 real conspiracies...
                   severe consequences...
                                      intense action role playing...
        _______                                 _______
       /|   _   \   _____    __    __  ____    /|   ___|____  ___ 
      | |  | \   \ // __ \ /|  |  |  |//  /   | |  |__  \\  \/  /
      | |  | |   |||  ____\||  |  |  |\\  \   | |   __|  \\    /
      | |  |_/   / \\ \___  \\  \/   / \\  \  | |  |___  //    \
       \|_______/   \\____/  \\_____/  //__/   \|______|//__/\__\

                     t h e    c o n s p i r a c y
 


                         for the PlayStation 2               
          A FAQ/Walkthrough covering Deus Ex: The Conspiracy
                       Written by black hole sun
                             version 3.0      


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 /  \___________________________________________________________/  \
| 0.               T a b l e   o f   C o n t e n t s             0. |
 \__/\__/
_____/\_____


Look here, then press CTRL + F(Find) to arrive at what you're looking for quickly, 
and without hassle.e


1.  Version History
2.  Intro..................................................Complete
3.  Storyline..............................................Complete
4.  Weapon FAQ.............................................Complete
5.  Enemy List.............................................Complete
  + Human
  + Alien
  + Mech/bot
6.  Survival Guide.........................................Complete
7.  Walkthrough............................................Complete

   7.1  Liberty Island
   7.2  Battery Park
   7.3  Hell's Kitchen
   7.4  UNATCO HQ
   7.5  Brooklyn, Mole People
   7.6  NYC tunnels, NYC Airfield, Private Airfield
   7.7  UNATCO HQ, Hell's Kitchen
   7.8  Unknown Location, UNATCO HQ
   7.9  Secret Chinese Military Base
   7.10 Hong Kong, VersaLife, VersaLife Level 2 Labs
   7.11 PCS Wall Cloud
   7.12 Graveyard
   7.13 Catacombs
   7.14 Paris
   7.15 Chateau Duclare
   7.16 Templar Cathedral
   7.17 Everette's Hideout
   7.18 Vandenberg Airforce Base
   7.19 Abandoned Gas Station
   7.20 Ocean Lab
   7.21 Missile Silo
   7.22 Area 51

8.  Aug Locations.........................................Complete 
    + Skill enchance locations
    + Upgrade locations
9.  Cheats................................................Complete
10.  Deus Ex: Reviewed....................................Complete
11.  Thank Yous
12.  Copyright

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 /  \___________________________________________________________/  \
| 1.                 V e r s i o n   H i s t o r y               1. |
 \__/\__/
_____/\_____


v. 3.0 - September 1st - "Black hole sun, go jump off a cliff!" Well, I know I 
haven't updated in a LOOOOOOOOOONG time, since I am working on some new projects. I 
recently learned my monopoly was broken on Deus Ex because of Steve3U. Ah well. It 
had to happen sooner or later :). Anyways, I added some Aug locations, via some help 
on the boards. Fixed the lot of spelling errors I found there also, and I 
reformatted the weapons section. From help on the boards, I caught mis-information 
and stuff I left out too. Check my Thank Yous section for those credited and for 
what. Expect this to be the last update since I recently started school (*screams in 
horror*) and have very little free time. That and the fact I simply can't find 
anything else to do with this FAQ.


v.  2.0 - August 12th - I'm back with another update. Basically I've polished this 
guide off so it was even better then before ;).  No really I went through a lot of 
the walkthrough and made explanations more clear and the Enemy list was fixed up a 
bit.  This guide being complete, there shall be no more updates(yea, we've heard 
that before) unless I spot any more some glaring mistakes.  Oh and yes, I have 
finally gotten a new, comfortable, WORKING CORRECTLY computer chair :).


v.  1.00 - August 1st -  =\  For those viewing on GameFAQs you may note that CJayC 
listed the previous version as 0.795.  Well, it was supposed to be just 0.95.  Dunno 
the cause, its not that important but its worth clearing up.  I have finally 
finished the walkthrough, the last level being Area 51.  W00t! I have corrected some 
grammar in the walkthrough and spelling changes.  Enemy mis-information caught, and 
some major naming problems in Hong-Kong fixed.  Though the guide is technically 
complete, I will still be occasionally updating grammar errors and other mistakes. 
Oya and I fixed all the messed up section headers which must have been driving you 
guys mad ;).


v.  0.95 - July 28 - Another mistake...in the version history I noted the last 
update as 0.85 yet under the art I listed it as 0.79, which CJayC listed it as.   Oh 
well.  This guide is 95% completed, the only thing left is Area 51 and some more aug 
locations.  I have finished walkthrough's for Ocean Lab and Missile Silo.  Grammar 
mistakes fixed, and I messed a little more around with the format.  Changed the art 
around a bit too.  I'm also pleased that my Survival Guide didn't corrupt again, and 
it looks as good as new.  Also, as you notice, I'm making two spaces after a period.  
It kinda looks cleaner...I'm just toying with the idea  now, it may change in the 
later versions.  If everything goes like this tomorrow, I will complete the entire 
walkthrough within 24 hours :).  However, I do have to get into a new version for my 
Jedi Outcast guide, send in a new Half-Life version, AND do some work on my next 
project, Pikmin for GCN.  Since I am such a busy guy, the update may not process 
tomorrow.


v.  0.85 - July 27th - After you get over the initial shock of two updates within 24 
hours read this slowly.  Another corrupted text problem in the Survival Guide was 
found, which you no doubt have noticed.  ARGH I say, ARGH! The damn thing took me 
hours to finish, only for the 7 char rule to step in and mess it up.  Oh well.  I 
fixed it here on the word processor, but God only knows what it will look like on 
the site, so if it looks all screwy again I'll be sure and fix it ASAP.  I also did 
some TEDIOUS format changes, including fixing some errors in the goal list.  I fixed 
some spelling, and I added walkthrough's for Everette's Hideout, Vandenberg Airforce 
Base, and the abandoned gas station.


v.  0.78 - July 26th - Reformatted the Survival Guide and it looks damn good, IMHO.  
Added walkthroughs for Paris, Chateau Duclare, and Templar Cathedral.  Also I added 
some more aug locations and changed the word 'Objective' to the more game-accurate 
'goal'.


v.  0.73 - July 23rd - I have removed my email address from the guide.  The reason 
for this is because I used a friends email program to send this FAQ and to receive 
email about it.  Well, the friend got a boat load of spam and 'weird email' and 
other irrelevant things, got fed up and told me to get the email out of the guide.  
So, naturally I had to do so.  You can thank the spammers for ruining your chance to 
contribute or ask questions.  I really am sorry about this.  

As for changes, I found some numbering problems i.e.  I numbered Hong Kong/VersaLife 
as 7.10 and I also numbered the PCS Wall Cloud as 7.10.  Sorry.  I added some more 
walkthrough's for the Graveyard, Paris, and Paris Catacombs.  Also I fixed the 
corrupt text problems in the Survival Guide, or at least I THINK I fixed them.  I 
dunno why it did that; it looked fine typing it but when it got up on the site it 
went all screwy.


v.  0.70 - July 22nd - Silly me.  I wrote the Cheats section as 'Complete' yet 
nothing was in there, and I wrote in the TOC Hong Kong yet there was no walkthrough! 
Cheats are now added, and walkthrough for Hong Kong added so I don't look like a 
total idiot.  Also I added a walkthrough for the VersaLife Corp.  level, AND I added 
a walkthrough for the PCS Wall Cloud.  I've just been a busy little bee.  
Corrections made in my review, such as notable grammar and spelling flubs.  I 
centered the art some more though its hardly noticeable, and also I fixed some bone-
head errors in the Enemies List.  Expect more updates on the horizon.  Some spelling 
mistakes fixed also, notably the 'wherehouse' to 'warehouse'.


v.  0.60 - July 20th - Argh.  The chair I've sat on typing this thing up has 
broken...every time I lean back, my chair cracks and I get a little shockwave :|.  
Very uncomfortable.  Anyway first release, v.  0.60, sent.  I really like the 
format...I've spent quite a bit of time with it, changing it around so it looks just 
right, so you best appreciate it boy! Oh yes, I know the walkthrough is only half 
done, but put down those flaming torches and baseball bats 'cuz updates are right 
around the corner.

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 /  \___________________________________________________________/  \
| 2.                  I n t r o d u c t i o n                    2. |
 \__/\__/
_____/\_____


"Black hole sun, won't you come...and wash away the rain...black hole sun, won't you 
come, won't you come"  -  SoundGarden


Well, here I am, come to wash away the rain of questions you have for this game.  I 
am really surprised to see no other FAQs for this popular port, so I take it upon 
myself to write the ultimate guide for the ultimate FPS/RPG - Deus Ex: The 
Conspiracy.  

They said it couldn't be done.  A port of Deus Ex to the PS2 was taken as ludicrous 
as MGS2 on the N64.  ION Storm tackled the project anyway, defying the odds and 
putting together a remarkable port of its classic, Deus Ex, which I have been 
enjoying for quite some time now.    

Before playing, I highly recommend you playing through the training course because 
this game is like nothing you've ever played, and its good to get the overall feel 
of it before jumping into the missions.  I would also recommend you to take a look 
at my 'Survival Guide' section too, as it contains many valuable tidbits for you to 
successfully complete this game.

As to the format, I will, for each level, describe each goal without a title.  I 
will describe ALL of the goals, primary which are required, and secondary which are 
not.  Note that secondary goals are not required, so if you do not want to do them, 
feel free to skip it, though I highly recommend you complete them as you gain more 
skill points.

A brief and to-the-point intro, but I'm not one to add lots of filler. So, with that 
said, read on.

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  __ \_________________________________________________________/ __
 /  \___________________________________________________________/  \
| 3.                      S t o r y l i n e                      3. |
 \__/\__/
_____/\_____


Civilization is near collapse.  Divisions of hostility have been aggravated by the 
growing gap between rich and poor.  While the rich are protected by anti-terrorist 
groups and are vaccinated with Ambrosia against the Gray Death, the disease ravaging 
the worlds population, the poor struggle to survive in the unprotected underworld, 
most succumbing to the worldwide epidemic or killed in the corrupt crossfires.

UNATCO, the United Nations Anti-Terrorist Coalition based in New York, struggles to 
maintain order.  Among other lesser known terrorist groups, a national coordinated 
organization known as the NSF only adds more burden to UNATCO's weight, constantly 
plotting against the 'free' world.  

In this game you'll play as a UNATCO operative named J.C. Denton, a nano-augmented 
creature borne by mechanical means.  

JC has a brother in the UNATCO, Paul Denton, an established and acclaimed agent 
which JC try's to live up to. Paul will play a critical role in the complex 
storyline, which will open the eyes of Paul's and millions of other people.

In this game you'll question who really is your ally and who you're really fighting 
for.  You'll question past alliances and present relationships.  You'll question 
even your brother Paul as you search out and assimilate the terror and corruption 
which runs wild in the world.  You won't know who to trust, who to turn to for 
answers.  The only place in which answers can be found lie within decisions that you 
will make as your progress through the game.  Good luck, your gonna need it.

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 /  \___________________________________________________________/  \
| 4.                   W e a p o n s   F A Q                     4. |
 \__/\__/
_____/\_____

___________
\Riot prod \
 
Usually used in putting to rest unruly civilians in...riots(duh), the prod is a 
charged tranquilizer that knocks unconcious those who come into contact with it.  
Like the combat knife, it should only be used from behind.  It is a great stealth 
weapon, and remember: discretion is the better part of valor, so don't be so quick 
to dismiss this as a puny toy.  

_______________
\ Combat knife \
 
A sharp hand-knife that is used for...well you know.  It draws a lot of blood and 
kills with one or two swipes.  Another tool of the assasin.  The problem however is 
getting close enough to the enemy to swipe; the only way to use it without being 
shelled to the Stoneage is to come from behind, as with the two above weapons.  

______________________
\ Dragons Tooth Sword \
 
A powerful sword, this is a black market weapon dealt to Hong Kong-based Triad 
members.  The original prototype was stolen by Maggie Chow, a mercenary working for 
UNATCO.  This also has a perty blue glow to it, if I do say so myself ;).  Its got 
double the power of the normal sword, a good choice for taking out greasel or as a 
stealth weapon.

_______________
\ Pepper Spray \
 
A small carbonated canister of pepper type which is sprayed into an aggressors eyes, 
temporarily paralyzing him/her because of the pain and irritation it causes.  It 
wears off in about 5 seconds unless you continuously spray him/her.  Don't just 
think you can spray someone and leave, without the victims rememberance.  Put to 
rest your tranquil vitims while you can.  

________________________
\ Crossbow Tranquilizer \
 
A silent dart crossbow that attaches itself to your hand.  When it hits someone, it 
knocks them unconscious after about 6 seconds or so of struggling and yelling.  
Another stealthy choice, but since it takes a while to take affect I recommend 
running away until the enemy drops.  The darts have small range though, so you have 
to be somewhat close to your prey(hehe) to fire successfully.

______________
\ 10mm Pistol \
 
In most shooter games, the hand gun is stereotypically created as weak and useless 
compared to other the machine guns or rifle weapons.  So it is in this game.  It's 
weak, but this is what you will use in the beginning levels, wether you want to or 
not.  It has slow firing rates and has a very short clip; its not a good option at 
all unless you have Advanced skills with it.

_______________
\ Sniper Rifle \
 
The sniper rifle is a personal fav; taking NSF and other enemies from a distance is 
a great time and health saver.  Its main purpose is to use the scope to aim for the 
head of a far away enemy.  Its scope zooms a good distance, but JC muscles tend to 
vibrate and move a little, not only adding to realism but making aiming a pain.  On 
the more advanced skill levels, JC's muscles relax more and are still, but until 
then its like shooting on the run with Parkinson's disease.

____________________
\ Sawed Off Shotgun \
 
Most of you know what this is and what it does.  Firing buckshot rounds, it's not 
useful in hostage situation because of the wide damage range.  Powerful but with 
surprisingly good range, but the problem is the firing rates.  After every shot you 
have to pump.  This can be deadly in fierce fire fights.

_______
\ PS20 \
 
A small, rare stealth pistol which shoots a single plasma blast then disappears from 
your inventory.  You can carry only one, so make sure you aim efficiently. It has 
moderate power; not helplessly weak but not LAW powerful.  It can best used to knock 
down doors as well as break open paintings...

__________________
\ Assault Shotgun \
 
This is the better of the two shotguns.  It has almost no recoil and you don't have 
to pump it after every shot, while being as powerful and more accurate.  My weapon 
of choice.  

________________
\ Assault Rifle \
 
Incredibly weak; it takes almost a full clip to bring the average NSF agent down.  
Average range, good recoil, and a fast firing clip can't make up for how weak it is.  
Its the only rapid firing weapon in the game, unfortunately.  So if you intend to 
make use of this then be best sure that you have lots of accuracy mods and range 
mods.

_______________
\ Plasma Rifle \
 
A heavy, experimental weapon which I'm not even going to try and explain as to how 
it works.  It shoots green...stuff...that causes like, a lot of hurting, dude! No 
really.  Its a formidable weapon which is a very useful alternative against security 
bots or other heavy hostile machinery, and it even can blow open locked doors.  Its 
plasma rounds are VERY powerful against humans which aren't augmented; Its a great 
tool to eliminate karkian or greasel.  Men in black and MJ12 commandos are immune to 
it, though.

