~~Deus Ex~~ FAQ/Walkthrough Table of Contents I - Introduction Legal Info Version History Basic Strategies II - Weapons/Items/Augmentations/Skills 01.0 - Weapons 02.0 - Items 03.0 - Augmentations 04.0 - Skills III - Walkthrough 000.0 - Basic Strategies 001.0 - Liberty Island: Retake The Statue 002.0 - Castle Clinton/Battery Park: Ambrosia And The Subway Hostages 003.0 - Hell's Kitchen Part 1: The Generator 004.0 - Hell's Kitchen Part 2: The Mole People 005.0 - Hell's Kitchen Part 3: The NSF Distress Signal 006.0 - Majestic 12 Facility: Escape From UNATCO 007.0 - Secret Majestic 12 Helicopter Base: Caught! Again... 008.0 - Hong Kong: The Dragon's Tooth Sword 009.0 - Hong Kong: The Universal Constructor 010.0 - Hell's Kitchen Part 4: Stanton Dowd 011.0 - Brooklyn Navel Base: Scuttle The Super Freighter 012.0 - Lower East Side Cemetery: Dowd's Mausoleum 013.0 - Paris Part 1: The Catacombs 014.0 - Paris Part 2: The Club La Porte de l'Enfer 015.0 - Paris Part 3: Chateau DuClare 016.0 - Paris Part 4: The Knight's Templar 017.0 - Paris Part 5: Morgan Everett's Home 018.0 - Vandenberg Part 1: X-51 019.0 - Vandenberg Part 2: The Gas Station Hostage 020.0 - New West Coast Part 1: Sub Base/Ocean Lab 021.0 - New West Coast Part 2: The Missile Silo 022.0 - Area 51 Part 1: The Beginning of The End 023.0 - Area 51 Part 2: The End I - Introduction Welcome to my Deus Ex FAQ. Any questions, comments, corrections, or contributions are welcome, my email is tarrun75(at)gmail(dot)com. Please make sure to add something related to Deus Ex in the subject line so I don't have to figure out what game you're talking about. Also, questions regarding something that's already covered in the guide will not be answered. Credit will be given to anything sent to me that I add or major corrections. For corrections, please email me only if it's something really important, something that will clearly confuse anyone reading. Before reading through this guide, keep a few things in mind regarding the ASCII throughout this guide. All of the ASCII maps have the same icons, which may or may not be obvious: -An "x" on a map is an enemy -A "J" on a map is JC -An "O" on a map means that an objective is completed there -Dots on the maps show the path something takes Legal information: This document is copyrighted Tarrun 2004-2006. This guide may not be reproduced under any circumstance except for personal or private use. It may not be placed on any web site, magazine or otherwise distributed publicly without advanced written permission. This guide may not be used for profit, and may only be used on the following sites: - http://www.dlh.net - http://www.gamefaqs.com - http://www.gamesxtreme.net - http://www.mogelgott.de - http://www.neoseeker.com - http://www.supercheats.com Use of this work on any other web site besides the ones noted above or as a part of any public display is a violation of copyright and is strictly prohibited. Version History: First Submission: Everything up to Hong Kong is finished. We'll call it Version 0.5. Second Submission: Version 1.0 Third Submission: Went through and cleaned up a few sections, as well as updating the list of guides that host this guide. Version 2.0 II - Weapons/Items/Augmentations/Skills 01 - Weapons: Every single weapon in the game; so many options, and so many ways to kill a man... 01.0 - Melee Weapons: Baton - A non-lethal weapon carried by riot cops and the like. Works just like the Knife except your victim doesn't let out a loud scream of pain afterwards. A good choice if you're into stealth, and it only takes up one space in your inventory. Crowbar - Works the same as the knife, except that it takes up two spaces instead of one. Dragon's Tooth Sword - A sword made from nano-technology, it's the most powerful melee weapon you can find. The sword was stolen and disappeared just before you arrive in Hong Kong, which has thrown two triads into war. To stop the fighting, you need to recover the sword and steal the technology to make it available to both triads. Knife - Your standard combat knife. Stab people or boxes with it. It takes up one space in your inventory. Most enemies carry a knife with them. Riot Prod - Similar to a cattle prod, riot police use them to subdue crowds. When you make contact with someone, they are left stunned for a short time or knocked out. This weapon is a must if you want to keep things quiet. Sword - It's not as appealing as it sounds like it should be. You first get the sword in Hong Kong, and you get the Dragon's Tooth about fifteen minutes later, which makes the sword obsolete. 01.1 - Pistols: 10MM Pistol - An average handgun, it can be equipped with a scope and laser sight. This is one of the best weapons in the game, a decent amount of firepower, a single shot to increase accuracy (in comparison to an assault rifle which fires a stream of bullets), and can fire long distances with the help of a scope. This will probably be the weapon you use the most, especially if you follow this guide. Mini-Crossbow - A crossbow that fits on your hand and can fire regular darts, flare darts, or tranquilizer darts. This is a great weapon not only because one tranquilizer dart can knock out an enemy, but also because it's completely silent and is the only weapon that works underwater. Stealth Pistol - A silenced version of the 10MM Pistol, but not as powerful. Nothing really bad about it, but I prefer not having to worry if I'll need multiple shots to kill an enemy when I can finish the job in one. 01.2 - Rifles: Assault Rifle - Your standard machine gun, it can also fire grenades (only by collecting a special kind of ammo, not LAMs or the like). In a perfect world, you'd never have to use this gun, but if you ever have to fight a group of enemies, your pistol won't be able to get the job done. Keep one of these in your inventory as a precaution. Assault Shotgun - A rapid firing shotgun, but I like the assault rifle better. Sawed Off Shotgun - A pump action shotgun, it fires relatively slowly compared to its assault counterpart. Pretty much useless when there's always a better weapon to fight with. Sniper Rifle - One of my all time favorite weapons, there's nothing like killing an enemy from hundreds of yards away. It can be equipped with a laser sight and a silencer to make it even more lethal, and while at first it's difficult to aim with your hands shaking, it's all worth it when you Advance your rifle skills. 01.3 - The BFGs: Flamethrower - It throws flame. Extremely powerful, if one burst of flame makes contact with an enemy you can consider them out of action. Just make sure you keep far away enough or have a fire extinguisher at hand or you'll go up in flames as well. GEP (Guided Explosives Projectiles) Gun - A rocket launcher, great for destroying security bots and clearing a path or gate; the GEP Gun can also fire WP Rockets, which, when it explodes, sets everybody near it on fire. A must have. LAW (Light Anti-Tank Weapon) - The most powerful weapon in the game, it can destroy anything with one shot. Unfortunately, that's all you get. The LAW is a one shot weapon, which makes it useless to carry around and then lose when you can use that extra space to carry another weapon. Plasma Rifle - Fires a stream of plasma at enemies, bosses or MIB agents carry it most of the time. It's huge though, and it won't fit in your inventory if you have a GEP Gun, which is more important. 01.4 - Grenades: EMP (Electromagnetic Pulse) Grenades - Disables any electronics within its blast radius. It will drain your bioelectric energy if you happen to be near it when it goes off. As with all grenades, EMP grenades can be planted against a wall and use its proximity sensor. Gas Grenade - When it explodes, a cloud of tear gas emits and blinds anyone in the area. Great to use against a cluster of enemies, blinding leaves them helpless to the mercy of a ruthless agent. Like EMP grenades, gas grenades can be attached to walls. LAM (Lightweight Attack Munitions) - A hand grenade, good to destroy weaker bots, clear a passage, or blow open a door. Like EMP grenades, LAMs can be attached to walls. Scramble Grenades - Disrupts bots' frequencies so that they go berserk and randomly attack anything and everything for a short period of time. Like EMP grenades, scramble grenades can be attached to walls. 01.5 - Miscellaneous: Pepper Spray - A hand held gas grenade, it can blind enemies for a few moments, enough time to get in an attack or two. I hate this weapon and have never used it. PS20 - A miniature plasma rifle, but it can only be fired once. Like the LAW, the one shot thing renders the PS20 pretty useless. Throwing Knives - The weapon of choice for ninjas, throwing knives are fun to play around with, but since you only find them in limited supply they aren't very helpful, although I have been in a number of situations where they became useful. If you find them and have the extra space, keep it around. 02 - Items: Every item in the game; everything from liquor to a fire extinguisher. 02.0 - Health and Augmentation Related Items: Ambrosia Vial - A vial of the only known vaccine for The Grey Death. Bioelectric Cell - Restores 25% of your bioelectric energy. Candy Bar - Restores 2 health Cigarettes - Injures you 10 health in the torso region. Forty - Beer, it restores 2 health, but you get drunk, meaning that everything gets blurry and your crosshairs are wobbly. Liquor - See Forty Medkit - Restores 40 health, but it can be used to heal a certain part of the body. As you become begin to master the medical skill, the amount of health restored increases. Soda - Restores 2 health Soy Food - Restores 5 health Wine - See Forty Zyme - The latest drug, think of it as alcohol minus the healing affect. While you don't lose or gain any health, it messes you up for a long time, making it almost impossible to see or attack anything. 02.1 - Equipment: Ballistic Armor - A bulletproof vest, it can be worn for a period of time before you lose it. Personally, I think it would have been better if the armor could take a certain amount of damage before losing it, but oh well. Binoculars - Standard pair of binoculars, what were you expecting? A sniper rifle or some other weapon with a scope can easily take their place. Fire Extinguisher - Extinguishes fires, great if that fire happens to be burning you to death. Flare - A flare, it can light up an area briefly. Pretty pointless since you start out with a light augmentation. Hazmat Suit - Protects JC from radiation and poison (damn greasels). Like the ballistic armor, it only lasts a set period of time. Lockpick - A cheap, one-time only lockpick that can unlock doors and other locked things. The higher your skill in lockpicking is, the fewer amount of lockpicks are needed to unlock something. Multitool - Can bypass electronic systems like cameras or security grids. The higher your skill in electronics is, the fewer amount of multitools are needed to bypass something. Rebreather - A miniature oxygen tank, it gives JC the ability to stay underwater longer than he normally can. Like the two suits, it only lasts a short period of time. Thermoptic Camo - Temporarily makes you invisible. However, should you attack someone while in this state, other enemies will know your position. Also, they can still hear JC. While this item is pretty cool if you find the right time to use it, the Cloak augmentation makes it obsolete. Tech Goggles - Night vision goggles, but they only last for a little while. There's also an augmentation that allows JC to see in night vision and sonar, so why bother? 02.2 - Weapon Modifications: Accuracy - Increases the accuracy of a weapon. Put these into your sniper rifle and pistol. Clip - Increases the clip size of a weapon. Use these on your pistol and crossbow. Laser - Adds a laser sight to a weapon. Add it to the pistol, crossbow, and sniper rifle. Range - Increases how far a weapon can shoot. Best to put into your crossbow. Recoil - Decreases the amount of recoil to a weapon, great for shotguns and assault rifles. Reload - Decreases the amount of time it takes to reload a weapon. Use it on your pistol. Scope - Adds a scope to a weapon. (scope + pistol = awesome) Silencer - Adds a silencer to a weapon. Add it to your sniper rifle. NOTE: Weapon mods can only be used for one weapon at a time, and are only useable with certain weapons. Can't put a silencer on a GEP gun for example. 03 - Augmentations: Augmentations are abilities that grant JC certain Super Man qualities, from being bulletproof, regenerating one's health, and even to being able to see through walls. 03.0 - Suggested Augmentations: F3 - Ballistic Protection F4 - Cloak F5 - Aggressive Defense System F6 - Microfibral Muscle F7 - Run Silent F8 - Vision Enhancement F9 - Environmental Resistance F10 - Regeneration! F11 - Power Recirculator F12 - Light (not optional) 03.1 - Arm Augmentations: Combat Strength - When used, you inflict more damage with melee weapons. An interesting skill, but I prefer to have its counterpart, which is... Microfibral Muscle - It gives you superhuman strength, great for entering buildings without bringing attention to yourself. This is probably the first augmentation you'll acquire, unless you forget to pick it up. 03.2 - Cranial Augmentations: Aggressive Defense System - The name says it all, sort of. This aug will actually stop missiles from reaching you, exploding them in mid-air. The more it's upgraded, the farther away the missiles explode. Spy Drone - A small drone that you can send to scout out ahead of you. It would be an awesome augmentation if it didn't drain your bioenergy so much. 03.3 - Default Augmentations: Friend or Foe Identification - You know when your crosshairs turn red or green; it's because of the handy little IFF implanted into your skull. Simply put, green is good, red is bad. It doesn't use bioelectric energy. Infolink - The infolink can transmit messages into your head and are heard by you and you alone. It doesn't use bioelectric energy. Light - Press F12 to turn on a light to see in dark areas. The only default augmentation that uses bio-energy, but it's minimal. 03.4 - Eye Augmentations: Targeting - An interesting augmentation, this gives you general information an enemies health, how much damage they've taken and to what parts of the body. Vision Enhancement - Another strange augmentation, at first this gives you night-vision, but as it's upgraded, it increases to infrared and later to sonar, which allows JC to see through walls. 03.5 - Leg Augmentations: Run Silent - Just as it implies, this augmentation makes your thumping footsteps silent when you run. Great when combined with Cloak or a thermoptic camo. Speed Enhancement - Even more obvious than the other one, this augmentation increases your speed and allows you to jump higher; a great idea, but I prefer Run Silent. I've read other Deus Ex guides that use Speed Enhancement to bypass a few sections, but I've never been partial to it. 03.6 - Subdermal Augmentations: Cloak - Acts as a thermoptic camo, it makes JC invisible to any living thing for an indefinite amount of time (or until you run out of bioenergy.). This is a great augmentation, best combined with Run Silent and a melee weapon. Ballistic Protection - Absorbs damage from bullets, great when you're stuck in a room against a boss or a group of enemies. EMP Shield - The opposite of Ballistic Protection, this protects you against EMP grenades and other energy draining attacks. A nice idea, but Ballistic Protection is better. Radar Transparency - Cloak's counterpart, this makes you invisible to all electronics; cameras, bots, et cetera. As long as you have skill points in Computers though, this augmentation isn't needed very often. 