Deus Ex чит-файл №2

Before you begin a new game, I really suggest that you do the Tutorial. It is
very helpful, and it will add a little more to the story line then if you had
skipped it. After you have finished the tutorial, begin a new game.



Liberty Island

On the first mission, you will learn that the NSF have seized the Statue of
liberty, and have captured Gunther. Your mission, first, is to infiltrate the
statue. Before you rush off and do that, check the crates near the docks for
items. Below the docks are even more crates, but they are a bit difficult to get
to. Your brother Paul Denton should run up to you and give you your mission
briefing.

This is when you will select the type of player you are planning to be through
out the game (or the choice that you make will effect how you will play the
game). Select the GEP gun if you want to blow stuff up. Select the Crossbow if
you want to silently take people out, or take them out without killing them.
Finally, select the sniper rifle if you want to play as a sniper. Which weapon
you select has no hard effect on the type of character you will play, but the
weapon you choose will help to perfect your character (it is hard to play as a
sniper without a sniper rifle). All things aside, do not select the Crossbow.
You
will find more of them all over the place. You will not find another GEP gun or
SNIPER rifle for a long time. For this walkthrough, we will be assuming that you
selected the Sniper Rifle.

Now speak with Paul Denton several times, and after selecting the weapons you
want to start off with, head up the docks towards the statue. You will see a few
NSF guards on patrol. If you shoot at any of them, chances are they will run for
you or run and alert the others. Take them down with a sniper shot or the Riot
Prod. If you crawl around behind the boxes, you can sneak right up on them from
behind and zap them. If for no other reason then for kicks, pick up their bodies
and carry them into a dark corner. In this area, doing that is not so important,
but it will be a useful tactic later in the game. Be sure to grab the items off
of all the bodies on the ground. Even the UNATCO operatives will have items on
them.

Explore (or sneak) your way around the area. A few locations are of interest
are;
a UNATCO security station towards the west wall of the compound. You may be able
to talk the access code out of the guards, or you can use a multitool to open
the
lock. Inside you will find the controls for 3 cameras, and a cellar door. Also
you will find a few loose items, and a data pad under the cot. Use the login and
password you found on the data pad to access the computer console on the back
wall. From here you will have complete control over the robots and cameras. You
should also unlock and open all of the doors. This will allow you entry into the
cellar outside. Break the box and grab the EMP Grenade. You should have gained
skill points for exploring these areas. Now head back out towards the statue.



North Docks

You need to make your way around the compound to the “North Docks”. This is
where
you will meet your contact. He will have an access key that will allow you
access
to the statue. Be cautious of the patrols around the area. This is not Quake; so
do not try to run out and circle strife them to death. Stay low and in the
shadows. Once you have made it to the North Docks, speak to Harley Filben. If
you
promise that his informant will not be injured, then he will give you the access
key. Speak to the girl also. She will sell you ammo. Grab all the loose items in
this room, and then walk over to the edge of the docks. Below you will see a
sunken barge. If you jump in and swim to the cargo bay door, you will find it
locked. Use a lock pick to unlock it. You will have little time under water
before you run out of air, so return to the surface often. You may also want to
turn on your flashlight (F12 by default) to make it easier to see inside the
ship. You will find 3 crates each containing an item of interest. In the left
most and center crates you will find weapon upgrades. One will upgrade a weapons
accuracy, and the other will upgrade a weapons reload time. The right most crate
will have a sawed off shotgun for you. Grab all of these items, and head back to
the main area.



Loading Dock

You may have noticed an underground area on the north side of the statue. It
looks like a loading dock or something. Enter it. There will be a guard in here,
but you can take him out easily enough. In this area you will find a power
generator that is throwing electric bolts out in all directions. There are 2
ways
to get past this. You can use a multitool on the electric panel on the side of
the generator, or you can use the forklift to jump over the sparks. If you use a
Multitool to gat past this, then look above the box with the small ladder on it.
On top, you will find a multitool. If you use the forklift, you will need to be
quick. Hit the button on the back of the forklift, then quickly run around to
the
front and get onto the forks. When the forklift reaches the top, you will be
able
to jump to the top of the generator. Now climb down. To return, pick up the
small
metal box and place it near the boxes by the generator. Now, behind the
generator, you will find 2 more weapon upgrades. One that will increase the
weapons clip size, and the other will add a laser sight to the weapon. You will
also find another data pad. Read it for the passwords and log in (if you forgot
them, or if you didn’t find them earlier).



Inside the Statue of Liberty

Now we need to enter the statue. Again you have choices. You can use the front
door, or you can climb the boxes along the side of the statue (near the loading
docks you just exited). If you go through the front door, you will be able to
access the security system, and deactivate the cameras, security sensors, and
the
turrets. If you go up the boxes, then you will have to deal with all the
turrets,
cameras etc, unless you choose not to save Gunther. Which you can skip if you
want, but you will miss out on a lot of stuff if you did that. For the sake of
this walkthrough, we are going to save him!



Gunther Hermann

As you enter the front of the statue, you will see a patrol bot. Avoid it simply
by staying behind it. Alternatively, you could hit it with an EMP, or my
favorite, avoid it until you get the TNT from inside. If you simply avoid the
bot, keep in mind that it looks forward only. There is another small room that
the bot does a patrol around that has a few flares and a locked chest. You will
want to come back later for the box, as you do not have enough lock picks to
open
it right now. In the entrance area, you will find a security computer console.
Approach it from the left hand side or the motion sensor will detect you. Use
the
access code you found on the data pads to access it.

Disable the turrets, cameras, and unlock and open the doors all from the
computer
console. If you decided to just walk past the robot on patrol, be quick while at
the computer. If you take too long, the robot will return on its patrol.

After disabling the cameras and stuff, do not just run inside blindly. There is
a
guard inside by the torch of the statue, and another guard on the second level
balcony. The second guard will be able to see you do harm to the lower level
guard if you are not careful. I suggest saving your game now. Why? Well if you
alert either of these 2 guards, they will sound the alarm. This will cause a
room
full of guards to rush in and help the two outside. So… You need to be creative
here. Hide outside and fire a gunshot to alarm the guard inside. He may run for
you, or he may run for the alarm panel. Or try to sneak right up behind the
lower
level guard and knife (or prod) him silently. Finally, you can completely avoid
the lower level guard (sneak past him) and take the stairs up to the balcony.
From up here, you can take out the second guard, then return to the lower level
to take out the first guard. It is all up to you.

Deus Ex is all about options. You will begin to realize how open ended this game
is. For every situation or problem, you will have multiple options and choices.
If you trained in lockpicks for example, you will be able to unlock most items
or
doors. If you have no skills in lockpicks, but you have a box of TNT laying
around… Who needs a lockpick?

Now that was just a small example. I do suggest that you become “Trained” in
lockpicks at the least, if not better. My above example is to demonstrate how
each problem has multiple options. Why did I throw all of this in the middle
right here? Well you are about to hit a series of situations, which will all
have
multiple options. I doubt I will be able to cover them all. I may not have even
figured them all out. Just remember, this is what playing Deus Ex is all about…
Have FUN! Make it fun, and be creative.

Anyway, now that you have taken out the 2 guards by the torch, you will be able
to explore the main room. Do not go up the stairs, or through the red laser
sensors. If you look around, you should find an ATM machine, a water fountain
(that will heal you for 10 points), and some TNT. You will find other items, but
these three I wanted to point out. Grab the TNT and take it outside. If you took
care of the robot already, then take the TNT and throw it on the locked box that
was in the small building. You could pick this lock, but the TNT will save you
some lockpicks. Just make sure to throw the TNT and then back up quickly to
avoid
the blast.

If the robot is still active, then you can take it out and open the locked chest
at the same time. Just time the robot until it is heading away from the statue,
and towards the small room. Walk up behind it and be ready to throw the TNT. As
the robot is passing the left hand side of the small building (left hand side if
your back is to the statue), throw the TNT to the ground. Make sure to throw it
so that it will land between the robot and the small building, and then back up
quickly. The blast will destroy the robot, and it will open the locked crate
inside the small room. Now run inside the small room and grab the cash (100
credits) and grab the ammo (sniper ammo). Now head back inside towards the red
laser sensors.

You will need to get past the lasers to save Gunther. First, you will notice an
alarm panel on the wall. This is where the guards will run to once they have
been
alerted. They will type in some stuff here, and that will sound the alarm. You
will also notice an electric panel in front of the red laser sensors. You can
deactivate the lasers from here. To get past this area, you will have many
options. You could have used the TNT and just thrown it into the area, but the
TNT was best used on the locked crate. For each example below, you will need to
deal with the guards inside the room beyond the red lasers. To make this smaller
to read, I will not cover any tactics on how to kill the guards. Mostly, you
just
shoot them when it is time, and perhaps snipe them. That is up to you.

You can use 2 multitools, one on the alarm panel, and one on the electric panel.
This will deactivate the alarm (so the guards can not activate it) and
deactivate
the red lasers (so you do not set the alarm off yourself).

You can save a multitool by just deactivating the electric panel. The guards
will
still be able to activate the alarm, so you will need to drop them quickly.

You can just run past the red lasers (saving 2 multitools) and then fight it out
inside.

Forth, and my favorite, you could use the barrel. By the desk you will see a
barrel. Push this barrel into the lasers path. Make sure that you push it into
the left most side (the side that he electric panel is on). This will interrupt
the lasers, and give you room to crawl past them. The alarm will sound when you
place the barrel there. You will need to quickly retreat back out into the main
room, and into the darkness. Once the guards decide the area is clear (and they
were hearing things), they will turn off the alarm. You will now be able to
crawl
past the lasers that the barrel is blocking.

This one is just good ol’ fun. Deactivate the alarm panel with a multitool. Walk
over to the red lasers, and shoot a guard. This will alert them all. Quickly run
back past the alarm panel, and duck down into the shadows. The guards will run
to
the alarm panel and try to activate it. You can take head shots at them while
they are doing this. If you are accurate, you can drop each one, one at a time.
However, this is difficult. Your aim must be dead on. If you delay in your
shots,
then they will stop messing with the alarm, and just shoot you. (Make sure your
pistol has a full clip of ammo before beginning this.

Now that you are past the lasers, deal with the guards (if you haven’t already).
You will come to another room that has a guard sitting at a desk (unless you
triggered him while triggering the other guards). You can sneak right up behind
him. Be quick about it though. There is a motion sensor on the wall (camera)
that
will pick up on you. Once the motion sensor activates, the turret will begin to
plug holes in you. Move quickly over to the guard, and stab him to death. On the
wall, you will find a computer console. Deactivate the cameras, unlock and open
the doors, and deactivate the turrets from here. The login and password are the
same as the login and password at the base of the statue. If you have forgot
them, hit F1 (unless you remapped the key) and then click the “NOTES” tab
(alternatively, you could hit the hot key for notes, depending on what you
assigned it to). At the top of this screen, you will see the mission objectives,
and at the bottom you will see all of the passwords and stuff you have found so
far.

After deactivating the security, you can go into the next room and free Gunther.
He will ask for a pistol. Go ahead and give it to him. You will get a new one
(if
you haven’t already). Now Gunther got himself into this mess because of his
unwillingness to retreat. However, as soon as you give him a gun he runs like
hell. I guess spending time behind the enemy lines has changed his “no retreat”
opinion. Ok, all jokes aside, be sure to check above the boxes in the room on
your way out. You will find some goggles. Exit back out to the torch room (main
room). In the corner by the alarm sensor, you will find a small air vent (not so
small really). You can open this, and crawl through to another room.
Alternatively, you could use a LAM to enter this area from the locked door
behind
the red lasers (near Gunthers jail cell). However, if you crawl through the air
vent, you can save your LAM. Hit F12 (unless you remapped it) to turn on your
lights. At the end of the first air vent, you will find yourself on the opposite
side of the locked door mentioned above. You will find some food in here, but
the
real prize is through the second air vent. You will find a desk that has a data
cube on it. The data cube will contain the account number and pin number for a
bank account. You can return to the torch room, and use this account and pin
number to get some cash out of the ATM. On the desk, you will also find a weapon
upgrade (MOD), and a PS20. Make your way to the ATM now. After you have snatched
the cash from the account, head up the main staircase.



Climbing the Statue

There will be a motion sensor/camera up here, and a Turret. Save your game, and
then just run quickly up and under the camera. It will be unable to see you
while
you are here. Just wait a few seconds, and it will stop buzzing. Break the wood
crate, and snatch up the item. Now you need to climb a series of small
staircases
to reach to top of the statue. You will find a few guards through this area, but
most can simply be avoided. If you sneak up on them, often you can eavesdrop in
on their conversations. Once they suspect that someone could be nearby, they
will
not continue their discussion. If you decide to take the first 2 guards out
anyway, but sure to grab the gas traps that are placed on the walls. Remember
from the Training exercises? Just run quickly up to them, and hit the right
mouse
button to deactivate them. Hit the right mouse button again to grab them off of
the wall. I would suggest that you save your game before trying this. The only 2
guards that you will actually have to deal with will be at the very top. These 2
guys do pack a punch; so try to be creative in dealing with them. Remember the
TNT you passed up while climbing the stairs? If that doesn’t interest you, then
did you notice a barrel near the 2 guards? Yeah, try to blow that up or
something. Or if all else fails, shooting them in the head seams to work well.



NSF Commander

Now, continue ahead and you will find a room with the NSF Commander in it. As
you
walk up to him, he surrenders. No need for bloodshed. Do not do anything to kill
this guy; we need to keep him alive. After the first dialogue sequence has
ended,
speak to him again and again. The story line in Deus Ex is based highly on
Conspiracy Theories. Speaking to the commander multiple times will be with
beginning of the Conspiracies in Deus Ex.

Once you are finished speaking with the Commander, grab the AUG canister off of
his desk. This can will upgrade your arm muscles. You get to choose how that
will
be done. You can have one or the other, but not both. You can have one and only
one upgrade for each body area. This canister will allow you to have Microfibral
Muscles or Combat Strength. If you want to know more about each of these
augmentations, hit F1 (inventory menu screen) and then click Augmentation.



UNATCO HQ

Now head back to the UNATCO HQ. Remember? It was very close to the South Docks.
Speak to your Brother (Paul Denton) a few times, and then head inside. You will
find a lot of locked doors, computers, an ATM, and many other items and things.
One thing you will want to play with is your ICE BREAKER. When you are at the
login screen at an ATM or a computer, click the [HACK] button. This will get you
into the computer system. However, you will have very limited time once you are
in there (improving your Computer skill will increase the time you have). Try to
logout of the computer system before the alarm sounds. At the ATM you can get a
little more cash if you hack into it and make a withdraw before you are
detected.
You can normally hack into computers and ATM machines right in front of other
people. If you want complete privacy while you hack, then pick up a vase and
throw it at the person’s head. They will normally get up and run out of the room
like a little child. You should have plenty of privacy and comfort to do your
hacking.

Now you have been told that you need to speak with Manderley. His office is on
level 2. Before we do that, lets check every door and hack into every computer
we
can find. Most of the doors will be locked. We can come back for them. After you
have explored the area, head into Manderley’s office. You will greet his
secretary. If you have not already gained your own login name and password, then
the secretary will give it to you now. Speak with her a few times (just speak to
everyone a few times =). Grab the Nanokey off of her desk, and read the
datacube.
From the Datacube, you will get Manderley’s login and password. Head into
Manderley’s office, and he will send you to the Medlab, and the Supply Room on
the third floor. Head there now. On your way, stop by your office, and check
your
Email.

On the third floor, you will need to locate the Medlab. Speak with the Dr., and
use the medbot to install that AUG canister you found at the top of the statue.
On the bookshelf, you will find another Nanokey. Grab the key and use it on the
closet in the Medlab. You can grab a medkit from inside. After you have finished
in the Medlab, head out into the next room. The guy who has been giving you
updates (Alex) will tell you that you are getting warmer. Enter the room, and he
will tell you that you are very hot. What he means is that you are close to
finding him. In the back of the room, he is sitting at the computer screen. Go
and speak to him. You can use the multitool to unlock the closet in his room, or
you can hack his computer for the code and get the code off of his Email. Read
the datacube on his desk, and you will gain Gunthers login and password. Now run
around the room and constantly keep your view towards the ground in front of
you.
You are looking for a floor plate that can be opened. It is near the entrance
where you got the “You’re very hot” message, between the first desk as you
entered this room and the middle desk. Open it, and you will find keys to the
two
locked doors on the second floor, and some 30.06 ammo. Now you should be able
to
unlock or pick every locked door in the place (except for the door to the
security guard when you entered the area, and the door in the weapons supply
area). Be sure to speak with Anna and Gunther, and then report back to
Manderley.
Your brother will be in his office, and the two of them will give you the run
down on your next mission. Manderley will give you more credits (cash) for your
first days work, and you will gain some skill points. After you have finished
the
conversation, head for the South Docks (the docks where you first started at),
and hop into the boat. Corporal Collins will be on the docks by the boat. You
can
speak to him for a small amount of information dealing with your next mission.

Liberty Island

Access code for the UNATCO Van = 0451


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

Login and Password for UNATCO computer consoles = L:SATCOM P:UNATCO_001


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

Login and Password for NSF computer consoles = L:NSF001 P:smashthestate


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

Account number and Pin Number for the ATM inside the statue = A:230023 P:4558



UNATCO HQ

Gunthers Login and Password = L:ghermann P:zeitgeist


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

Your login and password = L:jcd P:bionicman


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

Manderley's Login and Password = L:jmanderley P:knight_killer


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

Alexes Closet Access code = 2001


The Streets of New York


Battery Park

As you exit the boat, Anna will run over to you and give you the mission
objective. During the conversation, you will discuss the possibility of a
secondary entrance. Before you have time to find one, Anna runs off. If you look
in the general area, you will find a soda machine. Next to it there will be a
locked box. Use a lockpick on the box and you will find a keypad. Use a
multitool
on the keypad and the soda machine will slide open, revealing a secondary
entrance. Alternatively, you can speak to Josh (the little kid by the docks). If
you give him a candy bar, he will give you the access code to the keypad. Word
of
warning here… If you are holding a weapon, the kid will run away from you and
not
talk to you. If you explore behind the soda machine (once you gain access), you
will gain an exploration bonus. In the second room, you will find a few loose
items. Alex will fill you in on the details of this area. Now you have the
choice
of using the front entrance into Clinton Castle, or the secondary entrance that
you have just found. If you go through the front, you can roll with Anna. If
you
go in through the secondary entrance you will be flying solo. The other
positives
and negatives to each direction come down to stealth or brute. The secondary
entrance is designed for a sneaky player to use, and the front entrance is
designed for an aggressive approach. If you take the front entrance, you will be
able to deactivate the security systems, but you will have to fight all the
guards and defenses head on. If you take the secondary entrance, you will be
able
to sneak past or sneak up from behind most of the guards. However, you will have
to deal with all of the security systems (active ones). If you still can’t
decide
which way you would like to go the most, consider both. This is the long way to
go about doing it, as you will be traveling back and forth through the areas.
However, you can accomplish both stealth and brute force by doing this.
Personally I am not patient enough. For the walkthrough, I will cover the direct
frontal approach, and make a few comments about the secondary entrance as we go
along. With that said, we shall head for the front door of the Castle. On the
way, be sure to speak to anyone that has a green crosshair (when you look at
them, your crosshair should change to green for friendly people). The “Sick Man”
who asks you to kill him (do not kill him by the way) will talk a bit more if
you
question him (hit the right mouse button, unless you remapped it). The “Sick
Woman” by the burning barrel will suck you dry of credits if you let her. It
would be best if you saved your cash and carried on. The Bums in the area are
full of national pride, singing the National Anthem, and praising
the “rebellion”. However, they will normally drop clues about the second
entrance
(if you didn’t already know about it). There will be another kid named Billy
running around near Anna at the front of the castle (or he may be inside the
front entrance). If you give him a candy bar, he will spill some more info. You
will also gain 50 more skill points. After you speak with Anna, head on inside.
There will be a small building in the center of the area. Before you head for
the
building, first explore all around it. You will find a few wooded crates that
you
can break open for ammo (mostly ammo for a heavy weapons type of player) and a
few terrorist corpses that you can loot. In one of the square holes in the outer
walls, you will find another supply crate. This one has a multitool. After you
have explored the area, head on into the small building.



Clinton Castle

You should gain some skill points for completing the mission objective. In the
first room, you will find a Nanokey. Grab it, and then head into the second
room.
Sneak up behind the guard and knife him down. Pick the lock on the trunk in the
room, and you will find a datacube. The cube will have a 3- digit access code on
it (you will use the code in a minute). Grab the Biocell that is in the trunk,
and head over to the doors. One door will take you out the back side of the
small
building, and the other will take you into a small room with a floor plate.
There
will be a keypad on the wall nearby that you can enter the 3-Digit code into.
Once you do that, the floor plate will slide open allowing you access to the
lower portion of the Castle. The first door that you come to will be unlocked
and
it will lead you further into the Castle. The second door will be locked. Use a
LAM or a lockpick to unlock this door. You should gain 65 exploration points for
entering this room. In this room, you will find a computer console, computer
station, Nanokey, napalm canister, rockets, and a medkit. Hack the computer
console and deactivate the 3 cameras. Hack into the computer station and cycle
the main doors. Below one of the desks, you will find a safe. It will take 2
lockpicks to open it, or one LAM (if you have any). Inside the safe, you will
find an augmentation canister and a datacube.

Now head back out and go down the steps behind the door that was unlocked. At
the
bottom of the steps there will be a guard on patrol. Sneak behind the boxes
until
you can come up from behind him and stab him. Make sure to kill him before he
reaches the alarm panel. Loot his corpse for another Nanokey. From here, the
door
on the right will have the Ambrosia that you came in here looking for. All you
need to do is run up close to it (you do not need to pick it up or anything).
Run
up next to the Ambrosia canister until you get a radio message from Alex. After
that message, all you need to do is return to Anna outside. However, before you
do that, continue down the forward path. This is the intersection where the
front
path and the secondary path (soda machine) intersect. For the items that can be
found, it is worth your time to at least explore up to the next room. There is
not much after that point, but there are a few items in the room. Grab them and
then head to Anna. If you tell her “I am learning as I go along” then you will
receive two EMP grenades. If you tell her that you are a god and all of that,
then she will give you only one. Anna will also tell you about your next
mission.



The Subway

At the subway station, you will find 6 or so make shift houses in a small shanty
town. In 2 of them you will find locked trunks. In one of the houses, there will
be a terrorist. In one you will find an access vent into the subway. The other 2
houses will have food items of little value. At the Subway itself, you will see
guards behind boxes at the bottom of the stairs. You can take this as a frontal
assault path, but you risk blowing up all of the hostages. Just to the left of
the subway entrance, you will find a floor plate. Open it for an alternative
entry point (or use the vent in the shanty house). At this point you can get
creative in dealing with the terrorists guarding the subway train. I believe
there are 8 terrorists in total. I will give you a few ways to deal with them,
or
you can come up with your own ideas (don’t you love just this game!?)



Frontal assault

Frontal Assault 1 - Use the EMP grenades to disable the trap wires. By doing
this, the TNT will not be triggered when you enter the area. However, shooting
the TNT will still blow it all up. This is not the end… No, you still need to
deal with the 8 or so Terrorists, and one of them has a flamethrower.

Frontal Assault 2 - You can try to snipe the Terrorists one at a time. Make each
shot count (it may be easier to shoot them without using the scope).

Frontal Assault 3 - Just go in blasting. Kill the first 3 guards by the boxes.
Once they are down, shoot at the boxes of TNT. They will blow up, killing all of
the Terrorists, and all of the Hostages. You will gain less of a reward for
doing
it this way (100 skill points instead of 300 skill points)., but the job will
get
done.

Secondary entry assault

Vent assault 1 - This one was my favorite way. If you have any gas grenades (if
you disarmed them while at the Statue of Liberty), then take the ventilation
system. You can access it from one of the small houses, or from the floor plate
near the front entrance to the subway. Get above the main subway area, and throw
a gas grenade down into the middle of the guards. This will alert them to your
presence, but they will be gagging too much to do anything about it. The guards
who were out of range of the gas grenade will more then likely run straight for
you. If you threw the gas grenade directly below yourself, then the rushing
guards will enter the choking cloud of gas. While the guards are choking, you
can
pick them off one by one. Do it with a ranged weapon. If you drop down and try
to
do it with a knife or something, you will be in the gas cloud also.

Vent assault 2 - Sneak to the lower air vents and crawl out into the main subway
area. Use the Prod to stun each of the guards from behind. You will need to stay
hidden, and be quick. Time the guards so that no one can see you as you pick
them
off one at a time. Try to hit the guards along the outside of the area first.

Once the guards are all dead, you will receive a radio message from Alex. He
will
fill you in on your next mission (jump on the subway). Before you run off and
start that mission, be sure to loot all of the Terrorists. Make sure to get the
one with the Flamethrower. The Flamethrower takes up 2x8 inventory squares, so
make sure you have the room for it. Once you are done looking around, jump into
the subway train.



Hell's Kitchen

When you arrive in Hells Kitchen, you will find a homeless guy, a Hooker, a Bum,
and the two hostages you saved at the subway station. Speak to them all, but be
sure to speak with the Hooker. After you are done, go hack into the ATM. Grab
the
cash and head for the stairs. Your brother will run down and update you with the
mission. He will also give you a key to his apartment. As you exit the subway
station, Alex will radio you and tell you that the Ton building has been seized
by the NSF. Conveniently, that is the same building that your brothers apartment
is located in, and he gave you the key. Now you need to explore the streets. You
can explore them anyway you like, but for this walkthrough we are going to
assume
that you are going to explore them in a clockwise direction (going left when you
exit the subway station).

As you exit the subway station into Hells Kitchen, hang a direct right. “Wait a
minute! You said clockwise (to the left)!” I know. But to the right is a small
area with a few items. We do not want to come all the way back just for this.
There are a few dead bodies around the area, and if you squeeze your way behind
the “wooden” walls, you will find the Basketball Court.



Basketball Court

There will be a homeless guy as you enter who will give you a little info.
Across
the basketball court are 2 Thugs and another Homeless guy. The Thugs are about
to
rough him up. Walk over to them and listed in on the conversation. As soon as
you
speak to them, the crosshair indicator will change from green to red. You need
to
drop these guys quickly, before they drop the homeless guy. It would be smart to
save the game before trying it. As soon as the fighting begins, the Thug on the
left will whack the homeless guy with his crowbar. Most of the time, the
homeless
guy will die right there. If you are having a hard time saving him, try this…
Before you speak to the Thugs (while the crosshair is still green), put a bullet
into the head of the Thug to your left. The Thug on your right almost always
attacks you and ignore the homeless guy. Doing it this way will at least get you
through the situation. The homeless guy will give you the password for “Curly”,
which you will use in a later mission. After you save the homeless guy, shoot a
few baskets into the basketball net. If you are a good shot, you may gain a
bonus. If you are not a good shot, but you really want to try for a bonus, then
you can go out and grab a lot of trashcans, and a few small metal boxes from
Osgood’s. Stack them up so you can just dunk the ball. You will need to be a lot
higher up then the rim of the hoop. Anyway, you will not have access to Osgood’s
just yet, so you will need to wait for that. Return to the streets and head back
towards the left (clockwise).



Intercom Button

On the left side of the street, you will find a small set of stairs leading to a
doorway. By the door, there will be an intercom button. Inside you will find the
Smuggler. However, unless you have the “password” you are not getting inside of
here. Don’t freak out or anything… We will get that password soon enough. I just
wanted to send you here to see what would have happened if you did not already
have the password.



Safe Grenade Guards

Continue on, and you will encounter 2 guards who seam a bit frustrated that they
were issued safe grenades instead of deadly bullets. They will go on about
sneezing the enemy to death, and mocking their situation. Then they will offer
the grenades to you. Accept them gladly. Now continue towards the left.



HilTON Front Door

The Ton Hotel is actually the Hilton hotel. I guess they started calling it the
Ton because the neon H, I, and L have burned out. Or it could have something to
do with the owners last name (Gilbert RenTON). Inside the Ton, you will find 3
NSF troops, 3 hostages, and your brothers apartment. There are 2 ways to take
the
Ton. The door you see now is the front door. If you continue ahead to the Alley,
you will be able to access the building from your brothers apartment. You can
choose which direction to take. I will cover the front door approach here, and
if
you read below (when we get to the alley), I will cover the secondary entrance.
The main advantage of taking the front entrance is that you will not alert the
terrorists who are guarding the hostages.

As you enter the Ton, you will see Gilbert Renton standing behind the counter.
Crawl or walk up to him (do not run or you will alert the terrorist in the back
room). Speak with him for a second, and then crawl into the next room. You will
see a terrorist. Take him down with gunfire or with a melee weapon (prod or
knife
etc). If you do it silently (Stealth Pistol, or the prod), then you will not
alert the guards upstairs. If you take him out with a loud weapon (un-silenced
sniper rifle etc) then the two guards from upstairs will run down and attack
you.
This is a safe way to save the hostages, but it could be unhealthy to you. Once
the lobby terrorist (or terrorists if you used a loud weapon) is/are dead, check
the area for items. You will find a Nanokey (used on a door upstairs) on a
bookshelf, and a credit chit on the desk. If you look at the book on the table
you may notice the name of it is “The Man who was Thursday”. This has no real
importance except that you will hear it again in the Free Clinic. Also read the
newspaper. Most of the newspapers that you find will have limited information on
them. This one is no different, but it does add a little to the plot of the
game.
Now head back out into the lobby area. You will see a small room (elevator) and
a
staircase leading up. You can take either path, but I would suggest the small
room (elevator). The staircase will exit you right into the face of a terrorist.
There are also 2 multitools in the elevator shaft. If you take the elevator
(climb the ladder, the elevator is out of order), then you will exit directly
behind the terrorist. You can sneak up on him and kill him silently (with the
prod) or you can put a bullet into his head. If you make any noise at all, the
second terrorist will be alerted, and come running for you. Take him out. If he
killed his hostage, you will need to reload the game. Most of the time he will
just run for you, leaving the hostage behind. After the Terrorists are all dead,
put your weapon away and talk with the hostages. You will gain some skill
points,
some valuable information, and a password. Check the upstairs balcony for a
Datacube (behind a plant). You will get a bank account number and pin number. If
you check the doors, you will find 2 that are locked. One will require 3
lockpicks to open, and the other will require 1. The one that needs 3 lockpicks
is your brothers apartment. Do not waste lockpicks on this door. Instead read
ahead (further down in this walkthrough) to find out how to gain access from the
fire escape (and gain an exploration bonus). Pick the door that requires 1
lockpick (or use the Nanokey you found in the lobby). Inside you will find 2
dead
druggies. They left behind their drugs. Snatch them up (the drugs not the
bodies)
and walk down to the lobby. Speak to Gilbert Renton again. This will complete
the
Ton mission, and you will learn that Gilbert has a daughter named Sondra.
Continue in our clockwise direction.



UNATCO vs NSF

You will see a squad of UNATCO troops attacking a squad of NSF troops. There is
no need to use ammo, or take any damage. Just allow the UNATCO troops to handle
the situation. This may sound bad, but the more UNATCO troops the NSF guys kill,
the more ammo you can loot off of the dead bodies(this may also have a small
effect of how you are treated later). Once they have finished off the
terrorists,
you can walk through and loot them all. One terrorist will have a Nanokey, and
another will have an assault rifle. Be sure to check the datacube by the stairs
just past the first blockade (under the Osgood and Sons sign). The stairs here
lead to the Osgood warehouse (which is where the Nanokey you grab off the
terrorist opens). You will need to enter Osgood and Sons to get to the
Generator.
We do not want to do that just yet, so continue clockwise.



Alley

You will see a bum standing in the middle of an alleyway. Go and speak with him.
You can also visit the free clinic if you wish (this is a good time to insert
that Augmentation you found earlier), or visit the Underground Tavern.

Just up the alley from the Tavern, by the trash, you will find another Datacube.
This one has another ATM bank account number and pin number on it. You may
notice
a locked sewer grate on the ground in this alley. Take note of the location.

Your brothers apartment can also be found from this alley. Use the metal boxes
nearby to make steps up to the fire escape ladder. Climb up to the first level.
You will need to enter the window (break it with your knife). You will gain an
exploration bonus, and now you will have access to your brothers apartment
(without wasting any lockpicks).



(HilTON Secondary entrance) Paul Dentons Apartment

When you enter the apartment, you will be able to explore it freely. Just do not
exit the front door (unless you have already rescued the hostages from the Ton
Hotel). Among other items, on the coffee table, you will find a datacube. The
data cube tells you to look behind the picture on the wall and count backwards
from 4. That pretty mush tells us the code. Now open the picture to expose the
keypad. Enter the code, and then the bookshelves will slide open. In here you
will find a lot of items. Read the Datacube on the ground, and you will receive
your brothers internet account login and password. Use them on his computer, and
then read his emails. Now, head for the front door of the apartment. The
Terrorists and the Hostages will be just outside the apartment door. When you
open the door, it will alert the Terrorists. They will immediately begin
shooting
the hostages. You will need to take them out before they can take the hostages
out. A quick Gas grenade into the hallway will buy you some time (you should
have
gained one from the guards who wanted bullets instead). If you do not do this
with perfection, the hostages will die (or one of them will). Save the game
before you try this. Once you have saved the hostages, put your weapon away and
speak with them. You will gain some valuable information, a password, and some
skill points (before you will be able to speak with them, you will need to also
deal with the terrorist on the ground level). From here, take the elevator down
to level 1. Be sure to check level 3 (in the elevator) for a multitool, and open
the boxes on level 1 for another. Exit into the Ton lobby, and crawl behind the
counter. You will need to deal with a terrorist. Search the area for items,
speak
to Gilbert Renton, return upstairs and speak with the hostages, and then exit
the
front door of the building. Now return to the alley where you entered the
apartment from.



Free Clinic

When you enter the free clinic, talk to everyone. The bums near the entrance
have
some interesting things to say. Hack the computers, but do not get caught (ice
breaker time runs out quickly). On the back right hand side of the clinic, you
will be able to enter the sliding doors. Inside you will find a lot of dead
people, and a doctor. The doctor will be arguing with a sick bum. Step up and
politely ask the bum to leave the hospital. The Doctor will be pleased, and he
will offer you a discount on medical services. You can now have access to the
medbots for 1800 credits. However, I will give you the access code, so if you
like…. Just save your cash. (check the side bar). Once you have the access code,
you can return as often as you like to use the bots.



Underground Tavern

As you enter the Tavern, you will see a sign that clearly says, “no weapons
allowed”. Take this sign very serious. If you show any weapons while inside the
Tavern, the locals will gang up on you. You will then have to kill them (or more
likely, be killed by them) once they have seen your weapons, and you do not want
these people to be dead. You can speak to the “Used Car Salesman” (Joe Green is
his name). It turns out that he is actually a local tabloid reporter. Speak to
Janey to find out about Jonny and Sandra in the alley. You will need to go
investigate this in a minute. There is a pool table here that is playable. I was
not a good shot, so I have no idea if there is any sort of bonus from this game
or not. 8-Ball or 9-Ball? Who knows… Now go speak to the working man (Dan). He
will be talking with Meg the Tavern owner. If you do not tell him you are a cop
and that you will bust him, then he will tell you the location of the generator
(and a way to get to it). As if the guy wasn’t helpful enough, he will also give
you the access code. Speak to the bartender (Jordan Shea) for drinks or snacks,
and a bit of info about her augmentations. The pilot guy (Jock) will tell you
about weapons if you give him some liquor. If you give him some more, he will
tell you about Area 51. After you buy him 2 beers, he will tell you a little
about your brother. You can buy some beer from the bartender. Jock will not
accept the “hot stuff” that you find on the tables. Before you exit the Tavern,
hack into both of the ATM machines. Now we entered through the back door of the
Tavern, and we shall exit the front door. Weird? Yeah, but it worked out well
with our “counter clockwise” thing.



Jonny & Sondra

When you exit the Tavern, hang a left, and then another left. Basically, you
want
to walk to the west side of the Tavern. You will see a dead-end alley with a
curved roof on it. At the end of the alley you will see Jonny. You will see
Sondra once you walk up close enough (she is behind the cardboard box). As you
walk up, Jonny begins arguing with Sondra. You can stand next to them, and
listen
in, or you can interrupt and speak with Jonny. During the conversation, Jonny
will pull out a shotgun and begin to blast away on Sondra. You will need to drop
him before he can do her in. Alternatively, you could have interrupted the
conversation (instead of listen to it) to keep Sondra out of harm. You can play
through the different dialogue choices, but the best one to choose is the one at
the bottom (you have 10 seconds). Sondra will thank you for the help, and she
will give you the smugglers password (remember the door with the intercom button
on it?). Telling you what the password is will not help you. The password is a
verbal password. In order for JC to tell the doorman what the password is, he
will need to actually know it. If Sondra should happen to die during this part,
then reload your game. Tell Sondra that her father forgives her. She will head
back to the Tavern. Give her time to return, and then head back to the Tavern as
well. When you return to the Tavern, go speak with Sondra and Janey again. Janey
will drop a load of information on you, and she will give you the passcode to
the
elevator in the warehouse (if you did not already get it from Dan).