_______________
\ Flamethrower \
 
A large rifle that shoots fireball's a short distance, hence its name.  Excellent 
choice for taking out large cluseters of close range enemies.  Once an enemy is on 
fire, his fire cannot be put out no matter how much cursing and praying to the water 
gods they do, and they will all fall shortly.

______________
\ Gas Grenade \
 
When thrown, after a few seconds, it deotnates and releases tear gas.  It 
temporarily blinds the enemies, as does the pepper spray gun.

____________________
\ Scrambler Grenade \
 
A special grenade, this one is to be primarily used against security bots.  When 
detonated within the range of any mechanical enemy bot, the bot will turn against 
their allies making themselves allies with you and whatever friends you have.  Very 
useful.

______________
\ EMP grenade \
 
The EMP(electro-magnetic pulse) grenade emits a shockwave that paralyzes or 
terminates any computerized activity in the blast radius.  Use it on trip wires or 
equipment that needs to be disabled.  It has no affect on humans, though it does on 
your character, JC.  It drains all his bio energy if he's caught in the blast.

______
\ LAM \
 
Light anti-tank munition which is JC's worlds' version of a high-tech grenade.  Used 
in LAW's but also can be thrown.  Detonates after about 5 seconds, or when it comes 
into contact with a human or bot.

______________________________
\ LAW(light anti-tank) Weapon \
 
Best used against machines(e.g.  security bots), this, when fired, sets of a series 
of small explosions in wide circle, almost like 7 grenade explosions going off at 
once.  It can only be used once, afterwards it disappears from your inventory.  It 
has a VERY large blast range; get FAR out of the way of your target otherwise quite 
a bit of health will be tacked off.   

_______________________________________
\ GEP Gun(Guided Explosive Projectile) \
 
A fancy name for a plain old rocket launcher, this is best used against opposing 
security bots.  Obviously not a short range weapon, the GEP takes a few seconds to 
lock on to a target then fires.  A great use for the GEP is blowing open locked 
doors, which is a good saver of lockpicks, and helpful when your out of them.



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| 5.                    E n e m y   L i s t                      5. |
 \__/\__/
_____/\_____


***MAJOR*** SPOILERS AHEAD IN THIS SECTION--Read on at YOUR OWN RISK!!!




 





















NSF Agent
Intelligence: Average
First Appearance: Liberty Island
Combat Strength: Weak
Weapon of Choice: Tranq.  darts or Assault Rifle

The NSF Agents will be your primary target in the early goings of the game.  They 
don't work together and have weak armor leaving them as easy pickings.  They will 
try and trip an alarm if they see you, so take care of them quickly.  Also, when hit 
enough times they will run away and call for backup, so again, finish them quickly.



UNATCO Operative
Intelligence: Average
First Appearance: Hell's Kitchen
Combat Strength: Average
Weapon of Choice: Assault Rifle

When you turn against UNATCO, Bob Page and Joseph Manderley will send out their 
henchman, the UNATCO agents.  They also do not work together and would most likely 
take you one one-on-one rather then signal for help.  Nothing special about 
them...accept their unusually ugly faces.



MJ12 Commando
Intelligence: Average
First Appearance: The VersaLife Building
Combat Strength: Above Average
Weapons of choice: Rockets

Aright, here's where things start to get tricky.  These guys aren't augmented, 
though they wear a black armor that makes them look and sound like an alien.  They 
have BUILT IN GEP launchers in one of its arms, and a Assault Rifle built into its 
other arm, each with infinite ammo.  It has excellent accuracy with both weapons, 
even from the longer distances.  Because of its combat stregnth its kinda hard to 
bring down, but a few shots to the head will always do it.



Men in Black (MiB)
Intelligence: Average
First Appearance: Hell's Kitchen
Combat Strength: Excellent
Weapon of Choice: Dragons Tooth Sword/Assault Shotgun 

No, I'm not talking Will Smith and Tommy Lee Jones men in black.  I'm talking 
augmented, dragon tooth sword wielding, superhuman strength men in black.  These 
guys are a real pains in the ass, pure and simple.  It takes THREE shots to the 
head, God knows how many shots to the chest, to bring them down.  And what makes 
them even MORE annoying is the fact that that BLOW UP when they are killed, making 
close range combat impossible.  Stay away from these things; snipe them when 
necessary.



Gray
Intelligence: Above Average
First Appearance: VersaLife
Combat Strength: Weak 
Weapon of Choice: Claws and radiation

Little silvery aliens whom we've all seen in the movies at one time or another(or on 
the incredibly lame Sci-Fi channel).  These were supposedly cloned from DNA taken 
from Roswell(if you haven't heard of the Roswell Incident your automatically too 
young to play this game).  They attack mainly by throwing rings of radiation.  
Another way they take away health is just by getting close to you; they are soaked 
with radiation which they have a liking to spread around.  The good part is they are 
incredibly weak; a pair shotgun shells will do 'em in.



Geasel
Intelligence: Average
First Appearance: 'Unknown Location'
Combat Strength: Strong
Weapon of Choice: Their own poisonous spit


One of the most health draining enemies in the game, greasel spit at you, infecting 
you with who-knows-what for about 10 seconds that takes away about 20 health per 
second.  Don't even bother with Assault Rifles; it'll take a least two full clips 
and by then you'll be dead.  Best tactic: get behind them and swipe with the 
Dragon's Tooth Sword, as one swipe will kill it.  If getting behind it is impossible 
the next best thing is using your flame-thrower.  It cannot put out the fire, and 
falls after a short period of running mindlessly from place to place.



Karkian
Intelligence: Below Average
First Appearance: 'Unknown Location'
Combat Strength: Average
Weapon of Choice: Their own sharp teeth

Looking like ridiculously over-sized alligators, Karkian run to you, and yep, you 
guessed it, bite you.  Though they look damn imtimidating they really aren't that 
powerful; I regard greasel higher then these things.  They do however use powerful 
armor that is tough to pierce.  Your best bet is to use GEP rocket which would spill 
the karkians guts all over the floor.



SpiderBot
Intelligence: Above Average
First Appearence: Vandenberg Air Force Base
Combat Stregnth: Awesome
Weapon of Choice: Electricity

Meh.  I thought the MiB were a pain in the ass.  These are six legged security bots 
who zap you with electricity when you get near them.  They usually pace back and 
forth in a select area, and are usually found in sewers or high security area's.  
There ain't no way of destroying them except with explosives or an EMP grenade.  The 
good part is there are only 4 SpiderBots in the entirety of this game, thank 
merciful ION Storm.



Mini SpiderBot
Intelligence: Above Average
First Appearance: Vandenberg Air Force Base
Combat Strength: Awesome
Weapon of Choice: Electricity

A smaller version of their conterparts.  Their damage rate aren't quite as high and 
they aren't as fast(or as intimidating) as the SpiderBot, but they are much more 
numerous.  Destroy them as you would a normal SpiderBot.



Security Bot
Intelligence: Above Average
First Appearance: Liberty Island
Combat Strength: Awesome
Weapon of choice: Built-in turret

These come in two sizes: small, looking like R2-D2, and large, on two legs with a 
small turret for a head.  As with the spider bot the only way to their destruction 
is through an EMP grenade or explosive GEP or LAM.  They scan the area and follow 
anything suspicious.  When they find you count on taking a few to the chest.  Try 
sneaking by using Radar Transparency or using a thermoptic camo.



Military Bot
intelligence: Above Average
First Appearance: Hong-Kong(friendly)
Combat Strength: Nearly Invulnerable
Weapon of Choice: Built in turret

Eessh.  This thing is HUGE.  It has double the armor of the normal bot, double the 
accuracy, and double the range.  My advice: don't even bother.  Run, run RUN away. 

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 /  \___________________________________________________________/  \
| 6.                  S u r v i v a l   G u i d e                6. |
 \__/\__/
_____/\_____


 In this game a good many new skills and a good lot of knowladge is recquired to 
succesfully beat this RPG/FPS.  This section covers it all, spoiler free.
 

Note: I have encased the text at the left margin...but not at the right margin. 
Well, the damnable 79 character limit prevents me from doing this. At least the left 
side looks good though :).


 ______________________________________________________________________________
/Use your augs \Found in each level is a blue canister called an augmentation.  It
\______________/contains a skill power up to your body, such as increased muscle   
/strength, increased endurance, increased lung capacity, increased jumping, etc.   
|Each aug can be used once to upgrade a skill.  Most augs are designed for one skill 
|alone, although some allow you to pick what you want upgraded.  These are usually 
|hidden or behind locked doors, so make sure carefully look around.  When you find 
\one, press the O button to bring down the aug screen. /
 


 ______________________________________________________________________________
/Upgrade frequently \While augmentations upgrade parts of your body, skill points 
\___________________/are used to enhance various skills.  These include, but aren't 
/limited to, heavy weapon skill, swimming skill, hacking skill, lockpicking 
|efficiency, radar transparency, low tech skill, etc.  You get points to burn for  
|completing Goals, secondary or primary, or finding secret area's, e.g.  an 
|exploration bonus.  Each skill costs a differing amount of points, although the 
|higher the skill level the higher to cost, so use your points in the areas that 
|most cater to your playing style(e.g.  if you like to skeak, you may want to 
|upgrade low tech weapons or multitool skills instead of / 
\heavy weapons ability).  /
 


 _____________________________________________________________________________
/Dead bodies are your(only) friends \Remember to ALWAYS examine dead bodies for 
\___________________________________/ammo, keys, or other items useful to you.  To 
/do this, make your targeting recital focus on the body.  When a white outline 
|appears around it, press X and J.C.  will search the body and pick up anything he 
|finds, putting it in his inventory.  Dead bodies will be your main source of ammo, 
\and some may even have nano-keys or multitools.  /
 


 ____________________________________________________________________________
/A time for firepower, a time for stealth \In many areas of this game, you need to 
\_________________________________________/just blow your way through and kill 
/everyone w/ your heavy weapons.  But also in many area's stealth and silence will 
|be needed.  When trying to be stealthy, walk instead of run.  Only dispose of 
|enemies that are a directly threat; ignore the Joe a mile away drinking a beer 
|while talking to himself about how his girl left him.  Also, use silent weapons, 
|such as darts or riot prods.  Try sneaking up on enemies you must take down, and 
\get headshots to take them down quickly.  /
 


 ______________________________________________________________________________
/Tempted to press that little red button? \Press every switch, button, lever,
\_________________________________________/computer console, open every door or 
/hatch.  They were all put in the game for a reason, so use them.  Many a time a 
|certain switchor button will unlock a critical door or activate a critical lift, or 
\give you a critical password.  Never take for granted interactive objects.  /
 


 ____________________________________________________________________________
/Take a good look around \You should never just run out into an open area, 
\________________________/seemingly empty, and think your perfectly safe.  There 
/probably is hidden security bots or turrets, or hidden corps of the enemy waiting 
|to spring.  Use your binoculars or scope to scan the area first, and even then stay 
\in the shadows and make your way around, searching the perimiter. /
 


 ______________________________________________________________________________
/Explore, explore, explore \You HAVE to check out every nook, every cranny,
\__________________________/intersection, bar, office, alleyway, hotel, bathroom, 
/everything.  Not only will you better understand the plot from things people tell 
|you and the items hidden, but you may also find secret things such as nano-keys or 
|datacubes, passwords or augs that will be vital to completing Goals.  If you don't 
|explore everything, well, not only are you missing out on GOAL information but also 
\taking away something from the full experience of playing Deus Ex. /
 


 ____________________________________________________________________________
/Listen to your buddy(s) \I'm talking about Alex Jacobsen and anyone else who might  
\________________________/send you transmissions at points of the game.  Intrusive 
/asthey are listen to them as they often give you helpful hints or other important 
\warnings and information that otherwise woudn't be available to you.
 


 _____________________________________________________________________________
/Be a pack-rat \Every item you find, such as a crowbar, lockpick, or even a lowly
\______________/soda can can be useful.  Pick everything you come across up for 
/future use.  Again, nothing was put in the game for no reason.  You may ignore a 
|certain item and progress on through the level to the near end, only to find you 
|must backtrack, relocate and pick up that item you previously ignored.  Don't let 
|this happen to you, as it has a habit of a making even a great game like this 
\become a chore.  /
 


 ____________________________________________________________________________
/Break the boxes! \You will often come across wooden supply crates.  Whenever you 
\_________________/do, use your crowbar to break them open to find what goodies are 
/inside.  They usually have ammo clips, health packs, lockpicks or other useful 
|items, so always break every box you come across, because useful items are hard to 
\come by on the higher difficulties.  /
 


 ____________________________________________________________________________
/Don't cut off your right arm \You'll find many fellow coppers or citizens in this
\_____________________________/game that would help you if you give them a chance.  
/You'll know they aren't a threat when your target crosshairs turn green over them.  
|Don't kill them, as you will either fail your mission or miss out on some good 
\information or ammo they might have given you.  /
 


 _____________________________________________________________________________
/Laziness doesn't pay \When on a mission, you should always try and complete the
\_____________________/secondary Goals as well as the required primary Goals.  When 
/you do complete these optonial Goals, you may get bonus points for upgrading your 
|skills or bonus items.  In compelteing your secondary Goals you may even get a 
|different ending, hint hint.  You really should complete these, even if the 
\mentioned doesn't interest you, just to get the full experience out of the game.  
 


 _____________________________________________________________________________
/Don't be shy \You want to talk to everyone.  Bums, mole people, civilians, 
\_____________/hookers, drug dealers, police, junkies, kids, everyone.  They most 
/often contain useful information such as security codes/passwords/etc.  that they 
|would be willing to give you, or send you on secondary or even primary goals.  Talk 
\to EVERYONE at least once or twice each.  /
 


 _____________________________________________________________________________
/Don't you point that thing where it shouldn't be pointing! \In many friendly 
\___________________________________________________________/places, weapons are 
/required to NOT be shown.  If you carry around, say, an assault rifle in a 'no 
|weapon zone', everyone, otherwise friendly, will turn against you for the simple 
|reason of seeing your gun.  Never go into a friendly zone touting a firearm.  Also, 
|many people will refuse to talk to you or run away from you if you have a weapon 
|equiped.  Its always safest to talk to someone of possible use with holstered 
\weaponry.  /
 

_____                                                           _____
  __ \_________________________________________________________/ __
 /  \___________________________________________________________/  \
| 7.                  W a l k t h r o u g h                      7. |
 \__/\__/
_____/\_____


                
7.1 Liberty Island, UNATCO HQ
                

Intial Primary Goals:
- Get inside the Statue 
- Capture the NSF commander

Initial Secondary Goals:
- Meet UNATCO informant Harley Filben at the North Docks
- Release the captured Gunther


Enemies:
Security bot
NSF Agents

For the moment the only thing you should be doing is gathering supplies and ammo.  
So, head straight and to the right to find some crates.  Pick up the crowbar and use 
it to break them.  Grab what the crates reveal, then turn around and go down the 
steps, wade into the water.  Break the floating crates, then make a dive to the 
bottom and pick up what the items the crates let sink.  Swim back to the pier and 
walk forward a bit.  A briefing will take place.  Afterwards continue down the pier 
and another briefing will occur, this time your brother and fellow UNATCO agent, 
Paul Denton, will offer you either a sniper rifle, a GEP gun, or crossbow.  Take the 
GEP gun, as it will prove most useful against an upcoming hostile security bot.  You 
will get both the sniper and crossbow from dead guards later on.  

