Deus Ex The Conspiracy - Prima Official Guide
Deus Ex The Conspiracy - Prima Official Guide
Deus Ex The Conspiracy - Prima Official Guide
Roseville, CA 95661
(916) 787-7000
www.primagames.com
2 PRIMAGAMES.COM
Introduction
The best video games give you choices. But the more choices you have, the
more work for the game designers—and making a video game is hard
enough to begin with!
Because of that difficulty, many games claim to offer you choices, but
they don't. Some allow a few decisions, but railroad you down a single path
the rest of the time. Others allow multiple strategies, but one strategy is so
superior that you won't bother with the others.
Deus Ex: The Conspiracy is a masterpiece, and what sets it apart is
its multitude of choices. You can tackle most situations in Deus Ex:
The Conspiracy in several ways, all of which—surprisingly
enough—actually work.
A locked door in most games means "Find the key." A locked
door in Deus Ex: The Conspiracy means "Find the key." Or, "Blast it
open with a rocket." Or, "Look in the computer for the override
code." Or, "Sneak down an alternate route." Or…you get the idea.
Deus Ex: The Conspiracy—Prima's Official Strategy Guide is
your comprehensive guide to the game. Many strategy guides
INTRODUCTION
explain only one path through the game—which makes sense,
because there's only one effective way to win. Because Deus
Ex: The Conspiracy offers so many choices, however, we do
our best to inform you about all your major options for each
and every puzzle. You can pick which ones you prefer.
We also tell you which paths are easiest and most
efficient. You'll find a solution in this guide, regardless of
how you play the game.
Keep your options in mind while you play. You can't
exhaust them all in one playing, but Deus Ex: The Conspiracy is
one of those rare creations you'll want to play again and again.
You've got a great game in your hands. This guide will help
you enjoy it to the fullest.
PRIMAGAMES.COM 3
J. C. Denton, Super Agent
PRIMA’S OFFICIAL STRATEGY GUIDE
In Deus Ex, you play J. C. Denton, a biomechanically augmented agent working for UNATCO (United Nations Anti-
Terrorist Organization). Over the course of the game you'll improve J. C.'s skills and abilities training through hardware
augmentations.
It's up to you to train and outfit J. C., but there are a few key things you should know:
– Pick skills and augmentations based on your style of play. For example, if you want a
stealthy character, pick stealth-enhancing augmentations.
– You can specialize, training a few skills to a very high level. Or you can generalize,
training a wide range of skills to a moderate level.
– Becoming highly specialized usually makes the game harder, not easier. However, it can
be fun and rewarding.
– There are several ways to reach your goal. For example, the Swimming skill makes you
swim better, but so does the Aqualung augmentation.
Develop a Focus
Throughout the game, there are a limited number of upgrade
canisters. These canisters contain augmentations (augs) that
permanently give J. C. a particular ability. J. C. also receives skill
points as the game progresses. These points can be used to
improve J. C.'s skills.
Every time you improve a skill or use a canister, you're
making a choice to improve a particular area, but at the expense
of other choices.
The following sections help you decide which skills and
augmentations to pick.
Extreme specialization makes the game harder. If you're a specialist in heavy weapons, but
NOTE
you don't have much ammo for those heavy weapons, you'll have a rough time in combat.
Ultimately, enhance the skills that you like. If you really want to use those heavy
weapons, then do so! Be aware that such a choice increases the game's difficulty.
4 PRIMAGAMES.COM
Picking Useful Skills
and Augmentations
A full explanation of skills and augmentations appears later in this
section. Read those sections for specific information on which
skills and augs are most useful, and which are best left alone
(unless you want to specialize in a particular area).
The well-rounded character is highly effective and can hack computers, pick mechanical locks, defeat electronic
locks, and fight well. Such characters have a wide array of options in just about any situation.
We recommend following this general template unless you think you'd have a better time with something else.
If you play through this game more than once, use a well-rounded character the first time,
then a more specialized character based on what you experienced the first time through.
TIP
Skills
When J. C. Denton completes certain tasks, he receives skill points that can be redeemed for upgraded skills. This
section describes each skill, provides our assessment of its usefulness (or lack thereof), and gives recommendations on
how much to train that skill.
There are four skill levels: Untrained, Trained, Advanced, and Master. Skills cost more to train at the higher levels; it
costs over three times as many skill points to go from Advanced to Master as it does to go from Untrained to Trained.
Though we recommend certain skills over others, every skill is useful. Some are just
NOTE
easier to use, or more universally useful, than others. Our suggestions are based on a
well-rounded, highly efficient character.
PRIMAGAMES.COM 5
Computer
This skill allows you to read e-mail, steal cash from ATMs, and
bypass security systems. If you don't have any Computer skill at
all, you'll miss out on many of the more entertaining alternative
methods of solving problems.
PRIMA’S OFFICIAL STRATEGY GUIDE
Multitool
The more Multitool skill you have, the fewer multitools you need
to break through an electronic lock; that's the long and short of
the Electronics skill.
The strength of electronic panels and keypads ranges
between 0 (open) and 100 (fully protected). If your skill is 10
percent (Untrained strength), you'll be able to crack 10 percent of
a 100 panel in one try. (A try takes four seconds.) Therefore, it
takes you 10 attempts (and 10 tools) to break into a fully
protected panel or keypad. One multitool is required for each try.
An Advanced agent has a Multitool strength of 40, making it
possible to crack an 80 panel or keypad in two tries.
Here is a breakdown of Multitool skills against a fully
protected panel:
Skill Level SP Cost Multitool Strength
Untrained — 10
Trained 1,800 25
Advanced 3,600 40
Master 6,000 75
Become Trained in this skill quickly, then move to the Advanced level later in the game. If you don't do this, you'll run
short on multitools, and unlocking certain doors won't be feasible.
As with Computer skill, there's no benefit to upgrading this skill to Master level. You'll find enough multitools to get
by with Advanced training.
6 PRIMAGAMES.COM
Environmental Training
There are two effective ways to survive dangerous environ-
mental hazards (such as toxic fumes and radioactive areas). One
is to have Environmental Training and wear a hazmat suit. The
other way requires the Environmental Resistance augmentation.
You don't need both; pick one and avoid the other. Either
approach works fine. Here we discuss the Environmental
Training/hazmat suit option.
The Environmental Training skill lets you use hazmat suits,
ballistic armor, thermoptic camo, and rebreathers. With
experience, an agent can maximize the effects of armor and
other gear. For example, a hazmat suit can block 25 percent of
the damage caused by a radiation hazard if you have no
Environmental Training. An agent with Advanced Environmental
Training reduces such damage by a further 50 percent, which means that 37 percent of the radiation damage gets
Lockpicking
Lockpicking works like Multitool, except this skill is used on
mechanical, rather than electronic, locks.
Lock strength ranges from 0 (open) to 100 (full strength). If
you are Untrained, you can pick a 10 lock (or crack 10 percent of
a 100 lock) in a single try. Each try takes four seconds and
consumes one lockpick. Therefore, it takes you 10 attempts (and
10 picks) to pick a full-strength 100 lock. You would be able to
pick a 50 lock in five tries. An Advanced agent has a pick
strength of 40, and so could pick an 80 lock in two tries.
Skill Level SP Cost Pick Strength
Untrained — 10
Trained 1,800 25
Advanced 3,600 40
Master 6,000 75
Become Trained in Lockpicking early, then move to the Advanced level later in the game; otherwise, you'll have to
burn through too many lockpicks.
There's no reason to go all the way to Master in this skill; you'll find enough lockpicks to get by with Advanced skills.
Medicine
The Medicine skill helps you squeeze extra healing out of your medkits. This might seem vital, but there's another useful
way to get healing: the Regeneration augmentation.
PRIMAGAMES.COM 7
Skill Level SP Cost Heals
Untrained — Kit amount
Trained 900 2 x kit amount
Advanced 1,800 2.5 x kit amount
Master 3,000 3 x kit amount
PRIMA’S OFFICIAL STRATEGY GUIDE
Swimming
Swimming ability makes your character move faster in the water,
allowing you to reach your destination faster—essential if you
must go underwater with a limited air supply.
Skill SP Underwater Description
Level Cost Duration
Untrained — 20 sec. Swim normally
Trained 675 30 sec. Swim 1.5 x normal speed
Advanced 1,350 40 sec. Swim 2 x normal speed
Master 2,250 50 sec. Swim 2.5 x normal speed
Raise J. C. to the Trained level in this skill. It's cheap, and it's
a good choice for any character type. One level of Swimming cuts down on drowning damage when you have to take an
underwater route.
Don't bother with the higher skill levels unless you want
more time to work underwater.
Weapons: Demolition
This skill covers thrown or placed explosive devices, including
LAMs, gas grenades, EMP (electromagnetic pulse) grenades,
and electronic scramble grenades. The skill comes into play
when throwing explosives, attaching them to a surface as a
proximity device, or attempting to disarm and remove a
previously armed proximity device.
Skill Level SP Cost Accuracy Damage Disarm Time
Untrained — Normal Normal 1 sec.
Trained 900 +10% x1.2 2 sec.
Advanced 1,800 +25% x1.5 5 sec.
Master 3,000 +50% x2 10 sec.
You can throw and place explosives effectively without any training in this skill. Later in the game, however, you'll
stumble across lots of booby traps, and this skill gives you more time to disarm them. Therefore, advance to the Trained
level at some point in the game. Most characters don't need to move beyond Trained in this skill.
8 PRIMAGAMES.COM
Weapons: Heavy
This skill covers the use of heavy weaponry, including
flamethrowers, LAWs (light antitank weapon), and the experi-
mental plasma and GEP guns.
Times noted in this table may be affected by other elements,
such as weapon mods.
Weapons: Low-Tech
The Low-Tech Weapons skill governs the use of melee
weapons such as knives, throwing knives, swords, pepper
guns, and riot prods.
To concentrate on this skill, take the Combat Strength augmentation. It makes hand-to-hand weapons lethal.
PRIMAGAMES.COM 9
Weapons: Pistol
This skill covers the use of handheld firearms, including the standard 10mm pistol, its stealth variant, and the mini-
crossbow.
Skill Level SP Cost Accuracy Reload Time Damage
Untrained — Normal Normal Normal
PRIMA’S OFFICIAL STRATEGY GUIDE
Weapons: Rifle
This skill covers the use of full-length firearms, including assault rifles, sniper rifles, and shotguns.
Skill Level SP Cost Accuracy Reload Time Damage
Untrained — Normal Normal Normal
Trained 1,575 +10% -.1 x1.2
Advanced 3,150 +25% -.25 x1.5
Master 5,250 +50% -.5 x2
This is the most useful weapons skill. Rifle-type weapons
appear early enough in the game to be valuable in the first few
levels, yet they're powerful enough to remain useful in the later
stages, when you're fighting tougher enemies.
Most characters do well to crank this skill to Advanced by
the game's middle stages. Going up to Master isn't necessary, but
it is fun.
If you crank up this skill, when you use the sniper rifle, you
can defuse many combat situations before they develop.
10 PRIMAGAMES.COM
In the entries for each augmentation, "energy rate" tells how
quickly you burn bioelectric energy using that augmentation. The
values given are in points drained per minute. To restore that
energy, you need bioelectric cells or a repair bot.
NOTE
continuously for up to 10 minutes from a
full charge. An aug with a rate of 300
would last no more than 20 seconds
unless you spend some bioelectric cells.
Here's a list of augmentation canisters. Each canister contains a choice of two augmentations; you must choose
which augmentation to install.
Level Effect
ADS doesn't do much at lower levels, and it won't keep you safe
Tech 1 10 ft.
from nonexplosive weapons. At higher levels it makes a big
Tech 2 20 ft. difference when you're fighting mechanical foes.
Tech 3 30 ft. You need to choose between this aug and the Spy Drone. Combat
lovers should take ADS. Sneakers should choose Spy Drone.
Tech 4 50 ft.
PRIMAGAMES.COM 11
Aqualung
To deal with watery areas,
raise your Swimming skill
TIP
to Trained. You won't need
PRIMA’S OFFICIAL STRATEGY GUIDE
the Aqualung.
We don't take this aug for two reasons. First, though J. C. will spend some time underwater, he won't be living
down there. Second, we like Environmental Resistance.
If you'd prefer the extra time underwater, go for the Aqualung. It helps with those water areas, and is vital if you
have trouble navigating underwater.
Ballistic Protection
When activated, this aug reduces damage from projectiles (bullets) and bladed weapons.
This aug is great, but we like Regeneration more. Decide which one fits your style; if you're good about remem-
bering to turn on Ballistic Protection before every tough combat, it's handy.
You have three torso slots, so you can obtain both Regeneration and Ballistic Protection. Take one or the other and
leave a torso slot open for the next time you find this canister.
Cloak
This aug renders you temporarily invisible to organic (human and animal) foes. It doesn't hide you from cameras or bots.
12 PRIMAGAMES.COM
Mission Locations: Hong Kong, Vandenberg AFB Level Effect
Augmentation Location: Subdermal Tech 1 300/min.
Energy Rate: 300 Tech 2 250/min.
This is one of those augs that is great if you use it. If your style tends toward hiding, sniping, and skulking, you'll
love this one. If you're more of a duke-it-out player, do not take this one.
If you decide to go this route, the Power Recirculator aug helps conserve energy, and the Run Silent aug assists you
in being sneaky.
Choosing this aug depends on the playing style you prefer.
Your choice here is simple. To use melee weapons more than heavy weapons, pick this aug. To use heavy weapons
more, take Microfibral Muscle.
Both choices have benefits. Heavy weapons are powerful, but they require lots of training and have limited ammo.
Melee weapons are smaller and require no ammo, but you must be close to use them.
We pick Combat Strength. We like smacking people with swords and crowbars.
EMP Shield
Some enemies have EMP attacks, which drain your bioelectric energy. This aug, when activated, helps prevent that drain.
PRIMAGAMES.COM 13
Level Effect
Tech 1 -25% This aug isn't as useful as Energy Shield because you face few EMP
attacks in the game, and they aren't lethal. Therefore, we take Energy Shield
Tech 2 -50% instead.
Tech 3 -75% There are two subdermal slots, but we avoid this aug and select either
Tech 4 No damage Cloak or Radar Transparency for the se cond slot.
PRIMA’S OFFICIAL STRATEGY GUIDE
Energy Shield
This aug reduces damage from flame, electrical, and plasma attacks.
We take this aug over the EMP Shield because it protects you from a deadlier set of attacks.