The Smuggler

If you got the codeword from Sondra, then you can return to the intercom button
and use it now. Alternatively, you can access the Smugglers den from behind the
basketball court. There will be a small walkway that dead-ends into 2 large
storage boxes. On the ends of the storage boxes, you will notice that you can
pick the locks. The first storage box will have a prod charger in it (not worth
the 2 lockpicks unless you use the prod a lot). The second storage box will have
a secret underground entrance to the smuggler. A Lam can be used to blow the
locked doors off of both of the locked storage boxes (1 well placed LAM can blow
both doors at the same time). However, if you have the code word, that will be
the cheapest (and easiest) way into the smugglers den. Enter and use the
elevator
to descend to the lower level (or climb down the ladder if you are using the
secondary entrance). You will notice the blue laser traps. To deactivate them,
use a multitool on the electric panel in the small office building. Check the
room for items as well. Now continue ahead. You can break the wooden boxes for
items on your way. You will enter a room where the Smuggler is standing. Speak
to
him. He will tell you about a friend of his who was captured and taken into the
sewers. The Smuggler will give you a Nanokey to open the sewer lid. You can also
buy items from him, but wait until you have located his friend Ford (you will
get
a discount). Now exit back to the streets.



The Sewer

Using the Nanokey that the Smuggler gave you, open the manhole lid near the
alley
(the alley leading to your brothers apartment). There will be an alternative
entry grate directly in front of the subway station. However, going that way
serves no benefit to you. It is a very difficult way to go. You will come to a
large room lined with catwalks. There will be 3 MJ12 guards in this room. Take
them down before they have a chance to hit the alarm panel. The Sniper Rifle
will
work well here. Cross the center catwalk, and enter the small room at the end.
You will find a medkit and a lockpick inside the wooden crates, and a datacube
on
the ground below the desk. The datacube will have the security system
information
on it.

Now, follow the side of the room around to the ladder. You will find a computer
console. Use the login and password you found on the datacube to enter the
security system. Turn off each of the cameras (open doors and turn off the
turrets). Finally, rotate the bridge. There is another ladder here that will
take
you to the second level. Do not worry about this yet. We will be coming back for
it (this is an alternative entrance/exit). Now you can cross the bridge that you
rotated to reach the other side of the room. Be careful, just below the bridge
there will be another MJ12 guard. You will need to deal with him in one way or
another. If you have sniper ammo (30.06) then you can pick him off from a safe
distance. Once you reach the other side of the room, climb down the ladder and
step off onto the second level (where the MJ12 guard was standing). Follow this
path through 2 unlocked doors, and one keypad locked door. You will fight a few
guards along the way. If you are quick, when you reach the door with the keypad,
the guard will open that door for you. He will then attack you, but if you are
quick enough, you can kill him and slip inside the door. If you were not quick
enough, then you can use a multitool to open the keypad (or use the code on the
sidebar). In the next room, stay close to the west wall. There is an active
camera above you that will alert the guards if it picks up on you. Move over to
the computer console and enter the security information you discovered earlier.
Deactivate the camera. Now climb down the stairs (quietly) and take out the 2
guards. On the south wall, you will find 2 doors. Both are unlocked, and lead
into an office room. Two guards will be inside (one is sitting down). Take them
down quickly. Check the room for items. You should find a datacube in the room,
which will have the login and password for the computer. You will find a lot of
good information from the emails, including the floor level access codes to all
of the keypads. On the east wall, you will find an open door, and Ford will be
inside. Go in and speak with him. Then you need to escort him out. Once you have
done this, you are free to explore the area for items you may have missed.
Return
to the room where you found Ford, and use the floor level access code that you
got from the email on the keypads. One of the keypads will be a 3-digit keypad.
It will lead to the Armory. You may remember from the email that this keypad did
not change. You can try guessing it, or you can use a Multitool on it. Inside
you
will find a lot of items. Most importantly, you will find a rocket launcher.
Behind the door that has a 4-digit keypad, you will find a room full of water.
At
the bottom of the water, you will find 2 boxes that you can open for items. Now
head back up to the rotating bridge from earlier. Remember that small ladder
that
I said we would come back for? Well, head for it. At the back of the hallway
(after you go down the small ladder), you will find a keypad. Use the code you
got from the email on this keypad. Just inside the door, you will see a turret,
a
red laser trip line, another keypad, and an electric panel. Use the multitool on
the electric panel to deactivate 1/3 of the red lasers. There are two other
electric panel that will keep them charged (you need to deactivate 3 panels to
turn them off). You will need to crawl under and around the lasers. Continue
ahead until you come to a small access panel. Above it, there will be another
keypad. Entering the floor level access code will allow you to pass, and enter
into an area flooded with water. Just as you enter this area, you will find an
electric panel, and a locked wall box. The wall box will have the keypad to open
the access panel (but from the other side). You have already opened it, so there
is no need for you to bother with it. Use a multitool on the electric panel to
deactivate 2/3 of the red lasers. Now take the path off towards your right. At
the end of this hallway, you will find a ladder leading back up to the surface,
and an electric panel. Use a multitool to deactivate the laser lines. Do not go
up the ladder yet. First, head back to the main hallway, and follow it to the
end. You will find a ladder going up to a small ledge. On the ledge, you will
find 2 corpses that you can loot. One of them is loaded with lockpicks and
multitools. There is a datacube on the ground up here that will give you the
access code to the keypads (if you took this way as your primary entry point).
The electric panels we deactivated allowed us access to this ledge without
setting off the trip laser (activating the turret). If you did not have any
multitools, you could have used the EMP grenade that you found in the armory to
temporary disable the lasers. To get down from after doing that, you will need
to
jump to the pipe that is going across the ledge, and then jump down. Now, head
back to that ladder that leads to the surface. Hit the topside, and head for the
Smuggler. Tell him that you have saved Ford, and he will fill you in on the MJ12
guys. He will also cut his prices down a great deal. Once you are finished here,
it is time to head for Osgood and Son’s.



Osgood and Son’s

After you have competed everything else in Hell’s Kitchen, head for Osgood and
Son’s warehouse. You will find that the front door will be locked. If you did
not
already loot all of the NSF terrorists, then do that now. You will find a
Nanokey
on one of them that will open the door. Alternatively, you can enter the
building
through the side window. Just look around the corner and behind the trash. You
will find a small window that you can break with your knife. Crawl through it
and
you will have access to Osgood and Son’s warehouse. Once you are inside, you
will
have 2 options. You can take the Alleyway, or the Elevator up to the rooftop. If
you are playing as a sniper, taking the Alleyway will place you in a very good
sniper location. No matter which choice you decide to make, be sure to go a
little in each direction. This way you get the exploration bonus for the
elevator
path, and the LAM from the alleyway path.



Inside Osgood and Son’s

Use the Nanokey you found on the terrorist to unlock the front door. Climb up
onto the boxes in the first room. You will find a crate that you can break open.
In this room, you will find 2 open doorways, and 1 keypad locked doorway. I
could
not get any access codes to work on the keypad. However, I did grab a lot of
multitools while I was in the sewers, and they worked just fine. To unlock the
keypad with multitools, you are going to need to have 2 of them. Inside the
door,
you will find 2 breakable crates, and an Augmentation Upgrade Canister
(definitely worth the 2 multitools). This is a real prize, as these things are
limited. If you want to upgrade one of the Augmentations you already have, then
use this now (you do not need a medbot to upgrade Augs, only to install them). I
would otherwise suggest that you just save it until you find an Aug that really
interests you. Now head back to the main room. You can take the path that is
slightly blocked by the boxes to access the alley to the fire escape passage.
Take the open pathway that is not blocked to head through the elevator up to the
rooftop passage.

Alley (Fire Escapes) – If you decide to take the alley path, you will miss some
exploration bonus points, but you will find a LAM. When you come to the
alleyway,
you will need to climb the boxes to jump over the fence. Once you are over the
fence, disarm the Lam and pocket it, and then climb the fire escape ladders
upwards.

Elevator – This is a “straight forward” path, but it will cost you lock picks
and
multitools. Explore the area on your way down. You will pass the window that
leads back to the streets. Soon, you will come to a hallway full of red laser
trip lines. Just in front of the first trip line, you will find an electric
panel. Use a multitool on the panel to deactivate the red lasers. If you do not
have any Multitools left, you can try an EMP grenade instead. If you touch any
of
the laser lines, the turrets will activate, and cut you down. Continue ahead and
you will find a door with a keypad next to it. You will gain a little
exploration
bonus. Use the access code that you got from Dan and Janey in the Underground
Tavern, to open the door. Push the up button to go to the rooftops.

I would suggest you use the Alleyway. You can save a few lockpicks and
multitools, and you can go back for that exploration bonus. For the walkthrough,
we will assume that you are going to use the fire escape.

When you exit the fire escape onto the rooftop, you will have an ideal location
to pick people off with the sniper rifle. Shoot down as many guys as you can
see.
Start with the guy on the roof directly below your location. He has some 30.06
ammo on him, and there is even more in the shadows on the backside of the roof.
Drop down and grab it all, and then finish plugging holes into the Terrorists
below. Once you have finished with them all, explore the rooftop that you are
on.
You will find the elevator door, and a locked door. The locked door will require
a lockpick (or the LAM you picked up). However, there is another way into this
door without using your lockpicks or your LAM. We will get to that later, for
now, open the elevator door and go down. This will back track through
the “elevator path” I mentioned earlier. You do not need to follow this path all
of the way. Just follow it until you get the exploration bonus, and then head
back up in the elevator.

Now, from the rooftop (the one that you exited the fire escape onto), you will
find 2 ladders going down off of the side of the building. One will take you
back
to the fire escape you used to get up on the roof, and the other ladder will
allow you to continue on. Take the second ladder (if you didn’t quite
understand). On your way down this ladder, you will find a window. Break the
glass out and enter it. This is where the locked door from above would have
taken
you. You will gain some exploration points for entering this area. You will also
notice there is a door that is closed off by three wooden boards. You can break
the boards of wood with your knife, and then the door will open easily enough.
The room will be pitch black, so you may want to turn on your flashlight. In
this
room, you will find a medkit, and a prod charger. Now exit back out the window
onto the fire escape, and continue downward. You may notice that the fire escape
has collapsed on the next platform. Crouch down, and slide under the guardrail
on
the collapsed fire escape. You can drop down to the roof from here. There will
be
2 guards on this rooftop. If the guards are still alive, sneak through the
shadows, and then jump them from behind. If you took care of them with the
sniper
rifle from above, then explore the area. You will find a few wooden boxes that
have items in them, a wooden board that creates a ramp up on the side of the
building, a ladder going downward, and a ladder leading up and onto a small
building gaining access to the billboard sign. Go over by the Billboard and look
off of the building towards the ground, you will see 3 guards and 3 Dobermans.
You can snipe them from up here, but be careful. If one of them should see the
dead body of another, they will all run around like crazy. This will make them
very hard to aim at. Now after you have finished picking them off, you will be
left with a few choices as for which direction you will want to go in next.

Wooden Ramp - If you notice, across the wooden ramp (the board that is on the
edge of the building), there is a window. Shoot out this window with your
pistol,
and then run up the ramp and jump inside. You will gain an exploration bonus in
here, and you will be able to find 2 medkits, 2 bioelectric cells, and 2 prod
chargers. In the lower room of this area, you will find another window. You can
shoot this window out, and use the large metal box along with the small metal
box
to climb out. You can also return to level where you entered, and exit the
window
you broke out (this will allow you to take another option if you want) or break
another window on the same level. To exit through either of the windows, you
will
need to grab a small metal box (they are near the second window) to use as a
step
up. If you exit in the new direction, you will exit out onto a fire escape. Drop
down the fire escape to meet up with the path in #2.

Billboard - You can climb up the ladder onto the billboard, and cross over the
alleyway below. You will now be able to drop from rooftop to rooftop, until you
come to a ledge, a ladder, and a sloping roof. You will also pass a stained
glass
sunroof that you could break to join up with path #1. Keep an eye out for the
datacube by some small steps. If you climb the ladder, you can enter the
building
from the top level. You will have about 4 guards (5 if you did not snipe any
earlier) to deal with. If you take them down quietly, you can get them one at a
time (most of them at least). When you enter the ramp going down into the
building, watch for the laser trap. Alternatively, you can drop down the ledge,
to connect with the path from the ladder (#3). If you take the slope, you will
locate the small building (the generator will be inside this building). You can
enter through the small building, or circle it for alternative entry points.

Ladder - You could take the Ladder downward to the alleyway. To do this, you
will
need to climb up onto the small building, and then drop down onto the ladder.
You
can not jump high enough to get on the ladder otherwise. At the bottom of the
ladder, in the alleyway, you will find a datacube, and a sewer access grate. Be
careful of the LAMs guarding the next alleyway. From here, you can take the
sewer
grate, or the second alleyway. If you follow the second alleyway, be sure to
grab
all of the LAMs from the walls. Soon, you will come to the area where you sniped
the 3 guards and the 3 Dobermans. Alex will radio you at this point. Be careful
here, as there will be more guards inside the building (the same small building
as mentioned in #2). Right after Alex messages you, look to your right. You will
find another alleyway leading off towards a turret. You can take this path for a
few items, and an exploration bonus, or you can simply walk down the alleyway to
the turret and collect your area bonus. You can enter the sewer or the small
building to gain access to further your mission. If you go through the small
building, be prepared to be over run with guards (make sure all of your weapons
are fully loaded). You can circle the building for alternative entry points. If
you take the sewers, make sure to have lockpicks, multitools, and at least 1
LAM.
You will find 2 more datacubes in the sewers. One will have the access code to
the storage room in the basement, and the other will have the security login and
password (you can use the login and password on the computer console in the
storage room). The storage room will have 2 barrels of toxic gas inside of it.
The barrels are leaking the gas out into the air. You can just run in (choking
all the way) and do your business, or you can shoot the barrels (causing them to
release all of the gas inside. If you back off and wait a minute, the gas will
dissipate, and you can safely enter the room. In the basement, you will also
find
an office. This is the golden prize of the level. Inside, you will find a safe
that contains an augmentation canister. You can hack the computer also, while
you
are in here. On the desk, you will find a Nanokey for the door to the storage
room. You can try to snag this key before you enter the storage room (to save a
lockpick), but that is somewhat difficult with the security system still active.
It is easier (if you have lockpicks) to simply pick the lock, and forget the
key.
The level directly above the basement level will have the generator in it.

The Generator

Inside the building, you will find the generator. It will be on the first floor
(at the bottom. The basement is the only level below the generator room). You
will need to sneak through the area, taking out the guards as you come to them.
When you reach the generator, you will have a few ways to deal with it. If you
can hack into computers then you can use the computer in the office on the
second
floor. Hack into it, and turn off the generators cooling system. If you can not
hack into computers, then stack the flammable barrels around the generator. Step
back and shoot a barrel. This will cause a chain reaction explosion, which will
destroy the generator. Alternatively, you could have used the rocket launcher
you
found in the armory, or you could have used a LAM that you may have picked up
along the way. After the generator is destroyed, a helicopter will arrive to
pick
you up for your next mission. In the room with the computers (where you hacked
into and shut off the cooling system), you will find a Nanokey, and an
alternative entrance. These two items are pretty useless to us now. However, I
mention them incase you did not follow the walkthrough exactly, and you did use
an alternative entrance. If you have any unfinished business (like, if you want
to gain the bonus points for the other areas) do it before you head back up to
the rooftop.



Return to HQ

As you approach HQ, 2 “bodyguards” will exit the building. They are strange
indeed. Head on into the HQ. Now depending on how you played the last mission,
you will get different responses from people. Do not worry about that much, but
here are the basics.

UNATCO Fight - If you allowed the UNATCO fight it out with NSF alone (in the
street fight) then people will talk a little bad about you.

Sam Carter - If you killed most of the people who you fought (instead of using
gas, tranquilizers, or the prod to knock them out) then Sam Carter (in the
supply
area in HQ) will not respect you. He will offer you some extra ammo, and then
refuse to give it to you (who shouldn’t be respected? The Liar or the killer?).

Anyway, there are a few things you should do before you go speak with Manderley.
First, you should return to your office, and check your Email. There will be a
very interesting message from your brother (the conspiracy thickens). Take his
advice and hack as much info out of the computers in the HQ as you possibly can.
After you have run through the HQ hacking into things, you may want to return to
the Medlab (install that AUG canister you found near the generator). You may
also
notice that all of the items (and the locked doors they were behind) have all
returned. So, you get to steal them all again. Once you are sure you have
covered
the entire HQ, head on into Manderleys office. You will meet Anna inside the
secretary’s office. Speak with her briefly, and then listen in on Manderley’s
conversation. You will gain a little more information about your brother. If you
listen close, you may recognize the voice of the man who is speaking with
Manderley. After they are finished talking, the man will exit Manderleys office.
You will have a chance to speak with him now (not Manderley, but the strange
guy). He will not tell you his name, but he will tell you that he is on his way
to interrogate the prisoners. Now that you have seen the strange man face to
face, you may remember him from the intro movie for the game. Anyway, you are
free to enter Manderleys office now, but before you do that, follow the strange
man down to the prisoner area. You can listen in on his interrogation. From
this,
you will learn his name; Walton Simons. After he mows the prisoners down with
his
assault rifle, head back to Manderley’s office. Speak with Anna and Manderley
for
your next mission, and a little more about your brother. When this is over with,
save your game and hack into Manderley’s computer (or log into his account with
the login id and password you found the last time you were at HQ). You will find
an interesting Email from WS (aka Walton Simons). After you are finished, head
for your next mission.


Battery Park

Access Code for the secondary entrance into Clinton Castle (behind the soda
machine) = 9183


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

3-Digit Access Code = 666



Hell's Kitchen

Verbal Password from Homeless guy at the Basketball Court = Underworld

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

NSF Verbal Password (gained from the hostages in the Ton Hotel) = Righteous

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

ATM codes found in the Ton Hotel = A:543654 P:5544

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

ATM codes found near the trash in the Alley = A:947761 P:2867

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

Access code for the keypad behind the painting in your brothers apartment = 4321

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

Your brothers internet Login and Password = L:pdenton P:chameleon


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

Access code to the Medlab in the Free Clinic = 2153

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

Access code for the Elevator in Osgoods (gained from Dan or Janey) = 3316

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

Verbal password for the Smuggler (used at the "intercom button") = Bloodshot

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

MJ12 security console passwords = L:MJ12 P:coupdetat

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

MJ12 computer passwords (allows you to read emails from the computer) =
P:jsteward L:js1357

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

MJ12 floor level access code (for the keypads) = 2167


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

Access code for the Osgood elevator (gained from Dan or Janey in the Underground
Tavern) = 3316

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

Access code for the Basement office below the generator = 9923


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

Access code for the Basement ramp under the generator = 2577


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

Your Login ID and Password (For the computer in your office. You gained these
the
first time you entered HQ) = L:JCD P:bionicman


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

Manderley's Login ID and Password (you should have gained this the first time
you
entered HQ) = L:jmanderley P:knight_killer


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

Gunthers Login ID and Password (you should have found this the first time you
visited HQ) = L:ghermann P:zeitgeist


Who's Lebedev?


Return to Battery Park

When you return to Battery Park, you need to begin questioning people for a clue
to the NSF whereabouts. The guy you are looking for is named Curly (you will not
know what his name is until you speak with him). Go ahead and speak with
everyone, but Curly can be found in the shantytown (near the subway). If you got
the Password from the homeless guy back in Hell’s Kitchen (at the basketball
court), then you can use it here to gain the phone booth Access Code number. If
you did not get the Password from Hells Kitchen, then you still have 3 other
ways
of dealing with the Phone booth. You can unlock the trunk inside one of the
makeshift houses and find the phone booth Access Code and in a book. Or you
could
enter the subway and speak with Harley Filben (Remember him? He was the contact
that you met at on the North Docks). Harley will sell you the access code for
500
credits (talk to him again for information about the guy Anna wants you to
assassinate). If you still can not gain the access code from any of the above
sources (If you didn’t get the code from the basketball court, you do not have a
lockpick for the trunk outside, and you do not have 500 credits), then you can
use 2 multitools to bypass the Keypad. Now, use the code (or the multitools) on
the phone booth keypad. The booth will rotate and then drop downward to the “New
York, Brooklyn Bridge Subway Station”.



Brooklyn Bridge Subway Station

When you climb out of the manhole and into the abandoned subway station, you
will
see a few people walking around. There are 2 people in here that you really
should talk to. One is Rock (The Drug Dealer in the corner), and the other is
Charlie Fann (the Mole Person). First, you should speak to Charlie. He will tell
you how to get to the mole people, if you can help them fix their water pipes.
To
do this, you will need to find a LAM (If you already have one, just pretend that
you do not, and follow the walkthrough anyway). He will tell you about the Rooks
(another gang) on the upper level (you can get a LAM from them). Above the two
guys I have already pointed out, you may also find it useful to speak with Don.
He is a junky that is roaming around the area. If you give him some Zyme
(drugs),
he will tell you where the keypad to the mole people is located. He does not
know
the access code. (If you really have no interest in doing this area, you can get
the location of the keypad from Don, and then go there and bypass the keypad
with
2 multitools.)

Now for this area, you will have a LOT of choices. They are all easy to deal
with, so I suggest you do them all. Below (in order) is the best way that you
should do them.

Head up the stairs, towards the Rooks (as Charlie mentioned). Speak to all the
gang members that you find. Most of them will point you towards El Ray. Head to
the east side of the area. You will pass some ticket booths (and some of those
ticket blocker things that turn as you walk through them). You can smash the
wooden box in the corner to find a multitool, but the real prize is the Brooklyn
map on the very back wall. If you walk up to it, you will discover that it is
really a locked door. Use your lockpick on this map, and inside you will find a
datacube. On the datacube, you will find out the location of the mole people
tunnels, and the access code to enter them. By doing it this way, you can skip
all the handyman work. However, we want to do everything, so head towards the
west side of this area. You will find another ticket booth, which will have a
gas
grenade in it. You will also find a Multitool above the payphones near the
vending machines. And while you are in this area, hack the ATM. Now, continue
through the “ticket stopper spinning things”. You will find El Ray in the back
of
the room. Ask him for a LAM, and he will offer you one for 750 credits, or if
you
go kill the Drug Dealer Rock (on the lower level) for him, he will give you the
LAM for free. Now, instead of heading for Rock now, go ahead and read #2 below.

Go to the men’s bathroom across the subway tracks, on the lower level, and speak
to the Junkie named Lenny. He wants some dope so bad that he is about to blow
himself up with a bomb he found. He tried to trade the bomb to Rock for a hit of
Zyme. After you speak with the Junkie, go over and speak to the Drug Dealer
(Rock). He will sell you some dope, but there is no need to pay for it. Just
question him for the whereabouts of the Mole people. He will not tell you, so
just mention to him that you are with UNATCO. Continue the dialogue, and then
Rock will begin shooting at you. Shoot back. Kill him, and then loot his body.
Snatch up the drugs that he drops, and return to the Junkie. Now you will be
able
to trade the Zyme for the LAM. You can also return to El Ray to grab your reward
for killing Rock “for him”.

Now you should have 2 LAMs. Use one of the LAMs, or any explosive ammo that you
have available to you (in your inventory) to blast the collapsed wall. We could
just skip this part (We know the location and access code already. Remember? We
found them behind the map mentioned in #1). For the fun of it (and the 125 bonus
skill points), I will cover the water pipe area also. Head down the tracks that
have the collapsed wall. You will find a door. Open it, and toss a LAM inside.
This will clear the large wood beams out of the way. Follow the hallway to the
next room. You will see a pipe that will be blowing hot steam out of it. To your
right, you will see 2 large pipes, and 1 small one. The small pipe is creating a
ramp from the ground to the top of the first large pipe. Now, on the other side
of these pipes, you will find 2 valves that will turn the water back on. You can
choose the way you think is best to get over to the valves… Basically, you have
3
options. You can crawl through the center of the 2 large pipes to reach the
other
side. The problem with this is: You will need a lockpick to open the grate at
the
end of the second pipe. You could climb the small pipe to reach the top of the
first large pipe. From the first large pipe, you can jump over to the second
large pipe. The problem with this is: The jump from one large pipe to the other
is very difficult. The roof of the room will not allow you to jump very high.
You
will need to jump from a crouching stance. Third and final, you can jump
directly
through the steam. The problem with this should be obvious: The steam will burn
you. Once you shut off the valves, head back to Charlie for the location and
password for the mole people tunnels. You will also gain 125 skill points for
completing the task.

Now head on into the ladies room and locate the keypad. Use the access code you
found on the datacube (The same code you got from Charlie) to access the
tunnels.



Mole Tunnels

When you enter the Tunnels, you will find a mixture of mole people and
terrorists. Keep the mole people out of the crossfire. The easiest way to deal
with this area is to snipe a guard from the area where you entered. This will
sound the alarm, and attract the other guards. Normally, that would be a bad
thing. In this case, the Terrorists are spread out thin enough that you can
still
fight them one on one (or two on one). They will keep coming, but you should
have
enough time to deal with each on when he gets to you.

Walk cautiously towards the area where all of the mole people are hanging out.
There may be more Terrorists that did not come when the alarm sounded. Speak to
everyone. You will find a lot of good information. The Mole Kids seam to give
the
best info out of the bunch. One Mole Kid will tell you that the Mechs are
expecting you, and they have an ambush setup. He will even tell you how the
ambush is planned to go down (what a kid!). The other Mole Kid will tell you
about a secret entrance to the Commanders room. Check behind the cardboard boxes
on the south end of the tunnel for a loose brick. You can get further details on
the secret “brick room” from another Mole Person (Kevin Bradley). But when the
kid tells you about it, your notes section will update with the information.
Kevin Bradley can be found inside a small room on the west side of the tunnel.

Continue to the south end of the path. You will find 3 small broken up houses.
In
one house you will find a NSF Terrorist cutting up a cat with a Combat Knife. In
another house you will find a wooden box and 2 cardboard boxes. Break all 3 of
these boxes, and you will locate a lockpick and the loose brick to the secret
room. In the third house, you will find a ton of beer and soda. If you took any
damage clearing this area of terrorists, sit back in this little house and down
all of it (the beer and the soda). Kick back and wait for the buzz to die. Once
you are finished, go open that loose brick. When you enter the secret room, you
will find the commander. He looks the same as any other terrorist, but he will
not attack you. Enter the room and speak with him. He will surrender, and tell
you where you can find a key to the Mens Room. Grab the Nanokey off of the desk,
and any of the other items that may interest you (crowbar, pistol, and a
flamethrower).

Now head towards to North end of the Tunnel (You may want to grab the Basketball
that is in the area. You can use it as a diversion). After the first curve in
the
tunnel, you will see 2 Terrorists. If you have the basketball, you can throw it
in their direction, and then step back around the corner. This will cause a
diversion so you can sneak up behind them, or at least it will allow you to get
the drop on them. Continue ahead until you come to the bathrooms. Inside the
Ladies room, you will find a multitool inside a wooden crate. The mens room will
be locked. Use the Nanokey you found on the Commanders desk to unlock the door.
Enter and head through the bathroom. You will enter an “Unknown Location”.



Unknown Location (Helibase)

When you enter this area, you will come to a small staircase leading to what
looks like sewer water. On the left hand side of the room, you will find an
electric panel. Across the sewer water, you will find a locked door with a valve
inside. Depending on what you have available and what you are the most skilled
with, you can either use 2 multitools on the panel or 1 lockpick on the locked
door. If you take the sewer path off to the left you will find laser traps, and
off to the right you will find the path is blocked by steam (hey the mole kid
back in the tunnels was telling the truth!). The electric panel will deactivate
the lasers, and the valve behind the locked door will turn off the steam. At the
end of each path, there will be a small wall. You will need to take one of the
small metal boxes over to the wall in order to get over it. Both directions will
meet up on the other side of the walls. You can save resources by de-arming only
one path (you gain nothing for de-arming both of the paths). Once you are over
the wall, you will see the path from the other direction catching up with you,
and a path that will continue ahead. At the end of the new path, you will see a
patrolling Terrorist. Snipe him if you have the skills and ammo to do so. If
not,
you will need to sneak up on him. His patrol route will allow you the chance. In
the next room, you will find a surveillance camera and 2 turrets. There will be
more turrets in the hallways. You will need to time the camera so that you can
run under it without being noticed, and then slip into the hallway. Now if you
haven’t dropped the patrolling Terrorist, sneak up on him now. When he is down,
loot him for the Nanokey to unlocked the door ahead.

After you pass the locked door, you will find yourself in a room with more of
those red laser traps. You have a few options here. Notice the TNT by the
lasers?
You can shoot that to blast the lasers out of your way. See the Electric panel
on
the right side of the room? You can deactivate the lasers from there. This will
allow you to use the Bridge path. See the air vent on the left side of the room?
You can access that to go around the lasers. This will allow you to use the
Sewer
path.

Bridge - If you use the TNT or the electric panel to disable the red lasers (or
if you used a multitool on the electric panel), you will be able to use the
bridge to cross the water. Do this quickly; the bridge will collapse when you
jump from section to section. On the other side, you will find a hallway leading
through 2 doors. Along the way, you will find an EMP grenade stuck to the wall.
Grab it before it blows up. In the next room, you will be able to use that EMP
grenade on the 2 patrolling security bots.

Sewer - If you took the air vent, you will drop down into the water. Directly
below the exit of the air vent, under the water, you will see a small square
hole. Swim quickly into this hole, and then swim down a very long path. You will
more then likely run out of air before you have a chance to breathe again, so
swim as fast as you can. When you finally find some air you will see a exit
ladder , it is on the ledge to your right. From the dry area, you will be able
to
locate another ladder. This ladder will lead up to a sewer manhole. Be careful
when exiting the manhole. Two security bots are patrolling the area.

You can grab an EMP grenade off on the wall just inside the first door (from the
manhole) and use it to deal with the security bots. Alternatively, you could use
the cracks in the wall near the bots. Duck into one crack, and duck out of the
other. This is tricky, but it can get you past the bots and save an EMP grenade.
Now head on into the next room. If you search the room closely, you will find a
medkit, a lockpick, a multitool, and a datacube. The datacube will have a
computer login ID and Password on it . Alex will message you at this point, and
drop some area information on you. Continue ahead and open the double doors.



Helipad

A Terrorist will be just inside this room, near an Ambrosia canister. If you
duck
down, he normally will not notice you. Just above the door, there will be a
surveillance camera. You can handle this room anyway that you like, but I will
suggest a few ways for you.

Shoot the guard by the Ambrosia, but do not let him sound the alarm. Use a
weapon
that makes noise. The 2 guards from the left and the right will run into the
room. If you are in the hallway (not the main room) they normally will not be
able to find you. Take them down. Do not let either of them sound the alarm. If
they do sound the alarm, the turret will activate, and more then just a few
guards will come running into the room.

Let the Terrorist by the Ambrosia canister exit the room. He will not come back
(unless you make a bunch of noise, or set off the alarm).

Or you can sneak past the guard and the camera above the door, or disable the
camera with a multitool. In just a minute we will hack a security system to shut
it off. You may want to save that multitool (unless you do not have the computer
skills to hack with).

Now, you need to head to the right hand side of the room. Avoid the camera above
the door (unless you disabled it with a multitool). In the mens room, you will
find another terrorist. He will have the Nanokey for the 2 locked doors on the
second level towards the left hand side of the main room. There will be a camera
upstairs from here, so let’s head back across the main room towards the left
hand
side. You can use the large support poles in the main room to hide from the
camera. When you have a chance, rush off towards the left hallway. You will find
2 offices on the first level. The first office you find will have a computer
inside that you can use the login and password you found a minute ago. Check the
emails on the computer. One of them will have the access code for the suspension
crane. You will also find a multitool under the desk. The second office will
also
have a computer, but the login and pass will not work on it, and when (if) you
hack into it, you will find that they have no emails.

Now exit these offices, and take the stairs up to the second floor. You will
find
another office up here. The door to it will be locked. If you grabbed the
Nanokey
from the Terrorist in the bathroom, use it now. Or you can simply pick the lock.
Inside, you will find a ladder going up to a locked manhole lid. Skip this for
now, and head further down the hallway to the next door. Use the Nanokey again
on
this door, or you can pick the lock. There will be a terrorist looking at the
monitors (Unless you alerted him earlier). You should be able to sneak right up
behind him. Inside the room, you will find a security console. Hack into it, and
deactivate the cameras and turrets. You will also find a datacube on the table
that will tell you where the other 2 Ambrosia canisters are located.

There will be a solid metal door that is locked on the other side of the room.
You can use your Nanokey to unlock it (or use lockpicks). From this door, you
will have access to the helipad. If you check behind the plant in the corner,
you
will find a push button. Push the button to open a secret door behind the
bookshelf. Inside, you will find a Rocket Launcher, a weapon upgrade (range), an
Augmentation upgrade canister, a LAM, a pistol, a combat knife, and a few
different types of ammo.

Now, with the cameras disabled, head back across the main room to the right hand
staircase, and go to the second level. This looks like a break room. You will
find a soda machine, vending machine, 2 pool tables, a pinball game, and an ATM
machine that you can hack into. If you are low on health, grab some snacks from
the vending machines. Use the credits you hacked from the ATM machine to cover
the costs. Go over and play a game of pinball to access a secret room.



Attacking the Helipad

Now, you have more choices…

If you are a sniper, take the ladder on the second floor on the left hand side
of
the main room. This will take you above the Helipad, giving you a sniper
advantage. When you exit, the top of the ladder, you will see one guard on
patrol
right in front of you. Take him out silently, or sneak past him, and up the
ladder to the catwalk. No matter how you go about doing this area, keep in mind
one thing. If you alert the guards, they will activate the alarm panels. Once
you
take the sniper out from up on the catwalk, you can sniper all the people on the
lower levels. You may need to cross to the catwalk on the other side of the room
to snipe everyone.

If you want to go in “guns a blazing” then use the side door that is in the room
with the security console (on the left side of the main room). You should have
the Nanokey (from the dead terrorist in the mens room) to unlock this door.
Enter
here, and then drop down to the lower area beneath the Helipad. Now, do your
thing. Kill everyone.

If you want to sneak silently up on everyone, use the front door from the main
room. You will need to take extra caution with the sniper above and to the left
of the Helicopter. You can crawl into the area beneath the Helipad into the dark
shadows. From here, you can sneak around and take care of the guards.

You can simply run through the area. Just run past the guards and into one of
the
2 areas (mentioned below).

Below the Helipad, you will find a corridor and a sewer lid. Both will take you
to the Airfield. The sewer lid will take you through some difficult underwater
passages, and exit you out under the docks. The corridor will lead you to an
elevator. You may remember hearing about this area earlier. You can use either
direction to reach your next objective. I suggest the elevator, but I will cover
both directions below.



LaGuardia Airfield

Elevator – hop into the elevator, and hit the up button. When you reach the top,
you will be inside a small room on the Airfield. Open the door, and step
outside.
You may be tempted to go exploring the area, but this time, stick to the
mission.
You can explore after we have dealt with the security bots.

So, as soon as you exit the door from the elevator, run over to the wall to the
west. Hide down in the shadows, and watch the security bot coming up the path.
As
it crosses in front of the barrels nearby, shoot the barrels. They will explode
and take out the security bot. Now, quickly run directly across the open path
and
behind the boxes ahead. You should see a 747 hanger door, and 2 barrels. Wait
until you hear “scanning the area” from the nearby security bot, and then shoot
the barrels. After that bot is blown to pieces, take a few steps forward until
you see a pathway off to the right. There will be a barrel in the middle of the
path (if you do not see a barrel, then you did not go far enough). Another
security bot will patrol right in front of you, and then it will follow the path
down by the barrel. Shoot the barrel when it passes by to blow the bot up.

Now, from the 747 hanger door, head west. Cautiously peak out from behind the
boxes. You will see a Terrorist on patrol, the boathouse (where you end up if
you
took the sewer entrance from the Helipad), and a security bot (you may not see
him until his patrol route brings him into this area), a tower with turrets and
cameras, and a few explosive barrels.

It doesn’t matter how you take out the Terrorist on patrol. You can sneak behind
him, shoot him outright, whatever. If you make noise, the guard inside the
boathouse will come outside. This can work to your advantage, because the guard
has a flamethrower. Fighting him inside the boathouse will put you at risk of
being burned. If he runs out of the boathouse and towards you, he will need to
get into range before he can use the flamethrower. Just keep backing up while
shooting at hit, or put a sniper shot into his head. Loot them both. The guard
who was on patrol will have the Nanokey for the Security Tower.

Now enter the boathouse. You will find the Ambrosia canister, a Nanokey for the
East Gate, a datacube, and there will be a few crates you can break for items.
This is where the Sewer Lid entrance would have exited you.

