NEW YORK

[ Hell's Kitchen | Shipyard | Cemetery ]

HELL’S KITCHEN

1. Jock lands you on the roof of the ‘Ton hotel. Use your Speed Enhancement (F7), for a second to climb up on the ledge around the roof.

2. Go to the SE corner of the roof and look down and right. You see a ruined building with two fire barrels burning inside. That’s what’s left of the Osgood and Son’s building. It’s also where you meet Stanton Dowd. But first there’s some snooping to be done.

3. Cross the roof toward the steps by the ladder that leads down to the fire escape. Tracer contacts you and tells you to go to the Underworld Bar and meet with your old buddy Harley Filben. He can set up the meet with Dowd.

4. Descend the ladder to the fire escape and creep through the window into Paul’s room. In the living room, between the sofa and chair, you can find a medkit.

5. Open Paul’s secret room and you can probably find a bioelectric cell, a multitool, and some 10mm ammo. Some of these items may only be here because the last time through our inventory was maxed out on certain things, like 10mm ammo.

6. Leave the room and go to the balcony that overlooks the lobby. There are two guards down there. Get out the stealth pistol. Go to the left side of the balcony and step forward just enough to where you can see the guard standing by the reception desk. Activate the scope take him out with a couple shots. He may shoot back before you get him, but his partner doesn’t seem to notice.

7. Switch to the regular pistol and do the same for his partner. This guy may be in the reception office and you may have to wait awhile for him to come out.

8. Go downstairs behind reception and get a 50-credit chit from the table and a nanokey from the pigeonholes. Go back upstairs to the apartment where the drug addicts were and use the nanokey to unlock the door.

9. Inside is a harmless woman. In the corner just before the bathroom entrance is a medkit on the floor.

10. Go downstairs to the ATM machine and hack it for 175 credits.

11. Go back up to Paul’s room and back onto the fire escape. At the west end of the alley below and to the right is back door (with a white light by it) of the Underworld Bar. There’s a guard that patrols the alley. Time your descent so he’s not around and make it through the door. Make sure you have no weapons out when you enter the bar.

12. Find Filben. He should be at a table close to where you enter. He agrees to have Dowd meet you at the burned out Osgood and Son's building. He also gives you a secondary goal of going over to the Free Clinic and whacking Joe Green, a traitor.

13. Continue to the bar and you’ll see a marine, Vinnie. Tell him you’ll check out the strange doings at the base. He then tells you that if you mention his name at the base his buddies will help you.

14. Go behind the bar and you can find a medkit, but don’t tell you bartender about Stanton Dowd. She’ll snitch on you and it’ll make your job much harder.

15. Neither of the ATM’s have any money in them. Return to the back door, open it and crouch down. Look slightly right and you can see the entrance to the Free Clinic. Wait for the guard to pass from sight, then run to the Free Clinic entrance and through.

16. Once inside you get the first of a few garbled messages from Daedalus. Empty your hands of weapons and walk into the clinic. Find Joe Green, probably in the SW corner by some double doors, pull the pistol and shoot him in the head.

17. Go through the double doors and all the way to the end of the room. On the floor left of the desk you can find a medkit. The doors have been blown off the surgery but the two med bots still work if you need them.

18. Getting to Osgood’ won’t be so easy. Leave the clinic. Check out the front of the Free Clinic first and when it’s clear make a run back to the alley where the back door to the Underworld is. Keep going all the way to the wooden fence and on the left by some trash cans you find some darts.

19. Creep through the hole in the fence, and if you timed it right, the military bot off to the left will be far enough away it won’t spot you when you turn right and run to the front of the hotel and enter.

20. Osgood’s is just around the corner, to the right, from the hotel. Stand in the entrance of the hotel until the military bot comes by and reverses direction. When it’s going to your left and is past, run out of the entrance and turn right. Go around the corner and run up the steps to Osgood’s and immediately crouch. Go to the left and in a corner by a fire barrel you’ll find Dowd.

21. Talk to him. He says you have to scuttle the super freighter. He gives you a map of the super freighter, asks that if you find some Ambrosia he’d appreciate you giving it to him since he has caught the plague, and leaves.

22. We need to go to Smuggler’s for some explosives. He’ll ask high prices but you can afford it. Plus we’ll raid the shipyards for explosives also. A good way to stock up on LAMs.

