FAQ/Walkthrough - Guide for Deus Ex: The Conspiracy

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 real conspiracies...
                   severe consequences...
                                      intense action role playing...
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      | |  | \   \ // __ \ /|  |  |  |//  /   | |  |__  \\  \/  /
      | |  | |   |||  ____\||  |  |  |\\  \   | |   __|  \\    /
      | |  |_/   / \\ \___  \\  \/   / \\  \  | |  |___  //    \
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                     t h e    c o n s p i r a c y

                        Written by black hole sun

                     Email me at [email protected]

                               version 7.0


                     T a b l e  o f  C o n t e n t s                           

Look here, then press CTRL + F (Find) to arrive at what you're looking for 

quickly, and without the hassles of the scroll bar.

  i.  Version History

1.  Intro..................................................Complete

2.  Storyline..............................................Complete

3.  Weapon FAQ.............................................Complete

4.  Enemy List.............................................Complete

  + Human

  + Alien

  + Mech/bot

5.  Survival Guide.........................................Complete

6.  Walkthrough............................................Complete

   7.1  Liberty Island

   7.2  Battery Park

   7.3  Hell's Kitchen

   7.4  UNATCO HQ

   7.5  Brooklyn, Mole People

   7.6  NYC tunnels, NYC Airfield, Private Airfield

   7.7  UNATCO HQ, Hell's Kitchen

   7.8  Unknown Location, UNATCO HQ

   7.9  Secret Chinese Military Base

   7.10 Hong Kong, VersaLife, VersaLife Level 2 Labs

   7.11 PCS Wall Cloud

   7.12 Graveyard

   7.13 Catacombs

   7.14 Paris

   7.15 Chateau Duclare

   7.16 Templar Cathedral

   7.17 Everette's Hideout

   7.18 Vandenberg Airforce Base

   7.19 Abandoned Gas Station

   7.20 Ocean Lab

   7.21 Missile Silo

   7.22 Area 51

7.  Aug Locations.........................................Complete 

    + Skill enchance locations

    + Upgrade locations

8.  Cheats................................................Complete

9.  Deus Ex: Reviewed.....................................Complete

10  Thank Yous

11.  Copyright


\@@@@\ Version History


v. 8.0 - October 14th - More info added to Hell's kitchen. Some grammar 



v. 7.0 - Yay! I finally found the Smugglers friend, Ford Schick, in Hell's 

Kitchen! Sorry I didn't find it earlier. It's been added to the FAQ, so enjoy! 

Also, some spelling mistakes fixed, some new info added in Battery Park and 


v. 6.0 - Alright, forget the "final" marking. I always update guides marked 

"final" for one reason or another, so I think it's just useless. More un-

noticable things changed. Honestly, does anyone even read this any more? Oh 

well. Let's all hope DX2: The Invisible War comes out soon for our beloved PS2 


v. 5.1 October 04 - A few minor corrections, everything down to less than 80 

characters per line. 

v. 5.0 - September 09 - More format tinkering, some mis-information caught at 

Liberty Island, and some directions there changed as well.  Minor update.


v. 4.0 - September 07 - Change is good, change is grand. We all need change at 

one time or another. Recognizing the need for change is essential to public 

health; for example because, when the French peasants decided that political, 

economical, and social oppression AND starvation wasn't very amusing, they 

decided to revolt, thus leading to the French Revolution. When African 

Americans decided slavery wasn't all that it was cracked up to be, they 

decided to run away. Err, I'm getting a little off topic now. Damn history 

exams. Anyway, format changes by the dozen, as I decided a change was 


v. 3.0 - September 1st - "Black hole sun, go jump off a cliff!" Well, I know I 

haven't updated in a LOOOOOOOOOONG time, since I am working on some new 

projects. I recently learned my monopoly was broken on Deus Ex because of 

cloud VS sephiroth. Ah well. It had to happen sooner or later :). Anyways, I 

added some Aug locations, via some help on the boards. Fixed the lot of 

spelling errors I found there also, and I reformatted the weapons section. 

From help on the boards, I caught mis-information and stuff I left out too. 

Check my Thank Yous section for those credited and for what. Expect this to be 

the last update since I recently started school (*screams in horror*) and have 

very little free time.

v.  2.0 - August 12th - I'm back with another update. Basically I've polished 

this guide off so it was even better then before ;).  No really I went through 

a lot of the walkthrough and made explanations more clear and the Enemy list 

was fixed up a bit.  This guide being complete, there shall be no more 

updates(yea, we've heard that before) unless I spot any more some glaring 

mistakes.  Oh and yes, I have finally gotten a new, comfortable, WORKING 

CORRECTLY computer chair :).

v.  1.00 - August 1st -  =\  For those viewing on GameFAQs you may note that 

CJayC listed the previous version as 0.795.  Well, it was supposed to be just 

0.95.  Dunno the cause, its not that important but its worth clearing up.  I 

have finally finished the walkthrough, the last level being Area 51.  W00t! I 

have corrected some grammar in the walkthrough and spelling changes.  Enemy 

mis-information caught, and some major naming problems in Hong-Kong fixed.  

Though the guide is technically complete, I will still be occasionally 

updating grammar errors and other mistakes. Oya and I fixed all the messed up 

section headers which must have been driving you guys mad ;).

v.  0.95 - July 28 - Another mistake...in the version history I noted the last 

update as 0.85 yet under the art I listed it as 0.79, which CJayC listed it 

as.   Oh well.  This guide is 95% completed, the only thing left is Area 51 

and some more aug locations.  I have finished walkthrough's for Ocean Lab and 

Missile Silo.  Grammar mistakes fixed, and I messed a little more around with 

the format.  Changed the art around a bit too.  I'm also pleased that my 

Survival Guide didn't corrupt again, and it looks as good as new.  Also, as 

you notice, I'm making two spaces after a period.  It kinda looks 

cleaner...I'm just toying with the idea  now, it may change in the later 

versions.  If everything goes like this tomorrow, I will complete the entire 

walkthrough within 24 hours :).  However, I do have to get into a new version 

for my Jedi Outcast guide, send in a new Half-Life version, AND do some work 

on my next project, Pikmin for GCN.  Since I am such a busy guy, the update 

may not process tomorrow.

v.  0.85 - July 27th - After you get over the initial shock of two updates 

within 24 hours read this.  Another corrupted text problem in the Survival 

Guide was found, which you no doubt have noticed.  ARGH I say, ARGH! The damn 

thing took me hours to finish, only for the 79 char rule to step in and mess 

it up.  Oh well.  I fixed it here on the word processor, but God only knows 

what it will look like on the site, so if it looks all screwy again I'll be 

sure and fix it ASAP.  I also did some TEDIOUS format changes, including 

fixing some errors in the goal list.  I fixed some spelling, and I added 

walkthrough's for Everette's Hideout, Vandenberg Airforce Base, and the 

abandoned gas station.

v.  0.78 - July 26th - Reformatted the Survival Guide and it looks damn good, 

IMHO.  Added walkthroughs for Paris, Chateau Duclare, and Templar Cathedral.  

Also I added some more aug locations and changed the word 'Objective' to the 

more game-accurate 'goal'.

v.  0.73 - July 23rd - As for changes, I found some numbering problems i.e.  I 

numbered Hong Kong/VersaLife as 7.10 and I also numbered the PCS Wall Cloud as 

7.10.  Sorry.  I added some more walkthrough's for the Graveyard, Paris, and 

Paris Catacombs.  Also I fixed the corrupt text problems in the Survival 

Guide, or at least I THINK I fixed them.  I dunno why it did that; it looked 

fine typing it but when it got up on the site it went all screwy.

v.  0.70 - July 22nd - Silly me.  I wrote the Cheats section as 'Complete' yet 

nothing was in there, and I wrote in the TOC Hong Kong yet there was no 

walkthrough! Cheats are now added, and walkthrough for Hong Kong added so I 

don't look like a total idiot.  Also I added a walkthrough for the VersaLife 

Corp.  level, AND I added a walkthrough for the PCS Wall Cloud.  I've just 

been a busy little bee.  Corrections made in my review, such as notable 

grammar and spelling flubs.  I centered the art some more though its hardly 

noticeable, and also I fixed some bone-head errors in the Enemies List.  

Expect more updates on the horizon.  Some spelling mistakes fixed also, 

notably the 'wherehouse' to 'warehouse'.

v.  0.60 - July 20th - Argh.  The chair I've sat on typing this thing up has 

broken...every time I lean back, my chair cracks and I get a little shockwave 

:|.  Very uncomfortable.  Anyway first release, v. 0.60, sent.  I really like 

the format...I've spent quite a bit of time with it, changing it around so it 

looks just right, so you best appreciate it boy! Oh yes, I know the 

walkthrough is only half done, but put down those flaming torches and baseball 

bats 'cuz updates are right around the corner.

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                               1)  Intro

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Here I am again, come to wash away the rain of questions you've got on this 

game.  I take it upon myself to write the ultimate guide for the ultimate 

FPS/RPG - Deus Ex: The Conspiracy.  

They said it couldn't be done.  A port of Deus Ex to the PS2 was taken as 

ludicrous as MGS2 on the N64.  ION Storm tackled the project anyway, defying 

the odds and putting together a remarkable port of its classic, Deus Ex, which 

I have been enjoying for quite some time now.    

Before playing, I highly recommend you playing through the training course 

because this game is like nothing you've ever played, and its good to get the 

overall feel of it before jumping into the missions.  I would also recommend 

you to take a look at my 'Survival Guide' section too, as it contains many 

valuable tidbits for you to successfully complete this game.

As to the format, I will, for each level, describe each goal without a title.  

I will describe ALL of the goals, primary which are required, and secondary 

which are not.  Note that secondary goals are not required, so if you do not 

want to do them, feel free to skip it, though I highly recommend you complete 

them as you gain more skill points.

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

with that said, read on.

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                              2)  Storyline

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[This was NOT taken from the instruction book: I'm more original then that!]

Civilization is near collapse.  Divisions of hostility have been aggravated by 

the growing gap between rich and poor.  While the rich are protected by anti-

terrorist groups and are vaccinated with Ambrosia against the Gray Death, the 

disease ravaging the worlds population, the poor struggle to survive in the 

unprotected underworld, most succumbing to the worldwide epidemic or killed in 

the corrupt crossfires.

UNATCO, the United Nations Anti-Terrorist Coalition based in New York, 

struggles to maintain order.  Among other lesser known terrorist groups, a 

national coordinated organization known as the NSF only adds more burden to 

UNATCO's weight, constantly plotting against the 'free' world.  

In this game you'll play as a UNATCO operative named J.C. Denton, a nano-

augmented creature borne by mechanical means.  

JC has a brother in the UNATCO, Paul Denton, an established and acclaimed 

agent which JC try's to live up to. Paul will play a critical role in the 

complex storyline, which will open the eyes of Paul's and millions of other 


In this game you'll question who really is your ally and who you're really 

fighting for.  You'll question past alliances and present relationships.  

You'll question even your brother Paul as you search out and assimilate the 

terror and corruption which runs wild in the world.  You won't know who to 

trust, who to turn to for answers.  The only place in which answers can be 

found lie within decisions that you will make as your progress through the 

game.  Good luck, your gonna need it.

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                             3)  Weapons FAQ

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\Riot prod \


Usually used when putting to rest unruly civilians in riots(duh), the prod is 

a charged tranquilizer that knocks unconscious those who come into contact 

with it.  Like the combat knife, it should only be used from behind.  It is a 

great stealth weapon, and remember: discretion is the better part of valor, so 

don't be so quick to dismiss this as a puny toy.


\ Combat knife \


A sharp hand-knife that is used for...well, you know.  It draws a lot of blood 

and kills with one or two swipes.  Another tool of the assasin.  The problem 

however is getting close enough to the enemy to swipe; the only way to use it 

without being shelled to the Stone Age is to come from behind, as with the  

above Riot Prod.  


\ Dragons Tooth Sword \


A powerful sword, this is a black market weapon dealt to Hong Kong-based Triad 

members.  The original prototype was stolen by Maggie Chow, a mercenary 

working for UNATCO.  This also has a perty blue glow to it, if I do say so 

myself ;).  Its got double the power of the normal sword, a good choice for 

taking out greasel or as a stealth weapon.


\ Pepper Spray \


A small carbonated canister of pepper type which is sprayed into an aggressors 

eyes, temporarily paralyzing him/her because of the pain and irritation it 

causes.  It wears off in about 5 seconds unless you continuously spray 

him/her.  Don't just think you can spray someone and leave, without the 

victims remembrance.  Put to rest your tranquil victims while you can.  


\ Crossbow Tranquilizer \


A silent dart crossbow that attaches itself to your hand.  When it hits 

someone, it knocks them unconscious after about 6 seconds or so of struggling 

and yelling.  Another stealthy choice, but since it takes a while to take 

affect I recommend running away until the enemy drops.  The darts have small 

range though, so you have to be somewhat close to your prey (hehe) to fire 



\ 10mm Pistol \


In most shooter games, the hand gun is stereotypically created as weak and 

useless compared to other the machine guns or rifle weapons.  So it is in this 

game.  It's weak, but this is what you will use in the beginning levels, 

whether you want to or not.  It has slow firing rates and has a very short 

clip; its not a good option at all unless you have Advanced skills with it.


\ Sniper Rifle \


The sniper rifle is a personal fav; taking NSF and other enemies from a 

distance is a great time and health saver.  Its main purpose is to use the 

scope to aim for the head of a far away enemy.  Its scope zooms a good 

distance, but JC muscles tend to vibrate and move a little, not only adding to 

realism but making aiming a pain.  On the more advanced skill levels, JC's 

muscles relax more and are still, but until then its like shooting on the run 

with Parkinson's disease.


\ Sawed Off Shotgun \


Most of you know what this is and what it does.  Firing buckshot rounds, it's 

not useful in hostage situation because of the wide damage range.  Powerful 

but with surprisingly good range, but the problem is the firing rates.  After 

every shot you have to pump.  This can be deadly in fierce fire fights.


\ PS20 \


A small, rare stealth pistol which shoots a single plasma blast then 

disappears from your inventory.  You can carry only one, so make sure you aim 

efficiently. It has moderate power; not helplessly weak but not LAW powerful.  

It can best used to knock down doors as well as break open paintings...


\ Assault Shotgun \


This is the better of the two shotguns.  It has almost no recoil and you don't 

have to pump it after every shot, while being as powerful and more accurate.  

My weapon of choice.  


\ Assault Rifle \


Incredibly weak; it takes almost a full clip to bring the average NSF agent 

down.  Average range, good recoil, and a fast firing clip can't make up for 

how weak it is.  Its the only rapid firing weapon in the game, unfortunately.  

So if you intend to make use of this then be best sure that you have lots of 

accuracy mods and range mods.


\ Plasma Rifle \


A heavy, experimental weapon which I'm not even going to try and explain as to 

how it works.  It shoots green...stuff...that causes like, a lot of hurting, 

dude! No really.  Its a formidable weapon which is a very useful alternative 

against security bots or other heavy hostile machinery, and it even can blow 

open locked doors.  Its plasma rounds are VERY powerful against humans which 

aren't augmented; Its a great tool to eliminate karkian or greasel.  Men in 

black and MJ12 commandos are immune to it, though.


