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Sub Base | Ocean Lab | Missile Silo ]
Sub Base
1. Watch out for the military bot and head south. Hug the wall (on your left) and follow it around until you are heading east. At the base of the east wall is a trench.
2. Get into the trench and follow it to a set of steps. Go up the steps and keep watching for guards and bots. Keep the wall on your left and continue following it around corners until you come to another trench.
3. Follow this trench south to some steps. Go up the steps and head west into the darkness behind a small building.
4. Go around the building and up the ramp leading to the doorway. Use one lockpick to get inside and shut the door. The three crates inside contain tranquilizer darts, 7.62 ammo and 10mm ammo. There’s an unlocked cabinet on the wall that contains nanokeys for the supply shed and command module.
5. Exit the building and go back to the trench. Go to the steps at the north end. In the open area beyond the steps is a large column. The column contains a circular staircase and has a door at the bottom. Time your run to avoid human and bot guards. Run to the door in the column, unlock it with the nanokeys, go inside and shut the door.
6. When you get all the way to the top there’s a right turn that leads onto a catwalk. Crouch around the corner, face the catwalk and listen. You should hear a guard’s footsteps coming. When the guard passes shoot him with the stealth pistol. The falling guard will probably be seen by a second guard who will come for you. Be ready and get him when he does.
7. When the gunfire starts a couple scientists will probably run down the stairs past you to safety. You need to talk to the woman. You can either follow her down the stairs or go right at the catwalk and into the lab and wait for her to come back. She gives you the code to the Karkian tank, 1223.
8. Find the side of the Karkian tank where the keypad is located. Get the crossbow with regular darts ready. Use the code, 1223, to open the tank lid. Watch for the Karkian to swim by and dart it.
9. Jump into the water. In the floor of the tank, in the SW corner is a pipe. Swim down through it. When you emerge in the next room a guard will probably hear you. Go north and crouch behind a large metal crate and face west. Shoot the guard when he comes in your section of the room. The crate near where you exited the pipe contains 7.62 ammo.
10. The short hallway leads into a lab. There’s a scientist in there you must talk to. However, on the catwalk over the lab is a patrolling guard. There’s also a second door into the lab. From that door will come an MIB and possibly another guard if any ruckus kicks up.
11. Let’s thin out the competition. Creep to the center column in the room. Go inside and take the ladder up to the next level. Exit the central column and go left around it. You should be able to sneak up on a guard who has his back to you and is facing into the door that leads to the catwalk over the lab. Shoot this guard and move to the doorway and get the sniper on the catwalk.
12. While you’re there find the ladder that leads to the roof. On the roof go to the west edge and look down toward the sub pens. There are two guards. One walks a patrol on the pier and the other walks the roof of a building. You can snipe both of them with the scoped stealth pistol.
13. Go back down the ladders to the level of the lab, where you came out of the pipe. Be careful you don’t go lower. Creep into the lab and talk to the male scientist, Dr. Pinkerton. He gives you a detailed schematic of the ocean lab and his login and password; apinkerton, antennapedia.
14. Find the grate in the floor. Open it and follow the ductwork until you find another grate in the ceiling. The two crates contain a LAM and a napalm canister. Go back through the ductwork to the lab.
15. Leave the lab and take the ladder up to the catwalk again. Go through the doorway in the NE corner of the catwalk.
16. Approach the break room cautiously. If there’s a guard inside take him out. Stop just inside the door and look up. Use two multitools to disable the camera. Go right and use another multitool on the keypad. Inside the next room are three ammo crates containing 7.62 ammo, buckshot and 10mm ammo. The medical crate contains a med kit.
17. Return to the catwalk over the lab, cross the catwalk and go to the ladders in the central column. Climb all the way to the bottom. Be careful because you’re going to land in a corridor with a guard. You can watch from above on the ladder and wait until he’s moving away from the ladder before you descend.
18. Once this guard has been taken care of, go to the end of the corridor and descend the next ladder. Follow this corridor and you can catch a guard by a stairwell. Use the regular scoped pistol and take him out. Make sure he doesn’t hit the alarm switch or the two turrets in the ceiling will be activated.
19. Open the door across from the stairwell and follow the pier to the next building and enter. Play peek-a-boo around the central column with the single guard. Once he’s down you can claim a lockpick and a bioelectric cell from the crates.
20. Enter the elevator in the central column and go down. At the end of the hallway where the corridor turns left, partially hidden from view by a large metal crate, is a security panel. The camera is directly above the elevator door. You can get down to the security panel and hack it before the turret starts firing. Set all cameras "off" and all turrets to "enemies."
