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Joe Grant Bell


Chris McCubbin
primagames.com®
Deus Ex: The Conspiracy
Prima's Official Strategy Guide
Joe Grant Bell
Chris McCubbin
Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court
PRIMA’S OFFICIAL STRATEGY GUIDE

Roseville, CA 95661
(916) 787-7000
www.primagames.com

The Prima Games logo is a registered trademark


of Random House, Inc., registered in the United
States and other countries. Primagames.com is
a registered trademark of Random House, Inc.,
registered in the United States.
© 2002 by Prima Games. All rights reserved. No part of this
book may be reproduced or transmitted in any form or by
any means, electronic or mechanical, including photo-
copying, recording, or by any information storage or
retrieval system without written permission from Prima
Games. Prima Games is a division of Random House, Inc.
Senior Product Manager: Sara E. Wilson
Senior Project Editor: Brooke N. Hall
Editorial Assistant: Etelvina Hernandez
Deus Ex © Ion Storm LLP 2002. Published by Eidos TABLE OF CONTENTS
Interactive, Inc. Deus Ex is a trademark of Ion Storm.
Eidos, Eidos Interactive and the Eidos logo are trademarks
of the Eidos Group of companies. Ion Storm is a trademark Introduction . . . . . . . . . . . . . . . . . . . . . . . . 3
of Ion Storm LLP. All Rights Reserved.
J.C. Denton, Super Agent . . . . . . . . . . . . 4
All products and characters mentioned in this book are
trademarks of their respective companies.
Weapons & Gear . . . . . . . . . . . . . . . . . . . 20
Important:
Prima Games has made every effort to determine that the Combat and Exploration . . . . . . . . . . . . . 30
information contained in this book is accurate. However,
the publisher makes no warranty, either expressed or Rescue the Lady and On the Town . . . . 40
implied, as to the accuracy, effectiveness, or
completeness of the material in this book; nor does the The Lebedev Sanction
publisher assume liability for damages, either incidental or and Inevitable Choices . . . . . . . . . . . . . . 55
consequential, that may result from using the information
in this book. The publisher cannot provide information Hong Kong and the Supertanker . . . . . . 71
regarding game play, hints and strategies, or problems
with hardware or software. Questions should be directed
Gray Paree and Treasures of
to the support numbers provided by the game and device the Templars . . . . . . . . . . . . . . . . . . . . . . . 96
manufacturers in their documentation. Some game tricks
require precise timing and may require repeated attempts
Vandenberg AFB and By the Sea . . . . . 109
before the desired result is achieved.
ISBN: 0-7615-3780-5 Area 51 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Library of Congress Catalog Card Number: 2001096802
Printed in the United States of America What's Going On . . . . . . . . . . . . . . . . . . . 139
01 02 03 04 DD 10 9 8 7 6 5 4 3 2 1

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.

Specialization Versus Generalization


Should you specialize in a few skills, making J. C. a master of each, or give J. C. a wide variety of moderately developed
skills? You can do either, and neither path is right or wrong. The important thing is to pay attention to your preferences
as you play the game. If you prefer sneaking around and hacking computers, you should work on those skills. If you
want to blast your enemies with heavy weapons, favor augmentations and skills that develop that ability.

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 Versatile, Well-Rounded


Character

J. C. DENTON, SUPER AGENT


The game is easiest when you use a well-rounded character. A well-rounded character solves problems in a variety of
ways, whereas a highly specialized character has fewer options. Also, a well-rounded character uses most of the
weapons and gear found throughout the game. A true specialist, on the other hand, won't be able to use most of this
stuff and will have to ignore it.
There are no strict rules for creating a well-rounded character; however, a typical well-rounded character has
the following:

– Some Computer skill, either Trained or Advanced


– Good Multitool and Lockpicking skills (both should eventually become Advanced)
– Some basic training in a couple of weapons skills, and Advanced or Master skill in your
favorite weapons skill

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

All times in the table here are in seconds. The PC or ATM


and Security Terminal columns list lockout times—the amount of
time in which the system shuts down if you're caught.

Skill SP Detect PC/ATM Security Description


Level Cost Time Terminal
Untrained — — — — Can use terminals to read bulletins
and news
Trained 1,125 15 60 120 Can hack ATMs, computers, and
security consoles
Advanced 2,250 30 30 60 Better detection and lockout times, can
control automated gun turrets
Master 3,750 60 8 15 An elite hacker whom few systems
can withstand
We strongly recommend that you immediately rise to the Trained level in this skill. Most characters want to go to
Advanced at a later point. This allows you to control automated gun turrets (extremely useful) and gives you more
hacking time (extremely convenient).
Most characters should not bother training to Master in Computer. You can get everything you need with the
Advanced skill level.

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

J. C. DENTON, SUPER AGENT


through (half of 75 percent damage is 37 percent damage sustained).

Skill Level SP Cost Damage Sustained


Untrained — 100%
Trained 675 75%
Advanced 1,350 50%
Master 2,250 25%

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

Because you don't need Medicine skills and the


Regeneration aug, choose one or the other. We like
Regeneration. You have to wait a little while to get it, and you
might be tempted to get some Medicine skills in the meantime.
It's OK if you do, but it's most efficient to tough it out until you
get Regeneration.

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.

Skill SP Accuracy Reload Recoil Lock Targeting Damage


Level Cost Time Strength Time Time
Untrained — Normal Normal Normal Normal Normal Normal
Trained 1,350 +10% -.1 -.2 -10% -10% x1.2

J. C. DENTON, SUPER AGENT


Advanced 2,700 +25% -.25 -.5 -25% -25% x1.5
Master 4,500 +50% -.5 -1 -50% -50% x2
Unlike explosives, heavy weapons are hard to use without training. They slow you down and fire slowly unless
you're skilled.
There are two basic strategies for heavy weapons. One is to go nuts, crank this skill up to Advanced or Master, and
take the Microfibral Muscle augmentation (which lets you carry heavy weapons more easily). The other strategy is to
ignore this skill or take only basic training, then use heavy weapons only when you don't need speed (such as an ambush).

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.

Skill Level SP Cost Accuracy Shot Time Damage


Untrained — Normal Normal Normal
Trained 1,350 +10% -10% x1.2
Advanced 2,700 +25% -25% x1.5
Master 4,500 +50% -50% x2
High skill levels in Low-Tech are essential for ninja-
The mini-crossbow, while low- type characters that want to kill or stun foes by using hand
NOTE

weapons. If you don't like close-in fighting, ignore this skill.


tech, is covered by the Pistol
However, there is a good hand-to-hand weapon available later in
Weapons skill. the game (the Dragon Sword), so this skill is cool if you enjoy
using swords.

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

Trained 1,575 +10% -.1 x1.2


Advanced 3,150 +25% -.25 x1.5
Master 5,250 +50% -.5 x2
If you don't take the Pistol skill from the start, you'll have a
rough time early in the game. But you will have more skill points
left over for other skills, which help you in the later game.
If you're obsessive about efficiency, don't take any Pistol
skill; instead, save skill points for the deadlier Rifle Weapons
skill. On the other hand, to keep the early levels manageable,
become Trained in this skill; doing this makes the early levels
easier, and you always keep the pistol as a small, easy-to-carry
backup weapon.

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.

Augmentations and Upgrades


Augmentation canisters are bioenhancements that permanently bestow a special ability upon J. C. Denton. Every
augmentation canister contains a choice of two potential augmentations; you must choose one at the time the canister
is installed.
Upgrade canisters improve augmentations. You apply them on the Augmentation Screen.

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.

Your maximum energy storage is 100


units. An aug with a rate of 10 can operate

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.

J. C. DENTON, SUPER AGENT


Each canister fits into a particular body area. Some body areas, such as the torso, have several "slots" for augmen-
tations. Others, like the cranium, can hold one augmentation. Carefully choose.

Available Augmentation Canisters


Location Option 1 Option 2
Arms Combat Strength Microfibral Muscle
Legs Speed Enhancement Run Silent
Subdermal 1 EMP Shield Energy Shield
Subdermal 2 Cloak Radar Transparency
Torso 1 Aqualung Environmental Resistance
Torso 2 Regeneration Ballistic Protection
Torso 3 Synthetic Heart Power Recirculator
Cranium Aggressive Defense System Spy Drone
Optics Targeting Vision Enhancement

Aggressive Defense System


The ADS is an antimissile system mounted in J. C.'s skull. It shoots down incoming grenades and missiles, detonating
them at some distance from J. C. so he takes less damage.

Mission Locations: Breakout, Hong Kong, Gray Paree


Augmentation Location: Cranium
Energy Rate: 10
Paired With: Spy Drone
Effect: Detonates incoming explosives at increasingly greater distances

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.

This aug lets J. C. spend more time underwater without taking


damage. Your normal duration underwater before taking damage
is 20 seconds.

Mission Locations: On the Town, Hong Kong Level Effect


Augmentation Location: Torso Tech 1 30 sec.
Energy Rate: 10 Tech 2 60 sec.
Tech 3 2 min.
Paired With: Environmental Resistance
Tech 4 4 min.
Effect: Increases lung capacity

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.

Mission Locations: Lebedev Sanction, Treasures of the


Templars Level Effect
Augmentation Location: Torso Tech 1 -20%

Energy Rate: 60 Tech 2 -35%


Tech 3 -50%
Paired With: Regeneration
Tech 4 -75%
Effect: Damage reduction from projectiles and bladed
weapons (as a percentage of total damage)

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.

Paired With: Radar Transparency Tech 3 200/min.


Tech 4 150/min.
Effect: Power drain (per minute) to use this aug

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.

J. C. DENTON, SUPER AGENT


Combat Strength
This aug powers up the damage done with low-tech melee
weapons such as swords, batons, and crowbars.

Mission Location: Rescue the Lady


Level Effect
Augmentation Location: Arm Tech 1 +25%
Energy Rate: 20 Tech 2 +50%
Paired With: Microfibral Muscle Tech 3 +75%

Effect: Increases damage inflicted by applicable weapons Tech 4 +100%

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.

Mission Locations: Lebedev Sanction, Treasures of the Templars


Augmentation Location: Subdermal
Energy Rate: 10
Paired With: Energy Shield
Effect: Reduces EMP damage

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.

Mission Locations: Breakout, Area 51 Level Effect


Augmentation Location: Subdermal Tech 1 -20%

Energy Rate: 40 Tech 2 -40%


Tech 3 -60%
Paired With: EMP Shield
Tech 4 -80%
Effect: Reduces flame, electrical, and plasma damage

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.

Mission Locations: On the Town, Hong Kong Level Effect


Augmentation Location: Torso Tech 1 -25%

Energy Rate: 20 Tech 2 -50%


Tech 3 -75%
Paired With: Aqualung
Tech 4 -90%
Effects: Reduces radiation, gas, and poison damage

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.

Mission Location: Hong Kong Level Effect


Augmentation Location: Torso Tech 1 -10%
Energy Rate: 10 Tech 2 -20%
Paired With: Synthetic Heart Tech 3 -40%
Tech 4 -60%
Effect: Reduces your internal energy drain

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.

Mission Location: Rescue the Lady


Augmentation Location: Arm
Energy Rate: 20

J. C. DENTON, SUPER AGENT


Paired With: Combat Strength
Effect: Increases the weight limit you can carry (in your hands) while running or walking fast.

Level Running Effect(in Pounds) Walking Effect(in Pounds)


Tech 1 37 62
Tech 2 45 75
Tech 3 52 87
Tech 4 60 100
If you specialize in heavy weapons, you need this aug. A combination of high Heavy Weapon skill and Microfibral
Muscle is the only way to make heavy weapons practical.
If you aren't a heavy weapon specialist, you may still want this one for the "moving heavy stuff" ability. However,
because we like melee weapons, Combat Strength is a personal preference.

Radar Transparency
Radar Transparency makes you temporarily invisible to bots,
cameras, turrets, and other mechanical devices. Upgrades
reduce the energy drain rate.

Mission Locations: Hong Kong, Vandenberg AFB


Augmentation Location: Subdermal
Energy Rate: 300
Paired With: Cloak
Effect: Power drain per minute to use this aug Level Effect
Tech 1 300/min.
If you're trying for pure stealth, take Radar Transparency and Cloak. If not, Tech 2 250/min.
you must decide between them. There are more human enemies than bots and Tech 3 200/min.
cameras in the game, but the bots are tougher. Which do you want to hide
from? We take Radar Transparency. Tech 4 150/min.

PRIMAGAMES.COM 15
Regeneration
Regeneration restores J. C. to full health. This aug converts bioelectric energy into health.

Mission Locations: Breakout, Area 51 Level Effect


Tech 1 5 HP/sec.
PRIMA’S OFFICIAL STRATEGY GUIDE

Augmentation Location: Torso


Tech 2 15 HP/sec.
Energy Rate: 120
Tech 3 25 HP/sec.
Paired With: Ballistic Protection
Tech 4 40 HP/sec.
Effect: Healing per second (for entire body, not per part)

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.

Mission Locations: On the Town, Inevitable Consequences,


Hong Kong
Level Effect
Tech 1 -25%
Augmentation Location: Leg
Tech 2 -50%
Energy Rate: 40
Tech 3 -75%
Paired With: Speed Enhancement Tech 4 -100%
Effect: Decreases sound range

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.

Mission Locations: On the Town, Inevitable Consequences, Hong Kong


Augmentation Location: Leg
Energy Rate: 40
Paired With: Run Silent
Effects: See table

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.

J. C. DENTON, SUPER AGENT


Mission Location: Hong Kong
Augmentation Location: Torso
The Synthetic Heart
NOTE

Energy Rate: 100


does not increase Tech 4
Paired With: Power Recirculator
augs beyond Tech 4.
Effect: Upgrades other augs temporarily, but cannot be
upgraded

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.

Mission Locations: Breakout, Hong Kong, Gray Paree


Augmentation Location: Cranium
Energy Rate: 150
Reconstruct Time: 30 seconds for new drone
Paired With: Aggressive Defense System
Effects: See table

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

Tech 3 3 175 17 ft. 35


Tech 4 5 250 25 ft. 50
This aug is useful for reconnaissance, but it's one of those things you must remember, then use. If you forget about
it, you might as well not have it.
If playing a fighting character, we avoid this aug and take the ADS instead. If we're playing a sneaker, we take the
Spy Drone.

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.

Mission Locations: Hong Kong, Treasures of the Templars Level Effect


Augmentation Location: Optics Tech 1 +5%
Energy Rate: 40 Tech 2 +10%
Tech 3 +15%
Paired With: Vision Enhancement
Tech 4 +20%
Effect: Increase to your base accuracy percentage

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.

Mission Location: Hong Kong, Treasures of the Templars


Augmentation Location: Optics
Energy Rate: 40
Paired With: Targeting
Effect: See table

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.

J. C. DENTON, SUPER AGENT


Built-In Augmentations
These are built-in augs you have from the start. They do not take up a slot, require no upgrading, and use no energy
(except the flashlight).

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.

WEAPONS AND GEAR


Damage Type/Amount: Impact/3 Noise Range: 10 ft.
Base Accuracy: 50% Rounds Per Second: 13
Accurate Range: 5 ft. Reload Time: 4.0
Maximum Range: 5 ft. Min. Rounds Per Burst: 7
Noise Range: 2.5 ft. Notes: Can be dodged, stuns, affects only organic.
Rounds Per Second: 2
Notes: Affects only organic, usable underwater. Riot Prod
The riot prod stuns the victim. As with
the baton, this weapon takes out your
enemy for the entire mission. Best used
in a sneak attack from behind.
Crowbar
Repeatedly hit someone or something Ammo: Prod Charger
with it. (CHARGER)
Damage Type/Amount: Impact/6 Pickup Ammo Count: 4
Base Accuracy: 50% Clip Size: 4
Accurate Range: 5 ft. Damage Type/Amount: Tranquilizer/15
Maximum Range: 5 ft. Base Accuracy: 75%
Noise Range: 2.5 ft. Accurate Range: 5 ft.
Rounds Per Second: 2 Maximum Range: 5 ft.
Notes: Usable underwater. Noise Range: 2.5 ft.
Rounds per Second: 1
Reload Time: 3.0
Notes: Stuns, affects only organic.

