VANDENBERG AFB

[ Command Building | Tunnels | Command Center | Gas Station ]

 

Command Building

1. Jock drops you off on the roof of the command building where JC meets a scientist who gives him the code to the backup power for their bot security system, 5868. JC must now destroy the two MJ12 military bots and the two MJ12 security bots and activate the backup system for the scientist’s security system.

2. Go to the east side of the roof and look down. There are two military bots on patrol and two MJ12 troopers. It’s easy to snipe the troopers from the roof with the scoped pistol.

3. On the SW corner of the roof is a flat section you can climb on and look down onto a structure were two guards are patrolling. Snipe them with the scoped stealth pistol.

4. Find the stairway going down. A camera, a turret and a security panel are on the fourth landing by a door. Stop on the landing above and get a LAM ready. Creep down about three of four steps against the right wall. By facing left you can throw the LAM down into the corridor below and take out the camera and turret. Go down and hack the security panel. Turn the only camera operating, #2, off.

5. Go into the room at the end of the hallway. A door leads from this room through a short hallway where two troopers guard an elevator. If they hit the alarm button you have to deal with turrets also. Load the shotgun with sabot rounds. Crouch and creep to the door. Stay on the left side so when you open the door you can only see the trooper on the right side of the elevator. He’s closest to the alarm. Crouch and open the door. Take your time and line up a head shot with the shotgun on the trooper. Shoot him then immediately stand and get the second guy when he comes through the door to get you. Go into the hallway. Left of the door get some 10mm ammo from two boxes.

6. Climb the ladder in the previous room to a catwalk overhead. Stay crouched while you’re on this catwalk or turrets will spot you. On the north end is a crate containing buckshot. The catwalk leads through the south end and over the hallway where the two guards were.

7. Take the catwalk, enter the grate at the end and climb down on top of the elevator. On the east wall of the elevator shaft is a "reset" button. Push it and the elevator will go to the bottom floor.

8. At the bottom, you can crouch and open another grate that opens into an alcove above the elevator door. Off to the right you can see a crate of TNT on a pedestal. To the left of the crate, just out of sight around the corner, are two troopers and an MIB. Position yourself in the left side of the opening and throw a LAM out into the hallway as far left of the TNT as you can. It should blow up without causing the TNT to blow. Immediately get out the pistol and step back from the opening a ways. If you didn’t take out the troopers and MIB they will come for you. When they do shoot the TNT. That should take care of the whole bunch.

9. Crouch and drop to the floor in front of the elevator doors. Face right and look up. You should see a sniper on a catwalk. Take him out with the scoped stealth pistol.

10. Go to the north end of the hall and enter the last door on the left. Open the locked panel with one lockpick. It contains 10mm ammo, a bioelectric cell, 7.62 ammo, a rebreather (ignore) and a medkit.

11. South of the cabinet is a doorway into another room. Take it, go through the grate and find the dead workman’s body. Beside it is a nanokey to Hazlab storage. Another rebreather is on the ground next to the body.

12. The big yellow panel next to the grate is an override panel. Use the code the scientist on the roof gave you, 5868, to activate it.

13. Go back to the hallway and go south to the door. Hack the security terminal next to it. Turn all cameras "off" and set all turrets to "enemies".

14. Return to the elevator and go up to the second floor. At the north end of the balcony, on the left around a corner, is a small rest area with a couch, a couple of overstuffed chairs, two troopers and a scientist. It’s also the head of the stairs you may have noticed when you picked the lock of the cabinet down below.

15. You can crouch, creep around the corner, and shoot both guards before they do you any, or at least no serious, damage. At the end of the balcony are two crates that contain 7.62 ammo and ballistic armor (ignore).

15. Go down the stairs to the lower hallway and go south to the door at the end. Crouch and go through. Turn right, go up the stairs and find your way into the conference room. On the east side is a railing through which you can look down below. You should see a scientist and two troopers. Snipe the troopers, drop down and talk to the scientist. She gives you the security codes; command, zebra42.

16. Use a nanokey to get into the supply room. The researcher inside tells JC of some tunnels and gives him the codes; tunnel01, omega2a, to their security system. He also gives JC a LAM. On the shelves you can find a bioelectric cell, a multitool, 20mm HE, a medkit, three flares and a Hazmat suit. There are also some food items if you need to stock up. There’s also a med bot roaming around. Use it to restore your health.

