see an MIB walking. He’s going back to his desk. If you don’t see him walking, he’s probably already at his desk.
12. Get the pistol ready. Open the grate, climb up the ladder and go forward. The MIB should be visible just over the desk in front of you. Start blasting and keep blasting until he’s down. When he explodes dive back into the tunnel and let things quiet down.
13. When all’s calmed down, climb out of the grate. Get tranquilizer darts from a wooden table on the east wall. Whack open the Medical Supply Crate and get the medkit. Hack into the PC on the desk near the grate and only release the containment field. Don't let the greasels out. It’s too messy.
14. There should be one guard left outside the office. Go out, find him and take care of him. In my case he just happened to wander into the office while I was taking the augmentation canister and was an easy take out.
15. Find the med bot and install the augmentation. Choose Spy Drone and immediately upgrade it to Level 2.
16. Leave Nanotech and turn right (north). Get the prod ready. At the end of the hall is an office on the right. Bust in there and prod both the guard and the secretary before either one of them hits the alarm.
17. Keep the prod ready. Leave the office and go left and up the stairs. At the top is a guard with his back to you. A perfect opportunity. Hack into the security panel on the wall and set the turret to "enemies". Leave everything else alone.
18. Return to the office, go past and up the stairs to the left. Well, Miguel finally bought it. His body is here. He was loyal as a dog, if not a little talky. Read the datacube on the desk. Network security login and password is MJ12 and invader.
19. Look through the windows to the two monsters below. Push the button on the panel beneath the center window to open the doors. Run back downstairs to the window in front of the office and watch them attack the guards and people outside. When they’re done they’ll see you in the window and come back into the cage. When they’re both inside run back upstairs and close the doors.
20. Go down the stairs to the west, enter the surgery ward and talk to Paul. When you’re done Daedalus tells you the code to the exit door is 1125.
21. Go back up the stairs and down the other side to the office. Pass Nanotech and take the corridor back to the command center. Walk around the perimeter of command center until you find a door with a keypad. Use 1125 to get through.
22. Get the prod ready. You can run into the next room and surprise the guard sitting at his desk. Continue down the corridor.
UNATCO HQ
1. You emerge in UNATCO HQ. Keep the prod ready. Creep up to the big door and press the button and go through. There’s probably a guard in the corridor. If he is, zap him.
2. Go talk to Jaime. Tell him to stay at UNATCO and be an informant. By doing this he’ll turn up in Paris with some very important information.
3. Take the augmentation canister and get it installed. Choose Regeneration.
4. Go across the hall to Alex’s. The stash under the floor yields a 600-credit chip. Take the multitool on the center table and go talk to Alex. He gives you a key to the front door. Use a multitool on the keypad to Alex’s closet and get a bioelectric cell and a lockpick.
5. Go to Anna’s old office. You’ll probably have to zap a guard in there. There’s 30-06 and 7.62 ammo on the table. Go to the armory.
6. Talk to Carter then go inside and start on the west wall with a bioelectric cell. Smash the crate and get 10mm ammo.
7. Go to the shelves and get a rebreather, weapons mod (recoil). Apply it to the shotgun. Get a weapons mod (range). Apply it to the pistol. Get the augmentation upgrade canister. Use it to upgrade Regeneration to Level 2. From the counter by Carter get a lockpick and a multitool.
8. Hack his PC and find out he was part of helping you escape.
9. Go up to the next level and zap the two guards sitting in the conference room. Use three picks to get into the cabinet and get the Sabot rounds for the shotgun. There’s also a plasma rifle clip and 10mm ammo on the bench next to the cabinet.
10. Sneak into the next room and zap the guy watching TV. Go into the vending machine room and talk to Shannon. She confesses she’s the one that’s been stealing. Buy one of her scrambler grenades for 1250. Hacking the ATM will get you nothing.
11. There’s a flare in the furnace room and a bioelectric cell in the closet next to it. Let’s confront the big boss. Get the pistol ready and go to Manderley’s office.
12. When you enter Manderley’s talking to Simons by hololink. When Manderley’s through talking to you, shoot him.
13. Head up to Level 1. Sneak into the west office and zap the guy at his desk. Get a lockpick from the bookshelf.
14. Use a lockpick on the east office door. Go in and get a multitool from the bookshelf.
15. Use the nanokey to get through the glass door and into the retinal scan area. Creep up to the scan unit, hit the button then run through and past the guard looking out his window.
16. Zap the guard at the top of the stairs in the reception area then head out the main door. Go to the commo van and use 0451 to get in. Get a scramble grenade from the table. Smash the crate outside and get a mutitool.
17. Get on the chopper and go to Hong Kong.
Deus Ex Walkthrough © 2000 by Jim Blanchard