23. First, we have to get to Smuggler’s. Creep back to the steps of Osgood’s. Jock will probably warn you that troops are converging on your area. Hit F4 (Cloak) and F-11 (Recirculation) and run for the hotel. Cloaking will not hide you from the bot, only humans. If when you turn the corner and you see the military bot is moving away from you and at least three-fourths of the way to the subway station, keep on running. Turn right just before the station and run down into the stairs leading to Smuggler’s door. Turn off the augs.

If the robot is close or coming towards you, run into the hotel instead. Wait until the bot comes by and reverses direction. Creep out and watch. When it’s about halfway up the street, hit F4 (Cloak) and F-11 (Recirculation). Run up the street and just before the subway entrance turn right and go down the stairs to Smuggler’s doorway. Turn off the augs.

24. Go right from the elevator to the far right corner of the room and smash the crate to get a lockpick.

25. Go to the shack, get the complimentary multitool and use it on the panel to down the laser fence. Head on to the back and talk to Smuggler.

26. 2400 credits for six LAMs! Ouch! Well, go ahead and buy them. You should have over 6000 credits.

27. Go upstairs to Smuggler’s apartment and get two flares and a lockpick from the shelves. Use two multitools on the keypad behind the bed to open the stash. Get a medkit, sabot rounds, 20mm HE, a pepper canister and this time, take the thermoptic armor.

28. Go back to the elevator and go up to the stairs. Creep to the top of the stairs, activate the thermoptic armor (make sure you right click to turn it on) and run through the troops to the hotel entrance. Go up the stairs toward Paul’s room. At the top, just before you turn left, get a prod charger from the right side of the doorway.

29. Go through Paul’s bedroom and through the window. Climb the fire escape ladder to the roof and get on the chopper.

 

NAVAL SHIPYARD

Yards and Dock

1. Find the grate to the east, open it and creep through. Follow the alley around the building (barracks) to the unlocked door at the front. Go inside and wait for the patrolling guard to come in. Talk to him. He’s one of Vinnie’s buddies and he gives you the key to the main gate.

2. Move up to the main gate and crouch. Quickly use the nanokey to open it and creep to the right against the wall.

2. Go east to the parked trailers and turn left toward the loading docks.

3. Once you gain the docks go left toward the single trailer. The door to the building is just past the trailer.

4. Open the door, do a quick scan for guards, the go straight ahead to the soda machines. There is a security panel just past the last machine. Hack in and turn all cameras off, unlock and open all doors.

5. Double back along the machines and make a right into the office. Go behind the desk and read the datacube inside the left desk door. Security login and password is; usfema, security. The desk door on the right side is locked. Save a pick and open it with two shots from the pistol. Inside is a nanokey for the three trailers parked outside. Hack the PC and quickly scan the email.

6. The first door on the west wall is the restroom. Inside the stall there is a datacube to read. Today’s entry code is 0909.

7. Go into the office on the north wall. Hack the security computer just inside the door. Select the option "Perimeter Robots: Attack All". This will cause all the robots outside to start shooting guards.

8. Go behind the desk. On the floor underneath the right side is the nanokey to the ammo storage warehouse. Shoot the right desk door twice and get some 10mm ammo. Do the same to the left door and get two nanokeys; the supply closet and the commander’s office. Skip the middle drawer. It won’t shoot open and only contains a pistol.

9. Go to the door next to the restroom and use 4 picks to open it. Break open the crates and get 10mm ammo, a lockpick and some rockets.

10. On the roof of this office are three crates containing sabot rounds (which we’re maxed on or will be soon), buckshot (maxed), an assault shotgun, and a box of rockets. We don’t need any of these items. So, we’re done in the building. Remember where these items are in case you need to come back for ammo. The guards in the building have nothing worth fighting for. One has a LAM but we have plenty. There is an open sliding door on the opposite side of the building but all it gains you is a face-to-face with a huge military bot and we’re not equipped to handle it.

11. Leave the office and go to the trailer backed up to the dock. Open it with a nanokey. The crates inside contain a bioelectric cell, a lockpick and a weapons mod (range). Apply it to the stealth pistol.

12. Go to the trailers in the corner of the yard. Use the nanokey to open the first one. Use Speed Enhancement (F-7) momentarily to climb inside. The crates contain 7.62 ammo and a medkit.

