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Читы для Deus Ex

Чит-файл для Deus Ex

Deus Ex

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Название в Европе:Deus Ex: The Conspiracy
Название в США:Deus Ex: The Conspiracy
Разработчик:Ion Storm
Издатель:Eidos Interactive
Модель распространения:розничная продажа
ISO статус:релиз состоялся 23 июня 2000 года
Жанры:Action (Shooter) / RPG / 3D / 1st Person / Stealth
Похожие игры:System Shock, System Shock 2, Thief 2: The Metal Age, Thief: The Dark Project
Multiplayer:Отсутствует

Даты выхода игры | Раскрыть все

вышла 7 июня 2002 г.
вышла 25 марта 2002 г.
вышла 27 июля 2000 г.

Solution [ENG]

Информация актуальна для
So you've been having trouble making your way through Deus Ex and you think you
need a bit of assistance.  Well, you've come to the right place.  This complete
walkthrough has been designed to guide you through every part of this great
though at-times confusing game.

Due to the role-playing elements that have been mixed in with the first-person
shooting action of Deus Ex, this game is not like most others.  While the
ability
to have multiple paths and the flexibility of choosing who you want to deal with
the situation makes for a great single-player experience, it also makes the
process of developing a walkthrough much more difficult and complex than that of
a typical shooter.  So I have written this little introduction to explain the
way
this guide has been structured to deal with this as some parts may seem as
confusing as the game.


 Multiple Paths

 Most of the time the game will follow a fairly linear progression.  However,
there will be times when you will need to choose how you want to approach your
objective.  Plus, there is no set way to go through the game, you change your
approach at any time so what you did earlier will not stop you from taking a
different path in the next mission.

So rather than write separate walkthroughs for each possible way, the
walkthrough
will follow the game up to the point where the road forks.  Here you will be
given the choices of action and will have to choose your path to be taken to the
walkthrough for that path.  Later on they will re-converge and the walkthrough
will proceed on linearly once again.

I can not and will not cover every possible path.  This walkthrough will only
cover the two or three most common or obvious paths.  Covering them all would
kill all the secrets that the game has to throw at you, and I wouldn't want to
spoil your sense of adventure.  So keep in mind that you can stray off the
beaten
path, it's just that you're on your own there.

The Occupation of Lady Liberty
Your first day on the job, you have just gotten off the boat at the South Dock
at
Liberty Island.  Start heading over towards the crates ahead of you and you will
receive a message from Alex Jacobson informing you that you need to meet your
brother on the dock.  Wait over by the crates from him to come to you and a
cutscene will begin.


Paul will offer you a choice of three weapons: a Sniper Rifle, a GEP gun, or a
Minicrossbow.  Take the Sniper Rifle if you have upgraded your rifle skills or
plan to, this is a hard to come by weapon.  Otherwise, take the GEP Gun if you
plan to do battle with bots or large groups of terrorists.  Don't bother with
the
Minicrossbow, you will most likely find one on a terrorist's body soon.  You
will
receive these mission goals.



Primary Goals(s): Reach the command center at the top of the Statue and find the
leader.
Secondary Goal(s): Meet Harley Filben at the North Dock and get the key to the
Statue doors.
Rescue Agent Gunther Hermann from a cell within the base of the Statue.


The primary goal is the one that has to be completed in order for the mission to
end.  The secondary goals do not have to be carried out, but accomplishing them
can result in you receiving directions or access to a shortcut, a skill bonus,
or
an item.


After the cutscene Paul will walk back to the other end of the dock.  Pick up
the
Crowbar lying on the ground near the wooden crates and use it to smash the
wooden
crates.  Pick up the Binoculars and Lockpick.  Head over to a hole in the dock
across from the crates, it has stairs which lead down into the water.  Go into
the water and smash the wooden crates within the cage suspended below the dock.
Grab the Multitool and the Bioelectric Cell.  Use the stairs to get back onto
the
dock.


Only in this mission will I point out all the secrets.  This is so that you get
used to exploring outside of the main path of the mission.  In later missions I
will only be telling you how to get from point A to point B, so consider this to
be a training mission for the exploring type of player.


Head to the end of the dock that Paul went to, this is the entrance to the
island.  Talk to both Paul and Corporal Collins.  Smash the wooden crates at
this
end of the dock and collect their contents before heading up the ramp and onto
the island.


Go up the ramp and get up against the column ahead on the side that faces the
ramp., this mission will require a lot of movement in the shadows.  Lean around
it's left side and watch for a NSF sentry as he approaches.  When he comes past
you, zap him first to stun him and a second time to take him down.  Search his
body for items, you can leave it with the other two bodies that are already
there.


Consult the map you have of the island to determine the location of the North
Dock, UNATCO HQ, the front entrance of the Statue and the area behind the
Statue.  Head towards UNATCO HQ, make sure to search the bodies on the ground,
the one near the column you had taken cover behind has a Minicrossbow.  Enter
the
HQ and talk to Tech Sergeant Kaplan at the gate, he'll give you the code to the
comm van and offer to sell you some gear.  Go to the comm van and use the code
to
open the door.  Grab the Medkit on top of the computer on your left and the THQ
Darts on the table on your right.


You can either hack the security terminal if you have the required skill or read
the datacube laying under the table to get the login.  Select camera 1, unlock
and open the door that it controls.  Log out of the computer and leave the comm
van.  Climb down into the now-open chamber in the ground and smash the ammo
crate
to get an EMP Grenade.  Climb out, smash the supply crate outside the comm van
and grab the Multitool before leaving the base area.


Go back to the brick path and follow it towards the Statue.  Find the datacube
on
a concrete platform and read it to get the login to the NSF security network
that
has been established within the building.  Grab the Prod Charger and the Pepper
Spray.  Now from here you have three possible strategies for getting inside the
Statue.  Choose the one that you think best fits your playing style: Go Get the
Key, Hack Security, or Sneak in the Backway.  These three paths will converge
later in the mission.  If you picked the GEP Gun earlier or just plan to balst
your way through, choose option 1.  If you have the necessary computer skill to
control defense turrets, take option 2.  If you want to sneak in and avoid most
of the troops, door number 3 is for you.


Go Get the Key
Observe the patrol path of the security bot.  It travels in a oval path that
takes it past the front doors of the Statue at one end and around a small brick
building at the other end.  You should be near this building, outside of the
wall.  Hide on the right side of the opening in the wall and wait for the bot to
go past.   Kill the guard standing in the area.  Now you can use your GEP Gun if
you have one to take out the bot or conserve rockets by using your EMP Grenade.
To do this, face the wall as shown in this screenshot, crouch down, and place
the
EMP Grenade on the wall.  Back away and wait for the bot to go by and be
disabled
by the EMP.


Now that the bot is out of the way, go around the building and head through the
opening in the wall on the other side.  Go to the right and travel through the
shaded area to the Northeast near the Statue to prevent being seen.  The North
Dock is straight ahead.  Don't worry about the guard bot patrolling the area
nearby, it's on your side.


Go down to the North Dock and find Harley Filben in the shack on the end of the
pier.  Talk to him and he'll give you the key to the Statue doors.  He will also
tell you to take the leader alive, tell him that he can trust you.


Go over to the North edge of the pier and look down at the sunken barge below.
That's a secret area.  Go over to the stack of crates near the island end of the
dock and pick up the TNT crate.  Carry it over to the North end and jump in the
water with it.  It will float.  Push it out to a point above the barge and swim
back to the dock.  Get on the dock and get as far away as you can, then shoot
the
TNT crate.


Jump in the water and swim down to the barge.  Enter through the door that was
blown open in the blast and enter the cargo hold.  Smash the crates, grab their
contents, and return to the surface.  You may need to make a separate dive for
each crate.


Head back to the front door of the Statue.  Use the login you got from that
datacube to access the security terminal on the left side of the entrance.
Disable both cameras.  Log out of the terminal and use your Keyring to unlock
the
doors.  Step inside.


There is one sentry on the floor and one on the balcony area above.  Wait
outside
the door for the guy on the floor to walk in front of you, then run up to him
and
zap him with your Prod.  If he runs then chase and zap him or gun him down
before
he reaches the alarm sounder on the left side of the chamber.  Search his body
quickly and then carry it outside where the other sentry won't see it.  Now head
over to the left side of this chamber, walking along the walls, and go up the
stairway on this side.  Take care of the sentry on the balcony and make your way
over to the other side of the chamber.  Smash the medical supply crate to get a
Medkit and pick up the PS20 lying on the floor near it.


Now you must decide whether or not to rescue Agent Hermann.  If you do not want
to rescue him, then head up the stairs at the end of the chamber.  Otherwise, go
over to the opening behind the desk on the other side of the chamber.  The
opening is blocked by laser triplines that will set off an alarm, so either use
a
Multitool to tamper with the circuit panel that powers them or move the TNT
crate
into the opening and shoot it from a distance to destroy the alarms.  Then move
in and shoot or stun the guards within.  Another option for players with
lockpicking skills or a spare LAM is to crawl through the ventilation duct to a
locked room within the secured area.  Then just pick the lock on the door or
blow
it up.  The advantage of this is that it will allow you to surprise the guards
from behind.  The vent duct is on the wall to the right of the guarded opening.


Once inside, go down the corridor on the left to the room just outside of
Gunther's cell.  Watch the camera above the right corner of the corridor from
which you enter.   When it looks to the left side of the room,  run beneath it
over to the security terminal in the room and log into it.  The login is the
same
as the terminal outside the front doors of the Statue.  Shut off the camera, set
the turret to attack enemies, unlock and open the door to Gunther's cell.


Go in and talk to Gunther.  He will ask for a weapon; if you wish, give him your
pistol.  You will probably find another one latter in the mission, otherwise you
will be issued a new one at HQ.  Leave the cell and grab the Weapon Accuracy Mod
on the desk if you have not already before exiting to the main chamber.


Head up the stairs at the end of the main chamber.  Take the stair case all the
way up past the first landing to the top.  You will be able to see a mercenary
through an doorway to the outer chamber surrounding this landing.  Take him out
with your pistol and then eliminate his buddy who runs in to kill you.  Then
proceed up the stairs at the other side of this inner chamber to the top of the
statue.