Sewer Lid – The sewer lid path will take you directly to the second Ambrosia
canister. However, you will need to swim long distances underwater. You will
more
then likely take some drowning damage while swimming through the pipes (unless
you have the Swimming Skill. As you exit the first underwater pipe, you will be
in a room with a ladder. Climb up and jump to the ledge on the other side of the
room. Push the metal box out of the way, and jump into the next pipe. When you
exit, you will be under the docks in the Boathouse. Be careful of the guards
nearby. They will be able to see you while you are in the water. There is one
guard inside the boathouse who has a flamethrower, and there is a guard just
outside of the boathouse who has a normal gun. Take them out, and then climb out
of the water. You may have difficulty shooting your weapons while under water.
Try using the crossbow. Inside the boathouse, you will find the Ambrosia
canister, a Nanokey to the East Gate, a datacube, and a few boxes you can break
for items.

Now to deal with the security bot on patrol outside (which you will want to take
care of it), knock out the front window on the boathouse. You will see some
explosive barrels across the path (not the barrels next to the boathouse). Wait
for the security bot to cross in front of these barrels, and then shoot them to
blow up the bot. Exit the building and duck back behind the boxes. To the south,
you will find 2 guards in front of a gate. To the east there will be another
guard on patrol by the “East Gate”. If you are sneaky, you can crawl up behind
all 3 of them and take them down with the prod. Or just go in and shoot them all
in the head. Each of them will have a Tower Nanokey.

If you search around the boxes in the area, you will find some ladders. From the
top of one of the boxes, you will be able to make a series of very difficult
jumps in search of items. You will find a multitool, a lockpick, and after the
last difficult jump (that hardest one of them all) you will find a weapon
accuracy upgrade.

Back by the elevator, past the Helipad, you will find a locked room. Inside, you
will see electricity flying all over the place in front of a few wooden boxes.
Inside the boxes, you will find a weapon upgrade (recoil), assault rifle ammo,
night vision goggles, and an EMP grenade. Pick the lock on the gate to gain
access to this room. If you want to risk it you can run in and use 2 multitools
to turn off the electricity, or just run in and grab the items from the room.
You
will take about the same amount of damage with either choice, but the second
choice will save you some multitools.



The Towers

In the corners of this area, you will find Security towers. There will be 4
towers in total. Two cameras and two turrets will guard each of the towers.
Inside each of the towers, you will find a few items. One tower will have a GEP
gun, and another will have a Sniper Rifle. Depending on which weapon you got
from
your brother at the very beginning of the game, you will now be able to get the
other weapon. The tower directly west of the elevator will have the GEP. Go for
that tower first. You can try to snipe the cameras out, EMP them out of service
(you should have got an EMP grenade from the electric room mentioned above),
toss
a LAM over to destroy them, or blow them up with the rocket launcher (you should
have found one in the secret room in the last area you were in. If not, then you
will find one soon, and you can return with it). Once you have the GEP gun, you
can use it to blow up the cameras on the other towers. Do not worry about the
turrets. They require a camera to activate them. Alternatively, you can skip the
towers for now (this will save on supplies) and come back for them later. I will
try not to spoil this for you, so all that you need to know is that you will be
able to return later and the cameras will be deactivated.

Now, use the East Gate Nanokey you found in the boathouse on the small box in
front of the East Gate. You will see a small building. On the North side of the
building there will be a door. Inside there will be a Terrorist (looking out of
the door). You can not sneak up on him. You will have to kill him. If he gets to
the alarm panel, he will alert the other guards, and it will activate the
turrets. Two more guards are in this building, but inside separate rooms. There
is another guard by the satellite near the tower. You can enter the Tower the
same way as you entered the last 4. You can find the tower key on a Terrorist
inside the building. At the top of the tower, you will find a multitool and a
few other items.

Now, enter the small building and loot the Terrorist. He will have a tower key
on
him. In this room, you will find a dartboard where you can grab some dart ammo.
Behind the staircase, you will find a loose brick. Push it to open a secret
armory behind the fake wall. Inside the armory, you will find ammo, a Nanokey
for
the Barracks, a weapon upgrade (scope), a rocket launcher (LAW), and a few other
items. Note: If you put a scope on the GEP, you will be able to zoom in just
like
the sniper rifle. Exit back out to the main room. Check the side rooms for
items,
and then head upstairs. You will find 2 doors up here. Use the Nanokey that you
found in the secret room downstairs to open the first door. This is the
Barracks.
On the floor of this room, there will be 4 footlockers. One is already unlocked,
but the others are not. The only one that you really need to open is the one
that
is already unlocked. Inside of it, you will find a datacube containing the code
for the keypad outside (Hanger Code). You can go around unlocking the other
footlockers, but I have a better idea for you. You have seen how effectively the
GEP handles security systems, now you will find out why some people like to play
as a demolitions expert. Back out of the Barracks into the hallway. Fire off a
GEP shot at the footlocker in the rear of the room. The explosion will break
open
all of the footlockers. Grab up all of the items, and return to the hallway. Use
the code you found on the datacube to gain access from the keypad. This will
lead
you to The Hanger.



The Hanger

When you enter the Hanger, you will see a huge 747. There will be a man dressed
in black at the base of the entry ramp. If you point a weapon at him, you will
notice that you have a green crosshair. To keep from giving away any spoiler
information, I will not cover every area here. Just play it out and see how it
all unfolds. However, I will mention a few items that can be found in the area.
Inside the large storage boxes, you will find a weapon mod (accuracy), and a
datacube. Under the 747, you can speak to the Mechanic (Harold). He will sell
you
a weapon mod (recoil) and some buckshot. After you have explored the area, hop
into the 747.



747

When you enter the 747, begin to explore. When you come to the stairs leading up
and leading down, take the stairs going up. You will find a Nanokey for the
Personal Quarters. Now return down the stairs, and continue towards the back of
the 747. You will come to a locked room. Use the Nanokey on this door, and go
inside. You will see Juan Lebedev, and a datacube under the bed. Read the
datacube for the access code for the Augmentation canister. Now, before you
speak
to Lebedev, head back to the stair cases that you found a minute ago, and go
downward. You will find a Repairbot (this is not the same as a Medbot), an
Augmentation canister (EMP shield / Ballistic Protection), and the final
canister
of Ambrosia. Tag the Ambrosia to complete the mission. You will gain a skill
point bonus. Now, you will need to use the access code you found on the datacube
in order to get to the Augmentation. You can recharge your Bioenergy with the
Repairbot, but you can not recover your lost hit points, or install the new
Augmentation. Once you are done down here, head back to Lebedev and speak with
him.

Again, I will try not to let any of the stories plot line slip out and spoil it
all for you. You will have some game impacting choices to make, so choose well.
Below are the different options that you can choose (highlight them to read
them…
Just like the spoilers on the side bar).

Assonate Lebedev (your mission). This will keep you cool with HQ, but Lebedev
will be taken out of the story from that point on.

Assonate Anna Navarre after she enters the room. Alex will help cover up what
you
did. This will take Anna Navarre out of the game (and that isn’t so bad). Return
to Lebedev and speak with him. You will gain 200 skill points (you wouldn’t have
gained any skill points if you took any of the other options).

Assonate them both. This will take them both out of the game (not a good
choice).

Do not assonate either of them. Anna Navarre will do Lebedev in for (this will
remove any blame for you later in the game), but Lebedev will still be taken out
of the game.

I suggest that you do #2. Without giving away too much, doing Anna Navarre in
will have the least effect on you.

If you decide to do # 2 or # 4, you will hear about it from Manderley the next
time you are in HQ. After you have finished your business in the 747, head back
the way you came. You need to return to the Airfield, where a Helicopter will be
waiting for you. If you did not break into the guard towers in the Airfield when
you were in the area the first time, then you can do it now. The UNATCO troops
have disabled the cameras and turrets, so you will be able to do it safely. You
will find Gunther Hermann walking around in front of the Helicopter. Speak with
him to learn about the plans to assonate your brother (Paul Denton). Speak to
him
a few more time to learn about his super special vision. When you get to the
Helicopter, Jock will give you a bit of warning before heading back to HQ.



Return to HQ

When you return to Liberty Island, the first thing you will want to do is head
for the Comm Van (remember the keypad code from earlier?). Inside, you will find
a box of Sabbot ammo for the shotgun. Now enter the HQ. If you decided to do #2
or #4 (from the list above), then the door guards will warn you about Manderley.
You will want to head directly to Manderleys office (you can explore HQ after
you
speak with Manderley).

You will hear about your last mission from him, and you will gain a new one.
Hack his computer, and read his email. After you are done, go into his bathroom.
The newspaper on the ground will have some info about your Hell’s Kitchen
mission. Check behind the trashcan in here for a weapons upgrade (reload). At
this point, do the normal “loot and plunder” throughout the HQ.

As your exploring, you will walk in on Sgt. Michael Berry and Corporal Collins
having a conversation about your brother. You will also walk in on a
conversation
in the break room between Walton Simons and Jamie Reyes. Be sure to speak with
Jamie Reyes while Walton Simons is in the room, and be sure to speak with Walton
Simons a few times before he leaves the room. After Walton Simons has exited and
is a good distance away, speak to Jamie Reyes again.

If you return to your office, you will find that someone has politely dropped a
multitool on your desk, some 7.6 ammo and a weapon mod (recoil) under your desk,
and a prod charger on the bench. Check your email while you are here. Seams as
if
Alex wants to speak with you (If you took out Anna). On your way to see Alex,
stop by the med lab for repairs. Hack into the computer and read the emails. One
of them will mention Augmentations. If you check the closet, you will find
another “run Silent/Speed Enhancement” canister. If you missed this one the
first
time around, you can grab it now. If you already used one of these canisters,
then just leave this one behind.

When you are done in the Medlab, head on in and speak with Alex. Be sure to rob
the closet (remember the code?). Finish up anything else that may still remain,
and then head outside to the Helicopter.

Again, Jock will be the pilot. The mission calls for him to take you to Honk
Kong
(in a chopper!). However, he wants to take you back to New York…

Return to Battery Park
Voice password for Curly (Found on Homeless guy at the Basket ball court in
Hell's Kitchen.) = Underworld
Highlight above to read


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

Phone Booth Access Code = 6653



Brooklyn Bridge Subway


Access Code for the Mole People Tunnels = 5482



Unknown Location (Helibase)
Computer Login and Password = L: Etodd P: Saintmary

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

Access Code for the Suspension Crane = 9905

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

Hangar Access Code = 5914



747


Access Code for the Augmentation Canister inside the 747 = 9905


Return to HQ

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

Comm Van on liberty Island Access Code = 0451

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

Closet in Alexes room = 2001



Denton Detour


Return to New York

Jock will drop you off on top of the Ton Hotel. Climb down the fire escape, and
enter the window to your brother’s apartment. Explore the rooms for items, open
the secret room behind the bookshelves (some ammo, a lockpick and multitool, and
an AUG upgrade canister can be found in here). Speak to your brother (he is
sitting in a chair in the main room) for the “low-down”. Paul wants you to check
out some information and send a message in the NSF HQ. After you get the info,
exit the apartment through the front door. You can use lockpicks, or just blow
the door off of its hinges.

You can check the doors here (sounds like a good time in the door next to your
brothers apartment), but the only one you will be able to enter is the room that
had the junkies in it. Inside the junkies room, you will find a medkit (it is up
to you if it is worth the lockpick or rocket to enter). Check out the elevator.
There is a multitool inside a box at the very bottom, and there is a weapons
upgrade (accuracy) at the very top.

On your way out of the Ton, stop by and listen in on Sandra Renton and Gilbert
Renton. Speak to Gilbert and he will ask you for a weapon. In this case, he will
ask for your stealth pistol. You can give it to him if you want; you will get a
new one in a few seconds. However, if you have added any weapon modifications to
the stealth pistol, then you may want to hang on to it. The new pistol will not
have any modifications. You can drop all the items except for the combat knife
before you first speak with Gilbert Renton. This will give him the option to
accept the combat knife instead of the Stealth Pistol. You can always get a new
knife. After you are finished talking with him, Jojo will walk down the stairs
and enter the room. This can play out in a few ways.

If you gave Gilbert Renton a weapon, he will attack Jojo. You may still need to
help him (or Jojo will kill him). If you do it this way, Sandra will make up
with
her father, and she will stick around.

If you did not give Gilbert Renton a weapon, you will need to kill Jojo for him.
If you do it this way, Sandra will leave for the ocean or something (basically,
she will not get along with her father).

You can Give Gilbert a weapon, and then allow Jojo to kill him. This is not a
good way to handle the situation, but Sandra will not run away.

When you kill Jojo (or when he dies), he will drop a stealth pistol. If you gave
your stealth to Gilbert, you can take Jojo’s as a replacement. If you gave
Gilbert a knife or something, then Jojo will still drop a “Stealth” (unless you
have one in your inventory). Now Exit the Ton, and hit the streets of Hell’s
Kitchen.



Hell’s Kitchen

There is not a lot of stuff to do in Hell’s Kitchen this time. I will quickly
point out the few items that you can find. On the west side of the area, you
will
find 2 passages. One is a dead end that has a datacube in it, and the other is
the path to the NSF HQ that you are looking for. The datacube will have Gilbert
Renton’s bank account information on it. At the subway entrance you will find a
hooker named Sally. She needs to get home, but she can not as long as the gate
to
the subway is locked. On the wall, you will see a keypad. Don’t even try to
bypass this (it has an infinite meter, meaning you can not bypass it). On the
steps across from the subway, you can pick up a Biocell. In the tunnel to the
second entrance into the Smuggler, from the basketball court, you will be able
to
open the large storage box. Inside you will find a lockpick and a multitool. You
can also visit the Smuggler, Sewers/MJ12 HQ, and the Underground Tavern (below
are the details for these areas).



The Smuggler

Return to the Smuggler via the Intercom Button, or the storage box behind the
basketball court. You will gain 20 skill points in this area. Search the place
for items, and make your way to the Smuggler. He will sell you 2 weapon
upgrades.
If you go up the stairs, you will find a lockpick on the shelf. If you bypass
the
keypad behind the Smugglers bed, you can open the secret room behind the mirror.
Inside you will find 2 more weapon upgrades (range and clip), and some armor.
Listen to the Smugglers generic speech for a few remarks about your brother’s
safety. Now hack into his computer. You will find an email that was sent from
your brother, requesting passage (for 3) out of Hell’s Kitchen. On one of the
Emails, you will also notice the number 2013. It is unknown to me if this means
anything or not. Just take note of it, and maybe you will find a use for it.



Sewers/MJ12 HQ

You can access the sewers if you like. There really isn’t much down here, but if
you want to explore, go for it. In the Sewers, you will find a few items that
you
may want to grab. On the rotating bridge, you can find some thermo armor. This
is
about the best item that can be found down here. However, you will gain 80 skill
points for your effort.



Underground Tavern

Speak with Jordan, Harley, and Joe Greene . All of them will have some
information. Speak with Jordan 4 or 5 times to get all of her information. Speak
with Joe Greene a few times as well. Hack the ATM machines, and grab the items
under the bar (there is a shotgun behind there also. Grab it if you want, or
just
leave it).

After you are done in Hell’s Kitchen, head for the NSF HQ. You can find the
tunnel that leads to it on the west side of Hell’s Kitchen.



20th Street Warehouse

When you enter this area, you will see lots of boxes and trash bags. For good
measure, pick them all up and look under them, or chop them up with a knife. Do
not use firearms to destroy them. You can tick off some of the UNATCO guards in
the area. Some UNATCO guards will attack you. I assume they think that you are
your brother (since you should be in Honk Kong). Not all of the guards will
attack you. Rule of thumb… Kill what tries to kill you. In this area, you will
find a staircase, and a door. Explore the area before entering the door or going
up the staircase. You should find some ammo here and there, and you should find
a
datacube that contains the security login and password.



NSF HQ

You can enter the NSF HQ from the front door or the roof access. The front door
path will not require any lockpicks (or explosions). If you want to take the
roof, you can gain a few items. You will also find a datacube (the same cube
that
you found behind the trash). You could go both ways. Take the stairs up to the
roof, rob the crates, return to the front door, and enter there. You will find
access to the locked room from the roof, or the two locked doors on the second
floor, inside the main room. If you are low on lockpicks (6 or less) then blow
the doors, and save your lockpicks, or skip the rooms all together.

Anyway, no matter how you enter the NSF HQ, you will want to go to the first
floor. You will find a Hazmat Suit in a wooden box, a Repairbot, and a Basement
Nanokey in the Ladies Restroom. The basement door is also on the first floor.
You
will find it in the very back, behind the 3 small cardboard boxes. After
checking
out the first floor, head up to the third floor. You will find an unlocked door.
Inside, there is a datacube that explains the Halon gas in the next room, an
unlocked door, and a Medbot. You can use the Hazmat Suit now, or save it and hit
the ventilation button in the back of the room.

Inside the gas room, you will find a security console. Use the login and
password
that you found earlier. Turn off the camera, and open the doors. This will open
the door to the basement. You should have the key from the ladies bathroom, if
you do not feel like messing with the security console. However, if you use the
key only, then the camera will still be active.

Head back out of these rooms and into the hallway. Return to the first floor,
and
enter the basement door. You will walk into a room that will have a door on
each
side. The door on the left will require lockpicks (or an explosion) and the door
on the right will require multitools. I am going to suggest that you take the
left hand path. It will be the most rewarding (for items), and it is easier.
There are no items to gain on the right side of the room. The left room will
have
a few breakable boxes, and a security panel. Deactivate the cameras, and open
the
3 blast doors. The two paths will cross directly ahead. (To blast the door on
the
left, open the door on the right and step to the back out of the hallway. You
should still be able to see the door on the left. This will help to keep you out
of the range of the blast.)

Now, when you get to the point where the two paths cross, continue down the next
hallway. You will come to a room that will have 2 wooden crates that you can
break for items. Be careful here. If you do not look closely at the top of the
wooden crates, then when you break them, the box of TNT on top will drop and
explode. Save the TNT boxes, we will use them in a second. In fact, go ahead and
carry one box of TNT out of this room, and down the hallway where you came from.
Open the door ahead, and take the other box of TNT inside. Place it directly in
front of the first turret, and the red lasers. Now back up as far as you can,
while still being able to see the TNT. Blast the TNT to blow up the turret and
the red lasers. Take the second box of TNT (the one you moved out into the
hallway) and take it to the second and third turrets (the third may be behind a
fake wall). Blast it, and you should be able to safely walk through the area. In
the next room, you will find a locked door, a unlocked door, and 4 boxes of TNT.
If you place the TNT close to the locked door, and head back into the hallway
you
came from, then you can blast the door open. Inside the locked door, you will
find some armor, 2 EMP grenades, a box of rockets, and a box of White
Phosphorous
(WP) Rockets.

Now, if you take the hallway from this room, you will see two other paths that
you can take. One will be full of laser lines and turrets, and the other will be
empty up until the 2 paths cross. You can find items inside boxes if you take
the
laser path. Both of these paths will cross into a double-room “records room”.
Check both rooms. One will have a locked shelf with a datacube, weapon upgrade
(accuracy), lockpick, Riot Prod and a Prod Changer inside. On top of the shelf,
you will find another datacube. This data cube is the cube that your brother
sent
you in here for. You will find the login and password for the Communications
Dishes, and the Satellite Dish Control computer. In the other room, you will
find
another locked shelf that will have a lockpick and 2 Biocells. After finding all
of this stuff, head up the stairs found in the second room.

When you exit the basement area, you will be in the streets, directly across
from
the stairs that took you to the second level. You need to head for the roof of
the building. You can use the stairs up to level 2, or you can go in the front
door, and make you way up from there. When you get to the roof, you will find 3
Satellite dishes, and a small building. Inside the building, you will find a
LAM,
some ammo, and the computer you need to access to align the dishes. Use the
login
and the password that you found a few minutes ago. (The side bar will have them
if you still need them). Rotate each of the dishes (South, North, and East), and
open the Control room door. Now, enter the control room and use the other login
you found on the datacube to broadcast the message. When you logout of the
computer, your brother will message you to tell you that you have completed his
mission, and he asks you to return to the apartment. As you begin to leave the
small building, Walter Simons will message you to tell you that you have been
fired, and that he has ordered all UNATCO agents to kill you. He will also tell
you that the kill switch takes too long to kill you, so he will not be using it.

Now, return to the apartment. You can go back down through the NSF HQ, and fight
the UNTACO troops along the way, or you can jump over the side of the building
onto the lower roofs. If you decide to jump, it would be a good idea to activate
your speed enhancement Aug (if you picked it over silent run). This will cause
you to take less damage from falling. You can get on top of the wall and jump
down by using the 3 stacked up metal boxes. If you aim for the light above the
door below, then you can lessen some of the falling damage (you will not fall as
far)



Return to the Apartment

nce you return to the apartment, your brother will talk a little about Simons.
At
this point, a MIB will tell you to come out with your hands up. Your brother
will
give you the access code for the subway (remember? It was locked earlier). Now,
you will have choices to make. You can do as your brother said, and jump out of
the window, or you can stay and fight with him.



Escape out of the Window

If you listened to your brother, then you escaped out of the window. Your
brother
will stay behind to fight the MIB, but he will die. What you need to do is make
your way to the subway station. Use the access code that your brother gave you
and hop onto the subway to Battery Park. If you die at anytime, you will be
taken
prisoner.



Stay and Fight

Win the fight - If you stick around, you need to move over so that you can see
the doorway. When the MIB blow the door (or if you blew it already, you will see
the blast from their attempt), begin to take counter measures. The best weapon
to
use here is the GEP gun loaded with the WP Rockets that you found in the NSF HQ.
If you time your attacks just right, you can take them all out with 2 rockets,
and your brother will never leave his chair (until the dialogue sequence). Once
you defeat the MIB and the UNATCO troops with them, your brother will tell you
to
head for Battery Park. He will head to Smuggler (and then he vanishes). At this
point, you have saved your brother from death. However, there are still a lot of
guards in the area, and outside on the streets. A WP Rocket to the middle of the
lobby floor will often take out most of the lobby guards. You will need to stay
alert if you plan to make it to Battery Park. Head for the subway (further
details can be seen above in the “Escape out of the Window” section).

Die in the fight - If you die before you take out the MIB and their attacking
UNATCO troops, then you will be taken prisoner, and your brother will die.

Die after the fight - If you die at anytime during the escape of the Ton, you
will be taken prisoner. Your brother will also be captured (unless you die
before
taking out the MIB forces. If that happens, your brother dies).



Underground Tavern

If you took any damage while fighting in the Ton or while fighting in Hell’s
Kitchen, then before you head to Battery Park (if you haven’t been captured
yet),
then head to the Underground Tavern. In there, you can find tons of booze, soy
food, soda, and candy bars to help replenish your hit points. If you do not heal
completely from the goods you find scattered around the bar, then go buy more
from Jordan. You will want to try to save at the least 800 credits, if not more.
When buying items from Jordan, go for the soda and candy bar. The beer costs the
same amount as the others, it heals the same amount as the others, but it makes
you dizzy (the candy and the soda do not). After you have gained your health
back, speak with Joe Greene (the reporter). He will give you an idea of what to
expect in Battery Park.



Battery Park

If you managed to escape Hell’s Kitchen without being taken prisoner, then pat
yourself on the back, and thank god for “reload from saved game”. Do not relax
just yet. Hell’s Kitchen is more like Heavens Gates when compared to Battery
Park.

Hop on the subway, and you will arrive in Battery Park.

If you did not take Anna out earlier in the game, then she will be there in
Battery Park when you exit the subway from Hell’s Kitchen. She will make some
threats, and you will have a second chance to “do her in”. If you decided not to
kill Anna, then no problem… You will have another chance later.

If you took Anna out earlier in the game, then you will exit into an abandoned
Subway Station. You will find a few more beers in this subway station. If you
are
still low on hit points, then drink up, sit back, and wait until you loose your
buzz. Once you are ready, head up the stairs and exit the subway (just poke your
head out, and be ready to jump back inside). Gunther Hermann will be there to
greet you. He asks for your unconditional surrender, but you have the right to
say no. If you surrender, you will be taken prisoner. If you refuse, then you
will have to fight the 3 robots, all of the guards, and Gunther. Most of this
stuff can be taken out pretty easily. A few gas grenades here, and a few EMP
grenades there… Gunther and the large robot in the back of the Shanty Town are a
different story. The large robot is tough, but he is not impossible to kill. In
fact, if you let Gunther walk between you and the crossfire of the large robot,
then Gunther will take the thing out himself. You just need to remember to fall
back into the subway to allow Gunther to change priorities. Once everything in
the area is dead, you can go toe to toe with Gunther. The good news is that
Gunther is a bad shot, and you can dodge most of his blasts by stepping to the
left and right (very quickly). The bad news is that Gunther is Invincible. Yeah,
this is lame. No matter how much damage you do to him, he will never die.
However, if they made it possible for you to kill him, then you would have never
been taken prisoner, and the plot of the game requires you to be. Also, you can
not exit the Shanty Town. There are invisible collision hulls blocking any exit
out of the area. The end result is; you are taken prisoner. Because of this
fact,
the best choice is probably to surrender to Gunther. This will save some of your
ammunition. “Then why did we even bother doing all of this? Why didn’t we just
let them kill us in Hell’s Kitchen?” – You may be asking this about right now.
Well you could have. But I wanted to cover all of your options. Also, by making
it all of the way here, you gained 100 skill points that you would not have
gained if you “just simply died” back in Hell’s Kitchen.


Return to Hell's Kitchen


Access code for the secret room behind the painting in your brothers appartment
=
4321

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

Gilbert Rentons Bank Account Info = needed


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

Access Code for the Subway = 6282



NSF HQ


NSF Security Login and Password = L: tjefferson P: newrevolution


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

Login and Password for the Communications Dishes and the Satellite Dish Control
computer = Dishes - L: mcollins P: revolution Computer - L: naoplean P:
revolution


Escape from New York


MJ12 HQ (Detention Facility)

Again, when you arrive, you will see Anna (if she is still alive). She talks too
much IMO, and if you are listening to her now, I bet you are regretting not
killing her earlier. If you did kill her earlier, then you arrive in an empty
cell. Walk to the cell door and you will get a message from a strange guy
(Daedalus). He will turn off the power for a second, which will let you out of
your cell. From here, you will be able to see a guard sitting in a chair. As you
approach, he stands up and begins a patrol route. On top of the wooden crate you
will find a Baton, and inside you will find a riot prod. In the file cabinet,
you
will find some beer, ammo, and a multitool. One door on the file cabinet will be
locked. On top of the file cabinet you will find a combat knife, and on the desk
you will find a datacube with the code words for the keypads for the prison
area,
and some 10mm ammo. Sneak over and kill guard. The guard will drop a pistol for
you (and a knife if you did not grab the one above the file cabinet).

Now, go open the 3 other prison cells. In one you will find some soy food. In
another you will find a NSF prisoner (Miguel). He will give you a med kit and
ask
if he can come with you. You can tell him to stay put, sneak out, or accept his
offer to follow you around. If you accept his offer, he will run out and attack
anyone that he can see. Often this will blow your chances to sneak around, and
the alarm will normally sound (plus Miguel will get himself killed). It is safer
if you simply tell him to stay put, or tell him to make a break for it. If you
tell him to stay put, you can return for him later. Alternatively, you can skip
his prison cell all together, and come back for him later (but you will miss the
med kit until you return). In the last cell, you will find a medbot, and a dead
prisoner. If you loot his body, you can find some lockpicks and a PS20. Return
to
the file cabinet with the lockpicks you found, and unlock the last one. Inside,
you will find a multitool. You can use the 2 multitools to bypass the camera, or
you can try to run quickly past it (the speed enhancement Aug will help you do
this). When you exit the Detention facility, you will be in a hallway. Daedalus,
the guy who let you out of your prison will message you again. He tells you that
your brother is in the lab to the north, and your gear is in the South Armory.
Before saving your brother, it would be a good idea to go get your gear. So when
you exit the Detention center, hang a right and go east (instead of going
straight / north). The pillar to your left will have a lockpick and a crowbar
behind it. Continue on, and you will come to the Security Bot Maintenance
Facility.



Maintenance Facility

You need to be really sneaky here. You will have a guard on the lower level, and
a mechanic in orange. If you told the NSF prisoner to follow you, he will blow
your cover by running into this room and attacking people. When you take out the
guard, the mechanic will run around making noise. This may alert the guards on
the second floor. You will need to take the guard out silently, and without
witnesses. If you pull it off, the Mechanic will sell you a weapon mod, some
sniper ammo, or the security console login and password. For this reason, you
should try take out the guard without startling the Mechanic (if you startle
him,
and if he makes it through the crossfire, then he will return once he has calmed
down). If you do sound the alarm, the security bots on the second level will
come
down to deal with you. The guards on the second level will sound the alarm if
they see you, or if they see a dead body (and one of them is a sniper). Make
sure
to loot the assault Shotgun off of him, and then hide his body.

If you search the area, you will find a few items. In the wooden crate in the
first repair bay, you will find a scramble grenade. If you use the scramble
grenade on a robot, the grenade will leave the robot operational but they will
go
crazy, shooting at anything and everything. You can use this to your advantage
when you reach the second floor. By scrambling the robots, you can have them
take
out all of the guards. In the second repair bay, you will find a multitool and
some 7.62 ammo on top of the metal boxes. After the room is clear, you can
continue from the lower level on to the Armory, or you can go up to level 2.

On level 2, you will find 4 deactivated Bots and 2 activated ones (unless you
sounded the alarm, sending them out to deal with you already). On the metal
boxes
in front of 2 of the deactivated bots, you will find a multitool. Other then
that, you will find a few MJ12 guards. Each of them has a different weapon that
you can grab. The sniper rifle will come in handy. Once you have covered the
second floor, follow the hallway down to the stairs leading to level 3. Along
the
way, you will see a pillar (on the right side of the hallway), and behind it,
you
will find another lockpick. After you grab it, head on up to level 3.

On level 3, you will find 2 datacubes, a security console, 2 EMP grenades, a
lockpick, and a computer. The computer has no information on it, so you will not
miss anything there if you simply skip it. One of the datacubes will have
generic
bot information, and the other will have the access code to the Armory. From the
security console, you can alter the bots. The access code is the main prize
here.
Now head for the Armory.



Armory

In the Armory, you will find two large security bots on patrol. You just need to
avoid their patrol route, and then use the access code (that you found on the
3rd
level) on the first door. Inside, you will find see a guard at the desk, and all
of your equipment. Take the guard out before he sounds the alarm (see the
turret?). After the guard is dead, and before you begin grabbing stuff, look
upwards. You will see a camera and a turret. The Camera can be deactivated with
a
multitool, or by going upstairs (4th floor) and using the security console. Hack
into the computer to learn about the plasma rifle, and the access code to it.
Outside, along the security bots patrol route, there will be a ladder leading to
an air vent that you can use to access the Armory. This is handy if you did not
find the access code for the keypad, and if you do not have enough multitools to
bypass the door. If by any strange chance you do actually need to use this path,
then be sure to turn off the valve at the top of the stairs.

Once you are on the 4th floor, access the security console and deactivate the 2
patrol bots that are walking around the Armory. You can also deactivate the
camera and turret in the room with all of your equipment. On this floor, you
will
find your old ammo, as well as 2 weapon mods. One is a Range mod, and the other
is a silencer mod. You may or may not be excited about this. If you have been
playing as a sniper at all during the game, then this should be a real treat.
Finally, you can snipe and remain unseen. Snatch these up, and any other ammo
that you want (ammo does not take up inventory room, so grab as much as you can
carry, even if you do not have the weapon that goes with the ammo). In the small
cabinet, you will find a Plasma Rifle. You will need to use a multitool to gain
access, or if you hacked the computer downstairs (on the 3rd floor) then you can
use the access code. The Plasma Rifle is similar to the GEP, except it does a
gas
attack that damages humans (or organic life-forms). It will not damage the
robots, or the turrets like the GEP gun does. Unless you are playing as a
demolitions specialist, you should decide on either the GEP or the Plasma. You
probably will not have the room for both. A good way to decide is by analyzing
your other weapons. Do you have weapons that can take out organic life-forms
with
little trouble? Do you have weapons that can take out robots, security cameras,
turrets, etc? Keep in mind that the WP rockets do the same as the Plasma (they
do
it better in my opinion). After you have done your analysis, choose the one that
you will need to most, and then head back to the room with all of your stuff.
Grab all of your gear before you start grabbing the assault shotguns and rifles
that are hanging on wall. This will give you the ammo that was in each of the
guns when you grab a new gun (instead of grabbing the gun itself, just take the
ammo. The gun will vanish). Clean out the place, and then head back towards the
Detention Center. You can drop back in on that Medbot that was in the prison
cell
if you need to recover some hit points, but after you have done that, head
towards the north in search of your brother. You will notice on the floor, just
outside the detention facility, there is a “floor grate” that you can access.
Use
this now, and when you come to an intersection, take the left hand path. This
will take you below the Command Center. You can open the floor grates, and snipe
people as they walk by. You will need to down 3 or 4 guards, and a Doberman
(depending on how many you alert when you begin shooting). Once the room is
clear, climb up and grab all the ammo and items. Watch the guard outside the
glass window. Go over to the security console (use the login and password that
you bought from the mechanic in the Armory, and turn off the 3 cameras. This
will
make things a bit easier for you. Once you are done in here, head out the front
door of the command center, and enter the Nanolab Facility.



Nanolab Facility

First thing you will want to do is walk in the front door of the Nanolab. Dr.
Moreau will run up to you and begin to speak. During the conversation, you will
learn a little more about you and your brother, and you will gain the access
code
for the Medical Area. After you are finished speaking with the Dr., you will be
able to choose from 2 main attack routes.

The following are your 2 main attack points.

You can walk right in through the front door, and take your chances that you
will
not be over run. This direction can be difficult unless you have some heavy
firepower. If you play as a sniper, then you may want to use option #2 below.
The
front door may be more difficult, but you can take that path with any character
design. The important thing is: If you DO NOT have a sniper rifle, then do not
take the floor grates.

If you have a sniper rifle, at any skill level (all of your shots will be close
range), then you can return to the Detention Facility, and use the floor grate.
You can also access it from the Command Center (but that actually takes longer).
This time you need to take the right hand path. Follow this hallway, opening
each
of the floor grates, and looking for a MJ12, or MIBs head to snipe. They may
sound the alarm, and start searching all over for you. Do not worry, all you
need
to do is back up from under the grate. They will not be able to find you, and
they will not enter the floor grates. From the multiple floor grates in the
area,
you should be able to take out everyone. Just try your best to leave the
Scientists unharmed (remember, the MIBs will explode when they die. This can
wipe
out a Scientist or two if they are close to him).

Once you have cleared the guards out of the area, begin to explore. You will
find
a lot of information (login IDs, Passwords, Access Codes, etc). In the first
room, you will find 4 prison cells, each containing 1 Greasel. There is also a
Medbot in this room, and a staircase going up and connecting to the hallway
outside this area. In the second room, you will find an Augmentation Canister
(Spy Drone / Aggressive Defense System) inside a keypad locked shelf. Do not
bother bypassing the keypad, you will find the code in a second. On the deck in
the middle of the room, you will find a datacube, and a book. The datacube has
information about the Greasels, and the book is a journal with some good info in
it. Pay extra attention to Dr. Moreaus login and password in the book. You will
be able to use this on the nearby computer. On the desk in the back of the room,
you will find another datacube, which will have a picture of Walton Simons.
Finally, in the locked file cabinet drawers on the other side of the room, you
will 2 datacubes, and a multitool. The datacube in the bottom right hand drawer
is the mother load of Login IDs and Passwords. On this datacube, you will find
about 10 individual passwords. Most of them you will already know, but there are
few new ones: Such as Anna Navarre, ajacobson, Jamie Reed, J Reyes, Klloyd, and
Scarter. In the top right hand cabinet drawer, you will find a datacube that has
the access code to the surgery room that your brother is in (if you missed this
codeword from Dr.Moreau, and Shermans Login and password. You will be able to
use
this on the computer in this room (You can use Shermans Login and Dr. Moreaus
Login, both on the same computer). While checking the Emails, you will find a
lot
of good information, including more access codes. On one Email, you will find
the
access code to the Armory if you did not get the code earlier or something), and
on another Email you will find the access code to the to the locked shelf with
the Aug Canister.



Medical R and D

After you are finished in the Nanolab, continue down the hallway towards the
Medical R and D. You will see a secretary inside an office. Sneak around to the
door, and then blast her. I know… It just feels wrong. But, if you do not blast
her she will sound the alarm on you. Once she is out of the way, head towards
the
stairs on the left hand side of this area. You will find 1 or 2 guards in the
room above. You will also find a push button and a security console (the normal
security login and password will work on the console).

