Deus Ex - Inventory/Belt FAQ by TheaN
Deus Ex on SuperCheats.com
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   _| |_| | | \ V /  __/ | | | || (_) | |  | |_| |          | |_) |  __/ | |_ 
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                        -----------=-=-=-----------
0.0                               Version
                        -----------=-=-=-----------

Version 1.00:   - The submitted "Deus Ex Inventory & Belt" FAQ.
08-20-2005

Version 1.01:   - Changed minor mistakes; i.e having the Gas Grenades in my
10-26-2005        first belt setup instead op EMP; O.o....
                - Trying to setup the FAQ as Inventory/Belt FAQ instead of
                  Invetory/Belt FAQ (O.o again).

Version 1.10:   - An overdo after I came to the conclusion that the Sawed-off
06-22-2006        Shotgun is flawed. Major changes in all section from 5.1 on.
                - Due to it, the 'After Hong Kong' part has 3 spaces left...
                  solved for now. See 6.2 for reference.
                - I've also redone the Belt section because of it. Mainly the
                  'After Hong Kong' part though... the only thing that happens
                  in the first part is that the Assault Shotgun replaces its
                  little brother.

_______________________________________________________________________________
_______________________________________________________________________________

1.0                     -----------=-=-=-----------
1.1                               FAQ Info
                        -----------=-=-=-----------

My FAQ number:          10.
Version:                1.01.
Last update:            10-26-2005.
Lay-out type(*):        2.

*: The 2nd type also has In-Depth sections, besides general sections,
sub-sections and sub-sub-sections.

                        -----------=-=-=-----------
1.2                             Introduction
                        -----------=-=-=-----------

This is a FAQ of (]=-The@N-=[), known as TheaN on Gamefaqs messageboards.
My real name is Arno Middelkoop and I'm from the Netherlands. Look in the
Credits section on how to contact me for additional info, questions or
corrections, but DON'T mail me for flaming or insulting, because you'll and up
on my black list. That was my introduction, on to the subject of this FAQ:

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
1.3                        Subject Introduction
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

The RPG element in DX that got me the most, actually. The 5x6 Inventory.
What to keep, and what to discard. It's all in steps in the FAQ below. I
started to create this FAQ, because my full FAQ was taking too much of my time. 
This FAQ is NOT, NOT about the specifications of all items and weapons; there
is one online already (GF), and I don't expect new players to be already
browsing FAQs. Of course when I say that an item/weapon is useless, I'll state
why that's so.

Of course close related to the Inventory is the Belt, where you can quickly
select 9 of your current items in possesion. F1 + equip can be used for any
item in question, as F1 pauses the game. Still, your set-up for the Belt could
be vital in some locations. Quick switching, while still being focused on the
battle. 

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
1.4                             Copyright
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

This FAQ is created by me: Arno Middelkoop, aka TheaN. 

PERSONAL USE
============
Feel free to modify for PERSONAL USE ONLY. This includes, and is pretty much
limited to, saving only sections you need onto your computer, copying/pasting
sections to print out for personal use. Once you are distributing it to sites,
magazines or selling it for profit, even without claiming it's your work, you
are breaking my Copyright.

SITES ONLINE
============
You cannot copy this FAQ/Guide to your site without my permission:
- do without permission, and you're plagiarizing.
- do with permission, but change a character, and you're plagiarizing.
- do both, and you're a real bad copy person.
Email me to grant permission on your site. Although I'll keep an eye out for
plagiarizing or changing the format. In most cases, I'll reject the offer,
unless I have proof of a good format.

Linking to any of the allowed three however, is allowed. GameFAQs and Neoseeker
both have connections to other sites, and it would be unfair to not grant them
that connection. I am not aware of any connections to supercheats, but if it
a connection, once again, don't mail me.

Until now, these sites have permission to post:
www.gamefaqs.com        (main host)
www.neoseeker.com       (second host)
www.supercheats.com     (third host)

ILLEGAL POSTING
===============
These sites got their permission revoked:
www.dlh.net             (and connections)       
www.cheatbook.de        (and connections)

Email me if this FAQ is on one of the above sites or another one. BUT DON'T
MAIL ME IF THEY LINKED IT.

_______________________________________________________________________________
_______________________________________________________________________________

                        -----------=-=-=-----------
2.0                          Table of Contents
                        -----------=-=-=-----------

The number behind certain parts in section 4.0 - 6.0 show the remaining to
discard number AFTER that section (i.e, 4.2 shows the remaining to be discarded
spaces after removing the useless non-stackable items/weapons).