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

Throwing Knife Sniper Rifle


This rifle allows you to pick off foes
The Throwing Knife is best used in a
from afar. A tremendously valuable
surprise attack.
weapon.
Pickup Ammo Count: 5
Ammo: 30.06 (3006 AMMO)
Damage Type/Amount: Impact/15
Pickup Ammo Count: 6
Base Accuracy: 55%
Clip Size: 6, 7, 8, 9, 10, 11
Accurate Range: N/A
Damage Type/Amount: Impact/25
Maximum Range: N/A
Noise Range: 2.5 ft. Base Accuracy: 75%, 77, 80, 82, 85, 87
Rounds per Second: 3 Accurate Range: 1,800 ft.
Reload Time: N/A Maximum Range: 3,000 ft.
Recoil Strength: .40, .36, .32, .28, .24, .20
Notes: Can be stacked (25 max.), can be dodged, affects Noise Range: 100 ft.
only organic. Rounds Per Second: .6
Reload Time: 2.0, 1.8, 1.6, 1.4, 1.2, 1.0
Notes: Scope standard (original FOV enhanced 10%), can
Rifle Weapons have Silencer.
Assault Rifle
This twin-barreled assault rifle can fire 7.62mm ammo
(good for most targets) and 20mm HE
ammo (good for tough, heavily armored
Assault Shotgun
The assault shotgun can fire either
targets such as bots). It is one of the
buckshot (good for human targets) or
more versatile and effective weapons
sabot shells (good for hard targets).
in the game.
This is another versatile, effective
Basic weapon stats appear first, rifle-class weapon.
and ammo-specific damage tables
follow.
Base Accuracy: 65%, 68, 72, 75, 79, 82 Sabot (armor-piercing) shells are
Recoil Strength: .50, .45, .40, .35, .30, .25 much more effective against
Noise Range: 50 ft. (0 with Silencer)
armored targets (such as robots).
NOTE
Reload Time: 3.0, 2.7, 2.4, 2.1, 1.8, 1.5
Sabot and buckshot are equally
7.62 Ammo Stats effective against organic targets,
Pickup Ammo Count: 30 but buckshot only inflicts one-
Clip Size: 30, 33, 36, 39, 42, 45 quarter damage against robots.
Damage Type/Amount: Impact/3
Accurate Range: 300 ft., 330, 360, 390, 420, 450
Maximum Range: 600 ft.
Rounds Per Second: 10
Min. Rounds Per Burst: 3

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

WEAPONS AND GEAR


TIP
cone shape. If the target is hit by The best use for the mini-
the entire cone (all five projectiles), crossbow is to fire a tranquilizer,
then run. Hide for a few seconds

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.

Ammo: Dart, flare dart, tranquilizer dart


Sawed-Off Shotgun Pickup Ammo Count:
(see dart damage table)
4
The sawed-off, pump-action shotgun
features a truncated barrel that creates Clip Size: 4
a wide spread at close range. This Base Accuracy: 60%, 64, 68, 72, 76, 80
shotgun accepts either buckshot or 12- Accurate Range: 50 ft., 55, 60, 65, 70, 75
gauge sabot shells. Don't use this Maximum Range: 100 ft.
weapon at medium to long range. Noise Range: 2.5 ft.
Ammo: 12-gauge buckshot, 12-gauge sabot Rounds Per Second: 1.2
Pickup Ammo Count: 4 Reload Time: 2.0, 1.8, 1.6, 1.4, 1.2, 1.0
Clip Size: 4, 5, 6, 7, 8, 9 Notes: Can be dodged, stuns, affects only organic, usable
Damage Type/Amount: Impact/25 underwater, can have Scope (original FOV enhanced 15%).
Damage Effect: Cone, 5 Hit Locations
Base Accuracy: 69%
Accurate Range: 75 ft.
Maximum Range: 150 ft.
Recoil Strength: .50, .45, .40, .35, .30, .25
Noise Range: 50 ft.
Pistol
This standard 10mm pistol is good in
Rounds Per Second: 1
the game's early stages.
Reload Time: 3.0, 2.7, 2.4, 2.1, 1.8, 1.5

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

Noise Range: 50 ft. Noise Range: .5 ft.


Rounds Per Second: 1.6 Rounds Per Second: 6.6
Reload Time: 2.0, 1.8, 1.6, 1.4, 1.2, 1.0 Reload Time: 1.5, 1.3, 1.2, 1.1, 1.0, 0.9, 0.7
Notes: Can have Scope (original FOV enhanced 25%). Notes: Can have Scope (original FOV increased 25%).

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

always deal maximum damage.


Targets near the edges of the blast
sphere take less damage.
Though the listed damage for the
flamethrower is low, it sets the
Notes: Can be dodged, cannot be stacked, can only carry
target on fire. This causes constant
one, usable underwater.
TIP
damage until the target dies or the
fire is put out (by water or halon
gas). Flaming targets won't attack
Stealth Pistol you; they have other things to
The stealth pistol is a variant of the
worry about.
standard 10mm pistol with a larger clip
and integrated silencer. Replace the
standard pistol with this weapon when
you find it.

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

over the place. (see damage table)


Pickup Ammo Count: 4
Clip Size: 1
Damage Type/Amount: Explosive/100
Base Accuracy: 75%
Damage Effect: Sphere, radius 48 ft.
Accurate Range: 900 ft.
Base Accuracy: 69%
Maximum Range: 1,500 ft.

WEAPONS AND GEAR


Accurate Range: 900 ft.
Recoil Strength: 1.00
Maximum Range: 1,500 ft.
Noise Range: 100 ft.
Recoil Strength: 1.00
Rounds Per Second: .5
Noise Range: 100 ft.
Reload Time: 2.0, 1.8, 1.6, 1.4, 1.2, 1.0
Rounds Per Second: N/A
Reload Time: 0.0 Notes: Has target-lock system, can be dodged, can
have scope.
Notes: Cannot be stacked, can only carry one.
Plasma Rifle
The plasma rifle is an experimental
weapon with amazing power. Watch the
Guided Explosive ammo, and lead your shots in front of
fast-moving targets.
Projectile (GEP) Gun
The GEP gun is a shoulder-mounted Ammo: Plasma clip
launcher that employs a laser to (PMA CLIP)
guide its rockets to their targets. This Pickup Ammo Count: 12
is the best weapon against heavily Clip Size: 12, 13, 14, 15, 16, 17
armored targets. Damage Type/Amount: Fire/105
Enemy GEPs do not lock onto targets, but yours do, with Damage Effect: Sphere, radius 8 ft.
a lock time of two seconds (this time decreases with Base Accuracy: 69%
skill). The GEP then tracks the target until triggered. Accurate Range: 900 ft.
Rocket Damage by Type Maximum Range: 1,500 ft.
Rocket Type Amount Effect Recoil Strength: .30, .27, .24, .21, .18, .15
Type Noise Range: 50 ft.
Rocket Explosive 300 Sphere, radius 12 ft. Rounds Per Second: 2
(rocket) Reload Time: 2.0, 1.8, 1.6, 1.4, 1.2, 1.0
WP Rocket See Note See Note Sphere, radius 32 ft.
(WP rocket) Notes: Can be dodged, can have Scope (enhances
original FOV 20%).

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

detonate immediately Damage Effect: Sphere, radius 24 ft.


Base Accuracy: 50%
Electromagnetic Pulse Accurate Range: 50 ft.
(EMP) Grenade Maximum Range: 75 ft.
The EMP grenade creates a pulse that Noise Range: 50 ft.
temporarily disables all electronics Rounds Per Second: 2.5
within its area of effect, including Notes: Can be dodged, usable underwater.
cameras and security grids.

The key word here is "temporarily".


If you expect to spend lots of Scramble Grenade
time in the area, destroy bots These grenades cause bots to go

with conventional weapons TIP haywire and become your friend,


attacking all enemies within sight.
after disabling them with the Pickup Ammo Count: 1
EMP grenade. Damage Type/Amount: N/A
Damage Effect: Sphere, radius 32 ft.; confuses bots
Pickup Ammo Count: 1 up to 2 min., 30 sec.
Damage Type/Amount: Explosive/(EMP) 100, 125, 150, 175, 200 Base Accuracy: 50%
Damage Effect: Sphere, radius 32 ft. Accurate Range: 50 ft.
Base Accuracy: 50% Maximum Range: 75 ft.
Accurate Range: 50 ft. Noise Range: 50 ft.
Maximum Range: 75 ft. Rounds Per Second: 2.5
Noise Range: 50 ft.
Notes: Can be dodged, affects only robot, usable
Rounds per Second: 2.5
underwater, scramble effect wears off.
Notes: Can be dodged, stuns, affects only robot, usable
underwater.
Weapon Modifications
There are a number of weapon modifications that
Gas Grenade augment the capabilities of certain weapons. Sometimes
you can add more than one of the same mod to a weapon.
Upon detonation, the gas grenade
releases tear gas that temporarily Modifiers are applied to the original stats. For
incapacitates its victims. Charge in and example, if you add a second Accuracy mod to a
gun them down while they're busy weapon, the modifier is a percentage of the original base
coughing. Accurate Range number, not the already modified
Pickup Ammo Count: 1 Accurate Range stat.
Damage Type/Amount: Gas/10, 12, 15, 17, 20 The following table describes the benefits of each
Damage Effect: Sphere, radius 25 ft. mod and how many of each you can use. The second
Base Accuracy: 50% table shows which mods can be added to which weapons.
Accurate Range: 50 ft.
Maximum Range: 75 ft.
Noise Range: 50 ft.
Rounds Per Second: 2.5
Notes: Can be dodged, stuns, affects only organic.

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

X: Mod can be used.


S: Mod is standard equipment.
Key

R: Mod is recommended.

WEAPONS AND GEAR


Mod Pistol Stealth Mini-Xbow Assault Sniper Assault Sawed-Off GEP Plasma Flame-
Pistol Rifle Rifle Shotgun Shotgun Rifle thrower
Accuracy R R R X X — — — X —
Clip X X — X X X X — X —
Range R R R X X — — X X R
Recoil X — — R R R R — X —
Reload X X R X R X R X X X
Scope X R R — S — — X X —
Silencer — S — R R — — — — —

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

throughout the game.


Tools
Food and Drink Binoculars
– Buoyant
Candybar
– Heals 2 health points
Bioelectric Cell
– Single use Bioelectric cells provide energy for your
augmentations.
– Stackable (max. 20)
– Recharges 25 energy points
– Buoyant
– Single use
Soy Food – Stackable (max. 20)
– Heals 5 health points
– Single use Credit Chit
Adds credits to your account.
– Stackable (max. 20)
– Buoyant
Fire Extinguisher
Sodacan Spews halon gas at your target.
– Heals 2 health points – Lasts 3 seconds
– Single use – Single use
– Stackable (max. 10) – Stackable (max. 5)

Liquor 40 oz. (Beer)) The fire extinguisher


Be careful with the brew. Your ensuing drunkenness
has much the same
affects your ability to fight.
NOTE
– Intoxication lasts 10 seconds per bottle effect as pepper
spray on yourself and
– Single use
other people.
– Stackable (max. 5)

Liquor Bottle Collect fire extinguishers. When an


– Intoxication lasts 5 seconds per bottle enemy sets you ablaze, use the
extinguisher and run through the
TIP

– 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

Lockpick – Stackable (max. 10)


A disposable lockpick. The better your
– Buoyant
Lockpick skill, the fewer of these you
need.
– Stackable (max. 20) Cigarettes
Harms you (poison damage).
– Single use
Medkit
Use this to heal yourself. – Stackable (max. 5)
– Heals 30 health points – Buoyant
– Single use
Zyme Vial

WEAPONS AND GEAR


– Stackable (max. 15)
While Zyme doesn't help you, you can trade it to addicts or
sell it to dealers.
Multitool – Delirium lasts 60 seconds per vial
Use these to manipulate code locks,
cameras, automated gun turrets, alarms, – Single use
or other security systems. The better
your Multitool skill, the fewer of these – Stackable (max. 10)
you need. – Buoyant
– Stackable (max. 20)

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.

Remember the Augs


When fighting weak or moderately strong enemies, you usually don't need augs. However, when walking into a fight that
you know (or suspect) will be tough, turn on your combat-related augs first. They can make all the difference.

You can assign any number of augs as "quick augs," which can be turned on with the

COMBAT AND EXPLORATION


TIP
press of a button. Assign your most commonly used combat augs to this category so
you can immediately access them.

Use Proper Ammo


Standard shotgun and assault rifle ammo does good damage to humans and rotten damage to bots. Switch to sabot
ammo or 20mm ammo when fighting bots; otherwise, it'll seem like you're shooting rubber bullets. Likewise, don't waste
sabot ammo on humans.

Understand Damage Regions


Each enemy has six body areas: head, torso, both legs, and
both arms.
Deal enough damage to the head or torso, and the enemy
dies. Deal enough damage to the weapon arm, and the enemy
cannot attack you (though he or she can raise an alarm). Deal
enough damage to the legs, and you render the enemy motionless.
If you shoot one body area, the damage doesn't carry over to
the others. Focus attacks on one body area. If you deal damage to
the head, continue attacking the head; if you damage the torso,
continue attacking the torso.
Attack the head or torso instead of the arms and legs. The
head is best if aiming isn't a problem; otherwise, go for the torso.

EMP Damage Versus Standard Damage


EMP damage has nothing to do with standard damage. If you throw an EMP grenade at a bot and <I>almost<I> knock it
out, then you switch to a shotgun, you've wasted your EMP grenade. The bot is not any easier to destroy with your
shotgun because of the EMP attack.
After you start using EMP attacks against a bot, continue using them. Don't start an EMP attack unless you have
enough EMP weapons to finish the attack.

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.

Make Good Weapon Choices


If you can't snipe, the assault shotgun is the best weapon for
taking down tough enemies (commandos, MIBs, greasels,
karkians).
Save the sabot rounds for bots. The same rule applies to the
assault rifle: Save the heavy ammo (20mm grenades) for bots and
tough foes.

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.

Attack from Appropriate Range


The best way of killing anything is from afar. This is particularly true for MIBs and WIBs (Men in Black and Women in
Black) because they explode when you kill them.
If you can't take down commandos from afar, get close to them. This prevents them from using their rockets, which
are their deadliest attack.

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.

Deal with Fire


If you're set on fire from a weapon attack, take action. Jump into
water, use a fire extinguisher if you have one, or use a faucet or
shower. Halon gas puts out fires.

Exploration and Miscellaneous Tips

COMBAT AND EXPLORATION


Collect Reusables
Crossbow darts and throwing knives that miss the target stick in walls and floors. Recover them to conserve resources.

Blowing Doors Off Lockers


When faced with a row of lockers or file cabinets, with each door or drawer requiring a couple of lockpicks, blow off the
doors all at once with a LAM, LAW, GEP rocket, or HE ammo. The stuff inside will be fine, and you've only expended one
round of ammo rather than a half dozen or more lockpicks.

Bomb Defusing Made Easy


If you need to pass a LAM or gas grenade booby trap, and you don't want to try to grab it, whip out your pistol or other
small weapon and shoot it from a safe distance. If you can't get a clear line of sight for an aimed shot, you can detonate
it with another grenade in the general area. An EMP grenade will also work.

You Can't See Me


An excellent use for a short-lived thermoptic camo is to walk through blue lasers or to get past a specific turret/camera
combination that's pointed where you need to go. The camo makes you invisible to the camera, and you can breeze past
or get under the camera (if it's in reach) and disarm it.
You can pull a similar trick with ballistic armor. The camera will see you, but the armor allows you to shrug off much
of the turret damage without using up less bulky resources.

Using Keypad or Computer Codes


Getting a password or code isn't good enough. You must "learn"
the information from within the game in order to use it. Therefore,
even if you know that the password is "lemmein," you still have to
find a source of that information within the actual game. (We'll tell
you where to find it.)

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.

Tear Gas and Poison Clouds


Tear gas and poison clouds cause most people (but not you) to stop and rub their eyes for several seconds. These items
also deliver one point of damage per cloud (either tear gas or poison damage).

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.

Radiation and Shock Damage


Radiation and shock (electrical) damage varies greatly in
intensity. You may continue taking damage if you remain in a
radiation or electric field, depending on the field.

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.

COMBAT AND EXPLORATION


Explosions
Explosions cause physical damage. (Some barrels seem to
explode, but actually release clouds of poison.)

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

you choose; on Easy difficulty, he's a walking tank, but on Speed: 6


harder levels, he's much more vulnerable. Health: 25 (head),
Easy: 400 50 (each other area)
Medium: 300 Equipment: Various
Hard: 200
Realistic: 100 MIB (Men in Black))
Speed: 6

Thugs Health: 88 (head),


175 (each other area)
When you're fighting thugs, they have a base accuracy of The MIB explodes upon death. He will not
40 percent. run away, no matter how injured he is.

