The Deus Ex Walkthrough and Companion Guide Version 1.1 Djibriel, April 2014 "Paranoia means having all the facts." - William S. Burroughs Contents 1.0 Version History 2.0 Introduction 3.0 Walkthrough and Notes 4.0 Skills and Relevant Items 5.0 Augmentations 6.0 Links 7.0 Thanks 'nd Credits No number: Disclaimer ********************************** 1.0 Version History ********************************** - Version 1.1 (03/21/2015) Added a tidbit about the name of the Old China Hand, fixed an error in the list of skill points of the DuClare Mansion and fixed some typos all around. - Version 1.0 (04/21/2014) Release on GameFAQs after joyous spellchecking and line trimming. - Version 0.9 (04/14/2014) Initial Release on the Collapse of Heaven and Earth. ********************************** 2.0 Introduction ********************************** Hello, and welcome to the Deus Ex Walkthrough and Companion Guide! As the title implies, this document has two goals simultaneously. First, it's a walkthrough. I've tried to make it the best walkthrough it could be, helpful both for first- time players and people who've played the game before and now want explore and obtain everything. The walkthrough basically follows the following rules: - Keep plot-relevant NPCs alive (for as long as possible) - Locate all Augmentation Canisters - Obtain all skill points - No using login info or keypad codes that you haven't found - Follow narratively logical paths through levels - Use minimal resources to complete goals - No bug exploits Only two things are important to know going in. First, items that you can pick up are mentioned in CAPITALS. This will hopefully serve as a handy way for you to quickly synchronise, as it were, your game location with the relevant section of the walkthrough. Second, navigation is handled by your avatar's built-in compass, located top-left of your screen. The second goal of this document is a so-called close reading. DX is a game that holds a large list of references to, but not limited to, literature, physics, philosophy, current and historical politics, military slang, biology, intelligence tactics and video games. A careful and sustained interpretation of these references should hopefully deepen your enjoyment and respect of the beautiful tapestry that is the game of DX. Three things to mention here. First, I am highly indebted to the beautiful minds of STL and MrNecktie of the Phaeton Project, two individuals who have both, in separate projects, have annotated certain portions of the game with their own thoughts. This document hopefully builds on both these projects while adding whatever I could add. Second, I have access to the "Deus Ex Bible", as well as the the design document (version 13.14) by the dev team that has sections on most NPCs, plotlines, all that jazz. However, certain elements have been changed between that design document and the final product. For that reason, I don't treat that document as canon. In addition, subsequent games such as Invisible War, Human Revolution and the others that take place in the DX universe I won't treat as canon either. Notes: All references and thoughts are listed in the Notes: section, so you can easily skip the sections if you're not interested, or quickly find them if you're not interested in the walkthrough itself. Three: Some of the lines in DX are about politics and/or religion. I have no intention of using this document as a stage for my own beliefs on any subject, and I have tried to portray every topic objectively. That's it. I hope you'll learn something! If there's anything you'd like to see in future updates, I'd be happy to receive your thoughts. I am an expert on almost nothing referenced by the game and would love further input. ********************************** 3.0 Walkthrough and Notes ********************************** Table of Contents: 3.-1 Training Mission 3.0 Character Creation 3.1 Liberty Island, New York City 3.2 UNATCO HQ, New York City 3.3 Battery Park, New York City 3.4 Hell's Kitchen, New York City 3.5 UNATCO HQ, New York City 3.6 Battery Park, New York City 3.7 UNATCO HQ, New York City 3.8 Hell's Kitchen, New York City 3.9 Location Unknown 3.10 Secret MJ12 Base, Hong Kong 3.11 Wan Chai Market, Hong Kong 3.12 VersaLife Laboratory, Hong Kong 3.13 Hell's Kitchen, New York City 3.14 Brooklyn Naval Shipyards, New York City 3.15 Lower East Side Cemetary, New York City 3.16 Denfert-Rochereau, Paris 3.17 Chateau DuClare, Outside Paris 3.18 Knights Templar Cathedral, Paris 3.19 Morgan Everett's Home 3.20 Vandenberg Airforce Base 3.21 Abandoned Gas Station, Central California 3.22 MJ12 Sub Base, SoCal Sea Wall 3.23 MJ12 Ocean Lab, Oceanic Floor 3.24 New West Coast, Missile Silo xxx 3.25 Area 51, Rachel Nevada 3.26 Area 51 Bunker Sector 2, Rachel Nevada 3.27 Area 51 Bunker Sector 3, Rachel Nevada 3.28 Area 51 Bunker, Rachel Nevada (Illuminati) 3.29 Area 51 Bunker, Rachel Nevada (Helios) 3.30 Area 51 Bunker, Rachel Nevada (Dark Age) ********************************** 3.-1 Training Mission ********************************** If you are new to Deus Ex, I advise you to first play around in the Training mission you can select from the menu. It serves as a tutorial as well as an introduction to UNATCO and the world of Deus Ex. You start out with no skills and no equipment. The first room is similar to the shootout arena in the Matrix, don't you think? Notice the UNATCO logo above the North door. Unlock the door. In the next room, you will find some NPCs looking down on you. Facing East, the right one is Jaime Reyes, your friend and medicine man who is instructing you through your Infolink in your skull. The left one is a man you do not know, a big-shot in Washington with augmentation technology visible in his face. Grab the TRAINER DOOR NANOKEY and open up the door to the West. In the next room, you can find a CROWBAR and a COMBAT KNIFE, two lethal melee weapons that you can use to attack enemies and destroy items such as crates. You can view weapon statistics in the Inventory menu. The two supply crates contain two LOCKPICKS. Without a skill point investment, a Lockpick can open up 10% Door Strength. This one has only 5%, so one Lockpick does the trick. In the next room, check out the DataCube that holds a code: 0012. Find a Keypad to the North and enter the code, either with the mouse cursor or the numbers on your actual keyboard. In the next room, grab at least one of the three MULTITOOLS and use it on the Keypad. At Untrained, a Multitool can bypass 10% of a Keypad Strength. In the next room, you'll find an Unconscious colleague. You can search his body for the MEDICAL ROOM NANOKEY. A body that is bereft of items can be picked up, but only if you aren't holding anything. Put away your Keyring if you have it equipped and pick up the body to put it on the table to the West. After you've done so, you can pick the body back up again and carry it with you just for fun. The next few rooms, a dark room and a room with a Repair Bot, are easy. Jump across the platforms and all that. Do the jumping puzzle, and climb the ladder. In the water room, find the HAZMAT SUIT and use it while swimming to the other side. To the East, you'll see your boss! It's mister Joseph Manderley, checking out how you're doing. Use the Medical Bot to heal back up. At some point, Gunther Hermann will take over as the gun fanatic. He's a mech- augmented UNATCO employee dedicated to a combative approach to his work. Grab the PISTOL and press the Switch. Notice that your aim improves the longer you hold still; you will aim faster and better when you train your Weapons: Pistol skill in the future. You can reload the Pistol with the 10MM AMMO cartons. You will repeat your trick with the Sniper Rifle, where Gunther will raise your Weapons: Rifle skill for a moment. You can check it out in the Skills menu. In the future, you will be able to attach a Scope to other weapons as well. In the next room, you'll learn about proximity mines called LAMs, which you can also throw as grenades. Be careful when placing LAMs on a wall; make sure to witness JC's hand alter its grip on the LAM before clicking. If you face the wall wrong, JC'll just throw the LAM against the wall and you're in trouble. Eventually, you'll learn how to disable armed LAMs. This can be tricky to do. You won't die though; your Torso Health will never fall below 10. Raising your Weapons: Demolition skill will increase the time you have to pocket armed grenades. Your training will then be picked up by Anna Navarre, another of UNATCO's mech-augmented supersoldiers. The first time I played this game, I couldn't do it at all. The Troopers can see your when you're in their line of sight, and hear you if you run within a certain distance of them. A good way to do it is to wait for the Trooper in the East corridor to walk towards you and turn around. Follow him while either walking or crouched so you don't make a sound. When he turns to the left, you're home free to spring to the North exit. The Lab Flasks here can be used to distract a Trooper to focus his line of sight on the source of the sound it makes when you throw it somewhere. Also note that enemies will respond to the light Jaime Reyes contacts you now for your last test. You need to get to the other side, but there's a nasty Page Industries Bravo-3 Peacebringer security and patrol bot on the prowl that shoots you when it sees you. Bots don't have hearing, but they do have a line of sight. You can't die during this test, but it's messy and annoying if you get spotted. Features: - There's a CROWBAR in the Southeast corner, near the barrels. Use it to open crates! The Cardboard boxes and barrels never contain anything. - Between the three barrels near the Eastern Wall, you can find a DataCube giving the code for the bridge: 0089. - In the Northeast corner, you can find a PISTOL. This can be used to shoot TNT Crates. If the bot is near the explosion, you'll destroy it. Don't waste your time shooting the bot, you won't get far since all bots are almost completely immune to bullets. - Further to the Northeast, you'll find a crate containing a MULTITOOL. With a weapon, you can break the crate. I suggest you destroy the Bot by placing a TNT crate in its path, then shooting it when the bot draws near. Now to get to the other side. If you're careful, you can use a TNT crate as a jumping point to get on top of the Cardboard boxes to the South, where you can walk over the pipes to the other side. You can use a Multitool or the 0089 code to lower the bridge. Overseeing this final test are Jaime and an actual celebrity; billionaire philanthropist Bob Page. Why's he staring down at your performance? Time will tell. You can stack the crates and other items here to reach the window, and Jaime will have some amusing dialogue; it's a bug, though. This final room gives info on UNATCO (the good guys), the NSF (the bad guys), a bot made by Page Industries (Bob Page) and a Chinese security bot and finally the distinction between nano-augmented agents (like you and your brother) and mech-augs such as Gunther Hermann and Anna Navarre. Between the UNATCO Trooper hologram and the bot hologram, there's a protruding brick in the wall. Push it for a secret room opening up to the North. Press the Switch for something good. Leave to the West for one last hologram; it's Bob Page who wants to talk to ya. Sinister kind of dude, him. Well, then, that was it. It's over. You're ready! Yes, you are. ********************************** 3.0 Character Creation ********************************** When you start a new game, and you select a difficulty level, you are allowed to a create a character, to really role-play with. I would advise you do not base JC Denton entirely on yourself, since it is likely you lack the weapon training and expertise that is necessary throughout the game. If you want a solid grasp of what each skill does, I suggest you check out the skill section at section 4.0. Note that throughout this walkthrough, I advise a certain build. I also advise you to deviate from that build whenever you feel like it, certainly on later playthroughs, but for a first-time players it will be comforting to know that you're making solid choices at each turn. The JC Denton build I create throughout the document is all-round skilled in all the non-weapon skills and focuses on Low-Tech (Melee) weapons and Pistols. The build also strives to reach two important benchmarks as soon as possible; being able to break objects with 50 Hardness with the Dragon's Tooth Sword (such as cameras and alarm panels) and obtaining Level 4 Vision Enhancement. In the end, it will look like this: - Heavy: Untrained - Pistol: Master - Rifle: Untrained - Low-Tech: Advanced - Demolitions: Trained - Environmental Resistance: Advanced - Lockpicking: Advanced - Electronics: Advanced - Medicine: Untrained - Computer: Advanced - Swimming: Trained At the very start, you are given 5000 skill points to spend any way you like. I suggest giving JC basic proficiency in using Lockpicks, as well as the ability to Hack computers, security terminals and ATM Machines. Finally, a light investment in Demolition will help you forever in not getting your face blown off by armed LAMs. You will always start with basic training with Pistols. You'll keep 1175 skill points that you can invest later. Djibriel's First Time Player Pick: Set Computer, Lockpicking, Swimming and Demolition to Trained There is a bug here; when you Downgrade Weapons: Pistol, you will gain the 1575 skill points it costs to Train the skill. You can use those skill points in another way, but when you start the game, the Pistol skill will be set at Trained regardless, giving you essentially 1575 'free' skill points. Since it is a bug, and I advise you to invest in Pistol anyway, I won't use the bug in the 'standard' JC Denton build. Note that your 'Real Name' only appears in a select few instances in the game, and has no real impact on the story; characters - certainly those with spoken lines, will refer to you as JC Denton for obvious reasons. ********************************** 3.1 Liberty Island, New York City ********************************** Skill Points to earn: 1690 25 SP EXPLORATION BONUS Enter UNATCO Communciation Van 50 SP EXPLORATION BONUS Enter UNATCO Antenna Shaft 150 SP Finding Harley Filben 50 SP EXPLORATION BONUS Enter Sunken ship 250 SP EXPLORATION BONUS Bypass Power Box in Bunker 150 SP Free Gunther 150 SP PROGRESS BONUS Climb stairs to command post 750 SP CRITICAL LOCATION BONUS Enter command post of Statue of Liberty 115 SP PROGRESS BONUS Reaching UNATCO Headquarters Augmentation Canisters: Combat Strength / Microfibral Muscle Augmentation Canister Weapon Modifications: Accuracy x2, Clip, Laser, Reload, Scope (700 credits) Primary Goals: The NSF seem to be directing the attack from the Statue. Get inside and locate the threat. Secondary Goals: Meet UNATCO informant Harley Filben at the North Docks. He has a key to the Statue doors. One of UNATCO's top agents is being held inside the Statue. Break him out, and he'll back you up against the NSF. Notes: The intro sequence shows many NPCs and locations that you will see during the game. I won't spoil anything, but it's fun to see this intro sequence after you've completed the game. The man in the white suit says: "Aquinas spoke of the mythical city on the hill. Soon that city will become a reality." This is a reference to a Bible line, talking about the role of true Christians. The line goes: "“You are the light of the world. A town built on a hill cannot be hidden. Neither do people light a lamp and put it under a bowl. Instead they put it on its stand, and it gives light to everyone in the house. In the same way, let your light shine before others, that they may see your good deeds and glorify your Father in heaven." American settlers loved this phrase because they figured that America was the new model civilisation that the whole world watched, seeing America as the righteous city on the hill. It's been mentioned in American politics a few times. I have found no direct connection between the term and Aquinas though. Your UNATCO colleague, Alex Jacobson, contacts you and instructs you to find your brother, Paul. However, you can gaze at the stars for a minute, forget about your troubles, and Paul will find you himself as soon as Alex has talked to you about Paul. One of your first actions in this game as the world's second nano-augmented Jesus Christ-initialled badass is to complain about your free equipment, consisting of only one MEDKIT, one RIOT PROD and one PISTOL. Paul offers you a choice between a SNIPER RIFLE a G(uided) E(xplosive) P(rojectile) GUN and a MINI-CROSSBOW. You'll be able to find both the crossbow and the sniper rifle rather painlessly a few minutes into the mission, so I suggest the GEP GUN, a profoundly over-powered piece of portable destruction. You can talk to Paul two more times about his assassination attempt in Hong Kong and your parents. Corporal Collins will tell you about Gunther, the 'top agent' who managed to get captured after defying direct orders. Take a look at the Satellite Photo of Liberty Island; you're at the South Dock, and need to get to the North Dock to meet with the UNATCO contact that can get you access into the Liberty Statue Ruins. On the docks, you can find a CROWBAR and break two adjacent crates for a LOCKPICK and a pair of BINOCULARS. If you follow the metal stairs into the water, you can find two crates containing a MULTITOOL and a BIOELECTRIC CELL. Notes: While Deus Ex is often considered (one of) the best game(s) ever made, it spectacularly fails Old Man Murray's empirical crate-based game rating: "Games can be rated and compared based on the shortest amount of time it takes a player to reach the first crate, which represents the point where the developers ran out of ideas." Don't you worry about a thing, JC. The world's first nano-augmented killing machine will stay behind and guard the docks. You know, about the only place on Liberty Island the NSF has no business going to. Near the entrance of the docks, you can bash three more crates containing 4 DARTS for a Minicrossbow, a PROD CHARGER containing 4 charges and 6 rounds of 10MM AMMO. Before you leave, Alex tells you that your orders are to shoot NSF on sight. So... you know, when you take lives, the boss won't be mad at you. There's just the endless guilt. Notes: Interesting to note that right away, you get conflicting mission parameters. Your brother tells you to go non-lethal while your official mission objective is assertive fire. If you leave the docks, you can take a turn to the right, to find the back entrance of the Lady of Liberty, but it's best to take another route. I would make a sexually-themed double entendre here about ladies' entrances, but I'm above that. As should you be. Dead ahead, there's a few NSF troopers between you and UNATCO headquarters. It is quite easy to stay out of their line of sight, and I usually don't mess with them. You can choose to engage them, though. You can tag them with a bullet. If they chase you, head for the dock where the UNATCO patrol bot and Paul will make short work of them. Right before you on the ground, there's the body of a UNACTO trooper. Now you know Liberty Island is in trouble. You can loot a BATON from him, a great weapon for bashing open crates and making silent and non-lethal takedowns. The Combat Supply Crate to the left when you leave the docks contains a GAS GRENADE, a useful tool for incapacitating groups of terrorists. The lowest metal container features a panel that says 'UNATCO MEDLAB'. This is a hatch that can be opened by expending one of your Lockpicks. Behind it, you'll find a MEDICAL BOT that can restore all of your Health and install Augmentation Canisters if you find any. There's no strategic reason to open this panel unless you're shot to hell and back. You can choose to go to the East for a bit. There's only one or two NSF hostiles patrolling the area, you can find a PEPPER GUN without noteworthy contents on a UNATCO body and a MULTITOOL in a crate. Further to the East, you can listen in on a conversation between two NSF members about Gunther Hermann, the guy you're going to try and rescue. If you choose to take this little detour, I would turn back to the dock at this point, and head North. You can find UNATCO headquarters when you walk ahead, and take a turn to the left. On the way, you come across the remains of a slightly too brave NSF terrorist. You can take a MINI-CROSSBOW from him that can be used to fire Darts and Tranquilizer Darts. You'll find some Tranquilizer Darts to go with it. If you took the Crossbow from Paul, you won't find anything on this body. Patrolling the grounds of the UNATCO headquarters is Tech Sergeant Kaplan. Heīs a hardliner; if you tell him you plan to 'clean the place out', Kaplan will give you the location of some ammo and the code to the comm van; 0451. Notes: The code 0451 is a reference to the first code in the game System Shock (which was 451), itself a reference to the book Fahrenheit 451, which is about a dystopian future. Whatever your answer, Kaplan will offer to sell you the following: SCOPE MOD 700 credits 10MM AMMO (5x) 200 credits TRANQUILIZER DARTS 60 credits Since you only have 500 credits on-hand, I suggest you buy the Tranq. Darts since they're so cheap and so incredibly useful. Note that Kaplan offers you five clips of 10mm Ammo for only 200 credits. In the back, over at the UN-001 satellite, you can find a CROWBAR and General Supply Crate. Since you have the Baton, you no longer need a Crowbar, ever. The crate contains a MULTITOOL. There's the antenna shaft, but it's locked. You can use a Lockpick, but there's a better way. Open up the comm van, either with the code Kaplan gave you (0451) or a single Multitool. 25 SP EXPLORATION BONUS Enter UNATCO Communciation Van Inside, you can find a pack of TRANQUILIZER DARTS and the Security Computer Terminal. Beneath the desk, there's a 'cleverly' hidden Datapad to gives you the login data for the terminal: Login: SATCOM, password UNATCO_001. Even if you donīt use this, you can accomplish your goals with Hacking. Set 'Door Status' to Open to open up the antenna shaft and/or set the 'Door Access' to Unlocked. Make sure to keep an eye on the bar; in this friendly environment nobody will respond to the alarm, but the terminal will zap away your Bioelectric Energy. Notes: Harvey Smith, one of the writers of the game, adds his thoughts on the darts blurb on the DataCube: "That comm van and compound (in back of UNATCO) was modeled after one of the high security satellite communications stations I worked in while in the US Air Force. I spent 3 years in Germany, working the night shift in vans like that. We played a lot of darts to keep from dying of boredom. We'd leave each other little notes at shift change." Behind the comm van, you can find a crate containing a LOCKPICK. If you look close, you can find the UNATCO COMPOUND HATCH NANOKEY there as well. It can be used to open and lock the antenna shaft. Now, either by hacking the system or finding the Nanokey, you can enter the previously locked shaft. 50 SP EXPLORATION BONUS Enter UNATCO Antenna Shaft In the crate, you'll find an EMP GRENADE, a splash weapon that disables electronic security devices and robots. It has no effect on humans, but damages your Bioelectric Energy if you're too close, since you're so special. Having stoles from your allies and enabled one of their corrupt, it's time to focus on your mission; let's try and find a way into the Statue! There's all kinds of game plans, but they boil down to two choices. One, you can find the UNATCO informant who can get you in. Two, you can find a way to sneak around the back. Both paths get you Skill Points, so I'll take you through both. I'll take you to find the informant first, then show you to the back entrance. So first, let's make for the North Docks. Check the map Paul gave you for reference. To get to the North Docks, you'll have to pass the entrance of the Statue. It's guarded by NSF grunts and a deadly security bot. On the way, you'll have all kinds of great adventures. With your back to the South Docks, keep to the shadows of the left wall to sneak past the enemies. Alex will start warning you about patchwork defences and security bots and whatnot once you near the Statue. Near the entrance of the stone walls in front of the Statue, you'll see a metal crate. On top, there's a PEPPER GUN with a full cartridge, a PROD CHARGER and a DataCube containing the login data of the security computer within the Statue. Login: NSF001, password: SMASHTHESTATE. There's a lone NSF terrorist walking in the area; you can easily take him out of the match silently with the Baton or Riot Prod. Observe his patrol route, then run up to him, start crawling when you get near and apply the melee weapon to the lower back for a OHKO. Next up, there's the walls and the patrolling bot. The EMP Grenade you found can disable the bot if you catch it in the blast radius. If you asked Paul for the GEP gun, you can use it simply blow it up. If you have neither, your only option is to avoid it, since it has superior firepower and is impossible to harm with your 10mm pistol. Note that nearby NSF will run over to the location of a GEP explosion. Wait for them to go away if they respond before continuing yourself. For this reason, the EMP grenade is strictly superior, if you can catch the bot in the middle of the blast radius. If the Bot is gone, run over to the Northeast and find the Terminal. Beware of the camera, don't let it see you. Use NSF001/SMASHTHESTATE to open it up and turn off the two cameras. You don't need the door open, but do disable the turrets by setting them to Bypassed. Near the entrance, you can find two FLARES and a crate containing a LOCKPICK. Beware the NSF soldier inside and don't go in. To the West, there's a square stone building that darker than a steer's tookus on a moonless prairie night. There's a locked chest in there containing 30.06 AMMO and a 100 CREDIT CHIT. You'll be able to 'unlock' this chest later, when there's no danger. With your back to this square stone building, to the Northeast, there's a long dark pathway that's being guarded by a single NSF marksman that carries a sniper rifle. Note that enemies with sniper rifles always have tremendously 'long' lines of sight. He'll be with his back turned to you, though, and with the darkness making it relatively easy to sneak up to him, you can easily take him down. On his body, you'll find a SNIPER RIFLE (or 30.06 AMMO if you already have a sniper rifle) and a pair of TECH GOGGLES. Dead ahead, you'll see the entrance to the North Docks. I advise you to take this moment to inflict some violence on a sell-sword you can find by going West when facing the North Docks; he carries the much coveted TRANQUILIZER DARTS. On the North Docks, you'll see a poor UNATCO corpse; you can loot it for 3 FLARES and a pack of CIGARETTES. Patrolling the North Docks are two NSF members you can sneak past, disable or kill in any manner you please. The two crates in the middle contain 4 ROCKETS and 30.06 AMMO. At the Northeastern end, you'll find a crate containing a MEDKIT. You'll also find a shack containing a Bum. The Bum, upon further inspection, is UNATCO informant Filben. Even though he works for UNATCO, he's got his reasons to want the commander of the local NSF alive. If you try to explain that keeping him alive may not be in UNATCO's best interest, he'll refuse to give you the key that was promised. If you promise to keep the commander alive, you'll get the STATUE RUIN NANOKEY. Whatever you say, you'll get: 150 SP Finding Harley Filben Notes: DX is a game that came out before the strike on the Twin Towers. US landmarks destroyed and conspiracy theories involving the government are all too true in our world. The Statue was even temporarily closed after the 9/11 attacks. There's some symbolism here obviously. Libertas the Roman goddess, destroyed, representing the loss of personal freedom in the world of DX. Another fun fact is that the Twin Towers are absent in the skyline used in-game. This was due to memory issues, but is interesting nevertheless. Finally, some jargon: C4 is a clay-like explosive substance that is often used for all kinds of demolition work. Since it is stable and can be easily pressed in all kinds of cracks, holes and empty shaped charge cases, it's quite easy to use. Possession is illegal for civilians in the US and the EU. You can talk to Filben twice for a dialogue. In the shack, you can find another CROWBAR, a COMBAT KNIFE, 5 FLARES and a useless FIRE EXTINGUISHER. I mean, useless within the game. Not in life. In the corner, there's a Drifter Woman with some information on the NSF mission. She's got some stuff for you to buy: 30.06 AMMO 300 credits 10MM AMMO 175 credits DARTS 50 credits Outside of the shack, there's a place you can enter the water by crouching down and ducking under the railing. Before the NSF destroyed the Statue, thousands of parents lost their children this way. Anyway, you can see a sunken ship here. There's a hatch with Lock Str 20% that you can open. You pick up a TNT box, drop it near the latch, then shoot it when it's floating above the latch. It'll seem like the distance is too far, but it won't be and destroy the hatch. If the box if too far away when you shoot it and your master plan fails, you can use a Lockpick to open the hatch, or use the GEP Gun if you have it. When opened, you'll obtain: 50 SP EXPLORATION BONUS Enter Sunken ship Your Light Augmentation is really helpful here. There's three chests within the ship containing awesome booty! There's a SAWED-OFF SHOTGUN that is somehow not turned useless after laying dormant in a submerged wooden crate. More importantly, there's an ACCURACY WEAPON MODIFICATION and a RELOAD WEAPON MODIFICATION. Accuracy mods are a good fit for your Crossbow; Reload mods are best used for weapons you have to reload a lot, like the GEP gun. Don't use them on your generic Pistol though, since you'll lose it in the near future. Unless you're trained in Swimming, this is a tough dive, and you'll need to swim back up for air at least one time if you don't want to take Torso damage. With your back to the North Dock, take a turn to the left (East). Follow the path to wind up at what you could call the backside of the Statue. There's a stack of crates here that you can use to ascend. Also, there's some NSF grunts and some sort of bunker that contains all kinds of stuff and awards skill points for exploring it. Disable the NSF grunt that's walking circles around it and the lone terrorist guarding it inside. Just South of this bunker, you'll see two large containers stacked on top of each other, the top one is a copper-brown color. The bottom one contains three Med Bots, which can be accessed by opening a 10% Str Lock located on the sign that says UNATCO MEDLAB. Get back to the bunker. There's a HAZMAT SUIT near the entrance, a MULTITOOL on top of the crates with the ladder and a familiar DataCube. You can cross the electricity by lifting the forklift with the button and quickly jumping on top of the fork and jump on top of the power box. If you lack the awesome reflexes for this procedure, you can just expand a Multitool to stop the electricity. Note that the description of the Haz(ardous) Mat(erials) Suit protects against electricity, it does not. Passing the hazard nets you: 250 SP EXPLORATION BONUS Bypass Power Box in Bunker Here, you can find a CROWBAR, a FIRE EXTINGUISHER and three crates containing a BIOELECTRIC CELL, a LASER WEAPON MODIFICATION and a CLIP WEAPON MODIFICATION. If you didn't stop the electricity, you'll have to use the small Metal Box to cross back over the power box. I find the Laser mod very useful on my Crossbow. You need to activate the Laser when you draw your weapon, though. Note that this will be the only Laser mod you can find for a long stretch of the game. Well, that's about what you can do around the Statue. It's time to enter the Lady of Liberty. You're already at the back, and it's the easiest way, so get in there! When you exit the bunker, you'll be able to see the huge stack of metal crates stacked up behind the Statue. At the bottom is a Combat Supply Crate containing 6 rounds of 10MM AMMO. The way to the top is very intuitive, and there's no items to be found. Eventually, you'll reach the top. At the top, turn left (South) to see two enemies; an NSF grunt and one of those somewhat tougher mercenaries. That guy carries those joyous TRANQUILIZER DARTS. Disable them both, go around the corner to find a crate containing a MEDKIT and turn another corner to see stairs going up. Go up! On this platform outside there's nothing, so take the ramp ever further up. You see an entrance. This is one of four entrances, one on each side. Three of these entranced are booby-trapped with a Gas Grenade that you can disable and take for yourself if you're quick enough. If you listened to me and set the Demolition skill to Trained, you'll have an easier time. Collect all three GAS GRENADES and get past the two terrorists that you come across on this level. You can listen in on a conversation about NSF colonel JoJo. You can sneak past them to the stairs going down easily if you don't want to shoot these guys. Go down two levels, sneaking past one NSF guy on the level you skip. You should come out when you see the old torch of the Statue of Liberty. There's one NSF guy patrolling down there, and before you get there, there's a camera. If it sees you, it'll go berserk and the turret will fill you with all kinds of interesting new holes. If you used the Terminal earlier, this camera is off-line. If not, I find this camera a suitable target for a Multitool, but you can time in right so you can avoid its gaze without expanding resources. The crate contains a LOCKPICK. On this floor, there's an alarm. If you, say, shoot the NSFer with a Tranq. Dart, it may have enough energy to sound the alarm before it panics and passes out. Using the prod or a bullet to take him down is a wiser option. Beware the guy on the upper level to the North, but his vision isn't too grand from up there. On this floor, you can find a crate containing a MEDKIT, a CROWBAR on the ground, a DataCube, a FIRE EXTINGUISHER behind glass, a LOCKPICK and a L(ightweight) A(ttack) M(unitions), or LAM. There's also an ATM containing 200 base ATM Value, but it's unlikely you can pull the full 200 since you're probably not an Advanced Computer user yet. Wait for the account info you'll find later. Before you get to pass the lasers, there's one more enemy on this side to dispatch. Take the stairs up on the side of the lasers. You'll find yourself on a kind of ring around the level below. A single NSF guy is patrolling here; you can use a Tranq. Dart and he'll never make it to the alarm. On this level, you can find a crate containing a MEDKIT, and near that crate a PS20, a single -use stealth pistol with perfect base accuracy. It causes a bit of splash damage as well, so beware when shooting near explosive crates or whatever. It's not terribly useful as a weapon, and you'll find that you're already juggling inventory space. You'll need to get behind those lasers to free Gunther (he's so close!) but disabling the control panel takes a Multitool. Find the ventilation shafts Alex is talking about. Use your Light Augmentation to navigate it. Follow it until you encounter a MULTITOOL. There's a room here, but it takes a Lockpick to open the door, so continue. You'll find an office with a MEDKIT, another PS20 and a DataCube containing login data for the ATM. Track back to the main hall. The strategy I find works best is this. There are a total of three NSF guys on the other side of those lasers. Wait near the lasers until you can shoot one with a Tranq. Dart. Allow him to sound the alarm while you go hide in the vent shaft. Close the grate too, they can shoot a long way in there. You can crawl to the nearby room with the locked door. If you open it, you can shoot from there as well. Continue shooting and hiding until all three are down. When you're done, all opponents within the area have been taken out. You can leisurely use the ATM info: Account# 230023, PIN# 4558 to withdraw 200 credits. I mean, you'd be a government official who steals money from civilians for no reason whatsoever, but you could do it no problem. Notes: 4558 is a reference to the Illuminati; when you type I L L U on a standard telephone number pad, it's 4558. With all NSF knocked out and/or dead, there's no reason to fear the lasers. All they do is trigger the alarm that alarms no one. Unless you turned them off with the Terminal outside, the turret will shoot you while the alarm lasts, though. Passed the lasers, turn right (East) first and then left (North). In this room, you can find a LAM. On top of the crates, you can find TECH GOGGLES. The door you find is the door you could've seen from the other side by crawling through the vents, so there's no reason to open it. Finally, there's the room next to the cell that's holding Gunther. Right around the corner of the entrance is a camera. You can bypass it with a Multitool, but there's no need. It will just sound the alarm that activates the nearby turret, but if you stand next to the Terminal, the turret can't target you so stick to the right and there's no danger. Use the Security Terminal (NSF001/SMASHTHESTATE) to disable the cameras and turrets and open the door towards Gunther. Make sure to unlock it as well as opening it. Before you approach Gunter, know that he'll require a weapon. If you toss your Pistol, JC will mention how he's not armed well enough. You can thus throw your Pistol, not give anything to Gunther and Gunther will still like you well enough. If you do have the Pistol and refuse to give it to Gunther, he'll take it like a superiority trip on your part and it will negatively influence his attitude. I find little use for my Pistol, so I'm always a giver. If you don't have your Pistol on you, JC will offer his Combat Knife; if you have neither, JC won't offer anything. On the table, there's a BATON and an ACCURACY WEAPON MODIFICATION. Don't miss the editorial piece on the unpopular president Mead either. Notes: The name of president Mead may be a reference to Syd Mead, the visual futurist behind Blade Runner, an important influence on the look and feel of DX. Free Gunther, to earn: 150 SP Free Gunther If you opened the door with the Terminal but didn't set it to Unlocked, Gunther will close the door on you and trap you. There is a brick left of the door that can be pushed to open the door. Of course that brick is there so you can't get stuck in the game, but it's also funny that Gunther could have walked out any time if he was any smarter than a bag of hammers. You can follow Gunther outside if you wish. He's invulnerable to enemy fire and will get in a shootout with any NSF that he encounters between here and the UNATCO Hq. You can pick up a Pistol from any of the dead bodies Gunther drops if you really want to reclaim one right away. Enter the main hall with the torch again. If you trigger the alarm, wait it out as you don't want to meet an active turret on the way up. If you disable all security, the camera will be off. Five stairs you can go up before you come across two NSF members you could've left alive earlier. If you're real quiet- like you can sneak past them on the way up, but you may want those delicious TRANQUILIZER DARTS that the Mercenary Thug has on him. More stairs going up! On the way, Alex will talk to you about Gunther, urging you to go on towards the leader if you've freed him or not. A few moments later, Alex will tell you about the plague vaccine, Ambrosia. Living to hear these words gets you: 150 SP PROGRESS BONUS Climb stairs to command post Now, be alert, since there are two last terrorists between you and the NSF commander. You can listen in on a conversation between the two that changes depending on you rescuing Gunther or not. You can trigger a conversation between them if you get close. You can sneak past since they're static guards, but you'll have to be real careful; you can shoot a Dart in the East wall to direct their attention elsewhere while you race past. When you press on, you'll find the NSF commander, Colonel Leo Gold. Upon entry of this top floor, you'll obtain: 750 SP CRITICAL LOCATION BONUS Enter command post of Statue of Liberty Talking to the commander will give you some info on the world of Deus Ex. Don't threaten to send him back to his people in a body bag; he'll become violent at that point. He has three dialogue scenes in total to give you, and some good lines thereafter as well. Notes: This guy explains the NSF viewpoint quite well, and mentions quite some terms our world that feature heavily in conspiracy theories. FEMA (Federal Emergency Management Agency) is an agency of the US Department of National Security that responds to disasters that overwhelms local authorities. FEMA plays a significant role in the game and is first mentioned here as the agency that is responsible for the distribution of plague vaccine. Plutocracy is a pejorative term for a system where the wealthy minority govern. Consolidation within business means the merger and acquisition of many smaller companies into much larger ones. For a guy like Leo Gold, this process will most notably result in large economic 'players' that become far more powerful than the consumers they provide for. The Trilateral Commission is non-governmental 'discussion group' or 'think tank' as JC rightly calls it. Its initial goal was open dialogue between North America, Europe and Japan. In essence, it fosters globalisation by smoothing working relations between superpowers and actively reduces an 'excess of democracy'. It was formed in 1973 by David Rockefeller. The Rockefeller family is an extremely wealthy and powerful family that has had tremendous influence in US industry, politics and banking. The Rothschild family is a family that founded the international banking business in Europe in the 18th century. To date the Rothschild dynasty is extensive, wealthy, well-connected and spans the globe. Finally, secessionism in this context is the movement that advocates the withdrawal of individual states from the United States. As the game will state in the near future, NSF stands for National Secessionist Forces, and secessionism is what the NSF are fighting for. When you've talked to the NSF Commander, that's the cue for the game to deploy UNATCO Troopers all over this level. All remaining NSF members are now dead, their bodies looted and all security systems disabled. Behind the NSF Commander is an ARMS AUGMENTATION CANISTER. There's also two FLARES if you want them. Absolutely grab that Augmentation Canister. If you shoot either Leo Gold or the Trooper, NPCs lines will change to reflect that. Shooting Leo Gold will make some UNATCO Troopers happy, but you'll get a pay penalty later. You can shoot the UNATCO Trooper for an ASSAULT RIFLE. But he's a buddy, man. Are you a buddy killer? Primary Goals: Report to headquarters on the west side of the island for a debriefing. It's time to collect some things that you passed now that all danger is gone. Just below, there's a balcony behind the two NSF guys you probably sneaked past. There's two FLARES and a PS20. Exit the building like Gunther did; go to the main hall with the torch, then exit out of the front door. Don't worry about the operational security system as it doesn't react to you; the bot is gone as well. In the square stone building that's so dark on the inside, there's that chest containing a 30.06 AMMO and a 100 CREDITS CHIT. There's also two FLARES lying around. Finally, with your back to the South Docks, turn right (East) to find a chest containing a MULTITOOL if you didn't get it before. If you want, you can get back to Filben, and he'll be either angry of pleased with you, based the amount of bullets you put in Leo Gold. If you never talked to him in the first place, he'll be upset about standing there for hours while nobody needed his help... In front of UNATCO HQ, your brother will debrief you. He'll either be saying how well you did, or criticise you taking lives depending on your actions. It's possible you have enough credits to buy Kaplan's SCOPE WEAPON MODIFICATION. You'll get one for free in a short while; you decide if you want spend the credits. Notes: Ambrosia is traditionally the name of the 'food of the gods' from Greek culture. A fitting reference, since the plague vaccine Ambrosia also goes to the high and mighty; the wealthy and influential get the Ambrosia while the common people suffer and die in the streets. Also, while JC implies FEMA handles the Ambrosia distribution to Leo Gold, he learns from Paul it's actually UNATCO that does. Primary Goals: Report to Manderley's office on Level 2. When entering UNATCO HQ, you'll be awarded with: 115 SP PROGRESS BONUS Reaching UNATCO Headquarters You can chat a bit with Private Lloyd, who was in your class at the Academy. He's excited about sitting in chairs and looking at doors. There's a DataCube that gives you the code Kaplan gave you earlier. Also read the newspaper about US President Mead, a good tenant to the United Nations. There's a painting of him hanging right besides Lloyd. You can Hack Lloyd's computer for two e-mails; Lloyd's one of the game's few NPCs who'll even notice that you hack his computer right in front of him. If you take too long reading the e-mails, the alarm will sound and your Energy will be depleted, so take care. Though you can't legitimately obtain it in the game, login is KLLOYD/SQUISHY. Notes: Federal Aviation Administration (FAA) is the national aviation authority of the United States. Talk about consolidation; air travel is slowly absorbed by the US government, itself bowing down financially to the United Nations. ********************************** 3.2 UNATCO HQ, New York City ********************************** Skill Points to earn: 400 250 SP CRITICAL LOCATION BONUS Find UNATCO Head of Operations 50 SP AREA LOCATION BONUS Find UNATCO Office: JC Denton 50 SP AREA LOCATION BONUS Find UNATCO Medical Office 50 SP SUBJECT ACQUISITION BONUS Meet UNATCO Quartermaster Augmentations: None Weapon Modifications: Accuracy, Scope Finally, a shooter with paperwork! Know that you literally cannot kill anybody in Headquarters, so you don't have to try. Use the Retinal Scanner to open the door. You'll find yourself on Level One. Ignore the locked doors on Level One for now and go down. to Level Two. Find the door left of the sign that says 'Joseph Manderley' and enter. Janice will give you your login: JCD/BIONICMAN. On her desk is the UNATCO CLOSET NANOKEY for you to take; a DataCube gets you Joseph Manderley's login; JMANDERLY/ KNIGHT_KILLER, a reference to Manderley's work against the Knights Templar in Paris. Notes: 'bionicman' is a reference to the old American television show 'The Six Million Dollar Man', where former astronaut Steve Austin becomes the world's first bionic man, augmented with bionic implants. Entering Manderley's office gets you: 250 SP CRITICAL LOCATION BONUS UNATCO Head of Operations Talk to Manderley for two more missions. Secondary Goals: See Sam Carter for equipment. See Jaime Reyes for a medical exam. You can check out Manderley's computer for some E-mails, but nothing of crucial importance. Do note that Notes: Gunther's e-mail is, like all of his e-mails, pretty funny. Someone with the initials W.S. calls you 'their little experiment' who mentions you should be cleared for Domination/5F, a UNATCO security level a few levels above the lowest, this being Angel/0A. WS's concern with the 'primary unit' and its contamination is something to investigate. The Bootcamp for Betty article mentions an 'occipital jack', a device in the world of DX that allows a person to partake in a virtual reality game. The pro-active profiling of possible spree killers and similar lone wolves is something that happens. Tom Robbins is an active American author. The book on Manderley's desk is a rapport on Project Dibbuk. A Dibbuk is a malevolent spirit from Jewish mythology; not sure what they have to do with stealth choppers. Both are invisible? Anyway, Domination/5F means you're allowed to read it :) The book on UNATCO and the Police is interesting because it readily assumes UNATCO will be a growing influence on the world. What happens when UNATCO no longer needs to rely on local law enforcement? Exit Manderley's office, past Janice and into the hall. On the opposite side of the hall, there are two locked doors. You can now open them up with your Keyring. Behind them, you'll find a crate containing a PEPPER CARTRIDGE and a seemingly empty room. The grating is actually a 20% Str Lock that when opened reveals a BIOELECTRIC CELL and a MULTITOOL. Next to Manderley's office is a conference room containing a cabinet that contains a 20% Str Lock. Behind it are DARTS, TRANQUILIZER DARTS and FLARE DARTS. Notes: the whiteboard here is an easter egg more than anything; it's filled with names and terms used in-game that UNATCO has no way of knowing about. It's like they're designer notes from the game devs. See how many names you can spot... Djibriel's First Time Player Pick: Upgrade the Computer skill to Advanced The other door in the conference room takes you to the break room where Anna Navarre and Gunther Hermann are discussing maintenance man conspiracies. You can introduce yourself to your new partner, the stone cold Israeli Anna. The Public Computer Terminal gives interesting info on the NSF, the French Silhouette and other terrorist cells. Notes: Your boss Manderley typed a nice little letter about the Meme War. Memes these days are mostly known as widespread internet jokes that rise as quickly as they fall, but traditionally 'meme' meant a shared cultural element, or meaning. Calling the war a 'Meme War' tells us that this war is basically about 'truth'. Threat Profiling talks about the danger of encryption programs and the necessity, therefor, of the government's ability to control all method of communication. The Triads are individual branches of organized crime syndicates in China, comparable to the Mafia, Yakuza, etc. Unlike the NSF and Silhouette, the Triads really do exist. You will learn more about them, Silhouette and the NSF later in the game. The combination of mech-augs Anna Navarre and Gunther Hermann are very reminiscent of Motoko and Batou, two cyborgs from the manga Ghost in the Shell, a noted influence on the game. The nearby article of the Midnight Sun mentions Cape Canaveral. In our world, this is the site of many space exploration rocket launches. The ATM can be Hacked if you're Trained in Computer for 150 credits, or 300 credits if you're Advanced. You don't get the login codes for this ATM this time; if you follow this walkthrough to the letter, you are just shy of upgrading to Advanced on the Computer skill. Wait a bit if that's the case. Note that ATM Machines are linked to the PageNet Global Banking System; owned by Bob Page. The last thing to do here is visit your own office. You'll gain: 50 SP AREA LOCATION BONUS UNATCO Office: JC Denton You can use login JCD, password: BIONICMAN to read some e-mails. When you're done, check the far end of the hall for the stairs leading to Level Three. Notes: The e-mail quoted in Nano-Aug and You is likely from Gunther, who is seemingly afraid he'll be left behind. The mails explain the tense relationship between Anna, Gunther and you. JC Denton's codename is a reference to the science-fiction author Bradley Denton. The initials JC are a reference to Jesus Christ. On Level Three, don't visit the Ladies Room unless you want to get scolded by Shannon, the lady you aggravate. She reports your lack of social graces to Manderley as well. Notes: Harvey Smith had this to say about this scene: "In Deus Ex, we had a meeting with this guy we hated, the same guy who gave us a management lecture saying that if we all dressed properly -- meaning Dockers and khaki pants -- then our troops would respect us. Before he left, though, that guy said, "You know what would be fun in this game? If I could go into the women's restroom and get bitched out for it by some woman." We all just went, "Please leave," and then he left. Later, we were like, "Hey, that's kind of interactive." First, let's find Jaime Reyes in Medical. It's behind the door with the sign that says 'Medical'. 50 SP AREA LOCATION BONUS UNATCO Medical Office Talking to Jaime once will let you complete your secondary goal. You can talk to him one more time about your Infolink Augmentation. Near Jaime, behind the plant, you can find MEDLAB CLOSET NANOKEY. In the room with the NSF body, you can find a random number of THROWING KNIVES on the body, maximum of four. Open up the closet with your Nanokey to find a crate containing a MEDKIT. In the adjacent room to the North, don't miss the book listing all of the game's Augmentations. You can hack Reyes' computer for two e-mails; one from Gunther about his bad nee, the other about nano augmentation. Notes: Lots of technobabble here, but most of it is rooted in true medicine. Mainly take away from here that the ROM modules in the canisters physically attach themselves to the 'long spines' of the basic nanite CPUs. Also, this info is the only info set at Principal/2C. Sulci is the plural form of sulcus, meaning a fissures in the human brain. These sulci are responsible for the characteristic appearance of it. Mechanocarbon is not a word that is often used; I've put my thoughts on it somewhat later in the document, when it ties in with other nano-constructs. The latin in one of the books means: Necessity knows naught else but to win (or: to conquer) from the Syrian writer Publilius Syrus (1st century BC). Find the MEDICAL BOT to install a new Augmentation: either Microfibral Muscle or Combat Strength. Microfibral Muscle will allow you to push and/or lift increasingly heavy objects that you otherwise would not be able to. You'll also move faster while carrying those objects. Combat Strength increases damage done with melee weapons as long as you activate it. You can check the Skills and Augmentations section for a comparison. Combat Strength is tremendously useful both in melee stealth kills and object destruction later on, so I favor Combat Strength. Djibriel's First Time Player Pick: Install Combat Strength On the other side of the hall is UNATCO Computer Ops, where Alex Jacobson, your contact, works. Go in to talk to him. Notes: Check out Alex' clothing. Keyboard on his pants, wires running in and out of his clothes. This guy is connected 24/7. I don't know if the Griffon name and black gryphon logo on his back mean anything. In his room, there's a DataCube containing login info for Gunter Hermann. Near Alex, there's yet another DataCube detailing a familiar code. There's a locked door with a 25% Bypass Str Security Keypad. Ignore it for now. A paper on the table holds an article by Joe Greene, a character you'll run into later in the game. The Midnight Sun must not be a very good newspaper. Notes: Zeitgeist is a German term to indicate the so-called spirit of the time; the dominant culture. Schadenfreude is also German and means to derive joy/humor from someone else's discomfort. Alex Jacobson was named after Alec Jacobson, Warren Spector's nephew. With your back to the Security Keypad, walk forward. Somewhere next to the screen displaying pink gibberish, there's a part of featureless floor that actually a hidden opening into a secret storage room. In this room, you can find a SCOPE WEAPON MODIFICATION, an OFFICE DOOR NANOKEY and a crate containing 30.06 AMMO. When you're done stealing, make sure to steal some more; take two CANDY BARS from Alex' room since you'll need to hand out some food in the next mission. If you want some background info on the way UNATCO is sailing, and you're at least Trained in Computer, hack into Alex Jacobson's computer for the following info: Login: anavarre Password: scryspc Login: ghermann Password: zeitgeist Login: jmanderley Password: knight_killer Login: jreed Password: redshoes Login: jreyes Password: amigo Login: scarter Password: antique Login: (Alex) Password: calvo Alex' Login is 'ajacobson' With Alex' computer, you can get remote access to the accounts of Anna, Gunther, Manderley and yourself. Janice Reed's computer is right in front of her, and Jaime's computer is in Medical. The only computer and account you can't access is that of Sam Carter. In Alex' mails, you find the code to the locked door in this room: 2001. Behind the door are two crates containing a BIOELECTRIC CELL and a LOCKPICK. There's also a FLARE. You can use the passwords to access a lot of emails, a lot of fun stuff, especially Gunther's dreams of a skullgun. Notes: Anna's password 'scry spc' can be read as scry (looking into a glass ball to observe visions, the future, etc.) specialist. The French chick the CIA's been watching mentioned in Alex' mail is likely the French chick you meet later in the game. The 'occipital jack' is an electrical connector in the Occipital Lobe, the back of the brain, where visual processing takes place. The concept of a jack like that can be found both the Matrix and the Ghost in the Shell anime. Unknown if the game Strike4 or Warlord/cRakS from Australia is a reference to something. You can guess Alex' password from the poster near his computer; Calvo. Also note that Calvo is set to speak at the Page Commentation Center. Speculative fiction is an umbrella term for all 'what-if' fiction, like science fiction or alternate history fiction. DX is a good example of it, as are some important influences on this game. You can read about the FAA takeover of another airline on Janice's computer, so it's likely she the 'Anon' posting on the Mailing List. The skull gun is a reference to Neal Stephenson's novel The Diamond Age: "The bells of St. Mark's were ringing changes up on the mountain when Bud skated over to the mod parlor to upgrade his skull gun" A backstop is a construct designed to stop bullets; since the targets need to be renewed easily because you want to see your results clearly, they are often made of paper or thin wood and a back stop is necessary. Pushing smack means selling heroin. The only computer you don't have access to with this info is K. Lloyd's computer near the entrance. Navarre, Manderley and Lloyd are the only one verbally protesting you using their computer right in front of them, but note that you can check out Navarre, Hermann and Manderley's accounts from Alex' computer. The second hallway contain the room of Sam Carter, and the offices of both Gunther and Anna. Anna will greet you coldly if you met her earlier. In a closet here you can find some DARTS, on a table there's a BIOELECTRIC CELL. Notes: A nearby newspaper paints a horrifying picture. "Let the bodies pile up" indeed. CDC is the Centers for Disease Control and Prevention, a US government agency. The National Guard is a reserve military force composed out of US citizens. Unless you want to use some computers, it's time to see Sam. 50 SP SUBJECT ACQUISITION BONUS UNATCO Quartermaster Sam Carter is one of the few more lenient UNATCO employees who reacts better to you if you make no or few kills. He'll give a Stealth Pistol and the choice between a LOCKPICK, a MULTITOOL or 10MM AMMO. Your choice; you have plenty of Ammo and probably less Lockpicks than Multitools. If you killed too many NSF, Sam will only give you the Stealth Pistol and some advise. Notes: The Stealth Pistol looks a lot like the Seburo Compact eXploder firearm, from Ghost in the Shell. The Merced Operation is not discussed further in-game. Merced is both a city and a county in California, part of which is NSF-heavy territory. Since the NSF killed Carter's children, we can safely assume that the Merced Operation was a US Army mission with the NSF as a target, somewhere in the last 10 years. Primary Goals: Go to Manderley's office on Level 2 for the mission briefing. Before you go see Manderley again, there are two doors on Level One that you can now open with the Nanokey you found beneath Alex' room. In them, you can find an ACCURACY WEAPON MODIFICATION, another copy of the OFFICE DOOR NANOKEY you used to enter these places (it's beneath the desk), and in the other room a LOCKPICK and a MULTITOOL. The paper holds another article by Joe Greene, who seems to be somewhat anti-authority. Notes "...that have sought to destroy it for nearly three centuries." Some words to inspire patriotism through fear and xenophobia. The US declared their independence from Great Britain in 1776; Greene is saying that foreign powers have been actively trying to destroy the States since the very start. Finally, enter Manderley's office where you get your new mission and your op bonus. You'll get 1000 for the main mission, a bonus of 250 if you rescued Gunther and a penalty of 200 credits if you killed Leo Gold against Manderley's orders. Primary Goals: Go to the South Dock and take the police boat to Manhattan. It's time to leave. Note that when you return to this place, it's a whole new level; if you drop something in your office now, it won't be there when you return. If you've upgraded your Computer skill to Advanced, now is a good time to relieve the ATM of its contents. Also, make absolutely sure you leave this place with two Candy Bars and/or Soy Food packets. Leaving, you can talk to Kaplan one last time if you're still interested in any of his warez. When you're all set and done, head for the South Dock to catch your boat. ********************************** 3.3 Battery Park, New York City ********************************** Skill Points to earn: 695 20 SP EXPLORATION BONUS Back entrance Castle Clinton 65 SP AREA LOCATION BONUS Castle Clinton Control Room 150 SP ACCOMPLISHMENT BONUS Locate Ambrosia 20 SP AREA LOCATION BONUS Entrance beneath Kiosk 50 SP Feed Billy 40 SP ACCOMPLISHMENT BONUS Enter Kiosk 10 SP SECONDARY GOAL COMPLETED Receive orders from Anna 300 SP PRIMARY GOAL COMPLETED Rescue hostages 40 SP ACCOMPLISHMENT BONUS Enter hostage situation Augmentation Canisters: Aqualung / Environmental Resistance Augmentation Canister Weapon Modifications: None Secondary Goals: Locate the stolen barrel of Ambrosia in Castle Clinton. Anna's approach to the mission is the following. You walk up real close to some NSF guys. Then you're all "You want some of this?". Then, you display the strength of the UNATCO by shooting everybody. Finally, you shift through the dead bodies, because intel has it there's an Ambrosia container somewhere. I'll do you better. Let Anna run ahead; she'll be waiting for your approval with two UNATCO Troopers before rushing in Castle Clinton. I'll lead you to that sweet Ambrosia without any NSF even pointing a gun at you. And it all starts with the Kid on the docks. Notes: Castle Clinton is a real place, located in Battery Park, NYC. The outline of the fort walls appears in-game to look much like the real thing. First, jump in the water. Under the docks, you'll see two crates containing a MEDKIT and a LOCKPICK. You'll need the Light Augmentation to see them. Now, get back on land and find that kid. Don't carry any of your big guns though, it'll scare him off and he won't talk to you. Feed Josh a Candy Bar or some Soy Food for him to spill the beans about the 'bolt hole' of the NSF in Castle Clinton. Code's 9183. You can safely deny him food once for some dynamite dialogue. If you forgot to bring any food for the kid, you're in a tough spot. The only food you can reach in this level is in the shanty town to the Northeast, where your arrival will start a shootout between UNATCO and NSF Terrorists. There's Soy Food in one of the houses in the Northwest corner of the shanty town. I'll just assume you brought a snack... Behind you, there's the soda machine. The black box next to it has a 20% Str Lock. Feed it one or two Lockpicks to open up the panel: 9183, and you're in. 20 SP EXPLORATION Back entrance Castle Clinton Before you go on, to the Northeast of Josh' location, you can find a large memorial statue. A ZYME VIAL stands on top of it, you may want to grab it. It's hard drugs, don't do it. Winners don't do it; are you a winner? Much later in the game, you can sell any Vial you're carrying for 65 credits a piece, but that's not a lot of money at that point. Some poor guy is walking here, afflicted with the Gray Death; you can have a dialogue scene with him after he uses his first line. Notes: The memorial statue here is also a real place. Facing the Statue of Liberty across New York harbor, the East Coast Memorial is located at the southern end of Battery Park. This memorial honors the 4,601 missing American servicemen who lost their lives in the Atlantic Ocean while engaged in combat during World War II. Designed by the architectural firm of Gehron and Seltzer, the monument consists of a large, paved plaza punctuated by eight massive 19-foot tall gray granite pylons (four each on the southern and northern sides) onto which are inscribed the names, rank, organization and state of each of the deceased. Return to the soda machine, and pass it. Dead ahead, there's a table with a MULTITOOL and two FLARES on top of it, and a BIOELECTRIC CELL beneath it. In the water's 10MM AMMO, but you'll need some light to see it. Time to go down the stairs. Below the stairs, you'll want to turn right immediately, pick up the PROD CHARGER and enter the ventilation. There's an NSF terrorist guarding the area you may need to disable, and there's a camera that surveys the area as well. It's best to wait for the guard to leave so you can sneak past the camera. Note that the metal floor makes a lot of noise, alerting enemies easily. So watch your step, Clanky. Go down the ladder in the ventilation shaft. Facing the ladder, turn right once (towards North) and start crawling. Parallel to this shaft is a walkway that's being patrolled by some NSF pyro carrying a Flamethrower, and there's a camera monitoring the situation. The alarm cannot sound; turrets will mess you up. You can shoot the pyro with a Tranq. Dart and prevent him from sounding the alarm if he's far enough South. It's very useful if he's down. If you're into Heavy weapons, you might want to pick up that Flamethrower. It's a very useful weapon since it's basically a guaranteed kill at close range, but it's very big. With your back to the grate you just left, with the water to your left, there's a hallway ahead. Walk silently on. There's a MULTITOOL around the corner to your left and 7.62x51MM AMMO on the table. Around the corner to your left, there's an NSF patrol that cannot be allowed to sound the alarm. Wait 'til you hear his footsteps, then quickly use the Riot Prod or a lethal takedown to finish him off. This guy has the CASTLE CLINTON SAFE NANOKEY. This next room is being watched by a camera. Everybody near is dead though, and if you'll sprint on towards the stairs the turret won't have time to react. Sprint towards the stairs. Open the door and find the lower door. Bypass this 20% Lock Str door either with Lockpicks or perhaps the GEP gun (it won't attract anybody). For entering Castle Clinton's Control Room, you obtain: 65 SP AREA LOCATION BONUS Castle Clinton Control Room If you used the GEP gun, the safe will also have been blown open. If not, you get the Nanokey from that one guy so there's no need for Lockpicks. Inside is a TORSO1 AUGMENTATION CANISTER and a DataCube. In this room you'll also find some ROCKETS, a MEDKIT, a NAPALM CANISTER and the KIOSK DOOR NANOKEY. Notes: On the DataCube in the safe, it is said that there was one more Augmentation Canister the NSF took, and it's on its way to some airfield. Lebedev is likely Juan Ivanovich Lebedev, the NSF sympathizer mentioned on the Leo Gold mugshot. Finally, there's the Security Terminal that you can use to disable all security beneath Castle Clinton. Disabling all camera's is good enough, but if you're Advanced in Computer like I told you, you can even turn the turrets off or set them on any still-living NSF soldiers in the area. If you're not even Trained in Computer, you'll have to live with the security measures. Login for both the computer and security terminal is NSF/RIGHTEOUS. You never learn that in- game, though an NPCs in a later level mentions that the NSF uses the 'righteous' password. Now, go back to the room you sprinted across. If you turned it all off, you can easily open the crates and take what you find: 10MM AMMO, a MEDKIT and ROCKETS. You can find 100 CREDITS on a ledge as well. There's a BIOELECTRIC CELL on top of one of the containers. In the room to the South, you'll find the Ambrosia Canister! You gain: 150 SP ACCOMPLISHMENT BONUS Locate Ambrosia Secondary Goals: Report to Agent Navarre to receive your orders. You can now exit into the courtyard that Anna's holding for you. Go up one level, turn right twice to find the stairs going up. You come across a red button, and you'll gain: 20 SP AREA LOCATION BONUS Entrance beneath Kiosk Alex will contact you. The Keypad you see opens up the hatch you just came from, so ignore that. You already found the Kiosk Nanokey, so you can use the Keyring to open up any of the doors you see. Pick the single door and remain crouched; there's NSF all around the Kiosk. Billy the Kid (huh...) asks you for some food if you approach him unarmed. Feed the poor guy a Candy Bar or some Soy Food to gain: 50 SP Feed Billy The nearby crate has a 20% Str lock and contains a BIOELECTRIC CELL and a DataCube containing the code to the tunnel you just crawled out of: 666. If you crawl into the room next to it where the door is blown out, you'll gain: 40 SP ACCOMPLISHMENT BONUS Enter Kiosk In this room you can find another copy of the KIOSK DOOR NANOKEY that you could've used if you went in through the front entrance. Now, if you walk out into the courtyard, Anna and co. will start shooting. You can prevent this by sneaking back out the way you came in and circling around to meet Anna. Deaths caused by your allies count against you in that if Anny personally kills all NSF in the courtyard, both Anna and Sam Carter later will act as if you're the killer. However, if you let Anna and her men kill the NSF in the courtyard, you can easily loot their bodies (lots of 10mm ammo, knives and guns) and the crates containing a MULTITOOL, 2 clips of 7.62x51MM AMMO and 12G BUCKSHOT SHELLS. Anyway, talk to Anna after you found the Ambrosia. If you killed anybody in the courtyard (or let her do so), she'll be pleased with you. If you're civil in conversation with her, you'll get two EMP GRENADES. If you're acting high and mighty, she'll only give you the one. If you got on her good side both times, she'll start to follow you; if you didn't, she'll stay behind near the entrance of Castle Clinton. At any rate, you'll get: 10 SP SECONDARY GOAL COMPLETED Receive orders from Anna Notes: Anna Navarre will not miss out on the opportunity to tell you about her hearing aid. Cochlear implants are implanted in the inner ear. Maybe I don't understand it correctly, but I think Anna means to say that she can listen WITH (ultra)Sonic transducers, which would effectively give her echolocation, similar to bats. Primary Goals: Free the hostages in the Battery Park subway station, east of Castle Clinton. First, there's some stuff around Castle Clinton. Near the entrance is a chest containing BUCKSHOT SHELLS. Near the bum with the brown jacket, Southwest of the entrance, there's a chest with 10MM AMMO. Close to the three stacked metal crates that are so big you'll need Microfibral Muscle to even push them, is a chest containing a clip of 7.62x51MM AMMO. Notes: one of the bums is singing 'My Country, 'Tis of Thee', an American patriotic song from 1831. Last bit of this mission is to free some hostages in the subway station. Anna envisions you going down in the tunnel, killing the NSF there, disabling the boobytraps with an EMP Grenade, kill the remaining NSF and save the day. That's certainly an option, but there's a better way. Entrance to the subway lies in Battery Park, where poor people have set up shelter and the NSF have fortified that shelter. Three UNATCO Troopers are about to have a shootout with four NSF terrorists, and the battle triggers when you draw near. You can take part in the battle in any way you can, kill or no kill, but make sure the Park itself is devoid of enemies when you're done. None of the NSF carry anything interesting. In crates scattered around the encampment, you'll find 2 clips of 7.62x51MM AMMO and a box of BUCKSHOT SHELLS. One of the houses has a locked chest with a 20% Str Lock containing a FLARE, a MEDKIT and a PROD CHARGER, another house and another 20% Str Lock contain a LOCKPICK, a MULTITOOL and a CANDY BAR. On the floor in the houses, you can find a LOCKPICK, a pack of SOY FOOD and a BIOELECTRIC CELL. Near the Subway entrance, you can find a PROD CHARGER. Time to get with the hostages. Down there, there's a barricade with three NSF shooting at you, and behind that barricade is a boobytrap that blows up the station if you touch the laser grid that separates you from the hostages and five more NSF. Let's avoid all that. Facing the Subway Station entrance, you can see a grey square to the left that's Unlocked. Climb down and you'll find yourself in some sort of climate control station. Near the sign is another door. Climb the ladder all the way, then turn North. Turn East at the first moment to find a grate. From this position, you can snipe down the NSF here one by one, retreating each time behind a corner into the vents until the NSF think you've moved on. Never shoot any of the TNT Boxes! It's all connected, and everybody on the ground floor including the hostages will die. It's possible to crawl all the way to the Northeast, where you'll wind up near the hostages. You can tell them to get on board of the subway as soon as you open it for them, and this way you can rescue them without alerting any NSF. You can then shoot a TNT box to easily clear the entire floor when the hostages are gone. In this corner, you can find a PROD CHARGER hidden near a column. When all terrorists are disabled, the hostages will calm down. If some are still conscious, you can actively tell them to get on the subway. You'll get: 300 SP PRIMARY GOAL COMPLETED Rescue hostages The crate on the subway side of the lasers contain a LOCKPICK. The crates on the other side, if you'd care enough to backtrack, contain 10MM AMMO and a LOCKPICK. You can go through the vents again, disable the lasers with the EMP Grenade or simply carefully put all TNT boxes near the lasers (crouch when you throw them) and shoot them. The NSF terrorists can be looted for 10mm Ammo, a Flamethrower or a Napalm Canister and Buckshot. Near the lasers, on the subway side, you can score: 40 SP ACCOMPLISHMENT BONUS Enter hostage situation Primary Goals: Report to Paul in Hell's Kitchen You're done here. It's time for the big city. Consider this your prelude. You could talk to some of your allies for them to congratulate you, but are you really so desperate for recognition? ********************************** 3.4 Hell's Kitchen, New York City ********************************** Skill Points to earn: 1855 150 SP ACCOMPLISHMENT BONUS Gather info from Bar and Clinic 150 SP ACCOMPLISHMENT BONUS Re-enter information location 40 SP EXPLORATION BONUS Use back entrance 'Ton Hotel 40 SP EXPLORATION BONUS Enter Paul's bookcase 65 SP ACCOMPLISHMENT BONUS Rescue hostages in 'Ton Hotel 50 SP EXPLORATION BONUS Back entrance Smuggler's Den 20 SP AREA LOCATION BONUS Find Smuggler's Den 50 SP AREA LOCATION BONUS Secret MJ12 Sewer Base 50 SP ACCOMPLISHMENT BONUS Infiltrate MJ12 Sewer Base 80 SP SECONDARY GOAL Rescue and escort Ford Schick 50 SP EXPLORATION BONUS Back rooftop route Warehouse 50 SP EXPLORATION BONUS Underground route Warehouse 30 SP AREA LOCATION BONUS Rooftops Warehouse 30 SP AREA LOCATION BONUS Pass through first building 20 SP ACCOMPLISHMENT BONUS Enter second building 30 SP AREA LOCATION BONUS Pass through second building 20 SP ACCOMPLISHMENT BONUS Destroy wooden fence 20 SP ACCOMPLISHMENT BONUS Destroy wooden fence 40 SP AREA LOCATION BONUS Power box near Warehouse 20 SP ACCOMPLISHMENT BONUS Destroy cracked wall 30 SP AREA LOCATION BONUS Pass Warehouse basement ramp 20 SP EXPLORATION BONUS Swim through pipe 60 SP AREA LOCATION BONUS Warehouse basement control room 70 SP CRITICAL LOCATION BONUS Generator control room 500 SP ACCOMPLISHMENT BONUS Disable NSF Generator 20 SP ACCOMPLISHMENT BONUS Roof Generator building Augmentation Canisters: Speed Enhancement / Run Silent Augmentation Canister Upgrade Augmentation Canister Weapon Modifications: Accuracy, Clip, Scope (700) Primary Goals: Report to Paul in Hell's Kitchen. You arrive in Hell's Kitchen. There's a shootout between UNATCO and the NSF, who retreated to this location and are being pushed back. All citizens have been put in the clinic, the Underworld bar and the Subway station; the streets are devoid of most 'normal' civilians. In the subway, there's a Muttering Bum going on about how voices in his head are telling him about 'Majestic', and a Homeless Guy talks about how they're setting fires in Wall Street. If you pull out a weapon here, the people will panic. You can find a PROD CHARGER behind a wooden pallet. Notes: The Muttering Bum could be a victim to any number of mental disorders, but another theory is that he's psionic. At least one important laboratory in the world of DX does extensive tests with people who have 'the Gift'. Majestic, after all, becomes a very important word later in the game. A second theory is that it's more a reference to the Illuminatus! trilogy, where mentally unstable persons respond verbally to global events unknown to them. The Public Access Terminal has some background info. The chlorine spill especially is something to read, and the article about the Brooklyn Navel Yards founded by Bob Page is interesting as well, since Page is an antagonist from the intro sequence and the Naval Yards is a location you'll visit later in the game. Notes: The Brooklyn Navy Yard is a real place in Brooklyn, NYC. 