Deus Ex walkthrough

This page contains information regarding the progress sequence of the missions in Deus Ex, as well as related gameplay information. For more detailed information, see the articles on individual missions.

Missions

 * Training Mission
 * 1st Mission – Liberty Island
 * 2nd Mission – Battery Park, Hell's Kitchen, and Warehouse District
 * 3rd Mission – Brooklyn Bridge Station, Mole Tunnels, and LaGuardia Airport
 * 4th Mission – Hell's Kitchen (Second Visit) and NSF Headquarters
 * 5th Mission – Secret MJ12 Facility and UNATCO Headquarters (Final Visit)
 * 6th Mission – Hong Kong
 * 7th Mission – Hell's Kitchen (Third Visit)
 * 8th Mission – Brooklyn Naval Shipyards and Lower East Side Cemetery
 * 9th Mission – Paris Streets and Chateau DuClare
 * 10th Mission – Cathedrale de Payens and Everett's Home
 * 11th Mission – Vandenberg Air Force Base
 * 12th Mission – Pasadena Ocean Lab
 * 13th Mission – Area 51

Walkthrough

 * Please see the missions listed above for their walkthroughs. For missions that do not currently have individual pages, their walkthroughs are provided below. The walkthrough content below will be relocated to their respective mission pages when such pages are added.

Sub Base
From where Jock drops you off go through the grate to your immediate front. When you go through here the guards should be friendly if you talked to Vinny. Talk to the guy in front of the gate and he will give you a nano key to the main gate. From here you can go two ways The Path Underground and The Path Above Ground.

The Path Underground
If you choose the path underground back track a little to the front of the guard quarters without going through the gate. There should be a grate which you can use to access the sewers. From here there will be a gap with three pipes that require some jumping. In the water below towards the end of the gap there should be a gas grenade and inside the first pipe there should be an emp grenade, grab them both. Once you pass the jumping puzzle there should be some laser trip wires here, these are blue and can be easily passed using the pepper spray trick, or if you want you can purposely trip them and unleash spider bots. After the laser trip wire set there is a ladder you can go up it to find yourself under a small bridge, also be careful to not be seen by the guard that patrols here. If you choose to go through here you will need to deal with 2 GIANT FREAKING SECURITY BOTS and several guards, but hey if you want to do it by all means go ahead(Only way I see you can do this without being shot to death is if you have a lot of thermoptic camos or some camos and master in environmental training).

First Ladder
So continue up this ladder then follow the road and turn left towards the crane or door and use the door and use the crane(during all of this you are being shot at by guards and mechs, try the scrambler grenade on one of them pretty helpful!). If you use the door use the code 0909 and walk through and your done. If you use the crane use the elevator, once you reach the top walk forward into the control room to your immediate left under a computer there is a sniper rifle and two 30.06 ammo. use the button on the control deck to lower the crane. Walk on the crane being careful not to fall to your death. Once you reach the end drop down onto the rooftop. Smack the vent with a melee weapon(dragon tooth sword FTW) or pick the lock. Then go through the vent

In the long stretch of "clear land" after the trip wire set are two active gas grenades run up to them and defuse them. To your left is a ladder that leads to the storage warehouse

The Path Above Ground

The Club
Pretty straightforward go through the club talk to the door man and pay 300 credits for entry and proceed or alternatively you can pick the lock to the grate on your right (50% lock, 50% strength) crawl through it to end up behind the doorman and grab the nanokey to the club or you can pick the lock to the club (90% lock, INF strength). Either way you are in the club.

In here there are sodas, soy foods and wines around the place grab them if you feel like it. If you talk to the dancing nurse you can pay her 20 credits for information. In the furtherest corner to your left are two woman talking about Silhouette and Chad, you can talk to them and tell them Chad is okay and you can ask about Nicolette. To your right is a man sitting buy himself and if you approach him he will offer to sell you a bioelectric cell for 250 credits. In the bar backroom is a man in a locked room who will offer you some information for 1000 credits(Don't pay him you get the information from here for free, there is an arms smuggler who lives in building 11 and is out of town, in his apartment there is a lot of goodies such as throwing knives and a locked chest). Nothing else in the bottom floor of the club. Go to the top level and have a look at the decor, also talk to the woman sitting by herself, she will offer to contact you with Nicolette if you meet her outside the club. Go to the east of the zone, there are pistol rounds and 2 medkits

Outside
The streets are guarded by MJ12 troopers, Paris police and the mechs from the armoury in UNATCO, police won't bother you but MJ12 will. If you came from the sewers and took a left there will be a shack to your immediate left and that controls the security bots hack it or get the login from the couple in the cafe where you meet Jamie if you tell him to stay as a spy. Deactivate them, however be careful as there are MJ12 troopers right outside and a guard dog, on the same table is a datacube and bioelectric cell.