Back on the mission, proceed to the island towards a friendly security bot, and draw 
the NSF agent towards it to take care of him.  Advance quietly in the direction of 
some supply crates to the left.  Break them with your crowbar and take their 
contents, then look closely at all of the crates.  One of them will have a medical 
symbol of sorts on it.  Inside are three medbots.  Open the door with a lockpick if 
you want, but either way remember the medbots' location.  From here, turn left, 
staying off the roads to avoid unwanted attention and make your way to a guarded 
gate.  It will be full of fellow UNATCO operatives.  Talk to the commanding officer, 
and after the conversation he'll offer to sell you some hot weaponry or ammo.  Buy 
anything but the 10mm ammo, as its a total rip off.  You can get the same amount 
from dead guards rather then pay him a whopping 200 credits for a pair of clips.  

You cannot yet enter your HQ yet but you can explore the surrounding premises.  Go 
to the fenced area to the left of the HQ.  Lockpick the hatch and climb down the 
ladder to find an EMP grenade and get some bonus points.

Exit the HQ's perimeter.  Bactrack towards the friendly security bot.  From there 
hug the wall to its right and follow it to another friendly security bot and another 
pier.  Kill the NSF agents on the pier, then go to the end of it to find your 
informant.  Talk to him, and when the option comes promise him the base commander 
won't be hurt, otherwise he'll refuse your front door nanokey.  You really don't 
need the key; you can hack into a nearby security computer to open it, which you'll 
need to use anyways.


 GOAL COMPLETED : Contact 'Harley' Filben found  


NOTE: Under the water surounding the dock a Sawed-off Shotgun and some weapon mods 
can be found.  Swim to the bottom to find an underwater hatch.  Lockpick it(2 for 
Untrained) and break the crates to find both.  Note also you'll have to go for air 
several times to survive.


Backtrack to the main roads and streets near the entrance to the statue of Liberty.  
You want to enter through there.  Watch the security bot; you DO NOT want to get its 
attention, but if you have the GEP gun you may as well destroy it.  Either way run 
like hell to the mission-critical security terminal near the entrance, running 
because a turret is positioned right above it.  Press X to activate it, then use the 
login you got from the datacube, or if not hack it.  In the following menu you can 
control the desicions of two turrets, the one above you and one inside the statue in 
the front lobby.  Set both turrets to "Attack Enemies" and turn the camera's off, 
because if they see you an alarm will sound.  Still in the security menu unlock and 
open the door.  After you are done, terminate the computer and pick up the flares, 
smash the crate/take the lockpick it drops, then enter the lobby.


------------------------------------------------------------------------------
Optional place of entry: You can also penetrate the SOL through a back way(near the 
bunker), hopping up metal crates and following the walkways.  I woudn't reccomend 
going this route because it is much more guarded then from the front entrance, 
beleive it or not.  
------------------------------------------------------------------------------


Use the prod on the guard, then go towards the trash-can with the lockpick and LAM 
near it.  Pick both up then deactivate the alarm pad with a pair of multitools.  
Move towards the lasers and draw the NSF agent to you.  Put him to sleep with your 
trusty tranq.  darts.  Don't even worry about going through the lasers(they set off 
an alarm); upon turning the turrets to "enemies" you won't get shot.  Not even very 
many guards will come looking for you, nulling the alarms intended result.  However 
if you didn't set the turrets to "enemies" you may have a problem.  If you don't 
have the multitool to deactivate the beams, enter the vetilation grate to the right; 
you'll come to the same place, but if you use the grate and shaft you'll deal with 
two more enemies which you could have ignored.  Any way you chose, go to the room to 
the left of the laser guarded entrance.  Use a multitool on the camera, but if you 
don't have any just run past it to the terminal.  Hack the terminal and deactivate 
the camera and deactivate the turret, then switch the doors' options to 'Open'.

Enter the secret door to find the captured UNATCO official.  Talk to him and make 
him stay were he is; you don't want him to take your pistol and go off on his own.  


 GOAL COMPLETED : Gunther found and released


If your not already in the main lobby for the Statue, do so and go up its main 
steps.  From there, go up the stairwells, killing the terrorists.  Keep on ascending 
until you reach the NSF base commander.  In your talk an option will come up: One is 
to kill him("I'll send you back...In a body bag!") and the other to take him 
prisoner.  If you pic kthe body ag one he'll take a shotgun, forcing you to kill 
him.  Either way you'll get GOAL complete, though if you kill him you'll get a pay 
deduction from Maderley.  


 GOAL COMPLETED : Base commander interrogated and taken prisoner


After your conversation ends UNATCO troopers will come in and secure the rest of the 
island.  Take the augmentation canister where the commander was.  The island secure, 
UNTATCO HQ will be open, so go to it and meet with Paul, enter the unlocked HQ's 
doors, and go past the desk with the lounging Private in its chair.  


 GOAL ADDED : Meet Manderly on level 2


There are no enemies whatsoever here, unless you decide to rebel and shoot UNATCO 
troops, which I woudn't endorse.  Go through the door using the retinal scanner.  In 
the main part of the building, go down the pink steps to the below offices.  Enter 
the one which titles "Joseph Manderley".  Talk to the secretary and she'll tell you 
to go right in.  Chat with Manderley for a pair more of Goals.


 GOAL ADDED : See the medical offices on level 3
 GOAL ADDED : Meet with Agent Navarre and Gunther in the break room


First see Navarre.  She's in the breakroom wich is adjacent with the secretaries 
office.  Listen to Gunthers' conspiracy theory(lol!) and talk to smart ass Navarre.  


 GOAL COMPLETED : Agent Navarre met with


Now take the grey steps to the right of Manderley's office down to level three.  
From there, I think you capable enough to find the medical offices.  Talk to the 
medic on duty then visit the medbot to restore your health.  Now time to visit with 
the quarter master.  His office is no harder to locate.  He'll give you a stealth 
pistol and present the option for you to take a multitool or lockpick; your decision 
here.  


 GOAL COMPLETED : Jaimie met/medical report sent


Funny: Before you go back and meet with Manderly enter the womens restroom and talk 
to te women.  Hehe, now you'll get a special messege from your breifing with Joseph.  


After your breifing, exit UNATCO HQ and all the way back to the pier you started the 
level on.  Go up to the speedboat and press X to board it to the next level.  


          
7.2 Battery Park
          

Initial Primary Goals: 
-NONE-

Initial Secondary Goals:
- Locate the missing barrel of Ambrosia

Enemies:
NSF Troopers
Automated Turret


After the brief conversation with Navarre, with all weapons concealed, go to the kid 
walking back and forth.  Talk to him and give him a candy bar...its not Hershey's 
but he says it'll do(well, not exactly).  He'll give you a code to a secret entrance 
to the NSF underground tunnels.  Enter this code to the left of the soda machine on 
the security pad.  Go through the retracted wall and head down the steps to a square 
room watched by a single NSF and a camera.  Avoid the camera, kill the NSF, then 
activate the terminal.  Hack it and turn all of the camera's off.  Once you exit 
from the terminal you'll face two more NSF cronies; one is wielding a flame-thrower, 
so watch out.  Descend the steps, cross the walkways to a storage room.  To the 
right is a credit chit and a health crate.  Kill the NSF guard and go up the steps.  
To your left is a locked door, so lockpick it.  In their is a safe; blow it open 
with some rockets or lockpick it open to find an aug.  Before leaving, hack the 
terminal, and as usual turn off the camera's.

Now go back all the way to the storage room.  Form their backtrack some more to a 
walkway overlooking a canal.  Jump into the canal and to the other side.  From here 
you can find the missing Ambrosia.  


 GOAL COMPLETED : Ambrosia found
 GOAL ADDED : Report to agent Navarre for a briefing on your next mission


Now head back to the surface and meet up with Navarre.  In your talk, be humble and 
say "I'm learning as I go" and she'll give you a pair of EMP grenades.  


 GOAL COMPLETED : Agent Navarre reported to
 GOAL ADDED : The NSF are holding hostages in the subway station and are threatening 
to blow the platform.  Free them.


Proceed back to the dock.  From there, turn right and find some handball 
courts(???).  Pass them and turn right to find the entrance to the Metro Station.  
Across the loading point you'll find some NSF in a homeless shelter area.  Kill them 
then enter the metro station.  Proceed to some blue trip wires.  Do not cross them, 
but stand there and snipe off the remaining NSF forces.  


 GOAL COMPLETED : Hostages freed
 GOAL ADDED : Report to Paul in Hell's Kitchen


Look down and throw a EMP grenade.  It will deactivate the tripe wires for a time, 
so take advantage.  Search the terrorists bodies then enter the subway train, and 
your off to see the wizard...that wonderful wizard Paul...because because because 
because because of the wonderful things he does! Err...okay just get on the subway.


           
7.3 Hell's Kitchen
           

Initial Primary Goals: 
- Meet with Paul

Initial Secondary Goals:
-NONE- 

Enemies:
NSF Terrorists
Automated Turret


Talk to the bums and the hooker if you want, then go up the steps and meet with 
Paul.  If you didn't save the hostages you'll get straight-faced welcome.  If you 
did, you'll get another straight faced welcome.  Such emotions out of these two 
Dentons!


 GOAL COMPLETED : Paul met with
 GOAL ADDED : Destroy the hidden NSF generator
 GOAL ADDED : Talk to the locals at the Free Clinic
 GOAL ADDED : Investigate hostage situation at the 'Ton Hotel.


Exit the subway station and turn 180 degrees.  You'll see a back ally; enter it and 
find the bum being cornered by two NSF agents.  Kill them both and you'll get a 
password from the bum.  On a side note, try and shoot baskets with the ball lying 
around.  I sure couldn't.  Now I can't shoot virtually, AND I can't shoot in 
reality!

Exit the alley and head to the steps that have the sign above them saying "Free 
Clinic."  Pass the loading point, holster all weapons.  In the reception area find a 
bum who's sitting on a black couch.  Talk to him to complete the goal.  If you need 
health, you can BUY health packs from the doctor or PAY to use his medbots.  WTF, I 
though this was called a "free clinic?"


 GOAL COMPLETED : Info received from locals at clinic


Exit the clinic and talk to the pair of UNATCO guys across the street.  Take the gas 
grenades from them, the proceed along to a place called "Underworld Tavern."  Kinky 
name, but nothing dirty inside, much to my dismay.  Enter it, pass the loading 
point.  Ignore the bartender and go to the far left side of the tavern.  DO NOT talk 
to the "Used Car Salesman?" unless you intend to kill him.  Talk to the girl wearing 
the tank-top.  She'll tell you something like "Johnny is mad..." and give you a 
goal.


 GOAL ADDED : A man named "Johnny" took a girl out behind the tavern.  Investigate 
the situation.


Exit the tavern from the green "Exit" sign to the back alley.  Turn right to find a 
shady character cornering a girl.  Listen to the talk to find he's a pimp and she's 
the, well,  "work force."  Kill the pimp then put away your gun and talk to the 
girl.  


 GOAL COMPLETED : 'Johnny' situation investigated


Go back into the tavern and talk to the tank-top girl.  She'll give you a password 
to use in the next level.  Exit again to the alley and climb the fire escape to an 
apartment building window.  Enter it to find its your brother Paul's apartment.  Get 
info from the datacube on the table then use it on the security pad behind the 
painting to reveal a secret room with an aug/supplies.  Enter the hall.  Note that 
this place has NSF taking hostages, so using a shotgun is not the best of choices.  
Take out your pistol and kill the two hostage takers, then talk to the freed male to 
get a password.  Proceed to the lobby and drop the last NSF guard, this one holding 
up the receptionist.  


 GOAL COMPLETED : The 'Ton's hostage's have been freed from captivity


Leave the 'Ton to the outside street.  Kill the NSF agent and turn right/proceed to 
an Osgood&Son's warehouse district.  Enter it, kill the guard, then go through the 
locked door.  If you don't have any lockpicks then you'll have to knock it down.  
Either way enter it, follow the tripwire guarded hallways(use an EMP or deactivate 
them using multitools) to an elevator.  Take it up to the roof.  If you don't want 
to lockpick the next door then use the ladder to the right of the elevator and roof 
hop to a fire escape.  From there, jump to the next buildings roof.  Kill the local 
NSF then run across the board and break into the building through the window.  Exit 
the building through the next window, though before you do you may want to get the 
LAW downstairs.  On the fire escape climb down and kill the NSF agent.  Enter 
through the door and through the not-workng elevator shaft.  Enter it and climb down 
using the ladder then hop into the elevator through the opened vent.  From there run 
down the corridor.

Find the warehouse district.  NSF patrol the area around it, so dispose of them all 
before entering.  


NOTE: An optional place of entry to the warehouse is through a sewer system.  Take 
the back alley to the left of the warehouse.  Get passed the trip wires and turrets 
then climb over the power generator using metal crates to find a grate and datacube.  
Open the grate to reveal the sewer system which can be used to get into the 
warehouse.


In the warehouse, kill all NSF forces then head upstairs to lvl 2.  Go to a computer 
room and hack the terminal.  Shut off the cooling systems, then watch the NSF 
generator overheat and blow up, at about 5 frames per second :|


 GOAL COMPLETED : NSF generator destoyed


Now head on up to the roof, but don't forget to blow open the safe to get the Speed 
Enhancement/Run Silent aug.  On the roof meet with Gunther then take the chopper 
back to UNATCO HQ.


        
7.4 UNATCO HQ
        

Initial Primary Goals:
- Meet manderley for a debriefing

Initial Secondary Goals:
-NONE-

Enemies:
-NONE-

Go past the bodyguards(they give me the creeps...) and enter the HQ.  Find 
Manderley's office; you'll have to wait, for another someone is in meeting with him, 
this the director of FEMA Walter Simons.  Listen to the conversation involving your 
brother, who Simons wants released from the coalition.  Afterwards when the door 
opens talk to Maderley.  


 GOAL COMPELTED : Manderley met for debriefing
 GOAL ADDED : Meet Sam Carter and stock up on weaponry


Go meet the weapons master Sam Carter to complete the secondary goal. If ya wanna be  
a little mischievous go overhear the interrogation taking place on level 4 with a 
captured NSF troop and Simons.  You'll be reprimanded but hey who cares, some 
valuable information can be learned.  Afterward go back up to the helipad to go back 
to Battery park.


