Liked this FAQ? Click to recommend it to other GameFAQs users. DEUSEXDEUSEXDEUSEXDEUSEXDEUSEXDEUSEXDEUSEXDEUSEXDEUSEXDEUSEXDEUSEXDEUSEXDEUS {less than 79 characters,76 to be correct. Easy to print.) <--------------------------------------------------> | Deus Ex The Conspiracy FAQ/Walktrough | | For Playstation 2 | | Version 4.20 | | Copyright Absolute Steve | | Email: faq@shillatime.org | | All rights reserved 2002-2003 | <--------------------------------------------------> DDDDDDDDDDDDDDD XXXX XXXX DDDDDDDDDDDDDDDD XXXX XXXX DDD DDD XXXXXXXX DDD DDD XXOOXX DDD DDD XOOX DDD DDD XXOOXX DDD DDD XXXXXXXX DDDDDDDDDDDD XXXX XXXX DDDDDDDDDDD XXXX XXXX _ /#\ /###\ /#####\ /#&&&&&#\ /#&& &&#\ /#&~~~O~~~&#\ /###&& &&###\ /######&&&######\ /#################\ <>==============================================================<> Table of Contents <>==============================================================<> You can type Ctrl+F to find something you're looking for-Fast. 1. Revision History 2. Introduction 3. Walktrough 3.1 Before Starting 3.2 NYC Liberty Island 3.3 NYC Battery Park & Castle Clinton 3.4 NYC Hell's Kitchen 3.5 NYC Warehouse District 3.6 NYC The Subway 3.7 NYC Airfield 3.8 NYC The Truth 3.9 HK The Markets & The Sword 3.10 HK Versalife 3.11 NYC The Superfreighter 3.12 NYC The Cemetary 3.13 PAR Paris 3.14 PAR DuClare & Knight's Templars 3.15 Everett's Hideout & Vandenberg AFB 3.16 Abandoned Gas Station 3.17 Ocean Labs 3.18 Missile Silo 3.19 Area 51 4. Hints, Tips, Codes and Secrets 5. Weapons and Items 5.1 Weapons 5.2 Items/Suits/Food 6. Enemies 6.1 Common Enemies 6.2 Thugs and Beasts 6.3 Robots and Bosses 7. Skill Listing 8. Augmentation Section 8.1 Augmentation Canisters 8.2 Augmentation Upgrade Canisters 9. Story Guide 9.1 Foreword 9.2 The Conspiracy 9.3 The Opposition 9.4 Frequently Asked Questions 10. Credits 11. Copyright <>==============================================================<> 1. Revision History <>==============================================================<> v. 4.20 March 20, 2003. Fixed minor spelling errors, and some things you probably won't notice. v. 4.15 March 8, 2003. I fixed a lot of spelling mistakes earlier, but I didn't realy found that enough to update again. So why this update? I fixed the crappy layout of the Augmentation Section. It's now fully complete, and all the Augmentations their uses are also listed, so check it out if you're interested. The FAQ is in it's final stages now, and it won't be long until it's finished completely. You should be on the lookout for more of my work, including an upcoming FAQ of Septerra Core. Give it a check when it goes up! v. 3.50 Februari 12, 2003. A very big, big update that was really needed. The Walktrough is finished now! Finally! I also changed the layout of the secrets section a bit. But I'm still not finished. Now that the Walktrough is finally done, I can focus my attention on more detailed things in the game, and write sections about them. A character guide might just be one of them. Also, I might add information to the Augmentation Section, Weapons Section and the Enemies Section. I'm not done yet, but I'm getting there! =) v. 2.70 Januari 21, 2003. Nope, I didn't finish it within the year. I'm very ashamed, but also busy with many other things. The Walktrough is now finished up to Everett's hideout, and I'm progressing fast. Only a few long areas left and it's finished! =) v. 2.50 November 28, 2002. I finished typing up the Walktrough up to the DuClare Chateau. I think It'll be finished within this year. ;) v. 2.30 November 25, 2002. I added another part of the walktrough, the catacombs of paris. Just a few more area's and it's done. v. 2.20 November 19, 2002. Now that I have some spare time, I added another part of the Walktrough. Only about a quarter to go. It's now finished up to Paris, currently working on it. Fixed some lines too. v. 2.10 November 18, 2002. I made progress in the Walktrough, fixed some spelling mistakes like always too. I still have future plan's for other sections, but for now, the Walktrough is more important. v. 2.00 November 14, 2002. It's been a long time since I've updated this FAQ. There are several reasons to this, but I doubt you want to hear them. You want the FAQ! Well, I've made some progress in the Walktrough, removed some spelling errors, AND, I made a Story Guide. Unfortunately it didn't got posted, probably because it wasn't complete yet and still rather small. That's why I add it as a new section in this FAQ instead until its completely finished/posted. I did have to adjust it to the FAQ etc. But I hope it'll get posted alone on the site someday(with a character explanation section). Last but not least, I made a small ASCII art(although I suck:). It represents the Illuminati Logo, the allseeing eye, also the picture of Icarus. v. 1.00 September 9, 2002. What can I say? My computer crashed because of a stupid virus called "Supernova". It deleted the file WIN.COM, and we all know what that means.. This means I also lost the entire FAQ, so I had to take it from Gamefaqs myself and start to upgrade all over again. Very irritating. If I find the creator of that virus I swear to God I'll...*grr* But onto the FAQ. The walktrough is a bit bigger, and I made a small layout change so it looks better now. v. 0.80 September 3, 2002. I changed my contributor name to Cloud VS Sephiroth, which is also my name on the boards. The email will remain the same. Sorry to CjayC for any confusion, but I just think it's more practical for me. This is also due to I could not create an account with the name SteveU3, and therefore, I couldn't submit reviews anymore! Anyway, I hope it's cleared up now. And the version number is now CORRECT, instead of the lame 0.3 what always showed up on the site, but never actually existed. Another upgrade, in which I have completed the Augmentation list. Many thanks go to an unknown user on the boards who posted it a long time ago. Dittohead reposted it, so thanks to you to. All that remains unfinished are the Walktrough and Hints/Secrets sections. I also plan to remake the Weapons section, but I'm not yet sure how. v. 0.70 August 31, 2002. I added the Skill Listing section. It looks good with those table's. I also added a small logo here(no big art here, I'm bad at this). The enemies section is complete too. It is about perfect. Give it a check. I AM sorry for the incomplete Walktrough and Augmentation List, but hey, I am no superhuman-Sorry ;P. v. 0.50 August 26, 2002. First, one word. WHOA!! It looked WAY different on the site than here on my computer. Well, at least it got posted. Things I changed were A LOT of grammar and spelling mistakes which surprised me a bit. v. 0.40 August 23, 2002. Everything new. This is also my first FAQ so I'm a *little* nervous if it gets posted or not. I made the Walktrough for about 1/4. I know it isn't much, but it is pretty comprehensive and in-depth so it takes long to write. Besides, I plan update often. The Walktrough is more finished on paper, but I have to type it down. I will do so soon. If you see any errors, grammar, spell and missing things in this FAQ, give me a email about it. <>==============================================================<> 2. Introduction <>==============================================================<> You are J.C. Denton, an agent working for UNATCO, an anti-terrorist agency. Your brother Paul also works for UNATCO, but he's already in the business for two years. The civilisation is near collapse, and plagues don't make life easier for the people. Rich people have an advantage over the poor and have cures and vaccinations for the plagues. You have nano-augmentations to help increase your performance. Now, your first mission begins.. Throughout the game, it is up to you who lives or die. You make your own desicions and search for answers and information. Yet you do not know who to trust. Step in a world full of traitors, conspiracies and science in this FPS/RPG. <>==============================================================<> 3. Walktrough <>==============================================================<> <>====================<> ||3.1 Before Starting.|| <>====================<> Before you start playing, it is strongly recommended to play trough the Training one or two times so you get familiar with the unique gameplay. This way you will have a easier time with the first levels. Before you start playing, you will be asked to upgrade skills. The most balanced thing to do is to upgrade hacking and either lockpick or medicine. When you get more skill points, upgrade the one you didn't choose and Mulitool. This way you will become an item maxing agent and that is excactly why I wrote this Walktrough. This walktrough not only a walktrough for the game, but also a guide on how to pick up nearly every item you come across. This way, it is easier for people who are playing the game on hard, or even realistic. People playing on realistic will have a harder time dealing with enemies, so they'll need every hidden item, and skill points. Speaking of difficulties, I have written the Walktrough while playing on Medium so I'm not sure if there are any changes like skill points amounts. In Deus Ex, nothing is certain for 100%. As you play trough the game, a guard could see you, activate the alarm, and you'll have to kill the whole base. This will then be different than I described to you. The main goals are still the same, as well as the area. Most of the time, when you follow my directions, you'll get nice advantages over other strategies. In the game you will come across various ATM's, a type of banking system of which you can withdraw credits. Most of the times, leave the ATM alone and do not hack it until I'll tell you to do so. This way, you are able to receive other accounts and withdraw more money. The amounts in the walktrough are based on a level three skill hacking. If you are on level two, you have to halve the amount you can withdraw. Accounts you have found always have the amount of level three. I guess I have my favorite weapons, so I will mention them in the walktrough to use them. Since you have four slots you must choose well. For the first part of the game, in NYC, you should have a (stealth)Pistol, GEP gun, Sniper Rifle, and a Assault Rifle(maybe). Later on, when in Hong Kong and beyond, you might want to change that to A GEP(Blast Weapon), Sniper(distance weapon, lock-breaking weapon), Assault Rifle(Raid weapon) and Assault Shotgun(main weapon). I will occasionally use abbreviations/acronyms like SE or NE. Here's what they mean: N=North S=South E=East W=West NW=Northwest NE=Northeast SW=Southwest SE=Southeast MM=Microfibal Muscle SE=Speed Enhancement, don't confuse with Southeast. AR=Assault Rifle S.box=Security Box S.bot=Security Bot DTS=Dragon Tooth Sword PC=Personal Computer(duh) Biocell=Bioelectrical Cell(duh) If you have questions, please email me. With all that said, on with the game! <>==============================================================<> <>=======================<> ||3.2 NYC Liberty Island.|| <>=======================<> NYC LIBERTY ISLAND. You start the game on Liberty Island. Your brother Paul will then talk to you soon. It is advisable to choose the GEP Gun since it is very powerful, and the other two (sniper rifle and crossbow) will be aquired soon. When the conversation is over, talk to him a couple of times using the (X) button. When done, go near the Robot and pick up the forty and the Soda drink. This is also done with (X). Now pick up the Crowbar lying near the black crates. Equip this weapon and slash the Supply Crates open. There is a lockpick and a Binoculairs in the crates. Then go underwater by using the stairs to the northeast. Break the crates and pick up the Bioelectrical Cell and a Multitool. When done, go out the water and walk to the end. Pick up the Prod Charger, Darts and 10mm ammo from the crates. Enter the small building. When you exit this small room, go to the north and talk to the UNATCO troop that walks there. It doesn't really matter what you answer the first time, but when he offers you to buy something from him you can better wait until you get more money so you'll be able to buy the Scope Mod from him. He also tells you a password for the van behind the helipad when you talk tough(I can't speak for command, but I'm gonna clean the place out). Remember this place; it is your base and you'll have to return here later. Go past the Helipad towards the van. Pick up the Multitool and use the code on the panel to open the door. -25 skill points. You'll find a Medkid lying on the machine in the upper left corner. Grab the Tranquilizer Darts from the desk and look below to read a Datacube with the login for the security box. Log in. You can turn the camera's on or off and open and unlock the Compound Hatch. Go inside the hatch and find the EMP Grenade. -50 skill points. Then get out and go behind the van to find a lockpick and a well hidden Compound Hatch Nanokey. When you are done, go back and to the east. Enter the next area. There will be terrorists everywhere. A good trick is to equip your pistol and aim at the heads for one hit kills. First, go to the south and kill the terrorist there. The dead troop has a Baton, a Candy Bar (yum?) and Cigarettes. The terrorist has a crossbow and a Combat knfe when you loot his body. Then jump on the small metal crate and pick up the Gas grenade from the box. You can pick the lock at the Container, at the UNATCO sign, to access a Medbot. This will heal you to the max. This is probably only nessesary when you are playing on Hard or Realistic. Of course, if you just started, this could be wise to do. Go east first. There are a lot of Terrorists there so use caution. Tricks are head shots or sneak attacks with a Crowbar, Baton or Prod Charger. Open the crate for a multitool. The Terrorist in the far most north carries a sniper rifle. (that's why I had you choose the GEP Gun). Proceed to the next area. Open the crate for a Multitool. There is a Mercenary Thug with a Terrorist a bit further. Take them out by shooting one in the head, and then either run or shoot the other. Go to the building that looks a bit like a bunker tunnel and take out the guy that is making his rounds there. Go down and kill the terrorist. Take the Hazmat Suit from the wall. Climb the small ladder to find..another Multitool. Go further. There will be electricity there. There are three ways to get past it. 1) Walk trough the arcs and get hurt badly ( 40-60 health, 5 bio energy). 2) Use a Multitool on the 10% Str Panel to shut down the arcs. 3) Push the button for the Forklift and quickly run onto it. Jump on the yellow machine where the electricity comes out and you have passed. To get back, pick up the small Metal Crate and drop it near the black metal crate. Jump on it to get back. Once passed, you'll find a Fire Extinguisher, Clip Mod, Accuracy Mod, a Bioelectric Cell and a crowbar. -250 skill points. When finished, exit the building. You will notice a second way to get into the statue, by crates, but don't go there yet. Also, open the crate containing 10mm ammo. Walk northwest to the docks. Leave the bot alone; It's your ally. If you want to conserve ammo, you can lure the two terrorists to the bot, and theywill be slaugthered. Cruel! Now enter the docks. The dead trooper has three flares and Cigs. Open the crates for Rockets and 30.06 ammo for the sniper rifle. Don't shoot or hit the tnt crate; it will hurt you badly or kill you. Go further north and then west. Pick up the Soda drink and talk to Harley Filben there. Answer "You can trust me" and he'll give you a key. Pick up the Fire Extinguisher and the five flares under the table. Talk a second time to Harley for info. The Drifter Woman sells some stuff, but don't buy anything. It's expensive and you won't be able to buy the scope later. You can go underwater and pick the 20% lock. -50 skill points. Inside are three crates with a sawed off shotgun, a Reload Mod and Accuracy Mod. Don't pick up the Sawed off shotgun, because you don't have any ammo for it yet. Secondary Goal completed. Exit the docks and head for the west. Proceed to the next area. Take out the guard swiftly and then also the mercenary thug. Now go even further and kill the terrorist. A tricky part is ahead. Push the explosive barrel to the route where the Security Bot Patrols (not the tnt crate) until you can't go further with the barrel. Take a lot of distance and when the bot appears, shoot the bot one time. It will go and shoot in your direction. When it is near the barrel, shoot the barrel. You might take a few hits though.. (not satisfied with this? Use the GEP Gun!) Then pick up the tnt crate nearby. Be very careful! If you drop it normally, it COULD blast you with it. If you crouch though, you will put it down more gently and the thing won't blow. Now walk with the crate in your hands to where the bot was patrolling. You see a locked box in a small place with garbage. Drop it gently, take distance and shoot it with your pistol. Once opened, you'll find a chit with 100 credits and 30.06 ammo. Now proceed south and take out the remaining terrorists. Also pick up the multitool in the crate there. You can learn a login for the security by reading the datacube. There is also a pepper gun and a prod charger there. Now proceed to the front doors from the east. Login at the security box and unlock the door, open the door, and put the turret at the enemies. Now you won't have to worry about the camera since the turret is your ally now, and only attacks your enemies. Pick up the two flares and the lockpick from the crate. Congrats! You have just completed the first part of the game! Remember that place where there were containers on top of each other? Instead of going through the front doors, go there. It's easier, and the best way when you have one of the harder difficulties selected (like realistic or hard). NYC LIBERTY ISLAND INSIDE THE STATUE First, kill off the guard in the west, then the two in the south. Then make a round starting direction: south. Kill any terrorist that comes across your path. Go up at the stairs. Enter the building with caution: A gas grenade is placed in each entrance. Just grab them from the wall. Once inside, kill the two talking guards. You can use the explosive barrel if you want. Go downstairs. You must save Gunther, a top agent from UNATCO. Once downstairs, watch out for the camera and open the crate for a lockpick. Now when the camera isn't looking your direction, run downstairs and then to the left (south) to hide. Take out the guard that is walking here. If you are hurt, you can heal up to 10 points at the water fountain near the ATM. Don't hack the ATM yet. You'll receive a account shortly.Go upstairs(not where you came from) and take out the guard. Pick up the medkid. Go downstairs again. Pick up the medkid from the crate, and walk to the laser. Find a lockpick and a LAM there, and read the datacube (it could be that you already have this info). Now in the east corner, there is a ventilation shaft. Crawl in it. It is dark in there so use either flares or your Light Augmentation to make it lighter. When you reach a ladder pick up the multitool and the forty. Don't go up yet. Open the door first and pick up the soy food(heals 5 points). Do not open the Str 60%, lock 10% door because you'll be on the other side soon. Crawl further in the vent. At the end, you'll fin yourself in a barricaded room. On the desk is a datacube(with bank account 230023 and Pin 4558), a medkid and a PS20. This is a one-time-use-only weapon, but is very powerful in the beginning of the game. It shoots a one time plasma shot, after which it is discarted. On the barricade of crates lies a well hidden Tech Goggles. Use the jump-grab trick to grab it(might take a few tries).Crawl back in the vent and up the ladder. There is another vent above. Just follow it out to a fence. Prepare yourself. When standing (not crouching) on the fence, position yourself to the northwest and open it. Walk to the door immediately and open it up and free Gunther. Now relax(!) in his cell and watch how he handles the enemies with his knife. Also pick up the wine in the cell. Afterwards talk to Gunther. I suggest not to give Gunther a weapon since he doesn't do anything with it and besides, you lose it. Pick up the Accuracy Mod and the Baton from the table, and read the newpaper if you want. There is a Fire Extinguisher and a Soy Food near the faucets. Loot the dead bodies Gunther left for you and USE (not hack) the ATM. Account 230023: 200 credits. Now go back through the laser and go right and you will find a LAM and a soda drink. When you are done with everything, go all the way up until you meet two guards. Now is a good time to use your PS20, since you can only carry one, and you'll find another one. Go to the balcony(European name :)) and pick up the two flares and the PS20. Now go up the ladder. -750 skill points. Talk to the terrorist leader. Spare him. Pick up the Augmentation Canister (Arms, Microfibal Muscle or Combat Strength) and select MM from your menu. You won't need CS and you'll be able to pick up much more items later on. By the way, you can kill the guard for an Assault Rifle, and it will upset Manderley(you boss) later. Talk a couple of times to the leader for some info about taxes and then return to your base. When you arrive at the base, talk to Tech Sergeant Kaplan and buy the scope for 700 credits(you should have 100 left). Talk to Paul when you are done. -115 skill points. Go inside and pick up the soda drink and the Candy Bar, and check the datacube. You could read some mail on this computer when you hack it, but that doesn't give you anything. Proceed to the next area. UNATCO HQ (UNITED ANTITERRORIST COALITION) Just walk further and talk to everyone. Pick the door on the west with 25% lock and INF% Str. There is a Accuracy Mod inside, and a Office Nanokey can be found under the desk. Now you can open the door on the east side. There is alockpick and a Multitool there. Proceed to level 2. Go inside your office on the east and Alex will tell you your Login and Password for the Computer. Read the books on your desk and Log in your computer. Meet Anna Navarre and Gunther Hermann to the north (it gave me lemon lime haha). Go to Manderley's office, pick up the Nanokey and read the datacube for Manderley's Login. Then talk to Janice Reed. Go inside. -250 skill points. Pick up a soda drink on his desk. Talk to Manderley. He says he will brief you later. There is a Candy Bar in the toilet behind him. Now that you have the key, open the two remaining doors on Level 2. Behind one is a Pepper Cardrige and the other has a sort of fence that must be picked first before you can pick up a Bioelectrical Cell and a Multitool. Proceed to level 3. First go west to Sam Carter. -50 skill points. Then go talk to Anna Navarre. There are a Bioelectrical Cell, Cigs, a Newspaper, Soda Drink and Darts in this room. Then proceed north to the Medical Centre. -50 skill points. Heal up at the Medical Bot and take a look at the Datacube. Also the book there has some interesting info to share about Augmentations. Take the Medlab Closet NanoKey from behind a houseplant on a shelf (near where Jaime is sitting). Talk to Jaime a couple of times. The dead terrorist has two throwing knifes on him. Open the door there (with the key) to find a medkid. Go to Alex Jacobson next. In that room, you'll find a candy bar, soda drink, and a datacube with Gunther's login. Also, use a(preferably one) Multitool on the 25% Str Code Panel. Upgrade Multitool if neccecary. Find a Bioelectrical Cell, a lockpick and two flares inside. Talk to Alex and check the Datacube. When you have finished all your bussness, go to Manderley for a Briefing. He gives you 1000 credits for the mission, and 250 for rescuiing Gunther. Nice! Now go outside, and talk to the UNATCO boat pilot to end this section. <>==============================================================<> <>=====================<> ||3.3 NYC Battery Park.|| <>=====================<> NEW YORK CITY BATTERY PARK When you arrive, Anna will talk to you, and she gives you a picture of a Ambrosia vial. First talk to the kid and give him food. He'll then tell you about a secret entrance the NSF uses. Now dive in the water, look around, and open two crates containing a medkid and a lockpick. There isn't anything else in the water so don't bother. Now use the password the kid gave you behind the vending machine and go inside. -20 skill points. Don't go down the stairs yet. Instead, go to the room to the west. There are two flares and a multitool on the table here, and behind the barrel lies a Bioelectrical Cell. Jump into the water and find some 10mm ammo. Don't pick the hatch because you will end up in the water on the other side and you have wasted a lockpick. Now exit ignoring the stairs for now. Go furter until you reach an intersection. Go to the west. To the right(east) is the Subway station where you'll come later. Talk to all the Bum's there, don't give the woman credits, then go south and talk to the Older Bum a couple of times. Pick up the Assualt Rifle bullets from the crate. You also see some heavy metal crates which you can't even lift with MM (Microfibal Muscle). (Anyone knows what to do here?) Now go north. Go inside Castle Clinton, and everytime a terrorist sees you, run back to Anna and the troops so you conserve ammo. Now search the area for A LOT OF stuff. In the southeast is 10mm ammo, two crates contain 7.62x51 ammo, one contains buckshot and one has a multitool. You also find a bum with a Nanokey for the Kiosk door lying behind some crates. Now go inside the centre building. -40 skill points. Talk to the kid inside and give him food. -50 skill points. Now use a GEP rocket (or a lockpick) on the locked box to find a Bioelectrical Cell and a Datacube with the code to the inside of Castle Clinton (666). Now use the code and go downstairs. -20 skill points. Proceed to the next area. NEW YORK CITY BENEATH CASTLE CLINTON There are two doors when you proceed. Blast the locked one and with any luck you'll blast a lot of other things too. Go inside the room. -65 skill points. Pick up the Rockets, Medkid and a Napalm Canister for a flamethrower. Pick up the Augmentation Canister(Torso, Environmental Resistance or Aqualung) from the safe and read the datacube. Login at the PC and select the option Cycle Maindoors. Then finally go to the security box, hack it, and turn the camera off. Now go downstairs and kill the terrorist(if you didn't already do this).There is a medkid in a crate and you'll also find a Bioelectrical Cell and a credit chit with 100 credits. Now go in the other room and take A LOT OF distance, and shoot the barrels. Now pick up the 10mm ammo. Don't proceed. Go back instead and to the east. Pick up the 7.62x51 ammo from the table and the Nanokey. Don't miss out the multitool in the corner. Now be careful and stay on the lookout for a terrorist with a flamethrower. Take him out when you meet him. Go further. A sniper is standing on the bridge so take him out as well. Now go and jump in the water and look at the datacube. Get out of the water on the same side and proceed further until you crossed the bridge. Now you are in a room with a security box. Login or hack it and turn all camera's off OR turn all turrets to your enemies. Pick up the prod charger in the corner. If you go up the stairs, you'll end up near the beginning. So go downstairs and to where the water is. Swim to the other side and locate the Ambrosia vial as well as a nanokey(which you'll already have since every terrorist has this key). Objective Complete.-250 skill points. Now exit the building an talk to Anna Navarre for your next assignment. She'll give you an EMP grenade. Now go to the Subway Station. Proceed to the next area. NEW YORK CITY BATTERY PARK There will be a firefight between two troops and two terrorists. Just let them take care of each other and pick up the ammo afterwards. Now search the entire area for a lot of items: A prod charger near the subway entrance, 7.62x51 ammo in a crate, Buckshot in a crate, a Bioelectrical Cell in an empty room, a locked box in a house(house? Oh well)containing a Medkid and a prod charger and another locked box in a room containing a lockpick, multitool and a candybar. Whew. Now you have all important things in the area. Now enter the subway. There are a few ways to do this: 1) You take the front entrance and you take down all terrorists(6?). Use the EMP grenade to disable the laser. 2) Look for a hatch in the northeast or in one of the small houses (with steam) and take out all guards from a sniper spot. When you have killed all terrorists talk to the former hostages a couple of times.-300 skill points. Now take the metro to Hell's Kitchen. <>==============================================================<> <>=======================<> ||3.4 NYC Hell's Kitchen.|| <>=======================<> NEW YORK CITY HELL'S KITCHEN When you arrive, talk to everyone and take a look at the Public Computer Terminal. Don't hack the ATM...not yet. Talk to Paul and exit the subway. Talk to the troops to receive a Gas grenade. Now go to the northeast into an alley. You'll see a Bum being threatened by two NSF thugs. Kill them and he'll give you the password "Underworld" which you'll need later. Go a bit west to find Buckshot ammo in a small green area. Now go back to the subway. Go in the Free Clinic that is nearby. NEW YORK CITY FREE CLINIC Go inside and talk to everyone. A couple of people will give you hints on how to access the warehouse. Secondary Goal Complete. One of the doctors will offer you a Medbot healing program or some medkids. Don't accept this; You can break the door open yourself. By the way, there is a water fountain too(only 10 points but still) so heal up. Now proceed to the west and go to the docter that is with a patient. Talk to the sick man and ask him nicely to leave. The docter will then give you a discount on medkids and the healing bot. Of course, you can break the door yourself. There is a locked cabinet near the docter. Inside are two medkids which you can pick up without picking the lock! Just go near the frame and try to point your cursor to the medkid until you can pick it up. Experiment a bit if you want. Now all there is left to do is hack the PC and leave the clinic. When you are back outside, go to the west. Don't go in the bar there yet(with the red light), but go to the north first, talk to the cops and pick up some 10mm ammo. Now go in the alley behind the Underworld Tavern. You see a Pimp and a girl to your right. Send the Pimp away by picking the bottom answer(you got 10 seconds to beat it before I add you to the list of NSF casualties). Talk to Sandra Renton a few times. Now go to the east and look near the garbage for a datacube with an ATM account. Go in the open door. You are now in the Underworld Tavern. Don't equip any weapons. To the right are the toilets, go to your left. Talk to everyone EXEPT the guy sitting at a table near the snooker table. He is a journalist and he will be terribly annoying(later). It could be wise to kill him though it isn't neccecary yet. Now talk to Sandra Renton and her girlfriend. She gives you a password to the warehouse. Walk further to the bar. The guy in black is to become your chopper pilot so talk to him. He wants booze. Now there seems to be some glitch that if you do not discard all you drinks, he will always say something like "Do I look like a Bum?". So discard you booze, and buy a new one from the barkeeper. The two people talking mention Ambrosia. Talk to the man and be nice. He too gives a hint about the warehouse. Now go behind the bar to find a medkid under the counter(near the barkeeper Jordan Shea). There are two ATM's in the back. Use the account on one of the ATM's and withdraw the credits. Now exit the bar to the south.