
Introduction

Welcome to the amazing futuristic world of Deus Ex (Day-us X). This game has you playing as a cybernetic
Special Forces officer who has advanced abilities bestowed upon him through the use of nanite organisms in
his blood. The wide range of skills and abilities available to you throughout the game combined with one
of the most intricately designed real world settings gives you almost unlimited possibilities while playing
this game.
This also presents several challenges in writing this walkthrough. Often there are multiple solutions to any
given puzzle, various plot branches, conversations, and scripted events that may or may not happen when you play.
No two games of Deus Ex unfold the same so while I can outline my exploits and outline the locations
of important items and events, chances are your game will not be identical to mine or this solve.
With that in mind, I will try to detail as many methods for solving various puzzles that I have discovered.
Most likely there will always be additional (and often easier) ways to accomplish some objectives. If you
do discover another solution to any puzzle feel free to email me with the alternate solution. I will try to include reader submissions along with your name in future updates of this solve.
While Deus Ex looks like a FPS (First Person Shooter) there are several puzzles to solve and clues to uncover
as the story progresses. The extensive Statistics system and detailed inventory including tools, weapons,
and assorted weapon mods give this game a challenging RPG (Role-playing Game) feel as well. The story is
huge and will take you all over the world. The game is divided into major events which I have broken down
into chapters (13 Total). There are several sub-missions and checkpoints in each of these major areas, so
use the menu to quickly go to the area where you are stuck, then find the exact part of that mission to solve
your particular problem.
Statistics and Skills

When you start a new game of Deus Ex you will need distribute a cache of points into several skills.
These skills range from Weapons Training to Electronics and Computer Systems to more personal skills such as
Healing, and Environmental adaptation. You won't be able to master everything at the beginning. In fact, you
will probably only be able to increase 3-4 skills to their next level. Additional skill points will be awarded
throughout the game and you can distribute them whenever and however you see fit.
Keep in mind that enhancing certain skills will definitely affect how you play the game. If you are an Expert
lock picker then you can easily get into places you wouldn't be able to otherwise (or without finding a key).
If your Explosive Weapons skills stink then you could easily die while disarming a sticky-bomb.
The in-game screens and manual do a fine job describing the skills and how they pertain to the game so I won't
go into great detail here. My personal recommendations for starting a character are to increase the Sniper,
Electronics, and lock picking abilities. Spend the rest of your points how you see fit, but these three skills
definitely complimented my gameplay style.
Your character is enhanced with nanites which give him special augmentations that require the use of Bio-Energy.
You begin the game with a Light augmentation that illuminates dark areas. You will acquire additional skills
throughout the game that can be activated at your discretion. While activated your energy will slowly drain.
Your remaining energy is represented by the vertical bar on the health indicator and can be recharged using
the small blue discs located throughout the game. These discs restore 25% of your energy so try not to use one
unless you are lower than 75% otherwise the additional power is wasted.
Weapons and Tools

Deus Ex features a huge assortment of weapons ranging from throwing knives to rocket launchers and everything
in between. You will encounter more weapons than your inventory will hold so choosing which weapons to keep is
critical to success. Three weapons I recommend you never leave home without are the 10mm Pistol, Prod-Gun, and
Sniper Rifle. I usually supplement those items with either a Shotgun, Assault Rifle or both. The GEP gun (rocket
launcher) is devastating on large targets but takes up much of your inventory slots and is generally too bulky
and slows me down. The Mini-Crossbow and Stealth Pistol are effective means to silently bring down guards from a
distance. Keep in mind that the tranq darts take some time before they work so don't shoot a guard who is near
an alarm switch. The Baton and Crowbar make an effective weapon for silently taking down the enemy at close
range.
Sometimes you will find weapons that you cannot carry. This can be misleading as weapons not only require a
certain amount of units in your inventory, but they also require a certain pattern. The Sniper Rifle requires
a grid of 1x4 squares while the Assault Rifle wants a 2x2 grid. Make sure to keep your inventory slots
"defragmented" so you can pick up the larger items. If you encounter problems picking up stuff you can simply
drop many of your smaller items then pick up the large item and then pick-up the small stuff and let it fill in
the spaces around the larger item.
Reloading your weapons is crucial to survival. Always keep your weapon fully loaded and never enter into a combat
situation with one or two rounds in the weapons. While you are reloading the enemy will be pumping you full of
lead. Reloading is so important I even assigned it to my middle mouse button.
You have many tools to assist you in completing your mission objectives. Lockpicks and Multitools are two of the
most important. Lockpicks will get you into many locked areas provided you have enough of them in your
inventory. The number of picks required to open any door is based on the door/lock security value and your own
lock picking skill level.
Multi-tools are small hacking tools (much like a Star Trek tricorder) that can be used to hack into keypads,
security cameras, and other electronic devices. Again, the number required to deactivate these devices is a
combination of your own skill vs. the security of the device itself.
Hacking Systems

Hacking computers and security consoles is a big part of Deus Ex. You will find dozens of computer terminals,
datacubes, and security consoles through each level and these will often reveal valuable information that you can
use elsewhere. Some datacubes will give you ATM logins and PIN's so you can withdrawal money to buy supplies or
bribe informants. Hack into computers to get codes and email or activate remote controlled devices.
If you are not fortunate enough to have secured a password for a particular computer or security console you can
try to hack into it. This is done using the ICE hacking module. As you attempt the hack the meter will slowly
decrease. If you are successful the meter will continue to decrease while you are online. You must logoff the
system before the meter expires or you will take damage and system security will be activated.
Hacking into security panels is one of the most rewarding parts of this game. Not only are you often able to
unlock and open security doors, you will often be able to monitor security cameras to scout out upcoming areas.
Some security panels control Automated Gun Turrets which are often tied into cameras, alarm buttons, or laser
trip wires. Often you can change the target settings for these guns so they turn against their owners. This is
a very effective way to clear out large areas with multiple enemies. It's also pretty cool to watch it happen
on the security monitor. Just make sure to turn the turrets off before proceeding into those areas. It's also
a good idea to turn off security cameras after you are done watching them.
Combat vs. Stealth

There are two styles of gameplay you can use when approaching Deus Ex. The world of Deus Ex is more realistic
than a game such as Quake or Unreal, so if you go into a level blasting everything that moves you will soon
run out of ammo and health and end up dead. While I certainly don't encourage "backing out of a fight" a little
bit of discretion is required when playing Deus Ex and you will enjoy the experience much more if you treat the
game as a covert-op rather than a Rambo movie.
If you play the game from the School of Stealth you will still have plenty of excuses and opportunities to fight.
Here are some of my personal recommendation for stealth recon and combat:
Stay Crouched - you may move slower but you are silent and almost always harder to spot. Your aim also
increases from a crouched position.
Stay in the Shadows - even if you are spotted for a second simply duck into the shadows and stay still until the "heat is off".
Long Distance Death - use that sniper rifle and aim for the head. Get ready for a quick second shot in
case they survive and head for the alarm switch. This weapon isn't truly a stealth weapons until you put the
silencer mod on it.
Up Close and Personal - use the Prod, Knife, Baton, or even the Crowbar to quickly and quietly take out
the enemy without alerting other.
Stash the Evidence - toss dead bodies into dark corners, into the water, or anywhere out of sight of the
other guards.
Cover your Trail - Use LAM's if you thing you may get ambushed from the rear. Close doors behind you and
block stairs with boxes whenever possible.
Here is a brief but excellent example of stealth recon and combat technique:
I was crawling around a ventilation system beneath the floor of a security complex. Grates opened to
the floor above so I would lie in wait for a guard to pass by then quickly open the grate, rise up behind him
and zap the guard with the prod. I would then hide the body back down in the ventilation shaft and close the
grate. By repeating this process at all of the grate access points I quickly and quietly eliminated much of
the security force in the complex without ever being sighted or shot at.
Ultimately it is up to you how you play Deus Ex. I found that using stealth and covert methods to proceed
through the levels really added to the enjoyment of the experience. There were still plenty of opportunities
to whip out my Assault Rifle and unload clip after clip into the enemy. There is plenty of trouble to get into
in this game without kicking down doors and looking for it with guns blazing.
Now onto the game...
Liberty Island

JC Denton (that's you) arrives on the South Dock at Liberty Island ready for action. You will get a quick
briefing on the situation via an uplink from HQ. Get used to these interruptions, as they are frequent but
usually informative. Move forward until conversation is initiated with your brother Paul. You may also engage
the guards in idle chatter.
After Paul briefs you on the situation you will have some objectives added to your Status Screen (accessed with
the F1 key then Goals/Notes).
Primary Goal: Get inside the statue and locate NSF threat.
Secondary Goal: Locate Harley Filben at the North Dock to get key to
front entrance of statue.
Secondary Goal: Locate and free a UNATCO agent who is being help
captive somewhere inside the statue.
In addition to the password "iron and copper" that is required to get the statue key, Paul will also give you a
satellite recon photo of the island and your choice of a Sniper Rifle, GEP gun or Mini-crossbow. Since this
mission is basically a stealth operation the GEP gun is a poor choice. The Sniper Rifle is the more effective
of the remaining two weapons. You can talk to Paul for more info about his last mission in Hong Kong if you
want to get caught up in the storyline.
To the right is a Crowbar which will quickly become your new best friend. Use it to open the nearby wooden
crates (and about 5000 more before you finish the game) and get the Binoculars and Lockpick. Behind you is an
opening in the dock that leads down to the water. Swim down and find the shark cage with the pair of crates.
Smash them open to get a Multitool and a Bioelectric (BE) Cell. Return up the steps and head left past the
threatening robot (good thing it's on YOUR side).
To the left of the ramp leading to the statue are more ammo crates that can be smashed. Use your new binoculars
or sniper scope to recon the area ahead and locate the guards and observe their patrol patterns. Alex will
uplink with you to remind you to BE QUIET. At this point you have many methods for completing your objectives.
Here is what I did which I feel offers the most complete experience of the area.