'Senator' Clark Ashton is a reference to Clark Ashton, a fantasy horror writer and contemporary of H.P. Lovecraft. The ATM has credits for you; base ATM Value is 524 credits. Unless you're Advanced in Computers, don't Hack it yet since there's account info later. You can talk to the Hooker, Sally, with the red skirt for some dialogue about NSF on the streets and the locals being herded into the Underworld Bar, the Clinic and the Subway. Paul will greet you as soon as you head up the stairs. If the hostages died before or after the subway ride, he'll berate you for messing up. He'll give you the APARTMENT NANOKEY and a PROD CHARGER. Primary Goals: Find the NSF's secret generator. Paul's team will raid the warehouse when the generator is destroyed and the EMP field goes down. Secondary Goals: Talk to the locals in the bar or the clinic for clues to the location of the generator. You can take care of the Secondary Goal right away by talking to Sally a second time. She'll squeeze you for 50 credits for the info, though. She also mentions a guy called 'Smuggler' who has a hideout nearby, and the fact that Jordan, the 'mech chick' who owns the bar, works together with local law enforcement. At the top of the stairs, you'll be contacted by Alex who talks to you about a hostage situation. Secondary Goals: Investigate the hostage situation in the 'Ton Hotel, at the southeast corner of the block. Rescue the Rentons, if they are still inside. North of the Subway entrance, there's three dead bodies. One of the NSF can be looted by BIOELECTRIC CELL, the other one has a CANDY BAR. Move East to a dark spot. You can pass behind wooden fence, you'll see a Bum being accosted by two NSF Thugs. If you do nothing, the Thugs will kill both Bums. Now, pay close attention. If you disable the Thugs, you can talk to the Bum you save and you'll get a password. However, this will disable an option later in the game where you can buy a password and get skill points for it. I suggest you either leave them to their business, or save the Bum and then not talk to him. The conversation between the thugs 'nd bum might be worth your time. Seems people are living underground, coordinated by a guy called Charlie. If you DO talk to the Bum, he'll tell you about the fact that the NSF is shacking up with the bums in underground tunnels. Notes: If you throw the ball on the top of the ring, you'll get the message "Sign him up for the Knicks!!!!". Guess they're still around. System Shock 2, a game DX referenced earlier, also had an easter egg unlocked by throwing a basketball through a hoop. From the bum who gave you saved, turn to the Northwest. There's another tunnel you can follow for another Bum and a container with a 40% Str Lock, but you have no business opening it since there's a better way and a more opportune moment to go that location. Return to the subway station entrance. To the South, there's the entrance to the 'Ton Hotel and a shootout between UNATCO and NSF that starts when you draw near. Let's do that part right now, since it triggers when you draw near and it's possibly to miss the action that way. Between you and the firefight are two UNATCO troopers standing near two crates. You can accept three GAS GRENADES from the troopers, there's no reason not to. The right UNATCO trooper will secretly hold one GAS GRENADE for himself, if you silently disable both, you can take it if you must. The crates contain 10MM AMMO and 30.06 AMMO. Proceed further down south, where the UNATCO is winning a firefight against the NSF. Ignore the entrance to the 'Ton Hotel for you. You need to personally kill 5 NSF or more, or the troops will act as if you were hardly there. This is very difficult, since the UNATCO troopers will do a lot of shooting themselves. Headshots with your Sniper Rifle are a good way to do it. Another good tactics is to get close to them and aim for every head you see with a Pistol or Stealth Pistol, but that can also be quite dangerous. Your behavior has no other effect than some troops' opinion of you; UNATCO ground troops will like you better if you act like a killing machine. Notes: You can take advantage of an inaccurate trigger here. You can climb the roof of the 'Ton hotel via the back entrance, past the open window. From this high vantage point, you will see the UNATCO and NSF troopers. Because you're so high up though, the game thinks you're too far away for the shootout to start, so everybody will remain passive. In addition, the NSF Terrorists will be indicates as 'Friendly'. You can use this to kill all NSF without suffering casualties on the UNATCO side or being in danger yourself. You can also guarantee you get 5 kills here if that's your goal. Search all NSF bodies for lots of ammo, some Tranq. Darts and the OSGOOD AND SONS FRONT DOOR NANOKEY. From fallen allies, you can pick up an Assault Rifle if you want one. That door, by the way, stands between you and one NSF member. During the shooting, it's possible for that NSF to run out, opening the door in the process. Also, it's possible for a UNATCO ally to break down the door if he comes close enough to the NSF behind it. If the Warehouse NSF breaks out, you can search his body for the OSGOOD AND SONS BACK DOOR NANOKEY. When you're done with the shooting, ignore Osgood and Son's for now, but do collect the BIOELECTRIC CELL near the wall of Osgood and Son's, check out the DataCube near the Osgood and Son's front entrance and bash open the crates; 10MM AMMO in the crate near the East entrance, and 10MM AMMO, 30.06 AMMO and 7.62x51MM AMMO near the West entrance, along with some loose 7.62x51MM AMMO on the floor between the garbage bags. On a table in the park, there's a 7.62x51MM AMMO clip as well. In the phone booth, across the Clinic, there's a PROD CHARGER. Notes: The JL mentioned on the DataCube is consistent with Juan Lebedev. Now, near the West entrance is the Tenderloin Clinic. Let's enter it! Keep in mind this place is a no-weapon zone, so people will run and scatter when you draw one. Melee weapons that don't require ammo, like the Baton and Knife are okay, but the Riot Prod isn't allowed. Inside, there's all kinds of people you can talk two. There's a crazy woman that talks about ice cream and lollipops. Notes: "By the pricking of my finger, something wicked is to be known." is a reference to Shakespeare's Macbeth, where one of the evil witches exclaims: "By the pricking of my thumbs, something wicked this way comes." And lo: it's Macbeth that enters! Like the Bum muttering 'Majestic', this can be seen as foreshadowing of a wicked man who makes a grab for power, delivered by another prophetic crazy person. The two homeless men, Rafael and Jake, near the entrance have two discussions that gives you some info on the history of the NSF and the nature of biological warfare. Notes: Squalnomie is not a real place. What is a real place is Snoqualmie, Washington. It's a small town with a beautiful waterfall. The sculpture that is mentioned, Napoleon of Notting Hill, is the title of a book written by G.K. Chesterton, who also wrote 'The Man who was Thursday', a book that is often found in-game. Two Bums have interesting information for you that provoke a dialogue. Make sure to talk to both, they're 50% of you getting 150 skill points later on. Past the right set of glass doors, you can butt in on a conversation between an angry patient and a doctor. Tell the patient to be more appreciative, and he'll leave. The intimidating option will just make him stubborn. If you be the diplomat, the doctor will offer you a 40% discount on the 'Free' clinic's services. The full program gets you the codes to the Med Bot: 2153. In this room, there's plenty of bodies (none of them have any loot). The biochem Bum has a theory that terrorists put the Gray Death in the water. Notes: If you try to intimidate the angry patient, he'll refuse to leave. The docter will offer euthanasia as an option, but the man won't have any of his 'Chinese herbal nonsense'... If you want to steal from the clinic, there's two MEDKITS behind a 30% Str Lock; you can easily bash the cabinet open with any melee weapon regardless of your skill. If you want, you can disable the doctor and take a MEDKIT and the MEDICAL CABINET NANOKEY to open up the cabinet. The doctor outside also carries a MEDKIT and the NANOKEY; the two nurses also carry a copy of the NANOKEY. Notes: There is one Bum that will say 'Who will help the widow's son?', then says he confused you with someone else. This is a Masonic passphrase and secret 'call for help'. He hoped you were a Freemason yourself, obliged to help him out. The oath he mentions is just an oath of secrecy. The computers have some e-mails about a medical perspective of the plague. The one near the entrance responds to ALICE_PRIEST/SECRETARY and the one in the office opens up with JALLRED/APPLE, two codes you can't legally obtain. Also check the newspaper for a killer party. Notes: Part of the text is a reference to 'The Second Coming', a poem by W.B. Yeats about post-war Europe. Some lines go: "The blood-dimmed tide is loosed, and everywhere. The ceremony of innocence is drowned; The best lack all conviction, while the worst are full of passionate intensity." "Tyger, Tyger" are the opening words of the poem "The Tyger" by William Blake. The poem is quoted on the first page of the science fiction novel "The Stars My Destination". Its protagonist was features in the 'Ton Hotel's Register. VLIW is a type of processor, meaning Very Long Instruction Word. The Gibson Cowboys are likely a reference to William Gibson, author of various science-fiction books such as Neuromancer and Johnny Mnemonic. In Neuromancer, a cowboy is a hacker. Brewer's Phrase is another DX-original band, and the name is a reference to Brewer's Phrase and Fable, a book containing definitions and explanations of many famous phrases, allusions and figures. The combination of the world going to hell and the small folk seeking refuge in extreme stimuli is one of the themes you'll find in urban areas. All the advertisements you see are for alcohol (Drink Mo, Think Less!), cigarettes or BDSM nightclubs (Jade Dragon's House of Pain). Behind the left two glass doors, there's the MED BOT. There's a 80% Str Keypad to keep it closed for you; that's either a bunch of Multitools, forking over the 1200 credits, simply bashing open the door with a Baton or the like or cheating the system by obtaining the code through... nefarious means like reading this document. Remember the Augmentation Container you got in Castle Clinton? It gets you either Aqualung or Environmental Resistance. Since there are other choices for the Torso slot (both Regeneration and Energy Shield, assuming you will want to install the capstone Power Recirculator or Synthetic Heart), it's valid to not install anything at this point and drop the Canister from your inventory. The second Augmentation Canister that is required for the Regen/Energy Shield combo is obtained so late in the game though, I feel it's best to install one of these right away. Djibriel's First Time Player Pick: Install Environmental Resistance You're done in this clinic! Exit. Northeast of the entrance of the clinic, is the door to the Underworld Bar. East of the entrance is a DataCube with some ATM account info: account# 947761, pin# 2867. Enter the bar. The place is run by ex-UNATCO mech chick Jordan Shea, who will not tolerate weapons in her bar. There are quite a few interesting NPCs to talk to in this place. The Used Car Salesman? is Joe Greene, a man who wrote a few articles you could've read so far in this game. Ignore him, it's your job to ignore the press. Secrecy saves lives! If you do talk to him and ask him questions, he'll pump you for info and confront you about UNATCO's ways. It is possible to kill the man here, but Manderley won't be happy, and this man still has his role to play later in the game. There's a goth prostitute type called Janey who asks for your help. Her friend is being threatened by some punk called Johnny. Secondary Goals: A man named Johnny took a woman into an alley west of the Underworld Bar. Investigate the situation. The guy with the sunglasses at the bar is Jock, a grade-A fellow who will become very important to you later on. Talk to him a few times. You'll have to buy him one Forty at 10 credits a bottle for the info on Smuggler (unless you already know about him) and one for his info on Area 51. Smug bastard won't accept any ol' lukewarm beer you found standing around between the garbage bags, so buy them from Shea here. Notes: Area 51 is a real place, somewhere in Nevada. It's a government testing location for all kinds of official Top Secret weapons and aircrafts, and it has captured the imagination of UFO enthusiasts and the like for years. The NSA mentioned is The National Security Agency (NSA) is a U.S. intelligence agency responsible for the production and management of signals intelligence (SIGINT) and information assurance for the United States government. At the time of writing, it has been very much in the news since it was revealed through a leak that the NSA captured and analyzed far more information than traditionally believed. Echelon, officially ECHELON, is also real! It's outdated technology today, but it monitors a large proportion of the world's transmitted civilian telephone, fax and data traffic since the Cold War. DX builds upon the old Echelon network by writing a future where the Echelon system was updated a few times until Echelon IV was reached. Officially, ECHELON does not exist, though leaked documents has proven its existence. The NSA builds and uses the ECHELON signal stations around the world. The Red Star logo on the wall heavily resembles Heineken, a Dutch beer brand. On that note, beer bottles are called 'Forty' in this game because a forty is American slang for a 40-U.S.-fluid-ounce bottle. The more you know! The Underworld Bar could be so named to fit in with the 'hell' motive used a few times in-game, or because Warren Spector worked on Ultima Underworld prior to working on DX. There's a MEDKIT behind the counter of the bar. Make sure to get the info from Jordan Shea, the Bar Lady, as well. It is possible to kill her as well here, but like Joe Greene, she'll make more appearances in the game if you don't. Notes: The name Jordan Shea may be a reference to Robert Shea, science- fiction author of the Illuminatus! Trilogy. On the other end of the bar, there's a Worker called Dan and a Woman called Meg discussing the purchase of some street Ambrosia from JoJo, a name you heard mentioned in the Statue of Liberty. If you listen in on their entire conversation, you can talk to Dan, and if you approach him positively, you can get the NSF warehouse code from him: 3316. If you flex your UNATCO muscle and try to strong-arm him into a confession, you won't get anything and Jordan Shea will dislike you for it. It will trigger a third dialogue between Dan and the woman though, this one about the Stanley account. Notes: A Cape Cod is a cocktail with cranberry juice and vodka. One of his random lines is bugged, displaying wrong subtitles. The ATM in the Underworld Bar has a base ATM Value of 411. You can only withdraw the 411 from either one, they're linked. You can use the 947761/ 2867 combo you found earlier to withdraw a whooping 36 credits from the ATM you didn't disable by Hacking. If you exit the Underworld Bar, and you got the generator info from both the clinic and the bar, you'll get: 150 SP ACCOMPLISHMENT BONUS Gather info from Bar and Clinic Due to a bug, you can now enter the clinic and collect that same 150 skill points a second time, if you want. It's a bug, but it's also silly to avoid the clinic from now on. 150 SP ACCOMPLISHMENT BONUS Re-enter information location With your back to the West exit of the bar, turn East and start walking. Near one of the garage doors, you'll find BUCKSHOT SHELLS. Do a 180. All the way down West, in the tunnel, you can meet some local police and a case of 10MM AMMO. South of the Riot Cops, in a tunnel adjacent to the tunnel you're in, you'll find Johnny. Take daddy cool out silently, or scare him off with how you'll add his to the list of NSF casualties. If you make a sound killing the man, the nearby cops will come after you violently. If you chase Johnny off, and you chase after him, your IFF targeting reticle will turn to red after a while, and Johnny will try to cap your ass as soon as he sees you. Luckily, he's an idiot who tries to do so near Riot Cops who'll taze and shoot him, saving you some bullets. Johnny carries a CROWBAR and a SAWED-OFF SHOTGUN or BUCKSHOT SHELLS. Regardless of your actions, Johnny won't have a role to play in the rest of the game, so you're not missing anything when you kill him here and now. If you knock him out or kill him, Sandra will mention Johnny being dead later in the game. If you leave the situation alone, Sandra will be okay later. If you try to buy Sandra for an hour, Johnny will sell you Janey. Even though the price is 200, only 100 credits will be taken from you. You can talk to Janey about the deal, but JC won't inform Janey about the deal if you try to. Talk to Sandra Renton twice, who'll give you the password to Smuggler's place: bloodshot. When you're done with the valiant knight thing, go back inside the Underworld bar, where Janey has the warehouse code: 3316. If you already freed the 'Ton Hotel of the NSF, you can have some minor dialogue by playing message delivery boy between Sandra and Gilbert Renton. Return to the East exit. There's a hostage situation going on in the 'Ton Hotel, it's time to settle that. You can enter the hotel through the front or with the fire escape ladder; taking the fire escape ladder gets you extra skill points. Behind a cardboard box, you an find a newspaper detailing the new lunar mission. Notes: Palus Somnii and Mare Crisium are real regions on the moon. Someday, I hope someone out there can explain to my how the moon can be divided in regions in any meaningful way... The newspaper references a scrapped moon mission that was set to appear in this game. Zhou Enlai was the first Premier of China, serving from October 1949 until his death in January 1976. Nghia Lam, the Chinese Premier, is named after one of the Artists who worked on DX. Find a small Metal Crate to help reach the ladder, climbing it gets you: 40 SP EXPLORATION BONUS Use back entrance 'Ton Hotel You conveniently enter Paul's apartment, who foolishly left his window open. Paul's apartment houses 350 CREDIT CHIT in the bedroom, a MEDKIT in the washing room and a DataCube in the living room. There's a CIA Factbook about Hong Kong in the bathroom, and a book about the India/Pakistan situation. Notes: The CIA does indeed write and maintain The World Factbook online, where you can read about all nations. Hong Kong has an individual entry. As of march 2014: despite strenuous law enforcement efforts, faces difficult challenges in controlling transit of heroin and methamphetamine to regional and world markets; modern banking system provides conduit for money laundering; rising indigenous use of synthetic drugs, especially among young people. Fun stuff! Vishnu is the supreme god in Hinduism, the major religion in India. Contrast this with Pakistan, where the state religion is Islam. Relations between India and Pakistan have been poor ever since 1947, when India and Pakistan in their current form were created. Violent border conflicts have been the result. Both India and Pakistan, in our world today, have nuclear weapons at their disposal. Behind the painting is a 20% Str Keypad with the code: 4321. Behind that opens the bookcase containing three MULTITOOLS, a BIOELECTRIC CELL, two LOCKPICKS, a MEDKIT, two clips of 10MM AMMO, a BALLISTIC ARMOR and another DataCube. Entering the secret compartment gets you: 40 SP EXPLORATION BONUS Enter Paul's bookcase PDENTON/CHAMELEON gets you access to some of Paul's mail. The romantic mail is stand-alone; coded message or real? You decide. The undelivered mail to 'Juan' is interesting; the only Juan in the game so far mentioned is Juan Ivanovich Lebedev, NSF sympathizer. It is implied that 'P' from Paul's account has been in contact with Juan. Notes: KVORK Inc. is a reference to Jack "Dr. Death" Kevorkian, who was a Right To Die euthanasia activist. Blue Harvest was a kind of working title for Star Wars Episode VI. See you next Wednesday is a phrase that is used as a running gag in films by John Landis, such as The Blues Brothers. Marcy Playground is an alternative rock band from the States. Time to take down the NSF. Open the door with the Nanokey Paul gave you, then sneak behind the back of the NSF into the elevator shaft. Don't get too close to the hostages, it'll trigger the NSF into shooting them. So no melee weapons! From the elevator shaft, you can easily shoot them with either a Tranq. Dart or whatever bullet you choose. For shooting these two NSF, regardless of the survival of the hostages, you gain: 65 SP ACCOMPLISHMENT BONUS Rescue hostages in 'Ton Hotel If the male hostage makes it, he'll give you an NSF password 'righteous' when you talk to him. Find the elevator shaft again. Climb the ladder all the way up to find a MULTITOOL, then climb it all the way down to find two crates containing a BIOELECTRIC CELL and another MULTITOOL. Leave the elevator shaft; dead ahead is Mr. Gilbert Renton's office, where a single NSF is the last man standing. It is possible to talk to Gilbert without alerting the NSF; Gilbert will pretend everything is just okay. The NSF'll never try to shoot Gilbert, so just rush in there and use the Riot Prod or whatever to take him down. The biggest hurdle here is getting too close to Gilbert before the NSF is down; JC Denton will start a conversation while the NSF is ready to shoot him at point-blank range. Find the NORTH ROOM NANOKEY in this room in the keycloset, and a 50 CREDIT CHIT on the table. There is a hard to spot DataCube on top of the watercooler, written by the NSF Terrorist you just took down. The Hotel Register is full of names, all characters from novels and comics (except Paul Denton, obviously). On the desk here, as well as in front of Paul's apartment, there's a newspaper talking about Zyme. You could have picked up a vial earlier, in Battery Park, or in the nearby junkie den. Notes: Zyme literally means a ferment, but could also be a reference to the main character of the Man who was Thursday, Gabriel Syme, who has also checked himself in in the 'Ton Hotel. James Cabell, mentioned as a doctor in the newspaper article, is another American author of fantasy fiction. Notes: Here is the first bit of The Man who was Thursday. Gully Foyle, main character of The Stars My Destination, a science fiction novel about a dystopian future and cybernetic enhancements. Gabriel Syme, main character of The Man who was Thursday. Oberst Enzian, a character from Thomas Pynchon's book Gravity's Rainbow. Pynchon's referenced later in the game as well. Smilla Jasperson, main character from the Danish Miss Smilla's Feeling for Snow. Hippolyta Hall is the birth name of Wonder Woman's daughter from the DC comics. Finally, the'Ton Hotel is a reference to the Hilton chain of hotels. The hotel itself is actually called Hilton, even though its owners are the Rentons. You can use the North Room Nanokey to enter a druggies' den on the second floor. This sad place is the finding place of two dead bodies, two ZYME VIALS you have no use for, and a 20% Str Lock door that hides a MEDKIT and a BIOELECTRIC CELL. There's also a great newspaper article here, advocating the NetChurch. Notes: The opening quote is from the Bible, book of Revelations 1:18, the last book of the Bible which is not accepted as canonical by all branches of Christianity. It's about Jesus returning to the earth. Rapture is something that happens at the end of days, when all the good Christians are pulled up the Heaven and all the sinners are left behind to suffer through tons of nastiness here on earth. The second quote is also from the Bible, John 3:15. Check the IP: it's 999.7.7.7. While 999 is common in IP addresses throughout DX, the 7.7.7 has significance; 777 is considered the opposite of 666, the number of Satan. 777 is a holy number in the Christian faith. On the balcony of the second floor, behind a Houseplant, there's a DataCube with some ATM account info: account# 543654, PIN# 5544. This info, however, is just the old numbers of John Palmer; you found his new info lying in the trash. That Palmer never learns! In the front hall of the hotel, there's an ATM with a base ATM value of 232. Account# 947761, PIN# 2867 gets you 62 credits. You heard about Smuggler from Sandra Renton and Jock, the former of which also gave you the password 'bloodshot'. You can find his front entrance Southeast of the subway entrance, but if you find another path you'll get some extra skill points. Get to the basketball field near the subway entrance where you rescued the Bum and find the other tunnel. There's a newspaper to be found here. Notes: The ACLU is the American Civil Liberties Union, a national organization advocating individual rights. When you're done reading, find the container with the 40% Str Lock facing East. The container with the lock facing West only holds a PROD CHARGER. If you break in through the East-side facing one with Lockpicks or explosives, you get: 50 SP EXPLORATION BONUS Back entrance Smuggler's Den Descend with the ladder. You'll find yourself in an underground parking garage. Right nearby is a crate containing a LOCKPICK. Dead ahead is an old booth where you'll find a single MULTITOOL. The nearby Control Panel controls the blue lasers, it's best to use a Multitool or two here. If you don't disable the lasers, you'll trigger the appearance of a Security Bot that'll likely shoot you to hell. Past the lasers is a crate containing a BALLISTIC ARMOR. Further on is one with a PROD CHARGER. Open the door to get: 20 SP AREA LOCATION BONUS Find Smuggler's Den Talk to Smuggler, who gives you a new mission, and offers his warez with some outrageous price tags attached: SCOPE WEAPON MODIFICATION 2100 credits BIOELECTRIC CELL 750 credits LIGHT AMPLIFICATION GOGGLES 3375 credits You'll be able to lower his prices by completing a mission you'll want to complete anyway, so don't buy anything now. Smuggler gives you the most important item, an UNLOCKS SEWER MAN HOLES NANOKEY, for free. On the top floor, there's two crates containing 7.62x51MM AMMO and a PROD CHARGER, and a bit further two FLARES and a LOCKPICK. There's a very resilient mirror as well. You can use the 50% Str Keypad (code: 432, but it's not found anywhere in the game) to open it up to find a CLIP WEAPON MODIFICATION, a MEDKIT and a THERMOPTIC CAMO. A melee weapon might be the cheapest way of getting to these goodies even if don't want to 'cheat' with the 432 code that cannot be found anywhere in the game. The books here are fun stuff. Notes: Smuggler's whacked-out paranoid, and is a great platform for all kinds of anti-government literature. The Reluctant Dictators by Travis Crockett does not really exist. Its subject, the Order of the Cincinnati does exist. The Society of the Cincinnati is an historical, hereditary lineage organization with branches in the United States and France, founded in 1783 to preserve the ideals and fellowship of the officers of the Continental Army who served in the American Revolutionary War. The Modern Terrorist's Handbook does not exist, but reminds a bit of the Anarchist's Cookbook, a book hastily thrown together by an angry 20-year old and so shoddily written that some believe that the US government wrote and distributed the book to 'arm' would-be anarchists with defective and dangerous tactics. The text for the Modern Terrorist's Handbook is littered with typos, possibly to reflect this. The typical viruses mentioned are further literary references. Bandersnatch is a monster from Alice in Wonderland. The dilemma of Ulysses (Roman version of Odysseus) was steering his ship either towards the six-headed monster Scylla or the monstrous whirlpool Charybdis, forcing Ulysses to choose between two evils. UnderNet is a network used by several NPCs in-game who are both competent with computers and wish to communicate 'off the grid'. These NPCs appear to believe UnderNet remains invisible to, for instance, Echelon IV. In our world, the TOR Network serves a similar function. The rest of the blurb here is real-world stuff except for ICE-breakers. Denial-of-service attacks are a real threat today. If you're Trained in Computer, you can Hack into Smuggler's computer. You can't find the login info, but it's HIDDEN/TRUSTNO1. It seems somebody called either RosyCross or The Oracle looked into Ford's disappearance and chlorine- assisted delivery of weaponized particles. An e-mail written in, I gather, poor French, that gives some account info: account# 312446, PIN# 1351. It suggests that Smuggler is in contact with either French organized crime, or the terrorist cell Silhouette. Notes: The Internet Oracle, also known as the UseNet Oracle, is a real thing. It's an anonymous, cooperative email system for creative, (usually) humorous writing, serving the Net since 1989 and realizing its first virtual personality. Within the world of DX, it may be a similar system or an AI. An interesting side-note is that it mails from the RosyCross name. Chris Todd, who wrote the e-mails for the game, had this to say about it: "So for the Oracle I decided that somewhere out there on the Net was a gestalt computer intelligence that operated as a clearing house for information--the catch being that you had to pay it in information it didn't already have. It attempted to hide its nature right out in the open by pretending to be an automated server that responded to questions." About the contents: it seems Smuggler asked to Oracle about Ford Schick. 'Wet work' means work that spills blood. The French e-mail is not in perfect French, but I pulled a translation from nuwen.net. Here it is: Subject: Terms of Business. We find your terms acceptable. We expect that the items in question will be provided promptly - with starting mechanisms - at the site which we have discussed. We have created an account containing the first half of the payment, account number 312446, authorization 1351. Do not try to contact us using the address above; it will not function. If you need to contact us, you can use the means which we have already established. You can use the account info to obtain 125 credits at the ATM in the Underworld bar (even if you Hacked the other ATM dry). Leave Smuggler's den. He has disabled the security lasers for you. You can take the elevator up this time; on the top level, you can find another PROD CHARGER in the elevator shaft. There are two manhole covers you can use to find the secret laboratory here. The one you'll want to use is very near the subway entrance. Descend the ladder. You're in the sewer now; your mommy must be so proud of you. The nearby 25% Str Control Panel controls some lasers and the connected turret up ahead; either use the Multitools, or shoot the turret with your GEP Gun. Turn at the corner at climb the ladder here to find a grizzly scene. Take the 2 clips of 7.62x51MM AMMO, the ASSAULT RIFLE, the MEDKIT and loot the corpse of the paramilitary-looking guy with XII on his forehead for two LOCKPICKS, two MULTITOOLS and another MEDKIT. Note that the DataCube mentions a code: 2167. The Throne/6G is an authorization sequence used by UNATCO (as well). Also note that the Throne/6G clearance mentioned is the one just above yours. Notes: Lt. Maxwell Hammer may be a reference to the Beatles song about Maxwell's Silver Hammer, used by Maxwell to murder a lot of people for no reason. Return to the corner. The Control Panel here, you needn't touch, but you can open the 20% Str lock to find a 20% Str Keypad. The DataCube gave you the code: 2167. There is a hidden DataCube in the water below this Keypad that also gives you the 2167 code. Pass through the grate. You are now entering some super-secret tunnels. Even Jacobson doesn't know about them, but Throne/6G is quite high up the scale. You meet some lasers; you can sneak past them with simple movement skills, but if you don't feel confident the Control Panel earlier that you didn't disable controls these lasers. Duck behind the laser on the other side of the hall and punch in the code again: 2167. There's a camera on the other side of the door! If it starts the alarm, the turrets will fire, so quickly duck behind the metal crate. On the wall there is the Terminal. Hack into it, turn off the cameras and disable the turret if you're Advanced. If you're not Trained at all, I suggest using Multitools to disable the camera, then waiting out the alarm before proceeding. At the end of the tunnel, there's a big drop, then a water reservoir. This water is toxic, so don't jump in. Near the ceiling is a metal suspension where an MJ12 soldier patrols, on the other side of the water is likely another one. Take these two down with sniping action (possibly Tranq. Darts); if the alarm sounds, wait it out in a safe location. There's a total of three MJ12 soldiers on the level above you, they may all wander into view from the vantage point at the ledge at the end. When you've done all you can, climb the ladder up. You must do this carefully, if there are any enemies left. When this side of the level is clear, let's scout. Near the ladder is a Terminal, let's ignore it for now. There's a ladder going down into the water: useless unless you fall in and need to get out like a cat fallen in the bathtub. There's a door leading to a room with some stuff; if you managed to get by without sounding the alarm, one MJ12 trooper will be sitting here. The crates contain a LOCKPICK and a MEDKIT. On the ground is a BIOELECTRIC CELL and a DataCube with info: MJ12, password: coupdetat. Notes: A coup d'état is a sudden seizure of a government. Walk on the metal suspension bridge. In the middle, you'll gain: 50 SP AREA LOCATION BONUS Secret MJ12 Sewer Base If you walk on, you'll find a ladder leading to another manhole cover, this one's location is near the back end of the 'Ton Hotel. Get back to the bridge, and find the Terminal on the wall. Use the MJ12/coupdetat combo to get in. Rotate the Bridge once, and watch the bridge turn. Get to the other side and climb down using the ladder. There's a trooper here, but you likely sniped him from afar. Open the door to find a corridor. To the left, you can find a NAPALM CANISTER between the pipes. Another hall and another Keypad with the same old code: 2167. En route, you're awarded with: 50 SP ACCOMPLISHMENT BONUS Infiltrate MJ12 Sewer Base We're entering the final room with guards; when those are down, this mission's done. This is done so much easier with killing than without killing! When you open the door, there's a single soldier there; this one will run for the alarm you passed near the water reservoir; you'll have plenty of time to disable him while he tries to reach it. When he's done, there are two more MJ12 soldiers down on the floor, and two more soldiers in an office behind some doors. You won't see them unless the alarm goes off. Use the Terminal to turn of all cameras; you'll want to disable the one near the Terminal by hand first. Login: MJ12, password: coupdetat. You'll need to dispatch them. I like to place a Gas Grenade near the foot of the stairs, then fire Tranq. Darts from the top of the stairs. When all are disabled, it's time for looting! Near the chlorine gas drums, there's a BIOELECTRIC CELL. In the office, there's a DataCube with some login info for the nearby computer: JSTEWARD/JS1357. Notes: Jacob's Shadow is not a real book, but like The Man who was Thursday, it is often found lying around. It's a small story within the story of DX, and often reflects a current sentiment. It was written by Chris Todd, who wrote most of the articles, DataCubes, etc. According to him, "the story was written as a (very minor) homage to one of (his) favorite writers, Andrew Vachss -- hence the fictional author Andrew Hammond -- with a couple nods in the direction of Richard Stark (aka Donald E. Westlake) and Patrick McGoohan's The Prisoner." If you use the computer, you can see that "MJ12", or whoever they are, are busy experimenting with chlorine in the water. They take orders from one 'WS'. We've met a man called Walton Simons in the intro scene, he's the new head of FEMA. Notes: Harleen Quinzell may be a reference to Batman villain Harley Quinn. The quote ties in with this, since Harley's clown-themed. Richard Feynman was a well-known and influential theoretical physicist who introduced the concept of nanotechnology. The quote, however, is not by him but is attributed to some guy called Hanlon, which is why the adage is called Hanlon's razor. In the Southeast corner of the room, there's crates with a LOCKPICK and some 10MM AMMO in the water. In the adjacent room, Ford Schick is waiting for you. You'll want to escort him, so let him wait while you continue picking up stuff. In the desk, there's a MULTITOOL and a LOCKPICK. Next to it, there's a BIOELECTRIC CELL. The reading's also pretty interesting. Notes: Water chlorination is a method of purifying water to make it fit for human consumption. However, since chlorine can react with naturally occurring organic compounds to create hazardous compounds, water chlorination has been linked to cancer. In DX, the dangers of chlorine are downplayed in scientific journals such as this one. It's possible that in DX, chlorine is added to the water only to weaken public health and to aid in the delivery of weaponized particles while groups alerted to chlorine dangers are being discredited by journals such as this one. Finally, note that this report was created/produced in 2053 The year of DX was later retconned to be 2052. The other book, Nanotechnology for Stupid People is a reference to ... for Dummies, a series of books explaining any number of subjects without requiring any pre-existing knowledge. Too bad this section explains very little... The Universal Constructor and gray goo will be explained later in the game more thoroughly. A buckyball is spherical molecule composed entirely of carbon. A buckytube, also called a carbon nanotube, is a tube with a similar structure of a buckyball. It's complex. What is interesting is that buckytubes are the strongest and stiffest materials yet discovered in terms of tensile strength and elastic modulus respectively. For an 10 minute video introduction that might as well have been called Nanotechnology for Stupid People, featuring lots of CGI buckytubes, check out https://www.youtube.com/watch?v=WOqEk440JZ8 'Mecanocarbon' is supposed to be 'Mechanocarbon'. According to Jaime, JC has mechano-carbon threads running through his axons, or nerve fibers. While I could not find anything about real-world mechano-carbons, the bucky balls and tubes I've described above have transistor-like properties; so these carbon nano-constructs can be used to send information. The character model for Ford Schick, by the way, is modelled after Warren Spector. Finally, on the North side of the main room, there's a funny-looking 20% Str Keypad. The code for this Keypad, 007, is nowhere to be found in the game. Notes: The code, 007, is a reference to James Bond, the fictional spy whose codename is 007. I understand this room looks like one from the James Bond Goldeneye game. Within the room: jackpot! You'll find a case of 10MM AMMO, 2 clips of 7.62x 51MM AMMO, a pack of WP ROCKETS, BUCKSHOT SHELLS, a RIOT PROD, a GAS GRENADE, a SCRAMBLE GRENADE, an EMP GRENADE, a MEDKIT, a PROD CHARGER, some ROCKETS, and finally a single-shot LAW. When you're done, tell Ford Schick to make a run for it. Escort him 'til the point where he says he's okay by himself for: 80 SP SECONDARY GOAL Rescue and escort Ford Schick I advise you talk to Schick until he's out of lines, since most of what he's saying is pretty interesting. Notes: This is where a few things come together. There's been a chlorine spill. Schick is an expert on chlorine-assisted delivery of weaponized particles. There's also been a recent outbreak of the Gray Death in NYC. It seems that these MJ12 guys have been sending the Gray Death into NYC through the chlorine spill. WS called this operation a 'trial'. The MJ12 guys want to integrate the Gray Death into a living host to prepare for a shipment coming from Hong Kong. There's one last thing if you want to go for it. In the water reservoir here, there's a crate containing 10MM AMMO, there's a BIOELECTRIC CELL on one of the red pipes and on another one, there's an ACCURACY WEAPON MODIFICATION. To get to them, rotate the bridge on more time, then walk over to the walkway just above the Cell. Fall towards the Cell, you'll take some damage. Then, make a quite difficult jump towards the Weapon Mod, you'll take quite a lot of damage again. Finally, shoot the crate, dive after the ammo, then quickly swim towards the nearest ladder and climb up. The Environmental Resistance Augmentation can help reduce the damage you take during the swim. Congratulations! Time to crawl out of the sewers and check in at Tenderloin Clinic for a rendezvous with the Med Bot (code: 2153) before starting the final and main objective for your time here; that damn generator. You can visit Smuggler for some drastically reduced prices: SCOPE WEAPON MODIFICATION 700 credits BIOELECTRIC CELL 250 credits LIGHT AMPLIFICATION GOGGLES 1125 credits Scope's pretty good, but at this point I've got one on both the Stealth Pistol, the Crossbow and obviously the Sniper Rifle, and I don't use anything else so for me personally it's a waste. If you are Trained or Untrained in the Computer skill, this is a good time to make your ATM rounds. Use the info below to use all accounts on all ATM machines. If you are Trained, Hack the Public Banking Terminals when you're done with them for the remainder of the cash. This would all have been much easier and more lucrative had you been Advanced! Underworld Bar Subway 'Ton Hotel Acc# 312446 (1351) 125 125 - Acc# 947761 (2867) 36 98 62 Return to Osgood & Sons, where the NSF had that shootout with UNATCO. If the front door is still locked, find the window around the corner and bash it in. On a small shaft, there's a BIOELECTRIC CELL. Go up and take down the single NSF soldier that is here. If the front door was open, this NSF guy is probably already dead. Open the front door if it's not open already with the Nanokey. In the crate on top here, there's a BIOELECTRIC CELL. A 40% Str Keypad is guarding a 80% Str door; you don't have the code, so either use some Multitools, explode the door with your GEP or abstain from the goodies behind the door: some 10MM AMMO and a freaking UPGRADE CANISTER. You can use the Canister right now, or wait 'til you install your next Augmentation. Djibriel's First Time Player Pick: Don't install the Canister. Note that with level 2 Combat Strength, you can now instantly knock out an NSF Trooper with the Baton when he's blinded by the Pepper Gun or a Gas Grenade. An unlocked door on the West side of the main room leads into a corridor. Passing through gets you: 50 SP EXPLORATION BONUS Back rooftop route Warehouse The crate contains a FLAMETHROWER, on the ground is an BIOELECTRIC CELL. Don't go on, we'll circle back to the location it leads to later. Now, go back down as far as you can. There's lasers here, and a Terminal. Sandra Renton warned you about this. Bypass the 20% Terminal with Multitools, simply blow up the two turrets, or do the following. Pick up the small Metal Crate and deposit it near the Cardboard Box. Jump from crate to box and onto the pipes to bypass the lasers entirely. Without losing resources! The supply crate contains a LOCKPICK. Between two drums, you'll find some BUCKSHOT SHELLS. For passing through here, you gain: 50 SP EXPLORATION BONUS Underground route Warehouse Behind the big yellow pipe, there's a pack or ROCKETS. You've got the code to the elevator: 3316. Go up. Up on the rooftops, Alex will contact you and give you a scan of the rooftops. Take a look at it to see what you're up against. The first thing to do is find the ladder to the Northwest of the elevator. On that plateau, there's an NSF with a Sniper Rifle, so be very careful. Take him down quickly and silently. There's a BALLISTIC ARMOR and two sets of 30.06 AMMO. Find the second ladder up, you'll get 30 SP AREA LOCATION BONUS Rooftops Warehouse On this roof, there's a looooong ladder down on the South side. Take it all the way down, and quickly disable the armed LAM on the wall. You could've started your ascent at this point by leaving Osgood and Sons on the ground level, by the way. The newspaper holds another charming Joe Greene article, about monsters this time. Notes: There's a line in a Sherlock Holmes story about another case that is never fully explored. The line goes: "Matilda Briggs was not the name of a young woman, Watson, ... It was a ship which is associated with the giant rat of Sumatra, a story for which the world is not yet prepared.". The whole article is a reference to this line. Climb back, all the way up. This time, jump down on the square roof on the North side. From here, you have a good vantage point on at least one and maybe two NSF directly to the West, on two different platforms. Disable these guys. If you're a Sniper Rifle kind of guy, go ahead and kill every NSF you see. Jump to the fire escape to the South. Bash open the window and walk through this hallway to gain 30 SP AREA LOCATION BONUS Pass through first building The door barred with planks? Break the planks, then pick up the PROD CHARGER and MEDKIT on the other side. Why'd they bar this door? We'll never know! Just one of many great mysteries of this game, I guess. Return to the West end, then climb down. See those crates? You'll need to get down there. There was an NSF trooper down here earlier, but if all is well you disabled him already. If not, catch him by surprise with either the Prod or a Knife. One level above you, there's an NSF with a LAM!!1!. If he detects anything going on below him, he'll throw that LAM. If you're good enough, you can climb up with the ladder and disable the NSF and collect that LAM like your own. Keep your head down at all times, since far away there are snipers that can kill you with a single headshot if they see you. Crates in the area contain 7.62x51MM AMMO, 30.06 AMMO and 10MM AMMO. Walk across the walkway to the North, and beware the terrorist with the Sniper. Jacobson will contact you. Find the DataCube here, with the code 9923. Must be Juan Lebedev again. Retrace your steps to the other side of the billboard. On the level with the 10MM Ammo crate, there's a plank leading up to small window. Break that window and get in that building. You'll get: 20 SP ACCOMPLISHMENT BONUS Enter second building Behind the big cardboard box, there's a MEDKIT. Further down the hall, you'll automatically get: 30 SP AREA LOCATION BONUS Pass through second building Ignore that window on the West end, and turn into that dark room. You'll find a BIOELECTRIC CELL. One level down, there's another BIOELECTRIC CELL and a MEDKIT behind some boxes. The glass here looks out on the roof of some building being guarded by NSF. This is where they keep that generator. Pick up a small Metal Crate. Behind the left one, you can find yet another PROD CHARGER. Return to the window you entered through. Use the metal crate to jump back to the roof, and find the ladder that leads down on the South side. When you're at the top of the ladder, look down use your Light to shine on some barrels. Shoot them for: 20 SP ACCOMPLISHMENT BONUS Destroy wooden fence 20 SP ACCOMPLISHMENT BONUS Destroy wooden fence It rewards you twice! I'm not sure why. Climb down further. At the ground, turn West, where you'll find a DataCube, a manhole cover but most importantly, a LAM stuck to the wall. Disarm and pocket it. Further North is another one armed, take it. Now, we're going to make a clockwise circle, so to speak, to end up where we already are; however, we'll pocket some skill points in the process. Ahead, there's three NSF and two guard dogs. From the corridor, shoot the dogs; you can safely 'aggro' the dogs without the guards reacting. Guess they don't much care for the mutts... with the dogs gone, it's time to sneak past the soldiers; you'll want to turn right at the corner when you're out of the corner, sprint past the turret and turn right again. When you're past the hole in the fence, you're safe, and you'll have obtained: 40 SP AREA LOCATION BONUS Power box near Warehouse Duck beneath the electricity. Finally, there's some tripwire lasers that triggers the turret you can see; you can easily sprint through the lasers and turn right quickly to get out of the sight of the turret. There's no way to disable these lasers; the Control Panel behind the trashcan only turns off the power box. You're back now at the manhole cover; open it up. Here, you'll see a crate in the water; it contains a LOCKPICK. There's a cracked wall you see to the North; if you blow it up with a LAM or GEP Gun, you gain: 20 SP ACCOMPLISHMENT BONUS Destroy cracked wall On the other side of that wall, there's a DataCube. There's also a Keypad (code: 2577, you found in on another DataCube). Now walk JUST in front of the laser to get: 30 SP AREA LOCATION BONUS Pass Warehouse basement ramp Return to the water. Walk carefully over the pipe towards the Valve, and turn it to open up the grate. Now, swim through that large pipe! Unless you activate Aqualung, you'll take damage when you're Untrained in Swimming since it's too far. This may be a good time for you to increase your Swimming skill to Trained. You'll want to go anyway, since you get: 20 SP EXPLORATION BONUS Swim through pipe Get out of the water and find the Terminal. Use the info you have (login: NSF, password: righteous) to disable the cameras and turn the turrets over to your way of thinking. Open up the grate. Bypass the Control Panel, turn right at the first corner, then quickly run under the camera and disable it. You pass some 10MM AMMO in the meantime. To the right of the newly disabled camera, there's a room filled with poisonous gas; you can bypass the 20% Lock to find crates containing a LOCKPICK, some ROCKETS and some 10MM AMMO. You'll take damage in the process; Environmental Resistance or a Hazmat Suit may reduce that damage. You'll cough though, and it'll attract guards, so in the end I advise against picking up these treasures unless you could really use some rockets. With the 'gas chamber' to your right, there's a corridor dead ahead somewhat to the left of you. There's a camera viewing that corridor on the other side, but this is the corridor you must get to the other side of; simply take the corridor by hiding into every corner you see. It's okay if the camera takes some notice of you; as long as the alarm doesn't sound, it's all good. In one of the hiding places, you'll find a DataCube describing satellite uplink codes. At the end of the corridor, turn right and quickly duck under a laser and into another hiding place to your right to avoid a second camera. You're standing here with an explosive barrel. You can see a Keypad now. Around the corner to the Northeast is an open door into the computer room. You can also use the Keypad (code: 9923). Entering gets you: 60 SP AREA LOCATION BONUS Warehouse basement control room The crates here contain two LAMS. The safe has a 60% Str Lock. At Trained, that's three Lockpicks. At Untrained, that's six. Using an explosive gets the whole base fired up, though. You'll really want to open this safe, for it contains a LEGS AUGMENTATION CANISTER. The computer holds interesting emails and can be accessed with TFRASE/VALLEYFORGE. Now find the exit to the Southwest. 2577 opens the door on this level. The Terminal controls two cameras you couldn't have disabled earlier: NSF/RIGHTEOUS gets you in there. Notes: Valley Forge in Pennsylvania was the site of the military camp of the American Continental Army over the winter of 1777–1778 during the American Revolutionary War. Time to shut down that generator. Go to the Northwest from here, open up the gate, circle around the block, up the stairs, 'til you find a 20% Str lock. This is a very weak obstruction; a melee weapon will be open to break it without any help. Enter the control room and gain: 70 SP CRITICAL LOCATION BONUS Generator control room There's some BUCKSHOT SHELLS to be found here. Use the NSF/RIGHTEOUS combo to open up the computer and disable the cooling system. It's possible to reach this location quickly from the start of the mission without having the login info or the ability to Hack. If that's the case, you can crawl outside this office, disable the NSF on the floor, and toss an explosive towards the Generator below. Trivia: the computer also works with the JOJO/KILLEMALL login, something you can't find in-game. JoJo's account has no e-mails. The generator blows in a few seconds! Get out and climb two ladders up to see Gunther and a chopper waiting for you. Gunther is a beast and will always survive whatever shootout he gets himself into, so if there's any NSF around, you can aggravate them up to the roof to have Gunther kill them for you. If you're really lucky, Gunther will start chasing a wounded NSF down into the lower levels. For blowing up the generator, you get 500 SP ACCOMPLISHMENT BONUS Disable NSF Generator This is a major amount of skill points, so you might want to invest in something at this point. Djibriel's First Time Player Pick: Set Electronics to Trained Before you talk to Gunther and fly the chopper out of here, find the Eastern ladder down to get another measly 20 SP ACCOMPLISHMENT BONUS Roof Generator building On the floor below the roof, there's some enemies, but if Gunther cleared this out (or if you did), you can find 2 packs of 10MM AMMO in a crate, and some BUCKSHOT SHELLS. You could go further, obviously, and loot a lot of bodies and find some ammo, but there's nothing important down there. Talk to the chopper to end the mission. It's Jock! ********************************** 3.5 UNATCO HQ, New York City ********************************** Skill Points to earn: None Augmentation Canisters: None Weapon Modifications: Accuracy, Recoil Primary Goals: Report to Manderley. Before you enter, there's a MULTITOOL in the Compound Hatch, a LOCKPICK behind the comm van and inside (code: 0451) you can find a Repair Bot to replenish some Bioelectric Energy, and two FLARES. The bodyguards will instruct you not to go down to the prisoners on level three. These guys appear to outrank you, and are with Mr. Simons. Notes: Check the eye tattoo in their neck. The Eye as a logo has had too many uses to count here. It's mostly a reference to the Eye of Providence, a symbol that can is used by the Freemasons and often attributed to the Illuminati. The Men in Black have been a staple of conspiracy theories as the henchmen of whatever shadow government is envisioned. The comic and subsequent movies Men in Black starring the Fresh Prince are an example of this trope. Note that musical legend Johnny Cash and the enigmatic Roy Orbison are not the Men in Black meant here. The troopers will talk to you depending on your killings (or lack thereof) in the Statue, the shootout in Hell's Kitchen and Anna's impression in Castle Clinton. Notes: Corporal Collins, behind his desk on Level One, mentions the Red Eye. I was unable to find any info on this, so I assume it's a fictional medal of some kind, given for 'five kills'. I haven't heard of any peacekeeping organization giving out medals for kills specifically, though certain Outlaw Motorgangs do. From the offices on Level one, you have the Nanokeys, you can find a LOCKPICK and some TRANQUILIZER DARTS. The storage closet on Level two contains a crate with 10MM AMMO. In the rec room, there's a 40% Str Lock between you and a RECOIL WEAPON MODIFICATION. Notes: There's a new book here called Righteous Angels, perspective on UNATCO. Funny, since the NSF claimed the word 'righteous' just last mission. This book explains the angel motif mentioned in the security clearances such as Angel/0A. Seraphim, according to Thomas Aquinas, are the highest order angelic class. Near the big-screen tv, there's a DataCube with a magazine about Bob Page, a bad guy from the intro who will introduce a thing called 'Aquinas'. The ATM contains 750 base ATM Value. The Public Access panel has some new information, including an article by Anna Navarre, info on the Knights Templar and X-51. Notes: I love this article, A New Perspective on Freedom. A government must always seek a balance between individual freedom and public safety. Since only latter is the explicit goal of the government, it will always naturally drift towards the increasing optimization of safety at the cost of freedom. Anna is rebranding the word freedom to mean its exact opposite; total control over every action and every bit of communication. Perfect slavery. The Strategic Hamlet Program was a program for forced relocation of Vietnamese peasants to shield them from Communist insurgents and propaganda. It was not popular among the peasants it sought to 'protect' and created a lot of support for the Viet Cong, the insurgents. The Hamlet Evaluation System was a computer printout list of standardized questions sent monthly to every District Senior Advisor (DSA) in the Vietnam, in order to keep tabs on these hamlets. What is most important, I feel, is that Vietnam was occupied territory at the time. By using the same strategies to 'manage' civil unrest, the States could be considered occupied by UNATCO. The Templars are discussed at length later in the game, so I won't comment on them here. Know that they did exist. Interpol is a real organization where police forces of almost every nation can work together to combat internationally organized crime. We know from Janice that Manderley has been heavily involved in the strike to diminish the Templars. X-51 (Ex-Area 51) is not a real group, and they and Gary Savage will have a role to play in the game. In Manderley's office, you'll meet Anna, who's waiting for Manderley to be done with the 'Government Official', Mr. Simons. You can try to chat with him, but he's dismissive. Manderley gives you 500 for completing the 'optional' Ambrosia mission, 200 for the optional hostage situation in the Subway and a guaranteed 500 for the Generator objective: a total of 1200. Not too shabby! You can find both the UNATCO CLOSET NANOKEY and MANDERLEY'S OFFICE NANOKEY here. If you killed the owner of the Underworld Tavern in Hell's Kitchen, or if you talked about the generator to Joe Greene the journalist, Manderley'll give you hell for it. Notes: Sun Tzu's Art of War is a real book. It's hella old. His computer holds some interesting e-mails, more or less confirming that the Government Official is "WS", Walton Simons, who had a say in that MJ12 business NYC. WS believes that the 'primary' is to be executed in favor of the 'secondary'. Perhaps Paul's life is in jeopardy, and is this why he's AWOL? At any rate, he's fired. Primary Goals: Locate the airfield where the NSF has moved the Ambrosia. Investigate the subway system, because the terrorists may be hiding underground. You can check out your mail in your office. You've got mail from Jaime... and Paul, who informs you to check out Anna's computer and Manderley's, if possible. I remind you of the following info that you could've gotten last time you were here: Login: anavarre Password: scryspc Login: ghermann Password: zeitgeist Login: jmanderley Password: knight_killer Login: jreed Password: redshoes Login: jreyes Password: amigo Login: ajacobson Password: calvo Get to Level Three. Shannon is in the hall. If you didn't intrude in the Ladies Room last time you were here, she'll tip you off on the false floor in Jacobson's office, and she tells you one of the janitors is a thief. Hmm. Jaime Reyes in the Medical Bay advises you to take the two MEDKITS from the storage closet; you have the key. The Med Bot can be used to install your Augmentation Canister; either a Speed Enhancement or Run Silent. Run Silent is useful; you'll be able to run up to enemies that don't see you and they have an increasingly short time to react before you use the Prod (or later, a fatal melee weapon) on them. Speed Enhancement lets you run faster, jump higher and take less damage from falls. It can even duplicate Run Silent to some extent by crouching and walking. Djibriel's First Time Player Pick: Install Run Silent and upgrade to Level 2. Jaime's computer has an e-mail about something classified that Jaime found in one of the Mech-Augmented agents, either Anna or Gunther. Alex Johnson isn't at his station. If you check his computer, it seems he sent an inquiry about MJ12 to the Oracle. Note that the e-mail is signed with 'The Oracle', but comes from 'RosyCross', possibly an Illuminati contact. The SH-187 mentioned in the mail concerns the black stealth helicopter Jock's flying, also mentioned in the book that's opened on the table. There's a MULTITOOL where he's normally sitting. The door guarded by the 20% Str Keypad contains a crate with a BIOELECTRIC CELL. The secret compartment in the floor contains a 100 CREDIT CHIT and a LOCKPICK. Sam Carter gives you an ACCURACY WEAPON MODIFICATION and two MULTITOOLS. If you pleased Anna in Castle Clinton (I mean, by doing your job) Sam Carter won't you give you any ammo; if Anna was disappointed, Sam will hand out some extra 7.62x51MM AMMO. JC's lines will be different depending on his amount of kills in Castle Clinton as well. Note: due to a bug where you can shoot around the edges of bulletproof glass, you can turn Sam hostile by shooting him; you may need to move him with a grenade first. Hostile, he'll open the door running for you. Hide from him until he's calmed down, and you can enter the stockroom! There's nothing there but a Repair Bot though, and a computer that has access to the accounts of you, Gunther and Jaime. In Anna and Gunther's room at Level Three, there's a BIOELECTRIC CELL to be found, a crate with some DARTS and a pair of BINOCULARS. If you go on, you'll disturb Simons, where he's interrogating the NSF. Simons seems bent on keeping the Ambrosia formula out of the NSF hands. Eventually, Simons will kill the prisoners. If you follow Simons from the start, you can sneak in the cell with him and interrogate one of the prisoners yourself, resulting in three dialogue scenes where the NSF prisoner defends his philosophy and where JC calls the US the 'greatest democracy the world has ever known', showing just how idealistic he is at this point. Notes: Simons threatens to include the man's family on the RX 84 list. RX 84 is real. Rex 84, short for Readiness Exercise 1984, was a classified "scenario and drill" developed by the United States federal government to suspend the United States Constitution, declare martial law, place military commanders in charge of state and local governments, and detain large numbers of American citizens who are deemed to be "national security threats", in the event that the President declares a "State of National Emergency". It's pretty old, but the plans are still there. FEMA is indeed the agency that gets the emergency powers. I gather that since March 09, 1933 the United States has been in a state of declared national emergency, and that presidents renew, modify and expand upon existing states of national emergency; every new crisis gives, through congressional delegation, a growing amount of legislative or quasi- legislative power to the president of the US. If you shoot the prisoners yourself while Simons is busy, he says two lines that are interesting. One: "I can have you shut down, I just have to give the word." The other one is a play on words: "Jesus Christ, Denton!". The computer in the cellblock can be accessed with Anna's account: ANAVARRE/ SCRYSPC. You'll learn that Manderley gave the kill order for Juan Lebedev, the NSF leader connected to the NSF's Ambrosia mission. When you're done, you're done. Get to Jock's copter to be taken back to NYC. ********************************** 3.6 Battery Park, New York City ********************************** Skill Points to earn: 1743 OR 1768 55 SP Purchase password from Filben 175 SP Obtain phone code to Mole People 100 SP Trade Zyme for LAM with Lenny 100 SP ACCOMPLISHMENT BONUS Open fresh water supply for Mole People 25 SP SECONDARY GOAL COMPLETED Debriefing with Charlie 100 SP PROGRESS BONUS Find Mole People Hideout 25 SP Learn about brick mechanism 100 SP ACCOMPLISHMENT BONUS Find secret NSF room 100 SP Negotiate surrender with NSF 38 SP EXPLORATION BONUS Find secret room 100 SP PROGRESS BONUS Find path to LaGuardia 50 SP ADVANCEMENT BONUS Reach Maintenance room 100 SP GOAL ACCOMPLISHMENT BONUS Find first Ambrosia barrel 75 SP EXPLORATION BONUS Find secret LaGuardia room 50 SP EXPLORATION BONUS Find secret LaGuardia bookcase room 100 SP GOAL ACCOMPLISHMENT BONUS Reach Lebedev's LaGuardia terminal 100 SP GOAL ACCOMPLISHMENT BONUS Find second Ambrosia barrel 25 SP EXPLORATION BONUS Find secret room LaGuardia barracks 50 SP ADVANCEMENT BONUS Enter Lebedev's Hangar 100 SP GOAL ACCOMPLISHMENT BONUS Find third Ambrosia barrel 175 SP PRIMARY GOAL COMPLETED Make Anna shoot Juan OR 200 SP PRIMARY GOAL COMPLETED Kill Anna and speak with Juan Augmentation Canisters: EMP Shield / Ballistic Protection Augmentation Canister Upgrade Canister Weapon Modifications: Accuracy x2, Clip, Range, Recoil (400), Recoil, Reload, Scope You've been here before, but there's not much to do. Castle Clinton's bolted up by UNATCO, the bolt hole is closed as well. After the NSF hostage situation, the shanty town around the subway is once again populated by the bums and lowlifes. The Sick Man who asked you to kill him last time you were here, says they're planning to send the Ambrosia to China. You can find another ZYME VIAL on the memorial statue. You'll have a use for it soon, so take it with you. In the shanty town, an older bum sells two packs of 30.06 AMMO for 300 credits a pack. In one of the houses, there's a MEDKIT. The 'Subway Bum' that stands near the burning oil drum is called Curly. He's one of the Mole People, and will provide you with Keypad code: 6653, if you give him the password. If you saved the bum from the NSF Thugs in Hell's Kitchen and talked to him, you've got this password already (but will miss out on some skill points). If not, read on; JC will offer a few guesses by himself, but it won't get you anywhere. Notes: JC tries two passwords on Curly when he doesn't know it; Anonymous and xyzzy. Xyzzy is a reference to the old computer game Colossal Cave Adventure; it is often used as a 'magic word' in software that allows easter eggs to appear. In one of the other houses, there's a chest with a 10% Str Lock. Don't use explosives, it'll destroy a book inside. There's a PS20 and a book; normally not directly relevant, but this is Curly's diary, and he wrote the 6653 code inside. Now you've got the code and don't need to bother with that password, but getting it that way will still get you skill points. Notes: Macbeth is a play written by Shakespeare about Macbeth, a man who murders the king to become king himself. It was actually Lady Macbeth who delivers the line on stage, talking about the guilt she feels for having blood on her hands. In the Subway Station, an old partner can be found: Harley Filben, the contact you had in the Statue mission. He'll want to sell you some info that you already have, but you can talk to him two times for more background info. He points you in the direction of Lebedev, NSF's main man. You can purchase the Mole People's password for 500 credits, but the price is 1000 if you killed Leo Gold, the NSF Commander in the Statue of Liberty, when you promised Filben you weren't gonna. 55 SP Purchase password from Filben Notes: Lebedev owns LaGuardia. LaGuardia is a real place, an airfield currently owned by the City of New York. Underworld may be another Hell reference, an Ultima Underworld reference or simply indicate that the Mole People live underground. Go back up to Curly, and give him the password. He'll reward you with the code: 6653. For getting the 6653 code, you gain: 175 SP Obtain phone code to Mole People Secondary Goals: Talk to Charlie in the Brooklyn Bridge Station for information on the mole people. You can pump Curly for some more info; the mole-people tunnels are to the west of Brooklyn Bridge Station, and that Charlie guy is the Lieutenant Mayor of the place. Curly's also got some lines on real democracy for you. Get in that telephone booth in the Subway Station and punch in 6653, and the booth will reveal itself to be an elevator. Follow the corridor and climb up to find yourself in the old Brooklyn Bridge Station. Alex calls you about Brooklyn Bridge Station's DSS file. Notes: I'm not sure what DSS means here, but (Department of) Social Services seems most logical. Northeast of where you emerge, there's the 'Mole Person' called Charlie Fann. He gives you a new mission. Secondary Goals: Open a fresh water supply for the homeless in Brooklyn Bridge Station. The valve is in a utility room at the north end of the train tracks that has been blocked by a cave-in. Clear the cave-in with LAMs, find the valve, turn on the water, and report back to Charlie Fann. The Rooks might have LAMs. While it's very probably you have any number of LAMs and/or the GEP Gun to take care of the situation right now, the game assumes you're in need of a large number of fetch quests to result in you getting LAMs. So let's go do those for LAMs and skill points! To the Northwest, in the Men's room, a junkie called Lenny has a LAM that he's willing to trade for some Zyme. You might have picked up some earlier, but you'll be getting some in here as well. You could just disable this guy and take his LAM, but life's hard enough as it is for the poor devil. Also important: you'll miss out on skill points. After you make a trade, you can disable or kill poor Lenny to retrieve a ZYME VIAL. The newspaper on the floor holds another Joe Greene article, about the black helicopters this time. Manderley is lying his ass off in this one. Notes: The Armed Services Committee is a real thing in the US,, with jurisdiction on the nation's military. In the Southeast corner, there's an independent Drug Dealer called Rock. You can ask him about the Rooks, but he'll pull a Pistol when you press him on the subject of the Mole People. He offers Zyme for 250 credits, but keep your money right now. Near him, there's a junkie called Don who's looking for Zyme as well. You can ask him about the box of LAMs that was found, but he's too sick for Zyme to talk about the Mole People. Go up the stairs - any stairs - to get to the upper level. The Rooks here mention their leader, El Rey. They may also talk about how they're willing to work for the NSF, for money. Since some mercenaries in the Statue of Liberty mission looked exactly like these Rooks, you may have met some of these guys already. Notes: El Rey is Spanish, and means 'The King'. Why the gang calls itself the Rooks is subject to interpretation. Rooks are scavengers, but they're free. Rooks are also chess pieces, like the King. To the East, there's a supply crate containing a MULTITOOL hidden behind cardboard boxes. The map on the East wall is actually a panel that you can open up when you break the 20% Str Lock. Behind it, you'll find three FLARES and a DataCube containing the code to the Mole People: 5482. Even though we're actually done here now, it's best to continue on with the quest. For the skill points. All the way to the West is where you can find the Rook's leader, El Rey. Offer to take out Rock for him. Secondary Goals: Kill the drug dealer in the Brooklyn Bridge Station for the Rooks, then inform El Rey. In the booth nearby, there's a GAS GRENADE, and there's a crate containing BUCKSHOT SHELLS. On this level there's an ATM machine containing 100 Base ATM Value. Return to Rock. You can easily shoot him in the head or put the Riot Prod to his spine. Loot him for two ZYME VIALS, a PISTOL, a COMBAT KNIFE and some useless CIGARETTES. Give some Zyme to Don the nearby Junkie for some info. If you want to mean, you can disable Don now and take your Zyme back, but there's no real benefit. Go over to the Men's Room to give some Zyme to Lenny for a LAM and 100 SP Obtain LAM from Lenny or El Rey Again, you can disable Lenny and take you Zyme back, but you don't have much use for Zyme past this point. Return to El Rey for a LAM. If you only knocked Rock out, he'll be a bit unpleasant, but it has no consequences in the end. At this point, you can also get another LAM from El Rey. Either disable the man himself, or knock out all thugs protecting him. As soon as he calms down, he'll offer you a LAM in exchange for his life. If you didn't get the 100 skill points for trading with Lenny, you can get the points by buying the LAM from El Rey, or taking out Rock for the man. Strong-arming El Rey into giving him your LAM gets you nothing... even though it's the most difficult! If you force El Rey to give him LAM to you, and your inventory is full, JC will chuckle a bit. It's the only time in the game JC laughs at all. Armed with two LAMs and some more knowledge, find the cave-in. It's past a door, all the way to the Northeast. Use a LAM or the GEP Gun to clear the debris. Past the corridor, your path is hindered by steam. You can jump through and take some minor damage, or climb on the pipes and open a 10% Str Locked grate. Close both valves for: 100 SP ACCOMPLISHMENT BONUS Open fresh water supply for Mole People Return to Charlie for the code to the Mole People's tunnels: 5482 and 25 SP SECONDARY GOAL COMPLETED Debriefing with Charlie 60% Str Keypad is below the sink in the Ladies' Room. Mash in 5482 and watch a secret passage open. Entering it gets you: 100 SP PROGRESS BONUS Find Mole People Hideout You wind in the Mole People's tunnels. There's all kinds of NSF here; if one spots you, it's shootout time. The trick here is to not be seen. Climb down and go South. Keep crawling, move silently. At some point, there's a hole in the wall. A guy called Kevin Bradley tells you the NSF leader is living in a secret room that's opened by a brick hidden behind some boxes. Okay. 25 SP Learn about brick mechanism The brick is located all the way in the back in the Southwest, in some shack. There's a single NSF patrolling the area and two more in some shacks; avoid the patrolling one and enter the SW-most shack. The Run Silently Augmentation is really helpful here. Find the brick behind the cardboard boxes. Entering the hidden room gets you: 100 SP ACCOMPLISHMENT BONUS Find secret NSF room Not shooting this guy in the face right away and talking to him makes him and the rest of the NSF in the area surrender. You'll get another: 100 SP Negotiate surrender with NSF Time to raid the place! Most importantly, there's the MOLEPEOPLE BATHROOM NANOKEY. There's a PEPPER CARTRIDGE, a PISTOL and a FLAMETHROWER. On the ground, there's a CROWBAR. Nearby, there's a crate containing a LOCKPICK. To the North, you can extract some lines from a guy who got NSF their lead on the Ambrosia shipment. They shot his cat! Also in these tunnels, there's a crate with some THERMOPTIC CAMO. If you want to take some NSF down, the Terrorist in the Southeast corner carries a LOCKPICK, the other Terrorist patrolling to the South carries an EMP GRENADE. One of the Mole Kids informs you that the NSF plants to shoot you once you reach the helicopter base. Two NSF can be overheard discussing boobytraps they laid out for you, based on advice given by Paul. Could it be....?!? You'll want to be walking North and North-West. At some point, past some pillars, but before a burning barrel, you can see a hole North. Crawl through it find an armed LAM, a BIOELECTRIC CELL, a MEDKIT, an EMP and four FLARES. You get: 38 SP EXPLORATION BONUS Find secret room In the Ladies' room, there's a crate with a MULTITOOL in it. Use the Nanokey to open up the Men's room. Pass through this part to obtain: 100 SP PROGRESS BONUS Find path to LaGuardia Near the water, when Alex contacts you, you can find an EMP GRENADE in a pipe to your right. There's also a CROWBAR on the ground. There are two paths; the left one is guarded by tripwire lasers that need to be disabled with a 40% Str Control Panel; the right one takes you past hurtful steam that can be turned off with a valve behind a 20% Str Lock. With a small Metal Crate, you can jump over the lasers without having to shut them down. Continue going East. There's a camera that you can't reach; stay out of its sight; when it homes in on you, get into its blind spot and stay there 'til it resets. There's turrets everywhere and a single NSF that may run for a nearby alarm; take him down and take his SEWER DOOR NANOKEY. Open the door and walk on. Another room filled with obstacles. Tripwire lasers between you and suspended metal grates you need to traverse. There's a 40% Str Control Panel that disables them, but you can also shoot the TNT box nearby the lasers from a safe distance. Use the Button to extend a bridge. Jump across the grates; careful! They fall down. Ignore the water below, it's just an alternate route that requires some expert swimming/Aqualung without benefits. The corridor past the water features an armed EMP GRENADE, disarm and pocket it. The next room features a manhole cover you could've crawled out of if you had swum here. Through the gap in the large rock, you can possibly see the next obstacle; two Security Bots. The GEP Gun is the best solution to this problem, but both LAMs and EMP Grenades can disable them easily. There's all kinds of holes in the walls and ceiling in this part, but no items or pathways. Just go on. You This is a maintenance room of sorts. For entering it, you gain: 50 SP ADVANCEMENT BONUS Reach Maintenance room You can find a LOCKPICK on a crate, and between the machines a MULTITOOL and a DataCube containing login info: ETODD/SAINTMARY. Behind the large Metal Crate, there's a MEDKIT. Pass one double door to find another one. Look through the double door. Right above them, on the other side, is a camera. There's an NSF over by a barrel of Ambrosia. Watch him leave when you enter this room carefully. When he's gone, disable the camera with Multitools. Alex will contact you about the three barrels of Ambrosia. 100 SP GOAL ACCOMPLISHMENT BONUS Find first Ambrosia barrel Secondary Goals: Locate the three missing barrels of Ambrosia. UNATCO will send a team to recover them. The two crates here contain two clips of 7.62x51MM AMMO. There's one NSF guy patrolling between the East and West wing, be on the lookout for him. Let's enter the East wing first. There's another Terrorist in the Men's room on this floor; he carries the AIRFIELD SECURITY ROOM NANOKEY. The Ladies' Room is empty. Climb the stairs to the next level. You'll find the rec room, which is being surveyed by a camera. There's also a single NSF... with TRANQUILIZER DARTS! Take him out, and let the rec room be for now. Return to the main chamber with the Ambrosia and enter the West wing now. Two offices on the ground level; in one you find a MULTITOOL and some 10MM AMMO. The computer can be used with ETODD/SAINTMARY and has an e-mail mentioning a code: 9905. The other office has a BIOELECTRIC CELL and a LOCKPICK. The computer is blank. Take the stairs up. There's an NSF trooper here; disable him. There's two locked doors that the Keyring now unlocks; one towards a ladder, ignore that one. The other one leads towards the control room. Disable the NSF and look around. There's a DataCube mentioning the other two barrels of Ambrosia being taken away by boat and plane. The Terminal here can be Hacked if you're Trained; disable the cameras and open the door. The login info, that you cannot find in-game, is JHEARST/CHUNKOHONEY. Behind the Houseplant is a Switch, press it. Notes: The password chunkohoney is a reference to the Candy Bars found in the game; at least, it's the name on the wrapper. The description text of a Candy Bar is a reference to the dystopian sci-fi movie Soylent Green, where the Soylent Green food is made out of humans. 75 SP EXPLORATION BONUS Find secret LaGuardia room There's all kinds of stuff here; a LAW, a LAM, a PROD CHARGER, BUCKSHOT SHELLS, an UPGRADE CANISTER, a RANGE WEAPON MODIFICATION, some DARTS, a PISTOL and a COMBAT KNIFE. Djibriel's First Time Player Pick: Upgrade Run Silent to Level 3 The 70% Str Lock is unlocked with the Keyring, but ignore that for now. Go back down, pass the rec room and get on the second floor of the East wing. There's a BIOELECTRIC CELL in the closet. There's two Pinball Machines; using the right one opens up a hidden room that you could've opened with the Terminal in the control room. The crates contain a LOCKPICK, a MEDKIT and a BALLISTIC ARMOR. Entering it gives you: 50 SP EXPLORATION BONUS Find secret LaGuardia bookcase room Finally, there's an ATM with 750 base ATM Value. Notes: no shortage of books here. Jacob's Shadow has a nice chapter where Jacob's in an insane asylum of some kind, referencing chess. A pendejo is Spanish for idiot. Kasparov and Bobby Fischer are famous chess players. Return to the West wing one final time, and find the ladder up. Climb up and take down NSF up there. Note that on the walkway above, there's an NSF with a Sniper Rifle; you can try to climb up there and take him out, but as long as you remain directly under the walkway, there's no need. Climb down on the North side; note the single NSF down there. Sneak by him or take him down silently. Continue going East, sticking to the North wall 'til you find the manhole cover. The Run Silent Augmentation can be really helpful here. There's two paths to the next area, by elevator of through the sewers. This is by and far the better path since you'll meet less resistance and appear in a more beneficial area. Simply follow the water, there's really only one way to go. After you have to move some boxes to continue, just after the LOADING screen, there's a RELOAD WEAPON MODIFICATION in a pipe on the North wall. At some point, Alex will contact you, send you a map of LaGuardia airfield, and you'll get a new mission and: 100 SP GOAL ACCOMPLISHMENT BONUS Reach Lebedev's LaGuardia terminal Check out that map. You're at the Boathouse now, and you could've appeared out of the Elevator. You get a new objective of killing Lebedev, who is a moneyman for the NSF and should be somewhere around here. Primary Goals: Assassinate Juan Ivanovich Lebedev. There's a single NSF here with a Flamethrower, possibly the worst weapon to have when facing a nano-augmented killing machine submerged in water. Take him down before he sound the alarm. Sometimes, NSF here will jump in the water and come after you with a Knife! Your Mini-Crossbow is the only weapon that will work under water. When you near the second barrel of Ambrosia, you'll get another 100 SP GOAL ACCOMPLISHMENT BONUS Find second Ambrosia barrel Secondary Goals: Gain access to the 747 hangar and locate the final barrel. The two crates contain a MULTITOOL and a BIOELECTRIC CELL. The crate in the water contains BUCKSHOT SHELLS. On the crate to the far left, there's a DataCube and the EAST GATE NANOKEY. Time to plan our approach. The map tells us there's 'Military Robots' all over the place. I can also tell you that in every corner of this airfield, there's guard towers with turrets and cameras. That whole part more or less between the Boathouse and the Elevator is filled with goodies, but not necessary to advance since you need to approach the Hangar through the Barracks. There are no NSF until you start approaching the Barrack, so all you need to worry about are patrolling Bots and the turrets in the corners. There is one NSF just outside the Boathouse, though. Open the door and take him out. He'll run for the alarm before attacking you; if the alarm sounds, wait it out in the Boathouse. Absolutely loot his body, since he carries a LOCKPICK and (like all NSF outside of the Boathouse) the SECURITY TOWER NANOKEY. Now, there's some items to the North and Northwest, but it's guarded by the security towers and patrolling bots, and none of it is particularly helpful to prepare for your main mission of finding an entrance into the hangar, so I choose to postpone finding these items for now. There's a Tower to the South, and a bot patrolling the area. Take down the bot, and enter the Tower. If you're quick enough, you can get inside before the turrets start shooting. Inside, BINOCULARS and a SNIPER RIFLE. Check your map. You are now in the bottom-right corner of that map, and will want to travel to the Barracks. There's three NSF in the area. The one standing guard can be taken down silently with a Riot Prod or Baton to the back without the other one noticing. They all carry that same SECURITY TOWER NANOKEY, and one of them has a GAS GRENADE. There's a gate between you and the Barracks, but there's some more treasure first. Between the last Security Tower you visited and the gate, there's a ladder leading up to a crate. Climb up two ladders, and jump to the Northeast into an open container. There's two crates here with a MULTITOOL and a LOCKPICK. Jump further to the NE onto a container, then to the SE onto another container, then shoot the crate you see so it doesn't block your next jump. It's a difficult jump, so you may need some practice. It's absolutely possible to do is, even without Speed Enhancement active. There's an ACCURACY WEAPON MODIFICER here. Climb down onto the ground. These Barracks are guarded by two NSF outside and two NSF inside. There's also one final Security Tower with cameras and turrets. Ignore the Terrorists outside and enter the Barracks. The NSF in the kitchen won't move and is easy prey. The one patrolling the upper level will always run for the Alarm Panel first. Disable both. There's a new newspaper from London on a table, about global warming. Inside, there's three DARTS on the Dartboard. To the left of the board, there's a protruding brick that you can push for a secret room! 25 SP EXPLORATION BONUS Find secret room LaGuardia barracks Inside, there's 30.06 AMMO, 7.62x51MM AMMO, the BARRACKS DORMITORY NANOKEY, a COMBAT KNIFE, a LOCKPICK, a MINI-CROSSBOW, a SCOPE WEAPON MODIFICATION and a LAW. Take the stairs up. To the NW, you'll see two doors and a Keypad in between. You can open the door with your Keyring now that you've found the Nanokey in the secret room. Behind the door are four chests; I suggest throwing an explosive in the middle of the room to blow open all four at once. Beware of possible NSF Troopers that may rush in to examine the noise! Upstairs, the restrooms are uninteresting. The Dormitory has four bunk beds and four chests. From the middle of the room, the SW chest contains a MULTITOOL and a BIOELECTRIC CELL, the NW chest contains DARTS and two packs of smokes, the NE chest contains four FLARES and a LAM and the SE chest, the only one not locked, contains a MEDKIT and a DataCube containing the hangar code: 5914. Punch it in the 60% Str Keypad. 50 SP ADVANCEMENT BONUS Enter Lebedev's Hangar You'll wind up in the hangar. Walk down the stairs and Paul will contact you. There's no need to fight now. The likely scenario is as follows. Paul was sent to Hong Kong, where he discovered things about the Gray Death. He stayed in contact with Lebedev and joined the NSF. This secret that Paul knows, he's shared with Jock, your pilot. As an inside man, Paul botched UNATCO missions on purpose, advocating non-lethal takedowns of NSF targets. Notes: Paul Denton is keen to convince you with a string of anti-globalist sentiments. The League of Nations was an early blueprint of the UN, founded after WWI to keep the peace. As evidenced by WWII, it was incapable of delivering upon this stated goal. The Rockefeller's have been mentioned earlier by Leo Gold. John D. and David are two important family members. John D. founded the Rockefeller Foundation, which supported the start of the United Nations. David is supposed to have said "The supernational sovereignty of an intellectual elite and world bankers is surely preferable to the national autodetermination practiced in past centuries." at a meeting of the so-called Bilderberg Group, but since these meetings are closed, it is unclear if he every did say such a thing. A meritocracy is simply a system where power is wielded by those with merit, in whatever form. The '747' here is of course a Boeing 747, or at least a reference to that type of plane. You can take down all NSF members if you want, but there's no gain to it. Paul will obviously be angry with you for doing so. You can't kill Paul. To the Northwest, there's two trucks containing crates: an ACCURACY WEAPON MODIFICATION, 10MM AMMO, ROCKETS and a DataCube containing the layout of a 747. The Aircraft Mechanic sells you some stuff if you're interested: RECOIL WEAPON MODIFICATION 400 credits BUCKSHOT SHELLS 300 credits Get on board that 747. The 747 Diagram shows you the layout. Enter the Cargo Bay on the Lower Deck to find the final Ambrosia barrel: 100 SP GOAL ACCOMPLISHMENT BONUS Find third Ambrosia barrel There's a Repair Bot here, and a SUBDERMAL1 AUGMENTATION CANISTER behind a 40% Str Keypad. The code is 9905, you found it in an e-mail a while back. In the storage corridor, around the grate, there's a MULTITOOL hidden. You'll need to activate Speed Enhancement to jump on top of a crate without a running start, or you could stack two small Cardboard Boxes. On the Upper Deck, there's a case of 10MM AMMO and the PRIVATE QUARTERS NANOKEY. The 747 Diagram would have you believe there's another, possibly hidden, room to the North but there's not. Find the back of the plane. In the Conference room, there's an ASSAULT RIFLE. You'll have to open a 40% Str Lock with the Nanokey you just found. Inside, you'll find Lebedev, a PISTOL on the bed and a DataCube with a familiar code under the bed. Now, there's a narrative decision to be made. In front of you is Lebedev, a man with answers. Manderley wants him dead, it's your mission to make it so. You talk to Lebedev once and Anna will arrive on the scene. You can shoot Lebedev and comply with your orders. You can shoot Anna to protect Lebedev. You can leave and leave Lebedev to Anna's unique brand of mercy, that being a quick death. Finally, by placing a big Metal Crate in between Anna barging in and Lebedev, you can leave and keep Anna from killing Lebedev. Alternatively, you can wound Anna until she flees. This is very difficult since she has massive firepower and is almost immune to non-lethal damage and stunning effects. At some point she cloaks herself, an effect similar to what you can achieve by using a Thermoptic Camo. You can put her in flee modus and then talk 'til the end with Lebedev. When you trigger Anna's shooting intention by talking to Lebedev a few times, you'll get 175 skill points, even if she can't due to problematic boxes. Or, you can get 200 skill points by killing Anna. You can't have both. If you kill Lebedev yourself, or when you kill Anna and then kill Lebedev before you speak to him, you get no skill points. It's up to you; I like the info and Anna alive personally, and 25 skill point isn't a big sacrifice. Lebedev is quite doomed, you should realize, since whatever you do UNATCO is on the verge on taking over the airport. You can play through the scenario a few times to witness all direct scenarios. 