Kill the two sentries at the top of this staircase and make your way to the
command post.  Go up the ladder and talk to the leader.  Ask him to tell you
what
he did with the Ambrosia shipment.  Grab the Nanoaugmentation canister in this
room before heading to UNATCO HQ.


Hack Security
This requires timing and a computer skill level of at least advanced to be able
to control the turrets.  Observe the patrol path of the security bot.  It
travels
in a oval path that takes it past the front doors of the Statue at one end and
around a small brick building at the other end.  You should be near this
building, outside of the wall.  Hide on the right side of the opening in the
wall
and wait for the bot to go past.  Walk in his blind spot as he goes around the
building, duck into this building.  Take out the NSF guard in this area if he
sees you, use your Sniper Rifle if you have one to get him while you're
concealed
in this building.


Wait for the bot to come back around, stay far back in the building so that it
doesn't spot you as it goes past.  Then exit and stay at least 10 feet behind
him
as it approaches the Statue doors.  Eventually it will veer off to the right, 
at
this time veer off to the left and make a dash for the security terminal on the
left side of the entryway.


Access the terminal and either use the login you received from that last
datacube
or hack it.  I suggest that you use the login so that you can stay in the system
indefinitely and take advantage of a bug that prevents the bot from seeing you
while you are logged in.  Once in the system, turn both cameras off and change
the turret settings to attack enemies.  Wait for the defense turret to destroy
the bot, then unlock the doors and step inside.


There is one sentry on the floor and one on the balcony area above.  Wait
outside
the door for the guy on the floor to walk in front of you, then run up to him
and
zap him with your Prod.  If he runs then chase and zap him or gun him down
before
he reaches the alarm sounder on the left side of the chamber.  Search his body
quickly and then carry it outside where the other sentry won't see it.  Now head
over to the left side of this chamber, walking along the walls, and go up the
stairway on this side.  Take care of the sentry on the balcony and make your way
over to the other side of the chamber.  Smash the medical supply crate to get a
Medkit and pick up the PS20 lying on the floor near it.


Go down the stairs on this side of the chamber and head over to the ATM.  Hack
the ATM and withdraw all the credits it has, the higher your computer skill the
more credits you can get.  Use the water fountain to reclaim some of your
health.  Now you must decide whether or not to rescue Agent Hermann.


If you do not want to rescue him, then head up the stairs at the end of the
chamber.  Otherwise, go over to the opening behind the desk on the other side of
the chamber.  The opening is blocked by laser triplines that will set off an
alarm, so either use a Multitool to tamper with the circuit panel that powers
them or move the TNT crate into the opening and shoot it from a distance to
destroy the alarms.  Then move in and shoot or stun the guards within.  Another
option for players with lockpicking skills or a spare LAM is to crawl through
the
ventilation duct to a locked room within the secured area.  Then just pick the
lock on the door or blow it up.  The advantage of this is that it will allow you
to surprise the guards from behind.  The vent duct is on the wall to the right
of
the guarded opening.


Once inside, go down the corridor on the left to the room just outside of
Gunther's cell.  Watch the camera above the right corner of the corridor from
which you enter.   When it looks to the left side of the room,  run beneath it
over to the security terminal in the room and log into it.  The login is the
same
as the terminal outside the front doors of the Statue.  Shut off the camera, set
the turret to attack enemies, unlock and open the door to Gunther's cell.


Go in and talk to Gunther.  He will ask for a weapon; if you wish, give him your
pistol.  You will probably find another one latter in the mission, otherwise you
will be issued a new one at HQ.  Leave the cell and grab the Weapon Accuracy Mod
on the desk if you have not already before exiting to the main chamber.


Head up the stairs at the end of the main chamber.  Take the stair case all the
way up past the first landing to the top.  You will be able to see a mercenary
through an doorway to the outer chamber surrounding this landing.  Take him out
with your pistol and then eliminate his buddy who runs in to kill you.  Then
proceed up the stairs at the other side of this inner chamber to the top of the
statue.


Kill the two sentries at the top of this staircase and make your way to the
command post.  Go up the ladder and talk to the leader.  Ask him to tell you
what
he did with the Ambrosia shipment.  Grab the Nanoaugmentation canister in this
room before heading to UNATCO HQ.


Sneak in the Back Way
By going this way you will not be able to complete any of the secondary goals,
but you will be able to avoid most of the enemies.  This is also the hardest
path
to take.


Observe the patrol path of the security bot.  It travels in a oval path that
takes it past the front doors of the Statue at one end and around a small brick
building at the other end.  You should be near this building, outside of the
wall.  Hide on the right side of the opening in the wall and wait for the bot to
go past.  When the guard has his back turned, go around the building and through
the opening in the wall on the other side of the building.


Veer to the left and hide behind the stack of metal crates over there.  Make
your
way through the shadows along this side of the path to the North side of the
island.  Pay special attention to the patrol routes of the sentries, time your
moves so that they don't see and move slowly so as to make as little sound as
possible.


Once you reach the North side, turn right and run towards the East end of the
island.  Don't worry about the guard bot, he's one of yours.  You will approach
an area with lots of stacked cargo containers and a small utility shed.  Zap the
guard by the shed and go inside.  If there's a guard inside the shed dispose of
him.


Use a Multitool on the circuit panel to shut down the power and smash the supply
crates on the side.  Grab the two weapons mods and the Bioelectric Cell.  Leave
the shed and head over to the cargo container stacks.


Now, you are going to have to make your way up these crates to the observation
deck above.  Climb the ladder and jump onto the next container, using the metal
crate as a step.  Move the next metal crate into place to use as a step for the
next container.  Jump over to the container in front of the light and climb the
ladder ahead of you.  Make your way up onto the observation deck.


Circle around to the other side of the Statue.  Head up the stairs to the top
observation level.  Approach the archway and disarm the Gas Grenade on the left
side of the opening.  Take the grenade and enter the outer chamber.  You will
hear a guard humming, he is somewhere around the corner on your left.  Throw the
gas grenade and get out of the chamber.


After the grenade goes off, circle around the observation deck to the left side
of the Statue.  Kill the guards while they are incapacitated by the tear gas.
After the gas clears, enter the inner chamber and head up the stairs to the top.
Kill the two sentries at the top of this staircase and make your way to the
command post.  Go up the ladder and talk to the leader.  Ask him to tell you
what
he did with the Ambrosia shipment.  Grab the Nanoaugmentation canister in this
room before heading to UNATCO HQ.

Talk to Paul at the base entrance.  Enter the HQ and head down to the security
checkpoint.  Use the retinal scanner to open the door and head to Level 1.  Go
down the stairs on the right, the door at the base of these stairs is your
office.   Enter your office and Alex will send you your login.  This computer
will be from where you can check your email while at Headquarters.


Go to Manderly's office and talk to the secretary.  Take the Nanokey on her desk
and enter the office to talk to Manderly.  After your debriefing he will tell
you
to go see Jaime Reyes for a medical exam and Sam Carter to get equipment for
your
next mission.


Use you Keyring to open the closet door near the stairwell leading down to Level
3.  Smash the crate and takes whatever is in it.  Enter the conference room
between your office and Manderly's, pass through here to the rec room and talk
to
Agents Hermann and Navarre.  Depending on whether or not you rescued Gunther and
what you said to him if you did, he may or may not be nice to you.  Navarre will
be a bitch regardless.


Leave and go down to Level 3.  Go to the Medical Office and talk to Jaime Reyes.
Use the medical bot to heal and install the augmentation canister you picked up
at the top of the Statue.  Search the dead NSF soldier on the table and take the
throwing knives.


Head across the hall to Alex Jacobson's office.  Talk to Alex, then go looking
for this really hard to find secret.  By the table near the door there is a
piece
of the floor that can be pulled up, revealing a secret area beneath.  Down here
you can find a Nanokey and a Scope weapon mod.


Next, go to the Armory and visit Sam Carter.  Carter will issue you a Stealth
Pistol and another item of your choice: a Lockpick, a Multitool, or some 10mm
ammo.  He will then give you a bit of advice and say something about a thief
breaking into the armory.


Head up to Level 1 and use your Keyring to enter the two offices up there.  Take
the Accuracy weapons mod and the lockpick, then go to Manderly's office to be
briefed for your next mission.  Get the details for your next mission and head
to
the South Dock.  Board the Police boat and head to the mainland.


Mission 2: Battery Park

Getting into Castle Clinton
As soon as you get off the Police boat that brought you to the mainland, Agent
Navarre will run up to you and brief you on the current situation.  A group of
NSF terrorists have holed themselves up inside the Castle Clinton with a barrel
of Ambrosia.  You need to get in there and retrieve the barrel.  You have two
choices here, either storm the Castle Clinton from the front or find a secret
entrance and infiltrate it from underground.


Storm the Front
Head for the Castle Clinton, it's north of your starting location.  As you head
through the streets, keep your weapon holstered or else the residents might run
and panic.  Agent Navarre and a few UNATCO troopers may be in the middle of a
firefight at the entrance when you arrive.  Let them do the fighting, when it is
over you can head inside.  If they are not fighting with the NSF, then head
inside and clean the place out, they will back you up.


Enter the kiosk and grab the NanoKey on the bottom shelf in the room with the
broken windows.  Talk to the kid inside the kiosk, he will ask you for food.  If
you have any, give it to him and he will tell you about the NSF taking boxes
into
tunnels beneath the fort.  Use your Keyring to open the locked room in the kiosk
and within you will see a keypad that opens a steel door set into the floor.


To open this door, either use a Multitool on the keypad or use a Lockpick to
open
the locked footlocker inside the kiosk and use the code stored in the datacube
within.  Go down the stairs that are revealed when the door opens.  Down here
you
will find a room with two doors, one at the base of another flight of stairs.


If you have some Lockpicks and sufficient computer skill to hack security
terminals, go down to the door at the base of the stairs first.  Pick the lock
on
the door and hack the security terminal within.  Shut off the cameras, if you
can
access the turrets set them to attack enemies.  Now go back to the other door,
open in and go down the stairs.