21. Round the corner and follow the hallway. The single patrolling sentry should be dead since you hacked the turrets. Get a gas grenade from his body.
22. Get the electric prod ready. Creep into the next room and stay to the left of the central staircase. On the opposite site you can sneak up behind a guard and zap him. Immediately turn and hide in the shadows of the staircase. There are two more guards upstairs.
23. Get the regular pistol ready. Start creeping up the stairs. The second guard is in the far-left corner of the room. The problem is that he’s partially obscured by a chair and the corner of a control panel. He seems to have no problem seeing and shooting you, though. There’s also a guard in a passage on the right side of the room. He’ll help his buddy if he hears anything. It is possible, but very difficult, to just poke your head above the stairs, face left and squirm around until you can get a shot at the guard in the far-left corner. When he’s down face the opposite direction and you should be able to see the second guard way off in the corridor through the handrail. Use the scope to take him out.
24. Downstairs are two crates. They contain 10mm ammo and a multitool. On a pushcart is a datacube with the security login and password for the URV bay; tech, sharkman.
25. Find the security panel near where you zapped the first guard. Log in with the information you just found and turn all cameras "off", open and unlock all doors.
26. Go upstairs and go west through the hallway to the URV bay. Follow the catwalk around to the left and take the ladder down. Talk to the mechanic. Take the sub that’s not being repaired and head out.
1. Find the dead body and read the book next to it to get an inkling of what’s happened in the lab. Hack the security terminal near the body and turn all cameras off, open and unlock all doors.
2. Go to the window and look out. You get a message from Savage. Go to the west end of the area and break open the crates. Get a LAM and a bioelectric cell.
3. Find the stairs and go up two levels. If you enter the doors here you come out above a Karkian tank. There’s a body floating in it with two Karkians. The body has nothing we’re using, neither does the room contain anything useful.
4. Go up to the next landing and stand in front of the first door on the left. Inside the conference room is a berserk turret. Stand back from the door so the turret won’t pick you up when the door opens. Open the door and run straight inside and crouch by the console against the left wall. The turret can’t see you there. Get a LAM ready and sidestep right just enough to toss the LAM on the floor under the turret. Slip back behind the panel to avoid the blast.
5. The only thing useful in the room is a candy bar. What a waste of a LAM! Exit through the door in the north wall.
6. Stop just outside the door. The door at the far end of the corridor can’t be opened without a key. At the end of the corridor coming in from the left is another berserk turret. We need the key that’s on the body under the turret.
7. Use Speed Enhancement momentarily (F-7) and run past the intersection to the far end of the hall. Creep back to the intersection with a LAM ready. By placing yourself just right, you can stand and lob the LAM over the pipes on the wall and close to the turret. Sidestep right out of the way while the LAM blows up.
8. Get the nanokey to the Greasel lab. It should be on the floor under where the turret used to be. Enter the north room and on the shelves and floor you can find two bio electric cells, five flares, a multitool and two packs of soy food.
9. Go to the south room and open it with two picks. In there you can find two boxes of 10mm ammo, 30-06 ammo, 20mm HE, a plasma clip, 7.62 ammo and buckshot. On the other set of shelves are two multitools, two lockpicks, a bioelectric cell, a rebreather (ignore) and two flares.
10. Go back to the main hallway and turn left. Use a nanokey to open the door to the Greasel lab. Get the regular pistol ready. Back up from the door. You should be able to see the first of two Greasels straight ahead on a raised section of floor. Start shooting and backpedal down the hallway as it comes for you.
11. When the first one’s dead the second is around the corner to the left munching on a body. Take it out the same way.
12. Go to the ladder at the far end of the room. Stand with the wall on your left and look down through the hole to the flooded room below. You can see a swimming Greasel. You should be able to pick it off from where you are.
13. Go down into the water and to the NE corner of the room to the door with the keypad. You can push the floating crate away from the large crate on the floor and get a steady platform to use two multitools on the keypad.
14. Swim through the door when you open it, surface and walk up the stairs to the door with the red light over it. Go through the door, turn right and hug the wall. Go behind the desk and look at the datacube. It’s got the security codes on it; oceanguard, kraken.
15. Make your way back to the doorway and get as close to the exit as you can and open it. Try to time your passage through the exit so you don’t get a bolt of electricity in the rear as you go through.