17. The flooded hazard room you can see through the window has nothing we can use. There is an augmentation canister on a shelf but all our slots are full. Go past the storage room and around the corner. Walk through the beams. An alarm will trigger but there’s no one to answer. Open the door at the end of the hallway and enter the next room.

18. Find the grate in the west wall and crawl through. To the right of the short set of steps is another grate. Go through and find the dead researcher and get an exploration bonus and a bioelectric cell from the body. Go back to the previous room.

19. The ladders going up lead to a balcony that contains nothing so ignore the ladder. To save lockpicks, stand behind the large metal crate close to the grate through which you entered this room. Toss a LAM at the door in the NW corner and duck down before it blows.

20. Exit the door and go south under the structure where you sniped the two snipers at the beginning of the level. At the far end of the structure you’ll see a pit containing huge pipes and some panels on the right side. Walk across the pipes. Keep a watch out for a guard coming around the corner of the building to the left. When he shows up take care of him with the stealth pistol. Drop off the pipes to a ledge and turn right.

21. On the end of the first yellow cabinet is a panel. Open it and find the second override keypad. Activate it with the code 5868. The bots are now live, but you have to manually turn them loose.

22. Go up the steps to exit the pit and head east. When you get to the two tanks with the red lights find the opening in the handrail and climb the ladder down into the water. Find the two crates at the east end and get a med kit and some rockets.

23. Retrace your steps past the sniper’s structure and back into the building through the door you blew open. Use a small crate to climb into the grate and go into the room. Go around the room divider and through the first set of sliding doors.

24. Through the second set of doors you can see two commandos, one to each side of the doors. Get the crossbow with regular darts ready; much more damage than either pistol and silent. Crouch to the left of the sliding door and creep ahead until it opens. Use a head shot on the commando to the right. Two darts should do it and his partner shouldn’t notice anything. Creep to the right side of the doors and hit the second commando with two darts to the head.

25. Straight ahead and slightly left down in the recess is a Quonset hut with a red light at the door. Watch the patrolling military bots and when it’s clear, run across the concrete in front of the doors where you’re hiding and drop down into the recess in front of the Quonset hut and head for the doorway. Crouch in the sunken entrance, click the button and enter the hut.

26. Inside at the top of the stairs are two crates containing 7.62 ammo and rockets. Go through the opening in the north wall and pass the two bot bays. At the end is a room. On the east side, behind a lathe, is a crate containing a napalm canister. On the opposite side of the room get a LAM from a drillpress. The dead body hides a lockpick and from a machine near the body get a prod charger.

27. Now let’s start the fight. Walk back through the bays and push the buttons that open the bay doors and release the bots. It’s four of them against two of your bots, but your bots can win. You may have to save and restore your game a few times but it’s possible. If you think it looks impossible, you can climb to the top of the structure where the snipers were and find a pipe leading to the main building. Walk across the pipe and you will find two crates containing LAW’s. Even if your bots win you should go find the LAWs for there’s an exploration bonus in it. You could use the LAW’s to finish off the surviving hostile bots if yours lose. Alternatively, you could also use your Spy Drone augmentation.

28. Go to the communications center. It’s the building opposite the bot bays. The entrance is in back. A scientist, Dr. Tony Mares, tells you to get to Gary Savage who is in the control room.

29. At this point we have some skill points to distribute. You should have around 4800. Upgrade Electronics to "Advanced".

30. Go to the west end of the building. On the lower bunk you can find a shotgun. Since we’re low on lockpicks, use a LAM to open the two locked lockers. From them you can get an augmentation upgrade canister, a multitool, flare and regular darts plus a datacube that has the codes for the tunnels which we already have. Apply the upgrade to the Power Recirculator to get it up to level 4.

31. Find the storage room with the hatch in the floor. There is 7.62 ammo, two bioelectric cells, three flares, buckshot and a med kit.

Tunnels

1. Open the hatch and climb down. Walk down the corridor slowly. You will encounter two spider bots. Use the shotgun with sabot rounds or EMP grenades. There’s a security terminal on the right-hand wall just at the beginning of the second turn. Hack it and turn the camera "off" and the turret to "enemies" because just around the corner is a camera and a turret. Ignore the generator room door with the keypad. It leads to a long swim we’ll make from another place.

2. At the end of the hallway use two multitools on the panel to disable the blue beams thereby avoiding two more spider bots.

3. Enter the doorway at the end of the hallway and turn right. Crouch and go through the grate into the ducts. Find the duct in the floor and open it.