-150 skill points. Go to the ATM in the subway and use this account there again for 98 extra credits. Return to the alley afterwards. Talk to the troop and go to the northeast corner of this alley, smack the garbage and open the hatch there with a lockpick.-50 skill points. As soon as you receive the 50 skill points, go back in the alley. You'll go to Smuggler later. Now pick up a metal crate and drop it under the ladder so you can reach it. Go trough the window. -40 skill points. NEW YORK CITY TON HOTEL Pick up the medkid lying on the ground. Go straight ahead and into the room with a bed. Under the small table lies a credit chit with 350 credits. There are a lot of items in the living room. Four soda drinks and two soy foods can be found on a shelve. Check the datacube on the table and open the painting on the wall. Use the code. A storage room will open. -40 skill points. There are a lot of items here. Pick up 3 multitools, 2 lockpicks, 2x 10mm ammo, a Medkid, a Bioelectric Cell, Ballistic Armor and...A Candy Bar. Paul has taken a good of you! Now hack the PC.(note about the fifth mail..Classic Movies?..what the hell?..Video's Blue Harvest..Greets Vibrant Video's?...Naughty Paul!) Now exit the room and quickly take out the two terrorists before they shoot the hostages. -65 skill points. Talk to the Male hostage for a password. Walk further and to the east and look behind a houseplant for a datacube with an ATM account. Don't pick the locked door there; you are about to find the key. Now quickly go downstairs and kill the terrorist that is about to shoot Gilbert Renton. Heal up at the Water Cooler(yes it IS useful) and read the datacube on top of it. Now pick up A Nanokey on the keyshelf and the credit chit from the table. Now go upstairs and open the door with your new key. Inside you'll find two soy food, cigs (wow!), two dead Junkies with two Zyme vials(a drug) and some throwing knifes behind the bed. The locked door can be opened with your sniper rifle. Inside is a bioelectric and a Medkid. Now go downstairs and southwest to an Elevator Shaft. The crates contain a multitool and a Bioelectric Cell. There isn't anything else here. Before you exit the hotel to the east, (note the cleaner bot which you can destroy by standing on it!(that takes off 5 points though)Use the ATM and withdraw 273 credits from account 543654, and 62 from 947761. Then finnaly, hack the ATM and withdraw 125 credits from account 123456.(for the curious ones, account 551002 has only 45 credits.) Now exit the hotel. NEW YORK CITY OSGOOD&SONS Take out the terrorist that is walking on the street. Walk to the east and pick up 10mm and 30.06 ammo from the crates. Now go downstairs and talk to the intercom. If he doesn't let you through(when you don't have the password) go to the alley behind the hotel and go to the hatch I told you about. When he does let you trough, pick up the prod charger in the corner before going down. NEW YORK CITY SMUGGLERS HIDEOUT Go to the north and pick up the lockpick from the crate. The ladder leads to the alley. Now go south and find a Multitool in a small cabin. There is also a Electronic Control Device which you can bypass the lasers with if you use a multitool. You can also throw something (garbage) in the laser and a S. Bot will check. Quickly hide, and when his target is lost, he won't attack you anymore(even if you cross the laser). Pick up Ballistic Armor from the crate and a prod charger in a crate to the west. Now open the door and go inside.-20 skill points. Inside you'll find Smuggler. He has some very nice stuff to sell, but it's a little bit pricey.. He has a deal: Rescue his friend from the sewers, and he'll give you a major discount. He gives you the key to the city manholes. It's entirely optional, but you get some extra stuff and skill points. Now hack the PC and read the mails. You'll learn a login but no password(hey!). Now go upstairs and find a prod charger and 7.62x51mm ammo in the crates. You may also notice a hidden key panel behind his bed. Leave it alone. Get out your crowbar and smack the mirror on the wall. You'll find a medkid and Thermoptic Camo(invisibility) behind it. Now go outside. Go to the alley behind the hotel and search for a manhole. Open it up and go inside. If you don't want to do this, scroll down a bit. NEW YORK CITY SEWERS Now look around a bit and be very careful for two MJ12 troops(I hear ya, what the hell?). One has a flamethrower and the other a sniper. Note that the water is poison toxic. If you easily want the crate, pick it out of the water by crouching and open it up. Inside you'll find tranquilizer darts. Open the door where the alarm is next to and directly shoot the troop in the head(twice). Inside you'll find a Accuracy Mod, a Medkid, lockpick and prod charger under the table. Take a look at the datacube too. Now exit the room and go north. Login at the security box and shut the camera's down. Proceed further to the northwest(assuming you opened the door with the S. Box) and crawl under the lasers carefully. Crawl trough the hatch. No need going to the east; you'll end up near the subway. Also don't pick the small box, because you only find a keypad for if you come from the other side. Go to the north. Climb the ladder(ignore the dumb laser) and pick up 2x 7.62x51mm ammo, a medkid and 10mm ammo. Check the datacube for a code(which is already useless, but hey who cares). Go back to the main area(with the toxic) when you have everything. There, check the SE corner from the centre building for a medkid. Then go south. Walk trough the door and you'll be in a corridor. - 50 skill points. Jump in the water and look between the pipes to find a Napalm canister. Proceed to the south amd kill the MJ12 troop who is standing on the other side of the door. Login at the security box and shut down all camera's. Go downstairs and let yourself be seen, then shoot the poison barrels when you are upstairs, and see the most of them die. When the toxic is over, go downstairs and pick up a Biocell where the barrels were standing. Now proceed to the south and kill the remaining troops. Read the datacube for the PC login and login. Go to the room in the east and talk to Ford Schick. Tell him to make a break for it and follow him until he stops running and says that he will be okay. -80 skill points. Now return to the room where Ford Schick was in and open the drawers under the desk to find a Multitool and a lockpick. Now go in the south room and jump in the water to find to find a lockpick and a LAM in the crates. Now go in the armory to the north. If the door is locked, you can open it with the security box. There are a lot of goodies inside. You find 2x 7.62x51mm ammo, 10mm ammo, a LAW, prod charger and Riot prod, WP Rockets, a Medkid, Buckshot, a Gas grenade, EMP grenade and a Scramble Grenade. Use flares or your light Aug. if you can't find something. The LAW is of no use now so you can either use it(take a LOT of distance) or leave it there. Don't miss out the Buckshot under the stairs when you leave the sewers. Exit the area. You can go back to Smuggler for a discount, though I never do really. Now go back to the Osgood and Sons area to proceed with the story. NYC OSGOOD&SONS Go south and pick up the prod charger in the phonecell. Kill the nearby terrorist. Go in the alley on the south. You find WP rockets and a multitool in a room near the bed, and a fire extinguisher and another Multitool on the table. The locked locker contains Sabot Rounds, Tranquilizer Darts and Flare darts. A other room further in the alley contains 7.62x51mm and 30.06ammo in the crates, and a Hazmat Suit in the corner. When you exit the alley, take out the terrorist on the NW. Don't miss out the Biocell in a corner with some garbage, and 10mm ammo in the other corner. The crate next to the door also contains 10mm ammo. Read the datacube. Now go to the North and find 7.62x51mm ammo in the phone box. Now break the small window there with your crowbar and go inside the building. Go downstairs. When you get at an intersection go upstairs. Push the two metal crates and kill the terrorist. The Supply Crates contains a Biocell. Pick it up using the jump-grab trick. Now blast the door open with the key panel next to it by using your GEP Gun. You will find 10mm ammo, a Flamethrower, a Biocell and an Augmentation Upgrade. I wouldn't upgrade anything yet. Save it for later. Now go south and go to the next area. -50 skill points. <>==============================================================<> <>===========================<> ||3.5 NYC Warehouse district.|| <>===========================<> NYC WAREHOUSE APPROACH Proceed to the west, but be careful for the LAM boobytrap. Disable it and pick it up. Climb the ladder's. When you are on the roof, it's sniper time. First take out the terrorist on the NE corner. Then move to the NW and jump on the edge,(make sure you don't fall) and take out two terrorists. Now go down the northern ladder. -30 skill points. Pick up 2x 30.06 and Ballistic Armor placed near the small building. Now go down the ladder on the east. Go down the elevator if you want some extra stuff. You'll be in the Osgood place again. Pick up the Rockets lying on the ground. Then take as much distance as you can and shoot the explosive barrel. Now take a look in the east and shoot the other two explosive barrels. This will destroy the turret. Proceed. -50 skill points. Pick up the buckshot ammo from where the crate was first standing and a lockpick near the small metal crates. Now you are done here. Go upstairs again with the elevator. Go up the ladder again and on the roof you were first on. Climb down the ladder on the west. Smack the window around there. Go inside. -30 skill points. Open the door and find a Medkid,a Nanokey for the door and a prod charger. Now exit through the window again and go downstairs by crouching and let yourself fall on the emergency ladder below you. Go downstairs again and this time, crouch over the edges to the roof on the west. This may take a couple of tries before you succesfully make it. From there pick up 10mm ammo from the crate. Don't jump to the window on the other side there. Search around first and go to the W/NW and take out the terrorist. Now climb the ladder to reach an higher roof. If you didn't sniper the terrorist here be careful. The guy has a LAM. The two crates contain 30.06 and 7.62x51mm ammo. Now jump on the advertising board and walk to the roof on the north. There search the ground for some church-like glass and whack it. Drop down. You find a Biocell in the corner. Go down the stairs where you can also see some cardboard boxes and find a Biocell and a Medkid next to the stairs. A LAW can be found behind the cardboard boxes in a crate. Go upstairs and to the south. -30 skill points. On your left(the east) you'll find a Medkid behind the big cardboard box. A prod charger is in the corner on the other side near the small metal crates. Then open the window and go trough. Take the stairs down and kill the terrorist below you. Now fall down on that roof. You'll lose a bit health but hey whatever. Go inside the door on the east. Unfortunatly, the elevator isn't working and you'll have to climb down yourself. Exit he elevator below and out the hallway. Proceed to the next area. NYC OSGOOD&SONS WAREHOUSE AND ALLEYS When you open the door, exterminate the dog and the terrorist walking there. Now go south and to your right. A lot of terrorists will come out of the building so get a good kill gun and slay them one by one. Don't go inside yet. Go east and in the alley. Go to the previous area. Move south. -40 skill points. Then go east, but be careful. A very cheap EMP grenade is placed next to the trashcan on the left. Shoot it until it breaks and turn on your light to see the grenade. Disable it. Proceed. You see a turret and lasers there. There are also some trashcan's and metal crates there. Be creative. Push something in front of the turret and then a trashcan in the laser so it blocks the lowest. The thing will start shooting(but not hitting)you. Go further. Here you need the two previous metal crates to cross the electricity. Now walk further and to the west. Disable/pick up the LAM. When you reach a Manhole and a datacube, disable the LAM around the corner. Read the datacube, then go in the sewers. Pick up the multitool on the pipe there. Jump in the water and pick up a lockpick from the crate. The datacube under the valve contains a login for security in the warehouse. Now get out of the water and walk over the pipe to the valve and open it. This will cause to open the fence under water. You have to swim trough there, but with Swimming skill Untrained you WILL lose about 50 health due to insufficient air. So it's up to you; a medkid or training for swimming. Now go inside. -60 skill points. Proceed to the next area. Read the datacube at the bottom of the ladder when come out of the water. Don't open the hatch. Just walk to the north and up the ladder. You'll be in a room with barrels. On the table there you'll find tranq. Darts, 10mm ammo, Buckshot and 7.62x51mm ammo. Exit the room and then look around the corner to the south and shoot the explosive barrel. This will give a big explosion and the power generator will blow up. -500 skill points. Goal Completed. Now run back to the room with the barrels and hide until you think it is safe to come out again. Basically, all you have to do is take the chopper on the roof back to HQ. But first search the warehouse for goodies. Go past the generator and upstairs. There, kill all terrorists and go in the comp. room. -70 skill points. Find Buckshot shells under the desk. You can shut down the cooling systems with the PC for fun, but it doesn't do anything anymore. Go upstairs again. The safe under the PC contains and Augmentation Canister (Legs, Speed Enhancement, Silent Run). Blast it open with a GEP rocket. Really, by all means, you should select Speed Enhancement. You will be able to get MUCH more items later in the game, and Silent Run is totally worthless in my opinion. Go further and open the crate for 7.62x51mm ammo. The other two crates further contain two LAM's. Go upstairs(again whew). The crates there contain 2x10mm ammo, Buckshot, a lockpick and tranq. darts. Now go up the roof and talk to Gunter twice. Then take the chopper back to HQ to end this sector. NYC LIBERTY ISLAND UNATCO HEADQUARTERS First of all, you should go to the comm. Van. There are new goodies there. Open the hatch and find a Multitool there. Then go behind the van to find a lockpick. Inside the van you'll find a Repair Bot which can heal all your Bio energy. Heal up. Then talk to the MiB's and go inside. Proceed downstairs. UNATCO HQ When you get at the main hall, check the east office for tranq. Darts. The west office has a lockpick on the shelf. The east storage room on level 2 contains 10mm ammo. Go inside your own office and read your mail. Go to the north section and pick the cabinet for Sabot Rounds, an EMP grenade and a Gas grenade. Then go to the ATM and hack account 4445001 for 275 credits. For a Image of Bob page, check the datacube on the desk in the room with a pinball machine and the large TV. Now report to Manderley. Listen in to the Manderley has. When the Government Official comes out(Walton Simons) you can either: 1) Follow him to the cell and walk inside and start interrogate the prisoners yourself. 2) Same as 1 only this time you tranq. the terrorists. 3) You go to Manderley for a debriefing. The first one will give you some very important information, but I suggest to save before you do it. Now go inside Manderley's office and pick up the Nanokey from the bookshelf and a Nanokey on a small table behind Manderley. The talk to him. He gives 500 for your two main objectives and 200 extra if you rescued the hostages in Battery Park Subway. That's 1200. Now exit and go to the Med center to heal up. Talk to Jaime and and the troops, and check the Medlab closet for two medkids. Go in Alex' office and check the false floor to find a creit chit with 100 credits and a lockpick. The storage room only contains a Biocell so it's up to you if you want to spend a Multitool or not. A Multitool can be found on Alex' computer thingy. Now go to Sam Carter and he'll give you and Accuracy Mod and some Multitools. Find a prod charger in the crate in Anna's office, and a biocell can be found on the bookshelf. Now go outside and take the chopper to Battery Park. <>==============================================================<> <>===================<> ||3.6 NYC The Subway.|| <>===================<> NYC BATTERY PARK This area should look familliar. Just talk to all the Bums. An older Bum will offer you two 30.06 clips for 300 each! What a rippoff! First, search the area for items. You find a biocell in one of the houses. The locked box in one of the houses contains a datacube with the password to the secret entrance, and a PS20. Now talk to Curly, the guy in a room with a burning barrel. If you saved the Bum earlier, you now know the password.-175 skill points. In the two crates in the area, you'll find 2x7.62x51mm ammo. Now go inside the subway. Talk to Harley Filben there twice (I hear ya again, for info right?) for some info. Now go in the phone bootch and use the code. Proceed to the next area. NYC BROOKLYN SUBWAY STATION Just go up the ladder at the end. There, talk to all Bums and Junkies and go to the NE and talk to the guy in the corner. Don't buy any zyme. Instead, blow his head off and take it from his dead carcass! No really, this will save you some time later. Pick up two vials from his body. Now go upstairs. There is a Junkie here who will ask for zyme. Say no. The guy knows nothing. The two guards there have the key to the metal detector. Get out your prod and take them out. Now don't go trough the door but find a ventilation shaft behind the cardboard boxes. Climb the metal crates by using the small metal crate, and go inside. At the end, you'll be in a room. Find three flares and Buckshot on the table, and read the datacube for a code. A Nanokey for this room can be found in the(sorting?)machine as well as a Recoil Mod. Now exit the room and go further. At the Intersection, go south. The crate on the left contains a lockpick. Another lockpick can be found if you smack the cardboard boxes on the right. Now go east. Go to the next area. NYC BROOKLYN BRIDGE STADION The doors here when you go around the corner, can be shot out with your sniper rifle. You find a Multitool on the table, a Thermoptic Camo in the machine(again sorting?), and a Napalm Canister in the corner with the cardboard boxes. Go east. There on the south is another door that can be shot out with your sniper rifle, but the guard will turn against you. So hide after you do it, or take him out before you do it. Inside the room you'll find Tech Goggles, a pretty cool goggles. You can find a Multitool on the phone aside of the ATM. Speaking of ATM's, hack this one on account 20000 for a extra 100 credits. Now go north. Talk to Rook who will give you a LAM because you already took out the dealer downstairs. Now go back and downstairs to the south. Talk to the Junkie in the Man's restroom and offer him a trade: His LAM for a vial. Or you can give give him an even better offer. Close the doors and knock him unconscious and pick up his LAM for free! Now talk to the Homeless in the corner. Then go inside the metro and talk to Charlie Fann. He tells you to open a tunnel and shut down a valve and he'll give you a code. Just a small side note, you can make a huge fire by throwing stuff on the burning barrels. Now return to the first area and go to the blocked tunnel on the NW. Blast it open with a LAM(I don't know if GEP also works)and go inside the room. Jump through the steam and shut down the valves to complete the goal.-100 skill points. Now report back to charlie.-25 skill points. Go to the woman's restroom and look under the sink for a key panel. A secret passage will open. Go inside.-100 skill points. On to the next area. NYC ABANDONED SUBWAY CITY TUNNELS This could be a bit tricky. The terrorists are walking among Bums and other people so be careful who you shoot. Go down the ladder. Then go down the east. Take out the two terrorists. The crate near the kid and woman contains Thermoptic Camo. Then talk to the kid walking around and Kevin Bradley near some water pipes.-25 skill points. Then go further east. There you will find some terrorists and a room with some cardboard boxes. The crate in that room contains a lockpick. Now break the cardboard boxes and look for a stone. Push it and a room will open.-100 skill points. Talk to the terrorist leader. Now all terrorists in this area will surrender. Pick up the Buckshot and Sabot Rounds from the table and also the Nanokey. If you want it badly, pick up the flamethrower. Now walk out the tunnel to the west. When you get at the end, check under the collapsed stones to find four flares, an EMP grenade, a Biocell and the LAM attached on the wall. Disable this as soon as you enter.-30 skill points. Then go to the SE and first in the womans restroom for a multitool in a crate. Then go in the Man's restroom and go to the next area.-100 skill points. <>==============================================================<> <>=================<> ||3.7 NYC Airfield.|| <>=================<> NYC UNKNOWN LOCATION(Airfield tunnels) Walk out the tunnel. Check in the pipe next to the small metal crate for a EMP grenade. On the left in the water are lasers and turrets and on the right is hot steam. Turn on Microfibal Muscle and pick up the medium Metal Crate on the right and drop it in the lasers. Go further when the alarm is over. Go to the east bu watch out for the Gas grenade booby traps. Snipe the terrorist in the far east. The first gas grenade in on the corner, the second is unser the second sewer pipe. Now proceed further to the east and look out for the camera and turret. There is a radioactive room to the south which will cause you some health, but you can find a Napalm Canister, Stealth Pistol, two Biocells and a Rebreather on a edge. Now loot the dead terrorist for a key. Go inside the sewer door on the east and look around. Blow up the tnt crate by shooting it. The lasers will go down with it. Now walk over the catwalk to the end. If you happen to fall in the water,use the underwater tunnel in the NW. Otherwise, watch out for the two EMP grenade booby's that are placed in the hallway. When you come out of the door/manhole, proceed to the east BUT watch out for two patrolling Security Bots. When they turn their back to you, run to one of the holes. In the first on the north c=you can find some Sabot Rounds. The other connects to the last which may prove usefull. Then head in the tunnel and go to the next area. NYC UNKNOWN LOCATION(Airfield) You'll be in some kind of power room. Find a Medkid in the corner and a lockpick on the ground near the machine. Read the datacube between the small pipes and pick up the multitool. Go trough the door. -50 skill points. When you open the next doors, take out the terrorist if he's standing there. Walk to the Ambrosia vialon the NW and pick up 2x7.62x51mm ammo from the crates. -100 skill points. Goal Completed. Now go to the west. Don't go up the stairs yet, check the office on the right first. In the first you'll find a multitool in the desk and 10mm ammo on the bookshelf. Log in at the PC and read the mails to learn a code. In the second office you'll find tranq. darts and 10mm ammo on the bookshelf, and a lockpick and Biocell in the bookshelf. Now go upstairs and and kill the terrorist there. Blast the (second)locked door there with a GEP rocket and kill the terrorist inside the room. Inside you'll find the Nanokey to the room you are in now and a datacube. Read it.Puch the button behind a houseplant and the bookshelf will open. -75 skill points. Find an Aug upgrade, Buckshot, 2 prod chargers, a LAM and a LAW. Dro[p one of your main weapons and pick up the LAW. Now blast out the previous locked door (take distance of course). Now go hack security and and shut down all camera's and open the bookshelf. Now go back downstairs and go to the east. Kill the terrorist in the restroom. Go upstairs. Kill terrorists if they are there. Go inside the bookshelf. -50 skill points. You'll find a Ballistic Armor, a lockpick and a Medkid. A Biocell can be found on the lowest shelf. Hack the ATM on account 94589 for 500 credits (the other two have only 125). Now go outside on the Helipad and kill the remaining terrorists on the ground level. If you have Speed Enhancement Level 2, you can pick up the Rockets and Napalm Canister on the High containers to the NE. Otherwise you'll have to use the vents(from where you blasted the door with the LAW) and jump from container to container to get there. Now go east and head up with the elevator. NYC AIRFIELD HELIPAD Go trough the door.-100 skill points. To the east are some items but there is also electricity. The items are: EMP grenade, 7.61x51mm ammo, tranq. darts and a rebreather. It's up to you if you want them. Then go to the north and kill the terrorist. Be careful for security on the NE. I usually throw an EMP grenade to the Security Bot patrolling there. It will disable the thing. Now kill the terrorist in the west/NW and pick up the nanokey. Go to the security tower on the NE and open the door/hatch. Inside you'll find 10mm ammo. Shut down security before you leave. Now go to west. Take down the bot with a EMP grenade. Go to the NW tower first. Inside you'll find a LAM and a Gas grenade. Don't forget to shut down security. Now go South andopen the gate. Go trough the manhole first for some extra items. In the water you'll fine a Medkid and a EMP grenade. In the Radioactive room are only Buckshot ammo and tranq.darts so dive underwater and go north at the intersection. In the room there pick up the Hazmat Suit. Now go underwater again and find sabot Rounds in the last room underwater in the NE corner. Exit the area by going back to the gate. NYC AIRFIELD PRIVATE DOCK You'll see a security bot. Look to the west and shoot the explosive barrels as soon as the bot gets near it. Now look to the south and snipe the terrorist. Loot his body. Head west. Watch out for the S. Bot. Use the explosive barrels again to disable it. Pick up the prod charger and 10mm ammo. Now go to the NW security tower. Find a Napalm Canister and Buckshot inside. Now go south to the truck-containers(or whatever they are^_^'). Both are locked at the back. Throw a LAM between them and they will both open. Inside you'll find tranq. darts, Buckshot and 7.62x51mm ammo. Now go to the (wooden)building in the SW. The terrorist inside carries a flamethrower and is not afraid to use it so be careful. You will find a barrel of Ambrosia inside. -100 skill points. Read the Datacube and pick up the Nanokey on the metal crates. Grab a Biocell, Multitool and Medkid from the crates. Jump in the water and find Buckshot in the crate. Now head south and take out the S. Bot by using once again the explosive barrels. In the security tower you'll only find an Assault Rifle. Now head to the east. Kill any terrorist that cross your path. The crates on a bit high edge can be picked up and then opened on the ground. They contain a lockpick and a Multitool. Now go further to the east and elliminate the remaining terrorists and S. Bot. The crate on a edge with a ladder contains a lockpick. Now opem the gate and go to the Barracks. AIRFIELD BARRACKS AREA Kill the guard on the N/NE silently. Grab the security tower key from him. Now go around the building around the other side. Run to the security tower and no matter if you get seen, enter. Inside you'll find a lockpick and a Multitool, and turn the turrets to your enemies. Now you can lure the remaining terrorist to this corner. Enter the main area. In the dining room/kitchen you'll find tranq. darts and a life saving water cooler. Now look on the lower left near the dart Board in the main hall to find a stone which is actually a secret button. A room will open. Go inside.-25 skill points. You'll find 7.61x51mm ammo, the Barracks dormitory Nanokey, 10mm ammo, a prod charger, lockpick, Mini-crossbow, Scope Mod and a LAW. Get everything but the LAW. Take the stairs and go through the locked door. Before entering the room, throw a LAM in the middle(doesn't need to be precise)of the room. Now all locked boxes are open. Inside them you'll find a Multitool, Biocell, tranq darts, a LAM, four flares, a Medkid and Prod Charger. Read the Datacube. Now enter the door on the north when you are done. AIRFIELD PRIVATE HANGAR Paul will contact you. Walk to the 747 and talk to Paul a few times. Head west to the containers, Inside you'll find 10mm ammo, Sabot Rounds and Assault Rifle bullets. Read the datacube for a 747 Diagram. The mechanic under the plane sells a recoil mod for 400 and Buckshot for 300. Buy the mod, forget the rounds. Go inside the plane. JUAN LEBEDEV'S 747 Inside the first room you can enter is a riot prod on the bed. Upstairs you'll find 10mm ammo and another prod charger. Downstairs is the last vial of Ambrosia and a Repair Bot. If you are very impatient you can use two Multitools, to get the Augmentation Canister. But if you wait, you can find the code under Lebedev's Bed soon. Now go upstairs and pick the door on the east. Now you are in Lebedev's room. You can do five things now: 1)Kill Lebedev before even talking to him and Anna will run inside and will be most pleased. 2)Talk to Lebedev up to three times and Anna will kill him herself. 3)Similar to 2, talk to Lebedev one or two times. Then exit the room and Anna kills him.(you'll hear a scream) 4)Talk to Lebedev two times and kill anna. Talk to him more times for info. 5)Place a LAM at the entrance of the room, and talk to Lebedev. You'll hear a blast and when you check, you'll only see small pieces of meat...hehe EVIL! Pick which ever you like and then go downstairs again and open the Augmentation Canister(Subdermal,Energy Shield or EMP shield). Exit the plane. Walk to the north and go trough the door to exit the area fast. There talk to Gunther who is walking around the Helipad and take the chopper back to HQ. <>==============================================================<> <>==================<> ||3.8 NYC The truth.