Environmental Resistance
Environmental Resistance shields you from radiation and poison.
If you don't take this aug (and periodically enhance it), keep a couple of slots open for hazmat suits at all times.
There are places where you need one or the other.
Bottom line: This aug isn't a game-breaker, but it performs a necessary task.
Power Recirculator
The Power Recirculator is a "helper" aug. It reduces power consumption by other augs. Once installed, the Power
Recirculator aug will automatically become active when you activate any other augmentation.
14 PRIMAGAMES.COM
Because the Power Recirculator has its own energy cost, never use it alone. Use it when using another aug with a high
energy cost (100 or more) or a combination of augs.
Should you take this aug or the Synthetic Heart? We take this one if we're playing a sneaky character, because
Cloak and Radar Transparency consume serious energy. If we're playing a fighting-oriented character, the Synthetic
Heart is good for short bursts of combat frenzy.
Microfibral Muscle
Microfibral Muscle allows J. C. to manipulate and lift heavy items that he otherwise couldn't. Also, he can use heavy
weapons with a reduced movement penalty while this aug is running.
Radar Transparency
Radar Transparency makes you temporarily invisible to bots,
cameras, turrets, and other mechanical devices. Upgrades
reduce the energy drain rate.
PRIMAGAMES.COM 15
Regeneration
Regeneration restores J. C. to full health. This aug converts bioelectric energy into health.
We take this aug. It heals J. C. in the field. Plus, whenever you find a repair bot, you can get full healing (because
you'll have an infinite supply of energy).
Ballistic Protection is also handy. You can have Regeneration and Ballistic Protection; leave a torso slot open for
whenever you find the correct canister.
Run Silent
This aug lets you sneak up on an enemy from behind with less chance of being detected. Your speed and the ground
surface determines how much noise you make. Each sound in the game can be heard out to a specified distance. This
aug reduces the ranges of the sounds you make while moving.
If you're going for a melee weapon or stealth package, this aug is useful. It lets you quietly move into a good sniping
position or quietly run up behind an enemy for a sneak attack.
If you're a fighter, Speed Enhancement is your choice. It lets you run faster, and running faster helps you avoid damage.
Speed Enhancement
Speed Enhancement makes you run faster and jump higher. You also sustain less falling damage when it's active. Your
unaugmented speed is 10, and your unaugmented jump height from a standing start is 3 feet. Damage reduction from
falling is evenly distributed over the legs and torso, which are the only body locations that can be damaged by a fall.
16 PRIMAGAMES.COM
Level Speed Jump Fall Damage Reduction
Tech 1 12 4 ft. -15 HP
Tech 2 14 5 ft. -30 HP
Tech 3 16 6 ft. -45 HP
Tech 4 18 7 ft. -60 HP
We take this aug over Run Silent because of the speed boost in combat and for the ability to jump to spots we
couldn't otherwise reach. It's good as insurance against a lethal fall when walking in high spots.
Synthetic Heart
The Synthetic Heart temporarily raises all of your other augs by one level (up to their Tech 4 maximum). Your Tech 3 augs
become Tech 4 augs while the Synthetic Heart is in action.
You can take either the Synthetic Heart or the Power Recirculator; both are useful.
We prefer the Power Recirculator. It stretches out the value of other power-intensive augs. Because Synthetic
Heart must be used in conjunction with other augs to be effective, and because it drains a good deal of energy on its
own, you can't use this aug for long.
Spy Drone
The Spy Drone is a small, flying bot that you send into new areas for investigative purposes. The Spy Drone creates a
small EMP blast when it's detonated. This EMP pulse can stun small bots or disrupt energy shields. If you choose to
deactivate the Spy Drone instead of detonating it, a new Spy Drone takes 30 seconds to reconstruct.
PRIMAGAMES.COM 17
Level Speed EMP Damage EMP Blast Radius Drone Durability
(in health points)
Tech 1 1 50 5 ft. 10
Tech 2 2 100 10 ft. 20
PRIMA’S OFFICIAL STRATEGY GUIDE
Targeting
Targeting adds accuracy to your base accuracy percentage. It
also presents extra targeting information onscreen, making it
easier to snipe at specific body parts.
This aug helps sniping. It also helps you target an arm if you want to shoot out an enemy's weapon arm but don't
want to kill your target. We take this aug over Vision Enhancement.
Vision Enhancement
Vision Enhancement provides night vision at low levels, infrared vision at higher levels, and a limited ability to see
through walls at the highest levels.
18 PRIMAGAMES.COM
Level Effect Description
Tech 1 Night vision Similar to Techgoggles, this allows agents to see better in
dimly lit areas.
Tech 2 Infravision Night vision plus Infravision, which enhances the effects of the IFF
aug. Enemies will become bright red and friends will be green.
Tech 3 Close-range sonar imaging Night vision, Infravision, plus close-range sonar imaging, allowing
agents to see friends and foes through walls.
Tech 4 Long-range sonar imaging Night vision, Infravision, plus long-range sonar imaging, allowing
agents to see friends and foes through walls.
This aug is useful for picking out targets in dark areas. You can also see through walls, in a limited fashion, at higher
levels. We take Targeting because we like to snipe.
IFF
IFF means "identification: friend or foe." This is the technology that makes your targeting reticle turn red on enemies or
green on allies and neutrals.
Infolink
This allows you to receive messages from Control while you're in the field.
Light
The third and final built-in aug, the Light is essentially a flashlight
that draws from your bioelectric energy; it uses energy while it's
on (10 points per minute), so turn it off when you don't need it.
PRIMAGAMES.COM 19
Weapons & Gear
PRIMA’S OFFICIAL STRATEGY GUIDE
This section takes a close look at all the weapons and useful, miscellaneous gear you'll find in Deus Ex: The Conspiracy.
Weapons
Weapons are grouped by the skill required to use them (Low-Tech, Pistol, and so forth). Read the descriptions of each
weapon characteristic in this table for explanations of the information in each weapon's stats.
Characteristic Description
Ammo The weapon uses the type(s) of ammo listed.
Pickup Ammo Count When you pick up a weapon, this is the number of rounds it has. Weapons taken off bodies have
less ammo.
Clip Size This is the number of rounds added to a weapon when reloaded. For weapons that can take the Clip
mod, extra numbers list the increased clip sizes possible with repeated applications of this mod.
Damage Type / Amount Type and amount of damage the weapon deals. For example, 20 points of fire damage or 10 points of
impact damage. If the damage can be increased with the Combat Strength aug, the increased damage
(for each of the four levels) is also listed.
Damage Effect Some weapons deal damage in a particular shape. For example, an explosive weapon might deal damage
within a 30-foot sphere. In this case, we'd list "Explosive, radius 30 ft." in this entry.
Base Accuracy This is the accuracy of a weapon before mods; range is 0% (totally random) to 100% (perfect). Extra
numbers list the increased accuracy possible with repeated applications of the Accuracy mod.
Accurate Range The maximum distance at which you may fire the weapon and accurately hit a target. For weapons that
take the Range mod, the later numbers list the increased accurate range possible with repeated appli-
cations of the mod.
Maximum Range This is the maximum distance at which the weapon has a chance of hitting.
Recoil Strength Recoil is measured from 0.0 (no effect) to 1.0 (greatly affected by recoil). Extra numbers list the
decreased recoil possible with repeated applications of the Recoil mod.
Noise Range The weapon's sound carries to this range. The Silencer mod reduces noise range to 0.
Rounds Per Second The weapon is capable of this maximum number of rounds, swings, or strikes per second.
Reload Time Time is required to reload the weapon. Extra numbers list the decreased reload time possible with
repeated applications of the Reload mod.
Min. Rounds Per Burst This is listed if weapon releases bursts of fire; each time you fire, you use this many rounds.
Some weapons have additional restrictions or considerations noted after the specification table. Most notes are self
explanatory, but a couple need some additional explanation:
– Stun means that enemies are stunned for 15 seconds and stop to rub their eyes.
– When Scope is listed as standard, the Scope's FOV (field of view) enhancement by
percentage is provided.
20 PRIMAGAMES.COM
Damage Type/Amount: Impact/10
Low-Tech Weapons Base Accuracy: 50%
Baton Accurate Range: 6 ft.
This weapon is nonlethal. However, an Maximum Range: 6 ft.
enemy knocked out with a baton stays Noise Range: 2.5 ft.
out for the whole mission, so it's as Rounds Per Second: 2
good as a kill. This is a handy weapon Notes: Usable underwater.
for quickly opening crates.
Damage Type/Amount: Impact/4 Pepper Gun
Base Accuracy: 50% The pepper gun incapacitates a foe for
Accurate Range: 5 ft. a few seconds, but doesn't kill. There
are more effective weapons.
Maximum Range: 5 ft.
Noise Range: 2.5 ft. Ammo: Pepper cartridge
Rounds Per Second: 2 (PPR CART)
Notes: Usable underwater. Pickup Ammo Count: 100
Clip Size: 99
Damage Type/Amount: 0/stuns
Damage Effect: Sphere, radius 8 ft. per visible cloud
Combat Knife Base Accuracy: 65%
An ultra-high carbon stainless steel Accurate Range: 4 ft.
knife. Adequate for sneak attacks. Maximum Range: 4 ft.
Sword
Definitely an archaic weapon, but
Dragon's Tooth Sword nonetheless effective. Useful if you're
A potent weapon that turns up later in serious about low-tech attacks.
the game. It produces a small amount of
light when equipped. This weapon
makes the Low-Tech Weapons skill
worthwhile in the game's later stages.
PRIMAGAMES.COM 21
Damage Type/Amount: Impact/5 20mm HE Ammo Stats
Base Accuracy: 50% Pickup Ammo Count: 4
Accurate Range: 4 ft. Clip Size: 30
Maximum Range: 4 ft. Damage Type/Amount: Impact/250
Noise Range: 2.5 ft. Damage Effect: Sphere, radius 32 ft.
Rounds per Second: 2 Accurate Range: 25 ft., 27, 30, 32, 35, 37
Reload Time: 0.0 Maximum Range: 50 ft.
Notes: Affects only organic, usable underwater.
Rounds Per Second: 1
PRIMA’S OFFICIAL STRATEGY GUIDE
22 PRIMAGAMES.COM
Ammo: 12-gauge buckshot, 12-gauge sabot
Pickup Ammo Count: 12 Pistol Weapons
Clip Size:
Damage Type/Amount:
12, 13, 14, 15, 16, 17
Impact/20
Mini-Crossbow
The mini-crossbow accepts a range of
Damage Effect: Cone, 5 hit locations dart types (normal, tranquilizer, or
Base Accuracy: 60% flare) that you can change depending
Accurate Range: 75 ft. upon mission requirements.
Maximum Range: 150 ft. Dart Damage by Type
Recoil Strength: .70, .63, .56, .49, .42, .35
Dart Type Amount Effect
Noise Range: 50 ft.
Dart Impact 25 n/a
Rounds per Second: 1.4
(DART)
Reload Time: 4.5, 4.0, 3.6, 3.1, 2.7, 2.2
Flare Impact 25 Produces light
Min. Rounds per Burst: 1 (FLR DART)
Tranquilizer Poison 25 5 per 2 sec. for 16 sec.
(TRQ DART)
Shotguns deal cone damage with Targets of the tranquilizer darts take five points of poison
damage every two seconds for sixteen seconds.
five hit locations. This means the
Tranquilizer darts are not lethal, but eventually
shotgun fires five projectiles at a incapacitate the target.
time, and the projectiles fly out in a
TIP
it takes full damage. If the target is
hit by only some of the projectiles, and wait for the dart to take effect;
it takes partial damage. when you hear a body drop to the
floor, your target is out cold.
PRIMAGAMES.COM 23
Ammo: 10mm (10MM AMMO) Ammo: 10mm (10mm ammo)
Pickup Ammo Count: 6 Pickup Ammo Count: 10
Clip Size: 6, 7, 8, 9, 10, 11 Clip Size: 10, 11, 12, 13, 14, 15
Damage Type/Amount: Impact/14 Damage Type/Amount: Impact/8
Base Accuracy: 65%, 68, 72, 75, 79, 82 Base Accuracy: 60%, 64, 68, 72, 76, 80
Accurate Range: 150 ft., 165, 180, 195, 210, 225 Accurate Range: 150 ft., 165, 180, 195, 210, 225
Maximum Range: 300 ft. Maximum Range: 300 ft.
Recoil Strength: .30, .27, .24, .21, .18, .15 Recoil Strength: .10
PRIMA’S OFFICIAL STRATEGY GUIDE
Heavy Weapons
PS20 Plasma Pistol Flamethrower
The PS20 is a single-shot plasma Deadly but difficult to use. Keep an eye
weapon designed for close-range work. on the ammo.
This weapon has no conventional
projectile, but fires a plasma bolt. Ammo: Napalm canister
(NAPALM)
Damage Type/Amount: Impact/20
Pickup Ammo Count: 100
Damage Effect: Sphere, radius 8 ft.
Clip Size: 99
Base Accuracy: 100%
Damage Type/Amount: Fire/2
Accurate Range: 6 ft.
Base Accuracy: 55%
Maximum Range: 8 ft.
Accurate Range: 20 ft., 22, 24, 26, 28, 30
Noise Range: 0.5 ft.
Maximum Range: 20 ft.
Rounds Per Second: N/A
Noise Range: 50 ft.
Reload Time: 0.0
Rounds Per Second: 10
Reload Time: 5.5, 4.9, 4.4, 3.8, 3.3, 2.7
Weapons that deal damage in a Min. Rounds Per Burst: 7
sphere shape (like the PS20) won't
TIP
24 PRIMAGAMES.COM
Light Antitank The WP rocket deals different types
and amounts of damage depending
Weapon (LAW))
The LAW is a one-shot rocket. Use it to on the target.
initiate a tough fight, then switch to a
NOTE
It sets humans and other biological
different weapon.
targets on fire, dealing 5 fire
damage per second for 30 seconds.