\ Flamethrower \


A large rifle that shoots fireball's a short distance, hence its name.  

Excellent choice for taking out large cluseters of close range enemies.  Once 

an enemy is on fire, his fire cannot be put out no matter how much cursing and 

praying to the water gods they do, and they will all fall shortly.


\ Gas Grenade \


When thrown, after a few seconds, it deotnates and releases tear gas.  It 

temporarily blinds the enemies, as does the pepper spray gun.


\ Scrambler Grenade \


A special grenade, this one is to be primarily used against security bots.  

When detonated within the range of any mechanical enemy bot, the bot will turn 

against their allies making themselves allies with you and whatever friends 

you have.  Very useful.


\ EMP grenade \


The EMP(electro-magnetic pulse) grenade emits a shockwave that paralyzes or 

terminates any computerized activity in the blast radius.  Use it on trip 

wires or equipment that needs to be disabled.  It has no affect on humans, 

though it does on your character, JC.  It drains all his bio energy if he's 

caught in the blast.


\ LAM \


Light anti-tank munition which is JC's worlds' version of a high-tech grenade.  

Used in LAW's but also can be thrown.  Detonates after about 5 seconds, or 

when it comes into contact with a human or bot.


\ LAW(light anti-tank) Weapon \


Best used against machines (e.g.  security bots), this, when fired, sets of a 

series of small explosions in wide circle, almost like 7 grenade explosions 

going off at once.  It can only be used once, afterwards it disappears from 

your inventory.  It has a VERY large blast range; get FAR out of the way of 

your target otherwise quite a bit of health will be tacked off.   


\ GEP Gun(Guided Explosive Projectile) \


A fancy name for a plain old rocket launcher, this is best used against 

opposing security bots.  Obviously not a short range weapon, the GEP takes a 

few seconds to lock on to a target then fires.  A great use for the GEP is 

blowing open locked doors, which is a good saver of lockpicks, and helpful 

when your out of them.

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                             4)  Enemy List

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NSF Agent

Intelligence: Average

First Appearance: Liberty Island

Combat Strength: Weak

Weapon of Choice: Tranq.  darts or Assault Rifle

The NSF Agents will be your primary target in the early goings of the game.  

They don't work together and have weak armor leaving them as easy pickings.  

They will try and trip an alarm if they see you, so take care of them quickly.  

Also, when hit enough times they will run away and call for backup (didn't I 

say they didn't work together? Well, here's an exception), so again, finish 

them quickly.

UNATCO Operative

Intelligence: Average

First Appearance: Hell's Kitchen

Combat Strength: Average

Weapon of Choice: Assault Rifle

When you turn against the UNATCO, Bob Page and Joseph Manderley will send out 

their henchman, the UNATCO agents after you.  They also do not work together 

and would most likely take you one one-on-one rather then signal for help.  

Nothing special about them...accept their unusually ugly-looking faces.

MJ12 Commando

Intelligence: Average

First Appearance: The VersaLife Building

Combat Strength: Above Average

Weapons of choice: Rockets

Alright, here's where things start to get tricky.  These guys aren't 

augmented, though they wear a black armor that makes them look and sound like 

an alien.  It has BUILT IN GEP's in one of its arms, and a Assault Rifle built 

into its other arm, each with infinite ammo meaning it doesn't have to reload.  

It has excellent accuracy with both weapons, even from the longer distances.  

Because of its combat strength it's kinda hard to bring down, but a few shots 

to the head will always do it.

Men in Black (MiB)

Intelligence: Average

First Appearance: Hell's Kitchen

Combat Strength: Excellent

Weapon of Choice: Dragons Tooth Sword/Assault Shotgun 

No, I'm not talking Will Smith and Tommy Lee Jones MiB.  I'm talking 

augmented, dragon-tooth-sword wielding, superhuman strength men in black.  

These guys are real pains in the ass, pure and simple.  It takes THREE shots 

to the head, God knows how many shots to the chest, to bring them down.  And 

what make's them even MORE annoying is the fact that that BLOW UP when they 

are killed, making close range combat nearly impossible.  Stay away from these 

things; snipe them when necessary.


Intelligence: Above Average

First Appearance: VersaLife

Combat Strength: Weak 

Weapon of Choice: Claws and radiation

The are little silvery aliens, whom we've all seen in the movies at one time 

or another (or on the incredibly lame Sci-Fi channel).  These were supposedly 

cloned from DNA taken from Roswell (if you haven't heard of the Roswell 

Incident, you're automatically too young to play this game).  They attack 

mainly by throwing rings of radiation.  Another way they take away health is 

just by getting close to you; they are soaked with radiation which they have a 

liking to spread around.  The good part is they are incredibly weak; a pair 

shotgun shells will do 'em in.


Intelligence: Average

First Appearance: 'Unknown Location'

Combat Strength: Strong

Weapon of Choice: Their own poisonous spit

One of the most health draining enemies in the game, greasel spit at you, 

infecting you with who-knows-what for about 10 seconds that takes away about 

20 health points per second.  Don't even bother with Assault Rifles; it'll 

take a least two full clips and by then you'll be dead.  Best tactic: get 

behind them and swipe with the Dragon's Tooth Sword, as one swipe will kill it 

instantly.  If getting behind it is impossible the next best thing is using 

your flame-thrower.  Once alight, it can't put out the flames and will fall 

after a short period of running mindlessly from place to place.


Intelligence: Below Average

First Appearance: 'Unknown Location'

Combat Strength: Average

Weapon of Choice: Their own sharp teeth

Looking like ridiculously over-sized alligators, Karkian run to you, and, you 

guessed it, take a big chomp out of you.  Though they look damn intimidating 

they really aren't all that powerful; I regard greasel higher then these 

things.  They are however equipped with powerful armor that is tough to 

pierce.  Your best bet is to use a GEP rocket, which would spill a karkian's 

guts all over the floor.


Intelligence: Above Average

First Appearence: Vandenberg Air Force Base

Combat Stregnth: Awesome

Weapon of Choice: Electricity

And I thought the MiB were a pain in the ass.  These are six legged security 

bots who zap you with electricity when you get near them.  They usually pace 

back and forth in a select area, and are usually found in sewers or high 

security area's.  There ain't no way of destroying them except with explosives 

or an EMP grenade.  The good part is there are only 4 SpiderBots in the 

entirety of this game, thank merciful ION Storm.

Mini SpiderBot

Intelligence: Above Average

First Appearance: Vandenberg Air Force Base

Combat Strength: Awesome

Weapon of Choice: Electricity

A smaller version of their conterparts, the SpiderBots.  Their damage rates 

aren't quite as high and they aren't as fast (or as intimidating) as the 

SpiderBot, but they are much more numerous.  Destroy them as you would a 

normal SpiderBot.

Security Bot

Intelligence: Above Average

First Appearance: Liberty Island

Combat Strength: Awesome

Weapon of choice: Built-in turret

These come in two sizes: small, looking like R2-D2, and large, on two legs 

with a small turret for a head.  As with the spider bot the only way to their 

destruction is through an EMP grenade or explosive GEP or LAM.  They scan the 

area and follow anything suspicious.  When they find you count on taking a few 

to the chest.  Try sneaking by using Radar Transparency or using a thermoptic 


Military Bot

intelligence: Above Average

First Appearance: Hong-Kong(friendly)

Combat Strength: Nearly Invulnerable

Weapon of Choice: Built in turret

Eessh.  This thing is HUGE.  It has double the armor of the normal bot, double 

the accuracy, and double the range.  My advice: don't even bother.  Run, run 

RUN away. 

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                             5)  Survival Guide

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In this game a good many new skills and a good lot of knowledge is required to 

successfully beat this RPG/FPS.  This section covers it all, spoiler free.


Note: I have encased the text at the left margin...but not at the right 

margin. Well, the damnable 79 character limit prevents me from doing this. At 

least the left side looks good though :).



/Use your augs \Found in each level is a blue canister called an augmentation.  

\______________/It contains a skill power up to your body, such as increased 

/muscle   strength, increased endurance, increased lung capacity, increased 

|jumping, etc.   Each aug can be used once to upgrade a skill.  Most augs are 

|designed for one skill alone, although some allow you to pick what you want 

|upgraded.  These are usually hidden or behind locked doors, so make sure 

|carefully look around.  When you find one, press the O button to bring down 

\the aug screen. /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯



/Upgrade frequently \While augmentations upgrade parts of your body, skill 

\___________________/ points are used to enhance various skills.  These 

/include, but aren't limited to, heavy weapon skill, swimming skill, hacking 

|skill, lockpicking efficiency, radar transparency, low tech skill, etc.  You 

|get points to burn for completing Goals, secondary or primary, or finding 

|secret area's, e.g.  an exploration bonus.  Each skill costs a differing 

|amount of points, although the higher the skill level the higher to cost, so 

|use your points in the areas that most cater to your playing style(e.g.  if 

|you like to skeak, you may want to upgrade low tech weapons or multitool 

\skills instead of heavy weapons ability)/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯




/Dead bodies are your(only) friends \Remember to ALWAYS examine dead bodies 

\___________________________________/ for ammo, keys, or other items useful to 

/you.  To do this, make your targeting recital focus on the body.  When a 

|white outline appears around it, press X and J.C.  will search the body and 

|pick up anything he finds, putting it in his inventory.  Dead bodies will be 

\your main source of ammo, and some may even have nano-keys or multitools.   




/A time for firepower, a time for stealth \In many areas of this game, you 

\_________________________________________/ need to just blow your way through 

/and kill everyone w/ your heavy weapons.  But also in many area's stealth 

|and silence will be needed.  When trying to be stealthy, walk instead of 

|run.  Only dispose of enemies that are a directly threat; ignore the Joe a 

|mile away drinking a beer while talking to himself about how his girl left 

|him.  Also, use silent weapons, such as darts or riot prods.  Try sneaking 

|up on enemies you must take down, and get headshots to take them down 

\quickly.  /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯




/Tempted to press that little red button? \Press every switch, button, lever,

\_________________________________________/computer console, open every door 

/or hatch.  They were all put in the game for a reason, so use them.  Many a 

|time a certain switch or button will unlock a critical door or activate a 

|critical lift, or give you a critical password.  Never take for granted 

\interactive objects./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 



/Take a good look around \You should never just run out into an open area, 

\________________________/seemingly empty, and think your perfectly safe.  

/There probably is hidden security bots or turrets, or hidden corps of the 

|enemy waiting to spring.  Use your binoculars or scope to scan the area 

|first, and even then stay in the shadows and make your way around, searching 

\the perimeter. /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯



/Explore, explore, explore \You HAVE to check out every nook, every cranny,

\__________________________/intersection, bar, office, alleyway, hotel, 

/bathroom, everything.  Not only will you better understand the plot from 

|things people tell you and the items hidden, but you may also find secret 

|things such as nano-keys or datacubes, passwords or augs that will be vital 

|to completing Goals.  If you don't explore everything, well, not only are you 

|missing out on GOAL information but also taking away something from the full 

\experience of playing Deus Ex. /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯



/Listen to your buddy(s) \I'm talking about Alex Jacobsen and anyone else who 

\________________________/ might send you transmissions at points of the game.  

/Intrusive as they are listen to them as they often give you helpful hints or 

|other important warnings and information that otherwise wouldn't be available 

\to you. /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯



/Be a pack-rat \Every item you find, such as a crowbar, lockpick, or even a 

\______________/ lowly soda can _can_ be useful.  Pick everything you come 

/across up for future use.  Again, nothing was put in the game for no reason.  

|You may ignore a certain item and progress on through the level to the near 

|end, only to find you must backtrack, relocate and pick up that item you 

|previously ignored.  Don't let this happen to you, as it has a habit of a 

\making even a great game like this become a chore.  /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯



/Break the boxes! \You will often come across wooden supply crates.  Whenever 

\_________________/ you do, use your crowbar to break them open to find what 

/goodies are inside.  They usually have ammo clips, health packs, lockpicks 

|or other useful items, so always break every box you come across, because 

\useful items are hard to come by on the higher difficulties. /¯¯¯¯¯¯¯¯¯¯¯¯¯¯



/Don't cut off your right arm \You'll find many fellow coppers or citizens in 

\_____________________________/ this game that would help you if you give them 

/a chance.  You'll know they aren't a threat when your target crosshairs turn 

|green over them.  Don't kill them, as you will either fail your mission or 

\miss out on some good information or ammo they might have given you.   



/Laziness doesn't pay \When on a mission, you should always try and complete 

\_____________________/ the secondary Goals as well as the required primary 

/Goals.  When you do complete these optional Goals, you may get bonus points 

|for upgrading your skills or bonus items.  In completing your secondary 

|Goals you may even get a different ending, hint hint.  You really should 

|complete these, even if the mentioned doesn't interest you, just to get the 

\full experience out of the game.  



/ Don't be shy \You want to talk to everyone.  Bums, mole people, civilians, 

\______________/ hookers, drug dealers, police, junkies, kids, everyone.  They 

/most often contain useful information such as security codes/passwords/etc.  

|that they would be willing to give you, or send you on secondary or even 

\primary goals.  Talk to EVERYONE at least once or twice each.  /¯¯¯¯¯¯¯¯¯¯¯¯¯



/Don't you point that thing where it shouldn't be pointing! \In many friendly 

\___________________________________________________________/places, weapons 

/are required to NOT be shown.  If you carry around, say, an assault rifle in 

|a 'no weapon zone', everyone, otherwise friendly, will turn against you for 

|the simple reason of seeing your gun.  Never go into a friendly zone touting 

|a firearm.  Also, many people will refuse to talk to you or run away from 

|you if you have a weapon equipped.  It's always safest to talk to someone of 

\possible use with holstered weaponry. /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


 ______                ________                _____            ______

|      | 0000993 ///  |        | 00004000904  |     | 0123000  |      |

 ¯¯¯¯¯¯                ¯¯¯¯¯¯¯¯                ¯¯¯¯¯            ¯¯¯¯¯¯

                              7)  Walkthrough

 ______                ________                _____            ______

|      | 0000993 ///  |        | 00004000904  |     | 0123000  |      |

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Here is the main part of the FAQ, the walkthrough. Here I'll be covering each 

and every level in the game providing tips, hints, and general strategy on 

where to find and how to complete your primary and secondary objectives.

• • • • • • • • • • • • • • • • 

7.1 Liberty Island, UNATCO HQ

• • • • • • • • • • • • • • • • 

Intial Primary Goals:

- Get inside the Statue 

- Capture the NSF commander

Initial Secondary Goals:

- Meet UNATCO informant Harley Filben at the North Docks

- Release the captured Gunther


Security bot

NSF Agents

For the moment the only thing you should be doing is gathering supplies and 

ammo.  So, head straight and to the right to find some crates.  Pick up the 

crowbar and use it to break them.  Grab what the crates reveal, then turn 

around and go down the steps, wade into the water.  Break the floating crates, 

then make a dive to the bottom and pick up what the items the crates let sink.  

Swim back to the pier and walk forward a bit.  A briefing will take place with 

a fellow UNATCO official.  Afterwards continue down the pier and another 

briefing will occur, this time your brother and fellow UNATCO agent, Paul 

Denton, who will offer you either a sniper rifle, a GEP gun, or crossbow.  

Take the GEP gun, as it will prove most useful against an upcoming hostile 

security bot.  You will get both the sniper and crossbow from dead guards 

later on.  