|| <>==================<> UNATCO HQ First, go to the comm. Van. Behind it you'll find a lockpick, and inside 10mm ammo and Sabot Rounds. Now go inside the main building and downstairs. When inside it's standard procedure:Check the office on the east and west for a Biocell and A.R.ammo(assault rifle). Listen in on the conversation of the troops. One of the storage has a lockpick inside. The cabinet in the northern office can be picked for a Biocell, Napalm Canister, Buckshot and a Gas Grenade. Go inside your own office to find a prod charger, a multitool and tranq. darts under the desk. Read the mail. Then go Manderley. He gives you 1000 credits. Not too shabby! Now go to the ATM and see that Jaime and Walton Simons have already found each other. Listen in and talk to both of them. Hack the ATM afterwards on account 4445001 for a extra 275 credits. Now go to the Medlab. Heal up at the medbot and pick up the medkid on one of the beds. In the storage closet you'll find the Augmentation Canister "Legs". If you forgot it at the NSF warehouse, you now have the chance to pick it up. You also find a medkid and a Biocell. Go to Alex and pick up the lockpick from the desk. Go to Sam Carter. The boxes there have Buckshot and a prod charger for the taking. Talk to Carter and choose your ammo. I prefer the GEP Rocket though. Go to Anna's office to find 2 prods. Now exit by helicopter. Jock'll take you to Hell's Kitchen instead of Hong Kong. What's going on? NYC HELL'S KITCHEN First of all, you should really go to Smuggler. -20 skill points. His deal *is* expensive but if you've been hacking ATM's like I told you to, you should have more than enough money. I suggest you buy the mod's but loose the napalm canister. Upstairs you'll find a lockpick on the shelf and if you break the mirror on the wall you find a Thermoptic Camo, Clip Mod and maybe pick up the LAW. When you are done, go to the Basketball Court and talk to the hooker. So Jojo is at the hotel huh? Now onto the Underworld Tavern. There, hack the ATM's on account 23467 for 30 and 73422 for 125. You find Buckshot behind the bar. You also get another chance to take out the journalist Joe Greene if you didn't do so earlier. Now exit on the side of the alley behind the hotel. Go east and pick up the Thermoptic Camo from the crate. Now enter the hotel by using the ladder. Inside, talk to Paul and pick up the Medkid next to him. Open the storage room with the key panel behind the painting and find A.R. ammox2, a lockpick, 10mm ammo and an Augmentation Upgrade. Now go downstairs. Talk to Gilbert Renton. Don't give him any weapons. Wait for Jojo to enter the room instead, and kill him. Now you have helped them out. Find Buckshot and a 50 credits chit on a table. Hack the ATM on account 487659 for 200 credits. Go to the entrance of the Underworld Bar(don't enter). From there, go to the north. NYC NSF FORMER HEADQUARTERS Go west. There talk to the troop and kill him. Yes you read it right, kill the dude. Because once you have broadcasted the message, the troops will all turn against you. Therefore, it is a good thing to kill them all before doing so. Proceed to the entrance, taking out any troops you come across. Find a Hazmat Suit in the corner and tranq. darts on a table. Heal up any lost Bio energy at the Repair Bot. To the east is the restroom. Go inside the Man's and find a Nanokey. Head upstairs. The crates near the stairs contain Buckshot and a Medkid. Enter the Computer Room and kill the two troops. Blast the locked door and go inside. There, pick up the Biocell and read the Datacube. Don't pick the door. You can go back outside and then walk up the stairs to get to the other side. Find 10mm ammo and A.R ammo. Go back inside and go up to level 3. Go trough the door in some kind of techcentre. There is a Medbot there so heal up. Then enter the room with poison gas, ge right twice, hack security and quickly use the ventilation system. Also open the hatch downstairs.-30 skill points. Heal any lost health at the medbot. Go back down and in the hatch you just opened. Inside, use security to shut down the camera. Shoot the glass and go up the ladder quick. When the alarm is over, go back and in the room. Inside you'll find Ballistic Armor, lockpick, multitool and a napalm canister. To open the locked cabinet, shoot the tnt crates from a distance. When the gas is gone, enter the room again and find two datacubes. One on top of it, and one inside. Read them both. Pick up the prod, t.darts and G.Grenade. Now head up to the roof and go inside the building. A LAM and A.R ammo can be found in the corners. Use the computer and let the dish turn all around. Open the door too. Broadcast the message with the computer inside. Any troops still alive will turn against you so kill them. Walton will activate your killswich. Exit the compound and go to Paul. NYC HELL'S KITCHEN When you reach Paul, you have the decision to flee or stay. If you flee, Paul will die. If you stay, Paul might live. Kill the 3 MiB's and troop at the door, go to the Main hall and kill A HUGE amount of troops(really something like 17). Then Paul will just vanish meaning he was captured. Now he probably lives. If you make it to the subway, hack the ATM there. If you do not make it, you get captured. In Battery Park, Anna, Gunther, 4 Millitary Bots, a lot of troops and other annoying guys will be waiting for you and you'll get captured no matter what. On to the next part. TIME UNKNOWN,LOCATION UNKNOWN(MJ12 SECRET FACILITY) If you didn't kill Anna earlier, she will be here now. Deadalus will contact you opening the doors for a brief moment. Walk to the north and pick up the Baton on the crate. Inside is a knife. Killing the MJ12 troop will be hard, but is HAS to be done. Read the datacube on the table. Now open the cells and heal at the medbot. The dead guy has a PS20 and 2 lockpicks. Speak to Miguel. It doesn't matter what you say to him, he gives you a medkid. Now go North avoiding the camera. Go to Robot Maintenance on the east. Between the pipes lies a crowbar. ROBOT MAINTENANCE Go down the stairs. Kill the troop. Now you have the Assault Shotgun. Congrats! In the crate you'll find a Biocell. Pick up the Scramble Grenade next to it. The mechanic has some deals for you but they aren't really worth the money. Especially not the login which you can just hack. First things first. Go to the south to the armory. There are two Military Bots guarding the place there. Walk behind it until you see ladder on the west. Climb it and at top, use a lockpick on the panel and shut down the steam on the pipe. Go over the pipe and open the fence nearby to sneak in the armory. Here, I'm not going to list every single thing thats in here because it depends on your previous inventory. Just make sure you don't miss anything. Hack security and turn the turrets to the enemies. Make the bots good. Go downstairs and collect your stuff.-150 skill points. Hack the PC for a login for the Plasma Rifle upstairs. I wouldn't take it with you if I were you though. It isn't that good. Head back to Robot Maintenance. Head up the stairs to the east. You'll find a Repair Bot, so use Regeneration to heal for free. There are some MJ12 troops walking here too. Kill them all, and go in the hall to the west. Behind some pipes you can find a lockpick. On the desk, grab the A.R ammo and read the datacube. You can also hack security a bit further and alter the bot A.I. In the last office, you'll find 2 EMP grenades and a lockpick. Read all mails on the PC and you learn some codes. Now just head back to the intersection where you left your cell. From there, go further to the west. Here, you will encounter a lot of troops and dogs. Dispose of them. Go in the centre building and hack security. Then pick up all the stuff in the room which are A.R ammo+Rifle, a Gas Grenade and 2 Pepper Cardridges. Now go to laboratories next to where you came out. LABORATORIES A doctor will come to you and tell you the password to the medical area where Paul is being held. Go west to the Nanoteck sector. This sector has good security, but there is also a Medbot. Head upstairs. There is a big office. The drawers here contain a Multitool, a datacube, and the lowest contains a datacube with ALL the logins at passwords for all PC's in UNATCO. Really usefull! Read the book on the table for a login. Tranq darts and a datacube can be found on a nearby table. You can hack the PC, but I wouldn't open the Greasel Cages. A Medkid is in the box. The Augmentation Canister is Spy Drone/Agressive Defense system. I would STRONGLY recommend that you choose Spy Drone, because when upgraded, you have infinite EMP attacks, and you can spy on people. Now go from the starting hallway to the north. Around the corner, kill the secretary in her room. She is evil. Then go south and hack security. You can kill the Karkians inside, or release them with a nearby button, after which you have to kill them yourself. Afterwards, open the door the to troops were guarding and go inside.-500 skill points. Inside, read the datacubes and find Paul dead or alive depending if you fled in the hotel. Talk to him if he's alive. He'll give you a hint on how to get Anna's killphrase which can be useful if you didn't kill her earlier. Now go back to the Main Area(with the building in the centre) and go through the door on the west. Kill the troop. Go to the next area. UNATCO HQ (PAYBACK TIME) -200 skill points. Go through the door and kill the troop. Things should look familiar.. Meet with Jaime in the Medlab. Letting him join resistance in Hong Kong gets you an Aug. Upgrade, Making him a spy inside UNATCO gets you Gunthers killphrase later on. The Upgrade is probably better. Now pick up the Aug from the table. It's Regeneration/Ballistic Protection. BY ALL MEANS, choose Regeneration. This can heal you to max. Upgrade it right awy if you can. You'll find a Medkid in the closet. Next, go to Alex and check out the false floor for 600(!) credits. The stroage closet contains a biocell and a lockpick inside. Talk to Alex. If you still have to kill Anna, he won't give you the key. Otherwise, he does. Don't forget a multitool on the table. Go to the man's restroom and kill the troop. Next, go to Carter. Inside, load up. Important stuff is the Aug. Upgrade, the Rebreather and Sabot Rounds. Now go to Anna's PC and you'll find the second part of her killphrase. Kill the troops at the cell block. Now go up the level two. The two storage closets contain a flare(wow!) and a biocell. Go inside Manderleys office. Manderley will be very nice.. Hack his PC and find the first part of Anna's killphrase. "Flatlander Woman". When you try to leave, Manderley will pull a pistol on you and shoot you in the back. Kill the son- of-a-*****. Now go to the break room(with the ATM) and talk to Shannon. She sells three Scramble Granades for 1250 each. These are the standard prices, so you might want to buy one of these rare grenades. The ATM has no accounts. The cabinet in the other room has a LAM, a Gas grenade and Sabot Rounds. Go to the entrance. Anna will be waiting here if you didn't kill her. Use her killphrase. Go back to Alex and he'll give the key. Now exit the whole building and fly to Hong Kong with Jock. <>==============================================================<> <>===============================<> ||3.9 HK The Markets & The Sword.|| <>===============================<> HONG KONG SECRET MJ12 HELICOPTER BASE Go south, then east. First go up the stairs and into the unlocked door. Read the datacube and press the Munitions bay once. Now go downstairs all the way and kill the troops. Rea the datacube on the table. Go upstairs to the beds and open the lockers. Some of them can be opened with your Sniper Rifle. These are the ones with 25%. The already unlocked one contains a Pepper gun and 2 Cardridges, a Gas Grenade 100 credits and Munitions Bay Nanokey. The next contains a medkid and 10mm ammo. The third cigs and the Flight Control Decks Nanokey. Take the sword frome the wall (nope, its no painting). The last locker contains 50 credits and a Multitool. A Sniper Rifle can be found under one of the beds. In the showers, you'll find a Medkid. Now go back to the big main area and jump in the hole you opened by pushing the Munitions Bay button. You find Rockets, Recoil Mod an 2 Multitools there. Read the DC(datacube). Open the door. All you can do now is wander in the vents to find a lockpick. Go upstairs to the Flight Control Room, and push the weapons Lock button.-75 skill points. When you go downstairs, Jock'll fire two missiles to the exit. Now, two security bots will become active. I suggest you only take out the one on the south with for example a GEP.In the room it was standing you find a hazmat suit. Crawl through the blasted doors and to the elevator.-175 skill points. Now go downstairs and to Hong Kong. HK WAN CHAI MARKET Now you are on the streets of Hong Kong. The Police station is to the east. There is a locked door with an alarm next to it. Inside are some useful supplies but first you need to get in. Of course you can just kill every cop in the area, but there's a better way. Use a multitool on the Alarm sounder. Now use a lockpick on the door, but only when no police is near. The alarm will sound, so deactivate it, go through the door and crouch. After a while, the Police will stop looking for you. Inside you'll find a Baton, Sword and a lockpick in the crates, but look in the corner, open the small(wooden) hatch and use a Multitool on the key panel.-40 skill points. You gain access to the other room in which you'll find 2 Gas Grenades, a lockpick, Multitool, Biocell, Prod Charger, 2 Pepper Cardridges and a DC with the password to the inside of the Police Station(911). Now you are done here. Go back on the street and talk to the Butcher for a small note. On a side note, you can take 100 credits from the saleswoman at the Vase store(not flower) if you kill her. This is very hard to do though, and the Police will almost always turn against you. There is a locked shutter next to the flower store. Behind it are three soy food, two soda and cigs. Behind the counter you find 100 credits. If you cannot get behind the counter, slash the lamps first, and pick up everything on the counter. Now enter the Police Station and read the DC on the table. Use the code you just found on the locked door and find another DC inside. A quickly overlooked Tech Goggles is in the other corber. You'll be coming here back later when you have access to the INF lock panel. Now go back to the market and NorthWest to the ATM. Hack it and withdraw 200 credits from the single account. Now go in the nearby restaurant(red) and talk to the people there. Head north when done. Now you are at the Main Intersection of Hong Kong. From here, go east. From now on when I say Main Alley, I mean this intersection. HK WAN CHAI DISTRICT Go south when you enter the area. Go around the building and talk to Gordon Quick. He'll tell you about Maggie Chow, an ex-actress, who is a suspicious character. Now you can watch the conversation between the News Stand Vendor woman and Gordon Quick by following the little boy around(he's rude). Talk to the woman about the Triads and Maggie Chow. Btw, she also has 100 credits on her, so when you have completed all conversations, you could kill her. To the east is the Hong Kong Temple where not much can be done now, and the entrance to Canal Road. Go there. HK CANAL ROAD TUNNEL WANCHAI TERMINAL Walk down the tunnel, and you'll see a fight between the Triads with Swords only. Don't interfere. When either side has won, go north. There is a blockade there with a lot of cops. Jump over the Concrete Barricades and loot the two Triad bodies for two lockpicks, and the Officer body for a Hazmat Suit. Go back and find a lockpick near the vending machines. Hack the ATM there too. Go south, over the barricade. Go in the dark, and crawl all the way under the collapsed tunnel if you want to find three soy foods. Now go in the door next to the Maintenance sign. Go down the ladders and in the water. Here you probably need swimming at Trained, or a Rebreather. Prepare for a pretty big swim. Swim down the shaft, and to the NorthWest through the doorway. Here are three Karkians intotal swimming in the water. These are overgrown doggies with WAY too sharp teeth. Don't bother going to the east, because it's a dead end. Go to the west. Here you see two Karkians. Jump on the wrecked car and kill 'em both. Then crawl under the collapsed tunnel to find a dead scientist who has an Aug. Upgrade and a Biocell on him. Read his book too. A creepy thing is this scientist opens his eyes and mouth when you get close to his face. Use your light to see it good. Very creepy. Now exit the route by the same way you entered. Go back to the Main Alley. Go down the alley to the Lucky Money. WANCHAI UNDERGROUND MALL, HOME OF THE LUCKY MONEY CLUB Walk down the alley, and smack out the two glass windows for three wine and Binoculars+Tech Goggles. Proceed to the south. Now go further and pay the woman 25 credits. You can let the girls sitting there in for another 40 credits, but it doesn't give you anything. Go inside.-100 skill points. Talk to everyone inside. A Thug that can be found around somewhere, gives you a password and a login. Remember this guy for later; he has 100 credits on him. Go up the stairs and east past the Triad Bouncer. Don't open the safe at the end yet, you'll get a chance soon. Kill the Door girl for 100 credits if you want. Go back and (seen from the center) to the east, going in the restroom. You can kill the girl there for a Zyme vial. Go back again(whew) and to the bar. Grab the 25 credits behind the counter and talk to the bartender. He gives you some info. Go to the west to a personel only area(like you care). Go down and to the SouthWest. You find a locked door and a camera. Now go southeast and in a conference room. Hack the Security Terminal on the table, and open/unlock all doors. Go further and talk to Max Chen. Now before going back outside, go to the locked door with that camera, and go inside a freezer area to find 30.06ammo, Tech goggles, Rockets, a Sniper Rifle and a LAW. Take all but the LAW. Now grab 200 credits from the safe you opened next to the door girl. Back on the streets, pick the door of the store there because Police will turn against you when you break the glass. Also, don't pick the door when police is looking. Finally when done picking, don't go inside right away, but hack the Security Terminal on the right of the door and disable the cameras. Now check the place for Soy Food and a Medkid on the shelves, and between the soda machines, there is a VERY well hidden lockpick in the middle when you open them both. Now go to the PC. Login and open the safe under the counter. -65 skill points. Grab the 200 credits in the safe. Exit the area and go back to the Main Alley. Go to the only area you haven't been to yet to the west, namely Tonnochi Road. HONG KONG WANCHAI SHIPPING CHANNEL Walk out the alley and over the bridge to the north. Notice the two Police Officers to your left. Now go to the far east, not going down but just on the same level, and lure the drug dealers to the officers. The'll get killed. One of them has a Multitool. Now go down and on the sanpan boat in the water. Talk to the woman there. She sells and Acc. Mod for 750, 600 for a reload Mod and 400 for the recoil Mod. Buy what you want. All are good deals. Now face towards the east of the boat. Pull the Paper Lantern on the right and a secret opening behind the cardboard box will open. Go in.-30 skill points. Inside is a very useful Repair Bot, Biocell, and a locked box which contains 2 zyme vials and 300 credits when opened. To the other side of the boat are only Wicker Baskets that contain swords when opened. You'll find a lockpick on deck near a Metal Crate. Now go downstairs.-30 skill points. In the crates you find 5x Soy Food and 5x Candy Bar, and a Medkid in the other. A open box in a corner has 50 credits, biocell and a Multitool. Now grab a small metal crate and jump in the water with it. Push it to the sewage pipehole to the SE/E corner. It's pretty hard, but when you are there, jump on the crate and activate speed enhancement(level 3 or 4) to reach the hole. Go inside. Grab the Multitool and a NanoKey to a room you will enter much later. Now get back and go to the Old China Hand bar. The red sign is near the door. When inside, a man will mistake you for Paul. He sells stuff if you talk to him enough times. The blueprints are good, but not worth the 2000 credits. The Thermoptic Camo is WAY too expensive, but the Scramble Grenade is actually at its basic price. You might want to buy it. The prostitute walking around here has 2 zyme vials on her. Just a note. The drunk at the bar will also mistake you for Paul. Talk to the bartender for info and grab the 25 credits behing him. Bye the way, when you are done with buying from the man who mistakes you for Paul, you can kill him to get 100 credits. Now go east to the kitchen. There are some things like food and a Water cooler. Go to the door(on the east) and go to the freezing area. Climb on the crates, be careful that you don't slip away, then climb on the edge and open the ventilation hatches there. Go in.-50 skill points. At the end you find 200 credits,liquor,a lockpick and three Zyme Vials. Its obvious that nearly everyone in Hong Kong is hiding and selling drugs. Now go back to where those cops were and go to Tonnochi Road. TONNOCHI ROAD WANCHAI DISTRICT A luminous path memeber will run up you and tell that Maggie Chow cannot be trusted. Walk further and go inside the Queens Tower on the south(where the budha is). Talk to the doorman and read the datacube. Go further and read the Public Terminal to learn a code. This is for the right elevator, but for now, go inside the Penthouse Elevator. When at the top, follow the Maid to Maggie Chow. Go upstairs and in the conference room on the east. Read all the datacubes and books for important codes and info. In the west room you can find a credit chit with 100 credits. The Maid might turn against you while doing these things. If so, don't hesitate to kill her. After this, walk to the most SE corner of the appartment. You'll hear a laser sound. Now pull the Paper lantern on the ceiling and load your gun. A door will open. You can either the laser or walk right trough it. If you walk trough, some MJ12 troops will charge at you. Kill them(like you weren't going to). Don't go up or down the stairs, but into the south room. There might be a troop left.You'll find a water cooler in this room, and on the table a credit chit with 50 credits. In the locked cabinet next to the water cooler you'll find a plasma clip, a Clip Mod, 20mm HE ammo and Sabot Rounds. On top of the cabinet is an easily overlooked lockpick. You can hack security and shut down three camera's with the Security Box. Go east. Tracer Tong will contact you. On the south is a message of Walton Simons to Maggie Chow, and a datacube.-50 skill points. Now use the PC and open the weapon case. Read the mails if you want.-200 skill points. Now take the Dragon Tooth Sword. For some extra supplies backtrack your steps and go down the stairs. Go trough laser and open the fence with the button. There's a junkie here who has some info, but you don't need it at all. There is a datacube on a small table which contains a login. Now for a tricky part; Jump accross the elevator hole to reach a Scramble Grenade. Be warned, the way back is even harder. Save before trying at all! Jump at the last moment. Now go back again, and now up the stairs. Go all the way up and through the door. You'll get at an elevator. Try and reach the buttons to call the elevator. Don't fall. A multitool can be found near the buttons, on top of it. Press the down button when you are on the called elevator.-50 skill points. Exit by the ladder on the east. Now you are back on the streets. If you want to see Jock's appartment, you can do that now. Go in the alley on the opposite side of the Queens Tower, where a Red Arrow member stands. At the end is an elevator. Use the button to take it upstairs, but without you in it. You'll notice a vent on the south in the elevator shaft. Open it. You'll need Level fout Speed Enhancement to jump inside, although it's possible to go upstairs and pick up a chair from Jock's appartment to use as a boost. Inside you'll find someone's survival kit, being a Stealth Pistol, Medkid, Multitool, and 100 credits. Now take the elevator up. Take the stairs to the second level, and open the door with a lockpick. This is Jock's appartment. In the kitchen and freezer you'll find some food to heal, And a Nanokey and Sawed-off Shotgun are on the table. There's a datacube with a login under the Television, and a lockpick on the corner shelf. In the other room is a Binoculars, and you can get to the balcony. Maggie Chow's appertment is on the other side. In the clothes closet is a PC with some mails if you're interested. Now go up one more floor by stairs and up the ladder to the roof. Jump on a lower platform and to an edge on the E/SE. Make sure you don't fall as you'll be history. Find a sniper set here. Walk more to the east and follow the edges down. Activate Speed Enhancement to prevent falling damage. Jump on the "No Joke" advertising board. You'll find a biocell, lockpick, flare, and a forty here. Walk around the board, face West and Activate SpdEnh again to prevent falling damage again. Jump to the last edge below. Now you are completely finished here. Go back to the Luminous Path compound and talk to Gordon Quick. He tells you to talk with Max Chen. Go to the Lucky Money Club to speak with Chen. When done, MJ12 commando's will raid the place. They are quite powerful, but Chen's bodyguards will help you in your fight. Two of them are in the building, and one waits outside. If they happen to killed the Thug walking around in the club, loot his body for 100 credits. If not, do it yourself as no one will notice. Go to Gordon Quick again. He gives you the code to the compound. Use it and enter.-200 skill points. Inside is a Water Cooler, downstairs. Go trough the door and downstairs. Pick up Throwing Knifes from the NE corner and under one is a lockpick. A Riot Prod with two chargers is on the centre table. Under the Red Cushion is a book from Gordon Quick. Now open the painting with the key panl next to it and enter the base of Tracer Tong. TRACER TONGS LABORATORY Proceed, and press the button on the West in the next room.-200 skill points. Tong will talk to you. Grab the Nanokey and 100 credits from the table, and explore more. Go north first. Pick up Sabot Rounds at the shooting range, and 20mm HE ammo, a Clip Mod, and Rockets from the crates. On the glowing platforms you find Ballistic Armor and a Plasma Rifle(the Plasma Rifle will always appear useless in my eyes though). Move down, smack the crate on your left for a LAM and enter the door. Inside is a crate with 4 flares, and Tranq.Darts. There is a Repair bot in here too so heal if you need to. A Rebreather and a Multitool are found near the Water Pool. Go back and south. To the east is the Medical room. Heal up at the bot, and grab the Biocell from the desk. Go down the Computer Lab where you'll meet Alex again. Above is a open cabinet with a Plasma Clip, Multitool and a Candy Bar. Go to the last room you haven't been to and step in the middle. Tong will remove your killswitch. When it's done, go back to Tong. He'll tell you to go to Versalife, a chemical industrial company. Go back to the Main alley once more and enter the Versalife Building. <>==============================================================<> <>==================<> ||3.10 HK Versalife.|| <>==================<> THE VERSALIFE CORPORATION DATA ENTRY FACILITY Walk up to the secretary and talk to her. Read the datacube and hack her PC to make a temporary security code. Now go up the stairs. Talk to the employee on the first floor. Walk further. You'll be in a working area. Under a desk, the one being the nearest to the Water Cooler, you can find a datacube. There isn't much else to do here, so go back and up to level 2. In case you haven't already met him, talk to the Man in a Black Suit walking near the stairs. Don't pay him the whopping 2000 credits, you already have the code. Talk to the Data Entry Worker who tells you about a Superfreighter and the tattoo's in the neck's of MiB's and WiB's. Interesting.. Walk further to the working area of Level 2 and talk to the nervous worker. He tells you to kill Hundley(the man in the black suit), and he'll give you the code to the underground secret labs. You already have the code, but if you do this for him, you'll get a 150 skill point character interaction bonus. If you don't do it, the next time you get at a certain point in the sewers, he'll be floating in it. Now kill Hundley where no one sees it. Pick up 100 credits from him. Report back to the Nervous worker. He tells you the code. Read the datacube on his desk too. You can go the lower levels now, but why not disable security here first? There are a total of 5 security agents. You can snipe some from Level 2. Kill Destiny Savannah the secretary too, as she will activate the alarm. The cop that was originally standing west of her has two lockpicks on him. Don't worry about being evil, as these people would turn against you when you'd leave the building anyway. The door to the security room is now probably open(on the ground floor). If not, use a Multitool on the panel.-50 skill points. Inside you find a Biocell, a Clip Mod, 10mm ammo, and read the two datacubes. There are 3 security boxes in here which you can hack to shut down a total of 8 camera's. Now go up again to level 2 and to the elevator leading to the labs.(-150 skill points bonus.)-120 skill points. MAJESTIC TWELVE DEVELOPMENT PROGRAM PACIFIC RIM RESEARCH FACILITY A supervisor will walk up on you at your arrival. Just ignore him. Go on, but take out(the still friendly) commando on your right. He can be a real pain sometimes if you don't do it now. Now just head east towards the hand with the floating globe. Note that the security guard carries a GEP...kill him silent. Head north, dragging his body with you. There is a vent near the elvator. Jump inside to find a hidden lockpick. Now take the elevator up. You'll get in a room with a Nanokey, datacube and security box. Hack the box, and open the door with the option you see. Kill the MiB by shooting/slashing in his neck, on his tattood(sp?) button to be precise. Take distance as he blows upon dieing. Go back down. Next, go south up the stairs. A small summary of what's here: The armory is on your east. There are three MJ12 troops sitting in here. Then there is a breakroom on the south. One MJ12 troop is sitting here. Then you have a MJ12 troop carrieng a flamethrower. He walks his route,armory,wait,hall,wait,break room,wait, conference room,wait,armory etc. Then you have the Toilet on the north. The Plan: Kill the MJ12 troop silent when the one with the flamethrower is in the Armory. Hide under the table. When they stop looking for you, you wait until the troop with the flamethrower goes into the armory again. This is tricky. Throw a LAM right in the middle of the room, or on the table. They'll all be killed in the blast. Loot the place. In the breakroom is a Datacube and some food, in the conference room is a locked cabinet with a Biocell and two datacubes with logins. In the armory is 10mm ammo and Balistic armor on the shelves, and flare darts, plasma clip, Mini crossbow and a datacube with login in the(first locked?)cabinet. Now go in the toilet and enter the vent in the corner. Keep going up and up and grab a weapon and have a weapon equipped. Near the area which is a bit red, you face a greasel. Kill it fast. 4 sniper shots kill it.-50 skill points. Don't go down the vent, you'll only land on the Hand statue. Now follow the vent out and up at the end. You'll be in the high room you were a few minutes ago. Go down again, and go down the stairs under the floating globe. MJ12 VERSALIFE LEVEL 1 Proceed. Tong will contact you. Kill any MJ12 troops you come accross while they are still good. The Machine thing in the center of the room is your goal. But I prefer to check out the place first, as all troops will be alerted of your precense when you upload the ROM module. First go downstairs and then west for some looting. Go west into the barracks. Smack the crates for 2x10mm ammo, heal if nessesary at the water cooler, and open the lockers upstairs. The first has 50 credits and 10mm ammo, the second is unlocked and has a pistol, pepper gun and two cardridges, and the last has 50 credits, a Multitool and a lockpick inside. Go in the showers and kill the troop. The locked locker contains throwing knifes and a Recoil Mod. Go back to the hall. Don't bother with the vent. Head north clearing all MJ12 troops, MiB's and WiB's. In the lab, find the stairs and go down. There's a medbot so heal up. In the east room is a Hazmat Suit and two locked cabinets with 60% each. There are only two Multitools inside, so I wouldn't bother. In the other room you'll find a lot Augmentation Canisters. Use the PC around there somewhere to shut down the radioactive radiation in the room, and open the pods. You'll find Cranial, Eyes;Targeting/Vision Enhancement and Subdermal;Energy Shield/EMP Shield. I pick Energy Shield, Spy Drone and Targeting or Vision Enhancement. The last one is your choice. Also grab the Biocell. Now enter the last room and free the crazy Bum. The key to his cell is on the table with a dead gray. For a taste of how powerful an alive gray is, enter the radioactive zone. Kill the gray by shooting in it's head(This is completely useless and optional). Now go back to the the ROM module and upload it.