A. Start at the South Dock.
B. Visit UNATCO HQ to stock up on supplies.
C. North Dock where you meet Harley Filben and get statue key.
D. Front Entrance to Statue (heavily guarded)
E. Stacks of crates provide a rear entrance to the statue.
Primary path leads to all key locations on the island. This is the path explained in this guide.
Take this path to the front entrance after obtaining the key from Area C.
This is the quickest way into the statue with the fewest encounters.
When the guards ahead of you are walking away quickly head to the large container to the left. Never move or
make noise when a guard is facing you. If their back or side is toward you then it is usually safe to crawl
quietly. Pick up the small metal crate and move it so you can use it to step onto the large container then
smash open the box and get the Gas Grenade. Hide in shadows or behind the container if the guard returns before
you are done but don't startle the pigeons or they just might give you away.
Continue along the wall and hiding in shadows until you reach the UNATCO HQ area where you can talk to Sergeant
Kaplan. Choose the "Clean 'em out" topic to get some valuable info and the code 0451
to access the comm van. Ignore his attempts to sell you items. It's way overpriced and you will find most of it
during the course of your mission.
Head toward the helipad where there is another Crowbar (in case you missed the first one - you can only carry one)
and smash open another supply crate. The door near the satellite dish can be opened using the code
0451 or a multitool. Enter and get the ammo and read the datacube for login information
for the security panel. Open the panel and use the login SATCOM and the password
UNATCO_001 to watch the cameras. You can also open the trap door just outside this area
using the console. Exit the building and climb down the ladder below the trap door to get the EMP Grenade and some
bonus points.
Return to the main path by the statue with the patrolling NSF goons and head to the left hiding behind boxes and in
shadows. Locate the crate with the items on top and note the circular pattern of the guard. Get behind him and
use the prod or whack him twice with the crowbar. Stash the body in the shadows then get the items from the top of
the box and read the datacube that gives you the login NSF001 and the password
smashthestate for the statue security system.
Alex alerts you to the patrolling security droid moving in a predictable pattern in the next area. You can take him
out with the EMP grenade or the GEP gun but he is easily avoided. The statue door is east along with an active
camera. Head west and kill the NSF guard near the alcove. Inside the locked crate is Sniper Ammo and 100 Credits -
you decide if it's worth the use of a LAM or multiple lockpicks to open it.
Continue to the North Dock taking the long open sidewalk. Avoid or disable any guards (you are searching the guards
for items - right?) you encounter along the way and soon you will spot another giant security robot. This one is on
your side so you can actually use him to your advantage if you can lure some NSF out into the open in sensor range
of the robot. Continue to the dock but stop before going down the steps.
Two NSF goons are up ahead. One is standing still while the other circles the stack of boxes. You could snipe the
patrolling guard and deal with the other guy later or you can try to get into position so you have a clear shot at
the silver TNT crate. One shot blows it and the NSF guys into tiny pieces. The dock T's off. Head right to open
the medical crate and get the Medkit then head to the shack to meet the informant, Harley Filben.
If you want the key to the statue then be careful what you say here. Harley gives you a photo of the NSF leader
and asks that his "friend" be taken alive. If you don't give him adequate assurance then he won't give you the key
and you will be forced to use the alternate entrance. Collect any useful items from this area and talk to the girl
in the corner who will offer to sell you some overpriced items. Exit the shack and head back to the T-intersection
at the dock.
To the left is a ramp leading into the water and below is a sunken boat. Use a LAM or lockpicks to open the grate
on this boat to get some great items including; Accuracy and Reload weapon mods and a Sawed-Off Shotgun. Note:
You can also push a barrel or TNT crate off the dock onto the boat and blow it up to access the boat's interior.
Exit the dock area and make your decision on how you will enter the statue. The rear entrance is to the left and far
less risky plus it offers a few more rewards. You can also continue straight ahead into the dark path leading back
to the main entrance.
I'm going left to the rear entrance - hope you are too. There is an underground bunker to the left of the stack of
crates behind the statue base. You can raid it now and take out the guards or come back after the mission when all
the NSF have been eliminated and simply collect the items. Inside is a Hazmat Suit, Multitool, Silencer mod, and a
Ammo Clip mod. You can push the crate inside so you can jump and climb over the electrical bolts.
Climb the ladders leading up the crates and jump across the gaps and continue up until you reach the upper level of
the statue base. Stay concealed and make you way up the nearby ramp leading to the next higher level of the statue
base. You now have four possible entrances and each is guarded by a proximity gas grenade. You can disarm these by
using the techniques learned in training or set one off and run away until the gas clears.
Once you make it inside the inner passage (I entered through the north opening) you can circle around to the right
and enter the central room. Move forward quietly and eavesdrop on the pair of guard talking ahead for some interesting
information. To the right are stairs leading to the top of the statue but it's too early for that. Take the stairs
leading down to the left and they will spiral down several levels.
You will see a ceiling-mounted gun turret ahead. If you quickly peak around the right corner you will see a camera
that will trigger the gun if it spots you. Wait for the camera to look away then get underneath it and use a
multitool to deactivate it. Now look below and note the location and routes of the patrolling guards. Eliminate
both of them (I recommend the sniper rifle) then listen to the update from Alex.
For those of you who wanted to go in the front door you can simply use the security panel to the left of the main
entrance and use the login NSF001 and the password smashthestate
to turn off cameras and unlock/open the front doors. A Lockpick is your reward for breaking the crate to the right.
Enter the lobby and deal with the two guards - one on each level.
Regardless of which path you took to get to the lobby, you must now try to save Gunther who is being help captive
behind that door protected with the laser field. You can disable the lasers with the multitool or locate the
ventilation shaft on the adjoining wall to the right of this door. Open the grate and enter. You may need to use
your Light Augmentation (F12) but only use it in short bursts to conserve energy. Follow the light at the end of
the tunnel. Skip the first passage to the left and continue to the room at the end. Along the way you will find
a Multitool and some Food.
The room at the far end of the shaft is in fact a dead end as the exit is blocked by large boxes, but a quick
search of the area will reveal a datacube with a bank account number 230023 and the
PIN 4558. You can use this information on the ATM machine back out in the main lobby
in a little while. Grab the Medkit any anything else useful in this area then return through the shaft to the
first side passage (this time to the right).
The locked door in this room can be opened with a lockpick or LAM, however the latter will alert the many
guards in the next area so use a pick. There are a pair of guards in the first area. One circle the main hub
while another is walking back and forth over by the window. Use stealth and the prod, knife, or crowbar to kill
the circling guard when he is furthest from the other. Then kill the other before he can sound the alarm.
There are at least 2 other NSF guards ahead in the hall that you can take out. If the alarm is sounded you will
be fighting them all at once.
Head up the ramp past the lasers to the left and around the corner. Just around the corner to the right is a
security camera which can be deactivated with a multitool or the security panel across the room behind the table.
You can either hack the security controls or use the NSF001 / smashthestate login to
gain access. You will want to unlock and open the door leading to Gunther with this console as well as deactivate
any cameras and turrets. Check out the counter in the opposite corner for some items including an Accuracy weapon mod.
Enter the room with Gunther and talk to him. He will ask for a gun and you have the option to give him your
10mm. Don't do this if you have modified it, otherwise let him have it and he will do some excellent enemy
clean-up for you. Now head back to the lobby - you can just walk through the laser field and go to the far side
of the room where the ATM and drinking fountain are. You can restore some health by drinking from the fountain
about ten times before it runs out of water. Note: All water fountains and bottled water dispensers offer limited
healing. These are "reset" each time you leave and reenter an area - noted by the SAVE and LOAD screens.
Hack the ATM for 200 credits then move toward the stairs opposite the main doors.
The camera and turret on the first landing should now be deactivated either by multitool or security panel so
continue up the stairs until you reach the area with the two guards next to the barrel. Eavesdrop on them
(if you didn't earlier) then take them out either with a pair of headshots or by shooting the barrel. You can
also just sneak past them if you want and they will be automatically killed in the final assault, however you get
no inventory from the enemies after the mission.
Start up the circling stairs on the other side of the door and Alex will uplink with you. There are plenty of
NSF along the way which offer some entertaining comments if you eavesdrop on them. You can either sneak past
them all or kill them. The stairs will end at a dark level with a balcony and two guards. You can circle around
the stairs to the right and totally avoid the guards to reach the ladder in the opposite alcove. Climb up and
continue to the top where the NSF leader will immediately surrender.
Talk with your prisoner to get lots of information on the plot for the game. UNATCO troops will arrive to
clean-up after you. Search the room and make sure to get the Augmentation Canister
from the top of the crate on your way out - it's the blue glowing canister.
Head back down the stairs all the way to ground level. You may want to visit the statue's head at its new resting
place and read the plaque. Alex will interject with some plot info. Any guards you didn't kill earlier
are now dead and their possessions removed. Your ultimate destination is UNATCO HQ but you can wander the
island and smash open any remaining crates to stock up on supplies and ammo. When you finally reach HQ you can
talk to Paul who will give you your next objective.
Primary Goal: Report to Manderley's office on Level 2.
Enter the lobby with the VERY shiny floor and talk with the guard at the desk. Read the paper and the datacube
for more plot info and the code to the comm van if you didn't visit it earlier. Follow the curvy passage
and note the drinking fountain on the left which can heal a few points if necessary. Use the retinal scanner at
the security door to enter Level 1.
Several UNATCO guards walk around the halls and they will engage you in idle conversation if you get too close
or initiate it yourself. Save your lockpicks and ignore the two locked doors for now and just go downstairs to
Level 2. Your goal is the middle office with the secretary but you can explore HQ at your leisure without any
penalties.
Enter the office and talk with Manderley's secretary to get your NSF computer login JCD
and password bionicman. Grab the Closet Nano-key from her desk and read the datacube
to get your bosses login jmanderley and password knight_killer.
You can use her computer to login with his account or yours and check email. Note: You can use any computer
terminal in the building to log on as anyone you have a login and password for.
Time to see the boss. Enter the side door and talk with Manderley for more plot info and your next target
destination; the armory and the med lab. Grab anything useful in his office or the bathroom behind his desk then
return to the hall. Use your new closet key to open the pair of doors across the hall. You'll get a Pepper
Cartridge from one and a BE Cell and Multitool from behind a grate in the other. Explore the rest of this level
at your leisure. Your next goal is down on Level 3 accessed by the stairs to the left of Manderley's office.
Secondary Goal: See Sam Carter for equipment.
Secondary Goal: See Jaime Reyes for a medical exam.
Level 3 has a water cooler on the left and bathrooms on the right. Explore the women's restroom to offend a
secretary and start a running gag that continue for several levels. Head down the sloped hall opposite the
restrooms and turn right toward the glass window. This is the armory and Sam Carter will stock you up with a
Stealth Pistol and your choice of ammo or a Lockpick. Anna's office is opposite the armory and a detention
area is behind that. Explore at your leisure and talk to anyone you want and take anything useful lying around.
Return to the main hall and head for the medical center to the left of the restrooms. Locate Jaime in the back
of this area and chat with him. Get the Med lab Closet Nano-key from behind the plant to the right of the desk
and use it on the closet in the previous room. Inside is a crate you can smash to get a medkit. Visit the
medical robot in the other room and heal yourself to full health. Use this robot to install the augmentation
canister you retrieved from the top of the statue. Each canister offers a choice of enhancements and you can
decide which one you want at the time of installation.
Primary Goal: Go to Manderley's office for new mission briefing.
Secondary Goal: Go to the break room on Level 2 and locate your partner,
Agent Anna Navarre.
Exit the medical area and head right to the door on the opposite wall. This is Alex Jacobson's office (the guy
that uplinks with you during missions). The datacube on the table has Gunther's login ghermann
and password zeitgeist which you can use to read his email on the nearby computer.
Head down into the lower area at the end of the room to talk with Alex.
Before leaving locate the secret floor panel near the desk on the right. Inside is a Scope weapon mod, ammo,
and a Master Office Key that opens all offices on the first level. You can now return to level two and head
for the door to the right of Manderley's office. This leads to a conference room. The door to the right
leads to the break room where Anna is waiting. Search the locked cabinet (to the left of break room door) for
some ammo. Enter the lounge and get anything that looks useful and read any papers. Find Anna and Gunther near
the vending machines and talk with them until there are no more options. Head for Manderley's office to get you
next assignment.
Primary Goal: Go to south dock and take the police boat to Manhattan.
Now it's time to leave UNATCO HQ. Remember to visit the locked offices on Level 1 now that you have a key. You
can get a Lockpick, Multitool, and Accuracy weapon mod from these offices. Return to the South Dock where you
started and board the police boat to end this level.
Battery Park