If you don't have lockpicks or computer skills, then just open the first door
and
head down the stairs.  Zap or sniper the terrorist at the base of the stairs and
run into the room on your right.  Locate the Ambrosia container inside the room.
Alex with inform you that Agent Navarre will retrieve the container, so head
back
upstairs and meet Agent Navarre at the entrance to the Castle Clinton and
recieve
your next objective.


Sneak In
However, there is a secret way to get into Castle Clinton.  At the point where
you started there is a vending machine with a locked circuit panel mounted next
to it on the wall.  Use a Lockpick to open the panel and with you will find a
Keypad.  Use a Multitool to bypass it and the vending machine will move aside to
reveal a hidden passage.


Go down the steps within and you will see an NSF agent standing near an alarm
sounding panel.  There is also  a security camera and a defense turret in this
corridor, so be very careful when taking down the agent.


Walk along the wall beneath the camera so as to keep out of it's line-of-sight
and enter the air duct at the end of the corridor.  Climb down the ladder to the
level below and go down the duct to the left of the ladder.  Follow this until
it
ends in a small room, you will be able to see another room with a desk through
the open doorway at the end.


Head towards the desk, a terrorist might see you so zap him before he sets off
an
alarm.  Head into the next room, it will contain some crates and a visible
defense turret.  Get between the large metal crate and the wall, move to the
right and lean around so that you can see the camera.  When it is not looking at
the doorway between you and the stairs, run back around the crate and through
the
open doorway.


In this room you will find the Ambrosia that you were told to find.  Alex with
inform you that Agent Navarre will retrieve the container, so head back the way
you came to the boat dock where you started.  Then head to the Castle Clinton,
which is North of the dock to find Navarre and get your next objective.


Subway Hostage Situation
This next objective is not that difficult, that is you don't plan on rescuing
the
hostages.  While you're mission will not fail if they die, you will get a nice
large bonus for saving them.  The choice is yours.


The Battery Park subway station is located in the shanty town to the west of the
Castle Clinton.  Now there are two ways into the station, one involves sneaking
in through the airshaft.  The other way is to go in through the front.


Frontal Assault
If you're a Duke Nukem wannabe, this is the choice for you.  Go up to the subway
entrance and take out the terrorists at the base of the first flight of stairs.
Head down to this landing and face the next flight of stairs on the left.  Kneel
and take out any terrorists that you can see within the station.  Be very
careful
with you aim, a single stray bullet hitting one of the TNT crates will set off a
chain reaction and kill everyone on the platform.  (However, you can end the
situation quickly by setting off the TNT crates from the safe distance of the
first landing.  This will kill everyone, but you will still be able to continue
on with the mission.)


Now it's time to deal with the booby trap.  Remember those EMP Grenades Navarre
gave you?  Bust one out and throw it down so it lands in the middle of the laser
tripline grid.  The blast will knock them out for a few seconds, long enough for
you to run through.  Talk to the hostages in the station, then board the train
and head for Hell's Kitchen.


Airshaft Rescue
Next to the subway station is a small building with an access hatch set into the
ground next to it.  This is the airshaft leading down to the platform.  Open the
hatch and climb down to the ventilation control room.  In here is a door that
will give you access to the ventilation ducts.


Climb down the shaft to the second level.  Go straight away from the ladder and
follow the duct around the station.  As you go around the station, stop at each
duct and use your Pistol or Sniper Rifle to take out each terrorist on the
platfrom one by one.  When you've gotten all of them, exit the duct to the
platform and talk to a hostage.  You will tell them to run into the train when
you open the doors.  Open the doors on the train and get onboard.  Now you're on
your way to Hell's Kitchen.

Hell's Kitchen

Meet the Locals
Welcome to Hell's Kitchen.  Take a quick break while you're here.  Talk to the
people in the subway station, read the news on the public access terminal, hack
the ATM for some cash, drink a few forties. Then head up the stairs and meet
Paul
near the top.  He'll fill you on the current situation and give you your next
set
of objectives.


The generator that powers the EMP field is located inside a warehouse, you need
to find out how to get to it.  This area also includes a few side missions and
secondary objectives that can pop up an any moment.  I recommend that you take
on
each side mission, as they contain many things that can help you, especially
useful equipment.


Exit the subway station and head down the street to the west, towards the
Underworld Tavern.  Go around the back of the tavern and enter a tunnel next to
the road tunnel, where you'll overhear a pimp talking to a girl.  The girl is
Sandra Renton, the hotel keeper's daughter whom Alex had mentioned earlier. 
When
the conversation ends, step in and talk to the pimp.  Tell him that he has 10
seconds to beat it before you add him to the list of NSF casualties.  When he
takes off running, talk to Sandra and she'll talk about several things,
including
something about a guy named Smuggler and a warehouse owned by a guy named JoJo.
These are a couple of the leads that you needed.


After Sandra walks away, head back to the street.  Visit the Underworld Tavern
to
gather some information, mainly on Smuggler.  Head down the street to the East
and follow it around to the 'Ton Hotel.  Along the way you will see a couple of
UNATCO troopers.  Talk to them and they'll ask you if you want some Gas
Grenades.  Talk to the other trooper in front of the entrance of the hotel and
he'll fill you in on the hostage situation.


Here you can decide if you want to take care of the situation and how to get
inside the building.  You might as well, there are only a few terrorists to deal
with and Paul's apartment contains a lot of equipment.


As you go around the side of the hotel and the end of the street, you will hear
gunfire.  There is a firefight in progress between the NSF and UNATCO.  After
the
fight, go around and search all the bodies, one of them should have the key to
the door inside Osgood and Sons.


The free clinic that Paul mentioned earlier is located behind the 'Ton Hotel.
Head in there and ask around, maybe you'll find some more clues.


Entering the Warehouse District
There are two basic ways to enter the warehouse.  Inside Osgood and Sons is an
unlocked door the will lead to an alleyway on the other side of the building.
It's real dark out here, so you're going to be using your Light Augmentation
alot.  Use the stacked crates by the door to get over the fence.  Ahead you'll
see the ladder for a fire escape.  You should also see the blinking light from a
LAM on the wall to the right of the ladder.  Disable the LAM and remove it from
the wall.


Climb the ladder up to the fire escape.  Take the next ladder all the way to the
top of the building.  Go over to the North side of the rooftop and take out the
snipers on the below.  Use the ladder on the West side of the roof to get down
to
the firescape.


The other way is through a basement window on the side of Osgood and Sons. 
Smash
this window and crawl inside.  Go down the stairs to the basement and you'll
find
a tunnel blocked by laser triplines.  The lasers trigger two defense turrets
placed farther down the passage.   A few things you could do here would be: use
a
Multitool on the circuit panel to disable the lasers, use a LAW or GEP Gun to
blow up the defense turrets, or destroy the turrets by shooting the flammable
barrels placed near them.


After dealing with the alarms and/or turrets, head down the tunnel and go under
the pipes running along side.  Go up the stairs and either bypass the keypad or
use the code that Janey gave you in the tavern to open the door and access the
elevator.  The elevator will take you up to the roof.  Go around the roof and
head up the stairs on the other side.  Go through this room and out the window
to
access the fire escape on the West side.

Warehouse District



 Rooftop Approach
Go down to the next level of the fire escape and watch for the sniper on the
next
building.  His patrol route will bring him within your view so that you can take
him out.  Jump down onto the wrecked fire escape below and use it to get onto
the
next building.


Get up onto the next highest roof of this building and you will be able to see
the building where the generator is hidden.  Use your Sniper Rifle to take out
every sentry you can find around the building.  Climb back down to the lower
level and go over to the North side of this building.


Find this spot where a board is propped up like a ramp in front of a window on
another building.  Shoot out the window, then run up the ramp and jump into the
building.  Be careful, if you screw up the fall will kill you.  Once inside the
building, follow the hallway around to a window on the West side.  Move a small
metal crate in front of it to use as a step and smash the window.


Get out onto the fire escape and use it to get down onto the rooftop below.  Go
down to the next level and go over the edge to the building that houses the
generator.  Now it's time to decide how to take out that generator.


Sabotage
There are two ways to enter the building, either through the front door or from
the roof.  It doesn't really matter how you do it as long as you do.  I don't
think there is another objective in this entire game that can be dealt with in
as
many ways as this one.  There are too many to cover here.


If you go in through the door, prepare for a massive firefight.  As the
generator
is on the ground floor, you could deal with it by running in through the door,
tossing a LAM at the generator, then running out and hold you ground as they
come
out you get you.


If you climb up onto the roof, you have the opportunity to be more strategic and
take less hits.  Toss some LAMs and Gas Grenades down to the floor to take out
or
incapacitate the guards.  You can destroy the generator while standing on the
third level, the take position on the roof and take them out as they come.


You could also sneak down from the roof to the second level and use the computer
in the control room to disable the generator's cooling systems.  That will cause
it to overload and take out all the guards on the ground floor with it.


Once the generator is destroyed, a chopper will be sent to pick you up and take
you back to UNATCO HQ for debriefing.


UNATCO HQ



 It's apparent from what the other troopers are saying that something went wrong
during the last mission.  Head to your office and check your email before going
to see Manderly.  When you enter his office you'll find Agent Navarre waiting
outside and will be told to wait.  Take this time to go and talk to everyone in
the HQ.


Go to the rec room, check the news on the public terminal and steal some credits
from the ATM if you can hack it.  Then head down to level three and see Jaime in
the Medical Office.  Use the medical bot to heal yourself and install any
augmentations you had found during the last mission.


Since Alex isn't in his office, take a look around.  Search the crawlspace for
any new items and hack his computer if you can.


Next, go into Anne and Gunther's office and hack their computer.  Read whatever
mail they have sent out or received and check it for any clues to what is going
on.


Visit Sam Carter in the Armory for supplies.  Depending on what actions you took
on the previous mission, he will issue you a weapon accuracy modification and
either assault rifle ammo or a couple of multitools.


Go back to Manderly's office.  When you approach Manderly's door, Navarre will
say that she is trying to eavesdrop on what is going on within the office.  Walk
up to the door and you will hear a conversation going on within.  Walter Simons
will come out of the office and Navarre will walk in.  Head in and go talk to
Manderly.