175 SP PRIMARY GOAL COMPLETED Make Anna shoot Juan Or 200 SP PRIMARY GOAL COMPLETED Kill Anna and speak with Juan Primary Goals: Go to the helicopter at the airfield. When you're done, it's time to go, but there's still a lot of items scattered throughout the map, mostly in the Security Towers. UNATCO has destroyed all bots and disabled the security system, meaning that you are basically on friendly territory. First, check out the security tower to the SE when you get outside again. The Tower contains BINOCULARS and two MULTITOOLS. Return to the boat house. Go North, young man. There's two trucks parked you can open from the back; there's a 20% Str Lock on both of them. To get into the trucks, you'll need the small Metal Crate or activating Speed Enhancement. The right one contains TRANQUILIZER DARTS and 10MM AMMO. The left one contains SABOT SHELLS. Further to the North, there's one of those Security Towers. Inside is a crate containing 10MM AMMO, and upstairs you'll find BUCKSHOT SHELLS, a pair of BINOCULARS and the Terminal that could disable the cameras and turrets for this tower. Every security tower has one; they're useless to you now. Go East now, along the wall, the North at the corner. Inside, you'll find a CROWBAR and a GEP GUN, which'll make your life much easier in this part if you didn't carry one around. Upstairs, some BINOCULARS and a GAS GRENADE. Walk out the tower. Go East, sticking to the wall to find another Tower. Inside this Tower, you'll find BINOCULARS, 10MM AMMO and a RECOIL WEAPON MODIFICATION. Go South to find... not a Tower! Behind the crates is an electric hazard goin' on. There's a grate! It's got a 20% Str Lock, but you can also blow it up with an explosive. There's little you can do about the electricity. There's a 40% Str Control Panel that disable the... things that make the zappity zop, but you'll take damage while disabling it. You'll have to see if it's worth it for you: the crates contain TECH GOGGLES, an EMP GRENADE, a clip of 7.62x51MM AMMO and a CLIP WEAPON MODIFICATION. If you stay near the transformers and crouch, you'll only take EMP Damage that takes away Bioenergy. Near the elevator building, there's a familiar DataCube. You've now exhausted this part of the map; time to traverse the part in front of the Hangar. West of the Hangar entrance, you'll find two crates containing 10MM AMMO and a PROD CHARGER. You're done! Find the helicopter that'll take you back to Liberty Island, it's over by the elevator. You'll run into Gunther on the way there. ********************************** 3.7 UNATCO HQ, New York City ********************************** Skill Points to earn: None Augmentation Canisters: Speed Enhancement / Run Silent Augmentation Canister Weapon Modifications: Recoil, Reload Primary Goals: See Manderley for a debriefing. Back home again. Lloyd's computer holds an e-mail about the authorization to use lethal force against Paul Denton. You'll have to Hack for it. There's a CROWBAR near the comm van, and inside you'll find some SABOT SHELLS and 10MM AMMO. Code's 0451. There's a philosophical debate going on in one of the offices on Level One. You can find two clips of 7.62x51MM AMMO and a BIOELECTRIC CELL in these offices. Notes: One of the troops mentions he's never seen HQ so crowded during 'graveyard'. The graveyard shift is a night shift, extending into the early hours of the morning. Go talk to Manderley. Regardless of your actions, you'll get 1000 CREDITS for doing your job. He'll also reveal the distressing existence of the 'killswitch' that is currently killing your brother. It's Throne/6G classified, so it's interesting that Manderley should choose to mention it to you. You're only Domination/5F, see. There's a RELOAD WEAPON MODIFICATION in Manderley's bathroom, behind the trashcan. The newspaper there gives features some 'enhanced' truths about your actions in Hell's Kitchen. An e-mail sent to Manderley by Simons (JMANDERLEY/KNIGHT_KILLER) mentions that a man called Sherman is set to 'help out' and to ensure MJ12 operations are not affected. Seems WS has some power over both UNATCO and the plague-spreading MJ12 militia, whoever they are. Janice also gives you a mission: Secondary Goals: Tell Jaime that Walton Simons is looking for him. In your own office on Level Two, you'll find a PROD CHARGER and a MULTITOOL. There's a RECOIL WEAPON MODIFICATION and some 7.62x51MM AMMO hidden under your desk. Alex invites you with an e-mail (JCD/BIONICMAN) to come talk to him. In the storage closet, there's a crate containing a LOCKPICK. In the rec room, you can crack a 20% Str Lock for a BIOELECTRIC CELL, DARTS, 30.06 AMMO and 7.62x51MM AMMO. With Combat Strength at level 2, you can bash it open with the Baton as well. In the cafeteria, Jaime is talking to Walton Simons about Simons' health problems. You can talk to Jaime and Simons a few times. Simons is bringing in outside help to govern UNATCO, possibly this Sherman guy. Jaime mentions VersaLife is the one to benefit from the Gray Death. The ATM contains 750 Base ATM Value. Notes: This is where you learn that not only does Walton have a lot of power over UNATCO, FEMA and likely MJ12, he is also a nano-augmented man like yourself. Free radicals are unpaired molecules, which makes them very reactive. Primary Goals: Meet Jock at the helipad to be taken to a new assignment in Hong Kong. On Level Three, Shannon is chatting up a trooper, it's pretty funny. Dialogue is different if you bothered Shannon in the Ladies Room. In the Medical Bay, there's a MEDKIT lying around. The storage closet holds another MEDKIT and a BIOELECTRIC CELL. There's also a LEGS AUGMENTATION CANISTER in here, but if you picked it up in Hell's Kitchen, you have no use for it. Find the Med Bot; you can heal yourself back up and install the Subdermal Aug you found in Lebedev his 747. It features either an EMP Shield that protects against extremely rare bioelectrical drain and the Ballistic Protection. BP provides damage reduction versus bladed weapons, bites and all those bullets you're ducking all the time. Since there is another two-choice Augmentation Canister that shares the Subdermal slot, you may not want to install either one in favor of both Cloak and Rader Transparency later on. Djibriel's First Time Player Pick: Install Ballistic Protection Check Reyes' computer (JREYES/AMIGO) for some e-mails about a new augmentation canister coming HQ's way, Manderley's stance on excessive force and the Gray Death situation in Atlanta and NYC. In Alex' comm room, the hidden compartment below the floor is empty. Behind the Keypad (2001), there's a crate containing a LOCKPICK. In front of Alex is another LOCKPICK. You can talk to Alex about what happened on board of that 747; whatever you did, it seems he is willing to go down the rabbit hole with you in search of the truth. In Anna and Gunther's room, there's a PROD CHARGER in the closet and another PROD CHARGER on the desk with the computer. You can move to the cell block and learn, if you didn't follow Simons earlier, that the NSF subjects are dead and that Simons shot one of them himself. In Sam Carter's hangout, there's two crates with BUCKSHOT SHELLS. Sam the man himself will give you either TRANQUILIZER DARTS, BUCKSHOT SHELLS, 30.06 AMMO or ROCKETS. I always struggle with my supply of Tranq. Darts, but your experience may differ. Transferred after a single day. Pretty shitty, JC. Lloyd's got some interesting parting words about UNATCO's view on China. One interpretation of the move is that UNATCO's afraid you're spying for the NSF, and there's less damage to be done in Hong Kong. Notes: Lloyd references WWII where Russians would move citizens of German descent towards Central Asia to make sure they would not conspire with the enemy, Germany, who invaded Russia from the west. Later in the war, Russia kept up with this by deporting "unfavored ethnic groups" to that region. When you leave, Jock takes you to Hell's Kitchen rather than Hong Kong, confirming that Jock's flying on Paul's orders, not UNATCO. ********************************** 3.8 Hell's Kitchen, New York City ********************************** Skill Points to earn: 710 60 SP AREA LOCATION BONUS Second visit MJ12 chlorine lab 20 SP AREA LOCATION BONUS Visit Smuggler a second time 30 SP AREA LOCATION BONUS Find garage Terminal 50 SP AREA LOCATION BONUS Enter hatchway in the garage 150 SP ACCOMPLISHMENT BONUS Find distress signal login 300 SP PRIMARY GOAL COMPLETED Send distress signal 50 SP ACCOMPLISHMENT BONUS Reach 18th Street Subway Station 50 SP ACCOMPLISHMENT BONUS Exit Battery Park Subway Station Augmentation Canisters: Upgrade Canister Weapon Modifications: Accuracy x2, Clip (1500), Clip, Range (2400), Recoil Primary Goals: Your brother's in trouble. Go to the apartment in Hell's Kitchen and see if he needs your help. You start at the roof of the 'Ton hotel. Climb down on the North side and you'll be able to enter Paul's room. It seems that Paul, after carefully considering where he could effectively hide from UNATCO, decided on his own room. You can talk to Paul about the situation, and he'll give you a new objective: Primary Goals: Investigate the captured NSF base to the west behind the bar to see if Paul is telling the truth about UNATCO. If he is, help the rebels by sending a distress signal from the satellite transmitter. Notes: Paul has a lot of anti-globalist lines for you if you press him on the issue. He mentions "God clearance", it's never explained where God fits in with the angelic security clearances. UNATCO SigInt is just a fancy word for Sig(nals) Int(elligence). It's just the info gathering tactic. SigInt is done by the NSA with ECHELON in our world, and in the context of DX it's done by UNATCO. Not sure why, if Smuggler can get in contact with Silhouette through the UnderNet, Paul can't send some mails with the computer terminal in this very room. It's possible that Paul thinks or suspects that even UnderNet is being monitored. Paul is not aware of MJ12. Lebedev knew, but only the name. If you didn't visit Smugger earlier, Paul will tip you on his location and give you the password, bloodshot. There's a MEDKIT near Paul. Behind the painting is a Keypad, code 4321, which opens up the secret compartment. Inside is a LOCKPICK, a MULTITOOL, a case of 10MM AMMO, two clips of 7.62x51MM AMMO and an UPGRADE CANISTER. Djibriel's First Time Player Pick: Upgrade Combat Strength to Level 2 In the elevator shaft, you can find an ACCURACY WEAPON MODIFICATION on the top floor and a crate containing a MULTITOOL all the way down. In the ol' junkies room you can find a MEDKIT. Below, you can find Sandra and daddy Gilbert Renton arguing, if both are still alive. If you skipped the hostage situation last time you were here, they survived the ordeal. JoJo Fine, thug pimp and NSF name you've heard mentioned as early as the Statue mission, is living in the 'Ton hotel after he courageously fled the warehouse when you disabled the generator. If you killed Gilbert and Sandra earlier, there is unique dialogue between JoJo and JC about JoJo running the hotel now that the Rentons are gone. There's also a unique dialogue scene between JoJo and Sandra is Gilbert died last time you were here. Anyway, there's some BUCKSHOT SHELLS and a 25 CREDIT CHIT in the office. When you talk to Gilbert, he'll ask for a gun. JC will offer his weapons in the following order: Pistol, Stealth Pistol, Sawed-off Shotgun, Mini-Crossbow, Knife. JC won't give away any Rifles, Heavy weapons or non-lethal weapons. As soon as you talk to Gilbert, JoJo will 'spawn' upstairs and start walking towards the Rentons, to wrestle away Sandra from her father. It will come to violence. If you didn't arm Gilbert, JoJo will slaughter both Rentons. If you did, fatalities on either side may occur, obviously. If you kill JoJo before Gilbert pulls his gun, Sandra will storm off forever. If Gilbert kills JoJo, or if you do so when Gilbert's got his gun out, Sandra will be prouder of her father and she'll stick around. If you avoid the situation, it will resolve itself in such a way that Sandra sticks around and JoJo is never heard from again in the game. JoJo carries a STEALTH GUN that you can take it you don't already have one. You may be in a bind when you want the 'good' ending, but don't want to give up any of your weapons. There's a Shotgun behind the counter of the Underworld Bar you can take. Throw out all other weapons before you talk to Gilbert and you're good to go. I find it best to use the Riot Prod on JoJo so you make sure no Renton dies while Gilbert shoots mr. Fine in the face. When both Rentons are dead, by the way, and JoJo's still alive, you can talk to JoJo about Paul. In the hotel office, there's a 50 CREDIT CHIT and some BUCKSHOT SHELLS. The ATM in the hall contains 400 Base ATM Value; there's no account info in this level, so Hack if you can. I mean, there is one account that was supposed to work but doesn't; I'll tell you about it when you find it. Time for some scavenging. Regardless of your actions, you'll find the MJ12 laboratory below NYC filled with dead bodies. Even if you never even went down there in the first place, the manhole covers are unlocked and the place is devoid of activity. Find the manhole cover near the back entrance of the 'Ton Hotel, and go down. You'll find some 10MM AMMO at the bottom of the ladder. You can see four dead bodies in the (still poisoned) water below, they carry nothing. In the control room upstairs, there's a crate containing 10MM AMMO and a clip of 7.62x51MM AMMO. The suspended bridge holds a crate with a THERMOPIC CAMO, and you'll gain: 60 SP AREA LOCATION BONUS Second visit MJ12 chlorine lab On the other side of the bridge, you can find another carton of 10MM AMMO. If you climb down on the North side, you can find 30.06 AMMO behind a Metal Crate. Further on, you'll see red tripwire lasers. Careful; they're lower than last time, so you can crawl beneath them. Past them, if you must, you can find a BIOELECTRIC CELL on a yellow pipe in the sewers and some 10MM AMMO, but it's probably easier to just not get these items. Climb out onto the streets of NYC when you're done. Near the place where Johnny was hasslin' Sandra Renton the last time you were here, there's a DataCube with some account information: Account# 487659, Pin#249087. It's (Gilbert?) Renton's account, but it doesn't work anywhere due to a typo: the real Pin# is 2(5)9087, one number different. It can be used to withdraw 200 credits from the ATM in the 'Ton. It is also the only six-figure PIN# you can find in America. Northwest of the Subway entrance to the Northeast, down the stairs, you can find a BIOELECTRIC CELL. The Subway is closed; a hooker called Sally warns you about JoJo Fine being in the 'Ton Hotel. Behind the basketball field, in the 25% Str Locked container that doesn't lead you to Smuggler, you can find a BIOELECTRIC CELL and two crates containing a LOCKPICK and a MULTITOOL. You can take a look in the Underworld bar, where you can find the journalist Greene, Jordan the ex-UNATCO barmaid and Filben. If you killed Jordan or Joe earlier, they won't be here obviously. If you blabbed to Greene the last time you were here, JC will confront Greene on how Manderley knew that the two of you talked. Both Shea and Greene will mention a raid that JC is unaware of. Shea even warns JC that he and his brother should get out of town; UNATCO is about to do a raid on the 'Ton Hotel, it seems, but Jordan is convinced it's not for JoJo. Behind the counter, there's a SAWED-OFF SHOTGUN and some BUCKSHOT SHELLS. The ATM in the bar has 155 Base ATM Value. The Public Access Terminal also has some new stories. Notes: Another Bob Page propaganda piece. The Clinics and Hospices Association of NY, or CHANY, or not a real thing. Again, Bob Page is paired with Thomas Aquinas. His new concept, Aquinas, was features in the business magazine Millenium (sic) earlier. Why Aquinas? Aquinas is held in high regard as both a logical thinker and Catholic believer, but DX has close to no references to religion per se. I'll explain my view on why Page as a character was written to mention Aquinas at every odd turn later in this document. Time to visit Smuggler, maybe he knows what's up with the raid. JC will give the password, and you can go that old abandoned parking garage again. There's a MULTITOOL in the booth. There's a LOCKPICK in a crate. Disable the blue lasers or jet past them with your Speed Enhancement. For entering Smuggler's Den again, you gain: 20 SP AREA LOCATION BONUS Visit Smuggler a second time Smuggler will have some stuff for you at outrageous prices. This is actually a bug. The intention was that now that you've rescued Ford, he'd be there and Smuggler would charge you normal rates. Instead, the game always assumed that you didn't rescue Ford, he's not here, and Smuggler's prices are insane. If you never talked to Smuggler earlier, Smuggler will already know who you are from Paul. At any rate, he will warn you about an upcoming raid on the 'Ton Hotel. Smuggler will sell you: RANGE WEAPON MODIFICATION 2400 credits NAPALM CANISTER 2250 credits CLIP WEAPON MODIFICATION 1500 credits I don't recommend buying anything here, but do what you must. Upstairs, you can find a LOCKPICK and two FLARES in the closet. There's new goodies behind the mirror. You can't break it with melee weapons this time, so either bypass the 50% Str Keypad, use the code you can't have (432) or use an explosive. You'll find a BALLISTIC ARMOR, CLIP WEAPON MODIFICATION and a RECOIL WEAPON MODIFICATION. On Smuggler's computer, you can find proof Smuggler is working with the NSF. Notes: Thus concludes the tale of Erin Todd, Decker and Young, three NSF soldiers who helped set up the Ambrosia raid and managed to escape your reach. As one last e-mail later in the game suggests, they managed to escape to an unknown location. The other mail was delivered to Smuggler through the Citizen's Rights Mailing List where two paranoid crackpots are exchanging theories. NORAD is the North American Aerospace Defense Command. Crystal Palace was the former codename for a NORAD base inside Cheyenne Mountains. It's basically a nuclear bunker from the Cold War filled to the brink with computers, which at the time of writing of this document acts as alternative command center to NORAD. NORAD is mentioned as one of the 25 missions the dev team originally came up with. The Grays is a reference to traditional space aliens. If the 'test run' theory has any merit in the context of DX's world is unknown. If you feel cheated out of your Ford Schick experience, do the following. Use the 'Send Message To All' command (on my computer, defaulted under the 'T') and delete the "Say " bit. Type the following string: Set DeusEx.JCDentonMale bCheatsEnabled True Hit Enter, then type summon fordshick in same fashion. Ford should be summoned into existence and he'll have the lines he was supposed to have. It's time to check if Paul's story checks out. Find the tunnel West of the subway entrance, and follow it. On the longish way to the old NSF base, there's supply crates hidden behind cardboard boxes. They contain 7.62x51MM AMMO, two cases of BUCKSHOT SHELLS, a PROD CHARGER and a MEDKIT. Paul contacts you and tells you to either hack the computer on the rooftops, or spend time on a side-quest to obtain login codes so you don't need to hack. Since the side-quests awards us with skill points, I'm assuming you don't hack the computer immediately, even though it's very easy to do. Note: to the Northwest of entrance, you can find a green door that shows no door or Lock Str, but when you aim a weapon at it, you'll see it's a target. If you get past this door with an explosive, it's a no-skill points short cut to the login info and proof Paul was talking about. Let's not do this since you'll want the skill points, but it's good to know. Walk around the building, first to the NE corner and then to the Northwest corner to find stairs leading up to two crates containing 30.06 AMMO and 7.62x51MM AMMO. Amongst the trash bags near the blue container, you'll find a DataCube containing NSF login TJEFFERSON/NEWREVOLUTION. Notes: Thomas Jefferson was one of the so-called 'Founding Fathers' and one of the authors of the US' Declaration of Independence. The NSF probably like to mirror their struggle against UNATCO and their puppets with the American Revolutionary War. Enter the building on the ground level to find yourself within the building. There's a Repair Bot inside to replenish your Energy, so use the Speed Enhancement and Light Augmentations whenever you please for now. Let's raid the place first. One Level One, there's some ROCKETS on a table, the NSF HQ BASEMENT NANOKEY near a toilet bowl in the Ladies' Room and a HAZMAT SUIT in a crate. On Level Two, there's a MEDKIT and some BUCKSHOT SHELLS in some crates. The computer room is open features a good conversation between two UNATCO Troopers that are deleting info from the NSF database, acting on orders issued by Walton Simons. Behind the door with the 40% Str Lock (at Trained and with Combat Strength, or just with Combat Strength level 2, you can bash it in with a Baton), you can find a BIOELECTRIC CELL and a DataCube containing familiar security grid's info: TJEFFERSON, password NEWREVOLUTION. The other 40% Str Locked door in this room leads outside, so ignore it. On Level Three, you'll find UNATCO Troops less cooperative, telling you you're not supposed to be there. You can find a crate containing BUCKSHOT SHELLS. In the maintenance room, there's a Med Bot and a DataCube detailing the existence of halon gas in the computer room. Find the Venting on/off Switch and turn it on to vent the gas out of the computer room. A Hazmat Suit really helps against the halon gas inside, but there shouldn't be any. Notes: Halon is a liquefied, compressed gas that stops the spread of fire by chemically disrupting combustion. Halon 1301, a gaseous flooding agent, leaves no residue and is pretty safe for human exposure, though the gas is toxic at high concentrations. In our world, implementation of Halon has grinded to a halt since 1989, for ozone layer reasons. In DX though, all Fire Extinguishers contain Halon Gas. Get in the room and turn right three times to find a Terminal and gain: 30 SP AREA LOCATION BONUS Find garage Terminal TJEFFERSON/NEWREVOLUTION gives you the option of turning a camera off and opening up a passageway. Check the image as to where it is. On Level Four and the roof, there's nothing to pick except a crate containing 10MM AMMO, so go down to the ground floor. In the Southeast corner, a hole opened up in the floor. Replenish your Energy, then go down to gain: 50 SP AREA LOCATION BONUS Enter hatchway in the garage You end in a room with a CROWBAR on a table. To the West you'll have to open the 40% Str Locked door to reach a Terminal that opens some doors for you. If you choose an explosive solution to this problem, know that poisonous barrels lie behind that door; you'll have to wait out the gas for a while. Past this door, you'll find two crates containing 10MM AMMO and 7.62x51MM AMMO. There's a Terminal near some barrels. TJEFFERSON/NEWREVOLUTION allows you to disable three cameras and open up three doors. Continue 'til you find two supply crates stacked on top of each other with a TNT box on top of that. The crates contain a MULTITOOL and a LOCKPICK; make sure not to drop the TNT box, or it'll explode. Open up the door to the North. This room is fun. There's three turrets between you and your destination. There's also three pressure tiles that, when pressure is applied, lock one turret behind a wall panel. Next to the crate containing a MEDKIT, there's three small Metal Crates that can be used to apply this pressure. Alternatively, you can shoot all three turrets with your GEP Gun, disable the lasers with LAMs or EMP Grenades, what have you. The pressure plate puzzle solution actually still has you walk through active lasers and sounding the alarm, so blowing the lasers up may still be the most silent solution. The door at the end has a 60% Str Lock. You can blow up the door, but luckily for you, you're the type of guy to thoroughly examine the ground of Ladies' Bathrooms, and you have the key. One corner of this room contains a gas cloud, stay away from it. You can explode the barrels and wait out the gas if you want to remove the cloud. The crate contains BUCKSHOT SHELLS. The door to the East with a 40% Str Lock is a storage room. It contains ROCKETS, WP ROCKETS and two crates containing two EMP GRENADES and a HAZMAT SUIT. The other door leads to the room you've been looking for. You'll reach a t-junction. The left path, provided you opened the doors with the Terminal earlier, leads to your goal directly. The right path has some tripwire lasers, but also some minor goodies. Skip the next block of text if you don't care. The first 'fence' of lasers can be either blown up, or partly disabled by the 40% Str Panel you can reach. Using non-explosive means of passage here is a tremendous hassle and I won't stand for it. Blow up every lasers you see. You'll find a BALLISTIC ARMOR and a crate containing a MEDKIT in one corner, and a crate containing two MULTITOOLS in another. Worth the price of some LAMs or Rockets? You decide. Skip this next room and walk into the next, since we'll return here. In this room, behind a 20% Str Lock, you can find a RIOT PROD, a PROD CHARGER, an ACCURACY WEAPON MODIFICATION and a GAS GRENADE. On top of this cabinet, you'll find a DataCube containing the info you need to send the distress signal: login NAPOLEON, password REVOLUTION. You'll also gain: 150 SP ACCOMPLISHMENT BONUS Find distress signal login Primary Goals: Send the NSF distress signal from the satellite transmitter on the roof of NSFHQ. In the original game, a second DataCube can be found in the cabinet; in the GotYE game, this Cube is found on top of one of the server machines. This DataCube contains the proof that Paul was talking about; UNATCO is dirty and plays for Simons, and orchestrated the Statue bombing just like Filben thought. Notes: There's some traces in the game's data to be found that originally, you had the option of staying loyal to UNATCO for a while longer. In the final product though, this is what pushes JC out of the Coalition in every game. There are many M. Collins in this world, but the most likely candidate to be referenced here is Michael Collins, a driving force behind the Irish War of Independence. Like Jefferson, another revolutionary leader. Napoleon Bonaparte is the man famous for the Napoleonic Wars that sought to violently bestow upon the rest of Europe the ideals of the French Revolution. The link between Jefferson, Collins and Bonaparte is that they all used violence to overthrow a sitting regime. The Zurich accounts are mentioned because Switzerland (where Zurich is located) is according to the CIA Factbook "a major international financial center vulnerable to the layering and integration stages of money laundering" Head into the West room. Behind a 30% Str Lock, there's two BIOELECTRIC CELLS and a LOCKPICK. You can bash open this cabinet with a Baton, provided you have Combat Strength and are Trained. Follow the stairs up to find yourself on the street again. Now, simply walk into the old NSFHQ, up onto the roof. You can choose to disable the UNATCO Troopers you meet on the way. You can use the Repair and Med Bot on the way. Here, on the roof, are two UNATCO Troopers, and you're about to be a very naughty nano-augmented boy. You can make the decision of already knocking these people out with the Prod or Baton before you make a big NSF distress announcement and become UNATCO's enemy. In fact, you can disable Troopers all over, and only Troopers directly witnessing your assault will come after you. None of the Troopers have anything worthwhile though, so your only real advantage is in takin' out the guys up top. Enter the cabin. There's a LAM in the Southwest corner, and a clip of 7.62x51MM AMMO in the Northwest one. Fire up the computer: MCOLLINS, password REVOLUTION. Rotate the South, North and West Dish and open the comm door. This computer listens to NAPOLEON, password REVOLUTION. Broadcast the message to switch sides. Primary Goals: Meet up with Paul and help him leave New York. You gain: 300 SP PRIMARY GOAL COMPLETED Send distress signal You have switched sides. UNATCO is now your enemy. Simons will contact you directly to inform you that your killswitch has been activated; you have 24 hours to live. Normally he'll mention he's told the troops to kill you, but if you already took care of all UNATCO Troopers in the building, he'll have some different dialogue. You could take the scenic route out, indoors, and encounter a lot of hostile friends turned enemies. It's better to just jump off the North side of the building. You'll take damage from the fall unless you activate Speed Enhancement. Down below, there's three to four UNATCO Troopers patrolling if you didn't knock them out earlier. Djibriel's First Time Player Pick: Upgrade the Environmental Training skill to Advanced This may be an excellent time for a Thermoptic Camo, and also a good time to set your Environmental Training skill to Trained. You'll be invisible. You'll want to escape to the Southwest; fire up a T. Camo, then run like the wind towards the exit. With Speed Enhancement, you'll obviously move faster and take less damage from the falls, but it shouldn't make much difference. If you don't have any Camo, you could snipe from the rooftops before making your grand escape to the 'Ton Hotel. Find Paul in the Hotel. When you talk to him, a shootout will start between the Denton brothers and a UNATCO force. Here are the rules. Paul cannot be killed. You cannot be killed either; when you die, you'll wake up in jail. If you listen to Paul and leave him by exiting through the window, he will be killed off-screen. There are skill point benefits to getting as far as possible through the violence. Primary Goals: Find Jock's helicopter in Battery Park, the only way out of New York not controlled by UNATCO. The code to the Hell's Kitchen subway station is 6282. You can hide in the secret closet while Paul cleans out the Hotel, or when you want to get some kills, you can help him out. I find that explosives work best. A good strategy is to hang some LAMs and/or Gas Grenades in the hallway. The Ballistic Protection Augmentation will help during the shootout. Another great way of surviving the first round of combat is firing WP Rockets into the hallway from a safe distance. If you somehow can get a Man in Black unconscious, you can take an ASSAULT SHOTGUN from his body that you can use in this fight. There are two ways to keep Paul alive. First, if you walk out the front door, Paul will survive. You don't need to shoot anybody; Speed Enhancement plus Camo could get you there. Second, leaving through the window almost always 'kills' Paul, but if you absolutely murder everyone in the hotel, and bring Paul to the entrance, you can leave through the window and keep Paul alive. However, if you let Paul stray to much, he may disappear before you get him to the entrance, and if that's the case leaving through the window may still kill him no matter how many UNATCO Troopers you killed. I find it works best to use clear the first floor of the 'Ton Hotel, then run for the front door with a Thermoptic Camo active as soon as Paul starts shooting the Troopers on the ground floor. When you leave the hotel, you'll find UNATCO Troops and two Military Bots between you and the subway station. Again, Thermopic Camo is a great solution; race to the station, punch in the code, you're safe. If you don't have any, you'll have to kill the soldiers, then bypass the bots with explosives or EMP or Scramble Grenades. Code to the station is 6282. It is possible to make a detour through the Underworld Bar, where you can talk to both Greene and Shea about UNATCO being after you. It doesn't help you to be there, but it's one more piece of unique dialogue that you are likely to miss. Smuggler has one unique line as well if you visit him now, but nothing informative. For reaching the subway station, you are awarded: 50 SP ACCOMPLISHMENT BONUS Reach 18th Street Subway Station The ATM contains 375 Base ATM Value. Take the subway to Battery Park, where Anna will meet you. Anna will run up to you and after a brief dialogue, attempt to shoot you. She'll react much like on Lebedev's plane; you can knock her into stealth mode, and then into stealth-flee mode, then you can kill her. It is possible to enter the vents. The entrance via the weather station is locked and unbreakable, but the one in the shack can be used. You'll lose out on skill points, though. I suggest you running past her right now, up into the sunlight, where Gunther will greet you. For reaching this point, you are awarded another: 50 SP ACCOMPLISHMENT BONUS Exit Battery Park Subway Station You can surrender, or try to have a shootout will UNATCO's most lethal agent while being surrounded by military bots. Basically, it's just a more painful way of surrendering. ********************************** 3.9 Location Unknown ********************************** Skill Points to earn: 1365 250 SP GOAL ACCOMPLISHMENT BONUS Escape MJ12 Detention Area 150 SP PROGRESS BONUS Enter MJ12 Armory 100 SP EXPLORATION BONUS Find escaped Greasel 500 SP GOAL ACCOMPLISHMENT BONUS Enter MJ12 Medical Area 200 SP ADVANCEMENT BONUS Escape MJ12 Facility 165 SP PROGRESS BONUS Escape UNATCO Headquarters Augmentation Canisters: Aggressive Defense System / Spy Drone Augmentation Canister Regeneration / Energy Resistance Augmentation Canister Upgrade Canister Weapon Modifications: Accuracy (750), Range x2, Silencer, Recoil Note: the game needs a split second to start up the level before it takes away all of your gear. During this time, you can access the inventory screen and drop your items. You can then pick them up again. This is cheating! However, all your items can be found later, with the exception of your grenades, the number of which will be reduced to 1 due to a bug. You can drop your grenades now and pick them up to circumvent the bug, and as long as you don't use them before you reach your stash again, you may not find it cheating. You were shot or you surrendered to Gunther. Your killswitch was probably activated by that weasel Simons, so that means you have less than a day to live. You're in jail and your whole life was a lie. Yours was a sad life. Even worse, all of your inventory is gone. All you retain is all your ammo and Keyring. Half of your Health at the time of capture has been restored. When you wake up, Anna may be there to gloat. If she's already dead, there's nobody there. Talk to Anna if she's there, then wait a while 'til you're contacted by some... guy called Daedalus. Notes: "Daedalus" is the name of the primary Internet communications protocol of the game, much like we mainly use HTTP. You could've seen the word almost every time you read an e-mail. Daedalus turns off the power, allowing you to leave. Primary Goals: Escape from the Majestic 12 facility. Notes: Majestic 12 is the code name of secret committee that is said to have been formed in 1947. Documents were leaked about MJ12 and their goal of investigating UFO sightings. All leaked documents are likely forged though. Conspiracy theorists connect MJ12 to the supposed UFO crash at Roswell. There's a single MJ12 Trooper here; wait for him to leave, then grab the BATON and the supply crate. Break the crate far away from the soldier and collect the RIOT PROD inside. The prison guard holds a COMBAT KNIFE and a PISTOL. On the cabinet, you'll find another COMBAT KNIFE. In the cabinet, you'll find a MULTITOOL and 10MM AMMO. One of the drawers is locked with a Str 10% Lock; it contains a single MULTITOOL. On the desk, another pack of 10MM AMMO and a DataCube containing codes: 4679 for the jail cells, 4089 for the block. Note that the sender of the message is Sherman, the guy Simons flew in to take care of business. Return to the cells. In the cell with the Med Bot, you'll find two LOCKPICKS and a PS20 on the NSF corpse. In the adjacent cell, you'll find... Miguel. He's a nice enough fella. His hobbies include long walks on the beach and getting wounded, then running into enemy territory alerting everybody. Luckily, his other hobby is complete obedience. You can lead Miguel safely out of this place, but there's no real reward for doing so. In addition, it's best done by telling him to stay in this cell until you're positive you've dealt with every obstacle between this cell block and the exit. So when Miguel asks you if he can come with, tell him to wait. He'll give you a MEDKIT. When you want to leave, there's a single camera you'll need to avoid. You can run safely into the hall, and Daedalus will contact you. You will gain 250 SP GOAL ACCOMPLISHMENT BONUS Escape MJ12 Detention Area Primary Goals: Find your brother and access information in his datavault that Tracer Tong will need to defeat the killswitch. Secondary Goals: Find the equipment taken from you when you were captured by UNATCO. Check out the image Daedalus sent you. The plan is this. First, we'll sneak past Robot Maintenance and recover our supplies from the Armory. Then, we'll get to the Medical Lab to contact Paul. Finally, we'll go past the Command Center to the exit, possibly with Miguel in our wake. In the hall, you can find a LOCKPICK and a CROWBAR behind the pipes. Turn to the Robot Maintenance corridor. There's three levels to RM. There's one MJ12 Trooper on the ground level, two on the first floor and two more on the top level, on the control floor. It's best to sneak to the top, then disable MJ12 there. You are always at risk of being seen by someone high up. Find the stairs to the East as soon as you enter the room, and go up. Here, there's a single MJ12 with a Sniper Rifle that goes round and round, and an MJ12 that explores the corridor you can see dead ahead when you've climbed the stairs. That's the corridor you want to enter; sneak past the MJ12 with the Rifle, then disable the MJ12 in the corridor. This is best done with the other MJ12 being far to the South, so you may have to wait for a good moment. You can take an ASSAULT SHOTGUN from the MJ12 in the corridor. Climb to the stairs. There's a LOCKPICK behind the pipes you pass. Turn left at the top of the stairs to find another MJ12 in the office; disable him silently. He carries an ASSAULT RIFLE. To the far North, there's another computer with another MJ12, take him out. Now, stay away from the windows, as the MJ12 below can see you from this distance. Check the DataCube for the armory code: 2971. There's also a LOCKPICK. On the table, there's two EMP GRENADES. In the other office, you can find some 7.62x51MM AMMO and a DataCube about the Bravo-3 Peacebringers you can see out the window. Notes: SNAFU means 'Situation Normal; All Fucked Up'. Between the offices is a Terminal and a Button. If you look out the window here, you can see a Bravo-3 standing by on an elevator platform. The Terminal can set the AI routine of this Bravo-3 Peacebringer to function as your ally, and it will fire at will upon every MJ12 it sees (not the mechanics). The Button sends the platform down to the ground level. Whatever you do, get back to the first floor; if there's still an MJ12 here, take him down. There's a Repair Bot to replenish your BE. Take out the final MJ12 on the ground level now, and you've cleared the Robot Maintenance rooms. The mechanics tend to flee when the Alarm sounds, or when they see you using any kind of lethal or nonlethal violence. If the mechanic on the ground level sticks around though, he'll offer to sell the security login for 500, and 762 AMMO 600 credits ACCURACY WEAPON MODIFICATION 750 credits The security login is MJ12, password Invader. I suggest you buy the Accuracy Mod as well, but that's my preference. Save the Modification for now, don't use it. In the GotYE game, I noticed a bug; if you buy all of the mechanics' items, the game will get stuck in a dialogue loop. In the Robot Maintenance hall on the ground floor, you'll find a crate containing BIOELECTRIC CELL and a SCRAMBLE GRENADE nearby. There's two MULTITOOLS and some 7.62x51MM AMMO on some crates. Now, continue down to the Armory. There's two Delta-2 Peacebringers parading around. You can choose to disable them with the EMP or Scramble Grenades you have found, but you can easily sneak past them; you can walk right behind them, they won't notice. Notes: These Delta 2 bots, even more so than their Brave-3 counterparts, are visually similar to the ED-209 from the RoboCop movie. Find a ladder obscured by darkness to the West. Climb it and locate yourself on the pipe. Crawl through the green gas leak (you'll take minor damage to the Head) and head South for a few steps 'til you see a grate to your left. Open it up and jump down 'til you see all kinds of weapons and items. Locate the Terminal, and use MJ12/INVADER to disable the camera and the two Delta-2 bots outside. For some reason, the Turret won't shoot the single MJ12 Trooper below, so disable him yourself. You've gained 150 SP PROGRESS BONUS Enter MJ12 Armory Now... goodies! First, take the things on the ground floor. See the two racks filled with stuff? That's your stuff. That's actually the stuff you had when you were captured, intact with Modifications and everything. Neat! The only thing that the game does wrong is remember the number of Grenade-type items; you'll only find one of each back. The rest, Medkits, Lockpicks, Multitools and Bio Cells, you may find a large number of, even if you only see one. The game sometimes has trouble 'filling up' such items, so you may need to toss away all your Lockpicks before you can pick up your old stack. Aside from your old stuff, you can find four ASSAULT RIFLES, two ASSAULT SHOTGUNS, a pair of BINOCULARS, a LAW on the wall, a SNIPER RIFLE on the desk, and crates containing two clips of 7.62x51MM AMMO, a LAM and 10MM AMMO. If you hack the computer, you'll find the code to the experimental Plasma Rifle: 5239. The login, which you can never find in-game, is VALIBEK/GATLING. Notes: V. Alibek is the name of the computer's user. There is an important Russian/American expert on biological warfare called Alibek(ov), which this name may be a reference to. Richard Gatling is a US inventor who created the gatling gun. Go upstairs to find a lot of stuff: a NAPALM CANISTER, two boxes of 10MM AMMO, two boxes of BUCKSHOT SHELLS, a STEALTH PISTOL, a PISTOL and a SAWED-OFF SHOTGUN. On the other table, a RIOT PROD, a PROD CHARGER, some ROCKETS, 30.06AMMO, a MINI-CROSSBOW, some DARTS and FLARE DARTS, a RANGE WEAPON MODIFICATION and a delicous SILENCER WEAPON MODIFICATION. If you are a killer of any kind, you will find a Silencer Sniper Rifle to be the best power-up you're received so far. Behind the 20% Str Keypad with the 5239 code, you'll find the PLASMA RIFLE. You're done here, you can go back to the junction between Detention and Robot Maintenance; you can visit the Med Bot in the jail cell if want. In front of the Detention area, there's a grate you can open for a labyrinth of crawlspaces. Pass it up for now and head for the Northwest until you reach the Command Center, but do a sharp 180 when you're in the room to head for the nanotech lab. A man called Dr. Moreau will approach you to talk about you and your cells. Dr. Moreau's not that bright. The paramilitary guys have their name right on their helmet. Notes: The book 'The Island of Doctor Moreau' is a 1896 science fiction novel by H.G. Wells. Return to the grate near Detention. Get in there. To the North, you'll crawl towards the Command Center. To the East and beyond, all tunnels lead towards various points in the Nanotech labs. Keep to the Northeast; when you see a dead cat, you're on the right track. When you pop out, the Man in Black called P. Sherman will get up from his chair and start walking. Quickly take him out with the Riot Prod or Baton; if you kill him, he explodes and takes a Nanokey with him. Beware: MiB's are more powerful than normal humans. They have more Hit Points, and what's worse, they explode when they die. Lethal melee weapons are not advised. They are vulnerable to all status ailments though; they become stunned by the Riot Prod, Pepper Gun and Riot Prod. These MiBs are not on any government list; they straight don't exist, no names and no fingerprints. Whey you see something strange, watch your back; you never quite know where the MiB's are at. There are two MJ12 Troopers in the area as well. Use the crawlspace as a sniping position; keep popping out when their guard is down and in the end you've taken them all down. Loot the bodies; Sherman carries the MIB AGENT CABINET NANOKEY if he didn't take it with him in the explosion, as well as a STEALTH PISTOL. There are two scientists here, one man and one woman, who can have some dialogue with each other. It is likely though that you'll send them running by inflicting some kind of violence. If you manage to listen in though, they have two dialogue scenes with each other. One is about their VersaLife program trouble and one is about the 'raptor-chickens' from Hong Kong. VersaLife, creator of the Ambrosia vaccine, is somehow connected to this lab. Notes: The first discussion is about splitting and recombining of DNA or RNA sequences. The recombining is failing, perhaps due to a target-site mismatch. Endonucleases are enzymes that cleave DNA sequences. 'In vivo' means 'in living organisms'. Cytoplasm more of less means all contents of any single cell. The process is similar to the science behind Jurassic Park, where dinosaurs are reconstructed from paleo-DNA. DX frequently references eutacticism. In short, a eutactic environment is a molecular environment with a precise and structured molucular order, likely also more predictable. Gonzo science doesn't exist per se. Gonzo journalism is a style of journalism that is written without claims of objectivity, often including the reporter as part of the story via a first-person narrative. The word "gonzo" was used by Hunter S. Thompson, legendary journalist and subject of Fear and Loathing in Las Vegas. In the lab, there's two DataCubes about the Greasels and Simons, and a book containing Dr. Moreau's lab notes, which contain the login DMOREAU/RAPTOR. Notes: Simons has five augmentations you yourself can install: Aggressive Defense System, Cloak, Ballistic Protection, Targeting and Energy Shield. All focused on combat. The raptor-chickens are called Greasels, and they are a VersaLife (G)enetically (M)odified (O)rganism. Hypotrophy has something to do with degeneration of an organ; in this case, it's likely meant to indicate the Greasel wings are not capable of supporting the creature in flight. Succinylcholine is a muscle relaxant; a variant of it is used on the Tranq. Darts for your Mini-Crossbow. Worth nothing that the Jurassic Park movie was already out when DX was created. Greasels are similar to the Dilophosaurus that appears in the movie. It's the small dino who spits goop to blind and paralyze the fat man from Seinfeld. For a highly informative article on the Dilophosaurus threat, visit: http://www.dinosaurswtf.com/dilophosaurus-angle/ You can find TRANQUILIZER DARTS and a crate containing a MEDKIT. Open up the drawers to the South with the Keyring and/or Lockpicks to find two more DataCubes, one of which contains PSHERMAN/RAVEN and the UNATCO logins you could already have. Notes: Ipsa Scientia Potestas Est means Knowledge itself is Power. Use the computer with DMOREAU/RAPTOR to read an e-mail about Karkians, and then with PSHERMAN/RAVEN. In these e-mails, it becomes absolutely clear that your killswitch has been activated. Manderley mentioned that Paul's augmentations had also been shut down; strangely, this is not the case for you. Also read about the MJ12 commando units; you'll see plenty of these guys, I guarantee it. They take reduced damage from Fire, Plasma, Bullets, while they're immune to stuff like Gas Grenades and the Pepper Gun. Notes: The password 'Raven' could just be a black counterpart to 'Raptor', since the Man in Black Sherman is, indeed, black. On the other hand, a recurring theme with the MiBs in this game are madness, mysticism and gothic themes. In that case, the Raven password may be a reference to the well-known poem by Poe, The Raven. Don't release the Greasels, but open the Containment Field with the Terminal or the code, 9905. You'll lift the field for the CRANIUM AUGMENTATION CANISTER. Find the grate to the East and open it up. Crawl inside 'til you find a ladder. Below, there's an escaped Greasel. Kill it from a safe distance. They can spit poison. It takes a lot of damage, but it'll fall eventually. Jumping down in the water gets you: 100 SP EXPLORATION BONUS Find escaped Greasel In the crates here, you'll find a PLASMA CLIP and a BALLISTIC ARMOR. Return. Let's look around the rest of the lab. There's four cages containing Greasels. that you could've opened with the computer Terminal or the button on the wall. Just outside, the Med Bot can install your Augmentation canister right away. The Aggressive Defense System protects you from rockets and armed explosives by detonating them from a distance; the Spy Drone is exactly that, a spy drone that you can control a small distance to scout around corners and unleash an EMP pulse that destroys the drone. I love this Augmentation. Djibriel's First Time Player Pick: Install Spy Drone Outside in the hallway, there's a stack of crates, the top one containing a GAS GRENADE. Follow the Medical R&D corridor. Around the corner, you'll pass an office with windows where an MJ12 trooper and a brave secretary are talkin'. You can confront and disable them quietly and take a look at the book in the office, which is a third chapter on project Dibbuk, but the Computer holds no secrets for you. Sneak past them and go to the right, up the stairs. Find the BATON, and a DataCube containing the MJ12/Invader login combo. The Button releases the beasts below, two predators you'll want to keep contained. Notes: Ghosting means cloning a hard drive for backup and system recovery purposes. Denial of service attacks have been mentioned earlier in one of Smuggler's books. See the grate with the 20% Str Lock? Open it up and follow it all the way through, down the ladder. You'll wind up in the Medical Bay. Talk to Paul. Daedalus will send Paul's Datavault to Tong. Notes: Nikolai Ustinov, a Soviet bioweapons researcher, accidently injected concentrated Marburg virus into his thumb while inject guinea pigs with the virus. Think about that the next time you think your job sucks. Knowing what was in store for him, he helped fellow researchers document the 3 weeks it took for the virus to kill him. You can read about the incident, Biopreparat and Ken Alibek (all referenced in DX) here: http://www.rense.com/political/weapons/annauls.htm A demiurge is a creator god. Gnostics, an early branch of the Christian faith, saw the Old Testament God as a jealous and malevolent demiurge, opposed to the Supreme Being from the New Testament. Archon is Greek, and means 'ruler'. Within Gnosticism, archons are servants of the demiurge. This somewhat mirrors Simons/Manderley as the false gods worshipped by those without gnosis - not 'in the know' - UNATCO and MJ12 troopers including Anna and Gunther are the archons. Whenever you go to view your Goals, Notes, Conversations, etc., you go to your own Datavault. So that's what Daedalus sent from Paul, all stores information Paul had come across. There are two interesting DataCubes here; one mentions how Paul has, but is immune to, the Gray Death. Notes: Both Ford Schick and the researchers here are put to work on the question why some people (like yourself and Paul) can tolerate nano- augmentation and the Gray Death, and others cannot. The answer given here is an absence of H-type epsilon immunoglobin proteins. Why MJ12 wants to know is another matter. The other one describes the Men in Black, or the P series agents as they're officially called. The DataCube explains why all Men in Black explode when killed. Crawl to the actual front door for 500 SP GOAL ACCOMPLISHMENT BONUS Enter MJ12 Medical Area Secondary Goals: Find Anna Navarre's killphrase. It is stored in two pieces on two computers, each with the login 'demiurge' in the password 'archon'. Paul mentions that you're beneath UNATCO HQ, and that Alex is an ally. Good. Return through the vent and get to the Command Centre's junction, North of the Detention area. You may visit the Repair Bot in the Robot Maintenance if you want to. There's four MJ12 soldiers in the Command Centre; one inside, three patrolling around. There's also two Doberman dogs running around. Find the grate near the Detention area, crawl inside. Go North; when you find another grate, you're in the middle of the Command Centre. From here, it's easy to disable all guards; when the Alarm sounds or when you're detected by individual Troopers, crawl inside and wait it out. In the Centre, you'll find a GAS GRENADE, an ASSAULT RIFLE, two 7.62x51MM AMMO clips. The Terminal in here can be used with MJ12/Invader to disable some cameras and turrets. You're really to leave. The exit of this facility is at the West end of this room. Code to leave is 1125, as Daedalus informed you. Behind this door, you'll find one final MJ12 trooper. Disable him; he's got some Tranq. Darts on him. Go find Miguel. If at any time during your adventures the Alarm sounded, the jail cells are locked. The code's 4089. Tell Miguel to follow you, and head back to the exit. Follow the corridor 'til you reach a new LOADING screen. You can see a UNATCO Trooper leaving through the glass, and while Daedalus contacts you to mention who's upstairs, you gain: 200 SP ADVANCEMENT BONUS Escape MJ12 Facility Open the door with the Button. Disable the Trooper, and tell Miguel to stay in this area, but on the UNATCO side of the door. You can't activate the Retinal Scanner, so it's possible to trap poor Miguel on the MJ12 side if you're not careful. Primary Goals: Escape from UNATCO and go to the helipad. This part of the game is awesome. You'll wind up in Jaime's Medical Bay. Talk to him. If you let him join you, he'll get you an extra Upgrade Canister; if you tell him to stay, he'll get you an important killphrase later in the game. Your choice! If you don't talk to him at all, Jaime will remain with UNATCO and act as if you instructed him to say. His computer can be opened with JREYES/AMIGO to see a nice e-mail from Simons asking Reyes to evaluate the dying of his friend, and to help think of better ways to kill friends in the future. Next to Jaime, you'll find a TORSO2 AUGMENTATION CANISTER. Find the Med Bot nearby to install it. There's the Energy Shield thing that does something or whatever, but you'll want Regeneration, one of the most useful Augmentations in the game. It heals you continuously at the cost of BE, so you can drown or walk through environmental hazards while healing the very damage you're taking. Not to mention, it turns any Repair Bot in a slower Med Bot. There's another MEDKIT in the Storage Closet. Djibriel's First Time Player Pick: Install Regeneration Across the hall is Alex' room. In the hidden compartment, there's a 600 CREDIT CHIT. In Alex' storage room (code: 2001), you'll find two crates containing a BIOELECTRIC CELL and a LOCKPICK. On the table, there's a MULTITOOL. Alex has the key out of here, but will only give it to you if Anna is dead. Following this walkthrough, she isn't. On Alex' computer, you can find a mail from the Oracle saying that MJ12 is somehow related to the Illuminati. Notes: Given that DX is set in or around 2052, 837 is somewhere in the thirteenth century; some generations after the founding of the Knights Templar. Primary Goals: When Anna Navarre is dead, see Alex for a key to the exit. Eliminate Anna Navarre. Time to get to the rooms of Sam Carter and the Anna/Gunther room. There's an UNATCO Trooper patrolling between them, take him out. Find Sam Carter, the quartermaster. He opens the door for you so you can take some goodies. You'll find a BIOELECTRIC CELL, a GEP GUN, an UPGRADE CANISTER 2 cartons of 10MM AMMO, 2 clips of 7.62x51MM AMMO, a RANGE WEAPON MODIFICATION, a RECOIL WEAPON MODIFICATION, a REBREATHER, a LOCKPICK, a STEALTH PISTOL and a MULTITOOL. There's also a crate containing some 10MM AMMO. Djibriel's First Time Player Pick: Upgrade Combat Strength to Level 3 From Sam's computer, login SCARTER/ANTIQUE, you can see he's helped outside forces to help you escape. Not Daedalus, and French, possibly Silhouette. MJ12 emails from the lower levels already referenced the Silhouette attempt. Notes: Tandis qu'ils dorment, nous gagnerons is French, obviously, and means "While they are sleeping, we will win". Minister of True Lies reads like a 1984 reference, wherein the main character works at the Ministry of Truth, which actually concerns itself with lies. 1984 also features the concept of doublethink, where it means among other things a loyal willingness to say that black is white when Party discipline demands this. 'True lies' builds on this concept. Find Anna and Gunther's room. Further down, towards the holding cells, there's two Troopers, but there's no reason to go there so let 'em be. You can find 30.06 AMMO and a clip of 7.62x51MM AMMO here. Take a look in the computer here: DEMIURGE/ARCHON to decrypt the first part of the killphrase 'Woman'. You can't access Gunther's killphrase. There's a Trooper in the Men's room on Level Three. If you want to take Miguel with you, it's safer to disable this guy. If not, you can leave him staring at himself in the mirror. On Level Two, find Manderley's office. Ignore Janice the secretary. You can step in on a conversation between Simons and Manderley, or you can shoot Manderley right now, and have a talk with Simons yourself. Notes The Library of Congress is the research library that officially serves the United States Congress, but which is the de facto national library of the United States. It's a place without any real political power, in other words. The "fifty billion dollars" quote by Simons is interesting because the world of DX functions with credits, not dollars. Likely a goof. If you try to leave the room with Manderley alive, he'll pull out a Pistol and try to kill you. Don't let that happen. On Manderley's computer, you can login with JMANDERLEY/KNIGHT_KILLER for an e-mail by Simons. Alternatively, you can use DEMIURGE/ARCHON. Both accounts have access to Anna's killphrase. The second part of Anna's killphrase is 'Flatlander'. Flatlander Woman. In the rec room, you'll find two UNATCO troopers. A Gas Grenade is useful here. You'll find the cabinet guarded by a 60% Str Lock, wait a bit. In the adjacent room to the East, there's one final UNATCO Trooper, distracted by the idiot box. Take him down. Now, there's nothing stopping you from blowing up that 60% Str Lock. Inside is a PLASMA CLIP and SABOT SHELLS. Nearby is some 10MM AMMO. Near the ATM is Shannon, who confesses to the theft of stuff. You can buy three SCRAMBLE GRENADES at 1250 a piece. You can't shoot her and take them, sorry. The ATM contains no credits. I don't use Scrambler Grenades much personally, but your experience may differ. The storage closets on Level Two contains a BIOELECTRIC CELL and a crate with a FLARE. The door to your office locked, but you should have the nanokey. On your computer, login JCD/BIONICMAN, you only find one e-mail from Daedalus urging you to move it. On Level One, there's Anna! If you decrypted both parts of her killphrase, JC will throw it out there right away. If you didn't, you're in for a treat. Anna acts as she would have in Lebedev's plane or in Battery Park's subway station. She cloaks when she's near fatal, and has a mean assault rifle. Best have that killphrase ready. It's possibly to bypass her without killing her, but it's pretty much a bug. NPCs run away from grenade splash areas, and are capable of opening any door; have Anna flee from a grenade through the entrance so you don't need Alex' key, then make a break for it. Pretty fun, but not for your first time. Notes: Her killphrase, 'Flatlander Woman', is likely a reference to the 1884 novel Flatland: A Romance of Many Dimensions. In it, Flatland is a two-dimensional world where a two-dimensional being encounters a three- dimensional one. Flatland was referenced in the Illuminatus! books, where one man tells another he reminds the other of Flatland because his world- view is too dualistic and simplistic. Flatland's copyright has expired, and can be read for free here: http://www.gutenberg.org/ebooks/201 In Flatland, women are straight lines. When approached from the wrong angle, they are difficult to see, and since they are so needle-like, they are dangerous to collide with. As Flatland itself says: "[...] what can it be to run against a woman, except absolute and immediate destruction? And when a Woman is invisible, or visible only as a dim sub-lustrous point, how difficult must it be, even for the most cautious, always to avoid collision!" The West office contains a Trooper and a LOCKPICK. The East one a MULTITOOL and a DataCube with some background info. Return to Alex to pick up the LEVEL ONE ENTRANCE NANOKEY. While you're here, you can tell Sam about Shannon's crimes. Return to Level One and open up that INF Str door. Past the door, there's a Trooper that guards the Retinal Scanner. Before you pass through, you might want to get Miguel. Take him past the Retinal Scanner, then tell him to wait a bit more. Travel to the front entrance of UNATCO HQ. On the way, there's: 165 SP PROGRESS BONUS Escape UNATCO Headquarters Take out your old classmate behind the computer, and open up the doors. You can hack the computer if you want; sadly the account info (password: target) is defective; the real login is KLLOYD/SQUISHY, but you can't know that. There's nobody outside. There's crates with 10MM AMMO and a MULTITOOL near the comm van, 10MM AMMO, a SCRAMBLE GRENADE and a Repair Bot inside. Down the hatch, there's a crate with an EMP GRENADE. Talk to Jock's copter to take you out of there; Miguel can make in on his own. Or so he says. Notes: So concludes the first part of the game; you'll see no more NSF guys, and very few UNATCO agents in the rest of the game. ********************************** 3.10 Secret MJ12 Base, Hong Kong ********************************** Skill Points to earn: 300 50 SP ACCOMPLISHMENT BONUS Release fuel fumes 75 SP GOAL ACCOMPLISHMENT BONUS Enter Flight Control Deck 1 175 SP ACCOMPLISHMENT BONUS Escape MJ12 Flight Control Augmentation Canisters: None Weapon Modifications: Recoil Primary Goals: Deactivate the weapon-lock on Jock's helicopter. The remote control-panel is on Flight Control Deck One. You are in Hong Kong, China, high atop a building of VersaLife, the company that produces the Ambrosia vaccine. Here's the deal. MJ12 took your copter inside their own base, and now they're not really doing anything. I guess they're content with the academic victory or something. Your goal is to make it so that Jock can fly off again. There's a Repair Bot in the safe area, so you can all the Augmentations you like all the time. To the Southwest, you'll see a ladder going to the roof. Never mind that, there's a better time to go there. Find the entrance to the Southeast, then climb the stairs to Flight Control Decks 1 and 2. FCD 1 to the right is locked, so go to the left. Right past the door, you'll find a hidden panel with 50% Lock Str. With some Combat Strength and/or training, you can bash it open with the Baton as well. Open 'er up for the MASTER KEY FOR BARRACKS LOCKERS Nanokey and a DataCube with some login info: TALON/SKYEYE. Notes: A Valkyrie is a female angel-like being from Norse mythology, riding flying horses. A more direct relationship between Valkyries and helicopters is the movie Apocalypse Now, where an Air Cavalry regiment plays the piece of music 'Ride of the Valkyries' by Wagner on helicopter-mounted loudspeakers during their assault on a Vietnamese village. The DataCube on the computer desk tells you they disabled Flight Control access here. True to the DataCube, you can't undo the Weapons Lock. You can open up the Munitions Bay, though. Do so. You can use the Security Terminal with TALON/ SKYEYE. You can deactivate three cameras and two turrets. The Roof cam has a turret that can be made to shoot two MJ12 troopers, if you want some blood on your hands. Get back the copter, and jump down into the Munitions Bay. In here, you'll find some WP ROCKETS on the ground, and on the table some ROCKETS, a RECOIL WEAPON MODIFICATION, two MULTITOOLS, the MUNITIONS BAY DOOR NANOKEY and a DataCube containing a code: 99871. Use the Keyring to open the door and get back to the copter. Find the grate in the ground on the South side of the hangar. Climb down into the crawlspace. Find the HAZMAT SUIT to the Northeast. Climb the ladder up one level. You'll find a Bravo-3 Peacemaker here; destroy it with an EMP Grenade, a Rocket or the self-destruct function of your Spy Drone. Climb back down and return the place where you originally came down into the crawlspace, and head West. Follow the corridor, turn the corner right and the take the first left you can. Jock should contact you about fueling equipment. Go left at the T-junction. You'll find a 20% Str Keypad. When you put in 99871, you'll release hazardous gas into the upper levels. It may kill several MJ12 troopers. It'll get you skill points, though. You can get both the skill points and remain a pacifist by knocking out all MJ12 you'll meet later, then going back to release the gas when there's nobody left to kill. Anyway, now or later, releasing the gas with the Keypad gets you: 50 SP ACCOMPLISHMENT BONUS Release fuel fumes There's not a lot of gas here when you release it. Environmental Resistance and Regeneration offer good protection, as does the Hazmat Suit you picked up earlier. Go to the North past the T-junction. Take a right corner, then a left corner. At some point, you can go either to the left or ahead. Go ahead, then take the next left. You should find a LOCKPICK here, and a grate that opens up into the living quarters of a total of six MJ12 troopers. If you released the gas, you'll find a few of them Dead already. Make use of this position to disable all six soldiers; a Gas Grenade can be useful here. A white- phosphorus rocket has a tremendously large and lethal blast radius that can be used as well for a single shot that is likely to kill almost all troopers in a single click of a button, but make sure you're not set on fire yourself. When they're down, get down yourself. There's a camera here that may still be operational, but you've already disabled all MJ12 here. In the washroom, you'll find a MEDKIT. The five lockers in the washroom contain some stuff as well; the left-most contains a MEDKIT, the second from the right with the 30% Str Lock contains a GAS GRENADE. A Sword can bash it open. There's a newspaper in the toilet that talks about you! You are now a terrorist leader! Over by the beds, there's any number of lockers. You should have the Nanokey for these lockers. If not, aiming a Rocket just to the right of the third door from the left blasts open all three locked doors. From left to right, they contain a PEPPER GUN and two PEPPER CARTRIDGES a 100 CREDIT CHIT and the MUNITIONS BAY DOOR NANOKEY. The second one has a 30% Str Lock and contains some 10MM AMMO, the third one has another 30% Str Lock and contains a DataCube with a 989 code and the FLIGHT CONTROL DECKS CODE NANOKEY. The fourth one has one final 30% Str Lock and contains a MULTITOOL and a 50 CREDIT CHIT. There's a SNIPER RIFLE under the bed behind you. You can also grab the SWORD on the wall; it's a more powerful version of the Combat Knife, but it takes up three squares so probably not worth your time. Armed with that Keyring, go to the Flight Control Decks and open up FCD 1. You'll gain: 75 SP GOAL ACCOMPLISHMENT BONUS Enter Flight Control Deck 1 Left of the grey map of the area, you'll find another secret panel with a 50% Str Lock containing two BIOELECTRIC CELLS. Turn off the Weapons Lock. Jock will contact you; as soon as you approach the copter now, Jock will shoot some stuff, the alarm will sound and two doors holding back Peacemakers will open up. You already took one down. Open up the grate beneath the consoles in FCD 1. Fall down and head to the Northeast to encounter the second Peacemaker in a controlled environment. Disable it. Head to the South, climb down and head North to wind up in the troop quarters again. From here it's easy to find the copter. When Jock is gone, you may want to release the poison gas for the skill points if you didn't do it earlier. Code's 99871. The roof holds a camera, a turret, two MJ12 troopers and some minor items. If you disables the security, it's just the troopers; if you ordered the turret to shoot the troopers, it's free picking. One of two troopers has Rockets, and a crate contains three SWORDS. There really isn't a reason for you to be here. Notes: If you grab the ball and hit the ring from below, you'll get the message: "God shot!" One last hurdle to face. There's electricity between you and the elevator down. There's a 60% Str Control Panel. You could also just take it, you baby. The Energy Shield Augmentation helps in absorbing the damage, and you can clear some of the debris with an explosive. Reaching the elevator, of 'lift' as they're calling it in the future, gets you: 175 SP ACCOMPLISHMENT BONUS Escape MJ12 Flight Control Press down to get to the Wan Chai Market. ********************************** 3.11 Wan Chai Market, Hong Kong ********************************** Skill Points to earn: 1294 40 SP AREA LOCATION BONUS Xeng's spy hideout 40 SP AREA LOCATION BONUS Southwest roof Wan Chain market 50 SP EXPLORATION BONUS Canal Road Crime Scene 30 SP EXPLORATION BONUS Chun's engine compartment 20 SP EXPLORATION BONUS Fisherman's house 40 SP AREA LOCATION BONUS Locate police report on Maggie Chow 50 SP EXPLORATION BONUS Roof of Queen's Tower 50 SP EXPLORATION BONUS Find MJ12 quarters 200 SP GOAL ACCOMPLISHMENT BONUS Release Dragon's Tooth 100 SP PROGRESS BONUS Enter Lucky Money 150 SP CHARACTER INTERACTION BONUS Convince Max Chen 64 SP EXPLORATION BONUS Get behind counter Quick Stop 200 SP ACCOMPLISHMENT BONUS Enter Luminous Path compound 200 SUBJECT ACQUISITION BONUS Find Tracer Tong 50 SP EXPLORATION BONUS Crawl through Old China Hand vents 10 SP EXPLORATION BONUS East end of collapsed tunnel Augmentation Canisters: Upgrade Canister Weapon Modifications: Accuracy (750), Clip x3, Laser, Recoil (400), Reload (600) Primary Goals: Look for clues to finding Tracer Tong at the compound that Paul used to visit, to the east of the Wan Chai market. Find Tracer Tong somewhere in Hong Kong. Welcome to Hong Kong. This is a very big map and can very confusing to navigate. There's a map, but it's next to useless. The people's republic of China is a free country, but criminal syndicates steeped in tradition, called triads, run the show to a large extent. Let's stick to the market to start. The Chinese Military Police will not tolerate weapons here except for the Baton. Notes: The exceptional history and current status of Hong Kong in our world is an interesting read and helps give some background to the developments of Hong Kong in DX. A few facts that I found relevant for the game are: * Citizens of Hong Kong generally speak Cantonese as their primary language and about 1/3 uses English as a second language. * While Hong Kong is part of China officially, they have a different system of politics, law and education, which is often very similar to the English system, dating from the time Hong Kong was an English colony. The police, for instance, safeguard Hong Kong law which is based on English law. * While most of Hong Kong does not adhere to a certain religion, Buddhism influenced with Taoism is the major religious influence in the lives of Hong Kong residents. Wan Chai is one of the older districts of Hong Kong. Note that the role of the Chinese, in opposition or reflection to the West, are often mentioned in science fiction. Examples include The Diamond Age by Neal Stephenson and Last and First Men by W. Stapledon, two noted influences on this game. Note that at any given time, you can use this elevator to return to the previous level with the code 989. This can be useful as there is a Repair Bot there, provided Jock didn't blow it up along with the blast doors. To the Northeast of the elevator you took to get here, there's a locked door obscured by darkness with a 20% Str Lock. At Trained and with Combat Strength, a Baton can bash it open, as can a Sword at any level of training Be careful: any weapon other than the Baton may get the Police riled up if you pull it out and they see it. This also goes for using a Lockpick! Unlike any American, the Chinese know a thief when they see one. Make sure you're not seen. Safely thief you way inside to find three crates containing a SWORD, a BATON and a LOCKPICK. There's a hidden opening in the East wall; open it to find a 20% double-digit Keypad. The code cannot be found anywhere, in the game, but it's only a hundred possible combinations: 22. Sufficient physical might will also break this panel, even though no indication of its health is given. You obtain: 40 SP AREA LOCATION BONUS Xeng's spy hideout You find two GAS GRENADES, a LOCKPICK, a BIOELECTRIC CELL, a PROD CHARGER, two PEPPER CARTRIDGES, a MULTITOOL and a DataCube containing the entrance code to the police station: 911. Notes: 911 is the US emergency telephone number. Talk to the people here to get your bearings. There's an ATM containing 200 Base ATM Value to the Northwest of the market. You won't find account info, so you can Hack right away even if you're Trained. The Butcher points out the Lucky Money Club in the mall beneath the Wan Chai market. The Party Girl 'Cassandra' is good fun to follow, nobody likes her. Because China's criminal economy is less regulated than the US economy, many NPCs carry credit chits or thieving tools. The Sales Woman has a 100 CREDIT CHIT, the News Stand Vendor has a 100 CREDIT CHIT and the Flower Girl has a 100 CREDIT CHIT. The two cops carry a GAS GRENADE each. I don't suggest you try and take any of these, but it's fun to know. There's an eating establishment up the stairs that's being strong-armed by the Red Arrow; you can overhear the Red Arrow talking to the owner, then talking to a dirty cop. Hilton is, next to the News Stand Vendor, a source of information about the Triads, but JC won't ask any questions about the Triads unless he learns about them from other NPCs. Hilton mentions that the sword that is at the heart of the Triad conflict was manufactured by VersaLife. Notes: Jiaozi is a type of dumpling. Longjing, of Dragon Well tea, is indeed some very expensive green tea. While upstairs, find the rooftops near the West wall. Jump out of the restaurant onto the rooftops; doable without any Augmentation when jumping while crouching. Travel South until you gain: 40 SP AREA LOCATION BONUS Southwest roof Wan Chain market The female news stand vendor is being hassled by a little kid called Louis Pan, who walks off after a bit. Look at the DataCube on her stand for a 'map', take a look at the newspapers and then find Louis Pan, who walks off to the Southeast. Notes: Another article on the Zhou Enlai mining complex on the moon. One theory is that Page, after losing out to McMoran, sabotaged the ore delivery. Note that on the map here, the Lucky Money Club is called the Underworld Nightclub. No reason for this is given in-game. Take your time discussing current affairs with the news stand vendor. After asking about the Luminous Path and the Red Arrow, she herself will bring up the subject of Maggie Chow. You can then have a chat with Hilton as well, about the Triads and about Maggie Chow. The Luminous Path is losing out, and are said to have stolen a sword with nanotech components, created by VersaLife. Chow is a well-respected former Kung Fu actress with ties to VersaLife. Louis can be followed to the compound Paul used to visit, which maybe holds Tracer Tong. Overhear the conversation between Louis and the Triad Leader, Gordon Quick. Talk to him for a new mission. Louis Pan, in the meantime, will steal money from the News Vendor. The little shit is just asking for some bullets in the face, but if you do so, Quick will be cross with you. Notes: gwailo is a somewhat derogatory term for generally non-Asian foreigners. Eutactic is a difficult word to understand. A eutactic solid is characterized by precise molecular order, like that of a perfect crystal, the interior of a protein molecule, or a machine-phase system. The Dragon's Tooth is non- eutactic so it's more akin to the disorder of bulk materials, solution environments, or biological structures on a cellular scale. Primary Goals: Find and examine the Dragon's Tooth sword as proof regarding whether or not Maggie Chow is telling the truth. We shouldn't be terribly quick to trust Gordon's story, but it couldn't hurt to talk to Maggie. Let's go to Tonnochi Road (great for shopping!), but let's do a little side-quest first. East of the entrance of the compound Quick is guarding, there's the entrance to Canal Road. Go there. You will see the war between the Luminous Path and the Red Arrow yourself; four of each are going at it. Ignore them, and head to the North to find a crime scene. This must have something to do with the tunnel collapse caused by the fighting between the Triads. You can loot the Luminous Path corpses for two LOCKPICKS and two SWORDS, and the Police corpse for a HAZMAT SUIT and an ASSAULT RIFLE. All the way in the back, you'll gain 50 SP EXPLORATION BONUS Canal Road Crime Scene Of the two cops standing over the body of their fallen colleague, the one standing facing North holds a CLIP WEAPON MODIFICATION. Taking him down without alerting the rest is almost impossible, however. You can either shoot everybody, or use a little trick that's hard to pull off. If you use the Riot Prod and inexpertly taze this guy two or three times, he'll go down and nobody will care. Knocking him out in one blow does alert them, and tazing any other cop twice or thrice also alerts everybody, so I don't know what's up. Return to the entrance to find out who won the struggle, it's all random. All eight of these goons carry nothing but SWORDS. The ATM here contains 100 base ATM Value. Near the soda machines, you can find a LOCKPICK. Go to the streets, and find the market again. To the North, you'll see arrows pointing towards Tonnochi Road. Follow the sign and ignore the Lucky Money signs, inviting you. Ignore the second sign, and North for a bit and take a right turn. You'll follow a dark corridor; go down the stairs. Here, you'll find two crates containing two LOCKPICKS. Press on and enter the large ship. Find the Girl, who will give you some info and offers to sell you her warez: ACCURACY WEAPON MODIFICATION 750 credits RELOAD WEAPON MODIFICATION 600 credits RECOIL WEAPON MODIFICATION 400 credits Buy what you desire, I like the Accuracy Mod myself. Notes: Year of the Vulture refers to the Chinese Zodiac system, where every year is related to an animal according to a 12-year cycle. The Vulture is not one of these animals, but is a play on its scavenging nature. The four European divers are not found in-game and is likely a scrapped side-quest. Near the Ship's Wheel, you can find three FLARES. Below deck, you can find a DataCube that mentions there's a Repair Bot somewhere to be found... the medical crate contains a MEDKIT, the other crates contain food. On deck, find a Paper Lantern hanging above a Cardboard Box. It's the switch. Get inside for: 30 SP EXPLORATION BONUS Chun's engine compartment Remember this Bot; it's a good source of BE. There's a CROWBAR and a BIOELECTRIC CELL here. The chest has a 20% Str Lock and contains a 150 CREDIT CHIT as well as two Cardboard boxes containing four ZYME VIALS and three 100 CREDIT CHITS. It's a zyme smuggling ship; good reason to avoid the maritime patrols. Exit the ship fully charged and go up one level. Go over the canal this time until you're North of the boat, then continue West. Before the bridge, you can see another boat below that you may or may not want to visit: Jump down into the water and climb down onto the boat on the South side. If you don't have Speed Enhancement to power your jumps, you can find a small Metal Crate on the South side of the water. On board, you'll find a 80% Str Lock. Explosives work much better than Lockpicks, and a melee weapon may bash it open as well. A Sword will always be able to break it open, for instance. Below, poisonous gas and three crates containing a NAPALM CANISTER, some ROCKETS and a PLASMA CLIP. Near this boat you can get out of the water by climbing up the doorway to the Southwest of the heavy weapons boat. Climb the ladder and use the Switch to open the door. Here, to the Southeast, there's two fine gentlemen in the heroin business discussing prices. If you listen in, they'll come after you. The bespectacled one carries a RIOT PROD and a MULTITOOL. It's harsh you take these guys down. It's all in the game though, right? Notes: UO Globe is a 'brand' of heroin from Laos. Go on further to the East to find another sign pointing to Tonnochi Road around the corner. In the canal below, just under this Tonnochi Road sign, you can see roofed little docking place for sampan. Dive into the water and pull yourself up there. The chest with the 20% Str Lock contains a BIOELECTRIC CELL and a MULTITOOL. Go upstairs for: 20 SP EXPLORATION BONUS Fisherman's house The man has some info, a crate has a MEDKIT. In the Southeastern corner, you can look up and see a 50 CREDIT CHIT on top of a beam. Notes: cauterization is the practice of burning a part of the body, in this case either to stop bleeding or a side-effect of the weapon used. Durian is a type of fruit popular in Asia. It's well-known for it's strong odor. Climb the ladder and push the switch to find yourself right in front of yet another Tonnochi Road sign. Pass the broken bridge to your right, and find the intact bridge a bit further down. After crossing, you can see a Local Man in the distance; he offers only rudeness and no information, but if you want you can take him down for two LOCKPICKS. Head North on this side towards Tonnochi Road. The Chinese Military police near the entrance to Tonnochi Road are pretty unfriendly; the right one carries a GAS GRENADE if you're interested. When you find Tonnochi Road, a Luminous Path member will come and warn you about Maggie. He mentions that an agent now in America had his eyes on Maggie from across the street. Every shop is closed, but the Queen's Tower is open. Careful as always, JC will ask a Red Arrow member and a Bum how to approach her; both will tell you to just use the front entrance. The Red Arrow thug has a MEDKIT on him if you must have one. You can find a 80% Str Locked grate and an elevator on Tonnochi Road, but neither options hold anything interesting for you... now. Let's enter Queen's Tower and visit Maggie Chow. On the ground floor, you can talk to the Doorman and observe a DataCube with written contents. Dr. Tracey Feng is a resident of Queen's Tower. In addition, there's a security chamber of some sort with a 50 CREDIT CHIT on a table and a Terminal. If you Hack it, you can disable three cameras and open up the grate outside. Why not. The Public Access computer holds a code to the 7th floor undergoing reservations: 3444. Use the Penthouse elevator to go to Maggie's floor. Notes: Lam Wei Kit is an artist born in Hong Kong. Ling Woo is Lucy Liu's character in Ally McBeal. Tracey Feng is a recurring NPC mentioned on the DataCube out front. Since Feng is a VersaLife employee, I am inclined to believe that Gray Death is actually out there in Hong Kong, despite the fact you find no NPCs with the affliction. The newspaper with the article that mentions that Gray Death cases have been misdiagnosed is therefore likely a cover-up. Use the public elevator (code: 3444) to reach the renovations. A squatting junkie called Harriet asks you for 20 credits; if you give it to her, she'll mention Maggie's guard using this path. Not giving is pretty funny though, in a twisted kind of way I don't endorse. A DataCube on this floor gives you login info (QUEENSTOWER/SECURITY) and the elevator bypass code: 1709. The 40% Str grate and the tripwire lasers and all that is a path you don't want to take. Go down towards the reception hall of the Queen's Tower. Rode the elevator down and now use the other elevator to ride up to Chow's apartment. You encounter May Sung the maid, who brings you to Maggie. You can talk to Maggie twice for a dialogue scene. It seems that Maggie has a story of her own. She sends you to the police station to uncover evidence. So who to believe? Scout the apartment for the Dragon's Tooth, or head off to the police station? Secondary Goals: Find evidence in the police station in the Wan Chai Market that will settle the Triad dispute. Bring it to Maggie Chow to earn her trust. Notes: Maggie Chow is a combination of the names of two Hong Kong actresses, Maggie Cheung and Vivian Chow. Maggie's supposed to be beautiful, charming, seductive and very convincing. The poor voice acting and wooden character model make all this difficult to recognize. If you roam too much, the maid will get a little upset. Upstairs, you can find a conference room with two DataCubes and a Terminal built into the desk. If you open up the Terminal, the maid will become hostile and pull out a Pistol. Even if she isn't in the room, she'll become your enemy. In addition, it is possible to kill both May Sung and Maggie Chow, just so you know. Even though it is possible and not entirely illogical to make a different decision, let's assume that we trust Maggie more than Gordon. Let check out the police station. Leave the Queen's Tower and return to the market. Basically, follow the signs back. You can confront Gordon Quick through one more short dialogue scene, but it won't get you anywhere. There are two entrances with a 20% Str Keypad, but we know the code: 911. Punch in the code and silently disable the one cop sitting here. If he screams, the alarm will go off the entire market will start running and attacking. The cop inside carries an ASSAULT RIFLE, a PEPPER GUN and a GAS GRENADE. Behind the door is another cop; use the element of surprise to Prod him before he starts shooting. He carries another GAS GRENADE. There are two DataCubes in this room and the previous one; there's TECH GOGGLES in the corner, and a Terminal that can be hacked to disable three cameras an open up a door that we already opened earlier. Find the INF Str Keypad, and give it the code provided by Maggie: 87342. 