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Hangar 18 | The Bunker | Sector Three | Sector Four]
HANGAR 18
1. As soon as you get control of JC crouch and face west towards the tower. Get the regular pistol and scope ready and engage the sniper in the tower before he gets you.
2. East of the helipad is a building with a yellow and white "Restricted Area" sign next to the door. Just to the right of the building is a container propped against a stack of containers at an angle. Go to the right of the building and find the stack of small and large crates. Find the large crate with the small crate on top and push them to the end of the angled container. Go back and get a single small crate and use it to get on top of the stack you just pushed. From there you can climb up on the angled container.
3. Climb the angled container to the top of the stack of containers. Look down and you will see a body in a gap between containers. Jump across the gap (you may have to momentarily use F-7, Speed Enhancement) to a small ledge made by a misarranged container. It doesn’t look like it but you can creep around to the front of the container on the small ledge created by the misalignment. There you can find a weapon mod (accuracy) on a body. Apply the mod to the crossbow.
4. Go back around the container and drop down into the gap where the second body is. There’s 7.62 ammo beside it and a lockpick on the body.
5. Drop to the ground from the north side of the gap. Go north to the retaining wall around the recessed area. Look down and spot the two patrolling security bots. Get a scramble grenade ready and when the two bots are close to each other throw the grenade at one of them. The grenade goes off and the bots shoot it out. Then there was one.
6. Go west between the retaining wall and the helipad. At the far end of the helipad you can get some tranquilizer darts that are against the helipad wall.
7. Walk to the retaining wall and peek over the edge. In my case it was the bot that patrols in front of the hangar with the broken door that won the shoot-out. If this is your case also, wait until the bot’s patrolling brings it as close to you as possible then take it out with a Spy Drone.
8. If this bot was the loser of the shoot-out in your game, locate and take care of the other bot with the Spy Drone.
9. Anyway, now the area should be clear of bots. Go down the ramp at the east end of the retaining wall. Halfway down, where the ramp splits, go right (east). Just past the overturned van is a body. Near the body is a box of buckshot.
10. To the north is a building identified as "Command 24". Approach the building and you’ll get a message from Tracer Tong as well as a map of Area 51. Don’t go inside. We’ll be back. Go behind the building and get a multitool from the dead worker.
11. Now is the time to start thinking about the end game. It’s a ways off yet but it’s never too late to plan. You should have around 5900 skill points. You should also be maxed-out on 7.62 ammo and have a small supply of 20mm HE. Just in case the 10mm ammo doesn’t last through the game, let’s give ourselves an edge by developing some rifle skills plus enhance the shotgun skills also. Bump the rifle skills up to the Advanced level and demolitions to Trained.
12. Climb the dirt bunker to the west. Walk around the top and down the other side. Keep the compound wall on the right and creep past the hangar, Hangar 18, what else. Go around the back of the hangar and continue around the circumference to the front. As you make the last left turn around the hangar, the hangar wall should be on your left and the broken doors directly in front of you.
13. Inside are an MIB and two commandos. Creep up to the broken door and peek around the corner. Across the hangar floor near some crates you should be able to see a commando and the MIB. The MIB should have his back to you. Adjust your position so you can only see the MIB. Two quick head shots with the scoped stealth pistol should cause the MIB to explode. Immediately turn and run back around the corner of the hangar in the direction you came. Wait awhile until the commando quits investigating.
14. Creep back to the hangar door and repeat your performance. This time you should be able to get one of the commandos. This time go to the corner but don’t go around. Stay crouched, turn and face the doors. When the second commando comes out to investigate he stops at some point. That is the time to take him out with two head shots from the scope and stealth pistol.
15. Go through the hangar doors. The dead body in front has nothing. Off to the left is a box of buckshot by some metal crates. As a matter of fact, none of the bodies contain anything.
16. The object to the left of the downstairs office is a huge airshaft with a fan inside. The access panel takes two picks to defeat. Skip it. The downstairs office is locked. Save your picks. All that’s inside is a flamethrower and a datacube that says you can get to the MJ12 installation through the airshaft.
17. Climb the rickety stairs on the north side of the building and approach the upstairs office. Don’t waste lockpicks on the door. Climb through the window.
18. The soldier inside is friendly. Talk to him. He gives you the security codes to open the blast doors to enter the MJ12 area; a51, xx15yz. The security panel is in the control tower. Use the repair bot for a badly needed bio energy recharge.
19. Go back down to the hangar floor. Near the airshaft is the bottom of a beam that angles up to the roof of the upstairs office. Walk up the beam to the roof of the office. Get a lockpick from the body and the nanokey for storage (trap door in floor in Command 24 building).
20. Climb down the beam and head back to the entrance to the Command 24 building. Inside are some locked lockers we need to get into but we’re critical on lockpicks. Stand outside the building near the doorway and drop enough stuff from inventory to clear out a row of slots two slots high and four slots long.
21. Hoof it to the left side of the control tower and find the body there. You can get a GEP gun from it. Go back to Command 24. Stand back from the doorway and shoot a rocket through it into the lockers. Drop the GEP gun.
22. From the doorless lockers you can get two multitools, 7.62 ammo and some regular darts. Beside the body is the nanokey to the tower. Inside the storage room are three flares, a med kit and two bioelectric cells.