You can activate the doors, cameras, locks, and turrets from the console. If you
open the door to the Karkian Containment Cell, then they will run out of their
cages and kill anything they can get a hold of. This includes the MJ12 troops,
the scientists, and even you. You may find it easier to just fight the MJ12
troops like normal. If you do need to take on one or both of these Karkian, then
the assault shotgun is the weapon of choice. Just aim it at the things, backup,
and keep the fire button held down. Just on the other side of the Karkian cage,
you will find the Surgery Ward that your brother is locked up in. You can access
the room from here if you found the access code from Dr.Moreau, or from the
datacube you found in the top right drawer in the Nanolab file cabinet. If you
do
not have the access code, then search the area upstairs. You will find an air
vent that you can gain access from. You will also find a datacube with the
security Login and Password (if you didn’t get these from the Mechanic earlier).
When you enter the Surgery Ward, speak with your brother. He will tell you to
find Alex, and then Daedalus will message you and give you the access code to
the
exit. You can search the room to find 2 datacubes with generic information on
them. Once you have done that, you need to make your way to the exit. Take care
of any loose ends that may still remain (is the NSF prisoner waiting for your
return?)



UNATCO HQ

When you return to the HQ, all of the old UNATCO troops will be gunning for you.
To them, you are a traitor (most of them at least). The few people who will not
attack you are Jamie Reyes, Alex Jacobson, Sam Carter, Manderleys secretary, and
Shannon (the "bathroom lady"). In fact, three of these people will either join
you or help you, and one who will sell you stuff. Jamie will hook you up with an
Augmentation canister and a medkit. He will also tell you that you need a key to
exit the HQ. Jamie will join you if you allow him. Alex will deny being
Daedalus,
and he will give you the key to exit the HQ. If you check the area below his
office (the hidden floor panels), you will find a Credit Chit worth 600 credits.
I guess the thief dropped it on "her" way out. Alex will also join you if you
ask
him (but not if Agent Navarre is still alive). You will need to return to Alex
after you have dealt with Navarre (if you haven't dealt with her already). Sam
Carter will allow you to raid the armory. You can check his computer if you
like.
There is an email that may be interesting to you. You may also want to stop back
in on that Bitch Shannon who reported you for walking in the Ladies bathroom
(hey, it is a common mistake). You can find her in the break room, breaking into
the ATM Machine no less. Question her a bit to find out who the thief around the
HQ is. And this lady had the nerve to report us for simply walking into the
wrong
bathroom. She will sell you a few items that she ripped off earlier. The
Scrambler Grenades may be useful if you can afford them. After you speak with
her, return to Carter for a little more info.

After you speak to the few people who are friendly to you, explore the place
like
normal (Well almost. You will need to cap the UNATCO troops this time around).
There will be two computers that you will want to hack (or use the Login and
Passwords if you have them). One is the computer that Agent Hermann and Agent
Navarre shared. On one of Anna’s Emails, you will find the first half of her
kill
word (well it is actually the second half, but you should find this part first).
The second half of Anna’s kill word can be found on Manderleys computer (first
half).

When you drop in on Manderley, he will be talking to a Holographic Projection of
Walton Simmons. The discussion ends after you learn that your kill switch has
been activated, and the clock is ticking. After the discussion ends (and after
you check out the emails on Manderleys computer), then exit the room. Just
before
you get to the door, Manderley will pull out his little gun, and begin acting
all
bad with it and stuff. I guess he is trying to appear intimidating when he does
that crazy walking back and forth stuff. Anyway, he will open fire after he acts
cool for a moment. Just shoot him and end his misery. After Manderley has “gone
to the other side”, make your way out of the HQ. Use the Nanokey that Alex gave
you to unlock the main door. If Agent Navarre is still alive, you will need to
confront her one last time as you are exiting the HQ. Remember that Kill word?
Gotcha. If Navarre is already dead, then Gunther will message you and make some
expected threats instead. Once you reach the outside, you will find Jock waiting
to pick you up. In the Comm Van, you can find a Scatter Grenade, 10mm ammo, and
an EMP grenade. Hop into the helicopter with Jock and head off into the skyline
of New York.


MJ12 HQ
MJ12 Detention Center = 4089-Detention Block / 4679-Prison Cells

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

Security Login and Password for the MJ12 Security System = P: MJ12 L: invader


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

Access code to the Armory = 2971


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

Access Code to the Plasma Rifle = 5239


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

Access Code for the Medical Area = 0199


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

Dr.Moreaus Login ID and Password = P: dmoreau L: raptor


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

All of the passwords that you find in the Medical Area in the MJ12 HQ =

P: ajacobson L: calvo

P: anavarre L: scryspc

P: ghermann L: zeitgeist

P: JCD L: bionicman

P: jmanderley L: knight_killer

P: jreed L: redshoes

P: jreyes L: amigo

P: klloyd L: target

P: scarter L: antique



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

Agent Shermans Login and Password = L: psherman P: raven


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

Access Code to the Augmentation Canister in the Nanolab = 9905


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

Access Code for the exit out of the MJ12 HQ = 1125



UNATCO HQ


Anna Navarre Kill word (The word will only work if you actually find it on the
2
computers) = Flatlander Woman



Access code for the closet in Alex Jacobsons office = 2001


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

Comm Van Access Code = 0451


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

UNATCO Security Login and Password (used on the Security console inside the Comm
Van) = L: satcom P: UNATCO_001


Hong Kong MJ12 Helipad

When you arrive in Hong Kong, you learn that the MJ12 was able to access your
helicopters navigation system, and force you to land inside of their compound.
To
further the situation, the MJ12 have disabled the helicopters weapons, which
Jock
will need in order to escape.

After hearing about your situation, you will find yourself inside the MJ12
Helipad. You will be safe for most of the time in this area. If you take a look
around in the general area, you will find the following locations and items:

1. A staircase leading to the Barracks and the Flight Control Decks 1 and 2.

2. A ladder leading upwards toward the roof.

3. A Helipad that can lift up to the rooftop (you can use this to access the
roof
as well).

4. An access point on the floor leading to the ventilation system.

5. A staircase leading downwards to the Munitions Bay door (which will be locked
until you can find the key for it).

6. Two large doors, each leading to a Military Robot.

7. A large “Lockdown” door.

8. A munitions bay door on the floor, with a crane arm above it.

9. And finally, you will see a Repair Bot that will recharge your Bioenergy.

First, you will want to take the stairs leading to the Flight Control Decks
(#1).
At the top of the stairs, you will find 2 glass doors. The door to the south
(left hand side) will be unlocked, and it will lead to the Flight Control Deck
1.
The other door to the North will be the Flight Control Deck 2. It is locked and
it has infinite strength (meaning you can not blow it off of its hinges, and you
can not pick the lock). You will need to find a Nanokey to open this door.

So, start by entering the door on the south side of the hallway. Inside, you
will
find all sorts of stuff. There will be a security console, a button to raise or
lower the helipad, 2 buttons on the main console area (Munitions Bay and Weapons
Lock). The Weapons Lock button is deactivated, but the Munitions Bay button is
not. Press them both for good measure. If you look outside the window towards
the
Helicopter, you will see the Munitions Bay door opening.

If you look a little harder, you will find a ventilation access point under the
desk, and you will find a locked cabinet on the west side of the room. You can
pick this lock, but I suggest that you step outside of the room, and use the GEP
gun, or a LAM. This will blow the cabinet wide open, blow the ventilation access
wide open, and blow the glass out of the door. Plus this saves you some
lockpicks
(which you will need). Inside the cabinet, you will find a Datacube with the
Login and Password for the security system, and you will find the Barracks
Nanokey. Under the desk, you will find another Datacube with a bit of
information
from Tech Sergeant McKinney. Use the login and password you found in the
cabinet
to access the security console. Deactivate the turrets, cameras, and open the
doors. If you want, you can turn the turret on the roof to attack “everything”.
The Turret can take out the roof guards for you (which isn’t a bad idea since
one
of them has a GEP gun). After you are finished in this room, take the
ventilation
access that is under the desk. You will be able to climb down the stairs to a
floor in the middle of the corridor, and you will be able to climb to the bottom
of the corridor. Stop by the middle floor first, and then slink your way through
the ventilation system. You will find a security bot facing a large door. Yes,
this is the same door that you saw when you first entered this area (by Jock and
his Copter). Use a LAM, EMP, Scrambler, or a GEP Rocket to take this bot out
now.
If you do not take him out now, you will have to deal with him head on later.
Once complete, you can continue downward, grab the Hazmat Suit, and then follow
the corridor back to the main Helipad area. You could continue through the
Ventilation system to reach the next area, but since we have already opened the
Munitions Bay, it would be quicker to go to the first ladder you find, and then
return to the main Helipad area.

Now, enter (by dropping down into) the Munitions bay that you opened from the
Flight Control Deck #1. Inside this area, you will find 2 boxes of rockets (if
you look close enough), a weapon upgrade (recoil), a datacube with the
Ventilation Valve access code, and the Munitions Bay Nanokey. You can use the
Munitions Bay key to open the main door on the Munitions bay, and return to the
Helipad.

Second, you need to access the floor grate by the Helicopter, and enter the
ventilation system from the main Helipad area (near Jock), or enter it from the
Munitions Bay area. You will need to navigate your way through the air ducts and
locate 2 important rooms. The first will be the storage area built by the
“lowest
bidder”. Jock will message you once you have found the area. There will be a
keypad on the wall that you can access with a multitool, or the access code that
you found in the Munitions Bay. This will release the poisonous gas into the
ventilation system. Jock will message you to tell you of the danger. You will
need to backtrack a little bit to stay out of the range of the gas. Once the gas
dissipates, you will be able to return, and continue to follow the corridor.
Soon, you will find the ventilation access to the Barracks. You will notice that
a few of the guards may have died to the gas, and quite possibly, all of them
have died. You will have to deal with the rest. There are 2 vent access points
into the Barracks. You may need to hop back and forth between the two (from
inside the ventilation system) to get a clear shot on each of the guards inside.
You can pick up an extra lockpick near the upper vent into the barracks. Once
you
have taken them all out, you can go around and loot them all. After that is
done,
check the lockers up stairs. Most of them will be locked, but if you grabbed the
Barracks Locker key from the Flight Control Deck #1, use it to open them all.
Inside the lockers (Starting from the West locker, and then head east going from
locker to locker), you will find the following items:

Locker #1 - Munitions Bay Door Nanokey, a Pepper Gun and 2 Pepper Cartridges,
and
a Credit Chit worth 100 credits.

Locker #2 - 10 mm Ammo, and a Trophy that you can not do anything with.

Locker #3 – Flight Control Deck #2 Nanokey (this is the main item to grab out of
them all. You will need this key to open the 2nd glass door that was locked
earlier), and a Datacube with the Elevator Access code on it.

Locker #4 – In the last locker, you will find a Credit Chit worth 50 credits,
and
a Multitool.

Inside the shower room, you will find a Medkit on the Shelf, and 4 more lockers.
Most of these lockers will be empty, but the one that is locked will have a Gas
grenade inside of it. You can use the Barracks Nanokey that you found in the
First flight control room to open the locker. Once you are done inside the
Barracks, head back up to the Flight Control Decks, and enter the locked Control
room (using your Nanokey).

When you enter the Flight Control Deck #2, you will find that it is similar to
Flight Control Deck #1. There will be a security console, 2 buttons (Munitions
Bay, and Weapons Lock), a Locked Cabinet (with 2 Biocells inside), and an access
to the Ventilation System. You can enter the Ventilation System to take out the
second Security Bot that is behind the second Military Robot door in the main
Helipad area. Return to the Flight Control Deck #2, and press the Weapons Lock
button on the main console. This will allow Jock to blast the “Lockdown” door
open, and then he can escape in the Helicopter. You will be on foot at this
point, so Jock will fly off without you. You need to use your multitools on the
Electric panel just inside the Lockdown door. This will deactivate the
electricity. Walk over to the elevator, and hit the door button. Enter it, and
hit the down button. This will take you to the Wan Chai Market. You can use the
Elevator Access code that you found to return to the Helipad from the Market.
Other then that, there is no use for it.



Wan Chai Market

When you enter this area, Jock and Daedalus will message you with your mission
objectives. You need to track down Tracer Tong. Jock has dropped your brother
off
in the west part of the city many times before. Word of warning… Do your best to
not open fire, or anger anyone just yet.

In the Market, you will find a lot of different locations. Avoid most of them
until you are given a task that would take you into those areas. Avoid the
Police
station if you can, until later. In the area, you will find the following
locations.

1 - Tonnochi Road

2 - Easy Money Club

3 - Canal Road

4 - Old China Hand

5 - And the Police Station

As you exit the elevator, go towards the right (east) a few steps. You will find
a locked door to your left (north), just before the Police Station. Use a
lockpick to open the door, and enter inside. You will find 3 wooded crates that
you can break open, and you will find a small hidden door in the back of the
room. Open the small door, and then use a multitool to open the door behind it.
You will enter a second small room with a lot of items in it. You will find 2
gas
grenades, 2 pepper cartridges, a prod charger, a Biocell, a lockpick, a
multitool, and a datacube with the access code for the police station. Exit this
small room, and return to the elevator. Stay away from the Police Station for
now. Entering it will cause the guards inside to open fire. If that happens, all
of the upcoming NPC interaction will be disrupted, and you will miss hearing it
all.

From the elevator, continue straight ahead. You will find the Butcher behind a
small counter, surrounded with dead chickens. Speak with him to learn the
location of the “Easy Money” club. You can continue to speak with him for some
generic info. Once you are done, continue down the road. You will find a lot of
NPC interaction in this area. Any gunfire will scatter the locals, and you will
miss out on all of the NPC interaction.

The first area that you come to will be the clay pot stand. The Sales Woman will
be shooing Cassandra out of her market. Follow Cassandra to the News Stand.
Stick
around, and listen to the News Paper Vendor argue with a kid named Louis Pan.
Now
talk to the Vendor at least 4 times. She will fill you in on the local activity
about the Red Arrow, the Luminous Path, and Maggie Chow. You should read the
newspapers, the book, and the datacube for a little more local information. The
datacube will have a map of the city on it. When you are finished, follow the
direction that the kid (Louis Pan) walked off in. You will see the Flower Girl
shoo off Cassandra, and then begin speaking with Peggy. Listen to their
conversation, and then follow Cassandra over to the Butcher to see him chase her
away as well.

Return to the last area where you saw Louis Pan, and then search around for him.
Jock will message you when you are in the correct area. The building with the
large red stripe around it is the building that Jock would drop your brother off
at. Follow the stripe around to listen in on Louis Pan and Gordon Quick (the
Leader) talking. Do not interrupt them; just listen to what they have to say.
Once they are finished talking, Louis Pan will return to the News Stand. Watch
him rip off 100 credits, and then follow him back to Gordon Quick. Once again,
Louis will be sent to the News Stand Vendor. Follow him, and listed to their
conversation one last time. After this is complete, return to Mr. Quick and
speak
with him. He will doubt that you are who you say that you are, and he will give
you another task to complete. For this task, you need to go speak with Maggie
Chow, who lives at 1313 Tonnochi Road.

You can find the Tonnochi Road near the News Stand Vendor. Before you go to see
Ms. Chow, there is another location you may want to drop by for more NPC
interaction. Across from the News Stand, you will see a Military Policeman
standing guard by a staircase. Head up the stairs, and listen in on the Red
arrow
Member threatening Ian Hilton like the “old school” gangsters would do in the
1920’s. After they speak, it will open an opportunity for you to question Ian a
bit about the “Triads” and Maggie Chow. Speak with him a few times. You can
listen in on (and then talk to) Mr. Liu and Veronica Chin. They seam a bit
disgusted about the Rats that the Red Triad Member dropped off. You can run
around squishing the rats for Ian Hilton, but it will not have any effect on the
game. Head back down stairs and listen in on the Red Triad Member bribing the
Military Policeman. After you hear the bribe, go around the corner and hack the
ATM near Officer Tam. After doing this, you will be ready to head down Tonnochi
Road.



Hong Kong Water Ways

When you first enter the area, you will be facing west. There will be a lot of
signs that clearly point you towards the Tonnochi Road. However, to explore the
lower area of this area, from the very start of this area, take the dark path
towards the north that is just under the first sign that you see. At the end of
this corridor, you will be able to see a large boat towards the east, in the
water below. Find the staircase that is eastward, and go downward to access the
water.

This area is very confusing, and it has a lot of areas where you could get lost.
I will try to cover the exploration of this area the best that I can. Also, for
this area, I will be extremely detailed on everything. The amount of detail may
be annoying, but that is to help prevent you from becoming lost. You should have
no problem if you follow the walkthrough step-by-step.

Water Level - In the water below the docks, you will find a lot of staircases.
Avoid using any of these for now. You could find yourself in an area that you
are
not ready for. If this happens, you could blow some dialogue opportunities. So,
I
will reference the staircases in this walkthrough to be used as “landmarks”
only.
At the bottom of this area, you will find a large boat. From this point on, I
will refer to the large boat as “the boat”. Climb on board of the boat, and
speak
with the girl on board. She will tell you a little about the canal, and then she
will offer to sell you 3 weapon mods (recoil, reload, and accuracy). After you
speak with her, explore the ship for items. There isn’t much, but down stairs,
you will find a datacube. The cube will drop a hint about a repair bot being
onboard the ship. If you return to the deck of the ship, you will see a red
Chinese lamp hanging on the wall near the stairs leading up to the steering
wheel. If you get close enough to it, you will see that it will “highlight” when
you hover your mouse over it. Pull the lamp, and you will find a small room with
a repair bot and a Biocell inside. If you look off from the front of the boat
and towards the south, you will see a door at the water level. If you swim over
to this door, and enter inside, you will find a locked chest, gain some skill
points, and you will find a Boat Person. The locked chest will have a multitool
and a Biocell inside. The Boat Person will give you some information about the
happenings in Hong Kong, but you will have to “read between the lines” to make
any use of it. In the rear of the Boat Persons cabin, you will find a ladder.
Ignore this for now; we will use it in a few minutes. From here, swim to the
west
and climb up onto the barge across from the boat that had had the repair bot.
You
can pick the lock on the hull or blow it up (you will not be caught firing
weapons while your are on the barge), and then enter inside the barge. The first
room below the ladder on the barge will has poisonous gas inside. The second
room
will be safe from the gas, and it will have 2 wooden crates and a box of
rockets.
The wooden crates have a plasma clip, and a napalm canister inside. You may have
noticed a small boat that is making laps around the area. If you try to jump
onto
this boat, you will fall right through it. The boat is for looks only, but you
can use it visually to help you navigate the area. Study its patrol route at
each
of the areas. The boat makes a “figure 8” through the Water Ways. It isn’t a lot
of help, but it is better then nothing.

After you have explored the lower area of the barge, swim towards the south. You
will see a staircase at the end of the tunnel. If you swim at the surface of the
water, you will find a “bug” (if you could call it that) in the water, where you
will be able to walk on top of the water for a few steps. Just after you pass
the “bugged water” and just before you get to the staircase, look for 2 pathways
to your left. One path is smaller than the other. Take the smaller path (the one
closest to the staircase), turn on your spotlight, and swim under the water. You
will find a small square shaped opening on the south side of the wall. If you
follow that opening, you will come to a dead end with 2 re-breathers inside a
wooden crate. This is a very long swim. You should take a breath of air before
you enter the opening, and hurry as fast as you can. There is a small opening in
the top of this path, just before the room with the wooden crates. Stop by this
opening for a breath of air, and then enter the room with the crate. Where the
re-
breathers are located, you will see 3 or 4 pipes. These pipes will block your
access to the door on the other side. Grab the re-breathers, and then swim out
of
the corridor (take a breath of air from the small opening before swimming all
the
way back). If you do not have 2 slots in your inventory, drop an item or two on
the ground outside of the corridor. This way, you will not have to swim back to
the re-breather room to get the items that you dropped.

After you are finished with the “re-breather corridor”, continue swimming
towards
the east. You will come to an intersection where you could go towards the left
(north) or towards the right (south). Towards the north, you will find 2
staircases that will lead back up to the dry area above, and another path that
will lead you to the staircase near the “bugged water” from earlier. Towards the
south from the intersection after the re-breather area, you will find a path on
the left hand (east) wall, and a door on the right hand (west) wall. The door
will be a back entrance into the club Old China Hand. If you continue swimming
south, you will find another staircase and a path back to "the boat". I am sure
you have used a lot of Bioenergy while using your spotlight in this area. This
would be a good time to recharge with the Repairbot on the boat. After you are
charged up, return to the Boat Persons Cabin, and locate the ladder in the back
of the room. You may need to use your flashlight to see it. Climb up the stairs,
and push the button to open the door. This will return you to the upper area,
right where you first entered the Water Ways.

Upper area - Follow the sign where you entered the Water Ways. You will see more
signs pointing you towards the Tonnochi Road. There are 2 guards standing
outside
the entrances, but the bridge is blown out. Continue ahead, going down and then
up some small stairs, and then you will see a red-canopied bridge that will
allow
you to cross over to the side with the guards. The path that was at the bottom
of
the two staircases will lead into the Old China Hand, back to the Market area,
and down to the water level. You can avoid that path for now. If you continue
across the bridge, but do not turn towards the guards, you will follow a looping
path that will return you to the bridge. There will be a staircase leading down
to the water, and an alternative access to the Tonnochi Road. You will see a
girl
at the end of the corridor, and you will load into a new area half way to the
girl. Skip this for now.

As you approach the guards, you will find a ladder in the darkness. This ladder
will lead you down to the water as well, which has no interest to us. Continue
to
the guards, and then continue right past them. You will come to an intersection
where you could go towards the left (west) or towards the right (east). The
right
hand path will take you back to the large boat we were at earlier. The left hand
path will take you towards another bridge. Along the way, you will stumble upon
a
Drug Pusher, and a Drug Dealer holding a drug deal. When they notice you
standing
near them, they will turn hostile, and try attacking you. Use a silent melee
weapon, or a silenced gun to deal with these guys. If you make any loud
gunshots,
the guards will attack you, and the Gun Fire Sensors will sound the alarm.

Continue further ahead, and you will find a door right next to the concrete
bridge. The door will just take you back to the water, so ignore it. Cross the
bridge, and follow the path. You will return to the stairs leading to the “large
boat”. That pretty much covers all of the Water Way area, except for the Old
China Hand. You could check this area out now, but it will open the story a
little more if you visit Maggie Chow first. We will go there after we find Ms.
Chow. Return to the 2 guards and enter the Tonnochi Road.



Tonnochi Road

As you enter this area, a Luminous Path Member will run up to you and ask a few
questions. He will mention Chow and Max Chen (leader of the Red Arrow). If you
continue ahead, you will find a School Girl. To the right of her (north), you
will find an elevator, and to the left of her (south), you will find 1313
Tonnochi Road (home of Maggie Chow).

A little further west from 1313 Tonnochi Road, you will find a path off towards
the south. Down this path, you will find a large Military Robot, a bum, a Boat
Person, and a locked chain link gate. You can pick the gate if you like, but
before you do that, use a multitool to disable the camera. However, if you enter
the front door of 1313, you can disable the security system from there, and open
the locked gate (without using lockpicks or multitools). Speak with the Boat
Person to find a little more info about that locked gate, and then return to the
main street, and head a little further west. You will find a Red Arrow Member at
the end of the road. Speak to him for a little more info about that gate, and
about the other alternative entrances to Ms. Chows Penthouse. Take his advice,
and use the front door. Unless you want to "wing" the story line from here.

As you enter the Queens Tower, the doorman will greet you. On his desk, you will
find a datacube with a little generic information on it. If you continue past
the
doorman, following the right hand path, you will find a small room. On the table
in this room, you will find a credit chit worth 50 credits. On the wall inside
this room, you will find a security console. You can disable the camera, and
unlock the chain link gate that is outside, and you can disable 2 other cameras
for the lobby areas. When you are finished in this room, continue down to the
elevators.

One elevator will take you directly to the penthouse, and the other elevator
will
take you to the renovated floor of the Tower. Read the public computer next to
the elevators, and read the renovations section. You will find the access code
for the elevator here. The elevator will stop at an empty room where you will
meet a junky named Harriet. She will ask you for 20 credits so that she can buy
some more crack or something. If you refuse, she will be mean, and she will not
give you any information. If you give her 20 credits, she will tell you a little
about Maggie and her guards. On the table nearby, you will find a datacube with
the system security login and password, the access code for the elevator inside
the shaft, and the access code to the main elevator. Be careful while in this
room. Sometimes a guard will notice you, or he will notice the Junkie. If the
guard notices either of you, he will open fire. Check this room quickly for the
datacube, and the Junkie, and then return to the elevator, and take it to the
bottom floor. Enter the Penthouse Elevator to enter Maggie Chows place.



Maggie Chow

You will be greeted by May Sung, the maid. She will tell you that Maggie is
waiting for you, and then she will take you to see her. Maggie Chow will change
the story a bit from what you have learned so far. Apparently, your brother
had "teamed" with her, and Red Arrow. According to Chow, the Luminous Path is
working with MJ12. She tells you that all of the information that you will need
can be found in the Police Station. She will give you the code for the vault
where the Police would keep such documents.

The maid will be encouraging you to take a look around the Penthouse. Do so, but
do it carefully. May Sung will follow you around where ever you go. You can
check
out the 3 rooms upstairs. May Sung will get a little upset, but she will not
become aggressive unless you mess with the security console. Even if you simply
touch the security console on the second floor, May will open fire with a sawed
off shotgun. For your own good, do not fool with the security console. In the
first room on the second level (May Sungs room), you will find a datacube with a
letter from Maggie Chow. The letter suggests to May that she reads a little from
the 2 books in her office. The 2 rooms at the back of the upstairs hallway will
lead into Maggie’s bedroom (qith a credit chit worth 100c inside), and Maggie’s
Office. Take the door on the right to enter her office, and then read the 2
books
on the conference table. The books will suggest the login and password if you
read them carefully. You will find a datacube on this table that mentions a
change in the security code, and it mentions that every login attempt should be
traced, and then dealt with. On Maggie’s desk, you will find the Security
console
that you are not to touch, and a datacube with a little useless information on
it. After you have checked the upstairs rooms out, head back down stairs. If you
pass the area with the elevator in it, you may find a wall concealing access
further into the Penthouse. You can use the lamp to open the wall, but do not do
that now. You know where it is, and that is good enough. You could go ahead and
enter this area, but then Maggie will attack you, costing you skill points and
items. We will return here after we visit the Police Station. We are done in
here
for now.

Now, head for the Police Station in the Wan Chi Market. On your way, stop by the
Old China Hand that was found in the Water Way.



Old China Hand

When you enter the Old China Hand, a man named "Man" will run up to you (or
maybe
he doesn't have a name, and his is just a man). Because of the darkness of the
room, he will have you confused with your brother. He will begin to speak a bit
about the information Paul asked him for, before he notices that you are not
Paul
Denton. You will need to continue to question him (he will begin the “generic”
form of dialogue). After a few times, he will speak to you again, and tell you
what the items are. He will sell one important item… The Blueprints. They will
cost you 2000 credits. If you do not have enough, you can come back later, or
just don't buy them. You don't really need them, and they do cost a lot.

Go over and speak with the Drunk and the Bartender. Both of them will have
information on Maggie that you may find interesting. Was Maggie telling the
truth? According to these guys, no. You will need to speak with the Bartender a
few times to hear all that he has to say. Directly behind the Bartender, you
will
find a Credit Chit worth 50 credits, and inside the refrigerator you can find a
Medkit. Once you are done speaking with everyone, head for the kitchen behind
the
bar. You can sack this area for food items, but there isn’t much else. You will
find another door in the kitchen that will take you into the freezer. Follow
it “slipping and sliding” all over the place. Inside the Freezer, you will see a
bunch of boxes stacked up. They are all frozen to the ground, so you can not
move
them. You can climb them. Get up on top of the meat hanger things (the track
that
the hanging meat is hanging from). You will see 3 ventilation access points. The
center one is the easiest to enter, but they are all the same. Open it as you
would any unlocked door, crouch, and then climb into the vent. You can follow
this vent to another area. Along the way, you will go outside and over the Water
Ways. You may remember seeing this vent while you were exploring earlier.
Anyway,
continue following the ventilation. You will come to the Maintenance Access
point. It is flooded with water, so you will have to swim. If you have both of
the re-breathers from earlier, you can use one of them now. If you have only
one,
save it, and activate regeneration instead (if you have it). This will be a long
swim.

Swim downward, and through the room where you found the re-breathers earlier.
Kick yourself now if you left them behind. Swim across this room, and through
the
door that you saw earlier. When you exit out of the door, turn left and swim
towards the west. You will find some baby Karkians at the edge of the water
right
by an area that will have air. Swim past them, and continue to the air. At this
point, you will be above water, so your guns will now work. Blow the Karkians
away. Once they are dead, in the back of this area, you will find that the
place
has collapsed in on the road. You will need to climb through the rubble,
crouching most of the way. You will find the body of a scientist, and a Journal
next to him. You can read the Journal to find out why the scientist is dead, and
why the Karkians are in the area. Loot the body of the scientist to get a
Biocell
and an Augmentation Upgrade Canister. Now, you can swim back to the exit, or
swim
in the opposite direction to locate a laser scope weapon MOD and some ammo. If
you have a re-breather, use it when you run out of air. Or you can use the
Regeneration Augmentation. Regeneration works surprisingly well at keeping up
with drowning damage. Once you are done here, you need to return to the freezer
room in the Old China Hand. Exit the Tonnochi Road, and return to the Market.
Before we visit the Police Station, lets drop in on Canal Street.



Canal Street

When you enter this area, you will see 4 Red Arrow, and 4 Luminous Path members
chopping themselves up with swords. You do not need to interfere. Chances are,
the fight will end with 2 or 3 guys from each side, running away from each other
endlessly. There is nothing to do in this area, however, you can hack the ATM
for
100 credits. You will also find a lockpick by the soda machines. If you follow
the road to the end, you will see 7 or 8 Military Guards at a roadblock. It
looks
as if the Military Guards have crashed head on with the Luminous Paths SUV. It
seams that 2 of the Luminous Path members, and one of the Military Police have
died due to the “accident”. You can jump the roadblock and loot a few items off
of the dead bodies. You can not get around the crashed up vehicles to the door.
That will come later. For now, head on to the Police Station.



Police Station

Enter the 3-digit code that you found when you first entered the Market earlier.
Be cautious. The Police will open fire on anyone who enters the Station with
unauthorized access. That means you. You will need to take out at least 2 cops.
One will be in the first room, and the other will be in the second room. If you
kill them silently, then that may be all that you have to deal with. However, if
you make a lot of noise, or if the alarm sounds, 3 or 4 more cops will rush into
the building. Once you have dealt with the local police in the station (not
outside of it), grab any loose items and read the datacubes in the area. You can
hack the security system and disable some cameras while you are in here. Then,
use the access code that Maggie Chow gave you on the vault in the corner of the
second room. Inside, you will find the datacube that Maggie sent you here to
see.
However, the cube holds different information then what Maggie said you would
find. Could she have known? Could this have been an attempt to get us killed, or
at least buy her time to escape? We will see... The police obviously expect
Maggie Chow in the robbery of the sword, the death of Yuen Kong, and they are
investigating her dealings with Versalife. The cube will tell you about a few
back door entrances into Maggies Penthouse (most we already know about). You can
take any other useful items that you find. Return to Maggie Chow, and take the
front door again. You could go anyway you like, but the front door access will
fuel the story line. With that said, Head back to see Maggie Chow.



Return to Maggie chows Penthouse

When you return to Maggies Penthouse, Maggie Chow will not be there. The Maid
will greet you, and then deny any charges that you make. She will then call for
the guards. Place a few shots into the Maids head before she can get the drop on
you. If you remember the hidden wall from earlier, then look to that direction
now. About 6 guards will come folding out if that room. You can get the drop on
them, or you can play cat and mouse all through the penthouse. Once they are
dead, you have nothing else to fear. You can trigger the laser traps all you
want.

You may want to return to the upstairs, and fool around with the security
console
that you were forbidden to mess with. You can turn off the cameras (just so they
will not be annoying) and you can open and unlock a door.

Next, you will want to explore the area behind the fake wall. When you enter the
main room, Tracer Tong will message you. Apparently, the Dragons Tooth is in the
center of this room. Walk over to the glass case, and sure enough, there the
sword is. You can use a few multitools to gain access to the sword, or you can
use the computer in this room and unlock it from there. Tracer Tong will message
you again, and tell you to go see Max Chen (Leader of the Red Arrow) inside
the “Lucky Money Club” back in the Market. He tells you to make peace between
the
Triads, and then he will help you. Snatch up the sword, and then walk over to
the “Holoprojector” in the corner of the room. Press the button to see an old
message from Walton Simons.

You can explore the Queens Tower for any missing items, but there isn’t much. In
the room where the guards "Break Room", you can find a credit chit worth 50
credits, and a cabinet with some very good ammo inside. On top of the cabinet,
you can find another lockpick. You can also find a scrambler grenade in the
Elevator Shaft. You will need to return to the renovated floor (where the junky
was at). From your current location, you can get there from the staircases near
the room that had the sword. Once you are in the renovated room, blow the door
off of the broken elevator. You should have access to both elevators at this
point. Inside the shaft, you will see a divider wall between the 2 elevators.
This will act as a ladder if you climb on it. You can cross the elevator shaft
that you blew the door off of to a small landing on the other side. Here, you
will find the scrambler grenade. Now climb back out the same way that you came
in. If you decide not to blow the door to the broken elevator, you can make the
jump across the opened elevator door, but it is a difficult jump. Once you are
finished exploring the Tower, head for the Lucky Money Club in the Market.



Lucky Money Club

As you enter the area, head straight for the admission counter at the end of the
hallway. Ignore the Quick Stop for now. You will see 2 girls named Mercedes and
Tessa sitting in chairs waiting for Russ. They will ask you if you could spare
them 40 credits for admission into the club. You can waste the money if you
want,
but you will not benefit from it. The best thing that I see that comes from this
it that you can sneak in the club behind them. However, you could just buy your
own admission for 25 credits, and save 15 credits in the end. Speak to the
ticket
lady, and she will allow you admission for 25 credits.

Once you are inside, you can speak with Mr. Sing about Max Chin. Walking around
in black clothes, you may also find a “Thug”. Speak to him for the computer
login
and password for the Quick Stop outside. After that, you can explore the dance
floor. You will find 4 girls dancing in a circle. They will ask you to get into
the middle, and dance with them. As far as I know, it will go no further then
that. You will also find 2 girls named Lisa and Carole, dancing together and,
well… Hitting on each other. If you paid for Mercedes and Tessa access into the
club, then you can talk to them again now. Mercedes will offer to dance with you
if she is really drunk. You can buy her a drink if you like, but she never seams
to get drunk. Instead, she will drain your bank account dry, repeatedly asking
for another drink. You can try to find something from her if you want, but after
600 credits worth of drinks, I gave up. As you explore, you will find 3 women by
the stairs. Mamasan will offer you a girl for 100 credits. If you pay, then Lisa
will follow you around the club repeating “are you satisfied?”. Not really worth
the 100 credits. After you have checked out the dance floor, head up to the bar.
You will find a Businesswoman, and a Versalife Employee talking about company
business. Listen in for a few minutes until they have finished the conversation,
and then speak with the Businesswoman. After you are done with them, look around
for others who you can listen to.

You will find a Dazed Girl in the Ladies room, who will mention the murder of
Ching-Kuo. She blames the Luminous Path for his death.

At the bar, you will find Lawrence the Loser and the Bar Fly talking about the
Bar Flies Daughter. You will also find Vince the Hard Drinker at the end of the
bar. Speak to him for a little idle chitchat. Speak to Issac the bartender for a
little Conspiracy Theory, and the location of Max Chin. If you mention the
Luminous Path to him, the conversation will end. If you tell him that Maggie
Chow
sent you, then he will tell you that you can find Max in the room behind the
bar.
Also, grab the credit chit behind the Bartender.

From the Bar area in the Lucky Money, you can access the upper (3rd) floor, you
can access the room behind the Bouncer (he will not stop you), or you can go
behind the bar and see Max Chin. Before we go behind the bar, lets go down the
path behind the Bouncer. You will enter the room where you purchased admission
to
the club. You can speak with the Door Girl, but she doesn’t have any useful
information. She will ask you to pick a fight with the Russian Sailors on the
3rd
floor so she can watch you fight. You will also find a keypad, and a small
locked
door. Use a multitool to bypass the keypad, and grab the 2 credit chits worth
200
credits. Alternatively, you can return once you have located a security console
to unlock this for free. Do not worry about the Guard or the Door Girl; they do
not seam to care if you steal from them. Now head for the 3rd floor where the
Russian Sailors are located. You will find 4 Russians watching a Dancing Girl on
top of the pool table. They will say something about Yevgeni being missing if
you
listen long enough. Where is Yevgeni? I have no idea. As far as I know, this
ends
here. Exit the 3rd floor and enter the path behind the bar (towards Max Chin).