40 SP AREA LOCATION BONUS Locate police report on Maggie Chow Here, you will find A FLAMETHROWER, a LAW, a LAM, a BIOELECTRIC CELL, two clips of 7.62x51MM AMMO, a BALLISTIC ARMOR, some SABOT SHELLS, a clip of 30.06 AMMO, a PLASMA CLIP, a GAS GRENADE and a NAPALM CANISTER. Best of all, there two DataCubes, one of which implicates Chow in the death of former Red Arrow leader, Yuen Kong and speaks of involvement with VersaLife. It seems Maggie's a liar and we should've trusted Gordon Quick all along. Note: There are two DataCubes talking to or about Officer Tam; one where Cent(r)al Police Command give permission to use force... and one where they clear him of misconduct when applying deadly force to prevent civilian casualties. While Hong Kong's police are not kneeling to MJ12, corruption seems widespread, especially when you consider that throughout the game, Red Arrow, Tracer Tong and VersaLife all have their police contacts to obtain classified information. You can talk to Gordon for a short dialogue scene if you didn't do so earlier, but you must return to Chow's, and she probably knows you're coming with hostile intent this time. Get to the Queen's Tower on Tonnochi Road. If you use the Penthouse elevator, you'll run into the maid who calls the guards. Instead, let's do some scouting to better prepare. Find the Terminal and disable the cameras and open up the grate out back with QUEENSTOWER/SECURITY if you didn't Hack the Terminal earlier. Go outside and find the Delta-2 Peacemaker. Behind it is the grate you opened up earlier. Follow it up and climb the ladder. Find the 20% Str Keypad seemingly on the floor: punch in 1709 for the elevator to take you to the roof. 50 SP EXPLORATION BONUS Roof of Queen's Tower There's a MULTITOOL near the buttons. You can look down into Maggie's house, but she's not there. The glass window of the roof can be broken; you'll wind up in Maggie's bedroom, and the alarm will go off automatically. Use Multitools to disable the 20% Str Alarm. There's a 100 CREDIT CHIT on the nightstand. From here, find the maid and take her down. You can find a PISTOL and a MEDKIT on her body. Find the conference room on the same floor as the bedroom. A DataCube gives an old password: Tai-Fun. There's two books in this room; Tai-Fun and Insurgent. Also, find the DataCube giving Chow's date of birth: July 18th. Notes: Both 'Insurgent' and 'Tai-Fun' are fictional. The combination of topics leads one to believe that Maggie Chow is seeking to shift the purposes of the Red Arrow towards her own goals. From what I can gather, Tai-Fun means Great Wind. Basically Typhoon. Use MCHOW/INSURGENT to open up the Terminal. You can see a room filled with MJ12 Troopers on Cam 3. Disable all security. There's a paper panel that slides open to reveal Chow's bedroom, where another DataCube can be found. On the lower level, there's Paper Lantern that functions as a switch for a secret path. It's near a table with cushions around it, in the Southeast corner of the building, in the room next to the piano. Follow the corridor; walk, don't run, or you'll make too much noise. 50 SP EXPLORATION BONUS Find MJ12 quarters Sneak past the lasers and past the room to the West. If you opened up the door with the Terminal earlier, you can just walk into the room. If not, there's a panel and a 60% Keypad with Maggie's birthday as the code: 718, 18th of July. Tong will contact you; In this room, you can find a DataCube and a hologram Message from Walton Simons that make sure just how deep Chow is in cahoots with MJ12. Time to get the Dragon's Tooth. There's a 70% Str Keypad, but there's also a computer. MCHOW/INSURGENT lets you open the weapon case. Yuen Kong, former Dragon Head of Red Arrow, stole the Dragon's Tooth from VersaLife. Maggie tortured Yuen until he gave up the location of the sword, then killed him with the very sword he stole. She then moved the Dragon's Tooth to a secret location in her house and told the new leader of the Red Arrow, Max Chen, that the sword was stolen from the Red Arrow by the Luminous Path. The two Triads would fight each other 'til neither was powerful enough to stop MJ12 to take control of Hong Kong behind the mask of the hollowed-out Red Arrow. And all this at the heels of Simons. Pick up the DRAGONS TOOTH SWORD and obtain 200 SP GOAL ACCOMPLISHMENT BONUS Release Dragon's Tooth Primary Goals: Demonstrate Maggie Chow's guilt to the Red Arrow by showing Max Chen the Dragon's Tooth sword. Find Max Chen in the Lucky Money Club in the mall near Wan Chai Market. Djibriel's First Time Player Pick: Upgrade the Low-Tech skill to Trained In the room you snuck past, there's five MJ12 troops and some weapons and stuff. For a player minimizing kills, probably better to just sneak back out. Gas Grenades and Tranq. Darts make it doable though. Even if you're cold-hearted, Gas Grenades can make a world of difference, but the best way of cleaning out this place is a white-phosphorus rocket aimed at the middle of the room. There's a 50 CREDIT CHIT on the table on a LOCKPICK on the cabinet. The cabinet itself has a 50% Str Lock and contains SABOT SHELLS, HE AMMO and a CLIP WEAPON MODIFICATION. From the Troopers, you can pick up some Tranq. Darts and a PLASMA RIFLE if you're interested. To the North of this room, you'll find red lasers blocked a wooden panel. Looks like a dead end. This is an unfinished hidden door you can't use. Behind this wooden panel, there's the golden Buddha in Maggie Chow's living room. There's an empty space beneath this Buddha. Likely, it was intended there was some way to lower the Buddha and clear the way between this place and Maggie's living room. It is not possible, however. Return to Chow's apartment, and find the place where you initially talked to her. Face the North, and you should see another room across the street. The Luminous Path guy mentioned they had an agent stationed there. Break the two windows between you and the other room; even without Speed Enhancement, you needn't even jump. You land on a balcony. Exit this room to the North. Inside, you'll find a SHOTGUN and JOCKS APARTMENT NANOKEY. There's a LOCKPICK on the shelves, and a DataCube beneath the tv. The paper wall next to the kitchen is a door to the bathroom; there's a MEDKIT here. Open up the paper door on the South wall. On this side, you can find SABOT SHELLS and a computer you can use with FLYBOY/ 5X5. It seems Jock was set to assassinate Maggie Chow. Exit this room though the door to find yourself in a stairway; get to the top. Notes: Jock's password, 5x5 references the term "Five by five", which is the best of 25 possible subjective responses used to describe the quality of communications. In popular culture, it has come to indicate that everything is okay. It was introduced in popular culture by the movie Aliens. Later, the character Faith from Buffy the Vampire Slayer used it as a catchphrase; since Faith is played by Eliza Dushku, anything she does with her mouth is extremely memorable. You can jump down on the South side. To the Southeast, you can see a ledge. Jump towards it. If you miss, you're dead. Here, there's 30.06 AMMO, a SNIPER RIFLE and a pair of BIN-OCULARS; it's a good sniping spot. Climb onto the grate tunnel thing, cross it to the other side, jump down on the East side, walk to the end and jump down at the North side. Jump down on the West side onto the ledge beneath, then jump over the No Joke cigarettes sign. If you run off, you make it easily. Here, you can find a BIOELECTRIC CELL, a LOCKPICK and a FLARE. That's it! Time to go down. If you don't have Speed Enhancement, you'll take some damage. Try to aim for something other than the ground, like a sign or something. To the West, there's a gray ledge that's the highest point for you to aim for. Speed Enhancement will really help you here. Primary Goals: After convincing Max Chen of Maggie Chow's deceit, return to Gordon Quick, and tell him how the Red Arrow responded to the news. You can stop by Gordon Quick for a small dialogue, but he'll just tell you what you already know; that you should find Max Chen at the Lucky Money club. The Lucky Money is obviously indicated, you can find it near the market past the stairs going down. You'll enter the underground mall. Pass by the cops and the stores. Cough up the 25 credits admission fee for the terrifying woman behind the counter. She's got some great lines if you linger. You can take some chicks with you for 40 credits, but it only really helps the primary goal in your pants. Besides, they both carry two LOCKPICKS each, so they're probably scamming you anyway. You can invite the ladies indoors for 40 credits, then walk in with them without paying for yourself. 100 SP PROGRESS BONUS Enter Lucky Money Inside, you can talk to a few people. The Stuffy Suit, Mr. Sing, tells you Max Chen is in the back room. If you extract all the lines from him, turns out he's a fan of the Filipino girls. A Thug that just got laid off gives you some Quick Stop info. If you took Mercedes with you, you can talk to her, but you'll be throwing money away. The Mamasan offers you a girl for 100 credits and points you at the bar to find Max Chen. Don't buy any girls. That's general life advice, not just for this game. Also note the two girls being very friendly with each other, Carole and Lisa. Notes: Human trafficking is one of the darkest violations of human rights, and the game of DX only glances sideways at the subject. As you will learn later, the girls here are kidnapped from outside of China, and are forced to work as escorts in clubs such as the Lucky Money. It drives the points home that while UNATCO's misguided, your new allies are, in the end, true scum. On the second floor, you can have a smart conversation with the bartender, and he'll tell you where to find Chen if you mention Maggie Chow's name. Notes: Leo Gold, that NSF Commander you found at the top floor of the Statue of Liberty, brought of the Trilateral Commission, and JC called it a think tank himself then. Interesting to see that JC is (still) defending the basic premise of Western UN-governments after what he's seen at UNATCO. Today, the People's Republic of China is a member of the UN. In the future of DX, it seems China has resisted outside influences. The Premier of China is today the office with the most political power; in name, the situation seems to similar in 2052. The name of the current premier is Nghia Lam, as is mentioned in a newspaper article in a newspaper in Hell's Kitchen. The Hard Drinker, Vince, used to be involved with nano-related experiments. An old test subject of VersaLife? A 'Loser' at the bar is being conned by a smooth-talking woman with criminal intent. Don't get behind the bar just yet. There's two VersaLife employees that you can eavesdrop on, but when you try to talk you'll get nowhere. Listening in at least gets you the notion that data entry people are disappearing, funny stuff is going on at Level 2 and people are being kept in the dark while troopers are swarming the place. Notes: If you've played the game before, you will realize immediately what 'UC' stands for. The Game of Life is a 'game' where a cell 'lives' or 'dies' depending on how many surrounding cells it has on a grid of squares. You can create a starting lay-out and they you hit 'play' to see if your collection of cells expands, shrinks and dies or gets stuck in a loop. It's a mathematical simulation. Buckyballs are carbon molecules ėn the form of a hollow sphere. This type of molecule has interesting properties, making it useful for nanotechnological purposes. Division of labor refers to the specialization of workers who perform specific tasks and roles, often just a small and repetitive part of the overall goal. It increases producer and worker productivity and cuts back on training periods. Great news for the big man! The VersaLife employees here are complaining about the negatives; alienation, lack of fulfillment, boredom, lack of self-reliance, no way of understanding the ultimate goal or purpose of the product you help create. "Kaczynski was right about the division of labor - I'll give him that much." I think this refers to Theodore Kaczynski, better known as the UNA Bomber. While he was heavily opposed to the technological society in general, and his stance on division of labor can be guessed (not a fan), he didn't write anything in his manifesto about division of labor per se. At the third floor, you'll find some Russian sailors. The game does not extend to you the option of calling them any nasty names. Get behind the bar, find the 25 CREDIT CHIT on the shelf on the wall and go down. To the Southwest, you'll find the entrance to a freezer, closed with a 90% Str Lock and INF door strength. There's no other way to get inside than using Lockpicks, so see for yourself if the goodies are worth it: ROCKETS, and crates with a LAW, TECH GOGGLES, 30.06 AMMO, a BIOELECTRIC CELL and a SNIPER RIFLE. Find the Red Arrow office. The Terminal here can be used to open up the safe near the Door Girl. The login is LUCKYMONEY/REDARROW, but you can't discover that in-game. It turns out the mirrors on the dance floor are one-way see- through. The wooden panel to the North is a door that leads to Max Chen. When you're done talking, MJ12 commandos will raid the place. 150 SP CHARACTER INTERACTION BONUS Convince Max Chen There are three on the ground floor, one up above and one outside. All five carry BIOELECTRIC CELLS, one carries a BALLISTIC ARMOR and one has, best of all, a THERMOPTIC CAMO. Red Arrow troops are more than good enough to take them down, but a good many NPCS you've met in this club can die here. Among the possible casualties, you may pick up some helpful things: Thug: 100 CREDIT CHIT Tessa: 2 LOCKPICKS Mercedes: 2 LOCKPICKS, 100 CREDIT CHIT Mamasan: 100 CREDIT CHIT When you're done, return to Max Chen. You can hack the computer in front of him; the login is LUCKYMONEY/REDARROW, like the security terminal. There's an email by policeman Fong Chi. Past the Triad Bouncer is the booth with the Door Girl. This fetish woman carries nine 100 CREDIT CHITS and a STEALTH PISTOL. The Red Arrow Thug must be really tired of her shit, since he doesn't flinch no matter what you do to her. Behind the 20% Str Keypad, you can find two 100 CREDIT CHITS, but the security terminal can open her up for free. Time to go and see Gordon Quick. Take note of the following. If during the raid the glasses of the Quick Stop break, the mall cops will assume it was the foreign guy with the sunglasses every time. Bunch of xenophobes. This means that it's possible you walk out of the Lucky Money, and the four cops will try and shoot you. If so, nothing to do but run for it or put them down. Outside, you can make a quick stop at the Quick Stop; open up the 50% Str Lock without alerting the police, then use the Terminal without actually entering the store. Use MANAGEMENT/CODE324. Disable the cameras and enter. The ATM contains 200 Base ATM Value. On the shelves, there's a MEDKIT and a MULTITOOL. In the large cooler, between dozens of Sodas, there's a LOCKPICK behind the picture of the soda. When you get behind the computer, you obtain: 64 SP EXPLORATION BONUS Get behind counter Quick Stop Use MANAGEMENT/CODE324 on the computer so you can open the vault and find two 100 CREDIT CHITS. Now, leave the Underground Mall area. All the newspapers here are copies found elsewhere. Find Gordon Quick, who invites you to the compound and gives you the code: 1997. 200 SP ACCOMPLISHMENT BONUS Enter Luminous Path compound Notes: A less logical path to this point is to approach Max Chen first, who will be dismissive and offer no tactical insight in your mission. You could then approach Maggie Chow, who will imply that Tong is working for her at some undisclosed location. From that point on, she sends you to the police station, where you will obtain evidence that disproves Chow's story. You can talk to Quick when you have already found the sword and negotiated a truce with Chen. 1997 is the year Hong Kong was transferred over to China. Enter the compound, and find the small shrine where you can find a 25 CREDIT CHIT. Now, enter the building and get down the stairs, open the door and follow the corridor. There's a security panel and a computer terminal, but the computer holds no e-mails and on friendly territory, there's no reason to disable any cameras. The login for both the computer and the security terminal can be both GQUICK/VICKY_CHEN and TTONG/623RA. There's a kitchen just below, where you can find a recipe for Chinese Silver Loaves. Notes: This is a working recipe, several people have tried it. It's bread dough. To quote: "Upon cracking it open the inside is nice and soft, and subtly fragrant, but not sandwich roll consistency. It's more like a moist biscuit texture, although not quite as crumbly. The flavor is good too, both with olive oil and sea salt sprinkled on, and plain butter. All in all, rather enjoyable." Get down more stairs to find yourself in a large hall with bunk beds to the West. There's a MEDKIT below them, and a LOCKPICK one of the top beds that you can pick up with Speed Enhancement. A book can be read beneath a cushion that turns out to be the journal of Gordon Quick, describing a Romeo & Juliette type deal. Notes: The Celestial Kingdom is a common nickname for China. The Old Gods are not Buddhist; Buddhism holds no belief in gods per se. It is, however, a Taoist tradition, and Buddhism and Taoism often mingle in Hong Kong's religious practice. Find the Keypad on the North wall: 1997. To the right, you'll find a RIOT PROD and two PROD CHARGERS. Further to the right, you'll see a SWORD and two stacks of five THROWING KNIVES. Follow the path and find the Button on the West wall in the storage room. The man here, Tong's guard, may mention that Alex Jacobson is here as well. The guard carries a PLASMA RIFLE, but if you must have one, there's one lying around nearby. Then, you'll finally meet mr. Tracer Tong. 200 SUBJECT ACQUISITION BONUS Find Tracer Tong Primary Goals: Go to the center of the Operating Theater so that Tracer Tong can deactivate the killswitch and restore augmentation functionality. Notes: Important NPC names in Hong Kong always follow the same formula: English first name, Asian last name. Tracer, however, is not a real name. The whole thing's a reference to TraceRT, a digital utility that allows you to trace the route of data packets across a network. A Tong is the name of something similar to a Triad, found amongst Chinese minorities in the States and Canada. If you look closely, you can see that Tong's face is heavily scarred. No explanation is given for this in-game, though the DX Bible mentions this is because Tong regularly installs, replaces and removes mechanical augmentations without caring much for how he looks. No proof of Tong having augmentations appears in-game. In this room, you can find a 100 CREDIT CHIT and JOCKS TONNOCHI ROAD NANOKEY. One of the books here lists all available nano-augmentations in the game, pretty cool. What's especially charming is how the text implies MJ12 just threw augmentations in human test subjects to see which ones exploded and which ones did not. The other book details the start of Project Dibbuk. It's worth noting that the original espionage was conducted from UNATCO's HQ in New York; your old base. Who better to conduct such a mission that Alex Jacobson, who had a book on Project Dibbuk lying around the first time you met him? Notes: ECHELON in our world is used, among other things, for corporate espionage. UNATCO SigInt, in this case, is used for 'skilled intrusions' into Chinese corporate data wells. Press on to the West and turn left. One level down, you'll find the Med bay where you can find a Med Bot and a BIOELECTRIC CELL. Further through the Med bay you can find an old friend. Notes: The e-mail string Alex mentions was used to instruct Jock to continue observations of Maggie, solidifying that TT was indeed Tracer Tong. Tong uses the UnderNet to communicate, like Smuggler and Alex. Crypto boards are a reference to cryptography. Encrypted communication hides communication from, say, the government and is likely illegal in the world of DX, hence the anonymous part. ECHELON was mentioned earlier, but Daedalus is supposedly Mark IV, aka Echelon IV. In this room, up the stairs, you can find a PLASMA CLIP and a MULTITOOL in a cabinet. When leaving the Med lab, turn left to find the machine that Tracer Tong requires you to stand in. Return to Tong. Primary Goals: Get the ROM-encoding for the Dragon's Tooth sword from the basement laboratories at VersaLife. T gives you a new mission, a login for the computer and an elevator code: 06288. Hundley was already mentioned in-game, both by Red Arrow members in the Lucky Money club as well as on a DataCube in Maggie Chow's place. If you use JCDENTON/SANCTUARY on the nearby computer, you can find three good e-mails. Daedalus, the rogue AI, has an additional Goal for you at VersaLife: find and destroy the Universal Constructor that creates the man-made virus called the Gray Death. Notes: HKNET is obviously the local Hong Kong net. Sam Carter's sent you an e-mail as well. 'SitRef' is a typo, it's supposed to be 'SitRep', or Sit(uation) Rep(ort), a military term for passing on info about your current situation. Interesting to note, by the way, that you have two goals at the same place. Tong sends you to VersaLife to calm the Triad war. Daedalus sends you to VersaLife to locate the Universal Constructor. To the West of this room, past a right turn, you can find a few items: SABOT SHELLS, a PLASMA RIFLE, a BALLISTIC ARMOR, a MULTITOOL, a REBREATHER and a CROWBAR. Also, there's crates containing a CLIP WEAPON MODIFICATION, HE AMMO, a LAM, four FLARES and TRANQUILIZER DARTS. Also find the Repair Bot here. Now, leave the compound. I have one last string of side-quest treasure-hunting for you before you head into the VersaLife adventure. Leave the compound and head to the Southwest. Find the red sign that says 'Old China Hand' and go down. Take a left, ignore the right path to find another red sign. Open the door and go down. A man will mistake you for Paul; talk to him a few times and he'll offer some interesting wares: VERSALIFE BLUEPRINTS 2000 credits SCRAMBLER GRENADE 1250 credits THERMOPTIC CAMO 4000 credits I'd say you need none of these, but the blueprints can be handy. 4000 credits seems like a stupid amount of money for a single one-use item, but fact is that there's not a lot of stuff to spend your credits on in the first place, and the Camo is one of the most useful items in the game. Talk to the Drunk, who confuses you for Paul. It seems Chow spread the rumor that your brother helped the Luminous Path steal the Dragon's Tooth, putting him on the Red Arrow hit list for sure. Also make sure to discuss literature and contemporary actresses with the Bartender. Notes: The Golden Triangle is an area in Southeast Asia where opiates such as heroin are produced in large quantities; VersaLife is the Golden Triangle of biotech, the most prominent producer. Stapledon's novel "Last and First Men" is a real book, which discusses the history of humanity as it progresses from the First Men (that's us) to the Eighteenth Men, the most advanced humans of all. Genetic Engineering plays a role at some points. The novel was written in 1930, in Britain, when WWI was a thing of the recent past and Hitler was not yet familiar to every household in Europe. It strongly condemns the 'tribalism' that creates cultural and national boundaries. As such, the philosophy is at odds with the main story of DX, where the fading of these boundaries has a grim purpose. You can read it here: http://www.gutenberg.net.au/ebooks06/0601101h.html Behind the bar, you can find a 25 CREDIT CHIT and a 20% Str Lock that holds a MEDKIT. For your info, the Whore has two ZYME VIALS on her, and the Man who can sell you things has a 100 CREDIT CHIT on him. Find the East exit, but dive into the kitchen instead of leaving. Find the freezer. Pass the crates and head West. You will find yourself by the water. Jump in. Turn the corner to the South. There's a tunnel on your right. In this tunnel, there's another hole to your left. Follow this path until you reach a submerged crate containing two REBREATHERS. You can use one of them for the return trip! Swim back to the tunnel, swim East, stick to the Northeast until you're back where you started. Climb the crates in the freezer this time, and crawl into the vents on the North side. 50 SP EXPLORATION BONUS Crawl through Old China Hand vents Follow the path through the vent and over the canal and down the ladder 'til you reach a Maintenance shaft filled with water. Below, under the pipes, you can find the crate containing the Rebreathers. Once out of the crate, it's often impossible to actually pick up the Rebreathers from this side. You're in for a good swim. Obviously, Aqualung or Rebreathers are helpful if you're not a quick swimmer, but a Trained swimmer can make this without taking damage without either. Swim to the bottom, then through the hole. To the East, there's a Baby Karkian that may bite your head off in one bite if he gets close. Get to the West, and surface as soon as you can. There are two Baby Karkians here that are hungry for nano-flesh, but quickly jump on the crashed car and you're safe. Kill them from here. There's a dead body that carries a BIOELECTRIC CELL and an UPGRADE CANISTER. I suggest you keep this upgrade canister for now until you reach your next Augmentation. Djibriel's First Time Player Pick: Upgrade Combat Strength to Level 4 The notebook explains that the background to nasty scene. This man is Tracey Feng, A VersaLife employee who was caught up in the tunnel collapse. Return to the Maintenance shaft. Dive back down and head East into the submerged tunnel this time; another long swim. You'll require Aqualung and/or Rebreathers for this trek, even at Trained swimming. Behind some rubble, you'll find a LASER WEAPON MODIFICATION, 30.06 AMMO and 10 SP EXPLORATION BONUS East end of collapsed tunnel Return to the market, fully healed and fully charged, to find MJ12's genius department: VersaLife. ********************************** 3.12 VersaLife Laboratory, Hong Kong ********************************** Skill Points to earn: 1020 150 SP CHARACTER INTERACTION BONUS Obtain security pass code from John 120 SP PROGRESS BONUS Open elevator to lower levels 50 SP AREA LOCATION BONUS Secret VersaLife Laboratories 50 SP EXPLORATION BONUS Explore VersaLife vents 150 SP ACCOMPLISHMENT BONUS Upload Nanotech Blade ROM 50 SP EXPLORATION BONUS Enter VersaLife security booth 150 SP PRIMARY GOAL COMPLETED Construct alliance between Triads 100 SP ACCOMPLISHMENT BONUS Use front entrance of VersaLife 50 SP EXPLORATION BONUS VersaLife Level 2 vents 50 SP EXPLORATION BONUS Enter AUC Monitor Station 100 SP PROGRESS BONUS Escape VersaLife a second time Augmentation Canisters: Cloak / Radar Transparency Augmentation Canister Aggressive Defense System / Spy Drone Augmentation Canister Targeting / Vision Enhancement Augmentation Canister Speed Enhancement / Run Silent Augmentation Canister Aqualung / Environmental Resistance Augmentation Canister Synthetic Heart / Power Recirculator Augmentation Canister Upgrade Canister x2 Weapon Modifications: Clip Getting the ROM-encoding can be a very quick and painless task if you know how to hack and where to go at VersaLife, but there's also a lot of fun stuff and goodies to be obtained. It should come as no surprise that VersaLife is crawling with nano-technology, since this is the place where most of it comes from. Code to the entrance is 06288, as given by Tracer Tong. Djibriel's First Time Player Pick: Upgrade the Low-Tech skill to Advanced Find the receptionist, Destiny Savannah, and she'll tell you that Hundley, the corrupt VersaLife employee, is upstairs. As you can gather from her e-mails stored on the computer in front of her, login DSAVANNAH/RECEPTION (you can't obtain the login in-game), Destiny is less of a receptionist and more of an undercover security measure with a license to kill. You can gather from Destiny that the VersaLife employees you overheard at VersaLife are Psionics people. Notes: COB means Close of Business, or the last moment of the business day. If you disable the guard to the West of Destiny, he carries two LOCKPICKS, but let's not take anyone down just yet. Check the DataCube for some VersaLife names. To the Southwest, you can find an unhealthy work environment. Find an empty cubicle with a computer. If you're Trained in Computer, you can create your own temporary security pass: 6512. You'll find login info later. Employee Mike Morgan snuck a ZYME VIAL to work. Also there are Louis Elban and Tom Bunch, Data Entry grunts. Sarah Stern is a member of the Internal Security mailing list that you can see if you hack her computer; she's got a gun on her, much like Destiny. Her login is INTERNAL_SECURITY/SARAH_STERN, but you don't find that in-game. Return to the reception area. To the North of the Destiny's desk, there's the security booth. If you enter this place, all guards and even Destiny will pull out their guns and start firing, so don't. I do suggest bypassing the 20% Str Keypad now; it will open the door. But don't go in! If you DID go in by, say, using a Thermoptic Camo or shooting everyone, you could find a DataCube with the login ALL_SHIFTS/DATA_ENTRY that allows you to use any computer to give yourself a guest pass. You also find a DataCube with the Security Log, as well as a CLIP WEAPON MODIFICATION. You can close the door behind you; the guards may spot you through the hole, but it provides a good way to remain unseen by the now-hostile guards from this booth. Get to the first floor, where you'll find Gary Burkett and a newspaper. Notes: A chemoreceptor is a sensory organ that can distinguish chemical signals. Xenon and Radon are gases that cannot normally be detected by humans. Since Burkett is working on a patent proposal, I deduce that VersaLife is trying to come up with a way for augmented agents to smell chemicals that are odorless, which is probably pretty handy in chemical warfare situations. On the second floor, some suit starts talking to you about special agents. Okay. When you press on, he'll tell you VersaLife had him, a data worker, working on a forklift, putting medicine onto a superfreighter heading for the US. The VersaLife employee in the Lucky Money Club mentioned that the data entry workers have been disappearing. In the sea of computers, a lonely figure can be found; the disgruntled employee John Smith. He offers to give you the code if you take down Hundley. If you're Trained in Computers, you can hack into some great e-mails. Account info is WGIBSON/IDORU. All e-mails here are references; the computer's accounts can be considered an easter egg. It's basically three staff members of the Deus Ex writing staff that write an e-mail to W. Gibson. Notes: W. Gibson. Gibson is the author of Neuromancer, one of the most well- known science-fiction book today. Idoru is another Gibson novel. Sheldon Pacotti is the lead writer of Deus Ex' dialogue (the website www.sheldonpacotti.com is real). Thomas Pynchon is science-fiction author who published early short stories with the title 'Slow Learner', something 'Slower than Pynchon', which does not exist, may be a reference to. Demiurge is real book by Pacotti, Blue Time and Calculated Regrets are not (at this point). Sheldon, Austin and Chris (mentioned below) dubbed themselves the New Fabulists, hence the blurb about 'fabulist revival'. Austin Grossman wrote additional dialogue for Deus Ex. NetHack is a real game; a so-called rogue-like ASCII game styled after traditional pen and paper dungeon crawls. At the time of writing, it sits at version 3.4.3. The Astral Place is a location in NetHack, and the Amulet of Yendor the ultimate goal of the game. Chris Todd was the in-game dialogue writer, and his website (www.7crows.com) is also real. Pact of Shadows, however, is not. What is an interesting thought is that the movie description somewhat fits the story of DX if you tilt your head a bit; MJ12 that struggles to wrest control from an older and more dangerous foe, the Illuminati. Leviathan is a biblical reference to a sea monster. Leviathan is also the title of the third book of the Illuminatus! trilogy, which is probably the more direct reference. When you're done, it's time to go visit Hundley, whom you probably passed on the way here. Smith's idea is to take him down. This is a good thing to do; you can knock him Unconscious or kill him, just make sure to do it where nobody sees you doing it. When you hurt him, Hundley will make for a nearby Alarm Panel first. Hundley carries a RIOT PROD and a 100 CREDIT CHIT. Go back to John Smith, who gives you the familiar 6512 combination. On your way to the elevator you get skill points, but only if you disabled Hundley and subsequently spoke to Smith. 150 SP CHARACTER INTERACTION BONUS Obtain security pass from John Push the buttons to the tune of 6512 (MJ12 on a regular keypad, by the way) and enter the elevator to gain an additional: 120 SP PROGRESS BONUS Open elevator to lower levels You'll want to go down. Harrison will greet you. You will remember this scene from the opening credits. This is where Bob Hope and Walton Simons, with in the background Maggie Chow, discussed their plans for world domination. The Hand is being patrolled by a MJ12 Trooper and an MJ12 Commando. On the statue's base, you can find a 20% Str Keypad, but leave it alone for now. I suggest you take down the two armed guys in here; you'll have to pass this area later, when everybody's less calm. It's best to take down the Commando with a Prod or Dragon's Tooth to the back, then take down the Trooper when he runs for the Alarm Panel. There's a STEALTH PISTOL located on the base of the statue. Find the stairs to the Southeast. To the South, you can find the cafeteria, where you can listed in on two dialogues between two scientists. Be sure to check out the female scientist; this is dr. Lundquist. Though she has no important scenes in this game, from DataCubes scattered throughout the VersaLife labs it becomes clear that this woman is in charge of the research facility; she's in contact with Simons and all that jazz. She's also got a kid on the way... Notes: Lots of references here, as with the rest of VersaLife. Base pairs are the building blocks for DNA. CAD/CAM means Computer Aided Design in combination with Computer Aided Manufacturing. Mendelian inheritance is a process where offspring obtains a combination of dominant and recessive alleles from both of its parents, and show traits depending on the inherited alleles. When this process is tampered with, you could speak of a non-Mendelian. Lundquist is a Swedish surname; the accent is mostly Germanish though. There's a DataCube in the cafeteria containing some code: 525. Lundquist runs the Universal Constructor. In the office, you can overhear a sweet conversation between some people from Psionics and Dr. Trellaine from another wing of VersaLife. Notes: Fritjov Capra (there's a typo in the game) is an Austrian physicist who wrote books on quantum physics and the relationship between physics and metaphysics. In the armory, you can find a case of 10MM AMMO and a BALLISTIC ARMOR on the top shelf. There's also a Terminal, but we'll get the codes later. This is a tricky part of the game. Here, there's essential DataCubes behind some sturdy Locks to be found, but also five MJ12 troopers and a pack of scientists and the like. If you use Lockpicks, the scientists will panic and you'll be attacked by MJ12 Lab Security. There are two ways to gets to the DataCubes without alerting everybody. First is to attach a LAM to either cabinet, then shoot it. It's kind of stupid to abuse the AI like this, in my opinion. Second, if you can surpass 50 hardness, you can destroy the cabinets with the Dragon's Tooth. This is done with Combat Strength at level 4, and to be at least Advanced in Low-Tech. Slashing open the cabinets does not alert the NPCs, meaning this is the quickest way. Third is to have a shootout. This is tricky, since there are a lot of MJ12 troopers and one of even carries a Flamethrower, basically spelling your doom in a single hit. Gas Grenades in the hallway are tremendously useful. Arm one Gas Grenade and place it on a wall between the cafeteria and the armory. Toss a second Gas Grenade in the armory. This should turn everybody with a gun more or less helpless, allowing you to shoot bullets or Tranq. Darts as you see fit. Alternatively, you could barricade both rooms that contain troops with Swivel Chairs and Trashcans and the like, that helps. You can loot the five MJ12, but none of them carry anything worthwhile. The cabinets can be opened with Lockpicks or explosives, your choice. The one in the armory has a 50% Str Lock and contains a MINI-CROSSBOW, FLARE DARTS, a PLASMA CLIP and a DataCube containing Terminal login: MJ12/SECURITY. Use it on the Terminal to disable all three cameras and open up two doors. Notes: MJ12IS is likely MJ12 Internal Security or something. The cabinet in the meeting room has a 50% Str Lock and contains a BIOELECTRIC CELL, TECH GOGGLES and two DataCubes: one has the code for the magnetic testing chamber: 5878. The other has a master password: DAMOCLES, which can be used with key members of the VersaLife staff. Notes: The password is a reference to the tale of the 'Sword of Damocles', where a man called Damocles learns that with great power also comes a great dread of losing that power when his king invites him unto his throne. Above the throne, tied to a single horse's tail hair, hangs a sword that at any moment might fall. The password is tied to the weapon research team accounts and thus, the Sword, all in all referencing the tale of the 'Sword of Damocles'. Another interpretation, however, is this. The tale of the sword of Damocles is about the ever-present fear in the hearts of rulers. Finding a master password called Damocles, here in the heart of MJ12's research lab, also symbolizes that while MJ12 is scheming and plotting, they too are afraid of losing the power they have. Note that there is a hatch in the bathroom that leads, eventually, further down into the laboratories, but there's a better way. Return to the large red hallway with the MJ12 statue, and climb to other stairs this time, to the North. You'll come across an absolutely crazy glass walkway. Points for style, but minus one million for good thinking. You can see several Men in Black patrolling below, a lot of freaky science, a Woman in Black with a Dragon's Tooth and even... an alien or something. What the hell. Ride the elevator up. Ignore or disable the Man in Black here, it doesn't matter. The DataCube mentions the MChow account and Lundquist's root access, so you can deduce both MCHOW/DAMOCLES and MLUNDQUIST/DAMOCLES. ADONOVAN and MBATES also work with the master DAMOCLES password, but you can't learn that in-game. Pick up the MAGNETIC AUGMENTATION CHAMBER NANOKEY. The Terminal here gives the same options as the one in the armory. Return to the MJ12 statue. The Terminal opened up a hole in the floor leading down. The Keypad is useless now; the code was 12. Can you guess why? 50 SP AREA LOCATION BONUS Secret VersaLife Laboratories Travel West to find an MJ12 Trooper patrolling with a GEP Gun. I find it useful to disable this guy; you'll have trouble with him later otherwise, and you can steal his GEP GUN. The Level 2 Access route takes you to a dead end, since you don't have the proper code for an INF Str Keypad. You can see center of the room where they keep the ROM-encoding, but there's more to be done before you go and upload it. Go down and head West, going down. You may encounter an MJ12 Trooper carrying an Assault Shotgun, and the Woman in Black with the Dragon's Tooth. There's no need to disable either. You come across the sleeping quarters of the troops if you press on. There's no need to be here. There's some minor stuff behind some minor locks, and trying to open them aggravates the entire lot. If you must know, you can score the following. On the South wall, from left to right: Locker 1 (20% Str Lock) contains a PEPPER GUN and two PEPPER CARTRIDGES, Locker 2 (20% Str Lock) contains a 50 CREDIT CHIT and 10MM AMMO, Locker 3 is Unlocked and contains a PISTOL, Locker 4 (20% Str Lock) contains a 50 CREDIT CHIT, a LOCKPICK and a MULTITOOL. If you're strong enough, you can use the Dragon's Tooth to slice open up the doors without causing trouble. None of the Troopers carry anything but weapons and ammo. What you can easily obtain is two crates with 2 packs of 10MM AMMO. The large shower area contains ten lockers, none of them contain anything worth mentioning. The one with the 40% Str Lock only has a PISTOL. The Terminal controls the same things you checked out earlier. Past the sleeping chamber to the North and East, you'll find yourself on the walkways above the Level 3 Laboratories. You can see Maggie Chow having a conversation with Bob Page; get close to eavesdrop. It seems some 'sweet bit of engineering' called Icarus is going to take care of you, somehow. We'll see. If Maggie is already dead, you will see only Bob Page, who leaves when you draw near. Notes: The scene between Page and Chow solidifies the links between Page, MJ12 and Area 51. It is also the first time Icarus is mentioned. Due to a bug, you can shoot through a tiny space between the bulletproof glass and the wall, meaning you can kill both Maggie Chow and Bob Page here. Killing Maggie Chow will make the game act as if you shot her earlier, killing Bob Page has no effect since it's supposed to be impossible. Take any stairs down, and marvel at what lies at the heart of VersaLife. To the Northeast, a DataCube mentions how a virus, not medicine, is shipped by the superfreighter to New York. It is likely the Gray Death. The MJ12 labs beneath the sewers already anticipated this shipment when you got there earlier in the game. The virus is going to be loaded onto helicopters for an even faster spread of the Gray Death. There's a LOCKPICK and a HAZMAT SUIT to find. Notes: Dr. Casswell and the Lab Assistant remain unresponsive, which I believe is a bug. To the Southeast, you'll find Dr. Kohl, in charge of some weird experiments. A poor man is locked up in here, and there's two Greasels as well. Notes: Kohl mentions that the new test subjects showed no immune response. Since nano-augmentation and the Gray Death are both rejected by most humans (not you, Paul and Walton, however), this is a major breakthrough. Next to the Med Bot, there's an alien carcass and the EXPERIMENTAL SUBJECT CELLS NANOKEY. You could use it to free both the Bums and the Greasels, but they'll just wind up getting the Bum shot. Past the Radioactive signs, you can open up the doors with the Nanokey and enter a radioactive place where two hostile aliens roam. JCD calls them 'Grays'. There's nothing here but death for you, since the Grays emit radiation. Note that these creatures are immune to Fire (Flamethrower, Plasma Rifle) and gaseous attacks (Gas Grenade, Pepper Gun). Note that the MiB's here are completely crazy. Stand around for some funky monologue lines they throw out. To the West, there's the jackpot; three Augmentation Canisters. Also here are M. Bates and Dr. Michalopolis. Notes: A tokamak (misspelled in-game as tokamac) is a magnetic chamber that holds plasma in a stable equilibrium. Michaelopolis is trying out new coat-proteins that resemble normal phospholipids. Phospholipics are a major component in cell membranes; useful if you want to integrate 'alien' components like nanobots in a living biological host. The code 5878 opens up the door, but you'll just gain entrance to a radioactive room filled with four INF/INF strength containers. Walk over to the computer to the South, and use MCHOW/DAMOCLES. The master password DAMOCLES can also be used with MLUNDQUIST, ADONOVAN and MBATES, three VersaLife scientists high up in the command chain. Use all four Special Options, then read some interesting e-mails on all four accounts. You've already read those on Maggie's account, probably, in the Dragon's Tooth location. Notes: From Lundquist's e-mail, it becomes crystal clear that the Gray Death virus is ready for airborne dissemination over New York, Washington and D.C., and that MJ12 is gearing up to have Ambrosia ready for anybody who is willing to bow down and accept their new evil overlords. Physiopharmaceutical augmentation, as present in the MiB, is the third type of augmentation found in-game. The Yitzhak Scale is fictional. Yitzhak is Yiddish for Isaac, the son Abraham was about to kill for his God in total obedience until God stepped in to stop him. There's an inconsistency here, by the way. Dr. Bates can be found in VersaLife, and she's a woman. E-mails are signed by Mark Bates, though. In Bates' Inbox, there's info about the Grays, where you can read that they can emit radiation. Dreamland is an alternate name for Area 51. Also some info on the commando's Obsidian armor. NBC battlefields refers to N(uclear) B(iological) and C(hemical). Enter the chamber, and collect a BIOELECTRIC CELL and an OPTICS AUGMENTATION CANISTER, a SUBDERMAL2 AUGMENTATION CANISTER and a CRANIUM AUGMENTATION CANISTER. Get to the nearby Med Bot and install what you desire. I find Cloak to be superior to Radar Transparency; it's extremely useful in escaping the VersaLife laboratories, at any rate. Targeting and Vision Enhancement are both fun. If you picked up the Canister below UNATCO Headquarters, you shouldn't need one of the Canisters. If you still have an Upgrade Canister, I suggest you upgrade Cloak to reduce its massive Energy drain. Djibriel's First Time Player Pick: Install Cloak and Vision Enhancement In the Southwest corner of this room, you'll find a grate. Open it up and climb through. Climb the ladders all the way up. You'll wind up in a vent large enough you can stand. Take a left turn. Take the second turn to the left. Beware: there's a Greasel here. A single slash with the Dragon's Tooth should kill it, but sniping from afar is safer. Crawl all the way to the East, ignoring all other options. You'll obtain 50 SP EXPLORATION BONUS Explore VersaLife vents Take a right turn at the end, and follow the vent until you wind up in the bathroom. Return to the hall with the MJ12 statue and find your way down to the location where Tracer Tong mentioned you could get the ROM-encoding. Everybody's friendly and it's familiar territory. Know that as soon as you execute the program and leave the platform you're on, alarms will sound and everybody will realize that you're a spy. With your Cloak Augmentation or Thermoptic Camo, that might not be a problem. It may be wise to disable everybody between this chamber the exit, though. With smart Prod action, you can do them all without any hostilities from their side. Take the elevator to the computer. MCHOW/DAMOCLES gets you access. Choose to Upload Nanotech Blade ROM to gain 150 SP ACCOMPLISHMENT BONUS Upload Nanotech Blade ROM Primary Goals: Go to the temple in Wan Chai to cement the alliance between the Triads. From here on, it's a sprint to the exit. The Cloak Augmentation paired with Speed Enhancement is great, but takes great amounts of Energy. I suggest having Cells ready to use to make sure you reach the elevator to the upper VersaLife floors before Cloak expires. Using only Speed Enhancement is a risky but doable option. You really only need camouflage as soon as you enter the large red hall, and only if you didn't disable the soldiers here earlier. When you've reached the upper levels, know that security was informed and you're facing resistance from everybody with a gun. You can tell John Smith on the top floor to make a run for it. Don't let security on the ground floor see you while you descend the staircase, they'll raise the alarm. If you followed by advice, the security booth is open. When you run inside, you'll gain 50 SP EXPLORATION BONUS Enter VersaLife security booth You can also find a BIOELECTRIC CELL, a CLIP WEAPON MODIFICATION, a case of 10 MM AMMO, a DataCube with some tidbits, another DataCube with the login ALL_SHIFTS/DATA_ENTRY, and three Terminals that can disable some cameras pointed out the data entry clerks. Unless you're happy to kill everybody here, it's probably best to Cloak yourself, run in for the skill points and the Clip Weapon Mod, then make a run for the elevator out of here. Get yourself to the Joss Temple next to the Luminous Path compound, where you'll meet Gordon Quick and Max Cheng. They'll cement their alliance. Notes: "Joss Temple" isn't a name. Joss is just a name for Eastern idols brought in by Westerners. A Chinese temple is sometimes called Joss House in this fashion. The story of Gangjiang is a Chinese legend. A swordsmith called Gangjiang made two swords for his king, but kept one. Angered, the king had Gangjiang killed. The son of Gangjiang, and later an assassin, used the one sword Gangjiang had kept to avenge this deed by killing the king. You can talk to the News Stand Vendor and Ian Hilton the restaurant owner about their opinion of the truce. Also, you can confront the Drunk in the Old China Hand with the news. Now, find Tracer Tong in the Luminous Path compound. 150 SP PRIMARY GOAL COMPLETED Construct alliance between Triads Primary Goals: Report to Tracer Tong inside the Luminous Path compound to deliver the good news of the truce. Secondary Goals: Meet the dragon heads at the Lucky Money for drinks. Tracer Tong will give you a code: 55655 for the Level 2 Laboratories at VersaLife, and tell you about the collapsed Canal Road Tunnel. We already took a look there. Primary Goals Gain access to the Level 2 labs at VersaLife and locate information on the structure of the plague virus. Note: due to a bug, some NPCs will mention that a 'doctor' friend is here for you. Also, Tong's guards will mention that Paul is here if he survived the shootout. They will be here... later. Don't bother looking for any friends except for Alex, who has some new lines about Tong's plans for the sword. You can visit Max and Gordon at the Lucky Money, where the bodies have been cleaned up. The dragon heads will give you lots of expensive wine that JCD fails to appreciate. He'll just lump them together, then down them all at your command. For some reason, it is possible to kill Gordon Quick at this point, but not Max Chen. Quick carries a SWORD and (1..4) THROWING KNIVES. Notes: Yum Sing is a Cantonese toast. Napa Valley, California, is famous for its wines, as is the Beaujolais province in France, where Moulin-a-Vent (literally: windmill) is a region. A Chianti is a wine from the region of Chianti, Italy. Quercegrossa is a village in the region. If you talk to the Red Arrow members conferencing in the back room, they will mention that a German man is looking for. Gunther... It's time to go back down to VersaLife. Tong gave you a backdoor entrance through Canal Road, and that's a great idea. However, you can earn more skill points another way. It is possible to reach the Level 2 Laboratories through the front entrance. I can already promise you there will be several MJ12 Commandos posted as extra security measure, in addition to any normal security guard or Man in Black you left conscious the last time you were there. Since there will be so many Commandoes to conquer, you should ask yourself how far you're willing to go for 100 skill points. If you're doing a run where you don't want to kill a lot, a stealth or a pacifist game, you will need the Cloak Augmentation. At Level 1, it sprints through your Energy, and you'll have to use a lot of Bioelectric Cells. Around 10 of them, if you're playing smart but not optimal, to give an indication. For a quick dive for the skill points, here goes. Go to the VersaLife entrance, and use the 06288 code. When you're down, there are already two Commandos on the other side of that lift door, in addition to everybody you left alive the first time. Use the Cloak Augmentation to run to the first floor, then disable it and run to the third floor. There is a Commando near the lift to the laboratories. Use Cloak, punch in 6512 and quickly dive in and send the elevator down. There is a Model 5 Chiang Arcbot in the hallway, a massive bot that shoots bolt of electricity that drains your health and Energy. It will also sense you with your Cloak active, so you'll have to take it out with either your GEP Gun (takes two Rockets), an EMP Grenade or the Spy Drone. Notes: The concept of a large tank-like robot shaped like a spider comes from the manga/anime Ghost in the Shell. Disable or rush past the Trooper and the Commando, and dive down where another Commando is. Cloak past him to enter the room where found uploaded the ROM. Two Commandoes are guarding the entrance, and a Trooper may still patrol the tube. Cloak past these guys and enter the elevator with 55655. 100 SP ACCOMPLISHMENT BONUS Use front entrance of VersaLife On this floor, around the corner, you'll find a grate. Open it, and drop down. Daedalus will contact you about a 525 code for destroying the Universal Constructor. Go to the North, then find a DataCube containing the 768 code to the Northwest. Return to the Southeast and find the 20% Str Keypad. 768 opens it up. Head to the West through the opening doors. Past the fourth door, you can find a SCRAMBLE GRENADE. Push the Button to lower the ramp. Turn left twice and find the grate with a 50% Str Lock. Ignore it for now. Crawl past it to find a Terminal to the Northwest of the grate. Don't worry about the bot and Commando you see; they are locked between the panels and cannot reach you. The Terminal can be opened with MJ12/SECURITY. Disable the cameras and return to the grate. Open it up with Lockpicks or slash it open with the Dragon's Tooth and crawl inside. In the middle, you'll gain 50 SP EXPLORATION BONUS VersaLife Level 2 vents When you drop down this hole, there's one MJ12 Commando that's patrolling around. He's troublesome, since when you drop down, you'll make noise and/or have pain, alerting the Commando. The "Nonotechnology Researcher" will go for the Alarm as soon as there's fighting, and the alarm triggers the Bots. You can shoot both from up high. You can also wait for the Commando to be far away, jump down, disable the civilian and quickly find some cover to wait out the Commando's alertness before you take him down with something like a Prod to the back. He carries a BIOELECTRIC CELL. The scientist carries a MULTITOOL, two BIOELECTRIC CELLS and a HAZMAT SUIT. 50 SP EXPLORATION BONUS Enter AUC Monitor Station To the West you'll see blue trigger lasers and several Bots, but they are of no concern to you; they're guarding an alternate way to this place. The bots will only activate if the Alarm goes off or when the lasers are triggered. South of the computer, there's an interesting room with items and a Terminal. If you're trained in Computers, you can Hack the Terminal to disable three cameras, Open four NanoTech Containment Pods down below and Raise the Cascade Shutdown Console. Security login in MJ12/RESEARCH, but you can't obtain that info. The cabinet with the 60% Str Lock contains an (unimportant) DataCube, a HAZMAT SUIT and a BIOELECTRIC CELL. There's an EMP GRENADE on top of this cabinet, and a MULTITOOL on the top shelf. There's a 'Robot Maintenance' Button in this room that shut down the robots outside if you aggravated them by tripping the blue lasers. Notes: If you kill his woman, the game will indicate Dead Body (Dr. Harrison) which makes little sense. The only Harrison mentioned in VersaLife is Claude Harrison, the man in the brown suit that greeted you earlier when you went down to the high red hall beneath Data Entry, the Supervisor. Since the terminal responds only to Chow and Lundquist, the woman's model is the same as Lundquist's and we know that Lundquist runs scans on the UC, you could defend that this woman you just took down IS Lundquist, they game just doesn't show the correct name at this point. Use the computer and login with either MCHOW/DAMOCLES or MLUNDQUIST/DAMOCLES. Upload the Virus Schematics and open the UC Chamber. Your primary goal as far as Tong is concerned has now been completed, but Daedalus still wants you to destroy the Universal Constructor. The VersaLife Facility is now under lockdown as well; you can no longer leave the Level 2 Laboratories. If you run to the elevator, Daedalus will contact you to mention you can now only leave by destroying the UC. How convenient for him. Parallel to this chamber with the Terminal, there's a passage heading South. Go there, and find the ladder to the left. Climb down. Below, you could see a tiny red figure, if you left Maggie Chow alive earlier. Follow the ramp 'til you find yourself in the room in the middle. Here, there's several Canisters. If hacked the Terminal up above, they are yours for the taking. If not, they're stuck in INF/INF glass tubes. The 60% Str Keypads can open them, but you can't find the codes in-game. There's an UPGRADE AUGMENTATION CANISTER to the Northwest (code: 01), a LEGS AUGMENTATION CANISTER to the Northeast (code: 02), a TORSO1 AUGMENTATION CANISTER (code: 03) to the Southeast and a TORSO3 AUGMENTATION CANISTER to the Southwest (code: 04). The Torso one is new. There's a moment later on where you can take this in damaging circumstances, but they won't have you expand any resources. Djibriel's First Time Player Pick: Install Power Recirculator and Upgrade Vision Enhancement to Level 2 To the North, you can find a ladder to climb down and find a Med Bot to install the Augmentation Canister. Power Recirculator helps reduce Energy drain, Synthetic Heart functions as if you have your Augmentations at one level higher. Go to the room at the bottom, and Maggie Chow (if present) will run out to meet you. She will use different lines if you spoke to her before, or if you went in guns blazing. Regardless, she will come after you with a Dragon's Tooth. She is easily disabled or killed since she has no ranged attacks and has no augmentations. You can choose to avoid her and complete your objectives without taking her down, but she will play no part in the rest of Deus Ex even if you let her live; presumably the destruction of the Universal Constructor kills her even if you don't. The 20% Str Keypad to the East is the one where 525 will destroy the Universal Constructor. The place will come down. Augmentation Canisters you didn't pick up before will now fall down from behind their INF/INF containers. Two Model 2 Chiang Arcbots will come out; if you quickly type in 525 a second time, you can trap them behind the panels. I suggest you destroy them with your Spy Drone, EMP Grenades or GEP Gun. To the West, you'll find a ramp leading to a 80% Str Control Panel that can shut down the arcs coming from above. You can also risk jumping and falling through the electricity, but it sometimes just kills you outright so it may take a few tries. Strangely, these arcs don't come into beind until you look up; if you keep your eyes fixed on the ground, there's no danger. Primary Goals: Escape the VersaLife facility through the floor of the Universal Constructor chamber. Leap down the Southwest hole and find the well-like pipe. The water here is contaminated, so Environmental Resistance helps absorb damage. Primary Goals: Report to Tracer Tong for information on Stanton Dowd and the Illuminati. In the larger room, you'll find TRANQUILIZER DARTS and FLARE DARTS. There's also the body of a diver. Notes: It's possible this person is one of the mythical four European divers that are scavenging the Hong Kong waters. No other divers can be found in the game, though. In the pipe to the South, there's a Baby Karkian. Mini-Crossbow or Dragon's Tooth your way past it. There's really only one way to go from here. 100 SP PROGRESS BONUS Escape VersaLife a second time Find the MULTITOOL and the NANOTECH CONTAINMENT LOCKDOWN DOOR NANOKEY and press on. The Nanokey can be used to open the blast door between the Level 2 Laboratories and the rest of VersaLife, but there's no need to do so. Tong will contact you about the Illuminati along the way. Notes: Lots of technobabble again, this time pertaining to Illuminati fingerprints. I'll discuss them later. For now: sterics refer to the space between atoms. Sleeve bearings are the simplest of bearings, basically just a tube. Fold symmetry refers to rotational symmetry of an object. Basically, symmetry along more than axe. I'm not sure how a standard sleeve bearing can have 34-fold symmetry. Cut gems in a traditional diamond shape can have that kind of design. Anyway, the Gray Death virus, a nano-scale cluster of tiny machines, has a design calling card only used by the Illuminati scientists. Adam Weishaupt is a German man born in 1748 (DX' Weishaupt is from 1723) who founded the short-lived Order of the Illuminati. When the Order was banned, he lost his position as professor of law and fled Bavaria, the German region he was born. He landed in Thuringia, also currently Germany (not at the time, though) where he continued to write about his ideas on illumination until he died at the age of 82. Weishaupt's year of birth being 1723 is not a goof, but a reference to the Illuminatus! trilogy. In it, the so-called 23/17 phenomenon is said to influence world events through numerology. You'll wind up in Hong Kong. Immediately to your right, to the North, you'll see the docking station of the Fisherman you talked to earlier. Jump in the canal and get out there. He'll mention the European divers again, but they're really not here. Swim out of the tunnel to the South, and climb the stairway to your left. To the Northeast, you'll see a passage to Tonnochi Road. From here, I'm sure you can find your way back to the Luminous Path compound. Find Tong in the compound. Now that the Triads are at peace and you have destroyed the Universal Constructor at VersaLife, the next mission is stopping that superfreighter. You can talk to Tong with two dialogue scenes. Notes: You have helped Tong to unite the Triads and helped arm them both with Non-Eutactic Blades. Tong seems to be either aggressively anarchistic or just looking out for Triad interests, making sure that the Chinese government has minimal grasp over the organized crime cells that the Triads are. Also, he seems to know the Illuminati leaders by name. That's quite a feat, given the fact they must be a secret society half the world away. Tong's computer also functions on the Illuminati net, so there's some connection there he's not mentioning. If you managed to keep Paul alive, he'll be here. He's out for the count. Kaplan and Berry are laid off at UNATCO. If you told Jaime to leave UNATCO, he'll be here to give you an UPGRADE AUGMENTATION CANISTER. You can talk to Alex again; there's no dialogue scene, but some interesting lines nonetheless, about the Gray Death nanomachine. Turns out Ambrosia is just a hardware module that attaches itself to the Gray Death 'virus'. Djibriel's First Time Player Pick: Upgrade Vision Enhancement to Level 3 Primary Goals: Board Jock's helicopter in the Luminous Path compound. Do so. ********************************** 3.13 Hell's Kitchen, New York City ********************************** Skill Points to earn: 1230 100 SP Meet with Harley Filben 100 SP Obtain a contact from Vinny 60 SP AREA LOCATION BONUS Enter MJ12 Sewer Base a third time 900 SP Meet with Stanton Dowd 20 SP AREA LOCATION BONUS Enter Smuggler's Den a third time 50 SP Buy Rockets from Smuggler Augmentation Canisters: None Weapon Modifications: Accuracy Primary Goals: Get to the Underworld Tavern and meet with Harley Filben Note: in the Game of the Year Edition, there is no background music in this level. A sad bug that is not present in other versions of the game. Climb down the roof on the North side. You can enter Paul's old apartment. There's a MEDKIT in the living room, and the secret compartment (Keypad behind the painting: 4321) contains a BIOELECTRIC CELL, a MULTITOOL and 10MM AMMO. There are no e-mails on the computer when you login with PDENTON/ CHAMELEON. Outside in the hallway, at the top of the stairs leading down, you can find a PROD CHARGER. On the bottom of the elevator shaft, you can find a GAS GRENADE and a clip of 7.62x51MM AMMO. You can find a 50 CREDIT CHIT and a useless HOTEL ROOM NANOKEY in the hotel office, and there's a clip of 7.62x51MM AMMO in the Northwest corner of the big hall on the ground floor, but since there's two cops there that will shoot you on sight, you may not want to bother. The ATM contains 175 Base ATM Value; you can reach it without alerting the cops if you time it right. The newspaper holds an article by Kwesi Dodi. Notes: Night of the Living Dead is obviously a well-known zombie movie. Michael Bay is a movie director, well-known for its slick action movies packed with explosions. Boccacio's Decameron is a book from the 14th century. It's structured as a frame story containing 100 tales told by a group of seven young women and three young men sheltering in a secluded villa just outside Florence to escape the Black Death, which was afflicting the city. In the Public Access Panel, you can find some nasty bits of info. You're wanted for the murder of Lebedev, Navarre and Manderley, two of which you may not even have killed. This means that if you let Manderley live earlier, Simons had him removed anyway. In addition, the bombing of VersaLife in Hong Kong is mentioned. While the ... of the Universal Constructor destroyed some equipment, VersaLife itself was still there last time you checked. On the streets outside of the 'Ton Hotel, you can find two crates containing 10MM AMMO behind the crashed car. If you want them, quickly dive back in since there's all kinds of law enforcement on the streets. You'll want to exit the 'Ton hotel through the window of Paul's room. When no cops are near, place the small Metal Crate at the foot of the ladder, so you can hop back up quickly when you need to. If you have Speed Enhancement, you don't need to bother since you can reach the ladder with the Augmentation active. In the Northeast corner here, among some trashcans, you can find some DARTS. Never disable anybody! Violence will spawn UNATCO Troopers from corners that already know where you are. If you keep on murderin' eventually the many UNATCO Troopers will stop, but it'll go on for a while. Also note that the Riot Cops are immune to gaseous attacks, so the Pepper Gun won't work on them. This following Smuggler section is completely optional, especially because I tell you to visit him in the near future. However, if you go there now, you'll get some unique dialogue and he'll offer you different items. If you don't want to go, and there's no real benefit to it, make your way to the Underworld bar already. If you do want to check it out, make your way to the familiar Smuggler entrance to the Northeast of the 'Ton Hotel. Give him the password and descend. In the parking area, there's the familiar LOCKPICK in the chest and MULTITOOL in the booth with the Control Panel. Who keeps replacing these? There's also a BALLISTIC ARMOR. That's new. Jock and Tong will contact you about Smuggler. Notes: Tong informs you about Smuggler's avatars. Beside the fact that Smuggler's digital security apparently is still no match for Tong's genius, the word avatar is interesting. Commonly used these days, the word 'avatar' was introduced to Western audiences by science-fiction writers such as William Gibson (Neuromancer) and Neal Stephenson (Snow Crash). 20 SP AREA LOCATION BONUS Enter Smuggler's Den a third time Talk to Smuggler, who'll offer the following warez: ASSAULT SHOTGUN 7500 credits SABOT SHELLS 750 credits 6 LAMS 3500 credits Obviously, I wouldn't suggest you actually buy any of these. Notes: If you purchase the set of 5 LAMs, Smuggler will throw in one for free if you 'promise to frag some ATF for him'. ATF here likely means the Bureau of Alcohol, Tobacco, Firearms and Explosives, a branch of American law enforcement tasked with, among other things, the regulation of unlawful possession and sale of weapons. Since this is Smuggler's core business, he must really hate them. Another fun fact: if you somehow manage to shell out the 7500 credits for the Assault Shotgun, Smuggler will indeed lose the weapon he pulls out if you attack him. After purchase, Smuggler will only use a Crowbar to defend himself. Smuggler's computer has a few e-mails. The account info is HIDDEN/TRUSTNO1, but you can't know that. Smuggler's helping out ol' NSF prominents, has contact with someone in Russia and ICARUS IS LOOKING FOR YOU, JCDENTON. Holy hell, that's creepy. Notes: Incredibly heavy reading, these mails. Large portions of the earths have close to no mention in the world of DX, and especially Russia and the Middle East are strange in the absence. Biopreparat was the Soviet Union's major biological warfare agency from the 1970s on. It was a vast, ostensibly civilian, network of secret laboratories, each of which focused on a different deadly bioagent. Its 30,000 employees researched and produced pathogenic weapons for use in a major war. One of the facilities, a weaponized anthrax center was built at Sverdlovsk. Ken Alibek, after which a MJ12 researcher is named, was Deputy Director of Biopreparat. While Biopreparat has officially closed, in the world of DX it seems the program is functional, since the sender of this mail is mailing from SovNet. "Velichestvennii" is Russian for "The Majestic". The attached documents all are related to nano-augmentation. Looks like they have your genomes mapped in Russia; they had your tissue in the MJ12 lab below UNATCO HQ as well. The writer's name is a reference to Immanuel Velikovsky,a Russian scholar with many alternative theories on history, based on the literal interpretation of mythological texts. In general, Velikovsky's theories have been ignored or vigorously rejected by the academic community. The last e-mail by Decker, of Todd, Decker 'nd Young, NSF freedom fighters. Icarus, as you may remember is the "long-term program guaranteed to make (you) irrelevant", so-called by Bob Page. Upstairs, you can find a LOCKPICK and two FLARES. The mirror is truly unbreakable this time, even with explosives. You can use the 50% Str Keypad to open it; bypass it with Multitools, are use the unobtainable code: 432. Behind it, you'll find a MEDKIT, SABOT SHELLS, HE AMMO, a PEPPER CARTRIDGE and a much needed THERMOPTIC CAMO. Notes: Again, Ford Schick was supposed to be here, and he was even supposed to give you an Upgrade Canister! If you want to hear what he had to say and want to the Upgrade Canister like you deserve, listen here. Use the 'Send Message To All' command (on my computer, defaulted under the 'T') and delete the "Say " bit. Type the following string: Set DeusEx.JCDentonMale bCheatsEnabled True Hit Enter, then type summon fordshick in same fashion. Ford should be summoned into existence and he'll have the lines he was supposed to have. Finally, type summon augmentationupgradecanister for your well-deserved augmentation upgrade. When you're done, return to the surface. Dive into the Underworld bar. You will find long-time info man Harley Filben boozing it up. 100 SP Meet with Harley Filben Primary Goals: Meet Stanton Dowd at the Osgood & Son's storefront, near the tunnels leading to the warehouse district. Secondary Goals: Kill the traitor, Joe Greene in the Free Clinic. Also in this bar is Sandra Renton, if she's still alive and has not fled to another part of the United States. You can talk to her twice about the 'Ton Hotel and about Vinny, the marine at the bar. She also mentions a guy in a grey jacket was looking for you; maybe Joe Greene (though she also says it when Joe Greene was killed earlier). You can talk to Vinny as well. Offer to check it out for Vinny, and he'll reward you with a contact in the base and 100 SP Obtain a contact from Vinny Notes: R&R is military slang that crept its way into civilian nomenclature. It means Rest and Relaxation, off-time for soldiers. Behind the bar, you can find a MEDKIT. Don't talk to Shea about Stanton Dowd; she's ex-UNATCO, you know, and may pass on the knowledge you're looking for him. If you do mention his name, Shea will warn you that Gunther came by earlier. He's dead-set on finding and killing you. The ATM contains no credits. Return to the Southeast 'back' entrance of the Underworld bar you used to enter. Between the clinic and bar, there's a manhole cover. Take a quick look in the old MJ12 base. There's one living MJ12 Trooper checking out the situation; disable him so you can move freely again. On the middle of the bridge, you gain once again 60 SP AREA LOCATION BONUS Enter MJ12 Sewer Base On a pipe down below, you can see and find two BIOELECTRIC CELLS if you want to have them. The ACCURACY WEAPON MODIFICATION is also down there; leap down to the pipe with the Cells, then jump to the red pipe below it, to the North. You can land on the pipe and lean to the side to get it, but if you miss and land in the water, you can also reach it. The five crates in the water contain two MEDKITS, two LOCKPICKS and some 10MM AMMO. If you must, all the way to North, at the end of the other entrance to this sewer base, you can find a MEDKIT, but you really shouldn't chase after it. There's tripwire lasers and stuff and you'd be using up more resources than you'd be getting in return. Get back to the surface, and sneak/Cloak towards the clinic. Daedalus will glitch up on you on the way there. Notes: the glitch blurb "ps -al |" is a Unix operating system allusion. Left of the entrance, you can find some DARTS among the trash. Right of the entrance, a newspaper holds an article of Joe Greene discussing the existence of Ambrosia. It's the last of a string of anti-government tabloids that is likely only meant to make Joe Greene an attractive man to talk to for those with an anti-government agenda. Tenderloin Clinic is closing. You can find a Med Bot to heal up. Ignore Joe Greene for now. There's an interesting dialogue between two Bums, Ike and Coleman. In the room where you 'rescued' a doctor from an unfriendly Bum earlier, to the Southwest, you can find two MEDKITS and a DataCube with computer login info that you can use to read some e-mails: JALLRED/APPLE and ALICE_PRIEST/SECRETARY. An apple a day keeps the doctor away? The J. Allred account works in this room, the Secretary account on the computer near the entrance. Take a look at the newspaper and computers. The newspaper is about Beth DuClare. Tong mentioned her name as being one of the Illuminati leaders. The paper says she's dead. Page's donation announcement was just for the media. Also, an e-mail by Simons directly to all NY Medical Authorities. Notes: Thomas More, one of the doctors in contact with Allred, is a a reference to the Thomas More, a Roman Catholic saint who wrote a book called Utopia. It is implied by Joe Greene's article and these e-mails that the MJ12 conspiracy fans the flames of the people on protest, only to have a reason to implement martial law and oppress and divide citizens. With roads blocked, public transportation on hold, the New York Net bouncing mails and the telephone lines dead, communication and organization is close to impossible. In the corner, you can find Joe Greene, wearing a gray jacket. If you want to hear his side of the story, you can give him the name of Stanton Dowd. Don't. In fact, just confront him about UNATCO, and he'll make a run for it. You can kill him, but there's no benefit to it. If you do mention Dowd to Greene, he'll mention Dowd used to be a big-time importer. When you're done, you can return to Harley Filben to get some feedback from him on your killing. Time to get to Dowd. From the clinic, run towards the burned-out warehouse. You can use the walls in the park as cover, so you don't have to Cloak or use Camo all the time. If you mentioned Dowd to Greene or Shea, you will find that a Thug is trailing you; he'll pull out a gun on Dowd when you reach him. Good thing you didn't tip off Greene, then. You can find a PROD CHARGER on one of the benches in the park. You'll find Dowd over by the burning drum in the warehouse. Sometimes he's distracted by nearby cops; he won't respond then, but you can wait a while. For meeting Dowd, you get a whoopin' 900 SP Meet with Stanton Dowd Primary Goals: Scuttle the PCS Wall Cloud by destroying the 5 tri-hull welds with explosives and by reversing the bilge-pump flow. Pumping water into the bilges will destabilize the ship's weight distribution and cause the hull to split open. Secondary Goals: See the Smuggler for explosives for scuttling the superfreighter. Bring Stanton Dowd some Ambrosia to counteract the Gray Death. Make sure to stand around and pump Dowd for info until he's telling you to track down Smuggler. The Illuminati are a great source for political history in the world of DX, much of it inspired by the Illuminatus! trilogy by Shea and Wilson. Notes: The Council on Foreign Relations (CFR) is an American nonprofit, nonpartisan membership organization, publisher, and think tank specializing in U.S. foreign policy and international affairs. It's very much like the Trilateral Commission and is partly funded by the Rockefeller Foundation. The Assassins (Arab: Romanized as Hashishim) were a order of mystic Muslims from the 11th century that posed a military threat to the Sunni presence on then-Persian territories (now Iran). Like Christianity, Islam is a fractured religion, and it's many branches have often had violent conflicts amongst themselves. The Hashishim had a strict hierarchical structure, based on mystic (Islamic) teachings. Weishaupt has been discussed, he did indeed found the Order of the Illuminati in 1776. Thomas Jefferson, the founding father and NSF idol, is now mentioned as an Illuminatus in spirit. Jefferson adhered to the school of Enlightenment. Cecil Rhodes was a British politician and mining magnate lording over South Africa through ownership of the diamond company De Beers. A strong believer in British colonialism and a member of the Freemasons, one of his dreams was to create a secret society that would let Great Britain to claim all exotic territories and reclaim the United States and found "so great a Power as to render wars impossible, and promote the best interests of humanity." The Rhodes Scholarship has sponsored excelling acadamics in all fields since it's establishment in 1902. The whole thing about Cecil Rhodes, his Scholarships and the CFR is all straight from the Illuminatus! trilogy, as is the fact that the Illuminati started in the form of the Hashishim in the 11th century. Finally, note that former Illuminati head driven underground Stanton Dowd, one the most cautious men alive, wears a coat proudly displaying the Eye. The significance of the red cross is lost on me; the red cross is the symbol of the Templar Knights. When you're done, Jock will mention a strike team of MJ12 troops closing in. You can sprint for the copter now, but there is one ally that you should save: Smuggler. This is absolutely the time for a Thermoptic Camo. With the skill points Dowd got you, maybe it's a good idea to get Environmental Training to Advanced to make it last extra long. Cloak paired with Speed Enhancement (and hopefully Power Recirculator) also works great. You shouldn't have any troops firing at you. If you're too slow, the spawned MJ12 Troops led by Gunther will start off knowing where you are and may lock on and fire even when you're invisible. In that case, Ballistic Protection and/or Ballistic Armor protect you. Run for the Subway station, and find the entrance to Smuggler's. Give the password, and take the elevator down. Collect the MULTITOOL, LOCKPICK in a crate and BALLISTIC ARMOR if you didn't do so earlier, and to talk to Smuggler. Primary Goals: Once you obtain items from Smuggler, get back to the hotel roof and take the helicopter to Brooklyn Naval Shipyard. Smuggler, due to the bug that doesn't acknowledge you saved Schick, will still charge you outrageous prices for the explosives you need: ROCKETS 2500 credits 6 LAMS 2400 credits You can try to haggle with Smuggler, but he won't go for emotional blackmail. If you buy the Rockets for 2500 credits, you'll get some skill points! None for the LAMs, however. 50 SP Buy Rockets from Smuggler Make sure to warn Smuggler about the UNATCO raid of Hell's Kitchen. You can initiate a conversation with Smuggler a second time for additional dialogue about FEMA's grab for power. Take the elevator back up the surface, where more than a dozen troops are shooting you when they see you. Activate a Camo and make for the roof of the 'Ton hotel. If you find this entrance blocked by troops (may happen), consider the other exit. The troops will be much sharper than normal, so it's likely you'll catch some bullets even while camouflaged. Ballistic Protection, a Ballistic Armor, Speed Enhancement, Run Silent and Regeneration are all Augmentations that can really help out while sprinting for the 'Ton. You'll be relieved when you reach Jock. When you look down on the streets, you'll often see the Riot Cops, MJ12 and UNATCO Troopers having a shootout, since it only takes one stray bullet to ignite violence between two factions. Fun stuff! Let Jock take you out of there ASAP. ********************************** 3.14 Brooklyn Naval Shipyards, New York City ********************************** Skill Points to earn: 1894 100 SP Reach Naval Shipyards 40 SP ACCOMPLISHMENT BONUS Leap across pipes in sewers 20 SP ACCOMPLISHMENT BONUS Bypass Arcbot trap in sewers 20 SP ACCOMPLISHMENT BONUS Open Warehouse security office door 20 SP ACCOMPLISHMENT BONUS Destroy Warehouse security office door 20 SP ACCOMPLISHMENT BONUS Break in to Walton Simons' office. 