23. Use a nanokey to open the hatch in the floor and go down the ladder. On the table are ballistic armor (ignore), a box of rockets, a bioelectric cell and a datacube. The datacube contains the same information the soldier in the hangar gave us. The two crates contain a LAW and a rebreather. Take the LAW.
24. Use two multitools on the cabinet next to the ladder and get an augmentation upgrade. Upgrade the Cloak aug to level 3.
25. Climb the ladder and exit the building. Go toward the control tower. Climb the steps to the helipad and face the door of the tower. Stay as far back as you can and use the LAW to blow in the tower door.
26. Go back to Command 24 and reclaim any inventory items you had to drop to get the GEP gun and then head back to the control tower. The little concrete hut by the containers is a waste of time. It’s guarded by a turret and a door that takes two picks to defeat. All that's inside is 7.62 ammo, a LAW and a med kit. We’ll skip it.
26. Enter the doorless tower. Both ladders, up and down, were booby trapped with LAM’s. The ladder up may not be now, thanks to the LAW, but the one going down is probably still trapped. Take the ladder to the top of the tower. Find the security terminal and hack in; camera off, blast door unlocked and open.
27. Before you descend to the bottom floor of the tower, look off to the east and you will see a huge fire started by the missile.
28. Approach the descending ladder with caution. To disarm the LAM, use Speed Augmentation (F-7) to reduce the impact of the fall, and creep to the side of the shaft. Just jump in right at the LAM. You can disarm it on the way down with some rapid clicking.
29. The two crates contain 30-06 ammo and an EMP grenade. Leave the tower and head for the bunker in the center of the recessed area.
1. Go down the ramp to the bunker entrance. Quickly hack into the security terminal just inside the doorway on the left. Turn the camera off and set the turret to "enemies".
2. The entrance tunnel runs for a ways and then branches right and left. There’s a security bot in each branch. Send a Spy Drone down each branch and disable the bots. Run back up the ramp and go to the upstairs office of Hangar 18 and recharge your bio energy.
3. Head back to the bunker and take the right (east) corridor. As you enter the power room you hear the tinkling sound that means spider bots. One is on a catwalk on the far wall. You can probably see it from the entrance. The second is down on the floor. Get the shotgun and sabot rounds ready.
4. Walk forward and shoot the one on the catwalk; a piece of cake. At the south end of the room some stairs lead down into a storage area. The second spider bot is at the bottom of the stairs. The two crates down there contain thermoptic armor (ignore) and a med kit.
5. On the opposite end of the room is another storage space where two crates are surrounded by radioactive barrels. Go between the two offices and pick up one of the crates of TNT. Walk to the railing and heave the TNT into the radioactive barrels below. Run back out of the way and wait for the gas to clear.
6. When the gas cloud has cleared, go to the stairs and hit the F-9 and F-11 keys. Run down between the radioactive barrels and get a lockpick and some 10mm ammo. Run back up the stairs and turn all augs off. Now use F-10, Regeneration to heal yourself then use the repair bot to recharge your bio energy.
7. The south building is unlocked. Go inside and get a lockpick from the crate. Climb the ladder to the roof and go across the catwalk to the other building.
8. Go down the ladder and break open the crates. Get some sabot rounds and a bioelectric cell. Go into the cage and open the panel on the wall. When you click on the button, Tracer tells you power has been restored to the elevator at the west end of the bunker.
9. Go up the ladder, across the catwalk, down into the other building and head for the ramp leaving the area.
10. Follow the tunnel back to the intersection and take the west branch to the elevator. Take the elevator down.
11. Before we enter the bunker, let’s collect some supplies. Find the ladder on the structure south of the elevator. Climb up two levels to a catwalk. Follow the catwalk and go through a tunnel to a blue laser fence. On the left hand side of the fence, on the opposite side of the opening, is a panel. You can get close enough to the fence without triggering it to use a multitool on this panel and shut off the fence.
12. Push the button on the wall at the end of the tunnel to bring the lift down. The crate on the lift contains 10mm ammo. Take the lift up.
13. Just off the lift is a crate. Right of the crate is a camera. Left of the crate is a turret and a tunnel. Crouch so the camera can’t spot you and crack open the crate. It contains a lockpick. Now stand and run quickly past the turret and into the corridor. Just inside the opening is a security terminal. Hack it and turn the camera off and set the turret to "enemies".
14. Follow the tunnel to some steps that lead down into water. Swim north into the red-lighted tunnel as far as you can on the surface then dive down to a dead body below. From the body you can get a laser weapons mod. We will hold onto this for awhile. This point is where you would have emerged if you’d went through the airshaft in Hangar 18. Swim back to the stairs and find your way back to the lift in front of the bunker doors.
15. Push the button to the left of the blast doors and enter. The first thing you notice is that there’s a darn turret hanging from the ceiling directly in the center of the next doorway.
16. Crouch and creep down the right side of the tunnel. Keep the stack of crates between JC and the turret. When you reach the stack of crates, Everett tells you that your primary objective is to kill Bob Page. However, it doesn’t show up in the list of goals. Matter of fact, at this point you have no goals.
17. Break the storage crate and get a multitool. Crouch down and head to the handrail at the south end of the platform. Down below you see a web of blue laser triggers. Break any of the beams and two spider bots come after you.