16. Go down the stairs to another closed but unlocked door. Get the crossbow and regular darts ready. Go through the door and creep left down into a trench with tracks in the bottom and out the opposite side. Stay to the left and go into the tunnel.
17. As you approach the drilling machine from the rear move the crosshairs to the left of the machine. They will probably turn red before you can see anything. Two small Karkians are hiding there. A quick flash of your augmented light will show them to you. Pick one and start darting while backing up. When the first is down, go for the second.
18. Pass the drilling machine on the left side. When you get to the front turn and look SW. You should see two greasels near some crates clear across the room. Start out with the scope and the normal pistol. You should be able to hit each of them at least once before they start toward you. Turn off the scope and keep shooting them as they approach. You should be able to get both of them before they get close enough to spit on you.
19. Two storage crates on the south side of the tracks hold two lockpicks. Head west to the center of the chamber and turn left into the passage to an observation room. In this room is a huge Karkian. About all you can do is sneak up far enough to see it (left side of room), throw a LAM at it and run like hell.
20. On a table by the window are a nanokey to the crew module and a weapon mod (recoil). You can ignore the weapon mod since our weapons can take no more of these modifications.
21. At the east end of the chamber, to the left of the tracks, is the door to the crew module. Use the nanokey and open it. Go through, descend the corridor to the next door and open it.
22. The first opening on the right contains a ladder leading down to the next level. Go to the end of the hall and enter the room on the left. Go to the right-hand locker and use two picks to open it. Get tranquilizer and regular darts. The other locker contains a bioelectric cell and binoculars (ignore).
23. Step to the door across the hall and get the regular pistol ready. Crouch, open the door and blast the greasel standing in the middle of the floor before he gets you. Both lockers in this room are locked. Only open the one on the left. It contains a pepper gun (ignore) and a weapons mod (reload). Apply it to the crossbow. The other locker contains a flare and a med kit. We are swimming in flares and are maxed-out on med kits so save the picks and pass up the locker.
24. Go back to the other end of the hall and take the ladder down. Only one of the three rooms in this hallway have anything worth spending resources on. There’s a closet (two picks) that contains armor. At the south end of the hall are two rooms. Enter the room on the right and use two picks on the right-hand locker to get some 10mm ammo. The other locker (two picks) holds a laser mod which we can’t use any more of, and a stealth pistol.
25. The locked locker in the room opposite contains tech goggles and a multitool. Not worth the two picks. Enter the elevator at the end of the hall and go down.
26. Exit the elevator and face right. You can see a gas grenade trap glowing in the dark. Disarm it and put it in inventory. Continue to the next door.
27. Use three multitools to bypass the panel and shut off the blue laser triggers. Enter the room and stay to the right. Cross to the opposite end and turn left. Crouch and approach the doorway. Inside is a huge spider bot. For peace of mind go inside and hunt it down with EMP grenades. If you’re lucky one directly under it will knock it out. Probably, through, it will take you two.
28. Head to the huge lift at the east end of the room. A dead MIB is floating in the water. On his body is an augmentation upgrade canister. The charged water will drain some of your bio energy but it’s worth the quick dive to get the augmentation upgrade. Apply it to Regeneration to get it up to the maximum level.
29. Get off the lift platform, push the button and wait for the lift to come down. Jump on the lift, push the button on the control panel and ride up.
30. At the top there’s a ramp directly across from the lift. To the right of the stairway and against the wall is a security terminal. Run across the room and hack the terminal. Click on the selection to "lower the bridge" then run back to the lift out of the line of fire of the turret. You’re going to take some hits here and there’s no way around it.
31. When you’re ready run from the lift and down the ramp to safety. In the next room is a repair bot. Use it to get bioenergy up to max. Find the computer, hack in and download the schematics.
32. Now you need to go all the way back to the base and to the top of the command structure to meet Jock. First, however, there will be a confrontation with Walton Simons and he’s augmented, remember? Use F-10 (Regeneration) to get health as high as you can then recharge bio energy with the repair bot.
33. Run back to the lift. Head west through the next area. Stop and exchange insults with Bob Page at the hololink. Head back through the doors to the construction area where you fought the greasels and the karkians by the drilling machine.
34. When you get to the final door before entering the construction area save the game. Simons is waiting with a plasma rifle. We aren’t any way equipped to fight him. Get a LAM ready then trigger F-7 (Speed Enhancement), open the door and fly out heading straight west. Turn left into the corridor that leads to the observation room. Simons will be chasing you. Just before you enter the room, stop and place one LAM on each side of the entrance. Quickly run inside the room, turn left and crouch down in the corner against the wall. When Simons comes through the doorway the LAM’s should take care of him. If at any time he catches you and forces a conversation, you’re history when the talking’s done.