Thug WIB((Women in Black))


Speed: 6 Speed: 6
Health: 25 (head), 50 (each other area) Health: 75 (head),
Equipment: Pistol, crowbar, sawed-off 150 (each other area)
The WIB explodes upon death. She will not
Gang Leader or Member run away, no matter how injured she is.
Speed: 6
MJ12 Troop
Health: 25 (head), 50 (each other area)
Speed: 6
Equipment: Pistol, sword
Health: 25 (head),
Smuggler 50 (each other area)
Speed: 6 Equipment: Various

Health: 25 (head), 50 (each other area)


Equipment: Pistol, crowbar MJ12 Commando
Speed: 6
JoJo Fine Health: 63 (head),
Speed: 6 125 (each other area)
Health: 38 (head), 50 (each other area) Equipment: MJ12 commando gun, MJ12
Equipment: Stealth pistol, crowbar rocket launcher
The MJ12 Commando is immune to tear gas and poison
gas, and has 50 percent resistance to fire and poison
Military damage.
MJ12 Commando Gun Stats
Most military characters have a base accuracy of 90
percent with weapons. For those who explode upon death, Hit Damage: 15
the explosion delivers 100 points of damage over a radius Base Accuracy: 80%
of 16 feet. If you want their loot, knock 'em out—don't kill Accurate Range: 300 ft.
'em.)
Max. Range: 600 ft.
Noise Level: 1.0
Reload Time: 1.0
Rounds per Second: 5
You can dodge the MJ12 Gun.

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)

Anna Navarre Walton Simons is immune to stun, fire, scramble grenade,


and EMP. He has 90 percent immunity to tear gas, poison
Speed: 7 gas, poison, halon gas, radiation, and shock. He has
Health: 100 (head); several augmentations.
150 (each other area)
Equipment: Assault rifle,
Robots and Objects

COMBAT AND EXPLORATION


combat knife
Anna Navarre is immune to poison. She explodes upon Robots shut down completely if hit with enough EMP
death and has Cloak augmentation. damage. They are immune to tear gas, halon gas, poison
gas, radiation, poison, and unconscious attacks. They
Maggie Chow reduce shot and fire damage by 75 percent and prod
Speed: 6 damage by 50 percent (and aren't stunned).
Health: 25 (head),
50 (each other area)
Security Camera
Health: 50 (in one blow)
Equipment: Dragon Sword

Gunther Hermann Automated Gun Turret


Speed: 7 Health: 50 (in one blow)

Health: 150 (head), Hit Damage: 5


200 (each other area) Base Accuracy: 50%
Equipment: Assault rifle, combat knife, Rounds per Second: 4
flamethrower
Gunther Hermann is immune to stun, fire, scramble
Door
grenade, and EMP. He has 90 percent immunity to tear gas, Health: 0–100
poison gas, poison, halon gas, radiation, and shock. He
explodes upon death.
Wooden Crate
Health: 10
Joseph Manderley
Speed: 6
Medbot
These bots heal you.
Health: 25 (head),
50 (each other area) Speed: 6
Equipment: Pistol, combat knife

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.

Security Bot Mark 2 Min. Range: 6 ft.

Speed: 3 Noise Level: 1.0

Health: 38 (head), 75 (other) Rounds per Second: 1

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.

COMBAT AND EXPLORATION


The Greasel is immune to tear gas, poison
gas, and halon gas. Base Accuracy: 100%
Spit Attack Stats Noise Level: 0.1
Hit Damage: 15 Rounds per Second: 10
Base Accuracy: 85% This attack deals serious leg damage depending on its
Accurate Range: 18 ft. speed when it hits.
Max. Range: 28 ft.
Noise Level: 1.0 If you drop a dead body in front of

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

Rescue the Lady


Your first mission begins on the Liberty Island dock. As
UNATCO HQ Paul briefs you, choose the sniper rifle.
COMM VAN Grab the crowbar and clean out everything on the
dock. Two supply crates floating under the dock are worth
TO THE STATUE swimming for.
Locate Paul and talk to him twice more to find out
additional information about your past.
Proceed north through the turnstiles, to a courtyard
patrolled by UNATCO troops. Don't fire on these guys!
DOCK (START POINT)

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

RESCUE THE LADY AND ON THE TOWN


computer. Use the computer to open the trapdoor outside; the statue, your way is clear to the dock. The security bot
below the trapdoor is an EMP grenade. patrolling the wall (south of the dock) is on your side, so
Leave the UNATCO compound and move east from the don't worry about it.
courtyard. Now you're in enemy territory.

On the dock are two more NSF guards. Hide in the


Take down a few patrolling NSF terrorists here, then southwest corner and blow up the small TNT crate when
find a small bunker. Jump up a series of boxes and break a an NSF agent is in range
crate for a gas grenade. Unlock a panel at the base of the
bunker to access a medbot.
Move north, killing a few more terrorists. A flat bunker
near one of the terrorists has a small cache of goodies,
including the security computer code (login NSF001,
password Smashthestate) for the statue.
Avoid the main statue entrance for now; if you get too
close, automated gun turrets fire on you.

When you meet Filben, be friendly ("You can trust


me."). He gives you the key to the statue entrance.
In the hut with Filben is a female drifter who offers
to sell you ammo. If you have the sniper rifle, buy the
30.06 clip.

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

Off the dock is a sunken barge that contains a


sawed-off shotgun and two weapon mods. Either swim
down and pick the trapdoor to get to the goodies, or grab
a TNT crate from the dock, throw it into the water over
the barge, and shoot it to blow the hatch.
When underwater, don't do more than one thing at a
time; rise to the surface between picking up each item.
This is a difficult swim for a beginner.
Move on to the big loading dock on the east side of
Avoid lots of fighting inside the statue's base by
the statue.
climbing up the crates on the loading dock and slipping over
the wall. From there, you can elect to just continue upward
and capture the commander. To take this shortcut, go to the
section labeled "Final Approach."

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.

Visit the underground bunker nearby. Kill the NSF


guards, grab the multitool from the top of the crate by the
bunker entrance, and take a hazmat suit from its rack
inside the bunker. The datacube near the forklift is your
second chance to get the NSF security code.

If you go through the front door, don't walk right up to


it! Use the security panel to disable the automated gun
turrets and security cameras the NSF has set up and to
open the doors (this is where you use the password you
picked up a while back).
There's one sentry in the main room at ground level,
but unless you take him out very quietly, he'll call a whole
posse of friends to help him. He has a buddy upstairs on
the balcony who can see what's going on and raise the
alarm, too.

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.

RESCUE THE LADY AND ON THE TOWN


Creep over to the main room's northeast corner and
enter the ventilation duct. Grab the multitool in a room with
a wooden door. Crawl through a second duct to an office
and grab the ATM code and the medkit.

Now go back to the wooden door and either pick it or


break it down. Take out the three terrorists guarding
Gunther; try to be stealthy.
In the room just outside Gunther's cell, cross quickly to Dispatch the guards at the top of the stairs. When you
the northeast corner (behind the desk) to avoid the turret's reach the NSF command post, the commander immediately
line of fire. Then hack the security panel to turn the turret surrenders. Ask him to tell you about the shipment, and talk
off and open the cell. to him repeatedly for additional information.
While you're interrogating the prisoner, a UNATCO
trooper strolls in and tells you that the island has been
completely retaken; your mission is over.
Grab the augmentation canister, then head for HQ.

Make a final "victory lap" around the


statue. The UNATCO troops will have
stripped all the NSF bodies, but you
TIP

can still break open crates and grab


loose items. This is a good time to
go back to the hut in front of the
main statue entrance and pick the
lock to the locker there.

PRIMAGAMES.COM 43
Debriefing
Report to UNATCO HQ. The HQ has three levels, and you
start out on the top (Level 1).

Anytime you visit HQ, steal supplies,


hack every computer you can get
PRIMA’S OFFICIAL STRATEGY GUIDE

your hands on (yes, you can hack

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.

You're ready to report to Manderley on Level 2. Grab the


closet key off his secretary's desk on the way in. He'll give
a cash bonus for the day's operation and brief you on the
next mission.

44 PRIMAGAMES.COM
Head out to the south docks and click on the launch
to go to the next mission.

Before leaving HQ, use the keys you collected. The


furnace in the closet on Level 2 has a locked panel

RESCUE THE LADY AND ON THE TOWN


concealing a biocell.
Also, don't forget to stop by your office and check
your e-mail. Next to your office is a dayroom with vending
machines, an ATM, and a locked cabinet full of crossbow
On the Town
ammo. If you don't already have a couple candybars or
soy food packets in inventory, hit the vending machine for Castle Clinton
food, too.
EXIT

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.

Beneath Castle Clinton

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.

Both strategies work. The frontal


PRIMA’S OFFICIAL STRATEGY GUIDE

assault is a tough fight (although


you'll have allies), but with some
Computer skill you can hack security

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.

Near the office is a room with crates. Go through this


The bolt-hole entrance is behind the soda machine room and up some stairs. Take a left to the control room.
next to where you landed. The locked box on the wall You must either pick the door or blow it up with a LAM. In
conceals the keypad to get in. the safe is an augmentation canister.

You can trade a candybar or package


TIP

of soy food to the urchin on the docks


in exchange for the code (9183).

The first room (with the water) is safe. When you're


finished there, crouch and start to sneak. There's a camera
and turret at the bottom of the stairs, but if you stand right
beneath the camera, you can avoid being spotted.
There's a control panel on a wall outside of the
camera’s view. Run up and hack it to disable most of the
cameras in this base and set the turret to attack enemies.

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

RESCUE THE LADY AND ON THE TOWN


You should get an infolink message saying you've barricade. This will work best if you have some explosives
completed the mission. Go up the stairs you were just on and are willing to use them.
and take a right.
You can now head up to the surface. When you
emerge into the hut at the top of the stairs, you meet a boy
who trades you some information for a snack.

The other two ways are through either a large


trapdoor next to the subway entrance or a ventilation duct
in the floor of one of the shanties. Both lead to the
subway's air conditioning system.
Search the area for gear and clear the courtyard of There are two levels of air conditioning shafts. The
any remaining terrorists. To do this, shoot a few rounds upper leads to a string of ceiling grilles near the train, and
then dash outside, where Anna and the other UNATCO the lower leads to a series of floor-level grilles along two
troops help you fight. walls of the station.
Afterward, talk to Anna. She briefs you on your next
assignment. Be humble and friendly ("I'm learning as I go.")
and she'll give you two EMP grenades; otherwise, you just
get one.

Snipe at the terrorists from the ceiling grilles; fire


once or twice, then quickly pull back. Avoid the TNT crates
lined up near the train.
From the floor grilles, go to the corner where the
hostages are kept, stealthily take out nearby guards, talk
to the hostages, open the train, and slip away.

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

react to them quickly.

Exit the subway to Hell's Kitchen. You get an infolink


from Alex advising you of a hostage situation at the Hilton
Even if you want to clean out the place, it's still a
(a.k.a. the 'Ton). You can deal with that later. For now,
good idea to open the train and get the hostages safely
look around for equipment and encounters. You should do
inside as soon as possible.
the following:
After you've rescued the hostages and collected
equipment, step into the train to ride uptown.

1.

1. Rescue the mole person. On the basketball court,


there's a street person being harassed by a couple
Uptown of NSF thugs. Take out the thugs, and their grateful
victim will give you a password (Underworld) that
PARK
will come in handy in the next mission.
BASKETBALL COURT

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

RESCUE THE LADY AND ON THE TOWN


with a weapon showing, or you'll scare everybody away.
Talk to everybody inside the clinic.

Do not go into the Underworld with

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

of Zyme; these come in handy in the next mission. A


locked closet contains a bioelectric cell and a medkit. It
sounds like there's a party in a third room at the top of the
stairs, but you can't get into it.
On your way out, hit the ATM machine near the
front door.

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.

The entrance to the Smuggler's lair is just behind the


subway station. Push the button and give the correct
password (Bloodshot), to be let in.

Unlock the door, draw your weapon, open the door,


and immediately engage the terrorists. Only by maximum
speed and efficiency can you hope to save both hostages.
Get a password (Righteous) by talking to a hostage.
On the balcony, behind a plant, is a message cube
containing an ATM passcode (login 543654, PIN 5544).

Take the lift down to an abandoned garage. There are


a few items scattered about the place. The area behind
the chain-link fence is for show; you can't get to it.
If you trip the laser trigger, you'll have to fight the
Smuggler's commercial security bot. Go over to the little
hut in the corner and jimmy the electric panel to turn off
the laser (there's even a multitool already in the hut).
When you get to the Smuggler, you find that his prices
are high. He offers you a deal, though. His friend, Ford
Schick, is being held captive by some mysterious government

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

RESCUE THE LADY AND ON THE TOWN


You come to an L-shaped intersection with an
automated gun turret at the junction. The turret won't
activate unless you trip a laser. Disarm a second panel here.
At the far end of the "L" is a ledge with a ladder. On
behind the cot. You can hack the keypad and pick up some the ledge, you find a corpse—someone in a uniform you
useful stuff (a medkit and some thermoptic camo). haven't seen before. It has lockpicks, multitools, and the
There's also a "back door" into the Smuggler's place: door code (2167) to get into the base proper. (This code
through the storage unit behind the basketball court. The works on most keypads in the base.)
ladder in the entry area leads up to this exit. To enter the base itself, return to the junction and pick
the lock on the wall box, then enter the door code.
The Sewers
There are two entrances to the sewers, both of which can
be opened with the key you received from the Smuggler.
The one nearest the subway involves a long trap
gauntlet, but it allows you to gather information and
resources that will be useful to you inside.
The one near the alley next to the 'Ton takes you
directly into the middle of things. You'll miss a lot of tricky
traps, but you'll be dropped directly into a fairly intense
firefight, and without some very useful intelligence.

We assume you use the entrance by


Down the hall, behind a laser trigger that you can
the subway, because that's the most crouch under is a door. On the other side of the door is a
complete route. Don't try this route hallway with a camera directly opposite a security box.
NOTE

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

already hacked the system.


deactivates it. Triggers that can't be
deactivated can be avoided with a
little careful maneuvering.

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.

Across the room is a corridor. Follow it, opening doors


along the way, until you reach another door with a security
panel. Use multitools to open it. A small flooded room that contains a few crates is
down here, as is an armory full of useful weapons and
Beyond is a landing with a security panel you can ammo. The armory door is the only keypad in the complex
access; it's easy to sneak under the camera's line of sight that doesn't respond to the 2167 code; you must break in.
to the security panel. Kill the trooper here.
Leave when you're done. Don't forget to drop in on
the Smuggler after his friend is safe.

Three toxic barrels are on the floor below. Use them


to kill the troopers there. Go down after they're dead.

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.

There are a few doors downstairs. One leads to a


chemistry lab that contains your goal, Mr. Ford Schick.
Talk to him and let him know he can leave.
There is also a barracks with a data pad giving you a
computer login (login Jsteward, password JS1357) and a
computer that will reveal your first concrete bit of data
about the secret organization known as Majestic 12.
You can also enter through a
TIP

basement window at the bottom of


some nearby stairs.

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.

RESCUE THE LADY AND ON THE TOWN


Method 1: Move aside two large crates blocking a Go down to the elevator, then up the nearby metal
hall. Follow the hall downstairs to a basement tunnel stairs and through the door. Go down the hall, break the
guarded by laser-activated turrets. Shoot explosive barrels window, and enter the fire escape (crouch to get through
near the turrets to destroy them. the window).
Walk down the hall through the laser beams, duck under
some pipes, and get into an elevator leading to the rooftops.

Make your way down from rooftop to rooftop. The roof


with the stained glass skylight is tricky to get to, but it's
worth the effort. Climb up a ladder to the billboard, run
Method 2: Open a side door in the crate room. Follow across a ledge in front of the billboard, then run across the
the hall to an alley trapped with a LAM. Disable the LAM catwalk to the roof. Once there, there is a datacube with
and climb the fire escape to the rooftops. the code to the basement office (9923).
For this walkthrough we assume you take the elevator.

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

Now you're ready to head back. A helicopter lands on


the roof of the generator building and disgorges Gunther,
who's ready to relieve you. Make your way to the roof and
head for base.

The hallway leads to a door that opens on an area


surrounding the generator building. There are four ways to
get in—all tough.

1. Take a ramp to the building roof and make your


way down to the generator. This way gives you
the advantage of height, but there are plenty of
guards between you and your goal. Another
advantage is that it clears your escape route.
2. Jump down, unlock the door (the NSF guard has
the key), and walk in. This is a tough fight, Clean up or explore the alley outside the building
particularly when you're making your way to before entering the helicopter.
the roof to escape.
Here are a few strategies for the alley entrance,
3. Go around to the cellar entrance and use the key should you decide to explore it:
code you found (2577) to get in that way. This is
a tough fight.
4. Look for a side passage that leads to an alley
(watch out for LAMs) and find a grate that leads
to a sewer entrance. You get an exploration
bonus when you swim through the sewers.
Come back and pick that up later.