18. Drop into the trench on the west side of the platform. Line yourself up and run and jump over the first set of beams. Do the same with the second set and you should find yourself standing in front of the south wall.
19. Crouch, go left and enter the tunnel. Creep forward slowly. Up ahead is a big yellow machine. A red light will start flashing and the machine will start arcing. Just stand out of the way and in a few seconds the machine will blow up.
20. Go to the machine and turn right. Go to the hololink and talk to Everett. He tells you Alex has hacked the security code. It’s 8946. Now the offers are starting to come in. He warns you about Tracer Tong and asks you to spare the Area 51 facility and join him, Everett, and rule the world through the Illuminati. We’ll think about it.
21. Creep down the corridor heading east. Stay against the right-hand wall. Peek around the next corner and you can take out a commando with the scope and stealth pistol. Duck back around the corner out of sight and wait for things to calm down.
22. Creep around the corner again and you can probably get one of the two guards patrolling past the red-lighted area that seems to be above the floor level. Duck back around the corner and wait but keep watching the corner. Some one may come down the tunnel looking for you this time. Shoot him when he rounds the corner.
23. Creep around the corner and approach the area. Switch to the left side of the corridor and creep up to the very entrance. At this point you should hear footsteps coming from the left. It’s a commando and he’ll walk past you and turn to face the tunnel. When he turns he’ll pause momentarily. That’s the time for two quick head shots with the stealth pistol.
24. There is one guard left. He’s around the corner to the left but he’s up in the air on a cherry picker. You can slowly creep around the corner and get him with the scope and stealth pistol.
25. Enter the area and turn right. By the fence and left of the platform, is a hatch in the floor. Open it and jump down. Follow the corridor and make the first right. Down the tunnel just past the second red light is a LAM on the wall. Disable it and add it to inventory.
26. Keep going down the corridor. In the little room at the end is a storage crate. It contains a rocket. Get a multitool from the dead body.
27. Retreat down the corridor to the intersection. Go right. Crouch and try to go under the steam. You’ll take a small health hit. Once past the steam have the shotgun and sabot rounds ready. When you get to the next left turn there are two small Karkians at the end of the tunnel. You should be able to get them both with sabot rounds before they take a bite out of you. It’s a waste of ammo but you get an exploration bonus for passing the ladder where the Karkians are. Go to the end of the tunnel and turn the two wheels on the pipes to shut off the steam you just came through.
28. Go back to the ladder and climb out into the area where you entered the tunnels. Climb the ladder on the wall behind the hatch and go up to the platform. The storage crate contains a lockpick.
29. Go down the stairs to the main floor and go past the cherry picker. The two storage crates near the wall contain 7.62 ammo and tranquilizer darts. Face the metal crates behind the cherry picker. Use F-7 and climb the crates. Turn off the aug and jump to the back of the cherry picker. Get the sniper rifle and a LAM from the dead sniper. Use the laser mod you got earlier on the sniper rifle.
30. Crouch and creep down the tunnel closest to the front of the cherry picker. Just on the other side of a stack of metal crates is a wooden storage crate. It contains buckshot. Keep following the tunnel and you’ll come to crates stacked on both sides of the tunnel. On top of the right stack is a turret facing away from you.
31. Down the tunnel past the turret is the recreation room door. Inside the rec room are a WIB and a trooper. Remain crouched and cross to the left side of the corridor into the stack of boxes. In the storage crate is 10mm ammo. Use the metal crates for cover from the turret and follow them until you’re past the door of the rec room. You’ll probably be spotted by a camera and hear an alarm but don’t worry.
32. Run across the hall and stand to the left of the rec room door between the protruding doorframe and the wall. You’re shielded from the turret here. Use Alex’s code, 8946, on the keypad. When the door swings open it offers even more protection from the turret. Get the regular pistol ready, crouch and go through the door. The WIB and trooper and in the rear to the right.
33. On the inside of the entrance is a security terminal. Hack into it and turn the camera off and set the turret to "enemies". This is the turret and camera just outside the door. The turret may come in handy since there’s a bot that patrols this section of the tunnel.
34. The dead scientist on the ping-pong table has a multitool. The datacube has a code, 0169, we’ll use in a minute. There’s another multitool on the far table. The trooper you just killed has an EMP grenade. That’s it.
35. Leave the rec room and sneak to the right. On your way out use the code 8946 again on the keypad to close the door and clear the line of fire for the turret.
36. Place a LAM on the last crate on the far side of the tunnel. Creep north (right) down the tunnel until you see the bot ahead. Fire a round in its direction so it will chase you. Run back past the turret towards the room with the cherry picker and hide around the corner. When the LAM goes off go down the corridor past the rec room to the next door on the right.
37. Use the same code, 8946, on the keypad and enter the barracks. Go to the first sleeping chamber on the left and use the code 1069 to open it. You have to crouch and climb in to get the goodies. There’s a med kit, a sector 3 nanokey and an aug upgrade canister. Apply the aug to Environmental Resistance to raise it to level 4.
38. There are goodies in all the sleeping chambers but at two lockpicks a shot we really don’t need anything else right now. Use the med bot to restore health and get ready to move out.