13. Do the same with the second trailer. You find buckshot and 30-06 ammo.

14. Stand in front of the semi-trailers and look west. There is a long building on the left with a single light on the side. You may also see a bot just to the right of it. That’s one of the bots guarding the ammunition storage. It’s not one of the perimeter bots you fixed with the hack earlier.

15. Sneak down the wall past the main gate to the building. When you get to the building face right and look slightly up. You can see a bridge between the two buildings and the guard patrolling it. He can see you from there if you step into the pool of light from the light on the building. Snipe him with the scoped pistol.

16. Creep down the wall to the corner and wait a few minutes. A guard may walk by from your left or he may come from the loading docks. On the right If you see him snipe him with the pistol. You may have to wait a long time, but it will make the next few steps easier.

17. Creep around the corner, then the next and you’ll find the entrance. It takes 2 picks to get inside. Inside, left of the door and up in the corner above the potted plant, is a camera. The security panel is across the room in the SE corner. You can’t get to the panel without sounding the alarm. If you didn’t get the guard outside he will probably riddle you just after you hack the panel. Shutting off the camera takes 3 multitools, a definite waste.

18. Aim for the dark spot between the desk with a PC and the desk to the right of it. Cross the room to the security panel and hack it. Make the ammo storage shed camera off, but close and lock the doors. Click on the other cameras and turn then off, unlock and open all remaining doors. If you hear no guard’s voices during the hack you’ve got it made.

19. Go close the entry door and hit the light switch on the left. Start with the desk directly across from the entry on the east wall. The left side is unlocked and empty. The center drawer is unlocked and only contains a candy bar. Shoot open the right door with two pistol shots and reveal a medkit (you should have maxed quite a while ago on these). On top is a worthless datacube and hacking the PC only reveals mundane email.

20. Turn left and go to the next desk. The right side well contains a candy bar. Opening the left with the pistol will only reveal some binoculars. Don’t bother. The center drawer cannot be shot open and would require using two picks to get a 100-credit chit. You don’t need the money.

21. Move to the third desk. The left well is empty, get a lockpick from the right. The center drawer of this desk can be shot open and contains two bioelectric cells.

22. As for the filing cabinet behind the desk, the top and bottom drawers are empty. The locked middle drawer contains a datacube with Walton Simons’ login and password. We don’t need it. We can hack later. For now save the pick and ignore the cabinet.

23. Go to the door next to the security computer on the wall. It’s Simons’ office. Use three picks to get in. The light switch is on the wall to the right. You get skill points for entering.

24. There’s a safe behind the desk that contains an augmentation canister. All our slots are full, we don’t need it. There’s a datacube that has the code to the East Warehouse, 2249. Again, unneeded since we can hack. So ignore the safe. Shoot open the center desk drawer and get a 100-credit chit. Shoot open the right well and get a nanokey to the weapons storage closet. We already opened that with a hack. Shoot open the left well and get a weapons mod (reload). Apply it to the regular pistol.

25. Hack the PC and look at the Versalife email. The building's been demolished to cover up the evidence and JC is blamed, of course.

26. Go to the dark room next to the office. There’s ballistic armor on the floor (ignore). The crates contain 10mm ammo, 7.62 ammo and a multitool.

27. Go to the window and look across the yard to the ammunition storage building. If the door is open, go to the security panel, hack in and close it so the bots can’t see out. The bots can open and close doors when they patrol or investigate.

28. Go to the entrance of the room, switch the lights out, crouch in front of the door and open it. Creep right across the yard to the skid of green barrels against the wall. Whatever this stuff is, it’s powerful. Get on the skid and scoot one of the barrels off the skid and onto the ground. Now push it toward the center of the huge sliding doors of the ammo storage shed. Position it pretty close to the center of the door. Don’t push the barrel against the door or the bot inside will open the door to check out the noise. Go back and get a second barrel and push it up against the first.

29. When the barrels are positioned, go back into the last office you were in and hack the security terminal. Open the doors to the ammo storage shed. Creep out the door and go right all the way back to the trailer parked at the loading dock. When you shoot those barrels by the door they will not only blow the doors off and vaporize the two bots inside, the barrels remaining on the skid will go off too. Use the scope on the pistol and shoot the barrel. Wow!

30. When the dust clears, creep back to the storage shed and go inside. Go left and into the little control building. Get the multitool from the floor under the console. Don’t hack the security panel.

31. On the console are three buttons, one for each of the storage bays in the shed. Click buttons one and two. Don’t do three yet. There are two more bots inside bay three.

