Deus Ex walkthrough

This is a collaborative walkthrough for Deus Ex. Please add any missing information to any section and/or correct any errors that you find.

South Docks
You'll begin on the south pier of Liberty Island, equipped only with a Pistol, Riot Prod, and Medkit. Alex Jacobson messages you through your infolink and tells you that your brother, Paul Denton, is on his way to meet you on the pier. Move forward and you'll see a figure in a trenchcoat heading towards your direction: this is Paul, and a conversation will trigger as soon as he's near you.

Paul tells you that the NSF terrorist group has taken over the statue and has taken Gunther Hermann, one of UNATCO's top agents, hostage. Paul offers you to choose one additional weapon to make your life a bit easier: a sniper rifle, a GEP gun, or a mini-crossbow. It's up to you on what you want to choose, and each weapon suits very different tactics, but remember that NSF mercenaries carry mini-crossbows and one of the terrorists near the front entrance has a sniper rifle. Once you're armed, Paul informs you that your primary objective is to locate and interrogate the NSF commander - who is probably at the makeshift command center at the top of the statue - and the conversation ends. Now look for a crowbar among a stack of crates on the right-hand side of the pier and pick it up. Use it to smash the two nearby wooden crates, in which you'll find a pair of binoculars and a lockpick.

Go down the staircase on the left into the water to find a broken sharkcage. Inside the sharkcage are two other wooden crates, so smash them both to find a multitool and a bioelectric cell; now climb back out. You can talk to Corporal Collins, who gives you more information on Gunther, and you can talk to Paul two more times to uncover additional information. Keep heading down the dock to find some more wooden crates in the corner: destroy all of them in order to find 10mm Ammo, a Prod Charger, and some Darts. You can also pick up a baton that's sitting on top of the wooden railing to the left.

Afterwards, proceed up the ramp and take a look around. Alex will transmit to you a map of the island, so take a look at this to plan your approach. Two guards patrol this area, so either avoid them or get their attention so they will chase you down onto the docks to be eliminated by a friendly Security Bot. These two guards will carry 10mm Ammo and a Combat Knife, which is standard for most of the NSF enemies.

Once both guards are down, head left after the ramp and look for a small metal crate. Take the crate and place it next to the large stack of crates left of the path: jump on top and smash the wooden crate to find a Gas grenade. Below you, you'll notice a small storage area that houses a medbot, but the door requires a lockpick, so don't bother opening it. Keep going down the main path - there are two guards ahead, you can either kill them now or sneak past them to deal with them later - whatever the case turn left towards UNATCO HQ.

UNATCO HQ
At the entrance you'll find Tech Sergeant Kaplan, who triggers a conversation with you. You'll have to make a choice halfway through. Your choice will have a small effect: if you choose the first one, he'll give you the code (0451) to the shed next to the helipad, but he won't give you the code if you select the second option. Afterwards, he'll offer you some hardware: a Scope for 700 credits, some 10mm Ammo for 200 credits, or some Tranquilizer Darts for 60 credits. Buy the darts if you're going for a pacifist playthrough, or 10mm if you are going for regular playthrough. The scope is expensive, and generally not worth buying.

When you're done talking to Kaplan, approach the green shed next to the helipad to find a Crowbar and a wooden crate which contains a Multitool. There's also a wooden crate that has a Lockpick inside that's behind the shed. Punch in the code 0451 to open the door to find a Medkit on top of the machines and Tranquilizer Darts on the table. Underneath the table is a datacube which contains the information for the security terminal on the wall (the login is SATCOM and the password is UNATCO_001). Use the security terminal and use the information (or hack it) in order to unlock the nearby access door.

Go back outside and into the access door to find a wooden crate which contains an EMP grenade. Exit the UNATCO HQ and head back to the main path; from here, there's many different ways to get into the statue.

If you haven't already, eliminate the two guards patrolling the area. Take note: The nearest guard carries a Mini-Crossbow equipped with tranquilizer darts. This weapon's sedative effect doesn't effect your movement or coordination but does damage you and takes a short while to wear off after the initial injury. After he's down, you can search his body for the crossbow. Now take care of the other guard who's not too far away; he carries the standard loadout: some 10mm Ammo and a Knife.

On top of the nearby container, you'll notice a datacube, a Prod Charger, and a Pepper Spray Cartridge. Read the datacube to find out that the login is NSF001 and the password smashthestate. From here, you can head in two directions: Straight ahead, to the front entrance of the statue complex, or right, to circle around it.

North Docks
From the container with the datacube and pepper gun, take a right and follow the dark, wide alley to the southeast, as you near a pile of crates, beware of a patrolling guard. Either eliminate or distract him. Once he's taken care of, break open the wooden crate for a multitool. Keep going eastwards, staying close to the statue wall, you'll come across two terrorists talking about Gunther, rush out of the shadows at them and spray them with the pepper spray, then knock them out with the baton or pull of two easy headshots with your pistol. Veer to the left to stay in the shadows and keep moving. Ahead to the east are two terrorists under a streetlight. A third is patrolling near them, and a fourth is patrolling near some kind of storage facility to the north. You can avoid the first three - they're too far away to cause you any problems - and simply concentrate on neutralizing the fourth one to get him out of your way. Once that's done, sneak down into the storage facility. There is one terrorist in here. Crouch behind a small wall on the right entrance, then when you notice the guard stop by the Hazmat suit, eliminate him with a riot prod or pistol. Ignore the Hazmat suit, climb the ladder on the crates and turn your light augmentation on to find a multitool, and continue around the corner.