===============================================================================
Introduction                                            1.0
-------------------------------------------------------------------------------
FAQ Info                                                1.1
Introduction                                            1.2
Subject Introduction                                    1.3
Copyright                                               1.4
===============================================================================
Table of Contents                                       2.0
===============================================================================
The Inventory                                           3.0
-------------------------------------------------------------------------------
Total space in Inventory                30              3.1
Total space with every item             96              3.2
        Stackable items/weapons                         3.2.1
        Non-stackable items                             3.2.2
        Long-ranged Weapons                             3.2.3
        Melee Weapons                                   3.2.4
The setup of this FAQ                                   3.3
===============================================================================

Best Inventory                                          4.0 - 7.2
-------------------------------------------------------------------------------
===============================================================================
Step 1: Discarding the useless          66              4.0
-------------------------------------------------------------------------------
Stackable items/weapons                 58              4.1
Non-stackable items/weapons             42              4.2
Long-ranged weapons                     34              4.3
Melee weapons                           29              4.4
Remaining chart of items                                4.5
===============================================================================
Step 2: Discarding the not needed       29              5.0
-------------------------------------------------------------------------------
Stackable items/weapons                 27              5.1
Non-stackable items/weapons             21              5.2
Long-ranged weapons                      9              5.3
Melee weapons                            6              5.4
Final chart of items                                    5.5
===============================================================================
Step 3: Split the game up into parts     6              6.0
-------------------------------------------------------------------------------
Before Hong Kong                         0              6,1
Hong Kong and after                      0              6.2
===============================================================================
Final: The Best Inventory                               7.0
-------------------------------------------------------------------------------
Before Hong Kong                                        7,1
Hong Kong and after                                     7.2
===============================================================================

Best Belt                                               8.0 - 9.3
-------------------------------------------------------------------------------
===============================================================================
Before Hong Kong                                        8.0
-------------------------------------------------------------------------------
Total space in Belt                      9              8.1
Total space with every item             15              8.2
Discarding the not needed                6              8.3
Best Belt before Hong Kong                              8.4
===============================================================================
Hong Kong and after                                     9.0
-------------------------------------------------------------------------------
Total space with every item             18              9.1
Discarding the not needed                9              9.2
Best Belt in Hong Kong and after                        9.3
===============================================================================

===============================================================================
FAQs                                                    10.0
===============================================================================
Credits                                                 11.0
===============================================================================

_______________________________________________________________________________
_______________________________________________________________________________

                        -----------=-=-=-----------
3.0                            The Inventory
                        -----------=-=-=-----------

All of its 30 spaces go in the big black coat of JC, and believe me, it is
big. I'll explain step by step how you can get rid of the useless, double or
not needed items/weapons.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
3.1                      Total space in Inventory
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

The Inventory is a total of 5 long and 6 high, making 30. Besides some glitches
and cheats, there's nothing you can change to this.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
3.2                     Total space with every item
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

Now what's the possibility of every type of item/weapon:
- Stackables can be taken until a certain amount, after which they no longer
  can enter the Inventory (aka no second space). When used, one will be removed
  from the stockpile.
- Non-stackables can either be taken once (PS20, LAW), or will take the same
  amount of space when taken again (suits, mods, aug upgrades, Fire Ex.).
- Long-ranged weapons work with firepower, and taking a second weapon will only
  trigger more ammo for that ammo type (at least it doesn't change anything
  negative). Ammo have a max too, but won't add to the 30 Inventory space.
- Melee weapons can all be taken once at a time.

3.2.1:  Stackable items/weapons
-------------------------------
All Foods:              8 x 1x1 =        8.
All Tools:              5 x 1x1 =        5.
All Grenades:           4 x 1x1 =        4.
Throwing Knives         1 x 1x1 =        1.

3.2.2:  Non-stackable items/weapons
-----------------------------------
All Suits:              6 x 1x1 =        6.
All Weapon Mods         8 x 1x1 =        8.
Aug upgraders           2 x 1x1 =        2.
Ambrosia:               1 x 1x1 =        1.
Fire Extinguisher       1 x 1x1 =        1.
PS20:   (1 only)        1 x 1x1 =        1.
LAW:    (1 only)        1 x 4x1 =        4.

3.2.3:  Long-ranged weapons
---------------------------
All Pistol types:       3 x 1x1 =        3.
All Heavy types:        3 x 4x2 =       24.
Assault Shotgun:        1 x 2x2 =        4.
Assault Rifle:          1 x 2x2 =        4.
Sawed-off Shotgun:      1 x 3x1 =        3.
Sniper Rifle:           1 x 4x1 =        4.