                       
7.5 Battery Park, Mole People, NYC Tunnels 
                       

Initial Primary Goals: 
- Locate the airfield where the NSF moved the stolen ambrosia

Initial Secondary Goals: 
-NONE-

Enemies: 
NSF troop

Talk around with the bums.  One of them will tell you he has a code to a secret 
entrance to the mole peoples hideout.  However, he will opnly give it too ou if you 
have proof of alliance with the mole poeple. This proof is a password, 'underworld', 
received at Hell's Kitchen from the girl at the Underworld Tavern after saving her 
frined from the pimp.  This is a multitool saver.  Head into the subway to the phone 
booth with no phone, but a security pad in its palce.  Enter the code on the pad and 
it will retract into the ground, or use a tool if ya don't got the code.  Pass the 
loading point to a condemned and closed off subway station, home of...the Mole 
People, a bunch of self exiled junkies, smugglers and bums.  Hold your child's hand 
tightly in this place.  Note the brutish looking black guy holding an assault rifle 
to the right, but don't talk to him yet; simply remember his location.  Head all the 
way left to a sign on the wall.  Its a cigarette add saying their brand is the "Only 
brand recommended by the surgeon general himself!" Heheh, if that don't say 
something about the corruption of JC's world.  

Head up the steps and find a guard; he'll tell you this is "Rooks" territory.  Kill 
him and take his nano key, killing the other guard if he heard.  Use the nano-key on 
the locked metal detector, then blow open the locked door in the ticket office and 
get some important info from the datacube in there.  

Passing the office with the datacube turn left at the intersection.  It will be a 
loading point.  Turn left at the next intersection and climb the steps.  Find the 
Rooks' leader, El Rey, surrounded by a bunch of white girls talking all ghetto like.  
A painully pathetic sound to my ears, really.  Anywho, talk to El Rey and he will 
attempt sell you some LAMs.  He'll also give you your secondary goal, to kill the 
dealer down on the lower levels.  You know, the brutish guy I told you to note.  


 GOAL ADDED : Kill the dealer on the lower levels


After you kill him go back to El Rey.  He'll give you a free LAM.  Nifty.  


 GOAL COMPLETED : Dealer killed


Now go down the steps and turn left, NOT back into the loading point but past it to 
a tunnel entitled "Wall Street".  You'll find another subway station with a wrecked 
subway car.  Enter the car and find Charlie.  Talk to him to receive another goal.  
He'll tell you to become the Mole Peoples repair dood.


 GOAL ADDED : Fix the mole people's plumbing problem


Head all the way back to the point where you killed the drug dealer.  Get on the 
tracks and proceed to the north end.  Enter the utility room and blow away the 
boards with a LAM.  Avoid the steam, turn the two valves and go back and talk to 
Charlie.  

[Credit: Alv on the GameFAQs Deus Ex PS2 board for this information]


 GOAL COMPLETED : Mole people's plumbing problems fixed


In talking to Charlie he'll tell you the code for the women's bathroom, if you 
didn't already get it from a datacube.  Make sure no one's looking, then penetrate 
the restroom.  You have now completed the goal of who-knows-how-many 3rd grade 
males!  Ha-ha!  Okeey enough with the dry humor.  Enter the code under the sink, and 
viola! a secret passage will open up.  Enter through it past a loading point to a 
ladder.  Climb down to find another set of train tracks.  Proceed to the north end 
of them, killing NSF along the way, to a wooden shack near a cave-in.  Turn right 
onto the platform to another shack.  In the shack are two cardboard boxes.  Destroy 
or move them to reveal a brick that's sticking out of the wall, near floor level.  
Press the brick to reveal the location of the NSF commander.  He'll surrender right 
away.  After your talk grab the nano-key and supplies on the desk then get back on 
the tracks.  Go to the southern end to another cave in.  Jump up the cleft, kill the 
local NSF, and go through the men's bathroom to the left.  Lol, that rhymed.  Maybe 
I should become a poet! Err...forget I said that...


                         
7.6 NYC Tunnels, NYC Airfield, Private Airfield
                         

Initial Primary Goals:
- Locate and assassinate Juan Lebedev

Initial Secondary Goals:
-NONE-

Enemies:
NSF troops
Security Bot

Walk forward a bit and note the obstruction blocking your way.  There are two ways 
to get around the barrier; one is through steam, guaranteed to lose health, the 
other is through tripwires.  You should go through the tripwires since you can 
deactivate them with an EMP grenade or just destroy the turrets it activates.  
Either passage will do.  After you pass the barrier go to the hall with a gas 
grenade placed as a proximity mine.  Just run past it and it will do you no harm.  
Find the pacing NSF agent and kill him, and remember to take his nano-key.  Ignore 
the door to the right; it contains nothing but radiation and leads to the same place 
the nano-key takes you.  Through the locked door you'll find some tripwires.  You 
can jump across to the bridge, but in doing so turret activate.  Instead enter the 
vent at left.  Drop into through water, swim into the pipe, and wade to its end to a 
sewer.  Climb up onto the platform and pass the rats to the ladder.  Climb it and 
exit the sewer system.  

Proceed on to some double doors. Enter them and you'll find the two barrels of 
Ambrosia.


 GOAL ADDED : Locate the other two barrels of Ambrosia


Climb up the steps to the left of the Ambrosia to the second floor.  Kill the guard 
and enter the locked supply room.  Dispatch the NSF then take all the table has to 
offer.  Move the flower pot on the table to find a switch.  Press it and the 
bookcase will retract; inside an aug awaits.

Head back down to the double doors to the right of the Ambrosia.  Go through them to 
find a helipad.  Watch for the local NSF while you make your way to a lone doorway 
with guards on both sides.  Kill them and enter the hall watched by a turret and 
camera(ya can't have one without the...oooother!).  Destroy the camera to render the 
turret useless and get on the lift.  Take it up and go through the door to reach 
another airfield.  Run past the bots and hangar to a secured fence.  You don't have 
much time before the bots notice you, so quickly lockpick the box and press the 
button inside of it.  This will open a fence.  Press it, enter the area the fence 
blocked.  Go through the loading point.

You'll arrive at a private airfield, littered with security bots.  I really hope you 
have packed a few extra LAMs and GEPs for this little excursion.  

Run to the far right of the field, dodging or destroying security bots along the 
way.  You'll find a door leading to a dock.  Go through it to find the second barrel 
of Ambrosia.  Take the health before leaving, and make sure to take the nano-key on 
the metal crate.


 GOAL ADDED : Find the final barrel of Ambrosia.  This one is on Lebedev's 747


Exit the dock and head straight to another security box and another locked gate.  
Your nano-key will unlock it, so press the button and run past the storage bins to 
be safe of the omnipresent bots.  

This is the barracks area.  Kill the guard SILENTLY then enter the barracks.  As 
usual, clean it out and make sure no one sets off the alarm.  On the bottom floor 
there is a brick near the staircase; press it to reveal yet another secret area with 
an aug in it.  After gathering up the supplies head to the second floor of the 
barracks.  Enter the sleeping quarters with the four bunk beds and find the only 
unlocked supply bin.  Open it to find a health kit and a datacube with the passcode 
to the 747 docking tunnel.  Enter it and pass the loading point to the hangar.  

You'll get quite the shock at this point: Paul will radio you in and tell you he's 
working for the NSF! Yep, that's right.  Go talk to him near the 747 for more, then 
enter the 747 itself.  Head into the cockpit to find a nano-key for Lebedev's 
private quarters, which are located in the back of the plane.  Lebedev will be 
there, next to his bed, so talk to him.  A little ways into your chat agent Navarre 
will arrive and you'll be presented with an option: to kill Lebedev or kill Navarre, 
who will kill Lebedev herself if you don't.  Make your choice; decide which side 
convinces you most.  If you end up killing Navarre get away from her because she'll 
explode on death.


 GOAL ADDED : Meet with Jock's chopper and return to base


Now on to finding that last barrel of Ambrosia.  Its in the cargo hold.  Also in the 
cargo hold is a suspension vault with an aug in it.  The code is in a datacube under 
the bed next to Lebedev.  


 GOAL COMPLETED : All Ambrosia containers located


Head back through three damnable loading points to the helipad.  Get on the chopper 
and take off to UNATCO HQ.


                
7.7 UNATCO HQ, Hell's Kitchen
                

Initial Primary Goals:
- Meet with Manderley

Initial Secondary Goals: 
-NONE-

Enemies:
UNATCO agents


Well, your back at UNATCO...again.  Go meet up with Manderley...again.  


 GOAL COMPLETED : Manderley met with
 GOAL ADDED : Tell Jaimie that Simons is looking for him
 GOAL ADDED : Go to Hong Kong using jocks helicopter


Go and get supplies from Sam Carter then find Jaimie.  He'll be in the break room 
where you first found Navarre.


 GOAL COMPLETED : Jaimie told
 GOAL ADDED : Meet with Paul in the apartment


Back in Hell's Kitchen, go to the 'Ton.  Once in the 'Ton kill a character named 
JoJo  on the upper floor, otherwise he'll kill the hooker you rescued from the 
alleyway.  No big deal, just adds more depth to the game.  Now go meet Paul in the 
usual spot.  Also, in his apartment make sure to get the aug upgrade in his secret 
room.  


 GOAL COMPLETED : Paul met with
 GOAL ADDED : Send warning communication to terrorist group Silhouette


Proceed to the front entrance to the Underworld Tavern.  The roadblock ahead of it 
has been removed, so go through there and past a loading point.  Talk to the UNATCO 
rep then kill him, because later you'll need to make an escape with all UNATCO's 
little ants scurrying around trying to kill you.  Enter the warehouse, and note it 
looks nearly identical to the warehouse in which you disabled the NSF generator.  Go 
to the Medbot in one of the upstairs rooms then go to the roof.  Enter the 
communications relay center and hack the first terminal.  You damned well better 
have at least Trained hacking skill for this part, otherwise you'll have to go 
searching for a datacube which is in the note below.  Hack the first terminal and 
activate the satellite coordinates.  Then enter the next room and send the relay.


NOTE: If you have less then trained hacking skill your going to have to find a 
datacube. First, head into the room with the toxic fumes and computer mainframes. 
Wear a hazmat suite then get to the inside terminal. Shut off the toxic crap then 
open the hatch in the floor on the bottom level. Exit the room and go to the bottom 
floor to the hatch. In there is a locked door containing the datacube you can use on 
the computers on the roof.


 GOAL COMPLETED : Communiqu sent
 GOAL ADDED : Report to Paul and help him escape


Walter Simons will send you a transmission telling you he ordered the troops to kill 
you. So, everybody in the building will get gunning for you, as I warned you earlier 
about.  So, kill them all then exit the facility.  Get back to Paul's apartment and 
he'll tell you he's injured and cannot climb.  You'll soon hear a set MiB's at the 
door demanding your surrender.  After your talk go and kill all the MiB's and UNATCO 
officials you can, but in the end, DIE.  I'm serious.  You won't actually be killed 
and start at your last loading/save point; you'll be taken to a secret detention 
facility.  If you do not die in the 'Ton, or if you jump out the window, your 
brother will be killed, which will affect the objectives of the next level. If you 
don't care about Paul, go to the subway station and you'll be killed(but not really 
killed) there by Gunther and his army of mech.


                 
7.8 Unknown Location, UNATCO HQ
                 

Initial Primary Goals:
-NONE-

Initial Secondary Goals:
-NONE-

Enemies: 
NSF agent
Security Bot
Military Bot
Men in Black
Karkian
Greasel
Secretary


Yes, that's right, this level is called 'Unknown Location.' Well, your location 
should be pretty clear to you at least: a prison cell with no way out.  Walk around 
a bit, and someone or someTHING will send you a transmission.  He's(assuming its a 
he) 'Daedalus' and he'll open the cell doors for a limited time.  Crouch under the 
half-open door and look for the baton on a crate.  All that weapon gathering and all 
you got left now is a damn baton.  Well, smash the crate to upgrade to receive...a 
knife! Woo-hoo UNATCO, no scratch that, PLANET EARTH watch out o_o  


 GOAL ADDED : Find your brother(body) and help him escape
 GOAL ADDED : Get back your taken weapons from the armory
 GOAL ADDED : Escape captivity


The Paul goal is iffy...if you were knocked unconscious at the 'Ton he'll be alive, 
but if you were knocked unconscious at Battery Park he won't, in which case you'll 
only be ordered to veiw his body, and as to why I coudn't tell you.

Use the knife on the UNATCO official then get a code from the datacube.  Use it on 
the cell with the medbot and dead NSF agent, and get the sweet health pack for your 
troubles.  Open the cell next to it to find an NSF agent who'll help you and give 
you a medkit.  Basically he'll play the frontline, and he'll be killed pretty fast, 
but not before he does some damage.  So, sneak out of the detention block to a 
loading point.  Turn right to a bot maintenance center, but don't let the name scare 
you, because there are no bots active.  Yet.  Anyway kill the local UNATCO agents 
and head upstairs.  Meet with a mechanic and he'll give you a code to the armory and 
offer you some stuff to buy.  Press the switch near the window and go back down the 
stairs to a newly opened way entitled 'Armory'.  You'll find a pair of...  *dramatic 
pause* military bots.  Run past them and enter the code on the armory to find a sh!t 
load of weapons and multitools.  Take it all then head upstairs and hack the 
terminal to turn off the military bots.  While your up there you may want to 
consider obtaining the plasma rifle.  


 GOAL COMPLETED : Stolen weaponry/items retaken


Exit the bot maintenance facility through the loading point to a circular chamber 
with a locked door, the door being an exit.  Daedulus won't let you through yet.  Go 
on the platforms, kill the security forces and their K-9's and enter through the 
passage adjacent to the one you entered here with.  A scientist will come running 
and will talk to you/give you a passcode.  Pass the laboratories to another lab with 
the medical chamber connected to it.  Use the code from the scientist to open the 
door.  Talk to Paul, or depending on what you did last level look at his body, and 
use the medbot and exit.


 GOAL COMPLETED : Paul contacted - (or) Pauls body viewed


Proceed to the levels exit, the one Daedalus woudn't let you out of.  He'll give you 
the code once your there.  Once you pass it you'll discover you've been in the 
restricted part of UNATCO HQ, Level 4.  Proceed to the medical facility and talk to 
Jaimie.  Take the upgrade on the table next to him, then open the maintenance room 
in here to reveal another aug, this one a regenerator/ballistic protection.  Pick 
regeneratoin...its a lifesaver.  

Now go up to Level 2 and find Manderley talking to the hologram of Walter Simons.  
After your chat(notice I don't say 'friendly chat'), go outside UNATCO's facility to 
find ever-faithful Jock awaiting.  


 GOAL COMPLETED : Captivity escaped


                  
7.9 Secret Chinese Military Base
                  

Initial Primary Goals:
-Deactivate the weapons lock on Jock's helicopter

Initial Secondary Goals:
-NONE-

Enemies:

MJ12 troops
Security bot
Turret

First and foremost go down the steps near Jock's 'copter to find a nano-key, among 
other things.  Now go to the other loading bay and find a set of stairs.  Clear out 
barracks if it pleases you then enter the control towers/command center.  To the 
right is an infinitely locked door, but it will open because of your nano-key.  
Press both buttons in there to complete the goal.


 GOAL COMPLETED : Weapons lock deactivated


Back at Jock's 'copter watch him blow open the bay door across from you to escape.  
Run to it, avoiding turrets and bots.  Enter the elevator and take it down.