This walkthrough assumes that you take option #1.


Kill the guard and dog in front of you as you exit the
door, then move forward to a ramp leading up. Take it, then
take ladders the rest of the way to the building's roof.
– There are LAM booby traps in the alley. Grab them
From the roof, make your way down through the before they detonate; they're useful. Look for a data pad
warehouse, eliminating all opposition as you go. Expect near the sewer grate; it gives you the code to open the
basement ramp (2577).
intense combat. Take it slowly.
– A sewer grate leads to a room where you can walk
You can hack a computer on the second floor of the across a pipe to turn a valve wheel. This wheel opens
building to shut down the generator. Optionally, you can an underwater tunnel that leads to the generator
building basement.
fight your way to the bottom and blow it up by shooting one
– You need some Swimming skill or an Aqualung to swim
of the explosive barrels near it. (Shooting from an upper this tunnel.
balcony is safest.) – There is an augmentation canister located inside of the
warehouse, underneath a desk, inside of a safe.

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.

THE LEDEBEV SANCTION AND INEVITABLE CHOICES


Jaime's busy with a couple of patients. As for Carter:
If you were too gung-ho in the last mission, it annoys
Carter enough that he refuses to issue you any ammo. (He
gives you an Accuracy mod, and a couple of multitools.)
Down in the lockup, Simons is conducting his interro-
gation. You can eavesdrop, but this annoys Simons.
After you're healed and restocked, head out to the
chopper. Drop by the comm van to find a repair bot at work
on the security panel. Use the repair bot to replenish your
energy reserves.

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

BLOCKED AREA ENTRANCE


ENTRANCE
ELECTRIFIED DOOR

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

There are a few goodies scattered around Castle


Clinton and the shantytown. In one of the shanties is a
locked box containing the code for the entrance to the
tunnels (6653) and a PS20.
If you got the Mole People password in Hell's Kitchen,
you can also get the code by talking to a bum in another
shanty.
Down in the subway, Harley Filben sells you the Either run through the electricity, hack open the other
password for 500 credits. Talk to him twice to find out door, or break cardboard boxes concealing a nearby wall
more about Lebedev. grate. Use a crate to climb up to this grate, then follow a
ventilation duct to the room beyond the electrical doorway.
Grab gear in here, then disable a wall panel to cut the
electricity outside.
Go to the other end of the subway complex, keeping a
lookout for more gear.

Go to the phone booth in the subway and punch in the


code on the keypad. You are conveyed to the secret
tunnels below.
After a short passage through a tunnel, you emerge in
the abandoned Brooklyn Bridge subway station.
Descend the stairs into another station and enter a
ruined train. Inside the train is Charlie Fann, the
gatekeeper for the Mole People. He gives you a mission:
Blow up the debris blocking access to the Mole colony's
water supply. Restore the flow. In return, he'll tell you how
to get to their tunnels.
To blow up the blockage, you need a LAM (or a LAW
or GEP gun). If you don't already have one, you must get
one. There are two ways.

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).

THE LEDEBEV SANCTION AND INEVITABLE CHOICES


The gang leader, El Rey, is at the eastern end of the
upstairs area. He'll sell you a LAM for 750, which is not a
bargain. If you haggle, he'll offer to give you the LAM for
killing Rock. Because you've already done this, you can
get the LAM immediately.
In the men's bathroom nearby is a junkie who has a
LAM he'll sell for a vial of Zyme; use the Zyme you picked
up at the 'Ton.

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

LOCKED DOOR & EXIT

Now you can blow up the obstruction. Return to the


western end of the subway system, go downstairs, and
walk to the end of the track. Open a door and pitch a LAM You come out in the Mole People's tunnel. From here, you
into the timber blocking the hallway. can snipe a few NSF troopers.

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

To get to Lebedev, navigate through a long and well-


guarded tunnel.

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.

Proceed to the east end and look for some large


cardboard boxes that conceal the secret brick. Destroy
them. The brick is behind them, at floor level. Press it.
If you enter the secret area with no weapon drawn,
the NSF leader will surrender. Otherwise, you might have
to kill or tranquilize him.

Turrets guard the next area. The trick here is to sneak


up under the camera at the front of the room, then take out
the lone sentry before he punches an alarm button.
Grab the key from the sentry's body while avoiding
the camera.
Two doors (one locked, one not) lead away from here.
The sentry's key opens the locked one.

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.

The next room is a pool guarded by more laser-


triggered turrets. There are two ways across. After you're past the bots, you're in the room that
leads to the helibase. Pick up gear from the floor, including
Break into the security panel to deactivate the lasers,
a multitool and a datacube located between the two
then jump across the partial bridge.
machines. The datacube has a login and password.
Or, crawl through the wall duct, dive into the pool, and
swim through the tunnel (the entrance to the tunnel is
below the point where you dive in). If you don't mind
swimming, the underwater route is cheaper and safer.
The Helibase
SEWER ENTRANCE
Invest a few points into one skill TO ELEVATOR
TIP

level of swimming. It'll come in


handy at several points later, too.

There's an EMP booby-trap on the wall of the tunnel


past the hanging bridge. You can get to it from either
direction. Watch for it. BATHROOMS
SECURITY PANEL (BENEATH REC AREA)
CLOSET WITH LADDER

ENTRY

Open the doors to the helibase, and ahead is a guard


facing away from you. There's also Ambrosia to the side,
and a camera above your head.

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

You're in a hallway. Ignore the stairs and investigate


the two bathrooms in this hallway. Quietly kill any
terrorists in this area. A terrorist in the bathroom has a key The ducts lead to two lookout points. Snipe terrorists in
that'll come in handy later. the helipad from the first one, then move to the second one.
When you're done, run across the main room, to the
western side. Avoid the camera.

Snipe more terrorists from the second lookout, then


drop into a maze of crates near the helipad. Run around
In the western hallway, clean out the terrorists in the and kill the rest of the terrorists back here. Also, go back
two ground-floor offices. Check the cubbyholes in the desks. and clean out the recreation area located upstairs from
Use the computer password you found in the first office. the bathrooms. Kill any remaining terrorists in here.
Climb the stairs. Unlock both doors with your key. The
first door leads to a closet with a ladder leading up. Ignore
it for now.
The far door leads to a computer room. Clean it out and
hack a wall panel to disable all the cameras in this complex.

Play with the pinball machines to


TIP

open a secret wall with crates


behind it.

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.

THE LEDEBEV SANCTION AND INEVITABLE CHOICES


To the north, inside the entrance from the docks, are a
couple of trailers with ammo.
There's also a manhole in the west corner of the
hangar that leads to an underwater access. Swim through
the tunnel to an open area, then climb the ladder and jump
across the two ledges. Push the crate that's in your way
into the water.

LaGuardia
We assume you arrive at LaGuardia via the sewer pipe.

The area you're in is well guarded by commercial


security bots and double turrets at the watchtowers in the
corners. There's good stuff in the towers, but it's hard to
get to without taking damage.

You come out near a dock with human sentries and


the next container of Ambrosia. To take out the sentries
from the water, use tranquilizer darts from a well-
concealed position.
The dock is on the west edge of the airfield. Go to the
southwestern gate. However, before we walk through that,
here are a few other spots with gear that you can either
raid now or come back for later. On the south side, where all the crates are piled, there
are a couple of places where you can climb up and lie in
We recommend sticking to the main wait with EMP grenades for the bots.
TIP

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.

In the same area as the elevator hut is an enclosure


with ammo and supplies, including a Clip mod and an
EMP grenade. The downside is that the enclosure is
charged with electricity. Break into the electrical panel to
stop the electricity.
When the guards are gone and the alarm shuts off,
Don't visit this northern helipad area enter. Under the stairs to the second floor is a secret room
you can open with a protruding brick like the one in the
right now. Keep your exploration to
Mole People tunnels. This chamber contains weapons,
a minimum until later. After the
mission is done, you'll be given an TIP mods, and a key to the barracks upstairs.
On the barracks' second floor, the unlocked locker
opportunity to look around and contains a datacube holding the code to get into the
hangar. Open all the locked lockers by dropping a LAM in
collect gear.
the room.
You're ready to enter the hangar. It's the other door up
Search the guard on the dock who had the here. Use the code you learned to get inside.
flamethrower. He has a crucial key.
From the dock, proceed southeast. Use the cover of
the crate stacks, and avoid the bots. Otherwise, run. The
bots are slow. Quickly kill or subdue human sentries. Airplane!

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.

THE LEDEBEV SANCTION AND INEVITABLE CHOICES


Near the tail of the airplane are a couple of trailers
with gear, plus a datacube containing a diagram of the
airplane's interior. A mechanic in orange coveralls offers
to sell you shotgun shells or a weapon mod.

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.

Return to the main deck of the plane. In the rear is


Lebedev's door. Open it with the key and talk to him. As
you talk to him, Agent Navarre runs in and orders you to
carry out the assassination. Talk to Lebedev a second
time, and Anna tells you to leave.
At this point, you have a choice to make. You can kill
Lebedev, you can kill Anna, you can kill them both, or you
can walk away. We recommend killing Anna.
Talk to Gunther, then talk to Jock (in the helicopter).
Clean up any supplies you left behind. Get in the helicopter
and move along to your next mission.

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

Look on the floor for your weapon before leaving the


office. (Gilbert drops it after the encounter.)

Check your e-mail to find out that Alex wants to talk to


you. Check Manderley's e-mail to find a letter from "WS"
(presumably Walton Simons) suggesting that both
Manderley and Simons are working for MJ12.

Go up to Paul's room. Inside, Paul asks you to go to a


nearby NSF base where he claims you can find proof that
UNATCO is corrupt. Loot the spy room in here; it's stocked
with new gear.
On your way out of the hotel, go to the elevator shaft
and climb up to the third floor. There's an Accuracy mod
on the ledge. Check the bottom floor, too.
Outside, you discover that the subway has been
sealed off. There's an unpickable keypad lock installed on
the grate.
Look around for gear before leaving the area. Visit the
Make your usual rounds in HQ. Drop by the break Smuggler; he'll sell you gear, plus there are Recoil and Clip
room and talk to Jaime one more time, after Simons is out mods in his secret stash, along with some ballistic armor.
of the way. Search the rest of the street.

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.

On the second floor is a locked computer room that


opens to the outside. In the room is a datacube that gives
you the password you need to open the trapdoor (login
tjefferson, password newrevolution).
On the third floor, the guards hassle you about being
upstairs. Ignore them.

Inside the next room is a locked glass case and some


crates. Get the gear from the crates and case. Read the
datacube sitting atop the glass case (look carefully to see
it). The datacube provides codes for the satellite dish
control computer; one aligns the dishes (login mcollins,
password revolution) and the other sends the message
(login napoleon, password revolution).

There is a lab with a handy medbot trundling around.


The room you want is next door to the lab, and it's been
flooded with halon gas (which puts out fires, in case you
happen to be on fire). There's a datacube in this room that
explains this.

PRIMAGAMES.COM 65
TO HOLDING CELLS

UPPER LEVEL TAKE THESE STAIRS


PRIMA’S OFFICIAL STRATEGY GUIDE

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

Go back to the 'Ton. Don't visit anyplace else.

If you enter the 'Ton through the


front door rather than the fire

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.

THE LEDEBEV SANCTION AND INEVITABLE CHOICES


Other than keeping Paul alive, you're
in a no-win situation. Eventually,

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.

On the far desk is the code to the armory where your


You wake up in a holding cell. Any damage you took in equipment is being held (2971).
the final fight is partially healed, and you have nothing in
inventory. If Anna is still alive, she's here. You're
contacted by someone named Daedalus, who tells you
he's busting you out.
After you're out of the cell, you must get past the
guard. Sneak up to the weapon crate and grab the baton.
Wait until the guard leaves the area, then use the baton to
break the crate and reveal a knife. When the guard returns,
knock him out with the baton or kill him with the knife.
When the guard is out of the way, grab his gun and
anything else lying around (check the cabinet drawers)
and read the datacube on the desk. It gives you the codes
for the lockup door (4089) and all the cells (4679).

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.

A few MJ12 troopers and a dog guard this place. Pop


up from the floor duct, tranquilize troops, then pop into the
safety of the duct.
Move through the bot bay and up the stairs. There are
two military-grade bots patrolling the hallway outside the
armory. Slip behind them to the armory door and punch in Breaking windows sets off an alarm,
the keycode while they're looking elsewhere.

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.

THE LEDEBEV SANCTION AND INEVITABLE CHOICES


Both rooms have a button that lets you open the
containment area and release the karkians to soften up
the two guards outside the medical lab. After that fight is
The nanotech lab is under the personal supervision of over, finish off the survivors.
an MIB. However, it is possible to come up out of the ducts
behind him and score an easy sniper rifle kill. In the medical lab are Paul or his mortal remains. If
Paul is alive, he's made arrangements for escape. He'll
After he's out of the way and the immediate hubbub also tell you about Anna's kill switch if she's alive. After
has died down, open his computer. The datacube in the his datavault is downloaded, Daedalus gives you the code
locked filing cabinet behind his desk contains the access out of the base (1125).
info (login psherman, password raven). In a separate
drawer of the same cabinet is a datacube that gives
computer logins for all the UNATCO staffers.

The command center is empty because you cleared it


earlier. Look for the plain metal door, enter the code, and
leave. Watch out for the lone trooper on the other side of
Read the MIB's mail. Use the computer to drop the the door.
containment field around an augmentation canister in
the locked case (cranial). There's some more interesting
stuff scattered around the room, mostly information
about the greasels. UNATCO HQ
In the corner of the room is another air conditioning You emerge into UNATCO HQ through that mysterious
grate. This one leads to a partially submerged cellar where door down the ramp from the medical lab. Hit all your
a lone greasel lurks. Kill it and grab a plasma clip and a usual spots, avoiding or removing any UNATCO troopers
suit of ballistic armor. you run into.
Make your way into the cage room, clearing the place
of remaining guards
Go around the corner to medical. There's an office
with glass walls. An armed secretary and a guard are
inside. Move fast to take them out.

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

1250 credits each (they come in handy in the next mission).


On your way out of HQ, you must face Anna (if she's
still alive). Use her kill phrase to make it a short encounter.

Jaime is waiting for you in the medical lab. He's had


enough of UNATCO and he's ready to jump ship with you.
He asks if he should defect immediately or stay on as a
deep cover agent. He tells you that the base is under
lockdown, and you'll need a key to get out. He also has an
augmentation canister waiting for you.
Across the hall, you find that Alex, too, is ready to
bolt. He supplies you with the key you need to get out if
Anna is taken care of.

Jock is waiting for you on the helipad, but drop in on


the comm van first. There's a multitool on the railing above
the front door.

Sam Carter professes neutrality, but he lets you in to


pillage his armory. Hack his e-mail to discover he had an
active role in your and Paul's escape. Loot the place.

Upstairs, confront Manderley. A holographic image of


Simons is chewing him out. When you start to leave the
office, Manderley snaps and pulls a pistol on you. Kill him.

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.

HONG KONG AND THE SUPERTANKER


Your visit to Hong Kong begins when MJ12 seizes control
of Jock's controls and forces a landing at a heliport.
Return to the tunnels. A short distance from the
munitions bay is a forgotten storeroom packed with toxic
waste. On the wall is a keypad that will flood the lower
level with gas.

Releasing the gas kills several MJ12


troopers, so you don't have to deal
with them later. You don't have to
release the gas; we assume that you

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

Jock leaves, but your escape route is open. Crawl


through the wreckage, enter the elevator, and go downstairs.

In the Market
LUCKY MONEY TONNOCHI ROAD
CLUB ENTRANCE ENTRANCE
ENTRANCE

Under the consoles in both flight control decks is a


grating, each of which leads to a sealed chamber
containing an inactive security bot. Use these to get to the
VERSALIFE
robots and destroy them now (EMP grenades or LAMs ENTRANCE
work best).
POLICE STATION
TO TEMPLE AREA

Wan Chai Market

ENTRANCE TO
CANAL ROAD
TEMPLE

Go to the north flight control deck and release Jock by


LUMINOUS PATH
pressing the "Weapons Lock" button on the console. (The COMPOUND
wall safe holds a couple of bioelectric cells).
TO WAN CHAI MARKET
When you return to the helipad, Jock fires a missile at
the door on the south end of the area when the robots are
released. Stay away from the blast area. Wan Chai, Temple Area
You emerge into the bustling Wan Chai market area.