3.2.4:  Melee weapons
---------------------
All one-space types:    4 x 1x1 =        4.
Crowbar:                1 x 2x1 =        2.
Sword:                  1 x 3x1 =        3.
Dragon's Tooth Sword    1 x 4x1 =        4.
===========================================
TOTAL:                                  96.

TOTAL AVAILABLE:                        30.
-------------------------------------------
MUST BE REMOVED:                        66.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
3.3                        The setup of this FAQ
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

I use a discard system to get rid of any unwanted or not needed items, and I
do this on every catogory apart. This way, the Inventory possibilities will go
from 96 till 30, explaining any removing actions while doing so. The Belt goes
similar, however, there are less spaces and items to analyse, thus less to
explain. I won't give explanations for all items... I will do so when I start
to discard items.

_______________________________________________________________________________
Best Inventory                                          4.0 - 7.2
_______________________________________________________________________________

                        -----------=-=-=-----------
4.0             66                Step 1:
                          Discarding the useless
                        -----------=-=-=-----------

Uppn removing 66 spaces, we must first look at those that:
- have no useful function at all.
- have a one-time-only function.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
4.1             58        Stackable items/weapons
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

Foods are a one-time-only event. Compared to Medkits, they heal nothing. 6 Soy
Food at once might be something, but still, not to have an open space for. If
there is a bunch of food, drop a weapon, take it and use it, and retake the
weapon. All others stay for now.

FOODS REMOVED                   =  8.
TO GO                           = 58.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
4.2             42      Non-stackable items/weapons
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

The Fire Extinguisher is useless, and the LAW and PS20 are one-time-only
events. For those it's just: drop something, take it and use it. The Ambrosia
is something different in that story.

For mods and the Augmentation Upgrade canister it's the same, it's a one-time
event. Take them, and mod a weapon or aug with it. The Aug Canisters themselfs
depends on if there's a Medbot nearby. Mostly it is, but it stays in the
Inventory for now.

As for the "suits"; the Binoculars is already to be disposed of at the start,
because the Sniper takes care of any long range viewing; having a shot as
reserve. All others stay for now.
 
BINOCULARS REMOVED              =  1.
MODIFICATORS                    =  8.
AUG UPGRADE CANISTERS REMOVED   =  1.
FIRE EX/LAW/PS20 REMOVED        =  6.
TO GO                           = 42.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
4.3             34          Long-ranged weapons
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

All pistol and rifle types have a valuable function. Also the GEP Gun and
Plasma Rifle fit in for now. 

As for the other heavy weapon however, the Flamethrower, it's useless. It burns
any remaining items from a dead enemy, and it's not that powerful on impact
either. All others stay for now.

FLAMETHROWER REMOVED            =  8.
TO GO                           = 34.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
4.4             29             Melee weapons
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

Any melee bigger than 1x1 should be removed. The damage difference isn't that
big, and when using a melee, you'll mostly go for an instant kill/KO. The DTS
is a different story whatsoever, as the melee resistant will get bigger from
the DTS on, AND the DTS has an enormous damage boost (compared to the strongest
of the others, the Sword, it's 10 times more (10:100). All others stay for now.

CROWBAR REMOVED                 =  2.
SWORD REMOVED                   =  3.
TO GO                           = 29.
                        
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
4.5                      Remaining chart of items
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

3.2.1:  Stackable items/weapons
-------------------------------
All Tools:              5 x 1x1 =        5.
All Grenades:           4 x 1x1 =        4.
Throwing Knives         1 x 1x1 =        1.

3.2.2:  Non-stackable items/weapons
-----------------------------------
Suits -binoculars:      5 x 1x1 =        5.
Aug Canisters           1 x 1x1 =        1.
Ambrosia:               1 x 1x1 =        1.
Fire Extinguisher.
PS20:   (1 only).
LAW:    (1 only).

3.2.3:  Long-ranged weapons
---------------------------
All Pistol types:       3 x 1x1 =        3.
GEP Gun/Plasma Rifle:   2 x 4x2 =       16.
Assault Shotgun:        1 x 2x2 =        4.
Assault Rifle:          1 x 2x2 =        4.
Sawed-off Shotgun:      1 x 3x1 =        3.
Sniper Rifle:           1 x 4x1 =        4.