39. Leave the barracks and turn right. Run down the tunnel until you see a crate on the left. Get 10mm ammo from it. Continue to the big yellow machine and turn left. Follow the tunnel to the room with the cherry picker.
40. Go up the stairs to the red-lighted door and use the nanokey to open it. Go through the short tunnel into the storage room. On the left is an elevator with a wire mesh safety door. On the right side of the room in a small recess are two barrels with red warning signs on them. Use the strength aug, F-6, and carry each of the barrels over to the elevator and place them exactly, side by side, in the center of the mesh safety door. When the elevator comes up and the mesh rises, the barrels prevent anyone from getting out of the elevator. Getting the idea?
41. Push the elevator button, then retreat to the far end of the entrance tunnel. Crouch and get out the regular pistol. While Page is talking the elevator comes up. When the mesh door raises, shoot the barrels. If the explosion doesn’t kill everyone inside the lift then you can finish them off easily.
42. Go back to the room below and use the repair bot to recharge the bio energy your strength aug used. Also don’t forget, you can go back to the barracks and fix your health if you were a little too close to the explosion.
42. Back in the storage room, go into the recess where the barrels were and open the storage crates. They contain a med kit and a lockpick. Get in the elevator and go down.
1. Exit the lift and follow the corridor to a blast door. There’s a hololink to the left. Go there and list to Tracer Tong’s deal. He want’s JC to destroy all global communications, create a new Dark Age, so the world can start over. We’ll think about that one, too.
2. When the talk’s done the blast doors open. Immediately crouch and head for the SW corner of the room where there’s a ladder you can climb to reach the catwalks above. On the floor are a large and a small karkian plus a greasel.
3. Once on the catwalk crouch immediately. Look to the east side of the room. You should be able to snipe two patrolling guards with the scope and stealth pistol.
4. Follow the catwalk. Notice that there’s another level of catwalks above this one. So keep an eye out upstairs, too. Now would be a good time to switch to the sniper rifle and try it out. Just roam the catwalks and take out the guards and snipers one by one. If there’s a worker in the control room you might as well shoot him, too. Once when I played through here he came out of the control room and started shooting at me.
5. When you’re done with the catwalks, start with the floor below. The west end of the room has a pool with 16 cylinders standing in it. You can snipe two swimming greasels with the sniper rifle. There’s a third greasel that roams around on the floor around the pool.
6. Also by the pool are a large and a small karkian. The small karkian you can kill with the sniper rifle. One of the troopers you shot is carrying a GEP gun. Find the body, get the GEP gun and use it on the large karkian. If you have to clear out space in inventory for the GEP gun don’t forget to reclaim your stuff when you’re done.
7. All that should be left are two spider bots. They are on the floor in the NW section. When they are taken out it’s safe to go to the floor below.
8. During the entire running and shooting, some of the locked doors were left open by the guards and workers. That is not always the case so we’ll proceed like they’re all locked. Go back across the catwalk to the ladder you originally climbed and use it go get back to the floor.
9. There’s a doorway in the north wall by the pool. Take the stairs down and swim out into the water. Near the floating body are two items; a stairwell nanokey and a datacube that give us the reactor room code, 2001. Exit the pool.
10. When you leave the doorway that led down to the pool, turn left and go down into the section where the spider bots were. Break open the two crates and get a lockpick and a medkit.
11. On your way out notice the door labeled "Reactor Lab B13". We’ll be back here later. Find the door that leads to the stairway that goes up to the control room. Unlock it with the nanokey, or just go through if it’s open. The two crates at the foot of the stairs contain 10mm ammo and sabot rounds.
12. One flight before the top you pass a door that’s supposed to be closed and it’s labeled "Aquinas Hub Access". Keep going to the control room.
13. To the left of the doorway is a security terminal. Hack it and lower the containment field around the augmentation upgrade canister. Use the augmentation to upgrade the Spy Drone to level 4. On the console next to the containment field are some buckshot and a datacube with a strange message. The ladder in the floor leads down to one of the snipers you shot. Go down and replenish your stocks of 30-06 ammo.
14. Go back up the ladder and exit through the other door near the ladder. Follow the corridor around through another door and into a room. On the table is a datacube that contains the security login and password for Lab B13; area51, bravo13. There’s a bioelectric cell on the floor and in the crate is a lockpick. The second crate contains some 7.62 ammo.
15. Climb the ladder. In the darkness you can find some 10mm ammo, a datacube with the explosives locker code, 4225, and a dead body which has a bioelectric cell.
16. Go back to the control room and hack the security terminal again. Turn of all cameras, open and unlock all doors.
17. Go back down to where the spider bots were to the door of Reactor Lab B13. The door should now be open. Go through and follow the corridor to a weird room. The bottom section is covered with radioactive fog and contains two experimental reactors. There’s nothing down there worth the risk. However, there are two Grays running around loose. Their bodies are intensely radioactive and you will take a health hit by even getting near them. Fortunately they are easily killed with the pistol. Stay on the upper level and hunt them down.
18. When you’re done hunting go to the west side and find the doorway with the ladder. Go up to the control room and talk to the worker. He gives you an interesting story and the code, 1038, to the Aquinas Hub. That’s the supposedly locked door with keypad halfway up the stairs to the control room in the other section, remember?