03.7 - Torso Augmentations: Aqualung - Increases the capacity of JC's lungs, allowing him to stay underwater for longer periods of times. Useful, but it isn't needed very much; there aren't enough swimming sections to make it worth it. Energy Shield - Think of it like Ballistic Protection, except resistant against plasma, electricity, and fire. I've never picked this augmentation though, because its counterpart is Regeneration. And you want Regeneration. Environmental Resistance - An augmentation that acts like a hazmat suit; it grants resistance to poison and radiation. I usually choose this augmentation over Aqualung; I've found that I use it more. Power Recirculator - When in use, it reduces the amount of bioenergy other augmentations use while they're activated. Regeneration - The best augmentation in the game, hands down. It restores your health without the use of medkits, food, or medbots; at level four, it restores forty health points per second. Synthetic Heart - Upgrades every other augmentation one more level, unless the augmentation is already at its maximum level four. Synthetic Heart can't be upgraded. 04 - Skills: Skill points are awarded for a number of different reasons, anything from completing objectives, exploration bonuses, or critical location bonuses. 04.1 - Necessary Skills: Computer - Allows JC to hack into computers and security terminals. This skill is a must and should be invested in as soon as you start the game; trust me, it's a lot easier than finding a password. Electronics - The more you put points into it, the more of a security system can be bypassed with a single multitool. Lockpicking - Exactly what it says, the higher this skill is, more of a door can be picked before having to use a new lockpick. Low-Tech - This skill deals with melee weapons; weapons like knives, batons, and swords will do more damage and increase in accuracy. I originally had this in the useless section, but when I thought about it I decided to put it here instead. Only upgrade this if the rest of the necessary skills are Advanced. Pistol - You begin the game Trained in this, and if you can scrounge up enough points to Advance it, you'll be set. Rifle - Advance this by the time you get to New York for the third time. Not only does this increase the accuracy of your sniper rifle, but it also increases how much damage is done with assault rifles and shotguns. 04.2 - The Rest of the Crap: Demolition - As this skill is increased, LAMs and other grenades do more damage, and the amount of times a grenade planted by an enemy will beep increases as well. Environmental - The more points in this skill, the longer hazmat suits, thermoptic camo, bulletproof armor, and rebreathers will last. Heavy Weapons - As you increase the level of this skill, the more damage GEP guns, plasma rifles, and flamethrowers will do. Also, the amount of time it takes to lock onto something with the GEP gun will decrease, and you'll be able to move around faster as well. Medicine - The higher the skill, the more health you'll receive from medkits; but since I didn't use a medkit throughout the entire game, it's pretty useless. Swimming - The more points in this skill, the faster JC can swim and the longer he can stay underwater. III - Walkthrough: 000.0 - Basic Strategies: 1 - Crouch and crawl all the time, you should only run when you're either being chased by someone or if you're in an area where you're one-hundred percent positive that there aren't any bad guys around. 2 - You can equip your 10MM pistol with a scope during the first mission of the game; there's one you can buy from Kaplan, one in the secret panel, and one in the second mission from Smuggler. Get one, it makes the best weapon in the game and you'll be pretty screwed if you try to follow this guide without one. 3 - Lethal take downs are loud, whether it's stabbing someone or shooting them, the victim will yell out in pain, attracting others. Always try to keep a baton, or better still, a riot prod, in your inventory. 4 - This kind of goes with the non-lethal strategy, but it's important enough to have a separate number. Normally you can't knock a Majestic 12 commando out with a riot prod, but if you hit him right where his waist should be (there's a dark line going around his body) he'll be knocked unconscious. You have to be pretty accurate though, so be careful. 5 - Save often. If you think there's a risk of being killed, save. If you enter a new area that loads, save. If you haven't saved in awhile, save. 6 - Sticking with the saving topic, if you're not sure what's behind a locked door, save and then open it up; if the contents inside are worth the amount of items used, continue on with the game. If, however, you find crap, you can always reload the game without having to redo anything. 001.0 - Liberty Island: Retake The Statue: Objectives: - Find the informant at the docks. - Rescue Gunther. - Interrogate the leader of the terrorists. 001.1 - Find the informant at the docks: Before we start, go to your skills section and upgrade electronics, lockpicking, and computers. You find yourself at the end of a dock, so walk forward to get a message from Alex, who tells you to find Paul, your brother and fellow agent. As you reach the corner, there will be a bunch of crates and boxes and a crowbar lying on the ground. Pick up the crowbar and smash open the boxes to reveal a lockpick and a pair of binoculars. Grab the lockpick and turn around. Paul should have caught up to you, and you'll have a brief conversation with him. Eventually he'll offer you one of three weapons: a sniper rifle, a GEP gun, or a mini- crossbow. Take the sniper rifle and finish up talking with Paul, and then face the Statue. You should see a set of stairs leading into the water right in front of you. Go down them and swim under the docks. There are two more boxes down there that contain a multitool and a biocell. Grab them both and head back up. Take a left and head up the dock, Paul and a security bot are doing rounds at the end. To the left of the ramp leading up is another set of boxes, which contain pistol ammo, riot prod ammo, and darts. Pick them all up, and start up the ramp. There should be a terrorist walking to the right, so follow him. Remember to stay crouched and keep far back enough so you aren't right on top of him. Head left a little so that the many crates littered around are between you and the guard. After going a little farther forward, you'll come up to a large crate with a box stacked on top of it. Lift up the box and carry it forward and left. There's a heavily shaded area, so drop the box there and break it to reveal a multitool. Pick it up and move forward. Near the end of the shaded area are two NSF talking; listen to their conversation if you want to, and then back up and go around in between the large crates. . ____ . |____| . . . ____ __xx_ ____ . |____| / |____| . / . / . / J. . . . . . . . . \ \ \ After going around, head forward. There is an NSF soldier going around an underground storage thing. Make sure he's on the left side and walking away from you. Hug the left wall, which is filled with high-stacked crates and follow behind him. When he turns right, take a left and you should see a security bot that, thankfully, isn't an enemy. There's an opening in the right, which leads to the docks. Approach the ramp leading down; there's a large crate with two NSF. One of them is stationary on the right, and the other is doing rounds around the crate. When both terrorists are on the right side, run down the ramp and jump over the left rail into the water. Swim east, following the dock up. Go under the dock when it turns and when you come out the other side find the ramp leading up, which you'll have to duck down to get through. If you look straight down, you'll notice a sunken ship. There are some weapon mods and a sawed-off shotgun inside, but at the cost of a lockpick. This early in the game, modifications shouldn't be your priority, so I'd suggest saving the lockpick (plus you have to watch your air supply). Make sure the NSF isn't looking in your direction, and then take a right. There's a small hut with two bums inside, a male and a female. Talk to the male, who turns out to be the informant. He says that he can give you the key, but only if you promise not to assassinate the leader. Pick the phrase "You can trust me", and he'll give you the key. Objective complete. 001.2 - Rescue Gunther: Now that we have the key, it's time to rescue the captured agent, Gunther Hermann. Head up the dock and look right and wait until the NSF soldier walking around is walking up what is now the right side of the crate (make sure you aren't seen). Crouch down and follow him up, but stop when he begins to turn left. Wait until he reaches the bottom left corner, and then break open the two boxes where you stopped at the top right corner. Pick up the ammo there and run back up the ramp to the bot. From there, wait for the NSF thug who's going around the underground thing that we went around before, and then retrace your steps back to the high-stacked crates. Look right in between the underground thing and the crates to find a ladder. Climb up and jump onto the metal box to get up to the next level. Jump over the gap to get to the next crate and climb up two or three more ladders. Now look left; there should be two NSF; one standing all the way down and another walking away from you. Instead, go straight and you'll see an NSF on the right with three boxes in between the two of you. Wait for him to turn around and then dash across and around the corner. This corner is similar to the one before it, except that now there's another terrorist walking up and down the walkway. Wait for him to start walking away from you and then crouch down and follow him, but stay left and head up the stairs. Head up the next flight of stairs and you'll see an entry into the Statue itself. There is a gas grenade planted on the wall to the left. Walk up to it and right click on it to disarm it, and then again to pick it up (there was a nice section devoted to disarming grenades in the training if you aren't very good at it). When you pick up the grenade, take a right and head around to the other side, and then look right again. That's, another grenade, so repeat what you did before. Continue and find the next entryway. Surprise, there's another grenade. Disarm it and then turn around and head back to where you disarmed the second grenade. Turn right (so you're facing the inside of the Statue) and you'll see a stairway going down on the left, a stairway going up on the right, and two NSF straight ahead. Crouch down and crawl to the stairs on the left, and the two NSF won't even notice you. Head down two flights and there will be an NSF walking away from you; forget about him and continue down. After two or three more sets of stairs you'll have a great view of the main room in the Statue. There's a turret right in front of you, but it will only go off if the camera in the right corner (which is blocked from your view) sees you. Peek around the corner and make sure the camera is facing a different direction, and then run under it. Take out your crowbar and break the box and pick up the lockpick. Now stand up under the camera, you should see something like this: ___________________ ___________________________________ | | ________| | | __ __ |__| | | | |__| . . . . . . . . . . . |__| | . . x __ O | | . _______ . _ | . |x|__| | | | . | | . | | | . |______| | . | | . | | | . | | | . |_______| . | | . | | | | . . | | | . | | | | x-> . . . . . . . . . |_| | . | | | | __ __ | . |______| | | |__| | ______ | |__| | __ x | | | | ______ | | |__| | | |_______________| ______ |__________ __|_ ________|_____| | | | | | | | ______J| | | | | | | | | | | | | | | | | | | | |___ __|______ | |__________________| Watch for the guy in the main room to pass the stairs and then, making sure the camera doesn't see you, run down the stairs and hop over the left side. If you went to soon and he heard you, back into the bottom right corner, between the stairs and the wall, and he won't be able to see you. Either way, when it's safe, head to the left and find the ATM and hack into it. After withdrawing all of the available funds, turn around and see where the one NSF is and hide in the corner until he passes by. Follow him and hide on the other side of the stairs. Now head over to the long table and pick up all of the goodies, including a LAM and a datacube with the login and password to the security network: NSF001/smashthestate. There's a doorway right near you, so stay on the left side of it and wait for the guard to pass you (make sure he's walking to the right). Once he passes you, head in the doorway and bypass the laser wires with a multitool. Now, quickly (but quietly) chase after him and knock him out with your prod. Head back up the hallway and enter the room on the left. There's an NSF sitting at a desk facing away from you, and a camera directly above you and to the right. Get under the camera and wait until it's facing left, and then sneak up behind the guard and hit him with your prod or baton. Drop your pistol on the ground and search the NSF's body, you'll find a replacement pistol and a knife. The camera should be beeping by now, so run back to the hallway and let it die down. When it's quiet, run behind the desk and crouch down. Hack into the computer terminal or use the information from the datacube (NSF001/smashthestate). Unlock and open the door and then turn off the camera. After you've done all of that, head through the now open door and close it behind you. Talk to Gunther and give him your pistol when he asks for a weapon. Satisfied with your compliance, Gunther will charge out and start blasting all of the enemies on that level before running out the front door and making contact with UNATCO. Go back into the room with the desk; collect your pistol, the weapon mod, and all of the ammo from the dead NSF. Congratulations, objective two complete. 