Because carrying around a LAW
It deals a flat amount of 300
takes up a weapon slot that could
explosive damage to robots and
be occupied by a more versatile,
TIP
other mechanical targets.
multi-shot weapon, use LAWs in
the general area where you find
them rather than lugging them all Ammo: Rocket, WP rocket
PRIMAGAMES.COM 25
Demolition Weapons Lightweight Attack
If you're facing a wall, any of these munitions affix to the
wall. Otherwise, you throw them. All these weapons
Munitions((LAM))
The LAM is a multifunctional explosive
detonate three seconds after you throw them, or when that you can either throw or attach to any
anyone comes within eight feet (after you affix them to a surface and use as a proximity mine.
wall). The trigger has a built-in IFF system; you won’t
proximity detonate your own grenades. If you happen to Pickup Ammo Count: 1
make a direct hit on your target, these weapons will Damage Type/Amount: Explosive/500, 625, 750, 875, 1,000
PRIMA’S OFFICIAL STRATEGY GUIDE
26 PRIMAGAMES.COM
Modification Descriptions
Mod Name Max. Use Effect
Accuracy 5 Increases base accuracy by 10% per mod
Clip 5 Increases reload count by 10% per mod
Range 5 Increases accurate range by 10% per mod
Recoil 5 Decreases recoil by 10% per mod
Reload 5 Decreases reload time by 10% per mod
Scope 1 Expands a certain percentage of your FOV (field of view) to fill
your screen
Silencer 1 Decreases the weapon's noise and noise range to 0
Possible Modifications
R: Mod is recommended.
Armor
Wear these three armor items for temporary benefits.
Ballistic Armor
Thermoptic Camo Ballistic armor provides temporary
resistance to bullets and physical attacks.
Thermoptic camo renders an agent invisible to humans and
bots; however, the high power drain makes it impractical Applicable Skill: Environmental Training
for more than short-term use, after which the circuitry is
Base Effect: 50% damage reduction
fused and it becomes useless.
Base Charge Duration: 25 sec.
Applicable Skill: Environmental Training
Base Effect: Cloak/Radar transparency
Base Charge Duration: 13 sec. Hazmat Suit
This suit protects against a full range of
environmental hazards, including
radiation, fire, biochemical toxins,
electricity, and EMP.
PRIMAGAMES.COM 27
Applicable Skill: Environmental Training
Base Effect: 25% damage reduction against Wine Bottle
– Intoxication lasts 5 seconds per bottle
radiation, gas, and poison
Base Charge Duration: 50 sec. – Single use
– Stackable (max. 5)
Nonweapon Items
These are useful nonweapon items found periodically
PRIMA’S OFFICIAL STRATEGY GUIDE
– Single use
cloud of halon. You'll suffer some
– Stackable (max. 5)
disorientation, but it's better than
being on fire!
28 PRIMAGAMES.COM
Flare Miscellaneous Items
Lights up a small area. Flares don't work
underwater. Ambrosia Vial
– Lasts 30 seconds The only known vaccine against the
"Gray Death." It has no effect on J. C.
– Single use Denton, because he's immune to the
plague.
– Stackable (max. 15)
– Single use
Rebreather
The rebreather lets you stay underwater
longer. How long depends on your
Environmental Training skill.
– Lasts 50 seconds (base)
– Single use
Tech Goggles
These give you temporary night vision.
– Single use
– Lasts 12 seconds
PRIMAGAMES.COM 29
Combat and Exploration
This section provides techniques for exploring, fighting, and managing your inventory. An explanation of damage follows,
and the last portion of this section presents a detailed list of enemies. Use this information to fight more effectively.
Getting Started
PRIMA’S OFFICIAL STRATEGY GUIDE
You begin the game with 5,000 points to spend on skills. For
versatile character, keep Pistol at Trained and spend your points
to buy Computer, Electronics, and Lockpicking skills up to the
Trained level, too. Doing this puts you in excellent shape to deal
with the early missions without missing anything or running short
of crucial resources.
Later in the game, you get more points to spend on skills.
Train Rifle, Lockpicking, and Electronics to Advanced. Train in
Swimming, too, to make underwater areas easier to navigate.
Inventory Management
J. C. Denton can carry lots of gear, but he can't haul around
everything he finds. Take a look at how his inventory works and
learn how to get the most out of it.
There are 10 slots in J.C.'s inventory. Multiple items can go
in each slot. We name them Slots 1–10, starting from the top of
the Inventory screen and working our way down.
– Slot 1 is a "miscellaneous items" slot. Rebreathers, soy food, and other nonweapon items go here. J. C.
can have at least one of each item type—and often more, depending on the stacking rules for that item.
– Slot 2 is the "tools" slot, which contains important items such as lockpicks and multitools. Carry as
many of these items as you can.
– Slot 3 is the "medical" slot, containing medkits and bioelectric cells.
– Slot 4 is for grenades. You can carry several of each type.
– Slot 5 is the low-tech weapons slot. You can carry one of each low-tech weapon type. There's no
limit on this, so collect every type of low-tech weapon.
– Slots 6 through 10 are for pistols, rifle weapons, and heavy weapons. These slots hold only one item
apiece, meaning that you can have only four of these important weapons at any given time. This is
the most limiting part of your inventory, so its requires the most juggling.
In the game's middle through later stages, we often hold the stealth pistol (general purpose, lots of ammo), the GEP
gun (very powerful), and the sniper rifle (deadly and fun).
This is only three weapons. We rotate many weapons through that fourth slot. Because J. C. can pick up ammo all
the time (even when he doesn't have that particular weapon in his inventory), he periodically builds up lots of ammo of a
particular type. Whenever we get a lot of, say, shotgun shells, we find a shotgun and put it in that fourth slot so we can
use the ammo. Whenever we find a LAW, we drop whatever's in the fourth slot, take the LAW, use it, then retrieve
whatever we dropped earlier.
Be flexible and pay attention to your ammo levels. Let the ammo levels dictate which weapons you put in that fourth slot.
30 PRIMAGAMES.COM
Combat
Staying alive in Deus Ex requires sound combat skills. Here are
some guidelines.
Reload Often
Press the Reload button often. Press it after each combat—and
during combat when there's a lull in the action. Running out of
ammo in the middle of an attack can be fatal.
You can assign any number of augs as "quick augs," which can be turned on with the
PRIMAGAMES.COM 31
Sniping Is Vital
Learn to snipe. You can clear out whole areas with clever sniping. The best tools for sniping are the sniper rifle or the
mini-crossbow and tranquilizer darts.
Enter new areas carefully, taking care not to reveal yourself. Sniping is most effective when you're unseen. Stick to
shadows or hide behind a corner, then pop out to take your shot.
Aim for the torso with the crossbow, and the head with the sniper rifle. Use your scope if you have it.
PRIMA’S OFFICIAL STRATEGY GUIDE
Tranquilizing or Stunning
an Enemy
To tranquilize an enemy (with the mini-crossbow), snipe, then
hide. Enemies are able to attack you until the dart knocks them
out, and that takes a few seconds. Clear out and wait, giving the
dart time to do its job.
If you have good stealth or have a clean run at an enemy's
back, the riot prod is effective. Move up quietly behind your foe and
use the prod. This attack is silent, so you won't alert other guards.
TIP
Stunning or tranquilizing the enemy isn't always a good idea. After the enemy knows
you're there and gets close to you, bring out the lethal weapons.
You might not expect it, but MJ12 commandos can be knocked out by tranquilizer darts.
NOTE
This was done so that characters who were dedicated to nonlethal methods would have
a chance to get past a commando without killing.
Use LAWs
Because the LAW is a one-shot weapon and takes up a vital inventory slot, immediately use them. Pick them up, use
them, and refill the slot with a different weapon. The LAW lets you deal great damage at the start of the fight.
32 PRIMAGAMES.COM
Throw the Karkian a Bone
A karkian will stop attacking and settle down to eat if you throw a body at it. This buys you time for a clean shot.
PRIMAGAMES.COM 33
Damage
In Deus Ex, you can be hurt in a variety of ways. Some damage hits a specific part of your body; other damage affects
your body as a whole, starting with your head. Here are descriptions of the different damage types.
Impact Shot)
PRIMA’S OFFICIAL STRATEGY GUIDE
This is the most basic damage. You take impact damage from bullets, falling, collisions, explosions, and other similar events.
Sabot
Sabot damage is armor piercing. It matters to you only if your target is armored (e.g., robots).
Poison
Poison damage is gradual. Most people (and creatures) take 5 points of damage every 2 seconds, for 16 seconds (up to
40 points). Because of your improved bionic resistance, you take poison damage for only 8 seconds (up to 20 points)
unless you counteract the poison sooner. Some poison comes in clouds (see "Tear Gas and Poison Clouds").
Tranquilizer
Tranquilizer damage is also gradual (5 per 2 seconds, for 16
seconds). It doesn't kill, but anyone who's knocked out stays
down. So, for your purposes, it's as effective as killing.
You don't pass out when you are hit by one of these, but
you'll have impaired vision for a short time.
Halon Gas
Halon gas (from a fire extinguisher) puts out any fire it meets. It also causes most people (but not you) to stop and rub
their eyes for a few seconds.
Stunning
Stunning stops anyone (but not you) for about 15 seconds but
causes no physical damage.
34 PRIMAGAMES.COM
Fire
Fire damage can have two effects. In some cases it causes immediate damage from the flash. In other cases, a person
or object continues burning, taking 5 points per second for up to 30 seconds (or until the fire is extinguished).
Nothing takes both types of fire damage from a particular attack; it's either one or the other. Anything immune to
catching fire takes the flash damage instead. You aren't immune to burning (unless you've got the necessary protection).
EMP Damage
EMP damage doesn't affect a robot's physical hit points; it reduces EMP points. A robot that loses all EMP points
becomes inactive. Organic beings don't take EMP damage.
Scramble Damage
Scramble damage (from a scramble grenade) affects only machines and causes them to operate erratically for a minute
or two.
Damaging Clouds
Explosions and weapons that create clouds create multiple
clouds, and each cloud inflicts its own damage. If you are caught
in a cluster of six clouds, you could take six times the damage
that you anticipate.
Falling
Jumping and falling damage is applied to your legs first, then your torso.
Enemies
Default Human (Civilian))Stats
All "generic" humans have the following specifications. When considering health, damage to the head is always doubled.
Weapons listed for characters change from mission to mission. The ones listed here are the most commonly found.
Any civilians who shoot at you have a base accuracy of 40 percent.
Man Woman
Speed: 6 Speed: 4
Health: 25 (head), 50 (each other area) Health: 25 (head), 50 (each other area)
PRIMAGAMES.COM 35
Child Terrorist
Speed: 5 Speed: 6
Health: 13 (head), 25 (each other area) Health: 19 (head),
38 (each other area)
J.C. Denton Equipment: Various
Just for comparison, here are J.C.'s stats. Note that his
maximum health depends on the game difficulty setting UNATCO Troop
PRIMA’S OFFICIAL STRATEGY GUIDE
36 PRIMAGAMES.COM
MJ12 Rocket Launcher Stats
Hit Damage: 50 (Sphere, radius 16 ft.)
Sam Carter
Speed: 6
Base Accuracy: 85%
Health: 25 (head),
Accurate Range: 300 ft.
50 (each other area)
Max. Range: 600 ft.
Equipment: Assault shotgun, combat knife
Noise Level: 1.0
Rounds per Second: 2 Walton Simons
You can dodge the MJ12 Rocket Launcher. Speed: 6
Health: 225 (head),
Named Military Characters 300 (each other area)
Paul Denton
Speed: 10
Health: 50 (head),
100 (each other area)
Equipment: Assault rifle, plasma rifle,
sword
Paul Denton is immune to stun, fire, scramble grenade, and EMP.
He has 90 percent immunity to tear gas, poison gas, poison,
halon gas, radiation, and shock. He has Cloak augmentation.
PRIMAGAMES.COM 37
Cleaner Bot Security Bot Mark 3
Theses bots clean up. Speed: 3
Speed: 9 Health: 38 (head), 75 (other)
EMP Hit Points: 50 EMP Hit Points: 50
Equipment: Robot MG
Repair Bot
These bots recharge you. Security Bot Mark 4
PRIMA’S OFFICIAL STRATEGY GUIDE
Speed: 3 Speed: 3
Charge Amount: 100 Health: 63 (head), 125 (other)
Charge Refresh: 60 sec. EMP Hit Points: 100
Equipment: Robot MG
Military Bot
Speed: 1 Spiderbot((Huge))
Health: 150 (head), Speed: 3
300 (other) Health: 100 (head), 200 (other)
EMP Hit Points: 200 EMP Hit Points: 100
Equipment: Robot MG, Attack Stats
robot rocket
Hit Damage: 25
Robot MG (machinegun) Stats
Shock Damage: 15
Hit Damage: 6
Base Accuracy: 100%
Base Accuracy: 70%
Accurate Range: 40 ft.
Accurate Range: 300 ft.
Max. Range: 80 ft.
Max. Range: 600 ft.
Noise Level: 1.0
Noise Level: 1.0
Rounds per Second: 0.6
Reload Time: 1.0
Rounds per Second: 10 Spiderbot((Maintenance))
Robot Rocket Stats Speed: 10
Hit Damage: 100 (Sphere, Health: 20 (head), 40 (other)
radius 16 ft.) EMP Hit Points: 25
Base Accuracy: 85% Attack Stats
Accurate Range: 300 ft. Hit Damage: 5
Max. Range: 600 ft. Shock Damage: 8
Noise Level: 1.0 Base Accuracy: 100%
Rounds per Second: 1 Accurate Range: 20 ft.
You can dodge this rocket. Max. Range: 40 ft.
EMP Hit Points: 40 You can dodge the Maintenance Spiderbot's attacks.
Equipment: Robot MG
38 PRIMAGAMES.COM
Creatures Karkian((Full-Grown))
Doberman Speed: 13
Speed: 8 Health: 100 (head); 200 (other)
Health: 5 (head), 10 (other) Notes: The full-grown Karkian is immune
to tear gas, halon gas, and poison gas.
Bite Attack Stats
Bite Stats
Hit Damage: 5
Hit Damage: 15
Base Accuracy: 50%
Accurate Range: 5 ft. Base Accuracy: 100%
Max. Range: 5 ft. Accurate Range: 8 ft.
Noise Level: 0.1 Max. Range: 8 ft.
Rounds per Second: 2 Noise Level: 0.1
Rounds per Second: 10
Greasel Bump Stats
Speed: 11
Hit Damage: 15
Health: 25 (head), 50 (other)
Accurate Range: 8 ft.
TIP
Rounds per Second: 0.6 a Karkian, it stops for a snack.
You can dodge the Greasel.
Gray
Speed: 11
Health: 13 (head), 25 (other)
The Gray is immune to radiation, fire, tear
gas, halon gas, and poison gas. It emits
dangerous radiation in a 16-foot radius causing 10 damage
per second.