Follow Alex's advice and don't cross through the arcs. Press the button on the forklift and quickly get on the fork, from here you can jump onto the power box and safely avoid the arcs. Collect the goodies in the crates (these include two weapon modifications) then use the metal crate to get back onto the powerbox, climb across it and back to safety.

Leaving the storage facility, head northwest towards the north dock. Don't worry about the bot, it's friendly (a fact which you may wish to exploit) but will only patrol this immediate vicinity. Go down the ramp to the north dock. Watch out for the two guards. The one dressed in black stands in one place on the right side of the crates, while the other patrols in a circular pattern. You can either eliminate them yourselves, or grab their attention and let the bot deal with them. Once they're taken care of, break the wooden crates open to find some rockets and some 30.06 ammo. Continue down the dock and turn right, at the end on the left is another crate, break it open to find a medkit.

On the western side of the dock is a small shack where you will find a man named Harley Filben. Tell him you will not hurt the NSF commander and he will give you the key to the front docks and you will earn additional skill points. Talk to Filben's female companion and she'll offer to sell you ammunition (Some 30.06 Ammo for 300 credits, 10mm ammo for 175, and Darts for 50.

Now it's time to go for a dive. Go to the north edge of the dock and look down into the water. On the seabed you can see a sunken barge. You will need to crouch to get under the barrier to reach it. The hatch is locked; you can pick the lock (coming back up for air as needed), or use the explosive barrel near Filben's hut (push it into the water then hide behind something and shoot at it). Once you have it open, break open the three crates inside for a sawed-off shotgun and two weapon mods (if you have difficulty seeing the crates, activate the light augmentation). If you start to run out of breath you can return to the surface and come back again for what you missed.

Either continue to The Front Door or Using the Back Way.

The Front Door
Going in the front way, though straightforward, has it's hazards. A wheeled Security Bot patrols the area immediately in front of the statue, and there are also three or four terrorists nearby, one of which is especially dangerous as he is armed with a sniper rifle. Exit the northern docks and head East, following the same path you took before. If you took the GEP Gun at the beginning, use it to destroy the bot from a distance (Hold the crosshair over the target until the weapon beeps continuously, signaling that it is locked on, then fire). Preferably, engage the bot when it is patrolling on the south side of it's route to minimize the chance that the nearby terrorists will hear the explosion. Once the bot is taken care of, either neutralize the remaining terrorists or simply avoid them. Head for the front doors. They're locked and the camera will set off the alarm if you stand in front of it, so stay out of it's line of sight and move up to the security computer to the left of the doors. Log into it with the login and password you found in the datacube (NSF001/smashthestate) and turn off the camera and unlock the doors. Smash the crate nearby for a Lockpick and enter the lobby.

Using the Back Way
Climb back onto the dock and make your way back to the storage facility and the huge piles of crates and containers nearby. Climb the containers, using the ladders and small metal crates, and climb over the wall onto the outside of the statue complex. There are two guards patrolling to the south, you can engage them if you like but it's easier to avoid them. From here, go west until you run into another guard, dispatch him, but watch out, there are two around the corner. You may want to lure them around the corner and then shoot the box of TNT as they pass it, but this is difficult to do reliably unless you invested most of your skills in pistol marksmanship. Once they're out of the way follow the two ramps up to the tower. Watch out, three of the four passages here are booby-trapped with gas grenades. Move in quickly and right click on them to defuse them before they go off - just like in training. Once that's done quietly move into the center and listen as the two thugs nearby talk about "the shipment". You can dispatch them if you wish, but as long as you keep crouched and stay behind them you can just ignore them. Head downstairs, ignore the patrolling guard, and continue downwards in to the lobby. Behind the corner on the right is a security camera and a crate containing a lockpick. You can either disable the camera or evade it if you are quick enough. Take note of the gun turret on the roof, which will activate if an alarm is tripped.

Inside the Statue
Two guards patrol the lobby. One on the north balcony on the second floor, who patrols east to west, and one on the ground floor who patrols counter-clockwise around the torch monument in the center. If you want to avoid the guards, you can simply crawl into a small vent that lies left of the stairs leading to the upper floors of the statue. Crawl through the vent until you notice a doorway on the left. Ignore this for now and pick up the multitool on the floor, before continuing on through the vent. Read the datacube on the desk to discover some bank account details (230023/4558) and pick up the Medkit.