                          
7.10 Hong Kong, VersaLife, VersaLife Level 2 Labs 
                          

Initial Primary Goals:
-Look for clues to finding Tracer Tong at the complex Paul used to visit
-Find Tracer Tong somewhere in Hong Kong

Initial Secondary Goals:
-NONE-

Enemies:
Men in Black
MJ12 Commando
Security bot

Ahh...this level has a nice Chinese feeling to it.  Its also one of the longest and 
most complicated in the game.  For now go to the other end of the market to a hall 
with several entrances.  Enter the entrance to the right, the only unnamed entrance, 
to the Wan Chai market.  Go to the large complex in the center of the market, and 
talk to the doorman who's named 'Gordon Quick'(pretty strange name for a Chinese 
man, eh?) to receive a goal.


 GOAL COMPLETED : Clues found
 GOAL ADDED : Find and examine the Dragon Tooth Sword as proof is telling lies
 

Retrace your steps back into the hall.  This time enter the way marked 'Tunnochi 
Road.'  Cross the bridge and head into the tunnel entitled Tonnochi Road.  Proceed 
to the small road's hotel through some automatic glass sliding doors.  Pass the 
doorman and take the penthouse elevator(the elevator on the left) up and you'll 
conveniently arrive at Maggie Chow's apartment.  Talk to her to revceive a code then 
go to the grand piano and turn left.  You'll find a 'pepper sprayer' hanging from 
the ceiling.  Press the X button on it to reveal a secret area.  At this point turn 
around and kill Maggie and her maid, becuase they will be of no use anymore.  Enter 
the secret area, go past the tripwires to a painting.  Use multitools on it to open 
it and a direct entracne to the swords' keep will be opened. If you haven't the 
tools, then just pass through the tripwires and mow down the guards and make your 
way to the same point.  Hack the computer, or if you have insufficient hacking skill 
use 3 tools on the security pad to realese the Dragon Tooth Sword.  Go pick it up.

NOTE: The code Maggie gave you leads to an armory below a police station.  This is 
located in the market you started the level in, to the right in a building with a 
sign saying "No Unauthorized Personnel."  Multitools open the first door then use 
the code on the hole to the left.  Go down the ladder to find the armory.


 GOAL COMPLETED : DT Sword retrieved
 GOAL ADDED : Demonstrate Chow's guilt to the Red Arrow leader Max Chen


Now backtrack to the hall where the entrance to Tonnochi road is.  This time enter 
the tunnel entitled 'Lucky Money'.  Pass the mini-mall and you'll find the 
doorwomen. You'll have to pay to get your way into the club.  Inside talk to the 
dancing people, listen to the two gay chicks, and head upstairs.  Go behind the bar 
and go through the strange looking door made out of...bamboo?  From there enter the 
door at the head of the long table to find Max Chen.  Talk to him.

 
 GOAL COMPLETED : Maggie Chows guilt shown to Red Arrow leader
 GOAL ADDED : Tell Gordon Quick the reaction of Red Arrow leader


Some MJ12 commandos are now invading; consequently the framerate stutters BIG TIME 
so just let your allies do the work, but you will get a 150 skill point bonus for 
'Character Interaction' if you fight alongside Max's people.  Exit the club and mall 
and go tell Gordon the news.


 GOAL COMPLETED : Gordon informed


Gordon will give you a code to the compound he guards.  Use it then climb the steps 
to the right of the dog and proceed to some barracks with a kitchen on the right.  
Move towards the paintings and notice a keypad.  Use your code on it and the 
painting will withdraw.  Pass the loading point to the anteroom to Tracer's lab.  
Search the walls for a button and press it.  Talk to Tracer then gather up the mass 
amounts of supplies in his lab.


 GOAL COMPLETED : Tracer Tong found
 GOAL ADDED : Step into the center of the operating theater so Tracer can deactivate 
the killswitch


Step inside the chamber and stay in the center on the red part of the floor.  JC 
will make noises like he's being hurt, but no health will be subtracted.  Simply 
stand there until the red lights fade.  


 GOAL COMPLETED : Kill switch deactivated


Now go meet Tracer in the control center.  He'll send you out on an errand.


 GOAL ADDED : Get the ROM encoding for the Dragons Tooth Sword at the VersaLife 
building


VersaLife is located in the hall previous to the Wan Chai market.  It has a big sign 
saying 'VersaLife'. Enter its doors using the code Tong gave you.  Inside, go up the 
walkways to the top floor, ignoring the man in black but continuing to some 
cubicles.  Go to any one computer and hack it to get a visitors day pass.  The man 
in black could also do this, but that would cost you a mighty pretty penny.

Go up using the elevator and meet with the supervisor.  He'll tell you if you do 
anything out of the ordinary his guards won't hesitate to shoot.  Hmph.  I guess he 
didn't get hugged enough as a kid.  Take his threat with a grain of salt and go up 
the stairs to the right of the statue.  Enter the armory and hack the terminal to 
open a secret passage at the foot of the VersaLife statue below.  If you haven't the 
hacking skill your going to have to blow at least 2 multitools on the pad on the 
statue.  Go down the ramp, enter the passage and turn right, passing a loading 
point.  You'll be told then by Tong that the area your in is where his ROM encoding 
is located.  That means the square thingy in the middle of the room.  Take the lift 
on it up to a personal computer.  Hack it and download the encoding.  Once you step 
off the platform an alarm will sound, so all the gaurds are now enemies.  


NOTE: Three augs are located in the adjoining corridor.  Go down to the labs and 
hack the terminal to open aug containment pods.  


 GOAL COMPLETED : ROM encoding retrieved
 GOAL ADDED : Go to the temple in the Wan Chai market to cement the deal between 
triads


Now all you have to do is get out of VersaLife.  Your going to have to use heavy 
firepower, so be warned.  This temple your supposed to get to is next to Tong's 
compound.  Go there and talk to the Dragon Head's and a peace will be initiated.  


 GOAL COMPLETED : Deal cemented between triads
 GOAL ADDED : Report to Tracer Tong
 GOAL ADDED : Meet the triad leaders at the Lucky Money for a drink


For your secondary goal go see the triad members at the Lucky Money.  Other then 
some skill points and a crap load of wine nothing will be achieved.  


 GOAL COMPLETED : Triad members seen


Now go and see Mr. Tong once again.  He'll say you'll have to go back into the 
VersaLife building, but this time through a back entrance.  


 GOAL COMPLETED : Tong reported too
 GOAL ADDED : Steal the virus schematic from the level 2 of the VersaLife building


Exit Tong's compound to Canal Road, to the east of the temple where you met with the 
Dragon Heads.  You'll find a large subway tunnel.  Turn right and go over the road 
block to find an aug upgrade and some skill points, then afterwards go back over the 
roadblock and proceed down the subway towards your goals.  Enter the door using the 
code Tong was nice enough to give you to a maintenance room.  Lockpick the hatch or 
blow it open with a LAM.  Fall down the tube into the water.  Surface onto the pipes 
then enter the only open pipe.  At its end and to the right of the pipe is a 
datacube, so get a code from it.  Walk down the corridor and your good anonymous 
friend Daedalus will contact you.


 GOAL ADDED : Destroy the Universal Constructor


Use the code on the door to your right.  Go up the walkway to the first landing.  
Look down and you'll see a small grate.  Enter that to a ventilation shaft.  Proceed 
to a camera; deactivate it with tools then drop out of the shaft.  Ignore the bots 
to your left; they are inactive unless your dumb enough to set off an alarm or go 
through the tripwires.  To the room at right is a terminal.  Hack it to open some 
aug containment's pods, then go to the previous room with a scientist standing in 
front of a computer.  Kill her then hack open the doors using her computer and 
download the virus schematics.


 GOAL COMPLETED : Virus shematics sent to Tong


Now all the barriers to the UC are dissolved, so get to it!  In the corridor to the 
left, find a ladder leading down.  Take it down to a catwalk above the universal 
constructor.  Grab all the augs you can carry then proceed down another ladder to 
the floor.  If you killed Ms. Chow in her apartment nothing will happen, but if not 
you'll face her wielding a dragons tooth sword.  Kill her if she appears, then go to 
the terminal at the base of the UC, and enter the code Daedalus gave you to destroy 
it.  

 
 GOAL COMPLETED : UC destroyed
 OBEJCTVIE ADDED : Meet Tracer Tong


Your going to have to exit VersaLife from the pipes under the UC, as all other exits 
are blocked off.  Go through the sewers to a small dock with a ship in the water.  
Swim onto the ship and buy some weapon mods from the girl.  Press the pepper sprayer 
to reveal another secret area.  Afterwards leave the boat and find the bridge near 
the entrance to Tonnochi road.  Pass the loading points and go back and meet Tong.  


 GOAL COMPLETED : Tong met with, again
 GOAL ADDED : Go meet Jock/take his chopper to the PCS Wall Cloud


Jock has landed in the compelex's courtyard.  Go meet him.


           
7.11 PCS Wall Cloud
           

Initial Primary Goals:
- Enter the main building
- Scuttle the PCS Wall Cloud by blowing its 4 welding points

Initial Secondary Goals: 
- Bring Stanton Dowd some ambrosia
- Loot the storage area for needed explosives

Enemies: 
MJ12 troopers
Sailors
Military bot
Security Bot

Talk to the pacing soldier to receive a key to the gate.  Then go to the left near a 
barrel and box.  Push them aside to find a grate; open it using lockpicks and inside 
you'll find a nano-key.  Move out and head towards the warehouse ahead of you, for 
that will be our secondary goal.  Raid it and take its supplies to complete the 
goal.  Don't worry about the bots, even if an alarm goes off they'll just sit there, 
probably having some lewd dream about hooking up with a personal computer. Hahah I'm 
here all week folks.    


 GOAL COMPLETED : Storage area raided


Exit the warehouse and move towards the office building marked 'Commander'.  Blow 
its door open, and inside blow the safes door open to reveal an aug.  DO NOT PRESS 
THE SECURITY PAD.  If you do an alarm will sound and the two military bots will wake 
up from stand-by.  Go outside the office to a gate.  Your going to have to blow it 
open if you don't hold the key.  Pass the military bots and find a crane.  Take the 
lift up to its top and press the button on its side.  This will make the maintenance 
lift retract towards you.  Get on it and use it to get to the roof.

------------------------------------------------------------------------------
Optional place of entry:  You can also enter the main building via its front door.  
The first MJ12 guy will let you by and you'll come to a dock.  Its guarded by some 
MJ12 and a security bot, and you'll have to jump into the water and find the ladder 
to the ship to get on it.  I don't recommend this route.
------------------------------------------------------------------------------


 GOAL COMPLETED : Main building entered
 GOAL ADDED : Board the ship


Go into the vent system and pass a loading point.  To the left crouch under to 
another shaft and you'll find another crane's control systems.  Press its button to 
make a hanging truss postition itself as a bridge to the ship.  Use it.


 GOAL COMPLETED : Ship boarded
 GOAL ADDED : Get to lower levels


Upon boarding the ship, clear out its deck then penetrate the lower levels through 
the doors.


 GOAL COMPLETED : Lower level penetrated


Search out the rooms you'll find here.  On the upper floor you'll find an ambrosia 
vial in a room without a door to give to Dowd.  The armory is accessible only though 
its main pad, but the electronics room can be entered via the vent shaft leading 
into it.  Make sure you visit the sick bay for a medbot check up, and while your 
there grab the nano-key on the table.  Oh yes and make sure you get two codes from 
the datacubes located on the tables of the various rooms.  Now find an impenetrable 
door.  Use your teeny tiny nano-key on the massive thing and it will unlock.  Pass 
the loading point to reach the ships hull.  There are two welding points in here; 
one is to the far right on the other side of the incinerator, and the other is 
behind the incinerator.  Blow the first one.  To access the one behind the 
incinerator your going to have to use some pipework.  Use your code, you should have 
got, on the out-of-place keypad under the bridge.  It will lower the bridge.  Get on 
it to a small room with a bed.  Go to its window.  Outside of it is a pipe.  Break 
the glass and jump onto the pipe, then follow it to view the welding point.  Use a 
LAM or GEP on it.

Now enter the next loading point, guarded by a pair of Chinese thugs, and follow the 
corridor to the right.  You'll come to a funny looking machine called the bilge(oh 
the irony!  If you don't get it look up synonyms for 'bilge') pumps; Tong will tell 
you to reverse their actions.  Do so by hacking the computer.  Afterwards go the 
welding point located in here and blow it.  3 down, 1 to go! 

Go up the stairs in the room with the bilge pumps.  Find an electrician who 
complains of some wiring problems.  


 GOAL ADDED : Fix the technicians wiring problems


Do you feel it seems kinda pointless, you tying to fix something on a damned ship, a 
ship your supposed to(and will) sink?  Well, that's because it IS pointless, but if 
you do it you'll get some valuable skill points.  So go down the hall to a room with 
electric arcs splashing everywhere.  A mini spider bot inhabits this room, so watch 
out.  Near the spider bot is an electric panel.  Bypass it using some multitools 
then go into the grate to the left of it.  In here you'll have no trouble finding 
and bypassing the next two panels, though watch the tripwire; another mini spider 
bot will emerge if you pass through.  After all three are bypassed your goal will be 
completed.


 GOAL ADDED : Technicians problems solved


Aright, now go back to the bilge pumps and backtrack from there to the loading 
point, but not through it.  Instead go down the corridor you haven't yet explored.  
Drop the MJ12 then enter a room with a round electric generator.  Pass it, then go 
through the long adjoining anteroom to a supply bay with several inactive turrets.  
Its sparsely guarded; go to the other end to find the final welding point.  Blow it.


 GOAL COMPLETED : All welding points blown


The ship will sink shortly, though of course not while Your Grace is on it.  Get off 
the ship back to the docks then find an entance entitled "Crane Control".  You'll 
soon find the vent you entered the building with, so head back to the roof to find 
the waiting Jock.


         
7.12 Graveyard
         

Initail Primary Goals:
- Meet Stanton Dowd in his families' mausoleum

Initial Secondary Goals:
- Bring Stanton Down some Ambrosia

Enemies:
MJ12 Troopers
Gatekeeper

Go up to the gate and press the button.  A gatekeeper will come out and open the 
gate for you.  Go to the mausoleum(a few of the open graves contain bio cells or 
ammo, FYI) to find Dowd.  If you got the Ambrosia from the previous level, you'll 
complete your secondary goal.


 GOAL COMPLETED : Stanton Down Met
 GOAL COMPLETED : Dowd given Ambrosia
 GOAL ADDED : Destroy the EMP field keeping Jock from landing


Remember the gatekeeper? Well he's a spy.  Go to the gate house and kill him, 
killing newly arrived MJ12 along the way, then find the painting in the gatekeepers 
quarters.  Move it aside to find a security keypad.  Use a 'tool on it to reveal the 
location of the EMP field generator.  Drop a LAM in front of it then move away.  Or 
a GEP/LAW will also do it in.  


 GOAL COMPLETED : EMP field destoyed
 GOAL ADDED : Meet up with Jock


Now go back into the cemetary and meet with Jock.