Anna greets you as you arrive at the dock near Battery Park. Talk with her to get your next objective.
Secondary Goal: Locate stolen container of Ambrosia inside Castle Clinton.
There is also a small boy you can talk to. If you give him any food item from your inventory he will give you the
code 9183 to access the secret back entrance to Castle Clinton. To use this entrance
open the locked panel with a lockpick then enter the code to access the door through the vending machine.
If you prefer the frontal assault then head down the dock toward the steps leading to the island. You may want to
take a quick swim near the police boat. Underwater are some crates you can smash open to get a Medkit and a
Lockpick. The nearby ladder will let you climb back to the dock.
You are free to explore the island for the most part. A few areas will trigger key events when you get near.
Crack open any boxes you find and collect the ammo and items scattered about. Talk to everyone you encounter - you
never know who will have something interesting to say. On one side of the island the NSF are taking over a subway
station. You will see UNATCO troops engaging in combat and you are free to assist them. Make sure to search all
the NSF bodies and check out the shacks which contain crates and locked boxes. You should be able to collect a
Lockpick, Multitool, Medkit, Flare, and Prod Charger from the various shacks. One shack has a steaming vent in the
back corner. This is an access shaft into the subway ventilation system. Remember its location but don't go down
just yet. You will also want to avoid the main subway entrance and the steel door leading down to the mechanical
room. Head to the front entrance of Castle Clinton when you have thoroughly explored the area.
Anna and some guards are stationed at the main entrance. Use your sniper rifle to take out as many NSF as you can.
If they come at you simply stand to either side of the entrance and let Anna and her troops take care of them.
Enter the compound and search all the bodies and open all the crates for items then head for the central kiosk. Go
inside and Alex will buzz you with some new information. Inside you should be able to find a Key located on the
shelf and another hungry boy who will trade information for food.
The locked box is worth a lockpick as it gets you a BE Cell and a datacube with the code 666
which you can use on the keypad next to the floor panel. You can also use a multitool if you don't want to
spend a lockpick to get the code. The panel opens to reveal steps leading down to the next level. Ignore the wall
switch as it only closes the door behind you.
When you arrive at the pair of doors open the left and ready your sniper rifle to take out the guard patrolling
this area. If you don't take him out in a single shot he will sound the alarm if he makes it to the alarm switch.
Search his body and get the key to the Control Room Safe then continue into the storage area. A security camera
is on the left wall so stay out of its view. The medical supply crate in this room has a Medkit which you can take
before moving into the room on the right where you will locate the flowing green container of Ambrosia.
Secondary Goal: Report back to Anna Navarre for new orders.
With this objective complete you can now explorer the rest of the castle and add to your inventory and your
exploration bonus points. A thorough search of the castle will get you a Flamethrower, Control Room Key, and
plenty of ammo. Cameras and turrets are all still active so be careful. Make your way back to the pair of doors
from earlier and use the key to unlock the Control Room door. Inside your can use the Control Room Safe key to get
some additional supplies including an Augmentation Canister.
Back at the main entrance you will report to Anna. You can say whatever you want in the conversation but if you
use the response "I'm learning as I go", she will give you a pair of EMP Grenades. When you are done you can head
toward the area with the shacks to get started on your next mission.
Primary Goal: Rescue hostages in Battery park subway station.
There are many possible methods for infiltrating the subway station. The frontal assault requires you to kill
several NSF terrorists plus disarm several explosives and laser fields. I chose the covert approach and entered
through the vent shaft in the shack. Climb down two levels and enter the vent. If you exit on the first level you
will be in the series of vents above the subway station. The second level of vents puts you down on the floor
level where you are much less likely to be heard or spotted.
There are several vent covers leading out to the subway station. I chose the first one which exits near the
blue lasers and the stairs leading up. Carefully open the vent cover then target and kill any nearby NSF then
quickly duck back into the vent. The area will swarm with NSF but they won't be able to find you. While they
are in a group toss out a gas grenade. This should stun everyone in the nearby area allowing you to pick them off
with one or two easy shots with the 10mm. If you time it right you can get all 4-6 NSF guys caught in the gas.
Others may arrive and start choking giving you an easy target.
Head to the opposite side of the station where the hostages are. Watch out in this area as I frequently had one
NSF guy hiding behind the square column. If he is there kill him quickly then speak with the grateful hostages who
will thank you profusely. Enter the subway train to head for your next objective.
Primary Goal: Report to Paul in Hell's Kitchen.
Exit the train and talk with the people here. Collect any food items you want from the floor then head up the
stairs to meet Paul. After some conversation you will get a Prod Charge and the Nano-key to his apartment.
Continue up the steps and Alex will uplink another mission objective. Check your Goals/Notes for all your new
missions.
Primary Goal: Locate NSF's secret generator.
Secondary Goal: Question civilians in nearby bar and clinic for clues.
Secondary Goal: Investigate hostage situation at the 'Ton Hotel.
Rescue Rentons if they are still inside.
The streets are fair game for exploration when you first start out. Some nearby stairs lead down to a locked door
with a buzzer. You will return here when you have a password. At one corner UNATCO troops are fighting NSF
terrorists. Assist them then loot the bodies for items and ammo including the new Assault Rifle. This weapon
requires a 2x2 grid in your inventory to carry. Don't overlook the datacube hidden amongst the garbage in the
alley. It contains a bank account number 947761 and the PIN 2867.
It's worth 62 credits if you use it on the ATM in the hotel.
You can now either head for the hotel or the bar. I'm thirsty so let's head to the Underworld Tavern. You can
enter through either the front or back entrance. Talk to everyone for some interesting info. The couple to the
right of the bar talk about buying illegal Ambrosia for the man's wife. The guy to the left is Jock, a chopper
pilot who you will be getting to know much better later on. For now, buy him a couple beers and he will chat with
you about some conspiracy stuff. Also talk to the girl near the pool tables who will ask you to help her friend
who is in trouble.
Secondary Goal: A man named Johnny took a woman into the alley west of
the bar. Investigate possible trouble.
Exit the bar and locate the alley where you will find Johnny and the girl arguing. Threaten him until he runs off
then talk to the girl who turns out to be Sandra Renton. She will give you the password bloodshot
required to enter the Smuggler's Hideout.
Now you can head to the hotel. Along the way you may spot a couple of thugs beating up a bum in the basketball
court. If you save him he will offer the same info as Sandra Renton. You can also get this information from the
civilians in the Free Clinic. The clinic also has water fountains and some Medkits inside one of the locked cabinets
which can heal you if necessary.
The guard outside the hotel warns you of the situation. Enter and use the ATM if you previously acquired the
account information then head to the front desk to speak with Gilbert Renton. Shoot the NSF terrorist sneaking
up behind Mr. Renton which will undoubtedly bring more NSF down the stairs. When you have killed all the attacking
NSF you can do a quick search of the hotel office. A Key to a locked room on the second floor is in one of the
mailboxes. Grab a drink from the water cooler if you need some healing.
Head up the stairs and enter the second floor hallway which should now only have a few civilians. Go around the
corner and you will spot a pair of guards facing the doorway to the left. Sneak up behind them and kill them both.
Search the balcony behind them for a datacube hidden behind the plant with more banking information. Account number
543654 and the PIN 5544.
Search all the unlocked rooms for various items. You can use the key from the hotel office to open one of the
locked doors. Inside are various supplies and another locked door which you can open with a lockpick and get the
BE Cell and the Medkit from inside. Head toward the end of the hall near the elevator and use your Nano-Key Ring
on the door to Paul's room. You can also enter/exit this room via the fire escape from the back bedroom window.
Inside is a datacube with the code 4321 for the panel that is hidden behind the painting
on the wall. When you move the painting and enter the code the bookcases on the left swing open to reveal a secret
room with a computer and all sorts of supplies. Read the datacube in this secret room to get Paul's login
pdenton and password chameleon. You can enter this info and read
some email on the computer if you wish. Exit Paul's room and head for the elevator shaft. There are some crates
and various items on the ledges and at the bottom. You can retrieve these on your way back to the first floor.
When you are ready you can return to the street and head back toward the subway station.
Locate the stairs leading down to the locked door with the buzzer. Use the intercom and say the password and the
door will open. Get on the lift and ride it down to the lower level. You get an uplink from Alex warning of traps,
but the blue lasers ahead already told you that. Smash some crates to the right for supplies and ignore the vent
shaft and ladder - it only leads to a premature exit of this area. If you trip the blue lasers a deadly security
robot will come out of that garage door and proceed to kick your butt. You can deactivate the lasers with an EMP
grenade or use multitools on the panel. You can also stack three of the smaller crates and make some stairs to
jump over the field.
Head down the stairs and talk to the Smuggler who will give you a NSF Lab Key and ask that you find his friend who
is being held captive there. Check out the rest of the place before you leave. Head upstairs and locate the
security panel behind the bed. You can use multitools or enter the code 432 to open a
secret panel to the left. Inside is Thermopic Armor, a Clip weapon mod, and a Medkit.
Secondary Goal: Rescue Ford Schick from a secret NSF laboratory in the sewers.
Return to the streets and access the sewer through the nearby manhole cover. Another manhole cover is over by the
hotel but this one is closer. Use the Nano-key to open the cover and climb down a couple of ladders until you are
in a dark tunnel with red lasers and a turret. Use an EMP grenade or multitools to bypass the laser security then
continue until you reach another ladder and more lasers. Ignore the lasers and climb the ladder where you can get
an Assault Rifle and some ammo. Read the datacube to get the entry code 2167.
Locate the hatch near the turret and open it with a lockpick then enter the code 2167
to open the nearby grate. Crawl into the next tunnel where more lasers block your path. These can be crawled under
and you can use the code 2167 once again at the keypad at the end of the hall. Stay out
of sight of the camera in the next area and make your way to the ladder at the end and climb up to a catwalk in a
large circular room.
There are many guards in this area so get close and take them out quietly with the prod or crowbar. Head to the
left and spot your first target. Go through the door nearby and take out another guard inside then raid the area
for items. The datacube gives you the login MJ12 and password coupdetat
so you can access and disable security systems. Leave this room and locate the security panel along the right
wall and login with this info. Disable security systems, unlock/open all doors, and rotate the bridge so you can continue.
Take out any MJ12 agents wandering around as you cross the bridge and continue down the hall. Use the
2167 code on any keypads and make your way to the water treatment plant. Kill the
pair of agents and Alex with uplink with you. You are now in a room with many doors. The door ahead holds Ford Schick
while the door on the right leads to some inventory crates. The locked door on the left has some good supplies and
is probably worth breaking into while the other two door lead to more MJ12 agents and a few items. I recommend
killing any MJ12 agents before you rescue Ford Schick.
When you are ready, go through the door into the lab and rescue Ford. Talk with him and offer to escort him out.
You can then follow him through the facility until he tells you he can make it on his own. Then you can make your
way back to the surface and return to the Smuggler's hideout. Talk with him and tell him that you rescued his
friend and he will offer you a discount on several items. Return to the street to complete the rest of this mission.
Head for the Osgood building and pick the lock on the door or smash the window to enter. Smash all the crates and
collect all the items from the stacked boxes. Use a LAM or multitool to open the locked storage room which has
some ammo and an Augmentation Canister. There are at least three ways you can take
to reach the generator. All are filled with traps, turrets, and NSF terrorists. I found the rooftop approach the
most exciting so here we go...
Exit into the alley and avoid the alarm systems. Make your way to the fire escape and climb to the roof. You are
now at the highest point of all the nearby buildings so you can carefully line-up all the NSF terrorists on the
other rooftops with your sniper rifle and take them out one at a time. Take out as many as you want then begin to
make your way to the rooftop with the satellite dishes.