001.3 - Interrogate the leader of the terrorists: Before we get to this part, hang around Gunther and pick up all of the ammo the dead NSF drop. After that's all done, Go to the left bottom corner of the large set of stairs and find the grate. Open it up and crawl through it until you reach an opening (if you see a desk with a datacube on it you've gone too far). Now look down and right and pick up the multitool. Return to the main area and up to the room where we disarmed the gas grenades; remember the stairs heading up that I said we'd get back to? Stay crouched and sneak up the stairs. About halfway up, Alex will call and tell you that Gunther made it to HQ, and you'll finally receive those skill points you deserve. After going up three or four flights, you'll be faced with a room with two NSF soldiers facing away from you. No need to get your hands dirty; simply stay crouched and crawl right behind them, making sure you hug the stairway you came up. Stay crouched and get to the other side of the room. As you're climbing up the stairs, Alex calls you and reminds you to take it easy. Anyway, continue up until you reach the very top of the Statue, and run up to the leader and talk to him. DO NOT KILL HIM! After talking for a bit, you'll be asked which sentence to say. Choose: "Tell me about the shipment and I'll order the troops to pick you up as a prisoner instead of a corpse." Selecting the other one causes the commander will pull a gun on you, forcing you to kill him, much to the dismay of Paul, Filben, and Alex. After talking some more, some UNATCO troops will make their way up and take control. Before heading back down, grab the Augmentation Upgrade Canister. Thankfully, the troops wiped all of the terrorists out so you don't need to sneak around anymore. Alex will tell you to return to base, but we have a few more things to do before we get there. Remember that underground storage thing that we saw before we got the key from Filben? Go back there and head down; the crate left of you when you get down has a ladder on it, so climb up it and pick up the items there, which includes a multitool. Now continue on and you'll see a forklift that's emitting EMP; touching it will drain your bioelectric energy. Instead, find the button at the back of the lift to raise the fork part, hop on it as it rises, and then jump onto the crates on the right. Smash open the two boxes and pick up the weapon mods, and then grab the small metal crate and throw it near the boxes you used to get back here, and use them again to leave. Now backtrack to where you started out on the docks, but instead head straight; there should be a few crates with a box on top of it. Jump onto the metal crate and smash open the box to get another gas grenade. Great, we're finished here. Go down the long area and take the next left and enter the UNATCO grounds. Talk to Kaplan, who offers to sell you some items that he picked off of some dead NSF. Decline and go talk to Paul, who tells you to meet him at Manderley's office for a debriefing. Sounds good, but let's load up first. Head around the left side of the building and into the fenced in area with the green storage container; the code to the container (which can be found in a number of places in HQ, but we'll hit into it now to save time) is 0451. Pick up everything inside and log into the security system with the login and password from the datacube on the table: satcom/unatco_001. Break open the box outside and grab the multitool, and then jump down and pick up the EMP grenade. Now head into UNATCO HQ, but grab the candy bar on Private Lloyd's desk. Make sure you save the candy bar for the next mission. Now walk down the stairs and through the scanner. 001.4 - UNATCO HQ: The first thing to do is to find Manderley's office; it's the room left of the break room on the second floor. His secretary, Janice Reed, will give you your computer login ("JCD", password "bionicman"). Pick up the nanokey on her desk, which is the key to the closets, and head in to Manderley's office and talk to him. He tells you to meet with Jaime Reyes and Sam Carter, and then to get back for a briefing. All right, when you leave Manderley's office, take a left and check out your office and read your mail. Once you're finished, leave and go into the large meeting room; turn right again and find the small break room where Gunther and Anna Navarre are talking. Listen to their conversation and then introduce yourself. After the scene, hack into the ATM on the right and empty it out; and then head back to where Manderley's office was. Check out the closets (courtesy of the nanokey we picked up), too bad there isn't much to take. Now keep going straight and run down the stairs. On the lower level, take the first left and then a right to meet Sam Carter, the man who runs the armory. Pick an item when he offers (I'd go for a lockpick or multitool), and go into the other room, which happens to be Anna and Gunther's office. Pick up the biocell next to her desk and the darts on the shelf on the other side of the room, and then go back up to the main area and go left. On the right is the Medical Center. Take a left and find the medbot, who can heal you as well as install that Augmentation Canister that was up in the Statue (make sure to install Microfibral Muscle). Continue exploring the area until you find Jaime at his desk. After talking to him, look behind the plant on the shelf near his computer and find the Medical Center's closet key. Keep going around to find the closet and a dead NSF; the closet has a medkit and the dead NSF has some throwing knives. Across from the Med Center is Alex's office, so head inside and talk to him. The closet in that room only has a lockpick, so I wouldn't bother opening it up. Now remember the thief Sam was talking about? Well we're going to steal from him. Across from the closet is a table with a newspaper and two soda cans on it; get in between the table and the wall and line yourself up with the newspaper. Face the wall and look straight down; you should see an option to open up a panel in the floor. Drop down into the cramped area, which has 30.06 ammo, a scope, and a key to the office doors on the second floor. Equip the scope to your pistol, and say hello to your best friend from now on. We're almost finished, so head up to the main floor and find the two offices. Unlock them and grab the items, which includes an accuracy mod, a lockpick, and a multitool. Go back to Manderley's office to get your new mission objectives, and then head back to the docks where the game began and on to the boat waiting there. 002.0 - Castle Clinton/Battery Park: Ambrosia And The Subway Hostages: Objectives: - Find the Ambrosia container in Castle Clinton. - Rescue the hostages in the subway station. - Get on a train and meet Paul in Hell's Kitchen. 002.1 - Find the Ambrosia container in Castle Clinton: Anna will run over and tell you to find a missing barrel of Ambrosia and exterminate all of the NSF taking refuge in Castle Clinton. When you ask her if there's another way in, she says she doesn't know of any back entrances, probably because she's an idiot. After you're done with Anna, run forward and find the little kid and talk to him. Give him your candy bar when he asks for something to eat and he'll tell you the code to the hidden entrance: 9183. Turn around and go up to the brown box next to the soda machine. Pick the lock and enter the code, and the machine will open up to reveal a secret passage. Enter inside and go into the room across from the entrance. Look under the small table and pick up the multitool, and then head down the stairway. Make sure that there isn't an NSF in front or to the right of you. If there are, hide back up the stairway until he starts walking away and then shoot him in the head with your pistol. Pick up the 10MM ammo and head right; under the camera is a small vent. Crawl through and climb down the ladder. Go to the very end of the vent until you find an opening the leads to a hall and another room with a desk. Wait there until an NSF walks by, and then kill him. Eventually another one will come by, so kill him as well. Don't worry if they get away and sound the alarm, if they start shooting, hide in the vent until they give up and then take a few more shots. One of them has a flamethrower, so make sure that they're both dead. Once they're both dead, go down the hall and into the room with the desk, pick up the multitool in the right corner and the assault rifle ammo on the desk. Continue left and hide behind the first big crate, and then run in to the room on the left, the Ambrosia barrel is in there along with some toxic barrels. Hide behind the large metal crates and wait until the camera in the other room is facing away from you. Pick up one of the toxic barrels next to the Ambrosia barrel (you need to use Microfibral Muscles) and carry it into the other room and up the stairs on the left. Open up the door when you reach the top and take another left and down the set of stairs. Drop the barrel in front of the door, and then get back up the stairs. Crouch down and shoot the barrel to blow open the door. Inside you'll find a number of items, including a medkit, napalm, an Augmentation Canister, and a key. To the right of the door is a security terminal, so turn off all of the cameras. We're done here, so now retrace your steps and head out of the soda machine. 002.2 - The Battery Park Subway Hostages: When you and Anna find each other, she'll question your judgment about how you dealt with the Castle Clinton situation, but congratulate you nonetheless. She then tells you that a group of NSF have taken hostages down into the subways and wired explosives around it. When the option appears, say: "I'm learning as I go." Anna will give you two EMP grenades instead of one, and send you on your way. Head left, the entrance is just north of an eagle statue and is partially enclosed; you'll know you're there when you see UNATCO troops in a gunfight. To conserve ammo, let the UNATCO guys handle the terrorists; not only will you stay out of the way and not get hurt, but with any luck, most of the UNATCO guys will be taken down, which means you can loot their bodies as well as the dead NSF. Also, if you want to be a real sadist, kill the UNATCO guys with your knife while they're fighting. Anyway, after all of the bad guys are dead, find the two boxes in the corners and bust them open to get some more ammunition. Next, find the entrance to the subway and look just left of it. There's a hatch leading down, so go down it and through the door. Climb all the way down the ladder and head straight, you may need to use your light (F12) or you could end up crawling into a wall without knowing it. Once you're at the end, take a right and follow that the rest of the way down; you'll appear right next to the hostages and the subway. Now, there are two ways to go from here: 1: If you're going for a minimum or no-kill game, crawl over to one of the hostages and talk to him. Afterwards, open the door to the subway car nearest both of you and make sure they both get on. Now, you can get on and continue with the game, but we'll pick up a lockpick first. On the right is a box, so, making sure that no one will spot you, crawl over to it and bring it back into your corner. Break it open and pick up the pick, but hide in the vent as soon as you do because someone is bound to hear you. After the heat dies down, open up the subway car again and get in. 2: If you want some extra ammo for the coming mission, take this route instead of the other one. After you talk to the hostages and let them on the car, head back into the vent and make your way down one grate, so that you can see the entire station. Open up the grate and carefully pick off every single NSF in the room with your pistol or mini-crossbow, but make sure to hide when they begin attacking you, especially since there's a guy with a flamethrower here. After everyone's dead, loot their corpses and look up the stairs; there are three more terrorists. Using the scope on your handgun, kill the three of them, and instead of using an EMP grenade on the laser sensors, move all of the TNT crates littered around the station to the far corner and then run up and get their ammo. Now head onto the subway car. 003.0 - Hell's Kitchen Part 1: The Generator: Objectives: - Question the locals about the whereabouts of the NSF generator. - Rescue the hostages in the 'Ton Hotel. - Rescue Ford Schick. - Find and destroy the NSF generator. 003.1 - Question the locals about the whereabouts of the NSF generator: Either way you handle the situation, both you and the two hostages will get off the train at Hell's Kitchen, where you need to meet with Paul. Hack into the ATM machine in the corner next to the phone and head up the stairs. Paul will appear now and he'll tell you that there's a lot of fighting in the streets and most of the civilians have taken cover in the bar or hospital. Also, if you need some extra equipment, you can always hit up his apartment in the Ton Hotel, which is where we need to go anyway. Head up the stairs and run to the end of the block, where riot cops have closed off the entrance to the NSF Headquarters. Not that it matters, but there is some 10MM ammo sitting next to one of the black and yellow markers. You can also pick up the shotgun ammo that's lying against the wall before the bar; it's pretty hard to miss. After you've loaded up, head into the bar to talk with some of the locals. When you enter the Underworld Tavern, hack into the two ATMs before continuing on to the main area. Try and talk to everyone in the bar, but there are a few people in particular that you should meet. When you find the bar itself, buy two or three bottles of beer from the bartender, but don't drink them. Instead, talk to the guy on the left side of the room, he's wearing all black and has sunglasses on; he's labeled "Pilot Guy". Offer him beer in exchange for information about random subjects like Area 51 and an arms dealer. Continue talking to him and giving him beer and you'll find out his name is Jock and he's a pilot for UNATCO. Now head to the other side of the bar and listen to the man and woman's conversation. After they finish, butt in with the comment, "Excuse me, but I thought I heard you say 'Ambrosia'". After talking for a while, the guy will tell you the code to an elevator that the NSF uses. Now head to the other room in the bar and find the Gothic looking girl, who tells you that her friend and a guy named Johnny went outside to have an argument of some kind. She's worried about her friend and asks if you'd be able to check it out for her. We're done here, so let's do that; head out of the bar and find the alley next to the two riot cops. Johnny will have the girl backed into a corner, so talk to him and try to reason with him. Choose the phrase, "You've got ten seconds to beat it before I add you to the list of NSF casualties." Sometimes you need to be forceful to get it through to these guys. He'll run away, but you can kill him if you want to, a quick jab in the back with your knife will do the trick. Either way, talk to the girl, who happens to be Sandra Renton, the daughter of Gilbert Renton, the owner of the Ton Hotel. If you keep talking to her, she'll tell you about Smuggler, the arms dealer that Jock mentioned before, and the password you need to get into his hideout: Bloodshot. If you want, go back into the bar and talk to Sandra's friend; she'll tell you about an elevator that the NSF uses. Sounds familiar. Now head out of the bar and take a left up an alley behind the bar. Crawl through a small fence and talk to the soldiers who are complaining about Paul giving them Gas Grenades instead of ammunition; and when they offer to give them to you, accept. Break open the boxes next to them and take the ammo and then run right, past the Ton Hotel, where a huge gunfight is taking place. Follow the same strategy that you used in the Battery Park situation and let the cops and terrorists kill each other, looting the bodies when everything dies down. Also, make sure that anyone who gets injured and runs away gets killed; we don't need any strays littered around Hell's Kitchen. You should pick up an assault rifle and a lot of ammo, so you'll be ready for the hostage situation in the Ton Hotel. 