-150 skill points. Every troop alive in the building will now turn against you. On your way out, give the nervous worker an smart advise. Exit the whole building and go back to the Main Alley. From here go to the Temple, near the Luminous path compound. Max Chen and Gordon Quick will be united.-150 skill points. Now go and meet with Tong. He tells you to visit Versalife one more time, only the deepest and most secret Lab this time. Now go to the east of the compound to the Canal Road again. Head north and you'll find that the police blockade has been opened. Go trough the door with the code Tong gave you. On the red pipe lies a Multitool. Open hatch and jump down. MJ12 VERSALIFE LEVEL 2 Walk over the pipes trough the hole. Check the datacube at the end. Walk trough the hall and go to the vent. Use the key panel there. Go west and pick up the scramble grenade. At the end open the door thing with the button. Go upstairs and hack the security box. Close the hatch below, and shut down all camera's. Leave the key panel alone. Don't go downstairs, but go down the hatch in the stairs. At the end, use speed enhancement to reduce falling damage.-50 skill points.-50 skill points.(no typo). The sound sensors hear you fall, so kill the woman behind the PC. Also kill a MJ12 commande around there. Dr. Harrison(the woman) has 2 Biocells, a Hazmat Suit and a Multitool on her. Use the PC and upload the Virus Schematics. Also open the UC access door. Go in the room south. Read the datacube and on top of the shelve is a Multitool. Hack the security box and open the Nanotech pods. On top of the locked cabinet is an EMP grenade. Inside is a Biocell, Hazmat Suit and a datacube with more info about the Superfreighter. Now go further, to the north. Pick up the Legs, Torso and Subdermal Augmentations. Just don't fall. Go further and down a long ladder. Pick up the Augmentation Upgrade canister by jumping to the centre. Save before trying. Note, near the Aug Upgrade, is a invisible object. Shoot it, and you'll get a huge explosion.(just take a lot of distance, btw this is just for fun)Proceed and go down the ladder. Heal at the Medbot. Go to the UC and Maggie will talk to you. Kill her sorry ass. Shouldn't be a problem. Now go to the east of the UC, under the camera, and use the keypanel. When activated, just go down in the UC and down the ladder. You are back in the sewers. Go in the hole, south, and swim it out. Take a breath when nessecary.-100 skill points. Go to the pub to meet with Max chen and Gordon Quick for drinks. They'll give you wines. Now go to Tracer Tong. Some of Tongs guards now wear Red Arrow suits. If you saved Paul, he'll be waiting for you on a chair. Talk to Tong twice. If you told Jaime to go with you, he'll be in the Medical room. He has a Aug upgrade for you. Restore your Bioenergy and healt at the bots. Go to Jock in the courtyard. He'll fly you to New York. <>==============================================================<> <>============================<> ||3.11 NYC The Superfreighter || <>============================<> NYC HELLS KITCHEN Go down the roof and kill the cop. They are all hostile, as they are informed that you are a terrorist. Go in the Tavern. Talk to Harley Filben. If you didn't kill Joe Greene earlier you'll have to do so now. Now talk to the soldier near the bar and tell him you'll chack it out for him. -100 skill points. Talk to the bartender too. The ATM's have no accounts. Go to the Free Clinic. Beware of the Riot Cops and the Patrol Bot. Disable it with a EMP grenade or Spy Drone.In the Medical treatment room is a Medkid in a crate. There are two more Medkids in the doctors' room. One is under the desk. Kill Joe Greene if you didn't do it before. Now go to the Ton Hotel. Hack the ATM for 125 credits. Inside the room where Renton used to stand you find a Medkid, 50 credits, a Nanokey and a Watercooler. Kill the two cops guarding the room. Inside Paul's secret closet you will find a Stealth Pistol, Sawed-off Shotgun and a Plasma Rifle. A lockpick, Biocell, Multitool and a datacube are on the shelves(in the closet). In the other appartment you'll find 10mm ammo and 2 Medkids. Now go to the Osgood & Sons place to meet with Stanton Dowd. Be aware of the cops and a Patrol Bot. You find 10 mm ammo behind a barricade. Go inside Osgood & Sons. Use light if you can't see things clearly. Talk to Dowd several times for A LOT useful information.After that, head to Smuggler. A MJ12 squad of 5 troops will close in on your position..whatever, waste them all. Go inside Smugglers room.-20 skill points. Smuggler sells some explosive wares, although I recommend NOT to buy this, as you can soon loot some armories for maximum firepower..Warn him about a UNATCO raid, if you don't do so he'll get killed by Gunther. Go upstairs for two lockpicks in the crates. Behind the mirror you'll find Thermoptic Camo, a Medkid, Sabot Rounds, a pepper cardridge and HE ammo. If you think you are done, meet up with Jock on the roof of the hotel.-100 skill points. NYC BROOKLYN NAVAL SHIPYARDS SUBMARINE WARFARE DIVISION If you talked to Vinny at the bar, the gate soldiers welcome you; They are his friends. Beware though, the slodiers behind the gate are under MJ12 control. Talk to the soldiers. They'll give you the key to the Main Gate. Hack the security box in the guard room next to the gate and open/unlock all doors, and shut down all camera's. Trigger only the first option of the special command, "Robots Standby". Go trough the gate, and go W/SW. Take out the soldier in the building. Find Buckshot and Sabot Rounds in the crates. Talk to the two Dock Workers and head west. Take out the soldier. You might be able to shoot out the 35% door with your Sniper Rifle. Skill level 3. In this room you find 100 credits on the desk. Read the two Datacubes on the other desk and check the drawers at the desk for 2 Biocells, a Reload Mod and a Nanokey. Also read the datacube on the safe. Now go to the last desk. -20 skill points. Now hack/use all three PC's and read the mails.Use the Security box and as always, shut down any active camera's and unlock any locked doors. Blast the safe open. Inside is a picture of Walton Simons, and an Augmentation Canister(Torso:Aqualung, Environmental Resistance). Exit the room. From the two Dock Workers, slash the back of with your Dragon Tooth the truck to find a Biocell, lockpick and a Range Mod. Now go trough the near door. Go directly in the office on the west. In the crate is a EMP grenade. Read the datacube on the desk for a code. Under the desk is a Nanokey. Break open the shelves of the desk with your Dragon Tooth again, for three Nanokeys, and a datacube with a login. Hack the PC of...Frodo Baggins? Anyway, also hack the S.box and open unlock the doors, and set Turrets to enemies But more important, set the robots to "attack all", the fourth option. Just for a brief moment though! Check if the soldiers outside the office get slaugtered by the bots and then put them Standby again. Go out of the office and up the stairs.-100 skill points. It looks like you've found the Armory Storage. Pick up the Assault Shotgun and Sabot Rounds from the crates, and Rockets, WP rockets and 2 LAMs lying loose on the ground. Further in the rest of the hangar you find a Multitool and a lockpick in 2 crates, and near two barrels Ballistic Armor and an Hazmat Suit. In a crat near the robots is AR ammo. Now go back to the area with the two Dock Workers and open the door near the security fence(you know, the one connected to the room with the three PC's and all) with your Sniper Rifle.- 100 skill points. Inside are four crates with 2 LAM's, AR ammo and 10mm ammo. There are also TNT crates inside, probably meant to destroy some of the already disabled Bots. Go back, only this time all the way back to the beginning. Go around the building where you killed the first hostile soldier, and open the fence leading down. Go north, but be very careful of the Booby-trap. Disable the EMP grenade that lies behind the water hole on the west. -40 skill points. Go further north.-20 skill points. At the intersection, be warned that there is a LAM placed behind the barrel. The ladder only leads to the Bot hangar. Just go further until you reach a ladder. Don't go up yet, instead walk further to the North until you receive 50 skill points. Then go even FURTHER until you get 60 skill points. Don't go past th loading point. If you do, just go back to this area. Now go up that ladder. You should be somewhere near a huge crane. Take the elevator up the crane. Go up the ladder. Pick up the Multitool. Use the button to call a elevator thing. Crouch and wiggle a bit to get on. Now you are on a roof. Betweem some of these units as Tong calls 'em are two crates with HE ammo and a useless LAW. Now open the hatch and go trough a vent system. Next area. NYC NAVAL ASSEMBLY BUILDING AND SHIPYARD Look for a vent on the south instead of opening the huge fence. Go west and in the room.-40 skill points. You'll find an Tharmoptic Camo inside. Pree the crane button to create a new way to get on the ship(but I'll use another one).Noe go back and east.-40 skill points. Go down the looong ladder. When down, wlak outside. There are hostile troops btw, so be careful. Move east, killing troops along the way. Move all the way east until you can go south where who Mechanics give you the ramp code to the ship. Go even further east, but beware of a Security Bot patrolling the dock. Go south when you can again. At the end of the stairs is a security point with a MJ12 troop. Strangely, this MJ12 troop is not a troop, but a soldier. This is a bug. Read all 2 datacubes and go back down. Go all the way back and use the ramp to get on the ship. There are chinese military police troops guarding the ship. Now explore the ship. About 7 troops are on it, so kill them when they see you. A GEP gun and Rockets can be found on the most eastern part of the ship. Use the ledge to get there. Inside one unit, also a bit on the east side of the ship, you find two crates with a Medkid and 30.06 ammo, and Ballistic Armor. A bit north from there you can find a LAM on the ground. There are also two cranes on the ship. Go to the west most one, and climb the ladder. Smack the crate on the platform for a Gas Grenade. Then jump on the lower platform to the east. The two lower platforms have crates with an EMP grenade(north one) and 10mm ammo(west one). To get off, you will have to take falling damage, or use Speed Enhancement. You could also try to jump in the water. Now you have everything on the deck. Enter the ship by the door nearest to the ramp. SUPER TANKER UPPER DECKS There are hostile Sailors which you'll have to kill. Proceed.-75 skill points. To your west is the Kitchen. Nothing there. On the east are the barracks. A Biocell is in a unlocked locker. In the locked locker is a Multitool. Go past the showers, all north. The locked locker contains 100 credits. Then in the last west room, you find a Ambrosia Vial, which Dowd asked you for. Take it with you. In the safe is an Augmentation Upgrade Canister. Take the stairs up. Go NE into the sickbay. There is a Medbot inside, and read the datacube on the desk. Inside the desk is a Nanokey to the lower decks. In the closet is a pepper gun and 2 Soy Foods. Look for a vent in the corner and crawl it out to the end. In the room at the end, you'll find an Accuracy Mod, Silencer Mod, 4 Multitools, 2 Biocells on the shelves, and two datacubes. Heal at the Repair Bot. Exit the room by the vent again. Now open the Armory to the west with a Multitool. Be very careful you don't blow up the TNT by accidentally pushing something against it. Find 3x 10mm ammo, Thermoptic Camo, Assault Shotgun, Buckshot, lockpick, A.R ammox2, a LAM, gas grenade and EMP grenade, Assault Rifle and Rockets. Should be enough for a while. Now go in the other room and outside if you want to kill the soldier. Go up the stairs and to the upper deck. Go in the command centre and kill the two troops. Read the datacube, grab the Nanokey from a desk and a Reload Mod under a desk. Then hack the S.box and shut down the camera's. Go in the East room and get A.R. ammo from the crate and go outside.-50 skill points. Go inside after having gained the points. Then enter the Captains Quarters. There is a Nanokey next to his bed and a datacube under the bed. Open the middle drawer as it contains a huge credit chit with 2250 credits. Read the two datacubes and grab the throwing knifes. Use the PC and read the mails. Use the button on the wall to see the message of Walton Simons to the Captain. Now go all the way down by stairs and unlock the lower lavel door with your Nanokey.-30 skill points. SUPER TANKER LOWER DECKS 1 Go down the stairs. Move left down the stairs again. Go north when you're down. Kill the 2 chinese troops in the east room. Get the Darts and Tranq.Darts from the crates. Now go west first. You are at a big area. Go to the NW corner. There is a Multitool in a crate there. But more important is the Tri-Weld point. Puch the explosive barrel near it, but don't blow it yet. This will be your last, so you can get away easy. Go east a bit and look for a key panel that to raise a bridge. Go in the room that leads to the bridge and smack the crate for a Biocell. Go accross the bridge.-40 skill points. The crate at the ladder has buckshot ammo. Take the ladder up and be prepared for 3 Sailors, as well as a Turret when the alarm sounds. Kill them with your skills(hey, I expect you to make up at least one strategy;) and go in the room. Use the S.box, open the door, and shut down the camera's. Now go down the ladder and west. There is a Ballistic armor there. Shoot out the window and crawl trough. Walk over the pipe to reach a Tri-Weld Point. Blast it out with your GEP(or if you have a lot of patience you can grab a explosive barrel and drag it it all the way).-120 skill points. Go back to where you killed the two chinese troops. The crate at the north contains a LAM. Go trough the door you opened with the S.box. SUPER TANKER LOWER LEVELS 2 Three Tri-Weld points left. Move down the hall south. Pick up a lockpick from the crate, and darts near the barrels. Kill the police behind the door, he can be annoying. Hack the S.box using standard procedure unlocking/opening doors, shut down camera's. Now go inside the room. Kill the other troop and move North. Next to the PC is a switch. Press it, and use the PC to reverse the flow. The crate next to the explosive barrel contains a lockpick. Now push the barrel to the Weld points in the SE corner and blow it up. -120 skill points. Now head up the stairs, pick up tranq darts at the end, and go trough the door. Go trough the hallway and find Sabot Rounds behind the boxes. Talk to the mechanic, and heal at the repair bot. Also grab the Nanokey and Multitool on the ground near them. Hack/use the S.box and shut down camera's. Go trough the east door. This place is electrocuted, and there are Mini-spiderbots on the ground. Anyway, before you run trough the arcs, hack the S.box next to where you just came out from. Open and unlock the door on the other side so you won't have to do that then. Blow up the Tri-Weld point on the NE wall with explosive wares.- 120 skill points. Now if you want to help the mechanice, or rather not cross the arcs because you are on realistic, then you'll have to use some multitools, and kill at least one Spiderbot. If not, just skip this and read a bit further. Destroy the Spiderbot with three WELL-AIMED Sabot rounds. You can also use Spy Drone. Go around the power device, and shut down the electronic control panel on the west wall. Take the vent that's closest to this panel down, not the other. Use spy drone to temporary pass the laser, then disable the panel, and go back. If you happen to trigger the laser, you'll have to fight another spiderbot. Now go up and to the other side.-50 skill points. Hack the S.box and..yeah you guessed it. Turn th turret to enemies. Some troops will get killed by this. Proceed to the east. At the end is a security ops with 2 troops. Kill them. Use the S.box here too, and turn the other turret to enemies. Go behind the datamachine, and down the ladder of the hatch. In the crate is a medkid. Go trough the door. Pick up a lockpick and medkid near those barrels. Kill any of the troops who survived. Somewhere near the SW, you can read a datacube and pick up Ballistic Armor. On a other box lies Buckshot ammo and 10mm ammo. The crates near the barrels contain 10mm ammo and A.R. ammo. Now push one of the explosive barrels all the way to the weld point on the east wall(long trip), and blow it up.-120 skill points. Only one Weld point left, and you know which. Anyway, first look for a hatch in the middle of the big room, and go trough.-40 skill points. Go back out once you have received the skill points. Go trough the door on the west. Use a Multitool to get trough. Walk down the hall and kill the troop. Go trough the door. If you want to visit the armory, you should take up the ladder and get flown up by a ventilator. When you get flown to the top, fly in the one without camera, or the south(east?).The other brings you to all kind of locations of the ship, and is worth 30 skill points. But take this south one for the armory.-30 skill points. Fall down, and go east at the intersection. You'll get at the armory. In this room you'll find a Biocell, A.R ammo and a Gas Grenade. Use Multitools on the 60% key panel to get in the stotage, where you find a lockpick, GEP Gun, Plasma Clip, a Scramble Grenade, and an Augmentation Canister(Subdermal, Cloak/Radar Transpiracy). If you haven't installed the other subdermal, you can now duplicate this one if you want. Go south and then exit the hallway. Kill the troop. Behind the barrels are darts, and in the crate at the end is a medkid. Fall down, and go trough the west door, back to the other area. Now blow up the last Weld Point and get out of the ship. It's going to tear apart.-120 skill points. Outside the ship, use the ventilation shaft you used to get here to go back to the previous area. Just go up the loong ladder again. Meet up with Jock. He'll fly you to Stanton Dowd. <>==============================================================<> <>==================<> ||3.12 The Cemetary || <>==================<> NYC LOWER EAST SIDE CEMETARY Small area, might be the smallest in the game. Walk up to the gate and press the call button. Go around the bushes to find Buckshot ammo in the corner. Go in the gate keepers hut. There is a Multitool on his table and a Medkid under the bed. The gate keeper is kinda odd though. Open the painting and use a Multitool on the key panel. Kill the gatekeeper, he's one of MJ12. Near the wierd generator is a explosive invisible object, much like the one you found in Hong Kong. Shoot it from a distance and the generator blows up.-100 skill points. Now explore the cemetary. In a open grave you find a Biocell. In the NW corner, you find HE ammo behind a tombstone. Now enter mauloseum trough the door. Go down the stairs and talk to Dowd.-200 skill ponts. Give him the Ambrosia, which you found on the ship, for an additional 250 skill points. There's a multitool on his desk. Hack the PC and read the mail. Now open up a nearby hatch that will reveal a safe. Blow it out(when Dowd is walking somewhere else), to find a Aug. Upgrade. In the Sarcophagi are: 3 soda drinks and 2 soy food, an empty one, one with a LAM, Buckshot, A.R ammo, EMP grenade and a Gas Grenade, and one that leads to underground tunnels. In the crate on the stairs is a lockpick. Now go down the tunnels. In the crate you land on you find a lockpick. Move further. When you get at a ladder, first take the other way, and pick up the medkid from the crate. When you think you are done, go up the ladder. Draw your weapon. 8 MJ12 troops are now waiting for you to come out. You can either kill them all, or rush to the chopper and get out of there. Check behind the Gate keepers hut for Buckshot ammo. Fly out with Jock. He'll fly you to Paris. <>==============================================================<> <>===========<> ||3.13 Paris || <>===========<> DENFERT-ROCHEREAU PARIS ABANDONED SKYRISE Ahh, Paris. This is my favorite part of the game. Okay, let's go. You have landed on a roof. Go to the small building and blast out the door. Inside you'll find a Napalm Canister, three flares and a book with the code to the elevator. Take the elevator down. Then go up the stairs. Walk in the room with an Odd woman.-50 skill points. Talk to her. Then activate Speed Enhancement and jump on the boxes, and move on a ledge to the upper south. There you find a Scramble Grenade, lockpick, medkid and a book. Go back to the elevator. Push the button to make the elevator go up and take the revealed ladder down. Don't crawl the second ladder down, but take the vent East o find a Hazmat Suit in a crate. Go down further. Find the dead Greasel further down. Find a lockpick and flares in the next stop. At yet another stop you can unlock a hatch leading to a very radioactive room. That's all there is. You cn either exit trough the radioactive roomand press the button to get out, or backtrack all the way and take down the stairs. You can find a Hazmat suit there. Equip it before you enter the radioactive room again. Just make it to the NW corner, there is a repair bot there, so you can heal with your augs. Go back in the radioactive room to find 2 flares, Medkid and a Muktitool; You can always heal at the repair bot. Take the ladder down. It's Greasel hunt time. Kill all four greasels and report back to the depressed woman.-200 skill points. She also tells you some info. Btw, if you whip her unconscious you can grab 4 multitools, and some Buckshot ammo. Now just go back to the sewers and all west to the next area. DENFERT-ROCHEREAU PARIS, THE COMPOUND Just walk trough the sewers. The crate contains a lockpick. Teh ladder leading up goes to a compound, as Tong says. Be careful, as there are three MJ12 Commando's patrolling. One of them has a Nanokey. There are some optionial things you can do now. If you don't want to, just skip them. You'll miss out quite some goodies then.-50 skill points. The crate contains contains Tech Goggles. Head in the Metropolitain, the Subway on the west. Talk to the guy on the south. He's an illegal arms dealer, and his prices are very steep. Guess you'll just have to do that "favor". Go north and look for a vent. Crawl trough and go east to get at an unguarded room. The crate contains a Multitool. Hack the S.box and ste Turret to enemies. Go back in the vent and open the other hatch without being seen. Use Spy Drone on the Bot twice to disable it. Go back to the room you just were. There's a Fire Exinguisherin there too. Kill the troops, there is a Medbot in case you get injured. If the one with the flamethrower sets you on fire, just use a Fire Extinguisher. Head west, then north. The crates contain darts, 10mm ammo and a Biocell. The crates South hold 30.06 ammo and AR ammo. Report back to Defoe, the arms dealer. He'll lower his prices by two-third. I buy the recoil and rockets if I need them. Hack the two ATMs on the west for 2x200 credits. Now go outside again and go to Building #14. It's also on the west. Blast the door open. Inside the building, go north and smack out the window. Enter the room. Answer the phone and...speak to Icarus. Anyway, read the datacube under the desk for the bank account you just hacked.:) Now go upstairs. In the room is a Biocell and Soy Food on the shelves. In the locked cabinet is a datacube with a login, 300 credits, a Multitool and a Nanokey. Now use the S.box and open/unlock the door, and shut down the camera's. Now go all the way down the stairs and enter the room. Heal energy at the Repair Bot. In the crates you find a Biocell, EMP grenade, and a LAW. On the utillity push cart lies the office key, which only opens the office where you Icarus called you. Exit the building. Go around the building on the east, and smack out the wooden beams. Enter. Just go north, in the small room is a datacube. Read it, and go down the stairs in the catacombs.-250 skill points. LES CATACOMBES DE PARIS A hard area for me to describe. Really, everything looks like the same. Go down the stairs. Then west, then North. You can choose to go NW or NE. It doesn't really matter. Anyway, look out for the Gas grenade on the NE. Atv the north end, there's a hole. Crawl down. Pick up the lockpick and Napalm Canister. Crawl further and listen in to the two troops. Kill them afterwards. Find Buckshot behind the barrel. Go out the oom and to the east. Go around the cornerand look out for a troop and commando. Kill them at first sight. Head south, then east and kill the commando. Head more eastuntil you get at the first bunker door. The stone where a lockpick or a bottle of wine are standing on, are secret swiches. Open the bunker door with them. Go inside the bunker.-150 skill points. Talk to a kid, and to Chad in the centre.-250 skill points. Inside the locked cabinet in the other room is a book, and the Nanokey Chad just gave you. Go out the bunker, and open the blast door to the North. Move on.-150 skill points. If you haven't been upgrading for some time, you can/should do so now. I suggest you upgrade either Rifle or Computer to max, and if those two are already at max, then Multitool/Lockpick. Not much else useful. Go east or west, killing the commando. When you are in the next room, blow up the TNT crate near the locked box. Inside are Throwing Knifes, a datacube and a prod charger. Now head north, then east to Bunker 2. The Bum sells crappy stuff, but if you really want a Medkid, just knock him unconscious. In the centre room is a Zyme Vial on the ground, and somewhere on the ground in the bunker another Vial. Exit the bunker and go north around the corner. Keep going north, and still north at the intersection to get at a collapsed passage(see map also). Beware of the LAM. Find two crates with 30.06 ammo and 10mm ammo. Go back and head west. Just go furtherto the west and check the doorto the sewers on the north at the end. That will be your exit later. Anyway, first head south in the passage down, and kill the troop. In the upper south room is locked box that contains flare darts and normal darts x2. Seen from the last room, go east and find 2 lockpicks and flare darts. If you go up the ledge you can find 10mm ammo and a datacube in the SE corner. Finally, head west and down south. Kill the troop and go up the ladder. This is tricky, but then again really cool. Use Speed Enhancement level 3 to jump on the thing where arcs of electricity are coming out from. And from there on the yellow ledge. Go all the way north crawling on the ledge, then hop in the room with the Repair bot. Heal energy, and open the fence with a switch. Now the repair bot will shut down the arcs of electricity! Now open the crates on the other side for a Multitool, Teck Goggles, and a Napalm Canister on the ground. Be sure not to hit the TNT crates. Go back down the ladder. Don't go trough the lasers, instead, take the safer route behind the cross at the intersection. Crawl trough till the end.-50 skill points. From there, shoot any troops you see, and the poisonous barrels without going out the hole. This will kill quite some troops. The locked box you will jump on when you exit contains rockets, a Relaod Mod and a Multitool. Now head west. Kill al troops you come accross EXEPT Mari Hela, The woman in black. It is hard, but knock her unconscious with the prod after using tear gas. This way she doesn't blow. She carries a Scope Mod, Buckshot ammo and a LAW. The mod is worth it. Now search the room well. On the desk are two prod chargers(you just used one on Hela), the sewer Nanokey, a datacube and a sniper rifle. In the crates are Sabot Rounds and a Multitool. Shut down the camera's and turn turrets to enemies. You can go up in this room to find a crate with darts and one with a Biocell. Now free the hostages in the centre bunker.-250 skill points. Now follow them all the way back to Chad in bunker 1, and inform Chad about the good news.-500 skill points. Now go to the sewer door. If you don't remember it anymore, just read the above part(from Bunker one to the sewer door) again. Go trough the door.-50 skill points. Go down the stairs and in the room go further in the NW corner.-50 skll points. In a north room you can find a lockpick in the water pool. Now just walk it out. Go down the ladder a the end. Be sure you have everything before boving on, as you can't come back here. PARIS UNDER MARTIAL LAW (part un) Finally made it to the city. Go around the corner and to the east. Go to the ladder on your south and blast the hatch out with your GEP. Ow you are on the streets. The police is neatral, but the bots and the troopers are hostile. First of all, you should use Spy Drone or a EMP grenade on the nearby bot to disable it. Head SE/S. Kill the troop standing near the subway without alerting the police. He carries a Scope Mod. The subway is closed so head east in building #19, the cafe. Talk to the cafe ownster, and the man with his wife. Go in the kitchen and read the datacube for a bank login. Go outside on the east and all the way north. Somewhere near the disabled Bot are two crates containing Tech Goggles and 10mm ammo. There are also two ATMs there. Don't bother with them..yet. You'll get to them soon. Go in building #10, near the ATMs. Talk to the Night Manager behind the counter. Then go west but not yet upstairs. Go in the bar and talk to the bartender for info. Talk Renault at the table for an assignment. Answer cold: "I don't deal in Zyme". He'll increase his offer from 50 to 65 credits. Now go upstairs. West you'll find the Hotel Key on a Push-Cart Open the room and go upstairs. Pick up 100 credits, a Biocell and read the datacube with a new bank login. In the other room is a maid. Now exit the building and go to Paris part deux. The alley behind the cafe where the Chefs assistant is, leads there. It's on the east. PARIS UNDER MARTIAL LAW (part deux) Look to the SE around the corner, and kill the two MJ12 commando's with a silent sniper rifle. That's what I prefer. In the crate is Ballistic Armor. Btw, this building is building #15, the bakery. Walk around the back and blast out the door. If you want to go by window, a alarm will sound, and the police will come at you.-50 skill points. In the crate is a lockpick. Now open the hatch on your right and find the 6 zyme vials, 100 creits, a Plasma Clip, PS20 and 10mm ammox2. Read a story in the newspaper on the counter and exit. Next to the bakery is building #14, a media store. One problem I had was that a cop kept looking, so I knocked him out. Inside you'll find a Multitool on top of a shelf. Proceed to the end.-50 skill points. Do not use the ATM yet, this too will come later. Go outside and turn in an alley to the east across the "Tres chic" building. Talk with the man there. Don't enter the club yet. Head further, and then N/NW. Take out a total of 4 troops and one commando from far. I use the sniper rifle, but other approaches work too. Go inside the patrol post building.