A. This is the elevator shaft that leads to the underground tunnels. If you
took the underground route rather than the alley access then this is were you will enter the rooftop area.
B. Kill the NSF terrorist then use the chimneys for cover as you sniper more NSF. Ballistic Armor is hidden in the
shadows.
C. Use the fire escape to enter the first tall building via the window and search the interior. Finally use it to
drop down and cross over to the next building.
D. Break the window across the gap then run up the angled board and leap into the next building. Search the interior
before exiting through another window near area E.
E. Many ledges with ladders and another fire escape. Make your way to the low roof at the base of the tall ladder
leading to F. Ignore the dogs on the one side but take care of the three NSF patrolling the street on the other side.
F. Climb the ladder to the top and stay out of sight of the guards inside. Rig a Gas Grenade near the top of the stairs
then proceed to snipe the NSF inside. When they rush up the stairs to attack they will be stunned by the gas and you can
pick them off with the 10mm.
Now you need to make your way down several floors either avoiding or killing any NSF terrorists that remain in the area.
When you reach the generator you will fist want to visit the basement level beneath this floor. Use the code 9923 that you should have obtained from the datacube found on the rooftops. Take any of the items in
this area then open the safe with lockpicks or explosives to find an Augmentation Canister.
Return to the floor above avoiding the lasers and turrets.
Use a LAM or shoot the flammable barrels to destroy the generator and complete your primary objective. The resulting
explosion is quite large so put some distance between you and the fireball. You will receive an uplink from Alex telling
you to head back up to the roof for extraction. Head to the roof and talk with Gunther then get on the helicopter and
return to headquarters.
NSF Airfield

When you arrive at Liberty Island you can talk to the nearby guards then Alex will tell you to report to the bosses office.
Primary Goal: Report to Manderley.
Head to the second floor and enter the reception area where you can talk with the receptionist and Anna Navarre. Manderley
is talking with a suspicious looking guy and you can eavesdrop through the door for some interesting plot info. When this
man leaves you can enter and talk with Manderley to receive "payment" for your last job and your new assignment.
Primary Goal: Locate the airfield where the NSF has moved the ambrosia. Also
investigate the subway system and search for terrorists who may be hiding underground.
Secondary Goal: Report to Sam Carter to receive new equipment.
Head to the lower level and visit Jaime in the medical lab. Heal any damage and have the robot install all those Augmentation
Canisters you acquired in the previous level. Head across the hall and down the ramp to the armory and talk with Sam. He
loads you up with an Accuracy weapon mod, an Assault Rifle with ammo (or just the ammo if you already have the weapon), and
some Multitools.
Turn and head through Anna's office to reach the detention center. The suspicious man from Manderley's office is down here
questioning an NSF terrorist. Try to stay out of sight and listen to the questioning. If you are spotted the man will ask
you to leave. The patrolling guard in this area may also tell you "You shouldn't be here" but stick around for a dramatic
event. You'll know when to leave.
Return to the helipad and board the chopper that will take you back to Battery Park. Immediately head for Shanty Town and
enter the subway. Down near the tracks you will meet up with Harley Filben again (assuming you met him the first time on
Mission 1). Talk with him and learn about a keypad in a phone booth and a guy named Curly in one of the shacks upstairs who
will give you the code if you say the password underworld.
Locate Curley (in the shack opposite the entrance to the station) and give him the password. He will give you some background
info on the "mole people" and a contact name, Charlie. He also gives you the code to the phone booth, 6653. Note: This code can also be found inside a locked crate somewhere in Shanty Town.
Head back down into the station and locate the phone booth. Use the code and the booth will transport you to the lower level.
Follow the passage and climb the ladder. Off to the right is Charlie who is glad to help if you help him first. The water
has been turned off in this area and the valves are blocked by a recent cave-in. If you could help...
Secondary Goal: Turn on the water by clearing the cave-in with explosives then
turning the valves.
If you have a LAM then proceed to the cave-in at the north end of the tracks. If not you will need to go upstairs and locate
El Rey, a member of a gang called the Rooks. If you kill a drug dealer for him he will give you a LAM. You can also trade a
vial of Zyme for a LAM. You may have picked one of these up from the dead bodies in the 'Ton Hotel earlier. If you choose
the assassination job then head to the first floor and locate the drug dealer over in the corner and kill him.
With LAM in hand, head to the north section and locate the cave-in and toss the LAM into the pile of wood and rubble then
run in the opposite direction. When the dust has settled you can enter this area and carefully make your way across the
hot (and damaging) pipes. You can climb into the high pipe on the right and crawl through using a lockpick on the grate, or
just run through the steam and take it like a man. Turn the valves then wait for the steam to vanish before returning to
Charlie.
He tells you about a keypad hidden under the sink in the women's bathroom across the tracks and gives you the code
5482 for it. Head across the tracks and enter the bathroom. Use the keypad and enter the code
to reveal a secrete passage in the stall behind you. Follow the hall and climb down the ladder. Continue until you spot the
NSF ahead then plan a sneak attack.
There are dozens of terrorists in this area and if any are alerted to your presences they will sound the alarm bring them all
down upon you. Use the prod or crowbar or some silent method of killing as many as you can. If the alarm sounds then switch
to the assault rifle and plow through them until they are all dead. Search all the bodies for lots of ammo and items. The
mole people will all huddle together during battle but you should be able to find Kevin Bradley. He is in the small side
room along the right with the pool of water. He gives you some information about the NSF leader hiding in a hut to the south.
Head in that direction. When the passage dead-ends you can look to the right to spot a couple of crude huts. Kill the NSF
guy in the right hut then search the boxes in the hut on the left. Move the boxes and you will spot a brick sticking out of
the wall. Push the brick to open the secret door leading to the NSF leader. He surrenders as soon as you enter so talk with
him to get some info. Take the Bathroom Key and any of the other items in this area. Now make your way back down the passage.
Turn left then right and climb up to the floor level. Continue around to the left to locate the bathrooms and use the key on
the locked door on the right.
Alex with uplink some more information to you as you continue toward the next intersection. You can go either way as both
paths lead to the same location. The right passage has steam vents you must get past while the left has lasers. Watch out
for the camera and the NSF terrorist near the alarm switch when you arrive at the next passage. Snipe the terrorist and get
the Sewer Key from his body. Use the key on the locked door ahead and enter the sewers.
You may now continue forward and deal with the laser field using an EMP grenade or accessing the control panel, or you can
climb through the vent to the left and swim to the other side. If you decide to swim you will have to quickly disarm an EMP
grenade when you reach the other side. When you reach the pair of security robots you can either sneak around them or use an
EMP grenade to disable them. Your goal is the room to the left at the far end of this area. Once inside, block the door with
a nearby crate so any pursuing NSF or security robots cannot enter.
Search the pipes to find a datacube and a Multitool. The datacube provides a login etodd and
a password saintmary which you can use at any nearby computer terminal. Alex will uplink with
you letting you know that you are nearing the heliport. Continue forward until you reach the double doors leading into a
large lobby. Peek through the windows in the doors but don't enter just yet. Inside are lots of NSF terrorists and a camera
directly above the door that will sound an alarm if you are spotted.
Open the door. This may summon a guard or two. If not then start sniping the NSF from the doorway. This will certainly
alert the guards. Back against the wall and wait for any of them to come through and take them out with a prod or crowbar.
If they don't come through then wait for things to calm down (listen to music) then start sniping again. One of the guards
has a Security Door Key so make sure to search all the bodies.
In the center of the lobby is another container of Ambrosia. As you near it Alex will uplink telling you there are three
missing containers and you need to find them all.
Secondary Goal: Locate all three containers of Ambrosia so UNATCO can recover them.
Search the entire level and collect any items you want. Head upstairs and search the bathroom for an NSF terrorist. Kill him
and take the Security Key if you didn't get one earlier then use the key to open the locked door on the second floor. Get
the items from the control room. Move the plant to reveal a button that you can press to open a secret locker with even more
weapons and items. Make your through the rec room to the door in the corner and exit out onto the helipad.
A pair of NSF snipers are above you on the catwalk on the other side of the chopper. Use the crates to the left for cover and
snipe the guards. Once they are dead you can drop to the floor beneath the landing pad. There are many exploding barrels down
here so if you spot any cluster of guards you can shoot the barrels to take out multiple targets. You should be able to
locate ladders that lead to the upper levels and the catwalk above so you can search the bodies of the NSF snipers.
Your ultimate goal is to reach the airfield and there are a few ways to get there. The manhole located to the NW of the
chopper requires some advanced swimming skills. If you don't have this skill then you may want to head east to the long
tunnel leading to the elevator. The elevator is easier but the route through the manhole leads to a better starting location
on the airfield. If the security systems are still active the passage to the elevator will be deadly. The camera at the end
is linked to the turret and if it spots you the turret will tear you to shreds in seconds. You can either locate the security
controls and disable the turrets and cameras or locate a large metal crate and push it down the hall while crouching behind it.
This method takes between once and two minutes to make it all the way down the hall but once you are there the turret is
permanently blocked by the crate. Enter the elevator to the left and ride it to the upper level.
Go through the next door to enter the airfield. Alex will uplink to give you updated orders and a map. I've taken the
liberty of enhancing the map with some of my notes.
Primary Goal: Assassinate Juan Ivanovich Lebedev.

A. This is a side trip you can take to some eletrical generators. Use multitools
to turn off the power then collect some really good items inside boxes and lying around.
B. Climb onto the containers using ladders then wait for the robots to get close to exploding barrels. Collect items from
the box in nearby corner.
C. Make your way to the pair of parked trailers. You may want to snipe the patrolling guard near area D. Use lockpicks to
enter the trailers and crack open boxes to get good stuff.
D. Enter the boathouse and kill the NSF agent on the dock. Locate the container of Ambrosia.
E. Make your way to the ladder near E and climb up to the top of the containers. Follow the orange path leading across the
tops of several containers as you head toward F. You will make several tricky diagonal jumps and even go inside some of the
larger containers.
F. By now you should have found a key to access the lockbox to the right of the gate. Open it and push the button to open the
gate and enter the barracks area.
G. Several NSF guards patrol the perimeter of the building. Lure them to either side to divide them then kill them off in
small groups.
I took the elevator so the walkthrough will be covering that path. If you took the swimming route you will arrive in another
location on the airfield but the key locations shown in the map will be the same. There are several security robots patrolling
the entire airstrip which you must either avoid or take out with the exploding barrels. When you exit into the night air you
can opt for a quick side trip to the left to get some items from the electrical cage in the far corner. You will take a few
points damage making it around the gate to deactivate the electrical panel but there are plenty of good items stashed inside
this fenced area.
Hug the hanger wall and make your way to Location B. A pair of robots patrol this area so quickly climb to the top of the
container using the ladder and crouch. Wait for one of the robots to go near a barrel then shoot the barrel to take out the
robot. The resulting explosion should bust up the crates in the one corner allowing you get a few items before continuing
to Location C.
On your way to the trailers you will spot a patrolling NSF guard near the boathouse door. You can either snipe him or wait
until his back is turned then dash for the trailers. Use lockpicks to enter and get the items inside. Now hug the wall of the
boathouse and make your way around to the front. Peeking through the window reveals another NSF guard on the docks. He has a
flamethrower so make sure to take him out with the sniper rifle. You can either open the door and fire quickly or shoot out
the window then shoot again for a clean head shot. It's best if you have previously killed the guard patrolling outside the
boathouse. Quickly enter the boathouse as a security robot is probably nearing this area. Also make sure to stay out of
camera/turret range from the security tower in the far corner.
Inside the boathouse you will find a container of Ambrosia and a East Gate Key on the dead body of the NSF guy. You can now
head directly to the East Gate (area F) or take a side trip across the top of several crates to collect some good items.
Locate the ladder at Location E and climb onto the crate. The path is obvious so start jumping across crates and collecting
all the items you can as you make your way toward Location F. When you reach the gate use the Nano-key on the lockbox then
open the gate and enter the barracks.
There are several NSF patrolling the perimeter of the barracks and even more inside. Kill them all then search the barracks.
Behind the stairs is a moveable brick you can push to open a secret room with lots of items and the Dormitory Key. Search the
mess hall and kitchen for other items then head upstairs and use the key to enter the locker room. You can use lockpicks on
the locked lockers if you want the Multitools, Ammo, and Flares, but the big payoff is in the unlocked locker with the
datacube containing the code 5914 for the hangar keypad.
They keypad is near the door at the end of the upper hall. Enter the code then follow the hall to the hangar. A huge 747
is inside the hanger along with several NSF and your brother Paul. Go down the steps and talk to Paul then enter the plane.
Head upstairs and get the key from the control room then head to the rear of the plane. Stairs lead down to the cargo area
but you need to head for the locked door at the end of the plane.
Enter and talk to Lebedev. Anna shows up and demands that you kill him as per your orders. You must now decide if you are
going to join your brother and the NSF or go along with UNATCO. Anna will kill Juan if you don't, and you have the option to
kill Anna which leads to some interesting conversations with Alex. If you do decide to kill Anna be warned that she explodes
when killed, and if you are too close you can take severe damage and even die. Note: This is the first of three
opportunities that you will have to kill Anna.
Search the cabin and locate the datacube with the code 9905 so you can access a crate in the cargo
area. Return to the stairs and go down to the cargo area where there is an Augmentation Canister
locked in a suspension field. Use the recently acquired code to get the canister and locate the final container of Ambrosia
to complete your mission objectives. The robot in this area will recharge your BE energy if needed.
Primary Goal: Go to the helicopter at the airfield.
Retrace your route back through the barracks and across the airfield toward the helicopter landing area. Gunther will talk
to you before you get on the chopper to return to headquarters.
Hell's Kitchen