After your debriefing, hang around and listen to Navarre converse with Manderly
before leaving for the helipad.  Leave the HQ, but visit the Comm Van and have
the Repair Bot within recharge your bioelectrical supplies.  Board Jock's
helicopter and take off for New York.


Mission 3: Battery Park



 Jock will drop you off in Battery Park, near the shanty town by the subway
station.  Eplore the shanty town and talk to the homeless there.  One man will
have two clips of Sniper Rifle ammo that he will sell you for 300 credits each.
Head into the subway station and you will see a phone booth with a keypad in it.
You will need to either find the code for this keypad or bypass it with a
multitool.


Remember Harley Filben, the informant from the first mission on Liberty Island.
Talk to him in the station and he'll offer to sell you the name of a bum who has
the code.  Otherwise, you may already know who has it if you saved the man who
was being mugged in the basketball court back in Hell's Kitchen.


You will find the guy in the shanty town.  Talk to him and give him the password
you received from either Filben or the man in Hell's Kitchen.  Go back to the
subway station and use the code on the keypad.  Get ready for a scene that feels
like it was taken right out of Get Smart.


Head down the tunnel and go up the ladder at the end to reach the Brooklyn
Bridge
Station.


Brooklyn Bridge Station



 Welcome to the Brooklyn Bridge Station.  The person you need to locate here is
a
guy named Charlie, he should be somewhere in the North half of the station.
He'll tell you that if you fix the station's water supply, then he will get you
into the Mole Tunnels.  There's a cave-in at the North end of the station,
you'll
need a LAM to clear the debris so that you can get to the water valve.


Finding a LAM
If you don't have a LAM or you do but want to hold on to it for later, there are
several ways to get one.  Go up the upper level and find a gang member named El
Rey.  He will offer to sell you the LAM for 750 credits, which is a really bad
deal.  Otherwise, he'll give it to you for free if you kill a drug dealer named
Rock on the lower level.


You'll find Rock in the Southeast corner of the station.  Two options here; kill
him and tell El Rey to get the LAM, or talk to Rock and ask him about the Rooks.
He'll tell you that El Rey got the LAM from a junky who found a box of them.


Go find the junky wandering around the center of the station, he may be on the
upper level if you can't find him.  Talk to him and ask him about the box of
LAMs.  He'll mention a sick guy named Lenny who might have one.


Lenny is in the men's room on the West side of the station.  He'll say that he's
willing to trade the LAM for a vial of Zyme.  You can either go buy a vial of
Zyme and give it to Lenny in exchange for the LAM, or you can just kill Lenny
and
take the LAM from him.


Restoring the Flow
Now that you have a LAM, head to the caved-in area at the Northeast end of the
station.  Open the door and use the LAM to clear out the debris within the
tunnel.  Head down the tunnel to the chamber containing the water valve.


The ruptured steam pipe will hurt you if you walk over it, so use the beam
propped by the door to get on top of the water pipe by the door.  Crouch down
and
crawl inside the other pipe, pick the lock on the grate at the end of the pipe
to
get out.


The water main is at the end of this room.  Turn both valves to stop the steam
leak and restore the flow of water to the station. Head back to the station and
talk to Charlie.


Accessing the Mole Tunnels
Charlie will tell you to look for the keypad underneath a sink in the women's
rest room.  The restroom is on the West side of the station, the keypad is
beneath the third sink.  Enter the code Charlie gave you to open the door to the
Mole Tunnels.


Mole Tunnels



 There is a significant NSF presence in these tunnels.  However, you should be
able to use the darkness to your advantage and pick most of them off with your
Stealth Pistol or a silence Sniper Rifle.  If you have THQ darts and a
Minicrossbow, this is a good place to use it.  You should be able to hit them
from afar and take cover while the poison takes effect.  Do not to hit any of
the
Mole People in the tunnels, some of them have some important clues for you.


When sneaking around in the tunnels, be careful not to step on the rats.  The
squeal they make when you step on them is loud enough to alert the NSF and give
away your position.


After clearing out the tunnels, go to the South end of the tunnels.  There is a
small area framed in by wooden walls in the Southwest corner.  Behind the boxes
in the corner is a brick sticking out at the base of the wall.  It's hard to
see,
so look around until you crosshairs label it as "unlocked".


Push the brick to open a secret door.  Talk to the terrorist leader in the
hidden
room.  He'll give you the key to unlock the men's restroom in the Northwest
corner of the tunnel complex.  Inside this restroom is a tunnel leading to the
airfield where they are shipping out the Ambrosia.


Helibase



 Tunnel Approach
Travel down the tunnel to a point where it splits in two.  Go down the left
tunnel and you will find a tripline grid blocking the tunnel.  Down the right
tunnel is a series of steam leaks that will burn you severely.  Either way, they
converge into one tunnel down the line.


Either use a LAM to destroy the laser projectors on the left side of the tunnel
or go back to the fork in the tunnel and use a Multitool to bypass the circuit
panel on the wall there.  Once you're past the lasers or the steam leaks, climb
over the barrier.  No turning back now.


The two tunnels converge into one which leads to a door.  There is a security
camera watching your end of the tunnel and a sentry patroling the door.  Wait
for
the sentry to move in front of the door and take him out with a Pistol or Sniper
Rifle.  Run past the camera and go up the stairs into the tunnel that runs
parallel to this one.  Follow this tunnel around to the door at the end of the
tunnel.


Either pick the lock on the door or search the sentrie's body for the key.  Go
through the door and you'll see a laser field blocking the tunnel.  Move the TNT
crate over to the other side of the tunnel, by the laser emitters.  Back out of
the room and shoot the crate to destroy the emitters.


Find the switch on the left side of the tunnel and hit it to extend a small
platform out into the chamber.  You have two choices here, either you can try to
get across the chamber or try to swim through the submerged tunnel below.


Run and Jump
To do this, you're going to have to run and jump across all three platforms that
are suspended over the chamber.  Don't stop at any time, the moment you land on
a
platform it will become unstable.


Once on the other side, go through the door and cautiously make your way down
the
tunnel.  Stay on the right side when you go around the bend and look for an EMP
Grenade placed on the other side of the tunnel.  Disable the grenade and take
it.  Head through the door.


Go for a Swim
If you're a strong swimmer, this a route you may want to take instead.  If you
fall while trying to jump across the chamber, then you don't have a choice
anyway.


Find the tunnel in the floor by the Northwest corner of the room.  Swim through
the tunnel to the chamber at the other end.  Use the ladder to get out of the
water and find the ladder that leads up through the ceiling.  Open the manhole
and crawl out.


Onwards to the Airfield
Either way, you emerge in the same room and should be able to hear the security
bots in the next chamber, on the other side of the rockslide.  There are two of
them.  Crouch down within the opening and wait for a bot to come near, throw an
EMP Grenade at it and back out of there.  Once both bots have been disabled,
head
through to the next room.


In the next room there is a datacube placed between to large pieces of
machinery.  This cube contains computer login info.  Head through the door at
the
end of the room to enter the helibase.


Behind these glass doors is the main room of the helibase.  There is a camera
just above the door you are behind and an alarm sounder on the East side of the
room.  The two staircases lead to offices on the level above.


Go over to the East side, there should be a guy in the bathrooms with a key to
the security office.  Go across the base to the West side and explore the two
offices on the ground floor.  Access the computers in the offices and look for
clues.


Go upstairs and enter the security room, it's the second door on this level.
Either use the key or pick the lock.  Kill the guy inside and use the security
terminal to deactivate the cameras and reprogram the turrets if you can.  If
you're planning on using the elevator to get up to the airfield, then reprogram
the turret by the elevator to hack down anyone who tries to follow you.


Go back to the main room and leave the building through the main doors down
there.  Go under the helipad and either go for the elevator to the East or the
sewer drain to the Northwest.


Airfield



 Depending on how you left the helibase, your approach to the hangar will
somewhat vary.  If you left through the elevator, you have quite a bit more
fighting to do.  If left through the sewer drain, then you have more of a chance
to make a covert approach.


From the Elevator
You will emerge from the elevator building next to the hangar, but on the wrong
side.  Use an EMP Grenade to disable the bot on patrol nearby.  Head to the West
end of the airfield and move Southward to the boathouse.  Get inside the
boathouse and clean it out, grab the east gate key before you leave.  Head for
the east gate, keep an ear open for the other bots.


From the Sewer
Hope you like to swim.  Go down the ladder from the manhole into the water
below.  Swim through the tunnel to the chamber at the other end.  Climb out of
the water and jump over to the platform next to the pipe on the other side of
the
chamber from you.  Push the metal crate out of the way and jump into the pipe,
the speed enhancement really helps here.


Follow this pipe to where the sewer drains into a pond West of the airfield.
Swim under the boathouse and kill the guards within.  Locate the Ambrosia
canister within and search the boathouse for supplies.  Grab the key for the
east
gate, it's lying on the crate by the alarm sounder.


Go over to the window on the South side of the boathouse and watch for the
security boat as it goes past the security tower and leaves.  Go over to the
crate it passed when it appeared and place an EMP Grenade on it, low to the
ground.  Wait for the bot to return and get disabled.


Otherwise, if you can pick locks fast and can reprogram turrets, make a dash for
the security tower and get inside.  Climb up to the top level and use the
security terminal up there to disable the cameras and reprogram the turrets to
attack enemies.  When the bot returns it will be destroyed for sure.  After the
bot is destroyed, head for the east gate.


At the East Gate
By the east gate, use you Keyring to open the control box for the gate.  It's
the
thing with the red light atop it.  Open the gate and head inside to the
barracks,
the entrance is on the left side.  Take out the troops in the barracks before
the
hit the alarm switch.  If one of them hits it, back out of the building and toss
a Gas Grenade inside to blind them while you pick them off with your pistol.


The door to the bridge crossing into the hangar is on the upper level.  It's the
door with the keypad.  Go into the crew quarters and look inside the unlocked
footlocker.  The datacube inside has the code for the keypad.  Search the rest
of
the room and then head into the hangar.