19. Go back to the Aquinas Hub and through the door. Use the med bot if you need it. Get a multitool from the table by the window. Use two lockpicks on the desk drawer and get a gas grenade and a bio electric cell.
20. Go to the big window and look right and down. You should see a guard below on a platform. Stand back and shoot out the middle windowpane with the pistol. Go to the now open ledge with the sniper rifle and take out the guard below.
21. Crouch and drop to the platform below where the dead worker is. Move to the hatch and use two lockpicks to open it. Down below is a commando. Be sneaky and when he walks past the open hatch, get him with two quick head shots from the normal pistol.
22. Climb back into the office by first getting on the pipes then going through the window. Find the ladder in the left rear of the room. Get the regular pistol ready and descend the ladder.
23. At the bottom immediately turn around and take on the two Grays on the stairway. Go down the stairs to the dead worker and get the datacube. It’s a map of Sector 4. Shoot the two crates with the stealth pistol. Use F-9, Environmental resistance, and go collect the goodies; a lockpick and 10mm ammo. Take the time to go back upstairs and use the med bot.
24. This time at the bottom of the ladder where you shot the Grays, go left up the stairs and follow the corridor. The dead commando you pass is the one you shot from the hatch.
25. Go to the bottom of the stairs and smash the crates. Get darts and buckshot. Stay away from the door in the south wall. The door to the west with the red light over it is just a storage room. It takes two multitools to get in and you get a small bonus. However, it only holds a napalm canister and 7.62 ammo, neither of which we need. Pass up the bonus and keep the multitools.
26. Go through the door marked "Aquinas Control". Use the stairs on the right. Use the repair bot if you need. Check out the view through the east window. Mighty impressive for a computer game, I’d say.
27. Find the lift and go up to level 3 and talk to Helios. Ah, another offer. Merge with Helios and rule the world. We’ll think about this, too. Go back to the lift and go down to level 2.
28. On the way down both Helios and Page contact you. Helios is sending two security bots to protect you. Page sends a squad of three commandos to get you.
29. Stand in the room off the elevator by one of the stairways and listen to the fight. The bots should win but be prepared to finish up if they don’t. You'll probably end up with one bot left.
30. Go up the stairs and turn left. Go through the doorway to the south and face right. A monorail car will come down the track toward you with an MIB and a trooper aboard. Run back into the room and hide around a corner and let the remaining bot handle it. The bot probably won’t win so be prepared to finish up.
31. Step back through the doorway where the monorail is. Go down the stairs and look west. Turn on the Speed Augmentation (F-7) and run and jump across the chasm to the west side. Be sure to turn the aug off. There’s a med kit, rockets and 7.62 ammo in the crates. Jump back to the other side.
32. Go up the stairs outside Aquinas Control and go down the red-lit corridor back to the section where you shot the Grays earlier. Go down the steps and out on the catwalk. Turn right and go down the stairs to the door with the red light over it. It’s the explosives locker. Use the code 4225 to get in.
33. The locker contains three boxes of TNT and a wooden crate with rockets in it. Pick up one of the crates of TNT and carry it down the stairs to the next landing. When the giant spider bot comes near, heave the TNT over the rail at it.
34. Now is a good time to tend to health and charges. If you need bio energy, you can go back to Aquinas Control and use the repair bot there. If you need health go back up the stairs, through the room where you shot the grays and up the ladder.
35. From the explosive storage room take the stairs all the way to the bottom. When you get to the last set of steps, there’s a greasel underneath the stairs in the pitch-blackness.
36. When you get outside go to the south end and pick up some 30-06 ammo from the dead sniper. Go north to the blast doors. Helios will open them for you.
37. Ignore the LAW, the datacube and the dead body. Climb the stairs, open the door and go to the hololink. JC will talk to Paul about the choices he’s been given. When the conversation’s over go down the hall to Sector 4.
1. Enter the room and read the datacubes on the front of the tanks with bodies floating inside. After the last one, turn left and crouch. Creep north to the next section. Page is going to blow the door on the right and if you’re too close you’re history. When the door blows and Page gets through talking, a med bot comes from a door in the center of the two tanks. I think you’ll probably need it.
2. First, take the stairs down to the recessed area and get a multitool from the dead worker. Use the med bot.
3. The empty tank has your name on it. The dead scientist has an augmentation upgrade canister. Upgrade Speed Enhancement to level 4.
4. Crouch and creep through the north door. Page has unlocked the containment area for the Grays. They will probably come out to meet you. Be ready, there’s two of them.
5. Hack the security terminal next to the window of the containment room and click on "Environmental Generator". This removes the radioactivity from inside. Enter the room and find the door and keypad on the opposite side. Use the code, 31729, JC’s birthday from the datacube on the tank.
6. Walk down the corridor into the adjoining rooms and find Page. Talk to him. When the talking’s over he opens up on you with a turret. Quickly run toward it and into the tunnel underneath.
7. There are three possible endings to the game: Helio’s plan, release the Aquinas router, Tong’s plan of destroying global communications, and Everett’s plan requiring you to destroy the four blue generators.
8. Before you make a choice, though, you’re going to have to destroy or neutralize some of the sector’s defenses. The defenses are three Universal Constructors, each on a different level and each turning out a constant supply of different kinds of creatures. This means there’s no way you can kill everything until after you have neutralized the UC's.