Chateau DuClare
The easiest way into Chateau Duclare is the back door which wooden boards can be destroyed with melee attacks. Afterwards, the first key that is needed to be found is behind the lamp in the gallery of the second floor.

Metro
Grab 900 credits from the ATM. Account: 576001, PIN: wyrdred08

Everett's House
The code to Morpheus chamber is 8001.

Arriving at Vandenberg
When you are dropped off on the roof of the Vandenberg compound, you'll be greeted by Carla Brown. She mentions that the base is under lockdown because of hostile bots. There are four of them patrolling on the eastern edge of the building - if you have a ranged explosive weapon, you could hit them from the roof but that may be an expensive or inaccurate tactic.

There are three routes from the roof. One involves breaking a glass window and dropping onto a lamp rail in the front atrium, and a second involves jumping onto piping on the western edge of the building. Both of these are damaging.

The intended route requires taking the stairs inside, and using the elevator. The elevator is guarded by two MJ12 troops, but has an upper vent that can be accessed by a ladder.

To help take out the four robots, you can release two robots from the hangar. To do so, you need to activate two generators - one is in the first floor in the compound, on the north-west corner of the first floor, and the second is outside on the south-west corner, next to a water tower. Enter the code provided by Carla, 5868 on both generators. When you reach the hangar, press the two buttons next to the doorways to release the robots.

When all four are destroyed, head into the comm building. The scientist will inform you to proceed through the tunnels to retrieve the command center key.

Vandenberg tunnels
Enemies in this area are mostly robotic spiders.

There are a few possible routes. If you want to go by the ground, expect to encounter mini-spiders and a run through a radioactive area. There is a route in the ceiling above that is safer.

Near the end of the tunnel is a room with a bridge. Since you can't cross it, you need to head into the control room (either by jumping down or by the stairs), and adjust the elevator to floor 3.

Cross the bridge for the last mini-spider. You should also find the key to the command center next to the scientist.

Command center
When you enter the command center, speak with Dr. Savage. After a short discussion, the doors to the computer room will open. The safest way to clear it is to walk behind the computers and bypass the electric panel at the back. Take the lift to the second floor, and bypass the second electric panel as well. Login to the computer with the username and password provided, and provide MilNet access to Daedalus.

At this point, you are hit with two plot events. First, Daedalus and Icarus merge to form a new AI, Helios. When you return to Dr. Savage, you will learn from Page that he has captured Tiffany.

Finish up any remaining tasks at Vandenberg, and head to the helicopter at the front of the base.

Abandoned Gas Station
At the road beside the gas station, you can find two people who were forced out of the gas station - in some cases, you may even find Sandra Renton. You can collect the sewer key from them (or from a dead body further along the road), as well as purchase some hardware.

The sewer access is located near your insertion point. Unlock the door on the left, and climb up.

Tiffany is located in the furthest building. There are two guards within that building; a MiB and a regular MJ12 troop. If they are alerted, the troop will activate the alarm, and attempt to kill Tiffany. Eliminate the guards between Tiffany and the nearby junkyard to ensure she escapes.

Rescuing Tiffany isn't required to complete the game, but you will get an augmentation upgrade canister later.

Silo
The mission begins in a camp with a fenced-off area in the middle. Ahead and behind you will be two Dobermans, though neither pair will happen upon you by chance. Above and to the right you'll see a guard tower with a single guard who is armed with a sniper rifle. Dispatch the guard with a medium or long-range weapon, or hide from him along the wooden fence.

Follow the fence in the direction you were originally facing, taking out the pair of Dobermans as you see fit. Stealth is your friend in this section. If the dogs start barking, the alarm will be raised and you may have to deal with more enemies than you bargained for. Continue to follow the fence around until you come to the southwest corner, where you will want to carefully approach. There is a Doberman waiting just around the corner that will bark and alert more guards if not dealt with quietly. Use a powerful melee weapon or tranquilizer darts to put the animal down.

West of your current position, there will be a guard house. Three guards are inside playing cards and discussing the use of civilians in their operations. There are windows on the eastern wall of the shack that you can break to take out at least one guard before they know you're there. Once alerted, at least one of the remaining guards will run outside. You can take him out with whichever weapon you choose. After taking care of the last guard, enter the shack and collect all the goodies laying around. There are two 100-credit chits on the table, along with a soda. There are three more sodas on the shelf on the west side of the room.

Upstairs, you will find a multitool laying on the table. On the north-facing side of the pillar in the room, there's a keypad with a 2-digit code. Use the multitool to hack the keypad, which will reveal a staircase leading to the attic. In the attic you will find crates containing a lockpick, a medkit and ammunition. Once you're done raiding the attic, head out of the second-story door on to the catwalk that leads to the inner courtyard area. Approach the courtyard with care. Inside will be two medium security bots and at least one guard on patrol between the second story buildings that can spot you if you approach too hastily.