50 SP CRITICAL LOCATION BONUS Find explosives in Ammo Facility 50 SP ACCOMPLISHMENT BONUS Climb Ammo storage boxes 30 SP AREA LOCATION BONUS Open West door of Ammo Facility 40 SP AREA LOCATION BONUS Pass Rear Perimeter Gate 50 SP AREA LOCATION BONUS Follow sewers below Main Building 60 SP ACCOMPLISHMENT BONUS Pass Sewer Control Grate 30 SP AREA LOCATION BONUS Find PCS Wall Cloud through sewers 30 SP ACCOMPLISHMENT BONUS Raise ramp to PCS Wall Cloud 40 SP AREA LOCATION BONUS Enter Crane Control 20 SP ACCOMPLISHMENT BONUS Climb Northwest ladder onto Wall Cloud 20 SP ACCOMPLISHMENT BONUS Climb Northeast ladder onto Wall Cloud 50 SP AREA LOCATION BONUS Enter nose of Wall Cloud 20 SP AREA LOCATION BONUS Reach tip of Wall Cloud's crane 30 SP ACCOMPLISHMENT BONUS Enter Captain's Quarters 50 SP AREA LOCATION BONUS Enter Bridge through South door 30 SP ACCOMPLISHMENT BONUS Enter Below Decks freighter 40 SP AREA LOCATION BONUS Enter Control Tower 120 SP ACCOMPLISHMENT BONUS Destroy first tri-hull weld 120 SP ACCOMPLISHMENT BONUS Destroy second tri-hull weld 50 SP AREA LOCATION BONUS Enter Helicopter Ops Deck 2 40 SP EXPLORATION BONUS Crawlspace under Helicopter Bay 120 SP ACCOMPLISHMENT BONUS Destroy third tri-hull weld 40 SP AREA LOCATION BONUS Climb Helicopter landing platform 30 SP AREA LOCATION BONUS North tunnel above fan 30 SP AREA LOCATION BONUS South tunnel above fan 80 SP AREA LOCATION BONUS Southeast entrance Bilge Pumps 120 SP ACCOMPLISHMENT BONUS Destroy fourth tri-hull weld 120 SP ACCOMPLISHMENT BONUS Destroy fifth tri-hull weld 40 SP AREA LOCATION BONUS Find top of stairs 24 SP ACCOMPLISHMENT BONUS Jump through heating element tunnel 40 SP AREA LOCATION BONUS Get behind grate vent room 60 SP ACCOMPLISHMENT BONUS Pass roof vent of Main Building Augmentation Canisters: Cloak / Radar Transparency Augmentation Canister Aqualung / Environmental Resistance Augmentation Canister Upgrade Canister Weapon Modifications: Accuracy, Laser, Range, Reload, Silencer At the moment of your arrival, you're handed 100 hidden skill points that the game makes no mention of: 100 SP Reach Naval Shipyards Find the grate to the East. We're here to sneak past the Naval Base and onto PCS Wall Cloud, possibly raiding the place for explosives in the process. Tong will contact you as soon as you're past the gate. Primary Goals: Enter Main building on north side of Dockyard. There may be more than one entry point. Scuttle the PCS Wall Cloud by destroying the 5 tri-hull welds with explosives and by reversing the bilge-pump flow. Pumping water into the bilges will destabilize the ship's weight distribution and cause the hull to split open. Secondary Goals: Find Ammo Storage warehouse and raid ammo bunkers for more LAMs or Rockets. Pass the 20% Str Lock on the first building. The grate on the floor between the buildings on this side of the main gate is a booby-trapped sewer entrance to the base. If you didn't talk to Vinny, it's your only way in. If you did talk to Vinny, a Soldier will hand you the MAIN GATE NANOKEY. If you didn't, JC will try to bluff his way inside, but it'll fail. Any of the three Soldiers carries the MAIN GATE NANOKEY, and if you shoot one, you can take it. No need, though. If the soldiers are friendly, they may mention that they are planning to blow the whistle on what's happening here by telling Joe Greene... Inside one of the buildings, you can find an interesting newspaper detailing Simons' manhunt for you. The Soldier here has different lines from the ones outside, who mentions that Bob Page was here earlier. Notes: The Beltway is an idiom for "federal government insiders". Return to the grate between the two buildings on this side of the gate. Tong will contact you about the sewers. The passage leads North. Jump in the water; on the floor to the North side, an armed GAS GRENADE can be found. Climb back out. You'll have to jump across the three pipes; the first one contains an EMP GRENADE you can take. For reaching the other side, you get 40 SP ACCOMPLISHMENT BONUS Leap across pipes in sewers Behind you, a 60% Str Control Panel shuts down the blue lasers. You can use Multitools, or you can use an explosive to destroy the lasers. You can also trigger them, and a panel opens up revealing three Model 2 Chiang Arcbots. You can toss an EMP Grenade towards the panel, then triggering the trap to see the EMP Grenade disable the Bots. The second wall of lasers triggers the same trap, so you can just walk through them if they're still there. You gain 20 SP ACCOMPLISHMENT BONUS Bypass Arcbot trap in sewers The ladder leads to the surface; you'll find yourself underneath the walkway between the Ammo Facility and the East Warehouse. You may find a FEMA Trooper patrolling up here, so be careful. Go back down. On the East wall, there's an armed GAS GRENADE. A few steps to the North, there's another armed GAS GRENADE. There's another ladder here, leading up to the East Warehouse. Climb up. There are five people in here; two armed Troopers and three Mechanics. You can ignore the grease monkeys, but disable the Troopers. This is easily done with Tranq. Darts; hit 'em, avoid their fire between all the crates. It's possible two Soldiers from outside walk in; disable them as well. When they're done, find the office in the Southwest side. There's a camera overseeing it; destroy or disable it. In the right cabinet of the desk, you can find the TRUCKS NANOKEY. In the left cabinet, you'll find the security terminal login: USFEMA/SECURITY. Nice. You can sneak there if you are unable or unwilling to disable the active camera in this office. Just outside this office, near the soda machines, is a security terminal Use USFEMA/SECURITY to disable all security measures. Go back inside the office. In the bathroom, you can find a MEDKIT under the sink and a DataCube near a bowl. The door guarded by the 20% Str Keypad is the security office. If you input the wrong code, the alarm will go off; it's 2249. 20 SP ACCOMPLISHMENT BONUS Open Warehouse security office door Due to what I guess is a bug, you can net the same 20 skill points again when you destroy the door. If you only blow it up without opening it, you'll only get the 20 once. Since you'll likely get the door caught in a blast of some sort: 20 SP ACCOMPLISHMENT BONUS Destroy Warehouse security office door Beneath the desk, you can find the AMMO STORAGE WAREHOUSE NANOKEY. The right cabinet contains 10MM AMMO, the drawer holds a PISTOL and the left cabinet holds the SUPPLY CLOSET NANOKEY and the COMMANDER'S OFFICE NANOKEY. Use the Terminal: USFEMA/SECURITY to set the Bots outside on Standby, turn off two cameras and open the Main Sewer Grate and turn off the Defense Systems A & B. This controls security measures in the sewers. The door with the 80% Str Lock hides some crates: two cartons of 10MM AMMO, a LOCKPICK and some WP ROCKETS. Up to you if it's worth the price of a single explosive to blow the door open; if you can break Hardness 50, you can destroy the door with the Dragon's Tooth. Also make sure to hack the computer in the main office here for some new e-mails. Login is JOSY/USNADMIN, but you can't obtain that in-game. The other computer holds no e-mails, but can be accessed with another unobtainable login: FBAGGINS/MORDOR. Notes: BNS is obviously Brooklyn Naval Shipyard. SOP stands for Standing Operating Procedure, it's a military directive. Frodo Baggins is the unfortunate protagonist of the Lord of the Rings trilogy, where Frodo had to cross the evil lands of Mordor to destroy the One Ring. Take care of all hostile NPCs in the Warehouse if you didn't earlier. Two of the Dock Workers have a conversation about FEMA stepping in. On top of this office, you can find ROCKETS and crates containing two cases of SABOT SHELLS and an ASSAULT SHOTGUN. To the West, you can find the walkway of the FEMA Trooper you disabled earlier. Unless he fell off, you can loot his body for a LAM. There may be a Trooper below, watch out for him. Go the ground floor and exit the building on the South side. You look out on the gate that you could've used to enter this place. There is a FEMA Trooper patrolling these grounds, so look for him and take him out before you return to the Truck. You can loot his body for another LAM. Open up the Truck you see with the Keyring to find crates containing a LOCKPICK, a BIOELECTRIC CELL and a RANGE WEAPON MODIFICATION. To the Southeast are two more trucks you can unlock. If you don't have Speed Enhancement, you'll need to take a small Metal Crate from inside the East warehouse with you. The trucks contain crates with a MEDKIT, a clip of 7.62x51MM AMMO, 30.06 AMMO and two cases of BUCKSHOT SHELLS. Having raided the Trucks, it's time to first check out two building to your West. Walk around the first building to the West, sticking to the South wall. Find the western-most building here. Don't get close to the gate to the North of it; there's a FEMA Trooper that can see you, and two cameras that may sound the alarm. The door is protected by a 50% Str Lock. Open it up with the Dragon's Tooth or Lockpicks. Inside you'll find a beautiful Repair Bot, a LOCKPICK and a MULTITOOL on the table, another MULTITOOL in the crate. Behind the cardboard boxes, you'll find a 80% Str Keypad with a seven-digit code. It opens up the gate you see out of the window; let it be for now. You can never obtain the code in-game, but it's 8675309. Leave this place fully charged up on BE and head to the building to the East that you passed earlier. Notes: "867-5309/Jenny" is a song by Tommy Tutone. The song caused a fad of people dialing 867-5309 and asking for "Jenny". The door of the Base Commander's office is locked with a 40% Str Lock. Open it up, but before you open it up, take a look to the West. It's possible the FEMA Trooper on the other side of the gate sees you at this position. Take him out. Just near the entrance, there's a 60% Str camera keeping track of what's going on here. This is very irritating camera; bypass or destroy it so you can work easy. Use the Switch near the door to create some light. The desks here all have locked cabinets, but they are easily destroyed with the Dragon's Tooth or other melee weapons boosted by Combat Strength. The Northeast desk has a MEDKIT in the right cabinet, and a DataCube with a familiar copy of Millenium Magazine. The Southeast desk has a 100 CREDIT CHIT in the drawer and a pair of BINOCULARS in the left cabinet. The Southwest desk has a LOCKPICK in the right cabinet and two BIOELECTRIC CELLS in the drawer. The middle drawer of the metal cabinet needs to be opened by picking the 20% Str Lock; it contains Walton Simons' computer login: WALTON/SIMONS. You can Notes: IS stands for Internal Security. Josy is one of the Navy admins, as evidenced by the JOSY/USNADMIN account. You can hack the computers here, but they hold the same mails as the other one in the Warehouse. Login accounts are SHANIA/USNADMIN (NE computer) and BRENDA/USNADMIN (SE computer). Finally, the Terminal can be opened with USFEMA/SECURITY to disable two cameras, open up the rear perimeter gate, open up the Ammo Storage Facility and open up a door in this office. Open up the right door on the South wall with your Keyring, and turn on the light. You'll gain 20 SP ACCOMPLISHMENT BONUS Break in to Walton Simons' office. The DataCube on the desk contains the East Warehouse security code: 2249. The desk contains a RELOAD WEAPON MODIFICATION in the left cabinet, a WEAPON STORAGE NANOKY in the right cabinet and a 100 CREDIT CHIT in the drawer. Use WALTON/SIMONS to access the computer to read some interesting e-mails. It seems the Hong Kong VersaLife labs are indeed no more. Notes: Though PRCS is not defined in-game and it doesn't exist in our world, one idea is that it's the P(eople's) R(epublic of) C(hina) S(uperfreighter). Another theory of mine is that it stands for Painful Repetitious Combat Simulator, because that's also applicable. I don't like that level very much. If Deus Ex was the character roster for Star Wars, that level would be Jar Jar. Read Admiral Radcheck may be a reference to Lt. Rasczak, the platoon leader of the debatably fascist science-fiction novel Starship Troopers. Also note the newspaper. It seems Page has unveiled the Aquinas Protocol to replace the Daedalus Protocol. Notes: The NASDAQ Stock Market is the US stock exchange. The Hague Commission on Secure Communications does not exist; The Hague is a Dutch city, currently the seat of the Dutch government as well as the International Court of Justice. The initiation of the Aquinas Protocol may explain Daedalus' bugged message in NYC. Sheldon J. Pacotti has this to say about the Aquinas Protocol: "I intended that as a reference to the doctrine of Natural Law, the idea that human society, like the cosmos, is ordered by a divine intellect. In the context of Deus Ex, of course, that intellect comes in human form, as the enlightened Illuminatus or the renegade Illuminatus, Page. Natural Law was also used to justify the "divine right" of absolute monarchs." Aquinas said there were four types of Law: 1. Eternal Law (God's reasoning behind his ultimate, unquestionable rule) 2. Natural Law is humanity's participation in the Eternal Law, through reason and will. 3. Human Law is the actual law as is written down and maintained by police and judges and so forth. Is Icarus put it, the 'artibrary laws of the current government'. 4. Divine Law is the law as laid down in Christian scriptures. While as a former Illuminatus Page should be respectful of any great thinker such as Aquinas, in this special case Aquinas laid down a philosophical foundation for Page to rationalize his ambition of ultimate control over humanity. As the Supreme Enlightened, his will is Eternal Law and whatever a human individual, court or national sovereignty wishes is of little consequence philosophically since Eternal Law is supreme. Page is sadly ignoring that it was a fundamental tenet of Aquinas' political theory that rulers rule for the sake of the governed, i.e. for the good and well-being of those subject to the ruler. This is also sheds some light on a line from the intro, where Page says: "Aquinas spoke of the mythical city on the hill. Soon that city will become a reality." In Page's vision, America, under his absolute rule, will become a righteous example for the world where everybody will follow Page's Eternal Law. The 60% Str Locked safe contains a TORSO1 AUGMENTATION CANISTER for Aqualung/ Environmental Resistance and a familiar image of Simons' combat augmentations. Probably useless to you. You can use the Keyring now to open the last room if it's not already open in this building. Turn on the light and find the BALLISTIC ARMOR and three crates containing 10MM AMMO, a MULTITOOL and 7.62x51MM AMMO. Go outside, and find the Ammunition Storage to the Northwest. Beware those bots! The Ammunition Storage is open. There are two Bots patrolling here. If you caused a lot of ruckus in the East Warehouse earlier, they may be alert and require violence or a Thermoptic Camo to bypass. If not, you can sneak past them and get to the office to the West inside the building. The Radar Transparency Augmentations might be of use to you here, but there's probably no need to waste a Thermoptic Camo. Jock will contact you about Smuggler; if you warned him, Smuggler survived. Open up the Terminal with USFEMA/SECURITY to disable the Bots and disable all cameras. Find the MULTITOOL on the ground. Use the Buttons 1, 2 and 3 to open up storage boxes. Before going out there, climb the ladder in here for crates containing a LOCKPICK, SABOT SHELLS and a LAW. Storage box one has crates with 10MM AMMO, HE AMMO and 7.62x51MM AMMO. Storage box two has crates with SABOT SHELLS, BUCKSHOT SHELLS and an EMP GRENADE, as well as a BALLISTIC ARMOR and some ROCKETS. Storage box three has two LAMS, a HAZMAT SUIT and a crate containing a LAW. 50 SP CRITICAL LOCATION BONUS Find explosives in Ammo Facility Climb these storages boxed to find that the three platforms have been raised. to make some sort of stairs. At the highest point, you'll gain 50 SP ACCOMPLISHMENT BONUS Climb Ammo storage boxes Balance on the wall and find the walkway to the East. There's an INF Str Locked door here that you can open with the Keyring. Open it up and walk through the door for 30 SP AREA LOCATION BONUS Open West door of Ammo Facility Now, get outside to familiar territory, and find the Rear Perimeter Gate to the West. Pass it for 40 SP AREA LOCATION BONUS Pass Rear Perimeter Gate Continue North to find the front entrance of the Submarine Facility. Beware, a single FEMA Trooper may be patrolling here. Beware the single FEMA Trooper patrolling here. You can enter the Main Building on ground level (code's 0909). Press on until you meet a friendly soldier (if you talked to Vinny) and a DataCube with a new code: 6655, for the ramp to the Wall Cloud. There's another DataCube in this room as well, detailing FEMA's Aston Greer handing out orders to Captain Keene. Return outside. Find the Sewer Control Valve shack to the North east. You shouldn't need to enter and operate it, since you opened up the grate with a Terminal. Climb down the grate in the floor outside the shack. To the Southwest, you can see a LAW here, but you'll want to go to the North. It's possible there's a big grate here blocking your way, but if you followed the walkthrough, there should be none. 50 SP AREA LOCATION BONUS Follow sewers below Main Building There's an armed LAM on the wall. 60 SP ACCOMPLISHMENT BONUS Pass Sewer Control Grate Walk on, ignoring the ladders for now. Tong will mention that the sewers lead to the water. When you see a big ship, you've found the PCS Wall Cloud and gain 30 SP AREA LOCATION BONUS Find PCS Wall Cloud through sewers Primary Goals: Get onto ship Do not go into the water, but climb the ladder up. You'll appear behind some brown barrels; there's a wooden walkway to the North. There are three MJ12 Troopers patrolling here, take them down. To the West, you can find the back entrance of the main building. If you befriended Vinny, a Mechanic in here will tell you the code to activate the ramp: 6655. If not, you can find it on a DataCube in a locker one level up; there are no enemies, and the cameras won't sound the alarm. Return to the walkway, and input the 6655 code into the Keypad to gain: 30 SP ACCOMPLISHMENT BONUS Raise ramp to PCS Wall Cloud One last thing before we board the ship. Even more to the West, you can find a door labeled 'No Unauthorized Personnel'. Enter it and take the elevator to Crane Control. Entering it will get you 40 SP AREA LOCATION BONUS Enter Crane Control Take the elevator down and find the ramp again; you neglected some areas now but we'll get back to them naturally. Walk the ramp onto the Wall Cloud. Primary Goals: Find a way to the lower decks. Now, walk around the edges of the ship in a clockwise motion, going West, North, etc. In the Northwest corner you can find a ladder leading into the water; take a quick dip down the ladder for: 20 SP ACCOMPLISHMENT BONUS Climb Northwest ladder onto Wall Cloud Head East and either disable the two Chinese soldiers you encounter or Cloak past them. In the Northeast corner of the ship, you can find another ladder with a small reward if you climb down it a bit. 20 SP ACCOMPLISHMENT BONUS Climb Northeast ladder onto Wall Cloud Balance on the railing and move past the huge stack of crates to the Southeast. 50 SP AREA LOCATION BONUS Enter nose of Wall Cloud You'll find a GEP GUN and a crate containing ROCKETS here as well. Balance on the railing and move past the crates again and head to the West. Past the crates, turn right. On the deck, very close to the crates, is a LAM on the ground. To the Southwest of this grenade, you'll find an open container with another LAM, a BALLISTIC ARMOR and two crates with a MEDKIT and 30.06 AMMO. Close by, you'll see a huge metal crane you can climb. Climb both ladders up, then leap onto the horizontal part of the crane. Towards the end, you'll gain 20 SP AREA LOCATION BONUS Reach tip of Wall Cloud's crane Climb back down. Find the other crane, to the West. In crates scattered across the metal containers, you'll find an EMP GRENADE, a LAW, a GAS GRENADE and 10MM AMMO. Being careful to avoid Chinese military men that may still be alive, make for the ramp on the South end of the ship. Here, you can easily see the door leading into the ship. Open the door. There's two patrolling Sailors with Pistols, and in the Command Centre there's two Chinese Soldiers. When these are dealt with, this part is completed and you can go visit the lower levels. Notes: In some versions of the game, but not mine, you gain 75 skill points for entering the ship. First, know that there are four levels to this part. Also know that the metal you're walking on makes a lot of noise and may alert people on the level above and below you; it's difficult to know where they are sometimes, since you'll be hearing footsteps from all directions. The Run Silent and Vision Enhancement Augmentations can help here, to keep your footsteps to a minimum and remain aware of your surroundings. First, locate the two patrolling Sailors and disable them quietly. This may take a few tries; keep on the level you entered and the one above it; don't go in any doors and stay out of sight from the cameras. Always crawl or have Run Silent active. Go to the level above the one you entered, the level with the Sickbay and the Electronics Lab. Find the grate between them on the East wall and open it up. Crawl to the South to wind up in the Electronics Lab. There's a Repair Bot here, a SILENCER WEAPON MODIFICATION, an ACCURACY WEAPON MODIFICATION, three MULTITOOLS, two BIOELECTRIC CELLS, a DataCube with a code (83353) and a DataCube with computer login: ROOT/REINDEERFLOTILLA. Notes: "Reindeer Flotilla" is a reference to the movie TRON, where it is a password. A flotilla is a formation of smaller warships. The DataCube recorded a failed installation of BLUEOS, an operating system. IBM is often nicknamed 'Big Blue', and BLUEOS could be a reference to IBM's ultimately failed line of operating systems. In the Sickbay, there's a Medbot. In the cabinet of the desk, there's the BELOW DECKS NANOKEY. With that, our quest is actually already over, but there's more to gain here, including an Upgrade Canister so stick around. The DataCube holds the code for the bridge in engineering: 9753. There's a PEPPER GUN and a MEDKIT in the cabinet, and a MEDKIT in the crate. Find the Southwest corner of this level; there's a grate there. Beware the camera to your right; you can slice it up provided you have the right training and Combat Strength. Ignore the vent and find the stairs going up. Nearby the Command Centre, two Chinese Guards can be heard discussing the fact that Simons, as head of FEMA, can effectively take over transportation, media and natural resources. Notes: RX 84 has been discussed before, when Simons threatened the NSF prisoners in UNATCO HQ. It's strange that the Chinese Soldiers talk like accent-less MJ12 Troopers and would discuss American politics. My guess is that there was a mix-up where one part of the dev team assumed these guys where Chinese military and the other part thought they were FEMA Troopers. An executive order is issued the United States President; in this case, president Mead. Mead is a pawn, willing or unwilling, in Walton's rise to power by giving out the executive orders mentioned. There has been a National Security Act in 1947, which established the CIA. The Defense Production Act (1950) gives the president the power to force contracts, allocate materials and services and otherwise control the civilian economy when necessary for national defense. In other words, the DFA gives the President complete control over US commerce. Remain quiet so you don't disturb these guys. Find the Captain's Quarters. The Keypad responds to 65678, but you don't have it yet. If you don't want to cheat, use a Multitool or two. For entering, you gain 30 SP ACCOMPLISHMENT BONUS Enter Captain's Quarters There's a second copy of the BELOW DECKS NANOKEY in the nightstand, and a DataCube under the bed containing KZHAO/CAPTAIN computer login. You can listen to Simons' message to Captain Zhao by pressing the Button. On the desk, you can find the Armory code: 71324, in the drawer a 2250 CREDIT CHIT and in the right cabinet another DataCube. You can use KZHAO/CAPTAIN to read some of Zhao's e-mails. It seems Zhao has been strong-armed into commandeering the superfreighter, and the Chinese government is also on his case about it. Open the left door to the Command Centre: code is 83353. Sneak in and disable both Soldiers. The DataCube contains the Captain's code: 65678. In this room, you can find the SECURITY AREA ACCESS NANOKEY and a LASER WEAPON MODIFICATION under the desk with the computer. Go outside to the hallway. The Terminal in the hallway can be Hacked; login cannot be found in the game but it's the ever-original SECURITY/SECURITY. You can turn off three cameras with it, and open up a door to the Command Centre and the Armory below. The Bridge holds a camera; unless you turned it off, you should keep it in the back of your head. To the Southeast, you can find a crate that sometimes contains an EMP GRENADE or 7.62x51MM AMMO; this appears to be random. If you walk out the metal door, you gain 50 SP AREA LOCATION BONUS Enter Bridge through South door Outside, you can walk across the ledge to the West. Around the corner, you may see the last conscious enemy; this is a good sniping location, so disable him and return to the Bridge. Find the Armory on the lower level. If you hacked the Terminal, the door is open; if not, the code to the Keypad is 71324, or you can slice it open with the Dragon's Tooth if you're sufficiently boosted. You find here two clips of 7.62x51MM AMMO, two LAMS, a GAS GRENADE, an EMP GRENADE, an ASSAULT RIFLE, some ROCKETS, 10MM AMMO, a PISTOL, BUCKSHOT SHELLS and an ASSAULT SHOTGUN. There's also crates containing a THERMOPTIC CAMO, two cartons of 10MM AMMO and a LOCKPICK. Also take this opportunity to get to the Repair Bot and Med Bot to heal yourself to da max. Get the lower level. To the Northwest, you can find an AMBROSIA VIAL in a lab-like room. Dowd could use this, so take it with you. You can use this Vial yourself, but it will have no effect on you. In the safe here, you can find an UPGRADE CANISTER! Djibriel's First Time Player Pick: Upgrade Vision Enhancement to Level 4 On the South East side, you can find the bunk beds. The one locked cabinet contains a MULTITOOL (20% Str Lock), you can also find a BIOELECTRIC CELL. On the North East side, you can find a 100 CREDIT CHIT behind a 20% Str Lock. Time to go below decks. Unlock the door with the Keyring. For passing, you gain 30 SP ACCOMPLISHMENT BONUS Enter Below Decks freighter When you reach the lower levels, you enter a large and potentially confusing area. Check your images. You are now on Deck 2. You've walked down the stairs of the lower-right square room. The bottom side of this map is the North. All tri-hull welds are located on Deck 1. Just after the LOADING screen, do a 180 and see two GAS GRENADES on the floor. Since they're positioned close to the border of the map, walk carefully towards them until you can reach them. Since it's likely that you'll want to leave the ship ASAP after you've blasted the fifth weld, let's save the one closest to the exit for later. Descend the stairs to the South. Careful... there's two Chinese Guards below. Make a 180 at the foot of the stairs to find the two Guards in the room to the right. You can disable them, but it's not necessary. Check your map again. You're on Deck 1, the guards were stationed between the Boiler area (top-right) and the Bilge Pump/Electrical pathway. We'll blow up one weld point here now, and save one for later so we can leave quickly when we're done here. Head into the Boiler room, keeping the South wall to your left. This entire room is devoid of Chinese Soldiers; only the guards behind you may disturb you. You pass a big gray tower. This is the Control Tower. Turn right around its corner; dead ahead, to the North, you'll find a 20% Str Keypad. We've got the code for this: 9753 to raise the bridge in engineering. Behind the Keypad, there's a ramp going on. Go up. To the Northeast, there's a crate containing a LAM. Near the North wall, there's a crate containing a BIOELECTRIC CELL. To the Northwest, you could find a tri-hull weld point, but this is the one we'll want to save for the very end. Find the ladder near the ramp, and climb up. The walkway leads into the Control Tower. Be silent inside, there's three Sailors with Tranq. Darts upstairs. 40 SP AREA LOCATION BONUS Enter Control Tower To the Southeast, you can a ladder leading up to the Control Room. There's BUCKSHOT SHELLS on the ground by the ladder. Upstairs, you can disable the Sailors. Beware! When the alarm panel is used to sound the alarm, a turret will make your life miserable. You can also use the Cloak Augmentation or an Thermoptic Camo to remain hidden while you reach for the Terminal from the top of the stairs, though you'll miss out on three clips of TRANQUILIZER DARTS that you can obtain from looting the bodies. Use the Terminal. The Security Terminal responds to the info you found in the upper levels of this ship: ROOT/REINDEERFLOTILLA. Disable the three cameras and open up the door labeled Main Below Decks Entry. Get down the ladder. Find the adjacent room to the Southwest, where you can find a BALLISTIC ARMOR. Use the small Metal Crate to reach the window. Break it, and leave on the red metal pipe, which you must follow 'til you see several gray Metal Crates below, as well as... a tri-hull weld point! Leap down, you'll take minor damage if you don't activate Speed Enhancement. Tong will contact you about the weld points. Notes: A tri-hull boat differs in design from others, such as a V or flat bottom boat, and combines characteristics of the two into a vessel boasting certain advantages. Like a V hull boat, the tri-hull has a prominent hull in the center. The tri-hull has two additional, smaller hulls, one to either side, that contribute to qualities like quick planing and stability at rest. There are three crates here containing a LAM, 7.62x51MM AMMO and a BIOELECTRIC CELL. Climb the metal crates until you're standing on the metal wall, then use an explosive to blow up the weld point. 120 SP ACCOMPLISHMENT BONUS Destroy first tri-hull weld Leap down on the other side. This is one of the very few instances where Microfibral Muscle is handy, since you could've put a Barrel on this side of the wall, and leapt across with Speed Enhancement. Whatever. If you didn't disable the guards earlier, they may be attracted by the noise of the explosion, so you have to be very careful when you make your way to the Southeast corner. Now, let's get to the weld point that can be found in 'Electrical'. I like to do this one, since there's a Repair Bot there. In the area where the two guards were stationed, there's two crates containing DARTS and TRANQUILIZER DARTS. Beware the camera to the West. First, for a quick detour, head South. There's 10MM AMMO behind the crates to your left. Around the corner, there's a LOCKPICK in a chest, and some DARTS on the floor. Find the Terminal. Use ROOT/REINDEERFLOTILLA to disable three cameras and open up a door. Return to the guard post. Head North, and then East. You pass a door that says Engine Room. You opened the door on the other side when you messed with the Terminal up in the Control Tower. Ignore it. Behind the barrels, there's BUCKSHOT SHELLS. Behind the crates, there's two wooden crates with 30.06 AMMO and 7.62x51MM AMMO. Talk to the Electrician you find. Notes: Transformers are devices that change AC voltage or perform current conversion of electrical currents. A Capacitor is a device that stores electricity within an electric system. Between two plates, one positive and one negative, separated by a kind of insulator, the built-up charge will move from one plate to the next when certain conditions are met. in a sense, regular lightning between clouds and the earth are a natural phenomenon similar to how a capacitor operates, meaning that both the Mechanic's mention of capacitor and this description was not strictly necessary. Secondary Goals: Cut the power to the transformers that are shorting out and electrifying the overhead walkway. Two control panels must be shut down, one of them under the floor. There's a MULTITOOL on the floor, and a HELIBAY OPS ROOM NANOKEY on the small Metal Crate. Enter the opened door; there's a small Arcbot in the room. Destroy it. Daedalus may contact you here about DuClare. Dude, I'm busy! You can see the fireworks coming out of the transformers. Find one of the two 40% Control Panels to the Southwest, and bypass it. Behind you, there's a grate in the floor; open it up and go down. With Vision Enhancement, you can see another small Arcbot trapped behind a panel. If you cross the blue laser, the panel opens up. The 20% Str Control Panel shuts down this laser. Don't worry about the camera, it doesn't respond to you. Find the second 40% Str Control Panel to complete your objective. Return to the surface. In the Southeast corner of this room, you can find another grate; the tunnel below leads to the Helicopter Bay. We'll get there later. In the Northeast corner, you can find your second Tri-Weld Seam. Tong will contact you about it when you draw near. Use an explosive and gain: 120 SP ACCOMPLISHMENT BONUS Destroy second tri-hull weld Climb the ladder in this room near the entrance. The overhead walkway is no longer a life-threatening hazard. You could've crossed it with Energy Shield or something, but this is way better. Open up the Terminal with ROOT/REINDEERFLOTILLA. Disable the cameras and open up the door to the Helicopter Bay Operations. Press on to the West. Careful! There's a Chinese Soldier patrolling here. Around the corner you should stick to the wall to the left to avoid being detected by the camera. Open up the Terminal with ROOT/ REINDEERFLOTILLA to disable three cameras. Return to the overhead walkway. Cross the overhead walkway; careful, through the newly opened door, two Soldiers can see you. You don't have to enter this room at all; find the Security Terminal on this side. ROOT/REINDEERFLOTILLA allows you to disable two more cameras and control one turret in the Helicopter Bay. Enter this room and disable both Soldiers. 50 SP AREA LOCATION BONUS Enter Helicopter Ops Deck 2 If you break the window, you have a very advantageous sniping position to take down the two Soldiers patrolling. There are two more in the main building that may be attracted to the action. When you're content, find the grate leading down, break the crate containing a MEDKIT and open the door to the South. One of the patrolling soldiers outside has a LOCKER ROOM NANOKEY, and another has a LAM. The Soldier inside also has a LOCKED ROOM NANOKEY, but this one is for a different lock. The two crates near the South wall contain 10MM AMMO and 7.61x51MM AMMO. The ones near the North wall contain a LOCKPICK and a MEDKIT. Inside the building, you can find a DataCube with the hangar code (4453), BUCKSHOT SHELLS under one of the beds, and there's a BALLISTIC ARMOR on the floor near the lockers. The lockers both have a 20% Str Lock. The left one is opened with the Nanokey of the Soldier inside this building and contains 10MM AMMO. The right one is opened with a Nanokey of the Soldier on the stairs and contains DARTS and a PROD CHARGER. Find the ladder in the Northeast corner here and climb on top of the landing platform. When you near the 'copter: 40 SP AREA LOCATION BONUS Climb Helicopter landing platform Time to destroy the third weld point. When you destroy the tri-hull weld point here, on the Eastern wall, you gain 120 SP ACCOMPLISHMENT BONUS Destroy third tri-hull weld You're done here. Two more weld points to go. Return back to Electronics. Find the grate not far from the weld point and follow it back to Electronics and gain 40 SP EXPLORATION BONUS Crawlspace under Helicopter Bay You can also find some 10MM AMMO here. When you crawl out, pass the Repair Bot and enter the room to the South. You are now below the Cooling Systems. There's a MULTITOOL on the floor. In the crate beneath the camera, there's a BIOELECTRIC CELL. Climb the ladder up to find yourself in a room with a giant fan that will send you up. There's a platform ring where you can find another MULTITOOL and another BIOELECTRIC CELL, and even higher up two entrances; one to the North and one to the South. First, land in the North opening. Walk a bit, but don't fall down, to get: 30 SP AREA LOCATION BONUS North tunnel above fan If you fall down and walk ahead, you can find tunnels towards Electronics, the Helicopter Bay and the tunnel between the Cooling Systems and the Bilge Pumps, all so high that you can jump out of them, but not into them. Don't go there, and make your way to the South entrance. You'll gain another 30 SP AREA LOCATION BONUS South tunnel above fan Leap all the way down, carefully, 'til you reach a split. If you crawl to the Southwest, you'll reach the Bilge Pumps, but we'll get there later. Crawl to the East. Just before a grate, you'll find a PROD CHARGER. Leap down. To the South, there's a Chinese Soldier patrolling. Disable him first, and find the DARTS behind the barrels. Return to the room overlooking the Helicopter Bay. There's three crates containing a GAS GRENADE, a BIOELECTRIC CELL and 7.62x51MM AMMO. There's another PROD CHARGER on top of the crates. To the North, you can find a door guarded by a 60% Str Keypad. The code cannot be found in this game. It's 9999. Look for yourself if you want to cheat or spend the Multitools: you can find two crates containing a LOCKPICK and a PLASMA CLIP. There's also a GEP GUN, a SCRAMBLE GRENADE and a SUBDERMAL2 AUGMENTATION CANISTER containing Cloak/Radar Transparency. If, like me, you installed neither Aqualung nor Environmental Resistance, you have a use for this thing. Find the door past where you found the Darts, and use the Switch to open it. You will enter into the Bilge Pumps room, guarded by two Chinese Soldiers. There's a camera high up to the South; if you have a Gep Gun, I suggest you destroy it from inside the hallway if it's not deactivated already. Then, wait out the alarm. If not, tough luck, you'll have to accept the alarm. If you enter the Bilge Pumps room from this side, you gain 80 SP AREA LOCATION BONUS Southeast entrance Bilge Pumps Disable the two Soldiers from your advantageous position. The crate here contains a MEDKIT. Leap down. Before you do anything else, I find that a third Chinese Soldier emerging from the door to the Northwest often crashes the party, so for your peace of mind, you might want to disable him first before doing any of the following. If you went for the Security Terminal that controls the vent cameras earlier, this soldier may already have been dealt with. There's a crate containing a MULTITOOL. To the Southwest, in the hallway, you can find a Terminal (ROOT/REINDEERFLOTILLA) that controls three cameras. Near the barrels, you can find some DARTS and a LOCKPICK in a crate. You are now on Deck 1, in the hallway connecting the Boiler room and the Bilge Pumps. Return to the Bilge Pumps, and find the TRANQUILIZER DARTS near the yellow barrels. Notes: A bilge pump is a water pump used to remove bilge water. The bilge is the lowest compartment of a ship, and this is where water gathers. Bilge pumps are needed to drain this water to prevent too much water gathering and the ship sinking. By reversing the flow of the bilge pumps, they would actually pump water into the Wall Cloud, since the lowest compartment would be below sea level. Find the computer in the Northwest corner of this room. There's a PROD CHARGER. Tong will contact you about what you'll need to do: use the Bilge Power Switch, then use the computer. ROOT/REINDEERFLOTILLA or KZHAO/CAPTAIN both allow you to Reverse the Pump Flow. You can find the third weld point to destroy in the Southeast corner. 120 SP ACCOMPLISHMENT BONUS Destroy fourth tri-hull weld All that's left is destroying the last weld point in the boiler room. On the lower Deck 1, find the door to the Southwest. You'll wind in familiar territory, the Engine Room to your West. You can find 'Electronics' for a quick rendezvous with a Repair Bot if you want. It's very simple. Find the last tri-weld Seam in the Northwest corner; there's one last crate containing a MULTITOOL nearby. Blow it up, then hightail it out of the PCS Wall Cloud through familiar territory. The friendly mechanic near the Repair Bot will start panicking at this point. 120 SP ACCOMPLISHMENT BONUS Destroy fifth tri-hull weld If you brought the Augmentation Canister to install Cloak/Radar Transparency, you may want to visit the Medbot on the Upper levels. There's also a Repair Bot for you if you want some Energy. Don't worry. I'm sure 30 minutes is enough time for all the Unconscious to wake up and not drown and/or explode. Primary Goals: Meet Jock on the roof. At the west of the dock is a maintenance store to the air conditioning system. Use the ladder inside to get into the ventilation channels and up onto the roof. Exit the ship on the South side, and leap down into the water. Enter Crane Control. Ignore the elevator and climb the ladder. 40 SP AREA LOCATION BONUS Find top of stairs Head West, past the Loading screen, 'til you find a Security Terminal. You can see a BIOELECTRIC CELL on the floor here. You don't have the information to use it, but you can Hack it to open a door un unknown origin. Continue to the Southwest to enter a tunnel with a rotating shell with a heating element in the middle and two small Arcbots. Disable or destroy the bots and continue to the South. In the middle, there's a powerful heating element that will deal 20 Burned damage to your torso every second; the Energy Shield Augmentation reduces damage taken. 24 SP ACCOMPLISHMENT BONUS Jump through heating element tunnel Past the next door, there are three small Arcbots. A Scrambler Grenade is gold here to turn them on each other. Make sure to disable them. You'll find a large rotating fan here; I find it best to destroy it with an explosive; if the fan hits you when you climb up, it'll kill you instantly. Next to the pipe to the West, you'll find a MULTITOOL on the ground. To the East, you will find a ladder and a grate; just past the grate you'll score 40 SP AREA LOCATION BONUS Get behind grate vent room but you'll want to climb the ladder. If you didn't destroy the fan, you'll have to time your climb or be killed by the blades. There's a clip of 7.62x51MM AMMO on the platform of the fan if you must have it. On the level at the top of the ladder, you can find a LOCKPICK lying around to the Northeast. Find the vent to the South, crawl through it to arrive just behind a grate with an INF Strength Lock. Destroy the grate with a powerful melee weapon or an explosive. 60 SP ACCOMPLISHMENT BONUS Pass roof vent of Main Building You'll find yourself on the roof with Jock's copter. Time to get out of here! ********************************** 3.15 Lower East Side Cemetary, New York City ********************************** Skill Points to earn: 380 200 SP Obtain new mission from Stanton Dowd 20 SP AREA LOCATION BONUS Secret North passageway Dowd crypt 20 SP ACCOMPLISHMENT BONUS Secret South passageway Dowd crypt 140 SP ACCOMPLISHMENT BONUS Blow up EM field generator Augmentation Canisters: Upgrade Canister Weapon Modifications: None Jock dropped you off near the old Dowd family crypt, where Stanton is waiting for you. Use the Call Button to make the Gate Keeper open the gate for you. In his shack, you can find a MULTITOOL on the table and a MEDKIT under the bed. Primary Goals: Meet Stanton Dowd at his family crypt inside the graveyard. The painting can be removed to find a 20% Str Keypad. If you use Multitools to bypass it, a bookcase will reveal a strange machine. Whatever, let's find Stanton. Outside, near the shack, you can find some BUCKSHOT SHELLS. In the cemetery, you can find a BIOELECTRICAL CELL in an empty grave, and HE AMMO behind a tombstone in the Northwest corner. Notes: To the Northwest, a tombstone reads: Bill Iburg, Noble Paladin, "Lord Brinne", a tribute to a real man who was very active in the Ultima (fantasy video game) community and who died in 1999. Warren Spector, lead producer of DX, also worked on several Ultima games. This is actually a tunnel with ladders; ignore it for now, and find the Dowd crypt. Find Dowd inside. Dowd gives you a new mission. Through Nicolette DuClare, get into contact with Everett, a former Illuminati leader who will be able to help Tong crate a cure for the Gray Death. Nicolette is a member of Silhouette, a French group allied with the NSF in opposing the UNATCO force. Paul called Silhouette the brains of the resistance movement. If you took the small barrel of Ambrosia with you from the PCS Wall Cloud, JC will give it to Stanton. If you used it, of if for some reason don't have it in your inventory when you talk to Dowd, JC will lie about ever having found the stuff. If you give the Ambrosia to Dowd, you'll be rewarded with an image of places to search for in Paris. 200 SP Obtain new mission from Stanton Dowd Primary Goals: Take the helicopter to Paris. Make contact with Silhouette in the Paris catacombs. Notes: It seems the Gray Death nanodevice was originally an augmentation nanodevice, programmed by Page to act as a nanovirus. Master of Tyre is a rank within the Freemasons. Well, you know, yoga. Yoga has all kinds of schools, and Hatha Yoga is one of them. It focuses, among other things, on the purification of the body and breathing exercises. Page implemented a secular hierarchy of security clearances. The UN has nine levels of security above Top Secret. The Christian angelic hierarchy that is used seems to be the one put forward by Pseudo-Dionysius the Areopagite in the 4th or 5th century in his book De Coelesti Hierarchia (Latin: On the Celestial Hierarchy). To fill in the gaps: * Angel/0A (lowest level above TS, UNATCO Trooper) * Archangel/1B * Principal/2C (J. Reyes' nano-aug knowledge) (Power/3D) (Virtue/4E) * Domination/5F (you were cleared for 5F missions, knowledge of Project Dibbuk) * Throne/6G (knowledge of mech-aug killswitches, MJ12 ops in NYC, handling of Gray Death virus) (Cherubic/7H) * Seraphic/8X (Highest level of security, Area 51) Paul also mentioned God clearance. It is not explained if and how this fits into the above hierarchy. Down mentions the Crusades again. The Order of Assassins, which he mentioned in NYC, existed at the same time; late 11th century. There's some goodies you can take from the Dowd crypt. On the table near the computer, there's a MULTITOOL and a PISTOL. The computer holds a mail from Tong, if you hack it. The login is SDOWD/ILLUMINATI, but you can't find the info in-game. This e-mail exchange may be the reason Tong's network is the Illuminati network. There's a LOCKPICK in the crate on top of the stairs. The coffins can be opened, and Stanton stored some weird things in there. You can use a small Metal Crate to reach whatever you find in one of them. The North one is empty, the Northwest coffin holds a GAS GRENADE, a LAM, an EMP GRENADE, BUCKSHOT SHELLS and 7.62x51MM AMMO. The Southwest coffin holds some consumables... Damn, but that's a weird way of keeping your Sodas cold. The South one opens up into a secret tunnel! Wait just a moment. Behind the Dowd plague, there's a hidden safe with a 60% Str Lock. It is possible to open the safe with the Dragon's Tooth, but it requires a high investment in Combat Strength. Inside, you can find an UPGRADE CANISTER. Djibriel's First Time Player Pick: Upgrade Vision Enhancement if you didn't get an Upgrade Canister from Jaime. If you did, Upgrade Power Recirculator. Below the stairs, you can find a door-like panel that slides open when you get near it. For passing through, you get 20 SP AREA LOCATION BONUS Secret North passageway Dowd crypt Find the crate with the 10MM AMMO and return to the crypt, this tunnel leads outside, into the grave you saw earlier. Now, jump down the grave on the South wall. You land on a crate containing a LOCKPICK. For passing through this tunnel, you gain 20 SP ACCOMPLISHMENT BONUS Secret South passageway Dowd crypt You can find a MEDKIT in a crate here. Before you can crawl out, Jock contacts you. There was a trap! Primary Goals: Disable the EM disruption field that is preventing Jock from landing. The source seems to be a small building just inside the cemetery gate. That late-working Gate Keeper and his hidden machine behind the bookcase is to blame here. Open the lid. You open up Bill Iburg's tombstone. There are four MJ12 Troopers outside looking for you, and there's one close by. The Vision Enhancement Augmentation can help you choose a good time to open up the lid. When you crawl out, you're facing East, and there's where you want to go. It's easily doable to get there without any form of cloaking, but just to be safe, the Cloak Augmentation can be very helpful. Find the machine. The Gate Keeper is now armed and violent, so take him down. He carries a STEALTH PISTOL. You can destroy the machine behind the bookcase with any bullet or melee weapon. Even a Dart works. It explodes, but doesn't hurt you. When Jock contacts you, his helicopter is there waiting for you to the North of the building. For blowing up the EM disruption field generator, you gain 140 SP ACCOMPLISHMENT BONUS Blow up EM field generator Get to the chopper! There are now even more MJ12 Troopers, but stick to the East wall and they'll never see you before you reach Jock. ********************************** 3.16 Denfert-Rochereau, Paris ********************************** Skill Points to earn: 2750 50 SP EXPLORATION BONUS Find Aimee's place 50 SP PROGRESS BONUS Exit radioactive room 200 SP Update Aimee about the dead Greasels 50 SP AREA LOCATION BONUS Reach the streets of Paris 250 SP CRITICAL LOCATION BONUS Reach the Catacombs 150 SP CRITICAL LOCATION BONUS Find Silhouette's hideout 250 SP SUBJECT ACQUISITION BONUS Find Chad, leader of Silhouette 150 SP ACCOMPLISHMENT BONUS Pass Catacombs' Blast door 50 SP ADVANCEMENT BONUS Reach Bunker 3 250 SP SUBJECT ACQUISITION BONUS Find Silhouette hostages 500 SP Bring back both hostages to Chad 50 SP ADVANCEMENT BONUS Reach Sewer Tunnels 50 SP ADVANCEMENT BONUS Pass through Sewer Tunnels 50 SP ACCOMPLISHMENT BONUS Enter Street Station 17 50 SP AREA LOCATION BONUS Find Zyme in Bakery 50 SP EXPLORATION BONUS Enter digital media store 100 SP ADVANCEMENT BONUS Enter La Porte de l'Enfer 50 SP EXPLORATION BONUS Enter La Porte de l'Enfer storeroom 300 SP Find Nicolette DuClare 50 SP EXPLORATION BONUS Enter house arms smuggler 50 SP EXPLORATION BONUS #12's balcony Augmentation Canisters: None Weapon Modifications: Accuracy, Clip, Laser, Range, Recoil (1200 / 400), Reload x2, Scope x2 Jock drops you off on top of an abandoned skyrise. You'll need to get down. Notes: Place Denfert-Rochereau is a public square. It's interesting to note it used to be called Place d'Enfer. It's a public square, and the location of the Paris Catacombs. There's a service elevator with a 60% Str Keypad you don't know the code to, and there's a multi-leveled shaft you can jump down. Without Speed Enhancement you'll get hurt every jump though, and a wrong jump will get you killed. In the Northeast corner on the roof, there's a shack with a sturdy door keeping you out with a 50% Str Lock attached. I suggest an explosive. Inside, you'll find a NAPALM CANISTER, three FLARES, a CROWBAR and a book containing a contract about the renovation of the building. It contains the code to the maintenance lift: 4003. There's also talk of Greasels... Notes: "Club La Porte de l'Enfer" means "The Gates of Hell Club" in French. I suggest using the maintenance lift. If you go for the jumping shaft, Tong will contact you about the building, and say how the renovations stopped during the crash of '46, this being 2046. When the lift takes you down, turn around and use the Switch to send the lift back up again. Well, this is France. It's like the US of A, only with cats and wine littered all around the place. Go up one level and find the living quarters or your average cat lady. She's French, and likes cats. For finding this place, you get 50 SP EXPLORATION BONUS Find Aimee's place She'll give you a new mission, and a password: 0001. Greasels killed her cats. Secondary Goals: Kill the four Greasels in the sewers, then inform the frightened woman who lives in the apartment ruins. To the South, you can see some crates up high. Find the small Metal Crate and use it to climb up on the crates and the beam on the East wall. There's a BIOELECTRIC CELL to be found on the way. The crates contain a SCRAMBLE GRENADE, a MEDKIT and a LOCKPICK. Go back to where you maintenance lift brought you. Below it, there's a ladder leading down. One level down, and you can find a crate with a HAZMAT SUIT to the East. Climb down one more level, and follow the path to the North. You'll find one dead Greasel, and Tong will contact you about it. Halfway, you'll find two FLARES and a LOCKPICK a bit higher. Then, a CROWBAR and an unlocked panel that opens up in a Radioactive room. You can crawl further to the North to find a 40% Str Locked panel further down, but it's not optimal. There's a large garage door to your right when you peek out of this hole. Get out, and press the Button next to it to open it up. Get out quickly, and heal the damage to your torso. Environmental Resistance is helpful in reducing this damage, but if you rely on Hazmat Suits, keep it for now. It is this door that could've been opened from the other side with the 0001 code. Head East and go around to find another HAZMAT SUIT and a crate with a FIRE EXTUINGISHER. Return to the Radioactive room. Activate Environmental Resistance and/or a Hazmat Suit and run towards the Northwest Corner. There's two crates with a MULTITOOL and a MEDKIT more to the East, but they are probably not worth the extra damage. Past the room, you'll find a Repair Bot, helpful in restoring Energy spent with Regeneration of Environmental Resistance. 50 SP PROGRESS BONUS Exit radioactive room Jump down the ladder to find the location of the Green Greasy Greasels. Icarus will contact you, the AI designed to somehow neutralize you. That's one creepy concept right there, having a murderous AI in your head. Djibriel's First Time Player Pick: Upgrade Lockpicking to Advanced There's four Greasels here. Two are dining on cats to the North, two are patrolling. Greasels are resilient and can spit a toxic substance; you may have already experienced this, but there's a few of them now. Anything that helps against poisonous gasses also works against damage from Greasel spittle, so Environmental Resistance helps, as does a Hazmat Suit if it's still active from the room. Greasels need to be within a certain distance from you before they can reach you with their spit, so you can retreat while shooting and be relatively safe from them. When they're dead, return to the Repair Bot and gather your energy for the trek back through the room of death. Activate Speed Enhancement and/or Environmental Resistance if you can and make a dash for it. Ascend the stairs until you find Aimee again, so you can tell her about you being the hero. Aimee'll tell you about troopers in building #14, and you'll gain 200 SP Update Aimee about the dead Greasels Bravery is not a function of firepower... easy to say for a customizable superman, JC, you asshat. Return, and run through the room of death one more time. Heal up at the Repair Bot, and climb down to the sewers filled with dead Greasels. Exit's to the West; past the halls with the Greasels, you can find a LOCKPICK in a hole in the North wall. You pass a crate with another LOCKPICK. You'll reach a manhole cover at the end, and Tong will contact you about it. You gain another 50 SP AREA LOCATION BONUS Reach the streets of Paris This part of the street is locked down. There are only three buildings you can reach. There's the Catacombs to the Northeast, where you want to go eventually. There's building #14 to the Southwest, where Aimee says soldiers keep rockets. Finally, there's the metro station to the Northwest. It's all being patrolled by three MJ12 Commandos, one of which carries the CATACOMBS ENTRY KEY. You don't have to take it from him, though. There's a crate in the middle of the street containing TECH GOGGLES. Let's start with Building #14 to the Southwest. The only way in is through the front door, which holds a 50% Str Lock and can only be destroyed with an explosive that alerts the Commandos. Use Lockpicks to open the door. Cloak is unnecessary if you time it right, but since there's another Repair Bot close by, feel free to activate it if you want to be sure you're not seen. The building is devoid of enemies, but if you make noise near the walls, Commandos from outside may rush in to see what the buzz is. On ground level, you can find an office with a locked door. You'll find a Nanokey later. Below is the storage room, let's skip that one as well and go up one level. In this office, you can find a BIOELECTRIC CELL behind a Houseplant. A cabinet with a 20% Str Lock can be opened to find a 300 CREDIT CHIT, a MULTITOOL, the WAREHOUSE NANOKEY and a DataCube mentioning a security passcode: RZELAZNY/SHADOWJACK. Note: sourd-muet is French for "deaf-mute". Roger Zelazny was an American science-fiction writer; his book Jack of Shadows is about a shadow magician called Shadowjack. You can have your own theories about why a French Warehouse runs on PageNet and an American MIS woman is able to give passcodes. I'm not sure what MIS is supposed to stand for in this case, perhaps Manager of Information Systems. You can slice it open with the Dragon's Tooth if you're good enough with it. Use this info on the Security Terminal to disable two cameras, disable a turret and open up the blast doors to the Warehouse. Go down two levels towards the Warehouse. On the way, there's a large window looking out on an office; if you break it, the alarm will sound. Below, the doors will be open; if not, you have the Nanokey to correct that. Here, you can find a Repair Bot, the OFFICE NANOKEY on top of a Push-Cart and three crates containing a LAW, an EMP GRENADE and a BIOELECTRIC CELL. Return to ground level, and walk around to find the door to the Office. Use your Keyring to open the door. When you enter, the phone will ring; pick it up to talk to what is likely your new foe, Icarus. Charming guy. Must get a lot of dates. There seems to be nothing further of interest here, but there's a DataCube beneath the desk mentioning a new account: 2221969/DULLBILL. Nice. Notes: Tandis Qu'ils Dorment, Nous Gagnerons (While they sleep, we will win) is the Silhouette motto. ICE is security software, as mentioned in several places in the game. The Mayhem Comite (sic) could be a reference to Project Mayhem as it appears in the Fight Club movie and novel. 2221969 is a prime number, but more interesting is the password dullbill. Harvey Smith, DX game designer, says: "..., almost all the Paris ATM codes are the names of characters from various paper RPG campaigns run at some point by me and/or Steve Powers--characters like Salem, Morbus, et al." Leave this place, and find the Subway entrance. You will easily find Defoe, a French arms dealer, sitting at 'Boulangerie Centrale'. You can talk to him three times about Silhouette, but eventually you will have to move on. You can take him up on his offer of killing the MJ12 troopers here. Notes: The sign above Defoe reads: pastries, jelly rolls, central bakery. Secondary Goals: Kill the three MJ12 soldiers in the metro station next to the underground mall. Report back to Defoe. Right now, Defoe offers you: ROCKETS 5250 credits RECOIL WEAPON MODIFICATION 1200 credits LAM x3 6750 credits I don't suggest going for these items, especially at these prices. In this large hall, you can find a FLARE and also, in the Northeast corners, a crawling tunnel to some locked grates I don't suggest you spend Lockpicks on. To the West, you can find two ATM machines. Looking over them is a 65 % Str Camera; it it sees you, the turret here will riddle you with holes. I guess the banks here don't like their clients, I dunno what's going on here. Let the ATM Machines be for now, and find the passageway to the North. It's time to find those 'three' MJ12 soldiers; there's only two, though! Look out! There's a Bravo-3 Peacebringer patrolling here. Take it out with an EMP Grenade or explosive. The crates here contain 30.06 AMMO and 7.62x51MM AMMO. In the adjacent room to the North, there's three crates with 10MM AMMO, DARTS and a BIOELECTRIC CELL. In the Northeast corner, two MJ12 troopers are guarding a door. One of them has a Flamethrower, so look out! You can take them down to appease Defoe; one of them has a LAM. You can knock them Unconscious if you want, Defoe won't mind (because JC will lie). You can check out the Public Access panel. JC is wanted by Interpol, Silhouette is using these Panels to spread information and Icarus is being its creeeepy self again. Notes: Interpol, or The International Criminal Police Organization is an intergovernmental organization facilitating international police cooperation. The City of Lights is a common nickname for Paris, a city that is divided in arrondissements. Pigalle is a well-known red light district in Paris, and the Champs-Elysees a large street with expensive shops and historical significance. In the back, you can find a crate with a MULTITOOL, a Med Bot and a Security Terminal. If you can Hack, use it to disable a camera and a turret. Return to the large hall with the ATM Machines. If you disabled the security, you can safely use the account info you found: 2221969/DULLBILL to withdraw 200 credits. Base ATM Value of these machines is 200 anyway. If you can't Hack and still want those credits, destroying the turret or destroying or bypassing the camera is your only option. Defoe will update his prices: ROCKETS 1750 credits RECOIL WEAPON MODIFICATION 400 credits LAM x3 2250 credits Now, to get to those Catacombs where Silhouette is hiding. There's the front door, locked with a 80% Str Lock. You can find the Nanokey code for this door on one of the Commandos. Better yet, there's a back entrance that's boarded up that can be easily destroyed. On this floor, you can find a DataCube containing a map of the Catacombs. Whoever made this map is a grand old fool for leaving behind an image showing exactly where Silhouette is hiding. For reaching the top of the spiral stairs, you gain: 250 SP CRITICAL LOCATION BONUS Reach the Catacombs Notes: Gendarmes are French policemen. Check your map. You arrive at 'Entry', obviously. You'll want to get to the Silhouette hiding place at Bunker 1. This can be a confusing place, where threats may lurk at every corner. Vision Enhancement can be really great here. Notes: The Paris Catacombs are obviously a real place, and Tong fills you in about them quite thoroughly. You can obtain more info here: http://www.catacombes.paris.fr/en/homepage-catacombs-official-website At the first intersection with the burning drum, go right. There's an armed GAS GRENADE on the wall here. Head to the East at the Gas Grenade, then turn to the left at the first opportunity. You can overhear two MJ12 Troopers talking about their leader, Hela. It's important you disable all enemies you face here, for reasons that will be apparent later. Take these guys down. The crate contains BUCKSHOT SHELLS. The crawlspace connects this room to an area you came from, and holds a crate with a NAPALM CANISTER. Return to the hallway you came from, before you took out the MJ12 Troopers, and head East. Tong will contact you again. If you check your map, you are now at the corner leading to the two connected circular rooms. There's a Trooper ahead, take him down. An additional Commando still stands between you and Bunker 1, and may respond to noise. Use Vision Enhancement to scout if he's approaching. Take him down as well. He, like all Commandos in the Catacombs, carries an BIOELECTRIC CELL. Turn East in the first circular room, and you'll reach a dead end. To the North, an INF/INF door you don't have the Nanokey code for. There's a LOCKPICK on a brick you can take, but the brick itself is an opening device! The brick holding up a bottle of Wine on the wall serves the same function. Enter Bunker 1 to gain: 150 SP CRITICAL LOCATION BONUS Find Silhouette's hideout Silhouette, unlike NSF, is not a combat force. Pushed into a corner, they are powerless versus MJ12. Several Silhouette members have been taken prisoner. Pierre, the little kid, mentions that his mother was taken to Bunker 3 and that Chad, Paul's old friend and leader of Silhouette, has they key. Find Chad for 250 SP SUBJECT ACQUISITION BONUS Find Chad, leader of Silhouette Chad will give you a new mission, and the map of the Catacombs if you didn't have it already. He gives you the BLAST DOOR NANOKEY so you can proceed. He has quite a few lines about his take on the "Meme War". Notes: The Prison de Fresnes is a large French jail in Fresnes, France. Chad's thing is communication, and this ties into the subject of Daedalus and the new Aquinas protocol as well; while MJ12 is looking to control all methods of communication, Chad is afraid that language itself will become tainted and that the language necessary to rebel will no longer be available. Terms like "freedom for terrorism" have been thrown around a lot since 9/11 and the Boston bombing. Bakhtin was a Russian philosopher and literary theorist. Many of the notions that Chad utters can be traced back to the philosophy of Bakhtin, in that all language use is riddled with multiple voices (to be understood more generally as discourses, ideologies, perspectives, or themes) and meaning- making in general can be understood as the interplay of those voices. Silhouette is a group of intellectuals and activists that uses not violence but pranks and such to try and upset and question the governing culture and its memes. Similar groups have existed in many forms in many different countries. A good example is the Situationist International, in part because they operated in France. You may recognize Chad from the intro sequence, where he can be seen having a shootout with MJ12 troops with co-Silhouette members. Also note that the t-shirt that Chad wears, a white shirt with a Smiley on it with a bleeding bullet hole right in the middle, is the same shirt as worn by the Hacker protagonist in the video game System Shock. Finally, I give you a quote from the into sequence to consider: Walton Simons says: "I hope you're not underestimating the problem. The others may not go as quietly as you think -- intelligence indicates they're behind the problems in Paris." Bob Page says: "A bunch of pretentious old men playing at running the world. [...]" It seems the Illuminati have a connection with Silhouette still, probably through Nicolette. In the room near him, you can find a 20% Str Locked cabinet containing a copy of Shakespeare's Richard III and another copy of the BLAST DOOR NANOKEY for those players that blow Chad up with an explosive before he gets a chance to say anything; if you just kill him, you can take the Nanokey code from his body. There's a MEDKIT on top of the cabinet. Notes: Shakespeare's Richard III is a play about the rise to power of the villainous Richard III. Described here is the first act of the play when the noble brother or Richard III, Clarence, has a nightmare about his impending death at Richard's hands. This is relevant to the current situation of Chad, surrounded by skulls, who is MJ12's target like Clarence was Richard's target in his ascension to the throne. Secondary Goals: After the rescue attempt, inform Chad of the hostages' fate. Protect the hostages as they try to make it back to Silhouette's bunker. Free the members of Silhouette being held in Bunker 03. Leave Bunker 1 and open the INF/INF Blast Door with your new key. You gain: 150 SP ACCOMPLISHMENT BONUS Pass Catacombs' Blast door You'll be heading North for a while; if you check your map, you can see that the two paths converge again, so take either one. Beware an MJ12 Commando patrolling here; make sure to take him out since Silhouette hostages will have to find their way back. There's a chest with a 40% Str Lock in the room with the supporting pillar; you can use a nearby TNT crate to blow it open or you use an Expert's Dragon's Tooth. Inside are five THROWING KNIVES, a PROD CHARGER and a DataCube with security account login: HELA/RAGNAROK. Notes: Ragnarok is the end of the world in old Norse mythology. Hel is a Goddess of Death in Norse mythology. Half black and half white flesh-coloured, she reigns over those souls that have died due to sickness or old age. There exists a comic book version of this goddess, an antagonist of Thor of Avenger fame, who is called Hela. Continue on North, and turn to first right to find Bunker 2. In Bunker 2, you can find a Zyme junkie called Bum selling equipment. In the Bunker, you can find two ZYME VIALS on the ground. Bum will sell you TRANQUILIZER DARTS 200 MEDKIT 600 He has up to three Medkits for you to buy. If you slay him, you can find a MEDKIT on his person, but only if you didn't buy any Medkits from him earlier. When you're done, leave Bunker 2 and head North again. If you travel all the way to the North, you'll wind up near what the map calls the Collapsed Passages. You can find an armed LAM on the walls, and two crates containing 10MM AMMO and 30.06 AMMO. Return South, and take the first right. If you check your map, you can see that you are now heading West, towards Bunker 3. When Tong contacts you about Jock's readings, going to the left will take you to Bunker 3. Going ahead will take you towards the sewers, but the passage is blocked by an INF/INF blast door you lack the Nanokey code for, so head South. You'll wind up in a room with an exit to each side. Beware, up to two MJ12 Troopers can be encountered here. To the West is where we want to go, so ignore it for now. To the East, you can find two crates containing a LOCKPICK each, and there's FLARE DARTS on the ground near them. Return to the main room. Go South, up the stairs, and find the ledge to your left you can use to crawl to the East room again, where you can find 10MM AMMO and a familiar DataCube. Return to the Main room and go all the way South this time. A chest with a 40% Str Lock that can also be broken by a powerful Dragon's Tooth contains two packs of DARTS and some FLARE DARTS. Return to the main room, and head West. You will see a cross. To the West, there's a hole in the wall you can crawl through. To your right, there's security lasers. To your left, a new passageway! Go there, to the South. Climb the ladder to find a broken powerbox and a Repair Bot locked away. You can open the 85% Str Lock with Lockpicks, destroy the gate with an explosive or a powerful Dragon's Tooth to release the Repair Bot, you can use Speed Enhancement and a nearby barrel to leap over the gate and unlock it with a Button inside, you can just use Speed Enhancement to leap over the power box or run through the damage dealing electricity and hope for the best. If the Repair Bot is released, if will fix the power box! On the other side, the measly rewards are but a MULTITOOL and TECH GOGGLES. Up high on the yellow beams is a pack of HE AMMO you can reach with TNT boxes and barrels. I guess the journey itself was the reward. Climb down the ladder and return to the cross. Crawl through the hole behind the cross, and Tong will contact you. For entering through here, you gain: 50 SP ADVANCEMENT BONUS Reach Bunker 3 Patrolling this area are two MJ12 Commandos and three MJ12 Troopers. You'll want to disable them from your cozy sniping position here. It'll take a while, but persevere! One of the Troopers carries a Flamethrower, so watch out for that. When they're done, you can scavenge BIOELECTRIC CELLS from both Commandos. Right beneath where you crawled in here, you can find a chest with a 40% Str Lock containing ROCKETS, a MULTITOOL and a RELOAD WEAPON MODIFICATION. The entrance to the inner bunker is guarded by a 80% Str Camera and a turret. There's a water tunnel that can take you to a room far to the West, leap down and swim to the other side until you surface. Don't do so, though. To the West, there's the makeshift command post. There are two Commandos, and a WiB called Mari Hela. The Commandos normally patrol to the sides, while Hela paces back and forth to the far West. Disable all three; Hela, like all WiB, is vulnerable to gas-based attacks. You may want to be gentle with Hela; she carries a LAW, a SAWED-OFF SHOTGUN and a SCOPE WEAPON MODIFICATION, but you can only take them if you don't kill her. When you're done, get to Hela's workstation. You can find a SNIPER RIFLE, an interesting DataCube, two PROD CHARGERS, and the CATACOMBS SEWER ENTRY NANOKEY. The name 'Aston Greer' is a recurring one in DX; he was involved in the MJ12 base beneath UNATCO HQ and the FEMA project in the Brooklyn Naval Shipyards. The nearby Security Terminal (HELA/RAGNAROK) can be used to disable two cameras and two turrets. The crates contain SABOT SHELLS, a MULTITOOL, DARTS and a BIOELECTRIC CELL. You can find some TECH GOGGLES on metal crates near the water tunnel. You can now get to the holding cell in Bunker 3 and open it up. Never mind that 90% Str Lock, you have Nanokey. When you enter, you gain 250 SP SUBJECT ACQUISITION BONUS Find Silhouette hostages Run with them back to Bunker 1. You'll run through security lasers, but you disabled the turret and there's nobody nearby to be alarmed, so it's all good. Juveau and Anna, Pierre's mother, will be safe and sound hopefully. It is possible to ignore the hostages and leave the Catacombs with the Nanokey you mugged from Hela, but you'll miss out on skill points that way. You can talk to Chad when they are running or when they've already arrived, and he'll give you advice on where to go next. If the hostages are dead, all NPCs will be sad, but JC and Chad will act as if the hostages are still underway. Primary Goals: Find Nicolette DuClare. She is known to frequent Club La Porte de l'Enfer. 500 SP Bring back both hostages to Chad Note: you will 'lose' 150 skill points for one hostage killed, 300 for two casualties. That means you can also gain only 350 or even 200 Skill Points here. Talk to Chad a few more times to learn about Nicolette. She has helped Silhouette financially, like her mother Beth who was killed by Majestic 12. Chad's a real intellectual. I love how he has no idea why exactly Nicolette is so passionate about helping out Silhouette, since it becomes so clear later in the game. Time to get out of these Catacombes. Check your map. To the Northwest is where you want to go, through familiar territory. Travel until you reach the new INF/INF Blast door you can now open with Hela's Nanokey. For advancing, you gain: 50 SP ADVANCEMENT BONUS Reach Sewer Tunnels The path is straightforward. You can find a pool containing a LOCKPICK just before the exit, and gain another 50 SP ADVANCEMENT BONUS Pass through Sewer Tunnels Find the ladder, and go down. Secondary Goals: Meet Jaime at a cafe in building 19. The path is straightforward until you reach a split. The East path takes you to an open manhole cover very close to a large number of MJ12 troopers and commandos that are guarding a shack containing a computer that can disable patrolling robots. If you climb up, you can hear MJ12 Troopers discussing your situation, mentioning that Gunther is in town and Echelon IV is back up. Notes: In reality, there's about 5 km, or 3 miles, between the Catacombs and the Champs-Elysees, but here you are. The Champs-Elysees is one of the most famous streets in the world, and literally means "Elysian Fields", after Elysium, the place where all the awesome people go after they die in Greek mythology. The West path takes you to a manhole cover with a 50% Str Lock that opens up in an area that's often devoid of activity. If you told Jaime Reyes to remain with UNATCO as a spy, or if you missed him during the escape, Tong will contact you and say that he is waiting for you in #19. If you never talked to Chad after trying to free the hostages, Tong will tell you about Nicolette's whereabouts on the way. I prefer the West approach, so: Go to the West, and open up the manhole cover. On the way, you'll find two crates containing a CROWBAR and a LOCKPICK. I advise Lockpicks rather than an explosive for a silent entry onto the streets. Look out: a single MJ12 Commando has a large patrolling area that covers this manhole cover. When you get out of the sewers, go to the Northwest to find a safe place where you won't be seen. Travel West, past crates containing 10MM AMMO and TECH GOGGLES and a hostile Bravo-3 Peacebringer, 'til you pass the street light. Around the corner, to the South, you'll see two French polite officers near ATM Machines and even further, a cook. Get to that cook. The police remain friendly until a Peacebringer or MJ12 Troopers open fire at you, at which point they'll come after you. Beware, near the pillars a MJ12 Trooper can be seen patrolling, and the Bravo-3 Peacebringer to the North may also see you if you're too close. The patrolling MJ12 Trooper carries a SCOPE WEAPON MODIFICATION if you're interested in it. Raymond, the chef's assistant, works at the restaurant Enfant Terrible in building #19. There's a newspaper nearby about the combined crackdown of MJ12 and Inspector Gabily of the French police to root out Silhouette. Enter to find the kitchen. You can find a DataCube with account info: 001506/NAGA066, and a new recipe for Coq au Vin. Notes: The recipe is workable. Coq au vin literally means rooster with wine. The word 'Navi' is a reference to a Japanese anime called "Serial Experiments Lain", where a navi (short for knowledge navigator) is a handheld digital assistant. Obelix is a character from a French comic called Asterix; Obelix is a play on the word 'obelisk'. Cavallera Rusticana is an opera. The Enfants Terrible is the cafe you are standing in right now. Brewer's Phrase as one of the bands that was set to appear in a dance party held in NYC; you could find an advertisement in Tenderloin Clinic the first time you were there. It's a DX-original band, and the name is a reference to Brewer's Phrase and Fable, a book containing definitions and explanations of many famous phrases, allusions and figures. '34 Seven Crows Est. Sauvignon Blanc is a wine; the seven crows part is a reference to Chris Todd's website 7crows.com Up front, you can talk to the Cafe Hostess, Kristi, who can tell you that Nicolette is across the street in a club called La Porte de l'Enfer. Notes: This conversation should strike a chord with most people living in Europe today; the EU's hand in national affairs is growing while Euroscepticism is also on the rise in the nations it's supposed to unite. Sante is a French toast, meaning 'health'. There's also a family in pain. Joshua, the father, can tell you a login: STREETSTATION17/WEREWOLF. If you told Jaime Reyes to stay with UNATCO way back you were escaping UNATCO headquarters, he is here with a lot of useful information: an AI program is tracking you, and Gunther is on your tail. Gunther's killphrase is 'Laputan Machine'. Sam Carter's purged from UNATCO, and went over to Gary Savage, who has something to do with Area 51. To the North, there's a newspaper about Beth DuClare's dealings with politics. Notes: The Bilderberg group is another example of a globalist think tank, like the Council on Foreign Relations. Since their meeting are closed and only a 100 or so of the influential are invited every year to attend the annual meeting, it's a popular target for conspiracy theories. Leave again through the back entrance, from where you came. You can use 001506/NAGA066 to extract 300 credits from the nearby ATM machines that have 750 Base ATM Value. You can get account info for the full 750, so unless you're at least Advanced in the Computer skill, you may not want to Hack the Machine. Return to the manhole cover you crawled out of, to the North. Then, head East. There's two big heavy Delta-2 Peacebringers and two patrolling MJ12 Commandos you need to watch out for; a Thermoptic Camo might be really useful here, even though it's possible to use plain old smart stealth to reach the station booth with the computer. When you reach it, you gain 50 SP ACCOMPLISHMENT BONUS Enter Street Station 17 Hack or use STREETSTATION17/WEREWOLF to make the computer shut down the patrolling Delta-2 Peacebringers. The crate contains a LAM, but destroying it alerts the nearby troopers, so it may not be in your best interest to go for it. This is difficult to pull off, because there are many troops nearby, and they can see you through the window. When you're done, quickly return to the manhole cover and go South. It should be safe since the bots are down and the French police alone will not harass you. A gendarme across the street from the closed-down club "Tres Ch!c" carries a RELOAD WEAPON MODIFICATION. A bit more to the South, you can dive into an alley going East to get behind La Porte de LīEnfer. There are some sidequests I want you to do before we'll get to Nicolette. Talk to Leone the street sweeper, who'll tip you off on Renault who is looking for a thief in the hostel. Leone carries a MULTITOOL and a BIOELECTRIC CELL if you are inclined to take him down. Pass by #13 and run to the Southeast, where you can find the hostel at #10. It's called "Aucun Dites" Notes: Aucun dites means something like 'tell no one', but I'm not sure if the grammar is correct or if I'm translating it correctly. The Night Manager is useless, and the computer is empty. Upstairs, you can find a HOTEL NANOKEY on top of a Push-Cart that you can use to unlock a 80% Str Locked door. Inside, you'll find a BIOELECTRIC CELL, a 100 CREDIT CHIT, a DataCube containing the account info 004418/MORBUS13 and the disapproval of Icarus. The other room just holds a Hotel Maid. Notes: The 'New World Order' has not been directly addressed in this game. In conspiracy theories, the NWO is the goal of the conspiring forces; a one-world government where everything is ruled by one group of people. Consolidation, the merger of economic, political and cultural systems and the many think tanks are the goals and tools of those who would seek to implement this NWO. With his message, Icarus implies that the laws of any sovereign state - such as France - are irrelevant to those with a broader vision, such as the MJ12 elite and perhaps you. Petit ami means little friend (male). On the ground floor, to the West, you can find this Renault Leone was talking about. Dialogue will be different if you didn't talk to Leone earlier. It seems Renault is looking for Zyme Vials at #15, a small bakery. He offers you 50 credits for a vial, but you can push it to 65 credits a vial if you say once you don't deal in Zyme. If you do so twice, you've got a fight on your hands. If you already busted the bakery, you can sell the Zyme right away. The Hotel Bartender is pretty cool, but not very gullible to your conspiracy theories. It's a great conversation. Secondary Goals: Get the zyme from the bakery and sell it to Renault. Leave the hostel through the East exit and circle around going to the West until you see the building behind the hostel, which is the bakery Renault is talking about. There's a patrolling cop, but no other law enforcement. The easiest way in is by breaking the glass; it'll set off the alarm for a while, but you can wait it out. You can choose to disable the policeman for convenience, but it's not necessary. There's also a door with a 75% Str Lock if you want to stay silent. 