Hangar



 Time for a Surprise
Be ready for one hell of a surprise.  Talk to Paul down by the plane and see
what
he has to say.  Go talk to the mechanic standing by the plane's landing gear and
see what he has to sell.  Then head up the boarding ramp and board the plane.


Take a look around the plane.  Search the cargo hold below the main deck.  The
Repair Bot can recharge your bioelectric energy, use a Multitool on the
suspension container holding the augmentation canister if you have not found a
datacube note about it somewhere.


Go back up to the main deck and head up to the flight deck.  Take the Nanokey,
it's in the far right corner of the room.  Head down to the main deck and use
the
Keyring to open the doors at the back of the plane.


Enter the room on the right and grab the Assault Gun on the table.  Go into the
bedroom and talk to Lebedev.


Making a Stand
Lebedev will surrender and say that he knows something about you and your
brother.  Agent Navarre will enter the room and tell you to kill him.  Talk to
Lebedev again and he will begin to tell you why your brother defected from
UNATCO.  Now you have to choose who dies here.  If you talk to Lebedev again,
Navarre will kill him.  If you kill Navarre, Lebedev will tell you the truth
behind what is going on.


You can see for yourself in another game what will happen if he dies, so I say
kill Navarre.  Empty an entire clip from the Assault Rifle into her head or
shoot
her in the face with the Sniper Rifle and back up as she will self-destruct.
Talk to Lebedev and learn the truth behind UNATCO and your origins.


Leave the hangar and head for the helipad on the other side of the airfield.
Talk to Gunther and lie to him about the occurrence on the plane.  Board Jock's
helicopter and head back to UNATCO HQ.


UNATCO HQ



 Go to your office and check your email.  Go to Manderly's office and the
secretary will tell you that if you see Jaime to tell him that Walton Simons is
looking for him.  Go in and talk to Manderly.


Go down to the Medical Office and use the Medical Bot to heal and install that
augmentation canister if you picked it up.  Hack Jaime's computer if you can and
read his email.  The head over to Alex's office and talk to him about what
happened on the 747.


Go see Carter for some equipment and a bit of encouragement.  Then head up to
the
rec room and listen to the conversation between Jaime and Simons before talking
to Jaime.  Talk to him again after Simons leaves the room and tell him about
Paul.


Hack the ATM for some cash and head for the helipad.  Stop by the Comm Van and
grab any supplies that are inside.  Jock will tell you that your brother needs
help and will take you to Hell's Kitchen instead of Hong Kong.


Mission 4: Hell's Kitchen



 Reunion
Jock will drop you off on the roof of the 'Ton Hotel.  Climb down the ladder on
the North side to the firescape below and enter Paul's apartment through the
window.  Talk to Paul and he'll tell you that he won't leave for Hong Kong until
you go to the NSF headquarters and send a distress signal to the Silhouette
group
in France.  In the basement of the HQ is a report to the NSF leaders that has
evidence that Paul is telling the truth.


Before you leave the apartment, use the keypad behind the painting to open
Paul's
secret armory.  Take everything you can carry and close it up.  Leave the
apartment and head down to the lobby.


Taking out the Trash
As you walk past the office you will hear Sandra and her father arguing.  Go
into
the office and talk to them.  It appears that JoJo is back in town and causing
some trouble, so you'll offer to take care of him.  Mr. Renton will ask you for
a
gun, so give him your pistol.  You'll find another one soon anyways.


Go back to the stairs and you'll see JoJo come down from the second floor.  Head
back to the office and stand off to the side.  Let JoJo enter and start talking
to Sandra.  When the conversation ends he'll pull out a pistol, draw yours and
take him down.  Afterwards Mr. Renton will thank you and you can get on your
way.


Out on the Streets
Steal some money from the ATM and leave the hotel.  Head for that road tunnel at
the other end of the street by the Underworld Tavern that was closed off earlier
in the game.  Stop by the Tavern and visit Smuggler if you wish before going
through the tunnel.  Smuggler will have a few things to tell you as well as some
equipment to sell you.


Look at the cardboard boxes and garbage bags on the sides of the street on the
other side of the tunnel.  Some of them have supply crates hidden behind them.


Talk to the guard on the street and continue on to the warehouse that used to be
headquarters for the NSF.  It's located at the end of the street, you'll
recognize it from the photo Paul gave you.


NSF HQ



 This place is crawling with UNATCO troopers, so act cool and pretend to be part
of the investigation.  Paul will tell you that you need to send the distress
signal using the satellite dish array on the roof.  Getting up to the roof will
be the easy part, it's sending the message that will be difficult.


To do this you will need to either hack the computer or find a datacube
containing the login info in the basement.  This is the same basement that Paul
said was heavily booby-trapped.  Also, it would be wise to make a mental note of
the locations of the TNT crates and chlorine barrels within the warehouse.  They
may come in useful if the situation suddenly turns bad.


Enter the warehouse through the door on the side and take a look around the
ground floor.  Use the Repair Bot to recharge your energy supply.  Head up to
the
second level, up here there are two rooms with computers.  The first one is
locked, pick the lock if you can and find the datacube within.  It contains some
security login info.  Leave and head up to the third level.


The trooper up here will tell you that you're not cleared to be up here, ignore
him.  If you need to find the datacube in the basement, enter the computer lab
on
this level.  Otherwise, continue up to the roof to just hack the computer and
send the signal.


Basement Search
Enter the computer room on the third floor and read the datacube on the lab
bench.  You will need to hit the switch at the back of the room that says
"ON/OFF
VENTING" above it to clear the gas in the adjoining room.  When the air in the
room has been cleared enter and find the security terminal in the room.  Use the
login you found in that locked room on the second floor.  Open the secret door
on
the ground floor and head back downstairs.


Go down through the now-open door to the basement.  Through the door on the
right
you will find a really nasty grid of laser triplines and defense turrets.  The
door on the left is locked, so either pick the lock or blow it up with a LAM.  I
don't recommend using a LAM though, you may rupture all the chlorine tanks
stored
within.  Use the login on the security terminal within and open all the blast
doors.  This way you can circumvent that first trap.


Through the next door, the one next to the stack of crates,  is the second trap.
You can use those two TNT crates in the room before this trap to destroy the
triplines.  Just place on in front of them, back away and shoot the crate from a
safe distance.  The second crate will take out the second tripline grid, and
rupture a bunch of chlorine barrels in the next room.. Sit and wait for most of
the gas to dissipate before continuing on.


Grab the HazMat Suit in the next room, it's in one of the supply crates.  Head
down the next corridor to the next room.  On top of the locked display case is
the datacube containing the login info.  Inside that locked case is some
supplies
and the datacube containing Paul's report to Lebedev.  Beyond the locked door at
the end of this room is a stairway leading up to the back exit of the warehouse.
You may need to use it later.  Now, get out of the basement and head up to the
roof.


Sending the Signal
Inside this building on the rooftop are the control consoles for the satellite
transceivers.  There are two guards down here.  Get out your prod and zap both
of
them so they won't be able to interfere.  Enter the building and use the first
computer to open the door to the next room.  Hit all the dish alignment buttons,
it doesn't really matter if they are aligned or not.  Go into the next room and
access the second computer.  Send the signal, then leave the building.


The Escape
The transmission was a success, but it did not go undetected.  Now every trooper
in the building has been ordered to kill you on sight.  If you have a Sniper
Rifle, use the metal crates scattered about to get up on the roof's edge and
sniper the troopers standing guard outside the building.  Go down to the level
below the roof and kill the guard there.  Grab those TNT crates on this level
and
throw them over the railing so that they fall to the ground floor and trigger a
more massive explosion.  If a trooper is near a chlorine barrel, shoot the
barrel
and the gas will kill him.


Make your way down to the ground floor.  That explosion and the resulting spread
of chlorine gas should have cleared out many of the troopers.  Be sure to use
the
Medical Bot in the third floor lab if you need to heal.  Head out the door and
deal with any remaining sentries outside.  Head back to the street and kill the
trooper on the road as you head back to the 'Ton Hotel.

Raid on the 'Ton Hotel



 Enter the hotel and head up to Paul's room.  Talk to Paul and he'll tell you
something about Walton Simons.  UNACTO troops have raided the hotel, so head out
the window.  You're going to have to leave Paul behind, but he'll give you the
code to the gate on the subway entrance.  Get out of there, if you wait to long
a
Man in Black will enter the apartment and fight with Paul.  You don't want to go
up against one of his kind right now.


The strange thing about this mission is that if you die, you don't  You'll be
captured instead and wake up in the next mission.  You can get to the subway and
make it to Battery Park, but I won't tell you happens there.  If you want to
find
out then you'll have to see for yourself.


If you do want to make it to the subway, the best suggestion I can offer is to
get on the roof of the hotel.  Climb down to the lower roof on the East side and
use your Sniper Rifle or GEP Gun to take out the troops in the street.  Use
rockets or grenades to take out the Military Bots.  Then get down on the street
and make a break for the station.


Of course, you could just simplify things and let them take you down.


Mission 5: Majestic-12 Facility



 It doesn't matter if you were captured at the hotel or made it all the way to
Battery Park, either way you'll end up here.  You awake in a detention cell in
some unknown location, stripped of your gear.  Hey, at least they didn't take
your money as well.  While it is fairly straightforward, this mission is one of
the hardest due to the fact that you have no weapons for much of the first part.
If you're a die hard Thief player, you should love this one.


Escaping the Detention Area
Step up to the door of the cell and you'll be contacted by someone who calls
himself Daedalus.  He'll help you escape because he needs your assistance, so
he'll cut the power to the cell block and open the door for a few seconds.  The
door will open halfway, crawl out through the opening and silently make your way
to the end of the cell block.


Hind behind the crate when you see the guard get up and go for a walk.  Grab the
Baton on the crate and take him out with it.  If you hear the sound of a camera
that spotted you, run back into the cell block and wait for it to stop beeping.
Search the room for items, there's a Riot Prod inside the supply crate.  Read
the
datacube on the desk.  Use the code to open the cell block with the standing NSF
terrorist and talk to him.  He'll give you a medkit and ask if you want him to
stay here, follow you, or make a break for it.  I suggest to tell him to follow
you, you can always use him for a decoy later.