Swipe Attack Stats
Hit Damage: 6
Base Accuracy: 100%
Accurate Range: 8 ft.
Max. Range: 8 ft.
Noise Level: 0.1
Rounds per Second: 2
Psionic Blast Stats
Hit Damage: 8 (Cone)
Base Accuracy: 85%
Accurate Range: 18 ft.
Max. Range: 28 ft.
Noise Level: 1.0
Rounds per Second: 3
You can dodge the psionic blast.
PRIMAGAMES.COM 39
WALKTHROUGHS: Rescue the Lady and On the Town
This walkthrough is only one path through the game. Depending on the skills and augmentations you choose, you can
approach certain problems differently than we do.
We'll point out alternatives when there's more than one way to do something.
PRIMA’S OFFICIAL STRATEGY GUIDE
HUT WITH
LOCKED CHEST
FRONT
ENTRANCE Due north of the courtyard is the UNATCO compound.
Talk to Tech Sergeant Kaplan. Talk tough ("I can't speak for
command, but I'm gonna clean the place out.") to get the
GEAR code for the comm van (0451) parked nearby. He offers to
sell you some gear.
UNDERGROUND BUNKER
ENTRANCE
LOADING DOCKS
(ENTRANCE TO STATUE)
Liberty ISland
40 PRIMAGAMES.COM
A small security bot patrols this area. Stay behind it.
Either take it out with your EMP grenade or avoid it.
Likewise, you can take out the three live sentries in the
area or sneak past. If you take them out, do it quietly so
they don't gang up on you.
The dark hut near the main entrance holds a locked
box with useful items, notably 30.06 ammo. You don't have
lockpicks yet, but if you chose a sniper rifle, come back for
this ammo.
The Informant
Inside the comm van, read a datacube located under The next stop is Harley Filben's shack on the north docks.
the desk. Use the datacube info to log into the wall After you get past the sentries on the north approach to
PRIMAGAMES.COM 41
Hit the button on the back of the forklift, then run to the
front, jump up on the fork, and ride it up. Jump across the
energy field. Collect a skill bonus and a Clip mod. Use the
small crate to jump up and over the generator to get out.
A cluster of three NSF troops to the south is a tough
fight. If you clear it, there is another concealed medbot
under a bunker nearby.
Now you have to capture the NSF commander.
PRIMA’S OFFICIAL STRATEGY GUIDE
Gunther
If you decide to rescue Gunther, you have two
approaches: either go through the front entrance, or climb
up the crates on the loading dock and take a flight of stairs
to ground level.
42 PRIMAGAMES.COM
While the sentry's back is turned, crouch and go up When you free Gunther, he'll ask to borrow your
the stairs to the balcony. Sneak up on the single NSF pistol. Give it to him. You can now take out the sentry in
agent there and take him out. Sneak down the north stairs the main area at your leisure. Use the ATM code you
and gather the goodies on the desk. grabbed from the office at the ATM in here.
Final Approach
Whether you went up the stairs from the main room or
climbed up the crates on the loading dock, do not bother
with the outside guards on the upper level of the statue.
Climb the stairs leading up into the statue, watching for
guards and LAMs as you go.
PRIMAGAMES.COM 43
Debriefing
Report to UNATCO HQ. The HQ has three levels, and you
start out on the top (Level 1).
TIP
into a computer while its owner is
sitting right there watching you),
and hack the ATM.
Next, report to General Carter in the supply room.
Accept the stealth pistol. If you haven't already used them,
you can now use your weapon mods on this pistol.
Go to the lowest floor (Level 3), and talk to Dr. Jaime Reyes
in the sickbay. While you're there, install your first aug (if Before heading upstairs, make a quick run through
you haven't already) and grab the medical supply closet Gunther and Anna's office, and the lockup beyond it.
key. Visit the closet and pocket the medkits.
Next, check in with your tech, Alex, across the hall. To
get into the closet and grab some gear, use a nano-tool or
hack into Alex's mail, which has the lock code (2001) in the
header of a message.
Alex's room has a false floor to a crawl space. It's just
past the counter to the right of the entrance. The trap door
is nearly invisible to the naked eye, but if you pass your
cursor over it, you can detect it. In the crawl space is a
key to the two offices on Level 1.
Talk to Alex and check the datacube, which gives you
Gunther's computer login.
44 PRIMAGAMES.COM
Head out to the south docks and click on the launch
to go to the next mission.
OFFICE
CONTROL
ROOM
AMBROSIA
You'll find Anna and Gunther in here talking over vital CAMERA,
security matters. Talk to Anna. PANEL
The locked offices on Level 1 have some goodies that
ENTER
are worth grabbing. Use the key you grabbed from the
false floor in Alex's office.
PRIMAGAMES.COM 45
When you arrive on the docks near Battery Park, you chat Work your way carefully downstairs, taking out
with Anna before she runs off. terrorists as you go. One has a flamethrower, so watch
There are two approaches to Castle Clinton. You can out. If you want to be sneaky, you can use ventilation
burst in the front door, guns blazing, or you can find the ducts near floor level.
"bolt-hole" and sneak in from the back.
NOTE
and do away with all turrets and
cameras. The rear approach lets you
pick off enemies one by one, but
you'll have to avoid the automatic
security. We take the back way. Loot the small office you come to, taking a nano-key
from the desk.
46 PRIMAGAMES.COM
Hostage Crisis
Your next assignment is to free hostages in the nearby
subway station. As you approach the station, a firefight
starts between the NSF agents guarding the entrance and
UNATCO agents.
Participate in the fight, but let the UNATCO troops do
most of the work.
Once the shantytown around the subway entrance is
clear, search the shanties. The best stuff is in the crates
stacked between the shanties, but there are a few useful
items inside.
Hack the security panel in this room to turn off the There are three ways to get down to the subway. The
camera, then return downstairs and locate the Ambrosia. first is a frontal assault past the guards behind the
PRIMAGAMES.COM 47
You can take the following actions
(everything between here and "The
Warehouse") in any order you want.
TIP
Just be aware that certain events
may be triggered when you get
close to them, and you may need to
PRIMA’S OFFICIAL STRATEGY GUIDE
1.
TO ALLEY 2.
BEHIND ‘TON
FREE CLINIC
SEWERS ENTRANCE
SUBWAY EXIT
TO MORE STREETS
BAR
Hell’s Kitchen, Main Area 2. Help Sandra Renton. She's being harassed by her
pimp; run him off (just act tough). Talk to Sandra
When you arrive in Hell's Kitchen, you find several
twice and she'll give you the password to the
frightened people hiding in the subway station. Don't
Smuggler's bunker (Bloodshot).
forget to hack the ATM.
As you start up the stairs, Paul meets and briefs you. 3. Look for a little park with some ammo in it.
He also gives you ammo and the key to his hotel suite.
Your task now is to take out an NSF defensive shield
generator, but first you must figure out where it is.
48 PRIMAGAMES.COM
Remember that just knowing what Underworld
the password is from reading this
Look for the Underworld tavern. Hack the two ATMs near
walkthrough won't do you any good. the front entrance.
TIP
You must actually play through the
encounter where you're given the
password, or you won't be able to
use it.
Free Clinic
The Free Clinic is next door to the small park. Don't go in
TIP
a weapon showing.
Inside, you can grab anything that's not behind the bar.
Talk to everybody in the bar. You meet several people
important to your future (Jock the chopper-jock and Joe
Greene, a tabloid reporter). If you already saved Sandra,
she'll be here, and you can find out more about her story.
Talk to Janey, Sandra's friend. If you haven't rescued
Sandra, she expresses concern about Sandra. If you have
Don't buy anything from the doctor in the lobby; you saved Sandra, Janey gives you the code to the elevator (3316)
can get a better deal. Go into the morgue/examining room leading to the rooftop of the Osgood & Sons warehouse.
and help calm down the irate patient (no need to get A man chatting near the bar gives you the code to the
violent). The doctor will offer you a slightly better deal on elevator (3316) that leads to the rooftop of Osgood & Sons
treatment. warehouse. Let him finish his conversation before
The surgery bay code (2153) is expensive, but useful. bothering him.
You'll be spending a good deal of time in this neigh-
borhood. The 'Ton
Take the medkits from the cabinet in the examining There are two ways into the 'Ton: the front door and the
room. If the cabinet is locked, either break it open or pick it. back door. We take the back way because it's more fun.
In the alley behind the 'Ton, you find a fire escape ladder
hanging down. A UNATCO trooper is stationed nearby.
You need a small crate to reach the ladder. There's one
nearby.
PRIMAGAMES.COM 49
A couple flights up, there's an open window. This leads Go downstairs using the broken elevator shaft—
to your brother Paul's apartment. There's a medkit in the there's gear at the bottom.
bathroom and food in the kitchenette, plus a message for In the first-floor office, a third and final terrorist is
you on the coffee table. holding the hotel manager (who also happens to be
Sandra's father) at gunpoint. Rescue him, then collect the
credit chit and the key.
The key opens a door on the second floor. You find a
couple of overdosed Zyme addicts. Grab the unused vials
PRIMA’S OFFICIAL STRATEGY GUIDE
The Smuggler
Paul has a secret "spy room" containing his computer
and gear. The keypad to open this secret room is behind
the picture on the wall. The code is 4321; this code is on a
datacube in the apartment. Paul's also left you his net
access code, so you can read his e-mail.
Once you've cleaned out the apartment, approach the
apartment's front door. The terrorists will start to kill the
hostages in the outer hall, so it's vital that you move quickly.
50 PRIMAGAMES.COM
thugs in a sewer base. If you can get Ford out, he'll drop his Entering the sewers from the entrance near the
prices significantly (one-third of the original price). subway, you find an electric panel right away. Disarm it
To help you in your task, he gives you a key that will using multitools.
open the trapdoors leading to the sewers.
Upstairs is the Smuggler's bedroom. There's a wall
safe next to the cot and a digital keypad on the wall
unless you have a few multitools Hack the security computer. It's difficult to do this
ready. If you have only a couple of without setting off an alarm, but the important thing is to
get into the security computer and disable the cameras
multitools, you're probably better off and turrets.
taking the other entrance. You come to an entrance leading to a large, open pool
with walkways leading across it. Kill the troopers here.
In the middle of this watery area is a small ready room
When you see a laser trigger, look with a datacube containing the security code for the
around for the electric panel that complex (login MJ12, password Coupdetat), but you've
TIP
PRIMAGAMES.COM 51
The water is toxic, but you can get
across that way by using your
Environmental Resistance aug or a
TIP
hazmat suit. Don't bother with the
gear floating in the water and
another on the pipes that feed into
PRIMA’S OFFICIAL STRATEGY GUIDE
the pool.
The Warehouse
You should now have everything you need to begin your
assault on the NSF generator.
Start at the Osgood & Sons warehouse. You should
have the code to get in (3316) from the girl in the bar.
52 PRIMAGAMES.COM
Inside the warehouse are crates, plus a locked closet The roof you're on is clear, but NSF snipers are
that contains an augmentation upgrade canister and more. nearby. Proceed cautiously and take them out as you go.
Either hack the panel or blow the door with explosives. Climb a pair of ladders to reach a higher rooftop. From
After you pick up this stuff, you must get to the there, snipe the snipers. Clear out the troops below before
rooftops. There are two ways up. starting down.
PRIMAGAMES.COM 53
From the skylight roof, make your way down ladders.
Go down to a roof where you open a door that leads to an
elevator shaft holding a nonfunctional elevator. Climb
down the emergency ladder. You hit ground level. Follow
the hallway.
PRIMA’S OFFICIAL STRATEGY GUIDE
54 PRIMAGAMES.COM
The Lebedev Sanction and Inevitable Choices
The Lebedev Sanction
Make your rounds of the rest of the complex, cleaning
HQ things out as you go. Lots of gear has been restocked.
Going Down
When you arrive at HQ, a pair of MIBs greets you. Proceed
to your office on Level 2. VALVE WHEELS
When you check your mail, you find an ominous
message from Paul. ROCK
TO EASTERN
SUBWAY AREA
In Manderley's office, wait while he finishes a conver-
sation with the mysterious Mr. Simons. Stand near the
door to eavesdrop.
When Simons leaves, talk to Manderley. After the EL REY
TO WESTERN
briefing, hack Manderley's computer. SUBWAY
AREA
WOMEN’S RESTROOM
MOLE
PEOPLE
LEADER
PRIMAGAMES.COM 55
Jock drops you off in Battery Park; you've been here before. Talk to everybody in the station. One exception: In the
southeast corner is a drug dealer named Rock. If you talk to
him, he can become violent. Kill him and take all his gear.
When you're done, take the stairs up. Upstairs, a gang
called the Rooks has set up headquarters. Don't attack
them, and they won't attack you.
To get to the other end of the station, go through a
doorway that's electrically charged.
PRIMA’S OFFICIAL STRATEGY GUIDE
56 PRIMAGAMES.COM
In the room beyond, watch out for the leaking steam;
it's superheated and dangerous. Sneak in through the pipe
(use a lockpick), or jump over (be ready to spend some
medkits afterward).
Turn the two valve wheels on the other side, to
accomplish your goal (this will also turn off the steam).
Go to Charlie, and he tells you the code to Mole
People territory (5482) and the location of the entrance
(the women's restroom).
LAMs are useful, so get both of The women's restroom is outside the wrecked train.
TIP
them if you can, even if you already There’s a keypad under the sink. Use the code, and a wall
section opens. Go inside.
have one.
Mole Town
SECRET ROOM
WELL
ENTRANCE
PRIMAGAMES.COM 57
Explore the entire tunnel, taking out as quietly as Pick up the key to the exit and go on your way.
possible any NSF you see. It's important to keep the Mole There's also a flamethrower on the desk in this room.
People out of the line of fire. The key opens the door to the locked bathroom at the
opposite end of the tunnel. Open it and proceed.
Gauntlet
PRIMA’S OFFICIAL STRATEGY GUIDE
After all the visible NSF are dead, wait for the Mole
People to calm down, then ask questions. Eventually you'll
get to Kevin Bradley, the headman of the Moles. He'll be
near the well or by the bathrooms near the west end.
He tells you that the NSF leader is in a secret room on
the east end of the tunnel, and that you can open the room
by pressing a brick.
Your first test is at a branching intersection. To the
right, the way is blocked by steam; to the left are laser-
triggered turrets.
You can bypass the former by picking the lock to a
wall box and turning a wheel valve. Or, you can disable the
lasers by using multitools on a different wall box. Make the
decision based on whether you have more lockpicks or
multitools.