When you're on the street in Hong


Kong, don't use a gun and don't let the
TIP

cops see you armed. Doing either sets


off the alarm and draws lots of tough
police down on you. Use hand-to-hand
weapons when you're fighting.

72 PRIMAGAMES.COM
Canal Road

In front of you is a locked storage building. Don't enter


it right away; the camera will catch you. When you are

HONG KONG AND THE SUPERTANKER


ready to enter it, there are two rooms separated by a low
door. The storage room contains the code for Police HQ, Go down to Canal Road (look for the sign near the
next door (911). Luminous Path compound) to witness a rumble between
the Red Arrow and the Luminous Path. The two sides fight
We discuss going into Police HQ in more detail later
until one or the other is dead. Don't interfere.
(see "The Mysterious Miss Chow" section).
Down the road, the police have cordoned off the site
of another "fatal accident." Jump the barricades to grab a
couple of lockpicks off one of the corpses.

For now, wander around. There's an ATM you can


hack. Talk to the merchants. It won't take long for you to
see evidence of the Red Arrow and Luminous Path Triads'
turf war. At the other end of the street is a pile of rubble. Jump
up and over this rubble and enter a door labeled
"Maintenance."
Follow the ladders down into a vertical shaft filled
with water. Activate your rebreather.
Swim through a room filled with pipes. You come out in
a flooded tunnel. There's a small karkian swimming here.

Go to the Luminous Path Triad compound. When you


talk to the man at the door, Gordon Quick, he tells you that
you can't come in unless you find some proof that the
current Triad war is the work of an ex-actress named
Maggie Chow.

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

The Canals (On the Way to


Tonnochi Road))
Follow the signs to Tonnochi Road to pass through an area
containing a bridge over a big canal.
A couple of drug dealers in a dark corner of this area Talk to the guy who mistakes you for Paul; do this four
jump you if you get too close. Do not use guns, or you'll times, and he offers to sell you some goods (the blueprints
have the cops after you. are useful).

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.

The Mysterious Miss Chow

There are two bright Chinese lanterns hanging toward


the rear of the main deck. Pull the one on the left side of
the boat—most likely to your right. It opens a secret door
that leads to a room containing a working repair bot and a
locked box.
Open the box to find lots of credit chits and some
Zyme (most of it inside small cardboard boxes). It's
obvious what the sampan's real source of income is. Maggie Chow's luxury apartment is in the Queen's Tower
building on Tonnochi Road.

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.

HONG KONG AND THE SUPERTANKER


Go to the elevators. The left one goes to Maggie
Chow's penthouse, and it's the only one you can use right When you reach the east door, pick the lock (or use
now. Apparently, you're expected. the code: 911).
One cop is on duty and moving in and out of this area.
Stun him before he can set off the alarm.
Hack the keypad and move into the back room. Hack the
security panel; doing this makes it possible to visit the secret
cache next door without setting off alarms. Go to the
trapdoor and use the security code Maggie gave you (87342).

At the apartment, you're met by the maid, May Sung,


who takes you to Maggie Chow. Maggie tells you that she
knew Paul "intimately," and she promises to help you find
Tracer Tong.
She wants you to break into the police station in the
Wan Chai market to find evidence that will prove that you
can trust her and not the Luminous Path. She gives you the
Lots of neat stuff is in the basement armory, including
entry code for the police station's vault (87342).
a datacube that Maggie didn't expect you to find. It
This doesn't happen if you already raided the police reveals evidence that Maggie is working for the Red
station. Instead, proceed directly to the Dragon Sword Arrow Triad, and it discusses indirect means of entering
section. If you don't wish to attack the police, go to ”The her apartment.
Dragon Sword” section. But if you do, you'll miss some
neat stuff.

If you mess around with the security


TIP

computer in the conference room


upstairs, all hell breaks loose.

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.

You can now walk around the


market at will; nobody suspects you
PRIMA’S OFFICIAL STRATEGY GUIDE

of anything. If everything didn't go


well, all the police and bots in the

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).

The Dragon Sword


When you return to Maggie's to confront her with your
new evidence, she isn't there.

Prepare a LAM trap, trip the laser beams to sound the


alarm, then clean out the guards. After you clear out the
guards from the guardroom, you no longer have anything
to fear from setting off alarms. In the guardroom are some
useful supplies, including a Clip mod.

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.

Beyond the guardroom is the lab containing the


Dragon Sword. Open this door from the security panel
upstairs or find the security code, which is based on
Maggie's birthday (718, mentioned in a datacube in the
conference room).
Open the sword's container with multitools. When the
case holding the sword is open, Tracer Tong contacts you. He
orders you to report to Max Chen at the Lucky Money Club.

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.

Check out the holo-projector in the corner to see that


Maggie is in touch with Walton Simons.

HONG KONG AND THE SUPERTANKER


There's a pair of Versalife employees upstairs having
a conversation. Listen in on it.
Talk to a would-be Triad thug who'll give you the
password to the convenience store computer (login
On your way out, check out the alternative route into management, code 324).
Maggie's rooms: the renovation project on the seventh floor.
A junkie squatter warns you about the guards for 20 credits.

Emissary

After you talk to everyone, go to the bartender. Tell


him Maggie Chow sent you. He'll send you to Max Chen.

Enter the Lucky Money Club via a long mall off the Wan
Chai market that local police guard well.

On your way to Chen's office, notice the walk-in


freezer. It contains a good cache of weapons and ammo.
Nobody will notice if you blow out the strong lock (and the
camera beside it) with a LAM.
Pass through the Triad conference room; don't get
At the door, a couple of club girls try to sponge 20 credits angry at their polite insults.
off you for admission. Pay your own way and go inside.

PRIMAGAMES.COM 77
Tracer Tong
PRIMA’S OFFICIAL STRATEGY GUIDE

Present your evidence to Max Chen, and he commits


himself to a cease-fire with the Luminous Path while he inves-
tigates your claims. An MJ12 raid interrupts your negotiations. When you return to the Luminous Path compound, Gordon
Quick gives you the code to the door (1997).
Once inside, help yourself to anything that looks
useful. Don't attack anyone, and you stay safe.
Go to the building at the end of the compound and
turn right. Go downstairs and look around.

This is your first encounter with the MJ12


commandos. Let the Red Arrow fighters take the brunt of
the assault; hang back and take out any stragglers.
Afterward, check the bodies; some club patrons have
useful stuff.
During the fighting, sneak down to the club office and
On the north wall of the downstairs training area is a
steal the credit chits from the wall safe. Take the hallway
keypad that opens the concealed door to Tong's lab (use
from the second floor to get there.
the same code as the one at the front entrance: 1997).
Go into the cellar and press the button. This opens the
way to the lab proper, and Tong is waiting to greet you. In
the entry room, grab the nano-key on the table.

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).

HONG KONG AND THE SUPERTANKER


There's a medbot in the main operating theater. There,
Tong will deactivate your kill switch; get on the platform
and hold still.
When you leave, continue up the stairs until you get to
Up in the control room, Tong asks you to go into
the ladder. Climb to the roof, then walk to the edge and drop to
Versalife and steal the ROM encoding for the Dragon Sword. the ledge (there's a window here you can use to return inside).
Tong gives you a code to get into the Versalife building Jump to the southeast to reach a ledge holding an abandoned
(06288) and the name of a corrupt official, Mr. Hundley, sniper's nest, complete with rifle, ammo, and more.
who'll put you on the path to your goal for a price. If you have a couple of levels of the Speed
Enhancement aug and a good way of healing yourself
quickly, continue east to the end of the ledge.
Tonnochi Road: Jock's Place

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

Secret MJ12 Base: Upper Floor


PRIMAGAMES.COM 79
The first is the nervous chap working in the third-floor
LAB AREA cubicle. He'll set you up with lab clearance for free—if
BARRACKS you assassinate Mr. Hundley first. The third option is to
access any computer and forge yourself a bogus ID. Login
information for the computers (Login all_shifts, password
data_entry) is on a datapad in a second-floor cubicle.
GRAY CONTAINMENT
AREA
If you don't kill Hundley, the next
PRIMA’S OFFICIAL STRATEGY GUIDE

TIP
time you see the anxious employee,
COMPUTER WITH TO UPPER he'll be floating face down in a canal.
SWORD DATA FLOORS

Secret MJ12 Base: Lower Floor

After you get your clearance, go down the hall on


Go to the Versalife entrance and use the code Tong gave level three and take the elevator up (6512).
you (06288). You emerge in the opulent lobby of the You emerge in a grand hall. A bureaucrat welcomes
Versalife corporation. The receptionist tells you that you to the secure area.
Hundley is upstairs.
Hundley will let you into the labs for 2,000 credits. If
Violence will get you into trouble in

TIP
you'd rather not pay up, you have other options.
here. Hacking, however, is safe.

Go past the huge "grasping hand" statue and take a right.


Go up the stairs to the south. There's a datacube in a locked
cabinet in the conference room. The datacube contains infor-
mation that'll help you get downstairs. (More on that later.)

A datacube in the break room gives you a code (525)


to "initiate a cascading shutdown sequence" in the "UC."

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).

HONG KONG AND THE SUPERTANKER


Hack into the panel, which not only turns off all the
cameras in the neighborhood, but also lets you open the
door in the base of the statue.

NOTE
There is a dead gray on the table.

In the radioactive chamber at the back, there's a live


gray or two running around. You also find out that a
"magnetic augmentation chamber" is a place where no
fewer than three augmentation canisters are stored. The
key is on a table down here.

Go down the stairs at the base of the statue and into


the laboratory proper.
If you can't hack a computer, you have a couple of
options for opening those stairs.
One is to hack the keypad near the statue; if you're
lucky, you won't be seen. If you are seen, everyone turns
hostile. Fight your way through the rest of this level.
Another option is to barricade the entrance to the
conference room with chairs, disable the camera and the
alarm panel with multitools, break into the locked cabinet, In an unlocked cabinet on the lab floor is a datacube
and get the necessary info to open the door. containing the "Damocles" password.
The scientists in here will panic, but they won't be
able to sound an alarm, and the guards can't get through
the chairs. After 30 seconds, everyone calms down, and
you can exit.

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.

If you set off the alarm, the security office empties.


Take to the ventilation system (enter from the unisex There's a Clip mod in there, plus some ammo and all the
bathroom) and from it, gun down some of the opposition building's security controls.
before you go for the Dragon Sword ROM.
Take the ducts to the bathroom and return to the
conference room to find out what that datacube in the
locked cabinet says; it contains a code to the magnetic
testing chamber (5878).
Near the conference room, take out the two guards in
the break room (one has a flamethrower) and some guards
in the security station across the hall from the conference
room. There's gear in there, along with the code for the
security system (login mj12, password security).

Return to Tong; he directs you to meet the Dragon


Heads of the two Triads at the little temple in front of the
Luminous Path compound, where they declare a lasting
peace. Chen and Quick invite you to join them later at the
Lucky Money Club for a celebration. After the temple,
report to Tracer Tong.

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.

HONG KONG AND THE SUPERTANKER


Pop down the grate in the floor and go to the door.
Use the door code to open it; at the end of a tunnel beyond
it is an oddly configured door/ramp opened by a button.
Proceed to a door at the far end of the street. Enter Tong's
(Ignore the keypad.)
code and go in. There's a water-filled pipe inside. Dive right in.

Go through this portal and up to where there is a


You emerge in a water-filled room. Climb up into a
keypad and a security panel on a pedestal. The keypad
pipe and continue climbing until you reach the exit. When
opens the door leading to the hallway containing the bot
you go through the exit, check the floor; there's a
and the commando. The security panel takes the
datacube containing a "door seal code" (768).
mj12/security password you learned on your last visit.
Daedalus contacts you. He wants you to blow up the Go to the ramp/door, press the button, and try to
Universal Constructor (UC), which MJ12 uses to manufacture scurry over it while it closes (which opens the way to the
the Gray Death. He gives you a code to do it (525). next area); hack the electrical panel at the base of the
stairs to take out the laser triggers.

After crawling through a tunnel, you find a locked


door with a keypad. Nearby is a ceiling grate. Ignore the
door for a moment and go through the grate.

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

Some goodies and a security panel are in the little


room next to the computer. The button on the wall Approach the north side of the catwalk. A keypad on a
deactivates any active bots. Use the wall computer in here pedestal pops up if it wasn't already up. Enter the 525
to "Open Nanotech Containment Pods" and "Raise Cascade code and the UC shakes itself to pieces. The building
Shutdown Console." comes apart; entering the destruct code releases a couple
of spiderbots.
If you're running low on lockpicks, skip the datacube
in the cabinet.

Jump to the floor of the UC, then climb the ladder to


Log on to the main computer and use the special the sub-level. Swim through a long pipe leading out. It's
options to upload the data Tong wants, then hit the "Open long, but along the pipe are a couple of places where you
UC Chamber" option to open the robot maintenance hatch can grab a breath.
in the hallway nearby.

You come out in a room containing some pipes and a


Before climbing the ladder under the newly opened strong current. Climb on land and make for the exit, where
hatch, go farther down the hall. Here are three aug canisters. there is a key and a multitool. You emerge from a pipe
overlooking the canals.

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.

Visit the Lucky Money Club for that drink you


promised the Dragon Heads. They make you take lots of

HONG KONG AND THE SUPERTANKER


expensive wine.
When you get to Tong's, you notice some changes;
some of the guards are wearing Red Arrow colors. If you
saved Paul's life, he's waiting for you when you arrive. If
you told Jaime Reyes to escape UNATCO, he's waiting for
you in the sick bay with a new aug.
Report to Tong; he says he's sending you to New York.
A supertanker full of Gray Death is on its way to America,
and you must sink it. First, you must contact Stanton
Dowd, a member of the Illuminati.
Check out Paul's apartment. A few stray useful items
are in the secret room. Check out the other hotel room up
here. A couple of riot cops are in the lobby; quietly take
them out.
On the street, your major task is to deal with the
security bots on patrol. After they're out of the way,
tranquilize the rest of the patrolling troops.
Enter the sewer to find a few new goodies. Also, most
of the laser triggers have been reset, and MJ12 stationed
one trooper with a sniper rifle on the bridge. You get a
message from Daedalus. He is going crazy. Head for the
Underworld tavern.

Jock is waiting in the courtyard of the compound.

Talk to Sandra and the solider at the bar, Vinnie.


Show sympathy for Vinnie's story ("Maybe I'll check it out
for you."), and he'll do you a favor soon.
Harley is sitting in the back room. After he hears your
story, he agrees to arrange the meeting with Dowd. He
also has a request: Go next door to the Free Clinic and kill
Joe Greene. Greene is a spy for MJ12.

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

The clinic is almost deserted. A nurse is left to lock


up. Somebody's torn the doors off the surgery bay, so the
medbots are available to all. Joe Greene is standing in the
doorway of the examining room. Gun him down.

Jump in the helicopter and get out of town.

Brooklyn Naval Shipyards


CRANE

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

NAVAL SHIPYARDS: MAIN COMPOUND

UPPER DECKS HIDDEN SUPPLIES

The Smuggler offers to sell you a box of GEP ammo


for 2,500 or a half-dozen LAMs for 2,400. Either will get the BRIDGE TO SHIP
job done at the supertanker. If you don't have the money,
DUCTS MAIN BUILDING
he suggests raiding the ammo storage facility at the base.
Warn him about the upcoming raid on Hell's Kitchen.
There's a nice assortment of goodies up in his secret NAVAL SHIPYARDS: DOCKS
stash. Loot it!

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.

If you made friends with Vinnie at the Underworld tavern,


word of your coming precedes you. The Marines guarding

HONG KONG AND THE SUPERTANKER


the gate won't stop you; in fact, they hand over the key to
the main gate. After you're inside the gate, all the troops Go toward the warehouse, which is the big building with
are in MJ12's pay, and your free pass is cancelled. the truck parked outside the front door. Before you enter,
Enter the security hut outside the gate. Hack the listen to the conversation between a pair of orange-suited
security panel in there. Set the bots to standby. Unlock all dockworkers. You learn that there's an access shed nearby.
locked doors and turn off all cameras.

Stun the friendly guards outside


before entering the gate, because
TIP

they can be dragged into fights if


the other guards start shooting.

Go through the gate.

To your left as you enter is an office. A datacube on


the desk contains the entrance security code (0909). In an
unlocked desk drawer is the security password (login
usfema, password security).
The locked drawer contains three keys: one to the
commander's office, one to the parking lot truck trailer,
and one to the supply closet.
There's also a security panel. Use the login you just
found. Turn off all cameras, unlock and open all doors, and
place the bots on standby.
Inside the gate to your left is a small barracks with a
window. Sneak past the window, burst inside, and Take down a pair of soldiers in the main warehouse area.
tranquilize the guard before he can sound the alarm. Grab some ballistic armor and a hazmat suit from a pallet.