3.2.4:  Melee weapons
---------------------
All one-space types:    4 x 1x1 =        4.
Dragon's Tooth Sword    1 x 4x1 =        4.
===========================================
TOTAL:                                  59.

TOTAL AVAILABLE:                        30.
-------------------------------------------
TO BE REMOVED:                          29.


_______________________________________________________________________________
_______________________________________________________________________________

                        -----------=-=-=-----------
5.0             29                Step 2:
                         Discarding the not needed
                        -----------=-=-=-----------

This is a section, that will bring some opinion with it. I'll remove a final
20 spaces, based on personal opinion. Still, as I'm somewhat known as a vet to
this game, I know what's vital to proceed and what's not. I'll also state in
this section for ANY remaining item why they should either stay, or be
discarded.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
5.1             27        Stackable items/weapons
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

I never seem to find a good use of Flares and Throwing Knives. Flares may be
nice due to the fact you can have 50, but I always use the Light Aug as
replacement. The Throwing Knives is just not my thing. I rather use the Sniper
with Silencer or the Mini-Crossbow to turn down any enemies silent. As you
obtain the Mini-Crossbow before the Throwing Knives, I never even take these.
Second, they are rare too.

All other tools are vital to your progress: Lockpicks, Multitools, Bioelectric
Cells and Medkits. The Picks and Tools make sure you can open secrets etcetera,
while the Cells and Medkits make sure you stay in good shape. And that for only
a minor 4 spaces.

The grenades are also only four spaces, and can all be used in a different
situation. Perhaps you won't use them all the time, but they are surely needed
sometimes. The only two debatable are the Gas and Scramble Grenades, for usage
and appearance respectively. See the arranging section (6.0 - 6.2).

FLARES REMOVED  `               =  1.
THROWING KNIVES REMOVED         =  1.
TO GO                           = 27.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
5.2             21      Non-stackable items/weapons
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

Here I take all the remaining non-stackables at once. What's the point? Because
they can't be stacked, there's no need in having more than one different space.
Just leave one space open to put all suits, augmentation canisters and the
Ambrosia vial from the ship in. It's been made easy for you actually; mostly
near a certain suit, you can use it also there (i.e Rebreather near water). I
never made the trouble of having more than one space for the non-stackables.
I will get back on a second and even third space though. See, again, section
6.

EXTRA SPACES REMOVED            =  6.
TO GO                           = 21.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
5.3              9          Long-ranged weapons
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

Wow, 12 whole spaces. Lets start with the easiest, the Pistol. Until now, I had
both the Pistol AND Stealth Pistol in the Inventory. I seem to stick to the
Stealth Pistol everytime I play. The advantages and disadvantages are simple:
the damage might be less, but the rate of fire is more, plus it carries 10 base
clip instead of 6, it can be fully upgraded (Laser + Scope) and carries an
initial Silencer. The Pistol however, can't have a Silencer (therefore having a
Stealth Pistol in the game) and shoots slow. My choice is simple. 
An extra note: I upgrade the Stealth Pistol with ALL modificators I seem to
find on the island, and the Scope in Alex's secret basement the moment I get
it. That are three Accuracy upgrades, a Clip upgrade, a Laser and a Scope.

Oh, to add to it though; some users on the board prefer to stay with both.
I can't find a valid reason for that, they're both 10mm and have (with rate of
fire included) the same leathal power. No need for a double weapon.

Another 11 spaces to go down. This one is actually simpler to explain. The
Plasma Rifle gets no place in my inventory. Compared to other "rifle" weapons
(I know it's not a rifle weapon, however, it does end with it), it's not good.
It has the most damage (besides the GEP Gun), however, because of the 8 spaces
of Inventory, the Assault Rifle/Shotgun combined can do more damage. Also, the
ammo is rare, and the reload time is enormous.

3 more. This is the general upgrade of this FAQ (1.1); after playing through
again, I got to a disturbing conclusion: compared to the Assault Shotgun, the
Sawed-off is useless. Switching ammo on the Assault Shotgun might take some
time, but the rate of fire is very, VERY slow on the Sawed-off, making the
Assault Shotgun always favorite, with its automatic, yet powerful shot
capabilities.

Now I still have a remaining of 22! spaces for the long-ranged weapons. Just
because they are extremely good, and some have mutiple functions. But, I
already know I'll get stuck on 6 spaces in the end, so I'll get back on that,
in section 6.