Back on the mission, proceed down the pier through little...house?...to the 

island. Advance left in the direction of the HQ.  Talk to the commanding 

officer Kaplan, and after the conversation he'll offer to sell you some hot 

weaponry or ammo.  Buy anything but the 10mm ammo, as its a total rip off.  

You can get the same amount from dead guards rather then pay him a whopping 

200 credits for a pair of clips.  

You cannot yet enter your HQ yet but you can explore the surrounding premises.  

Go to the fenced area to the left of the HQ.  Lockpick the hatch and climb 

down the ladder to find an EMP grenade and get some bonus points.

Exit the HQ's perimeter.  Enter through the loading point and head south east. 

Continue this direction, breaking crates as you see them for ammo and items, 

to the islands east pier.  Kill the NSF agents on the pier, then go to the end 

of it to find your informant.  Talk to him, and when the option comes promise 

him the base commander won't be hurt, otherwise he'll refuse your front door 

nanokey.  You really don't need the key; you can hack into a nearby security 

computer to open it, which you'll need to use anyways.

 GOAL COMPLETED : Contact 'Harley' Filben found  

NOTE: Under the water surrounding the dock a Sawed-off Shotgun and some weapon 

mods can be found.  Swim to the bottom to find an underwater hatch.  Lockpick 

it(2 for Untrained) and break the crates to find both.  Note also you'll have 

to go for air several times to survive.

Backtrack towards the Statue.  On a crate next to the entrances perimeter ir a 

datacube.  Get the info from it, then head to the north east entrance.  You 

want to enter the statue through there.  Watch the security bot; you DO NOT 

want to get its attention, but if you have the GEP gun you may as well destroy 

it.  Either way run like hell to the entrance, running because a turret is 

positioned right above it.  If you got the key from the informant, just go 

through the entrance.  If not, go to the security terminal left of the doors.  

Press X to activate it, then use the login you got from the datacube, or if 

not hack it.  In the following menu you can control the decisions of two 

turrets, the one above you and one inside the statue in the front lobby.  Set 

both turrets to "Attack Enemies" and turn the camera's off, because if they 

see you an alarm will sound.  Still in the security menu unlock and open the 

door.  After you are done, terminate the computer and pick up the flares, 

smash the crate/take the lockpick it drops, then enter the lobby.


Optional place of entry: You can also penetrate the SOL through a back 

way(near the bunker at the north end of the island), hopping up metal crates 

and following the walkways.  I wouldn't recommend going this route because it 

is much more guarded then from the front entrance, believe it or not.  


Use the prod on the guard, then go towards the trash-can with the lockpick and 

LAM near it.  Pick both up then deactivate the alarm pad with a pair of 

multitools.  If you have none, don't worry about it.  Just a precaution.  

Approach the lasers and draw the patrolling NSF agent to you.  Put him to 

sleep with your trusty tranq.  darts.  If you don't have the multitool to 

deactivate the laser beams, enter the ventilation grate to the right; you'll 

come to the same place, but if you use the grate and shaft you'll deal with 

two more enemies which you could have ignored.  Any way you chose, go to the 

room to the left of the laser guarded entrance.  Use a multitool on the 

camera, but if you don't have any just run past it to the terminal.  Hack the 

terminal and deactivate the camera and deactivate the turret, then switch the 

doors' options to 'Open'.  If you don't have the hacking skill, there is an 

explosive crate just before the laser guarded entrance.  Put it in front of 

the locked door, stand back, then fire a few rounds at it.  It will blow open 

the door.

Enter the secret door to find the captured UNATCO official named Gunther 

Hermann.  Talk to him and make him stay were he is; you don't want him to take 

your pistol and go off on his own.  

 GOAL COMPLETED : Gunther found and released

If your not already in the main lobby for the Statue, do so and go up its main 

steps.  From there, go up the stairwells, killing the terrorists as you find 

them.  Keep on ascending until you reach the NSF base commander.  In your talk 

an option will come up: One is to kill him("I'll send you back...In a body 

bag!") and the other to take him prisoner.  If you pick the body bag one he'll 

take out a shotgun, forcing you to kill him.  Either way you'll get goal 

complete, though if you kill him you'll get a pay deduction from Maderley.  

 GOAL COMPLETED : Base commander interrogated and taken prisoner

After your conversation ends UNATCO troopers will come in and secure the rest 

of the island.  Take the augmentation canister where the commander was.  The 

island secure, UNTATCO HQ will be open, so go to it and meet with Paul, enter 

the unlocked HQ's doors, and go past the desk with the lounging Private in its 


 GOAL ADDED : Meet Manderly on level 2

There are no enemies whatsoever here, unless you decide to rebel and shoot 

UNATCO troops.  Go through the door using the retinal scanner.  In the main 

part of the building, go down the pink steps to the below offices.  Enter the 

one which titles "Joseph Manderley".  Talk to the secretary and she'll tell 

you to go right in.  Chat with Manderley for a pair more of Goals.

 GOAL ADDED : See the medical offices on level 3

 GOAL ADDED : Meet with Agent Navarre and Gunther in the break room

First see Navarre.  She's in the breakroom which is adjacent with the 

secretaries office.  Listen to Gunthers' conspiracy theory (LMAO!) then talk 

to the smart-ass Navarre.

 GOAL COMPLETED : Agent Navarre met with

Now take the grey steps to the right of Manderley's office down to level 

three.  From there, I think you capable enough to find the medical offices.  

Talk to the medic on duty then visit the medbot to restore your health.  Now 

time to visit with the quarter master.  His office is no harder to locate.  

He'll give you a stealth pistol and present the option for you to take a 

multitool or lockpick; your decision here.  

 GOAL COMPLETED : Jaimie met/medical report sent

Funny: Before you go back and meet with Manderly enter the womens restroom and 

talk to te women.  Hehe, now you'll get a special message from your briefing 

with Joseph.  

After your briefing, exit UNATCO HQ and all the way back to the pier you 

started the level on.  Go up to the speedboat and press X to board it to the 

next level.  

• • • • • • • • • • 

7.2 Battery Park

• • • • • • • • • • 

Initial Primary Goals: 


Initial Secondary Goals:

- Locate the missing barrel of Ambrosia


NSF Troopers

Automated Turret

After the brief conversation with Navarre, with all weapons concealed, go to 

the kid walking back and forth.  Talk to him and give him a candy bar...its 

not Hershey's but he says it'll do(well, not exactly).  He'll give you a code 

to a secret entrance to the NSF underground tunnels.  Enter this code to the 

left of the soda machine on the security pad.  


Optional Place of Entry: You can also enter this secret NSF bunker through the 

center of Battery Park inside Castle Clinton. Inside Castle Clinton is a 

shack. Inside is a kid, to his right a locked door. Open it with whatever 

means necessary and you'll find a locked hatch leading to the bunker. You'll 

have to mow down a lot of terrorists to get to it though.



Optional Place of Entry: No, you're not seeing double. I've recently 

discovered yet another way to get inside the bunker. Go to the dock, then jump 

in the water. Submerge yourself under the wooden structure you'll encounter 

near the boat. There you will find a grate; use a pair of lock-picks to open 

it and you'll arrive inside the bunker!  


Go through the retracted wall and head down the steps to a square room watched 

by a single NSF and a camera.  Avoid the camera, kill the NSF, then activate 

the terminal.  Hack it and turn all of the camera's off.  Once you exit from 

the terminal you'll face two more NSF cronies; one is wielding a flame-

thrower, so watch out.  Descend the steps, cross the walkways to a storage 

room.  To the right is a credit chit and a health crate.  Kill the NSF guard 

and go up the steps.  To your left is a locked door, so lockpick it.  In their 

is a safe; blow it open with some rockets or lockpick it open to find an aug.  

Before leaving, hack the terminal, and as usual turn off the camera's.

Now go back all the way to the storage room.  Form their backtrack some more 

to a walkway overlooking a canal.  Jump into the canal and to the other side.  

From here you can find the missing Ambrosia.  

 GOAL COMPLETED : Ambrosia found

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

Now head back to the surface and meet up with Navarre.  In your talk, be 

humble and say "I'm learning as I go" and she'll give you a pair of EMP 


 GOAL COMPLETED : Agent Navarre reported to

 GOAL ADDED : The NSF are holding hostages in the subway station and are  

 threatening to blow up the platform.  Free them.

Proceed back to the dock.  From there, turn right and find some handball 

courts(???).  Pass them and turn right to find the entrance to the Metro 

Station.  Across the loading point you'll find some NSF in a homeless shelter 

area.  Kill them then enter the metro station.  Proceed to some blue trip 

wires.  Do not cross them, as if you do the platform will blow up, but jsut 

stand there and snipe off all the remaining NSF forces.  

 GOAL COMPLETED : Hostages freed

 GOAL ADDED : Report to Paul in Hell's Kitchen

Look straight down in front of the tripwires and throw an EMP grenade.  It 

will deactivate the trip-wires for a time, so take advantage.  Search the 

terrorists bodies then enter the subway train, and your off to see the 

wizard...that wonderful wizard Paul...oh, because because because because 

because of the wonderful things he does! Err...okay, just get on the subway, 

will you!?

• • • • • • • • • • • 

7.3 Hell's Kitchen

• • • • • • • • • • • 

Initial Primary Goals: 

- Meet with Paul

Initial Secondary Goals:



NSF Terrorists

Automated Turret

Talk to the bums and the hooker if you want, then go up the steps and meet 

with Paul.  If you didn't save the hostages you'll get straight-faced welcome.  

If you did, you'll get another straight faced welcome.  Such emotions out of 

these two Dentons!

 GOAL COMPLETED : Paul met with

 GOAL ADDED : Destroy the hidden NSF generator

 GOAL ADDED : Talk to the locals at the Free Clinic

 GOAL ADDED : Investigate hostage situation at the 'Ton Hotel.

Exit the subway station and turn 180 degrees.  You'll see a back ally; enter 

it and find the bum being cornered by two NSF agents.  Kill them both and 

you'll get a password from the bum.  On a side note, try and shoot baskets 

with the ball lying around.  I sure couldn't.  Now I can't shoot virtually, 

AND I can't shoot in reality!

Exit the alley and head to the steps that have the sign above them saying 

"Free Clinic."  Pass the loading point, and then holster all revealed weapons.  

In the reception area find a bum who's sitting on a black couch.  Talk to him 

to complete the goal.  If you need health, you can BUY health packs from the 

doctor or PAY to use his medbots.  WTF, I though this was called a "free 

clinic?" !!!

 GOAL COMPLETED : Info received from locals at clinic

Exit the clinic and talk to the pair of UNATCO guys across the street.  Take 

the gas grenades from them, the proceed along to a place called "Underworld 

Tavern."  Kinky name, but nothing dirty inside, much to my dismay.  Enter it, 

pass the loading point.  Ignore the bartender and go to the far left side of 

the tavern.  DO NOT talk to the "Used Car Salesman?" unless you intend to kill 

him.  Talk to the girl wearing the tank-top.  She'll tell you something like 

"Johnny is mad..." and give you a goal.

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

 Investigate the situation.

Exit the tavern from the green "Exit" sign to the back alley.  Turn right to 

find a shady character cornering a girl.  Listen to the talk to find he's a 

pimp and she's the, well,  "work force."  Kill the pimp then put away your gun 

and talk to the girl.  

 GOAL COMPLETED : 'Johnny' situation investigated

Go back into the tavern and talk to the tank-top girl.  She'll give you a 

password to use in the next level.  Exit again to the alley and climb the fire 

escape to an apartment building window.  Enter it to find its your brother 

Paul's apartment.  Get info from the datacube on the table then use it on the 

security pad behind the painting to reveal a secret room with an aug/supplies.  

Enter the hall.  Note that this place has NSF taking hostages, so using a 

shotgun is not the best of choices.  Take out your pistol and kill the two 

hostage takers, then talk to the freed male to get a password.  Proceed to the 

lobby and drop the last NSF guard, this one holding up the receptionist.  

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

Leave the 'Ton to the outside street.  Kill the NSF agents and go to the steps 

straight ahead of you.  Down those steps is Smugglers hideout.  If you got the 

password, "Bloodshot," he'll let you in when you speak to him over the 

intercom.  Take the lift down, then proceed to the some blue trip-wires; if 

you don't mind losing some health, run through the trip-wires. If you don't 

have the health to spare, you can deactivate the trip-wires using an EMP 

grenade or by using some multitools on the terminal in the guardhouse, left of 

the tripwires.  Either way you choose, proceed past the trip-wires to find 

Smuggler, a-pacing back and forth.  Talk to him: he'll give you a goal and 

nano-key, and make you some offers. 

  GOAL ADDED : Find and free Smugglers friend, Ford Schick

Don't buy anything from the smuggler; he's a rip-off.  Instead, head up the 

stairs and go to the painting; break it with your knife to reveal a Thermoptic 

Camo.  After you grab it, exit smugglers hideout.  Okay; Smuggler said that 

his friend is located in an underground sewer system.  Well, there are two 

ways to get to this sewer system.  With your nano-key in hand, you can either 

head to the alleyway where you found the hooker (Sandra Renton) and find the 

grate there, open it up, and climb down the ladder, [OR] you can get to the 

same place via grate, near the entrance to the subway station.  I'd recommend 

you take the way in the alley; through the other entrance near the subway 

station, you'll have to deal with a lot of trip-wires and gun turrets.  

Climb down the ladder and Alex will give you a call, saying that this place 

isn't on the map.  As you penetrate deeper into the sewer system, you'll find 

mysterious men in uniforms, which the game titles "MJ12 Troopers."  You'll 

learn more about the MJ12 later on in this game, so for now just kill off the 

locals, and then enter the door in the center of the room.  Oh, and try not to 

fall into the water, as it's pretty toxic.  Inside the room you'll find an 

MJ12 and some crates.  Kill the MJ12, open the crates for a lock-pick and 

health kit.  

Remove yourself from that room, then look to the right hand side; you'll find 

a door.  Head on through, go down the halls and corridors until you reach a 

locked door.  If you don't have/don't want to waste multitools on the security 

pad, you can find the correct combination back near where you started, through 

the door on the other side of the room.  You'll have to get through trip-wires 

and by a pair of turrets, but eventually you'll find the code in a datacube, 

on top of a platform with a dead bum.  Use an EMP grenade to deactivate the 

trip-wire that's guarding the ladder.  Once you've got the code, use it to get 

through the locked door.  Inside you'll find a lab network.  Kill the guards, 

enter the office room with the beds.  Hack the computer and read the revealing 

emails; remember them come later parts of the game, and you'll laugh at the 

irony.  You can find Ford Schick through an anteroom to the left of this room.  

But before you talk to hi, make sure ALL the guards here are dead, and make 

sure you pay a visit to the armory to the left of the stairs.  

Tell Schick to run.  Follow and open the doors for him, which he apparently 

cannot do (o_0).  Keep following Schick until he tells you he can make the 

rest of the way on his own.  After he says this, talk to him a few times and 

he'll reveal some disturbing plot-twists.  

  GOAL COMPLETED : Ford Schick has been freed from captivity

Now it's time to get back on our main objectives.  Go to the Osgood&Sons 

warehouse entrance, located out the front doors of the 'Ton and down the 

street.  Go through the doors, kill the guard, then go through the locked 

door.  If you don't have any lockpicks then you'll have to knock it down.  