Head back through the vent and through the doorway you ignored before to enter an empty room. Pick the door with a lockpick and wait until a patrolling guard passes. Eliminate the guard and pick up the LAM located under a small shelf before continuing on into the next room past the laser tripwires. In the room is a seated guard and a security camera and turret, both of which are controlled by a security terminal in the same room. Crawl behind the guard and either eliminate him, or quickly dash behind the desk he sits at. If you are careful, he will not notice you, allowing you to hack the security terminal (NSF001/smashthestate). Disable the security camera, unlock the door and if you wish use the turret to eliminate the guard. Be warned that using the turret will alert any other guards in the lobby who may trigger an alarm.

During your conversation with Gunther, you'll need to give him a weapon to maintain his favor (usually the pistol, you don't have a choice in the matter). If you've already applied some weapon modifications to your pistol and don't want to lose it, drop it before speaking to Gunther and you'll give him something else, like the knife. If you drop all of your weapons before talking to Gunther, JC will say something like "I'd like to help but I'm not very well armed myself" and you won't lose anything. This completes your secondary objective and will give you a skill points bonus and additional credits later on. Go back into the vent system you used before, ignoring or eliminating any guards along the way, before heading up the stairs to the top of the statue.

You'll come across two guards who will discuss the shipment (if you came through the front door) but will not pose a threat as long as you sneak past them. A few sets of stairs later you will come across two more guards who will contemplate whether or not to hold their positions. Wait for them to finish their conversations, then sneak behind them and continue on until you find the terrorist leader, Leo Gold.

When given a choice during the conversation, choose the second option or he'll take offense and attack you, forcing you to kill him, a state of affairs which leads to some disdain from your boss and should be avoided. When the conversation is over a friendly trooper will show up claiming they've secured the area. Mission complete! Talk to Leo again to hear some more of what he has to say, and when you're done, pick up the augmentation canister on the crates beside him. If you wish, kill the UNATCO guard that will show up for a free Assault Rifle and a humorous response from Manderley.

UNATCO
Go back to UNATCO HQ, chatting to the troopers on the way, and talk to Paul. He will praise or scold your handling of the situation depending on your actions. Continue through the front doors, talk to Private Lloyd and enter the building. Within the HQ, you are given the introduction to your base. You can use the retinal scanner go through the door and explore the base. You will need to see Joseph Manderley on level two; his office has a personal secretary who will give you the login and password to your UNATCO computer.

After an introduction to your superior officer, he will recommend you check with the armory and doctor on level three. The doctor, Jaime Reyes, will give a brief description on how the augmentations work, and checks if you found one. On a book shelf by Jaime's computer is a nano-key behind a small plant, pick it up and use it to open the nearby medical closet. Inside are crates containing some medkits. Also in his office is a medbot which will heal you and install any augmentations you have found. There is also passage to level 4, a secure area. The quartermaster located on level three will give you a Stealth Pistol. This weapon is silenced, and thus won't alert enemies if the weapon is fired (however, the "death scream" an enemy gives off will usually alert enemies anyway.) You also have a choice of a lockpick, multitool or additional ammo. You may choose any of the three items. Take your time to visit the other places within the floor. Alex Jacobson is located in the computer room in the north-east section of the base. In his email box is a list of passwords for every person at UNATCO. There is also a hidden floor panel within that room as well, containing an office door key, a Scope Weapon Modification, and 30.06 ammo. Open the closest door using the code 2001 and break open the crates inside.

If you wish, enter the woman's bathroom for some humorous results and scolding from Manderley, but otherwise continue back upstairs. Enter your office for information about UNATCO, as well as to check your email. Nearby is the breakroom, where you can hack an ATM for cash and overhear a conversation that almost every Deus Ex player will know. ''I wanted orange... it gave me lemon-lime.''

Return to Manderley's office to be briefed on the next mission. You will need to head to Battery Park to retrive a barrel of ambrosia, and afterwards take down the generator of a NSF warehouse. You will receive an op bonus of 1000, and an additional 250 credits for rescuing Agent Herman. You will also receive other reprimands, including the one caused if you enter the women's bathroom.

Return to the surface, collect anything you missed, and head for the boat. Once you leave, you will not be able to explore Liberty Island again.

Battery Park
Agent Navarre will approach and brief you on the situation. You need to get inside Castle Clinton and locate the Ambrosia shipment. Before you do so, jump into the water in front of the boat to find two crates holding a Medkit and a Lockpick. Climb back up onto the docks and you'll have two choices, either go in the front route or look for a secondary route.

The front entrance is covered by a large amount of NSF guards and if they notice you, you'll be given a bloodthirsty reputation later on. However, if you have a candy bar, you can look for a nearby boy to obtain the code 9183. To reach this entrance, use lockpicks to open the keypad and enter the code. The vending machine will open.

Either continue to Side Entrance or Main Entrance.