As you head for the front door Alex will uplink your new orders.
Primary Goal: See Manderley for debriefing.
Talk to the various people as you make your way down to Level 2 then talk with the secretary in Manderley's office and she
informs you of Paul's defection. She also wants you to deliver a message to Jaime down in the Med lab.
Secondary Goal: Tell Jaime that Walton Simons is looking for him.
Now go see Manderley to get your payment and next assignment which will take you to Hong Kong.
Primary Goal: Meet Jock at the chopper and head to Hong Kong for your new assignment.
Head down to the third level and visit the Medlab. Jaime isn't here but you can still use the robots to heal yourself and
install any Augmentation upgrades. Head across the hall and talk with Alex down at the office at the end of the hall. If
you killed Anna then the conversation is rather interesting. You can get a Lockpick from his computer terminal and a few
other assorted items from around his office. Now head to the armory.
Sam will offer you some weapons or ammo which you can add to your inventory before heading upstairs to the break room on
the second floor. Note: Access this room via the side door in the conference room next to Manderley's office. Jaime
is here talking with Walton. Listen in on their conversation then talk with both of them until there is nothing left to say.
Now head upstairs and out to the chopper pad. As you take off Jock tells you your mission has changed. He is going to drop
you off in New York so you can help your brother who seems to be in trouble.
Primary Goal: Go to Paul's apartment and help your brother.
Jock drops you off on the roof of the 'Ton Hotel. Take the fire escape ladder from the roof down to your brother's open
window. Note: You can go all the way to the ground and enter the front door. This path gives you some extra interaction
with the Rentons and a cool gun fight with JoJo but none of this is critical to the main plot. Talk to Paul who is sitting
in the corner of the living room. He tries to explain his actions and offers proof of UNATCO's illegal activities, but you
will have to locate the proof for yourself. Visit Paul's secret computer room before you leave. He's restocked it with some
good supplies you can use.
Primary Goal: Search the captured NSF base and locate the information. If he is
telling the truth then use the transmitter on the roof to send an NSF distress call.
Exit the hotel and head past the Underworld Tavern. One of the tunnels is now open and leads to a new section of town.
Talk with the guard at the barricades then head around to the right to find the entrance to the NSF base. Hint: Make a note
of the location and number of UNATCO troops. Very soon you will be fighting them and this knowledge will be useful.
Begin exploring and searching the base. Inside the women's restroom is a Basement Key. Check all the crates for items as you
make your way to the second floor. Use a lockpick on the door to enter the room and find a datacube with the login
tjefferson and the password newrevolution for the base's security
console. Pick the lock on the other door to exit onto the balcony with a few crates of ammo.
Head up to Level 3 and enter the control room where you will find a datacube with info on Halon Gas which has flooded the
computer room. You can use a hazmat suit if you have one or just press the button in the corner to vent the gas. Enter the
room and use the security console to turn off the cameras and open the trap door near the garage doors. You can also use the
key you found earlier to open this door.
Make your way back down to the garage area and enter the trap door leading to the basement. The basement is full of traps and
you can approach this area several ways depending on your inventory and what you want to use. Multitools and EMP grenades will
deactivate the lasers or you can open the locked door with explosives or a lockpick and use the security panel to open doors
and turn off the cameras. You can also just run through the lasers and hide in the side passages until things cool down.
Locate the datacube in the back room and read Paul's message about UNATCO. Open the locked cabinet with a lockpick or LAM and
get the ammo and read the datacube for important login information for the satellite system. If your hacking skills are weak
you can use this info to complete your mission:
To Move the Dish : Login: mcollins Password: revolution
Send Transmission: Login: napoleon Password: revolution
Now it's time to head back to the roof. Keep in mind that in a few minutes every agent in this building is going to be after
you. Knowing this in advance you can do a little preliminary "work". You can start to discretely zap the guards with the
prod or whack them with the crowbar. Make sure to hide the bodies. When you reach the roof you may want to booby trap the
stairs with a LAM or gas grenade to delay your attackers. If you feel that any of this is cheating then just head to
the roof and take your chances.
Enter the building on the roof and use the login info from the basement or hack into the system to align the dish. Press all
the buttons then enter the door to the communications room and login or hack that computer to send the message. You will
receive uplink messages from Paul and Walton who now considers you a traitor and orders all the UNATCO troops to take you down.
You are about to face dozens of UNATCO soldiers (minus any you took down in advance) so get ready. Hide whenever possible and
use stealth tactics to take down the enemy one by one.
Primary Goal: Meet Paul and help him get out of New York.
You now need to get back to Paul's hotel room. Sneak and fight your way out of the base. Try not to use any weapons that
make noise otherwise you will alert the troops and up to six soldiers can appear at a time. Cover your escape with LAM's
if you want that way any pursuing troops will be blown away if they try to ambush you from the rear. The lone guard at the
barricade is easily knocked out with a zap from the prod gun. When you go through the tunnel things are a bit different. The
streets are now patrolled by UNATCO officers and a giant security robot. Sneak your way past all these obstacles and get into
the hotel using the fire escape.
Talk to Paul for a minute before Majestic agents start pounding on the door. Paul tells you to escape through the window.
You can do that or you can stay and fight the agents. If you choose to fight I recommend getting a LAM stuck to the wall
near the door before they enter. Kill all the agents that storm the room and any down in the lobby if you want to help Paul
escape. If you do flee through the window Paul will die, but the story doesn't change much.
Primary Goal: Meet Jock and the chopper in Battery Park. Use the code 6282 to access
the subway station.
The street between the hotel and the subway station has at least three or four guards plus the giant security robot. Sneak
past them using the shadows and timing of their patrol routes. Enter the code to get inside the subway station. If you did
not kill Anna in the 747 then she will confront you now. You must kill her to continue to the subway. When you arrive at
Battery Park there is no escape. Even the route through the vent shaft that exits into the shack is guarded by Gunther and
several giant robots. If you made it this far then you've done your best.
Whether you die anytime after the raid at Paul's apartment or get captured in Battery Park you are automatically taken to the
next mission.
Majestic 12

You wake up in the detention block at the Majestic 12 facility stripped of all your possessions. If she is still alive Anna
will talk to you then leave. Head toward the door and you will receive an uplink from Daedalus who is going to help you
escape. He cuts the power and opens the door allowing you to escape into the hall. Grab the food from the other cell and
heal yourself then carefully head down the hall toward the desk.
Primary Goal: Escape from the Majestic 12 facility.
Wait for the guard to move away from the desk then get the Baton off the crate and smash it open to get the Prod. You can
also grab the knife then check out the datacube on the desk to get some important codes for the cells
4679 and main detention block door 4089. Return to the cells and use
the code to enter the remaining locked cells. Use the med-bot in the first cell to heal yourself fully. The body has a PS20
and some lockpicks which will prove useful very soon. The remaining cell has an NSF prisoner (Miguel) who will join you for a
short while.
Head back toward the desk and take out the guard. BE CAREFUL of the camera located in the right corner. Check through the
file cabinets to get some useful items. Spend a lockpick to open the bottom drawer and get the Multitool which you will need
later in this level. Stay low and move only when the camera is facing away and make your way to the main door. Enter the code
to open the door and prepare for instant battle as you startle a guard on the other side who opens fire immediately.
Primary Goal: Get the datavault from your brother's body so Tracer Tong can defeat
the killswitch.
Secondary Goal: Locate your inventory items and re-equip yourself.
Now that Daedalus has given you your new objectives you need to navigate the maze of halls in this facility. The easiest place
to start is to drop into the vent directly on the other side of the detention door. Using stealth and the prod or baton you
can crawl around the complex and surface in the various halls and take out the patrolling guards while their backs are turned.
If you are spotted the alarm will sound and you will need to duck out of sight until things "cool down". You can do your new
objectives in any order but I'm going to find Paul first.