As you are walking towards Max Chin, you will find a freezer door. You will need
to use a lot of lockpicks to enter the area. If you do not have the lockpicks,
then you will be unable to enter (the door has infinite str). Inside, you will
find a lot of weapons and ammo (a sniper rifle, sniper ammo, a LAW, a box of
rockets, a Biocell, and more). Clean out the freezer, and then continue towards
Max Chin. You will come to a room with 4 Red Arrow Members in conference. They
will ask your business, and then they will allow you in to see Max. You can hack
the security console on the table if you like. If you did not have any
multitools
to open the safe in the admission room, you can unlock and open it from this
console.



Max Chin

Tell Max Chen about the sword, and point the blame towards Maggie Chow. He will
not believe you completely when you tell him about it, but he will call
neutrality between the Red arrow and the Luminous Path. He will then give you a
message to take to Gordon Quick. At this point, the supped up MJ12 troops that
you read about in the MJ12 HQ (a long time ago), will attack the Lucky Money
Club. The local security can handle them. You can loot them. After this is done,
return to the market area, and visit the Quick Stop.



Quick Stop

Just outside of the club, you will find one more MJ12 Commando. If you work it
right, you can allow him to see you (which will sound the alarm) and then you
can
run back to the door of the club. The cops will be alerted by the sounding
alarm,
and they will come out to deal with the Commando. This will cost most of the
cops
their lives, and they will either kill or badly wound the Commando. You can mop
up whichever is left (the Commando or the Cops). Once the area is clear, you can
break the glass on the Quick Stop, and enter inside. Hack the Security Console
and open the door that is accessed from the 2nd camera (for no reason really,
just so you know what everything is). Hack the ATM for 200 credits, and hack or
use the login and password on the computer. From the computer, open the vault.
On
the lower part of the wall behind the counter, you will find the open vault.
Inside, you can grab 2 credit chits, each worth 100 credits. On the shelves in
the Quick Stop, you can find a medkit, a multitool, and some food items. In the
cooler you can find a lot of drinks. Behind the sign in the center of the
cooler,
you can find a lockpick. Once done here, head for Gordon Quick (Luminous Path
Leader).



Luminous Path compound

After the ordeal in the Lucky Money, return and tell Gordon Quick about the call
of neutrality, and mention an alliance with the two Triads. He will give you the
access code to enter the compound, and he will tell you where you can find
Tracer
Tong. As you enter to compound, lake a left and then another left. You will come
to a small room with a credit chit worth 25 credits.

Cross the courtyard of the compound, and enter the room at the other side. You
will find a security console, and a computer. Both are useless. Head down the
stairs, and continue on until you come to a somewhat large room with about 6 or
7
Luminous Path members inside. If you check the beds on the back wall, you can
find a Medkit under one bed, Gordon Quicks Journal under a pillow on one of the
beds, and a lockpick on one of the “top bunks” (the bed on top of the bed). On
a
wall by a picture, you will find a keypad. You can access the hallway behind the
picture if you use the access code that Gordon Quick gave to you. Enter the
hallway, and follow the stairs down to Tracer Tong.



Tracer Tongs Libratory

After you make you way down the stairs, you will come to a room with Tongs
Bodyguard. There isn’t much in this room, but on the wall, you will find a push
button. Press the button and speak with Tracer Tong, who is waiting at the door
for you. He will tell you that he can deactivate your kill-switch in exchange
for
a favor, and he will tell you that Alex Jacobs has arrived. Tracer Tong will run
off after he tells you to go to the operating room. Before you do that, grab the
credit chit, the Nanokey (Jocks Tonnochi Road Apartment), and glance through the
2 books. There is also a computer in this room but ignore it for now.

On your way to the Operating Room, you will find a "Firing Range" in the
opposite
direction, which will have a few items in it. You will find a Plasma Rifle,
rockets, Sabbot shells, Armor, a weapon MOD (clip), and a button with another
door. After you grab what items that interest you, press the button and go to
the
next door. You will find a few more items in this room, and the guards will
mention that Alex is in the compound. On the upper layer, you will find a
Repairbot. Head back, and go down the ramp towards the Operating Room. You will
find a side room to your left. Inside, you will find a medbot, and a set of
stairs. Follow the stairs down, and speak with Alex. He will mention Reyes for a
second, and then drop a little information about Daedalus. If you take the
stairs
up to the upper level in this room, you can locate a cabinet with a multitool
and
a Plasma clip inside. After you are finished with Alex, head on into the
operating room. Step onto the red dot in the center of the floor. A containment
field will cover the circle, and Tracer Tong will tell you to remain still. You
will get shocked a little, but nothing to worry about. Tracer Tong will message
you to tell you that it was a success, and then he will ask you to return to the
Control Room.

Make your way back through the lab, back to where you first met Tracer Tong.
Enter the control room, and locate Tracer in the back. He will give you a bit of
information, including your next mission. He will tell you the Access Code for
the Versalife building and he will give you a new computer login and password.
Exit the Control Room, and head for the first room where the computer is. Use
the
login and password that Tracer gave you and read your emails. There is an Email
from Alex, Daedalus, and Sam Carter. In the email from Daedalus, you will find
further information about the Versalife Corporation, and the Grey Death virus.
It
appears to be a new mission, but your mission notes will not be updated about
it.
Once you are done in the Lab, lets head to Jocks Apartment.



Jocks Apartment

If you return to Tonnochi Road, you can use that elevator that found earlier
(across from 1313). Once you have reach the top from the elevator, climb the
stairs, and find the locked door on one of the floors. Use your Nanokey on the
door and enter inside. You will find a lot of food items in the kitchen. In the
main room, you will find a book about Jocks Helicopter, a Nanokey for Jocks
apartment on the table, and a datacube under the Television. The datacube will
contain Jocks computer login and password. You will find 2 discolored walls
(doors actually) that can be opened when you click on them. One will lead into
Jocks bathroom, and the other will lead into his bedroom. Inside Jocks bedroom
you will find a computer, and a locked sliding glass door to the balcony. Go
read the emails on his computer first (use the login and password that you found
on the datacube under the TV). You may find most of the information on the
emails to be quite interesting. Apparently, Jock was staged in this apartment to
assonate Maggie Chow when the time was right. The emails are from Paul Denton,
Tracer Tong (TT), and Daedalus. After you have read them all, open the sliding
glass window (blast it or pick the lock). You can see Maggie Chows Penthouse
from
here (if you look up a little). If you exit Jocks apartment and follow the
staircase upward, you will find a ladder. The ladder will take you onto the
roof,
where you can drop down to a ledge below. From the ledge, you can jump across to
the small area to the left. Save your game before trying this. When you
successfully complete the jump to the small ledge, you will find a sniper rifle,
sniper ammo, and a flare. At the back of this small ledge, you will see a metal
structure that crosses the street below to a ledge on the other side. Crouch
down, and climb up this metal structure. Be warned, you do not need to go this
way. All you will find on the other side is a Biocell, and a lockpick. There is
no way around it, if you go this way, you will take damage. Cross the metal
structure, and then climb up to the ledge. You will be able to drop from ledge
to
ledge, and eventually, you will have access to the Billboard sign at the back of
the area. On the Billboard, you will find a Biocell and a lockpick (and a few
other items that are not worth mentioning). From the Billboard, you will need to
jump over to another ledge that is in front of the sign. You will take damage on
this jump. The Speed Enhancement Aug will help ease the pain. Drop down from
this
ledge to the street level, and return to the Versalife entrance near the Lucky
Money Club.



Versalife

Locate the front entrance into the Versalife Corporation, near the Easy Money
Club. Use the Access Code that Tracer Tong gave you after he removed your kill-
switch. You can return to the Easy Money and see if anything has changed, but I
have done that for you. For the best of my abilities, I could not find a single
change in the entire club. So, go ahead and enter the Versalife elevator, and
press the up button. You will arrive at the Data Entry Facility.

Data Entry Facility – When you exit the elevator, you will see a uniformed
Police
Officer. You can speak with him to find out where the Receptionist is located.
When you do speak with the Receptionist, Destiny Savanna, she will tell you the
location of Mr. Hundley (Richard Hundley if you cared to know). You can check
the
datacube on her desk to see a list of people who have checked in with the
receptionist, and you can see the times that they did it (if it matters). You
will find a door locked by a keypad in the area. You can bypass the keypad with
a
multitool, but if you do, all hell will break loose. Skip that room until later.

Now, you have two choices of directions to go. You could go upstairs from the
keypad locked room, or you could go through the hallway behind the receptionist.
At the end of the hallway, you will find the Data Entry office. There are 4
employees who are working late (Mike Morgan, Louis Elban, Tom Bunch, and the
department supervisor Sarah Stern). You can hack all 20 or so computers in this
room, but all of them will have identical information except for Sarah Sterns
computer. Her computer will have an extra email directed towards the security
personal. You can create an ID on any of the computers that will save you some
cash when you speak with Mr. Hundley. If you do not have the abilities to hack
computers, don’t worry; we will get you the login and password in a second.
There
is also a ventilation access point in this room, but it is the ending point of
the upper area. You can enter it, but you will be unable to go up the
ventilation
shoot. You may find use for this later.

Now, head up the stairs from the receptionist area, and speak with
the “Supervisor” Richard Hundley. He will offer to give you a tour through the
labs for the “low” price of 2000 credits. The tour he gives may be nice and all
that, but we made our own ID in the Data Entry Office. We can save the cash, and
take a solo tour. Follow the hallway out of the area where Mr. Hundley is
standing, and you will find another Data Entry Office. This time, no one has
stayed late to continue working. You can access all of the computers in here,
but
they all have the same information as the 20 or so down stairs had. However, in
one cubical, you will find a book about the Triads, and in the cubical in the
far
right hand corner of the room will have a datacube. The datacube will have a
default login ID and password for the computers. This login and password will
allow only limited access to the computers, but you can gain all of the same
information as you did if you hacked them. If you didn’t make an ID in the first
office, do it now, and then return to the stairs, and go to the 3rd floor. You
will find a Data Entry Worker who will give you a spill of information about
the “special agents” that were in the office earlier. Continue on to a 3rd Data
Entry office that will have another 20 or so computers with the same generic
information on them. However, there is one guy, John Smith, who has stayed late
working. Speak with him for a lot of information. He will help you if you can
take out Mr. Hundley for him. Check the datacube on his desk for some mysterious
info about the buildings “security”, and then hack his computer. The Login and
password will not work; you will need to hack into it. You will find endorsing
emails. Each of them has an Internet URL on it, and one of them mentions the
popular game “Net Hack”. So basically, you found a little extra information
while
you were in this area, and you gained 3 ways of entering the levels that require
higher clearance. You could pay Mr. Hundley 2000 credits for his “tour”, you
could accept the assassination job from John Smith, or you could make yourself
an
ID from any of the computers. There are positives and negatives to whichever
choice that you make. I will list them below.

Pay Mr. Hundley - The positive is that you will have access to the elevator, and
the lab with out any worries. The Negative is that you must spend 2000 credits.

Make your own ID – The positive is that you do not have to pay anything, and you
do not have to kill anyone. The negative is that you will only gain access to
the
elevator, and you will need to find access to the lab later.

Kill Mr. Hundley – The positive is that Mr. Hundley will drop 100 credits, and
John Smith will get you into the elevator and the lab. The negative is that in
killing Mr. Hundley, you will be removing him from the game. This is not a big
deal, but the story line will be fed a little more if you do not kill him.

All in all, I would say that paying Mr. Hundley is probably the last choice that
you should make. That is up to you, but the “story line feed” is nothing to get
excited about. It is about as much information as the newspapers you find around
in the game. Or if you make yourself an ID, you can still see Hundley later in
the game, and save yourself some cash. After you decide how you want to enter
the
Elevator, locate and enter it from the 3rd level Data Entry Office.

Majestic Twelve Development Project: Pacific Rim Research Facility

When you enter the level 1 laboratory, Supervisor Harrison will run over to you
and ask if you have clearance. You do, so he warns you to stay out of trouble.
Walk towards the statue at the end of the hallway. You will find that you have 3
directions that you could go in. Towards the left there is a hallway, towards
the
right there are stairs, and on the side of the statue there is a keypad that you
can bypass to access the entrance under the floor. Alternatively, the keypad has
a 2-digit combination on it, so it should be easy to hack. Want a hint? MJ...
What? Anyway, you can save your multitool if you wait until we get to a security
console (you can open and unlock the door under the hand from there), or you can
guess codes until you get it right.

To follow the areas in the primary order that they are staged in (items from the
first area will work in the second area, etc), we would take the Right hand path
(the stairs).

Stairs (right hand path from hand statue) – At the top of the stairs, you will
see a small intersection leading into different rooms. First, enter the Armory,
where there are 3 or 4 Guards lounging around. They will question your reasons
for needing a weapon (hey that is what the Armory is for after all), but nothing
that will affect the game. In the corner of this room, you with find a locked
cabinet and a security console. If you try to pick the locks on it, the Guards
will go nuts and attack. There is a Security Alarm Panel on the wall near the
cabinet. If you try to bypass this keypad, the guards will jump you. This is the
main Alarm Panel that people in the area will run to when there are any signs of
trouble. So, it is important to keep people away from it if any fighting breaks
out. The guards do not seam to mind if you hack the security system. Do that and
turn off the cameras (no witnesses). You can take on the guards in this area
after you speak with the people in the next 2 rooms (which will allow you to
open
cabinets etc), or you can come back later after all hell breaks loose anyway.

Go to the Break Room, and inside you can listen to Dr. Donovan and Dr. Lundquist
talking about their projects. You should read the data cube on the table to
learn
the code to initiate the cascading shutdown sequence of the UC. In the
Conference
room, listen to Dr. Trellaine and Dr. Vargas argue about who knows the most. Dr.
Vargas will have a silent Lab Assistant with her. Just behind the Lab Assistant,
you will see another Alarm Panel. Use a multitool to disable it (no one should
care as long as a guard isn’t in the room with you). On the opposite wall in
this room, you will find a cabinet with 2 datacubes inside. The cabinet is
locked, and if you pick it, the Doctors will call for help.

You can actually pull this off (breaking into the cabinet), but you may be
better
off if you just wait until you return for the cabinet in the armory. If you are
sure that you want to risk the cabinet in the Conference Room now, then pick the
lock. You will have a few seconds time before the Doctors can tell the guards.
So, before the Doctors return with the guards, hide under the table. Once the
guards leave the room, everyone will be friendly again (if the alarm never
sounded, which happens most of the time when the guards do not ever see you).
Now
return to the cabinet, and check the datacubes. One of them will have an
upgraded
password “Damocles” on it, and the other will have the Access code for the
Augmentation canister in the Magnetic Testing Chamber. No one seams to care that
you are opening the (now unlocked) cabinet, but they didn’t like it when you
tried to pick the locks. Anyway, if you wanted to take out the guards to get the
items from the cabinets, this is as good of a time as any. However, there is a
catch. You will need to take out the Security Alarm panel in the Armory. Also it
would be a good idea to take out the security alarm panel near the hand as well,
but that is pretty risky if you didn’t hack the security console in the Armory.

When you begin your assault on the guards in the Armory, you may find it easier
if you wait for the guard with the flamethrower to enter the room with the other
three guards. When he does that, toss a gas grenade into the Armory and then
silently kill all of the guards. If you do not have a gas grenade then toss a
LAM
directly under the alarm panel (to take out the alarm system and damage the
guards inside the room). You could also shoot a 20mm round from the assault
rifle, or shoot a rocket from the GEP gun, directly at the alarm panel. This
will
also disable the alarm, and injure or kill the guards inside. If you are lucky,
you can actually fire a rocket into the room to destroy the alarm panel, without
even alerting the guards (go figure). As you are taking out the guards in the
Armory, another guard will attack from the Break Room. A good trick is to hit
the
guards inside the Armory hard and fast, and then fall back to about midway down
the stairs towards the hand. All the guards who come after you can be bottle
necked, and ambushed here. You can also block them access to the area in the
hand
where the Commando is. This will make for sure the alarm isn’t pulled, but make
sure that the Commando isn’t at the bottom of the stairs on his patrol route.
After the guards are dealt with, crash into the cabinets, and grab the items
inside. The datacube in the Armory will have the MJ12 security login and
password.

Now, if you go from here into the bathroom, you will find a vent shaft with a
Greasel inside it. You may want to avoid this area for the moment (not really
time for this yet), but if you must proceed, avoid the Greasel by using the side
paths in the vent, or you can take him out silently. I will cover these areas in
greater detail a little further down in the walkthrough (Lab section).

Towards the left – As you walk down the hallway, you will come to an area with
glass floors. From the floor of the hallway, you can look down into the lab
below. You should see a lot of activity, and a few “mysterious” things. Right
away, you should see an alien, and a handful of scientists. If you look around
the room, you will see about a half dozen MIB (or Laboratory Special Security).
There are also a few other people that you may recognize (like Maggie Chow).
After you have had a good look at the lab below, continue down the hallway. You
will come to an elevator that will take you to a floor level above. Inside, you
will find a non-hostile Laboratory Special Security Officer (MIB). He will not
bother you, if you do not bother him. On the table in this room, you will find a
datacube, a Nanokey, and a Security Console. Use the Security Console and turn
off the cameras, and unlock and open the doors. If you cracked into the cabinets
in the Armory and the Conference Room earlier, then you should have found the
security login and password, and the computer password for the computer system.
You can use this console to open the room under the hand statue instead of using
a multitool on the keypad, or guessing numbers until you get it right. The
Nanokey will allow you to unlock the Magnetic Augmentation Chamber. On the
datacube, you will find a bit of information about Mchow needing full security
clearance. If you have learned anything through out the game, most login IDs are
an abbreviated version of the persons real name. In this case, Maggie Chow is
abbreviated to "Mchow". I went ahead and gave that one right out, but it is a
little difficult to spot if you are not paying close attention. After you have
finished in this area, take a look around for security cameras and alarm panels.
See any? Nope? Ok, well we can take out that MIB if we want. The Dragons Tooth
sword works very well if you can get a clean shot across the MIBs backside. Just
remember, they blow up when they die, and if you are close, they will take you
with them. After you have mopped him up (one less bad guy to worry about later),
return to the area with the large hand. There are security cameras in this room,
so leave the Commando and the Trooper alone unless you disabled them from the
security console. If the cameras are deactivated, then use a multitool on the
alarm panel (if you haven’t already) that is near the hand statue. You can hide
in the shadows around the hand statue, and pick off the Commando and the MJ12
Trooper with a sniper rifle. Do not worry about Supervisor Harrison. After you
have cleared your exit, enter the doorway in the floor below the hand statue.

Door in the floor below the hand statue - You will find a MJ12 Trooper on patrol
on the upper level, and another one on the lower level. If you opened the door
to
the lab (level 2) from the security consoles, you may also find a (female) MIB
who is carrying a second Dragons Tooth sword. She should return to the lab if
you
give her some time. Once you are left with the 2 MJ12 Troopers, and if you
disabled the security cameras, take these 2 Troopers out silently. You can now
explore the area behind the hallway near the lift that is in the center of the
room, or continue up the lift. Do not go up the lift yet. Once you go up the
lift, the alarm will sound, and you will be marked as “kill on sight”. Use this
time to explore the area un-harassed. You will be able to return to this area
later, but it would be easier if we took care of our business now. This way we
will not need to return. This walkthrough will assume that you will take this
chance to explore the lab.



Lab

While walking down the hall towards the Lab, you will find a Shower room to the
left. Inside, there will be about 6 or 7 MJ12 Troopers. They will be friendly
(green crosshair) unless you pick any locks, bypass any security, or attack any
of them. You can hack (or use the security login and password) on the security
console if you wish. You may want to try to take these guys out now, but that
could cause you to be marked as a target to the rest of the people in the
building. You should save your game before trying anything. However, there is no
need at all to take these guys out, with the exception of one locker that has a
few items inside. There is a locker above the main room, you will find a
lockpick, a multitool, and a credit chit worth 50 credits. The rest of the
lockers are empty or they have junk inside.

When you enter the lab, you will see Maggie Chow and Bob page talking. Listen to
them for a minute or two. They will mention 2 key pieces to the puzzle that the
plot of the game is turning out to be: Icarus and Area 51. After the
conversation, they will both head for Maggies office. Now, you should find a set
of stairs leading down into the work area. Carefully explore the area. As for
now, the people down there will be friendly to you. Do not directly attack
anyone, or that will change. Just act like you are taking a tour, and grab a few
items while your doing it.

In the room with the dead Karkian, you will see a shelf that has two doors at
the
bottom, and two doors at the top. One of the bottom doors will have a datacube
with the password Damocles on it (if you missed this the first time through).
The
doors at the top of the shelf will each have a multitool inside. You should
leave
these alone or you will anger the MIB in the corner. You do not want to be
caught
picking the locks, and blowing the doors off is out of the question. Across the
room, on a shelf near the Scientists, you can grab a Hazmat suit. On the floor,
you may notice a ventilation system access point. You can use it to gain access
to the bathroom up by the armory (near the hand statue), the hand room, and the
security room above the hand statue, the shower room in the lab, or the Computer
and Augmentation Chamber room. This may be helpful incase you do sound the
alarm.
You can slip past the Troopers in the shower room.

From the computer, you can open the doors to the Augmentation Canisters to gain
access to the Augs inside. You can read Maggie Chows emails, and if you hack the
computer, you can read the emails of a few other people. Most of the emails have
interesting information on them.

Inside the Augmentation Chamber, there will be 3 Augmentations. One of them you
should already have, but the other 2 are completely new: “Targeting / Vision
Enhancement” and “Cloak / Radar Transparency”. You can use the Medbot in the
corner of this room to heal any damage that the gas inside the Aug room may have
caused, and to install the newly found Augmentation Canisters.

(Note: Playing around with the Bum, the Aliens and the Greasels is completely
optional, as is killing the MIBs.) If you wish to take out the bad guys in this
area (for no reason other then to do it), there are a few fun ways to go about
it. There is a Nanokey In the Subject Containment area by the dead Alien. Use
the
key to let the Bum out of his cell. The MIB will run over and put the Bum out of
his misery. After they do that, let the Aliens out of their chamber in the back
of the darkened hallway (no key is needed). Run quickly through the lab and get
to the second level. This will increase your chances of not being attacked by
the
Aliens. Sometimes you need to lure the Aliens out or they will never know that
the door has opened. After the MIBs deal with the Aliens, use the Nanokey that
you found to let the Greasels out of their chamber. Their door will stay open
until you close it again. Quickly run back to the second level, and if you want,
run above the Greasel chamber to lure them out from above. The Greasels will
often take out an MIB or two. The people in the lab will not suspect that it was
you who has been letting the specimens out of their cages. This is a safe and
easy way to kill or wound a few of the bad guys. If an alarm should sound, you
need to find a place that is out of sight where you can hide. Most of the time
(depending on the situation), if they can not locate you, then they will turn
off
the alarm and become friendly to you again. Letting out the caged specimens will
(more then likely), scare away most of the Scientists. You can climb to the
second level and pick the MIBs off with a sniper rifle. If you aim for the MIB
near the “Locked Cabinet” first. When he dies, he will blow up the explosive
barrels around him. This will fill all of the lower level with Poisonous gas.
Circle the perimeter of the upper level and pick off the rest of the MIBs. You
should be able to kill them all without sounding the alarm, but you may attract
the Troopers in the shower room. Now, return to the Lift and upload the ROM.



Uploading the Sword ROM

Enter the small lift in the center of the room, and press the up arrow. When you
reach the top, you will find a computer. If you were paying attention earlier,
you will know the login and password "L: MChow P: Damocles" for this computer.
You will be able to read the 3 emails on the computer (each one is about you it
seams). You can hack the computer to read the emails of other people also. From
this computer, you can “upload the sword ROM”. Tracer will message you as you
walk back to the lift, and tell you to find the Triad leaders in the Mausoleum
in
the Market area. As soon as you push the down button to ride the lift to the
floor level, the alarm will sound, and every one in the Versalife building will
turn hostile. A lot of them will know your location and come for you now.

If you have been following this walkthrough, then you should have a clean get
away (everyone is dead) until you get to the Data Entry Levels 1 – 3. If
everyone
is still alive, you will need to take them down while trying to escape. Head for
the elevator that will take you back to level 3 Data Entry.

When you return to the Data Entry Offices, Mr. Hundley will be hostile. So will
Destiny Savanna the receptionist, and Sarah Stern the Supervisor in “Data Entry”
level 1. They pretty much cover any direction that you could take to exit the
facility. There are also 2 guards out in the open, and a few more inside the
keypad locked room by the receptionist. If anyone notices you, they will tell
the
others of your exact location. This includes all of the guards. Try not to kill
Mr. Hundley (if you decided to not kill him earlier). You would defeat the
purpose of keeping him alive. He is equipped with a Riot Prod, so he shouldn’t
be
much of a problem to avoid. Take out the guards, and the 2 ladies if you must
(they will pull pistols, forcing your hand). Once the area is pretty secure
(except for Mr. Hundley running around (unless you killed him already)), enter
the security room that the guards were in earlier. You will find a weapon
upgrade
(clip), a Biocell, and a Security Console. You may want to use the security
console to deactivate the cameras in the lobby area, but at this point, that is
kind of pointless.



Mausoleum

Now, remember Tong? Head for that Temple / Mausoleum place in the Market, and
speak to Gordon Quick. Gordon will send you back to Tracer Tong.

After you speak with Gordon Quick inside the Mausoleum, return to the Luminous
Path compound and speak with Tracer Tong. He will ask a few questions about the
Versalife Lab, and then he will tell you to return to investigate the Grey
Death.
Tracer will give you the access code for the door that was blocked by the Police
barricade in Canal Road (where the Luminous Path and the Red Arrow Triads had
the
4 vs 4 sword fight). After speaking with Tracer Tong, head for Canal Road.



Canal Road Back Door

The barricade will be gone now, and you will have access to the door. Use the
access code that Tracer gave you to open the door, or just click the door to
open
it. I suspect that this is a game bug. If you look at the door you will not get
the white square showing that you can click on it. However, if you just click on
the door anyway, it will open right up without having to enter a code at all.
Anyway, you should use this “backdoor” to enter Versalife. You could use the
front door, but this is the way the story points us. You will gain more skill
points and items by going through the backdoor.



Backdoor to Versalife

Enter inside the door from Canal Road, and then climb the box to access the vent
pipe. If you take a look around in this area, you can find a multitool on one of
the pipes in the middle of the air, and on the pipe at the top, you can find a
flamethrower. Blast or lockpick the grate, and then access the vent pipe. Drop
down (you will be safe) and land in the water below. Climb up the pipes until
you
reach the opened pipe. On the floor just as you exit the pipe, you will find a
datacube with the access code for the door seal. Continue following the
maintenance tunnels, and then Daedalus will message you with the mission to
destroy the “UC”. He will also give you the code to do it, which you should have
found on a datacube in the Break Room the first time we were in Versalife. You
may remember reading about this mission from your email back in Tracer Tongs
office. Now the mission is official. Continue ahead, and you will come to an
intersection (so to speak). Tracer Tong will message you at this point and tell
you that you need to locate a computer. One direction will have a keypad and a
door. The other path will have a grate that you can access to enter the floor
above. The grate will lead you to the elevator back down to the front entrance
into Versalife. You want to open the “door seal” to continue from here. Break
the
seal on the door (with the “door seal” access code) and continue ahead to the
drawbridge, and button (ignore the keypad on the wall. It operates the door seal
behind you). The button will lower the drawbridge so that you can cross.
Continue
forward, and back up the stairs on the other side. You will come to a room with
a
closed and locked red security door (Commando and a Military bot inside). On the
podium in the middle of this room, you will find a security console, and a
keypad
for the red door. Access the security system, and deactivate the cameras. You
will also want to raise the drawbridge so that you can access the stairs below
it. Forget about the red security door. It just takes you back to the floor
grate
we passed earlier, and there are no items to be gained. If you want to open it
for the sake of opening it, use the door seal access code on the keypad.

After you raise the drawbridge, return to the stairs where it was located. At
the
bottom of the stairs, you will see a Commando and a Scientist. Snipe the
Command,
and then allow the Scientist to sound the alarm. This will trigger the 2
Military
Bots who are hiding in ambush position. Use a LAM, EMP, or scrambler grenade to
deal with the bots. The GEP gun will also work well on them. The Bots can not
climb the stairs, so you can use the top of the stairs for cover fire. Once the
bots are down, go to the area where the Scientist was. You will find a path off
to the left and the right. You will also find a room off to the right, and a
computer in front of you. Enter the room on the right, and access the security
console. You will find 2 extra options available: “Raise the Cascading Shutdown
Console” and “Open the Nanotech Pods”. Do that, and then check the room for
items. Above the shelves, you can find an EMP grenade and a Multitool. Exit this
room, and access the computer. From the computer, you can “Upload the Virus
Schematics” and “Open the UC Chamber”. If you hack into the computer, you can
read emails from Maggie Chow and from “Mlundquist” (?). Tracer Tong will message
you to tell you that your mission is complete, and then he tells you that you
have no time, escape. However, we still have the mission that Daedalus gave us,
and we want to check out the paths to the left and the right of this room. Do
that now. Follow the left hand path around to a small bridge. Daedalus will
message you again to tell you that you are in the right area. That is your hint.
Continue across the bridge, and use the ladder to climb down to the platform
below. Walk around until you can find another bridge that leads into the room in
the center. Enter the room, and inside you will find 3 Augmentations, and 1
Augmentation Upgrade Canister. Two of the 3 Aug Canisters will be Augs that you
should already have. However, one of them will be a Torso (Power Re-circulator
or
Synthetic Heart). Open the Nanotech Pods from the Security Console near the
computer in the area above, if you haven’t already. Follow the path from here to
a ladder, and take it downward. You will find a Medbot waiting for you. Use it
to
heal up, and install any Augs that you may be holding onto. Exit this small
room,
and enter the larger one. If Maggie Chow is still alive, she will come running
over to you and engage in a little chitchat. After that, she will pull out her
Dragons Tooth sword, and attack. Put a few bullets into her head, and then head
for the Keypad (you should have raised the keypad with the security console in
the computer room above). Use the Access Code that Daedalus gave you when you
first entered this area. This will cause the UC to self-destruct, and collapse
into the room. If you did not get the Augmentation Canisters earlier, they will
fall to the floor below. Two security “spider-bots” will be dispatched to deal
with you. These bots use an EMP attack that will quickly drain you of your
Bioenergy. Take them out, or quickly run to the center of the room. You need to
drop down into the holes in the floor to a lower level area. There is a lot of
poisonous gas on the floor, so get to the ladder to the water pipe as fast as
you
can. Take a deep breath, and begin swimming through the water.

In the first room that you come to, you will see a dead scuba diver floating on
top of the water. If you check him, you will find a crossbow. This is your first
clue that you will need to do some underwater fighting. On the bottom of the
floor, you can find some darts to go with the crossbow, and another water pipe.
Inside the water pipe, you will find a Karkian. Take him out with the crossbow.
Tracer Tong should contact you and tell you that it is no coincidence that the
couplings match the number 1723. Climb out of the water, and in the small
opening, you will find the Containment lockdown Nanokey, and a multitool.
Continue to follow this path, and you will drop out into the Water Way near the
Old China Hand. Now head for the Lucky money to grab that drink you were
promised.



Drinks at the Lucky Money

Go share a drink with Gordon Quick and Max Chen. They will try to give you a
series of different wines. If you stick around a bit, you can listen to their
business discussions. This will complete your secondary assignment. Once you are
done here, head for Tracer Tong in the Luminous Path Compound.



Finishing up with Tong

When you return to Tongs Lab in the compound, you may notice that the Red Arrow
has moved in with the Luminous Path. Tong now has 2 bodyguards. One from each
Triad. Head on in to see Tong. You may notice your brother (if you saved him),
but go ahead and speak with Tong first. Tong will tell you that a cargo
freighter
has left Hong Kong with enough of the virus to wipe out a continent. He tells
you
to locate a man named Dowd for assistance. If you speak to Tong again, you can
purge a little more information out of him about the “mysterious” Daedalus
character. Tong will also inform you that Agent Hermann is in Honk Kong looking
for you. Wrap up the conversation with Tong, and then go speak with your
brother.
Paul hasn’t quite recovered from the effects of his kill switch, but he will be
ok. Before you head for Jock, go downstairs to the Medlab area, and catch up
with
Jamie Reyes. He has finally arrived in Hong Kong (just as you are about to
leave). The best news is that he has an augmentation upgrade canister for you.
Grab the canister, and then make your way out to the courtyard where Jock will
be
waiting.

MJ12 Helipad

Helipad Security Login ID and Password = L: Talon P: Skyeye

Ventilation Valve access code = 99871

Elevator Access code on it = 989



Hong Kong

Access Code for the building when you first enter the Market = 22

Quick Stop Management Access Code = 324

Quick Stop Login ID and Password for the Computer system = L: Management P:
Code324

Police Station Access Code = 911

Luminous Path Access Code = 1997

Your new Computer Login ID and Password that Tracer Tong gives to you = L:
JCDenton P: Sanctuary

Access Code for the Vault inside the Police Station = 87342

Jocks Computer Login and Password = L: flyboy P: 5x5



Queens Tower (1313)

Access Code for the elevator = 3444

Queens Tower Security Login and Password = L: Queenstower P: Security

Access Code for the Dragons Tooth Sword = 718

Access Code for the elevator inside the shaft = 1709



Versalife

Access Code for the Versalife building = 06288

Created ID from any of the computers in the Data Entry levels 1-3 = 6512

Default Data Entry Computer Login ID and Password = L: ALL_SHIFTS P:
DATA_ENTRY

Access Code to the "Hand Statue" = 12

MJ12 Security Login and Password = L: MJ12 P: Security

Access Code for the Augmentation canister in the Magnetic Testing Chamber = 5878

Maggie Chows Versalife Computer System Login ID and Password = L: MChow P:
Damocles


Return to Versalife

Access Code for the Back Door into the Versalife Building = 55655

Access Code for the Cascading Shutdown Sequence of the UC = 525

Access Code for the Door Seal = 768

Login and Password for the Versalife Computer System = L: Mchow P: Damocles

Coincidental Coupling Numbers = 1723



The Wall Cloud


Return to Hell’s Kitchen (again)

Jock will drop you off on top of the Ton. From here, you will have a snipers
advantage on the troops below. You can pick them off like ducks. Be careful, for
each of the Police Officers that you kill, 2 UNTACO troops will come out of
hiding and attack you. However, you can get the drop on them while you are on
the
roof of the ton. Once you have cleared most of the troops, head down the fire
escape, and enter the window to your brothers apartment.


Hil-Ton

If you remember the access code to the keypad behind the picture on the wall,
then enter it in to open the secret room behind the shelves. Inside, you will
find a Biocell, multitool, and some 10mm ammo. Behind the couch in his
apartment,
you will find a Medkit. Go out to the hallway (quietly) and then head for the
room that the 2 dead junkies were in before. Inside, you will find another
Medkit. At the top of the stairs leading from the lobby, you will find a prod
charger. Once you have finished on level 2, enter the elevator shaft. You may
find some assault rifle ammo, and a gas grenade at the bottom (it is hard to
see). There will be two UNATCO troops in the Ton Lobby area. Take them out
quietly, and you can get them one at a time. In the dark corner of the lobby
(next to the stairs), you will find some more assault rifle ammo. In the office
of the Ton, you will find a Nanokey for a Ton Hotel Room, and a Credit Chit
worth
50 credits. I have no idea what the Nanokey is for. Hack the Ton ATM machine for
175 credits, and then read the Public Access Bulletin Board System. Most of the
messages will have interesting info. For example: You are now Americas Most
wanted, the trash is no longer being picked up (Which explains the large piles
of
it all over the place.), and the Subway is closed. After exploring the Ton, step
out into the streets of Hell’s Kitchen.


Streets of Hell’s Kitchen

Now, depending on how many targets you took out from the top of the Ton, you
will
have at least one just outside of the doors (he was not visible from the roof).
Killing him will reveal the position of two more UNATCO Troops. Across the
street, behind the crashed up SUV, you will find 2 wooden crates with some 10mm
ammo inside of them. Explore the streets, but only the streets. You can go to
the
MJ12 base (in the sewer) if you like. It is worth 60 skill points and sniper
ammo
if you take out the lone MJ12 sniper in the center room. If you are daring, you
can go for that weapon mod inside the pipe at the waters surface. Stay away from
the rest of the areas (we will interact with all the remaining areas while we
are
following the story line). A few items can be found around the streets. I will
list them below.

- Prod Charger near the Table in the grassy area in the small part.

- A few interesting newspapers can be found.

- 12-gauge buckshot can be found in one of the small dead ends (inside a crate).

- A box of darts are hiding near the trash at the end of the Alley (near the
fence).

- A box of darts next to the steps to the Free Clinic, behind the trash.

- A newspaper, written by Joe Greene can be found next to the steps of the Free
Clinic.

Once you have taken out all of the Troops in the streets, and if you walk
towards
the Alley, Daedalus will message you. Something is weird about this
transmission.
It almost seams as if Daedalus is falling apart or something. Anyway, he will
tell you that the streets are clear. After you have checked out the streets, do
as Jock and Tracer Tong told you, and head for the Underground Tavern.