-50 skill points. In the crate is a LAM, and a Biocell and datacube are on the desk The PC deactivates Millitary Bots(which I think have been removed from the PS2 version). West from here is a crate with 10mm ammo. The hatch down leads to the sewers, where you don't have much to do except a crate with a lockpick perhaps. Go back near the club's back entrance, but still don't go in. Go up the stairs where a blue light comes from. This is building #12. Open it up to get in an appartment. In the crates you can find a Multitool and Binoculars. On the shelf is a 100 credits chit. In the other room you can listen to a conversation. The man doesn't like you snooping around though, and he attacks you after while with a kinky Baton. Whatever. Knock him out. Step up to the locked cabinet. -50 skill points. Inside you find 200 credits, a Medkid and a datacube with a bank account. Exit the appartment and go next door to the south, in Building #11. Blast it out, whipping any cop around before you do it.-50 skill points. On the desk you find Sabot Rounds, Accuracy Mod, Range Mod, Assault Shotgun and thrwoing knifesx2. In the other room, you can find a Plasma Rifle in the crate(and yes, it's still useless to me), Rockets next to the bed and a datacube with a bank account on the table. Read the book if you want to. On the small table you can find 100 credits and throwing knifes. In the locked box you can find a crapload of stuff being: 2x30.06 ammo, 2 Plasma Clips, a Clip Mod and a Accuracy Mod. Definitely worth it. Exit the appartment and go to the ATM of the media store, building #14. Use all accounts EXEPT 001506, Then hack the ATM(after having withdrawn all but this one) and withdraw 450 at Master skill, or the normal 300 when at advanced. Now head back to Paris part un to use the ATMs there. Here, use a slightly different technique: Use ATM 1 and use all accounts EXEPT 001506, the hack ATM 1 and withdraw this account. Now use(or hack if you are Master) ATM 2 and withdraw money from this account. The others are depleted though. Now, do you think Bob Page is still a billionaire? ;) Now to finish your last business, visit Renault in the Hotel Pub and you will sell him all the zyme you got. I just had the maximum 20, so that makes 20x65=1300 credits. Thanx Renault! To show him your respects, kill him and loot your zyme back from his carcass. Kill Guy too. The bartender will probably run away scared, and the police might go and look for you, so hide until all is normal again. Talk to the bartender and he'll be grateful. Go back to Paris part deux, and enter the club from the back. LA PORTE DE L'ENFER PARISIAN NIGHT CLUB Walk to the door and blow it out. Now hide for about 60 seconds because else some people will panic. Move north, then head west in the other office. Talk to the man sitting at his desk. Do not give him the 100 credits, you've been there already. If you do choose to ask for info, JC will not hand over the money. Smack out the painting behing him to find a Biocell, 100 credits, the Club Nanokey and a datacube with useful code. Now open the door with your key in this same room to find 2 Biocells and thrwing knifes. A PS20 is on the shelf. Go outside the office and to the east. Use the code panel. Go inside the storage.-50 skill points. In the crates are a Medkid and Thermoptic Camo. On the shelves is a lot of booze, but also Tranquilizer and Flare Darts, AR ammo, 100 credits, Buckshot, 10mm ammo, Prod Charger, 30.06 ammo and normal darts. Stocked for the week are we? Now head north and talk to the bartender for info. Walk around the counter. There is a girl Cassandra but don't give the 200 credits, because you have been there too. Head east. If you are interested in buying to buy Biocells for 250 credits a piece, talk to the man. Then head N/NE and talk to the 2 women. Now explore the club. Don't give 20 credits to the nurse, you're playing greedy(or you *can* give it to her several times, just reload). Now take the exit and smack out the window of the doorman. Stun him. He has a lockpick and Nanokey on him. Grab the Nanokey from the table too. Go back in the club. Go upstairs and talk to the young woman in the SW corner. She knows Nicolette. Talk to the Club owner on the catwalk, and then exit the club at the back.- 300 skill points. The young woman *is* Nicolette. Jock takes you to the chateau. It looks like Gunther is just too late, but he doesn't have to worry. His death awaits quite soon too. <>==============================================================<> <>=======================================<> ||3.14 Paris DuClare & Knight's Templars || <>=======================================<> CHATEAU DUCLARE OUTSIDE PARIS First, talk to Nicolette a lot of times for much information involving the Illuminati. Go around the house to the back. Smack the wooden bars blocking the door. Enter. There's a Multitool on the shelf. Go east. This is the main hall. Go east trough the door. There is a Multitool on the shelf, and Beth's bedroom key too. A PS20 lies behind a houseplant. Use the PC and read the mails if you want. From the main hall, go south and upstairs. Go around the corner, leave the locked door. Move further and inside the next door. Find a Medkid in the cabinet, and Nicolette's Bedroom key behind a vase. Go back to the locked door and open it with your key. This is Nicolette's bedroom. There are two throwing knifes on a desk, and a lockpick next to her bed. Now use the Human skull on the fireplace to reveal a secret storage. Find a lockpick, zyme vial, thermoptic camo, a Plasma clip, and a Clip Mod there. Now go further down the hall, grab beth's bedroom key behind a small vase in the hall if you didn't find it earlier. Head furthe(still upstairs) and open the locked door. Go inside.-100 skill points. This is Beth's room. There's a datacube next to the bed. Darts, Flare darts and a crossbow are on the table. Go down the SE corner. Use the button and hop in. Now you are in the kitchen. Nicoletta will follow you soon. There is a Multitool in the cabinet. Go downstairs and blow out the door, or use lockpicks. Nter the celler. Move to the end.-150 skill points. It looks like a dead end, but it isn't. Examinine the candelabra to reveal a secret area. Move on.-150 skill points. The crate contains Sabot Rounds. Head south and crawl under the wooden bars; Nicolette will just walk trough them if it's nothing(mind is stronger than the body?). The crates nearby contain a lockpick and a LAW. Hack the S.box and unlock/open the door. Head east and jump over the bars with Speed Enhancement. Again does Nicolette walk trough the bars. Enter the room.-250 skill points. Find a Biocell on a shelf. On another shelf you find yet another Biocell, a Multitool and an Accuracy Mod. In the pod you unlocked you find the Augmentation Canister "Cranial"(Spy Drone/Agressive Defense System) and an Aug Upgrade. The cabinet contains normal and Flare Darts. Heal energy at the Repair Bot. Now use the PC. Send the transmission and Everett will contact you. Nicolette gives you the key to the crypt. If you want a extra lockpick, go up the wooden bar that leads to the window of the PC room, and find one in the vent. Go outside and in the maze on the west. Be aware of 2 MJ12 commando's who have arrived in the maze. Enter the crypt and keep moving.-150 skill points. PARIS NEAR TARGET COMPLEX KNIGHT TEMPLARS CATHEDRAL(1) Follow out the sewers and go up the ladder at the end. Jump on the stuff in the corner and go trough the window. Smack it out. In the corner of the room is a credit chit with 150 credits. Walk up beam to the next floor. In the crate is a lockpick and nearby is a Nanokey for a gate. From the windows you can shoot a MJ12 commando. Go back down and trough the gate. Be careful as you advance, a MJ12 troop with a sniper rifle is on the catwalk and he could nail you bad. Snipe him before he sees you. Move further, but be on the llokout for a nearby Millitary Bot. You can disable it with EMP grenades or Spy Drone, but soon you will have to chance to shut it down with a S.box. So walk further when it's not around and shoot out the glass where the turret and camera are. Back off until the alarm is over. You'll find Tranq and Flare Darts, A sniper rifle, mini-crossbow and you can turn the turret to enemies with the S.box. Now blast out the door. Some MJ12 troops will come down the stairs, so either let the turret do the work or kill them yourself. Just be careful as one of them throws with LAM's. Up the stairs, on the other side of the catwalk, you can find a lockpick and a Multitool in the crates, 100 credits and some flares on the ground. Shut down the Millitary bot with the S.box if you haven't done it already. Go down and SE. Kill the commando's and troop. In the crate near the Subway is Ballistic Armor. Don't go in the subway yet, you'll get to that later. Head south and take down the commmando at the end with a sniper shot. You can jump in the water and swim trough a hole to find a crate with a lockpick. Then just go out of the water again and head further south. Be careful; The cathedral is well guarded.You should send out Spy Drones to disable the 4 Patrol Bots, or use EMP's. When the bot's are down you have dealt with the security outside. Go to the SW of the building. There are two crates with 30.06 ammo, and a nampalm canister. Climb the trellis, as Tong calls it. Climb on the roof. Soon it's time to swat an annoying fly..Gunther. Go over the bars and fall trough the window. PARIS NEAR TARGET COMPLEX KNIGHTS TEMPLAR CATHEDRAL(2) Now you are inside the cathedral. Grab the key behind one one of the bookholders. Go downstairs and kill the two commando's. There are 100 credits on the table, as well as a Nanokey. In one of the sleeping rooms is a 250 credits chit, in the other the other a book and datacube with three codes, and a recoil mod behind the bed. In the last one is a 100 credits chit. The door on the south only leads to the outside so don't bother. Go upstairs and north. Now go north and grab Darts and 10mm ammo from the crate at the end. Now go downstairs. The two crates near the stairs just contain flares.Now go in the last north room and kill the commmando. After the transmission, go all the way upstairs. Kill the two troops in the hallway. Head to the est and go down. Kill the trooper. Sniper team is down =). Now go *all* the way down, and talk to the chef. He gives you directions to the gold. There's a prod charger behind a squars thing, and a Multitool on the shelf. Kill the two MJ12 troops in the east room, and grab darts and flare darts from the table. Just like the chef said, now go up 3 flights of stairs, then down the stairs. You'll get at the gold. Use the keypad to enter. -250 skill points. Push the large metal crate in the laser to pass when the alarm is over. Now go in, but beware of several Camera-turret combo's. On the east side of the room is a S.box to shut down the camera's. Do that first. Heal energy at the bot, and find a Scope Mod, Reload Mod and a LAW in the crates. On the ground you find find rockets. A Range Mod and Biocell can be found on top of one of the gold containers. Go out of the room and go south. First head east up stairs. Go in the room east and kill the WiB Adept 34501. If you kill her she might open the locked cabinet.-250 skill points. There's a Nanokey, book and datacube on the table. The locked cabinet contains 400 credits, Buckshot and throwing knifes. The S.box has no real important functions. I wouldn't bother with the door on the west unless you want to sacrifice two GEP rockets for a few Darts. Go back and the other way on the west. Avoid the camera and open the door with the key panel. The crate in the room holds a Fire Extinguisher. Go up the ladder and east. -150 skill points. The secret wall leads to the place I said you beter leave alone because it will costs two GEP rockets. If you go trough this way, it will cost you one rocket. If the wall closes again use the licght to open it up again. Go back and down the ladder and stairs. You are about to face Gunther Hermann. There are several ways to kill him. 1) You use his killswitch if you got it from Jaime in Paris. 2) You blow him up before he can even say something. 3) You face him normally, with your weapons. 4) You place a LAM before the fight and lure him to it. 5) You make your own strategy. When he is history, step to the PC.-500 skill points.Use it amd establish the system uplink. On the east side of the room, a Hologram of Walton Simons will pop up. When you finish conversations, exit the cathedral and head to subway. You'll get a lot of interesting transmissions on the way... PARIS METRO STATION Just go east, the police won't attack you as long as you don't attack them. You can go south, east or north. Go trough the east door first. In this lobby is a Mechanic who sells stuff-illegal. Don't buy stuff from him, yet. Look east and jump(by using either SE or furniture) on the higher platform.- 50 skill points. The crate contains a Multitool, and read the Mechanics journal. Talk to him again after reading it. Still don't buy anything. Talk to one of the police officers. They won't do a thing. Go back to the Mechanic. If you tell him you turned him in, he won't sell you anything anymore. Therefore, since this is one of the last buying options, I'd buy the two Mods. The Thermoptic Camo is still a rip-off though, don't do it. The mods can be quite useful still. From the main area, enter the door on the north. Just smack the glass often enough until it breaks, the police won't bother. Heal energy at the bot and use the ATM for 900 credits. If you are Master trained on Computer, hack it to retrieve 1350 credits. Now go trough the south door. Go downstairs. -150 skill points. Follow it out and meet Toby Atanwe at the tracks, west. Don't jump on the tracks, they are electrified.-150 skill points. <>==============================================================<> <>==========================================<> ||3.15 Everett's hideout and Vandenberg AFB || <>==========================================<> EVERETT'S HIDEOUT Regardless of what you answer to Toby, you'll get here. Talk to him some more for information. The door to the south is blocked. Head east, then north. Talk to the maid a couple of times to learn about Lucius DeBeers. There are 100 credits in the cabinet. In the bedroom on the west is a PS20 and 100 credits. In the bathroom you can find a Nanokey and Medkid. You'll open he painting later that can be unlocked. Head east from the hall and go down the stairs. The crates contain 2 prod Chargers. Go around the corner past the aquarium up the short steps. Go south at the intersection. Talk to Alex twice. Pick up the Biocell and EMP grenade from the desk and hack the PC for two codes. In the other room is a Medbot, Biocell and a datacube. Don't bother with the door on the west yet. From the intersection go west.- 500 skill points. Meet with Morgan Everett. Use the S.box and open two pods. Open the hatch east to take a dive in the aquarium. Dive in the hole trough the other side.-50 skill points. You can find darts and a rebreather in the corner. Now get out. Head west from this room. Get the Augmentation Canister "Eyes" and "Torso" from the first pod, and the Upgrade in the second. The locked cabinet can be shot open with Master sniper rifle, and contains a Multitool, Recoil Mod and an Accuracy Mod. Go to the painting that was locked, in the small bathroom. Open it with a lockpick. Go inside.-100 skill points. You'll get in a room with Lucius DeBeers. Talk to him. On the shelf is datacube with a code and 100 credits. Now go to Everett and talk about Lucius. Go to Lucius and tell him he truth. Now talk to him some more until he asks you to shut him down. Do so with the S.box next to him. Everett will be furious, but it's the right thing to do. Now go and open the door in the room behind the one Alex is in. You now have the cod. Inside is Morpheus, a basic AI program.-100 skill points. Talk to Morpheus a lot of times for max info. Find two Plasme Clips, a Nanokey and a Biocell on the shelf. Now go back to Everett and ask him about Morpheus. After that, head to the chopper, trough the door in the room you started. Move up the stairs.-50 skill points. Don't speak to Jock yet. Go to the east. Talk to the rather odd Mechanic. Find a body of another Mechanic in the corner. He has a Biocell on him. Heey, what's going on here...? The crate holds a LAM. Now report back to Everett for the last time and report about the odd mechanic. He tells you to kill him. Now go to the mechanic and talk to him. Shoot him trough his head after the conversation. Warn Jock about his systems and he'll disable a bomb. Now fly to Vandenberg Air Force Base. VANDENBERG AIR FORCE BASE COMMAND CENTER MAIN BUILDING You landed on the roof. A scientist tells you about the situation. You must activate the Bots to attack the bots that are patrolling the compound. Jock already took down some troops for you.If you walk to the east edge of the roof you can snipe some troops. Don't bother with Bots yet. Go in the door on the roof. Walk down the stairs. Now, shoot the camera with your sniper rifle(if master), or take out the turret with a LAM. Hacj=k the S.box and shut down the cameras. Go trough the door. Don't go trough the next door, but up the ladder. The crate contains Buckshot. Now silently crawl trough, and kill the troops. Don't let them activate the alarm, or you'll get shot by turrets. The crate contains a Medkid. The ones below hold 10mm ammo. Crawl trough the vent(still above level) and you'll land on the elevator.- 100 skill points. Crawl out and take the elevator to the lowest level. Don't push the reset button. Be careful for the two troops and the MiB, that are having a conversation nearby. If you can kill the MiB in one shot the explosion will wound the troops severely. You can also make use of the TNT crate, and shoot it when they run past it. If you make a lot of trouble, the troopers from level 2 may come drawn into battle as well. Head north past the locked door. Go in the room west. To the south use the keypanel on the yellow machine.-100 skill points. Crawl in the vent.-50 skill points. Insid the shaft you can can find a rebreather, Haz Lab storage key, and a LAM. The Cabinet in the room contains AR ammo x2, 10mm ammo x2, 2 Medkids, A biocell and another rebreather. Troops can hear the explosion so crawl back in the vent you were just now. You can also use your sniper rifle. Now go back and take the elevator to level 2. Kill the troop nearby, and go north to elliminate two others. The crates hold Ballistic Armor and AR ammo. Now head SE and talk to the researcher. She gives you login. Now go to the south on level 1, hack the S.box and set turrets to enemies. Go trough the door. Go up the stairs on your right, to the meeting room with the holo-globe. Look down on the east and kill the two troopers. Jump down and heal at the Medbot. Talk to the researcher. Go west and open the door to the storage room with the Nanokey you found earlier.-50 skill points. The researcher gives you a login and EMP grenade. In this room you'll also find a Hazmat Suit, A Biocell, Multitool, Medkid and 20HE ammo. Now go in Hazard Lab through the south door. Be warned, the water is electrified and hurts you. The Cabinet contains 3 Biocells, a Hazmat Suit and a Medkid. Now use a Hazmat Suit and just go trough the water. You can heal life at the medbot soon anyway. Jump on things that don't touch the water to prevent getting hurt further.Go to the north and get the Hazmat Suit.-150 skill points. Hack the S.box if you want. Grab the Thermoptic Camo from a table. Then carefully jump on the crates to the E/SE and grab the Medkid and Augmentation Canister "Subdermal". Exit the room and heal at the medbot. The Electrical panels are of no use but to turn of the electricity. Now head back to the main hall. Don't worry about the lasers, as security is down already. Hack the PC and read the mail. Crawl trough the vent on the west.-75 skill points. Don't bother going up the ladders as they lead to nothing. Go NW to the door. Pick the lock of the door and go outside. The dead scientist has a Biocell on him. Now head all North and kill the trooper. There is a Medkid behind some crates. Go back and south. Kill the two troopers on the lookout tower on the west. Go up the ladder and walk accross the pipe to two boxes with LAWs.-75 skill points. You prbably can't carry the LAW, but drop one of your weapons for a second and take it with you. Now go down and to the southwest. Open the box on the yellow machine and use the keypanel. Bots online.-100 skill points. Kill the trooper on the east. The two crates contain a Medkid and GEP rockets. Now lets see, there are four enemy bots. You have two free LAWs..Okay. Walk all east and take down a bot of choice with your LAW(the nearby Patrol bot is a good thing to start with). Now go get the other LAW and repeat, this time a Millitary bot in one of the far corners. When done, get the weapon you dropped back. Now go to the east, hop over the edge, and grab some sniper stuff from the dead troop Jock took care of.-50 skill points. Now move to the red light, without being detected by the 2 remaining bots. Use SE to fasten the run towards it. Open the door and enter.-150 skill points. Up the stairs, the crates contain WP rockets and AR ammo. Now go north and push the button near the opening to release the bot. Ditto for Bot #2. At the north end you find a dead Mechanic with a lockpick and a Biocell, and a Multitool and Biocell on the floor. The crate contain a Napalm Canister. Now head all east, then North.-100 skill points. In the guard house is a gas grenade and datacube. Head back and go into the comm bunker, the one you haven't been in yet. If it isn't open yet, one of the bots must have survives. Destroy it if that's the case. Inside, a scientist tells you about the situation. Go west. In the unlocked locker is a datacube, and in the two locked ones are useful supplies. In the left one is an Aug upgrade and Multitool, and in the right one Darts and Flare Darts. In the room with the hatch are Buckshot ammo, a Medkid, 2 Biocells, AR ammo and some flares. Go down the ladder under the hatch. Now, it must be said that there are mini-spiderbots walking around here. Move north, and a bit west, and look if a spiderbot approaches. If it does, shoot the explosive barrel after taking distance. Same for Spidarbot #2, only keep in mind that the first pair of barrels are gas ones, only the ones further are explosive ones. Shoot them too when the bot is close. If this is all way too much trouble, you can also use Spy Drone or Sabot Rounds. Move further, and open the yellow box. Push the buttons and see only the first one works. Hack the S.box on the corner wall, and shut down the camera. Don't mind the door on the north, you'll get to it. Walk further. The blue lasers will trigger mini-spiderbots and seal the door. Don't worry though, walk trough the first one and the minispiderbots show up, then shoot the barrel. Go back to the yellow box and reset the door. Go trough the door you opened and trough the vent on the East. Fall down trough the hatch in the water below. There are two dead Mechanics in this room. On the floor, below the first one, lies a Nanokey. Grab it, as it's important. The second body holds two Biocells. The crate below holds a useless LAW. Now swim trough the south hall to a stairwell. Go up and take a breath, then go all down the stairs and use some multitools on the panel there. You also might want to take a breath when finished bypassing. Note that you might shake a bit when bypassing so that your Multitool doesn't do its work too well.. A rebreather might be the best sollution though.(use it when your breath is nearly gone). The dead Mechanic inside has an Aug Upgrade on him, and there's also a box with a Hazmat Suit in there. Now go all the way up the stairs and trough the first locked door. Go trough the door at the end of the tunnel, where you took the vent. Next Area. VANDENBERG AIR FORCE BASE BENEATH THE COMMMAND CENTRE Open the door under the Maintenance Access sign with the key you found in the flooded area earlier. In the crates are 10mm ammo and AR ammo. Now crawl ove r the pipes towards the north.-150 skill points. Drop down once you're over the radioactive zone. Note:You'll miss out an EMP grenade, but that's better than taking a lot of damage. There is a minispiderbot down below, and another one on the other side. Use Spy Drone to disable them. Jump down. There are several crates here, you can jump on the iron bar of the unraised bridgeto get a few. There are two lockpicks, a Medkid, Flamethrower and near the radioactive barrels Rockets. Now go south and up the stairs, get the medkid under the control and raise the bridge to level 3. Then head north up, crossing the lasers quickly, as th turret is pretty far away. 2 Medkids are at the bottom of the stairs. Now go up and over the bridge. The scientist further has a Multitool on him. Grab the Control Nanokey next to him. Proceed up the ladder.-400 skill points. You are now back in the Main Building. The crates contain a lockpick and 10mm ammo. Open the door. This should look fammiliar. Go up to level 2 and to the Control Center. VANDENBERG AIR FORCE BASE COMPUTER CONTROL ROOM Hack the PC nearby and read the book if you want. Go down the stairs. Talk to Carter a couple of times. Now go down the stairs and heal Bio energy at the repair bot. Talk to Savage and the scientists. Go trough the door north and grab the Nanokey and Biocell. Go inside, but beware of electricity. Push the northern button, rushing trough the arcs. Then get to the elevator on the SW and take it up, and use the PC there to upload Milnet.-500 skill points. Heal when you get hit by the arcs. Go back and talk to Page. Then talk to Savage and Carter. Exit the building and go to the NE corner of the compound. <>==============================================================<> <>===========================<> ||3.16 Abandoned Gas Station || <>===========================<> CENTRAL CALIFORNIA ABANDONED GAS STATION Walk all south, leaving the builing to the SE alone for now. If you saved Sandra Renton back in New York, she'll be here. Talk to her. The Bum gives you a key to the door that I mentioned just now. He also sells some things. Buy it all if you have the money. Go to the plumbing access hut, and go up the ladder at the end of it. From now on, you are not allowed to be seen or to make any noise at all. Use silenced weapons. If you do make an alert, Tiffany will get killed. Sneak out the hole and take out the troop. Immediately take out the nearby commando as well. Walk to the SE and open the wooden door. Shoot and kill the troop and dogs(with your sniper rifle, silenced that is). Go up the ladder and snipe two commando's on the south. Go down the hole in the middle. The crate just contains Binoculars. Drop down. There is a lot of food in this room. A Biocell is in a medical box on the south. The cabinet under the checkout contains two zyme vials and a shotgun. The crates on the east hold a Medkid and a lockpick. To get out, go trough the vent in the east room, jump on it by using small metal crates. Then you are on the roof again.-50 skill points. If you have SE high enough, yu can jump on the roof to your west to find a Flare and 30.06 ammo. Worth a try. After that, jump back and to the southern roof. Drop down, crouching, without making any noise. Kill the MiB and the trooper simultaneously, before they can set off the alarm. If the MiB survives your attack, be prepared for a fight as he carries a Plasma Rifle. Talk to Tiffany and let her run to the helicopter once you've killed all guards. Grab the Garage key, 10mm ammo and a medkid from the crates. Now open two crates holding a Prod Charger and AR ammo in the shack SW. In the tank/gas wagon you can find Rockets, Buckshot ammo, 100 credits, a sniper rifle and a zyme vial. Go to the junk yard on the south, and go in the SE building. Find 250 credits on the shelf. If you are Master trained on Rifle you can shoo out the door leading to a Repair bot. There is also a crate with a Biocell in the corner. Alternatively, you can smack out the window and use Speed Enhancement to get in/out. When you have finished business, take the chopper. <>==============================================================<> <>================<> ||3.17 Ocean Labs || <>================<> MJ12 SUBBASE SOCAL SEAWALL(1) A Millitary Bot approaches soon after you get here so take shelter. Then disable it with Spy Drones or EMPs. Explosives can be used too. Look south. There's a sniper on the upper catwalk, kill him. Use your GEP on the Millitary bot, far away, or close in and use explosives. There is another guard on the SE. He has a Nanokay on him. Use the metal crates to get on top of the SE building. Inside is a Minicrossbow, three crates with 10mm ammo, Tranq Darts and AR ammo, and two Nanokeys in the lockerbox.-150 skill points. Now unlock the door of the huge lab and go inside. There are two crates under the stairs containing a Gas grenade and Buckshot ammo. Walk up the stairs and go trough the halls, walking up some more stairs. Kill the two troops at the top. The female scientist tells you a code. In the southern room is a Medkid. Open the Karkian swimming pool and jump in.-50 skill points. Get out immediately and close it again. Go to the North room, but don't get seen by the NW camera. Shoot with Master sniper rifle or avoid it. There's a silencer mod and an Assault Shotgun on the table. Use a Multitool on the panel next to the west door.-50 skill points. There are 4 crates inside, holding 10mm ammo, a Medkid, Buckshot and AR ammo. Proceed trough the west hall and kill the MJ12 troop. A second troop may get alerted. If so, kill him too. Go south, trough the hall, turn 180 degrees and go down the ladder. The other ladder leads to the roof where you haven't got anything to do right now. Go down the the ladder one level. South is a crate with AR ammo, and a shaft with water that leads to the karkian swimming pool. Now go north and talk to Dr. Pinkerton. He gives you a Map and login. Open the hatch in the corner of the room and follow it out. It leads to a room with a LAM and Napalm Canister. Get back to the room where Dr. Pinkerton is. Go outside on the SW/S hall. Kill the MiB outside. There's nothing on the outside, maybe you want to loot the body of the troop you sniped at the beginning. Go back inside and take the ladder to the lowest level. MJ12 SUBBASE SOCAL SEAWALL(2) Go down the ladder. Go trough the hall and kill the trooper. If you can get to the hatch, you can pick up some food from a snackpack, probably from some guard. There's also a Napalm Canister. If you can't reach it, don't bother. Don't go in the water but trough the north door. Kill the troop and go trough the hall till you get to a room with an elevator in the middle. Kill the troop and open two crates in the corner containing a Biocell and lockpick. The hatch in the roof leads to..well, the roof. Not much up there. Take the elevator down. Watch out for the turret and camera that is next to the elevator. Sprint to the metal crate and sit down behind it so, that the camera can't see you. Then hack the S.box and set turrets to enemies and turn the camera with no turret off. Go north and kill the troop if the turrets didn't already. Follow out the hall until the room, and then let the camera see you and the alarm sound. Three MJ12 troops will get here, and get killed by the turret. Enter the room. Leave the hatch alone for now. Go west and talk to the female scientist. She'll tell you a login. Use the S.box and shutdown the camera's and open the door. There's a datacube with the same login. Now go upstairs and check mail on a PC. Then go west.-300 skill points. Go down and talk to the Mechanic. Now take the other Submarine. MJ12 OCEANLAB OCEANIC FLOOR(2) Savage warns you for loose creatures and strange acting turrets. Hack the nearby S.box and open the "door". No jump in the water, and swim ALL southwest, to the flickering white light. You'll need to use a Rebreather for this long swim. Explore the flooded hall.