Either way enter it, follow the tripwire guarded hallways(use an EMP or 

deactivate them using multitools) to an elevator.  Take it up to the roof.  If 

you don't want to lockpick the next door then use the ladder to the right of 

the elevator and roof hop to a fire escape.  From there, jump to the next 

buildings roof.  Kill the local NSF then run across the board and break into 

the building through the window.  Exit the building through the next window, 

though before you do you may want to get the LAW downstairs.  On the fire 

escape climb down and kill the NSF agent.  Enter through the door and through 

the not-workng elevator shaft.  Enter it and climb down using the ladder then 

hop into the elevator through the opened vent.  From there run down the 


Find the warehouse district.  NSF patrol the area around it, so dispose of 

them all before entering.  


Optional Place of Entry : Another way into the warehouse is through a sewer 

system.  Take the back alley to the left of the warehouse.  Get passed the 

trip wires and turrets then climb over the power generator using metal crates 

to find a grate and datacube.  Open the grate to reveal the sewer system which 

can be used to get into the warehouse.



Optional Place of Entry : Another way into the warehouse, which is a way to 

avoid the attack dogs and all the NSF in the perimeter, is through a grate. 

This grate is straight ahead of where you exit from the previous building. 

Enter the gated fence and you'll spot the grate, locked.

Yet another way to get into the warehouse is through a back door. This is up 

the ramp by the gate. The door is locked; you can blast it open or lock-pick 

it open.


In the warehouse, kill all NSF forces then head upstairs to lvl 2.  Go to a 

computer room and hack the terminal.  Shut off the cooling systems, then watch 

the NSF generator overheat and blow up, at about 5 frames per second :|

 GOAL COMPLETED : NSF generator destroyed

Now head on up to the roof, but don't forget to blow open the safe to get the 

Speed Enhancement/Run Silent aug.  On the roof meet with Gunther then take the 

chopper back to UNATCO HQ.

• • • • • • • • 


• • • • • • • • 

Initial Primary Goals:

- Meet Manderley for a debriefing

Initial Secondary Goals:




Go past the bodyguards(they give me the creeps...) and enter the HQ.  Find 

Manderley's office; you'll have to wait, for another someone is in meeting 

with him, this the director of FEMA Walter Simons.  Listen to the conversation 

involving your brother, who Simons wants released from the coalition.  

Afterwards when the door opens talk to Maderley.  

 GOAL COMPELTED : Manderley met for debriefing

 GOAL ADDED : Meet Sam Carter and stock up on weaponry

Go meet the weapons master Sam Carter to complete the secondary goal. If you 

wanna be a little mischievous, go overhear the interrogation taking place on 

level 4 with a captured NSF troop and Simons.  You'll be reprimanded from 

Simons' Bodyguards but who cares: some valuable information can be learned.  

Afterward go back up to the helipad to go back to Battery park.

• • • • • • • • • • • • • • • • • • • • • • • 

7.5 Battery Park, Mole People, NYC Tunnels 

• • • • • • • • • • • • • • • • • • • • • • • 

Initial Primary Goals: 

- Locate the airfield where the NSF moved the stolen ambrosia

Initial Secondary Goals: 



NSF trooper

Talk around with the bums.  One of them will tell you he has a code to a 

secret entrance to the mole peoples hideout.  However, he will only give it 

too you if you have proof of alliance with the mole people. This proof is a 

password, 'underworld', you received at Hell's Kitchen from the girl at the 

Underworld Tavern after saving her friend from the pimp.  This is a multitool 

saver.  Head into the subway to the phone booth with no phone, but a security 

pad in its place.  Enter the code on the pad and it will retract into the 

ground, or use a tool if ya don't got the code.  Pass the loading point to a 

condemned and closed off subway station, home of...the Mole People, a bunch of 

self exiled junkies, smugglers and bums.  Hold your child's hand tightly in 

this place.  Note the brutish looking black guy holding an assault rifle to 

the right, but don't talk to him yet; simply remember his location.  Head all 

the way left to a sign on the wall.  Its a cigarette add saying their brand is 

the "Only brand recommended by the surgeon general himself!" Heheh, if that 

don't say something about the corruption of JC's world.  

Head up the steps and find a guard; he'll tell you this is "Rooks" territory.  

Kill him and take his nano key, killing the other guard if he heard.  Use the 

nano-key on the locked metal detector, then blow open the locked door in the 

ticket office and get some important info from the datacube in there.  

Passing the office with the datacube turn left at the intersection.  It will 

be a loading point.  Turn left at the next intersection and climb the steps.  

Find the Rooks' leader, El Rey, surrounded by a bunch of white girls talking 

all ghetto like.  A painfully pathetic sound to my ears, really.  Anywho, talk 

to El Rey and he will attempt sell you some LAMs.  He'll also give you your 

secondary goal, to kill the dealer down on the lower levels.  You know, the 

brutish guy I told you to note.  

 GOAL ADDED : Kill the dealer on the lower levels

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

 GOAL COMPLETED : Dealer killed

Now go down the steps and turn left, NOT back into the loading point but past 

it to a tunnel entitled "Wall Street".  You'll find another subway station 

with a wrecked subway car.  Enter the car and find Charlie.  Talk to him to 

receive another goal.  He'll tell you to become the Mole Peoples repair d00d.

 GOAL ADDED : Fix the mole people's plumbing problem

Head all the way back to the point where you killed the drug dealer.  Get on 

the tracks and proceed to the north end.  Enter the utility room and blow away 

the boards with a LAM.  Avoid the steam, turn the two valves and go back and 

talk to Charlie.  

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

 GOAL COMPLETED : Mole people's plumbing problems fixed

In talking to Charlie he'll tell you the code for the women's bathroom, if you 

didn't already get it from a datacube.  Make sure no one's looking, then 

penetrate the restroom.  You have now completed the goal of who-knows-how-many 

curious 3rd graders!  Ha-ha!  Okay, enough with the dry humor.  Enter the code 

under the sink, and viola! a secret passage will open up.  Enter through it 

past a loading point to a ladder.  Climb down to find another set of train 

tracks.  Proceed to the north end of them, killing NSF along the way, to a 

wooden shack near a cave-in.  Turn right onto the platform to another shack.  

In the shack are two cardboard boxes.  Destroy or move them to reveal a brick 

that's sticking out of the wall, near floor level.  Press the brick to reveal 

the location of the NSF commander.  He'll surrender right away.  After your 

talk grab the nano-key and supplies on the desk then get back on the tracks.  

Go to the southern end to another cave in.  Jump up the cleft, kill the local 

NSF, and go through the men's bathroom to the left.  LOL, that rhymed.  Maybe 

I should become a poet! Err...forget I said that...

• • • • • • • • • • • • • • • • • • • • • • • • • 

7.6 NYC Tunnels, NYC Airfield, Private Airfield

• • • • • • • • • • • • • • • • • • • • • • • • • 

Initial Primary Goals:

- Locate and assassinate Juan Lebedev

Initial Secondary Goals:



NSF troops

Security Bot

Walk forward a bit and note the obstruction blocking your way.  There are two 

ways to get around the barrier; one is through steam, guaranteed to lose 

health, the other is through tripwires.  You should go through the tripwires 

since you can deactivate them with an EMP grenade or just destroy the turrets 

they activate.  Either passage will do.  After you pass the barrier go to the 

hall with a gas grenade placed as a proximity mine.  Just run past it and it 

will do you no harm.  Find the pacing NSF agent and kill him, and remember to 

take his nano-key.  Ignore the door to the right; it contains nothing but 

radiation and leads to the same place the nano-key takes you.  Through the 

locked door you'll find some tripwires.  You can jump across to the bridge, 

but in doing so turret activate.  Instead enter the vent at left.  Drop into 

through water, swim into the pipe, and wade to its end to a sewer.  Climb up 

onto the platform and pass the rats to the ladder.  Climb it and exit the 

sewer system.  

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


 GOAL ADDED : Locate the other two barrels of Ambrosia

Climb up the steps to the left of the Ambrosia to the second floor.  Kill the 

guard and enter the locked supply room.  Dispatch the NSF then take all the 

table has to offer.  Move the flower pot on the table to find a switch.  Press 

it and the bookcase will retract; inside an aug awaits.

Head back down to the double doors to the right of the Ambrosia.  Go through 

them to find a helipad.  Watch for the local NSF while you make your way to a 

lone doorway with guards on both sides.  Kill them and enter the hall watched 

by a turret and camera(ya can't have one without the...oooother!).  Destroy 

the camera to render the turret useless and get on the lift.  Take it up and 

go through the door to reach another airfield.  Run past the bots and hangar 

to a secured fence.  You don't have much time before the bots notice you, so 

quickly lockpick the box and press the button inside of it.  This will open a 

fence.  Press it, enter the area the fence blocked.  Go through the loading 


You'll arrive at a private airfield, littered with security bots.  I really 

hope you have packed a few extra LAMs and GEPs for this little excursion.  

Run to the far right of the field, dodging or destroying security bots along 

the way.  You'll find a door leading to a dock.  Go through it to find the 

second barrel of Ambrosia.  Take the health before leaving, and make sure to 

take the nano-key on the metal crate.

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

Exit the dock and head straight to another security box and another locked 

gate.  Your nano-key will unlock it, so press the button and run past the 

storage bins to be safe of the omnipresent bots.  

This is the barracks area.  Kill the guard SILENTLY then enter the barracks.  

As usual, clean it out and make sure no one sets off the alarm.  On the bottom 

floor there is a brick near the staircase; press it to reveal yet another 

secret area with an aug in it.  After gathering up the supplies head to the 

second floor of the barracks.  Enter the sleeping quarters with the four bunk 

beds and find the only unlocked supply bin.  Open it to find a health kit and 

a datacube with the passcode to the 747 docking tunnel.  Enter it and pass the 

loading point to the hangar.  

You'll get quite the shock at this point: Paul will radio you in and tell you 

he's working for the NSF! Yep, that's right.  Go talk to him near the 747 for 

more, then enter the 747 itself.  Head into the cockpit to find a nano-key for 

Lebedev's private quarters, which are located in the back of the plane.  

Lebedev will be there, next to his bed, so talk to him.  A little ways into 

your chat agent Navarre will arrive and you'll be presented with an option: to 

kill Lebedev or kill Navarre, who will kill Lebedev herself if you don't.  

Make your choice; decide which side convinces you most.  If you end up wanting 

to kill Navarre, snipe her from a distance because she'll explode on death.

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

Now on to finding that last barrel of Ambrosia.  Its in the cargo hold.  Also 

in the cargo hold is a suspension vault with an aug in it.  The code is in a 

datacube under the bed next to Lebedev.  

 GOAL COMPLETED : All Ambrosia containers located

Head back through three damnable loading points to the helipad.  Get on the 

chopper and take off to UNATCO HQ.

• • • • • • • • • • • • • • • • 

7.7 UNATCO HQ, Hell's Kitchen

• • • • • • • • • • • • • • • • 

Initial Primary Goals:

- Meet with Manderley

Initial Secondary Goals: 



UNATCO agents

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

 GOAL COMPLETED : Manderley met with

 GOAL ADDED : Tell Jaimie that Simons is looking for him

 GOAL ADDED : Go to Hong Kong using jocks helicopter

Go and get supplies from Sam Carter then find Jaimie.  He'll be in the break 

room where you first found Navarre.

 GOAL COMPLETED : Jaimie told

 GOAL ADDED : Meet with Paul in the apartment

Back in Hell's Kitchen, go to the 'Ton.  Once in the 'Ton kill a character 

named JoJo  on the upper floor, otherwise he'll kill the hooker you rescued 

from the alleyway.  No big deal, just adds more depth to the game.  Now go 

meet Paul in the usual spot.  Also, in his apartment make sure to get the aug 

upgrade in his secret room.  

 GOAL COMPLETED : Paul met with

 GOAL ADDED : Send warning communication to terrorist group Silhouette

Proceed to the front entrance to the Underworld Tavern.  The roadblock ahead 

of it has been removed, so go through there and past a loading point.  Talk to 

the UNATCO rep then kill him, because later you'll need to make an escape with 

all UNATCO's little ants scurrying around trying to kill you.  Enter the 

warehouse, and note it looks nearly identical to the warehouse in which you 

disabled the NSF generator.  Go to the Medbot in one of the upstairs rooms 

then go to the roof.  Enter the communications relay center and hack the first 

terminal.  You damned well better have at least Trained hacking skill for this 

part, otherwise you'll have to go searching for a datacube which is in the 

note below.  Hack the first terminal and activate the satellite coordinates.  

Then enter the next room and send the relay.

NOTE : If you have less then trained hacking skill you're going to have to 

       find a datacube. Head into the room with the toxic fumes and computer 

       mainframes. Put on a hazmat suite then get to the terminal inside. Shut 

       off the toxic crap then open the hatch in the floor on the bottom 

       level, using the same terminal. Exit the room and go to the bottom 

       floor to the hatch. In there is a locked door containing the datacube 

       you can use on the computers on the roof.

 GOAL COMPLETED : Communiqué sent

 GOAL ADDED : Report to Paul and help him escape

Walter Simons will send you a transmission, informing you of his new orders 

for the troops: kill Denton!  So, everybody in the building will get a-gunning 

for you, as I warned you earlier about.  Kill all your enemies then exit the 

facility.  Get back to Paul's apartment and he'll tell you he's injured and 

cannot climb.  You'll soon hear a set MiB's at the door demanding your 

surrender.  After your talk go and kill all the MiB's and UNATCO officials you 

can.  But in the end, DIE.  I'm serious.  You won't actually be killed and 

start at your last loading/save point; you'll be taken to a secret detention 

facility.  If you do not die in the 'Ton, or if you jump out the window, your 

brother will be killed, which will affect the objectives of the next level. If 

you don't care about Paul, go to the subway station and you'll be killed (but 

not really killed) by Gunther and his mechanical army.

• • • • • • • • • • • • • • • • • 

7.8 Unknown Location, UNATCO HQ

• • • • • • • • • • • • • • • • • 

Initial Primary Goals:


Initial Secondary Goals:



NSF agent

Security Bot

Military Bot

Men in Black




Yes, that's right, this level is called 'Unknown Location.' Well, your 

location should be pretty clear to you at least: a prison cell with no way 

out.  Walk around a bit, and someone or someTHING will send you a 

transmission.  He's(assuming its a he) 'Daedalus' and he'll open the cell 

doors for a limited time.  Crouch under the half-open door and look for the 

baton on a crate.  All that weapon gathering and all you got left now is a 

damn baton.  Well, smash the crate to upgrade to receive...a knife! Woo-hoo 

UNATCO, no scratch that, PLANET EARTH watch out o_o  

 GOAL ADDED : Find your brother(body) and help him escape

 GOAL ADDED : Get back your taken weapons from the armory

 GOAL ADDED : Escape captivity

The Paul goal is iffy...if you were knocked unconscious at the 'Ton he'll be 

alive, but if you were knocked unconscious at Battery Park he won't, in which 

case you'll only be ordered to veiw his body, and as to why I coudn't tell 


Use the knife on the UNATCO official then get a code from the datacube.  Use 

it on the cell with the medbot and dead NSF agent, and get the sweet health 

pack for your troubles.  Open the cell next to it to find an NSF agent who'll 

help you and give you a medkit.  Basically he'll play the frontline, and he'll 

be killed pretty fast, but not before he does some damage.  So, sneak out of 

the detention block to a loading point.  Turn right to a bot maintenance 

center, but don't let the name scare you, because there are no bots active.  