50 SP AREA LOCATION BONUS Find Zyme in Bakery Don't let yourself be seen by anybody when you're inside. The crate contains a LOCKPICK. Open up one of the two grates in the Northeast corner to find two clips of 10MM AMMO, a PS20, a PLASMA CLIP, a 100 CREDIT CHIT and six ZYME VIALS. Return to Renault to trade the Zyme Vials for 65 credits a piece; that's 390 CREDITS just for the Bakery Batch, and you may have collected quite a few more vials throughout your journey. Notes: if you want to do something fun, here's just the thing. Guy and Renault love chairs. I mean, they LOVE love chairs. If you smash one, they'll walk over to the next one. If you smash all chairs and sofas in the room, they will walk outside and enter both #11 and #12, saving you Lockpicks! Exit the hostel through the North entrance and turn to the West at the tree. You'll pass Leone on your way to the street. At the street, carefully go to the South, passing the entrance to La Porte de l'Enfer. Tong will contact you about a digital media store when you're at #14. Use Lockpicks to get inside, but be careful since it's possible to get noticed by MJ12 Troops while doing so. Being quick and using Cloak will help. Inside, you can find a MULTITOOL on one of the shelves, an ATM with Base ATM Value of 750 and 50 SP EXPLORATION BONUS Enter digital media store The ATM is linked to the ATM Machines out back, so are either empty or still filled with credits depending on your actions; it gives you 100 credits with 004418/MORBUS13 and 300 credits with 001506/NAGA066 if you didn't take it earlier. It's time to find Nicolette. Exit the store. To the south, you can a crate containing a BALLISTIC ARMOR guarded by an MJ12 Commando and an MJ12 Trooper that carries a MEDKIT among other things, but I don't suggest you interact with any of these. Go North instead, and enter La Porte de l'Enfer. Pay up the 300 credits to get inside. What's the point of having all that money if you're not going to have fun with it? You can crawl through a 50% Str Locked grate to get to Louis, the doorman to just take the CLUB MAIN DOOR NANOKEY and possible loot a LOCKPICK from Louis' body, but that's a long way to go to avoid having to pay 300 measly credits. For an even less elegant solution, bust the glass in front of the doorman. For entering, you gain 100 SP ADVANCEMENT BONUS Enter La Porte de l'Enfer I'll let you to your NPCs talkings, since it's very easy and you don't need my guidance for it. Note that all guards here are 'broken'; they will never respond violently, even when you start shooting people. On the ground floor, the Nurse Dancer Camille can tell you a lot for four times 20 credits. To the East, you will pass a bartender called Michelle who has her own insight in the Silhouette situation. Further down two girls are talking about Chad. It's one of the heaviest dialogues in the game, cut up in three dialogues between the girls and one dialogue you can initiate. Notes: Voltaire was the pen name of a 18th century French Enlightenment writer, historian and philosopher famous for his wit, his attacks on the established Catholic Church, and his advocacy of freedom of religion, freedom of expression, and separation of church and state. A worthwhile role model for a budding French revolutionary like Chad, who would seek to 'attack' the current regime with words. The 'contrat social' is the unspoken, automatic agreement between the individual and the state he is living in. Basically, the individual trades some of his personal freedoms in return for protection. JC translates L'armee de Terre for you. It literally means 'Army of the Land'. After you've spoken to Camille, a new dialogue opens up with Louis, the doorman, who warns you to stay away from Camille and will have different lines depending on your method of entry. To the Southeast, you can find Antoine who will sell you four BIOELECTRIC CELLS for 250 credits a cell. Notes: if you have 30 Cells or are otherwise unable to carry one, Antoine will give you the cell and JC will drop it on the ground because he can't carry it. The game won't reduce your amount of credits, but you'll have a Cell on the floor. You can do this a lot of times to spawn infinite amounts of free Cells, but it's not very useful since you'll likely only see it work when you already have 30 of them. To the West, past Michelle the bartender, you can find Cassandra, who will offer to sell you saferoom code for 200 credits. You can keep your money if you want, since you can get in there for free by other means. Talk to Jean, the bartender here. Notes: The Gestapo was the secret police of the Nazis. France was partly under German rule during WWII, which would make the Gestapo a historical alien force on French soil, like MJ12 is now. West of Camille, you can take the stairs up to find a pretty lady dressed in purple. If Dowd give you the photos, you already have a good idea who this is. She agrees to set up a meeting between you and Nicolette. Also find Kiergard Tarot, the owner of the club, on this level. Notes: Apollo and Dionysus are old gods from Greek mythology. The Apollonian is based on individuality, and the human form which is used to represent the individual and make one being distinct from all the others. It celebrates human creativity through reason and logical thinking. By contrast, the Dionysian is based on chaos and appeals to the emotions and instincts. Rather than being individual, the barriers on individuality are broken down and beings submerge themselves in one whole. Iconoclastics, literally, are people who destroy cultural or religious icons within their own culture. The term has also begun to mean anyone who opposes dogma and established conventions. Return downstairs when you're done here. South of Camille, you can find the offices of the club behind the bar. Primary Goals: Meet Nicolette behind Club La Porte de l'Enfer. To the Southwest, you can find Jocques who'll sell you the address of an arms smuggler for 1000 credits. Conveniently, it's about the only building I haven't talked to you about: #11. You can take a LOCKPICK from his body if you must. In this room, you can find a PS20 in a cabinet. The painting hides a secret compartment. You can destroy the painting easily with the Dragon's Tooth to find a BIOELECTRIC CELL, a 100 CREDIT CHIT, a CLUB DOOR NANOKEY and a DataCube with the 1966 code to the storeroom. Use the new Nanokey to open up the heavily fortified door in this room; you can find a crate with but a BIOELECTRIC CELL. Find the storeroom, and use the 1966 code. Notes: 1966 is the birth year of Harvey Smith, one of DX' writers. Inside, you'll find 50 SP EXPLORATION BONUS Enter La Porte de l'Enfer storeroom and TRANQUILIZER DARTS, FLARE DARTS, a clip of 7.62x51MM AMMO, 10MM AMMO, a 100 CREDIT CHIT, BUCKSHOT SHELLS, 30.06 AMMO, a PROD CHARGER, DARTS and crates containing a MEDKIT and a THERMOPTIC CAMO. Use the Keyring to exit out the back, to the South. If you want, you can go back inside to talk to Cassandra about her business model crashing down. Outside, Jock is waiting for you, as well as Nicolette DuClare. Gasp and shock, she sure fooled you! Talk to her, but don't fly off yet. For the information, you'll gain 300 SP Find Nicolette DuClare Notes: At the start of the game, on your first visit to UNATCO HQ, you could read in an e-mail that "some French chick the CIA's been watching' had been trying to break into the net, though Alex stopped the intrusion. It's likely that this was Nicolette. There's two more thing to do. Southwest of the black copter, you can find the house of the arms smuggler. Between you and the supposed goodies, there's a strong door with a 90% Str Lock. An explosive is the way to go, but the GEP Gun attracts violent attention from the nearby policeman, and it's difficult to throw a LAM here due to the declining stairway. Placing an armed LAM on the door then shooting it works just fine. 50 SP EXPLORATION BONUS Enter house arms smuggler Inside, there's a dog! Also, tons of weapons. You can find SABOT SHELLS, a RANGE WEAPON MODIFICATION, an ACCURACY WEAPON MODIFICATION, an ASSAULT SHOTGUN, and two five-sets of THROWING KNIVES. In the adjacent room, ROCKETS, five THROWING KNIVES and a 100 CREDIT CHIT near the Houseplant and a DataCube containing an account number: 005133/SALEM008. There's a chest with a 60% Str Lock that contains two clips of 30.06 AMMO, two PLASMA CLIPS, a CLIP WEAPON MODIFICATION and a LASER WEAPON MODIFICATION. The crate in the Southwest corner contains a PLASMA RIFLE. If you were to leap out the window here, you'd notice the arms smugglers lives on top of the digital media store. But why would you? Notes: Thomas Paine's Common Sense (1776) is a real book. He was an important freethinker. Common Sense was an important catalyst for the American Revolution. One last thing. Next to #11 is #12 guarded with a 50% Str Lock. Inside, on the first floor, there's a boring conversation in three parts to follow and a horrible book to be found. Notes: The Eye of Argon is a real story, written by the then 16-year old Jim Theis. It has a long history of being mocked as the worst fantasy novel ever. Transcribed here is the opening paragraph. You can the read the full text here: http://ansible.co.uk/misc/eyeargon.pdf The couple here, O, and Rene, are a reference to the erotic novel Histoire d'O, a French novel about O, a Parisian woman, who is trained as a slave by her lover, Rene. Near where Rene is pacing, you can find a painting of four figures on a beach, two of the holding umbrellas. This is a parody on the painting 'The Singing Butler' by Jack Vettriano. In this painting, the wind has spoiled the idyllic original picture and the two servants appear to stand on wheels and tank tread. If you bother the good man enough, he'll bust out a Baton and will try to throw you out of his house. However, near the South wall, you can find the stairs to the second floor, where you can find a cabinet to the West with a mere 20% Str Lock containing a MEDKIT two 100 CREDIT CHITS and a DataCube containing yet another account: 002639/ ARAMIS01. To the North is the bedroom; there's a BIOELECTRIC CELL under the bed. To the Southeast, there's a PEPPER GUN, a 100 CREDIT CHIT near a Table Lamp, and you can find the balcony for 50 SP EXPLORATION BONUS #12's balcony and two crates containing a MULTITOOL and some BINOCULARS. You are finally absolutely done in Paris! If you are unable to hack, now is the best time to visit the ATM for the full 750 credits: 005133/SALEM008 gets you 200 credits 001506/NAGA066 gets you 300 credits 002639/ARAMIS01 gets you 150 credits 004418/MORBUS13 gets you 100 credits Talk to Jock's copter to take you and Nicolette out of here. A familiar German will be a second too late. ********************************** 3.17 Chateau DuClare, Outside Paris ********************************** Skill Points to earn: 550 100 SP CRITICAL LOCATION BONUS Find Beth's bedroom 150 SP PROGRESS BONUS Enter the DuClare wine cellar. 150 SP AREA LOCATION BONUS Find the secret passage 150 SP PROGRESS BONUS Reach the DuClare maze crypt Augmentation Canisters: Aggressive Defense System / Spy Drone Augmentation Canister Upgrade Canister Weapon Modifications: Accuracy, Clip, Reload I love this part of the game. There's no resistance, and it's just you getting some items while Nicolette, sexy fox that she is, blathers on about her virginity and rebelliousness. Notes: The last name 'DuClare' is a reference to 'clair', a French word with multiple meanings, one of which is light. A fitting name for an Illuminati leader. Primary Goals: Find Beth DuClare's secret computer room, which should contain clues to the whereabouts of Morgan Everett. Search the DuClare chateau for evidence of Morgan Everett's relationship with Beth DuClare. Talk to her a few times to get your bearings. She suggest you start with Beth's bedroom, upstairs. Notes: La Sorbonne used to be one university, but it split up in thirteen parts around 1970, three of which use 'Sorbonne' in their name. Maybe in DX's world, Sorbonne has been taped back together? Find the back entrance that has been barred; you can simply open the door and jump through while Beth barges in like the Juggernaut. Inside, you can find a MULTITOOL right in this entrance hallway while Tong contacts you. Notes: The French Third Republic lasted from 1870 to WWII, when the Germans invaded part of France. Find the stairs to the South of your entrance. Continue to the Northwest until you come across a Table Lamp, where you can find BETH'S BEDROOM NANOKEY. You can find her bedroom to the North. 100 SP CRITICAL LOCATION BONUS Find Beth's bedroom Nicolette tips you off on the painting. First, find NICOLETTE'S BEDROOM NANOKEY in the cabinet beneath the Desk Lamp. Now then, the painting. Beneath it, you can find a DARTS, FLARE DARTS and a MINI-CROSSBOW. The painting is actually a panel that revels a 100 CREDIT CHIT, the DUCLARE BASEMENT NANOKEY, a RELOAD WEAPON MODIFICATION and a DataCube containing login info: BDUCLARE/ NICO_ANGEL. Behind the bed, on the South side, you'll find a hidden DataCube containing a code for a suspension vault: 1784. Notes: 1784 is clearly a reference to a year. It could be a reference to the fact that the Illuminati were banned in 1784 according to official sources. In addition, an influential publication by German philosopher Emmanuel Kant called 'Answering the Question: What is Enlightenment?' The answer: "Enlightenment is man's emergence from his self-incurred immaturity." You're done here, except for the latest installment of Jacob's Shadow. Armed with the bedroom key, find Nicolette's bedroom to the South. Here, you can find two five-stacks of THROWING KNIVES, and a LOCKPICK near the bed. The Human Skull on the fireplace serves as a switch that opens up a hidden compartment containing a PLASMA CLIP, a CLIP WEAPON MODIFICATION, a THERMOPTIC CAMO, a LOCKPICK and a truly useless ZYME VIAL. On the first floor, there's also a bathroom, but there's nothing here except for an additional copy of NICOLETTE's BEDROOM NANOKEY, a PEPPER GUN, a MEDKIT and a short message from Icarus. Go down to the ground floor. Head North, and turn to the right past the room with the windows for walls. Nicolette will give you the login for the computer here: NICOLETTE/CHAD. This, coupled with a throwaway remark in the club you wrestled Nicolette from, should make it clear that Nicolette is mainly into Silhouette so that Chad will get into her. Sorry JC, you got no game. Notes: The Hague is mentioned again, probably because of the International Court of Justice. Further to the East, Icarus will contact you again. There's a PS20 near the fireplace. You can find another copy of BETH'S BEDROOM KEY and a MULTITOOL on top of the fireplace. Return to the main hall, and head North. You'll pass the dining room, into the kitchen. The dumbwaiter connects the kitchen to Beth's bedroom, and you can find a MULTITOOL in the cabinet. Open the door to the wine cellar. 150 SP PROGRESS BONUS Enter the DuClare wine cellar. Turn left, and find the crate containing a LOCKPICK. In the room to the South, find the "Candelabra" to open a hidden passage. 150 SP AREA LOCATION BONUS Find the secret passage There's only one way to go, past a crate containing SABOT SHELLS. Destroy the beams that block the stairway to the South to find two crates containing a LAW and a LOCKPICK. The Terminal can be Hacked to disable a containment field. Though there is no way of knowing, the login here is BDUCLARE/ NICO_DEVIL. To the East, you can find the computer room behind more beams. 250 SP CRITICAL LOCATION BONUS Find Beth's routing station Here, circling clockwise from the entrance, you can find a BIOELECTRIC CELL, a MULTITOOL, an ACCURACY WEAPON MODIFICATION, another BIOELECTRIC CELL, a Repair Bot, DARTS, FLARE DARTS and two FLARES and a containment field controlled by a 40% Str Keypad. The Terminal earlier could have disabled this field, but if you can't Hack you'll have to use Multitools here. Inside, you'll find a CRANIUM AUGMENTATION CANISTER and an UPGRADE CANISTER. Djibriel's First Time Player Pick: Upgrade Spy Drone to Level 2 Find the computer. Beware of the thing with the zappidy doos, it deals EMP damage when you get too close. BDUCLARE/NICO_ANGEL allows you to transmit the MEverett Meeting Signal and read an e-mail between Beth and Morgan. Notes: "Cypherblock" is a reference to block ciphers, algorithms used in digital cryptography. The history of the Knights Templar is extensively documented somewhat later in the game. Know that in 1307, the King of France turned against the Templars and had many of them tortured and burned, after which the Order was officially disbanded by the Pope. Morgan will contact you if you take a few steps, then talk to Nicolette to gain the CRYPT NANOKEY that can take you to the cathedral of the Knights Templar, the world's first bankers. Primary Goals: Go to the family crypt in the maze behind the chateau and await instructions from Morgan Everett. When leaving, break the window behind the computer and carefully make your way to the grate to the West where you can find a LOCKPICK. Find your way back outside, and find the maze to the West of the chateau. Nicolette will bid you adieu. Primary Goals: Access the Templar computer system so that Morgan Everett can complete work on a cure for the Gray Death. Walk in the maze, and stick as much to the right (North) as you can until you must go either left or right. Head to the Southwest, and Jock will warn out about enemies. Two MJ12 Commandos are patrolling here. Sneak or shoot your way past these guys; Vision Enhancement helps. When you reach the crypt, you gain: 150 SP PROGRESS BONUS Reach the DuClare maze crypt Notes: Funnily enough, the INF/INF doors are open, so you didn't need Nicolette's key after all. ********************************** 3.18 Knights Templar Cathedral, Paris ********************************** Skill Points to earn: 1500 150 SP ADVANCEMENT BONUS Find metro 50 SP EXPLORATION BONUS Find Giuliano Jordorowsky's journal 250 SP AREA LOCATION BONUS Find the Templar's gold 250 SP AREA LOCATION BONUS Enter Adept 34501's room 150 SP EXPLORATION BONUS Discover secret passage in Cathedral 500 SP CRITICAL LOCATION BONUS Find the Fountain of Wisdom 150 SP Meet Toby Atanwe Augmentation Canisters: None Weapon Modifications: Accuracy (750), Range, Range (800), Recoil, Reload, Scope You can really only go one way. Morgan will contact you at some point to give you a rather ugly map of the area. You will start in the bottom-left corner, pass a gate, then a metro station indicated with an M. You will traverse a bridge over water (blue) to find the Main Entrance. The cathedral consists out of two towers connected via a walkway. Djibriel's First Time Player Pick: Upgrade the Pistol skill to Advanced Climb out of the sewers, there are no enemies here. You will see two small Metal Crates; use them to enter the building right next to the manhole. Break the glass. Inside, you'll find a 150 CREDIT CHIT, and on the body you can find a 100 CREDIT CHIT. Use the beam to climb up one level, where you can take two FLARES, a LOCKPICK in a crate and the GATEKEEPER'S NANOKEY. From the windows here, you can snipe down an MJ12 Commando if you want to. Climb down, exit the building and follow the alley. You can unlock the gate. If the MJ12 Commando is still here, take him down. There is a side path that you can take or not take at this point. I only suggest you bother if you're interested in a lot of 30.06 Ammo, or if you can Hack and want to disable a Delta-2 Peacebringers you can also easily sneak past. You can skip the next three blocks of text if you want, there's nothing crucial to be found there. To the West, you can see a bridge on high, where an MJ12 Trooper with a Sniper Rifle is camping. Take him down, the move to the door to the Southwest. Beware of the Military Bot to your right. Silently open it up with Lockpicks. Move Silently up the stairs, where you can find two to three MJ12 Troopers with Sniper Rifles. These can be tricky to take down, since they carry powerful weapons and all react when one is attacked. A Ballistic Armor or Protection can be helpful; a WP Rocket aimed in the middle of the bridge can take them all out in one shot. You can also Cloak past these guys into the next room, they are stationary unless alarmed. In the next room, you can find a Terminal. You don't have the login, but if you Hack you can shut down the Military Bot below. Login is MJ12/MJ12, but you can't find the info. In this room, you can also find three FLARES and a 100 CREDIT CHIT. If you took down all soldiers, you can bust the crates to find a LOCKPICK and a MULTITOOL, and collect from the bodies two LAMS and quite some 30.06 AMMO. There is a newspaper here that implies that Mead is suffering from the Gray Death, which would allow MJ12 to strong-arm him into declaring nation- wide martial law like he just did. Get down to find you looking out on a painting behind a window, protected by an Alarm Panel and a turret. Obviously, if you break the window, the turret responds. You can slice away the Alarm Panel with the Dragon's Tooth if you're powerful enough. If you can't, and you still want the goodies, and the Troopers upstairs are all taken care of, you can use Multitools to bypass the turret. Break the glass. The measly rewards for this complicated procedure? TRANQUILIZER DARTS, FLARE DARTS, a MINI-CROSSBOW and a SNIPER RIFLE. The Terminal inside only controls the camera and turret right here. Notes: The login info is technically SPORTINGGOODSSECURITY/ SPORTINGGOODSSECURITY, but since these words are too long for the Terminal, they can't function. Anyway, you'll want to go to the Northwest. Dive quickly under the bridge with the snipers if they're still alive, then get to the building ahead to duck out of sight of the Delta-2 Peacebringer if it's still active. Cloak and/or Radar Transparency are obviously useful in this endeavor, but neither is necessary. There is a Public Computer Terminal here with only a single Bulletin, about the Cathedral of Payens. Notes: The Cathedrale of Payens is not a real place, Supposedly built in the 14th arrondissement of Paris, it is the fictional medieval headquarters of the Knights Templar. The Holy Lands are an old term for the lands of Israel, coveted by Jews, Christians and Muslims alike. Hugues de Payens or Payns was the co-founder and first Grand Master of the Knights Templar. He co-created the Latin Rule, the code of behavior for the Order. The Cathedrale of Payens is supposedly built in his honor. To the North is the bridge towards the cathedral, but it's useful to check out the Metro station first. There's thing you can do there now, but might as well focus on our main objective. It's being patrolled by an MJ12 Trooper with a Sniper Rifle and a Commando. Sneak past them, to the North. There's an MJ12 Commando patrolling the bridge. If you have the Swimming skill set to Advanced, you can dive into the water here and emerge at the Old Well on the map. If you don't, you can still make it with Rebreathers, Aqualung or just healing the damage. I will take a different approach for this walkthrough, but note that the quickest way of solving this mission is via this submerged tunnel. Take down the Commando, then continue North. You will reach the cathedral. There's tons of Bravo-3 Peacebringers patrolling all around it, as well as several MJ12 Troopers. Turn to the East quickly, and stick to the shadows to avoid being seen. I find this to be an ideal situation for a Thermoptic Camo, though you can also pretty easily avoid the human troops and get by with Radar Transparency or some smart sneaking. Sticking to the South, then the East wall, you will come across a crate containing 30.06 AMMO, a crate with a NAPALM CANISTER and a trellis that Tong will contact you about. Climb this trellis. Don't make too much noise here; two Commandos from inside the building may come out and check out the situation otherwise. Climb the stone beams onto the next part, and an ex-colleague will contact you. It seems Gunther has followed from Paris. Notes: Gunter calling you a īthief on the roofī is a reference to the fact that this part of the game is similar to the first-person stealth game Thief; the Dark Project, another Warren Spector game. The 'feel' of this level is similar as well, from the diary entries to the gruff discussion between two guards later on. If you want, you can use your GEP Gun or the Spy Drone Augmentation to disable the three bots down below, but you can easily sneak by him later. Break the window, and enter the cathedral. There are four books detailing the history of the Templars here; behind Volume One, you can find the CATHEDRAL MAIN DOOR NANOKEY. You are now in the Monk's Quarters, check your map. Notes: The fictional author of "The Red Cross", Richard Baigent, is a reference to Michael Baigent and Richard Leigh, co-authors of books on controversial interpretation of religious texts. These four books tell the tale of the Templars, and the story closely resembles the official history of the Knights Templar in our world. Though many words used invite to further reading, I have chosen to not delve deeper in this document because the history of the Knights Templar is of no further consequence in-game. The books imply somewhat that the Knights Templar were until recently still 'alive' in the guise of the Swiss banking system, though we know from an early UNATCO Know Your Enemy entry that the Templars have been successfully diminished by UNATCO in 2051, led by J. Manderley, who was bribed by Simons on a Zurich (Switzerland) account. Down the stairs are two MJ12 Commandos. Take them down. Smart Prodding action is very effective, but you'll have to time it right. One of the Commandos is stationary, with his back to you. Follow the patrolling one in the other room, then disable him silently. Take down the other one, and you've cleared the Monk's Quarters of enemies. On the table, you can find a 100 CREDIT CHIT and another copy of the CATHEDRAL MAIN DOOR NANOKEY. To the East, an essential DataCube containing to Keypad codes 1942 for the Vault (the gold?) and 0022 for the Fountain of Wisdom. There's also the 34501/08711 combo. Notes: MJ12 replaces the mystic approach of the Illuminati with a more secular system, but these texts found in this level are still very much based on religious imagery. I feel that the text in the Cathedral level is somewhat at odds with some of the text found elsewhere in the game. Where are the secular security clearances supposedly adopted by Page? Why the Secrets and not the angelic security clearances? I feel that the game takes some liberties with consistency in favor of atmosphere. A DataCube in VersaLife mentioned that MiB's, or Series P Agents, have absolute loyalty and minimal pain response caused by conditioning techniques. Maybe the security clearances are for normal Troopers and Commandos, and this Secrets system is for the MiB's. The movie 'Men in Black' was already a few years old when DX hit the market; the several brands of agents being indicated by a single captial letter may be a reference to this franchise, where individual agents are called 'Agent J' and so on. Sidon was a town in what is now Lebanon, once ruled by the Templars. It is featured in the Bible, along with the city Tyre. Remember that Master of Tyre is a rank within the Illuminati. The Fountain of Wisdom is a reference to a Bible passage, Proverbs 18:4. "The words of a man’s mouth are deep waters; the fountain of wisdom is a bubbling brook.", meaning that a wise man (in this Christian context, a true believer) supplies words of wisdom. Within the context of DX, I feel it's best read as a Christian-flavored name for the source of the info Morgan needs. I feel that this DataCube is filled with references I fail to understand, so input is most welcome. In this room, you can also find a RECOIL WEAPON MODIFICATION in the corner. To the North, you can find another 100 CREDIT CHIT and a 250 CREDIT CHIT and a pair of BINOCULARS, as well as a journal entry by what is probably an MJ12 Trooper or Commando. Notes: MJ12 hires ex-military, even if they have less then sterling records under the guise of a 'private security organization'. Sounds a lot like current privately owned security providers such as Blackwater (now Acadami) and similar modern-day sellswords. You can open the 90% Str Locked door with your Keyring; it opens up outside. Return to the library upstairs, and head South into one of the towers. Beware the Sniper Trooper to your left. On the other side of the tower, you can find the Main Entrance of the cathedral. There's two crates containing 10MM AMMO and DARTS here. Down below, there's a Commando patrolling; you can snipe him from this spot if you want to. Return to the tower and go down. Head into the chapel and disable with Commando if you haven't already. Everett may contact you about his history in this place. Notes: Rockefeller and Rothschild dynasties have mentioned earlier, and it seems that these families have been working together with the Illuminati while their old institutions now serve MJ12's goals. Find the 90% Str Locked door to the West, and unlock it with your Keyring. Outside, there is one Bravo-3 Peacebringer and one Trooper patrolling; use Vision Enhancement to check if they're near. Whatever your resources, the goal is to get to the door on the other side unnoticed. With the proper Augmentations, this is easy. You can also disable the Trooper, retreat 'til it's safe, then exploit the predictable pattern of the bot. You are now in the other tower, the one where you want to be. Descend the stairs to find the kitchen; there's a "friendly" chef here, as well as two MJ12 Troopers that you can disable to reach some minor goodies. You can listen in on a conversation as well. The sitting one has a Flamethrower, so watch out; the Aggressive Defense System Augmentation works well. Notes: The chef's name is Swelter, a reference to the fat, sadistic chef Abiatha Swelter from the book Titus Groan, the first book of the Gormenghast trilogy by Mervyn Peake. On the table in the dining room, you can find FLARE DARTS, DARTS and a MINI- CROSSBOW. There's a PROD CHARGER in the Southeast corner of the kitchen. I also highly suggest that you grab a FIRE EXTINGUISHER from the kitchen for now. The chef, a Templar sympathizer, will tell you how to reach both the gold and the computer terminal; check your Notes. Do as the Chef says! Go up three flights of stairs, turn left (beware the Sniper higher up - there's nothing for you there, but he can still shoot you) go down two flights. First, you will pass the vault to your left, but we'll ignore it for just a bit longer. Continue North and disable the Trooper in the room to the right. Return to the vault. This is "Sidon's Vault", and it opens up with 1942. You gain 250 SP AREA LOCATION BONUS Find the Templar's gold Notes: Everett contacts you. It seems that the Illuminati leader has joined the worldwide struggle of the NSF and Silhouette, or was always involved in some way. Strange, because in the long run the ideals of the NSF and Silhouette are directly opposed to Everett's likely outcome of regained Illuminati power structures. The Nazi occupation of Paris ended in August 1944, when it was liberated by mostly French forces with the help of some US Troops. The boxes display a modified version of the eagle atop a swastika, the Nazi symbol; there's no swastika, likely for censorship reasons. The alliance between NSF, Silhouette and Everett is understandable in the short term, but their goals are not compatible. While the NSF and Silhouette would probably have some philosophical differences, they can leave eachother alone. Everett, however, would just like to be a more subtle MJ12. There's no human here. Disable the laser grid with the 60% Str Control Panel or an explosive. The gold is protected by three cameras and two turrets. The Terminal that controls them is in the Northwest corner of this vault; if you have Radar Transparency, you can reach it easily and disable the security with 34501/08711. You can easily sneak through the stacks of gold as well to reach the Terminal. With security off-line, you can find a Repair Bot to regain some Bioelectric Energy. Before you break any of the crates, jump on top of one of the crates and look around to see some goodies on top of stacks of gold. Use a crate to reach them to find a RANGE WEAPON MODIFICATION and a BIOELECTRIC CELL. On the ground level, you can find some ROCKETS and crates containing a RELOAD WEAPON MODIFICATION, a LAW, and a SCOPE WEAPON MODIFICATION. This Scope mod is the last Scope mod in the game. If you busted all the crates before trying to find the goodies up high, you can reach it be picking up the small Metal Crate near the Control Panel, use it to jump on top of the lower stacks in the Southeast corner, jump on the adjacent high stack, then jump towards the treasures. It's an ugly jump thanks to the low ceiling, but doable without any Augmentations. Now, go outside the vault and up one flight of stairs. To the right, you can easily reach the "Fountain of Wisdom", but we'll miss out of skill points that way so turn left and one more flight of stairs up. To the right, you will find an Unlocked door leading to the chamber of a Woman in Black, the leader of this operation. For entering, you gain 250 SP AREA LOCATION BONUS Enter Adept 34501's room You don't have to take her down at all if you don't want to. In the first room, you can find a familiar DataCube and Nanokey. In the adjacent room, there's nothing but a STEALTH PISTOL and a cabinet with a 400 CREDIT CHIT, five THROWING KNIVES and BUCKSHOT SHELLS. The lady herself only carries a big shotgun. Here, you can find a Terminal that responds to 34501/08711, but it only shuts down a camera in the Technology Archive room. One book concludes the tale of Decker Parkes, Wayne Young and Erin Todd, three NSF soldiers that planned the initial Ambrosia heist (well, Erin's a woman) and left New York shortly after Lebedev was shot. It seems they are now in Paris, being watched by MJ12 as dangerous individuals. Notes: An e-mail by Harvey Smith, sent to one of DX's fans, explains his thoughts on Decker, Erin and Young: The only thing that occurs to me is my tribute to "System Shock 2" (one of the best RPG/action games ever made). I had three characters who you never actually meet, but only read about in data cubes and e-mails: an older, grizzled vet, and a younger couple who are in love. Originally working for MJ12 as security, they escape the destruction of the airfield at the beginning of the game and realize that they're former employers probably wouldn't be happy to see them, so they go on the run. And, of course, wherever JC goes, they just happen to be in the same city, trying to buy passports or get out of the country. You can follow their story all the way to Paris, where I was going to have them tragically killed (there's a news item about a security bot going crazy and gunning down a bunch of folks at a cafe that's a remnant of that idea), but in the end I couldn't bring myself to do it. Of course, I couldn't figure out how to end their story, either, and since it was near the end of the development cycle...they just kind of vanish in Paris. One assumes they're probably sunning themselves in Tuscany somewhere under new identities. Note that Decker, Erin and Young working for MJ12 at the start of the game makes no sense whatsoever; I think Smith meant to say NSF there. This DataCube implies that the three have joined or infiltrated MJ12, but that their loyalty is being questioned. The Chasen-Bikal scale is not a real thing and not a reference I can discover, as is an JKL LB survey. Interesting to see that MJ12 talks about 'meme propagation effectiveness', talking the same language as Chad. Return to the Fountain of Wisdom, one stairway down and across the hall. Disable the camera. Use the 0022 code to open the door. Gunther will contact you here, he's very close. Open up the crate to find a FIRE EXTINGUISHER, take it with you. Climb the ladder up. On this level, find the Switch and gain 150 SP EXPLORATION BONUS Discover secret passage in Cathedral On the other side, nothing but sturdy doors with powerful locks and two crates containing FLARE DARTS and DARTS. If you want to return, you'll find the panel closed! No worries, the nearby lamp can be used to open it up. Return to the room with the Ambrosia barrels and continue 'til you find the large room. This is the Fountain of Wisdom. Gunther is here. He will approach you as soon as you have line of sight with him. He will see through your Cloak. You can go around him and fire an explosive at him before he can initiate a dialogue. You have the option of using or not using Gunther's killphrase of JC learned it from Jaime in Paris; the killphrase Laputan Machine will obviously destroy Gunther. If you have the Aggressive Defense Augmentation, you can use it to stop the stream of fire that is about to be unleashed upon your person. If Gunther reaches you for a dialogue, he will set you on fire as soon as the cutscene is over. This is why the Fire Extinguishers are important. Energy Shield and the Aggressive Defense System both work to reduce or stop the effects of the weapon. There are several ways of dealing with Gunther. Fire a Rocket before the conversation starts. Line the passage you came through with LAMs, and escape from Gunther while he blows up behind you. Reach the ladder, and snipe at Gunther from above. Gunther will never Cloak like Anna, but when he is very close to death he will stop attacking you and run. It is not necessary to kill Gunther, and it is even possible - if difficult - to render him Unconscious. While Gunther will take dull damage from bullets and explosions, he'll only take 10% damage from Tranq. Darts and its poison and the Riot Prod. In addition, he's immune to the gaseous attacks and the stunning effects of the Riot Prod, and he cannot be set on fire by the Flamethrower. Regardless of your actions, the game will assume you killed Gunther at this stage later in the game. If you manage to get Gunther Unconscious, he will not self-destruct and you can take a COMBAT KNIFE, a FLAMETHROWER and an ASSAULT RIFLE from his body. Notes: The killphrase 'Laputan Machine' is a reference to Gulliver's Travels, where the Laputans were tiny stargazers characterized by a neglect of useful occupations and a devotion to visionary projects. How this applies to Gunther depends on how you would interpret him as a character. Reaching the Computer, you'll gain 500 SP CRITICAL LOCATION BONUS Find the Fountain of Wisdom 34501/08711 allows you to establish a system uplink. When you're done, you'll see that Walton Simons' hologram is waiting for you; you can only talk to him if you've killed or knocked out Gunther though. He hints that a nano-augmented soldier is now coming after you. Get back to the tower, and find the door leading outside at the ground level. You may want to check in with the Repair Bot in the vault. Leave the building, and sneak past any remaining resistance to the Old Well to the Northeast. Dive in, and follow it to the bridge. On the way there, you can find a crate containing a LOCKPICK. You'll have to exit on the North side. You'll get some sweet Infolink messages on the way to the Metro station. There's a crate containing a BALLISTIC ARMOR near the Metro entrance. Notes: Unclear what has been uploaded. Was Icarus uploaded to your systems, did Icarus upload access for Bob Page or something different? The prototype line is a bit of a plothole. As we know from various DataCubes and such, JC and Paul were nano-augmented due to a absence of all H type epsilon immunoglobin proteins. People who have this immunoglobin show adverse reaction to the nanites and develop fatal symptoms; the Gray Death. JC and Paul have been chosen for augmentation because they possess this rare ability to withstand the nanites and integrate them in their body. It is possible that Simons was also chosen by Page for a rise to power because he was a man within MJ12 who had this genetic makeup, but the fact that the mastermind Page just happens to also have this mutation is huge coincidence. One note is that one Dr. Kohl from VersaLife labs (the doctor near the imprisoned Bum) has these lines: "No immune response, however. That should get us another big check from Walton Simons, don't you think? I've told them before: new neurons aren't the answer. We need to reconfigure what's already there." It is possible that integration in living humans was discovered a few days ago, which is why Page moves now. Then again, Page was already shown to have augmentations in the intro movie, before Simons was even head of FEMA. The best way to close the plot hole is that Page was subtly mech-augmented earlier, flew to VersaLife as soon as it was discovered how to integrate the nano-augmentation in him, just when JC is there as well. Several lines from NPCs at that point mention the 'Americans' have come for a visit and assume you're with Simons, and you can spot Page talking to Maggie Chow. Another theory is that it's just a coincidence and that Page indeed possesses the rare ability to withstand nano-augmentation and has installed these just after the augmentation of Paul and JC. Primary Goals: Meet Toby Atanwe, Everett's associate, in the metro station. From the main room of the Metro Station, you can go in four directions. To the South, you can find the actual metro you will have to take later in the game. For now, you can follow its corridors to gain 150 SP ADVANCEMENT BONUS Find metro To the East of the main room, you can find a friendly technician. He will talk of a friend, but he's not here yet. He will sell you the following: ACCURACY WEAPON MODIFICATION 750 credits RANGE WEAPON MODIFICATION 800 credits THERMOPTIC CAMO 5000 credits Buy what you want, there's not much stuff you can do with your credits past this point, so you don't have to worry about your checkbook. You can only do the following if you have Speed Enhancement and can get it to perform at Level 2, or when you drag a lot of small Metal Crates and Trashcans from the main hall into this room. Find the small Metal Crate in the dark corner, and throw it on one of the couches to the East. Jump on top of the Couch, then the Crate, then on top of the ledge with Speed Enhancement active. Alternatively, build a makeshift tower out crates. If you stack two Metal Crates and a Trashcan, and you use two Metal Crates to get on top of that, that's high enough. Anyway, the ledge. Here, you can find the technician's journal, and a crate containing a MULTITOOL. You'll also gain 50 SP EXPLORATION BONUS Find Giuliano Jordorowsky's journal The journal holds account info: 576001/WYRDRED0-, and mentions the last digit of the PIN# needs to be guessed. You can confront 'Joseph' downstairs with your knowledge, but you won't get your discount. In addition, you can tell the Metro Patrol about Joseph's thieving ways, and mention your actions to Joseph, but none of it will get you anywhere. Notes: Jordorowsky is a reference to Alejandro Jodorowsky, the director of Dune, who studied mime in Paris. To the North of the main room, the glass door won't open. You can easily bash it in with any kind of violence, though. There's a Repair Bot inside, and an ATM Machine. 576001/WYRDRED08 gets you access to 900 credits, also its Base ATM Value. You've been to the Metro station earlier. From the main room, you can find a Repair Bot to the North, the thieving Joseph to the East. If you have the money, I suggest you buy that Thermoptic Camo, there's little else you can do with your credits past this point. You can knock him out and get a MULTITOOL from him, if you really want it. To the South of the main room, you will eventually find Everett's lackey, Atanwe. Atanwe will give you the illusion of choice. You will gain, just before things go dark: 150 SP Meet Toby Atanwe ********************************** 3.19 Morgan Everett's Home ********************************** Skill Points to earn: 800 100 SP EXPLORATION BONUS Find Lucius DeBeers' pod 100 SP EXPLORATION BONUS Find Morpheus' room 500 SP SUBJECT ACQUISITION BONUS Meet Morgan Everett 50 SP EXPLORATION BONUS Explore Morgan's Aquaria 50 SP ADVANCEMENT BONUS Reach Jock on Morgan's Helipad Augmentation Canisters: EMP Shield / Ballistic Protection Augmentation Canister Targeting / Vision Enhancement Augmentation Canister Upgrade Canister Weapon Modifications: Accuracy, Laser Mister Toby Atanwe has a lot of useful information for you when you find yourself in some building in Paris. Obviously, you cannot leave through the front door. It is time to meet the most important member of the Illuminati, Dowd's main man, Morgan Everett. Notes: If you attack Toby, he may pull out a Dragon's Tooth. The same goes for Morgan later. This is strange because these swords are a very recent invention. Also? MJ12-controlled technology from Hong Kong. What, are they some sort of MAGIC nanotechnology lightsabers? To the South, you will find an INF/INF door blocking your path, so walk to the East where Icarus will contact you. In the kitchen here, you will find a Maid called Carmela who tells you to not distrub Lucius DeBeers. You can chat with her once she drops the name. Man, even the Maids of the Illuminati keep secrets from you. You can find a 100 CREDIT CHIT in a cabinet. Notes: The name DeBeers is a reference to the DeBeers diamond company. It's got a long history of less-than-legal financial constructions. It was founded by Cecil Rhodes, mentioned earlier in-game. West of the Kitchen, you can find a bedroom, with a PS20 and a 100 CREDIT CHIT on the nightstand. In the adjacent bathroom, you can find a MEDKIT and the AQUARIUM HATCH NANOKEY. More importantly though, the mirror is a hidden panel that you can slide open to reveal a grate with a 80% Str Lock. Destroy this grate with a Combat Strength Dragon's Tooth slice or an explosive, or simply pick the lock. If you can hack, open up the Terminal to see two cameras active; one monitors DeBeers, the other one monitors the Helipad, where you see a mechanic on his back. Strange. There's no need to disable the cameras. You will find the login later. If you press on, you'll gain: 100 SP EXPLORATION BONUS Find Lucius DeBeers' pod In this room you can find a 100 CREDIT CHIT, a DataCube with the code that can be used to visit 'Morpheus' (8001) Make sure to talk to Lucius as well. What a miserable life for the Supreme Enlightened, though he quite a lot of info about the Illuminati. Notes: There is a speech that John F. Kennedy is supposed to have given at Columbia University in November 1963, ten days before he was murdered. In it, he supposedly said: "“The high office of the president has been used to foment a plot to destroy America’s freedom and before I leave this office, I must inform the citizens of their plight.” No official records exist that Kennedy was even near Columbia University in November 1963. Secondary Goals: Tell Everett that Lucius DeBeers is cold Well, I suppose it's good to keep de beers cold. You can shut down DeBeers' Life Support system with the adjacent Computer Terminal, but there's no reason to do that. Return to the kitchen for now, and leave to the East. Down the stairs, you will find a Repair Bot and crates containing two PROD CHARGERS. Pass the aquaria until you reach a fork. To the South, you can visit an old friend and ally, but to the West, Everett is waiting for you. Let's go South first. It's Alex! He's working for Tong, who is cautious about Everett's goals. He's got some troubling news about Tong as well. On his desk, you can find an EMP GRENADE and a BIOELECTRIC CELL. You can hack the computer for an e-mail from Toby to Morgan mentioning two codes: 2384 and 6426. Notes: Alex tells you Tong sent him to spy on Everett, but I've got a different take on it. Tong only knows Jacobson for a few days, and even though Alex' story checks out, he is still an ex-UNATCO man. It is more likely that Tong doesn't trust Alex and sent him to Everett just to send him away. Also note the questionable matter of logistics; Alex Jacobson is a wanted terrorist. InterPol is after him. How did Alex get from Hong Kong to Paris before you without a black helicopter? Best not to dwell too much on this matter. My take on it is that the game devs thought it'd be nice to have old UNATCO allies pop up later in the game. A software worm is a standalone malware computer program that replicates itself in order to spread to other computers. Since a blip of Daedalus' code runs on every communication device on the planet, an 'update' must be able to swarm across the net as well. Further to the South, you can find a room with some kewl stuff. A DataCube mentions a password PYNCHON, there's a MedBot and a BIOELECTRIC CELL. Notes: Pynchon refers to Thomas Pynchon, an American writer. His work is referenced in the 'Ton Hotel's guest list as well as an earlier e-mail in VersaLife. His most famous books are Gravity's Rainbow and The Crying of Lot 49. To the West, there's a blast door controlled by a 90% Str Keypad. Luckily, we have the code, 8001. You gain: 100 SP EXPLORATION BONUS Find Morpheus' room In this room, you can find two PLASMA CLIPS, a book detailing the Morpheus Project, a BIOELECTRIC CELL and the MIRROR LOCK MECHANISM NANOKEY that is now useless to you. Well, it was either breaking into Lucius' place to find the code to enter here, or break into this place with Multitools to find the Nanokey to Lucius' room. But obviously, the main attraction here is the hologram of the sentient AI, Morpheus. Talk to it a lot, it's great. Notes: Heuristics are strategies for problem solving based on learning and discovery; trial-and-error and such. In this case, Morpheus' heuristic language may mean that Morpheus can adapt itself to better gather and present information. The name Morpheus literally means 'one who shapes', which may be further reference to it. Interesting to note that Morgan does not understand how Morpheus adapts itself. Also, since Morpheus was the prototype for Echelon IV, or Daedalus, this erratic behavior may be reason Daedalus sprang free in the first place. Leave this place, head back to the fork and head West this time to gain 500 SP SUBJECT ACQUISITION BONUS Meet Morgan Everett Morgan talks to you about Daedalus. You get a new mission; you must travel to Vandenberg to meet up with Gary Savage of X-51. JC will bring up DeBeers if you met him earlier. Everett is not inclined to revive the poor man. You can talk to Morgan one more time about Alex, and one more time about Morpheus. Notes: A daemon is background software that runs without direct input from the user. I've always found this part of the game confusing, but this is what's going on. Daedalus is being attacked by Icarus; it has already caused MJ12 renewed access to Daedalus' info and will in time destroy Daedalus. Everett has a plan that will not only save Daedalus by defending it from Icarus, but by uploading Daedalus to MilNet Daedalus can be used to destroy MJ12's intelligence apparatus. Keep in mind that a fully functional Daedalus will likely classify the Illuminati as a threat, so Everett may have his own agenda in helping and modifying Daedalus. Primary Goals: Meet Jock at the helipad. Leave for Vandenberg Airforce Base. Secondary Goals: Tell Lucius that Everett does not intend to revive him? Time to loot his place a bit. To the East, there's a hatch with a 20% Str Lock that can be picked, destroyed or opened with the Keyring. It opens up over the aquarium. Dive in and swim to the other side, where you will find DARTS, a REBREATHER and 50 SP EXPLORATION BONUS Explore Morgan's Aquaria Return to Morgan. On the North wall, there's a cabinet with a 80% Str Lock that holds a MULTITOOL, a LASER WEAPON MODIFICATION and an ACCURACY WEAPON MODIFICATION. A powerful Dragon's Tooth can open this up for you. In the middle of the room, there's two containment pods, both protected by a 90% Str Keypad. You can use the codes acquired from the computer to open them: 2384 to acquire the SUBDERMAL1 AUGMENTATION CANISTER and the OPTICS AUGMENTATION CANISTER and 6426 to obtain the UPGRADE CANISTER. You could also use the Security Computer Terminal with MEVERETT/PYNCHON to lift the Nanotech Containment Field 002, but it doesn't do anything. Instead, simply go to Security and set the Door Status of both fields to Open. Djibriel's First Time Player Pick: Upgrade Spy Drone to Level 3 You can return to Alex. The computer responds to MEVERETT/PYNCHON as well. If you want to correct a grave injustice, return to DeBeers and inform him of Everett's lack of ambition to restore DeBeers. You can tell the truth or lie to DeBeers, either option removes the Secondary Goal from your list. Once you lie, you can no longer tell the truth. When you tell the truth, DeBeers asks you to euthanize him. This can be done with the Terminal: MEVERETT/PYNCHON can Shut Down DeBeers' Bio Support System. He will be gone quickly. Everett will contact you once you've killed the Supreme Enlightened. Simply telling the truth to Lucius will provoke no response. Find the INF/INF door to the South of where you were first brought in by Toby. Reaching the helipad nets you: 50 SP ADVANCEMENT BONUS Reach Jock on Morgan's Helipad There's a dead body of a Mechanic on the ground. Again, strange. The mechanic that is still walking acts a little shifty as well. There's a LAM in a crate. You can return to Everett and question him about the Mechanic, who sends you away to assassinate the imposter. Secondary Goals: Kill the phony mechanic who infiltrated Everett's estate. You can verbally confront the mechanic, but it will cause the Odd Mechanic to flee to the kitchen and draw a Stealth Pistol on you. Obviously, you can just kill the man right away. If you killed the man, knocked him out or simply had Everett say that the Mechanic is an imposter, JC will cause Jock to double-check his systems and discover A Bomb! Had you not followed up on this clue at all, you could've just boarded the helicopter, causing bomb-related issues down the road. Once the bomb is de-activated, there is no real reason to kill the Mechanic other than completion of a secondary goal and the CROWBAR and STEALTH GUN he has on him. Notes: This is probably the most famous scene of the game, since a lot of people ridiculed JC's voice actor's monotone delivery of his lines here. Warren Spector has said that JC's lack of emotion was intentional, so that players could more easily project their own feelings onto him. ********************************** 3.20 Vandenberg Airforce Base ********************************** Skill Points to earn: 2700 50 SP EXPLORATION BONUS Explore cooling towers' water 100 SP ACCOMPLISHMENT BONUS Override first Backup Power Terminal 75 SP AREA LOCATION BONUS Reach stashed LAW crates 100 SP AREA LOCATION BONUS Reach Front Gate of Vandenberg 400 SP CRITICAL LOCATION BONUS Enter Vandenberg Communications 50 SP EXPLORATION BONUS Explore roof of Vandenberg Communication 150 SP EXPLORATION BONUS Crawl over pipes Radiation room 150 SP EXPLORATION BONUS Explore utility tunnel storage room 400 SP ADVANCEMENT BONUS Reach the Command Centre though tunnels 100 SP ACCOMPLISHMENT BONUS Override second Backup Power Terminal 50 SP EXPLORATION BONUS Access bottom of elevator shaft 500 SP PROGRESS BONUS Uplink Daedalus to MilNet 100 SP EXPLORATION BONUS Find reset button elevator 75 SP EXPLORATION BONUS Find west maintenance halls 50 SP EXPLORATION BONUS Find dead scientist outside 50 SP EXPLORATION BONUS Find Webber's assistant 150 SP ACCOMPLISHMENT BONUS Reach Terminal in Hazard Lab 150 SP ACCOMPLISHMENT BONUS Enter Vandenberg Security Bay Augmentation Canisters: Cloak / Radar Transparency Augmentation Canister Upgrade Canister x2 Weapon Modifications: Range x2 When you arrive, you quickly get a lot of information. Lemme break it down for you: You can't get to Savage, because the base is under lockdown until the patrolling MJ12 bots have been destroyed. You can do this yourself, or you can activate Vandenberg's own bot defense system by activating the backup power by finding two control panels and activating them with the 5868 code. This is just a means to an end, though. Primary Goals: Destroy the 2 MJ12 military bots and 2 MJ12 security bots. Base will remain under lockdown until the bots are destroyed. Secondary Goals: Activate backup power for the X-51 scientists' bot security system. Notes: Vandenberg Air Force Base is a real place, located in California. You start out with a great tactical advantage. You're on a large roof, and you can study and snipe the entire outside of the base from this point. Carla Brown mentions the location of the back-up power control panels; one outside, one in the transformer room. Check the image you received. To the East, you'll look over the Security Bay, that holds the X-51 defense bots currently dormant. You are standing on the Command Center. In the yard, you can see two Bravo-3 and two Delta-2 Peacebringers patrolling, you'll want to destroy these to remove the lockdown. You can take down the Bravo-3 bots with your GEP Gun or a Spy Drone, they are both nearby. Grenades can work, but the timing can be difficult. One of the Delta-2 bots can also be destroyed from this vantage point. Take your time hiding when you are fired upon and resume the attack when things are quiet. The final bot can be tricky to destroy from the roof since it keeps patrolling behind the Communications building. You can leave it be for now. Up to three MJ12 Troopers can arrive to check out the destruction; there are two guarding the Front Gate, and there's one patrolling the South wall of the Command Centre. Disable them if you can, they'll only be a nuisance later on. On the West side, you can find a guard tower with two MJ12 Troopers, one on each platform. Disable these guys. Now, it's time to get down, but we're gonna do it in style. On the South side, you can see two cooling tower partly submerged in water; the red lights make it a noticeable place. Run off the roof and dive into this water to avoid falling damage. Make sure the Trooper here has been taken care of. Find the two crates in the water containing a MEDKIT and some ROCKETS and obtain 50 SP EXPLORATION BONUS Explore cooling towers' water Head west, where you can find one of two Terminals in the corner. It's only a 20% Str Keypad, but you have the code anyway: 5868. You gain: 100 SP ACCOMPLISHMENT BONUS Override first Backup Power Terminal Notes: There is a bug in at least the GotYE version where you obtain these 100 skill points every time you input the code, resulting in an infinite amount of skill points. Now, travel North. You'll come across the guard tower, hopefully you took care of the Troopers. Both Troopers carry a LAW that you can use to destroy the MJ12 Bots if they're still around. You can climb a large pipe to the South to reach a platform with two crates, both containing another LAW. Reaching this place gets you 75 SP AREA LOCATION BONUS Reach stashed LAW crates Head North further, ignoring the locked door leading into the Command Centre, and turn to the corner to the East. There's an MJ12 Trooper here shooting Tranq. Darts, so take him down. There's a crate with a MEDKIT to be found as well, and the Trooper carries an EMP GRENADE if you're interested. Notes: in my GotYE game, left of the Medkit crate, you can walk through the wall. It's a bug. I'm assuming you've cleared most of the bots. If not, use your GEP Gun or the LAWs you found to destroy the bots you find when you press on towards the East and find yourself near the Security Bay. Steer clear of the front entrance of the Command Centre, there's two MJ12 Commandos guarding it. Once you've destroyed the bots, Jock will mention the Communication Building is open, and that he'll leave to pick up Tong. Primary Goals: Go to the communications center to gain access to Gary Savage. To the North, you can find the entrance to Vandenberg. Guarding it are two MJ12 Troopers; sneak past them or disable them. If you approach them from the West, you can easily take both of them down with a melee weapon. Run down and collect: 100 SP AREA LOCATION BONUS Reach Front Gate of Vandenberg In the guard booth, you'll see a DataCube that mentions some army guy leaving behind Vandenberg to the X-51 scientists. Also, there's a GAS GRENADE. Notes: The Big One is the 'the SoCal disaster that submerged much of southern California'. It's not otherwise specified in-game, though the DX Bible mentions it's "a major earthquake hit the West Coast, destroying most of San Francisco and dumping all of Los Angeles and most of southern California south of Lompoc into the ocean." Return to the Communications building to gain: 400 SP CRITICAL LOCATION BONUS Enter Vandenberg Communications The Scientist, Tony Mares, tips you off on a colleague of his who has the key to the Control Room, where Savage is. You'll have to track down this guy for his key, or you won't be able to get to Savage. Let's retrace his steps until we find him; alive or dead, we need that key. Djibriel's First Time Player Pick: Upgrade Electronics to Advanced Primary Goals: Find Gary Savage, believed to be in the control room. The lockers in this building contain useful items. From right to left, a DataCube with a recording of the man we're looking for Thompson Reynolds. It contains login info: TUNNEL01/OMEGA2A. The next one holds DARTS and FLARE DARTS. The next one a MULTITOOL and an UPGRADE CANISTER. Last one's empty. The two middle lockers are protected with a 70% Str Lock; the Dragon's Tooth are an explosive can help you out. There's a SAWED-OFF SHOTGUN on the bunk bed. Djibriel's First Time Player Pick: Upgrade Regeneration to Level 2 In the adjacent room, you can find the entrance to the utility tunnels. You can find a MEDKIT, three FLARES, BUCKSHOT SHELLS, two BIOELECTRIC CELLS and a 7.62x51MM AMMO clip here. Before you enter the tunnel, find the ladder going up. There's a dead MJ12 sniper here, a SNIPER RIFLE, 30.06 AMMO and 50 SP EXPLORATION BONUS Explore roof of Vandenberg Communication In the tunnels, Everett will contact you. Careful, there are two Model 2 Arcbots scurrying about. Deal with them before you start examining stuff. First, on the West wall, there's a panel that reveals button's labeled 1, 2 and 3. Only 1 can be successfully reset, but there's nothing to reset now. Pressing on, you can find a Terminal: TUNNEL01/OMEGA2A disables an upcoming camera and turret. Then, there's the closed entrance to the Generator Room, protected with a 80% Str Keypad. We don't have the code. There's a better way in, so pass this one up for now. You'll find a blue tripwire security system. Bypassing the nearby 60% Str Control Panel with Multitools is an option, as is using an explosive or a Spy Drone to disable the lasers themselves. Careful jumping can also get you past these lasers, or with Speed Enhancement at level three or beyond, you can leap over the entire trap. Finally, you could trigger the trap, have the Arcbots sent up, and quickly destroy them. If you activate the security system, the door into 'Hazard' will close on you, forcing you to reset the trap to open the door again. You'll have three option here; break the 90% Str lock on the door leading into Maintenance Access, open up the door leading into the radiation room or open up the grate of the crawling space. Let's do that. There's really only one way to go; it opens up above the flooded generator room. Dive in. There's a crate containing a MEDKIT in the Southwest corner and a crate with a LAW in the Northeast. There are two bodies floating here. The one stuck beneath the yellow pipes holds two BIOELECTRIC CELLS. Below the body, in one of the transformers, you can find some TECH GOGGLES. The other body holds no items, but right below it you can find the MAINTENANCE NANOKEY. Grab a lungful of air and find the exit to the South. Swim up in the flooded stairway and use the Switch to find yourself on familiar territory. But there's one more thing to do. Dive back in, and go all the way down to find a locked door with a 60% Str Keypad. We need to open this for an Upgrade Canister. Bypassing the keypad will take some time, so either upgrade your Swimming skill, use a Rebreather or activate Aqualung. Regeneration can help as well once you start taking damage. Grab some more air when you've opened the door, and dive back to explore. The dead body holds a LOCKPICK and an UPGRADE CANISTER. Further on, you can find a dead MJ12 Trooper holding a PISTOL and a crate containing some BALLISTIC ARMOR. We're done here, let's get out. Djibriel's First Time Player Pick: Upgrade Spy Drone to Level 4 Return to the fork past the tripwire trap. I suggest going for the 90% Str lock now, since you have the Nanokey! Climb the ladder and find crates with the 10MM AMMO and a clip of 7.62x51MM AMMO. You can crawl over the pipes near the ceiling of the radioactive room that you otherwise would've entered. Taking this route protects your damaging radioactive radiation, and awards you with: 150 SP EXPLORATION BONUS Crawl over pipes Radiation room Note that you can leap over the other side of the radiation room, but that you can't return this way. If you've got the stomach for it, you can return after you've bagged the skill points, and open the door the regular way. You'll have to protect yourself from the radiation somehow. Environmental Resistance helps. The green liquid is damaging as well, in addition the radiation. The crates here contains an EMP GRENADE, you can loot the body for a MULTITOOL. Quickly reach the other side and use the button to open the door. At any rate, you'll reach a storage room. There's a small Arcbot below, take it out. Climb down the stairs all the way to find two crates containing two MEDKITS, which you can use to heal damage from the radiation if necessary. The only other way to continue leads to blue tripwire lasers with an 80% Str Control Panel. Triggering the 'trap' summons a turret from the ceiling that starts firing immediately. You can bypass the Control Panel, disable the lasers themselves, of trip the lasers, hide in a nook to the left and destroy the turret. Radar Transparency turns you invisible to the Turret. You will find the ground floor of the storage room, where you can gather a LOCKPICK from a crate. There's also some ROCKETS in a crate, but you'll have to get near a radioactive barrel, so decide if you want it. Ascend the stairs to find the control room for the supply lift. There's a MEDKIT on the floor. Setting the lift to '2' allows you to reach a crate with a MEDKIT, a crate with a LOCKPICK and gaining 150 SP EXPLORATION BONUS Explore utility tunnel storage room You can also see a FLAMETHROWER between two explosive barrels. You can simply reach it by placing a small Metal Crate in front of it and jumping up; even without augmentations, you should be able to reach the weapon. Now, set the lift to '3', return, and walk over the lift to continue. Careful, there's another Arcbot here. You will find the body of poor Reynolds. There's a MULTITOOL on his body, and the necessary CONTROL ROOM NANOKEY near it. For reaching this far, you gain: 400 SP ADVANCEMENT BONUS Reach the Command Centre though tunnels You will wind up in the Command Centre. You could've explored this place a long time ago, as soon as you landed on its roof actually. This time though, you have the Nanokey necessary to reach the Control Room within. Find the crates containing a LOCKPICK and 10MM AMMO. Use the Switch to open the door, but beware. Two MJ12 Troops and a Man in Black are right outside. I suggest Cloaking yourself here and speeding to the North, where you can dive into a door quickly. In here, you're safe, and guess what: the second Terminal for the backup power is here! Since you already disabled the bots, you don't really need it, but input 5868 and you'll still get 100 SP ACCOMPLISHMENT BONUS Override second Backup Power Terminal Notes: Like with the other terminal, inputting the code over and over again will, due to a bug, result in infinite amounts of skill points. There's a grate here where you can access an elevator shaft with a Dead Body in it. There's no items here, but there is the 50 SP EXPLORATION BONUS Access bottom of elevator shaft Note: in the original version of the game, there's a HAZ LAB NANOKEY near this body. Not in my GotYE game though. In the adjacent room, you can find a cabinet with a 80% Str Lock. You can slice it open with the Dragon's Tooth, but I don't suggest explosives since it'll alarm soldiers in the neighborhood. Inside, you'll find two REBREATHERS, 7.62x51MM AMMO, a BIOELECTRIC CELL, 10MM AMMO, two MEDKITS, a MINI-CROSSBOW and some DARTS. The Rebreathers and Medkits are strangely stacked, so there will appear to be only one of each. Forget about the main hall that you just passed through, and ascend the stairs. At the top, there's two MJ12 Troopers. Take them out; a Gas Grenade is useful here, as is the Pepper Gun. If you don't make any explosions, no other troops should be alarmed. You'll find crates containing a BALLISTIC ARMOR and 7.62x51MM AMMO nearby. Now, head south, taking care to avoid being seen by the troops on the ground and the single Trooper in the Southeast corner. This can be done without any Cloaking by simply sticking to the shadows near the wall. If done correctly, you can overhear the Trooper giving orders to a female scientist. If the Trooper here starts shooting before you trigger that conversation, you will not be able to start the dialogue with the scientist later. Take down the single Trooper here without alerting the troops below, either by Cloaking to the other side or shooting him with a Dart or such. Now, all there is to do is take care of the guys below. A single WP Rocket takes care of them. You can also just ignore them, if you remain cautious. Talk to Stephanie Maxwell, who gives you the COMMAND/ZEBRA42 combo to manipulate the Security Terminals. The Control Room is very close! It's in the Southeast corner on the second floor, where you 'rescued' Stephanie. Use the Keyring to open it up. The Control Room is still under X-51 dominance, so no need for guns here. The computer can be hacked for some interesting e-mails. The login info, which you cannot find anywhere in-game, is JTAYLOR/#214. Notes: In Re: Reaction Modules, Gary mentions that something happened at Area 51. This 'what happened there' is not mentioned in-game. The DX Bible describes how Area 51 was initially subject to the UC going haywire, killing most and forcing a lockdown of the place. Also note that they have JC's genetic profile, which they took with them from Area 51. What's your profile doing there? Descend the stairs. Daedalus reminds you of why you're here; help Daedalus get MilNet access so he can attack Icarus. Below, you'll find ex-army and ex- UNATCO war hero now working for X-51 Sam Carter. The only reason he doesn't have an ex-wife is because she died! Amiright, guys? Anyway, Gary Savage is the bald scientist in front of the computer. Primary Goals: Bring up the Vandenberg computer system, needed to operate the UC and to allow Everett to defend Daedalus. Gary gives you the GSAVAGE/TIFFANY combo to work the Vandenberg computers. Try it out on the one Gary is standing near for some e-mails. Find the Repair Bot as well to replenish some Energy. Find the computer room to the North. In the Southeast corner of this room, you can find a BIOELECTRIC CELL and the 3RD FLOOR COMPUTER ROOM NANOKEY. Arcs everywhere. There's an alternate route through the 3rd floor computer room, but this one is fine. Just stick to the East wall 'til the end, then turn the corner to see the Control Panel. You can bypass the 40% Str Control Panel to shut down the arcs on this floor. I suggest you do so. Find the Switch on the North wall to summon the elevator. On this floor, there's a 70 % Str Control Panel that can shut down the arcs on this floor, but there's no real need. You can easily hop over to the computer. GSAVAGE/TIFFANY allows you to link Daedalus to MilNet. The arcs will stop, and you'll gain access to the computer. 500 SP PROGRESS BONUS Uplink Daedalus to MilNet Daedalus and Icarus will merge into Helios, a surprise from Bob Page. Notes: Daedalus, Icarus and Helios are all references to a single story from Greek tradition. Daedalus was a great inventor and crafter who created a labyrinth for his king. To prevent other of knowing about the labyrinth's twists and turns, the king locked Daedalus and his son, Icarus, in a tower. Daedalus crafted wings from bird feathers and wax for himself and his son, and they escaped the tower. Despite Daedalus' warnings, Icarus flew too high to the sun (Helios), and the wax of his wings softened, causing him to fall in the sea and drown. While I can't see a direct parallel with the three AI's, the themes of the story are very relevant to X-51; like Daedalus of the story, Gary is a unrivaled inventor whose patron turns against him and who has lost a great deal because of his inventions, maybe even his offspring as will become clear very soon. This is another moment in the game where I'm not exactly sure what's going on. The DX Bible gives some more background on this, but it's also clear that the story at this point in the DX Bible is different from the game. Everett envisioned that Daedalus could be turned against Icarus and subsequently gain access to MilNet... and MJ12's secret communication. It has simply failed. Icarus overtook Daedalus and together they have become Helios, apparently under Bob Page's control. You have lost the battle for communication, Everett's master plan failed and Daedalus is gone. What confused me always was how the man who single-handedly built Morpheus could be so easily out-maneuvered to the point that Savage even says: "I don't know what Everett was thinking", which led me to believe Everett planned this Helios merger behind your back for some reason still unknown. Since Helios in no way furthers Everett's agenda later in the game, I see no further proof of his. Return to Gary Savage to get a new mission. Bob Page will give his demented little speech and after that you can have a dialogue scene with Gary Savage and two scenes with Sam Carter about the rescue mission and about the merger. Notes: While the DX Bible described Icarus as a tag-on program designed to attack and 'trap' Daedalus, Sam Carter flat-out tells you that Icarus was Daedalus with a few modifications; Daedalus quit his job and MJ12 created Icarus to do it instead. Sam Carter also indicates there is some wiggle room; Icarus was a pure MJ12 tool, but Helios - whatever it is - isn't Icarus anymore. If Daedalus pattern-matching of MJ12 as a terrorist group is still in there, Helios might not be the same ally to Bob Page as Icarus was. Ascend the stairs and open up the 3rd floor Computer room to find a MULTITOOL and a BIOELECTRIC CELL. You can blow up the fan and enter the computer room that way, but you're already done there. Now, leave the Control Room to go meet up with Jock. There's a few more side-quests to get some skill points though. Primary Goals: Rescue Gary Savage's daughter, Tiffany, from the gas station where Majestic 12 is holding her. Find the elevator outside of the Control Room and ride it up to the roof. Careful, there are two MJ12 Troopers right outside this elevator door, one on both sides. A Gas Grenade or some Cloaking can help you take them both out. If you initiate a fight, don't leave the elevator until the Alarm has calmed down, since there's a turret outside. The crates here contain 10MM AMMO. You can continue through the next room to the North to, past some security measures disabled with COMMAND/ZEBRA42, get back the roof where you started, but let's not and head up the ladder. There's a crate with BUCKSHOT SHELLS here. Walk to the South and open up the grate to find yourself on top of the elevator. 