PISTOL REMOVED                  =  1.
PLASMA RIFLE REMOVED            =  8.
SAWED-OFF SHOTGUN REMOVED       =  3.
TO GO                           =  9.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
5.4             6               Melee weapons
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

3 spaces down. Well, for melee it's actually simple. You have no need for extra
1x1 melee weapons. The Pepper Gun and Riot Prod require ammo and aren't very
effective at the first hit. The Combat Knife kills an enemy, and he'll make
sound doing so. So, the Baton is left. Sneak up and put the enemy in dreamland.
However, having the DTS and Baton together is a waste of space, and the DTS
only appears in Hong Kong and after. I'll get back on that also in section 6.

ALL 1x1 MELEE REMOVED (-BATON)  = 3.
FINAL TO GO                     = 6.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
5.5                        Final chart of items       
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

3.2.1:  Stackable items/weapons
-------------------------------
All Tools -flares:      4 x 1x1 =        4.
All Grenades:           4 x 1x1 =        4.

3.2.2:  Non-stackable items/weapons
-----------------------------------
For all non-stackable:  1 x 1x1 =        1.

3.2.3:  Long-ranged weapons
---------------------------
Pistol types -pistol:   2 x 1x1 =        2.
GEP Gun                 1 x 4x2 =        8.
Assault Shotgun:        1 x 2x2 =        4.
Assault Rifle:          1 x 2x2 =        4.
Sniper Rifle:           1 x 4x1 =        4.

3.2.4:  Melee weapons
---------------------
Baton                   1 x 1x1 =        1.
Dragon's Tooth Sword    1 x 4x1 =        4.
===========================================
TOTAL:                                  36.

TOTAL AVAILABLE:                        30.
-------------------------------------------
TO BE ARRANGED:                          6.


_______________________________________________________________________________
_______________________________________________________________________________

                        -----------=-=-=-----------
6.0             6                 Step 3:
                        Split the game up into parts
                        -----------=-=-=-----------

Well, the remaining 36 is still 6 spaces too much. IMO, there's now no item
anymore that can be discarded without throwing away anything good. However,
there's still one more reason to throw away any itemns; those "not acquired"
yet. The big game "gap" will be around Hong Kong, because there you'll acquire
the Dragon's Tooth Sword.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
6.1             0            Before Hong Kong
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

Before HK, there's simply no way for you to get the Dragon's Tooth Sword
without cheating. The Baton replaces it.

2 to go. What are the possibilities? Well, previous readers of the FAQ know my
opinion about Scramble Grenades. They are just rare, and certainly pre-Hong
Kong not worth a stand alone space. Switch between non-stackables and
Scramblers when the situation calls for it.

1. And that one is also part of the 1.1 upgrade of the FAQ, due to the fact the
Sawed-off has 3 spaces, and the Assault Shotgun has 4. Equally, taking one
space too much. And this, is a hard one. In the end, I chose Gas Grenades. I
use them too less to make it a valuable space, especially when there is space
in code red. Besides... nothing else is possible at this point. Once again,
switch to Gas Grenades instead of non-stackables at leisure.

DTS NOT AVAILABLE               = 4.
SCRAMBLE GRENADES REMOVED       = 1.
GAS GRENADES REMOVED            = 1.
TO GO                           = ***N0NE***

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
6.2             0           Hong Kong and after
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

*The chart of 5.5 is of course resetted now*

Easy to explain. The DTS of course, stays. The Baton can be removed though,
as you already have a melee. That's one space almost "for free".

The second part of 6.2 however, is completely redone in v1.1. The normal pace
was: remove the GEP GUn, use two Shotguns, four Grenades and an Assault Rifle
to replace it. The GEP makes places for the Assault Shotgun and DTS, where the
Baton makes places for the Scramble Grenades. However, I claimed the Sawed-off
Shotgun rather useless. Believe me, it is.

So theoritically, it no longer fits to remove the GEP GUn, as 3 spaces are left
over (0 - 8(GEP) - 1(Baton) + 4(DTS) + 2(Gas/Scramble Grenades) = -3), caused
by the Sawed-off. Solution? Three open spaces? For non-stackables? Flares,
Throwing Knives, perhaps even the Pistol? Or perhaps the Sawed-off, still?

My favorite combo is: Flares, Throwing Knives and a non-stackable space, in
which the Flares are favorite, as it has a capability of stacking 50, and,
well, there aren't any good alternatives, right? Switch to non-stackables for
those spaces it you want, whatsoever. But I think two spaces are more than
enough. And the Pistol... that's certainly not my choice. The Stealth Pistol
outranks it by far, especially in and after HK. I know it's a strange choice,
as I put down the Flares and TKs in the first place, but the alternatives are
not much better. Especially not the Sawed-off Shotgun.