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.

Don't break open the weapon crates

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.

Don't press the keypad between the two windows;


that sets off the alarm.
A datacube on a locked safe gives you a computer
logon (ID walton, password simons). Another on the desk
gives you the warehouse security office code (2249).
Find a Reload mod in the desk drawer, along with a
key to the storage closet. The locked drawer contains a
bioelectric cell. In the safe is an aug canister; open it.

Climb to the top of the crane, grab the multitool, and


press the button to summon a small cart. Jump in the cart,
press a button, and drop to the rooftop.
Break open a panel on the air-conditioning unit and
crawl through the duct.

Open the small door near the chain-link fence on the


western edge of the warehouse. Grab ammo from the
crates here, but beware the TNT crates.

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.

Go to the docks, punch in the code, and raise the ramp.

Wall Cloud

HONG KONG AND THE SUPERTANKER


Walk down toward the passageway into the building.
Along the way, a mechanic who's a friend of Vinnie from
the Underworld gives you the code to raise the ramp (6655).

If you didn't buddy up to Vinnie,


When you board the supertanker, there are some inter-
TIP

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.

Walk inside the main building. Go to a sealed door


with a small office next to it. Take out the trooper and
press a button to open a door leading to the base There's also some ammo stored on top of the stacks;
entrance; this helps you escape later. Also, a datacube reach it by climbing a ladder to the west deck crane and
here contains the ramp code if you didn't get it from the hopping down.
mechanic.
Walk up the ramp to the second level. Clean out the
sailors in here, then look around.

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.

Hack the security panel outside the

TIP
door.There's a small exploration
bonus for going outside on the bridge.
PRIMA’S OFFICIAL STRATEGY GUIDE

A small lab contains a tiny vial of Ambrosia. Take this


with you to save Stanton Dowd's life. In the same room is
a safe containing an aug upgrade canister.
Across the hall is crew quarters and the head. A few
useful items are locked in the lockers.

The captain's cabin contains a datacube with the


code for the armory (71324), another with Captain Zhao's
computer access (login kzhao, password captain), a holo-
projector with a recorded message from Walton Simons,
and another copy of the below-decks key. There's a big
credit chit in the desk drawer.

Go up and beware the camera in the hallway upstairs.


The rooms on this level are conveniently labeled. Enter the
sick bay. In addition to the ship's medbot, there is a key to
below decks and a datacube containing the code to raise
the bridge in engineering (9753).
There's a grate in sick bay that takes you to the
electronics lab. A datacube in the lab contains the code
for ops (83353). Also here are Accuracy and Silencer mods
and a working repair bot, among other useful stuff.
On the other side of this level, the hallway is protected
by a camera; evade this by ducking into a wall grate.
On your way down, stop by the armory. Grab all the
ammo you can use. A couple more LAMs are in here.
Avoid the TNT.

In the ductwork is a ladder going up. Take it and go to


the end of the duct, over ops. If you haven't otherwise
roused them by setting off an alarm, there are a couple of
guards whom you can easily take out.

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

HONG KONG AND THE SUPERTANKER


PIPE DECKS bilge pumps.

BELOW DECKS: WEST END


ELECTRICITY WELD CONTROL ROOM
TECHNICIAN ROOM POINT

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.

Blow up the weld point on the wall (use LAMs or GEP


shots) before you leave.

Make your way south, then east, watching for guards,


until you come to the security panel. Most of the little
alcoves along this hallway contain gear.
The login and password work, so take care of
the cameras.

PRIMAGAMES.COM 91
Get out of the ducts and blow up the weld point in
this room.

In the shadowy southeast corner of


the room is a grate that leads to a
trench going straight to the helibay

TIP
weld point. You also get an explo-
PRIMA’S OFFICIAL STRATEGY GUIDE

ration bonus and a box of ammo for


taking this route, but we take a
different one for now.
Take the stairs leading up. There's a mechanic in the
hallway working with a repair bot, which you can come Climb the stairs and cross the metal bridge to the
back to whenever you need. The mechanic warns you other side of the room. Disable cameras by using the
about the danger inside. Snag a key to the helibay ops security panel beside the door; set the turret in the
room door from the floor nearby. helicopter bay to attack enemies.
Disable security with the wall computer at the end of Go through the door and down the hall. Kill a couple of
the hall. guards in the next room.

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.

Go through the guard room to the west side of the


ship and the final two weld points. This part of the ship is

HONG KONG AND THE SUPERTANKER


sparsely guarded. Walk up to the weld point in the
northwest corner and blow it up (be clear of the exploding
barrels nearby).
Return to the bilge pump room, follow the corridor
leading away from it to the end, and go through a door to Wait for the alarm to subside, then collect the LAM
climb a ladder to the fan room. Let the fan blow you up, then from the crate in the northeast corner of the room.
take the south exit. Climb down the two shafts, then go east
(the west route leads to a grate over the pump room).

The final weld point is tricky. Locate the keypad (look


on the walls near the metal bridge overhead) and raise the
Hack a door to your left. Through it are several bridge (the code, which you found above decks, is 9753).
goodies (including an electronic scramble grenade and a Go up the ramp, climb the ladder, and cross the bridge to
GEP gun) and an augmentation canister. the engineering office.
Take the open doorway down a corridor to the Collect ballistic armor, then climb a ladder. Take out
catwalk you spotted in the bilge room. Take down a guard the crewmen upstairs. Lead off with a gas grenade
on patrol up here and get the gear. through the hatch so they won't activate the alarm and
turn the turret on you.

The north exit from the top of the


fan room leads to the ductwork
TIP

overlooking most of the rooms on


this side of the ship.

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.

Head toward the mausoleum, but don't go in the front


door. Instead, jump in the open grave in front of the
building and take the underground passage.
Jock is waiting on the roof of the assembly building.
Do as Tong tells you and take the ladder near the west end
of the dock. Upstairs, crawl to the air-conditioning vent
you entered through after riding up on the crane.

When you reach the mausoleum, Dowd is waiting for


you. If you brought the Ambrosia vial from the Wall Cloud,
he accepts with grateful relief.
Things are stored in the sarcophagi around the room.
Get into the helicopter and take off.
Counterclockwise from the north wall, they are: empty,
ammo, snacks, and a secret entrance to more tunnels
below the cemetery. A wall safe next to the southern
sarcophagus contains an aug upgrade.

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.

HONG KONG AND THE SUPERTANKER


Go up the ladder. A squad of MJ12 troopers has
occupied the cemetery. Make your way to the caretaker's
hut and dispense with the treacherous caretaker.

There's a keypad on the wall, behind the painting in


the front room. Hack it to reveal the generator; blow it up.
When you blow up the generator, another squad of
troopers moves in. Clear them out and dash for the helicopter.

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

completed office building. Go downstairs; there are


several methods to do so.

Go to the big garage-style door and punch in the code


the woman gave you (0001). The radiation is intense inside,
so activate the hazmat suit and your Environmental
Resistance, if you've got it. You need both for enough time
Break into the construction hut on the roof, where
to dash through the room to the door in the northwest
there's a book that contains a code for the elevator (4003).
corner and for gathering the supplies from the crates inside.
There's also a napalm canister in here.
You can pick the keypad to the elevator, or you can
carefully jump down the unfinished elevator shaft from If you're weak in Environmental

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.

GRAY PAREE AND THE TREASURES OF THE TEMPLARS


The troopers and the bot are on the north side of the
station, along with useful supplies. Go to the northeast corner
conference room, to find a medbot and a security panel.

SUBWAY ENTRANCE CATACOMBS ENTRANCE Use a small ventilation tunnel to

TIP
initiate a sneak attack on the
conference room.

OFFICE BUILDING
SEWER GRATE (ENTER HERE)

Paris, Near the Catacombs Entrance


Go up into an area patrolled by three MJ12 commandos.
Take them out. One has a key to the catacombs.
The building to the east is the entrance to the
catacombs, but explore a little first.
Leave the station and go next door. At the top of the
stairs going down is a window to the office. Break it out
and hop inside. There's a datacube under the desk with an
ATM access on it (account 2221969, PIN dullbill).

Go to the subway station. The guy to your left is an


illegal arms dealer named Defoe. His prices are
outrageous, but he offers you a better deal if you take out
the troopers garrisoned in the station. He doesn't care
about their security bot, but it's in your way. If you do what An office upstairs contains a locked cabinet with
he wants, he'll cut his prices by two-thirds. useful stuff, including a datacube with the security access
for the building (login rzelazny, password shadowjack) and
a key to the warehouse. There's a security panel where
TIP

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.

Now go to the basement. The door is open (from the


security panel). Inside are a working repair bot and a key
to the office you already broke into, plus some other
useful stuff.
Go back to the ATMs in the subway and use your new
ATM code. Disable the camera or hack the security panel
in the conference room before hacking the ATMs.

Continue down the hall, looking out for troopers and


The Catacombs commandos. Tong warns you when you are close to the
Silhouette bunker. Push a stone on the ledge to open the
door to the right.
CAMERA &
EXIT TURRET CAVED-IN In the bunker, the leader of Silhouette, Chad, offers to
PASSAGE
SEWER DOOR help you find Nicolette Duclare in exchange for freeing his
people held by MJ12. He also gives you a key to the next
SECURITY PANEL MOSTLY
ABANDONED area of the catacombs.
BUNKER The locked cabinet in the next room holds a copy of
the key you got from Chad. There is a medkit on top of
the cabinet.
PRISONERS
OPTIONAL AREA LOCKED BOX

SILHOUETTE
ENTRANCE BUNKER

Go to the building that houses the entrance to the


catacombs. Enter with the key you took from the MJ12
commandos. If you avoided them, go to the back of the
building to a boarded-up window that you can smash open.
Watch out for the gas-grenade booby trap at the
entrance to the hall. Crouch and go through the low An MJ12 commando patrols the area beyond the locked
tunnels, which allow you to get the drop on troopers in a door. Take him out before you open the locked box. In the
side room. box is the security password for the system that MJ12 has
established down here (login hela, password ragnarok).

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.

GRAY PAREE AND THE TREASURES OF THE TEMPLARS


The next bunker is a rough fight. First, get past the
camera and turret at the door. There are a lot of troopers
and commandos on duty (thankfully, most of them are
around the corner from the entrance), plus a WIB in
charge of the operation. Work the perimeter and take them
Go to the end of the caved-in passage, watching out out one at a time.
for the LAM booby trap on the wall. There's some good The locked box contains a Reload mod and some
stuff down there. other supplies. The well allows you to swim deeper into
the base, which leads to tough fights. It allows you to get
the drop on a couple enemies. Clear the area to get to the
security panel and turn the turrets to your side.

Now you're entering the area totally under control by


MJ12, so be careful. The locked box at the top of the ramp
contains all three types of crossbow ammo. There's some
ammo on the ledge around the east room, plus another However you get to the security panel, on the bench
datacube giving you the security login. Use the stairs near it is a key to the sewer exit. Upstairs are a couple of
outside to reach the ledge. supply crates and some excellent cover for sniping.

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.

Locate the café. Talk to the couple here to get the


computer login for the MJ12 command post (login street-
station17, password werewolf). Use this password if you
failed to hack the computer before. If there are still
military bots loose on the street, you can return to the
command post and shut them down.

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.

GRAY PAREE AND THE TREASURES OF THE TEMPLARS


There are two locked apartments behind the bakery
and media store. The one on the right contains a couple
having a domestic argument and a few goodies upstairs,
near the bed.

Remember when Jaime Reyes asked you whether he


should run away from UNATCO or stay on as a spy? If you
told him to hang around, he shows up here in the café, and
he brings you Gunther's kill word. It's "Laputan Machine."
In the kitchen is the chef's to-do list, which includes
his ATM account information (account 001506, PIN
naga066).
In the hostel to the north, the key to the locked room
is on a cart on the second floor. Inside, you find yet
another ATM password (account 004418, PIN morbus13).

The one on the left is the home of an arms smuggler.


Lots of ammo and weapon mods are in the locked box.
He's also left his new ATM account information (account
005133, PIN salem008).
Go to the various ATMs on the street, enter the three
legit passwords you collected, and hack them.

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.

Now you're ready to enter the club. The cover is 300


credits. If you don't have it, you can sneak into the club
through the air conditioning duct.

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

You can get into the club from a

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.

Don't pick the front door. Go to the back, smash the


barricade over the back door, and enter at will.
Go to the business office. The club accountant offers A computer in the study yields little information
you the address of the arms dealer for 1,000 credits. Don't (login nicolette, password chad). There's a key on the
bother; you've already been there. bookcase nearby.
There's a secret stash behind the painting. The
locked closet contains a few goodies, but the nearby
supply room (open it with the code Cassandra gave you)
has a lot of ammo and other useful things.

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.

The key to Beth's room is on a table in the upstairs


hallway. Look behind Beth's "favorite painting" on the north
wall. You find a Reload mod, a key to the basement, and a
note to Nicolette. In addition to some personal sentiments,
the note includes Beth's computer login information (logon
bduclare, password nico_angel) and the code for the
"suspension vault" (1784). You can also take the
dumbwaiter.

Go to the Mausoleum and deal with a squad of MJ12


commandos who arrive right after you.

Go to the wine cellar. The candelabra opens a secret


door. Beyond is an old bunker. Go up the stairs, either
breaking the obstacles out of your way, or climb a fallen
beam, open a grate, and slide along a ledge to get in
through a window.

PRIMAGAMES.COM 103
Treasures of the Templars

TIP
Snipe at the bridge guards from
down here.

TRELLIS Stay in the corner of the window, right by the security


CATHEDRAL panel. Neither the camera nor the patrolling bot will see
you. Hack the security in the window or disable the camera.
PRIMA’S OFFICIAL STRATEGY GUIDE

SECOND BRIDGE
APARTMENT
METRO STATION

BRIDGE

Templars' Cathedral and Environs]


Open the door and take out the three guards on the
bridge. Hack the security panel on the other side of the
bridge, to shut down the military bot. Or destroy or disable
it from up here. Move along to the metro station; kill a
commando and trooper here.

When you emerge from the sewers, jump up on the crates,


break out the window, and enter the gatekeeper's
apartment. Grab the credit chit, walk up the beam to the
next floor, and grab the key by the mirror.

Move along a bridge toward the cathedral; kill another


commando here. Four sentry bots patrol the grounds. Dive
into the moat and swim through a tunnel to the well. You
can evade the bots if you're careful, plus there are a
couple goodies along the way.
If you want to take a shortcut, blast (or pick) your way
into the ground-level door to the west building.

Unlock the gate and go through. Take out the


commando on sentry duty, timing your advance to avoid
the patrolling military bot and staying low to avoid the
attention of the guards on the bridge. Move down the left
side of the alley until you see the window opposite the
entrance to the bridge. Shoot out the glass, then retreat
until the alarm stops.

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.

Tranquilize the human guards and

TIP
avoid the bots by staying out of
their line of sight.

GRAY PAREE AND THE TREASURES OF THE TEMPLARS


Go across the bridge and down the stairs, dealing with
the snipers as you go. When the stairs split off, stay on the
main stairwell. Go to the kitchen in the basement. Talk to
the chef, but watch out for the two troopers in the back.
Return upstairs and cross to the west side of the
building, then go down. You come to a locked door. Use
the "Sidon's Vault" code (1942).

Climb the trellis to the roof, climb an angled beam,


and drop through a skylight into the library. Be quiet;
guards are above and below you. Grab the front door key
under one of the bookstands. The books give a history of
the Knights Templar.
Go down the stairs. There are two commandos at the
bottom. The stairs make an excellent choke-point for LAM
booby traps.
The first room contains copy of the main door key.
The bedroom beyond it holds a Recoil mod, a datacube
with two door codes (1942 and 0022), and a security login
Get past the laser triggers with the electrical panel
(login 34501, password 08711).
under the stairs. Run across the room to the west wall,
Search the other bedrooms. On the opposite side of where there's a security panel (login 34501, password
the ground floor, accessed from the stairwell on the other 08711). You should be able to outrun the turrets—the panel
side of the library, is a chapel guarded by a commando. is out of their line of fire.
In addition to Morgan's gold, this room contains a
working repair bot and weapon mods for Scope and
Reload, along with other goodies. From the stairs, a
bioelectric cell and a Range mod are in sight—jump to get
these; Speed Enhancement helps.

Go upstairs and take out the sniper at the window.


Watch out for the guard on the bridge; if you don't take
him out quickly, he'll call for back up.

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.