Side Entrance
Enter through the vending machine and continue into the next room to be rewarded additional skill points. Pick up the bioelectric cell, multitool and flares by the desk. Exit the room and quietly descend the stairs, watching for a lone guard which patrols the hallway. Take an immediate right and pick up the prod charger before crawling into the ventilation shaft. Climb down the ladder and head north until you reach the end of the vents. Watch for the patrolling guards and after they pass, exit the vent and continue north until you enter a small room. Pick up the multitool in the corner and head west, watching for a guard which patrols nearby. If necessary, eliminate the guard and then take a left. You should be in a dock-like area, with a barrel of Ambrosia sitting nearby. Approach it and Alex will radio in.

Exit the dock-area and head west again, ascending a set of stairs. Take a right and quietly ascend another set of stairs to receive additional skill points. Do not open the door but instead quietly descend the stairs and head south to find a third set of stairs with a locked door. Open the door and enter the room, picking up the Medkit and rockets and the Augmentation Canister inside the safe. Use the security terminal nearby to disable all of the security cameras in the building. Now retrace your steps to exit the building and your objectives will update. Anna Navarre will approach and congratulate you on finding the Ambrosia. When given the choice, respond "I'm learning as I go." and you will receive two EMP grenades from her instead of one.

Main Entrance
Head to the front of Castle Clinton and speak with Anna Navarre before entering. She and additional UNATCO officers will assist you in clearing out the NSF. Break open the scattered supply boxes throughout the castle before entering the kiosk. In a small grey shelf will be a nanokey, use it to open the locked door nearby. Enter and use a multitool to gain access to the inside of the fort. Descend the stairs and head south to find a set of stairs with a locked door. Open the door and enter the room, picking up the Medkit and rockets and the Augmentation Canister inside the safe. Use the security terminal nearby to disable all of the security cameras in the building.

Exit the room, descend a different set of stairs nearby and take an immediate right in order to find the Ambrosia barrel. Approach it and Alex will radio in. If you want to you can explore the rest of the fort, but you can now leave and talk to Anne to receive your next objective. Anna Navarre will approach and congratulate you on finding the Ambrosia and for not being afraid to kill. When given the choice, respond "I'm learning as I go." and you will receive two EMP grenades from her instead of one.

Subway
After talking to Anne Navarre, head north-east to the subway station. UNATCO and NSF officers will battle it out for a short time, but UNATCO may occasionally need some help. In the southern-most shack is a chest containing a lockpick, multitool and candy bar. A second chest located in a different shack will contain a medkit, prod charger and flare. The western-most shack will have a lockpick in the corner. In the shack closest to the subway entrance is a vent shaft. Enter it then descend to the first branch, then turn right, then left, then immediately right again. Throw a gas grenade down to attract the attention of the NSF and to briefly blind them, and then shoot each with a tranquilizer dart. Once all visible targets have been dealt with, drop down and tell the hostages to board the train. Before boarding the train yourself, look around for additional items.

Hell's Kitchen
Hell's Kitchen is the location in New York City that will be important later in the game. There are also several side quests as well. The main buildings are the Underworld (a bar), the 'Ton Hotel, and a Free Clinic.

Next to the alley between the hotel, two UNATCO Troops are wondering why they were issued Gas Grenades. You can collect three grenades from them.

Underworld Bar
Here, you will be able to find the bartender, Jordan Shea, and ask her if she knows anything about the Generator in the Warehouse District. You can also find your pilot, Jock here. He will be asking for beer, and providing beer will allow you to know the Smuggler's access code to his hideout. Afterwards, he'll tell you some information about Area 51. If you have saved Sandra Renton in the hallway on the right of the Underworld Bar, she'll come in here and you'll be able to invoke a conversation with her. Her friend, Janey will also congratulate you. There are some ATM Machines around the bar that you can hack for cash. Afterwards, head back out.

Clinic
This place is pretty straightforward. Just go down the corridor, and listen to the bums if you want. Then head into the main clinic room. Nothing in the bathrooms. Use the water fountain if you want, but we're about to get some free healing...

Some of the people sitting in here have some interesting information, but it's mostly just stuff you already know. The doctor in here will sell you medkits for 300 or use of the medical bot for 2000. Luckily, he gives you the code to a door for the 2000, so i can put it here and you can get in for free! 2153 Also, you can get cheaper medkits. See below:

You should have another canister that you can use now. You can choose aqualung for the simple reason that you can get lots of places using swimming, and there are not nearly enough rebreathers in the game. There aren't as many radioactive areas, and radioactive suits are usually right nearby.

Now go talk to the guy confronting the doctor in the other room (it should be behind a non-locked glass door, at the other end of the same wall that the door to the medical bots is on).

Tell the guy to be more appreciative, and he'll storm off. Talk to the doctor again, and he'll offer the door code for 1200 (but we've already got it) and medkits for 180.

That's it for the clinic. The computers don't really tell you anything useful, so leave them be. You should get 150 skill points on your way out if you've done everything i've told you.

'Ton Hotel
First things first: the ATM is worth 332. Head down the corridor past the ATM and do it quiet-like; the main room at the end of the hall has NSF terrorists within earshot of it. The best way to take them out is to go into the elevator shaft (opposite the entrance stairs) and climb up it. Don't miss the 2 crates on the floor and the 3rd level, which has a multitool hiding on it.