-200 skill points. Find a GEP gun, Clip Mod and Storage Room Nanokey at the end. When you swim on your way back, note a hole with two red lights on your left. Swim in and take a breath. In the crates are a Rebreather and Rockets. Swim back to the starting room. The underwater building on the northeast is just detail, there isn't anything there. The crates in the corner hold a Biocell and LAM. Read the book under the stairs. Go up and open the west door. Nothing here, but place checked. Behind the other door is nothing as well. Go up the next stairs. Go trough the door and kill the two-baby Karkians in the water with a LAM or shoot them before they can exit the water. The dead MJ12 trooper has a Scramble grenade and AR ammo on him. Below him lies a (still useless) Plasma Rifle. Read the datacube near the flashing monitors. The sealed doors cannot be opened(this is the same for all the sealed doors in the ocean Lab;they are just background). Now go up the left stairs. Open the door. This room has a crazy turret in the middle that starts shooting at anything at anything. Use your sniper rifle to destroy it. The S.box doesn't have too much useful option. Go trough the north door. At the end, on the west, is another crazy turret. Use your sniper or Sabot Rounds once again to destroy it. Grab the greasel laboratory Nanokey next to the body. In the north room are 2 Biocells, lockpick, Multitool, some food and some flares. Unlock the south room with your key. In there you can find 30.06 ammo, AR ammo x2, Buckshot, a Plasma Clip, HE ammo, 10mm ammo, a Rebreather, 2 lockpicks & 2 Multitools, a Biocell and some flares on the shelves. Quite a lot. Go back to the hall and go trough the door on the north. Your Nanokey unlocks. MJ12 OCEANLAB OCEANIC FLOOR(2) Open the door. There are two escaped Greasels in this room. The first one is on the west, and the other is in the back of the room. Note: if you can kill the greasel in the back of the room before it can eat the body, you can find a Medkid on the scientist. Kill the greasels, then go down the ladder on the north, and kill the greasel in the water. Since you can't use firearms underwater, use your Dragontooth, or a LAM, though that would be a waste. Go trough the south door and swim trough the hall to the room. There are two greasels in this room. Smack on their heads with the DTS. Heal when you are hurt. The body has a Biocell on him. Unlock the north door with your key. There's only a Medkid inside. Read the datacube under the fallen beam for a code. If you need a GEP gun(just the gun, no rockets), go trough the SE/S hall. A greasel guards it. The door on the S/SW leads to a room with a body that holds a Biocell, a crate with a Hazmat Suit, and a Nanokey and Clip Mod on the floor. The hatch leads to the outside ocean, and closes shortly after you open it. Don't go there. Go back instead, to where you descended the ladder. Use the code you found in the datacube on the key panel. Enter trough the door and go up the stairs.-400 skill points. MJ12 OCEANLAB OCEANICFLOOR(3) Go trough the door. There is electricity here. Walk to the PC and read the datacube on the corner. Then go trough the east door. Go down the stairs and you'll get to some sort of construction area. Walk to the NE. There are two babykarkians here. Blow up the explosive barrel and kill them. There are two greasels on the other ide of the track. Kill them too. The two nearby crates hold two lockpicks. Now walk down the hall with red lights on the south. There is a giant karkian eating from the body. Kill it with explosives, or pump a LOT of bullets in it's huge body. Grab the Crew Module Nanokey and recoil mod from the table. The switch on the east puts electricity on the tracks. Go trough the east door. Move all down trough the halls. Don'tgo down the ladder yet. In the room at the end on the east you can find a Biocell in the unlocked locker, and in the locked one darts and tranq darts. Shoot it open with your sniper rifle. In the west room is a greasel. In the lockers are a pepper gun, a Reload Mod, flare and medkid. Once again, sniper rifle shoots them open. Now go down the ladder. Go NE and open the door. In the crates is Thermoptic Camo and Ballistic Armor. Shoot the turret on the south with your sniper rifle, or else it will shoot like crazy at you when you get to close to it. The locker in the east room contains Tech Goggles and a Multitool. The ones on the west have 10mm ammo & Soy food, stealth pistol and Clip Mod in them. Now take the elevator down. Step out.-400 skill points. Walk around the corner and send one Spy Drone. Then pass the lasers and read the datacube. Or you can also send the elevator up and pick the hatch of the vent, and crawl trough the it. You can also take a look at the minispiderbor from here. Destroy them for later. Go trough the east door. MJ12 OCEANLAB UNIVERSAL CONSTRUCTOR Go trough the door. Meet the giant Spiderbot. I suggest you disable it with Spy Drone. Call the elevator on the north and go up. Wear a Hazmat Suit before you go in the radioactive room. Find 2 crates with Multitools, one with a lockpick and one with a GEP. The crates are on the eastern side of the area. Now go back to the Main Hall and south. The scientist has a Scramble Grenade on her. Take the elevator up. Yet again you can find things in this area. But there's always a but. Bleh. Send in 3 Spy Drones to disable the mini spiderbots. You can find crates with an EMP grenade, two Biocells and a Gas grenade. They are on the east side. Go back to the main hall and east. Don't call the elevator yet, but jump in the (electrified; have some life or Regeneration) water. Swim to the NE and loot the body of the MiB. He has an Aug Upgrade on him. Below him underwater you can find an Assault Shotgun and a datacube with login. Now call the elevator(make sure you aren't standing under it or you'll die, I had that hapen once to me) and take it up. To the north and south are both turrets. Destroy them(they are in the holes in the wall) with your sniper rifle. The bodies have a LAM, Biocell and Medkid on them. Then use the S.box to extend the bridge. Go west and over it. Use the PC on the SW and access the UC schematics.-500 skill points. Heal Bioenergy at the Repair bot north. Go back to the Main hall. Bob page wants to say something. Step up to the hologram. Then, after the conversation, backtrack trough the halls. When you get to the construction area, you will face Walton Simons. He's armed with a Plasma Rifle and DTS. But no problem, you have THIS *show your 20mm HE ammo*. Kill him with explosives. If you avoid him, you'll meet him again at Area 51. If you wound him, he'll cloack but you'll be able to see him anyway. Now backtrack all the way to the minisub. Take it back to base and backtrack all the way to the first building and meet Savage on the roof. If you saved Tiffany, he'll give you an Aug Upgrade.-500 skill points. Jock takes you to the Missile Silo. <>==============================================================<> <>==================<> ||3.18 Missile Silo || <>==================<> UNKNOWN LOCATION MISSILE SILO Aim up a bit towards the SW and snipe the trooper once he passes by, then head south and kill the pair of dogs. A other pair of dogs will get here in a minute or so. Kill them too. Then go west to the entry building. There's another dog nearby. Now sneak in the building and kill the three troops sitting at the table. In the locked box is a range Mod and Soy food. 10mm ammo is on the shelf. Grab the front gate nanokey too. There's a Multitool on the table. Read the book. Go trough the door and walk over to the base. Snipe troops if you can, and use Spy Drones to disable the two Patrol Bots. Go in the building on the east, go trough the door by blasting it out(use barrels). When you have put two barrels in front of each door, take distance and blow it out. Kill the guards inside the buildings. There is 10mm ammo on the table, and an Assault Shotgun too. In the crates in the side room are Sabot Rounds x2 and a Medkid. Go upstairs in the other room and grab 10mm ammo from the table. Now go to the other building, enter, and go down the ladder. There's a lockpickunder the table, and restore Bioenergy at the bot. Take the grate in the corner into a vent and get in the Silo without using a ot o lockpicks or Multitools. Use the key panel when you get downstairs.-300 skill points. Move ahead. UNKNOWN LOCATION SILOTUNNELS Use the key panel again and enter. Use the key panel on the east and go trough. Now you are at the launch command. Walk trough the lasers at the end, and kill the MJ12 commando. THREE MiBs will ruch off the stairs. Kill one and let the explosions wound each other. Kill the survivor(s). A well thrown LAM works fine as well. The crate behind the stairs contains 30.06 ammo. Go up the ladder and disable the spiderbot. The crates contain a lockpick and rockets. Now go upstairs and puch the abort button. Get to the S.box.-350 skill points. Use the S.box and initiate a new launch. Go downstairs. In the SW bathroom is a scientist who tells you about Howard Strong and an ambush..Read the datacube. Now go back and west. Page has set an ambush, but of course you already knew. Kill the 2 MiBs and commando's. Call the elevator and take it to Level 6. Kill the MiB. Level 5 was where you came from. There's a Repair bot on Level 4 and a spiderbot on Level 3. On level 2 is Howard Strong...He can be tough when you close in. Then he starts throwing LAMs at you and aim with his Plasma Rifle at your head. So therefore, don't close in and snipe him in the head. It's as easy as that. If you need a Biocell, pick one up at the bottom of level 1. Go to Level 6 and up the ladder. Push the button to open the hatch. The rocket will now launch. Jock takes you to Area 51, the final area. <>==============================================================<> <>=============<> ||3.19 Area 51 || <>=============<> AREA 51 RACHEL NEVADA Jock spotted a Sniper in the tower you are facing. Kill him immediately. If you saved Jock from the bomb in his helicopter by killing the Odd Mechanic in Everett's hideout, Jock will fly off in the sunset. If not, his helicopter will blow in the sky. It's sad to see that happen, but it doesn't affect the story later on. The security of Area 51 is weakened, but still formidable so be careful. Move to the NW, to the sniper tower, and enter it. Blast the door out. First of all, be very careful for the LAM placed mear the ladders. Disable them or shoot them from a distance. The ladder down leads to two crates holding an EMP grenade and 30.06 ammo. The ladders up lead to the upper part of the tower, loot the sniper and walk around around the center.-100 skill points. Hack the S.box and open the bunker door and put turrets to enemies. Turn the camera's off. Xit the tower and head SE/E. Grab the metal crates from the corner and place them near the fallen container so you can jump on the top containers. The MJ12 troop holds a lockpick and AR ammo, the dead soldier holds an Accuracy Mod and a Pistol. Use the small metal crate to reach it or just jump to it. Now go to the east building(small) and enter it. Destroy the turret with your sniper rifle when you enter. Behind the locked door are three crates with a LAW, AR ammo, and a Medkid. Go outide again and head north. Disable or destroy the two Patrol bots here. Use the LAW or Spy Drones. Go east. Find Buckshot near the dead soldier. Then head to the N/NE building. The dead Mechanic holds a Multitool. In the lockers you can find darts, AR ammo and two Multitools. Shoot out the locked ones. Grab the already useless tower key next to the trooper's body. In the armory you can find three flares, a Medkid and 2 Biocells. Open the hatch and and go down the ladder.-50 skill points. Find Ballistic Armor, Rockets and a Biocell on the table. Read the datacube. The crates hold a Rebreather and LAW. Use Multitools on the key panel to access the Aug Upgrade. When you have all items, go outside and to the door in the SW. Move trough the small hall. Somewhere around here, you'll face Walton Simons if you didn't kill him in the ocean lab(on a side note, I hadn't even met him in the ocean lab once, but I don't kno how it came). Kill the troop on the west. Go in the hangar. Kill the two commando's and the MiB, but be careful for the MiB as he has a plasma rifle. Now go back(from where you came out of the small hall) and go behind the building. Jump on the metal crates and up the roof. Grab the storage Nanokey next to the dead Mechanic and the lockpick from him.-50 skill points. Now climb of the roof by the fallen beam. Enter the building by the door on the NW. The crates contain 2 Napalm Canister. On the table is a mini-crossbow and darts, a flamethrower and a datacube. Read it. Heal Biocell at the Repair Bot. Now go up the ladder and talk to the scared soldier. The walk to the cracked corner.-50 skill points. Don't worry about the huge ventilation shaft on the SW(however you do get funny transmission when you get close to it). Now head back to the previous area and enter Page's Bunker. Watch out for the turrets. AREA 51 BUNKER Two Patrol Bots are guarding the area. Disable them with Spy Drones. First go to the east. In this room ar two minispiderbots which you can disable with Spy Drone once again. Heal energy at the repair bot. The two crates on the SW contain Thermoptic Camo and Medkid and are guarded by a minispiderot. The ones on the NW contain 10mm ammo and a lockpick, but are surrounded by radioactive barrels. I don't think it's worth it, but you can always heal energy(and life then) at the repair bot. Enter the SE building. The crate contains a lockpick. The S.box just deactivates the minispiderbots. Go up the ladder, walk to the othe side on the north, and go down the ladder. The crates contain Sabot Rounds and a Biocell. Now step up to the yellow box and push the button. Elevator Power online.-50 skill points. Return to the start and head west. Take the elevator down at the end of the hall. When you are down, let the elevator go back up to loot a dead mechanic from a biocell. Now you can either go north, to proceed to the next section, or go up the ladder to get some goodies and some skill points. Go up the two ladders and trough the hall. Send a Spy drone to disable the lasers. Call the elevator. The crate holds 10mm ammo. Take the elevator up and take out either the camera or turret with your sniper rifle. You can also run to the corner and there's a S.box which disables them. Move down the hall all the way.-50 skill points. Go in the water. This was where you'd end up when jumping down the shaft. Swim north and loot the Soldier of a Mod Scope and AR ammo. Now backtrack all the way to the first elevator and head north.-50 skill points. Wait untill Page is done speaking trough the transmission before moving on to the next area. AREA 51 ENTRY TUNNELS It's funny how north just became south, and vice versa, at least for me it did. The crate holds a Multitool. Destroy the turret. Now go downstairs. If you trigger the lasers, two minispiderbots will be released. Therefore use a Spy Drone to temporary deactivate the lasers. Or you can trigger the lasers and disable the minispiderbots. It's up to you. Go down the hall to the east. A machine will break down, causing electric bolts to sparkle from it. Stay away from it until it stops. Disable the Patrol to the north when it comes into vision. Then talk to Morgan Everett on the south. He says Alex hacked the code to he crew quarters. Head north. The crate you'll come across contains 10mm ammo. Use the key panel on the door that leads to the barracks. Walk NE and go in to the barracks room. Heal your health at the Medbot if you need to. Don't open and of the storage chamber, not yet. Go back to the main hall and move further East/SE. Shoot the camera and turret with your sniper rifle before you go in the Recreation room. Kill the trooper and WiB inside.-50 skill points. The dead scientist holds a Multitool. Read the datacube on the Ping-Pong table. There's another Multitool on the other table. Go back to the barracks and open the INF locked storage/sleeping chamber. Crouch and hop inside. Pick up the Aug Upgrade, the sector 3 Nanokey, and a Medkid inside. For other goodies you can use Multitools on the locked ones. If you walk with the clock from the INF locked one, they contain: a book in the 20% one, a Sawed-off Shotgun, buckshot, a Biocell, Cigs and a lockpick in a 70% locked one, Nothing in a 20% locked one, a Multitool, Biocell and the Augmentation Canister Torso in a 70% locked one. There's also a greasel in this one. A plasma rifle and clip, flare and normal darts, can be found in the last 70% locked one. Decide for yourself what you need. It's not recommended to use all your Multitools. Go back to the main hall and go past the Recreation Room. The crates contain a Medkid and 10mm ammo. Keep moving to the south. Be aware of the MJ12 troops who guard the entrance to sector 3. The crate contains Buckshot. The section is guarded by two troops on the higher level, one commando, and one snipr trooper on the east in the yellow cherry picker. Try to hide behind the boxes, killing one troop at a time. The two crates in the SE corner hold AR ammo and Tranq darts. To reach the two crates on the upper platform south, you'll need Speed Enhancement Level 3 or higher. Walk up against the Wall and jump at the right moment. The crates contain Sabot Rounds and a Multitool. In the southwest corner is a Repair Bot that can heal you. The hatch leads to a small underground passge with a LAM booby trap. On the other side is a Crate with Rockets and a dead body with, well, nothing. The crate near the sector 3 door holds a lockpick. Finished and got everything? Go trough the door. If you saved Paul he'll give you a small message. Go in the room.-100 skill points. In the sidewalk on the east are two crates with a Medkid and lockpick. Note the two explosive barrels. Now press the elevator button. Page will send up the MiB hitman that killed your "parents". Lure the squad to the explosive barrels and blow them up, or you can just kill them normally. Take the elevator down and wlk trough the hall. Next area. AREA 51 REACTOR ROOMS Tong will talk to you. It seems he has a whole different goal than Everett. Helios will contact you. When you go trough the door. Kill the troopr on the west catwalk. Now be *very* careful for two enemies. The nearby fullgrown Karkian and a MJ12 troop with a GEP gun on the northern catwalk. Push the button of the yellow forklift and quickly jump on it. This way you can get to the vent on the NE. Don't get seen by the Karkian or trooper when pushing the button by the way. The vent will lead to some stairs. Go down the stairs, not trough the door, and check behind the stairs. The two crates there hold 10mm ammo and Sabot Rounds. Now go up the stairs and kill the troop on the catwalk. Go up the stairs. The Aquinas Hub is closed for now. In the upper room you can hear a conversation between a MiB and a Mechanic. Kill the MiB. The Mechanic doesn't have anything intersting to say. Pick up Buckshot ammo on the machine and read the datacube. Use the S.box to open the Aug Upgrade container, open a blast door AND to spy on grays with a camera. Now pick up the Aug Upgrade. Then go through the door near the Ambrosia Storage Storage Container in the corner. Go trough the hall and kill the trooper at the end. In this room you can find 30.06 ammo, Biocell, AR ammo and a lockpick. Read the datacube for a login. Go up the ladder to find a dead Mechanic with a Biocell, 10mm ammo on the ground and a datacube with a code. If you are really in the need of a Multitool you can go north and jump in the brown water. A multitool is at the bottom. Go back down and backtrack to the first catwalk. Head to the west and go through the small hall to a room with greasels below you. Kill the ones you can see from a distance. There are also two in the water. Go down the ladder on the SW. The dead Mechanic holds a minicrossbow. In the(not poisonous) water you can find Tranq Darts, the Stairwell Nanokey, and a datacube. Read it. Get out of the water by a stairwell on the north, guarded by a baby-karkian. Now unlock the door on the south, and go trough the second one. You're back in a familar area. If the huge karkian bothers you, you can kill it. If it doesn't sneak past it and go down the stais on the north. The crates hold a Medkid and lockpick.The dead Slodier only has a Pistol(no wonder he died!). Take out the minispiderbot below with a Spy drone. Go trough the door on the north which leads to the reactor lab B13.-100 skill points. This is the reactor room. Kill the two grays below, because they can go up and get annoying. Go trough the south door. Be quick on gathering the supplies as the room is very radioactive. The dead scientist holds a Biocell and a Medkid, the Mechanic a Multitool. Read the datacube. Quickly get up and go trough the NW door. Go up the ladder and talk to the Mechanic. Do not kill him as he knows an important code. Note that this is the last room with switches for Tracer Tong's ending. Remember it. Now go go all the way back to the first stairwell and use the code on the Aquinas Hub Access panel. Go right trough. AREA 51 HELIOS Go trough the hall and enter the room.-100 skill points. The dead soldier has Tech goggles on him. Read the PC's mail and heal up at the med bot. In the locked desk are a Biocell and Gas Grenade. There's a Multitool and book on the table. Now shoot out the wondows. You might've already heard the sound of a huge Spiderbot. If you look down carefully, you can see one walking below. Either time when you throw an explosive barrel down or use EMP grenades and Spy Drones. Take the ladder down on the west. Take down the two grays that will approuch you soon. Read the datacube near the dead Mechnic. The crates near the radioactive barrels contain 10mm ammo and a lockpick. Go trough the east door. Open the door downstairs with a code.-50 skill points. In the crate are Rockets. Now head down the stairs all the way. Under the stairs you can find 10mm ammo and a Prod Charger. Kill the greasels. Go to the huge hall where the Spiderbot was patrolling. Near the Soldier in the corner you can find a snipe rifle and 30.06 ammo. Head to the end. Helios must still give you access to sector 4. Open up the door on the west.-50 skill point. In the crates you find a Plasma Clip and Buckshot. Head back up the stairs and go North/NE. Go inside the room. The two crates hold Buckshot and darts. Open up the west door. Inside is a Napalm canister and AR ammo.-50 skill points. Head east to Aquinas Control. Kill the MiB and the trooper. Heal bioenergy at the repair bot. Take the elevator to Level 1 first. The dead scientist that floats in the water holds a Biocell. You can just reach him barely while crouching on the pipe. Beware, the water is boiling hot and takes damage when you fall in. The dead soldier doesn't carry anything at all, and the three crates hold Rockets, a medkid and AR ammo. Take the elevator to Level 3.-100 skill points. Walk up to Helios to get your last primary goal. You will have to make a desicion soon, what you're going to do. You may have noticed a dead mechanic lying on an edge when you went up with the elevator. You can jump to him with speed enhancement and find a Multitool on him.(Now WHAT was he trying to do? De- activate Helios?) Go back. Page will send a squad of three MJ12 commando's, but Helios counters this with 2 security bots. If the bots lose the fight, kill the remaining troops. Head back to the Hall where the Spiderbot was. Go trough the Sector 4 Blast door. Read the datacube. Leave the LAW. Go up the stairs and trough the door. If Pail's alive he'll speak to you trough the hologram. If not, it's Savage. Walk around it and move to the next area. AREA 51 CLONING FACILITIES Walk trough the door. So this is where you were created..the cloning facility... Read the datacubes attached on the clone pods. The dead scientist holds a Biocell on the east. Then walk back and head south. Don't move too fast, A door will blast out of the wall, and blows up the two nearby explosive barrels. Step back when this happens. Heal life at the medbot. The dead scientist holds an Aug Upgrade. Read the datacube of the last clone, Alex Denton and your former pod, the empty one. Then go down the stairs to the lower, middle section. The dead Mechanic near the blue pipe has a Multitool. Now go behind the stairs on the east. While the scientist only holds Cigs, a useful datacube can be found when you move her body. Go back up. There's nothing in the destroyed hall to the east, so don't bother and head in the north hall. At the end there's a radioactive room with 2 grays. Kill them. Note that this room is very similar if not the same as the one in the Versalife labs. Anyway, hack or use the nearby S.box and unlock/open the door on the other side and shut down the radiation. Walk trough it and to the next hall. Next area(not really but you get the point =). AREA 51 MAIN CHAMBER Go trough the two doors. You'll be contacted by Everett and he'll transmit a picture. Alex has a partial code for you. Go down the hall and head to the east. Meet Bob Page for the first time in real life. When you have finished the conversation, directly retreat back down the hall as Page shoots with two turrets at you. These turrets are annoying because if you want to use your sniper rifle and Sabot Rounds you'll have to get really close to make impact on them. I advise to get ou your GEP and take them down. If you get relativey close to Page's energy field, it'll drain all your Bioenergy away. So be careful. From now on I'll guide you trough the last parts of Area 51, completing everything that can be completed, so you can choose the ending you want at the last moment(so you don't have all this trouble). But first there are a few things you need to do. Three monster producing Ucs won't make life easier. Head north, seen from Page. Ignore the minispiderbots, shoot out the door with your sniper rifle and hit the switch "Emergency Containment". This will close the UC and no more minispiderbots can annoy you. Kill the two that are still around(with Spy Drone). Now head east and take a look at the button at the end. This is the final spot for the Illuminati Ending. Remember it well. Head back to where Page is and head south. Again, don't get too clos to his energy field. Go up the ladder. Now you are at a threeway. Head down the hall on the west. Shoot the locked box open with your sniper rifle. Find a LAM, Darts and Flare darts inside. Notice the hatch where a typical Security bot comes out of. Grab the small metal crates and throw them for it so it's blocked. Go down the stairs. Behind the stairs are two crates with a LAM and Buckshot. Head north. Push or grab one of the large Metal crates in front of the other hatch where another S.box will pop out. Now that they are blocked, disable the Blue Fusion Reactor on the north. Three more to go. The bots will now be released. They may still be able to hit you, just don't move, so run past them quickly. Run back to the three way. Go down the ladder under the hatch. Crawl trough the hatch below. This small room contains two crates with 10mm ammo and 30.06 ammo. Read the datacube. Open the door and go trough. You'll get to an area near a UC that creates 2 Huge Karkians and 3 Greasels at a time. Not good. Don't bother with the monsters and heal with Regeneration(it helps). Run to the far north of the room and use or hack the S.box quickly to release a Security Bot. This will keep the monsters busy for a minute. The nearby repair bot can heal your Bioenergy(and with that, your life). To shut down the UC head in the NW hall, shoot out the 50% door with your sniper rifle and hit the switch. Kill the remaining monsters with help from the S.bot. Phew, this was the toughest UC. In the huge room, check the small hole where the S.bot came out of. Find a Biocell and Lockpick. Now head to the middle of the room and shut down the Blue Fusion Generator. Two more to go. Look to the west and east, near the UC. Remember these doors that lead to the Coolant B13 and Aquinas Substation areas. Now go back to the huge room and head all the way to the southeast. Go up the stairs. In this room is another repair bot, and two locked cabinet. Blast it out with your GEP. Sniper rifle only seems to work from a relly close distance. Insid you'll find a Rebreather, 10mm ammo, a Medkid and AR ammo. Read the datacube for an image of Area 51 Sector 4. In the northwest of the room is a small side room where you can find 2 flares, a Biocell and a datacube with a code to the coolant system. The locked box holds a Plasma Clip, Napalm Canister and a Recoil Mod. It can be opened with your sniper rifle. Now go east, to a very radiaactive room. Use protection. In the SE corner is the third Blue Fusion Generator. Disable it. One more to go and it's closeby. Heal your energy at the last repair bot. Go to the north from the radioactive room. The two crates contain Buckshot and Tranq darts. Head north trough the door. There are three grays here, all replaced by the last UC when you kill them. Grays have strong attacks, but they are easily killed by a few shots. Go west and disable the fourth and last Blue Fusion Generator. You are ready for the Illuminati ending. But don't stop right away, play on for the other endings! Head west, then south and activate the S.bot with the S.box here. Then shoot out the locked door and hit the switch. Those were the three Ucs. The two crates on the south contain 10mm ammo and AR ammo. Now head to the north and jump on the edge to reach two crates that hold Rockets and Sabot Rounds. You may want to use SE to jump this, but it's not nessecary. Now go trough the door in the middle to get exactly under Page. Go down the ladder. The two crates hold AR ammo and 10mm ammo. Go back up the ladder. Return to the intersection with both Cooling and Aquinas Substation Doors. If you don't remember where it was, read a little back. Go to the west, and open the Coolant B13 door. You found the code for the key panel earlier. If not, use Multitools. Proceed Wait for the transmissions to end before you proceed to the next area. AREA 51 REACTOR COOLANT CHAMBER Open the door and kill the MJ12 commando further ahead. There are several troops here, so stay alert. The dead Mechanic holds a lockpick. Go up the nearby ladder and kill the troop. The dead Mechanic on the yellow Machine to the north holds a Biocell and Multitool but he's rather hard to reach. Go back down the ladder and to the SW of this room. The crate holds a Medkid.The locked Cabinet can be shot open with the sniper rifle and holds 30.06 ammo, a Multitool, Sabot and Buckshot ammo, 2 prod Chargers a Pepper Cardridge(like you need that now), a Biocell and 20mm HE ammo(So that means there are 32 of this type of ammo in the game). Go back up the ladder and walk to the west. Kill the trooper in the other room. The locked box holds Rockets, a PS20, and an EMP grenade. Go north, and down the ladder. If there are any troopers left here, kill them now. Note that the barrels aren't explosive. The hatch/vent near the ladder you descended leads to a crate with a Multitool. From the ladder seen, go west. The two crates hold a LAW, and a Medkid. Go up the stairs and press the button of the Flush System machine. The dead MJ12 troop nearby has Tech goggles on him. Now you can find some minor goodies if you jump over the fences here into the water(a LAW, Multitool, Biocell) but it'll take you some time and you need some rebreathers. Besides, you're nearly done. So just head back to the intersection of the previous area and head east to the Aquinas Substation door. Use a previous found code. Enter. AREA 51 AQUINAS SUBSTATION Something that seems a machine, blows up when you proceed, Use Multitools on the electric control panel to shut it down. Hach the s.box in the NE corner and unlock/open the door. The locked Cabinet in the other corner can only be opened by lockpicks and contains 2 Biocells, a Medkid and a Hazmat Suit. When you have what you need, press the button south, to call the elevator. Take it up. Enter the small hall. To the north is a medium metal crate with a throwing knife on it. Go trough the south door. The medbot will restore your health. Push both the left and right butoons, then step up to the Personal Computer Terminal and engage the primary router. There. You're done. You've absolutely discovered everything(as far as I know) in the game! Congratulations! You can now choose one of the three endings that you want, but save before you do so you can try and see them all. Once you've seen a final cinema, it will be saved on your memory card and you can watch it again in the option menu. The Illuminati Ending: From where Bob Page is, go north and then east. Go up the stairs and push the button to finish the game. Tracer Tong's Ending: Backtrack, past the Cloning Facility, past the Helios Area, to the Area 51 Reactor Rooms. It's where the door is labeled "Reactor Lab B13. Reread the walktrough if you like. Once there, you need to jump down in the radioactive part of the room, and push the failsafe switches on both the reactors. Then head to the Main Control to the west(stun or kill the Mechanic). Push the three switches on the wall, then the final one on the main device to finish the game. Helios Ending: Backtrack to Helios and speak to him to finish the game. CONGRATULATIONS!!! I hope you've enjoyed the credits and endings. But don't inmediately stop playing this game now, there's probably more to be discovered! You can play the game in a different way now, and try to find out more things. It's your game, and you can play as you want. Have Fun! If you find out anything that is not in this Guide, please email it to me at Ultima_buster@hotmail.com <>==============================================================<> 4. Hints, Tips, Codes and Secrets. <>==============================================================<> Here are a few common things to remember: O Headshots are important. Practice while crouching and running too. O As soon as you can pick up an Assault Shotgun, do so. O MiBs and WiBs are easier then they look. Really. Aim at their heads or use your creative mind and use area crates and barrels to dispose of them easily. The Sniper Rifle works good too. Their eye tattoo in the necks is their weakest spot. O Save often. Really often. I won't tell you when to save in the Walktrough, with RARE exeptions. Just save when you complete an area, or when you are about to make a choice. Or maybe when you are about to do a tricky part, heck, whenever YOU want to. O Greasels can be killed with the flamethrower. Underwater, use the Dragon Tooth. The same for Karkians(the overgrown doggies). O You can disable lasers with EMP grenades or Spy Drones, as long as the source of the laser is in range of the EMP shockwave. ========= A cheat. Only use when you've completed the game or you will take off all fun. Press select during gameplay to access the Goal screen. Press L2,R2,L1,R1,STARTx3 to unlock an extra screen with the following options: God Full Health Full Energy Full Ammo Full Mods All Skills Full Credits Tantalus (destroys highlighted object) *Note. The Tantalus option doesn't work on indestructible things(i.e Metal crate). <>==============================================================<> 5. Weapons and Items <>==============================================================<> <>============<> ||5.1 Weapons.