Yet.  Anyway kill the local UNATCO agents and head upstairs.  Meet with a 

mechanic and he'll give you a code to the armory and offer you some stuff to 

buy.  Press the switch near the window and go back down the stairs to a newly 

opened way entitled 'Armory'.  You'll find a pair of...  *dramatic pause* 

military bots.  Run past them and enter the code on the armory to find a sh!t 

load of weapons and multitools.  Take it all then head upstairs and hack the 

terminal to turn off the military bots.  While your up there you may want to 

consider obtaining the plasma rifle.  

 GOAL COMPLETED : Stolen weaponry/items retaken

Exit the bot maintenance facility through the loading point to a circular 

chamber with a locked door, the door being an exit.  Daedulus won't let you 

through yet.  Go on the platforms, kill the security forces and their K-9's 

and enter through the passage adjacent to the one you entered here with.  A 

scientist will come running and will talk to you/give you a passcode.  Pass 

the laboratories to another lab with the medical chamber connected to it.  Use 

the code from the scientist to open the door.  Talk to Paul, or depending on 

what you did last level look at his body, and use the medbot and exit.

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

Proceed to the levels exit, the one Daedalus woudn't let you out of.  He'll 

give you the code once your there.  Once you pass it you'll discover you've 

been in the restricted part of UNATCO HQ, Level 4.  Proceed to the medical 

facility and talk to Jaimie.  Take the upgrade on the table next to him, then 

open the maintenance room in here to reveal another aug, this one a 

regenerator/ballistic protection.  Pick regeneratoin...its a lifesaver.  

Now go up to Level 2 and find Manderley talking to the hologram of Walter 

Simons.  After your chat(notice I don't say 'friendly chat'), go outside 

UNATCO's facility to find ever-faithful Jock awaiting.  

 GOAL COMPLETED : Captivity escaped

• • • • • • • • • • • • • • • • • • 

7.9 Secret Chinese Military Base

• • • • • • • • • • • • • • • • • • 

Initial Primary Goals:

-Deactivate the weapons lock on Jock's helicopter

Initial Secondary Goals:



MJ12 troops

Security bot


First and foremost go down the steps near Jock's 'copter to find a nano-key, 

among other things.  Now go to the other loading bay and find a set of stairs.  

Clear out barracks if it pleases you then enter the control towers/command 

center.  To the right is an infinitely locked door, but it will open because 

of your nano-key.  Press both buttons in there to complete the goal.

 GOAL COMPLETED : Weapons lock deactivated

Back at Jock's 'copter watch him blow open the bay door across from you to 

escape.  Run to it, avoiding turrets and bots.  Enter the elevator and take it 


• • • • • • • • • • • • • • • • • • • • • • • • • • 

7.10 Hong Kong, VersaLife, VersaLife Level 2 Labs 

• • • • • • • • • • • • • • • • • • • • • • • • • • 

Initial Primary Goals:

-Look for clues to finding Tracer Tong at the complex Paul used to visit

-Find Tracer Tong somewhere in Hong Kong

Initial Secondary Goals:



Men in Black

MJ12 Commando

Security bot

Ahh...this level has a nice Chinese feeling to it.  Its also one of the 

longest and most complicated in the game.  For now go to the other end of the 

market to a hall with several entrances.  Enter the entrance to the right, the 

only unnamed entrance, to the Wan Chai market.  Go to the large complex in the 

center of the market, and talk to the doorman who's named 'Gordon 

Quick'(pretty strange name for a Chinese man, eh?) to receive a goal.

 GOAL COMPLETED : Clues found

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


Retrace your steps back into the hall.  This time enter the way marked 

'Tunnochi Road.'  Cross the bridge and head into the tunnel entitled Tonnochi 

Road.  Proceed to the small road's hotel through some automatic glass sliding 

doors.  Pass the doorman and take the penthouse elevator(the elevator on the 

left) up and you'll conveniently arrive at Maggie Chow's apartment.  Talk to 

her to revceive a code then go to the grand piano and turn left.  You'll find 

a 'pepper sprayer' hanging from the ceiling.  Press the X button on it to 

reveal a secret area.  At this point turn around and kill Maggie and her maid, 

becuase they will be of no use anymore.  Enter the secret area, go past the 

tripwires to a painting.  Use multitools on it to open it and a direct 

entracne to the swords' keep will be opened. If you haven't the tools, then 

just pass through the tripwires and mow down the guards and make your way to 

the same point.  Hack the computer, or if you have insufficient hacking skill 

use 3 tools on the security pad to realese the Dragon Tooth Sword.  Go pick it 


NOTE: The code Maggie gave you leads to an armory below a police station.  

This is located in the market you started the level in, to the right in a 

building with a sign saying "No Unauthorized Personnel."  Multitools open the 

first door then use the code on the hole to the left.  Go down the ladder to 

find the armory.

 GOAL COMPLETED : DT Sword retrieved

 GOAL ADDED : Demonstrate Chow's guilt to the Red Arrow leader Max Chen

Now backtrack to the hall where the entrance to Tonnochi road is.  This time 

enter the tunnel entitled 'Lucky Money'.  Pass the mini-mall and you'll find 

the doorwomen. You'll have to pay to get your way into the club.  Inside talk 

to the dancing people, listen to the two gay chicks, and head upstairs.  Go 

behind the bar and go through the strange looking door made out of...bamboo?  

From there enter the door at the head of the long table to find Max Chen.  

Talk to him.


 GOAL COMPLETED : Maggie Chows guilt shown to Red Arrow leader

 GOAL ADDED : Tell Gordon Quick the reaction of Red Arrow leader

Some MJ12 commandos are now invading; consequently the framerate stutters BIG 

TIME so just let your allies do the work, but you will get a 150 skill point 

bonus for 'Character Interaction' if you fight alongside Max's people.  Exit 

the club and mall and go tell Gordon the news.

 GOAL COMPLETED : Gordon informed

Gordon will give you a code to the compound he guards.  Use it then climb the 

steps to the right of the dog and proceed to some barracks with a kitchen on 

the right.  Move towards the paintings and notice a keypad.  Use your code on 

it and the painting will withdraw.  Pass the loading point to the anteroom to 

Tracer's lab.  Search the walls for a button and press it.  Talk to Tracer 

then gather up the mass amounts of supplies in his lab.

 GOAL COMPLETED : Tracer Tong found

 GOAL ADDED : Step into the center of the operating theater so Tracer can 

deactivate the killswitch

Step inside the chamber and stay in the center on the red part of the floor.  

JC will make noises like he's being hurt, but no health will be subtracted.  

Simply stand there until the red lights fade.  

 GOAL COMPLETED : Kill switch deactivated

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

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

VersaLife building

VersaLife is located in the hall previous to the Wan Chai market.  It has a 

big sign saying 'VersaLife'. Enter its doors using the code Tong gave you.  

Inside, go up the walkways to the top floor, ignoring the man in black but 

continuing to some cubicles.  Go to any one computer and hack it to get a 

visitors day pass.  The man in black could also do this, but that would cost 

you a mighty pretty penny.

Go up using the elevator and meet with the supervisor.  He'll tell you if you 

do anything out of the ordinary his guards won't hesitate to shoot.  Hmph.  I 

guess he didn't get hugged enough as a kid.  Take his threat with a grain of 

salt and go up the stairs to the right of the statue.  Enter the armory and 

hack the terminal to open a secret passage at the foot of the VersaLife statue 

below.  If you haven't the hacking skill your going to have to blow at least 2 

multitools on the pad on the statue.  Go down the ramp, enter the passage and 

turn right, passing a loading point.  You'll be told then by Tong that the 

area your in is where his ROM encoding is located.  That means the square 

thingy in the middle of the room.  Take the lift on it up to a personal 

computer.  Hack it and download the encoding.  Once you step off the platform 

an alarm will sound, so all the gaurds are now enemies.  

NOTE: Three augs are located in the adjoining corridor.  Go down to the labs 

and hack the terminal to open aug containment pods.  

 GOAL COMPLETED : ROM encoding retrieved

 GOAL ADDED : Go to the temple in the Wan Chai market to cement the deal 

between triads

Now all you have to do is get out of VersaLife.  Your going to have to use 

heavy firepower, so be warned.  This temple your supposed to get to is next to 

Tong's compound.  Go there and talk to the Dragon Head's and a peace will be 


 GOAL COMPLETED : Deal cemented between triads

 GOAL ADDED : Report to Tracer Tong

 GOAL ADDED : Meet the triad leaders at the Lucky Money for a drink

For your secondary goal go see the triad members at the Lucky Money.  Other 

then some skill points and a crap load of wine nothing will be achieved.  

 GOAL COMPLETED : Triad members seen

Now go and see Mr. Tong once again.  He'll say you'll have to go back into the 

VersaLife building, but this time through a back entrance.  

 GOAL COMPLETED : Tong reported too

 GOAL ADDED : Steal the virus schematic from the level 2 of the VersaLife 


Exit Tong's compound to Canal Road, to the east of the temple where you met 

with the Dragon Heads.  You'll find a large subway tunnel.  Turn right and go 

over the road block to find an aug upgrade and some skill points, then 

afterwards go back over the roadblock and proceed down the subway towards your 

goals.  Enter the door using the code Tong was nice enough to give you to a 

maintenance room.  Lockpick the hatch or blow it open with a LAM.  Fall down 

the tube into the water.  Surface onto the pipes then enter the only open 

pipe.  At its end and to the right of the pipe is a datacube, so get a code 

from it.  Walk down the corridor and your good anonymous friend Daedalus will 

contact you.

 GOAL ADDED : Destroy the Universal Constructor

Use the code on the door to your right.  Go up the walkway to the first 

landing.  Look down and you'll see a small grate.  Enter that to a ventilation 

shaft.  Proceed to a camera; deactivate it with tools then drop out of the 

shaft.  Ignore the bots to your left; they are inactive unless your dumb 

enough to set off an alarm or go through the tripwires.  To the room at right 

is a terminal.  Hack it to open some aug containment's pods, then go to the 

previous room with a scientist standing in front of a computer.  Kill her then 

hack open the doors using her computer and download the virus schematics.

 GOAL COMPLETED : Virus shematics sent to Tong

Now all the barriers to the UC are dissolved, so get to it!  In the corridor 

to the left, find a ladder leading down.  Take it down to a catwalk above the 

universal constructor.  Grab all the augs you can carry then proceed down 

another ladder to the floor.  If you killed Ms. Chow in her apartment nothing 

will happen, but if not you'll face her wielding a dragons tooth sword.  Kill 

her if she appears, then go to the terminal at the base of the UC, and enter 

the code Daedalus gave you to destroy it.  


 GOAL COMPLETED : UC destroyed

 OBEJCTVIE ADDED : Meet Tracer Tong

Your going to have to exit VersaLife from the pipes under the UC, as all other 

exits are blocked off.  Go through the sewers to a small dock with a ship in 

the water.  Swim onto the ship and buy some weapon mods from the girl.  Press 

the pepper sprayer to reveal another secret area.  Afterwards leave the boat 

and find the bridge near the entrance to Tonnochi road.  Pass the loading 

points and go back and meet Tong.  

 GOAL COMPLETED : Tong met with, again

 GOAL ADDED : Go meet Jock/take his chopper to the PCS Wall Cloud

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

• • • • • • • • • • • 

7.11 PCS Wall Cloud

• • • • • • • • • • • 

Initial Primary Goals:

- Enter the main building

- Scuttle the PCS Wall Cloud by blowing its 4 welding points

Initial Secondary Goals: 

- Bring Stanton Dowd some ambrosia

- Loot the storage area for needed explosives


MJ12 troopers


Military bot

Security Bot

Talk to the pacing soldier to receive a key to the gate.  Then go to the left 

near a barrel and box.  Push them aside to find a grate; open it using 

lockpicks and inside you'll find a nano-key.  Move out and head towards the 

warehouse ahead of you, for that will be our secondary goal.  Raid it and take 

its supplies to complete the goal.  Don't worry about the bots, even if an 

alarm goes off they'll just sit there, probably having some lewd dream about 

hooking up with a personal computer. Hahah I'm here all week folks.    

 GOAL COMPLETED : Storage area raided

Exit the warehouse and move towards the office building marked 'Commander'.  

Blow its door open, and inside blow the safes door open to reveal an aug.  DO 

NOT PRESS THE SECURITY PAD.  If you do an alarm will sound and the two 

military bots will wake up from stand-by.  Go outside the office to a gate.  

Your going to have to blow it open if you don't hold the key.  Pass the 

military bots and find a crane.  Take the lift up to its top and press the 

button on its side.  This will make the maintenance lift retract towards you.  

Get on it and use it to get to the roof.


Optional place of entry:  You can also enter the main building via its front 

door.  The first MJ12 guy will let you by and you'll come to a dock.  Its 

guarded by some MJ12 and a security bot, and you'll have to jump into the 

water and find the ladder to the ship to get on it.  I don't recommend this 



 GOAL COMPLETED : Main building entered

 GOAL ADDED : Board the ship

Go into the vent system and pass a loading point.  To the left crouch under to 

another shaft and you'll find another crane's control systems.  Press its 

button to make a hanging truss postition itself as a bridge to the ship.  Use 


 GOAL COMPLETED : Ship boarded

 GOAL ADDED : Get to lower levels

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

through the doors.

 GOAL COMPLETED : Lower level penetrated

Search out the rooms you'll find here.  On the upper floor you'll find an 

ambrosia vial in a room without a door to give to Dowd.  The armory is 

accessible only though its main pad, but the electronics room can be entered 

via the vent shaft leading into it.  Make sure you visit the sick bay for a 

medbot check up, and while your there grab the nano-key on the table.  Oh yes 

and make sure you get two codes from the datacubes located on the tables of 

the various rooms.  Now find an impenetrable door.  Use your teeny tiny nano-

key on the massive thing and it will unlock.  Pass the loading point to reach 

the ships hull.  There are two welding points in here; one is to the far right 

on the other side of the incinerator, and the other is behind the incinerator.  

Blow the first one.  To access the one behind the incinerator your going to 

have to use some pipework.  Use your code, you should have got, on the out-of-

place keypad under the bridge.  It will lower the bridge.  Get on it to a 

small room with a bed.  Go to its window.  Outside of it is a pipe.  Break the 

glass and jump onto the pipe, then follow it to view the welding point.  Use a 

LAM or GEP on it.

Now enter the next loading point, guarded by a pair of Chinese thugs, and 

follow the corridor to the right.  You'll come to a funny looking machine 

called the bilge(oh the irony!  If you don't get it look up synonyms for 

'bilge') pumps; Tong will tell you to reverse their actions.  Do so by hacking 

the computer.  Afterwards go the welding point located in here and blow it.  3 

down, 1 to go! 

Go up the stairs in the room with the bilge pumps.  Find an electrician who 

complains of some wiring problems.  