32. Go inside bay #1 and pick up a crate of TNT. Carry it to the center of bay three. The doors swing out in an arc and if they hit the TNT it will explode prematurely. Notice from the other open doors where the limit of the swing is. Line up all three crates of TNT in front of the doors to bay three just outside of the door swing arc.

33. Go back into the control room and push button three. Quickly turn right and climb the ladder to the roof. The bots inside bay three will mill around a little before coming out, so you have a little time. Shot one of the TNT crates and the explosion should finish off both bots.

34. While you’re on the roof, check out the goodies in the crates. There’s a LAW (ignore), buckshot and a lockpick.

35. Proceed to bay #1 and begin the looting. In bay one get 10mm, 7.62, and 20mm HE ammo.

36. Bay #2: sabot rounds, buckshot and an EMP grenade. There is also ballistic armor (ignore), and some rockets.

37. Bay #3: two LAM’s, a LAW (ignore) and a hazmat suit (ignore). This is the big stash of explosives we were expecting?

38. If you’re tired of hearing the sirens, go back into the control room and close the bay doors.

39. Leave ammo storage and go forward and slightly right to the building by the chain link fence. It takes two picks to get in. Inside is a repair bot. Use it to recharge bio energy.

40. On the table by the bot are a multitool and a lockpick. The crate contains another multitool. That’s it.

41. Leave the building and go left to the chain link fence. The gate should be open. If it’s not go back to the commander’s office and hack the security panel again and open it. It’s camera #1.

42. Creep through the gate and go right. We’re heading for the huge crane. There will be military bots between here and there, maybe even some guards the bots haven’t found yet. Shoot any soldiers you encounter.

43. Creep along the side of the large building all the way to the end. There’s a lamppost there. Off to the left is the entrance to the crane. Check out the area for bots, then creep into the crane entrance.

44. Take the elevator up. At this point you should have enough skill points to upgrade pistol skills to Master. Do it.

45. Enter the control shack. Under the panels on the wall you can find 30-06 ammo and a sniper rifle (ignore).

46. Go to the console and click the switch to lower the bridge. Cross the bridge to the opposite side. While you’re crossing you may want to look east down to the ground. You may be treated to the sight of the bots taking out some soldiers.

47. Once you’re across, look right and you can see some air conditioning units on the roof below. Jump down on the nearest then jump to the roof. Don’t go around the edge of the roof gawking at the sights too much. The military bots down below will see you sooner or later and, as you know, they never miss.

48. The unit you landed on is the only one you can enter. Shoot the panel with the pistol and crawl inside.

49. Follow the ducts to a grate and open it. You encounter a shaft with a huge fan in it. Walk right around the perimeter of the shaft. Notice the ladder. Keep going and pick up a lockpick and a multitool.

50. This sequence is, how can I say it, very annoying. We’ll use brute force to get by. Get a LAM ready. Creep to the edge of the shaft and watch the spider bots scurry around. You’ll never get all three with one blast so concentrate on two. Wait until two are close together and on your side of the blades then drop the LAM down the shaft. Back up to avoid the blast. You should get two bots plus blow the blades off the shaft. The remaining bot can be finished off with about three sabot rounds from the shotgun.

51. Now go down the ladder. There is a pipe on the floor. Where it joins the central shaft you can find a multitool.

52. Ok, let’s collect some skill points. Underneath and behind the ladder is a grate. Open it and follow the ducts all the way around until you find a huge grate overlooking the ship. This will complete one primary goal.

53. Go back to the central shaft. As you exit from under the ladder go right to the door. Place an EMP grenade on the inside of the frame close to the door. Step to the side and open it. Inside are two more spider bots, bigger than the last. Show yourself momentarily and when the nearest comes for you turn and run around the shaft of out view. When the grenades goes off the bot should be disabled.

54. Get the shotgun and sabot rounds ready. Enter the tunnel and approach the second spider. There’s a gap in the floor between you and it, so it can’t charge you. But if you get too close you’ll get zapped. Get as close as you can and finish it of with four sabot rounds. Jump the gap and go through the door at the opposite end.

55. In the next room collect a bioelectric cell from the floor under a security terminal. Hack the terminal and make the door status unlocked and open.

56. Open the door and follow the corridor through another unlocked door and into a small room with a ladder going through the floor and a small opening in one wall. This is where you came out when you went through the ducts below the ladder.