Mister Everett's Neighborhood


PRIMA’S OFFICIAL STRATEGY GUIDE

Leave the chateau. On the way to the Metro station,


Everett explains something about Icarus. You also get a
message from Bob Page.
The four cops and two commercial bots on duty in the
lobby won't attack you.
Go into the lounge. A technician in there sells you
black market weapon mods.
Continue upstairs. At the top, go into the unlocked
room and take out the WIB. There is another copy of the
front door key and another datacube here. Pick the
cabinet in the corner to find a credit chit.
Use the security panel (login 34501, password 08711)
to turn off the camera.
Pick or blow out the door across the hall. Go up the
stairs. The door at the top leads to an empty balcony; don't
waste any resources getting to it. Use the light fixture on
the wall.

Climb the ledge on the east side of the room. Stack


furniture to do it; drag in crates and trashcans from the
main room. Grab the multitool and read the diary, which
contains an ATM access (account 756001, PIN wyrdred08).
Break out the glass to go into the locked room. Inside
is a working repair bot and an ATM. Use the password you
just obtained.

This opens a secret door; enter, and take the ladder


down. Be careful in the room with the computer, because
Gunther is waiting for you. Use the kill word from Jaime in
Paris and the encounter is short. If you fight Gunther, keep
your distance while he talks to you, then take him out with
high explosives. Watch out for his flamethrower.

Go down the stairs to the platform and meet


Everett's associate, Toby Atanwe. He sedates you and
takes you to Everett's.

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

GRAY PAREE AND THE TREASURES OF THE TEMPLARS


should be determined by which you can best afford: The
lockpicks to enter the one upstairs, or the multitools to
enter the one near Alex.

Help yourself to credit chits in the living area, and a


key to the "Aquarium Hatch" in the bathroom. There's also
a secret panel behind the mirror in the bathroom. We'll get
back to that.

The room behind the mirror is the home of Lucius


DeBeers, the leader of the Illuminati. Everett has him in
cryogenic suspension. He can't move, but he can talk
and he recognizes you. He wants you to tell Everett that
he's cold.
Go down, past the repair bot and the big aquarium. When you talk to Everett, he admits that he has no
Take the passage that branches to the left. Inside, you find intention of thawing Lucius. Go tell Lucius that Morgan is
Alex Jacobson, who's doing some temp work for Everett. going to keep him on ice.
He warns you not to trust the Illuminati. Talk to Alex twice. Use the security panel to shut down Lucius's bio-
support system and put him out of his misery. This annoys
Everett. Also in this room is the code to the locked room
near Alex Jacobson (8001).

The room near Alex Jacobson contains a talkative AI


called Morpheus, a few other useful tidbits, and the key to
the secret room upstairs. Talk to Morpheus several times.

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

At Everett's inner sanctum, the aquarium access


hatch is inside, to your right. Use your key to open it. Swim
in the aquarium to get a small exploration bonus, and a
rebreather and magazine of darts in the next room.
Talk to Everett to get your next mission and more info
on Daedalus and Icarus. There's an augmentation canister
and an upgrade canister in a couple of containment
chambers. Open them from the security panel (using the
meverett/pynchon combination) or with the codes you
hacked out of Everett's e-mail.
There's also a locked cabinet with an Accuracy mod.

Return upstairs. Use the key Everett gave you to


unlock the door to the helipad. At the top of the stairs are
two mechanics—one dead, and one who looks strangely
nervous.

108 PRIMAGAMES.COM
Vandenberg AFB and By the Sea
Vandenberg AFB
SECURITY BUNKER EXIT POINT
START (CONTAINS FRIENDLY BOTS)
POINT

SNIPER
TOWER

VANDENBERG AFB AND BY THE SEA


CONTROL
PANEL

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.

Alternatively, climb the ladder, creep over their heads


through the grate, and ride the top of the elevator down
(this is worth a small exploration bonus).
Explore the perimeter of the roof. There are sentries
directly below you; tranquilize or snipe them.

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.

The snipers on the catwalk run

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down if there's a commotion.
PRIMA’S OFFICIAL STRATEGY GUIDE

Hack the security panel by the door on the south wall.


Slip through the door in the northwest corner. The cabinet
in the corner has bioelectric cells, a rebreather, and ammo.
Use a med bot here and talk to Stacy Webber. She'll
reiterate the command password you got earlier. Go
through the "hazard lab" door.

Through a chain-link door to the south, open the grate


in the machine for a small exploration bonus and a key.
Activate the first override panel on the machine (5868).
The hazard lab has an electrical current running
Don't take the stairs up; they're well–guarded.
through the water on the lower level. To turn it off,
Instead, ride the elevator to the second level and work
deactivate both electrical panels. This allows you to
your way around the perimeter of the balconies, removing
collect gear strewn about the room. There's more gear in
snipers as you go.
a locked cabinet on the upper level.
Talk to the scientist next to the locked control center.
She gives you the security codes (login command, It's possible to loot this room by

NOTE
password zebra42). Enter the room to the south.
jumping from object to object, never
touching the water.

Go up the stairs to your right (which also allows you


to evade the turret, if you couldn't hack security). Go
around the balcony and into the conference room. Take
out the troopers below. Enter the supply room using the key. The researcher
Return downstairs and move into the room below the gives you some intelligence about the tunnels beneath the
conference room. If you killed these troopers, you can base, including the password for their security system
walk through the laser beams instead of disabling the (login tunnel01, password omega2a). There are supplies
wall panel. here, too.

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.

VANDENBERG AFB AND BY THE SEA


Watch for patrolling sentries and two guys in the Open both bot bays using the buttons near their entrances
tower nearby. (once the bay is open, get out of the line of fire). There are
extra goodies in the bot house.
There's gear around the perimeter of If your bots lose the fight, be ready to mop up the
stragglers.
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this area, including in the pool of water
under the twin tanks. Stay out of view
You can use these LAWs you found
of the military bots on the east side.
above to blast all four enemy bots
without bothering with the overrides

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or the friendly bots. The stealthier
method is safer, doesn't use as many
resources, and has more style.

Cleanup

The override panel is on the machinery near the sniper


tower. Snipe the snipers, then use your code on the panel.
If you climb up the sniper tower to collect the
troopers' ammo, you'll notice a pipe leading to the
building. It leads to a ledge with a couple of crates
containing LAWs.

Go to the comm hut. A scientist and a couple of


technicians are holding down the fort. They tell you how to
reach the tunnels that will take you to Savage.
Gather anything that looks useful. The locked locker
on the left contains an aug upgrade canister, and the one
on the right has darts.

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

Go down the stairway and pick the

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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.

The next area is radioactive. Crank up your environ-


mental defenses and get through as quickly as possible.
Alternatively, use the key you found in the flooded areas
Open the electrical panel next to the beams. If you (or spend the picks) to open the maintenance hatch and
acidentally break the blue beams, you release two crawl over it (you miss some gear using this method).
spiderbots from a trapdoor and seal the door in front of
you. You can unseal the door by going back to the panel
near the entrance and pushing the #1 button.
NOTE

Don't worry about breaking the beams


again; they seal the door only once
(and no more bots will be released).

When you are clear of the radiation, you come to a


room with a gap. A spiderbot is beneath you, and another
is across from you. Deal with them.

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

VANDENBERG AFB AND BY THE SEA


On the way you'll run into Sam Carter, finally driven
the tools to take out the lasers, do not open the ceiling out of UNATCO.
panel where the turret is situated.
On the floor is Dr. Savage himself. He needs your help
to bypass some haywire machinery and get the computers
back online. He opens the door to the core room and gives
you the login info (login gsavage, password tiffany).
To your left as you enter the core room is a cart with a
bioelectric cell and a key. With the key, you can go up to
the top level and enter through the processor room which
is the best option if you have no multitools.

You come to a control room where you can raise the


bridge in the supply room. Clean out all the goodies and
cross the bridge. The crate next to the radiation hazard on
the first level contains rockets.
When you're done, raise the bridge to the third (top)
level, return upstairs, and cross it.
After one more spider bot (which you may have
already dealt with), you're done. You find the body of the However, we assume a more conventional approach.
scientist who preceded you, along with a key to the From the entrance, hug the right wall until you reach the
control room. back passage. Time your passage through the arcs to
minimize damage and bypass the electrical panel on the
wall; this turns off the juice on this level.
Push the button on the back wall to call the lift and
ride to the second level.

Climb the ladder to the main building. Go to the


second floor, unlock the blast doors to the Control Center,
and hack the computer inside. Read quickly—there's
some interesting mail about you.

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

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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

is a prisoner, and she'll be killed unless Savage hands over


least until we tell you it's okay to
necessary parts for a UC. You volunteer to rescue her.
start openly shooting.

Leave the command center, then get outside. The


helicopter is in the northeast corner of the base, through a
gate that was previously closed. Get inside. Run to the end of the canyon and talk to the bums.
One gives you a key to the plumbing access hut and offers
to sell you some gear.
Tiffany
START POINT
GAS STATION

SEWER ENTRY GARAGE


POINT (WITH HOSTAGE)

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

VANDENBERG AFB AND BY THE SEA


else comes in, shoot them from up here as well.
Make your way to the grate in the northwestern Watch out for the MIB's plasma gun and make Tiffany
corner of the ceiling using crates. stay put until you're sure the way to the helicopter is clear.
Clear out the two commandos lurking outside.
Follow the duct, looking for a hole above. Crawl into
the crawlspace and then onto the roof. Jump across to the
garage roof and immediately crouch. Notice the ceiling
panel here.

Return and let Tiffany know when the coast is clear.


Explore the rest of the area; when you're ready, Jock
takes you to finish Tiffany's aborted mission.
This next bit requires stealth and speed. There's an
MIB and a trooper in the room below. Normally, you'd
want to take out the tougher opponent first, but this time By the Sea
take out the trooper; they're both going to try to kill Tiffany,
and the trooper is closer. START POINT
NOTE

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

Wait in the corner and take out the guard when he


enters. Talk to the scientist, who gives you the code to
open the tank (1223). If she runs away at first, let her calm
Hug the wall as you approach the round tower in the
down and then approach her.
distance. Watch the closer bot, following it when its back
is turned and hiding when it turns toward you. There are several ways you can go from here. Down
the hall is a barracks/breakroom with another guard in it.
The human sentry has a key you'll need later. Take
The doorway is guarded by a camera, so we'll approach
him out while the bots aren't looking.
from a different way.

Eliminate or evade the bots and go to the small


Check out the tank. A baby karkian swims around in it.
building in the southeast corner of the area. Pick the lock
You can avoid or kill it.
and go inside.
You'll find two keys inside: one to this building and the
other to the tower. There's a hatch to the ceiling, but you
can only reach it by using the Speed augmentation. It's a
good post for sniping, but don't sweat it if you can't reach it.

You can swim from the ramp that


goes down into the ocean all the way
NOTE

to the sub bay you're heading for, and


do the rest of the mission in reverse
order from how it's listed below.
The tank leads to a pipe that takes you to a storeroom
Enter the tower and climb the stairs. When you get to on the lower level. A trooper patrols the catwalks
the top, go right, into the room with the tank. overhead. Outside the lab next door, on the outer catwalks,
is an MIB. Any disturbance in the lab will draw him in.
There are also a couple of sentries patrolling the
perimeter. Clean the place out.

116 PRIMAGAMES.COM
Take a dip and see what the
underwater portion of the base
looks like. It's definitely a sight

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worth seeing, but be careful and
keep your crossbow ready; a couple
of frogmen patrol the area.

Open the door and follow another corridor. Deal with


the guards along the way.

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.

VANDENBERG AFB AND BY THE SEA


password antennapedia) and gives you a detailed
schematic of the ocean lab.
Hop into the floor grate and travel down the ductwork to
a room with a couple cases of ammo, then return to the lab.
Climb the ladder and go through to the barracks via
the back entrance. Kill the guards without going inside.

Before the long hallway, hack the security panel to


disable the turret right in front of you. One sentry patrols
the long hall.

Look straight up and disable the camera. There's an


assault shotgun and a Silencer mod on the table. Behind
the door with the digital keypad is a supply room with
several crates of ammo.

Go back to the ladder and climb all the way down.


Follow the corridor. Go down the ladder to a winding
hallway and follow it. When you come to the room with a
guard, don't let him hit the alarm button; it will turn on the
ceiling turrets.

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.

You can also get the security code

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by talking to the female scientist
once things calm down.

Upstairs are a couple of computers. Check Dr.


Pinkerton's account—there's nothing important.

The turret in the third floor conference isn't


responding correctly. Don't mess with the security panel.

There's no easy way to cross this


room. One option is to sprint under
the turret and disable it by hand.

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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.

VANDENBERG AFB AND BY THE SEA


You need a rebreather or
Aqualung aug for this swim.

When you're done with all that, return to the locked


door to the northeast, enter the code, and continue.

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.

Electricity guards the door leading out of the next


room. Crouch and hug the south wall.
You enter a large, open newly-excavated area
inhabited by a karkian and a couple of greasels.

Through the unlocked door to the south and down the


short hallway is a large, flooded room with three greasels.
The most important thing in the room is the sunken
datacube containing the code to the tunnel leading to the
next unit (5690). Loot the bodies and grab floating gear.
In the room to the southwest, ignore the hatch that
leads to the open sea.

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

The huge room beyond is occupied by a large


spiderbot. There are lifts to your right and left as you
enter; each leads to upper-level storage areas. One is
radioactive. The other is crawling with spiderbots.
The pool is electrified and will drain your bioelectric
energy, but jump in anyway. The pad at the bottom gives
you the login for both the security system and the
computer (login mj12, password skywalker).
The dead MIB is carrying an aug upgrade canister
(make sure you have room in your inventory to pick it up
There's a big karkian in the observation chamber to
before you jump in). To leave, climb on the pipe, then jump
the south. If you approach quietly, you should be able to
onto the red light to climb over the rail.
surprise it. Also in this room are the key to the crew
module and a Recoil mod. Call down the lift and go up. Don't be distracted by the
bodies or other stuff in the first room. They have some
Open the door and go down to the crew quarters. The
minor goodies, but they're mostly there to lure you into the
lockers have goodies, but nothing to worry about if you're
turrets' line of fire.
short on lockpicks. The room to the west has a greasel
waiting inside, so lock and load before entering.
Go down the ladder. The locked door by the camera
is a closet with ballistic armor and thermoptic camo. The
turret at the far end of the hall is haywire, so watch out.
Hop in the lift under the turret and go down.
Watch out for the gas-grenade trap in the dark hall at
the bottom of the lift.

You have three options for crossing the next room.


Break the blue lasers and deal with the two spiderbots
that your action releases, expend multitools to deactivate
the lasers, or use lockpicks on a grate behind the lift to
climb up to the ceiling ducts (watch out for greasels) and
move over the lasers.

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.

VANDENBERG AFB AND BY THE SEA


Backtrack to the tower. Once back at the coastal facility,
you're clear. Go to the roof of the tower, where you're met by
As you're leaving and pass the holo-viewer on the Gary Savage and Jock. If you saved Tiffany in the previous
lower floor, Bob Page pops up to exchange threats. mission, Gary has a present for you: an aug upgrade.

First Strike
NORTH BUILDING MISSLE SILO

LANDING
SITE

ENTRY
BUILDING

Retrace your steps to the construction area. None WATER TOWER


SOUTH
other than Walton Simons (armed with a plasma gun) BUILDING WITH SNIPER
meets you there. As with Gunther before him, high
explosives and full combat augs are recommended. Use
obstacles for cover.
Once he's out of the way, continue toward the subs, Missile Base]
dealing with a couple of frogmen on the way. Bob Page is preparing to fire a nuclear missile to destroy
Savage's UC, but you know where the missile is coming
from. If you work quickly, you can stop the launch.
Jock delivers you right next to the missile site. Dogs
patrol the perimeter.

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

Enter the silo and go downstairs. When you get to the


blast doors, use the code (8456). Continue to advance
through the blast doors. When you have a choice, take the
one leading to "Launch Command."

If you don't hack the electrical panel


Go upstairs and cross the catwalk to the enclosure.
at the entrance, be prepared to deal

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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.

VANDENBERG AFB AND BY THE SEA


When Strong is dead, go to level 6, where a ladder
There's a passage to the missile. You can see an MIB leads to the surface. Be careful of the MIB on guard up
at the end. Take him out and a whole pack of troopers and here. Climb the ladder and punch the button to open the
MIBs attack; use explosives to deal with them. hatch. Jock is waiting.

If you're short on high explosives,


open the grate and drop into the
water below. When you enter this
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silo, the entrance you used to enter


locks down behind you. You can
return to the command side of the
emplacement by hacking the keypad.