Now you have come upon the enemy from behind. Take careful shots, if you shoot, so you don't hit the hostages. If you sneak up on them and use the riot prod or some such, be quiet about it. Make sure you get them all; there are 3. You should get 65 skill points for taking them down.

Now that you've taken care of the terrorists, talk to the guy prisoner. He'll tell you about a password for the security setup, 'righteous'.

Now go back down to the manager's office and snatch the credits within and talk to the owner. Also, get the nano-key in the cubbies. He'll also tell you to go find his daughter, if you've saved her already (the girl in the alley). You can't actually do this; it's just game depth, or somesuch.

Now, you should begin to loot the apartments. I started with the one closest to the elevator; Paul's. The table has the code for the pad behind the painting (which is to your left): 4321. This opens the secret compartment with LOTS of good stuff: 2 lockpicks, 3 multitools, 2x 10mm ammo, a bio cell, a medkit, and ballistic armor. Getting in is worth 40 skill points. There is soda and soy food on in the kitchen shelves. There are 350 credits under the night stand in the bedroom. There is a medkit in the bathroom to the left of the sink. If you like, you can log in to Paul's computer using the login on the floor. There are some interesting foreshadowings and a reference to a current-day pop band; see if you can find it! I'm sure the movie references mean something too, but I've never heard of/seen those two movies.

Smuggler
Smuggler's paranoid, and so you need a password to get in (from the girl in the underworld bar, after you save sandra in the alley), or you need to use the ladder in the trailer in back of the basketball court.

There is a crate in the entrance 'hall' with a lockpick, right near the ladder up to the trailer (to your right if you came down the elevator). Coming down the ladder is expensive in terms of lockpicks, but you get the exploration skill point bonus (50). If you come in through the elevator though, turn around before you use it and note the beer and prod charger hidden in the corner, behind the door.

To get past the laser beams blocking your way to Smuggler you can either use an EMP grenade or disable it in the little checkpoint hut to the left of the lasers. There is a control panel there, and a multitool too (which you should get regardless).

Right past the lasers is a crate with ballistic armor. Past that, in the next room, is a crate with a prod charger. In that room, in one of the niches in the right wall is a door. Go through and get 20 skill points. Go down the stairs, into the next room, and snag the candy bar on the table. Then talk to Smuggler.

Get from him the key to get into the sewers, and hear his story. He'll sell you some over-priced hardware which you can get a much better deal on if you save his friend.

Upstairs are 2 crates with 7.62 and a prod charger. There is a lockpick and flares on shelves near the bed, and behind the bed is a keypad that you can use multitools on to open the mirror. In this iteration (it changes each time you come here), you will find a medkit, thermoptic camo (100 real-life skill points if you can name where that comes from) and a weapon mod clip.

Sewer Lab
Not strictly necessary to complete the game, but it's worth it to get cheaper prices and to get some more stuff and skill points. Once you've gotten the sewer key from Smuggler, go down one of the sewer grates. I'm going to give the explanation as if you came down the one right by the back door to the bar.

Go down the ladder, and then down the passage a little ways. You should see a suspended walkway here, with a hostile guard on it. I recommend taking him out, but note that there are other guards in lower passages to your left and right; a quick takedown (with the sniper rifle or a well-placed crossbow shot) is recommended. There is also another guy, patrolling the walkway to your left. Get him too. The funniest thin happened to me here; I hit that guy with a couple of 10mm rounds, and he ran for the alarm. Then I hit him once or twice more and he ran off the edge into the sludge below. Weird.

Please note that the sludge below is considered a biohazard, and will eat your health relentlessly. There are some boxes and stuff down there, but in general nothing is worth the damage you will do to yourself getting it.

Getting to the middle of the grate platform is worth 50 skill points. Opposite where you came in is a door with a guard and 2 crates behind it (medkit, lockpick). Under the table is a prod charger and the security login MJ12/ coupdetat. This is a hint as to just who is behind all the bad things going on. You'll find out more later.

Exit the office, and procede to your right. There is a security computer there under the light that you should use. Rotate the bridge, then go down the stairs. Here you will see a crate and a security terminal behind the crate. Use it to open the door. Avoid the lasers and find the hatch at the end of the corridor. Hack it open.

Now you should go straight, to the platform with the bodies on it. Pass over the locked box (this opens the hatch from this side) and the control panel (This disables the lasers in the corridor you just went through). You'll set off an alarm if you hit the laser going onto the platform, so just wait the alarm out by hiding from the turret gun. By doing this, you get an assault rifle, 2x 7.62, the code to the warehouse later on (2167), 2 multitools, 2 lockpicks, and 2 medkits.

If you go down the other hallway (the one protected by laser tripwires), you end up at the other entrance, the one by the sewers. It's somewhat harder coming in this way (and more expensive tool-wise) so personally, I recommend coming from the other way.

You should come down the ladder and disable the control panel to your left, and then picklock the box on the wall and hack open the hatch using multitools. Don't forget to get the items on the platform to your right. That will get you to the hall with the laser tripwires, and you'll have to use multitools to open the door here, and in here will be the hallway that will lead you to the large platform hanging over the sludge!