4. Below is the flooded generator room. Jump into the water and swim on the surface to the red light on the north wall. Below the light, on the floor, you can see a blue nanokey. Dive down, get it then surface.

5. Locate the doorway in the south wall and swim through it and up the stairs to fresh air. Open the door and emerge into the hallway under the turret. Turn right and go back to the end of the hall and enter the hazard area again.

6. What you can gain by using a Hazmat suit and going through the radioactive area isn’t worth the risk. So, this time turn left and use the nanokey on the maintenance door and climb the ladder. You find two crates that contain 7.62 and 10mm ammo.

7. On the east side of the small room at the top of the ladder is an opening that leads to some pipes. Crawl through and turn left (north). Follow the pipes over the radiation hazard. Past the radioactivity, drop off the pipes from the right side to a ledge overlooking a supply room.

8. There is a spider bot down below that you can take out with sabot rounds. There is a second across the gap at your level but it may not come out to play just yet.

9. Turn right and take the stairs all the way to the bottom. In the pitch-blackness of the corner are two crates that contain med kits.

10. Go back up to the doorway you passed about halfway down. Use two multitools to disable the blue laser triggers. Continue down the hall and into the bottom level of the storage room.

11. The crate by the radioactive material contains rockets, which we don’t need so ignore it. Don’t get near the crate or you’ll take health hits. The crate by the small bridge contains a lockpick. Go up the stairway that’s near the entrance to the storage room. At the top is a console. Under the console is a med kit. Push button #2 to raise the bridge to the next level.

12. Go back down the stairs to the storage room and back down the hall. Go up the stairs to the top level of storage and jump down onto the bridge. Get a lockpick and a med kit from the two crates you can now reach. When you’re done jump from the bridge to the lower storage level. Go back up the stairs to the little control room and push button #3 on the console. Go back to the bridge and cross to the other side of the storage room. If you didn't encounter the second spider bot earlier, you will now.

13. Just around the corner you find the body of a scientist. Next to his body is the nanokey to the control room. You can also get a multitool from the body. Climb the nearby ladder. Open the hatch at the top and emerge in the main building.

Command Center

1. Near the exit doors are two crates that contain a lockpick and 10mm ammo. Push the button near the door to open it. Go through into a hallway, turn left (north) and enter the last door on the left.

2. Go up the stairs to the balcony. Cross to the other side and carefully move the two TNT crates from the entrance to the command center. Use a nanokey to open the door.

3. Go past the flag on the left and through the sliding glass doors into a control room. Through the window you can see another room that's filled with electric arcs. Leave the control room and find the stairs on the opposite side of the room.

4. Go down to the lab and talk to Sam Carter. Go down to the main floor and use the repair bot if you need to recharge bio energy. Find Doc Savage and talk to him.

5. Now JC must bring up the Vandenberg computer system and uplink Daedalus to the milnet. Savage gives you a login and password; gsavage and tiffany.

6. Go up the stairs to the next level where you met Sam Carter and enter the room. Stay to the right against the wall and find a bioelectric cell and a nanokey to the third floor computer room on a pushcart.

7. Follow the wall around to a narrow corridor where electricity is arcing between five boxes on the walls. Time your runs through the arcs and get to the panel on the opposite wall. Use one multitool to shut off the arcs.

8. Return to the previous room and find the button on the north wall. Push it to summon a lift in the SW corner. Ride the lift up to the next level.

9. All you have to do is dodge one arc and get to the panel on the central column. Use two multitools to shut off the power. Go to the computer and log in with gsavage and tiffany. Press the "Uplink Milnet" option. Daedalus and Icarus merge to become Helios.

10. Go back to the bottom level of the control room and to the hololink. Listen to the conversation then talk to Savage. JC volunteers to rescue Savage’s daughter, Tiffany, from a gas station where she's being held prisoner by MJ12.

Gas Station

1. Take the stairs all the way to the top. Use a nanokey to get into the computer room. On top of one of the four identical units is a bioelectric cell. On top of the center unit is a multitool.

2. Go down to the reception area and back to the balcony. Cross the balcony and take the elevator down. At the hallway go right and continue to the main room. Exit through the sliding glass doors. Go down into the recessed area where the bot bays are and you’ll find the main entrance is now open.