 GOAL ADDED : Fix the technicians wiring problems

Do you feel it seems kinda pointless, you tying to fix something on a damned 

ship, a ship your supposed to(and will) sink?  Well, that's because it IS 

pointless, but if you do it you'll get some valuable skill points.  So go down 

the hall to a room with electric arcs splashing everywhere.  A mini spider bot 

inhabits this room, so watch out.  Near the spider bot is an electric panel.  

Bypass it using some multitools then go into the grate to the left of it.  In 

here you'll have no trouble finding and bypassing the next two panels, though 

watch the tripwire; another mini spider bot will emerge if you pass through.  

After all three are bypassed your goal will be completed.

 GOAL ADDED : Technicians problems solved

Aright, now go back to the bilge pumps and backtrack from there to the loading 

point, but not through it.  Instead go down the corridor you haven't yet 

explored.  Drop the MJ12 then enter a room with a round electric generator.  

Pass it, then go through the long adjoining anteroom to a supply bay with 

several inactive turrets.  Its sparsely guarded; go to the other end to find 

the final welding point.  Blow it.

 GOAL COMPLETED : All welding points blown

The ship will sink shortly, though of course not while Your Grace is on it.  

Get off the ship back to the docks then find an entance entitled "Crane 

Control".  You'll soon find the vent you entered the building with, so head 

back to the roof to find the waiting Jock.

• • • • • • • • • 

7.12 Graveyard

• • • • • • • • • 

Initail Primary Goals:

- Meet Stanton Dowd in his families' mausoleum

Initial Secondary Goals:

- Bring Stanton Down some Ambrosia


MJ12 Troopers


Go up to the gate and press the button.  A gatekeeper will come out and open 

the gate for you.  Go to the mausoleum(a few of the open graves contain bio 

cells or ammo, FYI) to find Dowd.  If you got the Ambrosia from the previous 

level, you'll complete your secondary goal.

 GOAL COMPLETED : Stanton Down Met

 GOAL COMPLETED : Dowd given Ambrosia

 GOAL ADDED : Destroy the EMP field keeping Jock from landing

Remember the gatekeeper? Well he's a spy.  Go to the gate house and kill him, 

killing newly arrived MJ12 along the way, then find the painting in the 

gatekeepers quarters.  Move it aside to find a security keypad.  Use a 'tool 

on it to reveal the location of the EMP field generator.  Drop a LAM in front 

of it then move away.  Or a GEP/LAW will also do it in.  

 GOAL COMPLETED : EMP field destoyed

 GOAL ADDED : Meet up with Jock

Now go back into the cemetary and meet with Jock.

• • • • • • • • • • • • 

7.13 Paris, Catacombs

• • • • • • • • • • • • 

Initial Primary Goals:

- Make contanct with the Illuminati in Paris

- Make contact with the Silhouette in the catacombs

- Find the former Illuminati leader Morgan Everette

Initial Secondary Goals:



MJ12 Commando

MJ12 Troopers

Security Bot



Your on a roof of an abandoned apartment building.  Go to the small shack to 

the left and blow its door down.  In there activate the lift, take it down.  

If you haven't the explosives or lockpicks your going to have to drop, level 

by level, from the shaft to the right of the lift's shaft.  At bottom go up 

the steps, pass the cats, and find a homeless(err, not quite I guess) lady.

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

frightened woman

Go back to the lift and send it up, but don't be on it when it ascends.  

You'll find a ladder going down under the lift's landing point.  Use it to 

reach another ventilation shaft.  Exit the shaft from any of the vents to a 

room with a LOT of radiation, 100 REMs as Tong says, whatever the hell that 

means.  I hope you have a hazmat suite/environmental protection/regeneration 

aug, cuz you gonna lose a lot of health in there.  Pass the radioactive room 

to a repair bot.  A transmission will come up from a thing named 'Icarus' and 

tell you it has 'full accsess to your systems'.  Well...are you freaked out?  

Well, maybe I'm just a wimp, but it scared the hell outta me first time I 

heard that.  Speaking of which, first it was Daedalus and now Icarus...you 

know, the greek myth story of Daedalus and Icarus.  You don't know? o_O

Take the bio energy the repair bot gives then head up the ladder to a sewer 

system.  As the homeless lady told you, 4 greasels inhabit the area.  Take out 

a flame-thrower if you have one, as its best for defeating the greasels, and 

kill them.  Afterwards go back and tell the homeless lady the news.


 GOAL COMPLETED : 4 greasels killed

After you meet with her, go back to the sewers that the greasels made their 

home with.  Follow where it goes to a loading point.  Climb the short ladder 

and break the crate on the left for a lockpick.  Climb the next ladder out of 

the sewers to a town center patrolled by 3 MJ12 commandos.  

NOTE: In the building with a locked door you can find a telephone.  'Icarus' 

will call you up and give you a messege.

Kill the commandos then go into the subway station.  Talk to the weapons 

dealer for another goal.

 GOAL ADDED : Kill the 3 MJ12 agents guarding the station

Move towards the ATM's, hack them for cash if you want, turn right to find a 

security bot-patrolled hall.  Destroy it and the 3 MJ12 should show 

themselves; kill them.  There's a medbot in the office, along with some supply 

crates.  After you use them head back to the dealer.  

 GOAL COMPLETED : 3 MJ12 commandos killed

Exit the subway station and search the bodies of the MJ12 commandos you 

killed.  On one is a nano-key.  Take it then use it on the door.  If you can't 

find it or if you blew up the guy with the nano-key and cannot find it among 

the gore there is a boarded up back entrance in the alley.  Either way you'll 

find a stairwell; climb down.

For the first section of the catacombs the only thing you'll be doing is 

making a slow promenade through the tomb, casually killing off MJ12.  No help 

needed.  However once you reach an infinitely locked door, well, you'll need 

help.  So, move back a bit and look up at the doorway to find a wine bottle on 

a ledge.  The ledge is a brick that should be pushed.  Push it; the door won't 

open, but something else will: a sliding door behind you that will reveal 

Silhouette's hideaway.  Talk to the guards then go into the center chamber to 

find Chad, the Silhouette's leader.  

 GOAL COMPLETED : Silhouette found

 GOAL ADDED : Rescue the 3 members of the Silhouette that have been taken 


 GOAL ADDED : Protect hostages as they make their way back to Chad's hideaway 

 GOAL ADDED : After the rescue attempt, inform Chad of the hostages' fate

Chad will give you that nano-key required to open the locked door.  So pass 

through it and kill the pacing MJ12 commando.  Afterwards proceed through the 

tunnels littered with bones to another bunker, this one bunker 2.  In there is 

a bum who'll sell you medkits, so barter with him if you want then continue on 

to a place where Tong sends you a transmission describing an exit to the 

catacombs that has been closed off.  There is a LAM halfway along that tunnel, 

don't even bother, but go into the entrance to the left of it.  Drop the MJ12 

agent and hie(old english word...yes I know the spellcheck says its wrong, and 

yes I don't exactly know what it means either) into the next tunnel to the 

right to find some tripwires.  Use your Spy Drone on the wires, if you don't 

have that use your EMP frenade, or multitools, and if all else fails destroy 

the turret and pass right through.  Through the next door you'll find the 

bunker in which the hostages have been taken.  The area is heavily guarded, 

but make sure you kill each and every one before letting loose the hostages.  

The key to their cell is in the adjoining chamber on the table.  Follow the 

hostages back to Chad's bunker, making sure they don't get themselves into any 

trouble.  After their back go talk to Chad.

 GOAL COMPLETED : Hostages freed

 GOAL COMPLETED : Hostages escorted back to Chad

 GOAL COMPLETED : Chad informed of their fate

Chad'll give you a nano-key for the exit to the catacombs.  The exit is 

located near the bunker your in; do some searching and you'll find it easily.  

Unlock and head through.   

• • • • • • • 

7.14 Paris

• • • • • • • 

Initial Primary Goals:

-Find/make contact with Nicolete Duclare

-Make contact with the former Illuminati leader Morgan Everette

Initial Secondary Goals:



Security bot

MJ12 Commando

Once again, your in another sewer system.  Sheesh how many of these are there? 

Climb the first ladder you arrive at and exit the sewers from the hatch, but 

you'll have to use a lockpick or use firepower to get past it.  At the first 

hatch you'll be in an alley of a large town.  Move towards some ATM machines 

on the wall, watch out for the security bot.  

When you reach the hostel, in which Tong will point out, enter it and find the 

bar behind the front desk.  Talk to the drug dealers to receive a goal.


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

for cash

Get back onto the main road and find an alley near the middle.  Go through the 

laoding point and walk towards building 15, which will have a number pad next 

to it saying so.  Tong will point out it has electronic security.  Break the 

entry and move towards the vents.  Open them to find the zyme and some cash.  

Report back to the dealers, but refuse the first time.  They'll offer again, 

this time for DOUBLE the asking price.  let 'em have it to make a nice profit.

 GOAL COMPELTED : Zyme stolen/returned to dealer

Go back to bulding 15, this time find the club located next to the sidewalk at 

the other end of building 15.  Enter it and pay the cover charge to enter.  If 

you haven't the cash or are too damn cheap to pay there is a back entracne in 

which you can blow open, though the explosion might attract some of the clubs 

security.  In the club, head up stairs and DONT PAY ANY OF THE PARTY PEOPLE 

FOR INFORMATION.  They are total rip offs and the info they priovide is either 

bull or simply something you already know.  Up stairs find the girl sitting 

alone in a chair and talk to her.  She'll tell you she'll talk to Nicollete 

and get her to meet out behind the club.

 GOAL ADDED : Meet Nicolette behind the club

Exit the club and meet the chick out back in the alley.  Jock has conveinently 

landed.  Talk to her, and find that she IS Nicolette.  Move on to the Chateau 

using Jock's 'copter.  As you take off you can see the pathetic Gunther 

srambling to the position the chopper was in...a sad sight.  I bet you can't 

wait to put him out of his misery, eh?  Well, the wait is almost over...

• • • • • • • • • • • • 

7.15 Chateau Duclare

• • • • • • • • • • • • 

Initial Primary Goals:

- Search the chateau for evidence of the relationship between Everette and 

Beth Duclare

- Find the former Illuminati leader Morgan Everette

Initial Secondary Goals:



MJ12 Commando

At the chateau(pronounced chay-tow, if ya didn't know) enter the mansion, 

preferably through the back as it requires no lockpicks or explosives, and go 

up the steps and find Beth's room.  It'll be locked, you can find the key 

behind a lamp in the upsatairs hall to unlock it.  In Beth's room grab the key 

to Nicolettes room on the shelf, then go to the painting.  Open it to find a 

bunch of goodies, including a nano-key to the celler.  Don't forget the two 

datacubes, the one in the painting and the one near the leg of her bed.  Go 

back to the hall and find the next locked door; open it to find Nicolettes 

room.  Move the skull on her shelf to reveal a thermoptic camo and some other 

things(what was Nicolette doing with a thermoptic camo? Why, to sneak out when 

grounded! I need to get me one of those!).  Go back downstairs to the kitchen.  

Open the way to the cellar to find a bunker.


 GOAL ADDED : Find the secret computer roor used by Beth

Proceed through it to an entrance blocked by wood.  If you don't feel like 

blowing it open or crouching around it use the 4 by 4 leading up to the vent, 

which will lead to the same place.  

NOTE: If you go through the 4 by 4's, Nicolette will follow, literally 

shattering the wood to peices.  Huh, she is the one person you can call, and 

truly mean, dense.

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

 GOAL COMPLETED : Computer room found

 GOAL COMPLETED : Chateau searched for evidence

Exit the chateau through the back way to find a maze.  Kill the two MJ12 

commando's and find the mazes exit, an entrance to another sewer system.  

Follow it to a loading point.

• • • • • • • • • • • • 

7.16 Templar Cathedral

• • • • • • • • • • • • 

Initial Primary Goals:

- Access the Templar computer system so Everette can complete a vaccine

- Find the former Illuminati leader Morgan Everette

Initial Secondary Goals:

- Recover the stolen gold from the Templar


MJ12 Commando

MJ12 Troopers/Snipers

Security bot

Military Bot

Jump onto the dumpster and into the building behind you, smashing the glass.  

There is a nano-key in here, among some wine bottles, for the front gate.  

Jump out the window with Speed Enhancement to break your fall and kill the 

surprised commando.  Follow the road to a barrel with a fire in it.  Take out 

your Spy Drone and fly it over to the military bot, then detonate it.  If you 

don't have the Spy Drone or if it doesn't have a heavy enough EMP attack use a 

LAM/LAW/GEP on the military bot.  After it is destroyed get the attention of 

the snipers on the bridge.  They'll come and open a door to your left.  Kill 

the oncomers then head up the steps to the bridge and grab supplies and a 

sniper rifle to pick off MJ12 in the distance.  

When your done sniping get back down to the road and follow it to the Templar 

Cathedral, a massive church-like building.  There are two entrances; one is 

through the main door leading to barracks and the other through a trellis 

leading to a sky window.  The area around the cathedral is watched with about 

6 security bots so make your decision FAST.  I would recommend using the 

trellis.  In using the trellis you'll drop into a library, not having to blow 

through the guarded barracks in which the library is above.  You may want to 

check out the barracks anyways for some weapon mods and ammo.  Make your 

decision then go back into the library and head through the doorway.  Turn 

left, kill the sniper, and go up the walkways to a dark hall patrolled by a 

sniper.  Kill him then head down the walkways and enter the first doorway 

you'll come to.  Descend the steps to find a vault door on your left.  Its 

locked, of course, but note its also the place where the gold is stored.  

Unless you want to waste a lot of multitools, get the code from up the steps 

and through the unlocked door to a room with an MiB.  The datacube is on the 

table.  Now go back to the safe and open the doors.  Run past the tripwires 

then run back; that's all you have to do to complete the goal.

 GOAL COMPLETED : Gold found

Turn left at the safe to another room with an unlocked door watched by a 

camera and turret.  Pass the camera and go through the locked door.  You'll 

get a transmission from Gunther(remember him?) taunting you.  Enter the next 

room to meet him face to face.  After your chat he'll take out a flame-

thrower.  Needless to say, don't get too close.  Take out a LAM or other 

explosive to spill his guts all over the floor.  Afterwards hack onto the 

computer if you don't have a login and send the transmission to Morgan 


 GOAL COMPLETED : Transmission sent to Everette

 GOAL ADDED : Go to the metro sation and await further instructions

Exit the Templar back to the road.  Find the subway station near the entrance 

to the cathedral courtyard and enter it.  

 GOAL COMPLETED : Metro station entered and awaiting further instruction

 GOAL ADDED : Meet Tony Atanwe in the metro station

There aren't any enemeis in the metro, unless you decide to go on rougue cop-

killing spree, which is always fun.  In which case a pair of security bots 

will emerge.  Anyway go down the hall and find the automatice door leading to 

the subway.  Note there is a repair bot in a locked sliding door, and a 

crooked mechanic will sell you stolen mods through the break room.  After 

finding Tony you'll be presented with an option, to find Everette on your own 

or have this Tony knock you out and take you to him.  Well, it turns out its 

not an option and either way you'll be knocked out.  When you awake you'll be 

in Everette's building.

• • • • • • • • • • • • • 

7.17 Everette's Hideout

• • • • • • • • • • • • • 

Initial Primary Goals:

-Find Morgan Everette

Initial Secondary Goals:




It should be fairly easy to find Everette.  If you need help, well uh...LOL.  