UC Number One
1. Turn in the tunnel and face north. You should see a door with a keypad across a walkway. There are two spider bots off to the left. That’s what this UC creates. Each time one is killed another is created.
2. Get a multitool ready. Run across the walkway to the keypad. Stand there and use the three multitools while the bots chew on your backside. When the door’s unlocked, open it, go inside, turn and close it. Find the yellow and black switch labeled "Emergency Containment" on the west wall and click once on it. That should shut off the UC.
3. We still have to deal with the two existing spider bots. Get the shotgun and sabot rounds ready. Open the door and blast away at the spider bots.
4. Have you noticed your bio energy is being drained? Well, Page is doing that. As long as you're on the same level as he is he can drain your bio energy. You should also be kind of low on health, too.
5. Heal yourself a little bit by using F-10. As an extreme measure you can go back down the hallway to where Page is, turn right and leave the area and go all the way back to Aquinas Control and use the repair bot. Healing you can get from the med bot by the tanks with bodies in them. It’s up to you. Sooner or later you’ll run out of bio electric cells.
6. One thing you should do is go all the way back to the blast doors Helios opened for you. Remember the dead soldier with the LAW? Go get the LAW and use it on the turret that Page was using on you. It’s not the only turret but it will help.
7. After the turret is knocked out we’ll tackle the second UC.
UC Number Two
1. Directly south behind Page’s cocoon is another doorway guarded by a turret. Use the Speed Enhancement, Ballistic Protection and Recirculation (F-3, F-7, F-11) to get into that hallway behind Page. You should take a minimum amount of damage. Don’t’ forget to turn the augs off.
2. Climb the ladder at the end of the short corridor and follow the walkway all the way round to one of the blue fusion reactors. Remember where this is. It’s one of the four you need to turn off if you go with Everett’s plan.
3. Go back to the stairway and open the two crates hidden beneath it. You find a LAM and some buckshot.
4. Use two lockpicks on the chest at the top of the stairs. Inside is a LAM, regular and flare darts.
5. Follow the catwalk to where you can look down into the levels below. Directly below is a level guarded by three Grays. Below that level is a level guarded by large Karkians and Greasels.
6. You should be facing north. Stand at the far left of the catwalk and crouch. If you look down you should see two platforms or ledges. There’s a tall one to the left and a much lower one, really only one step high, to the right of the tall one. The tall ledge hides a doorway that you can’t see. On the left side of the doorway is a security terminal that you can hack to release a security bot that will take on the Grays while you hack into the locked door you can see in the west wall.
7. Get out the sniper rifle and shoot the Gray that is wandering this end of the area below. When the Gray falls, use F-7 and creep through the handrail and drop to the short ledge below. Turn off the aug. Immediately go to the doorway and hack the security panel. Turn loose the security bot. As it takes on the Grays, run to the door in the west wall and use three multitools on the keypad. Once inside go to the yellow and black panel and click. This closes the door to the UC so no more Grays can be produced.
8. Help the bot take care of the last two Grays if it already hasn’t done it. Now this area is clear. One more UC to go.
UC Number Three
1. The final UC will be much more difficult because of the heavy-duty creatures guarding it; large Karkians and Greasels.
2. Near where you dropped from the catwalk there are two crates. They contain 10mm and 7.62 ammo.
3. From the crates take the walkway east and turn left. You’ll find two crates against the south wall. They contain tranquilizer darts and buckshot.
4. Go back to where you dropped from the catwalk and turn left. You’ll find a ramp. Go up and look at the datacube by the dead scientist. It has the login and password for the Aquinas Substation: page, uberalles.
5. Pick up the dead scientist's body and carry it all the way around to the south end where you found the two crates that contained tranquilizer darts and buckshot. There’s also a door with a radioactive sign next to it.
6. Go to the railing next to the door and look down. In the floor at the base of a pillar you can see a grating. It’s unlocked. Crouch and move under the railing so the Karkians below can see you. You can probably lure at least two over and under you. When the Karkians are directly below, throw the dead scientists body to the right and towards the yellow pipes. When the Karkians attack it, use F-7 to limit the damage of the drop, and drop to the floor below. Go to the grate, open it and drop down. Turn off the aug.
7. Follow the tunnel to a room lit with red lights. The two crates contain sabot rounds and rockets. Push the switch on the north wall to open the panel in the floor.
8. Get into the water and swim north until you can surface. There are troopers and a commando above behind the fence and on catwalks above. Find the ladder on the east wall, get the regular pistol ready and start climbing.
9. Stop with your head just above the floor and watch the doorway on the right. When the commando comes out and goes back in, finish climbing the ladder and drop down. Immediately run to the left, away from the door, to a column and turn left into a short passage between two fences. Crouch, face the column and sidestep right against the fence.
10. Just right of the big column and up is a catwalk. Across the room to the north is a set of stairs going down to a recessed area. There are usually two troopers in the recess guarding a door.
11. Get the stealth pistol ready and sidestep left until you can see the catwalk ahead and above to the right. Wait for the trooper to walk across then shoot him. Sidestep right back into safety out of sight in case the commando comes through the door at your level. You should be getting pretty low on 10mm ammo about now and there’s a few guards to go so make every shot count.