57. Take the ladder all the way down. In the small room at the bottom open the door to crane control and take the ladder up. Go into the control room and you get some skill points. While you’re there you might as well push the single button on the control panel to move the crane.

58. Go back to the room down below. The wooden door leads to the dock alongside the ship. A guard patrols outside. If you happen to open the door at the wrong time you’re a gonner. You need to crouch and creep out the door to the right and snipe the guard as he walks.

59. Continue down the dock. There are two more guards at the far end. You can get them both from a very long distance with the pistol and scope.

60. Just past the pedestal on the dock you can turn right and go into the building. Go into the first room on the left. It’s a break room. Talk to the workers. One of them is a friend of Vinne from the Underworld bar. He gives you the code to the pedestal outside, 6655.

61. Leave the break room and turn left. Follow the corridor up some stairs. At the top is a security room on the right. Open the door and go in. It’s another friend of Vinnie’s. He tells you the foreman has the code for the ramp and it should be in his locker up the hall. Well, we already got it. Read the two datacubes you can find. One gives you the ramp code of 6655.

62. Exit security and go right then left into the restroom. Sure enough, in one of the lockers you can find a datacube that gives you 6655 again.

63. Enough. Lets hit the ship. Now things start to get difficult. Go to the pedestal on the dock and use, what was it, oh, yeah, 6655 on the keypad.

Wall Cloud

1. The ship is full of sailors, of course, and Chinese soldiers. The sailors are all mostly armed with pistols, the soldiers with assault rifles. The main deck is crowded with containers and guards wander all through them. Naturally, our ultimate goal is in the bottom of the ship and we have to wade our way through decks of hostile individuals.

2. Walk up the ramp to the main deck. We need to go east to the end of the ship. The best way to do that is to face the center of the ship, stealth pistol ready, and sidestep right. You’ll move along the rail and be able to see into the containers and spot the guards. Just note, don’t shoot.

3. When you get as far as you can go. Creep towards the center of the ship and find the crates inside the first group of containers on the left. On the floor by the entrance you’ll find a LAM. There’s also a suit of ballistic armor (ignore). The crates contain 30-06 ammo and a medkit.

4. Now, leave the container and turn left. Start here and using the stealth pistol and scope, search through the containers and get the guards one by one with head shots.

5. When you’re done (I got five with five shots) go all the way forward (west) and to the south side of the ship. Find the ramp where you came on deck. Continue forward and you’ll find another ramp leading up to an unlocked hatch. Open the hatch and creep in. All movements in the ship are done crouched. You can usually hear the footsteps of the guards before you see them. Use the stealth pistol and shoot anybody you meet. We’re going up to the top and hack security then work our way down. The object is to not set off any alarms by being spotted by cameras.

6. The first door on the right is the galley. Nothing in there. Sneak into the stairway on the right and hide under it. Wait to make sure you can’t hear footsteps then go up.

7. At the top go right to the Electronics Lab and right again. At the end of the corridor is a grating in the left bulkhead. Go inside and use the aug light to find the end of the duct.

8. Open the duct and creep out under the stairs. Take the stairs up. Find the door to the Command Centre. Stand slightly to the right of it and use one pick on the door. Get the regular pistol out (more stopping power) crouch and creep into the room. Both guards are to the right around some cabinets. You should be able to get one before you’re noticed and make short work of the other.

9. On a desk you can find a nanokey that unlocks the security access panel. A datacube on another desk gives you the code for the Captain’s cabin, 65678. Be sure you get the weapons mod (laser) from under a desk. Apply it to the regular pistol.

10. Leave the command center and turn left. On the east wall is a security terminal. Hack it and turn all cameras off, unlock and open all doors.

11. Go onto the Bridge. Go SE through an open door and find a crate. It contains an EMP grenade. Walk through the door and go outside for a small exploration bonus.

12. Go back through the Bridge to the Captain’s quarters. Use the code 65678 on the keypad to get in.

13. The datacube on the desk divulges the code to the armory, 71324. The unlocked center drawer gives us a 2250-credit chit.

14. The stand by the bed has a nanokey to below decks and a datacube on the floor under the bed has the Captain’s login and password; kzhao, captain.

15. The holomachine has a message from Simons. Login to the computer and read the Captain’s email. Poor guy, he’s getting it from all sides.