Whether you come in through the tunnel on level 5 or


drop into the pool on level 1, the most important thing is to
get into the elevator and ride it to level 2, where Howard
Strong is attempting to disarm the missile. Take him out
before he can.

PRIMAGAMES.COM 123
Walkthrough: Area 51
Area 51
WAREHOUSE BARRACKS
PRIMA’S OFFICIAL STRATEGY GUIDE

BUNKER BLAST DOORS

TOWER

START POINT EQUIPMENT SHED


Make your way to a small door in the west leading to a
Area 51: Exterior] new area. From there, move quietly to the hangar with the
broken door. Inside are an MIB and two commandos. This
Jock puts you down on the outskirts of the Area 51 ruins. can be a tough group if they all gang up on you, so use
Crouch; there's a sniper on that tower. Take him out. snipe-and-run tactics. After you clear the building, go inside.
In the ground-floor office, are a flamethrower and a
If you uncovered the saboteur at datacube that suggests there's a way to get to the MJ12 instal-
NOTE

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.

Climb the ladder to the office's second floor. Inside is


a nervous young soldier who gives you the security code
for this area (login a51, password xx15yz).

There's a pile of crates nearby, including one that's


tilted up against the others. Crank your Speed
Enhancement aug, jump up on the tilted crate, and run to
the pile.
There are two bodies atop the crates holding useful
stuff. One is down in a gap. The other is across the gap;
jump across to reach it.
Head down the ramp to the lower area. Watch out for
the two security bots patrolling the area.

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).

Leave the hangar. Head across to the small building


labeled "Command 24."

If you didn't dispose of Simons in


the underwater base, he confronts NOTE ELEVATOR SPIDERBOT ROOM
you before you can leave the hangar.

Inside, next to the dead body, is the key to the tower.


Goodies in the locked lockers include ammo and a supply
of multitools.
Open the trapdoor in the back room with the key you
found in the hangar. There's gear in here, including a LAW,

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.

Enter the tower.


NOTE

Both the ladder up and the ladder


down are booby-trapped with LAMs.

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

You come to a security panel. Hack it.

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.

If you used this method to get


NOTE
inside, skip ahead to the section
Jump on the lift and go down. There's a blue laser
titled "The Bunker."
barrier at the bottom and a security panel that controls it.
If you break the beams, you'll release a security bot.
Method 2: This method of entry uses a "back door" Take the catwalk out to the scaffolding and climb the
through the ventilation shaft in the hangar. This leads to ladders down. You are at the base of the elevator shaft.
some interesting stuff.

The Bunker
BARRACKS
ENTRANCE

REC ROOM

LASER
BEAMS

SMALL HEAVILY GUARDED


Return to the hangar. Climb the fallen beam to the roof GENERATOR AREA
of the office.
Go to the back wall and jump up on the beam there,
then walk across to where you can jump down to the grating
over the shaft. Lift the hatch and drop to the supports.
If you jump through the spinning fan, you die. But it's SECTOR 3
ACCESS DOOR
easy to break through. A pistol shot to one of the fan
blades does it. Jump in. LIFT
You land in water. Swim north to find a dead tech
holding an electronic scramble grenade. Climb up on
dry land. Area 51: The Bunker

126 PRIMAGAMES.COM
From the bottom of the elevator shaft, push the button and
go through the blast doors.

At the branching corridors, head down to the south.


This area contains a repair bot and other goodies, but it's
well-guarded by commandos and snipers. In particular,
Avoid the turret and camera by keeping the stack of
watch out for a security and a sniper in the cherry picker.
crates to your left, between you and the camera.
Explore a short tunnel that goes under the floor in this
Break open the supply crate, then crouch and slip off
area (watch for a LAM trap) and collect gear. Check out
the platform under the railing.
the Sector 3 Access door.

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.

When you enter the room beyond, a generator throws


electricity. Hang back for a few seconds, and it overloads
and blows up.
Approach the holo-tank, where Everett contacts you.
He wants you to kill Page and let the Illuminati resume
power. He mentions that Alex has hacked the door code to
the crew section (8946).

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.

You enter a big open area where a lot is going on.


Proceed with caution to pass through this room while
Go to the blast door labeled Sector 3 Access and use sustaining very little damage.
the key. If Paul is alive, you get a message from him.
Take a right, hug the wall, and unlock the door. (Be
stealthy to avoid the karkian down here and the troopers
up top.) This takes you to a stairwell. Go up one floor, to
the catwalks. Once on the catwalks, clear the room.

Sniping is best here. This is the best


place to mount an assault; you don't
TIP
want the enemy above and shooting
at you.

Take out the troopers on the catwalks first; then use


the catwalks as platforms from which to clear the floor
In the storage room beyond is a lift, but when you below of karkians, greasels, and the pair of spiderbots to
press the button, Page sends an MJ12 hit man and a the north.
couple of troopers to the platform. After you eliminate Explore the whole catwalk; there's more to the west.
them, gather the supplies at the back of the room and
head down.

128 PRIMAGAMES.COM
After the area is secure, go down from the catwalk
and gather anything useful on the floor.

Now you have a security login. There was a security


panel in the room containing the aug upgrade. Return
there and log in. The panel lets you open the containment
Go down the stairs and into the pool (which you
unit and get the upgrade, and it also allows you to open
cleared of greasels from above) and gather the key and the
the blast door guarding the reactor lab.
datacube near the dead tech's body. The key opens the
door to the stairwell (which you unlocked earlier), and the
datacube contains the code for the reactor room (2009).
Helios contacts you and promises to get you into
Sector 4 if you first talk to him at the Aquinas Hub.

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).

Open the door to the west. This leads to a small


storage room containing a datacube with the security
access (login area51, password bravo13). Climb the ladder
to the roof, where you find a dead tech, some supplies,
and a datacube containing the key code to the explosives
locker (4225).

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.

Return to the stairwell and enter the code (1038) to


open the blast door labeled Aquinas Hub. Follow the tunnel formerly guarded by the commando.
Go down the stairs into a brightly lit room.
The locked chamber to the west is a storage closet
with a couple of cases of ammo. There's a small skill point
bonus for breaking in.
Head east to the Aquinas Hub. Clean out an MIB and
a trooper downstairs, and use the repair bot.

You enter an office containing a working medbot. The


locked desk contains a gas grenade and a bioelectric cell.
The computer on the desk contains interesting e-mail.
Step back and shoot out the middle panel of the big
window. Crouch and drop onto the bridge. There's a sniper
on the stair to your right.
Take the lift. On the first level are a couple of floating
bodies and equipment crates; the scientist holds a
bioelectric cell. However, the liquid they're floating in is
boiling hot. Minimize your time exposed to the hazard by
walking on the half-submerged pipe.

130 PRIMAGAMES.COM
On the wall is another locked storage closet with a
couple of crates of ammo and a small skill point bonus.

Take the lift to level 3. You're face-to-face (so to


speak) with Helios. He makes you another pitch: Merge
your mind with his systems and become part of a new
Approach the big doors to the north. Helios opens
cybernetic master of the world.
them for you. Beyond is a LAW.
Climb the stairs to the holo-tank. Paul contacts you if
he's still alive. If he's dead, Gary Savage contacts you.
Either helps you hash out your choices between Tong,
Everett, and Helios. Continue down the hall to Sector 4.

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

Area 51: Research Labs]

Head up the stairs, through the corridor, then down


another set of stairs. Below is a huge spiderbot.
The blast door halfway down the stairs is the
explosives locker; enter with the code 4225. The locker
contains a box of rockets and some TNT crates.
Grab a TNT crate from the explosives locker and
heave it down to kill the giant spiderbot.
After the spiderbot is out of the way, continue to the
bottom of the stairs. Watch out for greasels. Some You come to a room where four bodies are preserved in
supplies are beneath the stairs. tanks. One of the tanks contains the body of your "father,"
and another is reserved for you.

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

You have three possible courses of action, and you


must pick one:

1. Kill Page by destroying the four blue


generators, and rule with Morgan Everett
as one of the Illuminati.
2. Embrace Tracer Tong's plan to destroy
global communications and start a new
dark age without any of the burdens of a
corrupt civilization.
With the northeast passage sealed, that leaves the 3. Merge with Helios, creating a hopefully
passage to the north, which leads to the gray containment benevolent cybernetic dictatorship.
chamber. Page has unlocked the doors to the chambers,
and one or both of its inhabitants may rush out.
Use a security panel on the wall (just before the door) The Universal Constructors
to turn off the radioactivity inside (Login lab 12, password
graytest). Use the panel to open the door on the other side Regardless of which course you choose, you must deal
of the chamber. with some of the complex's defenses, the Universal
Constructors (UCs).
Three UCs guard Page's inner sanctum. Each UC is
programmed to generate a continuous supply of guards.
The UCs are on three levels of the complex, and each
produces a different sort of menace. This section tells you
how to find and deal with the UCs.

TO COOLANT SYSTEM TO AQUINAS


SUBSTATION

BUTTON
(DESTROYS PAGE)

UNIVERSAL
CONSTRUCTOR BOB
PAGE

LIFT

Area 51: Bob Page's Hub]

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.

The blue generator is down a short stair and at the end


of the hall. When you deactivate the generator (use code
The toughest UC is the one on the lowest level. It 7243), it releases a couple of security bots; deal with them.
produces large karkians and greasels. Break into the
control room as previously described. Stay alive long Both bots have goodies stashed in the little cubicles
enough to hack the panel. they emerged from.
Thin out the monsters. A repair bot on this level helps
you make full use of your augs. Second Generator
From the first generator, go to the small lift at the top of the

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.

A mezzanine level between Page and the lowest level


houses a UC that creates grays. This level contains a bot
security station and a control room. The UC replaces only
dead creatures. If you wound a gray enough, it runs away
and stays out of your way. Disable limbs; do this by using
the Targeting aug.
The generator is near the middle of this area; shut
it down.
Blue Generators (
See the previous Universal
(Everett's Plan))
TIP

Constructors section for advice on


If you choose this path, you must destroy the four blue thinning the monster herd.
generators to neutralize Page's shields, then kill Page.
This is the most complicated dangerous route to
completing the game. Third Generator
Alex has given you the deactivation code for the Head to the southwest corner of the floor and up the
generators (7243). ramp. Another working repair bot and a couple of locked
cabinets with supplies are here.

PRIMAGAMES.COM 133
Go up the next ramp to the radioactive area; use high
Environmental Resistance.
PRIMA’S OFFICIAL STRATEGY GUIDE

On this console is a button that destroys Page's


shields. Press it, and assume your destiny as one of the
The generator is in the southeast corner of the rightful masters of earth.
radioactive room.

Destroy Global Communications


Fourth Generator
Exit the radioactive room through the north door. You're on
(Tong's Plan))
a mezzanine protected by a UC generating grays.
COOLANT FLUSH TO BOTTOM FLOOR OF
See the previous Universal BUTTON BOB PAGE’S HUB
TIP
Constructors section for advice on
dealing with the grays.

COOLANT TUNNEL
LADDER (ENTRANCE)

Area 51: Coolant System]


This path requires you to overload the reactors and
destroy the Aquinas Hub, and thus the global communi-
cation network. This results in a dark age, with all its
associated pros and cons.
The generator is across the catwalk to the west of
where you entered. From Page's hub, head south under the turret. Take the
ladder up, then take the lift down. Run through the area.

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.

Run to a big central column. Open a door in this


column and drop through a floor grate. Press a button to Quietly cross the catwalk to the next room, where
open another grate, then drop into the water. Activate there's a sentry waiting. Look down to see a dead tech

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.

The button on the console below


releases a gout of flame, which is

TIP
useful if you're low on ammo and
being chased across the room.

Swim down the pipe until you arrive at a pair of deep


shafts. Don't dive to the bottom; there's nothing there. In
the far shaft is a dead trooper holding a pair of tech
goggles. In the near shaft is a ladder.

The double blast doors lead to the monster-infested


lower floor. Take the doors and run to the lift on the other
side. Take it to the top level, where Page is.

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.

Release the Aquinas Router


(Helios's Plan))

ENTRY LIFT

When you arrive at the reactor room, which is clear of


grays, Tong instructs you to activate the failsafe switches
at the base of each reactor. Use Environmental Protection BUTTONS
before trying this. (PRESS TO REVEAL
COMPUTER) COMPUTER

Area 51: Aquinas Router]


If you choose this third path, you must release the Aquinas
Router so Helios is free to merge with your systems.
From Page's hub, head south under the turret. Take
the ladder up.
Take the stairs down and jump down into the south
reactor. Punch the button, crouch, and head through the
tunnel to the north reactor. Punch that button, climb the
ladder up, and go up the stairs.
Return to the control room. Punch the three switches
on the south wall.

Take out the tech on duty with a


TIP

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).

This ending is tough if you don't


have Electronics skill and a few
multitools. If you don't have many

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.

When you get up to the router room, push the buttons

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.

Use your new code to get on the computer and


engage the primary router.

You must get to a lift on the other side of this room.


Walk to the electrical panel ahead and disable it with
multitools. Cross the room to the lift.

Back up after using each multitool


and heal yourself before using the
TIP

next one to protect yourself


against electricity.

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.

You don't have to defeat the

TIP
commandos; you must make it to
PRIMA’S OFFICIAL STRATEGY GUIDE

the lift alive.

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

chose Paul and J. C. Denton, two "brothers" genetically


He was not above bribing hostile or neutral important engineered as exact DNA matches for Page himself. When
people into his debt by allowing them controlled access to Paul, the oldest, was successfully augmented, Page gave
Ambrosia. Who could resist Page, when he had the power the order to go ahead with J. C.'s training and augmen-
to decide whether they lived or died? tation. As a control, Page also had nano-augs installed in
After he reduced society to chaos, Page moved to his chief lieutenant, Walton Simons. With all indicators
consolidate political power. His first tools were the positive, Page ordered the construction of more UCs
paramilitary United Nations Anti-Terrorist Coalition beyond the initial two prototypes and began the first steps
(UNATCO), and the United States' Federal Emergency of his own augmentation.
Management Agency (FEMA). He installed his chief The great plan could not move ahead without
lieutenant, Walton Simons, as the head of FEMA. The head opposition. First, there was the NSF in the United States.
of UNATCO, Joseph Manderley, was a minor bureaucrat in The National (originally "Northwest") Secessionist Forces
Simons' pocket. had begun as a loose coalition of undisciplined right-wing
Page ordered Simons to initiate the RX84 plan, a plot militias. However, it acquired the patronage of Juan
to detain up to six million Americans, including the Lebedev, billionaire and dissident. Lebedev was close
President, his cabinet, Congress, and the Supreme Court. enough to the seats of power to have an inkling that Page
After things got rolling, Page knew he could forget was up to something, and he upgraded the NSF from a
about UNATCO and FEMA and replace them with the rabble to a pronounced irritant. Page responded by
forces of Majestic 12, which Page had built up into a ordering Simons to declare war between the NSF and
secret army. Already, under the guise of "UN security UNATCO. The goal was not so much to eliminate the NSF
forces," MJ12 units were being deployed more and more as to keep them busy while the conspiracy developed.
openly in Europe. Intelligent propaganda is more devastating than mere
Page needed absolute control of the international bullets, and there was no intellectual commando force
data nets to rule the world, so the second prong of his more effective in the war for the hearts and minds of the
master plan involved exploiting the Aquinas Protocol. people than Silhouette, a semi-organized band of intel-
Originally developed by the Illuminati for clandestine lectuals, dissidents, and pranksters headquartered in
surveillance of the net (the next generation successor to France. Thanks to Nicolette DuClare, the daughter of
the Echelon system), Page had modified the protocol to Illuminata Beth DuClare, Silhouette knew a lot about the
give him more than surveillance capacity. Page planned to conspiracy. Thanks to Chad, the brilliant anarchist and
use Icarus, an artificial intelligence created by Page, political philosopher who served the group as spiritual
based on work by Morgan Everett, to seize control of the head, they were entirely too good at communicating their
information net via the Aquinas Protocol. Icarus, however, knowledge to the public.
proved susceptible to a "bug" that not even Page could
have anticipated.
The third prong of the plan was the most ambitious,
the most unbelievable and the most insane. For decades,
the geneticists and nanotechnologists of MJ12 had
worked on altering the human genome to allow an ultimate
interface with nanotechnology. Early experiments in
cybernetic augmentation of the human body were
encouraging, if not successful. Genetic tampering with
DNA succeeded in creating new species of hybrid
monsters; the hulking karkians, the venomous greasels,
and the weird grays—to all appearances, the semisentient
clones of the original Roswell crew.

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

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