003.2 - Rescue the hostages in the 'Ton Hotel: When you enter the hotel, find the ATMs and clean them out. Now walk down the stairs and look left, you'll see Mr. Renton at is desk. When you tell him to get out of the hotel, he acts nervous and politely says that he wants to stay where he is; do you understand where I'm going with this? Look on the left side of Mr. Renton, if you hug the right corner you should just be able to make out an NSF uniform. Take your pistol and look through the scope and shoot him in the head. If you're going for a no-kill game, shoot him in the stomach and wait for him to run out to fight you. When he does, zap him with your prod. Now talk to Mr. Renton, he tells you that there are two more guys upstairs with a hostage each. Before you head upstairs, check in the back corner of the front desk and pick up the cash and a hotel key. Now exit the room and take a left to the elevator shaft. Drop down and break open the two boxes, and then head up the ladder. Climb up to the very top and pick up the multitool lying in the corner. Head down one level and you'll see a terrorist holding a hostage at gunpoint. There's also another NSF around the corner with the other hostage. The biggest thing you're bound to worry about is how to save the second hostage after you've rescued the first. As long as you quickly kill the first terrorist, the second one will panic and run around the corner and fire at you. If you take too long to kill him (which will happen if you try to use a knife or baton) the other NSF might decide to kill his hostage before attempting to take you out. If you're in a non-lethal mood, this sections going be a little more difficult, and I hope you still have the throwing knives that you picked up from that body at UNATCO. Creep up behind the first guy so that you've cut the distance between the two of you in half, just make sure you don't get too close or they'll kill the hostages. When you get close enough, throw your knife at the terrorist, which will stun him momentarily, so quickly run up to him and jab your riot prod in his back. If you did this right and the hostage is still alive, the other NSF will run from around the corner and attack you, but we're ready for him. Quickly close the distance between the two of you and prod him to unconsciousness. If you don't mind a little blood, then this will be a joke. Stand by the elevator doors and use your pistol to kill the first guy, and the second when he comes around the corner. Now talk to the male hostage and he'll tell you that he overheard the two NSF talking about a warehouse. Turn around and open the room nearest the elevator, it belongs to your brother. When you go inside, check the datacube on the table, he tells the password to unlock his hidden stash is a countdown from four. Now enter the corner room past the center pillar with the painting on it, you're in Paul's bedroom. Look under the nightstand for some extra cash, and then head back to the main room and open the painting. Enter the combination and the shelf will open up, revealing a command station of some sort. Look on the walls and around the floor, picking up the Ballistic Armor, ammo, a biocell, a few lockpicks, and some multitools, and then check out the datacube lying on the left of the table, which contains Paul's login and password: PDenton - Chameleon. There isn't anything important to read, but some of it can be pretty funny. Leave the hotel and head back to where we started out, the subway station. Instead of going down the stairs, take a left around a high wooden fence. At the far end of the basketball court is a bum surrounded by two thugs. A citizen in distress? Not on my watch. Run up to the two thugs and point your pistol at them, waiting for the crosshairs to steady. Once you and the gun are ready, kill the guy on the left, who is much more dangerous considering that he has a shotgun, and then the other guy with the crowbar. You shouldn't have a problem with making sure that the bum isn't killed if you don't stand around. Afterwards, talk to the bum and he'll tell you that he's a member of the mole people, and he's a little annoyed with the NSF running barrels through their home. After saying that you'd like to check it out, he gives you the password "Underworld" so that Curly, the guy who lets people in, will know to trust you. 003.3 - Rescue Ford Schick: Now get on the other side of the subway stairs and you'll be able to see the top of a stairway leading down; it's slightly left of the 'Ton on the other side of the street. Head down and press the intercom, and give Smuggler the password "Bloodshot". When he let's you in, head down the elevator into Smuggler's Lair, where you'll find an amateur security setup, the biggest problem is the security bot that will attack you if you cross the laser beams. First, get to the right corner and break the box to pick up a lockpick, and next go in the little booth on the completely opposite side of the area. On the table is a multitool, and a security grid that will disable the lasers. But why waste a perfectly good multitool, let's get wild and dangerous. Run straight through them and see what happens. Actually, this is a lot safer that it appears to be; as long as you run straight inside the next room through the door on the right you'll have no problem, maybe getting shot once. But remember that the bots' bullets don't do as much damage as normal 9MM bullets do. Anyway, talk to Smuggler, and he'll mention about how his friend Ford Schick was kidnapped by the government, and offers cheaper prices on his hardware if you rescue him. Since his items way too expensive, agree to help his friend without buying anything. Before we do that, though, head upstairs and break open all of the boxes for goodies. Run over to his bed and take the lockpick on the shelf to the right of the mirror, which is fake of course. Look behind the bed and find the keypad. Enter the code 432 (thanks to Keenan Gehman for figuring out the code) and collect the thermoptic camo, the medkit, and the clip mod (which you should put in your pistol) and then leave Smuggler's. Notice that the bot isn't an enemy any more. Before we rescue Ford, however, it's probably a good idea to visit the clinic and heal any wounds you have. If you can't find it, it's right next to the Underworld Bar, just to the right of the back entrance. In fact, you would have passed it if you didn't go through the detour through the wooden fence to get the gas grenades. Once inside, make sure that you don't have any weapons visible like in the Bar, and head to the far right corner, where a patient and doctor are arguing. *SAVE BEFORE YOU LISTEN TO THEM!* After you've saved your game, listen to the entire conversation and talk to the "Sick Looking Guy" when they've finished. Tell him, "You should be more appreciative. By helping you, this man risks his own health." The man will leave, and the doctor will be so thankful that he'll offer you the main facilities in the clinic, "the full treatment" he calls it. Accept it, and he tells you the code is 2153. Good, remember that number, and reload your game. Listen to the conversation again, but this time, decline any reward from the doctor. Now go to your notes section and click on Add Note and the surgery bay code. Sure, it's cheating, but I'm cheap. Go to the surgery bay and add Environmental Resistance from the canister we found in Castle Clinton. Heal yourself, and then leave the clinic, now it's time to rescue Ford Schick, Smuggler's friend. Leave the clinic and head down the alley that leads to the wooden fence, but stop right at the beginning and find the sewer grate. Use the key Smuggler gave you and climb down the next two ladders. When the section loads you'll see an unfamiliar uniform being worn by an armed soldier; it doesn't matter though, because we know to kill him because the crosshairs turn red. Use your pistol to take down the one guy from afar (you might have to crouch), and then immediately look left. There's another soldier that has, amazingly enough, not heard the gunshot. Shoot him in the head as well, and then get across the bridge. When you get close to the door, crouch down and open it up. Hug the left wall so you're directly behind the solider sitting in the chair. Stand up and prod him in the back. Break open the boxes in the room and make sure that you check the datacube under the desk, it gives you the login and password to every security terminal in the area: MJ12 - coupdetat. Now take a right from the room to where you killed the second soldier and log in to the computer. Turn off all of the cameras and rotate the bridge. Look across the water, there's an opening with a ladder leading down. Move so that the bridge is out of the way and aim your pistol at the solider that should be appearing at any time. After he's dead, run across the bridge and climb down the ladder. Run through the door and down the walkway. There should be a keypad, but we don't know the code. Strafe back and forth right in front of the door and eventually a solider on the other side will hear you and come to investigate, so make sure you kill him as soon as he opens the door. Through some miracle, none of the other guards have heard anything. Crouch down and get under the camera, making your way to the security terminal across from you. Turn off all of the cameras, and then crawl to the left side of the stairway. Make sure that the guard on the right of the stairs is far enough away, and drop off the side and hide under the stairs. Here's a layout of the area: _________ | __ | __________________________| | | | | |________| | | | | ________ O |__| | | | |________| . . .__._. .| | |____ _____._.__._.____|____|x_|___|_________ _________| __ | . ___ | | |__| __ .|___|| | | |__| | | x | | | |__| __ |__| . ___ | | | |__| x |__| .|___|| |_________|______________J|__|_______________|_________x| | | | || |_______________C____________| Wait until the solider to the right of you begins to walk towards the end of the stairs. Crawl up to him and prod him in the back. Now look right, if you timed this right a door at the north should be open and another guard is walking through it; follow behind him and knock him out as well. The room you're in has a catwalk above some disgusting water; it's not toxic, so jump in and break the two boxes open. Now head back out the same way you came in and get next to the door at the bottom right corner of the map. There are two guys in that room, and I finally found an easy way to kill the two of them. Equip a gas grenade and open the door, throw it at the guard sitting down, and then run to the other door leading to that room. After it explodes, run into the room and kill the two of them. Take their ammo and get the datacube on the left side of the room. Use that login and password to read the mail on the computer, and get the code to the door that led to the toxic water room. Head over to the west side of the area and use the code 007 to open the armory. Now leave and face the north room, where Ford Schick is. Talk to Ford and tell him to escape. Follow him to the ladder to complete the objective. There's just one more thing to do here. Climb up the ladder and cross the bridge again. Rotate it back to it's original place and get across to the entrance. Look over the edge to the water below. On the right is a pipe with a medkit, so drop down onto it and then down to the next one, which has an accuracy mod on it. Swim to the ladder on the left, but be quick about - the water here is toxic. Get back to Hell's Kitchen and talk to Smuggler, he'll thank you and drop his prices, but nothing he has is useful (unless you still don't have a scope on your pistol), so pass on it. Head to the Clinic and heal yourself from your swim in the water, and we're all set to finally complete the main objective. 003.4 - Find and destroy the NSF generator: Head right from the clinic and up near the 'Ton, the building on the right is Osgood and Sons. Go inside and throw the box on the crates down and break it. On the other side of the crates are three doors, the one on the left has an augmentation upgrade, so bypass the keypad and upgrade Environmental Resistance to level two. Now take the door all the way on the right and you'll come to an enclosed alley. Pick up the small metal crate and drop it near the bottom crate. Jump over the fence and look at the far end of the right wall, there's a LAM. Diffuse it before heading up the ladders. Once you reach the top, save your game before crossing the roof of the building. You should see a bunch of pillar-type things. Watch out, because there's an NSF walking around with a sniper rifle. He should be near the right somewhere, so have a sharp eye and take him out with your mini-crossbow. Once you shoot him, hide on the roof until he collapses, and then drop down and loot his body. Now head to the left where you can see a number of buildings and a few NSF patrolling. There are about five of them, all on different buildings: one on the right, one on the left near a hut, one in the center, one just to the right of the middle guy on a lower level, and one in the far background. Take them out with your pistol or crossbow in any order, but I suggest killing the middle-right guy on the lowest level first, because if you miss your chance you might be caught by surprise later on. After you've killed the four closest to you, use your sniper rifle to kill the guy in the back. Once you've finished, look to the left of you at the hut, there's some 30.06 ammo and ballistic armor. Head back up the ladder you came from and take the ladder on the right down to the fire escapes. Drop down them one by one until you reach the last one, and then jump over the railing and onto the building with the hut. Find the body of the guy you killed, and break open the box to get ammo. Climb up the ladder leaning against the billboard and get to the top of that building. Get the LAM from the down NSF before jumping on the ledge of the billboard. Once on the other side, loot the other NSF' body and cross the rooftop. Use your knife to break open the window and drop down, making sure to land on the higher level instead of the bottom of the stairs. Exit that room and take a left, break open the window and crawl through the opening. Run down the fire escapes until you can jump onto another small hut. Jump to the next building across from it and climb up the