A. Enter the vents under the floor to do some preliminary recon and clear out a few
of the guards.
B. You can exit the vents in the Command Center to get some items and access some computers.
C. The Nanotech lab is very dangerous with guards and MIB agents not to mention experimental (and very deadly) lizards.
D. This is where you will find your brother and retrieve the cube. Depending on what you did in the previous mission he may
be dead or still alive.
E. This huge multi-level area has several workman and a couple of very large and deadly security robots patrolling the area.
Your main objective here is the control room on the very top level.
F. Once you make it past the pair of huge security droids that circle the outer hall you will find almost unlimited weapons
and ammo in this area including all of your earlier possesions. Take as much as you can carry before leaving. Don't forget
to raid the upstairs area for some experimental weapons including a huge plasma rifle.
G. With both of your objectives completed you can now head back past the Command Center and through the main doors and follow
the long hall leading to the exit.
Your first stop is the nanotech lab which is on your way to the med center. Use the vents to get there undetected and wait
for the guards to turn their back before rising out of the vent and taking them out. There is also at least one MIB agent here
so be careful.
Search the labs and locate the medical robot which will heal you to full strength. A locked security crate can be opened with
a multitool and inside is an Augmentation Canister. You can access the computer and read about
the Greasel but DON'T let them out. Sure it's fun to watch them chase the enemy around and kill them but sooner or later they
are going to come after you and they are hard to kill. Save your game if you insist on watching them in action.
Exit the nanotech lab and continue north and head up the stairs. You should meet up with Dr. Moreau who will give you the code
to the surgical area 0199. The front entrance is heavily guarded so your easiest access to Paul is
through the ventilation shaft. When the hall T's take a right and locate the shaft on the right wall. Follow it around until
you get into the room with Paul and the Doctor.
On your way out of this area you may want to make a fun little side trip down the other hall (leading left from the T-junction)
where you will find the secretary's office and a datacube with the security login mj12 and the
password invader. You can use this info to access a security panel in the next room and release
the pair of creatures in the central area. They will attack the soldiers who were guarding the surgical lab and you can watch
the battle on the security camera. It's quite amusing.
Now it's time to get your stuff back. Follow the map and carefully make your way back toward the Detention area then follow
the hall leading down to the robot maintenance area. Avoid being detected by the MIB agent or the large robots. As you enter
you should spot a crate to your right with a Scramble Grenade (similar to an EMP Grenade) and a BE Cell. The hall leading to
the armory is on the opposite side of this huge room. Take the stairs to the left and head up to the second floor. Stay low
and take out the patrolling guards in this area. If they spot you more guards will appear behind you on the stairs.
Directly across from the top of these stairs is a hall. Circle around the catwalk to the right and enter the hall and head
up the stairs which is being guarded by a soldier. Read the datacube on the first desk to read about some new security robots
then continue toward the next office. Hack the security panel to modify the AI of the droids in this area then enter the
office at the end. Grab the EMP grenades from the table and the lockpick from the desk. Read the datacube to get the armory
code 2971. Return to the catwalk below and make your way around to the stairs in the SE corner of
this area.
Use the stairs at the other end of this room to go back down and you should be right next to the hall leading to the armory.
Head up the steps and watch out for the giant robots circling the armory. There are two and they move at various speeds so
their pattern changes. When you first arrive they should be in opposite halls so wait for one to head away from you then
carefully follow it around until you reach the door on the left. Enter the code 2971 or use a
multitool to enter then sneak up on the MIB agent and take him out with your favorite weapon. Watch out for the exploding
body!
The security camera is linked to the turret on the south wall. You can spend some multitools to deactivate it or just simple
avoid the camera or gun if detected. Clear out both levels of the armory taking as much as you can carry. Hack the security
panel upstairs to deactivate the two giant robots making your exit much easier. Now that all of your objectives are complete
Daedalus will give you the code to the main exit 1125 so you can head to back to the Command Center
and leave. There are lots of guards and dogs patrolling the winding halls so make your way quietly and carefully as you exit
this area and return to UNATCO HQ.
You are now back in the familiar UNATCO HQ you have visited so many times before. It seems that the MJ12 facility was behind
those restricted doors you could never get past previously. You goal now is to get to the helipad but there are a few
necessary stops along the way. Head to level three and visit the medical lab. Talk to Jaime who gives you another
Augmentation Canister. Use the robots in the next room to install it and any others you have
collect up to this point and also heal yourself back to full health if necessary.
Visit Alex next and you can both try to figure out who Daedalus is. He will give you a key to the main doors of UNATCO HQ
provided you kill Anna Navarre (assuming she is still alive). As always, take the useful lockpick from his computer terminal
before leaving and head to the armory down the hall.
Sam won't help you directly but he will let you into the armory to collect anything you can carry which probably isn't much
after your visit to the MJ12 Armory. Head across the hall to Gunther and Anna's office and login
ghermann with password zeitgeist to get half of the kill-phrase for
Agent Navarre; woman. This step is unnecessary if you already killed her in the 747 earlier.
Now you can head up to the next level and sneak into Manderley's office. Eavesdrop on
his conversation with Walton Simons then confront him when they are finished. Pop a cap into him when you are done talking
otherwise he will attack as you attempt to leave his office. Use his computer and hack or login jmanderly with password knight_killer to decrypt the first part of the kill-phrase for Agent Navarre;
flatlander. This step is unnecessary if you already killed her in the 747 earlier.
Head to the top level and as you near the exit you will encounter Anna Navarre if she is still alive, otherwise you are free
to exit outside. If you do encounter Anna you will speak the kill-phrase and she will die. Now you must return all the way
back to the third level and visit Alex to get the key to open the main doors. Head outside and go to the helipad to speak
with Jock who will fly you to Hong Kong to meet Tracer Tong.
Hong Kong