BATON REMOVED                   = 1.
GEP GUN REMOVED                 = 8.
TO GO                           = -3

FLARES ADDED                    = +1.
THROWING KNIVES ADDED           = +1.
NON-STACKABLE SPACE ADDED       = +1.
TO GO                           = ***NONE***

_______________________________________________________________________________
_______________________________________________________________________________

                        -----------=-=-=-----------
7.0                                Final:
                             The Best Inventory
                        -----------=-=-=-----------

I already had these kind of setups in my original walkthrough, not explaining
why others should be removed. I did know. Due to that, this walkthrough's still
based on personal opinion in some way, and you might choose something else. You
could comment me, either on the MB or by email, but do it a bit formal. You
know what I do with an insult (see Introduction).

I'll give the legend below. I also give the chart of items before presenting
the sketch.

Legend:
(LPK)   = Lockpicks.
(MTT)   = Multitools.
(BCL)   = Bioelectric Cells.
(MKT)   = Medkits.
(NSS)   = Non-stackables space.
(SPT)   = Stealth Pistol.
(MCB)   = Mini-Crossbow.
(BTN)   = Baton.
(LAM)   = LAMs.
(GAS)   = Gas Grenades.
(EMP)   = EMP Grenades.
(SCG)   = Scramble Grenades.
(SNP)   = Sniper part.
(ASR)   = Assault Rifle part.
(ASS)   = Assault Shotgun part.
(GGN)   = GEP Gun part.
(DTS)   = Dragon's Tooth Sword part.
(RES)   = Reserve.
(FLA)   = Flares.
(TKV)   = Throwing Knives.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
6.1                          Before Hong Kong
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

3.2.1:  Stackable items/weapons
-------------------------------
All Tools -flares:      4 x 1x1 =        4.
LAMs                    1 x 1x1 =        1.
EMP Grandes             1 x 1x1 =        1.

3.2.2:  Non-stackable items/weapons
-----------------------------------
For all non-stackable:  1 x 1x1 =        1.

3.2.3:  Long-ranged weapons
---------------------------
Pistol types -pistol:   2 x 1x1 =        2.
GEP Gun                 1 x 4x2 =        8.
Assault Rifle:          1 x 2x2 =        4.
Assault Shotgun:        1 x 2x2 =        4.
Sniper Rifle:           1 x 4x1 =        4.

3.2.4:  Melee weapons
---------------------
Baton                   1 x 1x1 =        1.
===========================================
TOTAL:                                  30.

 +-------+-------+-------+-------+-------+
 |       |       |       |       |       |
 | (LPK) | (MTT) | (BCL) | (MKT) | (SPT) |
 |       |       |       |       |       |
 +-------+-------+-------+-------+-------+
 |       |       |       |       |       |
 | (SNP) | (SNP) | (SNP) | (SNP) | (MCB) |
 |       |       |       |       |       |
 +-------+-------+-------+-------+-------+
 |       |       |       |       |       |
 | (ASS) | (ASS) | (ASR) | (ASR) | (BTN) |
 |       |       |       |       |       |
 +-------+-------+-------+-------+-------+
 |       |       |       |       |       |
 | (ASS) | (ASS) | (ASR) | (ASR) | (LAM) |
 |       |       |       |       |       |
 +-------+-------+-------+-------+-------+
 |       |       |       |       |       |
 | (GGN) | (GGN) | (GGN) | (GGN) | (EMP) |
 |       |       |       |       |       |
 +-------+-------+-------+-------+-------+
 |       |       |       |       |       |
 | (GGN) | (GGN) | (GGN) | (GGN) | (NSS) |
 |       |       |       |       |       |
 +-------+-------+-------+-------+-------+

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
6.2                         Hong Kong and after
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

3.2.1:  Stackable items/weapons
-------------------------------
All Tools:              5 x 1x1 =        5.
All Grenades:           4 x 1x1 =        4.
Throwing Knives:        1 x 1x1 =        1.

3.2.2:  Non-stackable items/weapons
-----------------------------------
For all non-stackable:  2 x 1x1 =        2.

3.2.3:  Long-ranged weapons
---------------------------
Pistol types -pistol:   2 x 1x1 =        2.
Assault Rifle:          1 x 2x2 =        4.
Assault Shotgun:        1 x 2x2 =        4.
Sniper Rifle:           1 x 4x1 =        4.