Underground Tavern

If you helped out Sandra Renton and Gilbert Renton deal with Jojo (If Gilbert
pull a gun and attacked Jojo) then Sandra and her father would have made peace.
You can find Sandra in the Underground Tavern unless she ran away. Jordan Shae,
Harley Filben, and Vinny the Marine can also be found in the bar. Harley is the
guy that you came to see, but be sure to talk to all of the other people. It
will
help you a great deal if you speak with Sandra first. She will tell you if you
can trust Vinny the Marine or not. Next, speak to Vinny, and be sure to tell
him “I’ll look into it for you”. He will call his “buddies” and ask them to let
you into the “Sub-Pin”.

As for Jordan Shae… Well I will not say much, but I will give you a few hints.
Be
careful about what you say to her. If you mention Stanton Dowd to her, then a
Thug will follow you around when you exit the Tavern. The Thug will attempt to
assonate Stanton Dowd before you have a chance to speak with him. Your best bet
is to not speak with Jordan, or to tell her never mind from the dialogue
options.
You can buy candy from her and drinks, but if you ask about Dowd, the Thug will
be on your tail.

Harley will give you a spill of information. Listen closely. He will open the
plot of the game by a great deal. Harley will tell you where to meet Stanton
Dowd, and he will make the phone call to Dowd to set the deal up. He will also
ask you to assonate Joe Greene. Harley will tell you that you can locate Joe in
the Free Clinic.


Free Clinic

After you are finished in the Underground Tavern, and before you head off to
Osgood’s, head for the Free Clinic. Apparently the Free Clinic is open for
business. Well maybe not business, but it is open. The kindhearted Doctors have
left the doors open and the Medbots running for any of the sick people who may
roll in off the streets. Also, because of Martial Law being in effect, they have
left the doors open to allow refuge from the UNATCO troops, who have apparently
been shooting down old ladies with their groceries. Well, talk to the 2 Bums
(Coleman and Ike) that you met in here last time for the scoop on the old lady
thing… You can speak with the “Nurse” for a little (and I do mean little)
information. You can use the Medbots to heal any damage that you may have taken.
In the corner of the room, you will find Joe Greene. You will have the choice to
kill him or not, and you will have a dialogue option as well. If you tell Greene
that you want to hear his side of the story, then he will just deny everything.
If you tell him “I know you work for UNATCO, blah, blah” then he will make a
quick dash for the restroom (dead end, dead Joe Greene). Do what you gotta do,
but let me warn you of this… If you do not kill him, the Thug will begin to
follow you (the same Thug that Jordan would have had follow you if you asked her
about Dowd).

In the Doctors office area you can find 2 medkits on the floor, and behind one
of
the beds where they kept the dead bodies, you can find a datacube. The datacube
holds 2 computer login IDs and 2 Passwords. Use them on the computers for some
decent information (such as, why the Doctors are not at work). One login and
password will work on each of the 2 computers in the Clinic. You can not use
them
both at the same computer. If you took out Joe Greene, then from the Free
Clinic,
head back to Harley to tell him of your “good deed”. You will be told to see the
Smuggler in a minute, but we can save ourselves a lot of “pain” if we just go
see him now.


The Smuggler

First, let me explain something to you. If you visit Smuggler before you speak
with Stanton Dowd, he will sell you a box of Sabbot rounds, an assault shotgun,
and a box of LAMs. If you visit him after you speak with Stanton Down, he will
sell you a box of Rockets, or a box of LAMs. Also, if you speak with the
Smuggler
after you speak with Stanton Dowd, you can warn him about the upcoming UNATCO
raid in Hell’s Kitchen. This will gain you another 20 skill points.

As you enter the Smugglers lair, Tracer Tong will message you and tell you that
smuggler is home. You will gain 20 skill points just for entering the area. Head
for the control room, and shut off the electric panel with a multitool. Read the
Newspaper on the floor. You may find something in the newspaper that you may
find
useful in the distant future. After you have read the daily news, head on in
towards the Smuggler. When you speak to him, he will give you a little
information, and he will sell you some nicely priced items. You will need
explosives, but you will have a second chance at some later (more difficult).
The
Sabot ammo isn’t a bad idea if you use the Assault Shotgun or the Sawed-off
Shotgun. Once you are done “shopping”, head up the stairs. On the shelf, you
will
find a lockpick. If you use a multitool, or the access code on the keypad behind
the Smugglers bed, you can access his secret stash. It looks like the Smuggler
has restocked the horde, and with a lot of good items. You will find more Sabot
ammo, 20mm ammo, and a Thermoptic Camo. You can hack the computer on the lower
level for some more good information. After your done in the Smugglers place,
head for Stanton Dowd over at Osgood’s.


Stanton Dowd

You can find Stanton Dowd in the burned out Osgood and Sons Warehouse. You may
have checked the place earlier, but now there is a new opening and Stanton Down
will be in it. It seams as if Stanton has caught the Grey Death, and because of
that… He is willing to help you. He will tell you that the shipment is in the
Sub-
Pin (lucky for us, we had Vinny call In to his buddies, gaining us access). If
you have the Thug on your tail, take him out as soon as he opens fire on Dowd,
or
it may cost you Dowd in the end. Stanton will give you 2 images of the compound
that you will need to attack. If you stand around and listen to him ramble on,
you can learn the past history of the Illuminati. If you listened to Stanton,
then you would have heard that you would need explosives to take out the ship.
He
suggests that you go see the Smuggler, and I suggest that you do it as well
(even
if you already did). As you exit Osgood’s, Jock will message you to tell you of
the MJ12 moving in on your position. You need to hurry in order to make it to
the
top of the Ton before they get to you. If you fool around, or take your time,
about a dozen Troops will enter the area, and open fire. You need to reach
Smugglers as fast as possible. At this point, you will get a message from
Gunther. The message is brief, and is nothing more then a warning about the
Troops who are about to attack. You should return to Smugglers for the 20 skill
points, if not for the Rockets that he will now be selling. Return to the fire
escape, and Daedalus will message you. He tells you that he will message you
again, and you need to locate Morgan Everett. Climb your way up to the roof of
the Ton, and click on the Helicopter. If you did not visit the Smuggler after
you
spoke with Stanton Dowd, Jock will remind you of how bad you need explosives.
You
can tell him to hang out for a minute while you run over to Smugglers, or you
can
tell him that you will raid the Armory for. After this, Jock will fly off into
the skyline with you.



New York City, Brooklyn Naval Shipyard, Warfare Division

Jock will message you to tell you to use the grate on the wall to gain access to
the rest of the area. After you cross through the grate, Tracer Tong will
message
you to remind you to rob the armory. If you agreed to look into the situation
for
Vinny back in the Underground Tavern, inside the first building that you come
to,
you will find a Soldier sitting in a chair. He will be friendly, so no need for
violence. About 5 feet in front of this Soldier, you will find a newspaper
labeling you as the mastermind behind all the Terrorists actions up to this
point
in the game (per Walton Simons). Just outside of the building, on patrol, you
will find another Soldier who will tell you how to enter the Naval yard, and he
will give you the Nanokey. Directly behind the small building, you will find the
gate to use the key on.

If you did not tell Vinny that you would look into it for him; you will need to
sneak just behind the small building (mentioned above), and then access the
grate
on the ground. This will allow you to access the area without needing a key. If
you shoot anyone, the other Soldiers will hear it, and they will sound the alarm
in the checkpoint booth. Either way that you go is just as effective as the
other
path. The sewer access will get you into the building where you will find access
codes to open stuff, and then you will find the stuff to open them with.. The
gate entrance will get you to the stuff that needs to be opened first, and then
you find the access codes after. I will cover the area in the sewer, and then
cover the above ground area. If you choose to take the sewer entrance, then
reading the sewer part is for you. If you choose to use the front gate, you will
not miss anything, and the sewer part will roll over into the above ground
part.


Sewers

If you enter the sewers, both Tracer Tong and Daedalus will message you with a
little more information. You will then see a small pool of water with 3 pipes
over hanging above it. On the other side, you will see a mixture of blue and red
laser trip lines. You will need to jump from one pipe to the next to cross the
pool of water. Inside the first pipe, you will find an EMP grenade that you can
use to take out the blue laser lines. A “Spy Drone” would work just as well if
you choose that AUG (which in my opinion, Drone is an invaluable AUG to have. As
long as you have Bioenergy, you will always have an EMP grenade, and it will not
take any inventory space). Anyway, you will find a series of floor grates in
this
area (however they are not on the floor because you are under the floor, so look
up for them). Each of them will lead up to another area inside the Naval Yard.
Just before you get to the red laser lines, on the left in the dark, you will
find a floor grate at the floor level. You can pick the lock and access this to
gain access to the electronic panel that will permanently shut these lasers off.
You will also find two more floor grates. One at the floor of the wall, and one
on the floor itself. Save your lockpicks on the other 2 grates that are in this
room. They do not access anywhere that you could not get to simply enough by
walking around. In the toxic room, you can blow up the barrels to clear the air.
Once the clouds dissipate, you will have free roam. On the lower area, you can
find a LAW, and at the top of the room, you will see a security camera. You need
to take the camera out in one way or another (EMP, LAM, rocket, Spy Drone, etc).
When you cross the toxic room, Jock will message you and tell you that UNATCO
has
raided Hell’s Kitchen, and they hit Smugglers place. If you warned him, then
Jock
informs you that he escaped. Climb up to the floor above through any of the
grates. Alternatively, you could use the floor grates as cover fire. Poke your
head up and take people out. If too many troops attack you, climb back down and
wait them out. The main room that you want to find is a large storage room that
has 2 soda machines in the rear of it. Once you have located this room, follow
the rest of the walkthrough (as if you entered through the front gate).


Front Gate

If you enter from the front gate, proceed straight across the courtyard and
locate a door to enter the first building. Do it quickly… When you enter the
front gate, a Trooper will begin his patrol route. Hide from him. We want to
keep
him alive so that he will unlock a door for us in a minute. Get inside and head
for the soda machines (if you used the sewer, you should be in this room
already). Next to the soda machines, and on the wall of the stairs, you will
find
a security panel. Hack into it and turn off cameras and unlock doors. Once this
is done, you will be able to enter the small office to the left of the soda
machines.

Inside the cabinet of the desk in the first room, you will find a datacube with
the login and password for the security system for this area. The locked cabinet
will have the Nanokey for the Truck Trailers outside in the courtyard. The
bathroom will have a datacube with the ASF access code on it. Under the sink,
you
can find a Medkit.

Inside the office that has an open door (you should have opened the door from
the security console near the soda machine), you will find another security
console. This console will give you control over the bots. Set them to kill
everything, or set them to standby. You can also access the security for the
sewers, deactivating the cameras and the turrets. From the security console,
open
the locked door that was down in the sewer. If you return to the sewers and
access the door you opened, then you can go directly to the docks. Be warned….
This involves a lot of swimming (as Tracer will tell you). Under the desk in
this
room, you will find an Ammo Storage Nanokey. Inside the desk, you will find a
Nanokey for the Supply Closet and the Commanders Office. Inside the locked
closet, you will find a box of WP rockets, a lockpick, and some 10mm ammo. After
exploring this office area, return to the soda machines and go up the stairs.

On top of the office, you will find 3 crates on top of the metal boxes. Items
found up here will include, rockets, and Sabot Shells. Take the guard that is on
the catwalk, and then head back outside to the truck trailers. In the truck
Trailers, you fill find the following items: a box of sniper ammo, a box of
buckshot, a Biocell, a weapon upgrade (range), and a medkit. Once the Trailers
have been robbed, head across the courtyard to the first building near the
fence.
The building will be marker “Commanders Office”, and you should have already
unlocked and opened the door (from the security console from earlier). If the
door is still locked, you can climb in the window (if you have a box or the
speed
enhancement Aug).

Just inside the door (above it), you will see a security camera (or it will see
you). You can time the camera so that you can run over to the first desk before
the camera is able to see you. Hide behind the desk, and then when the time is
right, move to the next desk. Throw the chair from this desk out to the side (in
front of the security console), and for good measure, throw the potted plant out
as well. Crawl over and access the Security Console. If nothing else, ignore the
camera that is buzzing, no one should be able to hear it. In the back of the
room, you can access the security console to turn off the cameras. You can blow
open the desks for the items, but there isn’t much. In the back room, you should
find a few crates with more items. Check the file cabinet. The real prize is
found on the datacube inside… Walton Simons computer login and password. You
should have already found the Commanders Office Nanokey. Use it on the final
door
(which is Walton Simons Office). Inside the office, you will find a small floor
safe, a desk with a computer on top of it, and a datacube. You can smash the
desk
open for items (Weapon Storage Nanokey), and read the datacube. On it, you will
find the access code for the East Gate. You can blow the safe or pick it.
Inside,
you will find an Augmentation Canister (Aqualung / Environmental Resistance).

Back on the main building, you will see the opened Cargo Bay door. Inside, you
will see two Military Bots (tip: they can see you also). If you need to hit the
Armory, this is the place to do it. From here, explore the area as you see fit.
You will find a Repair Bot in the room by the fence and gate. Inside the same
room as the Repairbot, you will also find a keypad that will operate the gate on
the fence. If you access this gate, you can directly access the crane without
messing with the Armory.


Armory Explosives

If you still need explosives, or if you just want to be thorough, you need to
hit
the Armory. Be warned. There are a lot of Military Bots in this room. You can
fight them, or you can bypass them. It would be best if we just bypass them.
Sneak past, disable, or destroy the 2 Military Bots in the main room inside the
opened Cargo Bay. After doing that, head for the corner of the room, into the
small control room. You will see a security console with 3 buttons, and a
security console on the wall. Use the security login information to bypass the
Security Bots (place them on Stand By), and then hit the 3 buttons. This will
raise the 3 doors, allowing you access to the explosives hidden inside.

Climb up the ladder in the back of the room, and break the wooden crates on the
roof of the small building. From here, you can see the 3 opened Armory doors. Go
back to the ground floor, and then go grab all the stuff you want from the
Armory
rooms. If you notice, the roof of each of the small Armory Bays has risen a
little. You can jump from roof to roof to access the catwalk at the top of the
room. You should gain 50 skill points for doing this. On the catwalk, you will
find a locked door that has a “valve” on the center of it. Use your Nanokey for
more skill points. Once you are finished inside the Armory, head for the large
ship (Wall Cloud). You can access it from the crane, the sewer, or the offices
behind the crane. The crane path will have 2 boxes of sniper ammo, and it is
probably the best path to go. Plus you can clear out your exit by taking the
crane access. Or you can do all 3 to gain the skill points from each direction.


The Crane

On your way to the Crane, you may have noticed a small locked room. Inside this
room, you would have found a Valve. The valve is used to open the locked door in
the sewers, which allows access to the Shipyard form there. You should have
already opened the door in the sewers, so no need to waste your lockpicks. Just
behind the Crane, or around it somewhere, you may find a Large Military Bot. If
you have the firepower, it may be wise to take him out now. However, if you are
low on explosives do not use them on him. You will need them for the ship.


Crane

When you approach the crane, Tracer will contact you with a bit of information.
Enter the crane and go up. At the top, you will find a small control room.
Inside, there will be a sniper rifle, some sniper ammo, and a button on the
control panel. Grab the ammo and press the button. A walkway will lower allowing
you to cross to the top of the building across from the crane. You need to
locate
a small “ventilation” access point. Tracer Tong will message you to tell you
this. Once you blast the grate off of the access point, you will gain 60 skill
points. Enter the vent, and follow it until you come to a room with a large fan
in the center of it. You should blast the fan out of the way (by shooting a LAW
or GEP, etc - at the very center of it), but if you can not, you need to try to
slip past the fan. Save before trying that. Below the fan are 3 Spider bots. The
Sabot rounds work great against the spider bots, if you have any. On the outer
rim of the fan room (before you drop down to the Spider Bots, you will find a
lockpick and a multitool.

Once you are below the large fan, you will find a large ventilation access
point,
and a normal door. If you take the Large Ventilation access point, you will gain
60 skill points, and you will harmlessly find your way to the elevator. You will
then need to access a small ventilation grate, and locate a ladder going
downward
to access the docks.

The door will take you to a walkway inside a spinning tube. There will be 3
Spider bots on the walkway, and a “hot zone” where you will take damage if you
cross over it (but not a lot of damage). In the room after the walkway, you will
find a security console, and you will gain 24 skill points for taking this path.
This path will meet up with the ventilation access at the elevator. The elevator
is at the bottom of the area, so you will need to locate the ladder that is
nearby, and use it to access the docks. You will find 2 or 3 MJ12 Troopers on
the
docks, and a keypad. You can use a multitool to bypass the keypad, or you could
search the office areas for the Access Code. The keypad will lower the Gangway,
allowing you access to the “Wall Cloud” (the large ship).


Docks

When you enter, you will see a wall divider blocking the cameras view of you. If
you crouch, and walk under the table, you can sneak up under the camera. Now, if
you told Vinny that you would help him, you will see more results from his
assistance here. The Soldier in the first office will be friendly to you, and he
will give you a bit of information. You can enter his office to read the 2
datacubes, and you can hack the security system to remove the cameras in the
area. One of the datacubes will have the Access code for the Gangway to the Wall
Cloud. If you did not tell Vinny that you would help him, you can sneak into the
bathroom (next door from the office) and check the Lockers. Inside one locker,
you will find a datacube with the Gangway access code on it.

The Soldier in the first office (if you told Vinny that you would help) will be
a
lot of help to you. Not only will he tell you that the Dock Foreman will have
the
key, he will also take out the MJ12 Trooper (if the trooper attacks you in range
of the Soldier). For me, the Soldier exited his office and crossed the complex
to
take out the MJ12 Trooper, as I was bypassing the camera in the hallway. What a
guy!

In the 3rd room in this area, you will find 2 Mechanics and a few soda machines.
Again, if you told Vinny that you would help him, then one of these Mechanics
will tell you the Access Code for the Gangway. Exit this room and head for the
docks. You will find 2 or 3 MJ12 Troops on the docks, the “huge” ship (the Wall
Cloud), and a keypad for the Gangway. Enter the access code you found in the
offices to operate the Gangway.


Sewer

You should have opened the locked gate/door from a security console or from a
valve on the surface. If you haven’t, then the quickest way to do this is to
climb up the stairs closest to the locked gate, and open then small building
(shed). Inside, you will find a valve to open the gate with. Return to the
sewers, and enter the opened path. You will get a message from Tracer telling
you
that you can access the ship (the Wall Cloud) from here. After the message, you
can take the first ladder that you find, or you can continue to the water area.
If you continue to the water area, you will gain 50 skill points. You will find
2
or 3 MJ12 Troopers on the docks, but they should be easy to deal with. You will
also find a keypad that will access the Gangway to enter the Wall Cloud. You can
bypass the keypad with a multitool, or you can enter the door to the offices,
and
try to locate the Access Code inside.



The Wall Cloud

Once you board the Wall Cloud, begin to explore the upper deck. You will find
about 5 guards patrolling the area. You can also find some sniper ammo, a GEP
gun
and rockets, 2 LAMs, an EMP grenade, some armor, and a LAW (depending on how
hard
you look around). You can use the ladder on the cranes to reach the top of the
ship (Captains area), or you could use the side doors. It is up to you, I will
not cover them all. This ship is too large for me to attempt to give detailed
instructions. It would be too confusing in the end. So you should explore, and I
will make pointers. It will help you to follow along if you use the map of the
Wall Cloud that Dowd gave you.

If you used the crane to get on top of the ship, you can enter from a window, or
the door where the Sailor was patrolling. If you enter the Door where the Sailor
was at, you will be on the Mid Deck, inside the Watch Room. If you head north,
you can access the Ventilation System under the staircase. If you entered the
window towards the top of the area, you will enter the Top Deck, inside the
Captains Quarters. You can access the Ventilation system from here also.
Finally,
if you entered either of the side doors just up from the ships main deck, you
will enter the Bottom Deck, near one of the Crews Quarters rooms. Take your
choice, but I believe that entering the Watch Room on the Mid Deck is the easier
way to do it. You can take out the guards before they know you are on the ship,
plus you have access to the upper levels from the close by air vent (under the
stairs).

Command Center (Top Deck) - You will need to bypass keypads and security systems
to get here without setting off alarms unless you find a back way in. If you use
the Ventilation system under the staircase, you can access each area without the
need to bypass keypads. In the Ventilation system, if you take the left hand
path
at the 4-way intersection, you can drop down into the Command Center. Inside,
you
can find the Security Area Access Panel Nanokey, and a datacube with the
Captains
Security Access Code. Just outside the door from this room, you can find a
security console to bypass the areas security cameras.

Captains Quarters (Top Deck) – You should locate a “Below Decks” Nanokey on the
table in the Captains Quarters. You should also find a total of 3 datacubes. One
will be under the bed, one will be on the desk, and one will be inside the desk.
From the datacubes, you can get the Captains Computer Login ID and Password, and
the Armory Access Code. Use the Login and Password on the computer to learn more
about the Captains “dire” situation. Seams the Captain is not part of the
UNATCO/FEMA group by his own choice. If you check the center drawer of the desk,
you will locate a credit chit (the god of Credit Chits) worth 2250 credits!
Maybe
the Captain got into this for the Credit Chit, or maybe he got into it because
Walton Simons was threatening his family. Anyway, if you check the Holoprojector
in the Captains room, you can see a message from Walton Simons himself.

The Armory (Mid Deck) – You will find a lot of good items, including (but not
limited too) a box of Rockets, a LAM, a Gas Grenade, an EMP grenade, an Assault
Rifle, an Assault Shotgun, a box of Buckshot, and some Thermoptic Camo. You
should have found the access code to the Armory while you were in the Captains
Quarters. If not, then you should have opened the door to the Armory from the
security console outside the Command Center. Either way will allow you to enter
the Armory.

Sick Bay (Mid Deck) – Inside the desk, you can locate the “Below Decks” Nanokey
(you may already have it). You can use the Medbot that is running around in the
room, and you can find 2 Medkits hidden in the room. You will want to make sure
to read the Datacube that is on the desk. It holds the access code for the
bridge
in Engineering.

Electronics Lab (Mid Deck) – If you are low on Bioenergy, you will find a
Repairbot here to recharge yourself with. On top of the Repairbot, you can also
locate a lot of other items. On one desk you will find 2 weapon Mods (Silencer
and Accuracy), and a multitool. On the other desk you can find 2 multitools and
a
datacube. The datacube will have the Access Code for ops, and an explanation of
why the code was changed. Finally, on the shelf you will find 2 Biocells, a
Multitool, and another datacube. This datacube will hold a system log where the
computers obviously crashed. Mixed in with the rest of the useless information
on
the datacube, you will find the Login ID and the Password for the security
system
once you get below decks.

Crew Quarters / Galley / Chem. Lab Areas (Lower Deck) – You can check the
lockers
inside the Crew Quarters areas for items. There isn’t much, but if you want to…
Go for it. The Galley will be empty, and the Chem. Lab area (not the Med Lab or
the Electronics Lab) will have an Ambrosia Vial (a must have) and a safe. Inside
the safe, you will find an Augmentation Upgrade Canister. After this area
(unless
you haven’t been up to the Command Center or Captains Quarters yet), you need to
go down the stairs towards the Lower Decks. Use the Nanokey ring (if you found
the Lower Decks Nanokey), on the locked door. From here, you will enter the
Lower
Decks.


Lower Decks

Again, if you look at the map of the lower decks, it will be easier to follow
along. When you walk down the stairs from the Upper Decks, you will be in
Engineering (check the map). You can do the weld points in any order that you
see
fit. I placed them in the order that I thought would be the easiest to follow
along with.

Engineering – If you look on the map, you can see 2 X’s in this room. One in the
lower corner near the Boiler, and the other near the Oil Reservoir. You can
easily access the Weld (X) by the Boiler, but you will need to dodge some
security. Once you have blown the Weld, head for the bridge in the center of the
room. You should see a keypad near the bridge that you can enter the Engineering
Code you found earlier. The bridge will raise upward, allowing access to the
Control Tower. There is a small ladder that will get you on the bridge, and the
bridge will get you right into the control room. Explore the area. Points of
interest are:

1. A Security Console on the wall. Use the Login and Password that you found on
the System Log while you were on the Upper Decks.

2. A window with a red pipe outside of it. Break the window and climb out onto
the red pipe. The red pipe will allow you to access the Oil Reservoir. (You do
not need to drop down the at the spot where the weld is. You can find a little
ammo down there, but you may find it easier to “shoot a 3-pointer” with a LAM
and
then continue on.)

Bilge Pumps – Just before you enter the Bilge Pumps room, you will find a
security console. You can access it with the login ID and Password that you
found
on the System Log (hint: Root). From this console, you can turn off the cameras,
and unlock the door to the Observation Deck (where you will find an
Augmentation). Inside the Bilge Pump room, you will find 2 guards, 4 Bilge
Pumps,
a weld point (X), a computer, and a power button. As you walk near to the
computer, Tracer will message you to tell you what you need to do with the
computer. Use the Captains Computer login or the security login (root) to access
the computer. Or you could just hack it. After you have “reversed the flow”, go
over to the weld on the back wall, and drop a LAM to blow it. Before you exit
this room, take a look up. You should see a small balcony with a door on it.
There is no clear access point to this balcony; you will need to find a way up
there. If you have the Speed Enhancement Aug, then you can just jump, or jump
onto one pump and from that pump to the balcony (depending on the strength of
your Aug). If you do not have speed enhancements, go to the bottom of the stairs
that lead to the computer. Crouch in front of the guardrail, and jump up and
onto
the rail. Follow it around to the first Bilge Pump, and then jump over to it.
From this pump, you can time each of the other pumps, jumping from plunger to
plunger until you reach the balcony. You will gain 80 skill points for landing
on
the balcony, and you will have access to the Observation Deck. Follow the
hallway, and in this area, you will locate a few decent items, including a
Augmentation Canister (Radar Transparence / Cloak). Alternatively, you can reach
the balcony and the Aug through the Ventilation system, but to do that , you
will
need to locate the fan room. The Fan will blow you up to the Ventilation system
where you can follow the vent to the balcony. Once done here, check your map and
head for the Electrical area.

Electrical – Just before you get to Electrical, you will find an Electrician
working on a few electrical shorts (say that 3 time real fast… kidding).
Anyway,
the Electrician will tell you that there are 2 electrical panels that need to be
shut off to deactivate the whacked out machinery. Near the Electrician, you will
find a multitool, a Nanokey for the Helipad Ops, and a Repairbot. Use the
Repairbot as often or as much as you like. Once you are full on Bioenergy, head
into the room with the electricity flying all around. In the back corner of this
room, you will find an electric panel and a floor grate. Bypass the panel and
enter the grate on the floor. You will see a blue laser trap half the way down
the tunnel. Just to the left of the laser, there is an electric panel to
deactivate it. Once you are clear of the trip line, you can continue to the end
of the tunnel where you will find the second electrical panel. Bypass this panel
and you are done. Exit the tunnels, and return to the room that has electricity
flying all around it. In the dark corner, you will find another grate on the
floor. Blow the weld point in this room and then climb up the ladder and walk
across the catwalk. You can enter the Helipad Ops from here. You may have
already
opened the door from the security panel, but if not, you should have the key
(found near the Electrician). You will gain skill points for entering Ops, and
you will be able to take out the 2 guards. Once done here, return to the
Electrical area, and then enter the grate that is in the dark shadows. You will
gain a few more skill points, and you will have access to the Helipad.

Helipad – When you enter the Helipad, you will find a total of 4 troopers
(unless
you count the 2 in Ops). Two will be patrolling the floor level, and two will be
inside the small room under the helipad. Inside the room, both of the guards
will
have a Nonokey for a locker. There will be two lockers in here, a box of
buckshot
under a bed, and a datacube on a bed. The datacube will have the hangar access
code on it. You will also find a ladder in this room. Climb up the ladder and
touch the Helicopter for an extra 40 skill points. Exit the small building, and
locate the weld point. Before you blow this weld, you may want to search the
area
for items, and make use of the Repairbot. Blast the Weld point and exit the
facility.

Exiting the Wall Cloud – No matter which order you took in blasting the weld
points, after you blast the last one, the ship will begin sinking. Tracer Tong
will message you to tell you this. Jock is waiting at the Top of the Crane area
from earlier. To exit from the ship, you need to return to the docks (along the
side of the Wall Cloud). From here, at the west end of the docks, you will find
a “no access” door. If you took my advice, and used the crane to enter this
area,
then your exit should be clear.

Once inside the green door from the docks, you can take the elevator or the
ladder. The elevator will take you too high to escape; you will need to slide
off
of it into the ventilation system. If you have any trouble doing this, just use
the ladder. Once you have entered the ventilation system, work your way to the
fan room. Unless you entered this way earlier, there will be a few spider bots a
long the way. Deal with them, and then try to climb up with ladder without the
fan blades chopping you to pieces. You could attempt to blow the fan up, which
would make your exit a lot easier.

Once you are above the fan, locate the ventilation access point, and head for
Jock. Click on the Helicopter, and Jock will fill you in (Tracer Tong should
have
given you a few details also).



New York Lower East Side Cemetery

Jock will drop you off in the Cemetery area where you are to meet Dowd. As you
walk towards the gate he will message you with simple instructions. “The area
seams safe, find Dowd, return and I’ll pick you up”. Press the button on the
gate, and the Gatekeeper will let you in. Follow him into his little house. You
can locate a Medkit and a multitool in here. Exit, and check the bushes. Some
buckshot is hiding below one of them. From here, explore at will. You should
find
an open grade that has a Biocell, a box of buckshot behind the small building,
and a Crypt.

Enter the Crypt and you will find Stanton Dowd. Speak to him for the load of
information, tying the plot together. Give him the Vial of Ambrosia that you
picked up on the Wall Cloud, and then search the Crypt. You can hack the
Computer
to read the Email if you like, and if you look around, you will find 4 coffins
that you can open. One will have an assortment of grenades, and another will
have
a secret exit from the Crypt. Skip the secret exit for now. If you look on the
wall near the secret exit, you will see a plaque labeled DOWD. Click it to
reveal
a wall safe. Pick the lock, and inside you will find an Augmentation Upgrade
Canister. Once you have the Aug upgrade, explore behind the steps. You will find
another secret tunnel. Explore this tunnel for items and bonus skill points, but
do not exit the ladder to the surface. Instead, return to the crypt and take the
secret tunnel under the coffin. The Gatekeeper is jamming the signal so Jock
can
not land. Jock will inform you of this. What Jock doesn’t tell you is that 4
MJ12
Troops are waiting to ambush you when you exit the Crypt. The tunnel under the
coffin will give you the chance to ambush them instead.

Once you take down the MJ12 Troops, head back to the Gatekeepers small building.
He will be hostile towards you, so take him out cleanly. On the wall in his
building, you should see a picture that you can “open”. Behind the picture is a
keypad that you can bypass to reveal a secret room behind a shelf. Inside the
secret room, you will find the radar-jamming device. Toss a LAM inside and
destroy it. Jock will message you to tell you to get to the Helicopter. However,
four more MJ12 Troops are in the Cemetery now. You will need to deal with them
quickly, and then jump in the copter. This time, Jock takes you to Paris.


Brooklyn Naval Shipyard

Naval Facility Security = L: usfema P: security

ASF Access Code = 0909

Walton Simons computer login and password = L: Walton P: Simons

East Gate Access Code = 2249

Ramp Access Code = 6655




Wall Cloud

Captains Security Access Code = 65678

Captains Computer Login ID and Password = L: Kzhao P: Captain

Armory Access Code = 71324

Access Code for the Bridge in Engineering = 9753

Access Code for ops = 83353

Login ID and the Password for the Below Decks security system = L: root P:
reindeerflotilla

Hangar Access Code = 4453


Paris


Paris

Jock will drop you off on the rooftop of a large skyscraper. If you have any
sniper abilities, now is the time to use them. On the side of the building, you
will see a few view holes. Look out of these, and down towards the street. You
should see at least 3 MJ12 Commandos, and a Military bot patrolling the streets.
You can use the roofs advantage to take these guys out now. Once you are done
playing around, locate the small building on top of the roof. Inside the
building, you will find a book. The book will have the access code for the
elevator. Take the elevator to the bottom floor, and explore the area. You will
find a few points of interest.

If you go up the stairs from the elevator, you will find an Old Lady named
Aimee.
Apparently, the Greasels have killed everyone except for Michael. She asks that
you do something about it, and she gives you the access code to exit the
building.

There is a Hazmat-suit inside the elevator shaft that has began to crumble
apart,
and a series of ladders and crawl spaces below the elevator itself (once you
reach the bottom, send the elevator back up to expose the first ladder). You
will
also find a window looking into the radioactive room, and a Hazmat-suit nearby.

Now, if you found the Old Lady, and got the access code, there is no reason to
take the path below the elevator. It is an alternative path you could take to
get
around the locked door to the radiation room. So, just use the Access code that
Aimee gave you to open the large door. You will need to cross the radiation
filled room to the sewers. Luckily, we found 2 Hazmat-suits. Do not waste them;
you will cross this room a few times in total. If you do not have inventory room
for the hazmat-suits, a good supplemental is to use the Regeneration and the
Environmental Resistance Augmentation.

Inside the radiation room, there will be a few scattered wooden crates. I
suggest
that you just ignore them. You will find a multitool and a medkit, but you will
take a lot of damage looking for them. In the first room after the radiation
room, you will find a Repairbot. This is perfectly placed to recharge Bioenergy
after draining them crossing the room. From here, you will see a ladder leading
to the sewers. Explore the sewers and kill any Greasels that you see. I believe
that there are 5 in total. Once you are sure that you have found and killed them
all, return to Aimee (the Old Lady). You should have also received a disturbing
message from Icarus (“ I am in your System now”).

When you tell Aimee that the Greasels have been taken care of, she will reward
you with a little more info. She will tell you about the MJ12 Commandos, and she
will tell you about Building #14. Apparently, the building is directly across
from the catacombs, and was the old entrance. You should have gained 200 skill
points for doing this also. Now that that is done, cross the radiation room
again, and return to the ladder that allows us to exit the sewers.



Streets

When you exit the sewers, you will be on the streets of Paris. If you took the
MJ12 Commandos out from the top of the Skyscraper, then you should be safe to
explore (unless you left the military bot intact). If you didn’t snipe the
Commanders, you will need to deal with them now. You could skip them, but one of
them has a Catacombs key that we want (or we could go without the key and find
a “Backdoor”). In fact, if you go behind the skyscraper, you will see a boarded
off doorway. Chop the wood out of the way, and enter inside. Behold… The
staircase leading to the Catacombs. In here you will also be able to locate a
datacube with some basic information on it. Before we explore the Catacombs,
lets
return to the streets and explore both the Warehouse and the “Boulangerie
Centrale” (the Metro Station).



Warehouse – On the building across from the Skyscraper that Jock dropped you off
on, you will find a locked door. Pick the lock, or blast it off of its hinges.
Enter and locate the staircase. Follow it up to an office. Inside the office,
you
will find a Security Console, a locked Cabinet. Open the cabinet and take the
Warehouse Nanokey, the 300c Credit Chit, and the multitool. Read the datacube to
learn the security Login and Password. Use the Login and Password on the
Security
Console and deactivate the security system for the Warehouse. Unlock and Open
the
Warehouse Blast Doors as well. Once that is done, head back down the staircase
(ignore the locked door along the way) and enter the Warehouse itself. You will
find an Office Nanokey on the floor, a Repairbot, a LAW, a Biocell, and an EMP
grenade. Take the Office Nanokey, and return to the last locked door in this
building. Unlock it, and enter inside. As you enter, the phone should begin
ringing. Pick it up and, well… Believe it or not, it is for you. It is that
Icarus guy again. He will make a few threats, and then the phone call abruptly
ends. After the phone call, check under the desk for a datacube. This datacube
will have an ATM Account Number and Password. Once you are finished here, return
to the streets and head for the “subway”.



Boulangerie Centrale

When you enter the “Metro Station”, Tong will message you and tell you that MJ12
is able to work openly in Paris. Tongs message has little value to us, but it
does supply you with a small warning of things to come. Continue further into
the
Metro Station, and speak with Defoe, the man behind the desk. It seams as if he
is the local Arms Dealer. He has some Rockets, 4 LAMs, and a recoil weapon MOD
for sale, but his prices are through the roof. He tells you that he has no
choice
but to sell his weapons at high prices because three MJ12 Troopers are blocking
his access to his main dealer. If you would be so kind to take care of the
Troops, he will be more then happy to cut the prices for you. If you agree, you
will have 2 main ways to go about doing this. You could go directly down the
Station, and take them on head to head (only advisable if you have a good way of
dealing with the Military Bot… EMP, LAM, Scrambler grenades, Spy Drone Aug,
etc.). Of behind the bench across from Defoe, you can find an access point into
a
crawl space. You will need to use a lot of lockpicks in this direction, but it
is
a lot safer. You can crawl to the very last room in the area, and bypass the
security system. You will be behind the Military Bots patrol route; so all that
remains is for you to nail the MJ12 Troopers.