            
7.13 Paris, Catacombs
            

Initial Primary Goals:
- Make contanct with the Illuminati in Paris
- Make contact with the Silhouette in the catacombs
- Find the former Illuminati leader Morgan Everette

Initial Secondary Goals:
-NONE-

Enemies:
MJ12 Commando
MJ12 Troopers
Security Bot
Greasel
MiB

Your on a roof of an abandoned apartment building.  Go to the small shack to the 
left and blow its door down.  In there activate the lift, take it down.  If you 
haven't the explosives or lockpicks your going to have to drop, level by level, from 
the shaft to the right of the lift's shaft.  At bottom go up the steps, pass the 
cats, and find a homeless(err, not quite I guess) lady.


 GOAL ADDED : Kill the 4 greasel inhabiting the sewers then report back to the 
frightened woman


Go back to the lift and send it up, but don't be on it when it ascends.  You'll find 
a ladder going down under the lift's landing point.  Use it to reach another 
ventilation shaft.  Exit the shaft from any of the vents to a room with a LOT of 
radiation, 100 REMs as Tong says, whatever the hell that means.  I hope you have a 
hazmat suite/environmental protection/regeneration aug, cuz you gonna lose a lot of 
health in there.  Pass the radioactive room to a repair bot.  A transmission will 
come up from a thing named 'Icarus' and tell you it has 'full accsess to your 
systems'.  Well...are you freaked out?  Well, maybe I'm just a wimp, but it scared 
the hell outta me first time I heard that.  Speaking of which, first it was Daedalus 
and now Icarus...you know, the greek myth story of Daedalus and Icarus.  You don't 
know? o_O

Take the bio energy the repair bot gives then head up the ladder to a sewer system.  
As the homeless lady told you, 4 greasels inhabit the area.  Take out a flame-
thrower if you have one, as its best for defeating the greasels, and kill them.  
Afterwards go back and tell the homeless lady the news.

 
 GOAL COMPLETED : 4 greasels killed


After you meet with her, go back to the sewers that the greasels made their home 
with.  Follow where it goes to a loading point.  Climb the short ladder and break 
the crate on the left for a lockpick.  Climb the next ladder out of the sewers to a 
town center patrolled by 3 MJ12 commandos.  


NOTE: In the building with a locked door you can find a telephone.  'Icarus' will 
call you up and give you a messege.


Kill the commandos then go into the subway station.  Talk to the weapons dealer for 
another goal.


 GOAL ADDED : Kill the 3 MJ12 agents guarding the station


Move towards the ATM's, hack them for cash if you want, turn right to find a 
security bot-patrolled hall.  Destroy it and the 3 MJ12 should show themselves; kill 
them.  There's a medbot in the office, along with some supply crates.  After you use 
them head back to the dealer.  


 GOAL COMPLETED : 3 MJ12 commandos killed


Exit the subway station and search the bodies of the MJ12 commandos you killed.  On 
one is a nano-key.  Take it then use it on the door.  If you can't find it or if you 
blew up the guy with the nano-key and cannot find it among the gore there is a 
boarded up back entrance in the alley.  Either way you'll find a stairwell; climb 
down.

For the first section of the catacombs the only thing you'll be doing is making a 
slow promenade through the tomb, casually killing off MJ12.  No help needed.  
However once you reach an infinitely locked door, well, you'll need help.  So, move 
back a bit and look up at the doorway to find a wine bottle on a ledge.  The ledge 
is a brick that should be pushed.  Push it; the door won't open, but something else 
will: a sliding door behind you that will reveal Silhouette's hideaway.  Talk to the 
guards then go into the center chamber to find Chad, the Silhouette's leader.  


 GOAL COMPLETED : Silhouette found
 GOAL ADDED : Rescue the 3 members of the Silhouette that have been taken hostage
 GOAL ADDED : Protect hostages as they make their way back to Chad's hideaway 
 GOAL ADDED : After the rescue attempt, inform Chad of the hostages' fate


Chad will give you that nano-key required to open the locked door.  So pass through 
it and kill the pacing MJ12 commando.  Afterwards proceed through the tunnels 
littered with bones to another bunker, this one bunker 2.  In there is a bum who'll 
sell you medkits, so barter with him if you want then continue on to a place where 
Tong sends you a transmission describing an exit to the catacombs that has been 
closed off.  There is a LAM halfway along that tunnel, don't even bother, but go 
into the entrance to the left of it.  Drop the MJ12 agent and hie(old english 
word...yes I know the spellcheck says its wrong, and yes I don't exactly know what 
it means either) into the next tunnel to the right to find some tripwires.  Use your 
Spy Drone on the wires, if you don't have that use your EMP frenade, or multitools, 
and if all else fails destroy the turret and pass right through.  Through the next 
door you'll find the bunker in which the hostages have been taken.  The area is 
heavily guarded, but make sure you kill each and every one before letting loose the 
hostages.  The key to their cell is in the adjoining chamber on the table.  Follow 
the hostages back to Chad's bunker, making sure they don't get themselves into any 
trouble.  After their back go talk to Chad.


 GOAL COMPLETED : Hostages freed
 GOAL COMPLETED : Hostages escorted back to Chad
 GOAL COMPLETED : Chad informed of their fate


Chad'll give you a nano-key for the exit to the catacombs.  The exit is located near 
the bunker your in; do some searching and you'll find it easily.  Unlock and head 
through.   


       
7.14 Paris
       

Initial Primary Goals:
-Find/make contact with Nicolete Duclare
-Make contact with the former Illuminati leader Morgan Everette

Initial Secondary Goals:
-NONE-

Enemies:
Security bot
MJ12 Commando

Once again, your in another sewer system.  Sheesh how many of these are there? Climb 
the first ladder you arrive at and exit the sewers from the hatch, but you'll have 
to use a lockpick or use firepower to get past it.  At the first hatch you'll be in 
an alley of a large town.  Move towards some ATM machines on the wall, watch out for 
the security bot.  

When you reach the hostel, in which Tong will point out, enter it and find the bar 
behind the front desk.  Talk to the drug dealers to receive a goal.

 
 GOAL ADDED : Steal the zyme from building 15 and bring it back to the dealers for 
cash


Get back onto the main road and find an alley near the middle.  Go through the 
laoding point and walk towards building 15, which will have a number pad next to it 
saying so.  Tong will point out it has electronic security.  Break the entry and 
move towards the vents.  Open them to find the zyme and some cash.  Report back to 
the dealers, but refuse the first time.  They'll offer again, this time for DOUBLE 
the asking price.  let 'em have it to make a nice profit.


 GOAL COMPELTED : Zyme stolen/returned to dealer


Go back to bulding 15, this time find the club located next to the sidewalk at the 
other end of building 15.  Enter it and pay the cover charge to enter.  If you 
haven't the cash or are too damn cheap to pay there is a back entracne in which you 
can blow open, though the explosion might attract some of the clubs security.  In 
the club, head up stairs and DONT PAY ANY OF THE PARTY PEOPLE FOR INFORMATION.  They 
are total rip offs and the info they priovide is either bull or simply something you 
already know.  Up stairs find the girl sitting alone in a chair and talk to her.  
She'll tell you she'll talk to Nicollete and get her to meet out behind the club.


 GOAL ADDED : Meet Nicolette behind the club


Exit the club and meet the chick out back in the alley.  Jock has conveinently 
landed.  Talk to her, and find that she IS Nicolette.  Move on to the Chateau using 
Jock's 'copter.  As you take off you can see the pathetic Gunther srambling to the 
position the chopper was in...a sad sight.  I bet you can't wait to put him out of 
his misery, eh?  Well, the wait is almost over...


            
7.15 Chateau Duclare
            

Initial Primary Goals:
- Search the chateau for evidence of the relationship between Everette and Beth 
Duclare
- Find the former Illuminati leader Morgan Everette

Initial Secondary Goals:
-NONE-

Enemies:
MJ12 Commando

At the chateau(pronounced chay-tow, if ya didn't know) enter the mansion, preferably 
through the back as it requires no lockpicks or explosives, and go up the steps and 
find Beth's room.  It'll be locked, you can find the key behind a lamp in the 
upsatairs hall to unlock it.  In Beth's room grab the key to Nicolettes room on the 
shelf, then go to the painting.  Open it to find a bunch of goodies, including a 
nano-key to the celler.  Don't forget the two datacubes, the one in the painting and 
the one near the leg of her bed.  Go back to the hall and find the next locked door; 
open it to find Nicolettes room.  Move the skull on her shelf to reveal a thermoptic 
camo and some other things(what was Nicolette doing with a thermoptic camo? Why, to 
sneak out when grounded! I need to get me one of those!).  Go back downstairs to the 
kitchen.  Open the way to the cellar to find a bunker.

 
 GOAL ADDED : Find the secret computer roor used by Beth


Proceed through it to an entrance blocked by wood.  If you don't feel like blowing 
it open or crouching around it use the 4 by 4 leading up to the vent, which will 
lead to the same place.  


NOTE: If you go through the 4 by 4's, Nicolette will follow, literally shattering 
the wood to peices.  Huh, she is the one person you can call, and truly mean, dense.


Use the computer, you should have the login, so send the signal.  


 GOAL COMPLETED : Computer room found
 GOAL COMPLETED : Chateau searched for evidence


Exit the chateau through the back way to find a maze.  Kill the two MJ12 commando's 
and find the mazes exit, an entrance to another sewer system.  Follow it to a 
loading point.


            
7.16 Templar Cathedral
            

Initial Primary Goals:
- Access the Templar computer system so Everette can complete a vaccine
- Find the former Illuminati leader Morgan Everette

Initial Secondary Goals:
- Recover the stolen gold from the Templar

Enemies:
MJ12 Commando
MJ12 Troopers/Snipers
Security bot
Military Bot

Jump onto the dumpster and into the building behind you, smashing the glass.  There 
is a nano-key in here, among some wine bottles, for the front gate.  Jump out the 
window with Speed Enhancement to break your fall and kill the surprised commando.  
Follow the road to a barrel with a fire in it.  Take out your Spy Drone and fly it 
over to the military bot, then detonate it.  If you don't have the Spy Drone or if 
it doesn't have a heavy enough EMP attack use a LAM/LAW/GEP on the military bot.  
After it is destroyed get the attention of the snipers on the bridge.  They'll come 
and open a door to your left.  Kill the oncomers then head up the steps to the 
bridge and grab supplies and a sniper rifle to pick off MJ12 in the distance.  

When your done sniping get back down to the road and follow it to the Templar 
Cathedral, a massive church-like building.  There are two entrances; one is through 
the main door leading to barracks and the other through a trellis leading to a sky 
window.  The area around the cathedral is watched with about 6 security bots so make 
your decision FAST.  I would recommend using the trellis.  In using the trellis 
you'll drop into a library, not having to blow through the guarded barracks in which 
the library is above.  You may want to check out the barracks anyways for some 
weapon mods and ammo.  Make your decision then go back into the library and head 
through the doorway.  Turn left, kill the sniper, and go up the walkways to a dark 
hall patrolled by a sniper.  Kill him then head down the walkways and enter the 
first doorway you'll come to.  Descend the steps to find a vault door on your left.  
Its locked, of course, but note its also the place where the gold is stored.  Unless 
you want to waste a lot of multitools, get the code from up the steps and through 
the unlocked door to a room with an MiB.  The datacube is on the table.  Now go back 
to the safe and open the doors.  Run past the tripwires then run back; that's all 
you have to do to complete the goal.


 GOAL COMPLETED : Gold found


Turn left at the safe to another room with an unlocked door watched by a camera and 
turret.  Pass the camera and go through the locked door.  You'll get a transmission 
from Gunther(remember him?) taunting you.  Enter the next room to meet him face to 
face.  After your chat he'll take out a flame-thrower.  Needless to say, don't get 
too close.  Take out a LAM or other explosive to spill his guts all over the floor.  
Afterwards hack onto the computer if you don't have a login and send the 
transmission to Morgan Everette.  


 GOAL COMPLETED : Transmission sent to Everette
 GOAL ADDED : Go to the metro sation and await further instructions


Exit the Templar back to the road.  Find the subway station near the entrance to the 
cathedral courtyard and enter it.  


 GOAL COMPLETED : Metro station entered and awaiting further instruction
 GOAL ADDED : Meet Tony Atanwe in the metro station


There aren't any enemeis in the metro, unless you decide to go on rougue cop-killing 
spree, which is always fun.  In which case a pair of security bots will emerge.  
Anyway go down the hall and find the automatice door leading to the subway.  Note 
there is a repair bot in a locked sliding door, and a crooked mechanic will sell you 
stolen mods through the break room.  After finding Tony you'll be presented with an 
option, to find Everette on your own or have this Tony knock you out and take you to 
him.  Well, it turns out its not an option and either way you'll be knocked out.  
When you awake you'll be in Everette's building.


             
7.17 Everette's Hideout
             

Initial Primary Goals:
-Find Morgan Everette

Initial Secondary Goals:
-NONE-

Enemies:
-NONE-

It should be fairly easy to find Everette.  If you need help, well uh...LOL.  
However there is a small bedroom near the kitchen.  In it is a painting.  Blow it 
open with the PS20 on the table and find a man in cryogenic storage. Don't ask me. 


 GOAL ADDED : Tell Everette to adjust the temperature


Go to Everette and tell him that.


 GOAL COMPLETED : Everette told
 GOAL ADDED : Tell the man in storage he is not to be released


Heheh, that should reveal a few things about Everette's character, though I won't 
spoil anything here.  Go tell the man in storage what Everette told you.  


 GOAL COMPLETED : Man in storage told


Note: You can shut down the man in storage's life support, using the security 
terminal. Doesn't make any difference, though. 

You should have gotten a key now from Everette.  Don't forget to visit Alex and the 
medbot, and you may want to check out the mysterious AI in the room adjacent to 
Alex.  

Afterwards go back to the point where you started the level.  Go to the infinitely 
locked door and unlock it.  In the helicopter bay talk to the 'Odd Mechanic'.  He 
will be very agitated and openly nervous.  He will also mention several times there 
is nothing wrong with the helicopter so 'don't worry about it!'.  Uh-huh, that 
should tip you off.  Go to the barrels to find a dead mechanic.  When the connection 
is made in your little brain kill the odd mechanic and talk to Jock.  As expected, 
he'll find a bomb onboard that would have killed him in Area 51, a place several 
levels away.  Board the chopper to the Vandenberg Airforce Base.  


                
7.18 Vandenberg Airforce Base
                

Initial Primary Goal:
- Destroy all the bots that are keeping the base under lock-down

Initial Secondary Goal:
- Activate backup power for the X-51 scientists' bot security system 

Enemies:
Security Bot
Military Bot
Spider Bot
MJ12 Commando
MJ12 Trooper
MiB
 

You'll start out on the roof of Vandenberg.  A scientist will talk to you, giving 
you your secondary objective.  I wrote it as starting goal because, well, it 
practically is.  

You have a decision.  If you don't want to complete the secondary goal your going to 
have to come up with a lot of GEPs, LAWs, LAMs, EMP grenades, or Spy Drone power.  
All bots are located directly below on the ground, and your going to have to take 
each one out like you normally would, so you don't need the following 
walkthrough(which explains the secondary goal).  After you destroy the bots scroll 
down to "GOAL COMPLETED : All bots destroyed" and read on.

For those of us who like to go the extra mile and would like to complete the 
secondary goal, read below.  I promise you'll get a great reward and relief.