100 SP EXPLORATION BONUS Find reset button elevator Press the Switch to send the elevator down to the ground floor. Open the grate and leap down. If the three MJ12 members are still here, they'll be alerted by the sound you make when you land; if you have Run Silent though, you can avoid that. Find the Terminal to the South. COMMAND/ZEBRA42 disables the security measures in the reception area. The computer here can be hacked for a familiar e-mail. Login can be TBAKER/DALEK, but you don't find that info in-game. Notes: A Dalek is an antagonistic alien from the long-running BBC show Doctor Who. The Doctor, the protagonist, goes through several incarnations; it's fourth incarnation was played by Tom Baker, hence the login name. There is, however, also an X-51 assistant NPC called Tim Baker. On the West wall here, there's a grate leading to a maintenance area. Enter it for 75 SP EXPLORATION BONUS Find west maintenance halls This is just another way into the building, since the 50% Str Locked door leads outside. There is one more thing here. Find the grate in this room very close to the West wall. Open it up and follow this path until you reach the dead body of a scientist. It holds a BIOELECTRIC CELL, and gets you 50 SP EXPLORATION BONUS Find dead scientist outside Return to the reception area. Climb the stairs into the conference room with the digital globe. Below, you can spot two MJ12 Troops. Disable them from your vantage point here. What also works is jumping down with a Pepper Gun; from the right location, one spray disables both Troopers. One of them has a LAM. Talk to the Scientist, Stacey Webber, here. She gives you the security login, but you already have it. Also note the MedBot here. Her assistant is missing, but he's very close. Find the door with the 60% Str Lock. Spend some Lockpicks to open it up to find Webber's assistant and 50 SP EXPLORATION BONUS Find Webber's assistant In here, you can find a BIOELECTRIC CELL, some HE AMMO, a MEDKIT, a HAZMAT SUIT and a MULTITOOL. Now, find the Hazard Lab. Most of it is flooded, and electricity is turning it into one big shocker. First, find the cabinet. Use the Dragon's Tooth or an explosive to open it up to find a HAZMAT SUIT, three BIOELECTRIC CELLS, a 100 CREDIT CHIT, a MULTITOOL and a MEDKIT. You can disable the electricity with the 90% Str Control Panel here, or with the 50% Str Control in the water. It's a few easy leaps though, and there's a MedBot right outside. With the electricity gone, look around. To the North, you can find another HAZMAT SUIT and a Terminal controlling the turrets in the reception area. You'll also gain 150 SP ACCOMPLISHMENT BONUS Reach Terminal in Hazard Lab Clearly visible as well, there's a THERMOPIC CAMO and an SUBDERMAL2 AUGMENTATION CANISTER. Close to the Canister, you can find a MEDKIT. The Trooper near the Camo has a RANGE WEAPON MODIFICATION on him. To leave this area, you'll have to pass some lasers, but since they only raise the alarm and nobody's around, it's no biggie. We're almost done here. We restored the backup power, might as well send out the X-51 bot security system. Get to the Security Bay outside, either though the front entrance of the reception area (might be Commandoes here) or past the maintenance room to the West of the reception area (break down a door and walk around). Use the Switch to open the door. Entry gets you: 150 SP ACCOMPLISHMENT BONUS Enter Vandenberg Security Bay Use the Switches to release two Delta-2 bots. Inside, you can also find a PROD CHARGER and crates containing a NAPALM CANISTER, WP ROCKETS and 7.62x51MM AMMO. The dead body holds a LOCKPICK and a BIOELECTRIC CELL. We're done. Get to the Front Gate outside. Past the gate, immediately stick to the wall to your left, don't go down to the 'copter just yet. You will notice the ground beneath your feet shrinking into the wall until you can't go any further, but there's some ground you reach just ahead, without any augmentation help (though Speed Enhancement helps). If you make it, you're in a weird part of the map, outside of Vandenberg. There's a few bodies here, mainly scientists and tech guys. All in all, you can loot from these guys a MULTITOOL, TECH GOGGLES, a RANGE WEAPON MODIFICATION, a MEDKIT and a BIOELECTRIC CELL. Now, run towards the helicopter, where Tong is waiting. Notes: Tong being here solidifies that the benefactor that sent X-51 their Hong Kong bots was indeed Tong. Strange, however, that he has a machine that can disable your killswitch, which causes your nanites to grow exponentially in a few seconds, but cannot stop the Gray Death in his body. ********************************** 3.21 Abandoned Gas Station, Central California ********************************** Skill Points to earn: 50 50 SP EXPLORATION BONUS Explore the rooftop! Augmentation Canisters: None Weapon Modifications: Accuracy (750), Recoil (400), Silencer You're here to rescue a damsel in distress. Finally, a love interest! I'm sure UNATCO's dying to get another Denton in the field, they're working out great so far. Very close to where you start, a truck is toppled over. You can circle around it and enter it to find a crate containing DARTS. Great. Now, just head North for now, where there are no enemies. Talk to the girl. Fred will give you a SEWER ACCESS NANOKEY and offer you the following: ACCURACY WEAPON MODIFICATION 750 credits RECOIL WEAPON MODIFICATION 400 credits REBREATHER 1500 credits To the Northeast, below the collapsed pillars, you can find a Dead Body and a SEWER ACCESS NANOKEY. You can disable either Bum and get a NANOKEY from their body. We only need the one, game. If Sandra Renton survived the ordeals back in Hell's Kitchen, but she decided to leave, she will be here pining for home somewhat. Now, return to the place you started out the mission. Find the square shack with the 90% Str door. Destroy the door or open 'er up with one of the hundred Nanokey codes you found. Follow the path until you reach the surface. The wooden board to the West opens up, but there's an MJ12 Trooper patrolling. Vision Enhancement helps in taking this guy out. To the North, there's an MJ12 Commando patrolling. He can scream no problem. You are now near an empty gas station store. The building on the other side of the fence, to the North, is where they're holding Tiffany. If the alarm is sounded in that building, the first thing they'll try to do is kill Tiffany, so that can't happen. If Tiffany dies, Jock will arrive and your mission here is over. You'll miss out on an Upgrade Canister later. Peek around the fence. You can see a Commando patrolling with a lot of empty space between you. This can be a tricky situation. Further to the North, there's another Commando. The Commandoes can't scream, and you can't blow them up. This is a good time to Cloak or use a Thermoptic Camo and use the Riot Prod to hit them right in the sweet spot. This can be tricky, but it's really the best thing to do. The one further down the road can scream all he wants, but not the one near the building. One of the Commandoes carries the GARAGE DOOR NANOKEY. You can climb on top of the truck. Inside, you'll find ROCKETS, BUCKSHOT SHELLS, 100 CREDIT CHIT, a SNIPER RIFLE and all the narcotics a man could want. The wooden fenced square to the East has an opening on the East side, where you can find two crates containing 7.62x51MM AMMO and a PROD CHARGER. To the North of the building we're avoiding still, there's an opening in the wooden fence. Open it up two find two Dobermans! These dogs will ignore you when you're Cloaked, proving they can't smell shit. It's handy to shoot these dogs. There's also an MJ12 Trooper to take out. Climb the ladder. Climb down into the hole in the roof. In the Northeast corner, you can score the only skill points here, namely: 50 SP EXPLORATION BONUS Explore the rooftop! You are now in the abandoned gas station. You can find a BIOELECTRIC CELL to the North and crates containing a LOCKPICK and a MEDKIT. There's a SAWED-OFF SHOTGUN beneath the cashier. You in the States now, baby. We've literally done everything except rescue Tiffany. Get outside, find the other building and open up the door with your Keyring. Inside, a Trooper and a Man in Black. Toss in a Gas Grenade, or run in with your fancy ANTIGONE Pepper Gun, or fire a WP Rocket, or something. Inside, there's two crates containing a MEDKIT and 10MM AMMO. The Man in Black carries a PLASMA RIFLE. There's also an unnamed NANOKEY that serves no purpose on his body. Open the door to meet Tiffany. She doesn't put out or nothin'. Primary Goals: Return to the helicopter in the junkyard. In the junkyard, you can find a shack where you can find a 250 CREDIT CHIT, and a door with a 90% Str Lock. In the GotYE game this door has INF Strength, but in the original it can be destroyed. Don't spend the Lockpicks, since all that's here is the Repair Bot and a crate containing a BIOELECTRIC CELL. With sufficient Speed Enhancement, you can jump on the roof via the car on the South side to find a destroyable hatch with a 70% Str Lock, but there's a better way. The trailer in the junkyard has a 20% Str Lock, and the unnamed Nanokey won't even open it. I guess they forgot to link the key and the lock in the code, to be honest. Inside, you'll find crates containing a GAS GRENADE, a PLASMA CLIP, and a MEDKIT. In the back, you can even find a SILENCER WEAPON MODIFICATION. The Gas Grenade is only there in the GotYE game. You can use the small Metal Crate here. Pick it up and dump it near the Western-most window of the shack with the Repair Bot. Bash in the window and use the Crate as a stepping stone to get inside. Talk to Jock as soon as Tiffany is there. Jock will drop you off at the SoCal Seawall. Notes: Note that SoCal was the site for a large earthquake that submerged part of California. ********************************** 3.22 MJ12 Sub Base, SoCal Sea Wall ********************************** Skill Points to earn: 549 149 SP EXPLORATION BONUS Explore Sub Base Supply Shed 50 SP EXPLORATION BONUS Enter Karkian tank 50 SP EXPLORATION BONUS Enter Command Module Storage Room 300 SP PROGRESS BONUS Locate URV Bay Augmentation Canisters: None Weapon Modifications: Silencer Primary Goals: Steal a mini-sub from the URV module submerged just offshore, then take it to the ocean lab. From the recently damaged MJ12 Ocean Lab, recover the schematic Gary Savage needs to complete a Universal Constructor. Jock drops you off on the So(uthern) Cal(ifornia) Sub(marine) Base. Take a look at the note Tiffany Savage handed you. You'll need to enter the main building at the ground floor and travel through Modules 1 and 2 to the URV Bay. As you can see, it is possible to dive into the water and climb up into Module 1, but there's two divers patrolling, and you'll miss out on information and skill points. There's a Delta-2 bot right outside. These guys are easy to outmaneuver, but taking it out is easier. There's a single MJ12 trooper patrolling on the ground here, you may alert it. Take him down as well. There is one last Delta-2 bot to take out on the shore, but there is a walkway on the South end. An MJ12 Trooper with a GEP Gun patrols here, and if you linger in his line of sight he can see you. The MJ12 Trooper on the ground has an essential SUB BASE NANOKEY on him. To the Southeast, you can see a supply shack with a 40% Str Lock. If you can activate your Speed Enhancement Augmentation at Level Two, you can jump on the roof via the yellow pipes on its South wall and drop in through the hole. If you don't, you could still reach the roof by stacking to crates found inside the Main Building. Inside the supply shed, you can find crates containing TRANQUILIZER DARTS, a clip of 7.62x51MM AMMO, 10MM AMMO and a MINI-CROSSBOW on a barrel. In a small cabinet, you'll find the SUPPLY SHED NANOKEY and the COMMAND MODULE NANOKEY, that actually serves as a double of the Sub Base Nanokey you found on the Trooper. You'll also gain 149 SP EXPLORATION BONUS Explore Sub Base Supply Shed Enter the Command Module, or the main building by opening the INF/INF door with your Keyring. Inside, under the stairs, you'll find two crates containing a GAS GRENADE and BUCKSHOT SHELLS. You could've used these crates to climb the supply shed. Ascend the stairs, and Gary will contact you. The spiral stairs will take you up, then there's three more stairs until you've arrived on the level of the Command Module. There's an MJ12 Trooper patrolling from North to South, back and forth. To the North, there's another Trooper and an active camera, so take the patrolling Trooper out quietly when he's heading to the South. Vision Enhancement can help in determining the best timing. Head South. Here, you'll meet up with an old colleague of Gary, Dr. Corwell. She gives you the code to the Karkian tank, 1223. Open the tank up right away, and take care of the thing right away. Take care, a bite can take you out in a single hit, and while it doesn't get out of the tank it can still reach you if you're too close. Jump in for: 50 SP EXPLORATION BONUS Enter Karkian tank There's a path leading further into the module, but don't follow it since it's not the best way. Find the MEDKIT in the room before proceeding to the South. This room is difficult. There's a Trooper, a camera, a friendly NPC and an Alarm Panel. The path goes beyond this room to the West, where another Trooper may hear loud noises. You could Cloak past the people and destroy the camera. You could activate both Cloak and Radar Transparency to sneak past the room. The Trooper will try to kill you first, and run for the Alarm Panel only when severely wounded, so you could aggravate him, lure him away from this place and off him there. Note that a panicked Scientist can alarm the Trooper in the room to the West, causing him to sound the Alarm. Up to two MJ12 Troopers from further down the Module can be summoned into this room by the Alarm. Having taken this room, you'll find the Scientist not very cooperative. There's a SILENCER WEAPON MODIFICATION on the table, as well as an ASSAULT SHOTGUN. To the West, there's a 20% Str Keypad controlling a door. Use a Multitool or two and enter to gain 50 SP EXPLORATION BONUS Enter Command Module Storage Room Be careful with opening the crates, they may summon the Trooper from the other side of the wall. The crates contain 7.62x51MM AMMO, BUCKSHOT SHELLS, 10MM AMMO and a MEDKIT. In the Northeast corner, you can find a hatch. Climb down to find crates containing a NAPALM CANISTER and a LAM. You could continue through this path, but it's not optimal. Return to the surface. Continue to the West, and silently take out the Trooper here. If you make too much noise, another Trooper may rush in from the South, and if you make a lot of noise or if the Alarm sounds all kinds of enemies may appear, so be quiet. Also, don't pass the door to the South, the trooper there is standing guard with his face in your direction. You'll scientists down below, but ignore them for now. Take care of the guy facing you from the South. Rush in with the Riot Prod or Pepper Gun, or Cloak behind his back. Take this guy out, and do it silently! Now, here you'll have to be silent still. You make clanky noises, and you'll summon people from outside the module you have no business with. Silently walk to the South, circle around and climb down the stairs one level. If you hear a guard from outside, freeze until he's chill again. Find the scientists to the North. The male scientist, Dr. Pinkerton, will give you a map of the Ocean Lab, and his login info: APINKERTON/ANTENNAPEDIA. Notes: Pinkerton could be a reference to the Pinkerton's National Detective Agency, a non-government private detective agency that has worked extensively for the government ever since they prevented an assassination attempt on the life of Abraham Lincoln. This scientist, 'A Pinkerton' is a spy for Savage. Homeotic genes are involved in developmental patterns; tinkering with these genes can cause alterations in the placement or number of body parts. Antennapedia is one such gene first discovered in fruit flies. These guys are working on marine animals, likely the base animals for Karkians. Outside, you can find a Man in Black and two Troopers. You have no business with them so leave them be; if you must, though, one of the Troopers carries a GEP GUN and the MiB carries a LAM. Return to where you came from. In the Southeast corner, on this level, you can see a feeding tube for the Karkian; you could've emerged here. There's also a crate with a clip of 7.62x51MM AMMO. Climb the stairs all the way down this time. In this corridor, there's a single Trooper to deal with. One more ladder down a corridor, and around it's Module 1! It's only one Trooper and two turrets. Take down the Trooper and wait out the Alarm if necessary. This water here connects to the water outside; this is where you could've swam directly from the start. Leave to the North, but let me brief you on the dangers: There are two Troopers to watch out for. There's a sniper on the roof of Module 1. There's also a Trooper with a Flamethrower patrolling the walkway between modules. I suggest taking out the Flamethrower guy from within Module 1 first. Then, either shoot the sniper before he shoots you on the walkway, or Cloak to Module 2. I suggest taking care of the guy, you'll have to return here later. In Module 2, there's a single Trooper that's quickly taken care of. The crates contain a BIOELECTRIC CELL and a LOCKPICK. Take the elevator down. When you 'land', you can see a turret on the roof. The camera you hear is looking over the entrance to the elevator. You can slice away the camera with the Dragon's Tooth, disable it with a Spy Drone or whatever. If you can't Hack, then you must deal with the camera. You don't have the codes to the Terminal. If you can Hack, turn the Turrets off or to your side. Don't forget the turret attached to Camera #2. There's a Trooper in the corridor that carries a GAS GRENADE. Finally, you're in the URV Bay Module. There's one Trooper on this floor, and two more on the upper floor that can be summoned by noise and alarms. You can silently approach the West to find the Trooper with his back turned to you. Note that the female scientist, will initiate a conversation with JC when the two get near each other. Take care of the Troopers upstairs before you do anything else. A Gas Grenade thrown or armed along the stairway helps out in rendering the Troopers harmless before they get near you. The female scientist, Dr. Brittany Prinzler, will give you the TECH/SHARKMAN security login. The crates on the ground floor contain a MULTITOOL and some 10MM AMMO. There's a DataCube on a Push-Cart containing the TECH/SHARKMAN combo, and it mentions 'nasties' down in the Ocean Lab. Use TECH/SHARKMAN on the Terminal here to open the URV Pool Doors. Upstairs, you can use APINKERTON/ ANTENNAPEDIA to access some disturbing e-mails about the hellhole the Ocean Lab has become. Find the BIOELECTRIC CELL on the desk where the scientist is sitting in front of. Head West to gain 300 SP PROGRESS BONUS Locate URV Bay There's a Mechanic in the Southeast corner who mentions that the Pool Doors must be open, but we already did it. With the Targeting Aug, you can divine his name is Nasir. Take the sub that's not currently being fixed, and it's time for a new area: the Ocean Lab. ********************************** 3.23 MJ12 Ocean Lab, Oceanic Floor ********************************** Skill Points to earn: 2000 200 SP EXPLORATION BONUS Explore South wing 400 SP ADVANCEMENT BONUS Reach Ocean Lab Tunnel Checkpoint 400 SP ADVANCEMENT BONUS Reach lowest level of Ocean Lab 500 SP GOAL ACCOMPLISHMENT BONUS Obtain UC schematics 500 SP Complete Ocean Lab Mission Augmentation Canisters: Upgrade Canister x2 Weapon Modifications: Clip, Recoil, Reload, Laser You start off in the URV Bay of the Ocean Lab. In the Northeast corner of the bay, you can find deceased MJ12 Trooper Thomas Mann. It seems that the lab was sabotaged by a guy called Ridley. The scientist floating in the water is probably him. Savage will contact you near the East window. In the Southwest corner, you can find a BIOELECTRIC CELL and a LAM. Notes: This section is heavily flavored after another Warren Spector game, System Shock 2. In SS2, a space station has been overrun by a parasitic entity that turns humans in zombie-like creatures. In addition, the ship's AI has fallen victim to this force, and the alien also psionically controls certain individuals, letting paranoia run rampant throughout the ship's survivors. The protagonist wakes up when most of the damage has already been done, with the ship's automatic defenses turned against living humans, the AI hostile and monsters running the show. Thomas Mann is a reference to German writer Thomas Mann. There's a Terminal on the North wall. You don't have the info to operate it, but if you can Hack, it's much better to operate it at this stage to avoid backtracking. Hack the Terminal and open the URV Bay doors. Also make sure to disable the turret in the Crew Module if you're Advanced in Computers. Wait, those URV Bay doors were closed? It seems you were trapped here. Leap in the water and make a 180 turn around corner. You'll see two red lights to the West and a hole illuminated by flickering light to the Southwest. Swim to the red lights, open up the hatch and grab some air. The crates here contain ROCKETS and a useful REBREATHER that you should really take with you. Swim back out into the ocean, and head for the South, where you can find a hole that leads to the South wing, labeled the Military Ops Wing on the map Pinkerton gave you. Swim inside. To the South, you can find a body with a BIOELECTRIC CELL. If you pick up the body, a hidden PROD CHARGER will fall down. In this room, you can also find a CLIP WEAPON MODIFICATION, a GEP GUN and the STORAGE ACCESS NANOKEY. You'll also gain 200 SP EXPLORATION BONUS Explore South wing You're likely low on air by this point, so activate your Rebreather and swim back to the URV Bay. First stairs up lead to two doors leading to aquaria with two Baby Karkians. One level higher is where you can access these aquaria from the top. The lady scientist's body holds a BIOELECTRIC CELL, but due a bug the Karkians in the tank can chew it up through the floor. There's a DataCube here with some background info. The floating MJ12 Trooper holds a SCRAMBLE GRENADE, and there is a PLASMA RIFLE on the bottom of the tank. Get back outside, and ascend one more level. Both doors here open up into the same room, with a turret in the middle of the roof that will start shooting you immediately. Disable it. The right door leads to a Terminal that can disable it if you can Hack. This room is the Command Centre. The door to the flooded South wing is sealed. The computer holds an e-mail that implicates Ridley as an Illuminati agent if you can Hack for it. Login that you cannot find is MBHAGGERTY/MADCAT Notes: Ridley's e-mail is very reminiscent of the messages left behind by those under the influence of the parasitic entity in SS2. Continue North. To the right, past the Metal Crate, there's a live turret. Disable it with Spy Drone or explosives. Here, you'll find the GREASEL LABORATORY NANOKEY. To the North, there's a supply closet holding a LOCKPICK, two BIOELECTRIC CELLS, and a MULTITOOL. To the South, there's a blast door with a 80% Str Lock and INF Strength. You found its Nanokey in the South wing earlier if you hacked your way there, else I suggest you let it be for now. If you can access this room, you'll find a BIOELECTRIC CELL, two MULTITOOLS, two LOCKPICKS, a REBREATHER, two packs of 10MM AMMO, HE AMMO, a PLASMA CLIP, two clips of 7.62x51MM AMMO, 30.06 AMMO and BUCKSHOT SHELLS. There's only one way to go now, to the North. Draw your weapon though, for this is Greasel country. Use the Keyring to open the door, and take care of the Greasels. Climb down the ladder, and beware the third Greasel on this level. In the Northeast corner, you'll find the door leading on, but you can find the code to the 60% Keypad easily. Continue to the Southwest. Since you're submerged you best equip a Mini-Crossbow. Past the submerged corridor, there's room with two live Greasels. Take care of 'em and loot the scientist's body for a BIOELECTRIC CELL. Also find the Data Cube with the 5690 code on the floor. To the Northeast, a 60% Str Locked door holds a crate with a MEDKIT; your Keyring can open it if you picked up the Nanokey in the South wing. To the Southeast is a submerged corridor with a Greasel, but you have no business there. Finally, to the Southwest, you can enter a room with a crate containing a HAZMAT SUIT and a hatch leading to the sea floor, meaning you can reach this place from the URV BAY and vice versa. Now, return to the 60% Str Keypad and use the 5690 code to continue to the tunnels. 400 SP ADVANCEMENT BONUS Reach Ocean Lab Tunnel Checkpoint In the Tunnel Checkpoint, you can find a DataCube with the OCEANGUARD/KRAKEN security login info, and the computer holds an e-mail. The login, which you cannot find in-game, is YIKAGI/DORAEMON. Notes: Yushio Ikagi's password is Doraemon. Doraemon is a Japanese manga series about a robotic cat from the future. A squelch is a circuit function that acts to suppress the audio or video output of a receiver in the absence of a sufficiently strong desired input signal. Egon Schiele was an Austian Expressionist painter born in 1890. A Kraken is a fictional sea monster, portrayed as a giant squid. Ridley's name may be a reference to Ridley Scott, the guy who created the Alien and Blade Runner movies. Continue East. In these tunnels, you can find up to five transgenics; two Greasels near the South wall past the control room, one fully grown Karkian in the control room and two baby Karkians near the huge drill. The door to the Crew Module is locked with a 100% Str Lock, you can't break it down, and the Nanokey is guarded by the adult Karkian. Fully grown Karkians are godless killing machines that know only three things in life: sprinting towards humans, killing humans and eating humans. Right from the egg these creatures start eating their weaker brothers and sisters because they're engineered to be the most awful they can be. Their eyes are the nicest thing about their face, and those eyes are filled with indiscriminate hate. It is very very difficult to imagine any scenario in which creation and application of Karkians is helpful that is a not a scenario in which Karkians kill and eat every human being on the planet. One fully grown Karkain, in military might, equals the entire army of, say, Indonesia. Notes: For a real-life Karkian, check out the long-extinct Anteosaurus! These guys have endless amounts of Hit Points and their 'Bump' and 'Bite' attacks are instantly lethal to JC unless he is are extensively protected by Ballistic Armor and/or Ballistic Protection. The only appropriate answer to these walking death tanks is explosion; they even survive a maximum-powered Dragon's Tooth slash (though two will likely kill them). If you want the nanokey, I suggest taking out the Greasels, then taking out the Karkian with an explosive. You can also sneak past the thing while it's busy feasting on an unfortunate MJ12 Trooper. Ignoring the Karkian and Lockpicking the door to the Crew Module is also an option; in this cavern, there are two crates containing a LOCKPICK each. The control room with the Karkian holds the CREW MODULE ACCESS NANOKEY and a RECOIL WEAPON MODIFICATION. Don't touch the red lever near the railway, it unleashes powerful electric currents that reaches most of the cavern and kills JC easily. You arrive on Crew Module Deck One. Before descending, check out the two rooms. The East one holds a BIOELECTRIC CELL in an unlocked locker, and also holds a locked one. All lockers in the Crew Module have a 50% Str Lock and can be sliced open with a Combat Strength Dragon's Tooth. This one here holds DARTS and TRANQUILIZER DARTS. The West room on Deck One holds a live Greasel and two locked lockers with a PEPPER GUN and a RELOAD WEAPON MODIFICATION (left) and a MEDKIT (right). It's the last Reload mod in the game! There's also a book detailed some theories about the Universal Constructor. Descend to Deck Two. Notes: The gray goo scenario has been described earlier, way way back in the underground MJ12 lab where you rescued Ford Schick. It's much more relevant now, though. The Gray death, or any self-replicating nano-virus, can be seen as a version of this gray goo. In addition, the book makes the link between controlling the UC and a powerful intelligent real-time control program, such as an AI or anybody willing to command such an AI, like Bob Page. This deck is overseen by a uncontrollable turret that shoots you when you draw near, so Spy Drone or explode that shit. If you hacked the Terminal at the very start of the Ocean Lab, this turret will be deactivated. In the Northeast corner here, you'll find a 80% Str Locked door that holds two crates containing a BALLISTIC ARMOR and a THERMOPTIC CAMO. Your Keyring can unlock it if you took the Nanokey from the South wing. Near the Turret are another two rooms. The East one holds an interesting newspaper on what's going on in the normal world you left behind long ago, and two lockers containing TECH GOGGLES and a MULTITOOL (left) and an unlocked one with a FIRE EXTINGUISHER. The West one has two lockers with 10MM AMMO right) and a STEALTH PISTOL and a LASER WEAPON MODIFICATION (left). Also read the newspaper; martial law is not progressing smoothly for MJ12, and resistance is heavy. Notes: Gray Haddock worked on DX2; Invisible War. I can't say how Gray was known to the dev team at this point, but it's a big coincidence. Jason Findley is a character model animator. Christina 'Stina' Leicht is also an old colleague of Chris Todd. I am inclined to believe that most if not all other names listed in this article are friends or relatives of Chris Todd or another DX writer. Find the Deep Lift, and descend. 400 SP ADVANCEMENT BONUS Reach lowest level of Ocean Lab Take care, there's an armed GAS GRENADE on the East wall. Continue. Just past the Loading screen, there's a DataCube on the ground. It seems that the UC Lab here was the scientist's last stand. The blue lasers summons four small Arcbots so avoid the trap by bypassing the 100% Str Control Panel or by using the Spy Drone or explosives to bypass the lasers themselves. Continue East through this room, there is no resistance. Notes: Page's InfoLink message confirms that he is planning to execute the plan outlined in the Universal Constructor book you read just before. Interfacing directly with the AI that controls all communication and stands in contact with all cameras in digital devices in the world will cause Page to be omnipresent, and an interface with an UC will give him the ability to create anything on a whim. This new room is occupied only by a massive Model 5 Chiang Arcbot. A powerful Spy Drone or several explosives should take care of it; it's attack doesn't have a long range. To the East is the UC and an elevator to its control. On both sides is a smaller elevator that leads to guarded items. To the South is a room guarded by three small Arcbots. They are easily dealt with by a player with a competent Spy Drone Augmentation. This is also a good time to use a Scramble Grenade to turn them on each other. Treasures include an EMP GRENADE, two BIOELECTRIC CELLS and a GAS GRENADE. To the North is a radioactive room. Environmental Resistance or a Hazmat Suit can help reduce the damage you take while in here. The crates here contain a LOCKPICK and two MULTITOOLS. When you've taken what you want, head over to the large elevator to the East, but before you summon it, dive into the water. You'll take EMP damage, but don't worry about it. The body of the Man in Black holds an UPGRADE CANISTER, and below him on the floor you can find a DataCube with the MJ12/SKYWALKER login combo. Summon the elevator and ride it all the way up. Notes: A tunneling virus is a virus that attempts to intercept anti-virus software before it can detect malicious code. CYA stands for Cover Your Ass. Skywalker is obviously a reference to the Star Wars movie franchise, where Luke and his father Anakin Skywalker play a vital role in the movies. Djibriel's First Time Player Pick: Upgrade Power Recirculator This next room has an automated turret on either side that will shoot you when it gets the chance. You can take cover behind the screens. The terminal can't shut down the turrets, but it can extend the bridge you need to progress to the East. It responds to MJ12/SKYWALKER. Destroy the turrets; rockets, Spy Drone, or use Rader Transparency to blindside the turrets and destroy or bypass them. The body on the South side holds a BIOELECTRIC CELL, a body on the North side holds a MEDKIT. The Computer holds nothing for you. If you can activate level 2 Speed Enhancement, you don't even need the bridge, you can just leap across. Here, find the Repair Bot and check out the UC that cannot be used. The computer! Use MJ12/SKYWALKER to send Gary Savage the UC Schematics. He'll give you a copy. 500 SP GOAL ACCOMPLISHMENT BONUS Obtain UC schematics You're done here, it's time to return. Make sure to leave with 100% Bio Energy. At some point, Bob Page will summon you to the communicator. Continue past the Crew Modules, and you'll hear the Walton Simons is coming to kill you. Simons' second line will be depend on your actions earlier in the game; if you witnessed him killing the NSF in UNATCO HQ, he'll refer to that incident. Notes: Firmware is 'static' software, meaning that Simons' control over his Augmentations is superior to yours. Simons, at this point, is engaged in a coup to overthrow the US government. It is going poorly, so his direct input towards MJ12 and UNATCO Troopers is crucial. Naturally, he figures the best way to deal with the ongoing crisis is to dive towards a lab to try and stab one guy. As opposed to, say, blow up the URV JC arrived in, trapping him on the ocean floor forever. Simons is a menacing man with an intimidating voice, but not the sharpest knife in the drawer. From the schematic from either the MJ12 lab beneath UNATCO HQ or the Naval Shipyard, you know what kind of Augmentations Simons is rocking. He's got Ballistic Protection, Energy Shield, Targeting, Aggressive Defense System and Cloak. No worries, he won't use ADS, so explosives can work on him. Simons carries a Plasma Rifle that he uses most of the time; it damages a lot and blinds as well, disorienting you. Energy Shield and your own ADS can help against it. When you get too close, he's got a Dragon's Tooth that's generally fatal in a single strike. Simons will jump you as soon as you enter the caverns. He'll always know where you are that first time, so Cloak is useless to avoid him. You'll have a 'pleasant' chat, and then he's firing Plasma slugs in your face. If you want to fight him, good luck. He takes little damage from bullets and is immune to fire and stunning effects. If you damage him enough, he'll stop engaging you and start running; damage him even more, and he activates his Cloak to hide from you. His specs: Simons has 600 hit points across the board and takes only 10% damage from Tranq. Darts and its effects and Riot Prod damage. He is immune to stunning effects and cannot be lit on fire. Simons will active Cloak whenever his Hit Points dive below 150. If you really want to fight or kill him here, I suggest you have the chat and then retreat to the Crew Module Deck Two until Simons calms down. Then, use Cloak or a Thermoptic Camo to sneak up on him and use the Dragon's Tooth or an explosive to bring him down. If you kill Simons, you can take a PLASMA RIFLE and a DRAGONS TOOTH SWORD from his body. You can also run away; if you let Simons live here, he'll pop up later. The troubling thing is that he knows where you are right away, Cloaked or not. You can either sprint into the caverns and make for the tunnels checkpoint before Simons reaches you to chat; he won't fire before declaring war. Alternatively, you can lose him by retreating to the Crew Quarters, then Cloaking past him. In the room past the Tunnel Checkpoint, you'll find one an MJ12 Diver armed with Tranq. Darts and a LAM, but these guys are usually quite clumsy swimmers. There's one more on A3, but you don't need to meet with him. Notes: A fun fact is these guys don't have animations for coughing, likely because they probably should be immune to gas-based attacks but are not. They assume a static pose when struck by the Pepper Gun or a Gas Grenade. Once you reach the URV Bay, you're basically done. If you never hacked the Terminal here, you could if you really wanted to use the Terminal now with OCEANGUARD/KRAKEN and go for the Nanokey from the South Wing and open up the three storage closets it gets you access to as described earlier in this chapter. You'll need to open up the doors regardless. Take the sub back up. The Sub Base is as you left it. You will have to reach the roof of the Command Module on-shore, where Jock and Gary Savage are waiting for you. You can walk back through the interior. Pinkerton and Prinzler have some new lines, but they just confirm that Savage is waiting for you. Prinzler also mentions there's been developments in the desert. Just keep heading up once you reach the Command Module, and you should find yourself on the roof in no-time. Here, Savage will congratulate you on finding the schematics. He will give you an UPGRADE CANISTER, but only if you managed to rescue Tiffany Savage earlier. You'll also gain 500 SP Complete Ocean Lab Mission Notes: if your inventory is full, JC will refuse the Canister but still gain the skill points. When you then talk to Savage again, you'll gain the skill point again. This way, you can obtain infinite amounts of skill points in chunks of 500. This is a bug, and I don't advocate using it. Djibriel's First Time Player Pick: Upgrade Cloak to Level 2 While Savage starts up his UC to start producing the Gray Death cure, your task is to prevent the destruction of Vandenberg. Jock will take you to the missile base. ********************************** 3.24 New West Coast, Missile Silo ********************************** Skill Points to earn: 1000 300 SP ADVANCEMENT BONUS Reach underground silo doors 350 SP GOAL ACCOMPLISHMENT BONUS Reach Missile Launch Terminal 350 SP GOAL ACCOMPLISHMENT BONUS Initiate Missile Launch on Area 51 Augmentation Canisters: None Weapon Modifications: Range, Silencer Primary Goals: Abort the launch of the nuclear missile. You start off near a fence; quickly run to its side, since an MJ12 sniper up top can tag you on your starting position. You'll notice a breakable 100% Str Locked door on this side of the fence. This is the front entrance to the base. There's a nanokey for this door; let's go for it. Djibriel's First Time Player Pick: Upgrade the Pistol skill to Master First, take care of the sniper on the tower to the Southwest, he overlooks the entire compound. Walk to the South and turn the corner, where you'll see two guard dogs and a shack further on. Disable the dogs and continue. Take care; Troopers may see you through the window. Around the Southwest corner is another dog. Approach the shack's door to hear a conversation about Howard Strong, the leader of the operation. The Nanokey is on table in this shack, surrounded by three MJ12 Troopers. You can Cloak in there, take the key and get out, or disable your enemies. A Gas Grenade can be useful here. On the table, you can find two 100 CREDIT CHITS and the FRONT GATE NANOKEY. For some fun, throw some soda cans on the ceiling fan... In a chest near one of the beds, past a 10% Str Lock, you can find a RANGE WEAPON MODIFICATION. The other one, nearer to the door, holds a 7.62x51MM AMMO clip. Upstairs, there's nobody there. There's a MULTITOOL on the table, next to a book detailing the take-over of the silo by MJ12. It seems one Hanako Miyase is of uncertain fate, and one Dr. Bernard is still alive. Find the 40% Str Keypad here as well, on the pole. It only has a two-digit code; It's predictably 12. A ladder will come down. In the attic, you can find crates containing a LOCKPICK, a BIOELECTRIC CELL, a LAW, a LAM and a MEDKIT. You can leave through the door on the first floor and enter the silo base that way, but I prefer a ground-base approach through the front door. Return to the your starting position and unlock the front door with the Keyring. If you walk around the North side of the fence, you'll meet two more guard dogs, the last of the resistance outside of the fence. Inside, there are two Bravo-3 Peacebringers patrolling from the Northeast corner to the Southwest corner, then to the Northwest corner and back to the Northeast corner. You can create a lot of discord by tossing a Scramble Grenade at one of them, since they will pick a fight with the many MJ12 Troopers inside. Eventually though, you'll probably want to get rid of them. A Gep Gun or your Spy Drone Augmentation is tremendously useful here. You can use your surroundings to avoid detection. Enter the base and either disable the bots right away or avoid detection for now. Go the Northwest corner. The building in the middle, with the windows, is where you want to be. Find the small Metal Crate and toss it in front of one of them. Break the glass and crawl inside to find a Repair Bot. There's a LOCKPICK in the Southwest corner, and there's a MULTITOOL on the yellow... thing. This is a great location to use your Spy Drone Augmentation from, since you're safe. In the Northeast corner, there's a grate that leads underground, where you'll want to go. There's nothing vital to be done here anymore, but there's a few items that you may find interesting to acquire. No canisters or skill points though, and only a Silencer weapon mod. I'll take you through the rest of the base, but you can choose to go ahead right now. Climb the ladder. Continue to the South. There's a Trooper patrolling this platform and the next; disable him. In the building on the other side of the walkway, there's a Trooper sitting in a chair that won't get up unless alarmed. On the ground floor is yet another Trooper. Shoot the patrolling one, and the other two may race towards you. If you have no problems with shooting them, this can be really helpful. In the other building, you'll find 10MM AMMO on the first floor, and nothing on the ground floor. The ground floor leads outside through a door with a 100% Str Lock, but leave it alone. Find the grate on the South side and crawl through it. You'll wind up in another supply shed. The crates here contain a MEDKIT and two cases of SABOT SHELLS. Careful; there's a Trooper in the adjacent room, where you can find an additional 10MM AMMO and the TRUCK DOORS NANOKEY. There's the door that leads outside, closed with a 60% Str Lock, but you needn't bother with it. Simply retrace your steps. All that's left to pick up is the equipment of the sniper on the tower to the Southeast (just the ammo), and the contents of the truck to the Northwest. Use a small Metal Crate to reach inside once you've opened the 20% Str Lock with what is likely the Keyring. Inside, crates with a GAS GRENADE, a PLASMA CLIP and a MEDKIT. One of the crates is empty! Finally, grab the small Metal Crate when you're inside the truck and use it to scale the other two Metal Crates. All the way in the back, you'll find a SILENCER WEAPON MODIFICATION. In the end, you should return to the Repair Bot, recharge to 100% and crawl to the grate. Simply keep on going down until you get skill points! 300 SP ADVANCEMENT BONUS Reach underground silo doors Savage gave you the code: 8456. Keep going and head East at the fork. If 8456 doesn't work, you've got the wrong Keypad; you'll want Launch Command. Run through the tube. There's a Commando on the ground floor; he's the only one there, but there are three (!) Men in Black up stairs that may become alarmed. You'll need to pass the lasers and disable the Commando without alerting the Men in Black. A Thermoptic Camo can allow you to pass the lasers and sneak up in the Commando. You can also bypass the 100% Control Panel, or explode and lasers and then hide until the Commando calms down. With the lasers out of the way, you can sneak up to the Commando and put a Riot Prod in his back to take him down silently. This is a good time to fire a Dart into a wall to distract the Commando before sneaking up on him, if you don't have Cloak on you. Head into the North room, then head to the Southeast, where you can find a crate with 30.06 AMMO. Up the stairs is a small Spider bot protecting crates with ROCKETS and a LOCKPICK. If you follow this walkway to the West, you'll find Dr. Bernard, locked away in a toilet. If you don't want to tango with the Spiderbot, you can pick the 40% Str Lock. A DataCube here contains the ELDER/ ARMAGEDDON login for the missile. Notes: ICE is mentioned again. Howard Strong, who apparently worked on the missile silo site was an MJ12 operative all along, and handed the site over on a silver platter to Karyo and his men. Karyo appears later in the game as well, so (s)he's not here for you to kill. Armageddon is the final fight in Christian mythology, when the Messiah returns and slays Satan. It signals the end of the world, like Ragnarok earlier. Get back to the stairway in the South room on the ground floor. Up these stairs is the system you'll need to stop the missile, but also three Men in Black. If you choose to engage them, a Gas Grenade is tremendously helpful, as is a WP Rocket or something. If you take them down non-fatally, you can loot two EMP GRENADES and one LAM from them. It may be better to Cloak here, though. A Thermoptic Camo is also a solid choice. Simply run up, Run Silent active if possible, and make for the Abort Switch. When pressed, go to the Terminal that you can now access. ELDER/ARMAGEDDON allows you to Initiate a new launch on Area 51. While you're busy, disable the two cameras as well. If you're quick enough, a Thermoptic Camo can provide enough invisibility even when Environmental Training is at Trained. However, note that due to the very limited vision these guys have when sitting down, you can both reach the Abort Switch and the Terminal without Cloaking in the first place. These guys are really zoning out in front of these weapons of mass destruction over here. 350 SP GOAL ACCOMPLISHMENT BONUS Reach Missile Launch Terminal 350 SP GOAL ACCOMPLISHMENT BONUS Initiate Missile Launch on Area 51 Primary Goals: Go to the launch tube and make sure MJ12 does not sabotage the missile launch. Run back through the tunnel, and towards the Missile Silo to the West, but not before talking to Dr. Bernard again, who warns you that Strong will keep the missile aimed at Vandenberg, and that there's an ambush waiting for you. Once past the blast doors, you'll come across the main passage Bernard was talking about. You can see a Man in Black on the other end. One more Man in Black, as well as two Commandoes, are with him. You can take the fight; activate protective Augmentations and start shooting heads, or employ a WP Rocket to kill them all in one hit. Once the 'trap' springs, the four will always know where you are, so camouflage won't help. You can, however, retreat into the darkness and Cloak from there. This is more or less the only way to access the EMP GRENADE one of the Men in Black carries. It's far easier to avoid the fight and make for the false floor right away, though. Open the grate, and you'll be sent into a chute that takes you into the water below the missile. To the West, you can find the elevator. There are six buttons, labeled one through six. They go to: 1: The water 2: The floor with Howard Strong's crane 3: Two Spider bots; good sniping position for taking Strong out 4: Repair Bot; 2 MiB's and 2 Commandoes may see you from the fifth floor 5: Ambush floor; 2 MiB's and 2 Commandoes 6: Top floor with single Man in Black If you visit Strong on Floor 2, he'll see you and start attacking. He has an unlimited supply of LAMs he likes to throw, and carries a Pistol that he likes to use. He also has a Plasma Rifle, but he rarely uses it. If you manage to get next to him on the crane, he'll whip out his Crowbar. You can even see and shoot Strong from your starting position in the water. You can also get up to the 3rd floor, disable the Spiderbots then simply kill Strong by jumping on top of him. I find it best to reach the Repair Bot to replenish Energy while keeping an eye out for the soldiers, then shooting something in Howard Strong. Then, ride the elevator to the 6th, where you can climb the ladder, push the button and emerge to find Jock. Primary Goals: Find Jock outside the silo. Jock will be complaining about a rattling sound if you didn't tip him off at Everett's, but he'll take you to Area 51 anyway. ********************************** 3.25 Area 51, Rachel Nevada ********************************** Skill Points to earn: 350 50 SP EXPLORATION BONUS Explore Comm Building cellar 50 SP AREA LOCATION BONUS Reach Control Tower Security Terminal 50 SP ACCOMPLISHMENT BONUS Bring up the elevator system power 50 SP AREA LOCATION BONUS Find Xander the Soldier 50 SP EXPLORATION BONUS Climb roof inside Hangar 50 AREA LOCATION BONUS Find alternative entry point to Area 51 50 SP PROGRESS BONUS Reach Sector 2 Blast Doors Augmentation Canisters: Upgrade Canister Weapon Modifications: Accuracy, Laser Primary Goals: Get access to the Area 51 Bunker Get pas the blast doors north of the helipad. To the West is Tower 17a. Op top is an MJ12 Sniper that overlooks most of the destroyed bunker and can be a real hassle. Disable him before you continue. Even though it's possible to enter this tower by force and hack a Terminal into opening the front blast doors of the Area 51 bunker right now, there's a better way. Avoid a bullet to the brain by sticking close to the wall of the tower. South of this tower you can find a dead body with a GEP GUN on him. To the north edge of the helicopter platform, you can find some TRANQUILIZER DARTS. In the southeast corner of the area you can find the small shack. You can open the door to find a camera with a turret that shoots and an INF Strength door with a 60% Str Lock that contains crates with a MEDKIT, a LAW and a clip of 7.62x51MM AMMO. With Microfibral Muscle, it's possible to stack Crates and drop to the treasure through the roof, hacking a Terminal to disable the security measures on the way out. I wouldn't bother. If you absolutely must have one more Accuracy Weapon Mod at this point, stack either two of the wooden crates or one medium and one small Metal Crate in front of the diagonal container. You can leap down to find an MJ12 body with a LOCKPICK and a clip of 7.62x51MM AMMO lying next to it and / or jump over the gap and inch along the side to find a soldier carrying a PISTOL and an ACCURACY WEAPON MODIFICATION. Head North, but don't go down yet. Disable the two Bravo-3 Peacebringer bots walking around. In the Comm Building, Simons is waiting for you. If you descend to the ground level, he'll run out and home in on you. He behaves exactly like he did in the Ocean Lab, except this time he has some LAMs on him he throws. This is your final showdown with Simons in the game, and it's up to you what you do with him. Like in the Ocean Lab, you can flee from him, knock him out or straight up kill the man. He carries a PLASMA RIFLE if you manage to loot him. If you want to kill him, his big weakness is a Dragon's Tooth to the face; he gets real close to deliver his menacing lines, and you can pull out your sword before he pulls out his. His specs: Simons has 600 hit points across the board and takes only 10% damage from Tranq. Darts and its effects and Riot Prod damage. He is immune to stunning effects and cannot be lit on fire. Notes: This is it! The end of Walton Simons. Walton Simons was named after a short story writer and friend of Warren Spector, Walton Simons. It is said that Warren returned the naming favor after being featured in one of real-life Walton's short stories. When you're done with Simons, find the Comm Building. Near the overturned Black Van, you'll find some BUCKSHOT SHELLS. Inside the Comm Building, the most important item is the TOWER NANOKEY lying on the ground. In the lockers, you'll find the DARTS in the right-most locker. The two in the middle have 70% Str Locks, but they're easily destroyed with melee weapons and contain two MULTITOOLS and a clip of 7.62x51MM AMMO. An adjacent room holds two BIOELECTRIC CELLS and a MEDKIT. Open the hatch with your Keyring. 50 SP EXPLORATION BONUS Explore Comm Building cellar You'll find a BIOELECTRIC CELL, some ROCKETS and a BALLISTIC ARMOR next to a DataCube mentioning the Tower's security console login: A51/XX15YZ. The crates contain a LAW and a REBREATHER. You will notice the UPGRADE CANISTER behind a 70% Str Keypad. You won't get the code, so expand the Multitools required if you want it. Notes: As mentioned earlier, Dreamland is an alternate title for Area 51. Djibriel's First Time Player Pick: Upgrade Power Recirculator Exit the comm building and make your way to the Control Tower. If you pass by the Blast Doors, Page will contact you. Open the door of the Control Tower with your Keyring. The body carries an EMP GRENADE. Climb down the ladder and beware the armed LAM on the wall; you can reach it from the floor if you crouch. The crates contain another EMP GRENADE and 30.06 AMMO. Climb up one level and then another, again taking care not to be blown to bits by another armed LAM. There's a Repair Bot here. Climb one last level, where you should find the body of the Sniper you disabled. Note: in some versions of the game, there is no Repair Bot here, and you get 100 SP rather than 50 up top. 50 SP AREA LOCATION BONUS Reach Control Tower Security Terminal Use A51/XX15YZ to open the Blast Doors. But we won't use them. Exit the Control Tower and find the blast doors. We'll take a quick dive into the front entrance of Area 51 for some items and some minor skill points, and then we'll return outside. Primary Goals: Bring up the power to the elevator system in order to access Page's bunker below. With the doors open, find the Terminal near the entrance. If you can hack, disable the security measures; else, destroy them. There are two paths; to the Northwest, you'll find an elevator leading down into Area 51, but first you'll have to go to the Northeast where you can turn on the power. In both wings, you'll find a patrolling Military bot. You can destroy both, but it's easy to turn on Radar Transparency to get past them. Once you're in the power station, know that there are two small Arcbots; one in the pit to the Southwest, protecting crates containing a MEDKIT and a THERMOPTIC CAMO. A second Arcbot is scurrying about on the walkway between the two buildings of the Power System. If you have a Spy Drone, you can take care of both easily. The Repair Bot can be used recharge. Enter the door to the Southeast to find a crate containing a LOCKPICK and a ladder leading up. Beware the Arcbot that may still be there. Follow the walkway and enter the other building with a ladder. There's a crate containing BUCKSHOT SHELLS and a BIOELECTRIC CELL. Find the yellow square power box to the Southeast and set [2] online. 50 SP ACCOMPLISHMENT BONUS Bring up the elevator system power Return the main room, where you can find 10MM AMMO and a LOCKPICK in crates surrounded by radioactive waste, if you really want them. Return to the front entrance. There is one last area to explore; the Hangar. It holds two Commandoes and a Man in Black. The Commandoes are not killed by WP Rockets and are immune to gas, there is no easy way to disable these three musketeers. I suggest cloaking past them. There is a crate containing BUCKSHOT SHELLS in the Southeast corner of the Hangar. Find the girder that you can climb into a building within the Hangar to find Xander, a soldier who will give you the X51/XX15YZ combo that you already have. Note: in some versions of the game, there is a Repair Bot here. Not in the Game of the Year Edition, though. 50 SP AREA LOCATION BONUS Find Xander the Soldier Climb out the window and get down to the ground. Climb the same girder again, all the way to the roof now where you'll gain 50 SP EXPLORATION BONUS Climb roof inside Hangar You'll find the STORAGE ROOM NANOKEY near the dead Mechanic and a LOCKPICK on the body. This is an excellent sniping spot to take care of your enemies below. You can ignore them, though. If you do kill them, you can easily get down to the ground and pick the lock of the building on the ground floor. Inside, you'll find a MINI-CROSSBOW, some DARTS, a FLAMETHROWER and a NAPALM CANISTER in a crate. Also, a DataCube detailing our alternative and my preferred way in. If you want to check this out, do so and return to the roof via the girder. Notes: James Flores, the captain that 'wrote' this DataCube is named after one of the Quality Assurance Leads behind Deus Ex. Find the girder attached to the West wall, and follow it onto the top grate of the intake fan. Open up the hatch and drop down onto the middle of the fan, where you can destroy the deadly fan blades with the Dragon's Tooth. Drop down. You'll land in the water, luckily. You can dive down towards the North to find a body with a LASER WEAPON MODIFICATION. Return to the place where you landed and climb out of the water. 50 AREA LOCATION BONUS Find alternative entry point to Area 51 Follow the path to reach a Terminal. You can hack it to disable a turret and camera, or not hack it and disable it by some other means. The crates contains a LOCKPICK and 10MM AMMO: take the elevator down. Next up is a measly 20% Str Control Panel to disable some blue tripwire lasers that unleash a 100101 security bot. Follow through to find yourself in a humongous elevator shaft; had you arrived through the 'front door' so to speak, you'd have come down here with the elevator. Below, on the elevator shaft floor, a body of a Mechanic holds two BIOELECTRIC CELLS. Climb down and reach the Sector 2 Blast Doors. 50 SP PROGRESS BONUS Reach Sector 2 Blast Doors ********************************** 3.26 Area 51 Bunker Sector 2, Rachel Nevada ********************************** Skill Points to earn: 250 50 SP EXPLORATION BONUS Find steam maintenance tunnel 50 SP AREA LOCATION BONUS Enter Recreation 50 SP AREA LOCATION BONUS Enter Alain's chamber 100 SP CRITICAL LOCATION BONUS Enter Sector 3 Augmentation Canisters: Regeneration / Energy Resistance Augmentation Canister Upgrade Canister Weapon Modifications: None This first room after Everett contacts you holds a camera in the Northeast a turret in the middle and a blue tripwire trap that releases two small Arcbots. You can slice away the camera by standing on the railing, or sneak behind the crates to reach the tripwire trap. A LAM can destroy the lasers, you can jump or you can take care of the bots. When you continue, a generator explodes. Don't get too close, it can kill you. Listen to Bob Page. If you walk to the North, Everett will call you back to Station 5, where you can talk to Everett via the holographic communicator. Secondary Goals: Gain Sector 2 access by talking to Morgan Everett at the Station 5 holographic communicator. Everett will give you the 8946 code, which you can use to gain entry to Level 2. In addition, Everett proposes a compassionate conspiracy and invites you to take part in it. Secondary Goals: Kill Bob Page and clear the way for the former Illuminati leaders to restore an age-old secret government. Rule the world with compassion and an invisible hand alongside Morgan Everett. Find the hatch behind the generator with the 50% Str Lock. Pick the lock and dive down to gain 50 SP EXPLORATION BONUS Find steam maintenance tunnel There are two Baby Karkians here, so be careful. To valves to the West can stop the flow of steam through the pipes so you can travel through the tunnel without danger, but it's not optimal to follow it. If you go to the East, you'll wind up at the Sector 2 access point without the Nanokey required, so go North. You'll find a crate containing 10MM AMMO along the way. Destroy the Bravo-3 Peacebringer that patrols around the corner. Find the Barracks, and use the code Everett gave you: 8946. The Barracks hold six beds, most of them protected by a Security Keypad. From the Southwest going clockwise, you'll find: An INF Str Keypad containing goodies you can't access at this point A 20% Str Keypad containing Chapter 34 of Jacob's Shadow A 70% Str Keypad containing a BIOELECTRIC CELL, a LOCKPICK, a SAWED-OFF SHOTGUN and BUCKSHOT SHELLS. A 20% Str Keypad connected to an accessible bed A 70% Str Keypad containing a MULTITOOL, a BIOELECTRIC CELL and a TORSO2 AUGMENTATION CANISTER. There's a Greasel locked in here as well, so beware. A 70% Str Keypad containing a PLASMA CLIP, a PLASMA RIFLE, TRANQUILIZER DARTS, FLARE DARTS and a clip of 7.62x51MM AMMO. You decide what you want and need. If you waited all this time to get Energy Shield, install the Canister with the Med Bot in the middle of the Barracks. Leave the Barracks and head East, 'til you reach the Recreation wing. There's a turret and a camera guarding the outside of this place, so take care of that. The crate contains a MEDKIT. 8946 opens up the door. Inside, you'll find an MJ12 Trooper with a Woman in Black sitting at a table. I find running in with a Pepper Gun works well, but a WP Rocket can also really clean house here. The Woman in Black carries a PS20 if you manage to knock her out, and the Trooper holds an EMP GRENADE. 4 There's a MULTITOOL on the body of the female scientist on the ping pong table, and another MULTITOOL on the table the MJ12 troopers were sitting at. If you can hack, you can disable the security outside with the Terminal near the door. The real reason you're here, though is the DataCube on the ping pong table listing the 0169 code and obviously the 50 SP AREA LOCATION BONUS Enter Recreation Return to the Barracks and use the 0169 code to enter Alain's chamber. 50 SP AREA LOCATION BONUS Enter Alain's chamber Inside, you'll find a MEDKIT, an UPGRADE CANISTER and the SECTION 3 ACCESS NANOKEY. Djibriel's First Time Player Pick: Upgrade Environmental Resistance to Level 2 Outside of the Barracks, head West and then East, until you reach the Section 3 access door area where two MJ12 Commandoes are patrolling as well as three MJ12 Troopers, one of which is high up on a crane holding a Sniper Rifle. I find it best to activate a Thermoptic Camo or the Cloak Augmentation here to avoid any fighting. Find the hatch in the Southwest corner, near the Repair Bot, and dive in. You can safely turn your Cloak off. This tunnel connects to the hatch near the exploding generator, but we're not going there. Go to the east and pick up the armed LAM on the wall on the right. Near the hatch on this side, a crate contains some ROCKETS and you can loot a MULTITOOL from the body of the mechanics. Turn on your Cloak again and emerge from the hatch. If you must have it, there's crates on the East wall containing 7.62x51MM AMMO and TRANQUILIZER DARTS. Climb the stairs, where there's a crate containing a LOCKPICK. Now use your Keyring to open the door to Sector 3. 100 SP CRITICAL LOCATION BONUS Enter Sector 3 Find the crates behind the wall and break them for a MEDKIT and a LOCKPICK. Summon the elevator and hide behind the wall, where Page will tell you about who exactly it is that's riding the elevator up, namely a Man in Black and two MJ12 Troopers. Again, you can multi-stun them with the Pepper Gun or fire an explosive towards them. One of the Troopers carries an EMP GRENADE. Ride the elevator down. Tong will contact you right between the Loading screen and the blast doors of Sector 3. He'll give you his own view on things, and asks you to destroy global communications in order to give the world back its freedom at a great cost. He'll give you a confusing map of Sector 3. Secondary Goals: First go to the coolant control room at the northwest corner of Sector 4 and cut off coolant to the reactors, then return to the reactor lab in Sector 3 to finish the job. Destroying the global communications hub will plunge the world into another dark age -- dark but perhaps free from global tyranny. That's confusing! You're gonna listen to Everett or to Tong? ********************************** 3.27 Area 51 Bunker Sector 3, Rachel Nevada ********************************** Skill Points to earn: 500 100 SP CRITICAL LOCATION BONUS Enter Reactor Lab 13 100 SP CRITICAL LOCATION BONUS Enter Aquinas Hub 50 SP EXPLORATION BONUS Enter Aquinas Control locker 100 SP CRITICAL LOCATION BONUS Reach the top of Aquinas Control 50 SP EXPLORATION BONUS Explore far end of cart tunnel 50 SP EXPLORATION BONUS Explore weapons locker 50 SP EXPLORATION BONUS Explore third weapons locker Augmentation Canisters: Upgrade Canister Weapon Modifications: None Through the blast door, you'll find the body of a mechanic Helios will question you about. The crane here can be used to enter the stairwell to your right, but there's a better way. On the other side of the big yellow power... thing you'll find a Karkian and a Baby Karkian munching on another mechanic's body. If you're quick you can slice them all up with the Dragon's Tooth. You'll want to move quickly on the ground floor here, since several MJ12 Troopers up high can spot you, one of which has a GEP Gun. Get to the open door to the Northwest, and descend into the water. Here, you'll find two Greasels swimming about. On the floor you'll find some TRANQUILIZER DARTS and the STAIRWELL NANOKEY. On a DataCube that's floating on the surface in my version and lying on the floor on most other versions, you'll find the code that opens up the reactor room: 2001. It's quite essential. Leave the water and go back, heading East. Use the Keyring to open up the stairwell door. Notes: 2001 was a year in the near future for the game devs at this point. Could be a reference to 2001: A Space Odyssey, a movie that deals, among other things, with an AI that turns on its masters, much like Daedalus. Go up two stairs, ignoring the crates for now. Be silent! On this next level, you can access a walkway where two MJ12 Troopers are patrolling. Take them down. You can easily sneak past them, but it's my experience you'll make some noise later on that attracts them anyway in a less controlled setting. Take care, one of the Troopers carries a GEP GUN. Continue going upstairs, past the door labeled Aquinas Hub Access, you'll find a room where a Man in Black is giving orders to a Mechanic. Outside, to your right, is a patrolling Trooper. Wait for the conversation to start and finish; if you interrupt them, the Mechanic will turn hostile. Disable the MiB and shoot the Trooper through the window. It's best to disable Jerri as well; he sometimes goes for the alarm, and he carries an EMP GRENADE. Notes: Blue-fusion reactors are not a real thing. They will be explained later in the game more thoroughly. This room holds some BUCKSHOT SHELLS and a DataCube. Ignore the rest and open the door to the Southwest of the entrance. The stairs leading down only goes to a platform occupied by an MJ12 Sniper and some 30.06 AMMO. Follow the path to a room with a DataCube with the security login: AREA51/BRAVO13, a BIOELECTRIC CELL and two crates containing a LOCKPICK and some 7.62x51MM AMMO. Follow the ladder to the roof, where you'll find 10MM AMMO, a BIOELECTRIC CELL and a PISTOL on the body and a DataCube mentioning the 4225 code for the explosives locker. Return to the room where you disabled the Man in Black. Notes: Another note from what seems to be an engineer with superior skill or at least superior security clearance; Jacob "Mac" Mackenzie. Sweating in this case refers to the slow expulsion of hazardous material from a normally safe explosive. TNT, for instance, can sweat nitroglycerin. Armed with the security login, use the Terminal with AREA51/BRAVO13 to open the Augmentation Containment, disable two cameras and open up the door. Grab the UPGRADE CANISTER. Notes: The international NATO phonetic alphabet is familiar to most people; Alpha, Bravo, Charlie, etc. Bravo is code word attached to the letter B, so Bravo13 is just B13. Djibriel's First Time Player Pick: Upgrade Cloak to Level 3 Outside of Station 17, to the North, you can the body of another poor Mechanic floating face-down in the water. It holds a HAZMAT SUIT. Jump onto the walkway. This is a good position to destroy two small Arcbots down below, North of the stairwell. Descend the stairwell and break open the crates at the bottom to collect 10MM AMMO and some SABOT SHELLS. It's time get to Reactor Lab 13. It's to the North. There may still be two small Arcbots if you didn't destroy them from up high. There are two crates containing a MEDKIT and a LOCKPICK here as well. Enter the door labeled Reactor Lab 13. If it's closed, you can use the 2001 code you found in the coolant filtration pool. 100 SP CRITICAL LOCATION BONUS Enter Reactor Lab 13 Around the corner, you'll find the two antimatter reactors. This is a key location for Tong's plan; you could stop the coolant, then use these to destroy the entire Area 51 site. Notes: Antimatter is material composed of antiparticles, which have the same mass as particles of ordinary matter but have opposite charge and other particle properties. Encounters between particles and antiparticles lead to the annihilation of both, a process that provides energy. The reactors themselves give up harmful radiation, and there are two Grays as well. They are radioactive and are harmful just by standing next to you; in addition, they can can fire off powerful waves of radioactive energy at you. They are pretty frail though, so it's easy to kill them from far away. Note that these creatures are immune to Fire (Flamethrower, Plasma Rifle) and gaseous attacks (Gas Grenade, Pepper Gun). Tranq. Darts and bullets work just fine, though. Find the door to the Northwest, climb the ladder and find the Mechanic here, who will tell you about the Grays and code to the Aquinas Hub: 1038. This is an important code. Return to the antimatter reactors. If you want, you can climb down into the pit for some treasure; this is a good time for the Environmental Resistance Augmentation and/or the Hazmat Suit you found earlier. To the Southeast, there's the body of a scientist with a BIOELECTRIC CELL on him. To the Northwest, a Mechanic with a MULTITOOL on him, as well as a DataCube listing the same 1038 code you got earlier. Exit the Reactor Lab now. Enter the stairwell again, and find the door to the Aquinas Hub. Enter the code 1038 and you're in. 100 SP CRITICAL LOCATION BONUS Enter Aquinas Hub The soldier here carries some TECH GOGGLES. There's a MedBot here as well. The computer holds a lot of interesting e-mails from and to Bob Page; it's too bad you can't find the login into to read them at your leisure. The login info is JSHEARS/MOMERATH. This computer is essential reading for the background of the events of DX and contains lots of food for thought and references, Julia, the dead female scientist, is supposed to have hacked some archives, which is the reason these very old e-mails are still preserved on this computer. Notes: There's a DataCube text in the files of the game that gives this login, but there's no DataCube in-game that has this text, which is a real shame. A Mome Rath is a fictional monster from Alice in Wonderland, like the Bandersnatch referenced earlier. I don't know who J. Shears is. The crackpot theory you could read all about in an e-mail way back, on your first visit to Smuggler's lair, is confirmed in the first e-mail. The Illuminati mapped and stored base material of the population under the guise of smallpox vaccinations. This e-mail raises the question to which extent accelerated growth and memory implantation has been a factor in JC The name of the scientist, G. Olivaw, is a reference to R. Daneel Olivaw, a recurring robotic character in Isaac Asimov's science-fiction writing. Another confirmation in the second e-mail; the Grays are not alien life forms but manipulated bovines; cows and such. Bob Page was positive about the project both as a source of living weapons as well as a way to steer the public's attention away from Area 51's real purpose. The last e-mail provides a link between Howard Strong and Gary Savage; in earlier drafts of the game, it is stated that Howard Strong was among the early defectors of X-51, but at some point allied himself with MJ12 again. It would explain why the MJ12 Troopers at the Missile Base called Strong and opportunist. There's a safe below the desk with a 70% Lock; it holds a GAS GRENADE and a BIOELECTRIC CELL. There's a MULTITOOL on the table. The ladder to the Southwest triggers an InfoLink message from both Dowd and Page, but you don't want to go down here. Break the window to the East. Shoot down the patrolling Trooper to the South, and find the REBREATHER on the Mechanic's body. Destroy the hatch or use Lockpicks, wait out the alarmed state of the Commando down below. If you have Cloak, use it and leap down, then take down the Commando with a Prod or Dragon's Tooth to the back. Go to the West, where you need to take down two Grays. The ladder here reconnects you with the MedBot upstairs. The crates here contain 10MM AMMO and a LOCKPICK, and the DataCube here holds a map of Sector 4 of Area 51, which is pretty useful. Return to the Northwest and up, following the corridor 'til you find Aquinas Control There's crates with DARTS and BUCKSHOT SHELLS here, a female scientist's body holding a MEDKIT and... a Repair Bot! On the West wall, there a door with a 70% Str Keypad attached. You won't find the code. Employing Multitools and opening this baby up gets you access to crates containing a NAPALM CANISTER, 7.62x51MM AMMO, and 50 SP EXPLORATION BONUS Enter Aquinas Control locker Helios will contact you. Ride the elevator to the East up to level 3 and follow the walkway. 100 SP CRITICAL LOCATION BONUS Reach the top of Aquinas Control Here is where Helios gives you a third option; become the most powerful human in the history of this planet by merging with the all-powerful AI. Secondary Goals: Deactivate the uplink locks on the Aquinas Router at the east end of Sector 4, thus allowing Helios to exchange information with your augmentations. Together with Helios, administrate the world with absolute knowledge and reason. What I'm going to do now is take you to Sector 4, and give you a chapter for all three of the possible paths. If you drop off the walkway here to the East, you can leap down bit by bit into the fluid down below. It's probably not worth it, but it's pretty fun. The dead mechanic on the way down holds a MULTITOOL and a BIOELECTRIC CELL. The fluid hurts you; it deals Flamed damage. The dead body of the scientist holds another BIOELECTRIC CELL; the body of the Mechanic holds a MULTITOOL. Summon the elevator and ride it up to level 2. On the way out, you'll see two Security Bots being released. This is also the moment three MJ12 Commandoes are spawned in the hallway to the Southwest, and they'll come rushing in. The bots will have a shootout with them and probably win. You don't have to be there. If you peek your head out to the South, into the red tunnel, a cart with two enemies comes your way. This only happens if you're there to trigger it, though. The cart holds a Trooper with a GEP GUN and some TECH GOGGLES, and a Man in Black with an Assault Rifle. I suggest not summoning these guys to your side at all, unless you have Speed Enhancement: If you can activate Speed Enhancement at level three or four, you can jump across the gap to the West side here. You'll gain 50 SP EXPLORATION BONUS Explore far end of cart tunnel for reaching this place. You'll find crates with a MEDKIT, some ROCKETS and 7.62x51MM AMMO as well. Return to the room with the Security Bots. Follow the corridor to the Southwest and beyond. Near the radioactive barrels, head East. Descend the stairs. The heavy blast door with the 70% Keypad responds to the 4225 code you found earlier. 50 SP EXPLORATION BONUS Explore weapons locker You'll find some ROCKETS here. Continue going down. At the floor level, there's a Greasel and crates containing 10MM AMMO and a PROD CHARGER. Outside, to the Southeast, there's a body together with a SNIPER RIFLE and some 30.06 AMMO. Just before the heavy blast doors, to the West, there's a door paired with yet another 70% Keypad. Inside, crates with a PLASMA CLIP and BUCKSHOT SHELLS and 50 SP EXPLORATION BONUS Explore third weapons locker Now, Helios should have opened the blast doors of Sector 4. The first thing you'll see is the dead body of a soldier near a LAW and an informative DataCube. Notes: The timeline is a bit strange. There are army guys here that talk about a sudden attack by MJ12, like this dude here. On the other hand, Page must have been controlling the facility for some time now; even if he abandoned the cloning project and the blue-fusion reactors for some time, he just unveiled the Aquinas protocol, the hub of which is deep within Area 51. In the anime Ghost of the Shell, the main character Motoko Kusanagi fights a large tank-like robot spider just prior to merging with an AI to create a new life form, one of the options presented to you at the end of the game. Proceed past the next blast door. You'll find a holographic communicator where Paul Denton will appear. It's been a while! Maybe he can tell us what to do. He just tells you to decide for yourself, though. If Paul died earlier, it will be Gary Savage appearing here with basically the same message. Notes: Good to see Helios declaring the Triads to be illegal; they didn't deserve a happy ending. Funny how the 'giddy acquiescence' Dowd was talking about seems to apply more directly to Helios' actions in Hong Kong. The next room is tremendously important to JC Denton. It's your birthplace. Right in front of you, you'll find the body of Nick Pausback, a Bob Page clone. It seems these guys have an inception date and an assigned birth date. To the Southeast, you'll find Wade Walker, a clone of Walton Simons. The nearby dead body of the scientist holds a BIOELECTRIC CELL. Leap down into the pit and find the body of the Mechanic, which carries a MULTITOOL. Crawl to the other side. Notes: Nick Pausback is the name of a good friend of Chris Todd. Wade Walker is an old colleague of Chris as well. While the exact year of DX is a bit shady, it has been retroactively set at 2052. Obviously some liberties have been taken in-game, it's 2050-ish. These DataCubes here would indicate that JC is very young and was thus indeed subject to accelerated growth and memory implants. However, for this to be true, that would mean that the following was all a lie: - The revelations of Lebedev, Paul and Tong that your 'parents' were UN employees, because JC never had parental figures in the first place. - Page's taunting just now in this level, when he said that the MiB killed your parents. - The e-mail between Page and Simons detailing the plan to kill JC's parents and send him to Switzerland, because JC never grew up in the first place. - Paul telling you about his parents. It is possible Paul has memory implants as well, but why do Tong and Lebedev tell Paul his parents? Are they in the know? None of it makes any sense. - Morpheus telling you that you are 23 years old, who did know that you were artificially created. However, do note the intro, where the evil evil dialogue between Page and Simons ultimately centers over a shadowy figure in a stasis field just like this one, implying that this is the 'secondary unit'. At that point, Simons was just about to become head of FEMA, so it can't have been too long ago. The best way of looking at it, to me, is that at the time of writing JC's background had been undecided, and two stories are being told simultaneously. One where JC is only a few years old and his entire life is a lie because of memory implants, and another where he was engineered as a life form, but enjoyed a normal growing pattern under 'parents' who were actually UN employees. There are two ways to 'marry' both stories, though. One: JC is actually a couple of years old, and has been growth-accelerated. However, the acceleration did not happen all at once. It occurred in at least two bursts, and in the interim, a teenage JC went to school in Switzerland and was raised by false "parents" Two: The Inception date does now mean 2054 but 1954. J.C's cells were kept in stasis from that point, about 15 years after the Illuminati project to collect DNA from around the world. The listed assigned Birth date is the date the baby was brought into the world, or expunged, and was given to the 'parents' who would later die in a 'car crash', etc. This scenario explains the 23 year old line as well as all the parents stuff, but while growth acceleration and memory implants are mentioned in-game, keeping a baby 'on ice' finds no support in-game. On this level, in the pit, to the Northeast, you'll find the body of a female scientist and a DataCube giving you the LAB 12/GRAYTEST. You'll dodge an explosion in the meantime, and Page will contact you. You'll find your own birthing pod to the Northeast, and one Alex Denton to the Northwest, based on the same Base Genetic Sample. There's no pod for Paul, was he the base sample? Are you a clone of your brother Paul? Anyway, there's an UPGRADE CANISTER on the body of the dead scientist, and there's a Medbot as well. Djibriel's First Time Player Pick: Upgrade Cloak to Level 4 To the North, you'll find Environmental Generators. The Terminal nearby opens up with LAB 12/GRAYTEST. Note, however, that in my version of the game, the Terminal (faultily) responded to GRAYTEST/LAB12. Turn off the Environmental Generators and open up the door. Disable the two Grays; Tranq. Darts work well in tagging them, then running away. When you near Page, Everett and Jacobson will contact you about the Illuminati plan over sparing the facility. Notes: It seems that Jacobson, while initially a spy for Tong, is fully on board with Everett's plan to maintain Area 51 and thus hand over the facility to the Illuminati. If Tong did send Alex away because Tong did not trust him, it seems he was right to do so. While the Grays are just altered bovines, this Blue Fusion Reactor likely is extraterrestrial technology within the world of DX. This is hinted because of the fact that it's mechanism is under study, but also because it's called 'Artifact ROS172-E', a reference to the crashing of a UFO, supposedly an alien spacefcraft, on a ranch near Roswell, New Mexico. Make it to the other side for a confrontation with Page. Nice plasma forcefield, nerd. It's time to make a decision. All this game, you've been led around; by Manderley, your brother, Tong, by Everett, by Savage. You are like a dog who needs a master. Now, it is up to you. Secondary Goals; Bring down the four blue-fusion reactors in Page's bunker then go to the infusion control room on the upper level to cut all power to his defense system. Do you wish to kill Bob Page and join the Illuminati in ruling the world as an invisible force, as proposed by Morgan Everett? Check out the next chapter, this being 4.28 or follow [ILLUMINATI-LINK]. Do you wish to merge with the Helios AI and rule the world with absolute reason and knowledge, as proposed by Helios itself? Go to chapter 4.29 or follow [HELIOS-LINK]. Do you wish to destroy Area 51 and all global communications and rid the world of all global tyranny, as proposed by Tracer Tong? Go to chapter 4.30 or follow [DARKAGE-LINK]. ********************************** 3.28 Area 51 Bunker, Rachel Nevada (Illuminati) ********************************** Skill Points to earn: 0 None Augmentation Canisters: None Weapon Modifications: Recoil [ILLUMINATI-LINK] Bring down the four blue-fusion reactors in Page's bunker then go to the infusion control room on the upper level to cut all power to his defense system. Kill Bob Page and clear the way for the former Illuminati leaders to restore an age-old secret government. Rule the world with compassion and an invisible hand alongside Morgan Everett. This option is clearly the best one. There is no outcome as destructive as the total collapse of the digital infrastructure that the entire world is leaning on, and handing over the reins of the world to a computer program with unknown intentions is no way to go. This way to end the game is probably the hardest, since the four necessary blue-fusion reactors are scattered and not always easy to find. Alex Jacobson may have been sent by Tong to spy on Morgan Everett, he is aiding in his plan to send you to assassinate Bob Page and make way for his new boss. Your mission is to find the four blue-fusion reactors Jacobson sent you an image of, disable them with the code Jacobson gave you and cut the power to Page's plasma forcefield and kill the megalomaniac. You'll have to pass Page and find the pathway to the Southeast. The plasma forcefield has severe EMP properties, and getting close to it will sap your energy. Stick to the walls. Avoid the gunfire of the two turrets by blowing them up or activating your Radar Transparency; a Thermoptic Camo will not work for some reason. Climb the small ladder while Tong tries to convince you to do his bidding. Go stand on the elevator and look down into the pit. This is where three of the four blue-fusion reactors are located. Don't take the elevator. Destroying the creatures won't get you anywhere; Page is mass-producing them with the three Universal Constructors in the facility. Find the pathway to the Southwest. Find the chest with a 80% Str Lock; you can slice it open with a powerful Dragon's Tooth. Inside, you'll find a LAM, DARTS and FLARE DARTS. Descend the stairs and turn around to find crates containing a LAM and BUCKSHOT SHELLS. Turn to the North to find the first blue-fusion reactor. Alex gave the code: 724*. You can quietly experiment until you find the right one: 7243. upon deactivation, two Security Bots will be released. Destroy them or cloak past them 'til you reach the elevator again. In the alcoves the Security Bots were hiding, you can find a HAZMAT SUIT, a LOCKPICK and a LAM. Don't take the elevator, but open up the grate and climb down into the red light chute. Open the grate and find crates containing 30.06 AMMO and 10MM AMMO. There's also a datacube with the code to the Aquinas Substation, but it's of no use to you in this mission. Before you open the door, realize it's crawling with Greasels and Karkians. Cloak is real handy, and this is also a good time for a Thermoptic Camo. To the North, on the other side of the building, you'll find crates with 10MM AMMO and 7.62x51MM AMMO. Further to the Northeast, you'll find the second blue- fusion reactor. 7243 shuts it down. If you're sneaking and have enough resources to keep on Cloaking, ignore the next paragraph where I describe how you can take down the enemies here. Further to the North, find the Repair Bot and see a door labeled UC Control. Break it open via the 90% Str Lock, the 90% Str Keypad or a Dragon's Tooth slice and enter to turn on the Emergency Containment. The UC that produces the ... here is now blocked. You can now clear the place of creatures if you want. Southeast of the UC Control room, you can find a Terminal. If you can hack, you can unleash a friendly Security Bot that will really tear into the enemies here. Find the stairs to the Southeast, going up one level. Upstairs, you'll find another Repair Bot. Close, there's a cabinet with a 60% Str Lock that you might as well destroy. Inside, you'll find a REBREATHER, a clip of 7.62x51MM AMMO, 10MM AMMO and a MEDKIT, as well as a DataCube with a familiar blueprint. Around the corner, near the radioactive barrel, you'll find a cabinet containing a BIOELECTRIC CELL, two FLARES and a DataCube with the coolant system code, that being 2242. Necessary for Tong's mission, but not for you. The chest with the 60% Str Lock that you can also slice open with Combat Strength contains a NAPALM CANISTER, a PLASMA CLIP and a RECOIL WEAPON MODIFICATION, the final weapon modification in the game. Head East, goin' on up. This is a great moment to activate a Hazmat Suit; paired with even level one Environmental Resistance, it will make you immune to the leaking nuclear apparatus. In the Southeast corner, you'll find the third blue-fusion reactor: 7243. Beneath the apparatus, you can see some TECH GOGGLES. Exit to the North through the door. On this level, you'll encounter Grays patrolling the final blue-fusion reactor. Your Hazmat Suit will still help against their presence and attacks, but Cloaking is grand here. Immediately past the door, you can find crates with TRANQUILIZER DARTS and BUCKSHOT SHELLS, but really, who cares at this point? Head North until you can turn West, where you'll find the final blue-fusion reactor. 