16. Leave the Captain’s cabin and creep back down the next level to the Watch Room. There’s a guard outside the hatch. Open it and surprise him.

17. Leave the watch room and turn left. The door to the armory should be open. Go on in. The crates contain a lockpick, 10mm ammo, and thermoptic camo (ignore). On the first set of shelves from the top, 10mm ammo, pistol (ignore), buckshot and an assault shotgun (ignore). The second set of shelves from the top, 7.62 ammo, a LAM, gas grenade and assault rifle (ignore). On the floor between the shelves is a box of rockets.

18. Leave the armory and go east to the unlocked sickbay. Use the med bot to restore health. A datacube on the desk gives the code 9753 for raising the bridge in engineering. The bottom left door reveals another below decks key. The drawer is empty. The cabinet has a pepper gun, a medkit and soy food. The crate contains, what else, a medkit. Left of the entrance is a grate in the wall. Go through it to the Electronics Lab.

19. Use the repair bot to restore bio energy. The shelves right of the bot contain two bioelectric cells, a multitool, and a datacube. If you decipher the mess on the datacube you come up with the login and password for security; root, reindeerflotilla.

20. The desk left of the bot has a datacube with the code for ops, but we’ve already been there. There are also two multitools.

21. The last desk has a multitool and two weapons mods (silencer, accuracy). We can’t use the silencer but apply the accuracy mod to the stealth pistol.

22. Leave Electronics through the ductwork and go down the stairs. At the bottom turn right and enter the first door on the right. Only bother with the bottom right locker in the four locker stack. Pick the lock and get a 100-credit chit.

23. The door in the SE corner goes to the other Crew’s quarters. In there go through the four locker stack and get a bioelectric cell. Pick the bottom locker of the other stack and get a multitool.

24. Exit the door and turn right. Go to the last door on the left, the Chem Lab. On a counter get some Ambrosia for Dowd. The safe has an aug upgrade canister. Use the three picks to get it. Apply it to the Regeneration augmentation.

25. The only other area on this level is the Galley and it has nothing we need. Leave the lab and turn left. Open the hatch and step on onto the ramp. Take it down to the main deck.

26. Head east toward the end of the ship. When you get to the end, climb up on the railing and walk the railing around the cargo containers. Jump off the railing and you’ll find a GEP gun and some rockets. Ignore them both but take the 50 skill points for finding them.

27. Return via the rail to where you climbed up on it originally.

28. Jump down in the well where the containers are and go left about 10 feet and you can find a LAM against the ledge.

29. Run all the way back west and up the ramp back into the ship. The stairs going down to the lower decks is past the Chem Lab.

30. Go down the stairs to the hatch and use a nanokey to unlock it. Crouch, creep through and go down the stairs to the engine room. Turn left and go down another set of stairs. At the bottom turn right and go under the stairs to the wall. Down the wall a ways is a room with two, sometimes three guards in it. Creep to the entrance and put a gas grenade on the wall beside the door. Creep back to the ladder. Turn and creep towards the doorway and shoot inside. When the gas goes off toggle F-9, Environment resistance, go into the room and finish the guards. Quickly run out the east entrance and to the right (south). Turn into the first opening on the left. Turn off the aug and wait for the gas to clear.

31. If you only got two guards, there’s a third in this hallway somewhere. Watch out for him. These guards throw LAM’s at you.

31. When the gas clears continue south around the corner to the left. At the far end of the passage, just left of an open doorway, is the security terminal. When you get down there, go into the opening on the left just before the terminal.

32. Creep out and watch the door. A guard will patrol by. If he’s going away from you, wait. When he comes back and goes to your left you’ll have more time to hack the panel. OK, when the guard’s in the proper position go out and hack the panel. Turn all cameras off, unlock and open all doors. Slip back into your hiding spot before the guard comes back.

33. In your hiding place you can find some darts. Beak open the crate and get a lockpick. Now load up the crossbow with tranqs. Peek around the corner again. When the guard returns and is going away from you let him get almost out of sight then dart him and scoot back into the hiding place. It’s a long way to the alarm. Wait a minute of two and if the alarm doesn’t go off you’ll know he didn’t make it.

34. There are two more guards in the room. Creep up to the door and peek left. There’s a passage between two huge pieces of machinery. The second guard patrols back and forth in there. Give him a dart and just run out the door down the passage. He’ll pass out before he can shoot you.