Go through the door and climb down the stairs.  Destroy the turret and camera and 
proceed through the next two anterooms, killing off local pests, e.g. UNATCO agents.  
When you arrive at the elevator take it to Level 2.  Kill the MiB and MJ12 on the 
floor and descend the walkways leading down.  You'll find the first switch for one 
of two generators needed to activate the backup power to the X-51 bot system.  Press 
it.

Go through the double doors and make your way out of the base.  Turn on Radar 
Transparency or Speed Enhancement(to get by the bots) and turn left towards the last 
generator, guarded by a couple of snipers in a tower.  The switch will be in an 
unlocked power box.  Press it.


 GOAL COMPLETED : X-51 bot system given backup power


Aright backtrack to the entrance to the base and head north towards a pair of 
military bots.  No, I'm not crazy.  RUN to the shed to the left and press the button 
to open its door.  You'll find a pair of inactive military bots.  Activate them by 
pressing both switches.  

Here's your promised reward: The X-51 bots will take care of all the MJ12 bots for 
you, as they are invincible.  And you also get a cookie, but please claim that at 
the end of the FAQ.


 GOAL COMPLETED : All bots destroyed
 GOAL ADDED : Go to the communications center to gain access to Gary Savage


The other shed is the communications center, open when all bots are destroyed.  
Through the loading point, talk to the scientists.


 GOAL COMPLETED : Comm center entered 
 GOAL ADDED : Use the tunnels to find key to the control room
 GOAL ADDED : Enter the control room and Find Gary Savage
 GOAL ADDED : Uplink Daedalus to the military computers near the control room


Enter the hatch in the back of the communications center(but not before gearing up).  
In the tunnel avoid or destroy the spider bot to a set of tripwires.  Use an EMP 
grenade, bypass the terminal, or just run through the tripwires.  If you run through 
them spider bots will appear and the door will slowly begin to close.  Get through 
the door fast as it doesn't open again.  Let it close on the bots.  Go through the 
loading point then through the radioactive hall(you can bypass the radioactive hall, 
if you don't have the health to waste, using lockpicks on the door to your left.  
Depending on your skill level, it varies from 9 to 3 lockpicks needed).

At the end you'll find a pair of un-bridged platforms.  To get to the other side, if 
you lack the appropriate running skills, your going to have to use the lift 
operator.  The lift operator is located down the walkways and past the tripwires.  
Set the lift to "3" and it will bridge the platforms.  Across disable the spider bot 
then find the dead scientist.  Take the mission-critical nano-key and go up the 
ladder to arrive back at Vandenberg.


 GOAL COMPLETED : Tunnels use to find key


Well the point of going through the tedious tunnels was to get the nano-key.  Head 
up to Level 2 and find the infinitely locked door.  Unlock it with the nano-key and 
go through.  Go past the PC and head up the steps to find Savage & company.  Talk to 
him.


 GOAL COMPLETED : Tunnels used to find key to control room
 GOAL COMPLETED : Savage found


Grab the nano-key on the cart to the right of Carter, then descend the stairwell to 
the lowest level.  You'll find a small air-conditioned room with a fan.  Blow away 
the fan and go through the hole.  Drop down to the second level and go to the PC, 
but watch the electrical outbursts, which can be disabled using the power terminal.  
Savage gave you a user name so log in and upload Daedalus.


NOTE: If you don't have any explosives you can use lockpicks, if you have neither 
your going to have to go back to Carter and towards the cart with the nano key.  Go 
through the door to the left to another electrical outburst room.  Take the lift up 
and go to the mission critical PC.  


 GOAL COMPLETED : Daedalus Uploaded
 GOAL ADDED : Meet back with Save as Bob Page will send you a message


Go back to Savage and to the hologram machine to find Bob Pages ugly face taunting 
you.  Ah, as blue as the sky does Bob patronize you.


 GOAL COMPLETED : Bob Pages message heard
 GOAL ADDED : Meet with Jock in the Northeast section of the base


Exit the compound to the outside, where you destroyed the bots.  Jock will be in the 
far Northeast section.  Meet up with him.


               
7.19 Abandoned Gas Station
               

Initial Primary Goals:
-NONE-

Initial Secondary Goals:
- Rescue Savages daughter

Enemies:
MJ12 Commando
MiB
Dogs
UNATCO Agents

Ahead of you are some bums huddling around a fire.  You might also find Sandra 
Renton(ya know, the rebellious girl from the 'Ton) if you saved her from JoJo.  Talk 
to the male bum to get a nano-key and he'll offer you some supplies.  Buy what you 
want then go back to the locked sewer entrance.  Unlock it with the key and climb 
the ladder inside to pipe to arrive at the Gas Station.  You must be stealthy here, 
otherwise the MiB will kill Savages daughter.  Take out a quite weapon, notably a 
stealth pistol or knife, and slay the first UNATCO guard.  Go around to the other 
side of the gas station and through a gate.  Kill the dogs and guard then climb the 
ladder to the roof.  You can enter the building your in, but it only has supplies, 
and not much at that.  So jump across to the next buildings roof.  CROUCH, the take 
out a machine gun/heavy weapon/something your good at killing MiB's with the drop 
down and let your guns go a blazin'.  Kill everyone in sight, except for Savages 
daughter, who's in the small cell.  Talk to her and tell her to wait where she is 
while you clear out the perimeter.  


 GOAL COMPLETED : Savages daughter rescued
 GOAL ADDED : Meet up with Jock in the junkyard


With Savages daughter safe you may go going into a loud and wild killing spree.  Or 
not.  Whatever just make sure everyone is dead.  Go back to Savages daughter and 
tell her to break for Jocks copter.


 GOAL COMPLETED : Jock met with


         
7.20 Ocean Lab
         

Initial Primary Goals: 
- Steal a mini sub from the URV module and take it to ocean lab
- Recover the schematic Gary Savage needs to finish a Universal Constructor with

Initial Secondary Goals:
-NONE-

Enemies:
MiB
Military bot
MJ12 trooper
Walter Simons
Karkian
Greasel

Dispose of the military bots with whatever means are available to you then go to the 
center of the patrolled area.  Enter through the door and up a set of twisting 
stairs.  You'll come to a small lab area.  Kill off the local Mj12 then talk to all 
the scientists for information and passwords.  Find a set of ladders going down.  
Climb them to the bottom to reach a loading point.  Get past the turret watched 
halls and you'll find another lab with several more scientists, bustling round doing 
their thing.  Talk to the female to get a login and password then climb the stairs, 
killing as necessary.  Progress on 'til you find the sub bay.  One is under 
construction, the other is operable.  First your going to have to open the bay doors 
using the security terminal by the mechanic.  You got the login from the female 
scientist but if not just hack it.  After you open the doors press the X button on 
the mini sub.  Too bad you can't ride it :(.

 
 GOAL COMPLETED : Mini-sub stolen


At Ocean lab head up the stairs.  There are two doors, but they only lead to a 
karkian observatory.  So head up the next set of stairs, all the way to the top.  Go 
through the unlocked door to a room watched by a turret that cannot be shut off.  
Destroy it then head through the door to another turret watched room.  The locked 
door ahead of you is what you need to enter, but unless you want to waste a lot of 
lockpicks, get the key from the supply room in the hall next to the turret.  Pass 
through the door to a greasel lab.  Take out your flame-thrower and set on fire the 
greasels let loose.  Climb into the water using the ladder.  Use some multitools on 
the security pad, or you can find the datacube w/ the code in the adjoining room.   

Exit the water to a loading point.  Climb the steps to find a small room with 
electricity running wild.  Avoid it best you can through the door(don't forget about 
the datacube on the table).  From here, make your way past some turrets and down 
some ladders to a half finished mining tunnel.  To the right entrance is a karkian 
and nano-key for the door.  Enter the door(watch for greasel) and go on until you 
find a large spider bot.  Deactivate it using a Spy Drone or whatever lies in your 
inventory(ignore the lifts to the far left and right...they lead to nothing but a 
radioactive rooms watched by many spider bots, the only reward being some sparse 
supplies).  Go to the lift and take it up.  Destroy the two turrets and go to the 
security terminal/hack it to extend the bridge, if you don't feel like jumping 
across.  Approach the Universal Constructor and you'll get a transmission from 
Everette telling you to login into the PC to the left.  Do so and upload the UC 
schematics into JC's brain.


 GOAL COMPLETED : UC Schematics recovered
 GOAL ADDED : Meet with Jock and Savage on the outside roof of the Ocean Lab 

 
Now head all the way back to the half finished mining tunnel to find Walter Simons 
himself in a face off.  Take out a LAM or GEP or LAW or anything that is explosive 
and use it against him.  He tote's a plasma rifle, in which a direct head hit can 
take away all your health, so there is no time to play with him.  You can also draw 
him into the track and turn on the electricity, but that's too damaging.

After that cocky bastard Simons is dead, backtrack all the way to the mini-sub.  
Take it back to the other lab.  From there backtrack to the place where the friendly 
scientists talked to you/where the MiB were.  There is a walkway and ladder leading 
to the roof, use them to find Savage and Jock.


 GOAL COMPLETED : Savage and Jock met with


          
7.21 Missile Silo
          

Initial Primary Goals:
- Abort the launch sequence of the nuclear missile

Initial Secondary Goals:
-NONE-

Enemies:
MiB
Dog
Security Bot
MJ12 commando
MJ12 trooper
Howard Strange

Start out by circling the wooden enclosure to find some dogs and an indestructible 
hatch.  Kill the dogs and approach the building ahead of you.  Before entering you 
may want to listen in on the troops' conversation.  Otherwise take out flame-thrower 
and set fire those around the table.  Pick up the nano-key and ammo then head up.  
Use the security pad to get to the attic if you want, but either way go out onto the 
walkway.  Destroy the bots and guards in the area then enter the other wooden 
enclosure.  The main door is locked, but you can lockpick it or use the lift, at the 
cost of some multitools.  If you have none, there is an alternate route.  Go to the 
building with the walkway connected to it, the other one that you weren't on.  In 
there is a vent.  Enter it and out to find some steps.  Head to the bottom and enter 
the silo control center.

Go down the hall, ignroing the poinltess tripwires, killing the MiB and MJ12 in the 
area.   Head to the left to a locked bathroom.  Open it to find a datacube with a 
login and password to the missile launch terminal.  Climb the stairs to it and press 
the red abort key.  Now hack the terminal, or use the login you can get from the 
bathroom, and reprogram the launch.


 GOAL ADDED: Make sure no one interferes with the launch of the missile


Exit the missile control center to the missile silo.  You can either a) blast your 
way up the walkways to the top where a certain Howard Strange is tampering with the 
launch, or b) use the vent in the main hall to land in some water.  Form here press 
the underwater button to make the lift descend to your level.  Go to the 3rd floor, 
clear it out, and safely snipe Howard with no trouble(he carries a plasma rifle).


 GOAL COMPLETED : Launch sequence secured
 GOAL ADDED : Meet Jock outside the silo


Get on the lift and take it to level 6.  Clear the level out and climb the ladder.  
You'll go through a loading point and find that you were in the indestructible hatch 
I mentioned earlier.  Now go meet with Jock.  


        
7.22 Area 51
        
          
Initial Primary Goals:
- Get past the blast doors to the north of the helipad
- Gain Access to the Area 51 bunker

Initial Seconday Goals:
-NONE-

Enemies:
MJ12 Commando
MJ12 Troopers 
MiB
Greasel
Karkian
Gray
Security Bot
Bob Page

If you killed the mechanic at Everette's hideout and Jock found the bomb, nothing 
will happen.  If not, the bomb will go off killing Jock.  Nothing game altering will 
occur, but its noteworthy.  

Spot the sniper up in the tower and kill him.  Go to the tower door and destroy it.  
Head to the top to the security terminal, hack it and open the blast doors.  Enter 
the blast doors t the east, avoiding turrets and security bots along the way.


 GOAL ADDED : Activate power to the elevator system


That goal isn't required; you can drop from pipe to pipe to ledge to pipe to the 
bottom, but only if you have a lot of health, bio energy, level 4 speed enhancement, 
and a helluva lotta skill and patience.  To activate the lift's power go into the 
tunnel to the right.  You'll find a security bot, take it out.  The button that 
activates the power is through the locked door on the left.  Use a TNT crate to blow 
its door open.  If you don't feel comfortable that way, as I sure didn't, go in 
through the roof, but note you'll have to battle a mini-spider bot.  Any way you 
choose press the button.


 GOAL COMPLETED : Elevator power activated


Go to the elevator and take it to the bottom.  Go through the blast door using the 
switch and passing a loading point.  Talk to Everette on the hologram display.  
You'll get one of three ending objectives.


 GOAL ADDED : (Join the Illuminati) Kill Bob Page


That goal is something you do not have to do if you don't want to.  That is only one 
of the three endings; I would here the others goals out first before choosing.

Head into the tunnel to the left.  You'll face a turret and security bot.  Destroy 
both and proceed to the end of the tunnel.  Kill the guards then go the sector 3 
blast door.  It'll be locked at 90% strength, requiring at least 4 lockpicks on the 
Advanced difficulty.  If you don't have the lockpicks go back into the tunnel and 
through the door saying Break Room(you have the code from Everette).  Kill the MiB 
and get a code from the nano-key.  Exit the room and go to the barracks.  There 
you'll find some locked sleeping quarters.  In one of them is the nano-key; take a 
look.  You also have the code to unlock that one.  In here also is a aug upgrade if 
you want it.  With the key, go to and through sector 3's entrance.

Move to the lift and it will come up with sever MiBs and Mj12 troopers.  Kill them 
then take the lift down.  Talk to Tracer Tong to receive another optional ending.


 GOAL ADDED : (New Dark Age) Destroy Area 51 to destroy global communication


Go through the entrance and through the locked door to the left to an anteroom.  
There is another locked door, unlock it too.  Kill the greasel in the pool then take 
a dive to the bottom.  Get a code from the datacube/get the nano-key.  Now proceed 
back to the main part of sector 3, and go through the door to the right of the 
hologram Tong was on.  Head up the steps and Helios will contact you.


 GOAL ADDED : Talk to Helios


How comforting.  Merging with a computer :|.  Know what's stupid? He says 'Go meet 
me' yet he keeps his damn door infinitely locked.  What an ass this AI is! Oh well.  
Go to the Reactor Lab guarded by a mini-spider bot.  Go through the door with the 
code you got underwater.  Kill the grays and proceed past the antimatter reactors to 
the mechanic.  DO NOT KILL HIM!!! Talk to him and you'll get the code to Aquinas 
Reactor.

Go to the Aquinas Reactor.  You'll find Helios at the top of a large chamber in 
which you'll have to take the lift up to.  Talk to him.

 GOAL COMPLETED : Helios spoken with
 GOAL ADDED : (Join Helios) Deactivate the uplinks on the Aquinas Reactor to allow 
Helios to merge with you


Aright, this is it; time to pick one of the three possible endings...