In the Metro Station, there are 2 other items of interest. First, there are 2
ATM
machines. Hacking them will not earn you any cash. Apparently, they have already
been hacked. Anyway, you can use the Account Number and Password that you found
in the office in the Warehouse to earn 200 Credits. The second item of interest
is the Public Access Bulletin Board System. Reading the updated news is
interesting, but it is the “Read Me” post that is the most interesting. Seams as
if this Icarus is going to cause us a little problems if he keeps following us
around like this. Anyway, return to Defoe for the cheaper prices. If you decide
to buy more then one item from him, do not buy it all at once. Buy an Item, quit
the dialogue, and restart the dialogue. After each purchase, you will be able to
gain a little more information from him. With this done, and if you have already
raided the Warehouse next door, then head for the Catacombs.



Le Catacombs de Paris

When you enter the Catacombs, tracer Tong will message you. Get use to it. He
will narrate most of your trip through this area. I will not give you a blow by
blow; this area is simple enough if you explore it a bit. You will find a MJ12
Commander, and an MJ12 Trooper near the entrance into the Catacombs. Continue
exploring until you find a locked Blast Door. You will need a key to enter the
door, so we need to locate the “hidden room” that is nearby. Directly before the
Blast Door, you should have seen a lockpick on top of a brick, and a wine bottle
on top of another brick. Press either brick inward to open the door to Bunker
#1.
Inside this Bunker, you will find what is left of the Silhouette group. Most of
the people in here are generic, and have little to say. However, the “child”
Pierre, and the Silhouette Leader Chad will both give you mission objectives.
Pierre will tell you that his mom is being held hostage in Bunker #3, and Chad
has the key. Chad will tell you that 2 Silhouette members are being held in
Bunker #3, and he will give you the key to open the locked Blast Door outside.
You may also find a locked cabinet inside Bunker #1 across from Chad. Inside
this
cabinet, you will find another Blast Door Nanokey (incase you couldn’t find Chad
or something). Look on top of the cabinet (inside the wicker basket) for a
Medkit. Once you are done here, head for that blast door.



Behind the blast door - After you unlock and enter the Blast Door, Tracer will
message you to tell you to be smart. Anyway, you will see two paths. One to the
left and one to the right. They both lead to the same place, but the difference
is that an MJ12 Commando is on the right hand side. I suggest that you take him
out now. Follow the path around to the next room. In this room, you will find a
locked chest. Pick the lock, and inside you will find a datacube. The datacube
will have the Catacomb Security Login and Password on it. From here, you will
see
another large path that will continue further into the Catacombs. Follow that
path and take the first right hand turn that you come too. This will lead to
Bunker #2, which is vacant except for a Bum. The Bum will sell you a Medkit or
some Darts. The only other item that may be of any interest is a small Vial of
Zyme on the floor. After you are finished in here, return to the main path, and
then continue straight. You will come to many “intersections”, but fear not. One
way will continue going, and the other will quickly dead-end. A general “rule of
thumb” for this area is to continue to turn towards the left (but it is not
always the case). Eventually, you will come to a tunnel along the path where you
can turn left and go down a slope. You will see an MJ12 Trooper on patrol at the
bottom of this slope. Before you enter here, go ahead and continue forward (west
I believe). Tracer will tell you that this is the entrance to the Sewers. Now
return to the sloping path, and take out the MJ12 Trooper. From this room, you
will see 3 paths that you could take. One on your left (east), one on your right
(west), and one straight ahead (south). Take the south passage (straight ahead).
You will come to a dead-end room that has a locked chest inside. Inside the
chest, you will find 2 boxes of darts, and one box of flare darts. If you use
darts, then pick the lock on this chest. If not, leave it in peace and save your
lockpicks. Now return to the first room. If you stand at the top of the
staircase, you will be able to jump over to the ledge towards the east. Climb
through the little crawl space, and into the next room. Follow the rim of this
ledge until you find a datacube. On the datacube, you will find the security
login and password that you found earlier. This one does not require any
lockpicks. Once you have read the datacube, drop down into the room below. Head
for the west passage.

You should come to another intersection. Directly in front of you, you should
see
a white cross. Behind this cross, you will be able to access a crawl space. To
your right (north) you will see a series of laser traps, and a sight that
says “Bunker #3”. Off to your left (south) you will see a slope leading into
another room with a single MJ12 Trooper guarding it. Go in this direction first
(south). You should find a ladder that you can use to access a room above. In
this room, you will find a power generator that is emitting sparks and
electricity. You should also see a Repairbot behind a locked fence. You can pick
the locks on the fence or blast them out of the way. Doing this will allow the
Repairbot to leave the caged in fence area, and repair the messed up power
generator. This will take care of the electricity flying all around the room.
Now
you can access the items in the back of the room. If you look up on the ledge
above you, you will see a box of 20mm HE ammo. Once you are done here, head back
to the “Bunker #3” sign.

Now, you have a choice. You could try to bypass the laser traps, or you could
take the crawl space behind the cross to go around them. You may find it easier
if you take the crawl space (plus you will gain an extra 50 skill points). It
will save you from having to dodge a camera, and it will save you multitools. At
the exit if the crawl space (just before you drop into the Bunker area), look
down and you should see a locked chest. Inside this chest, you will find a
weapons MOD (reload), a multitool, and a box of rockets. When you enter the
Bunker area, you will find about 4 MJ12 troops, and about 4 MJ12 Commandos. Try
to take them all out silently. To get through this area, you could walk around
as
expected, or you could take the water access near the crawlspace exit. The water
access will take you directly to the Control Center, directly behind the MIB and
the Security console. This will also get you around all of the security. If you
walk around as expected, you may need to snipe or disable a security camera at
the first intersection. It is here where you will find the “control center” and
a
locked door with hostages inside. In the control center, you will find a MIB
(female) near a security console, and if you haven’t already fought them, 2 or 3
MJ12 Commandos will be in or around this room. You can use the Security login
and
password to shut off the security for Bunker #3. On the table, you will find the
Catacomb Sewer Nanokey. You should already have the key for the room that the
Hostages are in. Free them, and then return to Chad. Chad will tell you that
Nicolett can be found in the “Club La Porte de I’Enfer”, and he will tell you
that you need to access the sewers to get there.



Paris Under Martial Law

You should have located the Nanokey for the sewer door in the “command center”
in
Bunker #3. Use the key to open the door at the end of the tunnel west of the
first slope that you came to. Walk calmly through the sewers until you come to
the ladders leading up to the street. You will find two ladders in the area. Pop
your head out into the street, and scan the area. Any MJ12 Troops will need to
be
dealt with, but the local Police should not give you a problem. Try to take out
as many bad guys as you can from the manholes. They will not follow you down in
the hole (usually), so you can always drop back down the ladders until things
cool off a bit. You can take on the Military bots if you like, or you can get
out
of the first manhole (the unlocked one) and enter the small building. You will
see a security console in here that will deactivate the bots. Once the streets
are clear, begin to explore. You will notice that each building has a unique
number attached to it. Most of the doors will have a unique number in fact. I
will cover the area by numbers. You can follow them in the order I list them, or
you can do them in your own order. One thing… Do not enter building #13 until
you
have visited all of the other places. #13 is our goal location, so do that
building last.



# 10 – Aucun Dites Le Motel – Before you enter this place, you will want to
locate building #13. Do not enter the club, but in the rear of the building, you
can find a street sweeper named Leone. Speak with him, and then head for
building
#10. When you enter the Hotel, you will see a Night Manager behind a computer on
the counter. You can talk with him, but if you mention Silhouette, or any of its
members, he will zip his lips. If you click on the computer you will find out
why
he quit talking, when you look at the network logo on the login screen. After
speaking with him, walk around to the back of the first floor. You will find a
bar with two people hanging out at the table. Speak to the Bartender first. He
will tell you a little about Renault and the other Guy. You can argue the
existence of a conspiracy with the bartender, but there is little point.

Go over and speak with Renault. It turns out, he is the areas “Dope Man”. He
will
buy Zyme from you for 50 credits each vial. You can get a higher resale price if
you tell him that you do not like him (the first time only). Renault will tell
you about the cook at building #15, and where the cook keeps his Zyme. If you
found the small vial of Zyme in Bunker #2 in the Catacombs, you can sell that to
him now.

After you speak with Renault, head up the stairs to the second floor. You will
find 2 hotel rooms. One will be locked, and the other is unlocked. Inside the
unlocked room, there is a Maid, but nothing else. If you follow the second level
around to where it overlooks the bar, you should find a cart with a key on it.
This key will open the locked hotel room. When you enter the hotel room, Icarus
may message you with a “Luke come to the dark side” sort of message. Inside the
room you will find a Biocell, a Credit chit worth 100 credits, and a datacube
with an ATM login and password.



# 11 – Door 11 will be a very rewarding door. Inside the room, you will find 2
weapon MODs (range and accuracy), a box of Sabot Rounds, an Assault Shotgun, and
2 throwing knives. In the second room of this apartment, you will find a locked
chest and a datacube. The chest will hold 2 Plasma clips, 2 boxes of sniper
ammo,
2 more weapon MODs (clip and laser). Near the bed is where you will locate the
datacube, which has an ATM password on it. Near the datacube, you can also find
a
box of rockets. Across the room on the little table, you should find a credit
chit worth 100c, and in the crate in the corner there is a Plasma Rifle.



# 12 – Inside building 12, you will meet Rene and O (yes O is her name). They
will be talking about guerrilla warfare and stuff. All the French dramatics that
you could want. In their apartment, you will locate a staircase leading upward.
You can search the area for items, including 3 credit chits each worth 100
credits, a Biocell, a Medkit, and an ATM access code.



# 14 – The Music Store may seam barren, but there is an ATM in the back of it.
If
you hack this ATM, you can recover 750 credits!



# 15 – This is the building that Renault told you about. You can find some Zyme
inside the oven. You can also find some ammo and credit chits. Be careful with
this one. If the alarm sounds, the Police will notice. Grab the Zyme and take it
back to Renault in building # 10 (the Hotel).



# 17 - Building 17 will be locked with no access.



# 18 - Building 18 is the Tres Ch!c club. It is closed with no access.



# 19 - The Enfant Terrible. Behind the Enfant Terrible, you can find Raymond the
Chefs Assistant. You can speak with him a few times, but after that, head on
inside. You will see a family sitting in the dining area. Go around and listen
to
them speak. Turns out, one of their kids has joined the MJ12. The Patriotic
father Joshua is upset enough about this that he gives you the password for the
MJ12 Security System.



No # - The Metro Station will be closed down with no access.



# 13 – La Porte de I’Enfer – This is where we have been lead to locate Nicolette
DuClare. Enter the club, and the Door Man Louis will let you in for 300 credits.
You could just pick the lock on the door, or use the vent to access the room
Louis is in to gain access for free. Inside the club, you should begin
questioning people on the first floor. You can get some information out of the
Nurse Dancer Camille, but it will cost you 20 credits a pop. Besides, she
doesn’t
tell you anything that you could not find out for yourself. You can speak with
the bartender Jean for a little information, and speak with Cassandra for the
access code to the back room (it will cost you 200 credits). You may find a guy
named Jocques who will see you a simple address for 1000 credits. Don’t bother;
we have already raided that apartment. A guy named Antone will be sitting in a
dark corner. He will sell Biocells if you need them. Finally, you should find
Annette and Charlotte speaking in the corner. Listen to them for a while, and
then tell Annette that Chad is still alive. She will begin to tell you where
Nicolette is located, but Charlotte quickly quiets her down. Well we should have
enough info now to know that Nicolette is upstairs. Lets go check.

When you go upstairs, you see a Young Woman sitting quietly in a chare by
herself. Go over and speak with her. She will mention a lot of the names that
you
have heard thus far, and then she tells you that she will have Nicolette meet
you
outside, behind the club. Head there now. Jock will be waiting, and the Young
woman (Nicolette) will be looking around for you. Go and speak with her, and
then
hop into the Helicopter. As you fly off, notice the German looking man running
up
trying to catch the Helicopter.



Chateau DuClare

As you arrive, Nicolette should be standing with you. Speak to her for the
mission details. You need to locate her mothers Secret Computer Room. Enter into
the house. You can blow the doors without angering anyone if that is easier for
you. If you don’t like that idea, around the back of the house, you can find a
boarded off doorway. Chop the boards out of the way, and then open the door.
Either way, you can explore the house for clues. If you go upstairs, you will
find Nicolette’s room, Beth’s room, and a bathroom.

In the bathroom, you can find a key to Nicolette’s room.

In Nicolette’s room, you will see a skull on the fireplace. Pull the skull to
uncover Nicolette's stash. A weapon MOD (clip) can be found here (among other
items).

You can find a key to Beth’s room in the hallway behind a small plant. Nicolette
will point the location out to you. Alternatively, you can access Beth’s room
from the “dumbwaiter” in the kitchen. In Beth’s room, you will find a crossbow,
2
boxes of arrows, DuClare Basement Nanokey, Nicolette’s room Nanokey, a reload
MOD, and 2 datacubes. Look behind the painting on the wall for one of the
datacubes, and the weapon MOD. Look behind the bed for the second datacube. The
datacube behind the painting will have the computer system login ID and Password
and the datacube behind the bed will have the Vault access code. Once done
sniffing around upstairs, return to the kitchen, and use the Nanokey to unlock
the Cellar door.

In the back of the Cellar, you should see a Candelabra that can be pulled. Pull
it to expose the Secret Computer Room that you are looking for. You will find a
few items around in this area, and if you look up, you should see a large glass
window. The stairs are blocked, but you can still access the room above. You can
use explosives to clear the collapsed rafters off of the stairs, or you can
climb
the large slanted rafter to access the vent (and then access the window). If you
go up the stairs, you can use the security console along the way to open the
Augmentation vault (or you can use the access code you found in Beth’s room).
Once you are at the computer room, you will need to use the computer login ID
and
Password to “Transmit MEverett Meeting Signal”. You can also read an Email. When
you exit the computer screen, Everett will message you, and send you to the
Crypt
behind the house. Speak with Nicolette for the key, and better directions. Once
complete, check the area for items. You should find a few lockpicks, a weapon
mod, and a Augmentation Vault. Inside the Vault, you should find an Augmentation
Upgrade Canister, and a SpyDrone / ADS Augmentation. If you are unable to access
the vault, you have 3 ways to open it. You can use multitools. You could use the
access code if you found it in Beth’s Bedroom. Or you could of used the Security
Console in the small room going up the stairs. Anyway… As Nicolette will tell
you… “Let’s get going”. Head for the Crypt.



Knights Templar Cathedral

When you climb out of the sewers, you will be in an alleyway. Look around, and
you should notice a few boxes stacked up. You can climb up the boxes to access
the windows above. Inside you will find a dead body that is holding 100 credits,
and you should find 150 more credits in the corner. Climb up the slanted rafter
to the second floor. You should find a Gatekeepers Nanokey, and a few more
windows. From the side windows, you can take out a MJ12 Commando now instead of
later. You can also get around the gate from up here. Since we have they key,
lets just use it. Return to the street where you started and follow the alley.
After you pass the gate, you will come to the Hotel and the Ch!c from earlier.
This time, you are on the backside that you could not access earlier. At the
chic, you will see a walkway crossing over to the hotel. On the walkway, there
will be 3 snipers. Below the walkway, you will see a door, and a small room
sealed with glass, and guarded by cameras and turrets. Down the Street, you will
see a huge Patrol bot, a MJ12 Commando, and a MJ12 Trooper. You can deal with
this area however you see fit. I will give you a helpful tip.

If you snipe or shoot at the sniper that you can see (the sniper on the
walkway),
then the locked door by the glass area will open. Sometimes the snipers will
come
out of that door, and attempt to sound the alarm. Take them out before they do
that. This will open the locked door for you, without needing to use and ammo or
lockpicks. The snipers should all have ammo that you can get from their corpses.
The room at the other side of the catwalk will have a security console. You can
access it to disable the Patrol Bot. You should have a good sniper position from
the walkway, and you should be able to shoot out the glass on the small area
below. Break the glass, and shoot the Commando and Trooper as they investigate.

Continue on, and you should come to a bridge. Under the bridge, you should see a
tunnel under the water. This is a very long swim, but it will get you around
most
of the security in the area. If you are able to deal with bots (EMP, Scrambler
grenades, or a Spy Drone etc), then cross the bridge. You will have 4 bots, 2
Commandos, and 2 MJ12 Troopers to deal with in this area. Now… There are five
entry points into the Cathedral. If you explore the area well, you will receive
a
message from Tracer Tong pointing out a very good way. Near the Monks Quarters,
there is a metal ladder thing that you can use to climb the wall. From the roof
tops, you will find many ways to enter. I will be brief about this area, so you
will need to explore it for yourself. The only items that you must find are a
few
access codes, and maybe a key. The good thing is that there are 3 of the main
door keys in the area that you can find, and 2 different locations to locate the
access codes (all on the same datacube).

- If you find the Kitchen, you may want to speak with the Chef for directions.

- You may locate the MIB (female) in a room that holds a Credit Chit, 12 gauge
ammo, a book, and a key to the main door. The book will have two Access Codes
and
the security login information on it. There is also a security console that you
can use to disable the camera in the Technology Archive room.

- You may want to explore the rooftop, walking on every roof, to get a message
from Icarus (is he on our side or what?).

- You may locate the Library, which has the Main Door key also.

- You may find the Barracks, which will have a few credit Chits (350 credits
worth). You can also locate the Access Codes and security login info on a
datacube in this area.

Anyway, you will want to locate the blast door, and use the first code
from “Adept 34501”. You will see a few laser traps blocking your path. You can
bypass them with the electric panel, or you can use the boxes to jump over them.
In the room behind the lasers, you will see the storage of gold that Everett was
looking for. Turrets and Cameras will be guarding the room. If you sneak behind
the boxes, you can locate a security console to bypass the security for this
room. Use the login and password that you found with the “Adept” codes. If you
search the room, you will find 3 weapon MODs. Two MODs inside the wooden boxes,
and one on top of the gold (you may need to use the stairs to reach it).

From the gold room, go up the stairs and locate the next blast door. You can
enter the Tech Room from here, or from a secret room up the stairs a little
ways.
If you want to use the secret entrance, continue up the stairs, looking at each
of the staircase lights as you go. One of them (near the top of the stairs) will
highlight as you pass it. Pull the light to reveal the secret entrance. Save
your
game before you enter!



Gunther

At the bottom of the area behind the last blast door (or the secret entrance),
you will see a Holoprojector and a Computer. Gunther Hermann will be hiding in
the corner. As you walk towards the computer, he will run up and speak with you.
As soon as the conversation ends, Gunther will begin attacking you. Now… A few
Details.

If you told Jamie Reyes to stick around when you spoke to him in the UNATCO HQ
(you could have told him to head for Hong Kong and join you or to stay with
UNATCO and spy on them), then you should have got Gunthers Kill-Word from him in
Paris. You can put Gunther out quickly with the code. If you do not have the
code, you will need to go toe to toe with him. This time… He is not
invulnerable.

If you have a level 4 sniper skill, two sniper shots to Gunthers face will put
him down.

Explosives work well against Gunther. In fact, if you have any LAMs, you may
want
to place them in ambush position before you speak with Gunther.

Once Gunther is down for good, access the computer. You will have to option
to “Establish System Uplink”. Do that… When you exit the computer screen,
Everett
will message you and send you to the Metro Station. On your way, you will be
able
to speak with Walton Simons on the Holoprojector.

On your way to the Metro, you will be messaged by just about everyone who you
know (and then some). Icarus will message you and tell you to not trust Everett.
Everett will message you to tell you to not trust Icarus. Bob Page will message
you to tell you that you were the gin pig for the Augmentations that he is going
to install in himself. Anyway, by this point, you probably have no idea who to
trust anymore.



Metro

The Metro Station has Police Officers and Security Bots guarding the main room.
Do not bother them, and they will not bother you. You will find 3 directions
that
you could go towards. First, go east. You will meet a Metro Mechanic who will
sell you a range or accuracy weapon MOD, or some Camo. If you access the area
above the couches, you will gain 50 skill points, and you will locate a book.
The
book has an ATM account number and password. The only problem is that the
password is missing the last number. You can figure out the last digit by trying
numbers at the ATM (in a minute) or check the side bar for the info. Before you
exit this area, go ahead and read the newspaper on the table. It mentions that
Martial Law has been declared across all of the United States instead of just
New
York.

The door on the south side of the Station will be out of service, and it will
not
open for you. You will need to break the glass to enter. If you use a melee
weapon, and wait until the Police Officer is not directly behind you, you can
break the glass without the Police noticing you. Enter inside, and you will have
access to the Repairbot and the ATM. Use the code that you found in the last
room. You may need to guess at numbers for a while, but the pay out is worth it
(900 credits). After you have finished in these 2 areas, head on towards Toby
Atanwe down the north passage. He will take you to see Everett, and he will ask
for you weapons. If you refuse, he will still take you.



Morgan Everett’s Home

When you enter Everett’s home, Toby will give you a little spur of information
and then he will send you off to see Everett. Use this opportunity to explore
the
area. You can find a lot of interesting areas that are not easily found. Start
off by talking with Carmella the Maid. If you just listed to her before you try
to speak with her, she will mention the name “Lucius DeBeers”. Once she has said
that name, speak to her. She will open the door of information about DeBeers.
Carmella will also tell you that Everett is expecting you in the Laboratory.
Help
yourself to any items that you find in this house. That includes the Credit Chit
near the Maid.

When you find the Bedroom, check everywhere thoroughly. Not only will you find
an
Aquarium Nanokey and a Credit Chit, but you will also find that the mirror is
covering up a secret area. There will be another locked door baring your entry
into the secret area. You can pick the lock to gain access, or you can blast the
door off of its hinges. The only one who will get upset about the explosion is
the Maid, but she will get over it soon enough. If you can not do either (blow
the door or pick it) then you can come back later. Enter the room, and access
the
security console. Turn off the cameras, and then continue further into the
secret
area. You will come to a room that has a man (DeBeers) in some sort of Cryogen
Chamber. Speak to him for a scoop on the Illuminati, and gain a new secondary
mission. In this room, you will find a datacube that has the access code for the
room in Alex’s office, a credit chit worth 100 credits, and a security console.
From the security console, you can shut down the life support that DeBeers is
depending on. I do not suggest that you do this, or at least not yet. You should
speak with Everett first.

By this point, you should have received a message from Icarus, again telling you
to not trust the Illuminati. Well… Now is as good as of a time as any to visit
Everett. Follow the stairs from the Kitchen area down towards Everett’s Lab.
Along the way, you may run into Alex (yes the UNATCO guy). It seams as if Tracer
Tong has his doubts about the Illuminati as well, and he has sent Alex here
to “help” (or spy on) Morgan Everett. In the office that Alex is in, you can
find
a computer, a datacube, a medbot, a Biocell, an EMP grenade, and a keypad locked
door. If you read the datacube, you will find the password for the computer and
security. Now… By this point in the game, you should know that most people use
their first initial and their last name as their login ID. In this case, you
will
want to mesh Morgan Everett into Meverett. Use the password that you found on
the
datacube along with Meverett to access the computer. One Email will have two
access codes for the Augmentation vaults. Use the Access Code that you found in
DeBeers chamber to access the locked door. Go inside and speak to the glowing
blue light (AI Prototype named Morpheus). In this room, you will find a few
other
items of interest. If you could not open the door behind the mirror, in this
room
you will find the Nanokey. Once you are finished in here, continue towards
Everett.

In Everett’s Lab, you will find 2 Aug vaults (one has 2 Augs inside it, and the
other has an Aug Upgrade), an access to the Aquarium (use the Nanokey here), a
locked cabinet, a security console, and Mr. Everett himself. If you access the
tunnel at the bottom of the Aquarium, you can pick up a re-breather, a box of
darts, and 50 skill points (nothing more). The locked cabinet will have 2 weapon
MODS (laser and accuracy), and a multitool. The two Aug Canisters will be Vision
Enhancement / Targeting and EMP Shield / Ballistic Protection. However, by now
you probably have no use for them. From the security console, you can turn off
the camera for the AI Prototype room. Speak to Everett for the details of your
next mission, and he will give you the key to access the Helipad. If you have
spoken with DeBeers, then Everett will tell you that he never intended to fix
DeBeers up. You can return to DeBeers and inform him of that to complete the
Secondary task. If you decide to shut off the Life Support for DeBeers, Everett
will become angry (but he will not go hostile). However, it is completely up to
you if you kill the old guy or not. After you have finished up all the loose
ends, head back to the room that Toby is in, and unlock the blast door. You will
find Jock waiting for you at the top of the building. However, if you look
around, you will notice that something isn’t right. You could run and jump into
the Helicopter with Jock, or you can look for an explanation as for why there
would be a dead Mechanic up here.

If you speak to the “Odd Mechanic” you will find out that (1) he has an American
accent, and (2) he just seams to act a bit weird. You better look into this.
Return to Everett and ask him if he knows what is going on. He will tell you
that
his Mechanic is French, and has never been to America. The other Mechanic must
be
a spy. Return to the Helipad and talk with the Odd Mechanic again. He will make
a
break for it. If you follow him to the door of Everett’s place, he will pull out
a pistol and open fire. Take him out, and return to Jock. If you did all of the
above, you will tell Jock about the Odd Mechanic. Jock will look into the fuel
system and notice a bomb.

The point in all of this? Well the bomb had a trigger on it. If you did not warn
Jock about the Odd Mechanic, then he would be blow to bits later in the game.
Because you warned him, Jock will live on. You could continue playing either
way.
It is up to you.


Paris

Access Code for the elevator = 4003

Access Code for the exit = 0001

Security Login and Password = L: rzelazny P: shadowjack

ATM Account Number and Password = Account#: 2221969 PIN#: bullbill



Catacombs

Catacomb Security Login and Password = L: Hela P: Ragnarok



Streets of Paris

ATM Account #'s and Pin #'s =

A: 004418 P: morbus13

A: 005133 P: salem008

A: 002639 P: aramis01

MJ12 Security System = L: Streetstation17 P: werewolf

La Porte de I’Enfer Office Access Code = 1966



Chateau DuClare

Computer System Login ID and Password = L: bduclare P: nico_angel

Vault Access Code = 1784


Knights Templar Cathedral

Sidon’s Vault Access Code= 1942

Fountain of Wisdom Access Code= 0022

Security Login and Password = L: 34501 P: 08711



Metro Station

ATM Account and Pin number = A: 576001 P: wyrdred0? [missing # = 8]

(A: 576001 P: wyrdred08)



Everett’s Home

Access Code for the room in Alex’s Office = 8001

Security Login and Password = L: MEverett P: pynchon



Vandenberg


Command Center, Vandenberg Airforce Base

When Jock drops you off on the roof top, a Scientist Carla Brown will run up to
you and fill you in on the mission details. She will also give you an access
code. For this mission, you need to override the power to the Security bots, and
you need to activate the friendly bots. Confused? Check your Data Vault for
details.

Now, if you have a sniper rifle and a GEP gun, you can make this mission really
easy for yourself. From the rooftop, you can snipe any Troops that you see (and
maybe a Commando or two), and with the GEP gun, you can take out the bots as
well. If you succeed in taking out the bots from the roof, speak to the
Scientist
Carla Brown again. She will tell you where you can locate Savage - “Speak to
Tony
Mares in the Communications Room”. If you could not take out the bots from the
roof, no worries... You still have the access code that Carla gave you (which
can
be used to turn the facilities bots on. These bots will handle the MJ12 security
bots). Or, you could just blow the bots up yourself when you get a change again.
Once you are finished on the roof, head for the door.

Inside the Facility – You should find this area pretty straightforward, with a
few “off the path” locations. You will begin on level 3 (for elevator
reference).
Go down the stairs from the roof, and take out the camera that sits guarding the
door. There is not a lot of ways to get around this camera without blowing it
up.
Radar Transparency or Thermoptic Camo would help, but your best bet is to
destroy
it. If you are creative, you will find a way (hint: EMP, LAM, GEP rocket, Sabot
rounds, 20 mm HE, LAW, Sniper Shot, Spy Drone, etc). Once you are past the
camera, hack the security system and turn off the other camera. Open the door to
the next room, and take the ladder up. Besides the obvious wooden crates, you
should see two MJ12 Troops guarding a door. Take them out. Try not to let them
sound the alarm. Once clear, climb over to the crawl space above the elevator
(accessed from the catwalk). Climb inside, and then climb back out the other
one.
You should have gained a few skill points just for doing that. Now it is time to
hit the elevator. Take it to level 2.

Level 2 – As you exit the elevator, you should have a clear shot on the backside
of an MJ12 Trooper who is standing in front of the Command Center. Be silent,
and
take him out from range. If you try to sneak up behind him, the other guards
will
see you. If you look out and over the edge from up here, you should see a MIB
and
two MJ12 Guards. If you think you can take out the MIB with one shot, do it. If
you are lucky, you will take out the other two guards with the MIB explosion. In
the small sitting area on level 2 are two more MJ12 Troopers. Deal with them
however you see fit, but try not to kill the scientist. Once things are clear,
head down the stairs to level 1.

Level 1 – If you used the stairs to access Level 1, you should see a locked
cabinet with a few items inside. After you rob the items inside, enter the room
with the “do not enter” sign. You will find a keypad for one of the power
generators. Use the Access Code that Carla gave you on the roof. If you haven’t
taken out the Bots already, Jock will give you the blow by blow on the
generators. Before you exit this area, open the small crawl space on the
generator and go inside the small area. You will find a dead Mechanic and a
Hazard Lab Nanokey. Exit this room and head for the main hallway where the MIB
was. You will see a tightly locked room off to the side, the elevator, and a
door
to the lobby. By the lobby door, you will find a security panel. Hack it and
turn
the Turrets to “Enemies”. Also disable the cameras. Enter the lobby, and get the
2 Commandos attention (the two who are standing outside the main doors). If you
set the turrets to enemies, the turrets should be able to deal with the
Commandos. From here, you do not want to go out the main door (not yet at
least).
Instead you will see a staircase, a crawl space, and another door to the side of
the room. The crawl space will lead you to the outside and you will gain some
skill points. We will come back for it after we go up the stairs. You will come
to a staging room with a holographic globe floating in the center of a round
shaped table. From the ledge, you should be able to get the drop on the two MJ12
troops below. Take them out and then drop down to the area below (or you could
return to the lobby and follow the extra doorway). Speak to the researcher Stacy
Webber. She will mention her assistant (who is hiding in the locked storage
room)
and she will give you a login ID and Password.

Now, notice the room behind the glass? Enter the door that is marked Hazard Lab,
and go inside. You will find a locked cabinet with a few items in it. You can
bypass the electric panel to make the water safe for you. Besides that, the only
other interesting items are a range weapon MOD and a Augmentation Canister
(cloak / radar). You can mess with the security console if you like, but it is
the same as the one from earlier. You should gain some skill points for at lease
jumping on the table near the console. After you are done in here, you are
pretty
much done inside this building (for now). You will need to return for the locked
doors on level 2 and level 1 (Command center and storage closet). You may want
to
check on the lab assistant if you haven’t already. He is in the storage closet
just outside of the water filled room.

Now, return to the crawl space you found in the lobby, and exit the door on the
ground floor. You will exit outside in front of the small tower that had the 2
snipers on it. If you did not deal with them from the roof, you will need to
deal
with them now. From the top of the tower, you can get onto the large pipe and
use
it to access the ledge on the building. You will gain a few skill points and you
can find 2 LAWs in the wooden boxes. LAWs work well against the bots… However,
at
this point you may just want to let the bots fight it out amongst themselves.
From the ledge, you need to return to the pipe. You can follow the tower back
down, or you can carefully jump from the end of the pipe and onto the wall. Save
your game if you want to try this. If you fall over the wall, you die. Either
way
that you choose, you need to get to the area with the 3 yellow generators. Here
you will find a panel that will expose the second keypad. Enter the access code,
and the friendly bots will come online. Jock will give you the “blow by blow”
(as
long as the MJ12 bots are still alive).

Now… If the MJ12 bots are still alive, you could try to avoid them and cross the
guarded area to the building holding the friendly bots. Or, you could climb the
wall and walk directly to the building. Remember the pipe we used to get on top
of the wall? Well, get back up there on the same wall. This time, walk down the
wall until you see the body of a dead scientist on the ground. Activate your
speed enhancement Aug if you have it, and drop down. You may want to activate
your flashlight in this area. It is pretty dark, and there are a lot of bodies
on
the ground out here. Continue following the building wall (be careful not to
fall
over the edge of the map) until you get to the front gate. If you took out the 2
MJ12 guards from the roof earlier, then you should have a clear path to the bot
building. If the guards are still there, take them out now. Also… I am sure you
want to check out that little hut off in the distance. Go ahead… You will gain
150 skill points, and you will find a useless datacube. Return to the gate to
the
complex, and head for the first building on your right. Enter inside and let the
two large bots out. You can find a few items in the last room in here. After
that… Find a safe spot outside to watch the bots fight it out. Be warned. Our
bots are stronger then the MJ12 bots, but our bots are not invulnerable. There
is
a chance that our bots can get confused and not lock onto a target. When this
happens, you may lose the bot war. Be prepared to finish off a bot or two if
things go wrong. After the fight, Jock will message you. Next you need to head
for the Comm 01 build.

Comm 01 – When you enter the Comm 01 building, speak with Dr. Tony Mares the
Scientist. He will give you a mission update. You need to locate the guy who
went
to the Command Center… He has the key. Go ahead and explore the building. You
will find a small sleeping quarters / recreation room. There is a shotgun on the
bed, but the real prizes are locked inside the lockers. Don’t pass these up, you
can find a Aug upgrade canister, a multitool, some darts, and a datacube with
the
tunnels security info on it (which you may have already found). In the very back
room, you will find a ladder going up to the roof, and a push button to open the
hatch. On the roof you will find a dead sniper. Around him will be ammo and a
sniper rifle. Plus you will gain 50 points. Head back down the ladder, and open
the hatch on the floor. This will take you into the tunnels.



Tunnels

When you enter this area, Everett will message you with a few small details. You
will need to deal with a few Spider bots, and a security system. A security
console is nicely placed before you come to the camera and turret. You may have
also notices the box with the reset button. Remember this button if you should
happen to trip and lasers (which may lock a door or something). This is the
button to fix the situation. Now, before you continue, let me tell you this…
Save
your multitools. It would be wise of you to save at least 6 of them. Use them as
you need to, but hold on to about 6 (more on that later). You can save some
multitools by not messing with the Generator Room (next to the security console
under the turret). We will get back to that later. You can save some more
multitools if you go ahead and trip the blue laser lines. This will bring out
two
spider bots, but if you are ready for them, they should be no trouble. Tripping
the lasers will shut the door that is ahead of you. So return to the reset
button
box thingy, and reset the door. Enter it and you will find 2 doors and a
ventilation access grate. You can open the unlocked door now, but do not enter
it. Use the vent grate. You will find another grate inside that will drop you
into a flooded room.

Once in the water filled room, take a second to look around. You will see a key
on the floor below (maintenance access key) and a couple of crates. You will not
be able to exit this room the same way that you entered it… Instead, locate a
door under the water. Follow it to a flooded staircase, and swim upwards. You
will find the top of the stairs and a push button. Press the button and exit the
door. This is the same Generator room door that we saved multitools by not
messing with it. If you just want to check it out, there is another keypad
locked
door at the bottom of the stairs (underwater). Inside you will find a lockpick.
It is up to you if it is worth it or not. Otherwise, use the maintenance Nanokey
on the Maintenance door. Climb the ladder to the pipes above the roof, and make
your way safely across the radiated room. You could just as easily make a run
for
it across the room, and pop out on the other side, but going over the pipes will
keep you safe from harm, and you can take out the areas Spider bots from up
here.
Drop down to through the opening in the pipe, and take the stairs to the to the
lower floor. Use your multitools to bypass the blue lasers (or a turret will pop
out and blast you away) and then enter the doorway. You can find a few items
here, and if you use the boxes to get to the lock pick on the second level, you
will gain 150 skill points. Exit the room and continue up the stairs until you
get to a control room. Press the level 3 button to raise the loading bridge up
to
the top. Return top the radiated room, and cross the bridge. You will find the
dead Scientist and the Command Center Nanokey. If you haven’t already taken out
the Spider bot (when you were on the pipes), then you will need to deal with it
here. After you have the key, climb up the ladder and you will pop out in the
storage room in the main building (the one that was locked earlier). Icarus will
message you and threaten you if you damage his systems. You need to head for the
Command Station on Level 2.