|| <>============<> There are the 5 weapon ranks: [Pistol] Pistols. This includes the Minicrossbow. [Heavy] Big guns like the GEP gun, Plasma Rifle, the Flamethrower and LAW's. [Rifle] Assault Rifles, Shotgun and Sniper Rifles are part of this. [Demolition] Gas,EMP,LAM's and that stuff. [Melee] These are crowbars, knifes and the mighty Dragon Tooth. ========= [PISTOLS] ========= PISTOL/STEALTH PISTOL The pistol is the most common used weapon in the game. You will use it in the beginning of the game and you are given enough ammo. You'll need to discard this when you are about to exit Hong Kong. Scope can be attached. The stealth Pistol is the silenced variant. MINI-CROSSBOW Comes with 3 types of ammo. Tranquilizer, Flare and Regular Darts. Scope can be attached. It can be used underwater and is silent. Swift kills with Tranquilizer darts. The only long-range underwater weapon. =============== [MELEE WEAPONS] =============== PEPPER SPRAY Uses pepper cardridges. Tear Gas is exposed in a range of 5 feet. The opponent will be temporary blinded. Counting as Melee Weapon. CROWBAR A crowbar. Hits on the head can prove effective. COMBAT KNIFE A combat knife. Head stabs are more effective. RIOT PROD This stuns your opponent rendering him unconscious. BATON A non-lethal weapon used by cops. Renders opponents unconscious. SWORD A rather sharp sword. Hit enemies on their heads for hard blows. DRAGON TOOTH A very powerful light glowing sword. Very lethal. ======== [RIFLES] ======== SAWED OFF SHOTGUN A good weapon at the Subways. Uses Buckshot or Sabot Rounds. ASSAULT SHOTGUN This is a great gun, if not the best. With rapid fire, Sabot OR Buckshot, you can take out nearly any enemy with it. ASSAULT RIFLE Not a very powerful weapon but very fast. It's speed does make up the weak shots, despite what other people say. 20MM explosive HE ammo is powerful as well. A good choice. Silencer attachable. SNIPER RIFLE A sniper Rifle. It is good for instant head shots and has a auto scope. It isn't silenced, but you can modify this. In my opinion, this is the best weapon in the game. If you have Rifle trained to Master, you can shoot out 50% Strength doors. Very useful. =============== [HEAVY WEAPONS] =============== FLAMETHROWER The flamethrower can put things on fire(duh!) with the exeption of Augmented agents. Great weapon against Greasels and Karkians. PLASMA RIFLE Not as good as it looks. The shots aren't all that powerful and, if not trained, this will only slow you down. GEP GUN The GEP gun is...GOD. Yes really, it is. You can blow up most locked doors and boxes to conserve Multitools and Lockpicks. The blast *LOOKS* very small, but the attack power is well around 300.(take note that the most powerful enemy in the game, either Walton Simons or Millitary Bots, have not more then 600 health.) A great choice. LAW The best firepower weapon in the game. It is nearly a portable nuclear bomb! Too bad it is a one-time-use-only weapon. Good against Bots. ============ [DEMOLITION] ============ GAS GRENADES Can be attached on walls as a booby trap. Poison gas is exposed in the area. You can get hurt yourself too, so take your distance. EMP GRENADES An Electro Magnetic Pulse wave is activated. Don't get too close or it will drain your own bio energy. Useless against biological enemies. LAM'S The hyper version grenades in Deus Ex. Causes a wide range explosion. Can be used as an booby trap. Can be used underwater. SCRAMBLE GRENADES This, when throwed at ANY Bot, makes the Bot good for a short period of time. Only useable on Bots. <>============<> || 5.2 Items. || <>============<> PS20 A one time use Plasma Shot. Easy, effective, deadly. HAZMAT SUIT Protects against nuclear radiation BALLISTIC ARMOR Protects against bullets and projectiles. Good for combat. THERMOPTIC CAMO Makes you invisible for the naked eye. Short use though. Only affects Bio organisms. GOGGLES Zooms in. Ordinary goggles. TECH GOGGLES Light amplification goggles. Very usefull in the dark. Small battery though.. REBREATHER A rebreather for underwater. Nice, but also rare. FLARES Lights the dark for a moment. ====== [FOOD] ====== "The food gets its own chapter. Delicious!" SODA DRINK Heals 2 points. CANDY BAR Heals 2 Points. SOY FOOD The best food around. Heals 5 points. ================ [DRINKS & DRUGS] ================ These items will harm you in one way or another. BEER Intoxication lasts 10 seconds per bottle. LIQUOR Intoxication lasts 5 seconds per bottle. WINE BOTTLE Intoxication lasts 5 seconds per bottle. CIGARETTES Hurts you for 2? Points. ZYME VIAL Drug effect lasts for 60 seconds. And I'm sure I forgot some things which will be added later. Emails are appreciated. <>==============================================================<> 6. Enemies <>==============================================================<> !!**MAJOR SPOILER ALERT**!! This is the enemies section. There are several groups of enemies which will be listed below. All enemies have a so called "Health value" which is the enemies' health. There is a difference between Head and Body. All characters have a speed factor as well. This is the speed at which they can move. Before you read further, it has to be said that this chapter contains **SPOILERS**. Therefore, read it at your own risk of spoiling anything from the story. Below is the full list. **SPOILERS** - - Now for the list. Head means head shots only, Body means any other part when shot. Your attack power can be seen when you click on information on your equipped weapon in the menu. <>===================<> ||6.1 Common enemies.|| <>===================<> NSF Terrorist Speed: 6 Health: 19(head) 38(body) Equipment: Pistol, Tranq Bow, Flamethrower, Sniper Rifle, Sawed off Shotgun. Strategy: Sneak from behind and shoot in their heads. ------------- UNATCO Troop Speed: 6 Health: 25(head) 50(body) Equipment: Various Strategy: Sneak behind them and shoot in their heads. ------------- MiB(Men in Black) Speed: 6 Health: 88(head) 175(body) Equipment: Assault Shotgun, Assault Rifle, Dragon Tooth. Notes: Explodes upon death. Strategy: Like always, sneak from behind and shoot several times with either an Assault Shotgun or a Sniper Rifle in their heads/necks. When they fall, quickly step back to evade the explosion. ------------- WiB(Woman in Black) Speed: 6 Health: 75(head) 150(body) Equipment: Assault Shotgun, Assault Rifle, Dragon Tooth. Notes: Explodes upon death. Strategy: Same as MiB. ------------- MJ12 Troop Speed: 6 Health: 25(head) 50(body) Equipment: Assault Rifle, Assault Shotgun, Sniper Rifle, other. Strategy: Aim at their heads. ------------- MJ12 Commando Speed: 6 Health 63(head) 125(body) Equipment: MJ12 Commando Gun, MJ12 Commando Rocket Launcher. Notes: MJ12 Commando's are immume to Tear and Poison Gas, and have a 50% resistance to Fire and Poison Damage. Strategy: Man I hate these. Even more than MiBs. They fire rockets on large distances and shoot with their(very fast) Double machine guns at close. I suggest to either use a Sniper Rifle from far, or grab your Assault Shotgun or Rifle and keep it at their heads. ------------- <>=====================<> ||6.2 Thugs and Beasts.|| <>=====================<> Thugs have a base accuracy of 40% Thug(NSF,Mercenary,other) Speed: 6 Health: 25(head) 50(body) Equipment: Pistol, crowbar, Sawed off shotgun, Tranq. Bow. Strategy: Head shots. ------------- Gang Leader/Member Speed: 6 Health: 25(head) 50(body) Equipment: Pistol, Sword, A. Shotgun. Strategy: No standard foes, shoot at their heads. ------------- ------------- Doberman Speed: 8 Health: 5(head) 10(body) Strategy: Don't let them get too close. ------------- Greasel Speed: 11 Health: 25(head) 50(body) Attack: Venom Spit. Damage 15, Acc.85%,Max Range 28ft. Strategy: Either 1) Use your flamethrower. 2) Walk around it shooting it with your Shotgun or Assault Rifle. ------------- Gray Speed: 11 Health: 13(head) 25(body) Attack: (1) Swipe. Damage 6. (2) Radiation Psionic. Damage 8. 3 per second. Notes: Low health, Immume to radiation, fire, tear gas, halon gas and poison gas. Strategy: Head shots work fine. ------------- Full Grown Karkian Speed: 13 Health: 100(head) 200(body) Attack: Bite. 15 Damage. Bump. 15 Damage. Notes: A formidable opponent with high speed and grand attack power. Immume to Tear gas, Halon gas and Poison gas. Strategy: I use explosives for these, or I avoid them. Use barrels with explosives, or Gun Turrets. They take up a lot of bullets when you try with normal ammo. There aren't many in the game luckily. A good trick is to throw a body in front of it, and it stops for a meal. It seems the minicrossbow is an effective weapon against Karkians as well. -------------- <>======================<> ||6.3 Robots and Bosses.|| <>======================<> I'm not sure if Robots have a head or not, but I'll just write it down in case. This only matters when you use Sabot Rounds with the shotgun anyway. The EMP hitpoints are how much EMP damage they can withstand. Some of the bosses aren't really bosses, but what decides who is one? Cleaner Bot Speed: 9 EMP HP: 50 Cleans things up. -------------- Security Bot(the small ones) Speed: 3 Health: 38(head) 75(body) EMP HP: 40 Notes: the different colored ones in Hong Kong have 50 EMP hit points. Equipment: Double machineguns Strategy: Stay out of sight and throw a EMP grenade from behind. You can almost always avoid these. -------------- Patrol Bot(the average ones) Speed: 3 Health: 63(head) 125(body) Equipment: Double machineguns EMP HP: 100 Strategy: Stay out of sight and use explosives or EMP grenades. Spy Drone works fine too. You can try to avoid them too. -------------- Millitary Bot(the HUGE ones) Speed: 1 Health: 150(head) 300(body) EMP HP: 200 Equipment: Double Gatling Guns(POWERFUL!), Twin Rocket launcher(POWERFUL!) Notes: Very Slow but Very POWERFUL. Strategy: Most of the time, avoid. When you feel up the challenge, either use explosives or surroundings to destroy them, or walk around them cleverly while bursting Sabot Rounds in the armor. -------------- Mini-Spiderbot Speed: 10 Health: 20(head) 40(body) EMP HP: 25 Equipment: Weak bolts of electricity. Maximum range of 40 feet. 1 bolt a second. Hit Damage 5, Shock Damage 8. Notes: Ocassionally shows up when triggering lasers. Fast movement. Strategy: Use Spy Drone to disable them or use Sabot Rounds on them. Takes 2-3 shots if you hit them fully. -------------- Spiderbot Speed: 3 Health: 100(head) 200(body) EMP HP: 100 Equipment: Strong bolts of electricity. Maximum range 80 feet. 0.6 bolts a second. Hit damage 25, Shock damage 15. Notes: Not very fast, but very powerful. Bolts reach rather far. There are only two in the game, one at the end of Ocean Labs, and one at the huge hall in area 51. Strategy: Keep your distance and use EMP or explosives to take them out. <>==================<> Joseph Manderley Speed: 6 Health: 25(head) 50(body) Equipment: Pistol, Knife. Strategy: Kill the old geezer. Nothing hard. Have fun. -------------- Anna Navarre Speed: 7 Health: 100(head) 150(body) Equipment: Assault Rifle, Knife. Notes: Explodes upon death. Immume to poison. Has Cloak Augmentation. Strategy: Use either her killphrase or shoot several times at her head avoiding her shots. -------------- Maggie Chow Speed: 6 Health: 25(head) 50(body) Equipment: Dragon Tooth. Strategy: Step back, shoot. Repeat. Not much of an opponent anyway. ------------- Mari Hela(Woman in Black) Speed: 6 Health: 75(head) 150(body) Equipment: Assault Shotgun, Assault Rifle, Dragon Tooth. Notes: Explodes upon death. She carries a Scope Mod, LAW and ammo. Found in the catacombs. Strategy: To get her items, knock her unconscious. -------------- Gunther Hermann Speed: 7 Health: 150(head) 200(body) Equipment: Assault Rifle, Flamethrower, Knife. Notes: Explodes upon death. Immume to Stun, Fire, Scramble and EMP. 90% immunity to Tear Gas, Poison gas, Halon gas, Radiation and Shock. Strategy: Use the killphrase or throw a LAM at him. Otherwise, use headshots a lot. A nice challenge. -------------- Walton Simons Speed: 6 Health: 225(head) 300(body) Equipment: Plasma Rifle, Dragon Tooth. Notes: Immume to Stun, Fire, Scramble and EMP. 90% Immunity to Tear Gas, Poison gas, Halon gas, Radiation and Shock. He has several Augmentations including cloak and speed enhancement. Startegy: A GEP Rocket is always a good thing..if you can hit him with it. LAMs and the Assault Shotgun also work good. He is the strongest opponent until now, but you are probably stronger. -------------- <>==============================================================<> 7. Skill Listing <>==============================================================<> This is a list of all Skill's and their level upgrades. For those who don't want to read through this chapter, but want a quick all round combination, read this. Computer should be upgraded to Advanced, and Multitool and Lockpick too. Swimming isn't neccesary but Trained can spare you some health at time. The weapon Rifle skill is very usefull so upgrade it to max(preferable). The Pistol is good at Trained or Advanced for the first part of the game. Heavy is good at Trained, or not at all, and Environmental Training and Demolition are skills I never really used much in the game. The Healing skill should be upgraded to Trained in the beginning, and if you feel like it later, to Advanced. For more detailed information look below. [COMPUTER] This skill enables you to hack ATM's, PC's and Security Terminals. It is almost a must from the beginning. Below is a table with Upgrade information. Legend: Level is level, Points Cost is the amout of skill points needed to upgrade to that level, Detect Time is the amount of time you have before you are caught hacking, PC/ATM and S.Terminal are the lockout time when you are caught hacking. This means that on Trained, A PC alarm will sound for 60 seconds and cannot be used at that time. The Money bracket gives a % of the amount of cash you receive when you hack an account. The amounts in the Walktrough are based on 100%. I now have confirmed that Master ranking gives 150% of the money, instead of 100%. So if you have an account when you are at Master, and the ATM has only that single one, it's better to hack it. --------------------------------------------------------------------------- Level: | Points Cost: | Detect Time: | PC/ATM: | S. Terminal: | Money: | ----------|--------------|--------------|----------|--------------|--------| Untrained | ---- | -- | -- | -- | -- | ----------|--------------|--------------|----------|--------------|--------| Trained | 1125 | 15 | 60 | 120 | 50% | ----------|--------------|--------------|----------|--------------|--------| Advanced | 2250 | 30 | 30 | 60 | 100% | ----------|--------------|--------------|----------|--------------|--------| Master | 3750 | 60 | 08 | 15 | 150% | --------------------------------------------------------------------------- [MULTITOOL/ELECTRONICS] The higher your level, the fewer Multitools you have to spend on Electronic Security Panels and Code Panels. Panels have a Bypass Stength %. Look in the table below how much percentage ONE multitool drain per level. Don't upgrade this to Master because you will have enough when you are Advanced. ----------------------------------------------- Level: | Points Cost: | Multitool Strength: | ----------|--------------|---------------------| Untrained | ---- | 10% | ----------|--------------|---------------------| Trained | 1800 | 25% | ----------|--------------|---------------------| Advanced | 3600 | 40% | ----------|--------------|---------------------| Master | 6000 | 75% | ----------------------------------------------- [ENVIRONMENTAL TRAINING] There are two ways to reduce the damage from toxic and poison, radiation and plasma. The first is this skill, the second is the Environmental Resistance Augmentation. Choose one and stick with it. It's useless to pick both. Here is a table: Legend: The damage is like this. Say you use a Hazmat suit with Untrained. The Suit absorbs 25% of the total, so 75% gets trough. When you use a Hazmat Suit when you are Advanced, you reduce the damage by a further 50%. Therefore, only 37% gets trough. (50% of 75% is 37. Get it?) ---------------------------------------------- Level: | Points Cost: | Damage sustained : | ----------|--------------|--------------------| Untrained | ---- | 100% | ----------|--------------|--------------------| Trained | 675 | 75% | ----------|--------------|--------------------| Advanced | 1350 | 50% | ----------|--------------|--------------------| Master | 2250 | 25% | ---------------------------------------------- [LOCKPICKING] The mechanical variant of the Multitool(and vice versa). You can pick locks with this. Your skill level depends how effective you do the job. Same for Multitool, don't upgrade this to Master because you will have enough when you are Advanced. ----------------------------------------------- Level: | Points Cost: | Lockpick Strength: | ----------|--------------|---------------------| Untrained | ---- | 10% | ----------|--------------|---------------------| Trained | 1800 | 25% | ----------|--------------|---------------------| Advanced | 3600 | 40% | ----------|--------------|---------------------| Master | 6000 | 75% | ----------------------------------------------- [MEDICINE] The higher your skill in this, the more you heal. I wouldn't upgrade this to Master, but to either Trained or Advanced. This skill also reduces poison damage when you are hit with an tranq. Dart. A usefull skill in the beginning. I don't have the poison reduces amounts. Anyone? Look at the following table: ---------------------------------------------------------- Level: | Points Cost: | Medkid Heals: | Health Healed: | ----------|--------------|---------------|----------------| Untrained | ---- | Normal | 40 | ----------|--------------|---------------|----------------| Trained | 900 | Double | 80 | ----------|--------------|---------------|----------------| Advanced | 1800 | 2.5 | 100 | ----------|--------------|---------------|----------------| Master | 3000 | Triple | 120 | ---------------------------------------------------------- [SWIMMING] This skill lets you swim faster and longer underwater. I would like to advice NOT going any higher than Trained, since you will not need it. And at the single point you do, you have more than enough Rebreathers. The table: --------------------------------------------------------------------- Level: | Points Cost: | Breath Time Underwater: | Swimming Speed: | ----------|--------------|-------------------------|-----------------| Untrained | ---- | 20 seconds | Normal | ----------|--------------|-------------------------|-----------------| Trained | 675 | 30 seconds | 1.5 | ----------|--------------|-------------------------|-----------------| Advanced | 1350 | 40 seconds | 2.0 | ----------|--------------|-------------------------|-----------------| Master | 2250 | 50 seconds | 2.5 | --------------------------------------------------------------------- [DEMOLITION] This skill covers all grenades and how good you are with them. You can upgrade it if you want, but it's not my personal favorite.. A table: -------------------------------------------------------------- Level: | Points Cost: | Accuracy: | Damage: | Disarm Time: | ----------|--------------|-----------|---------|--------------| Untrained | ---- | Normal | Normal | 1 second | ----------|--------------|-----------|---------|--------------| Trained | 900 | +10% | x1.2 | 2 seconds | ----------|--------------|-----------|---------|--------------| Advanced | 1800 | +25% | x1.5 | 5 seconds | ----------|--------------|-----------|---------|--------------| Master | 3000 | +50% | x2.0 | 10 seconds | -------------------------------------------------------------- [HEAVY] A skill that does quite some things. Look at the table below. This skill is good for the heavy weapons like the GEP Gun. Legend: Acc. Is the accuracy increase, Reload is the Reload time increasement, Recoil is the Recoil Stength improvement, Lock on is the faster rate of Target locking and Damage is the the damage increase. --------------------------------------------------------------------- Level: | Points Cost: | Acc. | Reload | Recoil | Lock On | Damage | ----------|--------------|---------------|--------|------------------| Untrained | ---- | Nrml | Normal | Normal | Normal | Normal | ----------|--------------|---------------|--------|---------|--------| Trained | 1350 | +10% | -0.10 | -0.2 | -10% | x1.2 | ----------|--------------|---------------|--------|---------|--------| Advanced | 2700 | +25% | -0.25 | -0.5 | -25% | x1.5 | ----------|--------------|---------------|--------|------------------| Master | 4500 | +50% | -0.50 | -1.0 | -50% | x2.0 | ---------------------------------------------------------------------- [LOW-TECH] This skill improves the use of melee weapons such as knifes and crowbars. I suggest to upgrade to Trained or not at all. ----------------------------------------------- Level: | Points Cost: | Accuracy: | Damage: | ----------|--------------|-----------|---------| Untrained | ---- | Normal | Normal | ----------|--------------|-----------|---------| Trained | 1350 | +10% | x1.2 | ----------|--------------|-----------|---------| Advanced | 2700 | +25% | x1.5 | ----------|--------------|-----------|---------| Master | 4500 | +50% | x2.0 | ----------------------------------------------- [PISTOL] The Pistol. The Mini-Crossbow also count as one. A good skill, but less good than the Rifle skill. I suggest to let it at Trained, but if you are skilled, then you can downgrade it at the beginning of the game for extra skill points. -------------------------------------------------------------- Level: | Points Cost: | Accuracy: | Damage: | Reload Time: | ----------|--------------|-----------|---------|--------------| Untrained | ---- | Normal | Normal | Normal | ----------|--------------|-----------|---------|--------------| Trained | 1575 | +10% | x1.2 | -0.1 | ----------|--------------|-----------|---------|--------------| Advanced | 3150 | +25% | x1.5 | -0.25 | ----------|--------------|-----------|---------|--------------| Master | 5250 | +50% | x2.0 | -0.5 | -------------------------------------------------------------- [RIFLE] The most usefull skill in the game. Upgrade it to Advanced, and then to Master. When you are at Master, you can destroy Camera's and Gun Turrets with your sniper Rifle. You also can kill MiBs with 2 headshots. This is really a great skill, if not the best in the game. -------------------------------------------------------------- Level: | Points Cost: | Accuracy: | Damage: | Reload Time: | ----------|--------------|-----------|---------|--------------| Untrained | ---- | Normal | Normal | Normal | ----------|--------------|-----------|---------|--------------| Trained | 1575 | +10% | x1.2 | -0.1 | ----------|--------------|-----------|---------|--------------| Advanced | 3150 | +25% | x1.5 | -0.25 | ----------|--------------|-----------|---------|--------------| Master | 5250 | +50% | x2.0 | -0.5 | -------------------------------------------------------------- That's it about the skills in the game. <>==============================================================<> 8. Augmentations Section <>==============================================================<> <>===========================<> ||8.1 Augmentation Canisters.|| <>===========================<> There are 20 Augmentation Canisters found throughout the game that you can install on JC to improve his skills at the cost of his Bio-energy. Once you've installed an Augmentation it's a permanent go, so choose well before you make a desicion. You can have up to 10 Augmentations installed, but the Light Aug is a standard, so that makes practically 9. There are some good Augmentations, and some bad, and a good example is the Radar Transpiracy/Cloak Aug Canister. You can actually install both Augmentations, if you don't install the other Subdermal Aug Energy Shield/EMP Shield. Those two Augs, when fully upgraded, make you very powerful for a brief amount of time. Here is a small list of the Augmentation Canisters and what you can install with them: ----------------------------------------------------------- Installment: | Option One: | Option Two: | -------------|--------------------|------------------------| Arms | Combat Strength | Microfibal Muscle | -------------|--------------------|------------------------| Legs | Speed Enhancement | Run Silent | -------------|--------------------|------------------------| Subdermal 1 | EMP Shield | Energy Shield | -------------|--------------------|------------------------| Subdermal 2 | Cloak | Radar Transpiracy | -------------|--------------------|------------------------| Torso 1 | Aqualung |Environmental Resistance| -------------|--------------------|------------------------| Torso 2 | Regeneration | Ballistic Protection | -------------|--------------------|------------------------| Torso 3 | Synthetic Heart | Power Recirculator | -------------|--------------------|------------------------| Cranium |Aggressive Def.Syst.