Sneak past the camera watching the Detention Block as it scans away from the
hallway.  Make a break for the corridor and turn right when you get to the
junction.  Daedalus will send you a floor plan of the facility.  You gear is
stored in the Armory to the South.


Retrieving Your Gear
The Armory is at the other end of the Robot Maintenance bay.  Behind the steam
pipes on the side of this corridor is a Lockpick and a Crowbar.  Look behind
these pipes often as the usually have something behind them.


Go down to the corridor to the maintenance bay.  The NSF agent will run into the
room with his knife, take this opportunity to got up the stairs to the left. 
Get
out your crowbar and kill the sniper on the upper level.  Grab his Sniper Rifle
and use it to kill the other guards that come after you, grab their weapons as
well.  Run to the other side of the chamber and go down the corridor as a
Military Bot will be coming up the elevator to get you.


Head up to the control room at the top of the stairs.  On the desk in front of
you is some Assault Rifle ammo, a datacube, and a can of soda.  Run to the other
side of the control room and grab the gear in the that room.  Read the datacube
on this desk, it contains the code for the armory.


Now, you can either use the two EMP Grenades you found and try to take out the
bot, or you can hack the security terminal and deactivate it's AI.  I recommend
doing this if you can, you could really use those grenades a bit latter.  If you
do either of these, now that the threat is gone you can search the ground floor.
The supply crate by the corridor you entered from contains a Scramble Grenade.
You'll need it.


Head for the Armory, up the stairs to the South.  Stop before the top and
observe
the Military Bots as they patrol the hallway.  When they both get near each
other, toss the Scramble Grenade at them.  They'll begin to attack each other,
take this opportunity to get past while they fight to the death.


Go around to the West side of the Armory and get out the Sniper Rifle.  Use the
code to open the door and shoot the guard at the desk.  Head up the stairs and
grab some gear.  Hack the security console if you can, shut down the camera and
the bots in case they're still around.  Go downstairs and collect as much as you
can carry.  You can either use a Multitool to open the container upstairs or
hack
the computer in the Armory to get the code for the keypad.


Paying Your Respects
Head back through the Robot Maintenance bay to that corridor junction outside
the
Detention Area.  Outside the door is there is a grate in the floor, open it and
get down into the tunnels below.  Turn right and follow the tunnel to a
junction,
here Daedalus will inform you that you are beneath the Nanotech Lab, which is
down the hall from the Medical lab where they are holding Paul's body.


Turn right here and follow the tunnel to where it ends at another grate.  You
will be able to look up and see a desk in the lab.  There is a Man in Black in
here, he may be sitting on the couch on the other side of the desk or walking
around.  Get out you Sniper Rifle, open the grate, stand up, and take him out.


Don't be too close to him when he dies, he'll self-destruct.  Run to the door
and
hit the switch to close it, be careful not to hit the one that say's cage
release.  You don't want to deal with the Greasels.


Read the datacubes on the lab tables.  Read the book to get the login for the
computer.  Use the computer to open the containment field so that you can grab
the augmentation canister.  Leave the lab and find Dr. Moreau, he'll give you
the
code to the Medical Lab door.  Head down the corridor to the right and make your
way to the Medical Lab.


Turn left at the secretary's office and go up the stairs.  Go down the other
side
to the Medical Lab and find your brother's corpse.  Daedalus will give you the
code to access the main door of the facility so that you can escape.  Use the
Medical Bot to heal and install the augmentation canister.


Go up the other stairway when you leave the Medical Lab and use the datacude to
get the login info for the security terminals.  Head for the Command Center and
exit through the main door.  Take out the guard at the desk and exit the
facility.

UNATCO HQ



 Well what a surprise this is, you were probably wondering what was behind that
door on level four that you could never get through.  You've basically walked
out
of one bad situation and right into another.  At least this one is far easier.
Jock is waiting at the helipad with a stealth chopper, so all you got to do is
walk out of the base.  If only it was that simple.


The first person you're going to come across is Jaime in the Medical Office.
Talk to him and he'll give you an augmentation canister.  He'll also ask you if
you want him to stay at UNATCO or to join you in Hong Kong.  Tell him to stay at
UNATCO, he'll prove to be a valuable informant later on.


Next you need to talk to Alex.  The base is under lockdown, so he'll give you
the
key to the front door.  You'll see him later when he rejoins you in Hong Kong.
Head to the Armory and talk to Carter.  He won't want to talk, but he will open
the door and let you take whatever you want from the Armory.


Head up to level two and go to Manderly's office, it's time to give him your
resignation notice.  Step into the office, the secretary will start to yell, so
zap her.  Head into the office and watch the cutscene conversation between you,
Simons, and Manderly.  Kill Manderly if you wish.


Go to the Rec Room and talk to Shannon, she'll offer to sell you some Scramble
Grenades.  Loot all the rooms on the first and second levels before heading out
the front door.  Head through the checkpoint, kill the guard if he follows you.
Sneak up on Private Lloyd at the front desk and zap him.  Exit the headquarters
and meet Jock at the helipad.


Mission 6: Majestic-12 Helibase



 It appears that your arrival in Hong Kong was anticipated.  MJ12 was able to
guide the chopper into the helibase by remote control and lock down it's
systems.  To get out of here you need to locate the lock-down controls and
deactivate them so that Jock can get the chopper to safety.


The lock-down controls are in one of the control booths on the flight control
deck.  The barracks is located on the level below the flight deck, most of the
personnel is in here so it should be easy to take them all out at once.


Pest Control
Step back from the chopper and you'll see an access grate set into the floor.
Open the grate and crawl down into the tunnel below.  Follow the tunnel as it
wraps around the flight deck.  The first air duct branching off from it leads to
the bathroom next to the barracks, continue on past this one.  The next one on
the left goes to the Muntions Bay underneath the flight deck, go in in this one.


Grab everything inside the room, make sure to read the datacube on the table.
This cube mentions a design flaw in the fuel purge system that would allow toxic
fumes to drift up in the tunnels and flood the lower levels of the base.  The
barracks is on the lowermost level, so you could to use this flaw to gas most of
the personnel in the station as long as they remain in the barracks.


Crawl back into the access tunnel and continue in the direction you where
heading
before.  At the next junction on the right is the tunnel leading to the manual
override for the purge system.  Continue past it down the tunnel and follow it
until you reach the end at the second access ladder.  There you'll find a HazMat
Suit.  Go back to the junction and find the manual override for the purge
system.


The keypad on the wall will open the vents and allow the fumes to enter the
lower
levels.  Don your HazMat Suit, use the code you found in the datacube, and run
back to the tunnel under the flight deck.  Go to and access ladder and climb out
of the tunnel.


Deactivating the Weapons Lock
Head across to the flight deck and go through the corridor to reach the
stairwell.  Go up to the flight control level and go to room 2, the unlocked
one.  The datacube on the floor says that one of the troopers has the key to the
other control room.  If you can hack the computer, do so.  Disable all the
cameras and reprogram the turrets to attack enemies.


Go down to the lower deck and enter the barracks.  Most of the troopers should
be
dead, but don't be surprised to find a few survivors.  The key is not on any of
the bodies, it's in the third storage locker on the upper level by the beds.
Either pick the lock on the locker door or use a LAM to blast it off.  Grab the
key inside.


It's time to release the chopper yet though.  Go back to the flight deck and
climb the ladder to the roof.  Kill the two sentries up they're alive.  One of
them has a GEP Gun on him.  If you don't have enough room drop some items, you
can come back and get them before leaving.  You're only going to need this GEP
Gun to take care of the bots.


Get back down to the flight deck.  You can kill the bots in two ways.  You can
try to crawl through the air ducts and destroy them while they are still inside
their storage bays, or you can release the weapons lock and destroy them they
come out to stop you from escaping.


Go up to flight control and enter the other control booth.  Hit the weapons lock
button and Jock will use a missile to blast his way out of the helibase. 
Dispose
of the guard bots if you haven't already.  Retrieve whatever equipment you left
on the roof before heading through the hole Jock made and use the elevator to
exit the building helibase.


WanChai Marketplace



 Welcome to the WanChai Market.  This place will be general nexus of this
mission, as anyplace you need to go can be reached through here.  While in the
marketplace, don't draw a weapon or fire any shots, the gunfire sensors will
allow the police to locate you in an instant.  The less trouble the better.


Finding Tracer
Tracer Tong resides in a compound to the East, just outside the marketplace.
Head to the East of the market and make your way to the North end.  Stop by the
news stand and read the datacube to get a map of the area.  Leave the
marketplace
and go around the building outside.  At the entrance you'll find an armed guard


Talk to the guard.  He'll tell you that you will need to do something for his
group, The Luminous Path, before he will allow you to see Tracer Tong.  A sword
has been stolen and a woman named Maggie Chow has blamed them, starting a war
between The Luminous Path and The Red Arrow.  He'll give you the address of her
apartment, 1313 Tonnochi Road.


Obtaining the Dragon's Tooth
Go back through the marketplace and head for Tonnochi Road to the West.  The
first bridge over the canal is wrecked, so go over the second bridge and find
the
tunnel on the side of the canal, there will be two cops standing by it.  Go
through this tunnel to reach Tonnochi Road.


Maggie Chow resides in an apartment building half a block down the road on the
left.  The apartment building across from it contains Jock's Apartment, to which
you can get the key to later.  The doorman won't say anything other than to use
the computer by the elevators.  The penthouse elevator is the one to use to get
to Maggie Chow's apartment.


Talk to the Maid, she'll tell you that Ms. Chow has been expecting you and is
waiting in the living room.  Go to the living room and talk to Ms. Chow.  She'll
give you a long story about how The Luminous Path is working for Majestic-12 and
that she has evidence that she didn't steal the sword.  Somehow it just doesn't
add up though.  Leave her apartment, it's time to find some clues.


Return to the marketplace and go to the Lucky Money Club at the North end on the
lower level.  Pay the lady at the door and head inside.  Talk to the man in the
suit, the owner of the club, and ask him where you can find Max Chen.  He's in a
backroom accessible from behind the bar on the second level.