ladder. Now you're on the roof where you killed that guy with your rifle. Crouch down so that the guys on the lower lever won't see you and get the corpse's valuable 30.06 ammunition. Still crawling, get to the opposite side of the roof where the ramp leads down, but instead find the small steps behind it and climb down the ladder. Make sure no one hears you, and then climb down the other ladder. See that window/mirror? It has a durability of ten percent, so whip out your knife and hack at it until it shatters. Crouch down again and head inside to the computer; use the login "NSF" and password "righteous" (you find this out first from the male hostage in the 'Ton, as well as a few other places) and shut down the generator's cooling systems. Log out and wait around for a few seconds; the screen will start to shake and the generator will eventually explode. Get back to the roof at your leisure and talk to Gunther, who tells you that your brother Paul is a wimp and that you're wanted back at Headquarters. Now, you can take the helicopter to H.Q. if you want to, but there's a lot of ammunition and an augmentation canister here that's too tempting to pass up. But first there's the problem of getting rid of the bad guys. Head down the ramp and through the trip-wire, making sure that NSF come to take you down. Once you're sure that you have their attention, run back up and let Gunther take care of them. Not only is he invincible, but he also has a machine gun and a flamethrower. After the first swarm is finished, repeat this step until all of the bad guys, including the one guarding the front door, is dead. If you're lucky, a stray NSF will run away and Gunther will go and chase after him. This basically cuts out the step of you egging on the enemies to chase after you. Behind the bottom set of stairs is yet another ramp, so head down to find an expensive looking security setup. Go down the hallway and under the laser, there's an office with two doors leading to it. Ironically, the one on the other side of the laser is locked, while this one isn't. Once inside, get the key and break open the two boxes to get LAMs. Deactivate the cameras with the security terminal and then equip your LAMs. Throw it at the desk and quickly leave the room before it explodes. Go back in and collect your reward, an augmentation canister for Run Silent or Speed Enhancement, in the drawer under the desk. Head out the same way you came and return to the first level. Run over to the other side of the area, there are a bunch of cardboard boxes concealing another ramp. On this side of the basement, use the key you have to open up to door on the left and activate Environmental Resistance to protect yourself from the poisonous gas. Break open the boxes to get some more miscellaneous items, and then return to the main area. Get back up to the roof and click on the Black Helicopter and talk to the pilot, who happens to be the guy you met in the bar asking for beer. When he asks if you're ready, select "Let's go" and leave. 003.5 - UNATCO HQ: Because I don't feel like repeating myself, I'm not going to go through this part as detailed as I did before. Just know to visit: - The green storage container near the helipad - The offices and closets on the first two floors - Your office - The break room (ATM) - Manderley's office - Sam Carter - Jamie Reyes (medical closet and Med Bots) - Alex (secret panel) Just before you enter the building, you'll see some very pale men with black suits on leaving. Say hello to the Men In Black, who warn you not to interrogate the prisoners in the detention center. Whenever you make it to Manderley's office, you'll be asked to wait outside until Manderley finishes his meeting. Get close to the door and eavesdrop on their conversation. When they finally decide to fire Paul, the other guy leaves. Go in and talk to Manderley, who tells you that Paul failed his half of the mission, and that it's now up to you to recover the stolen Ambrosia. When he's finished, listen to Anna report on your skills; she'll praise or degrade you depending on whether or not you went in the front door and killed everyone in Castle Clinton or used the secret passage like this walkthrough describes. When you reach Jaime's office, heal yourself and install Run Silent. Afterwards, if you want to see something interesting, head through the room across from where Sam Carter is to find the detention center. Watch Simons, the man who was talking to Manderley, interrogate two NSF prisoners. After one of them refuses to reveal where and how the NSF are transporting the Ambrosia, he pulls out a shotgun and kills both of them. That's police brutality at it's finest, my friend. Once you've completed everything you need to do, head back up to the helipad and get to the chopper. 004.0 - Hell's Kitchen Part 2: The Mole People Objectives: - Locate the airfield where the NSF has moved the Ambrosia. - Locate the three missing barrels of Ambrosia. - Gain access to the 747 hanger. - Assassinate Juan Ivanovich Lebedev. First of all, let me say that most of these objectives blend together, you find the Ambrosia while locating the airfield, assassinating Juan while gaining access to the hanger, et cetera. So instead of separating the level like that, I'm separating it by areas, not that any of you really care. 004.1 - Battery Park/Abandoned New York City Subways Deja vu? You begin at Battery Park again, so run to the subway entrance and find the camp of homeless people. There's a bum walking around in a beige trench coat who will sell you two 30.06 clips for 300 credits each. Six hundred credits for two clips isn't such a bad deal, so take him up on the idea. Now find the hut with the barrel-fire, there are two bums hanging around it talking about the NSF and the Mole People. Turns out that the guy is Curly, whose name you might remember from when you rescued the bum on the basketball court. If you rescued the guy from the two thugs during your first visit to Hell's Kitchen, then you'll know that the password is "Underworld". If you didn't meet that guy, then don't bother talking to Curley. Instead, go down the subway stairs and find Harley Filben, who'll give you the code for a price. Either way, you'll get the get the code "M-O-L-E", or 6653. Enter the code in the phone booth down in the subway station and watch as it lowers beneath Battery Park. Keep going forward and climb the ladder, you'll end up in an abandoned section of the NYC Subways. When you first get there, run to the far corner of the station and find Rock, the drug dealer who kind of looks like that guy from X-Men. Save at this point (just in case), and use your prod to take him down without causing a lot of commotion. After he's out of the picture, loot his body to get some cigarettes and two vials of Zyme. If you took care of the dealer quietly, then find the junkie near the stairs, he has drooping eyes and is wearing a white shirt. When he asks for Zyme, give him a vial. He'll tell you that the keypad activates the entrance to the Mole People's city is underneath the sink in the woman's bathroom. Unfortunately, he doesn't know the code. Now find the bathrooms. There are two of them on either side of a stairway on both sides of the station. In one of the men's rooms is another junkie, who tells you that he has a LAM. Offer to trade your other vial of Zyme for his LAM and he'll agree. Now go upstairs, preferably using the stairway in the middle where you talked to the first junkie. One of the gang members will tell you that you're on the Rooks' territory. Good to know. Take a right and jump over the turnstile. Hack away the cardboard boxes to find a box with a multitool. Now head the other way to find some more Rooks, an ATM, and the gang's leader, El Ray. He'll tell you that he's willing to sell you a LAM at the steep price of 750 credits, or that you can kill the drug dealer downstairs. But the dealers already gone, so he gives you the LAM right there. Head back downstairs and get on the opposite side of the tracks where you killed Rock. Find the bum with black hair, his names Charlie and he's a Mole Person. He offers to give you the code to the woman's bathroom on the condition that you reopen the water lines. The only problem is that some debris has blocked the door and they can't get past without some kind of explosive. But we just got two more LAMs, so we're set. Head to that corner of the station (You'll need to run on the tracks to get to the very end.) and open the door to find the blocked path. Throw a LAM in and back up, and the explosion will clear the way. Run down the hallway, but do not jump over the steaming pipes, you'll take a lot of damage or possibly be killed. Instead, crawl up the pipe near the door and onto the metal tube. Jump to the next one, making sure that you jump at the last possible moment, and get on the right corner of the other one. Remember that it might take a few tries to get the hang of it. Once you get over the side and turn the two valves, talk to Charlie again, who tells you the code. Now run over to the woman's bathroom and look under the middle sink to find the keypad. Enter the code, and exit the station via the secret door in the wall. 004.2 - City of the Mole People You find yourself at the end of a long tunnel that's filled with Moles and NSF. I know it's tempting to bring out the sniper rifle and make good use of the vantage point, but there's a much better way to go about it. Climb down the ladder and crawl under the ramp on your right. Hug that low wall and crawl from ramp to ramp. Eventually you'll see a room on the right with a Mole Person in it, with a pipe dripping there too. Make sure no one's watching, and run over and talk to him, but stay out of sight while doing so. He'll tell you that the men's bathroom has a secret passage in it, and the commander, who lives a secret room at the end of the tunnel, is the only person who has the key. The only way to open his door is by finding the trick block and pressing it. Good to know. Get back to your hiding place under the ramp and continue down the tunnel until you reach the end of the left wall. When the low wall ends, wait in the shadows while the NSF walking on the other side to pass in front of you. Wait for him to walk up the wooden ramp in front of you, and then crawl over and hide underneath it. Wait for him to walk back down, and then crawl all the way up the ramp and to the enclosure on the left. Look behind the cardboard boxes and find the bottom block that you can switch. Enter the door and talk to the commander, who surrenders and tells you basically the same stuff that the bum did. Take the key from his table and exit the room; you'll notice that none of the terrorists are hostile towards you anymore. Run to the other end of the tunnel and veer left when you get the chance. Pass by the two NSF talking to each other and run up the ramp. In the top right corner is a small crawlspace under the fallen rock. Crouch down and look inside, there's an active LAM against the wall. Disable the LAM (be careful, there's no where to go if you screw up) and collect the EMP grenade and medkit. Continue on to the bathrooms (there's a multitool in the unlocked women's bathroom) and head through the men's room to take another step forward. There are two different paths to take; normally you'd need to waste multitools or lockpicks, but I'm too cool to waste items. On the right you can find the big metal crate, so activate Microfibral Muscle and carry it to the left side of the area. Drop it right next to the lasers, but make sure not to break the beams. Now run back and pick up the small metal crate (and the lockpick in the pipe next to it) and drop it next to the larger one. Hop over the lasers and pick up the small metal crate, and then throw it against the wall so you can make it over. After that, you find yourself in a room shaped like a lower-case "Q", and the guard only walks around the circle part of it. Hide under the camera and wait for the guy to pass you, and then drop him. Take the key he was holding to get through the next door. In the next room, the exit is on the other side of a small body of water being guarded by two turrets. Normally, you'd have to deactivate the laser tripwires that would set them off by bypassing the security system with multitools, but there's a much better way to go about it. Look over at the top right corner on your side of the room; there's a crate of TNT on the ground that's just begging to be blown up. Stand in the doorway and do just that, you should be far away enough not to get caught in the blast. The lasers on the other hand will be blown to pieces, allowing you to make it across without having to worry about the turrets. Unfortunately for you, that's not the only puzzle. The platforms that you have to jump on are unstable, meaning that you can't stay on one for too long. The last obstacle before the helipad is a pair security bots. As you enter the room, make sure that the EMP grenade on the left wall doesn't catch you off guard. There are two ways to pass this: you can wait for both bots to be heading away from you, and then run to the hole in the right wall. After that, make your way through the wall to the end of room. Wait for the bots to both be facing away from you again, and then leave the room. On the other hand, when I did this just now, I remembered that I still had a scramble grenade from who-knows-when. If you still have this, wait for the two bots to be near you and throw the grenade so that they end up fighting each other. Now you can simply waltz through the room without a problem. When you enter the room with the electronics on the left, look in between the two and find the datacube and multitool. 