However there is a small bedroom near the kitchen.  In it is a painting.  Blow 

it open with the PS20 on the table and find a man in cryogenic storage. Don't 

ask me. 

 GOAL ADDED : Tell Everette to adjust the temperature

Go to Everette and tell him that.

 GOAL COMPLETED : Everette told

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

Heheh, that should reveal a few things about Everette's character, though I 

won't spoil anything here.  Go tell the man in storage what Everette told you.  

 GOAL COMPLETED : Man in storage told

Note: You can shut down the man in storage's life support, using the security 

terminal. Doesn't make any difference, though. 

You should have gotten a key now from Everette.  Don't forget to visit Alex 

and the medbot, and you may want to check out the mysterious AI in the room 

adjacent to Alex.  

Afterwards go back to the point where you started the level.  Go to the 

infinitely locked door and unlock it.  In the helicopter bay talk to the 'Odd 

Mechanic'.  He will be very agitated and openly nervous.  He will also mention 

several times there is nothing wrong with the helicopter so 'don't worry about 

it!'.  Uh-huh, that should tip you off.  Go to the barrels to find a dead 

mechanic.  When the connection is made in your little brain kill the odd 

mechanic and talk to Jock.  As expected, he'll find a bomb onboard that would 

have killed him in Area 51, a place several levels away.  Board the chopper to 

the Vandenberg Airforce Base.  

• • • • • • • • • • • • • • • • 

7.18 Vandenberg Airforce Base

• • • • • • • • • • • • • • • • 

Initial Primary Goal:

- Destroy all the bots that are keeping the base under lock-down

Initial Secondary Goal:

- Activate backup power for the X-51 scientists' bot security system 


Security Bot

Military Bot

Spider Bot

MJ12 Commando

MJ12 Trooper



You'll start out on the roof of Vandenberg.  A scientist will talk to you, 

giving you your secondary objective.  I wrote it as starting goal because, 

well, it practically is.  

You have a decision.  If you don't want to complete the secondary goal your 

going to have to come up with a lot of GEPs, LAWs, LAMs, EMP grenades, or Spy 

Drone power.  All bots are located directly below on the ground, and your 

going to have to take each one out like you normally would, so you don't need 

the following walkthrough(which explains the secondary goal).  After you 

destroy the bots scroll down to "GOAL COMPLETED : All bots destroyed" and read 


For those of us who like to go the extra mile and would like to complete the 

secondary goal, read below.  I promise you'll get a great reward and relief.

Go through the door and climb down the stairs.  Destroy the turret and camera 

and proceed through the next two anterooms, killing off local pests, e.g. 

UNATCO agents.  When you arrive at the elevator take it to Level 2.  Kill the 

MiB and MJ12 on the floor and descend the walkways leading down.  You'll find 

the first switch for one of two generators needed to activate the backup power 

to the X-51 bot system.  Press it.

Go through the double doors and make your way out of the base.  Turn on Radar 

Transparency or Speed Enhancement(to get by the bots) and turn left towards 

the last generator, guarded by a couple of snipers in a tower.  The switch 

will be in an unlocked power box.  Press it.

 GOAL COMPLETED : X-51 bot system given backup power

Aright backtrack to the entrance to the base and head north towards a pair of 

military bots.  No, I'm not crazy.  RUN to the shed to the left and press the 

button to open its door.  You'll find a pair of inactive military bots.  

Activate them by pressing both switches.  

Here's your promised reward: The X-51 bots will take care of all the MJ12 bots 

for you, as they are invincible.  And you also get a cookie, but please claim 

that at the end of the FAQ.

 GOAL COMPLETED : All bots destroyed

 GOAL ADDED : Go to the communications center to gain access to Gary Savage

The other shed is the communications center, open when all bots are destroyed.  

Through the loading point, talk to the scientists.

 GOAL COMPLETED : Comm center entered 

 GOAL ADDED : Use the tunnels to find key to the control room

 GOAL ADDED : Enter the control room and Find Gary Savage

 GOAL ADDED : Uplink Daedalus to the military computers near the control room

Enter the hatch in the back of the communications center(but not before 

gearing up).  In the tunnel avoid or destroy the spider bot to a set of 

tripwires.  Use an EMP grenade, bypass the terminal, or just run through the 

tripwires.  If you run through them spider bots will appear and the door will 

slowly begin to close.  Get through the door fast as it doesn't open again.  

Let it close on the bots.  Go through the loading point then through the 

radioactive hall(you can bypass the radioactive hall, if you don't have the 

health to waste, using lockpicks on the door to your left.  Depending on your 

skill level, it varies from 9 to 3 lockpicks needed).

At the end you'll find a pair of un-bridged platforms.  To get to the other 

side, if you lack the appropriate running skills, your going to have to use 

the lift operator.  The lift operator is located down the walkways and past 

the tripwires.  Set the lift to "3" and it will bridge the platforms.  Across 

disable the spider bot then find the dead scientist.  Take the mission-

critical nano-key and go up the ladder to arrive back at Vandenberg.

 GOAL COMPLETED : Tunnels use to find key

Well the point of going through the tedious tunnels was to get the nano-key.  

Head up to Level 2 and find the infinitely locked door.  Unlock it with the 

nano-key and go through.  Go past the PC and head up the steps to find Savage 

& company.  Talk to him.

 GOAL COMPLETED : Tunnels used to find key to control room

 GOAL COMPLETED : Savage found

Grab the nano-key on the cart to the right of Carter, then descend the 

stairwell to the lowest level.  You'll find a small air-conditioned room with 

a fan.  Blow away the fan and go through the hole.  Drop down to the second 

level and go to the PC, but watch the electrical outbursts, which can be 

disabled using the power terminal.  Savage gave you a user name so log in and 

upload Daedalus.

NOTE: If you don't have any explosives you can use lockpicks, if you have 

neither your going to have to go back to Carter and towards the cart with the 

nano key.  Go through the door to the left to another electrical outburst 

room.  Take the lift up and go to the mission critical PC.  

 GOAL COMPLETED : Daedalus Uploaded

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

Go back to Savage and to the hologram machine to find Bob Pages ugly face 

taunting you.  Ah, as blue as the sky does Bob patronize you.

 GOAL COMPLETED : Bob Pages message heard

 GOAL ADDED : Meet with Jock in the Northeast section of the base

Exit the compound to the outside, where you destroyed the bots.  Jock will be 

in the far Northeast section.  Meet up with him.

• • • • • • • • • • • • • • • 

7.19 Abandoned Gas Station

• • • • • • • • • • • • • • • 

Initial Primary Goals:


Initial Secondary Goals:

- Rescue Savages daughter


MJ12 Commando




Ahead of you are some bums huddling around a fire.  You might also find Sandra 

Renton(ya know, the rebellious girl from the 'Ton) if you saved her from JoJo.  

Talk to the male bum to get a nano-key and he'll offer you some supplies.  Buy 

what you want then go back to the locked sewer entrance.  Unlock it with the 

key and climb the ladder inside to pipe to arrive at the Gas Station.  You 

must be stealthy here, otherwise the MiB will kill Savages daughter.  Take out 

a quite weapon, notably a stealth pistol or knife, and slay the first UNATCO 

guard.  Go around to the other side of the gas station and through a gate.  

Kill the dogs and guard then climb the ladder to the roof.  You can enter the 

building your in, but it only has supplies, and not much at that.  So jump 

across to the next buildings roof.  CROUCH, the take out a machine gun/heavy 

weapon/something your good at killing MiB's with the drop down and let your 

guns go a blazin'.  Kill everyone in sight, except for Savages daughter, who's 

in the small cell.  Talk to her and tell her to wait where she is while you 

clear out the perimeter.  

 GOAL COMPLETED : Savages daughter rescued

 GOAL ADDED : Meet up with Jock in the junkyard

With Savages daughter safe you may go going into a loud and wild killing 

spree.  Or not.  Whatever just make sure everyone is dead.  Go back to Savages 

daughter and tell her to break for Jocks copter.

 GOAL COMPLETED : Jock met with

• • • • • • • • • 

7.20 Ocean Lab

• • • • • • • • • 

Initial Primary Goals: 

- Steal a mini sub from the URV module and take it to ocean lab

- Recover the schematic Gary Savage needs to finish a Universal Constructor 


Initial Secondary Goals:




Military bot

MJ12 trooper

Walter Simons



Dispose of the military bots with whatever means are available to you then go 

to the center of the patrolled area.  Enter through the door and up a set of 

twisting stairs.  You'll come to a small lab area.  Kill off the local Mj12 

then talk to all the scientists for information and passwords.  Find a set of 

ladders going down.  Climb them to the bottom to reach a loading point.  Get 

past the turret watched halls and you'll find another lab with several more 

scientists, bustling round doing their thing.  Talk to the female to get a 

login and password then climb the stairs, killing as necessary.  Progress on 

'til you find the sub bay.  One is under construction, the other is operable.  

First your going to have to open the bay doors using the security terminal by 

the mechanic.  You got the login from the female scientist but if not just 

hack it.  After you open the doors press the X button on the mini sub.  Too 

bad you can't ride it :(.


 GOAL COMPLETED : Mini-sub stolen

At Ocean lab head up the stairs.  There are two doors, but they only lead to a 

karkian observatory.  So head up the next set of stairs, all the way to the 

top.  Go through the unlocked door to a room watched by a turret that cannot 

be shut off.  Destroy it then head through the door to another turret watched 

room.  The locked door ahead of you is what you need to enter, but unless you 

want to waste a lot of lockpicks, get the key from the supply room in the hall 

next to the turret.  Pass through the door to a greasel lab.  Take out your 

flame-thrower and set on fire the greasels let loose.  Climb into the water 

using the ladder.  Use some multitools on the security pad, or you can find 

the datacube w/ the code in the adjoining room.   

Exit the water to a loading point.  Climb the steps to find a small room with 

electricity running wild.  Avoid it best you can through the door(don't forget 

about the datacube on the table).  From here, make your way past some turrets 

and down some ladders to a half finished mining tunnel.  To the right entrance 

is a karkian and nano-key for the door.  Enter the door(watch for greasel) and 

go on until you find a large spider bot.  Deactivate it using a Spy Drone or 

whatever lies in your inventory(ignore the lifts to the far left and 

right...they lead to nothing but a radioactive rooms watched by many spider 

bots, the only reward being some sparse supplies).  Go to the lift and take it 

up.  Destroy the two turrets and go to the security terminal/hack it to extend 

the bridge, if you don't feel like jumping across.  Approach the Universal 

Constructor and you'll get a transmission from Everette telling you to login 

into the PC to the left.  Do so and upload the UC schematics into JC's brain.

 GOAL COMPLETED : UC Schematics recovered

 GOAL ADDED : Meet with Jock and Savage on the outside roof of the Ocean Lab 


Now head all the way back to the half finished mining tunnel to find Walter 

Simons himself in a face off.  Take out a LAM or GEP or LAW or anything that 

is explosive and use it against him.  He tote's a plasma rifle, in which a 

direct head hit can take away all your health, so there is no time to play 

with him.  You can also draw him into the track and turn on the electricity, 

but that's too damaging.

After that cocky bastard Simons is dead, backtrack all the way to the mini-

sub.  Take it back to the other lab.  From there backtrack to the place where 

the friendly scientists talked to you/where the MiB were.  There is a walkway 

and ladder leading to the roof, use them to find Savage and Jock.

 GOAL COMPLETED : Savage and Jock met with

• • • • • • • • • • 

7.21 Missile Silo

• • • • • • • • • • 

Initial Primary Goals:

- Abort the launch sequence of the nuclear missile

Initial Secondary Goals:





Security Bot

MJ12 commando

MJ12 trooper

Howard Strange

Start out by circling the wooden enclosure to find some dogs and an 

indestructible hatch.  Kill the dogs and approach the building ahead of you.  

Before entering you may want to listen in on the troops' conversation.  

Otherwise take out flame-thrower and set fire those around the table.  Pick up 

the nano-key and ammo then head up.  Use the security pad to get to the attic 

if you want, but either way go out onto the walkway.  Destroy the bots and 

guards in the area then enter the other wooden enclosure.  The main door is 

locked, but you can lockpick it or use the lift, at the cost of some 

multitools.  If you have none, there is an alternate route.  Go to the 

building with the walkway connected to it, the other one that you weren't on.  

In there is a vent.  Enter it and out to find some steps.  Head to the bottom 

and enter the silo control center.

Go down the hall, ignroing the poinltess tripwires, killing the MiB and MJ12 

in the area.   Head to the left to a locked bathroom.  Open it to find a 

datacube with a login and password to the missile launch terminal.  Climb the 

stairs to it and press the red abort key.  Now hack the terminal, or use the 

login you can get from the bathroom, and reprogram the launch.

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

Exit the missile control center to the missile silo.  You can either a) blast 

your way up the walkways to the top where a certain Howard Strange is 

tampering with the launch, or b) use the vent in the main hall to land in some 

water.  Form here press the underwater button to make the lift descend to your 

level.  Go to the 3rd floor, clear it out, and safely snipe Howard with no 

trouble(he carries a plasma rifle).

 GOAL COMPLETED : Launch sequence secured

 GOAL ADDED : Meet Jock outside the silo

Get on the lift and take it to level 6.  Clear the level out and climb the 

ladder.  You'll go through a loading point and find that you were in the 

indestructible hatch I mentioned earlier.  Now go meet with Jock.  

• • • • • • • • 

7.22 Area 51

• • • • • • • • 


Initial Primary Goals:

- Get past the blast doors to the north of the helipad

- Gain Access to the Area 51 bunker

Initial Seconday Goals:



MJ12 Commando

MJ12 Troopers 





Security Bot

Bob Page

If you killed the mechanic at Everette's hideout and Jock found the bomb, 

nothing will happen.  If not, the bomb will go off killing Jock.  Nothing game 

altering will occur, but its noteworthy.  

Spot the sniper up in the tower and kill him.  Go to the tower door and 

destroy it.  Head to the top to the security terminal, hack it and open the 

blast doors.  Enter the blast doors t the east, avoiding turrets and security 

bots along the way.

 GOAL ADDED : Activate power to the elevator system

That goal isn't required; you can drop from pipe to pipe to ledge to pipe to 

the bottom, but only if you have a lot of health, bio energy, level 4 speed 

enhancement, and a helluva lotta skill and patience.  To activate the lift's 

power go into the tunnel to the right.  You'll find a security bot, take it 

out.  The button that activates the power is through the locked door on the 

left.  Use a TNT crate to blow its door open.  If you don't feel comfortable 

that way, as I sure didn't, go in through the roof, but note you'll have to 

battle a mini-spider bot.  Any way you choose press the button.

 GOAL COMPLETED : Elevator power activated

Go to the elevator and take it to the bottom.  Go through the blast door using 

the switch and passing a loading point.  Talk to Everette on the hologram 

display.  You'll get one of three ending objectives.

 GOAL ADDED : (Join the Illuminati) Kill Bob Page

That goal is something you do not have to do if you don't want to.  That is 

only one of the three endings; I would here the others goals out first before 


Head into the tunnel to the left.  You'll face a turret and security bot.  