Go behind the bar and head down to the backroom.  Enter the meeting room and
talk
to one of the Red Arrow members.  Head through the wooden doors at the end of
the
room and talk to Max Chen.  Leave the club and head back to the marketplace.  Go
to the WanChai Teahouse, it's near the newsstand.  Talk to the owner a couple
times, first ask him about the Triads, then ask him about Maggie Chow.


The Police Station is on the East side at the South end of the market.  There
are
a couple ways to get in.  One was is to use a multitool to bypass the keypad on
the door.  The other way is to enter the small building across from it.  Pick
the
lock on the door and smash the crates inside to reveal a small door locked with
a
keypad.  Crawl through the door and you'll find a datacube containing the code
for the Police Station door along with some equipment.


Enter the Police Station through the door around back.  Zap the guard and read
the datacube on the table.  Head into the next room and zap the guard in there.
Use the code you got from Ms. Chow to open the vault and climb down inside.
Steal as much as you can carry and read the datacubes down inside the vault.  It
appears that she is lying after all.  Leave the station and head back to Maggie
Chow's apartment.


The Maid will stop you when you enter the apartment.  She'll call for guards, so
kill her and get ready for a shootout.  After you take out the guards, go
upstairs and search the rooms.  In the meeting room there is a security terminal
and some datacubes.  If you can, hack the terminal and use it to deactivate all
the cameras and open any locked doors.


Find the new passageway by the elevator.  The door inside will be locked if you
didn't unlock it with the computer, so use a multitool to bypass the keypad.
Inside the display case is the Dragon's Tooth.  Either bypass the keypad with a
multitool or hack the computer terminal to open the case.  Grab the sword, then
go over to the holoprojector and hit the switch to view any waiting messages.


Making Peace Among the Triads
Go to the Lucky Money and talk to Max Chen in his office.  MJ12 commandos will
storm the club, but the Red Arrow members will take care of most of them.  Leave
the club and head for the Luminous Path compound.  Talk to Gordon Quick at the
door and he'll give you the code to enter.


Enter the compound and head downstairs to the sparring room.  The painting on
the
far left side of the room has a keypad next to it, the code is the same as that
for the compound entrance.  Head down to the lab and find Tracer Tong.  He'll
tell you to go down to the operation platform at the lowermost floor and stand
on
the platform.  After he deactivates your kill switch, go up to the control room
and talk to Tracer.


He'll tell you that you need to do something for him in return.  He also set up
an account on the computer for you, so login and check you email.  Leave the
compound and head for the entrance to the Versalife building near the stairs
that
lead to the Lucky Money Club.


Versalife Corp.



 Entering Versalife
Time for a bit of industrial espionage.  Tracer will have given you the access
code for the elevator.  Use it to gain access to the lobby of the building. 
Talk
to the secretary, then head up the stairs to the upper levels.


Go up to the third floor.  To gain access to the labs you can either talk to Mr.
Hundley and pay him for the code or hack a computer terminal in the offices and
generate a code.  Remember this code or enter it into your notes.  Another
option
is to talk to the guy working in the cubicle next to the corridor leading to the
elevator.  He'll get you a code if you kill Hundley for him.


Down in the Labs
No matter which way, you got the code so enter the elevator and go down to the
basement labs.  The lab supervisor will tell you to look around but don't touch
anything.  Go down the hallway on the left at the end of the chamber with the
hand sculpture and use the elevator at the end of the corridor to go up to the
next level.  Hack the terminal up there and shut off the cameras.  Grab the
nanokey and read the datacube before heading back downstairs.


Head down the other corridor and up the stairs.  Enter the bathroom and crawl
into the vent duct.  Follow the duct all the way to the end and turn right.  You
will enter a room where you can stand up and climb down a ladder to the room
below.  In this airshaft, jump down to the duct on the other side and take that
one to the next ladder.  On the next level turn right at the duct that branches
off towards the computer core.


Open the vent grate and drop down onto the top of the core.  Use the terminal
below you to get the ROM-Encoding stuff that Tracer needs if you can hack the
computers.  Otherwise, you'll need to go find the login info.


To find the login, leave the computer core and head to the labs at the other end
of the long curving hallway.  On the left side of the lab you will see Maggie
Chow talking to Bob Page behind a window.  Go over to the window and eavesdrop
on
their conversation.


Head downstairs to the labs below the main floor of this chamber.  Go into the
across from the stairs where there is a dead Karkian laying on a lab table.
There's a set of storage cabinets near the entrance to this lab, inside the
bottom cabinet is a datacube containing the master password for the computer
core.


In a lab nearby there is a large containment cell with three augmentation
canisters and a bioelectric cell inside, too good to pass up.  Attempting to
gain
access to it may draw the attention of the guards, so don't go for it if you
don't think you can deal with them.  The easiest way into the chamber is to hack
the computer terminal in the lab and use it to open the door, open the cases,
and
purge the radiation.  Otherwise, a HazMat Suit and several Multitools will be in
order.  There's a couple Medical Bots in the labs to install the augmentations
for you if you don't want to wait until you get back to Tracer's Lab.


Head back to the computer core.  Use the lift to get up to the main terminal.
The master password will work for any account if you know the name, just use
MCHOW for the user name.  Upload the Nanotech Blade ROM and get out of there as
every alarm in the lab will sound.  Head up the stairs surrounding the core and
go into the corridor at the top of the stairs.  Head to the end and use the
switch to open the door at the top of the stairs.  Get out your Assault Rifle or
GEP Gun and run out of there towards the elevator with your weapon mowing down
anyone ahead of you.  Get in the elevator and head up to the Versalife Building.


Escaping Versalife
Head over to the office and talk to John Smith.  Head down to the main floor and
be ready to rumble as all the security guards open fire on you.  Head into the
now-open security office and take whatever you can find.  Read the datacubes and
leave the building through the employee elevator you entered from to return to
the market.


Head to the temple next to the Luminous Path compound.  There you will meet the
two triad leaders and they will cement their alliance.  They will ask you to
meet
them at the Lucky Money Club later, if you do they'll give you a bottle of wine.
Go to Tracer's Lab to find out what he needs from you next.

The Universal Constructor



 It appears from your initial investigation of the labs that there is much more
going on down there.  Tracer knows of a back entrance through the Canal Road
Tunnel that will allow you to access the level 2 labs, were the Universal
Constructor is located.  You will  need to find a way to access the computers
and
get the molecular structures of Ambrosia and the Gray Death virus.


Take the Canal Road Tunnel Northward to back entrance of the Versalife Labs by
the car wreck at the end of the tunnel.  Use the code Tracer gave you to open
the
door and enter the maintenance room.  Pick the lock on the grate or blast it off
with a LAM.  Jump down the shaft to the sewer below.


Swim straight up so that you come out of the water and land on the lowest pipe.
Climb the pipes and enter the open tunnel on the wall above.  This will connect
to a maintenance tunnel where there is a datacube on the floor containing a
code.  Head to the next conjoining tunnel and Daedalus will inform you that you
need to destroy the UC.


Crawl through the next tunnel and you'll end up in corridor that is blocked by a
door with a security keypad and a ladder up to the next level around the corner.
If you go up the ladder, you will have to deal with a MJ12 commando and a guard
bot.  If you use the code from the datacube on the keypad, you will be able to
go
down that corridor and bypass them entirely.


Use the code and head down the corridor after the doors open.  Use the code
again
to open the hatch over the stairs below which will form a ramp over the stairs.
Go down this ramp and up the stairs on the sides of this staircase.  If you can
hack the terminal, use it to close the ramp over the stairs and shut off all the
cameras.  If you can't hack the terminal, then go back up the ramp, close it,
and
head to the ladder.  Fight your way past the bot and commando.  Then again, you
could just activate the speed enhancement aug, hit the switch that opened the
ramp to close it and run off the edge of it before it fully closes.


Once you access to that staircase go down to it and stop at the base.  Use your
Sniper Rifle to take out the commando when he comes into view near the computer
console at the end of the room.  Use a Multitool to disable the triplines so
that
you can get past the bots.  Destroy the bots or use a Scramble Grenade to make
them fight each other if they come alive and target you.


Access the console using the same login that you had used to access the computer
core back in the level 1 labs.  Upload the virus schematics to Tracer and open
the doors to the UC chamber.  If you can hack the terminals, hack the security
terminal in the small room next to the console and use it to open the
containment
pods and raise the cascaded shutdown panel.  Don't worry if you can't there are
over ways to do this once you reach them.


Go around to the right side of the UC chamber and climb down the ladder to the
platform below.  Follow this around and head inside the magnetic containment
pod.  In here there are four containment pods holding three augmentation
canisters and an upgrade canister.  If you couldn't hack the security terminal
and open them remotely, use the keypads to open them.  Going clockwise from the
Northwest corner of the chamber, the codes are 01, 02, 03, and 04.


Leave the pod and use the ladder on the North side of the chamber to reach the
bottom level.  Use the Medical Bot at the base of the ladder to install the
augmentations.  When you enter the chamber, Maggie Chow will run up to you and
speak briefly before attacking you with a Dragon's tooth sword.  Kill her and go
over to the keypad on the East side of the chamber.  Enter the code to cause the
UC to self-destruct.


Run around the other side of the chamber or just jump over the railing.  Go down
through the holes in the floor and dive into the pipe that contains clear water.
Swim to the next chamber and grab the darts laying on the bottom of the chamber.
Swim into the next tube and use the darts to kill the Karkian.  Swim all the way
to the end of the tunnel where the current will shoot you up into the higher
chambers.  Get out of the water and crawl through the low opening in the wall.
Crawl through the pipe at the end of the tunnel and exit into the canal.


Get out of the canal and return to Tracer's lab.  Talk to him about what you
found and the superfreighter making its way to New York.  Tracer says that he
will contact Stanton Dowd, the former owner of the freighter, and find out where
it might be going and how to stop it.  Meet Jock outside in the compound and
depart for New York.