Now, back to our other guy, who came in the recommended entrance. Once you've sacked this area, head back the way you came to the main sludge platform. The door you opened with the security computer is locked again. Use the code 2167 to open it again.

Note that when you come out of that door, and around the corner past the security computer, you will see ahead of you and slightly lower on the wall a similar tunnel on the other side of the large shaft with the sludge. Also note that there is a guard there. If you see him, duck! He can probably see you too. Either pick him off here with the sniper rifle or climb up the ladder when he isn't looking and deal with him later.

Climb up the ladder and cross the bridge (assuming you rotated it with the security computer) to the other side. Go down the ladder (CAREFUL-like; there's nothing to catch your fall except sludge) and move onto the platform to your left. Here is where you have to deal with the assault-rifle-toting guard if you didn't before. Have fun! I already killed him with the sniper rifle. But if you don't know how to deal with a guard by this time in the game, bring it back to the store, eh?

Down the tunnel is a camera (that you should have disabled already). If the guard hit the alarm, it turns all the security back on (and hostile) so be wary if he saw you. Go up to the unlocked door and open it. You should be in a corridor with niches on the right side. They are there because you will have to periodically hide from the camera that is here, if you haven't disabled it. Getting about halfway down this corridor is worth 50 skill points.

There is a door at the end of the corridor. Behind it is a short twisty corridor to another door locked by a keypad. The door will be periodically opened by a guard if you don't open it yourself with tools or the code: 2167.

Take care of the guard and his buddy, and go through the door. You find yourself on a walkway guarded by a camera. Evade it and stealthily make your way over to the security computer. There are several guards on the lower level who will sound an alarm if they hear you. The login is the same as before, mj12/coupdetat. Disable all the cameras and open all the doors.

Quietly go down the stairs. Try and pick off the guards quietly, if you can. If you're a more violent type, a fun way to get their attention is to open up with the assault rifles into the gas drums on the floor below (note the bio cell behind them). The drums will blow up and the guards will come running into a gass-filled room and die. Or, you can shoot them. Either way, it's the Rambo way to do it, and i've done it more than once. Also, Note that there are shotgun shells under the stairs.

Make your way into the lab, once you've got all the guards (there are 3 or 4). Talk to Schick and tell him you'll protect him. Escort him out. Once you get out out to about the ladder, he'll say he can make it from there and you get 80 skill points.

Now go back to the lab. Note the bio cell behind the desk. Open up all the drawers, and take the contents, including a lockpick and a multitool. In the next room is a platform over some water, with 2 crates in the water. These are a lockpick and 10mm. The guard room (which will be on your left when you exit the lab/water platform area) is bare except for a computer you can use if you want. The last room (on your left as you come down the stairs, or on the opposite side of the guardroom) is locked with a keypad, but it has a different code and I don't know what it is.

If you get in by hacking the door, you will find a lot of ammo and your first LAW, a 1-shot rocket launcher that messes stuff up really good.

Once you have done all of this, you are finished with the sewers. Return to Smuggler for your reward.

Osgood & Sons
I know of 3 ways to get in here: pick the lock, use the key from the dead guard out front, or break the window on the side of the building (the right side). If you go in the front, you'll be in the same room as if you went in the side and then went up (not down) the stairs. You can use the 2 little crates to get on top of the stack and get the bio cell in the crate on top of the box stack. There is also a locked door here, with a keypad code. I don't know the code, but behind the door is a crate with 10mm and an augmentation upgrade cannister. This will allow you to increase the abilities of upgrades you have already installed (ie from level 1 to level 2 and so on).

There is also another unlocked door in this room, leading to a hallway with a crate containing a flamethrower, and a bio cell right next to it. 50 skill points for 'exploring' here. Continuing down the hallway will lead you to a back alley that you must get out of to get to the rooftops. Use the metal box to jump up onto the other crate and then onto the (amazingly strong) 2x4 that is balanced on the fence.

When you jump into the alley, try and see the telltale red blinking of the LAM set up against the wall. Run up and disarm it. Now climb the ladder. You should now be on the rooftop.

Another Way
If you go in the side window, you'll notice stairs down. Or, you can go down the stairs through the open doorway in the entrance room, down to the anteroom with more stairs.

Here we find a room with a crate (lockpick) an a control panel that you can disable to get past the laser tripwires. Or, you can say 'screw it' and use the small metal box to jump on the cardboard box and go along the pipes here, bypassing the tripwires altogether. Get past both guns either way, and you get 50 more skill points.

Duck under the pipes. Note the large orange/brown pipe in front of you. Behind it are some rockets. Use the elevator code, 3316, to open up the elevator door and get on the roof.

If you go up the elevator, you are in a different location than if you went up the ladder, but basically the same area. Look out for troops on the roof.

If you come out the elevator, you're going to be on an L-shaped platform with stairs going up to a door. Behind it (30 skill points) is a hallway leading to a fire escape that you can get to if you take the other ladder down from the rooftop you would have reached if you'd come up from the alley. Phew.