004.3 - Helipad You begin at a set of double doors, with an NSF on the other side near the opposite wall. Next to him is one of the three missing Ambrosia containers. Open up the door and look directly up, there's a camera. Kill the NSF in this room with your pistol, and be ready for another NSF to try and sound the alarm on the right. If he doesn't show or after you kill him, wait for the camera to face the left and then run to the right exit, and then open up the men's bathroom. Crouch down and crawl up to the lone NSF and prod him in the back; picking up the key afterwards. Now head to the exit on the other side of the main room, and make sure that the camera doesn't see you. Head up the stairs and immediately turn around, wait for an NSF to enter the space and then leave again. Now move down the hall and crouch down at the left corner, just past the door. When the guy comes back again, let him pass you and then prod him. Now get to the door where the NSF guy had just been, you'll notice that it's locked, but we got the key from the guy in the bathroom. Open it up and crouch down, get behind the guy at the other side of the room and prod him; don't worry, he won't turn around. Facing the left wall, look at the top right corner to find the security terminal. After shutting everything down and opening the secret room, turn around and find the switch behind the plant next to the shelf, which opens up. Put the augmentation upgrade in Environmental Resistance, now at level three, and put the range modification in your crossbow. Pick up the LAM and, if you have the room (which you should), the LAW. Now exit the room and start to go back down the hallway. Unlock the other door on this floor and climb up the ladder, and, leaving the top hatch open, wait for the NSF to walk towards the corner. Climb out and crawl after him and prod him. When you're done, head out the same way you entered, and wait for the NSF on the second floor across from you to appear. Use your pistol or sniper rifle to take him out, and then head up that way. Hack into the ATM and break the boxes in the secret room behind the bookshelf. You might want to save at this point, because there's going to be a race between who can kill each other, you or the NSF sniper. Open the door nearest to the camera with your sniper rifle equipped. Find the sniper on the highest platform in the right corner. Quickly shoot him in the head otherwise you'll take a lot of damage. After he's dead, save again and crawl onto the helipad, from here on there are two possible paths to take. 004.4 - LaGuardia Airfield 1 - On the opposite side that you entered, there's a sewer hatch in the right corner. If you jump down near the top right corner and run in between the large crates, you can make it to the hatch without being seen; just make sure that there's no one in the immediate area. Climb down the ladder and swim forward, you're going to take a bit of damage when you run out of breath, but it should be minimal. When you reach the midpoint, climb up the ladder and push the metal crate into the water, and then jump to the platform. Swim until you reach the open waters and take a breath. Dive back down and, while underneath the wooden boat hut, fire a tranquilizer dart at the NSF who's doing his rounds. When he collapses, get out of the water and loot his body. 2 - Right after you kill the sniper, crouch down and look right; there's a long hallway with an Exit sign. After you kill the two guys guarding it, hop down from the helipad and run down the hallway. Get on the elevator and head up. . | ___ . | _______ _____ . . | | .__. . . . | | |_______| |_____| . ___ .|___|.| | | | . .__. .___. . . . .| A | . . .| | | | . | | | | ___ |___| __ |__| | | . |__| |___| | B |_ | | __ | | . |__| ___ |_____| | | | | | | . | | | | |__| | | | | . | | |___| |__| | ______________| . |__| . . . _._ | J | |___| Open up the door and run down the side of the hanger. At the end of the long crate, take a right, but make sure that there aren't any bots in the area (there weren't any when I went through this, but you can't be too careful). Follow the rest of the above map, landmarks include the crate that forms an "L" shape (B) and the crate with the ladder attached to it (A). When you reach the wall, follow it up until you pass the trailers and get to the wooden shack. Look in the window and make sure that the NSF inside is at the far end of the dock and head inside. As you as you enter, run left and dive into the water, swimming under the shack. Equip your mini-crossbow and dive under again, and when the guy stops moving, hit him with a dart. Resurface on the outside and wait a few moments until you hear him fall unconscious, then get back onto the dock. Either way you get there, run over to the Ambrosia barrel to get Alex's message, and then get the key to the East gate on the metal crate, along with any ammo lying around. Oh, and that box in the water, don't bother getting, it has shotgun ammo and you should have plenty of that. When you're ready and there aren't any enemies in sight, leave the shack. _________________________________ | | | |__________________|______H ______| ______ |F____G| _______ _______ x | |______E| |D | x | ____ ______ |___|__C| | | | | | . ._._. | |____| |______| . |B A|. | ___ . .__.__.__. |___| | | |. | | | | | |___|. |__ | | | | . |_____| |___| | . | . | _______________ .________________________| | J | | | | | | | | | |_| | | |_| |_| This isn't nearly as complicated as I'm sure it looks, it's just that we're going to be having fun with some jumping puzzles. Head straight forward and take a right at the first crate, then head diagonally right and then another quick right and find the ladder. Climb up both ladders, labeled point A, and then jump from point B to point C. From there, walk to the other side of the crate, get the items in the boxes, and then jump from point D to point E. After that, jump to crate F, where I suggest you save, you need to make an almost perfect jump. From point F, run and jump off the very corner of point G to reach point H. After that, get down the ladder to find yourself at a gate being guarded by a lone NSF. When the time is right, quietly get down from the crate and prod him, and find the key that he was holding. Use the key you got in the wooden shack on the black box on the right to open the gate. Run over to the left side of the building and open the set of double-doors without standing directly in front of it. Peak inside and check to see if there's an NSF is standing at the top of the stairs across the room. If he is, wait outside until he walks away, and then crawl over to the far right room on the lower level (the kitchen). There's an NSF standing by the counter facing away from you, so sneak up behind him and knock him unconscious with your riot prod. Now crawl to the opposite side of the room and hide behind the stairs. Find the loose brick against the wall and press it in to open a secret panel. Inside is a key to the barracks' dormitory, a lockpick, a scope mod, a LAW, and various clips of ammunition. Leave the secret room and wait behind the stairs. Peak out and look for the NSF on the second level; if you can see him across from you, hang around until he stops at the top of the stairs again. When he begins walking away, crawl up the stairs and knock him out. The second room on the left is the dorm room, so unlock it with the key you found in the hidden room and head inside. There are four footlockers; the only two worth checking out are the two near the door. The one on the left is unlocked and contains a datacube with the security code to the hanger, while the one on the right has a ten percent lock strength and contains a LAM. Return to the main room, the door on the left is the door that leads to the hanger. There isn't much else to do in this building, so head through using the code from the datacube. Inside the hanger, run down the ladder and towards the front of the jet, and eventually you'll receive a message from Paul, who tells that all of the NSF in the area were told to stand down. But wait, that means... Right, Paul's a terrorist. Talk to him and he'll try to convince you to join him in his quest to save the world from the government, who's responsible for manufacturing the Grey Death virus. When he's finished, enter the jet. Inside the 747, find the stairs leading up and get the nanokey in the right corner. Then head down two floors to the cargo hold, where the final Ambrosia barrel is, along with an Augmentation Canister, except we don't know the code to release it. Head back up to the main level and find the door leading to the private quarters in the back. Unlock the door and find Lebedev in the last room. Before talking to him, look under his bed to find the datacube with the code to the Augmentation Canister. Go back and get it, and then return to Lebedev's room. From here, you have four different ways to complete the mission: 1 - Kill Lebedev. 2 - Don't kill Lebedev, and let Anna finish him off. 3 - Kill Anna but not Lebedev. 4 - Kill everyone. If you kill Lebedev, Joseph Manderley, Anna, and Gunther will be pleased with you; if you let Anna kill him, Alex and Sam Carter will support you. Also, if you talk to Lebedev to the end of the conversation (when Anna interrupts and starts shooting) you get a few skill points. 1 or 2 - If you plan on taking paths one or two, talk to Lebedev, who tells you that UNATCO doesn't approve of killing unarmed prisoners. After some more chitchat involving Paul and your family in general, Anna joins you and tells you to execute Lebedev or leave the 747 and get to the chopper waiting for you. Pick one, and head off to the helipad. 3 or 4 - If you think Anna has had enough time on earth, plant a LAM next to the bathroom on the left before talking to Lebedev. When Anna comes into the room, run away and let the LAM take her out. Talk to Lebedev before leaving the 747 and getting back to the airfield. The mission's technically over, but there are a few things we still need to do. Take a left and follow the wall, use the key you got from that one NSF to open up the doors under the security towers and get all of the items. Once you reach the helipad, talk to Gunther before continuing to loot the towers. In the one in the left corner of helipad there's a GEP Gun, so make enough room, eight squares making a rectangle, to fit it. Drop your stealth pistol if you need to, but make sure you keep your baton or riot prod. Also, you should have about 3500 skill points, so upgrade in either Lockpicking, Electronics, or Rifles. Me, I'm becoming advanced in rifles, but the other two will get there in due time. When you're finished, talk to Jock in the helicopter and leave the airfield. 004.5 - UNATCO HQ: Same old, same old... Make it a point to visit: - The green storage container near the helipad - The offices and closets on the first two floors - Your office - The break room (ATM) - Manderley's office - Sam Carter - Jamie Reyes (medical closet and Med Bots) - Alex (secret panel) There's a repair bot in the green container outside, so fill up your bioelectric energy there. Also, make sure to visit Manderley's office first because Janice asks you to find Jaime and tell him that Walton Simons is looking for him. Depending on what happened on the 747, Manderley will either be pleased, angry, or furious with you, but he gives you your payment anyway. In the break room you'll find Jaime and Simons already talking, so when they're finished talk to the good doctor to receive your skill points. Also, check under the desk in your office, there's a weapon mod down there. Install Ballistic Protection when you get to the medical center, and put any new augmentation upgrades in that until you get Regeneration in the mission after this one. Is there anything I missed? Anyway, when you go back to the chopper to head off to Hong Kong, Jock tells you that your brother's in New York and he's in trouble. 005.0 - Hell's Kitchen Part 3: The NSF Distress Signal Objectives: - Investigate the captured NSF base to see if Paul is telling the truth. - Send the NSF distress signal from NSFHQ. - Meet Paul and help him leave New York. 005.1 - Investigate the captured NSF base: Climb down the ladder and go through the open window to get into Paul's apartment. Talk to your brother, who's sitting in the main room, and he tells you that you have to help him send a distress signal to the other rebels. Realizing that you're unsure of him, he tells you that he has proof of UNATCO's foul intentions in the basement of NSFHQ. Don't forget to look the secret bookshelf before leaving, there's an augmentation upgrade as well as multitools and lockpicks. Head down to the first floor of the Ton, and in the office you'll hear an argument between Gilbert Renton and his daughter Sandra. Drop all of your weapons except for your knife, and then talk to Gil. Give him your knife when he asks for protection from Jojo. Now, pick up all of your weapons and replace your knife with the baton, I hope you still have it. Wait around a few moments for Jojo Fine to come downstairs, and get right behind him while he's talking to Gil. As the three of them are conversing, steady your crosshairs, and when Gilbert says, "That's it, I've had it", kill Jojo. Gilbert celebrates killing Jojo and his actions convince Sandra to hang around the hotel instead of running away. There's nothing really important to do at Smuggler's or in the Underworld Bar, so immediately head to the NSF base. After the cutscene with the UNATCO trooper, get behind him and knock him out with your baton or prod. Now continue on and the new area will load. Run up to the third floor of the base and enter the room with the Med Bot. Use the button in the right corner to turn off the gas in the next room, and then enter it and traverse the path to the security terminal. Open up the secret hatch and head back down to the first level where the ladder to the basement is. In the first room, take a left, where you'll find an elaborate security setup, but we're not going to be using any multitools. About halfway down that hall, right before the crates, is a small opening in the bottom right corner; when you're ready, run through the lasers and crawl into that space, it's helpful to activate Ballistic Protection right around now. Crawl to the end and wait for the alarms to die out, and then enter the next room on the left. Over the years, I've named this room the Turret Room, so take a guess what kind of traps are set up. If you look to your left when you first enter the room, you'll find some small crates and a medkit, along with the security terminal. Pick up two of the small crates and stack them on top of each other right next to the lasers; then make a jump over, it might be close. On the other side, pick up the crates and bring them over to the next set of lasers and repeat the strategy. But before jumping over the crates, make sure to blast open the door with a rocket; I only say to use a rocket because if you don't make the jump and set off the alarms, you can still run to the next room without having to worry about picking a lock. And plus, there are GEP rockets in the closet on the right of that room; you might have equip Environmental Resistance to avoid the gas. Then leave through the door on the left. This is the last hallway in the area, which means that this is the last puzzle, but it's also one of the most complicated. Use your multitools to disable the security grid before the trip wires, but you'll find that only two of the dozen lasers were disabled. Crawl underneath the first set look to your left, there should be cardboard boxes and TNT crates. Pick up a TNT crate and drop it (carefully) on top of the metal crates. Back up and shoot it, the blast should destroy most if not all of the lasers, making it easy to get through. Break open the box on your right to get your multitools back, and then head through the door. In this room, fire a rocket at the door to the left, and go inside and around the computer terminal to find all of the information Paul was talking about. You may also notice that the otherwise locked cabinet was blown open, so you can read the datacube inside as well as take the weapon mod without wasting lockpicks. On top of that cabinet is the information you'll need to send the distress signal, which Paul tells you once you read the datacube. Go back into the next room and up the staircase and you'll find yourself back outside. I've found that the best way to go through this level is by taking out your baton or riot prod and sneaking up behind the UNATCO troops to knock them all out when no one else is looking. It takes patience, because you have to make sure that no one sees you, but it's well worth it. There are usually two or three guys on each level; none of them are hiding in bathrooms so what you see is what you get. However, there's one trooper outside who's near a side door on a balcony, it's in the same relative location as where the mirror was in the generator building, it's strange how alike the two are. Once you make it past the grounds and first level it becomes a lot easier, and even if you are seen you can always hide for a minute until the heat dies down. By the way, on the second floor, there's a room filled with computers and two UNATCO troops, it might be difficult to knock them out without being shot so block the door with something lying around: a crate, barrel, or TNT if you want to get sadistic. 