Mission 7: New York, Hell's Kitchen



 Jock will drop you off on the top of the 'Ton Hotel in Hell's Kitchen.  Climb
down the fire escape and enter the Underworld Tavern through the back entrance.
Find Harley Filben and ask him to set up a meeting between you and Stanton Dowd.
He'll tell you to meet Dowd inside the burnt out remains of Osgood and Sons,
he'll also ask you to kill Joe Green as he has proof that he is an MJ12
informant.  Talk Sandra Renton and the soldier before leaving the bar out the
back door.


Head to the Free Clinic and find Joe Green.  Talk to him and then kill him.
Leave the clinic and head for Osgoods.


Enter the burnt-out storefront and you'll find Stanton Dowd hidden behind a wall
on the left side of the building.  Talk to him, he'll tell you where the ship
will dock and how to sink it.  He is infected with the gray death, so he'll also
ask you to bring back a vial of ambrosia for him if you come across one.


You will need at least five LAMs to do the job.  If you think you have enough,
get back to Jock on the roof of the hotel and leave.  You may be able to find
some in the armory at the sub base too.  Otherwise, if you got a couple thousand
credits you should go see Smuggler.


Go to Smuggler and he'll offer you either a GEP Gun or half a dozen LAMs for
half-
price due to the number of lives at stake.  I say take the LAMs.  Tell Smuggler
that his place may get raided soon and to get out of town immediately.  Leave
Smuggler's and get to the roof of the hotel.  If you see a swarm of MJ12
troopers
just RUN.  Board the chopper and head for the Naval Base.

 Mission 8: Brooklyn Naval Yards



 Jock will drop you off in a vacant lot near the entrance of the base.  There's
a
grate in the wall that you can open and crawl through to get in.  This will put
you on the side of the guard barracks.  Go around the corner and play it cool as
you walk over towards the front gate.  From here there are two ways in, either
through the front gate or through the sewers beneath the base.  Head through the
grate if you have some hacking skills and plenty of lockpicks, go through the
sewers if you have plenty of multitools and a hazmat suit or two.  The sewer
route is pretty difficult, so I'm going to step you through the gate instead.


Through the Gates
This can be easy or hard, depending on whether or not you spoke to that soldier
named Vinny in the Underworld Tavern back in Hell's Kitchen.  If you spoke to
him, the guard that walks up to you will give you a key to the gate and tell you
that a guard will let into the sub pen.  If you didn't get access from Vinny,
then you will need to fight your way in and use the switch inside the gatehouse
to open the gate.  The sub pen is the large building with the crane above it.


Once inside the base, you have to decide if you have enough LAMs to scuttle the
boat with.  You need at least 5.  If you don't have them, then you will need to
raid the ammo storage facility.  If you have a few lockpicks and some hacking
ability, go to the base commander building which is the one to the left of the
gate when you enter.


Pick the lock on the door and get inside.  Turn on the lights and use the
security panel by the bathrooms.  Deactivate the cameras and unlock the door to
the ammo storage facility.  If you have the speed and muscle augs, you can smash
the window in the back office and use a barrel to climb on and step in through
the window, saving a couple lockpicks.  The locked bottom drawer of the filing
cabinet contains a datacube with the login for the computer in the office.  The
datacube in the office contains a message from Walton Simons that has a security
code in it.


If you cannot hack the security terminal, you can break in to the building
across
from the Base Commander building to the East and use a multitool on the security
pad within to unlock the door to the ammo storage facility.  Plus there is a
repair bot in there so that you can recharge you bioelectric energy.


Once you enter the storage facility, be ready to take on a couple bots.  Toss a
couple EMP grenades at them or just make a run for the office on the left.  If
you can hack the terminal inside then do so and set the bots to standby mode to
stop them from attacking.  Then use the switches to open the storage lockers and
raid them.  Grab the LAW on the level above the office and head out.


The security code you found in the datacube back in the office is for a keypad
in
the East Warehouse.  Enter this building and beware the camera behind the door,
the terminal is behind the vending machines.  Enter the office and use the code
to open the other office inside.  There is nothing on the computer, the security
terminal will feature controls for the cameras and turrets inside the sewers as
well as some rather interesting bot commands.  Set the bots to standby so that
they don't attack.  There is a datacube with another security code lying on the
floor inside the bathroom, check it before leaving the warehouse through the
back
door.  You should now be in the perimeter outside of the sub pen.  Head towards
the crane and figure out how to get inside.


Entering the Sub Pen
There are two ways to enter the sub pen.  You can use a multitool on the keypad
by the door or follow Tong's suggestion and use the crane to enter the
ventilation system.  If you go in through the front door, you only have to fight
through some offices and raise the ramp to get on the superfreighter.


To go the crane route, use the elevator at the base of the crane to reach the
top.  In the control room you will find a Sniper Rifle and a switch that will
lower the crane onto the building.  Jump onto the crane an use it to get onto
the
building.  There will be a panel on the side of the ventilation unit that can be
removed using the Dragon's Tooth.  Climb in and enter the vent system.  You will
reach the main shaft, where there is a fan and some spider bots below it.  Take
care of the spiders bots and carefully climb down the ladder so as not to get
sliced up by the fan.  Head through the maintenance door and deal with the
spider
bots inside.  Pass through here and enter the sub pen.


Climb down the ladder and go through the door that says Crane Control.  Take
this
elevator up to the crane control room.  Hit the button on console and use it to
move the crane into position.  Take the elevator back down and climb back up the
ladder that you came down before.  Go into the room on the left and open the
grate.  Step out on to it and walk across the beam to get onto the
superfreighter.


Brooklyn Naval Yards, Aboard the Freighter



 Upper Decks
Go around the ship to the other side and head up the ramp to the door.  Enter
the
ship and take out the sailors.  Explore the crew quarters and grab anything you
can use.  Enter the lab and grab the Ambrosia Vial for Dowd, if you can pick the
lock on the safe there is an upgrade canister inside.


Go upstairs and search the rooms above.  In the sick bay there is a Medical Bot
and a datacube.  Enter the air vent in this room and use it to gain entrance to
the locked room down the hall.  In here you will find lots of goodies; a Repair
Bot, some multitools and bioelectric cells, a couple weapon mods, and two
datacubes containing info.


Go upstairs to the next deck and use the security code on the Ops Room door or
bypass it with a multitool.  Read the datacube inside and grab the nanokey on
the
desk.  Enter the captains quarters and read the datacube on his desk to get the
security code for the armory.  The datacube beneath the bed has the login for
the
computer and the nanokey will unlock the door to the lower decks.  Finally, turn
on the holoprojector to view the captains orders from Simons.


Go back downstairs and raid the armory before heading down to the lower decks.
It's time to sink this boat.


Lower Decks
Head down to the engine room.  According to the floor plan that you were given
by
Dowd, two of the five weld-points are here in this room.  Go down to the bottom
floor and head over to the Northwest corner of the room, here you will find the
first weld.  Take it out with a LAM, be far back as it will set off the
explosive
barrels nearby.


The next weld is harder to reach and requires that you raise the bridge to reach
it.  We will be coming back this way anyways so we'll get that weld then.


Leave the engine room and head down the corridor to the East to reach the Bilge
Pump Control room.  The next weld-point is in the Southeast corner of this room,
the computer controlling the bilge pumps is in the Northwest corner.  Blow the
weld with a LAM, but leave the bilge pump control for later when you have the
login for the computer.


Head back down the hallway and follow it to the electrical room, there is a
weld-
point inside.  Talk to the electrician and he will tell you how to shut down the
power inside the room.  Grab the nanokey on the crate and head inside the room.
Take out the spider bot and head over to the Southwest corner of the room.
Disable the circuit panel here, then lift up the grate and go under the floor.
Disable both circuit panels and the power will shut off.  Go backup to the floor
and destroy the weld-point on the North side of the room.


Go back to the Bilge Pump Control room and head up the stairs.  Take the
corridor
to the upper level of the electrical room and use your Keyring to open the door
to the Helicopter Bay Ops room.  Enter the Ops room and kill the guards, then
open the grate in the floor and climb down to the lower level.


Head out the door and enter the room below the helicopter platform.  Read the
datacube and search the lockers.  Then take out the weld-point on the East side
of the Bay.  Leave the bay and climb back into the Ops room.  Return to the
Bilge
Pump Control room and reverse the bile pumps.  First turn on the pumps using the
switch on the wall, then log onto the computer using the captain's login and
reverse the flow of the pumps.


Go back to the Engine Room and use the code for the bridge to raise it.  Head
across the bridge to the control room and enter the engineer's room on the
right.  Smash the window and climb through it onto the pipe outside.  Walk along
the pipe and you will be able to see the last weld.  Toss and LAM down there and
run out of the engine room.  Go up to the upper deck and get outside, you now
have 30 minutes until the ship sinks.


Escaping the Sub Pen
The only way out of the sub pen is through the ventilation system.  There is a
maintenance shaft at the West end of the building that will lead to it.  Jump
off
the freighter into the water below and and swim for the pier on the Southwest
end
where there is a ladder that you can climb up.  The maintenance door will be
nearby.


Go inside and climb the ladder to the top.  Head through the hallway on the
right
and go to the main air shaft, beware the spider bots.  Climb the ladder up the
air shaft, be careful not to get sliced in two by the fan blades.  Crawl out
through the air duct up here to the rooftop outside where Jock is waiting for
you.

New York City, Lower East Side Cemetery



 Jock will drop you off in the parking lot outside the main gate.  Hit the
button
by the gate to get the gatekeeper to let you in.  Go to the Dowd crypt on the
west side of the cemetery and talk to Stanton Dowd about the virus and how to
find Morgan Everett.  He will tell you to go to Paris and find Nicholete
DuClare,
she can lead you to Everett.


Hack the computer if you can and grab the equipment on the table before leaving
the catacombs.  When you reach the door Jock will radio you and tell you that
someone is emanating a disruption field that is preventing him from landing. 
The
field generator is in the gatekeeper's house by the gate.


Take out the MJ12 troops that ambush you as you exit the crypt.  Run to the
gatekeeper's house and kill the gatekeeper.  Behind the painting on the wall
there is a keypad that you will need to bypass, this will open up a room
containing the field generator.  Destroy the generator and get to Jock's chopper
just as more MJ12 troops start to crawl out of the woodwork.


To be continued

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