7243 and it's time to head back to the infusion control room on the upper level. If you want, to the far West, you can find a UC that spawns Grays, and the UC Control room that can shut it down, as well as another Bot Security system you can hack to unleash a friendly Security Bot. Useful for combat- oriented characters, I suppose. To the Southwest, you can find crates with 10MM AMMO and 7,62x51MM AMMO. If you shut down the UC on the floor below, this could be a good moment to kill all creatures below that are still standing. Return to the Radioactive room. Descend the two stairs. Find the elevator Switch in the Southeast corner and summon the elevator. Ride it up to the upper level. Head Northwest, past Page into the Northern pathway. You'll see another UC Control room that can shut down the UC to the West that spawns small Arcbots. If you disable the Arcbots with a Spy Drone or EMP Grenade, they won't respawn either. Head East at the juncture. Around the corner, you'll find the Aquinas Router, but it's only relevant to Helios and not to you. To the West, you'll find the Infusion Control system. Press the Switch to kill Page and end the game. Notes: While the lines uttered seem benevolent enough, the mirroring of the scene with the intro scene, as well as the quote that ends the cinematic, gives this ending a darker tone. Milton's Paradise Lost is the story of both Satan's fall from grace and Adam and Eve's expulsion from the Garden of Eden. All three characters lose their paradise because of their sin of hubris. The quote "Better to reign in hell than serve in heaven." is uttered by Satan in the story, and it implies that the Illuminati ending boils down to a selfish choice made by JC, keeping the world corrupt so he could stand above it and that Everett's rhetoric about the benevolent dictatorship is hollow in the end. If DX can be chiefly described as a game about individual 'human' liberty versus the collaborative 'machine-like' system, the Illuminati ending provides the neutral ending, where the system is upheld, but as a tool to serve human ambition. ********************************** 3.29 Area 51 Bunker, Rachel Nevada (Helios) ********************************** Skill Points to earn: 0 None Augmentation Canisters: None Weapon Modifications: None [HELIOS-LINK] Deactivate the uplink locks on the Aquinas Router at the east end of Sector 4, thus allowing Helios to exchange information with your augmentations. Together with Helios, administrate the world with absolute knowledge and reason. This option is clearly the best one. The total collapse of global communications will greatly reduce living quality the world over; the illogical and unattainable concept of freedom is not worth the cost. Listening to Morgan is a no-go as well, as there is literally no reason to assume that he would be any better than Page. The only difference between the two man is that Page tends to laugh like an idiot when he talks unapologetically about ruling the world. No, it is time for a new age. Your mission is to find Aquinas Control to the east and return to Helios at the Aquinas Hub. You'll have to dive into the North pathway past page and his two turrets; turn on Radar Transparance, or destroy the turrets before you go in. Page's plasma forcefield will drain your energy if you get close, so stick to the walls. Once you're in the pathway, know that there is a Universal Constructor to the West, where Page spawns small Arcbots. If you disable them with EMP attacks, they won't respawn. Alternatively, you can break into the UC Control room, protected by either a 90% Str Lock or a 90% Str Keypad to turn on the Emergency Containment that traps respawning creatures inside the UC. Head East. Stand close to the Aquinas Router door for Helios to contact you. You can bypass the 90% Str Keypad to enter the Aquinas Router door now, or listen to Helios and get down to the Aquinas Substation to open this door with the Security Terminal there. Even though using Multitools is easier, might as well follow the entire mission through like youīre supposed to. West of the Router door is the Infusion Control room; you can't do anything with it now, but it's the place where you press the last Switch for the Illuminati ending. There are two options here, a quick and dangerous one (less so with Energy Shield Augmentation) and a longer, but safe one. The quick one: Northeast of the Aquinas Router door, you can find the elevator leading down to the Aquinas Substation. If you ride it down and open the door though, Page will blow up two transformers. Activate your Energy Shield Augmentation if you have it, then run for the Security Terminal to the North. PAGE/UBERALLES allows you to open the door to the Aquinas Router. Heal any damage you have and make for the elevator again. At any given time, I find that the electricity here can deliver a fatal shock and I know of no route through the room that's guaranteed to not kill you randomly. To the West, you can find a 80% Str Control Panel that can shut down the hazard here, but if you want to use that many Multitools, why not just open the Aquinas Router door up top? If you decide to shut down the transformers anyway, you can easily loot a MULTITOOL on a workstation and a HAZMAT SUIT, two BIOELECTRIC CELLS and a MEDKIT in a cabinet. The safe one: Return to the room where Page is floating in his plasma bubble, and pass him on your way to the South, activating whatever you need to deal with the turrets and the plasma EMP field. Climb the short ladder, then find the grate on the ground. Climb the ladder all the way down into the red pit. Open up the grate here and find two crates containing 30.06 AMMO and 10MM AMMO. Most important is the DataCube here, though; it holds the code to the Aquinas Router room: 6765! Return to Page and then the Aquinas Router door. 6765 opens up the door. Important note: in some versions of the game, like my Game of the Year Edition, the proper 6765 code does nothing, and the Keypad mistakenly responds to 6188. Since you were supposed to have this code, I suggest you use it if you went for the DataPad. With the door open, Helios will contact you to tell you to Engage the Wideband and Ultrawhite channels. It's easy to do so. Then, find the computer and use the ICARUS/PANOPTICON combo to Engage the Primary Router. Notes: Panopticon refers to an object or building that allows for the seeing of everything. It has several meanings in the contest of DX and more specifically the Helios ending: - Morpheus spoke of the need to be observed, and implied that an AI with a kind of omniscience through observation could serve the function of God. While JC was defiant to this theory in his dialogue with Morpheus, Helios is indeed an AI in touch with all communications and such. Helios is a panopticon. - The Panopticon was a model prison where all inmates could be continuously observed. A dark take on Helios' plans for humanity, where individuals will be continuously observed and ruled by Helios, humanity's warden. - Icarus of legend flew too high and died because of it. From up high, you can see more. In this sense, the goal of the panopticon could be playing God, and the name Icarus could be a warning since humans, and maybe AIs as well, are not meant to play for God. Secondary Goals: Return to the Sector 3 Aquinas Hub to merge with Helios and rule earth with benevolence, wisdom and absolute power. Time to retrace some steps through familiar territory. Return to Page and slip past his room towards the West. Past the cloning pods, keep going West past the LOADING screen. Climb four stairs, then two more towards the Aquinas Hub. Simply keep going until you reach the elevator. Ride it towards level 3. Listen to what Page and Helios have to say before you approach Helios. When you get close to the machine, the game ends. Notes: This ending turns Morpheus into a true prophet: "You will soon have your God, and you will make it with your own hands." It ties in exactly with Voltaire's quote. Voltaire at the time did not mean to say that God did not exist, but rather drive the point home how necessary the God 'role' is to society. In DX, where practiced religion is almost completely absent and everything went haywire, this ending can be read to indicate that DX advocates not (just) anarchism but a belief in a higher power, whatever that is. The antagonist of DX, Bob Page, saw himself as this and could not accept anyone above him. Some easy symbolism can be scored by seeing J(esus) C(hrist) Denton as some kind of messianic figure, born without being conceived, saving the world and merging with the all-powerful being after his 'death'. If DX can be chiefly described as a game about individual 'human' liberty versus the collaborative 'machine-like' system, the Helios ending has JC shedding his humanity completely. There are two literary sources that are interesting to have as background with this ending; the oft-mentioned Ghost in the Shell manga, wherein the heavily cybernetically modified main character merges with the first AI. Second the book and movie Colossues (: The Forbin Project) wherein an AI called Colossus is responsible for the Allied nuclear weapons system. It merges with its Russian counterpart and forces humanity to abandon war by having it choose between the "peace of plenty", or one of "unburied dead". Humanity's plans to disarm the AI fail, but the protagonist remains defiant. Not only is Colossus a Greek name (like Daedalus, Icarus and Helios), but it was a mentioned influence on Warren Spector's initial pitch for DX called Shooter. ********************************** 3.30 Area 51 Bunker, Rachel Nevada (Dark Age) ********************************** Skill Points to earn: 0 None Augmentation Canisters: None Weapon Modifications: None [DARKAGE-LINK] First go to the coolant control room at the northwest corner of Sector 4 and cut off coolant to the reactors, then return to the reactor lab in Sector 3 to finish the job. Destroying the global communications hub will plunge the world into another dark age -- dark but perhaps free from global tyranny. This option is clearly the best one. If the game has told us anything, it's that forces will naturally seek to control and subdue, and both Everett and Helios will do exactly that if you allow them to. No AI or human should have that much control of free man's lives. No matter the cost, the only option here is to make sure that not Page, not Everett, not Helios, not anybody, will ever again have the means to try what Page is trying now. Your mission is to find the coolant control room, then turn on the experimental alien reactors in Sector 3 to destroy Area 51 and all digital communication options. You'll need to get past Page and head into the path to the Southeast. Take care not to get too close to the plasma forcefield, which drains your energy. There are two turrets that will shoot you when they catch you; destroy them or turn on Radar Transparency to get past them. Climb the small ladder, find the grate in the ground and climb down the long ladder. Open up the grate to find two crates with 30.06 AMMO, 10MM AMMO and a DataCube with a code you won't have to use if you want to blow up the facility. There are two good ways into the coolant reactor facility. There's a way to swim there if you have a Rebreather or are at least Advanced in the skill, and you can find a DataCube with the code and get in through the front door. I find the swimming thing to be the best. Open the door outside, and find the grate in the ground to your right. Open it up and crawl inside towards the North. At the end, you'll find crates containing SABOT SHELLS and some ROCKETS. Press the Switch to open up the waterway. Get in and swim North, then West. Activate your Rebreather if you must. At the first vertical pipe, you can reach the surface. All the way on the bottom, below the pipe, you can find the body of a poor Mechanic holding a MULTITOOL and a BIOELECTRIC CELL. If you must, more towards the West, you can find a Soldier's corpse holding TECH GOGGLES, and there's a LAW at the bottom. Crawl out of the water via the ladder. There's an MJ12 Commando patrolling here. Cloak and Prod him in the back, or climb the ladder and shoot him from the top of it. There's a Trooper on the walkway up top, and to more in the Northeast corner of this room. You can Cloak, press the required button and flee right now, but it's more fun to collect the treasure. Head into the room to the East. On the walkway up top, there's an MJ12 Trooper. Cloak and climb the ladder. Take him down. The Mechanic on the yellow power box in the Northeast corner holds a MULTITOOL and a BIOELECTRIC CELL. A crate in the Southwest corner holds a MEDKIT. There's a cabinet with a 90% Str Lock that you can slice open with Combat Strength. It holds two PROD CHARGERS, a BIOELECTRIC CELL, a MULTITOOL, SABOT SHELLS, HE AMMO, BUCKSHOT SHELLS, 30.06 AMMO and a PEPPER CARTRIDGE. Next to the cabinet is a FIRE EXTINGUISHER; notable, because there's switch in the Northeastern corner of the room, on the yellow workstation, which can create a flame. The body of the Mechanic on the ground holds a LOCKPICK. Having raided this room, climb the ladder again and head West. If you didn't disable the Trooper up top in the previous room, he'll be there now, so take care. There's a chest here with a 70% Lock that you can slice open with Combat Strength. It contains ROCKETS, an EMP GRENADE and a PS20. Jump into the water below and crawl out again. Disable the final two Troopers to the Northeast, where you can find two crates with a LAW and a MEDKIT. If you're desperate for completion's sake, find the grate behind them that you can follow all the way for a crate with a MULTITOOL. To the East of the room, you'll find a Switch labeled 'Flush System'. This is the one you want; you've now stopped the coolant from reaching the reactors in Sector 3. Head East and press two Switches to enter the main room. You could've entered this way via the 70% Str Keypad. Note: You can find the code to it up above somewhere, in a cabinet near the Grays in the Southwest corner. It's 2242 as the DataCube tells you. In some versions of the game, like the Game of the Year Edition, it's actually 9248 though the DataCube doesn't tell you. It's a bug. With the coolant control room in the back, activate Cloak or a Thermoptic Camo and make for the Southeast corner where you can a Switch that summons the elevator to the top level. Ride the elevator. Leap down the small ladder and pass Page while you return to Sector 3 to the West. When in Sector 3, climb the stairway to the Southwest til you reach some radioactive barrels. Climb the ladder on the West wall. Continue going West 'til you reach the stairwell. Descend, then find Reactor Lab B13 to the North. Tong will contact you once you're inside. You'll have to get close to the reactors. This is a good time to activate any Hazmat Suit you may still have, and the Environmental Resistance Augmentation. There's a Failsafe disable Switch at the bottom of both reactors, with a crawlspace in between. You can climb out with a ladder. Get to the control room to the Northwest. Page will beg you to reconsider, as well as Helios. Secondary Goals: Go to the reactor control room. Activate the three ion injectors, then initiate the antimatter-matter reaction. Run. Climb the ladder. Activate the first and second ion injectors. Once you press the third once, the Mechanic will try to stop you with bullets. Disable him before you do so. Find the Engage Switch on the workstation to initiate the antimatter-matter reaction and destroy Area 51, killing everyone inside. Notes: Kahlil Gibran was an English-Arab poet, who wrote a poem called Children of Gods, Scions of Apes, which contains the phrase: "Yesterday we obeyed kings and bent our necks before emperors. But today we kneel only to the truth, follow only beauty, and obey only love." With the ending, the game reads as a long list of examples why concepts such as consolidation, human augmentation and systems of government ultimately cost the individual more than they help. Chad would agree; the contrat social is rigged. If DX can be chiefly described as a game about individual 'human' liberty versus the collaborative 'machine-like' system, the Dark Age ending has JC forcibly remove all methods for non-direct interaction as well as the massacre of all AIs. All that is left is the individual, facing the dangers inherent to absolute freedom. A note on the words 'Dark Age'. Originally a deragotary term for the Middle Ages, it's an odd choice of words for Tong, who is advocating it. It fits in with lots of the light vs dark symbolism throughout the game, though. Lots of the controlling (and in Tong's view antagonistic) forces in DX have to do with light: Illuminati, DuClare, Helios. At the same time, light makes visible: Page's envisioned City on the Hill, The world as a Panopticon. Paris, the City of Lights, is a heavily oppressive place. The Midnight Sun is a tabloid working for the bad guys. Contrast this with JC, our protagonist, who works in the shadows. It is by not being seen that JC and his allies survive, and concepts like night and shadow in combination with JC are littered all over the game: Jacob's Shadow, Petals of Twilight, etc. Also note Silhouette, a dark outline of a person. So the Dark Age can be read as a contrast with Helios/Illuminati endings, names that literally mean sun and enlightenment, that the word Dark Age gains its most important meaning: darkness means lack of visibility, which in DX means freedom. ********************************** 4.0 Skills and Relevant Items ********************************** Table of Contents: 4.1 Weapons: Heavy 4.2 Weapons: Pistol 4.3 Weapons: Rifle 4.4 Weapons: Low-Tech 4.5 Weapons: Demolition 4.6 Environmental Training 4.7 Lockpicking 4.8 Electronics 4.9 Medicine 4.10 Computer 4.11 Swimming 4.12 Sample Build ********************************** 4.1 Weapons: Heavy ********************************** "The use of heavy weaponry, including flamethrowers, LAWs and the experimental plasma and GEP guns." UNTRAINED: Base accuracy and damage. GEP Gun locks target in 2.0 seconds. TRAINED: 4% accuracy increase, 20% damage increase. GEP Gun locks target in 1.7 seconds. ADVANCED: 12% accuracy increase, 50% damage increase, no movement penalty. GEP Gun locks target in 1.2 seconds. MASTER: 25% accuracy increase, 100% damage increase. GEP Gun locks target in 0.5 seconds. I'm not sure if this has any redeeming quality. The GEP Gun and Flamethrower don't really benefit from this skill, since they're already as deadly as possible. The Plasma Rifle does, but it's a crappy weapon for standard play. I mean, it's dead fun and all, but I wouldn't advise the Heavy weapons thing the first playthrough. Note that Heavy weapons are boosted by the Targeting Augmentation, as follows: Level 1: 10% damage increase Level 2: 20% damage increase Level 3: 30% damage increase Level 4: 40% damage increase GUIDED EXPLOSIVE PROJECTILE GUN - Rockets The GEP Gun, when filled with old-fashioned Rockets, may be the most useful tool in the game. It destroys anything that can be destroyed, including cameras, turrets, laser grids, doors, panels, grates, barrels, bots, humans, anything. As long as you don't start using it to take down human enemies, you'll find ammo to be enough to answer all your GEP needs. It even has a target rocognition feature that is sometimes useful for far-away patrolling bots. The time it takes for your GEP Gun to lock onto a target is shortened by training. The only downside is its bulky 8-panel space needs, but it's worth it. YOU're worth it. Notes: Gyroscopically stabilized projectiles exist, but mostly as a novelty collector's item, and the weapons used to propel them are handgun-size. Gyroscopic stabilizing seems outdated technology though, if you already have a rocket that can recognize and steer itself towards a target, what are you using mechanical stabilizing for? GUIDED EXPLOSIVE PROJECTIVE GUN - WP Rockets When filled with WP Rockets, it becomes a different monster. The WP Rocket fills a very large area with either instantly charred bodies or troopers set aflame. You often think you're outside the splash radius only to find yourself in an inferno yourself. If you can accurately determine the safe distance, you'll find DX' White-Phosphorus Rockets, or the 'wooly peter' the best means of lethal crowd control the game offers. Very evil. Notes: White phosphorus is regulated through international law, and it is illegal for any army to use incindiary ammo to be used against civilians or in civilian areas. WP is particularly evil, not only because the phophorus burns when it comes into contact with air, but also because the phosphorus particles have a tendency to stick to and sink in human skin. WP was used to great effect in the Vietnam war, where it got the nickname 'Willie Pete'. FLAMETHROWER The Flamethrower is, and this is really funny, a silent weapon. I mean, you'll send hundreds of screaming enemies into the night when you decide to use the Flamethrower, so it's not exactly stealthy or anything, but the Flamethrower itself hardly makes a noise when you make it kill. This thing sets humans aflame until they die. Men in Black will have to be lit more than once, and Commandos don't even actually ignite, so its use reduces somewhat later in the game, but you simply don't need any skill with this thing. The downside is that it's so big,. It's another 8-space panel hoarder. With this and the GEP Gun, you're already wishing you had more inventory space, and the GEP Gun is much, much more useful in far more ways. A useful weapon for a violent second playthrough, is what I'd consider this thing most of all. PLASMA RIFLE The Plasma Rifle is the third, forgotten one of the Heavy weapons. Nobody likes it much; it just throws damage around, unfocused, undisciplined. It has a large splash area that deals fire damage, but in the very rare moments you need large splash areas filled with death, there's the WP Rockets that the GEP Gun shoots. For a weapon that tries to look like the most bad-ass, the most powerful and most dangerous one of them all, it hardly ever kills instantly what you want dead, and can therefore be handily replaced with a sign that asks bystanders to fill your body with bullets. After a game where I played with the Heavy weapons skill on Master and killed with nothing but the Plasma Rifle, I can tell you it's as useful as the Stealth Pistol, and eight times as large. Notes: Plasma weapons do not exist today, which is why it's still strange technology in the world of DX. There are four fundamental states of matter: Solid, liquid, gas and plasma. Plasma is created by ionizing gas by giving it negative or positive energy properties. Our sun and other stars are mostly made out of plasma. Plasma is usually produced at or kept in a state of high temperature because that's needed for ionization. The experimental Plasma Rifle turns magnetically-doped plastic slugs into plasma by superheating it, then extrudes the plasma towards the target. The diminutive PS20 pistol also uses plasma technology. The game has both plasma weapons simply deal Fire damage. The Plasma Rifle deals fire damage, meaning it does only 25% damage to bots, 50% damage to Commandoes and no damage to Grays. LAW The LAW is the most powerful weapon in the game, obliterating everything that can be destroyed within a large radius. The downside is that it is a expendable item; one shot and it's gone. It also holds 4 inventory squares, which is quite a sacrficie for one explosion, especially when LAMs are available. The only time a LAW comes in handy is at Vandenberg, where four LAWs are found in a wide open space (two in crates, two from MJ12 Troopers) and where you'll have to destroy four bots. ********************************** 4.2 Weapons: Pistol ********************************** "The use of hand-held weapons, including the standard 10mm pistol, its stealth variant, and the mini-crossbow." UNTRAINED: Base accuracy and damage. TRAINED: 4% accuracy increase, 20% damage increase. ADVANCED: 12% accuracy increase, 50% damage increase. MASTER: 25% accuracy increase, 100% damage increase. This is always Trained, even if you choose to Downgrade it during character creation. I find Pistols to find the most useful weapon group overall, since it holds both the Mini-Crossbow and the Stealth Pistol, which can be twinked out to be a mini-Sniper rifle. Boosting its damage and accuracy is helpful. Note that Heavy weapons are boosted by the Targeting Augmentation, as follows: Level 1: 10% damage increase Level 2: 20% damage increase Level 3: 30% damage increase Level 4: 40% damage increase PISTOL - 10MM AMMO The Pistol is a solid firearm whose main competition is the Stealth Pistol and main weakness is the inability to be silenced throughout the game. More powerful and reliable than the Stealth Pistol per shot, it lacks the large clip and high rate of fire the Stealth Pistol has to offer. Personally, I favor the Stealth variant. If you carry a Sniper Rifle, it obsoletes the Pistol. Notes: 10MM Ammo was abandoned by the FBI in favor of another cartridge that gave less recoil, but in DX it's still going strong. As a round-tipped bullet designed for law enforcement in urban settings, the 10MM cartridge is designed for maximum stopping power with minimum risk of the bullet leaving the target through an exit wound and strike bystanders. Contrast this with the 7.62 and 30.06 bullets with a sharper tip, which travel faster and are more accurate but have a larger chance of shooting through a target. For this reason, it is not that strange that a handgun with a 10MM cartridge deals more damage per bullet than the 7.62 Assault Rifle. If you reload the weapon, a text is visible on the slide: 1MM/IMM Austin or Aurtin. Austin could be a reference to the location of the Ion Storm studio where DX was made, located in Austin. Also, the 1MM part could be just a somewhat blurred 10MM. STEALTH PISTOL - 10MM AMMO The Stealth Pistol is a weaker version of the normal Pistol with an integrated silencer. It can be heavily modified and accepts most modifications. When fully upgraded, your Stealth Pistol will become a Sniper Rifle lite for the 'price' one only a single inventory slot. Because the Assault Rifle is so crummy, it is also the best fully automatic gun in the game. While it is silent, has a larger clip, a higher rate of fire than the Pistol, the normal Pistol has a higher base accuracy, accepts Recoil modifications and has a higher base damage. The Stealth variant is therefore superior for stealth missions and shootouts while the normal Pistol is better capable of calculated headshots. Notes: The stealth pistol is heavily based on the fictional Seburo CX "Compact eXploder" that appears in Appleseed manga by manga artist Masamune Shirow, most famous for his manga Ghost in the Shell. The Stealth Pistol features a so-called 'bullpup' design, meaning that the action is located behind the trigger group. This accounts for the 'D' shape behind the grip. MINI-CROSSBOW - DARTS The Mini-Crossbow is an essential tool for any JCDenton, though some misunderstand the noble weapon. It's a silent, sneaky weapon, but not in the way you might think. Filled with Darts, it's a silent and lethal alternative to the Pistol or Stealth Pistol, but make sure to aim for the head since you'll only want to do this when you're sure you're making a kill shot. This procedure becomes easier with skill points invested. It is also very nice to distract enemies when sneaking; fire a Dart into the wall near them, and their attention and field of view will be focused on the Dart, allowing you to sneak past them. Like Tranq. Darts, you can retrieve Darts that don't hit a target from the ground/wall. Notes: Wet operations means assassination. MINI-CROSSBOW - TRANQUILIZER DARTS When filled with Tranquilizer Darts, the Mini-Crossbow does what it does best. You shoot a man with a Tranq. Dart. You retreat until the six hits or less kick in. The man is now unconscious, and you are awesome. Sometimes, you must be patient, because you'll have to wait out alarmed enemies or alarmed Alarms. Time heals all wounds, and then you reappear to make more wounds. It's beautiful. Several enemies fire Tranq. Darts; Environmental Resistance reduces damage done. One last bit of advice; when abbreviating, call them Tranq. Darts, never Tranny Darts. Thank you. Notes: A fun thing to realize is that the darts are tipped with a succinylcholine-variant that cause complete skeletal muscle relaxation, but leaves the target FULLY CONSCIOUS. The initial strike of the Tranq. Darts does 'Poison' damage and is more effective when it strikes the Head. After that, it will deal 8 times 'PoisonEffect' damage to the Torso. If the target's HP is set to 0 because of PoisonEffect, the target will fall down Unconsious. PoisonEffect hits are not affected by the Pistol skill of the player, to the initial Poison strike is. MINI-CROSSBOW - FLARE DARTS When filled with Flare Darts, the Mini-Crossbow makes a mockery of itself. It is my theory that one developer created the Flare Darts and the Flare item, and got into a fight with another developer. This other developer snuck in late at night and gave JC the Light Augmentation, obsoleting the Flare items and Flare Darts forever. He then seduced the first developer's wife. It was a very nasty, very unfriendly business. PS20 You can only carry one, and it takes a while to throw it away after it's one- time performance. It's generally not fatal, so it's useless. It sets crates aflame though, that's pretty fun. Notes: The PS20 deals fire damage, meaning it does only 25% damage to bots, 50% damage to Commandoes and no damage to Grays. ********************************** 4.3 Weapons: Rifle ********************************** "The use of rifles, including assault rifles, sniper rifles, and shotguns." UNTRAINED: Base accuracy and damage. TRAINED: 4% accuracy increase, 20% damage increase. ADVANCED: 12% accuracy increase, 50% damage increase, no movement penalty. MASTER: 25% accuracy increase, 100% damage increase. The Sniper Rifle is one of the useful and important weapons in the game, and when Untrained the scope shakes all over the place. Training makes it useful. I don't personally like to use any other Rifle-type weapon, but just for the real Sniper Rifle this can be a profitable path to take. Note that Heavy weapons are boosted by the Targeting Augmentation, as follows: Level 1: 10% damage increase Level 2: 20% damage increase Level 3: 30% damage increase Level 4: 40% damage increase ASSAULT RIFLE - 7.62x51MM AMMO (NATO) The standard for any shooter, the automatic rifle that fires more shots than the pistol, in rapid succession. In DX, this gun totally blows. First, the bullets themselves deal very little damage; much less than those of the Pistol or even the Stealth Pistol. Second, unless severely trained and upgraded with Weapon Upgrades, the spread and recoil problems of the rifle are severe. Third, there's an ammo problem; since it takes a lot of bullets, often around an entire clip, to kill even a single enemy, and since you only pick up (1..4) 7.62x51MM bullets for every body to loot, you'll have too few to kill everything. Especially at Hard and Realistic, you don't want a shootout, and it's the only thing the AR if better at than other weapons. Notes: 7.62 NATO cartridges are the standard for small arms in NATO countries. An individual bullet is relatively long and pointy compared to round-tip bullets used by many handguns. In military use, it replaced the old 30.06 round that also appears in-game. Like the Stealth Pistol, the Assault Rifle uses a bullpup design. The real name of the Assault Rifle is ZHL-U1953. The background behind this name is unknown. ASSAULT RIFLE - HE AMMO The 20MM High-Explosive Rounds are rare, but powerful. This secondary feature of the Assault Rifle is somewhat of a saving grace; it is an inferior GEP Gun, but only takes up four squares. It has a larger blast radius but deals less damage than the GEP Gun. The descending trajectory makes it a non-option for far-away targets, and the blast radius is too large for targets in the same room as you. All the downsides aside, it's a helpful addition for players that focus on Rifles and won't carry a GEP Gun. Notes: HE = High-Explosive, obviously. ASSAULT SHOTGUN - 12 Gauge Buckshot Shells The Assault Shotgun has the same problems as the Assault Rifle in that it is only better than the (Stealth) Pistol in a shootout, and you don't want any shootouts ever. It has better damage-dealing capabilities than the Sawed-Off, since it deals a bit less damage but fires faster and has a larger clip. At higher degress of training, instantly fatal to regular human targets, but that's not too impressive. Notes: Buckshot consists out of many small pellets, delivering a broad shot. It's multiple bullets would have low velocity, explaining why regular buckshot shells would be ineffective at long range and versus armored targets. ASSAULT SHOTGUN - Sabot Shells Sabot Shells are useful for cameras, turrets and small Arcbots, and that's it. It's inferior to a well-powered Dragon's Tooth sword or good Spy Drone, but if you have neither and can't spare the explosives, this may help. Notes: A sabot (pronounce: saboh) is a small device that traps propellant gasses in the barrel and is expelled behind the bullet after every shot. This increases accuracy. How within DX the 'ballistic profile' of sabot shells help against armored targets but fail to deliver versus human targets is not explained by the sabot mechanism, but with tungsten, a heavy man-made metal that is used in armor-piercing shells. Mostly anti-tank rounds, though. 'Street sweeper' was the name of a Cobray-brand revolving cylinder shotgun, not unlike the Assault Shotgun featured here. This kind of shotgun is banned for civilian use in most of the United States. The overall looks is similar to the custom-coded weapons Mouse uses in his last scene in the Matrix movie, though they seem to fire more like an automatic rifle than a shotgun. SAWED-OFF SHOTGUN - Buckshot Shells Very similar to the Assault Shotgun, only it's one square smaller and deals a bit more damage. The trade-off is a smaller clip and slower pump action. I guess that makes it a bit better, since I can only see myself using it versus single targets that I want dead ASAP. SAWED-OFF SHOTGUN - Sabot Shells Exactly the same as Sabot Shells coming from the Assault Shotgun, since I can't see you using it in a situation where time is important. Not stellar gameplay wise. SNIPER RIFLE - 30.06 Ammo The Sniper Rifle offers the only real alternative to my 'standard' Pistol specialization. Firing the powerful 30.06 bullet, the Sniper Rifle offers instantly lethal takedowns versus all humanoid targets... at certain levels of training, obviously. Built-in Scope and it takes a Silencer Mod as well, turning your Sniper Rifle into a silent weapon as soon as your escape to Hong Kong. A brilliant weapon. The only drawback is the fact that the (Stealth) Pistol, with one of the plentiful Scope mods attached, is only slightly less effective and takes up only one square rather than four. Notes: The 30.06 cartridge was replaced by the universal NATO round until around 1970, but it remains a popular commercial bullet for hunting purposes. Apparently, in DX, the 30.06 round survives well into the 21st century. The ".30" refers to the caliber of the bullet, and the "06" refers to the year the cartridge was adopted, 1906. A Minute of Angle, better known as a minute of arc, is 1 60th of a degree in a circle. A circle consists out of 360 degrees, and 21600 minutes of angle. ********************************** 4.4 Weapons: Low-Tech ********************************** "The use of melee weapons such as knives, throwing knives, swords, pepper guns, and prods." UNTRAINED: Base accuracy and damage. TRAINED: 4% accuracy increase, 20% damage increase. ADVANCED: 12% accuracy increase, 50% damage increase, no movement penalty. MASTER: 25% accuracy increase, 100% damage increase. One of the most useful skill in the game, Low-Tech aids in silent takedowns with the Baton and Riot Prod, and allows you to use the Dragon's Tooth as a destroyer of cabinets and doors. A must-have, at least towards Advanced. Note that Low-Tech weapons are boosted by the Combat Strength Augmentation, as follows: Level 1: 25% damage increase Level 2: 50% damage increase Level 3: 75% damage increase Level 4: 100% damage increase CROWBAR The Crowbar is a lethal melee weapon that deals 6 base damage. That's only 1 more base damage than the Combat Knife, and since humans go down in one hit when you hit their sweet spot, the extra space the Crowbar uses makes it inferior to the Knife, let alone the Baton. The Crowbar is best used in the first minute of the game, when you have no alternatives. It's also very effective versus headcrabs, but you don't see any during the game. Notes: The murder of crowbars joke in the description is obviously a reference to a 'murder of crows'. It's what you call a group of crows. Murder of Crows was also a past enterprise of DX writer Chris Todd, which is probably the reason the gag made it into the game. Hermann is the last character who'd be able to invent such an English play on words, though. COMBAT KNIFE The Combat Knife is a single-space melee weapon that deals 5 base damage. The size is right, but since killing somebody and knocking him unconscious is basically the same thing in Deus Ex, it's just inferior to the Baton that deals more damage. The Combat Knife is best known for the fact you pick one up every single time you loot a body, thus causing you to throw it away and littering the world with them. BATON The Baton is simply the best. It's a single-space melee weapon that deals 8 base damage and is non-lethal. Absolutely useless in a frontal assault like almost any other melee weapon, it's best used for sneak attacks from behind and smashing evil, scheming crates whose contents you wish to harvest. An additional advantage of the Baton is that in no-weapon areas, the Baton will not alert NPCs since it's just a fancy stick. I advise you never let this one go. Notes: The Baton deals so-called 'KnockedOut' damage. The multiplier for headshots does not work with KnockedOut damage, so Baton strikes to the torso are most effective. Note that when the target is not aware of you, your Baton strike will deal 10x as much damage; if the target is Stunned or affected by tear gas, it will deal 4x as much damage. SWORD The Sword makes it first appearance in Hong Kong and it's a three-space melee weapon that deals 10 base damage, which makes it stronger than the Baton. You don't have to think very long about the Sword, since the must-have Dragon's Tooth is almost in your inventory at this point, obsoleting the Sword completely. 'Til that point, there is little to nothing the Sword can do the Baton cannot. DRAGON'S TOOTH SWORD The Dragon's Tooth is a sword of modern legend in Hong Kong. Exceedingly useful, the Dragon's Tooth can be used to instantly kill any human target, even in a frontal assault. In addition to that, it is a great way to break open door and cabinets, and when boosted with skill training and the right Augmentations, it can even destroy cameras and alarm panels in a single slice. There are quite a few cabinets, panels and door that aside from an explosion can only be destroyed by a sufficiently powerful strike with the Dragon's Tooth. It is a 20 base damage weapon, but when you strike it actually deals that damage five times, which makes it a 100 base power weapon versus targets devoid of damage resistance. It also functions as a source of light, though it's very dim. The Dragon's Tooth is so useful, not carrying one around almost counts as a challenge game. Notes: The non-eutactic blade is discussed at length when you quest for it in Hong Kong. What is weird about the sword is when you draw it, the blade extends. In your inventory though, it fills up 4 squares because the blade appears extended while it remains dormant. Damn thing could have been 1 square if only JC would remember to withdraw the blade when putting it away. RIOT PROD The Riot Prod is an unique melee weapon in that is uses 'ammo', namely Prod Charges. Like the Baton, it's primary purpose is to instantly disable enemies from behind when Prodding the sweet spot. However, the penalty for missing is less severe, since a target that is not knocked out is still paralyzed, allowing you to use the Prod until the target does fall over. Also, this way the Prod can be used to attack single enemies from the front; if you're fast enough, you'll paralyze them before they have a chance to shoot, and you win. Sadly, the stun effect wears off when the target is hit by anything other than the Prod, so it is not advisable to draw a Combat Knife or Baton to finish the job. Also, Prod Chargers can be rarer than you'd like sometimes, so stick to another melee weapon when you're pretty sure it can do the job just as well. Notes: The Riot Prod deals so-called 'Stunned' damage. Like the Baton damage, it does not work with headshots so Torso hits are most effective. When a target has been struck with Stunned damage, it will become paralyzed. The next hit will deal 4x as much damage. Animals and transgenics are immune to Stunned damage. Commandoes are not, but they will not become actually stunned so you'd better inflict a OHKO. Bots take 50% damage and cannot be stunned. Gunther and Walton Simons take only 10% damage and cannot be stunned. THROWING KNIFE Throwing Knives function much like Darts fired from a Mini-Crossbow, except they are weaker. When you miss, you can retrieve the weapon from a wall or the floor. In addition, you can make your Crossbow better and better, the Throwing Knives remain what they are; quite useless, actually. The only situation where your Throwing Knives outperform simple Darts is with by investing in the Low-Tech skill and the Combat Strength Augmentation while ignoring your Pistol skill. PEPPER GUN (Antigone Pepper Spray) The Pepper Gun is considered by most to be a useless item, but it's not quite that. The Pepper Gun creates a small, quickly evaporating cloud of gas that stuns human targets (but not Riot Cops and MJ12 Commandos) for a few seconds. shido534's great non-lethal DX run uses the Pepper Gun to great effects to disable multiple enemies before OHKO-whacking them with a melee weapon. The trouble is that the aiming of the Pepper Gun is wonky and unintuitive, and when you miss you're just waving a useless aerosol can in front of a soldier that intends to shoot you in the gut until you die. More than anything, the Pepper Gun requires player training with it. And remember: Better BLIND than DEAD! Notes: Your Pepper Gun can incapacitate NSF Terrorists, whose face masks should make them immune to the blinding effects. However, when inhaled, the mist that cause severe irritation internally as well. The Pepper Gun has no effects versus any target who is immune to gaseous attacks. These include Riot police, MJ12 Commandoes, animals, Greasels, Karkians, Grays, bots, Anna, Gunther and Walton Simons. The Pepper Gun blocks lasers; while some lasers will simply activate the trap/alarm like normal, some lasers will be blocked but won't respond. In this fashion, it is possible to bypass these lasers by blocking the laser with the aerosol cloud while moving past the laser yourself. Antigone is a character from Greek mythology, the daughter of Oedipus and the main character of her own tragedy play. Why the Pepper Cartridge is called Antigone is unclear. Antigone is a tragic character who does moan and cry a lot, perhaps it's a reference to that? ********************************** 4.5 Weapons: Demolition ********************************** "The use of thrown explosive devices, including LAMs, gas grenades, EMP grenades, and even electronic scramble grenades." You don't need to invest in this skill for the damage; Gas and Scrambler eggs don't deal damage in the first place, and the LAM already destroys everything. You may want to invest in this skill to give yourself a little longer to disarm a previously armed grenade; if you have ADS though, even that effect is unnecessary. UNTRAINED: An armed grenade beeps 3 times before exploding. TRAINED: An armed grenade beeps 6 times before exploding. ADVANCED: An armed grenade beeps 16 times before exploding. MASTER: An armed grenade beeps 32 times before exploding. EMP GRENADES These pulse grenades are difficult to aim on those ever-moving patrol bots; luckily, the Spy Drone Augmentation is a superior substitute to these. If you went with the ADS though, and you stubbornly refuse to carry a GEP Gun even in that situation, this is what you'll be fighting bots with. Y GAS GRENADE What do you do when you are about to run into a room filled with more than one enemy? One option is certainly a Gas Grenade, turning everybody not protected from it into a teary-eyed wimp for a good few seconds. You can do without these since Cloaking past these dangers or effective use of a Pepper Gun often yields the same results, but GGs are fun and effective. Just make sure to remember that animals, transgenics and Commandoes are not affected. Notes: CS gas is a man-made tear gas, which was discovered by two Americans, Ben Corson and Roger Stoughton. The chemical's name is derived from the first letters of the scientists' surnames. It's widely used by US law enforcement as riot control. The chemical reacts with moisture on the skin and in the eyes, causing a burning sensation and the immediate uncontrollable shutting of the eyes. The pain is intense but not unbearable. LAM You've got a GEP Gun, HE Ammo for the Assault Rifle and the one-shot LAW, but the LAM is the best explosive in the game mainly because they only take one inventory slot. Even at Untrained a LAM will destroy any obstacle in your path, including bots. The only downside is that throwing action necessary to deploy the thing and the limited range. Even if you have a secondary way of exploding things, LAMs are still useful. When placed on a wall, they make excellent traps at certain points in the game, such as the 'Ton Hotel shootout or your confrontations with Anna and Gunther. SCRAMBE GRENADE The game itself seems to value these things highly; they're rare, and when you can buy them at one point they are set at a high price. I myself never use them, since they offer a temporary solution to a problem I want fixed forever. Scramble Grenades temporarily change the alignment of an enemy bot, causing it to fire at its former allies. It's good fun I guess, but there is not point in the game where a Scramble Grenade is a better solution to a problem than sending in a Spy Drone to shut down the bot, then sneaking past of sniping the remaining troops. ********************************** 4.6 Environmental Training ********************************** "Experience with using hazmat suits, ballistic armor, thermoptic camo, and rebreathers in a number of dangerous situations." I care mostly about Ballistic Armor and Thermoptic Camo, both of which don't last long when JCD is Untrained in using them. Setting this skill to Advanced makes your Camo last long enough for those critical parts of the game where you want to use one. Investing heavily in Cloak and Radar Transparency makes the lion's share of this skill redundant. Note: While Tech Goggles are similar to the expandable equipment items, Tech Goggles' duration is not increased by the Environmental Training skill. BALLISTIC ARMOR Ballistic Armor protects against bullets, bites and explosions. The amount of damage reduction it provides and the duration of the protection is dependent of your Environmental Training skill, and it stacks with your Ballistic Protection Augmentation. If you're really awesome at this game, there are very few moments you'll even have bullets fired at you. Having one can be handy if you suddenly find yourself in a tight spot, so might as well carry one around. Untrained: You take 50% damage for 25 seconds. Trained You take 38% damage for 33 seconds. Advanced: You take 25% damage for 50 seconds. Master: You take 13% damage for 1 minutes and 40 seconds. HAZMAT SUIT Found often near the hazardous environments, Haz(ardous) Mat(erials) Suits will protect you from toxic and radioactive environments. The protection they offer and duration of their effects increase with the Environmental Training skill, and will stack with the Environmental Resistance Augmentation. Having one in your inventory is probably wise, but you won't run into much trouble if you don't have one, especially if you have Regeneration and/or Environmental Res. It's important to note that while the description indicates it protects against all kinds of stuff, it does NOT protect against Fire, Electricity and EMP. Untrained: You take 75% damage for 50 seconds. Trained: You take 57% damage for 1 minute and 6 seconds. Advanced: You take 38% damage for 1 minute and 40 seconds. Master: You take 19% damage for 3 minutes and 20 seconds. THERMOPTIC CAMO Besides being the most efficient credit sinks in the game, Thermoptic Camo is an incredibly useful item that duplicates your Cloak Augmentation and a part of your Radar Transparency Augmentation. It makes you invisible to humans, dogs, transgenics and bots, as well as LASERS. You can walk through lasers with this thing, something you cannot do with Radar Transparency. On the other hand, your Camo does not turn you invisible to cameras and active turrets, so beware. I like to have as many of these things as possible and are to me the best use of all your filthy lucre. Untrained: You are undetectable for 12,5 seconds. Trained: You are undetectable for 16,5 seconds. Advanced: You are undetectable for 25 seconds. Master: You are unetectable for 50 seconds. Notes: The concept of Thermoptic Camo comes from the manga/anime Ghost in the Shell; the name 'Thermoptic Camo' was featured in the English subtitles as well. ********************************** 4.7 Lockpicking ********************************** "Lockpicking is as much as art as skill, but with intense study it can be mastered by any agent with patience and a set of lockpicks." UNTRAINED: One Lockpick decreases lock strength by 10%. TRAINED: One Lockpick decreases lock strength by 25%. ADVANCED: One Lockpick decreases lock strength by 40%. MASTER: One Lockpick decreases lock strength by 75%. This upgrades the 'power' of a Lockpick from 10% to 25%. You now have a comfortable ratio between Lockpicks found and locks you need to open for the rest of the game, especially if you make it so that your Dragon's Tooth Sword can slice open 50 Hardness chests and cabinets. If not, you might want to invest in Advanced Lockpicking. For a first-time players who misses Nanokeys, Lockpicking is obviously even more important. If you carry around a GEP Gun and make liberal use of it as a door-destroyed, the Lockpicking skill becomes less relevant to you. Notes: A tension wrench is used to hold any picked pins in place while the, in this case, hardening plastic polymers do the actual picking. The disposability appears to come from a finite number of shapes these polymers can take before becoming useless. ********************************** 4.8 Electronics ********************************** "By studying electronics and its practical application, agents can more efficiently bypass a number of security systems using multitools." UNTRAINED: One Multitool decreases lock strength by 10%. TRAINED: One Multitool decreases lock strength by 25%. ADVANCED: One Multitool decreases lock strength by 40%. MASTER: One Multitool decreases lock strength by 75%. Very similar to Lockpicking, only with Multitools and Control Panels. I can't see a pressing reason for anything but Training in Electronics, but if you skip Computer, this skill gains in worth, especially if you're not too sure when you can find all those keycodes in this game. ********************************** 4.9 Medicine ********************************** "Practical knowledge of human physiology can be applied by an agent in the field allowing more efficient use of medkits." UNTRAINED: A Medkit restores 30 Hit Points. TRAINED: A Medkit restores 60 Hit Points. ADVANCED: A Medkit restores 75 Hit Points. MASTER: A Medkit restores 90 Hit Points. Usefulness depends how often you get hurt, obviously, but a Medkit's power increases from 30 to 60 Hit Points, and that's a significant advantage for little skill point investment. Past that, little to get here, especially if you get the Regeneration Augmentation. Note that the period of poisoning is not reduced when you train in the Medicine skill, despite what the flavor text indicates. Notes: Unknown what the contents of a Medkit are; they can both be used by non-augmented humans and can be metabolized by JC Denton, implying that the contents are for oral use. Note that all food and alcohol is promptly metabolized by JC as well with similar results. Since medical training can be a contributing factor in Medkit application, and you can heal specific targets of your body, it is implied that JC can consciously steer his nanomachines to heal a desired area. ********************************** 4.10 Computer ********************************** "The covert manipulation of computers and security consoles." UNTRAINED: You can use ATM terminals, Security Consoles and Computer Terminals. You cannot hack. TRAINED: You can hack ATM terminals, Cameras and Doors through Security Consoles and Computer Terminals. You can extract 50% of an ATM's base value. Hacking takes 10 seconds, and you are detected in 25 seconds. ADVANCED: You can hack Turrets through Security Consoles. You can extract 100% of an ATM's base value. Hacking takes 5 seconds, and you are detected in 35 seconds. MASTER: When you are detected, you only lose 50 units of Energy rather than everything. You can extract 150% of an ATM's base value. Hacking takes 2.5 seconds, and you are detected in 60 seconds. Gaining the 'Hack' option make sure you're no longer depending on scattered DataCubes to use ATM Machines and other people's computers. It's single most game-changing skill choice you can make to ignore the Computer skill. It's tremendously useful and I suggest setting it to Advanced at least. It's also nice to have when reading e-mails on Hacked accounts, since it buys you more time compared to just Trained. You will have no way to spend the extra credits you gain from hacking ATM consoles at Master level in any useful way, so don't let greed take you down that path. Notes: If you hack the ATM or any other machine, the text will indicate this is done with an ICE Breaker. ICE is used as an expensive name for security software and was first coined by William Gibson. Though several meanings exist, Gibson used Intrusion Countermeasures Electronics. Also note that if you hack an ATM, the error message will read ERR 06MJ12... The digital rain of green symbols falling down over a black screen while using the ICE Breaker is reminiscent of the Matrix movies; both the Matrix and DX have been influenced by the opening sequence of the Ghost in the Shell anime. ********************************** 4.11 Swimming ********************************** "Underwater operations require their own unique set of skills that must be developed by an agent with extreme physical dedication." UNTRAINED: You have 20 seconds of oxygen before you start drowning. TRAINED: You have 30 seconds of oxygen before you start drowning. ADVANCED: You have 40 seconds of oxygen before you start drowning. MASTER: You have 50 seconds of oxygen before you start drowning. Later in thef game, there's all kinds of bodies of water, so being able to swim further and faster is helpful. At Advanced, you can get anywhere without suffering from any damage, but if you get Regeneration it matters little, since you heal from your drowning damage as fast as you get it. At Trained, and with one or two Rebreathers throughout the game, you're also there. If you install the Aqualung Augmentation, make sure to keep Swimming at Untrained so you have at least some benefit from that choice. Notes: On Rebreathers: funny that these extract oxygen from the water instead of exhaled Co2, like real-world rebreathers and the Aqualung Augmentation. Note that the divers in DX wear a Rebreather identical to the ones you find lying around. In our world, there already exists a nanoscale hydrophobic coating that repels water and oil from surfaces. This is absolutely why JC always looks dry why he comes out of the water, and it is certainly not a graphics limitation. ********************************** 4.12 Sample Build ********************************** The sample built used in this walkthrough uses the following skill choices: - Heavy: Untrained - Pistol: Master - Rifle: Untrained - Low-Tech: Advanced - Demolitions: Trained - Environmental Resistance: Advanced - Lockpicking: Advanced - Electronics: Advanced - Medicine: Untrained - Computer: Advanced - Swimming: Trained ********************************** 5.0 Augmentations ********************************** Table of Contents: 5.1 Head 5.2 Arms 5.3 Legs 5.4 Subdermal 5.5 Torso1 5.6 Torso2 5.7 Cranial 5.8 Eyes 5.9 Sample Build JC is one of very few nano-augmented characters in the world of DX and can install obtain Augmentaions from Augmentation Canisters. They allow him to use Augmentations. All Augs are temporary buffs that cost JC Bioelectrical energy as long as this Augmentation is active. To follow Arthur C. Clarke's idiom that states that any sufficiently advanced technology is indistinguishable from magic, Augmentations are spells and Bioelectrical energy is the mana that powers the spells. AUGMENTATION CANISTERS "An augmentation canister teems with nanoscale mechanocarbon ROM modules suspended in a carrier serum. When injected into a compatible host subject, these modules augment an individual with extra-sapient abilities. However, proper programming of augmentations must be conducted by a medical robot, otherwise terminal damage may occur. For more information, please see 'Face of the New Man' by Kelley Chance." UPGRADE CANISTER "An augmentation upgrade canister contains highly specific nanomechanisms that, when combined with a previously programmed module, can increase the efficiency of an installed augmentation. Because no programming is required, upgrade canisters may be used by trained agents in the field with minimal risk." Further notes on nano-augmentation found in-game: ... nano-augmentations, once "installed", irrevocably alter the physiological system they affect and in many cases cause all subsequent augmentations to be rejected; however, the exact number of augmentations each system can support varies. (UNATCO MedDirectorate). The cells of every major tissue in the body of a nano-augmented agent are host to nanite-capsid "hybrids". These hybrids replicate in two stages: the viral stage, in which the host cell produces capsid proteins and packages them into hollowed viral particles, and the nanotech stage, in which the receiver- transmitter and CPU are duplicated and inserted into the protective viral coating. New RNA sequences are transmitted by microwave and translated in to plasmid vectors, resulting in a wholly natural and organic process. Additional augmentations can be added through the use of microscopic ROM modules - shaped a little like flying saucers - that diffuse through the blood and attach to the long spine of nanite CPUs. These additional augmentations are software "upgrades" in the most literal sense of the word. (UNATCO MedDirectorate mail to Jaime Reyes). ... subject shows a number of departures from nominal baseline physiology, including a noted absence of all H type epsilon immunoglobin proteins which would seem to be related to his ability to tolerate nano-augmentations that are typically rejected by the vast majority of the population.[...] (MJ12 Surgical Pre-evaluation of Paul Denton). Notes: The book "Face of the new man" and its author "Kelley Chance" are both fictional, and there are no further references of either elsewhere in the game. Augmentations use varying amounts of Bioelectrical energy. JC can store up to 100 units maximum. These units will only decrease by using Augmentations or being subject to energy draining attacks. JC, and can be recharged by either a single Bioelectric cell (25 units) or a Repair Bot (75 units). Light: 10 units / minute EMP Shield: 10 units / minute Aqualung: 10 units / minute Aggressive Defense System: 10 units / minute Power Recirculator: 10 units / minute Combat Strength: 20 units / minute Microfibral Muscle: 20 units / minute Environmental Resistance: 20 units / minute Speed Enhancement: 40 units / minute Run Silent: 40 units / minute Vision Enhancement: 40 units / minute Targeting: 40 units / minute Ballistic Protection: 60 units / minute Regeneration: 150 units / minute Spy Drone: 150 units / minute Cloak: 300/250/200/150 units / minute (depends on Level) Radar Transparency: 300/250/200/150 units / minute (depends on Level) ********************************** 5.1 Head ********************************** "I'm beginning to see why you found classes so easy. EVERY NEURON IN YOUR HEAD has been augmented." (E-mail by Jaime Reyes to JC Denton) INFOLINK Energy Rate: No cost "One-way micro-transceiver array allows agents in the field to receive messages from Control, and to store and later retrieve relevant maps, conversations and notes." "For example: the voice in your head [...] leaps fully formed right into your temporal lobe, bypassing the eardrum and its sensory neurons. And its perfectly inaudible to everyone around you, of course. Not to mention that the nanites clinging to your axons can both receive and transmit symbolic information, so if you ever need help, don't sweat it; someone at HQ probably already knows." (E-mail by Jaime Reyes to JC Denton) "Letīs see... microreceiver exostructure in the sulci, mechano-carbon threads on the axons... for queuing, you know, packet routing..." (Jaime Reyes) Notes: All this data goes in the Datavault, which at some point becomes an objective when some guy needs access to Paul's Datavault. Later in the game, the Infolink is abused a bit by the game to have all kinds of NPCs converse with you, and each other. The e-mail by Jaime somewhat contradicts the 'one-way' part of the official description. IFF Energy Rate: No cost "Automatic friend or foe identification uses advanced heuristic algorithms to associate visible objects with known threat categories." Notes: Heuristic algorithms here means that they adapt based on JC's experiences. A good thing, since JC's alliances shift a few times over the course of the game... LIGHT Energy Rate: 10 UNITS/ MINUTE "Bioluminescent cells within the agent's retina provide coherent illumination of the agent's field of view." Notes: Bioluminescence is produced by living organisms; fireflies, glowworms and horrifying deep sea creatures, that sort of thing. Unnecessarily creepy, you'd think, since JC's half-mechanical nature would easily defend a traditional built-in flashlight of some kind. ********************************** 5.2 Arms ********************************** COMBAT STRENGTH Energy Rate: 20 UNITS / MINUTE "Sorting rotors accelerate calcium ion concentration in the sarcoplasmic reticulum, increasing an agent's muscle speed several-fold and multiplying the damage they inflict in melee combat." Combat Strength increases the damage done with all melee weapons and the Throwing Knives. While perfect application of the lowly Baton can take down all unarmored humans and the Riot Prod can even OHKO Obsidian-armored Commando troops without Combat Strength, Combat Strength allows a larger margin of error while aiming for the sweet spot. In addition, Level 4 Combat Strength, paired with the Dragon's Tooth, allows you to slice kaput cameras, turrets, alarm panels and certain doors. Combat Strength increases done by Low-Tech weapons as well as thrown grenades for some reason, like this: Level 1: 25% damage increase Level 2: 50% damage increase Level 3: 75% damage increase Level 4: 100% damage increase Notes: Calcium ion has a critical role in the rapid responses of neurons and muscle cells. Every muscle cell contains sarcoplasmic reticulum, the part of the cell that regulates this calcium ion, which mainly acts as a messenger. By artificially accelerating this process, Combat Strength is simply telling all the relevant cells to hurry up and get on with it. MICROFIBRAL MUSCLE Energy Rate: 20 UNITS / MINUTE "Muscle strength is amplified with ionic polymeric gel myofibrils that allow the agent to push and lift extraordinarily heavy objects." You'd think that carrying heavier and heavier objects would open up new paths for JC Denton. I have found this to be the case exactly never. There are a few fun bits where you can use it block passages with medium-sized Metal Crate; it is, for instance, necessary if you want to leave the 747 without having anyone on board dying. Other than that, I can imagine some minor shortcuts here and there, but they provide no real benefit. Notes: An ion is any atom or molecule with a positive or negative charge. Ionic polymeric gel is therefore a charged, plastic gel. In the case of MM, this gel forms myofibrils, a basic rod-like unit of a muscle. In essence, Microfibral Muscle expands normal muscle tissue with synthetic muscle tissue. ********************************** 5.3 Legs ********************************** LEGS: Speed Enhancement or Run Silent SPEED ENHANCEMENT Energy Rate: 40 UNITS / MINUTE "Ionic polymeric gel myofibrils are woven into the leg muscles, increasing the speed at which an agent can run and climb, the height they can jump, and reducing the damage they receive from falls." This beauty does not only increase your running speed, but also reduces falling damage and allows you to jump higher and further. Finally, you can crouch and crawl with increased speed, allowing Sped Enhancement to duplicate Run Silent somewhat (though you're still slower with SE). Notes: The nano process behind Speed Enhancement is the same as it is with Microfibral Muscle, only it takes place in the legs rather than the arms. RUN SILENT Energy Rate: 40 UNITS / MINUTE "The necessary muscle movements for complete silence when walking or running are determined continuously with reactive kinematics equations produced by embedded nanocomputers." Run Silent reduces the sound you make while running, allowing you to sneak up on enemies while maintaining your running speed. Level 1 still alers them before you can reach them, level 2 allows you to reach them on softer grounds and level 3 is enough to reach them on any surface, making level 4 somewhat obsolete. Notes: The description makes it unclear if the output of the nanocomputers are simply given to JC or if the Augmentation alters JC's movement real-time without any conscious process on JC's part. ********************************** 5.4 Subdermal ********************************** Note: You can pick two out of EMP Shield, Ballistic Protection, Cloak or Radar Transparency. One Augmentation Canister can only install one Augmentation. EMP SHIELD Energy Rate: 10 UNITS / MINUTE "Nanoscale EMP generators partially protect individual nanites and reduce bioelectrical drain by cancelling incoming pulses." Extraordinarily useless, EMP attacks are very few in this game and not very threatening. Level 1: Bioelectric drain by electro-magnetic pulses is reduced to 75%. Level 2: Bioelectric drain by electro-magnetic pulses is reduced to 50%. Level 3: Bioelectric drain by electro-magnetic pulses is reduced to 25%. Level 4: You are immune to bioelectric drain by electro-magnetic pulses. Notes: What a complete waste of nanoscale EMP generators! With this technology, JC can theoretically emit an EMP field all around him, frying all electrics on a whim. BALLISTIC PROTECTION Energy Rate: 60 UNITS / MINUTE "Monomolecular plates reinforce the skin's epithelial membrane, reducing the damage an agent receives from projectiles and bladed weapons." Ballistic Protection protects you against bullets, bites and explosions. This can be very handy in reducing damage when you find yourself being fired at, though the extra action it takes to activate this Augmentation may well result in an extra bullet coming your way. Since Ballistic Protection is pretty heavy on your Bio energy, it is only sparingly usable as a preventive what-if Augmentation Level 1: You take 80% damage from projectiles and bladed weapons. Level 2: You take 65% damage from projectiles and bladed weapons. Level 3: You take 50% damage from projectiles and bladed weapons. Level 4: You take 35% damage from projectiles and bladed weapons. Notes: Monomolecular means that the plates are only a single molecule thick, epithelium is the type of tissue that outlines every human orifice and surfaces of structures, including the inside of blood vessels, etc. Our skin is made out of dead epithelial cells. CLOAK Energy Rate: 300 UNITS / MINUTE (varies) "Subdermal pigmentation cells allow the agent to blend with their surrounding environment, rendering them effectively invisible to observation by organic hostiles." This Augmentation turns you invisible to humans, animals and transgenics, but gulps down your bio energy in huge amounts. It is 100% effective right away, upgrading only reduces the energy cost. Make sure to keep an eye on your bio energy level while using this Augmentation, and have the Bio Cells under a hotkey. Level 1: Energy Rate is standard 300 units / minute Level 2: Energy Rate is 250 units / minute Level 3: Energy Rate is 200 units / minute Level 4: Energy Rate is 150 units / minute Notes: Cool. While the Cloak Augmentation only turns JC invisible in a combat situation, the text implies that JC can turn any individual cell into any color he wants in a fraction of a second. RADAR TRANSPARENCY Energy Rate: 300 UNITS / MINUTE (varies) "Radar-absorbent resin augments epithelial; microprojection units distort agent's visual signature. Provides highly effective concealment from automated detection systems -- bots, cameras, turrets." This Augmentation complements Cloak somewhat in that it turns you invisible to bots, cameras and turrets. It does not allow you to walk through lasers, though. Like Cloak, Bio energy conservation is the main issue. Level 1: Energy Rate is standard 300 units / minute Level 2: Energy Rate is 250 units / minute Level 3: Energy Rate is 200 units / minute Level 4: Energy Rate is 150 units / minute Notes: So when you turns this on, JC excretes a thick liquid all over his body, that eventually hardens... Ew. It is this liquid that's apparently filled with the units that distort JCs visual signature. ********************************** 5.5 Torso1 ********************************** Note: You can pick two out of Aqualung, Environmental Resistance, Regeneration or Energy Shield. One Augmentation Canister can only install one Augmentation. AQUALUNG Energy Rate: 10 UNITS / MINUTE "Soda lime exostructures embedded in the alveoli of the lungs convert CO2 to O2, extending the time an agent can stay underwater." If you know where you want to go and are okay with upgrading your Swimming skill to Trained for a measly 675 skill points, Aqualung will have little value to you. It extends your lung capacity without providing the benefit of faster swimming... tedious! Notes: Soda lime is used in closed breathing environments, such as your Rebreathers. When a human breathes, it consumes oxygen (O) and produces carbon dioxide (CO2). This 'waste' CO2 contains a lot of O atoms that cannot be used because it is part of a Carbon Dioxide structure. By inducing a chemical process that extracts the carbon atoms, Carbon Dioxide poisoning is averted for some time. The alveoli are the absolute tiny ends of the lung 'tree'. The alveolar membrane is the gas-exchange surface, and it is where CO2 is released into the lungs. ENVIRONMENTAL RESISTANCE Energy Rate: 20 UNITS / MINUTE "Induced keratin production strengthens all epithelial tissues and reduces the agent's vulnerability to radiation and other toxins." ER does not only protect you against toxic gasses and radiation, but also against the venom in Tranq. Darts and Greasel spit, making it useful in reducing damage from various sources. The Augmentation stacks with the effects of a donned Hazmat Suit. Level 1: You take 75% damage from radiation and toxins. Level 2: You take 50% damage from radiation and toxins. Level 3: You take 25% damage from radiation and toxins. Level 4: You take 10% damage from radiation and toxins. Notes: Keratin is the key structural material in human skin, and is also what nails, hair and animal horns are made of. It seems more logical that increased keratin production would help against physical blows and bullets and all that, and I'm not sure how tougher skin would help against toxins. REGENERATION Energy Rate: 120 UNITS / MINUTE "Programmable polymerase automatically directs construction of proteins in injured cells, restoring an agent to full health over time." Regeneration is perhaps the most powerful Augmentation in the game, allowing JC to use Bioelectrical energy as a substitute for Medkits at an increasingly efficient rate. At level 2, Regeneration is enough to cancel out damage from drowning, and depending on your resistance of environmental hazards and your Level of the Regeneration Augmentation, it is often enough to cancel out damage done by radiation, toxins and fire. As such, it acts as a real-time cancellation of any kind of damage over time. At Level 2, Regeneration is already so good at what it is does that Levels 3 and 4 are likely significant overkill. Level 1: You heal 5 Hit Points every second. Level 2: You heal 15 Hit Points every second. Level 3: You heal 25 Hit Points every second. Level 4: You heal 40 Hit Points every second. ENERGY SHIELD Energy Rate: 40 UNITS / MINUTE "Polyanilene conductors below the skin absorb heat and electricity, reducing the damage received from flame, electrical and plasma attacks." Flame, Electrical and Plasma attacks are pretty rare in the game, and they can often be avoided. Spider bots are the most prominent source of electrical attacks in the game, while flame attacks are either Flamethrower users (such as Gunther in Paris) or annoyed Plasma Rifle wielders (such as Walton Simons). Energy Shield is definitely helpful in the game, but nowhere near as helpful as Regeneration. A useful Augmentation is you feel that Regeneration is so overpowered it makes the game less fun. Level 1: You take 80% damage from flame, electrical and plasma attacks. Level 2: You take 60% damage from flame, electrical and plasma attacks. Level 3: You take 40% damage from flame, electrical and plasma attacks. Level 4: You take 20% damage from flame, electrical and plasma attacks. Notes: Polyanilene is a conducting polymer that has held the attention of science since the 1980s. I have discovered no reason for polyanilene to absorb heat, but an Augmentation that just reduces damage from electricity would be even less useful than Energy Shield as it stands. ********************************** 5.6 Torso2 ********************************** SYNTHETIC HEART "The synthetic heart circulates not only blood but a steady concentration of mechanochemical power cells, smart phagocytes and liposomes containing prefab diamondoid machine parts, resulting in upgraded performance for all installed augmentations." Synthetic Heart increases Augmentation performance at the cost of additional bioelectrical energy consumption. It will have no effect on Augmentations already upgraded to Level 4. While something is to be said for both choices, I prefer the alternative Augmentation here because it becomes more of a waste to upgrade an Augmentation to Level 4 by itself prior to finding this Canister. Since there are 19 Augmentation Canisters in the game, you will find yourself spreading the Upgrade Canisters more evenly between valuable and less valuable Augmentations. Notes: A second heart, like the Doctor from Doctor Who. Phagocytes are cells that ingest harmful foreign particles and dead cells, keeping the body clear of them. Liposomes are artificial delivery organelles within a cell, which carry dietary and nutritional supplements. POWER RECIRCULATOR Energy Rate: 10 UNITS / MINUTE (technically) "Power consumption for all augmentations is reduced by polyanilene circuits, plugged directly into cell membranes, that allow nanite particles to interconnect electronically without leaving their host cells." My preferred Augmentation of the two overarching Augmentation, this one is geared towards bioelectricity savings. It reduces the power drain of all installed augmentations, including its own. Due to the minute power drain Power Recirculator itself costs, it is actually increases energy drain when used in conjunction with one of the following: Light, EMP Shield, Aqualung or Aggressive Defense System, unless you upgrade Power Recirculator to Level 4. ********************************** 5.7 Cranial ********************************** AGGRESSIVE DEFENSE SYSTEM Energy Rate: 10 UNITS / MINUTE "Aerosol nanoparticles are released upon the detection of objects fitting the electromagnetic threat profile of missiles and grenades; these nanoparticles will prematurely detonate such objects prior to reaching the agent." The ADS protects you against missiles, but also against armed grenades, any stream of flame from a Flamethrower, plasma pellets from a Plasma Rifle, and even (in multiplayer) Throwing Knives. It detects all armed grenades from across the map, which can be annoying. When sufficiently upgraded, it explodes missiles and plasma pellets at their point of origin, dealing lethal damage to the MJ12 Commandoes and Plasma Rifle wielders. If you want this Augmentation over the Spy Drone alternative, and that can be fun, absolutely throw some Upgrade Canisters behind it since exploding the missiles a few inches away from your face it not very helpful. Due to its low energy rate, turning this Augmentation on as a precaution is much more defendable than, say, Ballistic Protection. Notes: This Augmentation will let JC walk around in an invisible cloud of nanoparticles whenever a threat is detected; pretty cool. SPY DRONE Energy Rate: 150 UNITS / MINUTE "Advanced nanofactories can assemble a spy drone on demand which can then be remotely controlled by the agent until released or destroyed, at which point a new drone will be assembled. Further upgrades equip the spy drone with better armor and a one-shot EMP attack." You will need a way of dealing with bots in this game, and the Spy Drone is the best way. The spying aspect will become increasingly useless to you when you grow familiar with the game, and Vision Enhancement is better for looking for enemies. The Spy Drone is mainly an guided EMP Grenade. At Level 3, this Drone can already disable any bot in the game. Level 4 is an upgrade only for a faster Drone, meaning less time before detonation and less bioelectricity spent, which is this thing's bane. At low upgrade levels, your Drone simply might not fly far enough to reach its target before your energy runs out and you've wasted it all for nothing. ********************************** 5.8 Eyes ********************************** TARGETING Energy Rate: 40 UNITS / MINUTE "Image-scaling and recognition provided by mulitplexing the optic nerve with doped polyacetylene 'quantum wires' not only increasing accuracy, but also delivers limited situational info about a target." Targeting actually has three functions built into a single augmentation. One, it increases accuracy with your ranged weapons. Two, it increases damage done by these weapons. Three, it gives additional information about the target of your crosshair. Targeting applies to all ranged weapons except for Throwing Knives and thrown grenades. It does apply to armed grenades placed on a wall. Invaluable for testing out damage bonuses, Targeting gives you information about the target and increases your skill with ranged weapons and the Prod, increasing accuracy and damage done. You'd think that Targeting fits in nice with lethal, sniperey builds. The accuracy and damage increase is most useful on those Dentons that shy away from weapon training skills, though, since it is more likely to make an actually difference for those. Level 1: 2.5% accuracy increase, 10% bonus damage. Name, Health indicator (High/Medium/Low), range from target indicated in feet. Level 2: 5% accuracy increase, 20% bonus damage. Health indicator replaced by percentage-based hit points detection specified by body part. Level 3: 7.5% accuracy increase, 30% bonus damage. Weapon equipped shown. Level 4: 10% accuracy increase, 40% bonus damage. Close-up of target provided. VISION ENHANCEMENT Energy Rate: 40 UNITS / MINUTE "By bleaching selected rod photoreceptors and saturating them with metarhodopsin XII, the 'nightvision' present in most nocturnal animals can be duplicated. Subsequent upgrades and modifications add infravision and sonar resonance imaging that effectively allows an agent to see through walls." Absolutely ideal for when you're not sure where a nearby enemy is, Vision Enhancement allows you to see through walls. The downside of this Augmentation is that at Levels 1 and 2, this Augmentation is absolutely useless; the theory would be that nocturnal vision and infravision help JC see in the dark, Vision Enhancement does nothing to actually help you when it's acutally too dark to see. In other instances, the green filter and silhouette outline does not really help. At Levels 3 and 4 however, Vision Enhancement is just great to scout around when you hear somebody but don't know where he is, or when you're just now sure if you can turn that corner of pop out of that manhole safely. Notes: metarphodopsin XII is fictional; it seems that like the Illuminai scientists that leave their 17/23 calling card, the MJ12 branch does the same and has engineered metarphodopsin XII. What is a thing is metarhodopsin II. The process behind sight is very complex; basically, light is absorbed and transformed to a nervous signal through a chemical process. One of the breakdown products, metarhodopsin II, is an enzyme that ultimately effects the change in the membrane's charge of a rod, a component of the human eye. Infravision is not a thing in science. In fantasy and such, it is generally understood that infravision means heat vision. In DX, Infravision kicks in at Vision Enhancement Level 2, at which point all NPCs and enemies, biological or bots, become highlighted as highly visible white outlines. Sonar Resonance Imaging, obviously, uses sound undetectable by human ears to locate objects; due to the nature of Vision Enhancements in-game, it seems the Augmentation only sends feedback about moving targets to JC ********************************** 5.9 Sample Build ********************************** The sample built used in this walkthrough uses the following augmentation choices: - Combat Strength, Level 4 - Environmental Resistance, Level 2 - Run Silent, Level 4 - Ballistic Protection, Level 1 - Spy Drone, Level 4 - Regeneration, Level 2 - Cloak, Level 4 - Vision Enhancement, Level 4 - Power Recirculator, Level 3 of 4 (depending on where you meet Jaime) ********************************** 6.0 Links ********************************** Fan sites about Deus Ex: Title: Deus Ex - nuwen.net URL: http://nuwen.net/dx.html STL is a real interesting guy that did some work on Deus Ex' story. He's dumped the text files of DX (in-game e-mails, books, newspapers, DataCubes and the like) and gives comments on them. Interesting read and one of the pillars of this document. Title: The Phaeton Project Wiki URL: http://thephaetonproject.wikia.com/wiki/Main_Page The Phaeton Project is a wiki-style website that builds in STL's analysis with additional thoughts as well as some close reading of the story. Together with STL, NrNecktie provided one of the essential building blocks this document uses. Title: Dark Reality's Deus Ex page URL: https://sites.google.com/site/darkreality/deusex A good site with some Mods, some random interesting articles about bits and pieces of DX and the list of all codes used in the game, including those that you cannot obtain. Created by this guy called Dark Reality. Title: Deus Ex: Mr. Manderley and me; a photo album. URL: http://colinfahey.com/deus_ex_mr_manderley_and_me/deus_ex_mr_manderley_and _me.html A photo album. The story of an agent who discovers that his boss, mr. Manderley, loves to party. Again, paste the URL together. Title: Deus Ex Ultimate Run walkthrough URL: http://qntm.org/alginon A description of a complete playthrough of the so-called Alginon run, meaning: no weapons, no augmentations, no lockpicks or multitools, no hacking, no illegitimate codes, no credits, Realistic difficulty setting. Just plain crazy is what it is, but this guy (called Alginon) did it. Title: Deus Ex Conversation Text http://christhecynic.o-f.com/ConText.html Dialogue text dump of the game, helpful if you want to read back a quote. Sites by and about Deus Ex' development team. Title: Behind the Scenes Look in the Making of Deus Ex URL: http://www.deusex-machina.com/articles/makingofdeusex.asp An interview with Harvey Smith, Chris Todd and Sheldon Pacotti, DX lead designer and two DX writers. Title: Warren Spector Interview URL: http://web.archive.org/web/20050913072936/http://www.deusexgaming.com/ articles/interviews/warrenspector An interview with Warren Spector about the creation process of DX. Paste the URL together. Title: Game Informer's Deus Ex Replay URL: https://www.youtube.com/watch?v=HOPHmbulMp4&feature=player_embedded Warren Spector talks for 46 minutes about the game Deus Ex while some other guy plays it. Good fun. Title: 7crows URL: http://www.7crows.com/main.html Website of Chris Todd, writer for DX. Title: Sheldon J. Pacotti URL: http://sheldonpacotti.com/ Website of Sheldon J. Pacotti, dialogue writer for DX. Game mechanics: Title: Through the Looking Glass forum, Deus Ex Easter Eggs? URL: http://www.ttlg.com/forums/showthread.php?t=6579 Interesting topic on DX Easter Eggs on the Through the Looking Glass forums Title: Off Topic Productions forum, Deus Ex v2.0 URL: http://www.offtopicproductions.com/forum/viewtopic.php?f=36&t=10132&sid= d4c9cc1934a0a0df61b77a34f5b0d379 Incredibly lengthy discussion of many bugs, glitches, inconsistencies and balance issues in DX on the forums of Off Topic Productions. The URL is too lengthy for the 80 character limit, so paste it together. Gameplay geeks heaven. Mods and Patches: Title: Deus Ex Maps Patch URL: http://www.dxm.be/navigator.php5?lang=en&content=202 Location of a patch for Game of the Year players. GotYE was built on outdated maps, which is why there are some bugs, missing items, etc. This patch will 'restore' the maps used to the correct versions. ********************************** 7.0 Thanks 'nd Credits ********************************** Thanks to Berserker, author of a Tomb Raider Anniversary Walkthrough that taught me that a reader who plays first- or third-person navigation games like this, a player is always looking for the piece of text that's describing where the player is right now. A good walkthrough for a game like that should make it easy at all times to find 'where you are'. Using ALL CAPS for, in this case, items, scatters textual landmarks throughout the document, hopefully making it easier to find the desired information. I am indebted to several authors who posted information in documents hosted on GameFAQs, most notably FrozenCascade and TheaN for their skill-related documents. In addition, I often checked with the general walkthroughs of the larger walkthroughs hosted on GameFAQs, those written by Absolute Steve, Guilersk and Tarrun. Finally, I found another great way of clustering information on the web, this being the Deus Ex wiki. shido534 has a completely non-lethal run of Deus Ex uploaded; it features some great alternative strategies. He's the master of the Pepperspray, and he also uses other augmentations than I advocate, so check it out. Several people have talked to me on forums or through mails about ways to improve the document: ggrotz, Sierra, C.H. & S.B. From the Off Topic forums: ggrotz. From GameFAQS: Perfect Sierra. ********************************** Disclaimer and legal necessities ********************************** This was written in 2014, by Djibriel, and is copyrighted by me. You are unauthorised to present this document, partly or whole, as written by somebody else as the authors of the respective bodies of text. You are unauthorised to change anything in this document for any other purpose then personal use without my explicit permission. You are unauthorised to use my apartment as a sniping position without my explicit permission. All rights reserved.