----------------------------
(New Dark Age) Tong's Ending
----------------------------

Helios will have opened sector 4 now, find it on your map and get to it.  From the 
beginning of Sector 4 make your through the Cloning Center to Bob Page himself in 
some kind of force-field.  After a small discussion turrets will activate.  Run past 
them to the right of Page to find a lift.  Take it down and take out your flame-
thrower, and use it to kill the floors' greasel and karkian. Proceed to the 
universal constructor.  Enter the blast doors saying 'Coolant B13'.  Proceed down 
the corridor, taking out MJ12 commando's and such.  There is a button on a console 
saying 'Flush System'.  Press it then return to the reactor labs in sector 3.  If 
you haven't been there before look on your may for 'Reactor Core' and make your way 
there.  Put on Environmental Resistance or hazmat suite then jump to the below 
reactors.  Deal with the grays then press both reactors' 'Failsafe' switch's.  Then 
go up to the office overlooking the reactors.  Press the button on the wall.  Wait 
for the next to open.  Press that, then the final.  Another button will unlock 
itself on the console.  Press it to finish off Area 51 in a beautiful CG cutscene.


[Credit 'diablogamer' on the GameFAQs Deus Ex PS2 board for helping me find the 
'Flush Systems' switch]


----------------------------------
(Merge with Helios) Helios' Ending
----------------------------------

Proceed to the left of the Universal Constructor in the floor below Page(use the 
lift to get there), inhabited by hordes of karkian and greasel.  Turn left and enter 
the blast door using the button.  In the chamber it leads to, kill off the grays.  
You'll soon receive a transmission from Helios giving further instruction.  Go to 
the machines on both sides of the Aquinas Router chamber and press both the buttons.  
This will unlock the PC.  Hack it and press X on the download option.  Now return to 
Helios.  End game.


-----------------------------------
(Join Illuminati) Everette's Ending
-----------------------------------

This one is one of the more complicated.  Your going to need at least 10 multitools, 
as tour going to have to deactivate 4 bluish canisters using the 'tools.  The 
location of the 4 are as follows:


1.  To the right of the chamber Page is in, to the right of the lift.  Some security 
bots will emerge once deactivated.

2.  Take the lift down to the place below Page's augmentation chamber.  Its on the 
wall to the right side under a yellow outline.

3.  At the bottom of Pages chamber, near #2, is an incline leading to a room filled 
with radiation.  Put on a hazmat suite or Environmental resistance and go to the 
blue fusion canister.   

4.  The last fusion can is in the adjoining room to #3.

After you deactivate Page's coolant systems return to Pages chambers.  Proceed past 
him to another UC.  Turn right a balcony overlooking Page.  Press the button on the 
console and the game will end with a stunning CG cutscene.  


-----------------------------------------------------------------------------
                               END GAME
-----------------------------------------------------------------------------


No matter which ending you chose, I hope you enjoyed this game and I hope this FAQ 
helped you through it.  Check out my next guide, for Ico(PS2) and Pikmin(GCN) whihc 
will be up in late August.  Until next time, this is black hole sun logging off and 
finally going to bed 0_o


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| 8.                  A u g   L o c a t i o n s                  8. |
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All augs/upgrades are placed in chronological order. I have finally completed this 
list; ALL the augs in the game are listed here.



------------------------------------------------------------------------------
[Arms] Combat Strength/Strength increase aug : Liberty Island.  

Location: In the same room with the NSF base commander.  You can't miss it.

------------------------------------------------------------------------------
[Torso] Aqualung/Environmental resistance aug : Battery Park

Location: In the underground tunnels where the ambrosia is contained.  Its in a 
locked door up some steps.  In other words its the first door you'll come to if you 
lockpicked the hatch in the Castle Clinton.  Blow it open then blow open the safe to 
find it.
------------------------------------------------------------------------------
Aug Upgrade : Hell's Kitchen

Location: Go to the Osgood&Sons wherehouse to the anteroom with metal crates. There 
is a locked door; knock it down to find the aug upgrade.

[Credit: Disciple of Yevon on the Deus Ex Board on GameFAQs for this location]

------------------------------------------------------------------------------
[Legs] Speed Enhancement/Run Silent aug : Hell's Kitchen

Location: Third floor of the NSF warehouse.  Its in a safe under a desk with a 
terminal on it OR on your way down to the UC on the catwalk.  Use the terminal to 
hack open or use multitools.

------------------------------------------------------------------------------
Upgrade Canister : NYC Airfield

Location : Where you find the first barrel of Ambrosia, head up the steps to a 
locked room.  Enter through it, kill the NSF agent, then move the flower pot on the 
table to reveal a switch.  Press it to reveal a secret area.

------------------------------------------------------------------------------
[Subdermal] EMP shield/Energy Shield : NYC Airfield

Location : In the troop barracks on the bottom floor in the main room a brick is 
sticking out.  Press it to make the wall retract and you'll find a small supply room 
with the aug.

------------------------------------------------------------------------------
Aug Upgrade : Hell's Kitchen

Location : Paul's secret room in his apartment.  Its only there after you finish the 
Air Fields level.

------------------------------------------------------------------------------
[Cranial] Spy Drone/Aggregate Defense System : 'Unknown Location'/UNATCO HQ OR 
VersaLife

Location : In the containment labs where the locked away greasel are located, go 
upstairs towards some MiBs.  Hack the terminal to open the aug containment's 
canister [OR] you can find this in the containment pods surrounded with radiation.

------------------------------------------------------------------------------
Aug Upgrade : UNATCO HQ

Location: Only found after you complete the 'Unknown Location' level, this is in the 
med lab next to Jaimie.

------------------------------------------------------------------------------
[Torso] Regeneration/Ballistic Protection : UNATCO HQ 

Location: In the medlab, unlock the maintenance door.  Its only found after you 
complete the 'Unknown Location' level.

------------------------------------------------------------------------------
[Subdermal] Cloak/Radar Transparency : VersaLife

Location: In the downstairs labs, use the computer to hack open the pods and 
deactivate the radiation.

------------------------------------------------------------------------------
[Eyes] Eyes/Targeting : Same location as the previous aug.

------------------------------------------------------------------------------
[Torso] Synthetic Heart/Recirculator : VersaLife

Location: On the catwalk leading to the UC.  Use the terminal to hack open or use 
multitools.

------------------------------------------------------------------------------
Aug Upgrade : Tong's Compound

Location: You can only get this after you beat VersaLife, and then only if you told 
Jaime back at UNATCO HQ to meet with Tracer Tong. Jaimie himself will give the aug 
to you.

[Credit: Disciple of Yevon on the Deus Ex Board on GameFAQs for this location]

------------------------------------------------------------------------------
Pick One (Torso) : PSC Wall Cloud

Location: In the Base Commaners office, there is a safe.  Lockpick it or blow it 
open.

------------------------------------------------------------------------------
Aug Upgrade : Hong Kong(Luminous Path HQ)

Location : IF you told Jaime Reyes to come to Hong-Kong at UNATCO HQ he will bring 
it to you. IF I repeat, IF.

------------------------------------------------------------------------------
Aug Upgrade : PCS Wallcloud

Location : The same lab where you find the Ambrosia vial is a safe. Inside is the 
aug.

------------------------------------------------------------------------------
Aug Upgrade : Graveyard

Location: In Dowd's family mausoleum there is a safe near the steps.  Lockpick it or 
blow it open to find the aug upgrade.

------------------------------------------------------------------------------
Aug Upgrade : Chateau Duclare

Location: In the suspension safe in the secret computer room.  The code is found in 
a datacube in Beth's room.

------------------------------------------------------------------------------
Torso : Everette's Hideout

Location: In the suspension vaults in the room next to the entrance to the fish 
tanks.  Use some multitools or hack the terminal to open them.

------------------------------------------------------------------------------
Upgrade : Everette's Hideout

Location: Same as previous aug, this one in the other suspension safe(duh!).

------------------------------------------------------------------------------
Upgrade : Vandenberg Air Force Base

Location: In the locker room in the back of the communications center. Lockpick or 
blow the correct locker door open(not sure which one).

------------------------------------------------------------------------------
Upgrade : Ocean Lab

Location: The place with the underwater Universal Contructor, there is a dead 
floating MiB. Seach his body. Watch out for the water is electrified.

------------------------------------------------------------------------------
Upgrade : Ocean Lab

Location: On the roof where you leave with Jock, Savage will give you it ONLY if you 
rescued his daughter in the previous level.

------------------------------------------------------------------------------
Upgrade : Area 51

Location: Before entering through the blast doors go the shed to the right of them. 
In there grab the nano-key to open the hatch.  Climb down to find the upgrade sealed 
behind glass.  Use the security pad.

------------------------------------------------------------------------------
Upgrade : Area 51

Location: Zone Section 2, Barracks. The first barrack to the left.

------------------------------------------------------------------------------
Upgrade : Area 51

Location: On the stairwell leading to the door to Aquinas Hub go to the top. You'll 
find a computer room and the aug. Get the code from the datacube then use it on the 
security terminal to open the aug containment.

------------------------------------------------------------------------------
Upgrade : Area 51

Location: On a dead scientist in the Cloning Facility.

[Credit: 'Dittohead' on the GameFAQs Deus Ex board for some upgrade locations]

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| 9.                          C h e a t s                        9. |
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_____/\_____


Cheat Mode:

Enter the Goals/Notes/Images screen by press SELECT.  Press L2, R2, L1, R1, Start 3x 
to display another tab on this screen with the following options: 


God
Full Health
Full Energy
Full Ammo
Full Mods
All Skills
Full Credits
Tantalus 


(Some options may need to be re-enabled after entering a new area, e.g. when you go 
through a loading point)


The Tantalus option allows you to destroy a highlighted object during game play.  

Note: This has no effect on indestructible objects.  


-------------------------
Glitch: Retain inventory:

After becoming detained, press Square when the "Area Unknown, Time Unknown" text 
appears to drop all of your items.  Wait a few seconds, then collect them again.  If 
timed correctly, you can keep all your items.  


[Credit: Cheats from gamewinners.com]

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| 10.              D e u s   E x :  R e v i e w e d              10.|
 \__/\__/
_____/\_____


Why read a pro review from IGN when you could read a free, under-paid rookie's 
review who's never written anything like this in his life? You got me, but I took 
the time to write this so read on!


-------------------------------------------------------------------------------

Deus Ex...words that for so long have been PC only.  We all know how great it was on 
PC, but how does it fare on a less powerful PS2? Read on to find out.


Presentation 7/10

Good, easy to learn controls that make you trigger happy.  I never once had to look 
at my controller to find out which button opens a door or which relodes my gun.  

A simple menu system, though it gets the job done, though the saving times can be a 
pain.  Loading times occur every time you enter a new area; they are long and very 
annoying.  Every level has at the very least 3 and and sometimes 8 or even 10 at 
most.  This is the one of the reasons this department did not get a great score.

As for in game presentation, all I can say is detail, detail detail.  Everything in 
the game can be used, wether it be a lightswitch, computer terminal, flag pole, 
microsope, newspaper you name it and it can be interacted with.  

This game, like most games with speech, has some questionable lip-synching, but that 
can be overlooked.  Its not NEARLY as bad as lip syching in Final Fantasy X.  Now 
THAT's a nighthmare, but well that also a different game.  Though the speech in this 
game is awesome...Eidos really hired quality voice talent.  J.C.'s voice is one of 
them most memorable I've ever heard.

On a side note, if you play through the entire game you'll notice NOT ONCE will you 
EVER be in the daytime...this is a +/- thing, but a minus for me.  I would really 
have liked to see Paris in the bright sunshine.

Graphics 6/10


A real problem with Deus Ex is the FPS.  It only runs at 30 and in heavy action can 
drop momentarily to 10 or even 5, making gameplay hard.  A lot of textures are 
blurry, and not a lot of effort was put into weapon detail and human faces.  Its 
really average...nothing really terrible, but nothing eye poping either.  I do think 
ION Storm was rushed to get this done on time.  If they hadn't been rushed imagine 
what this game could have been...  

On the bright side, nothing looks pixilated except the cartoonish blood affects, and 
everything elese is fine, fresh backgrounds and close atttention to detail.

There were some glitches, such as guards getting stuck in walls, or a floating dead 
body.  There were even times where the entire game would lock up.  This however came 
with a LOT of playing time and it deosn't occur too often, but it happens 
nonetheless.



Sound 8/10


I loved the original menu music for PC, and it being remixed for PS2 it sounds even 
better.  As for in game, this is also detailed.  Enemy grunts and voices sound 
smooth, and voice acting is just plain awesome.  Lots of detail, such as wind or 
opening doors, machine gargles and the usual nises from a computer.

On the down side, the music through every level can get repetitious...its simply 
used in too many levels.  A little more variety and you got yoursefl a symphony of 
excellence.  

Back on the bright side, the music matches the situations: in a dark section of the 
city where corruption runs wild, the music is set as dark, slow, and moody, which 
just gets ya into the want to play.


Gameplay 9/10


Ahh...here's where it all comes together.  An awesome storyline coupled with awesome 
play mechanics and you got yourself a gem here.  There's not a lot to describe; you 
just have to play it to see.  

Though enemy AI is not the smartet at times, they often call for help or run for 
alarms when damaged.  They don't work together, which is a disapointment, but they 
do surrendor occasionaly and know when to run away.  

There is a nice level design also.  You never get the feeling you just played a 
level previously.  Goals are intelligent and fun to compelte, as are the optional 
secondary Goals.  

What I really love about this games is the amount of ways you can compelete Goals.  
For example, if you enounter a coded and locked door there's a few things you can 
do.  You can hack it open with a multitool.  Maybe there a computer nearby you can 
hack to open the door.  Maybe search for a nano-key.  You can find a hidden 
ventilation shaft or sewer system to get past it.  Or maybe the door can be blown 
open.  Or maybe there is a contact or datacube somewhere with the password.  Or 
maybe you don't need to enter.  The list goes on about the open-endedness of this 
game.  You can try and disable the security systems or find an alternate, less 
watched route.  You can blow through a heavily guarded area or go underground and 
find a tunnel going to get to the same place.  This is the best part of this game.

With the skills upgrade option and augmentaitons customed to your style of play, a 
lot of depth is added to the game.  You can be a stealthy and deadly hacker or a 
full-blown Arnold Swarshenagger(sp?) blowing everyone to hell.   


Overall 9/10


Though the graphics are cheap and not a lot of attention was payed to it in this 
rushed port, the gameplay more then makes up for it.  An all-and-all solid game with 
an awesome storyline, this game is one of the greatest I have played, surpassing 
even the great Half-Life.  Simply put, you must own this game.
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| 11.                   T h a n k  Y o u s                       11.|
 \__/\__/
_____/\_____

darthfrott[GameFAQs] - pointing out a LOT of spelling/grammar mistakes

warmfuzzyfeeling[GameFAQs] - mis-information brought to my attention


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| 12.                     C o p y r i g h t                      11.|
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_____/\_____


This document is Copyright 2002 Paul 'black hole sun' Lauria.  It may be not be        
reproduced under any circumstances except for personal, private use.  It may not be     
placed on any web site outside of GameFAQs.  It may not be distributed 
electronically or physically outside of the GameFAQs', Cheatcc's, CheatCodes, and 
IGNs web sites, and it may not be distributed otherwise at all.  Any person who 
infringes these rules violates various copyright laws and will be punished to the 
full extent of the law.  This document is for private use only.  



















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| Copyright 2002 black hole sun                                  |
 \_______________________________________________________________/