Command Center – As you enter the Command Center, you can explore the area, but
there is nothing to do really except follow the stairs. Exit the stairs in the
back of the room, and go downward. You will come to the main area where a few
scientists are hanging out. You will also see none other then Sam Carter (yeah,
the UNATCO Armory guy). Speak with him, and then go down and speak with Dr.
Savage. He will fill you in on the problem at hand, and he will give you the
computer login ID and password. Now return to the spot where Sam carter is
standing, and enter the electrifying room. Everett will message you to tell you
to get the computer back online so he can route Daedalus through your system
(say
wha?). Just inside the door, on the pushcart, you will find a Nanokey for the
computer on the 3rd floor. You can use the Nanokey to access the computer room
on
the 3rd floor, and enter the electric room that way (by blowing the fan out of
the way and dropping down inside), or you can make a dash across the bottom
floor
for an electric panel behind the wall of equipment. Either way, get to the
computer and set the Milnet Link. At this point the story should unfold before
you. I will just make pointers.

Speak with Savage, and then speak with him again.

Speak with Sam Carter, and then speak with him again.

After you get the mission to meet Page at the Gas Station, head for the small
building outside the gates to the compound (remember? The little building that
we
accessed after we jumped the wall). Jock and Tong will be waiting for you there.



Abandoned Gas Station

When you arrive, you will be in a crashed up road below the Gas Station. As long
as you don’t fire off a loud weapon from down here, no one should see you. If
you
shoot any of the guys at the Station from down here, others will see it happen,
and sound the alarm. Jock will message you to tell you where the pick up point
is
located, and he will tell you to do this mission quietly. If the alarm should
sound, they will kill Tiffany Savage. Do yourself a favor, and save your game
now.

At the end of the street, you will find 2 Bums. If you speak to them, they will
tell you about the sewer access to the Gas Station, and they will even give you
the key. On top of that, they will sell you 2 weapon mods (recoil and accuracy)
or a re-breather. If for some reason you shot these bums or something before you
could get the key, behind the crashed up bridge, under the rubble, you can find
a
dead guy who has another Sewer key. Now return to where you started (where the
sewer access is located). If you need some darts, you can find a box inside the
turned-over Truck Trailer. Anyway, enter the sewer access, and climb up the
ladder to the Gas Station. You will emerge in concealment, inside a wooden box
frame. There is a small break in the lower portion and an MJ12 guard just
outside. Take him out quietly. If he hears you, he will raise the alarm. After
he
is down, head towards the mountain to the East. You will see a sloped portion
that you can crawl up on for a “birds eye view” of the area. Be cautious of the
MJ12 Commando that is patrolling by the Gas Pumps. You can try to take him out,
but it is risky. As you move up the sloped mountain incline, you will see a MJ12
Troop and 2 Dobermans guarding the back of the building. Take them out with a
silenced weapon. You may see the Patrolling Commando by the fuel tanker on the
other side of the fence. You can try to take him out here, or you can try to
quietly sneak down behind the Gas Station building. Take out the 3 Commandos in
front of the building or sneak around them. It doesn’t really matter if the
alarm
sounds or not. What does matter is if the MIB is alive when the alarm does
sound.
He is the one who will kill Tiffany. However, I suggest that you take out all
the
outside guards quietly before you enter the Garage. You can use lockpicks or
blast the door off the hinges to gain access. Further, you can make some noise
outside, and they will open the door to see what the noise was. If you can pull
this trick off, you will be able to surprise attack them from a distance. The
best way to make the noise is to run around a bit behind the garage (they will
hear the footsteps). Once they believe that that the “coast is clear”, you can
toss a LAM inside, fire a GEP rocket inside, or just go in blasting.
Alternatively, you can get on top of the Gas Station, and jump to the roof of
the
Garage. Drop in through the hole in the roof, and open fire. You will be spotted
as soon as you enter the Garage, so make sure your aim is true. Either way, do
not let harm come to Tiffany. She is locked in the back room. The gunfire will
often spook her, and she will come running out of her room, and enter the
crossfire. It would be wise to save before attacking the Garage.

You can continue the game no matter if Tiffany lives or dies. The difference is
the mood of the other people (Savage, Jock Etc), and a little information that
she will give you after you save her (including a map). Grab up any interesting
items, and head for the junkyard where Jock is waiting. Before you board the
Helicopter, search the area for a Repairbot, a weapon MOD (silencer) and a
Plasma
Clip (in the small building and the Truck Trailer). Hop in the Helicopter with
Jock, and head for your next Mission.


Airforce Base

Patrol Bot Code = 5868

Security Login ID and Password = L: command P: Zebra42

Tunnels Security Login ID and Password = L: tunnel01 P: Omega2a

Computer Login ID and Password = L: Gsavage P: Tiffany



Ocean Floor




MJ12 Sub Base, SoCal Seawall

When you enter this area, you may want to fall back for cover. A Large Military
Patrol bot will patrol past the area. You can take him out from the lower area
near the Dam. Continue on heading closer to the main building. You will need to
deal with another Large Patrol Bot and a MJ12 Trooper. If you have a sniper
rifle, you can try to take our 3 or 4 MJ12 troops who are scattered around the
area. You can find good sniper spots down the boat ramps. Further, you could
access the Sub Pins from the water, but there are divers swimming on guard in
the
water. If you have the Enhanced Vision Aug at level 3 or 4, you should be able
to
see them when you are close enough to them. I used a level 4, and I was able to
snipe them from the shoreline. Anyway, at the door to the main building, you
will
find an MJ12 guard. He has the door key on him, so killing him is a must. There
is also a small Supply shed in the corner. You can pick the lock and enter this
building, or you can get on top and enter through the roof. Once inside, you
will
find box on the wall with the key to the Command Module, and the key to this
building. Use the Storage key to exit the building if you entered it from the
roof. Once you are done playing around, use the key that you got off of the MJ12
Trooper, and enter the door to the main building.

Main Building – Follow the spiraling staircase all the way up, but first take it
all the way down for a few items. When you reach the top of the stairs, you may
hear footsteps. Wait until the steps are distant, and then enter the room and
head for the next set of stairs. On the second floor, you will find a small
aquatics lab towards the right, and a recreation and sleeping room towards the
left. Try not to harm any of the Scientists; most of them will be helpful to
you.
If you speak with Dr. Corwell in the Aquatics Lab, she will give you the access
code to the container holding the Karkian. You can get around the Sub Base
security Camera from this container. You will gain skill points for at least
jumping into the container with the Karkian (even if you jump right back out).
Basically, you will swim under the recreation room, missing a weapons upgrade).
The fact is, the camera in the rec room is very easy to just walk past. There is
a 2-digit keypad locked room with a few items inside. Can you guess the access
code? (MJ wha?). Dr. Pinkerton will be in the research facility. He will give
you
a map, and the login ID and Password for the computer system. Speak with him at
least twice. After speaking with Pinkerton, you can explore the area, or head to
the lower decks to the Sub Pins.

Sub Pins – You will find a few guards in the Sub Pins, but nothing that you
can’t
handle with stealth, or a quick assault rifle burst. You will need to make your
way to the second Sub Pin, and access the Elevator there. Savage will message
you
and give you a few details. If you look up from the door of the elevator (once
you are at the bottom of it), you will see a security camera. At the end of the
hallway is a Turret, a box, and a security console. Run over and duck behind the
box until the camera stops peeping. Hack the Security system, or just continue
to
the next box. You can take out the MJ12 Trooper with the security system. Turn
the turret at camera #2 to enemies, and then turn on the turret at camera #1.
This will prevent him from sounding the alarm (as if that matters now). At the
end of the hallway, you will find 2 scientists and 2 MJ12 Troopers. One trooper
is up stairs. The female Scientist, Brittany Prinzler, will give you the sub
passwords. If you can not get them from here, you can find them on a datacube
located on the pushcart at the back of this room. Use the login and password
that
she gave you on the console that is suspended in the room with the scientists
(or
the security console at the subs) to open the URV Pool Doors. If you don’t do
this, your sub will explode (as the Mechanic will tell you). If you want to swim
around under the Sub Pins, I will not stop you. Once you are ready, hop in the
sub and head for the Ocean Lab.


Ocean Lab, Oceanic Floor

When you arrive, you will see a few dead bodies around the area. To find out
what
has happened to them, read the “Last will and Testa… of Tomas Mann”, which can
be
found on the floor near the dead MJ12 Trooper. You should get a message from
Savage, and well… Just Great! We are at the bottom of the Ocean, the security
system is whacked out and firing at everyone, and if that wasn’t bad enough… The
mutant experimental test subjects are on the loose (sounds like an Aquatic
Jurassic Park Movie in the making, eah?). Anyway, you could go swimming from
this
Sub Docking room, but I wouldn’t advise it. If you try to swim for the surface,
you will hit a drowning dead end (edge of the map). For now, just stay dry and
head for the stairs. Level 1 is flooded, but you can take a look at the new
“fish
tank”. Head to level 2, and enter the doors. Icarus will tell you that not every
door is sealed shut, and Bob Page will tell you to lead the way. You can find a
Scrambler grenade on the dead Trooper who is floating in the water, and a Plasma
Rifle on the bottom below him. After your finished here, head up to level 3.
There will be a whacked out turret that will hone in on you as soon as you step
into the door. There is a trick that you can use here. Open the door nearest to
the security console. Run into the room, click the console to open it, and exit
the room before the console has finished opening. You will be able to finish
hacking it from outside in the hallway (safe from the turret). Disable cameras,
and shut off that turret. Alternatively, you could have tossed a LAM into the
room to wipe the turret out completely. Once the turret is out of the way, you
will be clear to cross the room to the unsealed door. You can hack the computer
if you want. There are some emails that are interesting, but you will not find
anything important. The next hallway will have a haywire turret at the end one
path, and a locked door down the other. The locked door is the doorway to the
Greasel Lab, and the key to open it is near the bead body below the haywire
turret. You can blast the turret out of your way, or you can use the metal box
for cover-fire. Just crawl behind the box, and then push it towards the turret
until you get to the end of the hallway (where the doors are). The Metal box
should block the fire from the turret. There is a dead body on the ground in the
hallway, and it may stop you from pushing the box far enough. That is ok… Pick
up
the body (you should be able to highlight the dead body from behind the box) and
throw it out of the way. Be sure the grab the Greasel Laboratory Nanokey on the
floor in the hallway. From here, you can dash into the opened room. Grab any
items that may interest you, and then grab the small metal box. Throw the small
metal box on top of the large metal box to further block the turrets fire. The
other door near the turret is locked, and can not be blown up. You will need to
pick the lock if you want to enter it, and believe me… It is worth it. Inside
that locked room, you will find a nice stash of ammo, including some 20mm HE
ammo
for the Assault Rifle that we all love so much. You can grab another small box
if
you wish to completely block that turret. Now, it should be safe to walk down
the
hallway and enter the locked Greasel Lab door. Do that now.

Greasel Lab – When you enter this area, you will see a Greasel munching on a
dead
Scientist. Take it out (the Dragons Tooth Sword works great), and go towards the
center of the room. Along the side, you should see 8 (4 on each side of the
room)
containment cells. One of them will have a loose Greasel inside. There isn’t
much
to do in here, so head down the ladder in the back corner. A Greasel will be
swimming in the flooded room. Take him out from the ladder (weapons do not work
under water, and Greasels do not climb ladders). You will find a keypad locked
door, and an unlocked door. Access the unlocked one for now (we will be back for
the keypad door). Cross the hallway with the broken pipe, and into the next
room.
There will be 2 Greasels in this room and a few dead bodies. You need to get to
the datacube located at the bottom of the floor. It has the access code for the
keypad locked door (Tunnel Access). You can try to fight the Greasels, but you
may be better off in you swim in, read the datacube, and then swim out. You can
lure the Greasels out of this room if you want… They do not swim very fast.
Anyway, once you have the Access Code, return to the keypad locked door. You
should gain about 400 skill points for opening and entering the door, and you
will get a message from Savage.

After crossing through the Greasel lab, you will return to the dry land. The
first room will have a lighting fixture that is sparking out all over the room.
You can avoid it easily enough, but be sure to read the datacube on the desk. It
will have the security login and password. Make a dash through the next door,
dodging the electric arcs, and enter the door to the Tunnels on the other side.

Tunnels – When you enter the Tunnels, expect to fight off 2 Greasels that are
hiding behind the wall, two Baby Karkians that are hiding behind the yellow
tunneling machine, and a Mamma Karkian that is down the hallway near the window.
You will see a locked door, a switch and a hallway. Go down the hallway to the
dead end. You will have to deal with the Karkian (if you haven’t already) and
then grab the weapon MOD (recoil) and the Crew Module Access Nanokey off the
table. Return to the locked door, and use the key to open it.

You will find a corridor with a downward ladder and two bedrooms along the
sides.
Search the rooms if you like. If you have been wondering what a UC (Universal
Constructor) was, there is a book explaining it all in one of the rooms. In the
left hand locker in the same room as the book, you can find a recoil weapon mod.
There are other items in these rooms, but nothing major. Head for the ladder and
enter the next corridor. You will see a camera, a locked door, a turret, two
more
bedrooms, and an elevator at the end of the corridor. You can pick the locked
door and enter it if you need some Thermoptic Camo or Ballistic Armor. The
camera
and the turret are “whacked-out”. The turret will open fire if you get close to
it, and the camera does nothing at all. You can check the two rooms for items.
One room will have a newspaper with an update on the USA Martial Law situation,
and in the other room you can find a Laser MOD and a Stealth Pistol (in a
locker). After you have checked the rooms out, hop into the elevator, and head
downward. At the bottom, you will need to keep an eye out for a primed gas
grenade. All you need to do is make it to the end of the hallway to enter the
Ocean UC area.

Ocean UC – When you enter this area, you will have a choice to make. You could
use your multitools to bypass the electric panel, which will deactivate the blue
laser traps, or you could use lockpicks to pick the lock on the Air Vent. If you
trip the Blue Laser lines, you will have a swarm of Spider Bots to deal with. It
doesn’t matter which direction you choose, but if you choose the Air Vents, you
will need to blast the fans out of the way before you can drop down to the area
below. Also, expect to take damage from the fall. In the next room, you will see
a few dead bodies, and a huge Spider Bot. If you can get to the dead Scientist,
she has a Scrambler grenade on her. No matter, once the Bot is out of the way,
explore the watery area towards the east. You should see a dead MIB (this guy
didn’t explode for some reason) floating in the water. He will have an
Augmentation Upgrade Canister on him, and at the bottom of the water below, you
will find an Assault Rifle and a Datacube. The Datacube will have the security
system login and password. While you are here, go ahead and press the button to
bring the elevator down. However, before you go up, you may want to check out
the
two smaller elevators towards the south and north of the room, and the
Holoprojector on the wall. The southern elevator will lead to a room with 4
Spider Bots, Grey Death canisters, an EMP grenade, a Scrambler grenade, and a
couple of Biocells. The northern elevator will take you to a radiation room that
has a box of rockets, 2 multitools, and a lockpick. These 2 areas are completely
optional. The Holoprojector will be blank (empty), but keep its location in the
back of your head. Once you are ready, go up the elevator on the east side of
the
room. You will be taken to a room that has two turrets, one on each side of the
room. There is a staircase, a security console and a computer in here also. You
may want to access the computer and check out the email from Bob Page, but the
security console is the one that you need to access. From the security system,
you can extend the bridge (the one down the stairs), allowing you to cross the
room below. When you enter the room on the other side of the bridge, head for
the
computer. Download the UC Schematics, and head for the door. You should get a
few
messages on your way out, from an assortment of people. I will not ruin it all
for you, but make sure that you check the Holoprojector on your way out. After
you have done that, continue your trip to the surface. When you get to the
Tunnels area (remember? The area with the large yellow tunneling machine), you
will have to fight. It may be wise if you saved your game when you get the
warning message about the sub heading towards your location. I hate to spoil the
plot of the story, so you will need to HIGHLIGHT the area below in order to see
the details of the fight.



Confrontation (highlight below to read)

When you return to the Tunnels, Walton Simons is waiting for you. He will talk
briefly, and then open fire with his plasma rifle. If you have any 20mm HE ammo
left for your Assault Rifle, use it now. Walton can take a lot of damage, and he
does a lot as well. If you have any problems with him, here is a trick… Just
keep
running in circles jumping over the train tracks. Keep this up for awhile, and
eventually Walton will lose you, or he will get stuck on the tracks (however,
there is no guarantee). If you can get Walton stuck on the tracks, go hit the
power switch to jolt him a bit. This should make him easier to deal with.
Alternatively, you can keep running in a circle around the area, hitting the
power switch over and over to keep shocking Simons. The problem with this is
that
you may get shocked also. Anyway, once Walton Simons dies, he will explode just
like the MIB. There is no dialogue after the fight (well not directly after).
Wow, what a fight eah? Continue towards the surface. You may need to deal with 2
divers on your way out. Once you get to the Helicopter, Savage will run over to
you. He will give you a few details, and if you saved Tiffany (his daughter), he
will give you an Augmentation Upgrade Canister as a token of his appreciation.
Anyway, hop into the Chopper with Jock and fly away.



Missile Silo

When you enter this area and after the message from Savage, you will be placed
right in the sights of a MJ12 sniper on the water tower. You need to take
immediate action to deal with him before he can get the drop on you. Also, there
are 2 Dobermans at the end of the pathway. Don’t worry about entering the gate
on
the wooden fence. Instead, go around to the building across the area. There will
be 3 MJ12 Troopers inside. Once the lower room is clear, loot and plunder. You
will find an assault ammo clip in one locked footlocker, and a range weapon MOD
in the other. On the table you will find a Front Gate Nanokey (wooden gate) and
two credit chits each worth 100 credits. If you go up the stairs you can find a
book listing the deceased, a keypad, and a bridge accessing the wooden fence
area. The keypad will open the attic, allowing you to snatch up a few more
items.
It has a 2-digit code, so start hacking (hint: MJ?). Once you have cleaned the
building out, cross the bridge into the fenced in area. You will need to deal
with a couple Military Bots, but there isn’t much else along the perimeter to
worry about. Inside the buildings (not the bunker) there is a number of
Troopers.
The doors to the building will be locked, but if you make a lot of noise, the
Troops will open it for you (and they will come out to meet you). Inside the
building, you can find a key to the Truck trailer outside, some Sabot ammo, and
a
vent access into the bunker outside. With the newly found Nanokey, you can enter
the Truck Trailer to find a few more items (including a silencer weapon mod). If
you stack the small box (found outside the trailer) against the other boxes, you
can reach the back of the trailer with little problems. You may want to explore
the water tower also. Remember that sniper you took out? Yeah… He has ammo.

Once the area is clear, enter the bunker. You have 3 optional ways of entering.
First, there is a keypad that you can bypass to use the elevator, you could take
the vent from the outside building, or you could wound a MJ12 Trooper, and let
him open the door for you. Either way, enter the bunker now.

Bunker - Enter the Bunker and go down the stairs. You will come to a series of
large security doors that have keypads next to them. The access code that Savage
gave you when you started this mission will work here. The only door the Access
Code will not work on is the Missile Silo door. The code does work on the Launch
Command door, so go that way now. You will cross a long corridor that has red
laser traps at the end of it. You can bypass the lasers and sneak in, but there
is a better way. Pull out your GEP, Plasma, or sniper rifle, and then trigger
the
laser traps. This will sound the alarm, and send 3 MIB and 1 MJ12 Commando
chasing after you. Fall back down the corridor, and then open fire when the MIBs
clump up. You should be able to take them out pretty easily. The explosion from
one MIB will injure the others. This will help to bring down all 4 bad guys in
quick order. Plus this will save you some multitools.

At the end of the hallway, you will find a staircase leading upwards, a locked
door to the bathroom, and a ladder. Climb the ladder and grab the lockpick and
the box of rockets from the crates. Watch out for the Spider Bot. Drop down into
the bathroom, and speak with the Scientist. He will fill you in on Howard
Strong.
There will be a Datacube on the sink in here that holds the security login and
password. Now head up the stairs, and punch that big red abort button. After
that
has been done, access the security system and “Initiate New Launch”. This will
redirect the missile towards Area-51 instead of X-51. Now, all you need to do is
go check on the missile. On your way to the Missile Silo, stop back by the
bathroom and speak with that helpful Scientist, and he will warn you about an
ambush that is setup for you in the Missile Silo.

Enter the Missile Silo, and open the false floor that the Scientist told you
about. Walk a short distance into the hallway, until Page messages you. At this
point the lights will go dark and then the MIB and Commandos will attack. Take
out as many as you can, but before they overwhelm you, drop into the floor. You
will slide a good distance and then land in the water beneath the Missile.
Locate
the elevator button and use it to access the second floor. Howard Strong will be
there to say hi (and he says it with a LAM). Take him out to win the day. Bob
Page will message you to admit defeat, and then you will need to escape. Skip
the
3rd floor… The only things there are Spider Bots. If you are low on Bioenergy,
you can stop by and use the Repairbot on the 4th floor. Skip the 5th floor, and
on the 6th floor, you will find a MIB and the ladder leading up to Jock. All you
need to do is punch the button and climb out.


MJ12 Sub Base
Access Code to the Karkian Container = 1223
Storage Room Access Code = 12

Computer System Login ID and Password = L: apinkerton P: antennapedia

Sub-Pin Security Login and Password = L: tech P: sharkman



Ocean Lab

Access Code for the Tunnels = 5690

Tunnels Security Login and Password = L: Oceanguard P: Kraken

Ocean UC Security Login and Password = L: MJ12 P: SKYWALKER



Missile Silo

Attic Access Code = 12

security login and password = L: elder P: armageddon

Security Access Code = 8456



Area 51




Area 51, Rachel Nevada

After you touch down, Jock will point a sniper out to you. Along with the
Sniper,
there will be a couple of Military Bots in the distance. Also, if Jock should
blow up in mid-flight or anything, that is because you didn’t warn him about the
bomb when you were in Everett’s Home. If you did warn him, he will fly off as
usual.

You should have free roam of the area (Except for the Hangar). Now you can
choose… Hit the Command 24 building first, or the Hangar first. Or you could
make
quick work of this area by picking the lock on the tower and hacking the console
at the top. If you enter the Command 24 building and the Hangar, you will gain
items and save your equipment.

Command 24 – Enter the Command building and check the place for useful items.
You
should find a Nanokey for the Tower. There are more items in the back room, but
pay extra attention to the locked door on the floor. You will need to pick the
locks to enter it, but it is worth it. At the bottom of the locked door, you
will
find some useful items, a Datacube, and an Augmentation Upgrade Canister. The
Datacube will have a bit of interesting info on it, including the Login and
Password for the Dreamland system. Notice the part about routing the Blast doors
to the tower, and the part about the squad who escaped. Finish up here and head
for the Tower.

Tower – Use the Nanokey that you found in the Command 24 Building to enter the
Tower. Be careful of the LAMs on both of the ladders. Head for the top of the
Tower, and access the Security Console. From here, you can open the Blast Doors
to the Bunker below. You will gain 100 skill points for doing this. You can
check
the tower for some more ammo, and then head out to the building that the squad
escaped to.

Hangar 37a – on the floor inside this building, you will find two Commandos and
a
MIB. Deal with them, and then enter the room on the second level. You can just
crouch and jump through the window, or climb up the slanted support beam on the
side of the room. Either way, you can save your lockpicks. There will be a
Repairbot and an A51 Soldier named Xander inside. Speak with the Soldier if you
need to Login for the Tower, and recharge off of the Repairbot. Exit and go into
the room on the lower level. Break the cardboard boxes out of the way and enter
through the window (save a few more lockpicks). You should find a few items and
a
datacube detailing the Fan Access point. Now, use the slanted support Beam to
get
on top of the second level. You will find a dead Mechanic, a Storage room
Nanokey, and you will gain 50 skill points. Follow the edge of the building over
to the fan (you will need to shimmy along the small railing to get to the fan).
Bob will encourage you to jump, but before you try something like that, blast
the
fan blades out of the way. Now, you can drop down this fan to access the Bunker,
or you can enter the front doors. I leave the choice up to you.



Bunker (Sector 2)

When you enter the Bunker, work your way to an area with a security camera, a
turret, and a room full of blue lasers. You can hide from the camera, or take it
out with explosives. If you trip the blue lasers, two spider bots will come out
and attack. If you have an EMP grenade, use it now. Continue down the hallway.

When you come to the next area, walk carefully. When the electricity starts
flying all around the room, back up. The power generator will explode, and then
the area will be safe. Walk over to the Holoprojector for a message from
Everett.
I will not spoil this (it is the beginning of the end of the game). Just pay
attention to what he says. Everett will also give you the Access Code for the
areas Keypads. From the Holoprojector, you will see two directions that you
could
go towards. You will have a camera and a turret to deal with in the north
passage, and a room full of MJ12 Troopers and Commandos down the east passage.
No
matter which way that you choose, you will have to deal with both, the room full
of MJ12 Troops, and the camera/turret area. If you look behind the generator
that
exploded, you will see a locked door on the floor. You can pick this lock to
sneak around in this area. Be warned… There are 2 Karkians and a LAM trap down
there. Again the choice is yours. All 3 choices will bring you to the same area.
I will make pointers.

Recreation Room – There will be a MJ12 and a MIB (female) in the corner of the
room. You may not be able to sneak up on them, so be ready. The dead Scientist
on
the Ping Pong table will have a multitool, and a datacube next to her. The
datacube will have the Access Code to one of the Living Chambers in the
Barracks.
You can also access the Security console in here to shut down the camera and
turret outside.

Barracks – You will find a few Living Chambers inside the Barracks, but you need
only access one. Look for the one with a dead guy inside. Use the code you found
on the datacube in the Recreation room to gain access. Inside you will find the
Nanokey to Section 3 and an Augmentation Upgrade Canister. Feel free to check
the
other Living Chambers if you want. You will not have the Access Codes, so you
will need to use multitools. Before you waste any multitools, turn on your
flashlight and see what items are inside the Chamber. If you do not see anything
that you like, save your tools. There is an Augmentation Canister inside one
Chamber (Regeneration / Energy Shield). Be careful of the one with the Greasel
inside it. Once you are done, head for the room with the door to Section 3.



Sector 3

When you enter Section 3, your Brother will message you (if you saved him a long
time ago). He tells you to listen to your conscience. The room ahead of you will
be empty except for a few explosive barrels and some breakable crates. You will
also notice the elevator and the button to access it. When you press the button,
a MIB and 2 MJ12 Troopers will come up with the elevator. Be ready to deal with
them. Once they are gone, hop in the elevator and head downward. Walk over to
the
next Holoprojector and listed to what Tracer Tong has to say. Again… Listen
carefully.

The large door will slide open after the message from Tong. You will be facing
what looks like a safe room (you wont see any bad guys). That should be your
first clue… This room is far from safe. I suggest you save the game before you
enter. You will see a dead Mechanic on the floor. When you walk close to it,
Helios will make a small comment. If you look up, you may see the 2 MJ12
Troopers
patrolling the catwalks. If you can, take these guys out with a sniper shot to
the head. Just behind the forklift, you will run into a family of Karkians. Be
extra careful of the big Karkian. In the back of the room you will see a fence
containing large green cylinders. Be careful of the Greasels in the area. There
is a ladder and a doorway here. The ladder will take you to the catwalk above
and
the doorway will take you downstairs and into the fenced area with the
cylinders.
On the other side of the room, there are a couple of spider bots and the door to
the Reactor Lab B13.

To get around in this area as easy as possible, you will want to do either…

1. Enter the door and press the button on the forklift. Quickly hop onto the
forks (the forks of the forklift) and ride up to the boxes. Crouch and enter the
vent. You will be able to drop down into the staircase. Make your way to the top
so you can shoot down on the Greasels and Karkians below. You can quietly take
out any guards as you make your way up the staircase.

2. Or, quickly cross the room to the ladder by the green cylinders in the
corner of the room. Crawl along the catwalk until you can enter the staircase.
You can pick the Greasels and Karkians off from up here, and you can take out
any
guards.

Either way, get to the staircase, and go up. If you are quiet about it, you can
listen in on a MIB and a Mechanic arguing about the keypad codes. Helios may
have
contacted you by now and instructed you to enter the Aquinas Hub. The door to
the
Hub will be in the staircase, but go ahead and take out the MIB and the Mechanic
who are in “Station 17”. You will find a Datacube with a little information, and
a security console. In the second room of Station 17, you will find another
datacube. This datacube has the login for Lab B13. Use the Security console in
the first room to open the containment holding the Augmentation Upgrade, open
the
door to the Reactor Lab, and to disable the security cameras. Take the ladder to
the roof. You will find a dead mechanic and a datacube in the darkness (You may
want to activate your light.). The datacube will have the Access Code for the
explosive Locker. If you have cleared the lower level of Greasels and Karkians,
head for the cylinders now. You should see the doorway leading to the stairs.
Follow the stairs to the watery area, and then swim out to the dead body and the
datacube that is in the water. The datacube will have the Access Code for the
Reactor. Also, grab the Nanokey for the stairs. Once done here, head for the
Reactor Lab door. You may have already opened this door from the security
console
in Station 17. If not, use the access code that you found in the water near the
cylinders.

Reactor Lab B13 – You will get a message from Savage and Bob Page when you enter
the Lab. Savage will just make pointers, giving you an idea of what to do. Bob
will just talk “smack”. If you look down, into the green radioactive haze below,
you should spot two Aliens. Take them out now. They may or may not go up the
stairs to attack you (normally they do not). Now, cross through the haze on the
catwalk in front of you and enter the door on the other side of the room (ignore
the lower area where the Aliens were). You will find a Mechanic. Speak with him
for a bit of information: You need to remove the cover on the “Engage” button
from Sector 4. The Mechanic will give you the Access Code for the Aquinas Hub.
Exit the area and return to the Aquinas Hub.

Aquinas Hub – Use the access Code that the Mechanic gave you to enter the Hub.
You will come to a room with a computer in it. There is a Multitool on a table,
and inside the locked cabinet on the desk you will find a gas grenade and a
Biocell. Access the computer and read the emails if you like (info about your
creation), and then break out the glass on the other side of the room. You can
jump out onto the top of the walkway. From here, you can snipe the MJ12 Trooper
on the stairs, and you can take out the large Spider bot on the floor. You may
hear a Commando who is directly below you (inside the walkway). See the little
door on the walkway? You can sneak attack the Commando from here, but you need
to
return to the office and take the ladder down. You will get a message from Dowd
and Page… More bickering. Be careful of the Aliens at the bottom of the stairs.
You can pick up a map of Sector 4, a lockpick, and some 10mm ammo down there.
Cross the walkway that is labeled “Aquinas Hub”, and enter the Aquinas Controls
room. You may want to bypass the keypad on the locked door along the way. There
isn’t much inside, but you will gain 50 skill points for entering. As you enter
the control area, Helios will message you with directions. You need to reach
level 3 and then walk to the center of the area. Helios will give you a mission
objective (the same as Everett and Tong did from the Holoprojectors). You can
drop down the to the things poking out of the wall (below Helios) to reach a
dead
body, but believe me… It is not worth it. When you take the elevator back to
level 2, Page will message you. He seams upset that Helios wants to merge with
you instead of him. Helios has made his “mind” up, and sends some bots to help
you deal with the Commandos that Page sends. If you did not use the elevator to
get down from level 3, you will have missed the messages detailing what is going
on. If you step through the large doorway from this room, a MIB will ride some
sort of trolley across and attack you. You can not use the trolley to get to the
area where the MIB came from, but if you have the speed Enhancement Aug, you can
jump over there. If you do not have the speed Aug, you can try to drop into the
area from the walkway above (the walkway where the Commando was). You will gain
50 skill points and you will find some ammo (rockets!).

Now you need to go back out the way that you came. When you get to the staircase
(where the 2 Aliens were located), go down. You will find a keypad locked door
where you can use the “Explosives Closet" Access Code that you found earlier.
You
will gain 50 skill points and you will find a small amount of assorted ammo.
Continue to the bottom of the area. Watch out for the Greasel directly in front
of the sector 4 doors, and be sure to grab the sniper ammo off the dead sniper
in
the dark corner. If you have already spoken with Helios, he will open the doors
to Sector 4. Also, if you want, you can bypass the keypad on the locked door to
gain a little more ammo, and 50 skill points.


Sector 4

When you enter Sector 4, you will be greeted by a Holoprojector. Depending on
how
you have played the game so far, either Savage or Paul will message you. You
will
be given a very interesting detail of the choices that you have available to
you.
As you continue to the next room, Page will message you. He will blow up the
door
to the next area, and he will open the Alien containment cage. The Aliens will
stay in the cage until you walk close to so, so do not worry about them for now.
Explore the general area. You will find 4 cryogen chambers. One of them contains
the body of your father, and the empty one has your name on it. Check the body
nearby for an Augmentation Upgrade canister. Also if you look towards the center
of the room, you will find a lower portion. Use the small steps and search the
area. You will find a datacube with the security login ID and password. Once you
are done, head for the Alien Containment area. You will need to push the button
to open the door, but the Aliens can come and go as they please. If they see
you,
they will attack. Take them both out, and then access the security console. You
can clear the radiation out of the room, and unlock the door across the
containment room. If you are unable to access the security console for any
reason, you can just run across the room (taking damage) and use the keypad. The
Access Code is the same as your “birthday”. If you look on the empty cryogen
chamber, you will find that date. On the other side of the Alien Containment,
you
will find Bob Page. He will talk with you for a minute… Filling you in on the
details of his global plans. After the conversation ends, the 2 turrets at each
end of the room will activate and attack you. Take them out of you can. Now… You
have a choice to make. You can do as Tracer Tong asked, and destroy the entire
place. This would create a “stone age” as you called it earlier. You could do as
Everett has suggested, and just kill Page. You can rule with the Illuminati, or
you could merge with Helios and rule the world as a world dominating AI. The
choice is yours, and the choice that you make will affect the ending of the
game.
You may want to make a saved game from this point, and then try out all of the
endings. I will cover the 3 areas below, but I will be brief (to prevent spoiler
information).

First off, Page has Universal Constructors on each level of this area. They will
continually reproduce any of the Karkians, Greasels, Spiderbots, or Aliens that
you kill. You may find it easier to locate each of the UCs as you come to each
area and then shut it down. There will be a room with a “turn-lock” near the
reproductive end of each of the UCs. Alternatively, you can disable the
creatures
themselves. If you shoot the Greasels, Karkians, and Aliens enough so that they
run away (but do not kill them), then they will not bother you. The UC will only
replace the dead critters, not the wounded ones. For the spider bots, you can
just simple EMP (or spy drone) them. They will be deactivated but not destroyed.



Join the Illuminati

Everett wants you to shutdown the 4 Blue-Fusion Reactors. Alex should have given
you the first 3 digits to the access codes (724?). You will need to play with
numbers to figure out the last digit (or look to the side bar). Search the area
around, above, and below Bob Page, looking for the Blue-Fusion Reactors. After
you have shut all 4 of them down, Everett will message you. You need to access
the Infusion Control Room on the second level and press the button. If you are
standing next to Page, you can see the Infusion Control room if you look around
a
bit. You can get to the button by going through the Aquinas Substation room and
up the elevator. Once you get to the room and push the button, watch outside the
window… Page will be destroyed. The game ending begins now…



Merge with Helios AI

Helios will need you to access the Aquinas Router controls. You can find the
door
to the Aquinas Substation on the lower floor below Bob Page. When you enter the
door, Page will cause the room to explode and emit electricity. You can try to
bypass the electric panel, or just run across the room to the elevator (press
the
button to lower it). As you go further into this area, you will find both the
Infusion Control Room and the Aquinas Router. You will want to ignore the
Infusion control room. Enter the Router room instead. All you need to do is
activate the 2 buttons and access the computer, then return to sector 3. Find
the
Aquinas Control room where Helios is located and take the elevator to the 3rd
level. Walk up to the chamber where Helios instructed you to return to. The game
ending begins now…



New Dark Age

Tracer Tong needs you to hit the button on the Cooling Reactor. You can locate
it
in the Coolant Control Room on level 1 of Sector 4, in the northwest corner. You
will need to bypass the keypad on the Coolant B13 Door to enter. Once that has
been done, you will need to return to the Reactor Control Lab, located in Sector
3. One of the button locks has opened. The Mechanic will warn you of the dangers
of pressing the button. Once you have pressed it, the next button lock will
open.
The Mechanic will warn you again. Press the second button to unlock the third
button. The Mechanic will give you a final warning. Press the final button, and
then the button on the console will open. The Mechanic will open fire. Take him
out and then press the button on the console. Once that has been done, make for
the exit. The game Ending begins now…


Area 51

Login and Password for the Dreamland System = L: a51 P: xx15yz



Sector 2

Area Keypad Access Code = 8946

Access Code to locked Living Chamber = 0169



Sector 3

Login for Lab B13 = L: area51 P: bravo13

Explosive Locker Access Code= 4225

Reactor Access Code = 2001

Aquinas Hub Access Code= 1038



Sector 4

Security Login ID and Password = L: Lab 12 P: Greytest

Alien Containment Access Code = 31729

Blue-Fusion Reactors Code = 7243

Coolant Access Code = 2242

Aquinas Substation Access Code = 6765

Security Login and Password = L: page P: uberalles

Computer Login and Password = L: icarus P: panopticon