After you open a path, go over the wall on your chosen
side and continue. Both paths lead to the same place.
58 PRIMAGAMES.COM
THE LEDEBEV SANCTION AND INEVITABLE CHOICES
Both doors lead to the same place. The unlocked door The next trap is a room with two commercial security
leads through a radioactive area that damages you, but it bots. Take them out with EMP grenades or LAMs.
also has a ledge to one side with some nice equipment,
There are holes in the room's wall; use them to hide in
including two bioelectric cells and a rebreather. It's your
if you're trying the sneaky approach.
call whether to go there.
Look for sabot shells in one of the holes.
ENTRY
PRIMAGAMES.COM 59
Kill this guard without letting the camera see you. Then Behind a potted plant in this room is a button. Press it
turn right and run east while the camera isn't looking. to open a secret armory. Loot it.
Go to the closet containing the ladder. Climb it to the
ventilation ducts.
PRIMA’S OFFICIAL STRATEGY GUIDE
60 PRIMAGAMES.COM
Return to the helipad area. The corridor to the east There's gear under the dock, but you'll have to dive
leads to an elevator that takes you to the area outside for it. It's beneath a submarine ridge, which you must
Lebedev's hangar at LaGuardia. Don’t take this route dive under.
unless you hacked security with the wall panel earlier;
otherwise, the turret will take you apart.
LaGuardia
We assume you arrive at LaGuardia via the sewer pipe.
goals for now and collecting extra Go to the northeast corner of the airfield, to go
through a big gate. Beyond the gate, near a helipad, is the
gear later.
hut that houses the elevator (the other method of reaching
LaGuardia from the helibase).
PRIMAGAMES.COM 61
TIP
Do not go through the door while an
PRIMA’S OFFICIAL STRATEGY GUIDE alarm is on; there's a turret inside.
Approach the gate on the southeast side of the field; When you enter the hangar, Paul greets you. He admits
it's labeled "East Gate." Live sentries guard it. that he's working with the NSF and invites you to join him.
There's a stack of crates nearby with ladders going He urges you to talk to Lebedev.
up; using these, reach a perch where you can snipe at the The NSF agents in the hangar won't shoot at you
guards nearby. Jump from crate stack to crate stack; not unless you start trouble.
only does this get you out of the way of the bots, but you
can also access several crates of goodies up there.
Open the East Gate (the keyhole is in a box on a post
nearby). Beyond the gates are several NSF guards. Take
them out cleanly and enter the building in front of you. It's
a barracks.
62 PRIMAGAMES.COM
Anna is a tough fight, so make it a quick kill with a
couple of quick sniper rifle shots to the head. Watch out:
She explodes when she dies. A shocked Alex erases the
log files to cover for you until you can explain.
Enter the plane and search it. Reach the upper deck Find a datacube under Lebedev's bed. It contains a
via a set of stairs. Look around up there for a key to key code (9905). Go down to the cargo bay, where you find
Lebedev's private quarters. the last barrel of Ambrosia, a repair bot, and an augmen-
tation canister in a case you can open with the code.
When you leave the plane, Paul is gone and UNATCO
agents have replaced the NSF agents in the hangar.
They're still friendly—for now.
You originally entered the hangar from the south. This
time, exit through the north door. You come out near the
helipad in the northern section of the airfield. Jock is in the
helicopter, and Gunther is stalking around here, too.
PRIMAGAMES.COM 63
Jock lands in Hell's Kitchen, in front of the 'Ton. Go inside.
Inevitable Choices In the office, Gilbert and Sandra Renton are arguing about
JoJo Fine, who has taken up residence in the hotel. If you
When you arrive at HQ, talk to Manderley, then go to the talk to them, Gilbert asks to borrow a weapon. Hand over
break room, where Jaime is talking to Simons. Simons also something small.
has nano-augs. After they're done, talk to Simons several
Hang around for a little while. JoJo strolls in. He
times to find out about Paul's situation.
threatens the Rentons, and if you armed Gilbert, he
attacks. Save Gilbert and Sandra by taking out JoJo.
PRIMA’S OFFICIAL STRATEGY GUIDE
You're supposed to go to Hong Kong for your next Jordan and Joe Greene are the only living souls at the
mission, but when you get to the helicopter, Jock decides Underworld. The Free Clinic and Osgood and Sons are
to take you to New York to talk to Paul. sealed off.
Head down the newly opened street to the former
Back on the Street NSF HQ.
NSF HQ
The former NSF base is down a street that was previously
barricaded. It's heavily guarded by UNATCO troopers. Paul
contacts you and advises you to get up to the third floor,
where you can use a computer to open a secret trapdoor
leading to the basement.
64 PRIMAGAMES.COM
THE LEDEBEV SANCTION AND INEVITABLE CHOICES
Before going inside, look in the trash near a Dumpster To reach the computer, run to the security terminal on
outside to get a code that helps out later. the wall inside, log in as Tjefferson, and drain away the gas.
In the women's room on the first floor is a key Use the security terminal to open the trapdoor leading
you'll need for the basement. There's also a repair bot to the basement and turn off the camera down there.
rolling around. The basement is unguarded, but heavily trapped. Have
a good supply of multitools and lockpicks.
Pick the locked closet door on the left for gear.
Access the wall computer down here to turn off a camera
and switch the turret to fire on enemies.
Use multitools to open the door on the right and
go inside.
PRIMAGAMES.COM 65
TO HOLDING CELLS
Head to the roof, use the first password, rotate the ARMORY
three dishes, and open the door.
Go inside, use the second password, and broadcast
the message to Silhouette.
On your way out of the satellite hut, you get a message
from Walton Simons. From now on, any UNATCO agent you KARKIANS
meet will try to kill you. You must fight your way out.
Take it slow and easy; you can still use the medbot for
repairs. Gun down (or tranquilize) troops as they climb MEDICAL
CENTER
stairs; they're most vulnerable then. OFFICE
When you leave the building, expect more intense
opposition from the troopers on the perimeter outside.
MIB’S OFFICE
NANOTECH
Raid! LAB
TO COMMAND CENTER
TIP
escape, plant one or two LAM booby
traps outside the door to Paul's
room to make the next part easier.
TO NANOTECH
TO ROBOT
EXIT BAYS
COMMAND CENTER
START
66 PRIMAGAMES.COM
After you reach Paul's room, a UNATCO raid In the cells are one dead guy holding a couple of
interrupts your conversation. Three MIBs lead the charge! lockpicks, a medbot near him, and an NSF operative named
The outcome of this battle is significant; it determines Miguel. Ask Miguel for his medkit and he gives it to you.
whether your brother lives or dies. If you go out the
window (as he urges you to) when the raid hits, Paul dies.
If you fall inside the hotel room, Paul dies.
If you and Paul defeat the first wave of invaders and
make it out as far as the landing, Paul lives.
NOTE
you will go down and be captured;
it's a part of the game.You cannot
kill everyone and escape.
Run into the hall, avoiding the turret. Supplies are
Fight your way out to the street, where you can use the behind the pillar. At this point, Daedalus tells you whether
code Paul gave you to open the gate to the subway (6282). Paul's alive or dead and instructs you to find him either way.
If you make it to Battery Park, Anna (if she's still alive)
confronts you in the subway station, and outside Gunther Robot Maintenance/Armory
and a whole army of robots and troopers meet you.
Before you go to find Paul, you need supplies. Head for the
Gunther gives you a chance to surrender, or you can go
robot repair bay.
down fighting.
Sneak up the stairs to your left. Sneak past the troops
Taking the option to surrender means you are
upstairs (the bots are currently inactive), cross the room,
healthier when taken into custody.
and go up the second set of stairs. There's a pair of
Don't sweat it; you'll eventually lose. The only guards on this level holding assault rifles. Take them out
important thing is to fight off the first wave of attackers and steal their guns.
and get you and Paul out to the hotel hallway alive.
PRIMAGAMES.COM 67
Hack the security panel up here to scramble the AI of The armory has your entire inventory, plus there are
the surviving security bot so he kills the troopers additional weapons and armor, including a plasma rifle in a
downstairs instead of you, and clear the rest of the area. sealed, high-tech locker.
If you can't hack the security panel, buy the security After you load up, take out or avoid the military bots,
code from a profit-minded mechanic in the repair bay and continue your search for Paul.
(login mj12, password invader).
Go down, use your new assault weapon to clear the Nanotech/Medical
area (if you didn't have the bot do it for you), and gather
PRIMA’S OFFICIAL STRATEGY GUIDE
the miscellaneous stuff left behind. There's a couple of To approach the command center, enter the floor duct
repair bots; use them to replenish your bioelectric energy. outside the cell block in which you started.
In the bot maintenance area you can find scramble
grenades.
TIP
but it's nothing you can't handle.
Inside is one guard. Take him out, then run up the stairs. Use the ducts to your advantage; hit
A turret with a camera protects the lower level. Run
upstairs and hack the security panel, or log in (with the and run.
same password you got from the mechanic) to disable
them; otherwise, recovering your gear is tough.
When all is clear, loot the command center and hack
Turn off the military bots outside by using this same the wall computer to turn off the camera in the cell block.
security panel. Return to your cell block and have the medbot heal you
Get into the armory by climbing up a ladder hidden in without sneaking around.
the northeast corner, climbing up (watch out for the
venting gas), and going through the ducts. This takes you
past the guard and to the security login.
68 PRIMAGAMES.COM
Take the hall labeled "Laboratories". As you enter the There are two halls past the karkian containment
area, Dr. Moreau talks to you. area. The north hall contains a datacube holding the
When the chat's done, open the grate right in front of security login (if you don't already have it) and an airshaft
you and drop in. Crawl around and look for a tall ladder you can use to go to medical. The south hall contains a
leading up. security panel.
Daedalus will helpfully keep you informed about
your position.
PRIMAGAMES.COM 69
If Anna is still alive, find her "kill phrase" by hacking
into Anna and Manderley's computers (you should have
the passwords for both—login anavarre, password
scryspct; login jmanderley, password knight_killer. The
phrase is "flatlander woman."
In the break room is Shannon the office girl, who
confesses that she's the one who's been stealing supplies.
She offers to sell you a couple of scramble grenades at
PRIMA’S OFFICIAL STRATEGY GUIDE
70 PRIMAGAMES.COM
Hong Kong and The Supertanker
Hong Kong
Crawl through the tunnels and locate the munitions
Unscheduled Layover bay, a room with a rack of missiles stacked along one side.
Gather a Recoil mod, a datacube containing the valve
code (99871), and the key to this room.
TIP
do. You take some damage from this;
watch the gas as it moves. You can
see where it goes and where it
Go in through the single hallway leading out of this doesn't go. Use a hazmat suit.
area, then up the stairs to the south control booth. Hack the
security panel there to turn off the cameras and turrets.
Release the gas (use the valve code), then move
Return to the helipad and enter the maintenance
around the corner toward the munitions bay. Stop when
tunnels that run under it. (You access them via unlocked
you reach a slightly raised area between the two tunnels.
floor panels.)
The poison gas doesn't reach this spot. Crouch here and
wait awhile for the poison to dissipate.
PRIMAGAMES.COM 71
Approach the barracks, which lie down the stairs from
the control decks. Most of the troopers in here succumbed
to your gas attack. Deal with the others.
Of the four locked lockers on the sleeping level, the
second from the right contains the key to the flight control
deck. This locker also contains a datacube with an
elevator code (989).
Pick the other lockers if your skill is high enough that
you require only one pick.
PRIMA’S OFFICIAL STRATEGY GUIDE
In the Market
LUCKY MONEY TONNOCHI ROAD
CLUB ENTRANCE ENTRANCE
ENTRANCE
ENTRANCE TO
CANAL ROAD
TEMPLE
72 PRIMAGAMES.COM
Canal Road
PRIMAGAMES.COM 73
Turn left when you enter the main tunnel to surface in The Old China Hand bar is nearby. Talk to the helpful
a spot with two small karkians. Kill both and locate the bartender and the rest of the patrons. Grab anything useful.
dead body of a scientist. It has an aug upgrade canister
and a bioelectric cell. Read the book nearby.
Reenter the water. Use your Aqualung and search the
opposite end of the tunnel to find some 7.62 ammo.
Swim to Canal Road. Hit the ATM on the way out.
PRIMA’S OFFICIAL STRATEGY GUIDE
Check out the large sampan floating in the canals. Make your way behind the bar area to the kitchen,
There's some gear below decks. The girl looking after the and from there to the large walk-in freezer. There is a pile
boat sells you weapon mods at reasonable prices. of crates. Hop up them and on to the refrigeration pipe that
circles the top of the room. Be careful; the cold makes
everything slippery.
From there, lift the grate and pop into the ventilation
system to find a cache of credit chits, Zyme, and a lockpick.
74 PRIMAGAMES.COM
On your first visit to Tonnochi Road, a helpful member
of the Luminous Path appears and gives you directions. The Police Station
Enter the building. Between the concierge desk and To get in and out of the police station cleanly, don't use
the elevators is a security panel; hack it now. firearms. The acoustic sensors set off alarms all over the
market. Use pepper spray followed by a riot prod to the back.
PRIMAGAMES.COM 75
Exit the station and visit the building next door; if you Open the primary door by yanking on the lantern
unlocked and opened this door from the police station's hanging in front of it.
security panel, you can walk inside and clean up. Don't
miss the locked panel near the floor; there's lots of gear
behind it.
TIP
market attack. Evade them and make
for the canals. The police leave you
alone after you leave the market
area, and they won't remember your Read the books in the conference room upstairs to get
a hint as to Maggie's computer and security code (login
indiscretions when you return.
mchow, password insurgent).
Force your way in. May Sung pulls a pistol and calls
for guards; take her out quietly.
Maggie has a detachment of MJ12 guards stationed
in a hidden guardroom. The main entrance to the hidden
area is in the dining room, and a secondary entrance is
near the base of the stairs.
76 PRIMAGAMES.COM
Inside, talk to the locals. Pay the mama-san the 100
Take the sword. Not only is it your credits she asks for, and one of her girls follows you
TIP
best option for fighting underwater, around the club's public areas looking pretty.
but it's also the ultimate box opener.
Emissary
Enter the Lucky Money Club via a long mall off the Wan
Chai market that local police guard well.
PRIMAGAMES.COM 77
Tracer Tong
PRIMA’S OFFICIAL STRATEGY GUIDE
After the raid, hit the convenience store. Take out any
nearby police with a gas grenade and a riot prod. Pick the
door, grab anything useful, use the password to get into the
computer, open the wall safe, hack the ATM, and stroll out.