Seems your travel plans were modified by the agency and now you are stuck in a secret MJ12 facility. Jock needs your help
to escape.
Primary Goal: Deactivate the weapons lock on the helicopter so Jock can blast out of
here. The controls are on Flight Control Deck One.
Use the robot in this area to recharge your BE meter if necessary then open the grate near the chopper and explore the passage
beneath the hangar. Head around to the left and take the first passage to the left to enter the weapons storage area under
the hanger. There are Rockets, a Recoil weapon mod, a couple of Multitools, a Nano-key for the exit door to this room, and a
datacube with the code 99871 to purge the toxic gas.
Exit back through the vent shaft and turn left then right then left at the intersection. Barrels of toxic chemicals are stored
here and a keypad is on the wall to the right. Enter the code then run back to the intersection and turn right and wait for
the green cloud to evaporate. If you hurry you can make your way to the barracks in time to see the green cloud take out
several guards that you would have otherwise had to take out with weapons.
There are several ways to reach the barracks but the safest is through the vents. You can either wait for the gas to vanish
then return to the junction and head right this time (opposite the keypad). This path will lead to another winding shaft
that leads to the upper barracks or to another junction that leads to a grate overlooking the lower barracks. The short
passage leading to this grate also has a lockpick hidden on a pipe to the left. You can also take an entirely different shaft
that drops you into the locker room just off the barracks. No matter which route you take you should explore all the shafts
and learn your way around.
In the barracks you need to finish off any guards that didn't get knocked out by the gas. Also avoid the security camera in
the corner which could bring more trouble from other areas of the base. Search the locker room and get the medkit from the
table by the fire extinguisher and another from the unlocked locker on the far left. Ignore the locked locker as it only
contains a gas grenade - hardly worth the expense of two valuable lockpicks since most of the guards are already dead.
The upper bunk area of the barracks has four lockers from left to right. The first is unlocked and contains several pepper
cartridges and a key for the munitions bay which you already have if you've been following along. Locker #2 only has 10mm
ammo - don't waste your lockpicks. Locker #3 is the big one. Inside is the Nano-key for the Flight Control Room and a
datacube with the elevator code 989. Locker #4 is your decision whether to spend the two lockpicks.
Inside is a Multitool and 50 Credits.
Head toward the stairs leading down from the bunk area and open the grate in the wall on the right. Enter and follow it around
until you can turn left and go up a ramp. Turn left and get the lockpick from the pipe on the left then turn around. Ahead is
a ladder leading to an upper passage. Remember this location for later as it leads to a security robot that you will need to
destroy when you have the appropriate fire power. For now, turn left and open the grate and carefully drop to the steps. A
guard may be above you on the landing or he may have already been killed by the gas. Try to kill him quietly then head up the
stairs.
Head left at the junction and go to control room #2. Hack into the security panel and set the guns to kill everyone on the
roof (Camera #3). When everyone is dead turn off all guns and cameras then return to the flight deck. Cross the large room
and locate the ladder leading to the roof and climb up. If any guards survived the turret now is a good time to kill them.
Head over toward the basketball hoop and collect any items you might need including the rocket launcher
Now you have the means to destroy a pair of security robots that are hiding just waiting for you to finish your mission. Let's
kill them before they even know what hit 'em. To the left of the guards is a hatch you can open and climb down to reach the
upper bunk area of the barracks. Enter the vent shaft as before and follow it to the ladder I told you to "remember" earlier.
Climb the ladder and follow the red hall to the end and turn right then left. You are now right behind a giant robot. Fire a
rocket at it then retreat into the shaft to avoid the blast. One shot should kill it.
Now make your way back to Flight Control Deck #2 and duck down and open the grate under the computer console. A deep shaft is
on the other side so carefully make your way to the ledge on the lower left and make your way around to sneak up on the
remaining robot. One more rocket should take care of this threat. Now return to the upper level and enter Flight Control Deck
#1. The fast way there is back up the shaft and through FCD #2.
Inside FCD #1 you can unlock Jock's weapons and he can blast open the elevator doors allowing you to escape. If you haven't
taken care of the giant robots by now their doors will open and they will enter the hangar. You will either have to avoid or
kill them to get to the elevator. Enter and press the DOWN button to arrive at the Wan Chai Market.
Primary Goal: Find clues to locate Tracer Tong at the compound Paul used to visit.
Then locate Tracer Tong somewhere in Hong Kong.
Make a note of the police station to the right - you will visit it soon. For now you can wander the market and check out the
people and various shops. To the back-left is an ATM you can hack into for some cash (right in front of an armed guard). Check
out the newsstand where you can access a datacube for an entire map of the city. You can explore the city and do lots of things
in any order you want to. There are only a few key things that need to be done. The following description is the way (and
order) I did things. Feel free to play this level however you wish.
After I hacked the ATM and got the map from the newsstand I headed to the corner of the market where the large compound and
temple were located. Go between the temple and compound to locate a door being guarded by Gordon Quick. Talk with him about
your brother and other things and you will leave with another objective.
Primary Goal: Find and examine the Dragon's Tooth sword to determine if Maggie Chow is
telling the truth.
Continue past Gordon and you should locate the sign above the stairs leading to Canal Road. Head down into this area and you
will arrive at an underground road. Note the large flashing sign to the left as you enter. A Lockpick is on the ledge nearby.
Watch the gang fight then head down the tunnel to the left toward the flashing lights. Police are investigating a car wreck in
the tunnel and have blocked off this area. Hop the blockade and get some bonus points. Remember this location as you will be
returning soon.
Return to the main marketplace and head counter-clockwise around the perimeter until you see the sign for Lucky Money. Keep going past this and you will see the sign for Tonnochi Road. Maggie Chow lives in this area plus there are lots of other cool
things to do here so enter.
Explore the canals to locate many interesting things and people. Go to the Old China Hand bar and talk with the bartender.
you will also meet a mysterious stranger who mistakes you for your brother when you enter the bar. Visit the large boat. You
will need to take the ramp down and go through a storage room. Smash the crates in this room for a Lockpick and some other
items then board the boat and talk to the girl. She has several Weapon Mods for sale. Buy what you want (or what you can
afford). Explore the rear of the ship for Flares, Binoculars, and even some wine. Pull the lantern above the box to reveal
a hole leading to a repair bot. Another interesting location is the fisherman's shack. You can gain access via the wooden
door at the water level.
When you have finished exploring the canals you can take the long alley leading to Tonnochi Street. A man in a white suit off
to your right tells you Maggie is in the hotel behind you. Head to the hotel and enter. Ignore the desk clerk and check out
the break room behind him. Get the Credit Chit and hack the security panel to set things up the way you like them. Head to
the elevators and read the directory. You can take the elevator on the right up to the floor being renovated
3444 and talk with the girl. Give her some money if you want and check out the datacube for the
login queenstower and password security to the building's security
system. Ignore the locked gate leading to the hall with blue lasers, but remember it for future reference.
Take the penthouse elevator to the top and talk with the maid who greets you. Explore the house and talk with Maggie who will
give you a code to the Police Vault 87342 and ask you to retrieve some information for her.
Secondary Goal: Get evidence from Police Vault and bring it to Maggie to earn her
trust.
Don't rush off to the police station just yet. Instead, explore the rest of her house including the upstairs. Checkout her
bedroom and connected bath and also the conference room across the hall. May Sung, the maid, will being following you around
trying to get you to leave. I found it impossible to lose her. Watch out when you access the security panel in the conference
room. She whips out a pistol and starts shooting and will also summon additional guards. I ultimately killed her with a
crowbar and stashed the body behind the desk before accessing the security panel.
You can either hack the security panel or do a bit of detective work to get the password. Reading the datacube you learn that
her old password "Tai'Pan" has expired. A quick search of the bookshelf locates a pair of books. One is titled "Tai'Pan" and
the other "Insurgent". Being the clever agent you are you quickly determine her new password must be
insurgent. Access the security panel and turn off all cameras and unlock and open all doors. This
includes a door back downstairs leading to a secret Majestic 12 facility.
Quietly make your way back downstairs and head toward the exit. Off to the far left is a hall and near the right end of this hall is a lantern hanging from the ceiling. Pull it to open the secret door and enter the new area. The Dragon's Tooth sword
is nearby and you will get an uplink from Tracer Tong telling you to retrieve the sword..
Primary Goal: Retrieve the Dragon's Tooth sword and wait for futher instructions.
Be very quiet and you enter this new area. Several guards are off to the right in a break room. You can try to sneak around
to the computer terminal near the sword cabinet, but I found it easier to just toss a gas grenade into the room then shoot all
the guards while they were blinded and coughing. Don't forget the guard in the adjoining room who is watching the stairs
leading down to that renovation floor. Get all the gear off the guards then head out to the computer. Enter the login
mchow and password insurgent then open the case. You can read some
email while your logged in. You may need to free up some inventory to get the sword.
Primary Goal: Demonstate Maggie Chow's guilt to the Red Arrow by showing the sword
to Max Chen. Max is in the Lucky Money club.
After you receive your uplink and new mission objective head over to the corner and check out the hologram from Walton Simons.
Now you can leave the hotel and return to the main marketplace. Head to the Lucky Money which is down the steps. Note the
door leading to the Versalife building for future reference. Head across the bridge and into the mall which is closed and
heavily patrolled by several guards.
Talk with the two girls outside the Lucky Money. You can easily spend a lot of money on these girls by paying their cover charge and buying them drinks but you get nothing for your efforts. If you want to spend lots of money then at least save your
game here before experimenting with your "dating" options. Pay the cover and talk with the kinky girl taking the money then
enter the club.
There is a lot you can do in the club but most of it doesn't matter. You can dance with the circle of party girls and you can
eavesdrop on the aspiring lesbians. You can talk with a man who is here for a job interview and get some information that will
allow you to break in later and get some items. Make a note of the login management and password
code324 if you want to rob the Quick Stop later. Ignore the prostitutes near the stairs. If you
pay them they will only dance with you.
On the second floor is a bouncer guarding the hall to the girls collecting the cover charge money. Make a note of this as you
will be back. You can eavesdrop on the couple by the bouncer who are talking about Versalife. They will quickly dismiss you if
you bother them. The bartender will talk your ear off if you let him. The third floor has a big screen TV and a bunch of
Russian sailors cheering for a girl dancing on a pool table. When you are tired of exploring the bar and its possibilities you
can head behind the bar on the second floor. Grab the credits from the shelf then enter the back room. Head down the stairs
and enter the conference room.
The two-way glass gives you a nice view of the dance floor. After a brief conversation with one of the men at the table you
can access the security panel at the end of the table. Hack in and turn off all cameras and unlock and open the safe in the
glass booth where the cover charge money is kept. Make a quick trip back upstairs and past the bouncer and down into the booth.
You should get at least 200 credits and nobody will say a word as you take it. Talk with the kinky girl some more if you want
then head back to the conference room and enter the doors leading to Max Chen.
When the conversation is over the Lucky Money will be raided by MJ12 agents and commandos. The best strategy is to just hang
back and let Max's boys do all the dirty work. You can slowly make your way to the exit and make sure to search all the bodies
for lots of ammo and items as you leave. If you are confronted by any MJ12 agents you can either take care of them yourself or
retreat back to the bar and let Max's boys finish them off.
Return to the market and back to the compound where Gordon Quick is still on guard duty. Talk to him and he will give you the
access code to the compound 1997. Enter the compound and make a U-Turn to the left to enter a small
temple. You can scam a credit chit from the altar if you aren't afraid of Buddha. Head across the compound and up the stairs.
Turn right and go down some stairs to a kitchen area. A door to the left of the stairs leads to a long hall and stairs leading
down to the barracks.
Search the beds for a Medkit and some other items. A button on the far wall opens a painting leading to another hall that goes
down to the lab area. Talk with him and admire his cool control room as you get your next objective.
Primary Goal: Head down to the operating theater so Tracer Tong can deactivate your
killswitch and restore augmentation functionality.
Exit this area and head down the stairs and move to the center of the large room. Stand on the circle and the operation will
begin. After lots of fancy red graphics and a few electric zaps you are good as new. On your way back upstairs check out the
side room with the medical attendant. A door leads down from here where you will meet up with Alex Jacobson who will get you
caught up with Jaime and other news. Use the bots in this area to heal yourself and install any augmentation upgrades you may
have collected.
You should be able to find lots of ammo and other supplies including money and a key to Jock's Tonnochi Road apartment. Talk
with Tracer Tong who sets you up with your own computer account jcdenton and password
sanctuary plus he also gives you an employee number 06288 to access the
Versalife elevator.
Primary Goal: Get the ROM encoding for the Dragon's Tooth sword from the basement
laboratory at Versalife.
You can use the computer in Tracer's office to check your email then head back out of the compound and return to the
marketplace. Head back toward the Lucky Money but this time use the elevator at the first landing. Enter the code
06288 then enter the elevator and press the UP button. You arrive at the impressive lobby and are
granted full access to the first three floors provided you don't cause a disturbance....yeah right!
Your ultimate goal is to access the secret labs in the basement. The elevator leading to the basement is on the third floor
and there are several ways you can accomplish your goal. The most obvious (and dangerous) method is to break into the
security room and kill the guards. The datacube provides the login all-shifts and password
data-entry to access the computers and make a fake ID badge.
You can also start climbing the stairs and you will finally meet the man in the dark suit, Hundley. He is the shift supervisor
and can be bribed for 2000 credits to let you downstairs. Chances are you don't have that much and even if you did, giving it
to him would be a big waste of credits.
Continuing up to the third floor you will find a lonely man working at his computer. Talk with him and he will exchange access
to the basement for a little "hitman action" on your part. He wants his boss dead and you're the man to do it. Find Hundley
(he's probably on the 2nd floor by now) and silently kill him when he is not in view of a camera. Return to the employee on the
3rd floor and get your access code 6512 to the basement. Head down the hall behind this employee
to find the elevator and enter the code. Press the DOWN button and descend to the labs.
You are quickly greeted by Supervisor Harrison who gives you full access to explore as long as you don't bother the workers.
There are three main areas to this section and they all branch out from the statue at the end of the large hall. Behind the
statue are two halls. Take the hall on the left and follow it around to the elevator. Ride up to the lobby overlooking the
main hall and search the table. Get the Augmentation Chamber Nano-key and read the datacube for the MJ12 login
mchow. Use the security panel to modify the alarm system to your liking then return to the lobby
and head to the opposite hall.
Follow this passage and it will lead to a security break room and the psionics conference room. Each room has a locked cabinet
that requires 2 lockpicks each. Inside are lots nice items like ammo and important datacubes. One datacube contains the master
password damocles to the entire system and another cube contains the code
5878 to the augmentation chamber. Warning! Opening these cabinets constitutes a "disturbance"
so be prepared for guards and lots of fighting.
Check out the datacube in the break room to get the UC Code 525 then return to the main lobby.
Assuming you've already been down the left hall and used the security panel in the lobby to unlock and open doors there should
be a secret ramp leading down from the front of the statue. There is also a Stealth Piston lying on the statue's pedestal.
Head down this ramp and ignore the button at the bottom as it only closes the opening above. You may need a quick getaway so
leave it open.
Search the first lab and use the computer with login mchow and password
damocles to upload the nanotech blade ROM. Tracer Tong will uplink with you and tell you to return
to his lab. Now you must make your way out of the labs then out of the Versalife building. Your upload of the ROM has alerted
security so getting out just got a lot harder.
Note: If you want to explore the other labs without the guards shooting at you then visit them BEFORE uploading the ROM in
the first lab. Their descriptions follow:
Head to the radiation lab and collect some Augmentation Canisters by using the key you obtained from
the lobby and the code from the psionics lab. If you have a HazMat suit now is the time to put it on otherwise you will take
some damage collecting the canisters from inside. Use multitools to release the canisters.
If you don't have the multitools or a Hazmat suit you may want to use the high-tech approach. Locate a computer and login using
the mchow login and password damocles to access this area, open doors,
remove the radiations, and unlock all the canisters. These are some excellent augmentations so make sure to get them however
you see fit. You can also visit the environmental-subjects lab. Get the key inside on the table and open the various cells.
Then sit back and watch as the test subjects run around the lab and terrorize the scientists and guards.
Escaping the labs and Versalife building isn't that hard as long as you keep moving and avoid as many encounters as you can.
Don't stop to fight - just keep running and you should make it back to the elevator. Stop to talk with the disgruntled
employee on the third floor then start down the series of stairs. Keep your weapons holstered so you don't startle the other
workers. When you reach the lobby quickly run past the door to security and head down the curving stairs. Don't even bother
with the guard near the elevator - just press the button and get inside. You may take a bullet or two but it's better than
fighting the entire security staff.
Back in the marketplace you can now return to the compound and make the lengthy trip down to Tong's lab. He has another mission
for you and provides the code 55655 to help you on your way.
Primary Goal: Gain access to Level 2 labs at Versalife and locate information on the
structure of the plaque virus.
Exit the compound and turn left which should take you straight to the Canal Road entrance. You should remember this place from
the gang war you witnessed earlier. Return to the scene of the car wreck and locate the Maintenance Door and enter the code
55655 to enter. Duck under the pipe and climb on the box to open the grate and drop into the pipe.
The grate is locked so be prepared to spend a lockpick. After a long fall you will splash into some water with a network of
pipes overhead. Climb onto the lowest pipe then follow it to the next higher pipe as you work your way around gaining height
until you can enter the open passage.
Just inside is datacube with the door code 768. Head left to the end of the passage then turn right
and enter the blue hall. Ignore the ladder leading up to the hatch. It only leads to a commando and a giant security robot.
Instead, enter the 768 in the keypad and watch a long series of doors open down a long passage.
You will be getting a message from Daedalus with the UC Code 525 and a new objective.
Primary Goal: Destroy the universal constructor used to manufacture the plague virus.
Head down the hall and note how the ramp blocks the stairs below. Hit the button then run down the ramp and turn right to hide
under the camera. You should get off in time and now have access to the stairs. Quietly head up the stairs next to you and
access the security panel on the central pedestal. Turn off the cameras and open doors, etc. then head back down to the camera
which should now be off. Look down the steps and you will see a long hall with blue lasers, two giant robots, and a commando
who is on a patrol route.
There are several ways to get past this obstacle and I tried many before finding the easiest. You can bypass the lasers if you
have 10 multitools and want to waste them. You can destroy the robots if you have a GEP gun or LAM's. You can use an EMP
grenade to bypass the lasers. Even if you do manage to get past the robots you will still have to deal with the commando who
is almost as deadly.
The EASY method requires the use of a Scramble Grenade that you should have just found recently. Make your way down the stairs
when the commando is gone and hide to either side in the darkness. Wait for the commando to enter the main hall then quickly
lob the grenade at one of the giant robots. The explosion will bring the commando down to investigate and the robots will
tear him to shreds. Then the robots will begin to fight each other. You now have about 5 seconds to run past them. You will
take a couple hits but should easily get past them. Enter the room on the right at the end of this hall and press the button
to turn off the robots. You will also want to hack the security panel for easy access to several Augmentation Canisters. When
you have the security the way you like return to the main hall and access the computer.
Use the mchow login and password damocles to access the computer then
upload the schematic and open the chamber. Head down either side passage (right is faster) and you will get uplinks from both
Daedalus and Tracer Tong. Locate the small shaft with the ladder leading down. Climb down and enter the central area to stock
up on Augmentation Canisters. Collect all four if you want then head across the catwalk leading to
the only door out of here.
Climb down to the bottom level and you should see Maggie Chow running toward you. You are going to have to fight her after you
listen to her speech. Here is my quick and dirty method. As soon as you spot Maggie get right next to the ladder leading up.
As soon as she is done talking start climbing the ladder. Maggie won't follow you up but she will be waiting at the bottom for
you. Drop a LAM in the shaft then watch through the catwalk as parts of her body blow out onto the walkway below. Of course
you can kill her anyway you want.
When she is dead you can head to the console on the lower catwalk and enter the 525 code to start
the cascade sequence. Watch out for the electricity and the metallic spiders that start running around. Run around to the
opposite side of the room and go through the break in the railing and drop below. Drop through one of the holes to the area
below. You will take radiation damage unless you have a HazMat suit, but you won't be here that long. Locate the shaft that
is away from the other four. Climb the ladder and jump into the fresh water and swim into the next chamber.
Below is a Crossbow and some Tranq Darts. Above on the surface floats a dead body and far down the next passage is a mutant
alligator. This is one time where the crossbow comes in handy. Swim down the long passage toward the giant alligator. Use
the pockets of air to breath and start unloading tranq darts into the gator until he's floating upside down. Continue to the
end of the tunnel where it will deposit you in the canal near Canal Road. Climb out and grab the Multitool and Nano-key and
get an uplink from Tracer Tong.
Primary Goal: Report to Tracer Tong for information on Stanton Dowd and the Illuminati.
Return to the marketplace and head down through the compound to meet Tracer Tong in his lab. After a brief conversation where
you learn some more info you are given your new objective.
Primary Goal: Board Jock's helicopter which has just landed in the compound.
Make your way back up through the compound and outside where Jock is waiting. Take off and head back to New York.
Brooklyn