12. Keeping the stealth pistol ready, side step left again until you can see the door the commando comes from. When he comes out and turns to go back in the tunnel, creep out and up behind him. You should be able to get near him in the tunnel, stand and take him out with two quick head shots. Immediately turn and face the direction you came from, crouch and take out the two guards that come up from downstairs. If you don’t think you’re quick enough to get them, you can always throw a gas grenade before you start shooting.
13. Head west toward where the two troopers came from and go down the stairs to the recessed area. If you didn’t get the guard up above, he’ll surely open up on you when you go down the stairs. At the bottom you can find two crates that contain a LAW (ignore) and a medkit.
14. Go through the door in the east wall and you’ll find a small chamber with a ladder and an unlocked grate. Go through the grate and follow the tunnel to a second grate. Through the second grate you can enter a space cramped with pipes. In this area you can find a crate that contains a multitool. Go back to the room with the ladder.
12. Climb the ladder and turn left. Follow the catwalk to another doorway and turn left. Follow the corridor to another catwalk. There is one last guard on this catwalk. It’s easy to surprise him and take him out.
13. Walk to the east end of the catwalk and look down and left. There’s a worker’s body on top of a large yellow cabinet. Crouch and go under the handrail and walk out on the brace that holds the catwalk up. You can then jump to the top of the cabinet and get a multitool from the body. You can then crouch and drop to the floor and get a lockpick from the body there.
14. On the south side of the room is a stairway going down to a recess. At the bottom you can find a crate containing a medkit. The locked cabinet that takes three lockpicks to open contains two prod chargers, a bioelectric cell, a pepper cartridge, a multitool, buckshot, 30-06 ammo, sabot rounds and 20mm HE. If you need any of this stuff, it’s worth the picks to get it.
15. Now, let’s take care of the last UC. At the east end of the room is a door with a switch on the left side. Push the switch and go through to the next door.
16. Push the switch near the second door and look through. Directly across the room and slightly right you can see a red light over a small door set near the floor. The security bot is behind the door. To the left of the door is the security terminal you hack to let the bot loose. Just past the terminal is another door in a recess.
17. Halfway to the security terminal, on the left, is the door to the UC control. Scan the area and if no Karkians or Greasels are near, run across the room into the recess. Edge over to the corner where the terminal is and hack it quickly. When the bot comes out and starts shooting, run to the door of the UC control and use three lockpicks to get in. Shut the door and turn off the UC. Wait until the bot takes care of the animals outside then exit and use the repair bot to recharge your bio energy.
19. Go to the center of the room and poke around the column. You can find two crates. They contain 7.62 and 10mm ammo. Go back to the control room where you shut off the last UC.
18. If you save your game here, you can now work through each of the three endings of the game.
Tracer Tong’s Ending
1. From the door of the control room of the last UC, go west through the door labeled "Coolant B13". Go all the way to the end of the room to the yellow console. Push the button marked "Flush System" and watch the liquid level change in the huge column in front of you.
2. As you leave the console Tracer tells you to go back to the reactor lab in Sector 3.
3. Go back out on the floor where the Karkians were and to the SE corner. You’ll find a switch on the wall that summons a lift. Be careful you’re not standing under the lift when you press the button or you’ll be crushed.
4. Take the lift up then descend the ladder to Page’s level. Don’t forget the turret over the door. Use F-3, F-7 and F-11 keys to turn on your augs then run through the entrance and left. Take the first left then follow the hallway into the room where the Grays were, the Gray Containment Area.
5. Exit the Gray’s room into the room with the bodies in tanks. Look up the med bot and get healed if you need it. Go to the south side of the room and exit through the door in the west wall.
6. Follow the corridor around a central column and through the blast doors. Go south and find the stairs. Go up the stairs to the room with the radioactive barrels and the dead worker in a little recess. This is also where you killed two Grays earlier.
7. Take the stairs up to the next level and climb the ladder into the room above. Exit the room and take the stairs all the way down. Go to the north end of this room to the door marked "Reactor Lab B13".
8. Follow the corridor into the reactor room. Hopefully you killed all the Grays in here earlier. Tong instructs you to activate the failsafe switches at the base of each reactor then go to the control room.
9. Go to the stairs at the west side of the room. You should after all this time still have one Hazmat suit in inventory. If by chance you don't, you can either trust the augs or follow the first six steps of the Helios ending to find one. Put on the Hazmat suit and use F-9 and F-11 for further protection. Go down the stairs and jump into the south reactor. Push the button, crouch and go through the tunnel to the north reactor. Push the button there, climb the ladder, run back to the stairs and go up quickly as you can. Turn off the augs and go to the control room.
10. When you get to the control room, use the prod on the tech there. He will freak when you start pushing buttons and pull a pistol. You can get some 10mm ammo from him, but so what. We’re almost done.
11. On the south wall of the control room are three hinged panels. The one on the far left should be open already. In the center of the room is a console with a button marked "Engage". When you push the first button on the wall, the second button’s panel raises. Push the second button then the last.
12. Finally, push the "Engage" button on the central console and go to the ladder. Watch the closing sequence for Tong’s ending.
Helios’ Ending
1. From the door of the control room where you shut off the last UC, go to the south end of the room. Find the unlocked door in the huge column. It’s beside the grate in the floor you crawled through earlier after you threw the dead scientist to the Karkians.