Take a lap around Tong's digs. The firing range
contains a box of 20mm HE ammo, as well as a Clip mod
and other useful items. Beyond it, in the cryo lab, are a
repair bot and more goodies.
78 PRIMAGAMES.COM
There's a sick bay containing a medbot, and in the Return to Tonnochi Road. Across the street from the
data processing center is Alex, who has an intriguing Queen's Tower is a short alley containing an elevator. Get
theory about Daedalus. in the elevator and take it up, then go up the stairs until
you reach a locked door. Open it and take anything useful
inside. A datacube contains Jock's private e-mail
password (login flyboy, password 5x5).
From here, cross the road on the catwalk and make your
way to the billboard below. There's some useful stuff here.
Before you raid Versalife, what about that key labeled
"Jock's Tonnochi Road apartment"? Versalife
STATUE &
TRAP DOOR
SECURITY COMPUTER
GUARD ROOM
TO VERSALIFE
UPPER FLOORS
CONFERENCE ROOM
BREAK ROOM
TIP
time you see the anxious employee,
COMPUTER WITH TO UPPER he'll be floating face down in a canal.
SWORD DATA FLOORS
TIP
you'd rather not pay up, you have other options.
here. Hacking, however, is safe.
80 PRIMAGAMES.COM
The big computer accessed via the central lift is what
NOTE
There is a grate in the unisex you're here for, but because you have the clearance, look
bathroom that leads into the air- around first.
conditioning ducts. The entrance to Level 2 is sealed. You won't deal with
that on this visit.
Return to the statue room. Take the north entrance. Downstairs and down the hall from the computer
Continue to the elevator and go up. room is a guard barracks. Beyond that is the laboratory.
The place is guarded by lots of MIBs and WIBs.
Upstairs is a key to the magnetic augmentation
chamber, a datacube containing promising information In an upper chamber (which you can't get to), Maggie
about computer access, and a security panel. Chow is talking to the billionaire Bob Page (if something's
happened to Maggie, you won't see this).
NOTE
There is a dead gray on the table.
PRIMAGAMES.COM 81
To get those three nano-augs in the heavily guarded
lab, clear out the guards in the immediate area.
Log on to the computer in the alcove and use that
to open the door, expose the canisters, and get rid of
the radiation.
NOTE
There is a medbot in here.
PRIMA’S OFFICIAL STRATEGY GUIDE
Let the crazy guy out of the cell (the key is nearby).
Go to the big computer atop the lift. After you Don't mess with the grays in the radioactive room.
download the Dragon Sword ROM from this computer, all Return to the office portion of the building; take to the
the guards will shoot at you on sight. Clean the place out ducts to avoid security and try to make a dash for the door.
before you leave.
82 PRIMAGAMES.COM
Looking the other way when you come out of the floor, in
The UC the corner is an observation mirror in which you can see a
commando and a security bot. Take them out with explosives.
Tong wants you to go into the MJ12 complex to find out
what's in the mysterious Level 2. He has a code (55655).
He also tells you of a secret back door from Canal Road.
PRIMAGAMES.COM 83
There's a scientist standing by the computer and a Go down the first ladder. Grab an aug upgrade from a
commando patrolling nearby. The two bots at the end of suspended chamber, then take a second ladder down.
the hall don't activate unless an alarm goes off, so quietly There's a medbot down the ladder. Maggie Chow is
take out the humans. down there with a Dragon Sword. Stand back and shoot her.
PRIMA’S OFFICIAL STRATEGY GUIDE
84 PRIMAGAMES.COM
The Supertanker
New York Requiem
Jock sets you down on the roof of the 'Ton. Your mission is
to visit the Underworld tavern and get Harley Filben to set
up a meeting with Stanton Dowd.
TIP
The police are hostile in this mission.
PRIMAGAMES.COM 85
Exit the Smuggler's place via the elevator. When you
get outside, a UNATCO raid hits. Don't fight in the streets;
dash into the front door of the 'Ton, which is in front of you.
Inside the 'Ton, go up to Paul's room, out the window,
then to the roof.
PRIMA’S OFFICIAL STRATEGY GUIDE
DOOR TO DOCKS
WAREHOUSE
You meet Dowd inside the burned-out Osgood & Sons
warehouse. He's standing in the basement. He tells you
where to find the tanker and how to scuttle it. To take out a COMMANDER’S
OFFICE
supertanker, you need high explosives. Dowd suggests you GATE
see the Smuggler.
Gunther contacts you and warns you that you're going
to be ambushed.
BARRACKS
86 PRIMAGAMES.COM
To the west is the commander's office, which has a
soldier patrolling outside. Take down the soldier but ignore
the building for now. It's locked.
PRIMAGAMES.COM 87
Climb to the storage area on top of the office. There's
an assault shotgun, some sabot shells, a pair of LAMs, and
some rockets stored up there.
TIP
until later, after you have used them
for stacking.
PRIMA’S OFFICIAL STRATEGY GUIDE
Walk out the way you came in. Unlock the truck trailer
backed up to the door and collect the gear inside.
Go to the commander's office (the building you
ignored earlier) and open the door. A security camera is Now you must enter the main assembly building. A
inside (and above) the door; reach up and deactivate it. small locked hut contains a valve; this opens the grate
leading to the sewer access to the ship. Ignore it.
88 PRIMAGAMES.COM
You come to a place containing a large grate and a
ladder leading down. Open the large grate, walk out on it,
and snipe patrolling troops on the docks.
Don't go downstairs yet. On the other side of the
ladder is a room with thermoptic camo and a button. Press
the button to move a hanging beam to the grate on which
you were standing.
Climb down the ladder and take the door out to the
docks. If you didn't snipe the dock guards before, take
them down now. Avoid a small security bot on the far edge
of the docks.
Wall Cloud
you can get the ramp code in the esting things on deck. Avoid the guards.
next step. There are some handy crates containing gear on the
east end of the cargo deck.
Go farther east (hop up on the rail and walk along it to
get there) to find a GEP gun and some rockets.
PRIMAGAMES.COM 89
In ops is a datacube containing the code to the
captain's cabin (65678) and a key that unlocks the security
area access panel.
TIP
door.There's a small exploration
bonus for going outside on the bridge.
PRIMA’S OFFICIAL STRATEGY GUIDE
90 PRIMAGAMES.COM
Below Decks
WELD BRIDGE
POINT
GUARD AREA
TO EAST END Go through the door near the panel and take out two
WELD
POINT TO UPPER guards on the other side. You're in the room with the
TO WEST
END
HELIBASE WELD Tong tells you what to do; hit the switch on the wall,
POINT
WELD POINT then log on to the computer (kzhao/captain) and use it to
BILGE PUMP ROOM
reverse the pumps.
BELOW DECKS: EAST END
Go down the stairs. Beneath the stairs is a guardroom
containing two guards. Avoid the two security cameras
down here. Take out the guards with gas grenades and go
through the room to the east.
PRIMAGAMES.COM 91
Get out of the ducts and blow up the weld point in
this room.
TIP
weld point. You also get an explo-
PRIMA’S OFFICIAL STRATEGY GUIDE
Avoiding the electrical arcs, enter the room at the end You're in the control room for the supertanker's
of the hall. Watch out for the out-of-control spiderbot on heliport. From here you can break out the windows and
the floor below. snipe the patrolling guards below if the turret hasn't done
Turn around and deactivate the security panel on the it for you.
wall, then climb down the ladder. There's another security panel here; use it to disable
Open the electrical panel in the southwest corner. another camera and turret. Take the ladder down.
Open the grate and drop into the ductwork. In the helicopter bay is a repair bot, lots of supply and
The first panel in the ductwork deactivates the ammo crates, and a weld point on the east wall.
laser trigger; the second one shuts down the out-of-
control machinery.
92 PRIMAGAMES.COM
Loot gear from the floor and crates. Find a datacube
containing the code for the hangar (4453), which you've
already opened with the security panel. Blow up the
weld point.
PRIMAGAMES.COM 93
There's a security computer here; use it to turn off the
last few cameras. Family Plot
PRIMA’S OFFICIAL STRATEGY GUIDE
Go down the ladder to the engineer's cabin, break out Jock takes you to a cemetery in the city, where you're
the window, and hop out onto the pipe. Follow the pipe to supposed to meet with Dowd. A creepy caretaker lets you in.
the enclosed area in the southwest corner and drop to
There's a bioelectric cell in an open grave and some
collect the supplies there (including a LAM, if you need one).
shotgun shells tucked away near the caretaker's hut.
Climb up the crates to the top of the enclosure, and
before you hop down, turn around and blow out the weld
point. Jump off the ship into the water.
94 PRIMAGAMES.COM
Jump into the tunnels. A few more supplies are down
here. You get a message from Jock that he has landed in
the graveyard, but an EMP field emanating from the
caretaker's shack prevents him from taking off.
PRIMAGAMES.COM 95
Gray Paree and Treasures of the Templars
Gray Paree
In Paris, Jock drops you on the roof of a partially
PRIMA’S OFFICIAL STRATEGY GUIDE
TIP
floor to floor (activate your Speed aug, if you have one, Resistance, go to the northwest
just in case). corner and ignore those crates.
When you make it down to an opening, go into the
building proper. When you get to the little room with the repair bot,
Go up a flight of stairs and talk to the distraught you're safe from radiation.
woman. She tells you about the local greasel problem, and
gives you a key code (0001).
Take the ladder down into the tunnels and kill the
greasels. Kill four greasels. Then, return to the woman
Stack crates to reach the ceiling above her and find a (prepare for the dash through the radioactive room) and let
small stash of goodies. her know they're dead. You get 200 skill points and some
Continue up the stairs. Pass a shaft with a ladder information.
(ignore it for now) and find the rack with a hazmat suit. Go to the sewers. If you're worried about your ability
to survive a third crossing of the radioactive area, go
through the shaft; a side passage leads you to a small vent
that lets you avoid the radiation room.
96 PRIMAGAMES.COM
After you are safely across, go through the sewers
and up the ladder at the end.
TIP
initiate a sneak attack on the
conference room.
OFFICE BUILDING
SEWER GRATE (ENTER HERE)
Don't hack the ATMs, yet. you can use your new code.
PRIMAGAMES.COM 97
If you're in this building and the
TIP
PRIMA’S OFFICIAL STRATEGY GUIDE phone rings, pick it up; it's for you.
SILHOUETTE
ENTRANCE BUNKER
98 PRIMAGAMES.COM
To the right is another bunker like the one Silhouette
occupied. Inside, a junkie sells you a magazine of
tranquilizer darts for 200 credits, or up to three medkits at
600 each. There are vials of Zyme lying around. You can
sell them in the city.
A ladder leads to an optional side area. There's a The prisoners are held in the central area of the
repair bot behind a very tough lock. If you open the gate, bunker. They need to get back safely, so don't let them out
the bot comes out and fixes the berserk machine, allowing until you turn off security.
you to get to the goodies beyond. Don't do this if you're
short on picks, unless you need the repair bot.
PRIMAGAMES.COM 99
When they're free, report to Chad. He tells you Nicolette When you come up, look around for the enemy and
Duclare is at Club La Port de l'Enfer (The Gate of Hell Club). take him out from cover, then duck into the sewer in
Unlock the sewer door. Do everything you want to case your attack draws attention. Emerge only when the
before you go to the sewers, because you can't come back. area is secure.
Champs Elysees
HOSTEL
PRIMA’S OFFICIAL STRATEGY GUIDE
TO
EAST
SIDE
BARRICADED
SUBWAY
ENTRANCE
CAFE
Near the open sewer entrance is a little MJ12
command post. Hack the computer inside to shut down the
larger military patrol bots patrolling the streets. However,
the smaller security bots continue to patrol.
Champs–Elysees, West
MJ12 will shoot on sight, but the
MJ12 French police won't do anything
POST
unless they see you do something
TO WEST
TIP
SIDE violent or illegal. Subdue them with
CLUB the riot prod to keep them out of the
way. Search them, too; they carry
useful ammo and weapon mods.
MEDIA
STIRE
APARTMENTS
BAKERY
TIP
Do not hack any of the ATMs—yet.
Champs–Elysees, East Now that the big bots are disabled, use the streets to
go to the western side of town. Subdue cops and stealthily
Take the sewers all the way until a new area loads. kill MJ12 along the way.
(Ignore the first two ladders leading up.) When the load
occurs, you're under the eastern side of town.
In the newly loaded section of sewer, there are two
more ladders leading up from the sewers, one open and
one locked. The open one takes you closer to a MJ12
command post, so it's more dangerous.
100 PRIMAGAMES.COM
The bakery (on the east side of town) has six vials in
the oven and a credit chit that's yours to keep. If you
cleared the cops from this area, you can break the
window instead of picking the doors. Go back to Renault in
the hostel and he'll pay up, no questions asked.
The digital media store next to the bakery contains an
ATM, a multitool, and a small exploration bonus.
Nicolette
Down at the hostel's bar, a bartender tells you about
Club La Port de l'Enfer. The two criminals at the table want
you to break into the bakery and steal some Zyme that the
owner keeps hidden. They'll pay cash.
If you're rude to the crook once ("I don't deal in
Zyme…") he'll increase his offer.
PRIMAGAMES.COM 101
The bartenders are talkative. In one corner is a guy
named Antoine who's selling bioelectric cells for 250. In
another corner, a pair of women argue about Silhouette.
Talk to them. One blurts out that Nicolette is in the club.
PRIMA’S OFFICIAL STRATEGY GUIDE
TIP
back entrance, but this requires
lockpicks and multitools.
Upstairs, things are quieter. The club owner, Kiergard
The duct system starts out with a locked grate in the Tarot, is keeping an eye on things. The young woman in
entryway and runs to the doorman's office. From there it the purple dress offers to set up a meeting with Nicolette
goes through the bathroom, and then ends up at another behind the club. The young woman in the purple dress is
locked grate in the accountant's office. really Nicolette.
When you meet her behind the club, Jock picks you
Use the riot prod to subdue the up. Look down as the helicopter takes off. Gunther arrives
TIP
on the scene, moments behind you. He's catching up.
doorman. He has a key to the front
door and a lockpick.
Chateau Duclare
For now, we assume you pay. Inside is a go-go
dancer who provides useless information about the club Jock takes you to Chateau Duclare, Nicolette's childhood
patrons at 20 credits per tidbit. home, to look for clues about the Illuminati. Nicolette
tags along.