35. There’s one more dude that can spoil it. Creep back into the room and go right. Follow the wall all the way around the room to some stairs. There’s an open hatch at the top through which a guard could see you down below. Creep up the stairs and turn right at the hatch. Snipe the guard with the stealth pistol.

36. While you’re up here go north down the hallway the guard was patrolling to the security terminal on the right wall. Hack it and turn all cameras off, unlock and open all doors. Return to the top of the stairs, but watch out. I was running down the corridor and when I got to the doorway I collided with a guard coming through. It surprised me and I twitched the old mouse button involuntarily and got in a lucky one-shot kill.

37. Go to the south end of the catwalk. Behind the last barrel you can find tranquilizer darts.

38. Go downstairs and smash open the crate to the front right and get a lockpick. Go to the SE corner of the room and find the large brown sign on the wall. It’s labeled "Tri-weld Seam". Tracer probably told you about it when you passed here earlier. Go back down the corridor a decent ways and throw a LAM at it. If you’re successful the sign will be replaced by a plume of steam.

39. Head toward the NW corner of the room. There’s a desk with a PC and left of the desk on the wall is a button labeled "Bilge Power". Push the button and hack into the PC and click on "Reverse Pump Flow". If you do it right Tracer tells you.

40. Take the prod charger from the edge of the desk and head south out through the door you originally came through and into the hallway. Follow the passage back to the room where you took out the guards with the tear gas. Stay crouched and go through the door without stopping else a camera will pick you up. Smash the crates and get tranq and regular darts.

41. Creep out of the room and go left to the wall by the stairs. At the wall go right. Go past the huge piece of machinery and turn right again and go forward a little ways. Look right and up and you should see a catwalk. Look north along the catwalk to where it passes behind a grayish column. On that column you should see a keypad.

42. Continue forward until you can make a right and go to the keypad. Punch in 9753 and the catwalk, which is really a bridge, will raise.

43. Walk forward past the column and turn left up a ramp. Go straight from the top of the ramp and find another ramp going down to the right. At the bottom of this ramp is a crate that contains a LAM. Go back up the ramp and you’ll see another crate directly ahead of you. While you’re standing at the crate look ahead and down to the far corner of the wall. You can just see a tri-weld seam.

44. Follow the edge of the platform left until you find a ladder.

45. Climb the ladder to the bridge, turn right and cross over into a room. Take the south exit into a small room with a ladder and a crate. The crate contains buckshot. You can also hear the steps of a guard overhead.

46. There’s three sailors overhead. You can easily pop up the ladder three times and get one each time. When you’re done, hack the security terminal just right of the ladder. Get tranquilizer darts from the bodies.

47. Descend the ladder and go back to the little room at the end of the bridge and take the other exit. It leads to a cabin with some ballistic armor (ignore) on a shelf.

48. Shoot the window in this room and climb through onto the pipe. Follow the pipe around until you can’t go any further. Turn left and look down. You can see the weld point and a stack of metal crates. Jump down to the crates, then to the floor.

49. Find the wooden storage crates and get a bioelectric cell, 7.62 ammo, and a LAM.

50. Climb the stack of metal crates. You may have to use Speed Enhancement momentarily to make the top of the last crate. Hop over on the wall. Face the weld point, throw a LAM then step of the wall backwards before it goes off.

51. Head east and go under an arching red pipe and turn left. Go all the way to the wall and turn left. Follow the wall and you’ll find the next tri-weld seam. Go left from the seam and find the storage crate. It contains a multitool.

52. All those barrels you see around you will explode when the LAM goes off. Go back to the weld seam and turn right. Walk until you’re stopped by a platform. Turn and face the tri-weld seam. Throw a LAM at it then sidestep left out of the blast area.

53. Walk south down the wall and turn left. Go past the post with the keypad you used to raise the bridge. Go straight to the wall and turn left. Go to the room where you gassed the guards and go through it into the passage beyond. Turn left.

54. Go to the end of the passage and turn right. Go to the worker standing by the repair bot. Listen to what he says. Take the heli-bay ops room nanokey from the metal crate and the multitool from the floor. Use the bot to recharge bio energy.

55. Enter the room, turn right and climb the ladder. Hack the security terminal at the top. Do all cameras off, unlock and open all doors.

56. Stand at the bottom of the ladder and look over in the SE corner. You should see the berserk spider bot. You can pump four sabot rounds from the shogun into him long before he gets to you.