005.2 - Send the NSF distress signal from NSFHQ: Once you're on the top level and have taken the last two guys there out, head into the communications room, pick up the LAM in the corner, and log into the computer that the datacube gave you: "MCollins" - password Revolution. Rotate all of the satellites and open the door, and head into that room and log into the second computer with "Napoleon" and the same password. When you log out, you'll get a message from Paul telling you that the signal worked. Leave the communications building to get a message from Walton Simons, who tells you one of two things: either that he's ordered the troops to kill you because he doesn't "have the patience to wait for one of those damn killswitches to work." If you already got rid of everyone, however, Simons tells you that you're going to die in twenty-four hours because of the killswitch. 005.3 - Meet Paul and help him leave New York: If you knocked everyone out, then stroll back to the Ton and meet with Paul. If you decided to be daring and take on all of UNATCO's finest, then get your machine gun ready and come out shooting. There really isn't a strategy here, just make sure that you always have control of the higher levels so that you can shoot and hide. Either way, you will eventually be in Paul's apartment. When you do speak to him, JC is about to help him leave when Men In Black raid the hotel. Paul selflessly gives you the code to the subway gate and tells you to leave, but you end up in the same place no matter what. If you try to escape, you end up in Battery Park where Gunther and Anna are waiting for you, or fight the MIB. In both situations, you can't escape anywhere and there are an infinite number of enemies, so it's pretty pointless either way. If you want Paul alive, then use the door to leave the apartment; although I usually let the MIB "kill" me to save time, you can let Paul take care of everyone and have him lead you to the subway, but then you have to fight Anna and Gunther. Unfortunately, even if you kill Anna, Gunther is invincible so resisting is basically a waste of time and ammunition. 006.0 - Majestic 12 Facility: Escape from UNATCO Objectives: - Find your brother and access information in his datavault that Tracer Tong will need to defeat the killswitch. - Find your equipment that was taken from you. - Escape from the Majestic 12 facility. - Find Anna Navarre's killphrase. - Escape from UNATCO and go to the helipad. 006.1 - Find your brother and access information in his datavault: Before we can meet Paul, the first objective is pretty apparent: escape from your cell. A few moments after the game loads, Anna visits you and asks about the killswitch. When JC asks what happened to Paul, Anna replies with "The same as anything that malfunctions, the same as you!" After she leaves, make your way over to the door and someone named Daedalus will contact you; saying that he needs you to escape and can cut the power to your cell. Soon after, the power will go out and the door will open part of the way, so crawl under it to get out. Still crouched, head over to the box and pick up the baton; wait until the Majestic 12 gets up and starts walking away, and then hide under his desk. When he comes back around and begins down the cellblock, follow behind and knock him out. Pick up his pistol and read the datacube on his desk, which contains the code to the detention center, 4089, and each individual cell, 4679. Go back down the cellblock and open the two cells on the right, one contains a medbot and a dead NSF who has a few lockpicks, and the other has a POW named Miguel, who, besides giving you a medkit and asks if he escape with you, tells you that "You're definitely not the only prisoner, I heard noises down the hall." Speaking from experience, if you tell Miguel to do anything but wait there, he will die and you might take some damage; and that's not taking into account the fact that he won't be able to follow you in grates and the like. Lastly, in the main area of the room there's a file cabinet, so open all of the unlocked drawers to get a multitool and some ammo; don't waste lockpicks on the locked ones. Once you've completed that, run to the right corner of the room and hide under the security camera, and then run over to the door, unlock it, and get out. After exiting the detention area, Daedalus will contact you again and tell you that Paul is in the medical center, either alive or dead depending on how you played the last level, and that all of your equipment is in the armory to the south. Right under your feet is a grate, so open it up and crawl down; take a right and follow the path north, taking another right when the path dissects. Eventually, Daedalus will tell you that you're underneath the Nanotech Lab, and the vent ends behind the desk of a Man In Black. Wait for him to get up before climbing out, and crawl to the long table near the windows on the opposite side of the room. Near the door is a button that opens up the cages in the next room, so release all of the greasles, who begin attacking the scientists, and more importantly, the MJ12 and MIB. Return to your hiding place in the grate and let the troops fend off the greasles, and if it works out as well as it did for me, then the MIB will take out the last greasle before being knocked out by all of the tranquilizer that was shot at him. If he doesn't collapse, then wait for him to begin to return to his desk and knock him out with the baton. DO NOT SHOOT HIM! Men In Black explode when they die, but not when they're knocked out, which means that you can only loot their corpses when they're unconscious. And this MIB has a key to the file cabinet in the room, which contains multitools, lockpicks, and a datacube with the logins and passwords of UNATCO personal. Hack the MIB's computer and unlock the Augmentation Canister's holding, and then leave the room, making sure there aren't any stray greasles, and hide under the camera until the medbot gets close enough to install the Augmentation, Aggressive Defense System. Leave the Lab and take a right, but stop before you get to the office, or else the MJ12 will spot you. Listen to him talk to the secretary, and when he finishes, he begins his route down the hall. Head back towards the Lab, but instead, hide behind the set of pipes on the right. When the guard passes you, follow behind him and knock him out. Return to the desk and attack the secretary with your baton, she has a prod but doesn't use it, so this shouldn't be a problem. Go up the staircase on the left and knock the guard out, and hack into the security there (MJ12 - password Invader) and turn off the cameras, making sure not to open up the doors that contain the karkians. Backtrack to the office and head up the staircase on the right, unlock the grate, and then crawl down it to reach the Medical Center. If Paul is alive, he'll tell you about killphrases, which is the mech's equivalent to killswitches, except instantaneous. And since Anna is out on a witch-hunt to kill you, knowing her killphrase would be a good idea; Paul even tells you that her killphrase is stored on two computers that have a login of "Demiurge" with the password "Archon". Daedalus rings in and informs you that he wants at least one of you to escape, and that the code to the exit is 1125. Good to know, but we're not finished yet. 006.2 - Find your equipment that was taken from you. Climb through the grate again and retrace your steps back to the Lab. Use one of the grates there to crawl to the Command Center and use your mini-crossbow to take out all of the guys and dogs, there are four guards and two dogs. Take all of the weapons and turn off the cameras using the security terminal in the room. Now head through the doorway that's labeled "Detention" and run past the cellblock to reach the Robot Maintenance area, which leads to the armory. The Robot Maintenance area is probably the most difficult section of this level; there are a lot of guys that are equipped with powerful guns, and they have the advantage of controlling the upper level. When you first start out, hide behind the crates in front of the entrance until the guy on the bottom floor begins walking away from you. Activate Run Silent to catch up to him and knock him out, then backtrack and run halfway up the stairs to the left. Once at the middle part, wait for the guy with the sniper rifle to pass you, and then continue the rest of the way up; just make sure to duck once you see him or he'll attack you. Wait a few more moments for the guard to walk past the crates before following him. After you reach the far end to the north, hide between the crates and robots until the guard at the entrance near you to appear; when he walks away turn on Run Silent and knock him out before he reaches the stairs, don't worry about the sniper rifle guy. Continue upstairs and hide in front of the desk, and when the guy behind it starts walking either way, take him out with your baton. Continue to explore this area and find the security terminal to reverse the AI of the bots. This causes the one bot on the top floor to activate and start walking around, so you won't have to worry about that guy with the sniper rifle for very long. Watch him try to take on the bot if you want, and then continue to the final part of the room where one more soldier is sitting at a desk. Crouch down and hug the right wall until you get behind him, and use your baton to knock him out. Read the datacube on the table to find out the code to the armory - 2971, and then head downstairs to the south to reach it. There are two very large bots guarding this area, so wait until one of them passes by the entrance before venturing out. Stay behind it until you find the door to the armory, use the code to open the door and immediately attack the guy sitting at the desk with your baton, who, instead of counter-attacking, tries to set off the alarm. Once he's out of the picture, run upstairs and turn off the two bots and the security camera. From here on, it's Christmas, so drop any items that you don't need: stealth pistol, gas grenades, et cetera, and reclaim your items. Make sure to use one of the boxes to reach all of the stuff on the top shelf, and make sure that you pick up the two weapon modifications upstairs; one of them, the silencer, should go into your sniper rifle. Guess what? We're finished, so, if you want to, head back to the detention center and pick up Miguel and tell him to stay close, and then head out via the door in the Command Center. Shoot the guy sitting at the desk with your pistol and continue on to UNATCO HQ. 006.3 - Find Anna Navarre's killphrase: I'm not sure whether or not someone else tells you about Anna's killphrase if Paul is dead, but I'm certain that you can still get it no matter what. It's stored on two computers, one is Anna's personal computer near the cellblock where Simons "interrogated" the two NSF, and the other is on Manderley's computer in his office. When the game loads, run down the hall and to the door that's guarded by a lone UNATCO troop on the other side. If he doesn't see you, open the door and follow him up the ramp to the Medical Center and knock him unconscious, but if he does you can shoot him in the face when he opens the door. Run out the other side and tell Miguel to wait there if he's with you. Continue to the Medical Center and find Jaime Reyes near the medical closet, when he asks what he should do to help you, choose "Stay here. I could use an ally inside UNATCO"; you'll regret not doing so later on in the game. Pick up the Augmentation on the counter and have a medbot install Regeneration, and then run across the hall to talk to Alex. If you killed Anna at Battery Park or on the 747, he'll hand you the key to the exit, but otherwise he'll be too afraid of what would happen if someone found out. Before leaving here to get rid of Anna, check the secret room under the floor to get some cash. Now head to the armory, but don't talk to Sam. Instead, wait in the corner until the UNATCO troop who's walking up from the cellblock passes you, and then knock him out with your baton. Now go back and talk to Carter, who insists on staying at UNATCO to purify it; however, he lets you into the armory as a sign of friendship. Besides the assortment of ammo, there are also a few weapon mods and an augmentation canister, which will bring your Regeneration up to level two. Don't forget to replenish you bioenergy in case it's low. Leave Carter and check out Anna's computer across the hall; use the Demiurge/Archon combination to log in and find parts two of two of her killphrase: "Woman". Get back to the main area on the bottom floor and go into the men's bathroom. Knock out the guy standing in front of the mirror and head upstairs, but DO NOT GO UP TO THE FIRST FLOOR. That's where Anna is, and we don't want to instigate anything prematurely. Back to where I was, check out the meeting room, there are two guys sitting there - take them out with a shot in the head each. If you did this efficiently, then no one will come to investigate. Continue to the break room and knock out the guy watching TV, and then talk to Shannon, who confesses to be the thief that's been stealing weapons from the armory; and what'd you know, they've been storing all of their findings in a secret panel under Alex's floor. If you want to listen to an extra conversation, talk to Carter again and tell him about Shannon. Now go to Manderley's office and you'll interrupt him trying to prevent himself from being demoted by Simons, who's pretty pissed - or at least as pissed as you ever see a cool-cat like Simons get. But don't let Manderley live just because you feel sorry for him, if you start to leave his office he'll try to kill you in an attempt to save himself, so take care of him while he's still a good guy according to your crosshairs. Before leaving, though, log into his computer with Demiurge/Archon to receive the first part of Anna's killphrase: "Flatlander". We're ready to beat Anna. Run up the stairs and your battle should go something like this: Anna: I shall have you kill you myself. JC: Take your best shot, Flatlander Woman. Anna: How did you know? When Anna's dead, visit the office on the right and knock out the trooper who managed to miss all of the commotion going on outside of his office, and then return to Alex to get the key to the front door. If you have Miguel waiting by the Medical Center, go and retrieve him and tell him to follow you. Now exit UNATCO, but you'll have to get past Scott and Sergeant Lloyd, but I'm sure it won't be too much of a problem. When you go to leave through that retinas- scanner door, let Scott come to attack you, but shoot him in the face as the door is opening; with Lloyd, just baton him like you've done every other guy sitting at a desk. There's only a multitool in the green storage container, so talk to Jock, who was also contacted by Daedalus, and head off to Hong Kong, but not before Miguel thanks you. Sure, you don't get anything for rescuing him, but isn't the knowledge that you did a good deed enough of a reward? 