35. When Simons is toast, continue the journey. Leave the observation room and go left through the door with the red light over it. Go up the stairs and open the next door. This is the room with the wild arcing electricity. Time your leap through the door to keep from getting hit by the arc.
36. Open the next door and go down the stairs to the water-filled room. Get the crossbow and regular darts ready. As you swim around the corner to the right you’ll run into a diver Page has sent out to get you. Use the darts on him and get a LAM from his body.
37. Climb the ladder, exit into the room and head south. Go through the next door and into a hallway where you LAMed the berserk turret. Keep going south to the next door. Through that door you enter the conference room where the first berserk turret was.
38. Exit the conference room to the hallway and take the stairs all the way to the bottom. At the bottom of the stairs is the docked mini-sub. Take the mini-sub back to the main base.
39. Back at the base, climb the ladder and follow the catwalk to the staircase. Go down and exit the room through the east doorway. Follow the corridor to the elevator and go up.
40. Exit the elevator, go right, up the stairs and through the door. Cross the dock to the next building and go inside. Head east down the corridor to the ladder. You should be hearing Jock’s chopper by now.
41. Climb the ladder and follow the corridor to the next ladder. Climb this ladder all the way to the top. Head south to the ladder that leads to the roof. On the roof you meet Savage. He gives you an augmentation upgrade for saving his daughter and an old code, 8456, that may or may not work on doors around the silo. Use the augmentation upgrade to raise your Speed Enhancement to level 3. Get on the chopper and head for the missile silo.
1. Once you get to the missile silo start out by crouching and taking out the guard in the SW tower with the scope and stealth pistol.
2. Stay crouched and head south along the fence. Soon you should see two dogs up ahead. Get them with the scoped stealth pistol and four quick shots.
3. Continue west along the fence toward a building. Keep an eye out for a third dog near the building. After taking care of the dog get into the shadows next to the building and listen to the crickets.
4. Get a gas grenade ready. Creep around to the front door of the building, hit the F-9 key (Environmental resistance), open the door and throw the grenade in. When it goes off you know what to do. After taking care of the guards run up the stairs to avoid the gas and turn off the aug. Go back downstairs and look at the table. There’s a front gate key, which we won’t use, and two credit chits, each for a 100 credits. Use one pick on the footlocker under the picture to get a weapons mod (range). Use it on the crossbow. Get some 10mm ammo from the bookshelf and head back upstairs.
5. On the table is a multitool. Use it on the keypad on the post in the middle of the room. Savage’s code won’t work. It lowers some stairs in the SE corner of the room. Climb the stairs and find five storage crates. They contain a lockpick, a bioelectric cell, a LAW (ignore), a LAM and a med kit.
6. Go back downstairs and open the door in the north wall. Get the stealth pistol ready. Creep through the doorway and look forward and right. There’s a building at the other end of the walkway. Wait a few seconds and a guard comes out and begins patrolling. Wait until he stops and take him out with the scope and pistol. Wait a few seconds and a second guard may come out of the building and start across the walkway. He’ll stop after a few feet and look in your direction. That’s your signal to take him out, too.
7. Cross the walkway. At the end watch the security bot. There are two patrolling between the buildings. When it goes between the buildings go down the ramp and go south behind the nearest building. Crouch and keep going around the building and watching ahead for one of the bots. Continue until you come to a door that takes two picks to get through. Use the picks, get the regular pistol ready and open the door. Blast the guard that should be standing right in front of the door. Get inside quickly and close the door.
8. From the shelves get the nanokey to the truck doors. From a table against the wall get some 10mm ammo. Go in the backroom and bash open the crates. You find two boxes of sabot rounds and a medkit. Push the large metal crate out of the way and go through the doorway into another room.
9. Crouch and crawl through two vents into another section. Creep up the stairs and shoot the guard sitting at the table. Collect the 10mm ammo from the table.
10. Go through the door out on the roof and go around the building until you find a walkway that connects to the next building. Cross the walkway, open the door and go inside. Climb down the ladder to the room below and use the repair bot to recharge bio energy. On top of the lathe is a multitool. Underneath a table against the wall is a lockpick.
11. Climb the ladder back up to the roof. Locate or wait for one of the bots to come by. Create a Spy Drone, F-5, and fly it directly into the bot and explode it on impact. Go back downstairs and recharge.