| Spy Drone | -------------|--------------------|------------------------| Optical | Targeting | Vision Enhancement | ----------------------------------------------------------- Now here is a small list of the uses of each Augmentation: Aggressive Defense System: Energy Rate: 10 Effect: Detonates incoming rockets at a below listed distance. --------------------------- Level: | Excact Effect: | ----------|----------------| Tech One | 10 Feet | ----------|----------------| Tech Two | 20 Feet | ----------|----------------| Tech Three| 30 Feet | ----------|----------------| Tech Four | 50 Feet | --------------------------- Aqualung: Energy Rate: 10 Effect: Lets you breath underwater longer than normal. Note: Your normal time underwater is 20 seconds. --------------------------- Level: | Excact Effect: | ----------|----------------| Tech One | 30 Seconds | ----------|----------------| Tech Two | 60 Seconds | ----------|----------------| Tech Three| 120 Seconds | ----------|----------------| Tech Four | 240 Seconds | --------------------------- Ballistic Protection: Energy Rate: 60 Effect: Reduces damage taken from incoming bullets and projectiles. --------------------------- Level: | Excact Effect: | ----------|----------------| Tech One | -20% Damage | ----------|----------------| Tech Two | -35% Damage | ----------|----------------| Tech Three| -50% Damage | ----------|----------------| Tech Four | -75% Damage | --------------------------- Cloak: Energy Rate: 300(!) Effect: Temporarily makes you invisible from the naked eye, but only organic beings are affected. The higher level this Aug is, the less energy is drained. --------------------------- Level: | Excact Effect: | ----------|----------------| Tech One |Drain: 300/min | ----------|----------------| Tech Two |Drain: 250/min | ----------|----------------| Tech Three|Drain: 200/min | ----------|----------------| Tech Four |Drain: 150/min | --------------------------- Combat Strength: Energy Rate: 20 Effect: Powers up your arms to enhance damage with Melee Weapons. --------------------------- Level: | Excact Effect: | ----------|----------------| Tech One | +25% Damage | ----------|----------------| Tech Two | +50% Damage | ----------|----------------| Tech Three| +75% Damage | ----------|----------------| Tech Four | +100% Damage | --------------------------- EMP Shield: Energy Rate: 10 Effect: Helps prevent EMP damage in percents. --------------------------- Level: | Excact Effect: | ----------|----------------| Tech One | -25% Damage | ----------|----------------| Tech Two | -50% Damage | ----------|----------------| Tech Three| -75% Damage | ----------|----------------| Tech Four |No Damage Taken | --------------------------- Environmental Resistance: Energy Rate: 20 Effect: Lessens damage taken from radiation, gas, and poison. --------------------------- Level: | Excact Effect: | ----------|----------------| Tech One | -25% Damage | ----------|----------------| Tech Two | -50% Damage | ----------|----------------| Tech Three| -75% Damage | ----------|----------------| Tech Four | -90% Damage | --------------------------- Power Recirculator: Energy Rate: 10 Effect: Reduces Energy Drain of other active Augmentations. --------------------------- Level: | Excact Effect: | ----------|----------------| Tech One | -10% | ----------|----------------| Tech Two | -20% | ----------|----------------| Tech Three| -40% | ----------|----------------| Tech Four | -60% | --------------------------- Microfibal Muscle: Energy Rate: 20 Effect: Allows JC to carry heavier items, and Heavy Arms are equipped and walked with more easy. Nore: This was from the Deus Ex Strategy Guide, and I'm not sure what it means, but it has something to do with the Running speed when you carry a heavy item or weapon. --------------------------- Level: | Excact Effect: | ----------|----------------| Tech One | 37 Pounds | ----------|----------------| Tech Two | 45 Pounds | ----------|----------------| Tech Three| 52 Pounds | ----------|----------------| Tech Four | 60 Pounds | --------------------------- Radar Transpiracy: Energy Rate: 300(!) Effect: Temporarily makes you invisible to all Mechanical things. The higher the Level of this Aug, the less your Bio-energy will be drained. --------------------------- Level: | Excact Effect: | ----------|----------------| Tech One |Drain: 300/min | ----------|----------------| Tech Two |Drain: 250/min | ----------|----------------| Tech Three|Drain: 200/min | ----------|----------------| Tech Four |Drain: 150/min | --------------------------- Regeneration: Energy Rate: 120 Effect: Heals JC's Health. Basically, it converts his energy into health(and that means a Repair Bot is also a Medbot, and a Biocell can heal more than a Medkid). The higher the level, the more HP is healed. --------------------------- Level: | Excact Effect: | ----------|----------------| Tech One | 5HP/Second | ----------|----------------| Tech Two | 15HP/Second | ----------|----------------| Tech Three| 25HP/Second | ----------|----------------| Tech Four | 45HP/Second | --------------------------- Run Silent: Energy Rate: 40 Effect: Lets you run more silent than normal(useless in my opinion). The higher the level, the less you wil be heard. You can crouch and activate Speed Enhancement to get the same effect, and more. --------------------------- Level: | Excact Effect: | ----------|----------------| Tech One | -25% Noise | ----------|----------------| Tech Two | -50% Noise | ----------|----------------| Tech Three| -75% Noise | ----------|----------------| Tech Four | No Noise | --------------------------- Speed Enhancement: Energy Rate: 40 Effect: Enhances your speed, reduces falling damage, and lets you jump higher. --------------------------------------------------- Level: | Speed: | Jump: |Fall Damage Reduction: | ----------|--------|-------|-----------------------| Tech One | 12ft | 4ft | -15 HP | ----------|--------|-------|-----------------------| Tech Two | 14ft | 5ft | -30 HP | ----------|--------|-------|-----------------------| Tech Three| 16ft | 6ft | -45 HP | ----------|--------|-------|-----------------------| Tech Four | 18ft | 7ft | -60 HP | --------------------------------------------------- Synthetic Heart: Energy Drain: 100 Effect: Increases all active Augs by one level(not beyond level 4). You can't level this Augmentation up. Spy Drone: Energy Rate: 150 Effect: Make a Spy Drone that can activate an EMP shockwave upon detonation. ---------------------------------------------------- Level: | Speed:| EMP Damage: | EMP Blast Radius: | ----------|-------|-------------|-------------------| Tech One | 1ft | 50 | 5ft | ----------|-------|-------------|-------------------| Tech Two | 2ft | 100 | 10ft | ----------|-------|-------------|-------------------| Tech Three| 3ft | 175 | 17ft | ----------|-------|-------------|-------------------| Tech Four | 4ft | 250 | 25ft | ---------------------------------------------------- Targeting: Energy Rate: 40 Effect: Adds extra accuracy to your aim, and gives enemy information. --------------------------- Level: | Excact Effect: | ----------|----------------| Tech One | +5% Acc | ----------|----------------| Tech Two | +10% Acc | ----------|----------------| Tech Three| +15% Acc | ----------|----------------| Tech Four | +20% Acc | --------------------------- Vision Enhancement: Energy Rate: 40 Effect: Enhances your vision, check below: Note: Tech Four is Long Range Sonar Imaging. --------------------------- Level: | Excact Effect: | ----------|----------------| Tech One | Night Vision | ----------|----------------| Tech Two | Infravision | ----------|----------------| Tech Three| Sonar Imaging | ----------|----------------| Tech Four | Sonar Imaging | --------------------------- Other Augmentations are: IFF: Identification: Friend or Foe. This separtes your enemies from your allies with green and red. It's auto-build in. Infolink: Contact link. Light: Energy Rate: 10 This is basically a flashlight. ---------- Here is a list of all the 20 Augmentation Canisters listed in chronological order: 1)Arms (Combat Strength/Microfibal Muscle) NY Liberty Island upstairs by the NSF leader. 2)Torso (Environmental Resistance/Aqualung) NY Castle Clinton downstairs in a room. 3)Legs (Run Silent/Speed Enhancement) NY Osgood Warehouse on the 3rd floor inside a small safe under the desk. 4)Subdermal (Energy Shield/EMP Shield) NY Airfield inside the Airplane downstairs. 5)Legs (Run Silent/Speed Enhancement) UNATCO HQ before going to Hong Kong inside a Medical Lab Closet. 6)Cranial (Spy Drone/Aggressive Defense System) MJ12 Area at the UNATCO HQ after the capture upstairs in Containment Lab. 7)Torso (Ballistic Protection/Regeneration) UNATCO HQ Medical Lab after the escape given by Jaime. 8)Subdermal (Cloak/Radar Transparency) Hong Kong Versalife Level 1 downstairs in a containment unit. 9)Eyes (Vision Enhancement/Targeting) Hong Kong Versalife Level 1 downstairs in a containment unit. 10)Cranial (Spy Drone/Aggressive Defense System) Hong Kong Versalife Level 1 downstairs in a containment unit. 11)Legs (Run Silent/Speed Enhancement) Hong Kong Versalife Level 2 on the way down to Universal Constructor. 12)Torso (Synthetic Heart/Recirculator) Hong Kong Versalife Level 2 on the way down to Universal Constructor. 13)Torso (Environmental Resistance/Aqualung) Hong Kong Versalife Level 2 on the way down to Universal Constructor. 14)Torso (One of the three) NY Naval Shipyard in Base Commander Building before the Superfreighter. 15)Subdermal (Cloak/Radar Transparency) NY Naval Shipyard on the Superfreighter in Bilge Pump room upstairs, one without the ladder. 16)Cranial (Spy Drone/Aggressive Defense System) Paris inside the Beth DuClaire's Computer Room. 17)Eyes (Vision Enhancement/Targeting) Paris, Morgan Everett's Lab. 18)Torso (1 of 3 Canisters) Paris, Morgan Everett's Lab. 19)Subdermal (1 of 2) Vandenberg Air Base Command Center Building on a desk in a room with water and electrical short. 20)Torso (1 of 3) Area 51 Command Building in Sector 2 inside the Barracks. <>==============================================================<> <>===================================<> ||8.2 Augmentation Upgrade Canisters.|| <>===================================<> There are 19 Upgrade Canisters in total, found troughout the whole game. They can enhance the effects of the Installed Augmentations, up to Level 4. There were originally 20 Upgrades, but one was taken out of the game. Ford Schick used to give it to you when you saved him, and then meet with him in NYC when you return from Hong Kong. Too bad it's gone =). Here is a list of all 19 Aug Upgrades, listed in chronological order: 1. NY Hells Kitchen - Osgood Warehouse - In the closet before you go roof hopping. Make sure you don't miss this by taking the elevator up before checking things out. 2. NY Airfield - Helipad before the Airfield - On 2nd floor in a computer room behind the book shelf. Open the book shelf by pushing in the brick behind the plant. 3. NY Hells Kitchen - Paul's Apartment - Inside the hidden room behind the bookshelf which can be opened using the code or multitool behind the painting. This is right before you get captured, so you should grab it right away when you go to see Paul. 4. UNATCO HQ - Armory - Sam Carter opens the door up for you to stock up before you go to Hong Kong. This is after you escape captivity and you end up in UNATCO HQ's wing. 5. Hong Kong - Underwater Ruins - In the Luminous Path's section of Hong Kong. Go down to the Ruins and go underwater and swim to your left and find the dead scientist, he has it on him. 6. Hong Kong - Versalife - This one is when you go back to Level 2. Don't miss it on the way to destroying the UC. 7. Hong Kong - Luminous Path's HQ - Jaime Reyes (UNATCO Medical Doctor) brings it to you when he arrives in Hong Kong. Make sure to check the room down by the medical bots before you go back to NY to Superfreighter. This ONLY happens when you tell him to come to Hong Kong in an earlier conversation. 8. NY Naval Shipyard - Superfreighter - On the bottom deck of the upper portion of the Superfreighter in the Lab. The same lab that you get the Ambrosia Vile for Stanley Dowd, inside the safe you open or blow up. 9. NY - Stanton Dowd's family cemetery - In a safe by the computer when you go meet Stanton Dowd before Paris. 10. Paris - Beth DuClare's Computer Lab - Can't miss it if you find the lab through the kitchen area. 11. Paris - Morgan Everett's Lab . 12. Vandenberg Air Base - Communications Building - It's in the locker in the back. Grab it before you go searching for the lost rescue team. 13. Vandenberg Air Base - Generation Room - On the way to searching for the lost rescue team through Communications Building. the Dead Mechanic underwater through the Generator Room holds it, there's a way in further up by crawling. 14. Ocean Lab - Universal Constructor Lab underwater - Dead MIB in the water, before you go up to accomplish your mission. 15. Ocean Lab - Gary Savage - On the roof after the UC mission underwater. He gives it to you for saving his Tiffany at the Abandoned Gas Station. You MUST have saved his daughter to receive this. 16. Area 51 - Communications Building - Before you go into the main building, it's in the Command Building to the right. Inside you go down a hatch and it's in a containment unit. 17. Area 51 - Zone Section 2 - Barracks, first barrack to the left. 18. Area 51 - Zone Section 3 - On the way up to the Aquinas Hub; It's in a containment you can't miss. 19. Area 51 - Zone Section 4 - On a Dead Scientist on the floor in the cloning facility. This is where you see Alex Denton, Wade Walker and Nick Pausback. And that as they say, is that. =) <>==============================================================<> 9. Story Guide <>==============================================================<> <>==============<> ||9.1 Foreword || <>==============<> Deus Ex has a complex story consisting out of real historical facts, conspiracy theories and fiction. This section is meant to let you understand the story of Deus Ex better. Honestly, after finishing the game, I still didn't really understand all of it fully. After finishing the game more times, and reading more files throughout Deus Ex, I started to understand a little bit more. The Prima Strategy Guide helped me understand about the Illuminati and Page more, and that he really played a big role in the story. The whole thing is divided in a two sections, being the plan and the oppositions. I really wanted to add a character section, but due to the lack of my time, this will have to wait for a while. I hope this helps you, although it is strongly recommended to finish the game before reading this document. It *will* spoil your fantastic adventure and that's not my meaning. If you still happen to have any unanswered questions, missed or wrong information please feel free to email me. <>===================<> ||9.2 The Conspiracy || <>===================<> !!**MAJOR SPOILER ALERT**!! "Soon there will be order again, a new age! Aquinas spoke of the mythical city on the hill, soon that city will be ours, and we will be crowned its kings..Or better than kings..-GODS!"-Bob Page. This is what's behind the whole story of Deus Ex. It is difficult to understand at times, but I'll try to expain everything as clearly as possible. The main character is you, J.C. Denton. J.C. is a Nanoaugmented agent, who works for UNATCO, an antiterrorist organisation. His brother is already 2 years in UNATCO, and now, you too. But before all this, lets take a small history lesson. Lets go back in time, set the year to 1776. Adam Weishaupt founded the Illuminati, back in the American Revolution. The Illuminati were(are?) a mystical secret society. Their goal was to create spiritual perfection under individuals, and domination of the civilized institutions. The name "Illuminati" basically means "the illuminated ones", meaning to say, those who can see things others are blind for. The Illuminati had a lot of power in the next 250 years, and they were ruling the world with a so called "Invisble hand"(Versalife Labs statue). Led by a council of five, the Illuminati were funded by big banks, which were created by the Knights Templar during the Crusades. Money enough for the Illuminati. They could play with the world if they wanted to. Just to show how big their power was, I'll tell you this; They could decide who would win elections, and revolutions. The fashions and fads were under control as well, and they could start and and wars, destroying countries as well. Majestic 12(MJ12) is an other organisation, created when a UFO was said to be crashed at Roswell, 1947. Of course, the US claimed it, and the bodies of five persons(probably aliens). The President set up MJ12, to let them study the Alien shuttle in top secret. This was very interesting for the Illuminati, a new technology never seen before could be interesting. So they put their best scientists and people in MJ12 to spy and work on the UFO. This all, could not be made public. Therefore, the government denied all UFO activities, and the whole Roswell incident never happened. This was all under Illuminati pressure. Now there are sources who think that the whole thing surprised the Illuminati, as they had no idea that a UFO could crash down any second. Others think that it was all a big setup, so MJ12 could be a part of the Illuminati complex. One being true or not, MJ12 was created. The discoveries they had begun, made cybertechnology, and later even Nanotechnology possible. So much for history lesson. Lets step back in the twenty-first century, a time where the world is polluted; Plagues and riots are destroying the system of goverments and policy. The Illuminati came under great pressure. Lucius DeBeers, the leader of the Illuminati in the late 20th century, could not stop all discoveries at the time. The most devastating for the Illuminati was the creation of the Global Information Network, where people could exchange and recieve information, and communicate to each other without Illuminati interference. There do were projects to monitor all Net activity, like the Echelon project, only it did not work too well. Basically, the Illuminati had lost 90% of their power. Now what's up with that other 10% percent? The Illuminati still had MJ12, busy with creating all monitoring systems, not doing too good. Bob Page, the richest man in the world, boss of MJ12, and member of one of the Illuminati five Council, was a smart man. He was getting sick of the long conspiracy involving governments and the Illuminati. The time was right; The world was just about to collapse! One man had to rule the world, and bring order again. But you don't do something like that just with a few twangles and speeches. You'd need to be a god..and he had found one, Himself. A plan had to be made. All priorities were listed in a very particular order. First, the other four members could stand in the way, objecting the whole thing. They had to be neutralized. *Beth DuClare was killed in France, not a too hard target, she didn't had much security. *Stanton Dowd was destroyed financially, and out of the way. *Lucius DeBeers was no real problem for Page, as he was put in a cryogenic box by Morgan Everett. Everett kept him alive because he could use his information a lot, and he had much experience. Also, page couldn't take his place when he was still alive. *Morgan Everett was the mentor of Page, and the biggest threat for a leap to power. Everett defended himself well against the attacks of Page, but lost all his power and influence in the process. He tries to recover ASAP, so he can set things straight. No more bothered by the Illuminati, Page could move on with his brilliant plan. There were three steps to it all. Lets just start with the first one. 1) The worlds' current government had to be destabilized, and Page did this in a smart way. He killed over billions of people, by unleashing a self- duplicating Nanotechnology Virus, breaking through one's defense and destroying cells by recreating itself, until life was not possible anymore. The virus was called "The Gray Death". There was only one cure, the nano- engineered antivirus "Ambrosia". It was extremely rare, and Page only gave it to his most valuable henchmen. Now, Page had almost absolute power, since he could infect anyone, and then bribe them with the cure. Nobody can resist such a thing. After the society was in chaos, Page needed political support. First he placed his commanding officer Walton Simons as head of FEMA(Federal Emergency Management Agency). He did this by bribing someone who was authorized to do this. He just gave him the cure afterwards(This is the intro). Another tool was UNATCO, where Joseph Manderley was nothing but a paper-pushing bureaucrat in his pocket. Page also gave Walton Simons the authority to start the RX84 plan. It would detain up to 6 million americans, including the President, his cabinet, Congress and the Supreme Court. Not only America, but Europe too was under influence of Page. He knew that UNATCO and FEMA could be forgotten soon, and replace them with MJ12 troops, which he secretly build up behind the scenes. They were involved in UN security forces, so they could deploy more easily in Europe. After this all, Page had completed the entire first step. He created chaos, and he had power. Those two things were exactly what he needed, but...he needed more. 2) Page needed absolute control over the Net to rule the world, so his second part involved a exploition of the Aquinas Protocol. This project was developed by the Illuminati, and was used for illegal(clandestine) suveilance on the Net. As it wasn't perfect, Page just had to modify it a bit. He had all the research that he needed, to achieve this. Page planned to use Icarus, an Artificial Intelligence(A.I.) to use the Aquinas Protocol, and gain in control of all Net information. Icarus was based on work of Morgan Everett, like the prototype Morpheus, who was originally the A.I. that had to take over the control of the net. Morpheus was not only incompleted, but also sensitive for a certain bug. Icarus was completed and enhanced by Page, although still susceptible to the same bug..self control. 3) The last step was involving around science a lot. MJ12 scientist had experimented with nanotechnology and DNA. After decades, they made Nano- Augmented parts merging to humans possible. Genetic changes of DNA sorts created horrible, but powerful creatures, like the Flesh eating Karkian, the Poisonous Greasels, and the Alien-like-creatures Grays. The latter appears to be clones of the original five of the Roswell crew. Gary Savage, a very smart scientist and inventor of The Universal Constructor(UC), an Ultimate industrial machine, made progress in Nanotechnology. Page believed that he could be a god with all these new technologies, and become "The Illuminated one", a perfect life being, always self replicating, consisting of energy, and of course immortal. That is the third and final step of Page's plan. Page kept in mind that previous dictators, and rulers all failed, so just in case something would go wrong, he made clones of himself and chief-luitenant Walton Simons. Of course not only that, but prototypes too. These prototypes are, you guessed it, Paul and J.C. Denton. Created with parts of Page's DNA, and with several installed Augmentations, Paul Denton was successfully "born". When all went well, Page agreed to proceed with J.C's Augmentations. Just to be safe and for control, he also installed Augmentations in Walton Simons. With everything going positive, Page doubted the safety of Augmentations no more. Thus he installed small Augmentations in his own body, for when the moment had come, to become the ultimate life form. <>===================<> ||9.3 The Opposition || <>===================<> "When we are talking about successfull cospiracies we suddenly call them Governments. -Stanton Dowd. Everything has an opposition. Page's Conspiracy has quite some too. The first opposition to call should be the NSF, the National(originally Northwest) Secessionist Forces. They had begun as a loose coalition of loose militia's. Juan Lebedev was a billionaire who had information about Bob Page, and he rearranged the NSF from a bunch of militia's to a "orginized terrorist organisation". Page didn't really fear the NSF, although it had become quite a annoying sting. Therefore, Page ordered Simons to declare a war between UNATCO and the NSF. It was a not too important matter, so the goal was more to keep them busy then to exterminate the bunch. Not only the NSF was a sting in the eye for Bob Page. As the Cold war proved, well organized propaganda can be more effective than steel bullets. The french "terrorist" group known as Silhouette, was effective in the war with the hearts and minds of the people in the group. Very organized, the group knew alot about the entire plot of Page. This was mainly because Nicolette DuClare, daugther of the assasinated Beth DuClare, knew about the conspiracy. Chad, brilliant anarchist and political head of the group, led the group so well, that they were extremely good at communicating their knowledge to the public. Page had to do something, and fast. He suddenly had a brilliant idea; Their imago had to be darkened! And he had just the mind for it to think of something like that. He let the group get blamed for the bombing on the Statue of Liberty, instantly demonizing Silhouette in the eyes of the public. A new problem for Page were the Triads. Matters were a bit different here though. The Triads had no political influence at all, as they were just a underground crime organisation. So what's the fuzz here? *First of all, the Triads were situated in Hong Kong. Hong Kong was the location where the first, and for a long time the only, Universal Constructor was built which was a primary factor for Page's plan. *Second reason was that one of the Triads was a refuge of Tracer Tong, a man who Page feared as no one else. Why you'll ask? Tong was a technologist, a individual, loose and free minded man. Page could not manipulate something that wasn't there! With that I mean that Tong doesn't has much to lose. *The third reason is about Communistic China, the only government to remain free of UN control(and with that, free of Page's MJ12 control). Reasons enough for Page to do something about it. Page's sollution to the problem was a person. Maggie Chow, former actress, was ordered by Page to cause a pointless war between the Triads, until the plan was completed. Then, Page planned to bring the Triads back together, elliminate Tracer Tong, and use his legal business in Hong Kong in Combination with the criminal Triads to gain control in China too, the last free world government. Then there was another dangerous character for Page. Daedalus. Daedalus was an A.I. turned loose on the net. Daedalus was build as the original A.I. who would gain control over the Net, the predecessor to Icarus. However, the MJ12 built it too well, and it turned against them, classifying *them* as an terrorist organisation, completely aware of Page's master plan. It convinced them that the experiment had failed, and that he could not do the things he was made for. After that, it dissapeared on the Net. Daedalus was monitoring all Page's activties since then. Icarus was built for more than one thing. The other thing besides Net control was to seek out and destroy other any other A.I's not under MJ12 control. Therefore, a confrontation between the two was inevitable. Page didn't seem to care much about these "small" pests. The Gray Death did its work, and did it good. MJ12 troops started to operate in public. But what *did* Page fear? One of the more concerned matters was Paul Denton. He slowly realized that the terrorists made more sense than Page and UNATCO, so he took less lifes. He and Tong took several actions against Page, like letting Jock spy on Maggie Chow. Jock was informed by Daedalus, as were Tong and Paul. Jock also got to fly around Paul, and they became good friends. Page had a remotedly surveilance system built in the chopper, if it would fall in the wrong hands(which it did). The whole thing could get a problem for Page, and he couldn't do much about it. Therefore, he speeded up the J.C. Denton project, after which he could dispose of Paul Denton. Another problem was Gary Savage, a scientist who created a lot of technologies. He questioned his belief that science exist independently of morals. He organized most of MJ12 scientific global operations, so Page had to find out which scientist could be trusted, and which ones would support Savage. Then if it would get down to it, he got the group by one swift command. Still, Savage's technologies in Vandenberg are lower than Page's. It looked like it was all perfect except small resistances. Page was so close to world domination, and to being an Ultimate Life form. All his attention was now focused on the final prototype JC. Then there would be nothing left in the way for him to become..a GOD! Nothing was a problem, except his own sollution..JC Denton. <>===============================<> ||9.4 Frequently Asked Questions || <>===============================<> Q: I heard that JC, Paul and Simons and Joseph(Manderley) are biblic references. Is this true? Ans: I can't say for sure, as it's never been confirmed. However, I don't think this is a coincidence. Q:What year is it in Deus Ex? Ans: We all thought we got it, but I'm still uncertain about it. It's either 2052, 2054 or 2055. Q:What's up with all these terms? I don't get it? Ans: What terms do you mean specific? Like Aquinas, Echelon(IV)? Echelon was the predecessor to Aquinas, a project to control the Global Internet traffic, information exchange etc.etc. Aquinas was a more complex project. It involved someone who would control it all, not just a computer AI. This is how I got to know it. To be 100% sure, ask Ion Storm. Q:You don't have any information about a lot of important characters like Gunther Hermann and Anna Navarre. You only talk about Bob Page. Ans:I know, I know. But that's because they are not that important at all. They don't have a major role in the story. Page was the man behind the scenes, the man who made a conspiracy, which mainly is the story of Deus Ex, where I'm writing a FAQ for right now. I have cancelled out the character section cause of limited time. I'll add it..someday. Q:What ending is the true ending/What ending will DX2:Invisible War have as a begin? Ans:They are all as much true. But if you really want to know the most logic option, my guess is the Illuminati ending. As for DX2, I think it will be either a complete new setting, or a mix between the endings. Lets look at the following what we know and don't know: In DX2 you will play as Alex Denton, the third and Last clone of Bob Page. If you play as him, Tong's ending can't be true, as that would blow up area 51, and that is where the clone is in part one. True is, that there are other clones in that room. The clones of Bob Page and Walton Simons. Will they be in the next part too? I don't know so I'll just wait until it's out. Q:Explain the title Deus Ex. Ans:Basically, if you read through the entire plot analysis, you should know the answer to this. Deus Ex Machina. Q:Can you make a top 20 list of all Characters, starting with the most important one? Ans: Sure, here goes. I'm sure it's not completely correct but I'll do my best. ---------------------------------------------------------------------------- 1. Lucius DeBeers. Sounds strange, because this man is only in the game for a few minutes. He was the one who brought the Illuminati to the top of their power and success in the late 20th century. Without him, the Illuminati could cease to exist. ----- 2. Bob Page. The man behind it all. No real explanation needed. ----- 3. Morgan Everett. The story is all about the Illuminati, so I think he should be on the third place. He was one of the more important ones in the Council of Five. ----- 4. JC Denton. I can't forget the main character, he's the one who messes the whole plan in the end. ----- 5. Gary Savage. He made great inventions like the UC's. ----- 6. Daedalus. An important AI on JC's side. ----- 7. Walton Simons. Page's executing right-hand man. ----- 8. Helios/Icarus. The mix of both AI's./The A.I on MJ12's side. ----- 9. Tracer Tong. An important character on the side of JC. ----- 10. Paul Denton. The first prototype, and JC's brother. ----- 11. Stanton Dowd and Beth DuClare, Stanton Dowd being more important. ----- 12. Jock, the one who flies JC and Paul around everywhere. ----- 13. Nicolette DuClare, who knows about the Illuminati. ----- 14. Joseph Manderley. Your boss in UNATCO. ----- 15. Harley Filben. Mystery man with a lot of information. ----- 16. Gunther Hermann & Anna Navarre. ----- 17. Jaime Reyes, the medical instructor/helper of JC. ----- 18. Maggie Chow, executive in Hong Kong. ----- 19. Gordon Quick and Max Chen, the two Triad leaders in Hong Kong. ----- 20. Morpheus, the most basic AI prototype of them all. ---------------------------------------------------------------------------- <>==============================================================<> 10. Credits <>==============================================================<> Many thanks to the following people: [.] Myself for writing this FAQ. [.] CjayC for being a GameFAQs admin. [.] Ion Storm for making this amazing game. [.] Eidos Interactive for publishing Deus Ex. [.] RedXll or Nelago for being a good friend and some hints too. [.] The people on the message board for being cool. [.] The Prima Strategy Guide for The Enemies Hit Points. I probably wouldn't even know this without them. Their story explanation also gave me A LOT of information about the Illuminati. I didn't knew it was involving them THAT much. Thanks a bunch! [.] Many thanks to an anonymous(or unknown user) on the boards for posting a complete Augmentation List. Thanks to Dittohead for reposting it. [.] David Jones for reminding me that you can break the door in the free clinic. [.] Not to forget YOU, my reader!! If you read this, that means I didn't do it all for nothing. =) Thank you. <>==============================================================<> 11. Copyright <>==============================================================<> This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Do NOT copy information from this guide, altering it slightly. Presenting this information in this FAQ took research, which took a LOT of time. (Copyright) Absolute Steve (aka) S. Huijboom 2007. FAQ Contact: faq@shillatime.org <>==============================================================<> Enjoyed the show? Let me know .. And yes, I actually read my email .. Liked the FAQ? Recommend it on top of the screen!