007.0 - Secret Majestic 12 Helicopter Base: Caught! Again... Objectives: - Deactivate the weapons lock on Jock's helicopter. 007.1 - Deactivate the weapons lock on Jock's helicopter: Turn around and go down the grate; follow that path and take the first left. Open up the grate and get into the munitions room; take all of the weapons except for the rockets on the table and use the nanokey you find to unlock the door, but leave the same way you came in. Continue down the vent and take the next right and you'll find a few large tanks. Make another right and follow that path the rest of the way, and then make the first left you come to. The vent ends on the second level of a break room where a bunch of MJ12 are hanging out; use the beds as cover from being spotted by them or the camera in the corner. Unlock the third locker and take the key to the Flight Deck, and then exit the room the same way you came. When you reach the intersection, take a left instead of returning the same way you came; drop down onto the stairs and crawl down. Take the small crate on top of the big one off and drop it off to the side, making sure not to make any noise, of course. Use Microfibral Muscles to pick it up the large one and carry it up the stairs and to the right, and then drop it past the doorway to the helipad. Across the helipad is a ladder, so climb it - but only hang at the top and aim at the two guys standing on the roof. Shoot the guy holding the GEP gun first and then take out the one with the assault rifle - in that order, for obvious reasons. Now run back to the flight deck and turn off the weapons lock. Jock calls you and says that he's going to wreak some havoc, so run down to the helipad to watch the show. When you get inside, pick up the large crate you left there and block the doorway so the MJ12 troops can't attack you. Now run to the other side of the helipad and hide behind the tanks left of the ladder. Equip your GEP gun and fire a rocket at the bot nearest you, and then the other at the far end of the area. Once both bots are destroyed, run down the stairs near the doorway and pick up those rockets that were left alone in the beginning. Now head to the southern most part of the helipad and crawl under the debris to the elevator. Update: As I'm rereading this thing for version 2.0, I realize that I may have gone overboard on the whole no killing thing, and that the damn strategy won't work if you don't have Microfibral Muscles. So here's the alternative route: Instead of taking the first left that leads to the second floor with the bunks, take the one right after that, and you'll appear at a grate overlooking the first floor. From here, you have a great view of all of the guards inside (about six). Take your pistol or mini-crossbow and pick them off one at a time. After that, run up to the top floor and enter the unlocked room on the right; there's a security terminal that will shut off all of the cameras. Now follow the rest of the guide, starting at, "Now run back to the flight deck and turn off the weapons lock." 008.0 - Hong Kong: The Dragon's Tooth Sword: Objectives: - Find and examine the Dragon's Tooth Sword as proof regarding whether or not Maggie Chow is telling the truth. - Demonstrate Maggie Chow's guilt by showing Max Chen the sword. - Have Tracer Tong deactivate the killswitch. - Get the ROM-encoding for the Dragon's Tooth from the Versalife Labs. 008.1 - Find and examine the Dragon's Tooth Sword: Jock tells you that he used to drop Paul off in a compound on the east side of the market, so head east as far you can until you come to a big red compound. On the east side of it is a man carrying a shotgun, talk to him and he tells you that his name is Gordon Quick, the leader of the Luminous Path. Before you can meet with Tracer Tong, you have to earn the triad's trust, so Gordon sends you to Tonnochi Road to find The Dragon's Tooth Sword, which was stolen from the Red Arrow by a woman named Maggie Chow; her blaming the Luminous Path has caused the Red Arrow to wage war against them. Turn around and head back the same way you came; near a club called the Lucky Money is a sign reading "Tonnochi Road", so follow it. On Canal Road, run down the street and jump across the gap where the bridge collapsed. On the other side of the bridge a path that leads to Tonnochi Road. A Luminous Path member runs up to you and says that Maggie Chow is a liar, so find the hotel and go up the elevator on the left. When you reach the top floor, the maid talks to you and says she'll show you the way. Knock her out before she leaves the room, and then head left to find Maggie. She tells you that the Luminous Path is lying, and that Paul was helping her when he got captured. Maggie says that there's evidence in the police station back in Wan Chi that proves her innocence, and you'll find that obtaining this information becomes one of your secondary objectives. Leave Maggie and head up the stairs; Maggie's room has a datacube on it that mentions her two favorite books: Tai-Fun and Insurgent. The next room on the right is a meeting room, and the datacube on the table mentions that Maggie changed her password, so it's not "Tai-Fun" anymore. I wonder what it could be then... In the back of the meeting room, use the login and password "MChow" and "Insurgent" to turn off the cameras and unlock the door. Head back to where the elevator is and continue left; click on the paper lantern in the corner to open up the secret door. Crawl down the hall and into the large room, and in the back left corner is a computer; use the same login and password to open up the glass case where the Dragon's Tooth is. Tracer Tong contacts you here, and tells you to show Max Chen, the leader of the Red Arrow, the sword; he's probably at the Lucky Money. Backtrack all the way to Wan Chi and find the police station; fire a shot into the door to get their attention. When the cop opens the door, shoot him in the head and do the same with the other guy in the computer room. Enter the code 87342 to open the vault and, besides looting the place, read the datacube against the wall to prove that Maggie is involved deeper in Red Arrow affairs than she let on. Now run down the steps near the loading point of the canals to enter the Lucky Money. 008.2 - Demonstrate Maggie Chow's guilt by showing Max Chen the sword: When you enter the Lucky Money, run past the store and talk to the two girls sitting in the corner; they ask if you'll pay for them to get it. Because you're a nice guy, cough up the forty credits and follow behind them as they enter. Talk to some of the people if you want, there are some strange characters hanging around; the pair called "seductive woman" and "nervous woman" fit into that category. Also, on the top floor are some Russian sailors who say one of the more memorable lines in the game: "I spill my DRINK!" On the second floor, talk to the bartender to have a conversation about the local politics, and then go behind the bar; besides the back door there's some cash on a ledge near the liquor that will reimburse you for letting the two girls in. Down the stairs in the back is a door that leads to a meeting room behind the main dance area. Continue through the pond area to talk to Max, and he agrees to quit hostilities with the Luminous Path until he completes an investigation. Just when you think everything's fine, Majestic 12 attacks the club; here's where you first meet the MJ12 Commandos, who can seriously cause you pain with those rocket launcher things they have. Just let the Red Arrow security take them all out and you won't even take damage. And now it's time to break the law, but the rewards are well worth it. Just be careful, because you WILL be shot at. On the second floor, in the corner, is a stairway that leads to where you pay for admission. Using the Dragon's Tooth, kill both the bouncer and the woman, blow up the safe in the wall with a rocket, and then loot the bodies. There's two hundred dollars in the safe and about eight on the woman, and you get your rocket back from the bouncer. If the Hong Kong police aren't out to kill you by now, they will be soon. Start to leave the Lucky Money and break the glass to the convenience store. The alarm sounds, so take out the police before hacking into the security and turning off the camera. Log into the computer and open up the vault for another couple hundred credits: you've just earned more money than you did at UNATCO - it seems that crime does pay. 008.3 - Have Tracer Tong deactivate the killswitch: Leave the club and return to the compound, where a pleased Gordon Quick tells you the code to the compound door - 1997. Head through the building and down into the main area; on the other side of the room is a large scroll hanging on the wall with a keypad next to it. Enter 1997 again and jump into the passage and down the stairs. In the room on the left is Tracer Tong, who tells you that you're going to owe him favors if he deactivates your killswitch, and when you agree he tells you to get on the platform below. Continue straight and down to the left to reach the area, and after being electrocuted for a minute, Tong tells you that your safe from the killswitch and to return upstairs. 008.4 - Get the ROM-encoding for the Dragon's Tooth Sword: Tong tells you that although the temporary peace between the triads is a positive, the truce won't last when the sword technology is still up for grabs. He says that Versalife originally sold the technology to the Red Arrow in the first place, so if someone were going to try and make the sword available to both triads, then that would be a good place to start. And guess who gets to be the garbage boy? You guessed it, stealing the sword's ROM- encoding is the first of many favors to repay your debt. On a final note, Tong mentions that the code to the Versalife elevator is 06288, and a man named Hundly will allow you to enter the labs - for a price. Before leaving the compound, check around Tong's lab, Alex (and Jaime if you told him to meet you in Hong Kong) is hanging around as well as some ammo and a repair bot. Do you know where the Versalife building is? You should, considering you've passed by it at least six or seven times by now. When you went to the Lucky Money, did you see an elevator at the bottom of the first set of stairs? That's the Versalife elevator. Inside, talk to the receptionist and then head up the stairs. There are three ways to get the elevator code's labs. 1 - Pay Hundly two thousand credits to get the code. 2 - Kill Hundly for the office worker on the third floor. 3 - Hack into a computer and create a fake pass yourself. Obviously, number three is the easiest if you can hack, and killing Hundly isn't a big deal; either way you'll eventually get the code 6512. Head up to the third floor and use the elevator to get to the labs. When the doors open the supervisor warns you to be careful not to disrupt the work going on, but what does he know? There are three people in this area that you're going to need to kill: the supervisor, an MJ12 commando, and a trooper with a GEP gun. Kill them in any order, but remember that commandos can be knocked out with a prod right in their back. Once the three are disposed of, run up the stairs to the right and head left to find the armory. Use the security terminal to shut off the cameras and, more importantly, open up the secret stairway near the statue that appeared in the introduction of the game. Run down there and end up in the two-story area. There's another guy with a GEP gun on the second floor, so knock him out while he's still a friend; make sure that the guy walking around the level two walkway doesn't see you, and getting rid of him is a good idea as well. Now head down the ramp, Tong tells you that the ROM-encoding is in this room, but there's something we still need to do before that. Down the hallway is a laboratory, and directly underneath the door is a room with three augmentation canisters. Use the computer on the left to open everything up, and the medbot on the right can install the two you don't have: Cloak and Vision Enhancement. Now go back to the room with the ROM-encoding and use the elevator to get to the top where the computer is, and hack it so you can download the ROM. Tong congratulates you on your success, and tells you to go to the temple near the compound, where the Dragon Heads are having a meeting. Make your way back to the elevator; those guys with the rockets would be a real pain if they were still alive, but now it's a breeze. Once you're back at Versalife, the entire security team will be on you faster than flies on crap, so you need a good plan ready. Look over the balcony near the elevator and let the security see you, shoot one of them if you have to, and they'll begin to ascend to the third floor to ambush you. Wait a few moments until they've reached the top of the third floor stairs and then run to the back of the office area and find the ventilations shaft, it's in the back left corner if you're coming from the elevator. Fall down the shaft, you'll take a little damage in the legs, but that's nothing Regeneration can't fix. Climb out of the shaft and crawl down the far left side so that the office workers don't see you; some of them have pistols and are looking for a way to get a premature raise. Once you're past that, run into the main area and activate Cloak, and continue to the elevator. Find the temple near the compound and enter it to witness the official peace announcement between the Dragon Heads, who offer to buy you drinks at the Lucky Money after you see Tong. Head over to the compound and Tong will tell you that since Paul failed to bring some of the Gray Death virus and Ambrosia for him to examine (which was your fault, by the way) he hasn't been able to study it in hopes to develop a cure. That's where you come in; Tong gives you a new assignment to enter the level two labs in Versalife and find information about the virus structure that he can use. 009.0 - Hong Kong: The Universal Constructor: Objectives: - Locate information on the structure of the plague virus. - Destroy the Universal Constructor. 009.1 - Loc