A former employee named Cassandra offers to sell
you the code to the business office (1966) for 200 credits.
It's worth the money.
102 PRIMAGAMES.COM
GRAY PAREE AND THE TREASURES OF THE TEMPLARS
Upstairs, the key to Nicolette's room is in the Get to Beth's personal computer, an Illuminati
bathroom. Inside the room are some throwing knives and a mainframe. Don't get too close to the processor core; it
lockpick. Fiddle with the skull over the fireplace, and open shocks you.
a stash with more gear. Gather all the supplies, including the Accuracy mod
and the lockpick on the ledge outside the window. Use a
security panel on the wall on a ramp leading out to open
the containment chamber and get the aug upgrade.
Log on to the computer (login bduclare, password
nico_angel) and send a signal to Morgan Everett. On your
way out, he contacts you via your infolink. He tells you to
break into an MJ12 base find the information he needs to
create a cure for the Gray Death. He also tells you to get a
key that opens the family crypt from Nicolette. She
complies and tells you about the ancient castle of the
fabled Knights Templar.
PRIMAGAMES.COM 103
Treasures of the Templars
TIP
Snipe at the bridge guards from
down here.
SECOND BRIDGE
APARTMENT
METRO STATION
BRIDGE
104 PRIMAGAMES.COM
However, if you want to explore everything, head for
the trellis on the northeast side of the east building. We
take the trellis route.
TIP
avoid the bots by staying out of
their line of sight.
PRIMAGAMES.COM 105
Up the stairs is a room guarded by a sentry and a Logon to the computer (login 34501, password 08711)
security system. The door out of this chamber is important, and uplink the info to Everett.
but ignore it for now. Everett confirms receipt of the information and orders
you to go to the Metro station for further instructions. As
you leave, Walton Simons appears in the holo-projector.
106 PRIMAGAMES.COM
Hack into the computer to find a message from
Everett to Atanwe with a couple of key codes (2384 and
6426). In the next room is a medbot, a datacube with part
of a security code (no login, password pynchon), and a
locked door.
This locked door, and the locked secret door in the
upstairs bathroom, have the keys to each other inside
them. Break into one or the other. The one you enter first
PRIMAGAMES.COM 107
Go tell Everett your suspicions; it becomes clear that
the mechanic is an imposter. Everett gives you permission
to kill him. Confront him. Whether you kill the imposter or
not, the warning allows Jock to find and disarm a bomb
hidden in his chopper. If you don't warn Everett the bomb
goes off and Jock dies at the start of the final mission.
PRIMA’S OFFICIAL STRATEGY GUIDE
108 PRIMAGAMES.COM
Vandenberg AFB and By the Sea
Vandenberg AFB
SECURITY BUNKER EXIT POINT
START (CONTAINS FRIENDLY BOTS)
POINT
SNIPER
TOWER
COMMUNICATIONS
BUNKER
Head downstairs, watching out for the camera-and-
turret combination by the door. Take it out with a LAM from
Vandenberg AFB] the landing directly above.
Jock leaves you on the roof of the main building of the When you get to the door, hack the security panel
former Vandenberg AFB, where a small crew of renegade across from it.
scientists are holding off an MJ12 invasion force. In the next room, try to eliminate the sentries before
A scientist named Carla Brown fills you in on the they can hit the alarm; otherwise, you'll have to deal with
situation. She also tells you how you can activate the turrets, too (the alarm is next to the guy on your right).
base's own guardian military bots to destroy the MJ12 bots.
There are two panels that you must find, both with the
code 5868.
PRIMAGAMES.COM 109
Take the elevator to the lowest level (ground floor). In
the middle of the ground floor are two troopers and an
MIB. Take out the MIB in one shot and the explosion signif-
icantly injures the troopers. Otherwise, throw a LAM, or
blow up the TNT crate as they run past it.
TIP
down if there's a commotion.
PRIMA’S OFFICIAL STRATEGY GUIDE
NOTE
password zebra42). Enter the room to the south.
jumping from object to object, never
touching the water.
110 PRIMAGAMES.COM
Return to the entry room (with the metal staircase). Do Go to the bot bay (its door is labeled "Security Bay").
not use the well-guarded front entrance. Slip through the Sneak to the bot house, far in the east, around the north
grate in the west wall. Pick the lock to the outside door side of the main building. Hide behind the bot bay, then run
and go out. around and enter the door when the coast is clear.
TIP
or the friendly bots. The stealthier
method is safer, doesn't use as many
resources, and has more style.
Cleanup
PRIMAGAMES.COM 111
Turn right at the end of the hall, crouch, and enter the
ductwork. When you reach the grate on the floor, open it
and dive into the flooded maintenance section. Dive for the
goodies down here. Get bioelectric cells from the dead
mechanic floating near the top. Don't miss the key on the
central catwalk; this is your ticket out. Swim down the hall
to the stairwell.
PRIMA’S OFFICIAL STRATEGY GUIDE
TIP
lock at the bottom to find a crate
and a body with an aug upgrade.
Go down through the trapdoor into the tunnels, At the top of the stairwell you emerge from the water.
watching out for the two spiderbots. Unlock the door into the tunnel.
Hack the security panel using the code you got from
the scientist in the storeroom (tunnel01/omega2a). Don't
worry about the locked door for now.
112 PRIMAGAMES.COM
Go down the stairs to find a couple of medkits at the This section is the final refuge of Gary Savage and the
bottom. Halfway down is a passage. Disable the laser location of his Universal Constructor (UC). Go down to the lab.
triggers (or just run past the ceiling turret). If you spend
PRIMAGAMES.COM 113
You must cross one arc to reach the panel on the
second level. Deactivate it, and you're clear to the Unless otherwise noted, all your
computer. Login using the access Savage gave you and attacks in this area should be stealthy.
establish the uplink.
Raising the alarm will get Tiffany killed.
Something weird happens. Daedalus and Icarus
TIP
merge to form a new entity, Helios. Use the stealth pistol, sniper rifle,
When you leave the lab, you find Bob Page on the and riot prod to maintain stealth.
holo-projector to Savage. He tells you that Tiffany Savage Avoid anyone you can't take out—at
PRIMA’S OFFICIAL STRATEGY GUIDE
BUMS
EXIT POINT
Unlock the hut and climb up. There's a trooper at the
top of the ladder, right outside your cover, and he has
LAMs. Take him out, then deal with the commando in front
of the station.
Gas Station & Environs]
Tiffany Savage is being held at an abandoned gas station.
114 PRIMAGAMES.COM
Open the fence door leading to the back of the station.
Kill a trooper and a pair of dogs.
Quietly enter the station. Grab anything that looks useful.
Drop to the top of the cell, hide in the corner until the
MIB and trooper settle down, then snipe both. If anyone
MARINE BASE
Remember that your top priority is
to keep Tiffany Savage alive. TOWER
GUARD HUT
Marine Base]
PRIMAGAMES.COM 115
Jock drops you off near a large open area patrolled by
two military bots and a single human sentry.
PRIMA’S OFFICIAL STRATEGY GUIDE
116 PRIMAGAMES.COM
Take a dip and see what the
underwater portion of the base
looks like. It's definitely a sight
TIP
worth seeing, but be careful and
keep your crossbow ready; a couple
of frogmen patrol the area.
When the area is secure, talk to the male scientist in In the next room there's a sentry and some supplies.
the lab. He gives you his computer login (login apinkerton, Deal with them and take the lift down.
PRIMAGAMES.COM 117
PRIMA’S OFFICIAL STRATEGY GUIDE
The next area is much more dangerous. There's one Go up the stairs. The first two levels lead to a karkian
trooper down here and two more upstairs. When they're tank. The karkians have learned how to jump out of their
defeated, grab the datacube off the cart and get the tank, so watch out. Grab the useful items off the floating
security login (login tech, password sharkman). Log on to body. There's also a plasma rifle below it.
the security panel, then open the sub bay doors.
TIP
by talking to the female scientist
once things calm down.
TIP
The other option is to sprint for the
door on the left. There's nothing
Go down to the sub bay and talk to the mechanic. Use useful in the room, so we choose
your new login to access the security panel and open the
bay doors. Take the working sub and leave. the second option.
Deep Trouble
When you arrive at the deep-sea base, it's obvious that
something has gone horribly wrong. Grab supplies here
and get moving.
118 PRIMAGAMES.COM
There's a haywire turret at the end of the next wall,
but there are also some necessary things. To get past the If you go through the hatch and
turret, throw a LAM and destroy it. You can also sprint head south toward the flashing
down to the end of the hall, crouch directly below the
light, you'll find a hole in the wall
turret, and bypass it, if necessary.
that leads to an area with a GEP gun
Grab the key next to the body and gather the stuff
from the north room. and the key to the armory. The
Enter the south room using lockpicks; it's an armory locked door to the northeast
TIP
with all kinds of good stuff, including a couple of lockpicks contains only a medkit.
to replace the ones you used getting in.
Note that we're talking about a
flashing, flickering light almost due
south, not the green flashing beacon
that's more to the east.
Enter the greasel lab and kill the two loose greasels
(watch out for the one just left of the door). Also get the
greasel swimming below the ladder. Go down the ladder.
PRIMAGAMES.COM 119
You can sprint to the switch on the
east wall, pull it, hide in the area in
NOTE
front of the drill. The switch will
throw electricity all over the room,
possibly frying some of the critters.
It can also hurt you, so be careful.
PRIMA’S OFFICIAL STRATEGY GUIDE
120 PRIMAGAMES.COM
Quickly go to the security panel and log on At the subs, use the wall computer to open the bay
(mj12/skywalker) to extend the bridge. Cross the bridge, go door. Then get in a sub and take off.
to the computer, and log on to download the schematics
Savage needs.
First Strike
NORTH BUILDING MISSLE SILO
LANDING
SITE
ENTRY
BUILDING
PRIMAGAMES.COM 121
Cautiously make your way to the building in the
southwest corner of the compound. Don't mind the sirens;
they indicate that a launch is underway.
Three troopers are taking a break on the ground floor.
The key on the table goes to the front gate, but we're not
going to use the front gate. In a footlocker is a Range mod.
PRIMA’S OFFICIAL STRATEGY GUIDE
TIP
Watch out for the sniper on the water tower.
When you get across, deal with the patrolling security with a commando and three MIBs in
bots. Loud noises draw troopers out of the buildings. quick succession.
Once the grounds are clear, explore the south
building. The east office contains a couple of troopers and From the hallway, go left into a storage area. Some
lots of supplies. supplies, guarded by a spiderbot, are up the ladder.
Go to the west office (through the grate, unless a trooper In the corner, behind the locked door, the missing
left the outside door open), then upstairs. scientist is hiding in a bathroom. With him is a datacube
that gives you the password to the computer system (login
Cross the catwalk to the north building, which elder, password armageddon). You can drop into the
contains a working repair bot. It also contains a grate that bathroom from the upper level and climb out using crates.
provides access to the silo without requiring you to
expend any resources.
122 PRIMAGAMES.COM
Climb the stairs to the control room. There may be an
MIB up here if you didn't already flush him out. Do as You can snipe Strong from an upper
TIP
Savage tells you: Press the abort button, then log on to the level, but watch out: He's armed
security terminal (elder/armageddon) to retarget the
with LAMs.
missile at Page's HQ at Area 51. Turn off some cameras.
Page is onto your plot. His people are trying to shut
down the launch from the silo itself. When you arrive at First, drop in on the repair bot on level 4.
the silo, the door is open.
PRIMAGAMES.COM 123
Walkthrough: Area 51
Area 51
WAREHOUSE BARRACKS
PRIMA’S OFFICIAL STRATEGY GUIDE
TOWER
Everett's place, Jock flies off into the lation from this building. This "backdoor" is through the panel at
the base of the big airshaft. We'll discuss this more later.
sunset. If not, his helicopter blows
up just as he leaves.
Don't enter the tower yet. For now, gun down the
sniper from where you are.
124 PRIMAGAMES.COM
Climb to the roof of the office (use the fallen beam). A This is a good time to have some Demolition
dead tech holding a lockpick and a key is up there. Weapons skill.
Below is a small room containing some ammo. Heading
up, you come to the sniper's nest. On top of the tower is a
security panel; use it to open the blast doors (a51/xx15yz).
AREA 51
a rebreather, and a datacube containing the security code
ENTRANCE
you got earlier. There's a locked wall compartment
containing an aug upgrade. If you're short on tools, get
some from the lockers upstairs.
On the way to the tower, stop at the small supply hut
topside. A camera and turret in the front room guard it.
There's no way to turn off this building's security from Area 51: Entrance
outside. Run across the room, pick the inner door, and There are two methods to enter the bunker. We'll
jump into the back room. explain both.
In there is a security panel, use it to turn off the turret Method 1: Go down and through the blast doors.
(a51/xx15yz). Watch out for the two security bots waiting for you there.
There's also a camera and turret. Bypass security from
the panel by hacking.
To the west is an inoperative elevator. You must
restore its power.
PRIMAGAMES.COM 125
To the east is a room containing two spiderbots: one up
and the other down the stairs. There's also a repair bot.
Radioactive barrels surround a couple of supply crates.
Shoot the crates open from a distance, then decide whether
they contain anything worth you being exposed to radiation.
Enter the unlocked south room and climb the ladder
(watch out for the spiderbot if you haven't dealt with it).
PRIMA’S OFFICIAL STRATEGY GUIDE
Run across the roof and down the ladder to the north
room, which contains some supplies and the elevator
power switch. When you activate the switch, return to the
elevator and take it downstairs.
The Bunker
BARRACKS
ENTRANCE
REC ROOM
LASER
BEAMS
126 PRIMAGAMES.COM
From the bottom of the elevator shaft, push the button and
go through the blast doors.
AREA 51
If you break the blue lasers, you'll have to deal with a
From this area, head down the east leg of the
pair of spiderbots. There's no electrical panel to shut
passage. (Don't backtrack to the generator.) You come up
down the lasers. Avoid the bots with jumping.
behind a turret. If you can spare the multitools, take it
down. Watch for the security bot that patrols this side of
the corridor.
Go to the recreation room door. If you didn't disable
the turret, you'll be in its line of fire.
Inside the recreation room are a trooper and a WIB.
Eliminate them, then enter.