2. Inside is a dead worker with a datacube nearby. The datacube holds the code to the Aquinas Substation, 6765. The crates contain 10mm and 30-06 ammo.
3. Go back to the north end and go right around the corner from the security panel where you turned the bot loose. There are goodies inside the bot hole but at this point nothing is needed.
4. Go to the door marked "Aquinas Substation". Use the code 6765 to open it. Take about two steps inside and when the panel inside blows, back out as fast as you can as electricity arcs across the room.
5. If your health isn’t 100 per cent make it so. Either use F-10 to heal up or go back to the room with the bodies in tanks and use the med bot. Go back through the doorway and use two multitools on the panel on the left wall to shut off the electricity. You will take some heavy health hits before you’re done. You can use F-10 or medkits to restore your health to a reasonable level. Or, you can wait a minute and you’ll find a med bot.
6. Enter the room. There’s a cabinet on the right, unlocked, that contains a hazmat suit (ignore), two bioelectric cells and a med kit.
7. On the left wall is a security terminal. Hack it and turn the camera off, unlock and open the door to the Aquinas Router.
8. Approach the door in the south wall and open it. There is a rather long wait after you push the button before the door opens, so don’t think nothing is happening.
9. Go through the door, get on the elevator and go up. Exit the elevator, follow the corridor and turn left at the intersection. At the end of the hallway you find the med bot. Go east down the stairs into the recessed room.
10. On the left and right are two panels. Each has a button marked "Engage". Use both buttons. Go to the computer on the east wall and use the login and password Helios gives you; icarus, panopticon. Push the button to "Engage Primary Router".
11. As you leave the panel Helios tells you that you must go back to him to finish the sequence.
12. Go north to the end of the hallway. Turn left then left again and you’re facing Page’s cocoon. Head right then right into the first opening.
13. Follow the hallway into the room where the Grays were. Exit the Gray’s room into the room with the bodies in tanks. Look up the med bot and get healed if you need it. You may have to face some commandos soon. Go to the south side of the room and exit through the door in the west wall.
14. Follow the corridor around a central column and through the blast doors. Go south and find the stairs. Go up the stairs to the room with the radioactive barrels and the dead worker in a little recess. This is also where you killed two Grays earlier.
15. Take the stairs up to the next level, turn right and follow the corridor. Be ready for some commandos when you exit onto the top of the stairs leading to the Aquinas Hub. If any of the robots were still active they will engage the commandos. Just remember that you don’t have to defeat the commandos, just get to the elevator in the Hub alive.
16. Go up to the third level. Approach Helios and watch the ending.
Everett’s Ending
1. From the door of the control room where you shut off the last UC, go to the east side of the room and head south. Halfway down the room on the right is the first blue generator. If you remember, Alex has given you part of the deactivation code, 724. The last number is 3, easy enough to get by trial and error. Use the code to deactivate the generator.
2. Go to the SW corner of the room and up the stairs and to the top of the ramp. You should have in inventory one hazmat suit gotten a long time ago. If not, you can follow the first six steps of the Helios ending to find one. Or you can just trust the augs.
3. If you need bio energy recharged, use one of the repair bots running around. Put on the suit and use F-9 and F-11 for more protection. Go to the far end of the room, find the generator and shut it of by using the code 7243. Exit through the unlocked door in the north wall. If you get instructions from Tracer Tong as you leave, ignore them.
4. Go to the catwalk that bisects the room and find the third generator. Deactivate it with the code 7243.
5. Go to the handrail someplace, crouch, use F-7, then drop to the floor below. Turn off the aug.
6. Go to the SE corner of the area. You’ll find a switch on the wall that summons a lift. Be careful you’re not standing under the lift when you press the button or you’ll be crushed.
7. Take the lift up and follow the corridor all the way around and to some stairs. At the top of the stairs, next to the chest, is a black and yellow striped panel in the wall. A security bot lives behind the panel and will come out to block your exit when you deactivate the last generator. You can’t place a LAM beside the door because the game won’t let you. Soon as you place it, it arms and explodes. So, move both of the small metal crates over against the panel to block the bot’s exit.
8. At the bottom of the stairs on the left is another bot door. Same thing, no LAM’s allowed. However, you can place a LAM on the inside of the doorframe leading to the last generator.
9. Go to the last generator and deactivate it with the code 7243. Immediately hide behind the two medium sized metal crates until the lower bot comes out and vaporizes when the LAM goes off.
10. Walk to the bottom of the stairs. If your upstairs trap was successful the bot is trying to get out past the crates and can’t. Just throw a second LAM up the stairs on the crates and blow up the bot.
11. Go back up the stairs and follow the walkway to the elevator. Find the ladder and go down. You’re back on Page’s level. Go straight across (use F-3, F-7, F-11 to minimize the turret damage) and through the tunnel on the opposite side of Page’s cocoon.
12. Go down the corridor and make the first right. Follow the corridor to a door marked "Aquinas Router". Just before this door is an entrance on the right. Go through and go up to the console. Push the button, see Bob Page destruct then watch the ending.
Deus Ex
Walkthrough © 2000 by Jim Blanchard
All original material including names and images © by
Ion Storm LLP 2000