Destroy both and proceed to the end of the tunnel.  Kill the guards then go 

the sector 3 blast door.  It'll be locked at 90% strength, requiring at least 

4 lockpicks on the Advanced difficulty.  If you don't have the lockpicks go 

back into the tunnel and through the door saying Break Room(you have the code 

from Everette).  Kill the MiB and get a code from the nano-key.  Exit the room 

and go to the barracks.  There you'll find some locked sleeping quarters.  In 

one of them is the nano-key; take a look.  You also have the code to unlock 

that one.  In here also is a aug upgrade if you want it.  With the key, go to 

and through sector 3's entrance.

Move to the lift and it will come up with sever MiBs and Mj12 troopers.  Kill 

them then take the lift down.  Talk to Tracer Tong to receive another optional 


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

Go through the entrance and through the locked door to the left to an 

anteroom.  There is another locked door, unlock it too.  Kill the greasel in 

the pool then take a dive to the bottom.  Get a code from the datacube/get the 

nano-key.  Now proceed back to the main part of sector 3, and go through the 

door to the right of the hologram Tong was on.  Head up the steps and Helios 

will contact you.

 GOAL ADDED : Talk to Helios

How comforting.  Merging with a computer :|.  Know what's stupid? He says 'Go 

meet me' yet he keeps his damn door infinitely locked.  What an ass this AI 

is! Oh well.  Go to the Reactor Lab guarded by a mini-spider bot.  Go through 

the door with the code you got underwater.  Kill the grays and proceed past 

the antimatter reactors to the mechanic.  DO NOT KILL HIM!!! Talk to him and 

you'll get the code to Aquinas Reactor.

Go to the Aquinas Reactor.  You'll find Helios at the top of a large chamber 

in which you'll have to take the lift up to.  Talk to him.

 GOAL COMPLETED : Helios spoken with

 GOAL ADDED : (Join Helios) Deactivate the uplinks on the Aquinas Reactor to 

allow Helios to merge with you

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


(New Dark Age) Tong's Ending


Helios will have opened sector 4 now, find it on your map and get to it.  From 

the beginning of Sector 4 make your through the Cloning Center to Bob Page 

himself in some kind of force-field.  After a small discussion turrets will 

activate.  Run past them to the right of Page to find a lift.  Take it down 

and take out your flame-thrower, and use it to kill the floors' greasel and 

karkian. Proceed to the universal constructor.  Enter the blast doors saying 

'Coolant B13'.  Proceed down the corridor, taking out MJ12 commando's and 

such.  There is a button on a console saying 'Flush System'.  Press it then 

return to the reactor labs in sector 3.  If you haven't been there before look 

on your may for 'Reactor Core' and make your way there.  Put on Environmental 

Resistance or hazmat suite then jump to the below reactors.  Deal with the 

grays then press both reactors' 'Failsafe' switch's.  Then go up to the office 

overlooking the reactors.  Press the button on the wall.  Wait for the next to 

open.  Press that, then the final.  Another button will unlock itself on the 

console.  Press it to finish off Area 51 in a beautiful CG cutscene.

[Credit 'diablogamer' on the GameFAQs Deus Ex PS2 board for helping me find 

the 'Flush Systems' switch]


(Merge with Helios) Helios' Ending


Proceed to the left of the Universal Constructor in the floor below Page(use 

the lift to get there), inhabited by hordes of karkian and greasel.  Turn left 

and enter the blast door using the button.  In the chamber it leads to, kill 

off the grays.  You'll soon receive a transmission from Helios giving further 

instruction.  Go to the machines on both sides of the Aquinas Router chamber 

and press both the buttons.  This will unlock the PC.  Hack it and press X on 

the download option.  Now return to Helios.  End game.


(Join Illuminati) Everette's Ending


This one is one of the more complicated.  Your going to need at least 10 

multitools, as tour going to have to deactivate 4 bluish canisters using the 

'tools.  The location of the 4 are as follows:

1.  To the right of the chamber Page is in, to the right of the lift.  Some 

security bots will emerge once deactivated.

2.  Take the lift down to the place below Page's augmentation chamber.  Its on 

the wall to the right side under a yellow outline.

3.  At the bottom of Pages chamber, near #2, is an incline leading to a room 

filled with radiation.  Put on a hazmat suite or Environmental resistance and 

go to the blue fusion canister.   

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

After you deactivate Page's coolant systems return to Pages chambers.  Proceed 

past him to another UC.  Turn right a balcony overlooking Page.  Press the 

button on the console and the game will end with a stunning CG cutscene.  


                               END GAME


No matter which ending you chose, I hope you enjoyed this game and I hope this 

FAQ helped you through it.  Check out my next guide, for Star Fox 

Adventures(GCN) and which will be up in early October.  Until next time, this 

is black hole sun logging off 0_o

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                            7)  Aug Locations

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All augs/upgrades are placed in chronological order. I have finally completed 

this list; ALL the augs in the game are listed here.


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

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


[Torso] Aqualung/Environmental resistance aug : Battery Park

Location: In the underground tunnels where the ambrosia is contained.  Its in 

a locked door up some steps.  In other words its the first door you'll come to 

if you lockpicked the hatch in the Castle Clinton.  Blow it open then blow 

open the safe to find it.


Aug Upgrade : Hell's Kitchen

Location: Go to the Osgood&Sons wherehouse to the anteroom with metal crates. 

There is a locked door; knock it down to find the aug upgrade.

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


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

Location: Third floor of the NSF warehouse.  Its in a safe under a desk with a 

terminal on it OR on your way down to the UC on the catwalk.  Use the terminal 

to hack open or use multitools.


Upgrade Canister : NYC Airfield

Location : Where you find the first barrel of Ambrosia, head up the steps to a 

locked room.  Enter through it, kill the NSF agent, then move the flower pot 

on the table to reveal a switch.  Press it to reveal a secret area.


[Subdermal] EMP shield/Energy Shield : NYC Airfield

Location : In the troop barracks on the bottom floor in the main room a brick 

is sticking out.  Press it to make the wall retract and you'll find a small 

supply room with the aug.


Aug Upgrade : Hell's Kitchen

Location : Paul's secret room in his apartment.  Its only there after you 

finish the Air Fields level.


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


Location : In the containment labs where the locked away greasel are located, 

go upstairs towards some MiBs.  Hack the terminal to open the aug 

containment's canister [OR] you can find this in the containment pods 

surrounded with radiation.


Aug Upgrade : UNATCO HQ

Location: Only found after you complete the 'Unknown Location' level, this is 

in the med lab next to Jaimie.


[Torso] Regeneration/Ballistic Protection : UNATCO HQ 

Location: In the medlab, unlock the maintenance door.  Its only found after 

you complete the 'Unknown Location' level.


[Subdermal] Cloak/Radar Transparency : VersaLife

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

deactivate the radiation.


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


[Torso] Synthetic Heart/Recirculator : VersaLife

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

use multitools.


Aug Upgrade : Tong's Compound

Location: You can only get this after you beat VersaLife, and then only if you 

told Jaime back at UNATCO HQ to meet with Tracer Tong. Jaimie himself will 

give the aug to you.

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


Pick One (Torso) : PSC Wall Cloud

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

it open.


Aug Upgrade : Hong Kong(Luminous Path HQ)

Location : IF you told Jaime Reyes to come to Hong-Kong at UNATCO HQ he will 

bring it to you. IF I repeat, IF.


Aug Upgrade : PCS Wallcloud

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

the aug.


Aug Upgrade : Graveyard

Location: In Dowd's family mausoleum there is a safe near the steps.  Lockpick 

it or blow it open to find the aug upgrade.


Aug Upgrade : Chateau Duclare

Location: In the suspension safe in the secret computer room.  The code is 

found in a datacube in Beth's room.


Torso : Everette's Hideout

Location: In the suspension vaults in the room next to the entrance to the 

fish tanks.  Use some multitools or hack the terminal to open them.


Upgrade : Everette's Hideout

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


Upgrade : Vandenberg Air Force Base

Location: In the locker room in the back of the communications center. 

Lockpick or blow the correct locker door open(not sure which one).


Upgrade : Ocean Lab

Location: The place with the underwater Universal Contructor, there is a dead 

floating MiB. Seach his body. Watch out for the water is electrified.


Upgrade : Ocean Lab

Location: On the roof where you leave with Jock, Savage will give you it ONLY 

if you rescued his daughter in the previous level.


Upgrade : Area 51

Location: Before entering through the blast doors go the shed to the right of 

them. In there grab the nano-key to open the hatch.  Climb down to find the 

upgrade sealed behind glass.  Use the security pad.


Upgrade : Area 51

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


Upgrade : Area 51

Location: On the stairwell leading to the door to Aquinas Hub go to the top. 

You'll find a computer room and the aug. Get the code from the datacube then 

use it on the security terminal to open the aug containment.


Upgrade : Area 51

Location: On a dead scientist in the Cloning Facility.

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

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                               8) Cheats

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Cheat Mode:

Enter the Goals/Notes/Images screen by press SELECT.  Press L2, R2, L1, R1, 

Start 3x to display another tab on this screen with the following options: 


Full Health

Full Energy

Full Ammo

Full Mods

All Skills

Full Credits


(Some options may need to be re-enabled after entering a new area, e.g. when 

you go through a loading point)

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


Note: This has no effect on indestructible objects.  


Glitch: Retain inventory:

After becoming detained, press Square when the "Area Unknown, Time Unknown" 

text appears to drop all of your items.  Wait a few seconds, then collect them 

again.  If timed correctly, you can keep all your items.  

[Credit: Cheats from gamewinners.com]

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                         9) Deus Ex: Reviewed

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Why read a pro review from IGN when you could read a free, under-paid over-

worked rookie's review? You got me, but I took the time to write this so read 




Deus Ex...words that for so long have been PC only.  We all know how great it 

was on PC, but how does it fare on a less powerful PS2? Read on to find out.

Presentation 6/10

Good, easy to learn controls that make you trigger happy.  I never once had to 

look at my controller to find out which button opens a door or which relodes 

my gun.  

A simple menu system, though it gets the job done, though the saving times can 

be a pain.  Loading times occur every time you enter a new area; they are long 

and very annoying.  Every level has at the very least 3 and and sometimes 8 or 

even 10 at most.  This is the one of the reasons this department did not get a 

great score.

As for in game presentation, all I can say is detail, detail detail.  

Everything in the game can be used, wether it be a lightswitch, computer 

terminal, flag pole, microsope, newspaper you name it and it can be interacted 


This game, like most games with speech, has some questionable lip-synching, 

but that can be overlooked.  Its not NEARLY as bad as lip syching in Final 

Fantasy X.  Now THAT's a nighthmare, but well that also a different game.  

Though the speech in this game is awesome...Eidos really hired quality voice 

talent.  J.C.'s voice is one of them most memorable I've ever heard.

One of the main reasons I gave this catefory such a mediocre score was because 

of all the glitches. Things dissapearing in front of your eyes, system lock-

ups, stuttering framerate in certain area's, dead guards getting stuck in 

walls. Its reallu rediculous sometimes and occasionally unplayable. You'll get 

used to it, but glitches are glitches nontheless.

On a side note, if you play through the entire game you'll notice NOT ONCE 

will you EVER be in the daytime...this is a +/- thing, but a minus for me.  I 

would really have liked to see Paris in the bright sunshine.

Graphics 6/10

A real problem with Deus Ex is the FPS.  It only runs at 30 and in heavy 

action can drop momentarily to 10 or even 5, making gameplay hard.  A lot of 

textures are blurry, and not a lot of effort was put into weapon detail and 

human faces.  Its really average...nothing really terrible, but nothing eye 

poping either.  I do think ION Storm was rushed to get this done on time.  If 

they hadn't been rushed imagine what this game could have been...  

On the bright side, nothing looks pixilated except the cartoonish blood 

affects, and everything elese is fine, fresh backgrounds and close atttention 

to detail.

There were some glitches, such as guards getting stuck in walls, or a floating 

dead body.  There were even times where the entire game would lock up.  This 

however came with a LOT of playing time and it deosn't occur too often, but it 

happens nonetheless.

Sound 8/10

I loved the original menu music for PC, and it being remixed for PS2 it sounds 

even better.  As for in game, this is also detailed.  Enemy grunts and voices 

sound smooth, and voice acting is just plain awesome.  Lots of detail, such as 

wind or opening doors, machine gargles and the usual nises from a computer.

On the down side, the music through every level can get repetitious...its 

simply used in too many levels.  A little more variety and you got yoursefl a 

symphony of excellence.  

Back on the bright side, the music matches the situations: in a dark section 

of the city where corruption runs wild, the music is set as dark, slow, and 

moody, which just gets ya into the want to play.

Gameplay 9/10

Ahh...here's where it all comes together.  An awesome storyline coupled with 

awesome play mechanics and you got yourself a gem here.  There's not a lot to 

describe; you just have to play it to see.  

Though enemy AI is not the smartet at times, they often call for help or run 

for alarms when damaged.  They don't work together, which is a disapointment, 

but they do surrendor occasionaly and know when to run away.  

There is a nice level design also.  You never get the feeling you just played 

a level previously.  Goals are intelligent and fun to compelte, as are the 

optional secondary Goals.  

What I really love about this games is the amount of ways you can compelete 

Goals.  For example, if you enounter a coded and locked door there's a few 

things you can do.  You can hack it open with a multitool.  Maybe there a 

computer nearby you can hack to open the door.  Maybe search for a nano-key.  

You can find a hidden ventilation shaft or sewer system to get past it.  Or 

maybe the door can be blown open.  Or maybe there is a contact or datacube 

somewhere with the password.  Or maybe you don't need to enter.  The list goes 

on about the open-endedness of this game.  You can try and disable the 

security systems or find an alternate, less watched route.  You can blow 

through a heavily guarded area or go underground and find a tunnel going to 

get to the same place.  This is the best part of this game.

With the skills upgrade option and augmentations customed to your style of 

play, a lot of depth is added to the game.  You can be a stealthy and deadly 

hacker or a full-blown Arnold Swarshenagger (sp?) blowing everyone to hell.   

Overall 9/10

Though the graphics are cheap and not a lot of attention was payed to it in 

this rushed port, the gameplay more then makes up for it.  An all-and-all 

solid game with an awesome storyline, this game is one of the greatest I have 

played, surpassing even the great Half-Life.  Simply put, you must own this 


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                            10) Thank Yous

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Adrenaline SL [Writer - GameFAQs] For being a great author and influence. Her 

MGS2 FAQ greatly influenced this format, BTW. 

Disciple of Yevon [GameFAQs] - Aug locations

gert [GameFAQs] - Pointing out a lot of grammatical errors

dittohead [GameFAQs] - Aug locations

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

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

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                             11) Copyright

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This guide may NOT be freely distributed among the WWW.  This guide may NOT 

appear on ANY site, or be linked to on ANY site, but GameFAQs, GameSpot, 

Cheatcc, IGN, and CheatCodes.  This guide may not be ripped off, meaning you 

cannot paraphrase this and re-submit it under your name.  It may not be 

redistributed electronically or physically, except for personal, private use.  

Anyone who violates these terms of service is subject to the punishment of the 

full extent via various copyright violations.

If you find this FAQ on ANY of the sites NOT listed, EMAIL ME ASAP!

                             This has been




              =================== BHS ===================







End of Document.  (c) 2002 Paul 'black hole sun' Lauria.  All Right Reserved.

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