Jock sets you down on the roof of the 'Ton Hotel back in Hell's Kitchen. Head toward the ladder and get your new mission from
Tong. Note: Even though this is a short level with very few objectives the enemy presence is very heavy. Use all your
stealth tactics and do not engage the enemy unless absolutely necessary.
Primary Goal: Meet Harley Filben at the Underworld Tavern.
The city is crawling with hostile UNATCO soldiers. Your best bet is to stay out of sight and use stealth attacks only when
necessary. You should know your way around this town pretty well by now so make your way down the fire escape and locate the
nearby door to the right. That's the backdoor to the tavern.
Enter the tavern and make your way to the first room with the pool tables. Harley Filben is sitting in the corner so have a
chat with him and he will give you your next objective.
Primary Goal: Meet Stanton Dowd at the reamains of the Osgood and Sons store.
Secondary Goal: Locate the traitor, Joe Greene in the Free Clinic and kill him.
Before leaving you will also want to talk to Sandra Denton sitting in the corner and the Marine named Vinny standing next to the
bar. Chat with until he says he will put in a "good word" for you at the Naval Base. This makes things much easier when you
start the next mission. Exit the bar via the back door and head to the right toward the steam vent. Head up the stairs and
enter the Free Clinic. Note: If you encounter a character who shows up as a "THUG" wearing a jacket with oriental markings
you should kill him quickly and quietly.
You should find Joe Green in the far back corner of this building. You can chat with him and he will seem innocent even though he asks a lot of questions. Kill him then head to the back medical rooms to locate a couple of medical droids that can heal
your wounds. Exit the clinic when you are done and when the guards can't see you make your way to the right toward the
small park. You can find a prod charge resting on a stone in the middle of this grassy area.
Stay crouched and make your way out the opposite side of the park and head toward the rubble of the Osgood and Sons store directly ahead. Drop into the hole and go through the window into the basement. A board provides a ramp to the main floor
where you can find Stanton Dowd. If you have not previously kill the thug then Dowd will be running around trying to dodge
gunfire and will not talk with you until you kill the thug. Make sure you do this quietly and out of sight of the guards
otherwise an endless army of soldiers will descend upon you.
Talk with Dowd and he will give you blueprints of the freighter coming into New York with the plague virus onboard. He has
marked the drawings showing the key locations to sink the ship with minimal explosives. When you are done talking with Dowd
you will receive an uplink warning of advancing MJ12 agents. Quickly make your way out of the building and head back toward the
clinic the way you came.
Primary Goal: Scuttle the PCS Wall Cloud by destroying the five tri-weld seams with
explosives and reversing the bilge-pumps to destabilize the ship and split the hull.
Secondary Goal: Visit Smuggler for extra explosives to sink the superfreighter, and
bring Stanton Dowd some ambrosia to counteract the Grey Death.
Now you have to make some critical decisions. The city is getting more dangerous by the minute and it gets harder to avoid the
soldiers. If you have at least five LAM's and/or Rockets you can skip the trip to see Smuggler. Of course Smuggler isn't
giving his stuff away. If you don't have at least 2400 credits for LAM's or 2500 credits for Rockets then don't even risk a
trip to his hideout. If you do have that kind of loot then head down the alley between the hotel and the tavern and look
through the hole in the fence. When the street is clear make a dash for the stairs leading down to his hideout to the left.
Primary Goal: Once you obtain items from the Smuggler, return to the hotel roof and
take the helicopter to the Brooklyn Naval Shipyard.
If you killed Joe Green then you will want to visit the bar one more time to talk with Harley and give him the good news. You
may want to read the news machine opposite the ATM's for some interested articles dealing with you. When you have done
everything that you need to do make your way to the fire escape in the alley and climb to the roof. You may want to hop into
your brothers apartment on the way up and raid the place for any items you may have left previously. Don't forget his secret
room access via the keypad 4321 behind the painting 4321.
Naval Base

Jock lands in a vacant lot and tells you to use the nearby grate to get you inside the barracks area. Open the grate and enter.
Turn right and proceed and you will receive an uplink with more information.
Primary Goal: Enter the main building on the north side of the docks. There may be
more than one way to get inside.
Secondary Goal: Find the ammo-storage warehouse and raid ammo bunkers for more LAM's
or rockets.
There are several ways to get into the docks. The first door you come to can be lockpicked and you can kill the soldier inside
and take the Main Gate Nano-key. If you talked with Vinny then you won't need to be so violent. Ignore the door and proceed
to the next soldier who will greet you and mention Vinny then give you the same gate key. You can also use the nearby trash
cans to make steps leading to the roof of the guard house. Once on the roof you can hop the fence. There is also a grate you
can open along the wall past the first barracks. Crawl through the vent system to enter the docks.
I talked to Vinny earlier, so I simply got the key from the first guard and walked through the main gate. Keep to the right
and head for the warehouses. Make a note of the two trucks parked on the right side of this area. Cautiously enter the
warehouse and avoid the guards. Stay ducked as a camera in the dark office will pick you up through the window. Move to the
far side of the vending machines and hack the security panel to turn off cameras. Now you can enter the dark office on the left and conduct a thorough search of this room.
Use a single lockpick to open the locked desk drawer and get keys to those semi trailers outside. You can raid them at any time
for weapons and a Medkit. Visit the bathroom and check the stall for a datacube with the security code 0909 on it. A Medkit is stashed under the sink. The locked door next to the bathroom leads to a storage room with some
boxes you can smash for a few items but its not worth spending four lockpicks..
The connecting office is full of items. You should find the Ammo-Storage key under the desk and a pair of important Nano-keys
in the left locked desk drawer. The right drawer contains some 10mm ammo, and you really need to hack or login to the security
panel; usfema is the login and the password is security. Turn off all
cameras and put the robots in Standby mode.
Exit the office and locate the stairs leading up to the ammo crates above the office. From here you should be able to see the bridge leading to the locked door where you can use your new key. Smash the crates and get the items then take out any guards
that may have spotted you then enter the ammo storage.
There are two robots on active patrol in this area. You goal is the room in the back left corner. Dodge their fire and get
into the room. Use the security panel to deactivate the robots and then press the buttons to open the bunkers. Take a trip
up the ladder to smash some crates and get some additional items such as a Lockpick and a LAW rocket launcher. Don't forget
the Multitool on your way out of the control room. Raid the bunkers for whatever items you want then use the raised covers of
the bunkers to step your way to the dividing wall and jump back to the catwalk.
Return to the previous building and go out the door near the dark office. A guard may be patrolling if you didn't take him out
earlier. You can raid those trucks now but make sure to take one of the small boxes from inside this warehouse to use as a
step. Your goal now is the building to the right as you exit the warehouse. The security robots should be in Standby mode.
Facing the two windows, go to the right one and break it and climb through. You may need a box to do this.
There is a lot to get in this room. Start with the code 2249 for the East Warehouse then head
toward the corner of this room near the door and toss a LAM over the desk toward the window. The explosion should open the
safe and both desk drawers allowing you to get a Reload weapon mod from the left drawer and the login
walton and password simons from the datacube. There is also an
Augmentation Canister in the safe.
Leave this office and go into the next room using the key you obtained earlier. Chances are the camera will see you and the
alarm will sound. Head into the store room right next to the door you just exited and use the security panel to turn off the
cameras. Get the Multitool and smash the boxes for additional items. The middle drawer in the file cabinet only contains the
login that you already obtained from the previous room so save yourself a lockpick. Clear out all the items in the larger room
then stand in the connecting door to the other office and toss a LAM toward the opposite wall. The explosion should take out
the exit door plus the drawers on the two desks in this room. Raid the drawers for anything useful then leave this building.
Your next goal is the building directly across from you. You can pick the lock on the door or smash the side window and climb
through. I actually went into the ammo bunker (big hangar doors were open) and grabbed a box of TNT and put it in front of the
door and shot it. Inside is a repair robot, a pair of Multitools and a Lockpick. Ignore the security panel, as I could find no
useful results after using ten multitools to crack it.
Hopefully by now you have at least five LAM's or Rockets. Head through the gate next to this building and go right. To the
left is a courtyard with a garage door and a button that releases a giant killer robot. Leave it alone. Toward the right you
should spot the tall crane tower. Head in this direction and decide on how you want to reach the ship. One method is to locate
any grate leading to the sewer system. These tunnels are loaded with laser fields, toxic waste, gas grenades, and turrets.
Another challenging method is to ride the lift to the top of the crane and press the button in the control room to lower the
boom creating a bridge to the roof. Don't forget the Sniper Rifle and ammo in this room before crossing over to the roof and
entering the grate. Follow the passage to the room with the giant fan and mechanical spiders. You need to destroy the fan and
the spiders then climb down and go through the door leading to a spinning tunnel. Another pair of spiders wait in here. Deal
with them then continue to the ladder leading down to the docks. At this point you can ride the elevator back up to the control
room where you can push a button to move the steel girder to the right. Ride the elevator back down halfway and get off. Open
the grate and walk out and use the girder as a bridge to the ship.
And then there is MY way, also known as the easy way. Head past the crane tower and go up the stairs. Watch out for the giant
robots. You may have to lure them away. Punch in 0909 and the door opens. Talk to the friendly
guy in the security room and read the datacube to get the Ramp Code 6655. Use the security panel
to turn off cameras and make any other changes then follow the hall toward the ship. A break room off to the right has another
pair of friendly guys in orange who will also share the Ramp