3.2.4:  Melee weapons
---------------------
Dragon's Tooth Sword    1 x 4x1 =        4.
===========================================
TOTAL:                                  30.

 +-------+-------+-------+-------+-------+
 |       |       |       |       |       |
 | (LPK) | (MTT) | (BCL) | (MKT) | (SPT) |
 |       |       |       |       |       |
 +-------+-------+-------+-------+-------+
 |       |       |       |       |       |
 | (SNP) | (SNP) | (SNP) | (SNP) | (MCB) |
 |       |       |       |       |       |
 +-------+-------+-------+-------+-------+
 |       |       |       |       |       |
 | (ASS) | (ASS) | (ASR) | (ASR) | (LAM) |
 |       |       |       |       |       |
 +-------+-------+-------+-------+-------+
 |       |       |       |       |       |
 | (ASS) | (ASS) | (ASR) | (ASR) | (EMP) |
 |       |       |       |       |       |
 +-------+-------+-------+-------+-------+
 |       |       |       |       |       |
 | (DTS) | (DTS) | (DTS) | (DTS) | (GAS) |
 |       |       |       |       |       |
 +-------+-------+-------+-------+-------+
 |       |       |       |       |       |
 | (NSS) | (NSS) | (TKV) | (FLA) | (SCG) |
 |       |       |       |       |       |
 +-------+-------+-------+-------+-------+


_______________________________________________________________________________
Best Belt                                               8.0 - 9.0
_______________________________________________________________________________

                        -----------=-=-=-----------
8.0                          Before Hong Kong
                        -----------=-=-=-----------

Well, on to the second subject of this FAQ, the Belt of J. These quick to be
selected items (1-9) can make a difference in battle, like I explained in the
subject introduction. The setup might not be seriously important, still there
are some items that should just never be in it. This section will explain that.

The discarding is way less formal as the Inventory, rather more based on
personal opinion and experience.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
8.1                         Total space in Belt 
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

*This section won't be repeated in the "Hong Kong and after" part*
JC's Belt contains of 10 items total, of which 9 are changable. Ranging from
1 - 9 and 0, you can quick select these items. 0 is always your Nanokey Ring
(not that it's bad though). 1 - 9 can be manually selected.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
8.2                     Total space with every item
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

3.2.1:  Stackable items/weapons
-------------------------------
All Tools -flares:      4 x 1x1 =        4.
LAMs                    1 x 1x1 =        1.
EMP Grandes             1 x 1x1 =        1.

3.2.2:  Non-stackable items/weapons
-----------------------------------
For all non-stackable:  1 x 1x1 =        1.

3.2.3:  Long-ranged weapons
---------------------------
Pistol types -pistol:   2 x 1x1 =        2.
GEP Gun                 1 x 4x2 =        8.
Assault Rifle:          1 x 2x2 =        4.
Assault Shotgun:        1 x 2x2 =        4.
Sniper Rifle:           1 x 4x1 =        4.

3.2.4:  Melee weapons
---------------------
Baton                   1 x 1x1 =        1.
===========================================
TOTAL:                 14.

TOTAL AVAILABLE:        9.
-------------------------------------------
TO BE LEFT OUT:         5.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
8.3                      Discarding the not needed
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

This is a similar topic title as with the Inventory, however, it won't be as
precise. Version 1.1 changes: well, no Gas Grenades, see the specificied
paragraph. And the Assault Shotgun just replaces the Sawed-off.

5 to go. Three of these are somewhat easy. I NEVER keep Medkits in my Belt. One
simple reason; Medkits can be much better used on the Health Screen. There, you
can heal parts apart, while quick selecting will heal random parts. The same
counts for Bioelectric Cells, with a rather other reason; selecting them will
equip them, while the only function it has is using. No aiming, ammo switching,
zooming, only using. With that, F1 + Use is as effective as 1 - 9 + Shoot. Not
to mention that you'll keep them selected when using them with the Belt, while
you'll keep your current weapon/item in your hand when only using them with F1.
The third: I wouldn't keep the non-stackable in my Belt. As they can switch any
minute, and are either not usable or one-time usable, it has no use.

2 to go. My motto for the Belt is: those that could be suprisingly needed
should be in there. Then I think the last two are rather obvious. Who goes to
pick a lock or jam an electronic device while being shot at? No one who knows
how to fight. Lockpicks and Multitools could be easily equipped by F1 + Equip,
on the moment you know you'll need them. That makes 9 left.