57. Walk east and make a right between the two huge pieces of machinery. Go right again and to the panel you can see on the west wall. Bypass the panel with two multitools. In front of the panel is a grate in the floor. Open it and drop down into the ductwork.

58. Head straight north and around the corner. Just before the blue laser trigger make a left and go to another panel. Bypass it with one laser tool to shutdown the laser trigger.

59. Go past the laser trigger and take a right to another panel. Use two multitools to bypass it. It shuts off the malfunctioning machinery upstairs. Return to the ladder under the grate and go back up to the deck.

60. The tri-weld seam is in the NE corner. Blow it.

61. In the pitch black of the SE corner is a grate. Open it and go down.

62. Head east along the trench. At the end on the left you’ll find some 10mm ammo. Go right, climb the ladder and pop the grate.

63. Get a LAM ready. Exit the grate and to straight east to the wall. Turn right and you’ll see the tri-weld seam. Go up to it and stick the LAM to the wall next to it. Don’t waste any time and creep back go down through the grate and head back the way you came. A guard is going to walk by the LAM and blow the weld. When it’s successful Tracer will tell you to meet Jock back in the shipyard.

64. At the end of the tunnel go back up the ladder. Exit the room and go past the worker and the repair bot. Head west to the end of the passage and turn right. Run through the room where you tear gassed the guards and turn left.

65. Find the stairs and go up. Turn right at the big red "Exit" sign and go up the stairs. When you get back above decks turn right (south) and go through the hatch to the ramp.

66. Go down the ramp then head east a short distance and you’ll find the ramp going down to the dock. Head to the west end of the dock and into the doorway on the left. Take the ladder up. You’ll probably have to try several times to make it. Each time there’s and explosion you get knocked off the ladder.

67. At the top of the ladder turn left, crouch and get into the ductwork. Follow the ductwork back to the shaft where you blew the blades off the fan and climb the ladder.

68. Go left and climb into the ductwork again. Follow it until you emerge on the roof.

69. Find Jock’s chopper and get onboard.

 

CEMETERY

1. Jock lands at the entrance to a cemetery. Push the button at the gate and the caretaker comes out and lets you go in. Go behind the caretaker’s house and find a box of buckshot. Don’t go in the caretaker’s house yet. More buckshot is under the bushes to the right of the house’s door.

2. Off to the west is a fresh grave what contains a bioelectric cell.

3. Follow the path to the mausoleum entrance. Enter through the tunnel at the bottom of the open grave to the right, not through the mausoleum door.

4. Take the first left in the tunnel and around a dark corner. The Combat Supply Crate holds 10mm ammo.

5. Continue past the crate and turn left. Pass through a sliding door and into the mausoleum which Dowd has converted into a command center.

6. Talk to Dowd and he give you some information on Nocolette Duclare.

7. Go to the computer and get a multitool from the table near it.

8. The sarcophagus on the left end of the west wall contains foodstuffs. The one on the right contains buckshot, a LAM, and EMP grenade and 7.62 ammo.

9. The sarcophagus in the north wall is empty. The crate at the top of the stairs contains a lockpick.

10. A plaque on the wall next to the sarcophagus in the south wall is a safe. It takes three picks to open and contains an augmentation canister. Upgrade the Power Recirculator to level 3.

11. Use one of the small crates to climb up to the sarcophagus in the south wall. Open the lid and climb in and through to a tunnel. The crate at the bottom contains a lockpick.

12. Follow the tunnel to a ladder and turn right. On the left you’ll find a crate with a medkit in it. You should also get a message from Jock that someone’s set up an EMP field and he can’t land. He thinks there’s a generator in the small house by the gate.

13. Return to the ladder and climb. Be wary, there are MJ12 troopers outside. You can open the lid to the tunnel and play jack-in-the-box with the three troopers until they are all down.

14. Go to the caretaker’s house and dispose of the caretaker. He’s armed and he’s waiting for you. You can find a multitool on the table and a medkit under the bed. There’s also 10mm ammo on the body.

15. In the front room there’s a keypad behind the painting. Hack it with one lockpick. Shoot the generator with the pistol.

16. Creep around the corner of the building to avoid the new troops and get on the chopper to go to Paris.


Deus Ex Walkthrough © 2000 by Jim Blanchard

All original material including names and images © by
Ion Storm LLP 2000

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