Now that we're back together again, break open the boards in front of the only usable door in that hallway, and take the medkit and prod charger within.

From here, though, we split again. You can either go up the ladder behind the elevator/down the third ladder from the alley rooftop (both go to the same place), or down the fire escape (somewhat risky). Past ladders is a platform with brick chimneys and a guard. Going over to the ladder to the roof is worth 30 skill points, if you didn't come down it in the first place. Also on this roof is a little hut. There are 2 30.06 packages and ballistic armor hiding in the shadows here. Also from here you can see lots of guards. Now is a particularly good time to snipe at them, especially now that you just got a bunch of 30.06.

From here, you can't really go anywhere, so now is a good time to go down the fire escape. It has partially collapsed, and jumping to the part still hanging on is a bit tough without taking damage, so save it before you make the jump (if you're inta that whole save/restore thing). Then go through the hole in that platform and onto the rooftop. Don't fall in the crack!

Take a right, grab the crate (10mm) and go around the side, go up the ladder, and on this platform grab the 2 crates (7.62, 30.06). The guard here has 30.06 and a LAM, a good thing to pack.

Go back down to where you saw the first crate and notice the plank. You're going to jump through the window. But shoot it out, first! This jump really sucks, and you might need to duck as you make it. Save first! (stupid jumping puzzles...) 20 skill points for getting through.

Hallway now. Note the medkit behind the large cardboard box. 30 more skill points for going around the corner. Go into the other room (to your right) and down the ruined stairs. To the stairs' right is a little alcove with a medkit and bio cell. Go back upstairs, grab the bio cell in the corner, and back to the window. Break the glass and go out.

Down the fire escape, down down, to the platform below. Jump from the fire escape to the platform to the ruined fire escape again, or just take the ladders down. Note the prod charger by the top of the second one. Also note the 10mm at the base of one of them.

Now you have 2 choices: up the ladder, to the rooftop, or down off the roofs to the street below.

NOTE: Use login NSF and password righteous for the security computers in the warehouse.

Roof
While the street has many guards (and guard dogs), the roof is relatively poorly guarded at first, but offers many guards on the upper levels. There is a set of stairs going down to a level with 2 guards on it. Note the laser tripwire on the first step of the stairs. Careful. If the guards notice you taking out guys or you hit the tripwire, 5 or more will come running up those stairs! If you're gutsy, you can jump out on the crossbeams over the crates and take your chances there.

On the top floor (under the roof) you'll find 2 crates with 10mm, and shotgun shells hiding behind a box stack.

The next level down is empty save a couple of guards near the stairway. You're going to have to be careful. It's probably not possible to shoot both without the ones below coming up to see what's going on, but you can try, if you like. This floor is also the first level that you can complete your objective. If you want, you can fire at one of the incendiary barrels near the generator (which you can see from here) and blow up the generator completing your objective.

The next floor has the computer room, which you must use to deactivate the generator. Alternately, you can fire downward from upstairs, as mentioned above. Going into the computer room is worth 70 skill points. Note the buckshot under the computer desk, and that the mirror is actually a door. This leads outside to a landing, and then a ramp, behind the building. More is discussed in the section leading you in from the bottom. Hack into the computer if you can, and shut down the cooling mechanism.

From The Ground
Fall off the roof, as best you can, without hurting yourself. You're going to want to fall off the edge with the ramp. Try and hit any guards or guard dogs that you can get from here, rather than dealing with them on the ground. One of the guards here has a nano-key that will open the warehouse front door. You can get it, or pass it by in favor of going in one of the other ways.

Note the alley on your left. Step in there a few feet to get 40 skill points, then leave. Technically, if you decided to descend from the rooftops at any point to get into the alleys, that is where you would come out. The way is rather difficult, however, involving shorted power boxes, laser triplines, LAMS, and several sentry guns. If you know the way and prefer to go that way, more power to you!

When you exit this alley, there will be one to your left, another way that you might have come if you'd gone into the alleys. A few feet in is a LAM you can use on the wall, so disarm it and take it. Even further in is another one. Note on the ground a multitool. There is a datacube that notes the warehouse ramp is 2577.

Go down the sewer hatch there, and retrieve the lockpick in the box floating in the water. You can get back up by jumping on the boxes. Jump across to the valve, and open it. This will allow you to swim underwater in the tube in the pool. You can also use a LAM to blow up the ruined section of wall at the end of the corridor here. That is worth 20 skill points. Past the wall is a datacube with login NSF and password righteous for the security computers in the warehouse. If you want, you can hack the keypad and open up the sealed door at the top of the ladder, and find yourself in the basement, at the sealed door mentioned under SWIMMING->GRATE.

From here, I assume you continue the ground assault...