TOOLS REMOVED           = 4.
NON-STACKABLE REMOVED   = 1.
TO GO                   = ***NONE***

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
8.4                     Best Belt before Hong Kong
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

I like to arrange on weapon strength. Lockpicks and Multitools were always in
slot 8 and 9; pretty weird actually. I prefer this setup (which could be
changed to your liking):

1: Stealth Pistol.
2: Mini-Crossbow.
3: Assault Rifle.
4: Assault Shotgun.
5: Sniper Rifle.
6: GEP Gun.
7: Baton.
8: LAMs.
9. EMP Grenades.
0: Nanokey Ring.

This way I'll sort my long-ranged weapons on top, heavy battle just below them,
sniping and destruction in the middle and the melee and grenades below.


_______________________________________________________________________________
_______________________________________________________________________________

                        -----------=-=-=-----------
9.0                         Hong Kong and after
                        -----------=-=-=-----------

As most of my tactics have been explained already, this section will be a bit
smaller.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
9.1                     Total space with every item
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

3.2.1:  Stackable items/weapons
-------------------------------
All Tools:              5 x 1x1 =        5.
All Grenades:           4 x 1x1 =        4.
Throwing Knives:        1 x 1x1 =        1.

3.2.2:  Non-stackable items/weapons
-----------------------------------
For all non-stackable:  2 x 1x1 =        2.

3.2.3:  Long-ranged weapons
---------------------------
Pistol types -pistol:   2 x 1x1 =        2.
Assault Rifle:          1 x 2x2 =        4.
Assault Shotgun:        1 x 2x2 =        4.
Sniper Rifle:           1 x 4x1 =        4.

3.2.4:  Melee weapons
---------------------
Dragon's Tooth Sword    1 x 4x1 =        4.
===========================================
TOTAL:                 18

TOTAL AVAILABLE:        9.
-------------------------------------------
TO BE LEFT OUT:         9.

                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
9.3                      Discarding the not needed
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

A redo on the version change.

Any change from the first part remains the same. No tools at all and no 
non-stackables. That's 7 already. Simply said, remove the TKs and Gas and
Scramble Grenades as they were added. Heh, but that's 10, because two weapons
got removed, and one got added (the DTS for the Baton, but the GEP was removed
too).

So there should be a substitute for the GEP Gun. In theory, that's the LAM.
So we move it to 6. What is the substitute for a LAM? Another weapon that can
take out bots. The Scramble Grenades.

Or perhaps any of the new items? The Flares or Throwing Knives? Well, Flares
are rather inconvenient, as they're not urgently needed. TKs is a possibility.
But then you should keep LAMs in the 8th place and make the TKs to substitute
the GEP Gun. I go for my first choice though. Scramblers are great.

TOOLS REMOVED                   = 5.
THROWING KNIVES                 = 1.
GAS GRENADES REMOVED            = 1.
NON-STACKABLE REMOVED           = 2.
TO GO                           = ***NONE***


                        =-=-=-=-=-=-=-=-=-=-=-=-=-=
9.4                   Best Belt in Hong Kong and after
                        =-=-=-=-=-=-=-=-=-=-=-=-=-=

1: Stealth Pistol.
2: Mini-Crossbow.
3: Assault Rifle.
4: Assault Shotgun.
5: Sniper Rifle.
6: LAMs.
7: Dragon's Tooth Sword.
8: Scramble Grenades.
9: EMP Grenades.
0: Nanokey Ring.

Explains itself pretty simple I guess.... the LAMs replaced the GEP Gun, the
DTS replaced the Baton and the Scramblers replaced the LAMs.


_______________________________________________________________________________
_______________________________________________________________________________

                        -----------=-=-=-----------
10.0                                FAQs
                        -----------=-=-=-----------

None for now. If there are mutiple suggestions, comments or questions, I'll
post them here (in question format).


_______________________________________________________________________________
_______________________________________________________________________________

                        -----------=-=-=-----------
11.0                              Credits
                        -----------=-=-=-----------

This is it folks. Another DX FAQ finished. I hope you need it, and more
important, use it ^_^.

- I thank Ion Storm for creating this game.
 
- I thank Eidos Interactive for publishing this game.

- I thank Wolfgang and DX Chick of the MB for telling where the Scramble
  Grenades are before Hong Kong.

If there are any questions, improvements, additional info or info I forgot, get
in this list my mailing me at:

arnomiddelkoop_1@hotmail.com

Yours truly,
Arno Middelkoop

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                   /**    /**  /**//******//********/**    //***
                   //     //   //  //////  //////// //      /// 
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