12. Go back to the roof and use the walkways connecting the buildings to locate the second security bot and take it out with another Spy Drone. Go back to the repair bot and recharge.
13. Once more it’s back to the roof. Cross the walkway to the next building and go downstairs. Go outside and go to the trailer parked at the end of the yard. Climb the box to the doors and unlock them with the nanokey. Climb inside. You may have to use the augmented light to see what you’re doing. Break open the three crates near the rear and get a gas grenade and a plasma clip. The medical supply crate contains a med kit.
14. Return to the repair bot and charge up one final time. Find the grate in the floor, open it and drop down. Follow the ductwork until you emerge on a staircase. Up leads to the surface, we want to go down.
15. At the bottom you find a blast door with a keypad next to it. The code, 8456, that Savage gave you works. Use it and go through the doors.
16. In the next room is another set of doors and keypad. Use 8456 again and enter.
17. There are two sets of blast doors in the next room. One is labeled "Missile Silo" and the other "Launch Command". Use 8456 on the keypad to Launch Command.
18. At the end of the corridor is a laser trigger fence. You will have to deal with a commando and two MIB’s. The good news is that the MIB’s are armed with shotguns and if you stand back and stay crouched they’ll never hit you and you can fill them full of lead until they explode. The bad news is that one of them likes to throw LAM’s at you. However, if you pay attention you can see it coming and back up and avoid most of the blast. The blast should also take out the laser fence.
19. So, make the regular pistol ready and make sure the clip is full. Go to the fence and shoot the commando then start backing down the hall. Take out the MIB’s as they come, always shooting for the head. It’s the first one that throws the LAM. He only does it if you let him get close enough. If when all three are down and the laser fence is still up, use an EMP grenade to take care of it.
20. Enter the next room, crouch and go directly under the stairs. You’ll find a crate that holds 30-06 ammo. Go north and turn left. You should see a ladder. Get the shotgun and sabot rounds ready. Climb the ladder. Poke your head just above the floor and find the spider bot. You can blast it about four times to kill it and never be touched yourself. In the two crates are rockets and, uh, well I forgot what was in the second crate.
21. If you follow this floor around you can climb down into a restroom where a scientist is locked in. It’s a hassle to climb back and all he tells you is that there’s a group called MJ12 that’s taken over and a guy named Howard Strong is in charge.
22. Descend the ladder and go back to where you had the shoot-out with the MIB’s and the commando. Go up the staircase to the control room. There’s an MIB up there. He can be taken out just like the last two – stay back and hammer away at his head with the regular pistol.
23. At the north end of the room is a console with a blinking light. That’s the abort button. Left of that console is another console. It has a red top and is against the wall. Go push the abort button. The red lid of the other panel raises and reveals a security panel. Hack into it and press the "Initiate New Launch" button. Hack into it a second time and turn all the cameras off.
24. After a conversation between Savage and Page, in JC’s head, of course, Savage tells JC to go to the silo and make sure no one interferes with the launch.
25. Go down the stairs and back through the tunnel into the room with the blast doors. Forward and to the right you can see that the blast doors to the missile are open. Go through.
26. Turn left then right and you’re facing a tunnel with an MIB at the end. If you whack this guy a bloomin’ army of MiB’s and troopers attack. So, just open the grate right below your feet and jump through. You’ll be swept down a tunnel and drop into a flooded chamber.
27. On the west side is an lift shaft. It’s outlined by two red lights. Swim down and press the button. The lift will descend to water level and you can climb on.
28. Punch the button for level 4. While you’re still on the lift look up and left. Use the regular pistol and scope to get the commando on the landing above. Get off the lift and use the repair bot to restore bio energy.
29. Get an EMP grenade ready. Get in the lift and push the button for level 3. When the lift arrives and the two spider bots see you and congregate in front of the lift, toss out the grenade and get the shotgun (sabot rounds) ready. If the grenade doesn’t disable both of them finish off the survivor with the shotgun.
30. Switch to the normal pistol and go to the railing around the center of the shaft. Keep walking around until you can see good Ol’ Howard down below. One shot to the head with the aid of the scope should do it.
31. Get in the lift and crouch down. Press the button for level 6. When you get there try to get the drop on the MIB. Take him out and climb the ladder. The hatch at the top is locked but there’s a button on the wall to the right of the ladder. Push it and climb to the roof. Get in the chopper and head for Area 51.
Deus Ex
Walkthrough © 2000 by Jim Blanchard
All original material including names and images © by
Ion Storm LLP 2000