Get out of the sewer, now. Exit the alley, and go left. On your right will be the door into the warehouse. Storm in, and prepare to shoot lots of people. Now, you can either shoot one of the barrels near the generator to blow it up, or go up to the second floor and have it overload itself. There is another way up from the ground, too. Circle the building and you'll find a stairway up to a balcony with a locked door that opens right up to the control room. From there you can overload the generator and it will blow. Blowing up the generator is worth 500 skill points.

Swimming
Swimming will get you into the basement of the warehouse, but you'll need good swimming or an aqualung to have a prayer of making it. Doing so gets you 20 exploration points, at about the halfway point.

Get out of the water, and use the security computer to deactivate a whole bunch of cameras and doors, etc.

HQ
When you return to Unatco, Alex sends an initial message that your mission was a success, which was the only bright side. Head inside Unatco and head to Manderly's office.

Be sure to collect the following items as desired:


 * Lockpick in Corporal Collin's office (upper floor, to the left).


 * Tranquilizer darts in vacant office (upper floor, on the right).


 * 750 credits from the ATM (via hacking).


 * 2 medikits in medial closet.


 * Bioelectric cell in Computer room closet.


 * Multitool in computer room.


 * Lockpick and credit chit in the computer room floor.


 * Darts and Bioelectric cell in Anna Navarre's desk.


 * 10mm ammo in the locked second-floor closet.


 * 2 Multitools and Weapon accurracy modification from Sam Carter. (7.62mm ammo clip if you tried to avoid a body count in Castle Clinton).


 * Upto 1200 credits as an op bonus for the previous mission.


 * A weapon recoil modification (requires 1 lockpick).

A government official is in the office in discussion with Manderly. After the meeting, he will head downstairs to interrogate the prisoners (although you can cut the meeting short by moving away from the local area.)

After speaking with Manderly, you can head to NYC via helicopter.

Battery Park
As you start the level on Battery Park, go to the subway entrance. If you rescued the bum at Hell's Kitchen's basketball court:

Enter the western shack, where two bums are talking. After their conversation, talk to the male bum, Curly, and he'll give you the phone booth code. Proceed downstairs.

The second option is to go downstairs and either pay Harley Filben for the phone booth code (6653), use multitools to crack the keypad (50% strength), or pick a lock of a crate (10% lock, 50% blast) to see a password written down in a book.

Step up to the phone booth on the western side of the station. Enter the code and stay inside the booth until it stops moving. Continue through the underground tunnel, and climb up the ladder.

Brooklyn Station
Your objective is to find the code to the mole people's hideout. There are two ways to accomplish this:

Talk to the bum (Charlie Fann) at the northeast corner of the station. He'll ask you to fix the water supply, so continue north to the rubble and open the door facing east. Use a rocket or LAM to clear your path, and proceed through the hallway. In the next room, jump over the steaming pipes to receive minor leg damage instead of sacrificing a lockpick. On the north wall, turn the two wheels on the pipes and return to the bum for the code.

Then go upstairs and head east, past the turnstiles. Pick the lock on the map (20%) for three flares and a datacube.

Enter the men's bathroom on the western side of the station and speak to the junkie. If you have zyme, then you can trade a vial for his LAM. If not, then you can mug the drug dealer for two vials at the southeast corner of the station.

Then go upstairs and head west to make a deal with El Rey. Take out the drug dealer at the southeast corner of the station if you haven't already, and return to El Rey for a free LAM. In the vicinity you'll find a gas grenade in the booth and buckshot in a combat crate. Southeast of that room, there is an ATM machine and a multitool above a telephone.

Mole people hideout
Enter the women's washroom on the western side of the station, and locate the keypad underneath the second sink from the left. Key in the code, proceed through the secret door to the southwest, and descend the ladder on the left. Go south while avoiding the NSF guards (the bums are friendly), and crouch along the median if necessary. (You will find bum behind a hole in the wall on the right, but talking to him is dangerous if patrols are conscious). Once you find a ramp on the right, take it and sneak to the southeast corner while being wary of the stationary guard at the northwest, as well as the patrol. In the corner, displace the smaller cardboard box against the western wall to reveal a protruding brick near the floor. Use it, and talk to the Terrorist Leader behind the secret door.

All of the NSF henchmen in the vicinity will become your ally, except for those who were attacking you prior to your conversation with the leader. Scavenge the room for supplies, and be sure to pick up the Molepeople bathroom key on the table. A crate outside of the room contains a lockpick. East of the median you passed earlier, there is a crate with thermoptic camo. Proceed north, turn left, continue along the path, up the ramp, and touch the western wall. Crouch underneath the rubble to the north and disable the LAM so that you can safely grab the medkit, bioelectric cell, EMP grenade, and four flares. Back on the main path, you'll find two washrooms. The women's contains a crate with a multitool, and the men's leads to the sewers of the airfield.

Helipad
Just before reaching the water, you'll find an EMP grenade in the northern pipe. There are two paths to the next area: the left has lasers hooked up to a turret, and the right has heat hazards. In order to avoid taking damage or using a multitool, stack two of the nearby metal crates in such a way that you can jump on the lower one, then the upper one, and finally over the lasers, while being careful not to push or throw a crate onto the lasers.