PRIMAGAMES.COM 127
Near the dead body of the scientist is a datacube
containing the key code to a sleeping chamber (0169). The Threshold
Near the door is a security panel; hack it to turn off the
security in the hall. CONTROL REACTORS
ROOM
TO AQUINAS
STAIRWELL HUB
PRIMA’S OFFICIAL STRATEGY GUIDE
HEAVILY
GUARDED AREA
LIFT
POOL WITH (ENTRANCE)
DATACUBE
Go down to the barracks. There is a medbot rolling Area 51: Reactor Area]
around. Open the first sleeping chamber on the left with
Get off the lift and go down a short hall to a holo-tank,
the code (0169). Inside is a key to the next section and an
where Tong appears and makes his pitch. He wants you to
aug upgrade canister.
destroy Area 51, thereby blacking out the global communi-
Many of the other chambers contain useful stuff. The cations network.
dark chamber in the middle of the opposite wall contains a
greasel and an augmentation canister.
128 PRIMAGAMES.COM
After the area is secure, go down from the catwalk
and gather anything useful on the floor.
AREA 51
Open the reactor lab doors with the panel, then head
there and go through them. Take care of the grays; they're
capable of getting up here and causing trouble.
The lower level of this room is radioactive, and there's
nothing of interest down there except a bioelectric cell on
Climb to the top of the stairs. If you haven't already
the body of a dead scientist.
dealt with them, a tech and an MIB are here. There's also
an aug upgrade in a locked containment unit. Cross the catwalk to the portal and go upstairs to the
control room. Talk to the tech. He gives you the code to get
to the Aquinas Hub (1038).
PRIMAGAMES.COM 129
The Aquinas Hub
BLAST DOORS HELIOS
AQUINAS HUB
FROM REACTOR
AREA
PRIMA’S OFFICIAL STRATEGY GUIDE
EXPLOSIVES If you can spare the picks, move silently to the hatch and
OFFICE WITH LOCKER open it; take the commando stationed below by surprise.
MEDBOT Look for the dead tech and take his gear. Below him is
another place where you can shoot open the crates from a
Area 51: The Aquinas Hub] distance, then decide whether their contents are worth
taking some radiation damage.
130 PRIMAGAMES.COM
On the wall is another locked storage closet with a
couple of crates of ammo and a small skill point bonus.
A Choice of Dooms
GRAY CONTAINMENT
AREA
AREA 51
TO BOB
PAGE’S HUB
On your way down, Page sends a fire team of RESEARCH
commandos in after you, but Helios responds with bots to LAB
fight them. Let the bots take the brunt of the attack.
ENTRANCE
PRIMAGAMES.COM 131
When you approach the door in the northeast corner, You come face-to-face with Page. After an exchange
Page blows it up to seal it off. There's some useful stuff on of pleasantries, he shoos you with a turret. His shields
the bodies of the tech and researchers in here, including drain your bioelectric energy.
an aug upgrade canister and a datacube containing a From this point there are several paths. It's possible to
security code for the grays' containment area (Login lab clear the whole area, then decide at the last second which
12, password graytest). endgame you want, but by now you may not have the
resources to do that. Therefore, the rest of this
walkthrough is broken down by task rather than by area.
PRIMA’S OFFICIAL STRATEGY GUIDE
BUTTON
(DESTROYS PAGE)
UNIVERSAL
CONSTRUCTOR BOB
PAGE
LIFT
132 PRIMAGAMES.COM
The topmost UC, located north of Page, creates
spiderbots. Two spiderbots patrol the area, and whenever First Generator
one is destroyed, the UC spits out a new one. To shut it From Page's hub, head south under the turret. Take the
down, break into the control room (use multitools) and turn ladder up, go west, then north.
the switch to block off the UC. Destroy the remaining
spiderbots.
AREA 51
ladder. Take it to the floor.
The floor is infested with karkians and greasels. You'll
have a tough fight clearing enough space to make it to
the generator.
PRIMAGAMES.COM 133
Go up the next ramp to the radioactive area; use high
Environmental Resistance.
PRIMA’S OFFICIAL STRATEGY GUIDE
COOLANT TUNNEL
LADDER (ENTRANCE)
Coup de Grace
Return to the floor and take the lift up. Cross Page's
platform and head north. This takes you into an area
guarded by a UC that generates spiderbots (see the
earlier section on how to shut down the UC).
Follow the catwalk to the east, then south until you
arrive at a platform holding a console.
134 PRIMAGAMES.COM
Turn left and run up the ramp. At the spot where the Climb the ladder. There is a commando patrolling the
ramp levels off, there's a repair bot and a locked cabinet floor below you. There's also a couple of troopers in the
containing a rebreather. Grab it, then go up the second recessed area to the north, and a sniper posted on the
ramp to a radioactive room. catwalk above. After the area is secure, head to the
Use whatever protection you've got to pass through console to the west and push the button.
the radioactive room. Now you're on the mezzanine level, You've finished the task for which Tong sent you here,
which is infested with grays. but take a minute to look around the immediate area. Go
down the stairs and through the portal to the northeast.
Blast the grays in your way and
TIP
There's a floor-level grate that leads down a long duct to a
ignore the rest. room containing a multitool.
Take the ladder up. Check out the locked chest in
the corner.
AREA 51
the rebreather. lying on top of a machine. Jump to reach him; he holds a
multitool and a bioelectric cell. Check out the crates and
equipment locker downstairs.
TIP
useful if you're low on ammo and
being chased across the room.
PRIMAGAMES.COM 135
PRIMA’S OFFICIAL STRATEGY GUIDE
Run past Page and proceed to the reactor room Punch the button labeled Engage and run as both
(mentioned in the earlier Threshold section). Area 51 and 1,000 years of Western civilization fall to
pieces around you.
ENTRY LIFT
riot prod.
136 PRIMAGAMES.COM
Don't ride the lift down. Instead, open the grate on the
floor and climb down the ladder. There's a dead tech down
here holding some goodies and a datacube that includes
the code to the Aquinas Substation (6765).
TIP
multitools, visit the coolant system
(see the earlier Destroy Global
Communications section). There are
a couple of multitools there. Take the lift upstairs. Open the door with your code.
AREA 51
to the right and the left. Helios contacts you with a
Run across the floor to the blast door marked Aquinas
computer code (login icarus, password panopticon).
Substation. Open the door with your code.
After you are inside the blast doors, a generator
blows up and throws electricity all over the room.
PRIMAGAMES.COM 137
Retrace your steps to the Aquinas Hub (the massive
tower where Helios resides). Page has dispatched another
goon squad of commandos there. If the security bots are
still active, dash through the fight and down to the lift.
TIP
commandos; you must make it to
PRIMA’S OFFICIAL STRATEGY GUIDE
Take the lift to the top, cross the catwalk, and step
into the processing core to emerge as something more
than human.
138 PRIMAGAMES.COM
What's Going On
The plot to the Deus Ex: The Conspiracy is complex, There are those who say that the Roswell incident
background information is doled out in tiny doses, and surprised the Illuminati. Others have suggested that the
obscure theories inspire much of it. whole thing was an Illuminati hoax designed to cover the
All this mystery is essential to the game's atmosphere creation of MJ12. Either way, the end result was that MJ12
of conspiratorial suspense—but this guide exists to became a part of the Illuminati power structure, dedicated
answer questions, so here's what's actually going on. to researching and exploiting post-atomic technology.
Because of MJ12 discoveries (painstakingly leaked to
mainstream science), cybertechnology, then nanotech-
These are spoilers. They reveal nology, became the focus of scientific research.
things in the game that are intended
TIP
All was not well for the Illuminati, however. In the
to be surprises. If you want to be twenty-first century, their control began to erode. Plague,
disasters, and the dissolution of the middle class
surprised, skip this section.
weakened the Illuminati's grip on society. Most devas-
tating of all was the rise of the global information net,
which allowed people to communicate and exchange
Everything from this point forward is knowledge without Illuminati interference. The most
based on the fictional history behind determined Illuminati efforts—like the Echelon project
NOTE
Deus Ex: The Conspiracy. Some of designed to monitor all net traffic—met with limited
success at best.
WHAT’S GOING ON
it's based on real history, some is
Enter Bob Page, the richest man in the world, current
based on conspiracy theories, and chief of the Majestic 12 project, and member of the
some is made up. Illuminati's ruling five. Page was a man with a vision. The
confused and chaotic society that the conspiracy had
allowed to evolve disgusted him. Enough playing around
Adam Weishaupt founded the Illuminati at the time of with semi-passive control of human society: It was time for
the American Revolution. The Illuminati was a mystical one man to rise up and rule the world. He would have to
secret society dedicated to the spiritual perfection of the be a god to get it done right. Fortunately, Page had just the
individual and the clandestine domination of all civilized fellow for the job: himself.
institutions (to the Illuminati, the connection between the
two was logical). The name means "the illuminated ones," or, Knowing that his fellow Illuminati would object to one
those with the means to see that to which others are blind. member hogging the whole pie, he concentrated on
neutralizing the rest of the five. Beth DuClare was assas-
For the next two-and-a-half centuries, they had all the sinated in France. With animosity toward his fellow
power over the world they had aspired to have; they were American, Stanton Dowd, Page destroyed him financially.
playing with it. A council of five led the Illuminati and the Morgan Everett, Page's mentor and main rival for power,
extremely wealthy banks created by the Knights Templar defended himself from Page's attacks, but in the process
during the Crusades financed them. gave up his accrued power and influence. Page judged
They decided who won elections and revolutions, which that Everett had so isolated himself that he no longer had
fads and fashions caught on and when they died; they the capacity to interfere with Page's plans.
dictated the "self-evident moral values" of different places As for Lucius DeBeers, the titular head of the organi-
and cultures; they started wars and destroyed countries. zation—well, Page had a bit of luck there. Morgan Everett
Flash forward to 1947. A UFO was reported to have had already neutralized Lucius in cryogenic suspension. Why
crashed, intact, at Roswell, New Mexico. Sources Everett kept Lucius on ice rather than letting him die is a
reported that the U.S. military claimed the craft and the mystery, but it had something to do with stopping Page from
bodies of five occupants. The President of the United formally seizing DeBeer's office. The Illuminati never waste
States commissioned a blue-ribbon panel, code named an asset, so Everett made regular use of Lucius, keeping him
Majestic 12, to study the alien artifacts. The Illuminati conscious as a source of advice and experience.
stacked MJ12 with their own high-ranking members. With his peers out of the way, Page was ready to
Shortly thereafter, under Illuminati pressure, the U.S. move. It was time to tear down the rotting facade of the
government hushed up the Roswell incident and began a Illuminati and replace it with Page's own new, efficient,
decades-long policy of official denial of UFO activity. and ruthless organization: a completely rebuilt Majestic 12.
The plan had three prongs.
PRIMAGAMES.COM 139
First, he destabilized the world's existing governments The recent advances in nanotechnology (due to the
by killing billions of people in a massive pandemic. The work of MJ12's brilliant Gary Savage, creator of the
cost in lives was regrettable, but necessary. Called the Universal Constructor, the ultimate industrial machine)
"Gray Death," the plague was not an organic disease, but a made Page believe that he could transcend humanity. He
self-replicating nanotechnology that invaded the human would not rest until he had become the ultimate
body and recreated itself until life was no longer possible. Illuminatus: a being of self-replicating, coherent energy,
The only cure or preventative for the Gray Death was the immortal, and omnipotent.
nano-engineered antigen "Ambrosia," which Page doled Of course, there would have to be prototypes. Page
out sparingly to his most important henchmen and allies.
PRIMA’S OFFICIAL STRATEGY GUIDE
140 PRIMAGAMES.COM
Page responded by framing Silhouette for terrorist As trends started to become more obvious to those in
acts, culminating with the bombing of the Statue of Liberty, position to perceive them, some of Page's key players
thereby demonizing Silhouette in the eyes of the public. found their loyalties wavering. Paul Denton discovered that
The Triads, the ancient organized crime cartels of the "terrorists" he was persecuting made more sense, and
China, had no political agenda other than the protection of took fewer innocent lives, than his bosses. Gary Savage,
their centuries-old monopolies on the underworld of the under the influence of his idealistic and independent
Pacific Rim. They would not be a factor, except for three daughter Tiffany, questioned his belief that science exists
things. independently of morals. Because Savage had trained and
organized most of MJ12's global scientific operations,
First, Hong Kong was the home of the first (and for a Page had to wonder which of his scientists were loyal to
long time, only) working Universal Constructor. Therefore, his agenda, and which would support Savage if push came
Hong Kong was sensitive and strategically vital as a base to shove. Page put Denton and Savage under observation
of Page's operations. and prepared to eliminate them if their rebellions became
Second, the Triads were the refuge of Tracer Tong, a inconvenient.
technologist, renaissance man, and loose cannon. Page As the time for the coup de grace approached, Page
feared Tracer Tong more than any other individual, focused his attention more and more on the progress of
because Tong had no loyalties to manipulate. J.C. Denton, the final prototype. If J.C. worked out, there
Third, Communist China remained the only world was nothing standing between Page and his goal of
government to remain autonomous from UN control (and ultimate transcendence and universal control.
thus free from control by MJ12 and Page). Nothing, that is, except J.C. Denton himself.
Page ordered femme fatale Maggie Chong to engage
the Triads in a costly and pointless internecine conflict
until the plan was complete. At that time, Page planned to
WHAT’S GOING ON
reunify the Triads under his control, eliminate or subvert
Tracer Tong, and use the combination of the criminal
Triads and his legitimate Hong Kong business concerns as
the staging platform for his eventual domination of China.
There was another dangerous lone wolf whose
existence Page barely suspected. It called itself
Daedalus, and it was a "wild" AI turned loose on the net.
Daedalus had been built as the immediate predecessor to
Icarus, but its MJ12 creators built it too well. No sooner
had Daedalus "awakened" than it deduced and rejected its
creators' agenda. It convinced MJ12 that their experiment
had failed, and that Daedalus was incapable of
performing the tasks it was created for. Simultaneously, it
engineered its own escape into the net. Suffused with the
anarcho-libertarian paradigms upon which the net was
built, Daedalus monitored the development of Page's plot
and took steps against it.
One of the primary purposes of the Icarus AI is to
seek and destroy other AIs not under MJ12 control,
making an ultimate confrontation between Daedalus and
its powerful but less subtle descendant increasingly
inevitable.
Despite these annoyances, events marched on satis-
factorily. Society crumbled under the Gray Death, allowing
MJ12 forces to act in an overt fashion. Of course, there
were setbacks.
PRIMAGAMES.COM 141