3. Walk down the trail toward Jock’s chopper and meet a very sick Tracer Tong. Talk to Tong and get on the chopper.

4. Walk to the end of the road and talk to the bum. He gives you a sewer access nanokey. Buy the accuracy mod for 750 and apply it to the crossbow. Buy the recoil mod and apply it to the regular pistol. In the rubble behind the bum, by a dead body, you can also find another access key.

5. Go back to the barricade where you entered this level and use the nanokey to open the shack on the east side of the road.

6. Go through the tunnel and climb the ladder into an enclosure. Just outside the enclosure, through the hole in the fence and to the right, is a trooper. Get the crossbow and tranq darts ready. Crouch by the edge of the hole and dart the guard. Duck back inside the enclosure until the guard falls.

7. Sneak through the hole and go left. Around the corner you can see the gas pumps. A commando patrols there. Take him out with two quick head shots from the scoped stealth pistol.

8. The first guy you darted has a LAM. Get it then creep into the station. Inside you can find a bioelectric cell in an opened cabinet on the wall. The back room has two crates that contain a med kit and a lockpick.

9. South of the storage crates is a duct attached to the ceiling. Place one small crate next to the piece of machinery, or whatever it is, to the left of the piece of machinery that’s closest to the ductwork. Climb the crate and momentarily use Speed Enhancement (F-7) to climb to the top of the machinery. Turn right and cross to the next piece of machinery and into the ductwork.

10. At the end of the duct is a hole in the ceiling where you can climb into the false ceiling above the station. There’s a storage crate containing binoculars (ignore). There is also an airshaft that contains a ladder you can climb to get to the building roof.

11. Once on the roof go south and jump to the roof of the garage. Immediately crouch and creep to the left edge of the roof. Use the scoped stealth pistol to take out the guard and the two dogs down below between the building and the canyon wall. Also off to the south patrolling past a tanktruck trailer is a commando. You can get him with the scoped stealth pistol.

12. Find the hatch leading down into the garage. Tiffany is below in a room. An MIB and a trooper guard her. If either of them hear or see you they hit the alarm switch and kill Tiffany. Crouch and drop through the hatch to the roof of the prison cell.

13. Stay crouched. The guards will probably start talking about hearing something. Look across the SE corner of the roof. There’s a shelf against the wall. To the left of that shelf is the alarm switch. The door to the cell is directly below the east edge of the roof. Throw a gas grenade just to the left of the shelf. The guards will hear it and run to give the alarm and kill Tiffany. When the gas goes off it should freeze the two in place. Go to the edge of the roof and look down. Find the MIB. He should be standing around wiping his eyes. Throw a LAM at his feet and duck back out of the way.

14. If you’re lucky and get both guards with the LAM it’s great. If you only get the MIB, then shoot the trooper (easy shot) from the roof. Wait for the gas to clear and climb the ladder down to the garage floor.

15. Open the door to the cell and talk to Tiffany. She gives JC a map that shows the back way into the sub bays. Tell her to wait there until you take care of the guards.

16. Go out to the shelves and get three flares and the nanokey to the garage door. The crates contain 10mm ammo and a medkit. Stay crouched when you break the crates. There’s a commando just outside patrolling in front of the overhead doors. He can see you through the little windows in the garage’s doors.

17. Open the regular door with the nanokey. When the commando is patrolling away from the trailer, creep around behind it and hide by the rear wheels.

18. You can spot the commando’s position by looking under the trailer. When he stops at the far end of his patrol, sidestep right and take him out with the scoped regular pistol. Two quick head shots will do it.

19. There’s a ladder on the back of the trailer. Climb it, open the hatch and climb inside. You can find rockets, buckshot, a 100-credit chit and a sniper rifle (ignore). Use the ladder at the opposite end to climb up, open the hatch and exit.

20. Go into the junkyard where you can see Jock’s chopper. The single semi-trailer contains a plasma clip, a med kit and a weapons mod (silencer), none of which we can use. Ignore the trailer and save the lockpick required to get in.

21. The shack is unlocked. However, the cage which holds the repair bot takes three picks to get into. Too expensive; ignore it. Get the 250-credit chit on the shelf by the door.

22. Leave the building and get the small crate from the rear of the semi-trailer. Use it to climb up to the side window of the shack and break the window. Crawl through and into the partition with the repair bot. Recharge your bio energy. In the crate is a bio electric cell. Use a small crate to get on the large crate and exit through the window.

23. Go back to the garage and tell Tiffany to go to the chopper. Follow her and get in. 


Deus Ex Walkthrough © 2000 by Jim Blanchard

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

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