Sneak in to the courtyard without engaging any foes, and sneak around the south wall of the southern building. You will need to access this building to gain access to the silo. There are a number of ways to do this. If you prefer to stealth past as many guards as possible, there is a metal door in a fenced-off area next to the northern building. It requires two lock picks, but grants immediate access to the silo facility. If you need to stock up on supplies, however, there are two doors on the north wall. The western door opens with three lock picks and allows you to completely bypass three guards. The eastern door requires only two lock picks, but you will have to deal with two extra guards: one patrolling the building, and one seated facing the wall. If you opt for the eastern door, there will be a room with several supply crates. Behind a large metal crate, there is a vent that you can use to access the area behind the western door, which will lead you to a staircase that you can take up to the second story catwalks.

If you don't want to use lock picks, and aren't too worried about being stealthy, alarming the guards inside the eastern building will cause them to run out, in some cases leaving the door open behind them. Either door will provide full access to the building. Be sure to quick-save before attempting this, however, as the doors sometimes close on their own. If both guards exit the building and the doors close, you will have no choice but to use the lock picks.

If you managed to approach the staircase stealthily, there will be a guard seated at a desk at the top of the staircase, so approach silently to avoid him or get the drop on him. One final guard will be patrolling the catwalks if you haven't already killed him. Proceed over the catwalks to the northern building, and take the ladder down to the first floor. If you have the health regeneration augment, use it to top your health up, then use the maintenance bot to top off your bioelectrics. On the floor in the north-east corner of the room there will be an unlocked vent that you can use to access the rest of the facility.

Once inside the silo facility, there will be a staircase going in both directions. Follow it down to the bottom, and you will find an elevator and a large door secured with a keypad. The keypad can be bypassed with two multi-tools, however Dr. Savage told you that the code was 8456 when you landed. Use the code to access the door, and the one beyond it. You will be in a room with a tunnel that is alarmed at the far end by three laser trip wires. You can disable the trip lasers by bypassing the circuit box at the tunnel entrance. On the laser end of the tunnel, an MJ12 Commando will be patrolling. In the command center above him, there are three Men in Black. You must defeat the Men in Black in order to abort the launch and reprogram the coordinates. If you head left after exiting the tunnel, there will be a bathroom with two methods of access. You may either pick the lock (40%) or use a ladder on the opposite wall to climb up to a loft-type area with two supply crates and a Chiang Arcbot Model 2. Defeat the bot and proceed to drop in through what would be the bathroom's ceiling, if it had one. Inside, a man will tell you about Howard Strong and that he is really an agent for Majestic 12. The man insists that he isn't crazy. There will be a datacube on the sink that tells you that the login for the launch computer is Username: Elder, Password: Armageddon. Exit the bathroom and head for the staircase that was to your right when you exited the tunnel. Once there, Dr. Savage will instruct you to use the abort button to abort the current launch, then use the security terminal on the wall to program a new launch. Use the username and password or simply use your Icebreaker augment to hack in, and then reprogram the launch.

Bob Page will gloat over your infolink that you won't be able to launch the missile. Exit the area through the tunnel you used to enter it and continue heading straight back in to the now-accessible missile silo. Inside, Page will tell you that they have a few minutes before they need to terminate the missile, so they might as well destroy you too. There will be yet another tunnel, this one far longer than the first. Waiting at the end will be two MJ12 Commandos and two Men in Black. As they are alerted to your presence, the lights in the tunnel will go out, forcing you to fight in the dark. Use accurate fire or a couple of LAMs to take the group out. Once the group is done for, hop on the elevator in the silo proper and head to floor six. There will be one more Man in Black waiting for you. Kill him, and hop back on the elevator. If you need to heal and recharge, there is a maintenance bot on floor 4. Arcbots are on floor 3, so there is no reason to stop there. If you try to go to floor 2, Howard Strong will be there with a plasma gun ready to fry you when you get off. Either deal with him there, or hit floor 1 to begin with, and you will come up beneath him. Once you're beneath him, he can no longer shoot you, but you will be able to take potshots at him with a pistol-type weapon or sniper rifle. Kill Strong, and then head back to floor 6 while you listen to Page finally admit you've won this round. Climb the ladder, press the button at the top, and Jock will be waiting for you once you exit the silo.

Ground Zero
The missile strike damaged the area outside, but there are a few soldiers in hiding.

The immediate threat is the sniper in the tower directly ahead. Hug the wall around the helipad, or take out the sniper from your current position. You will need to enter the tower to open the blast doors leading to Area 51, however, there are live LAMs at the first ladder from ground level.

When you approach the blast doors, Walton Simons will approach from the Comm Building (if you haven't defeated him already). As with the last encounter, he will use a plasma rifle.

The hangar contains a few MJ12 troops, and an alternate route into the base though the vent.

If you enter by the front door, the camera in front will first try to trigger the alarm. There will also be two medium security robots on patrol. You would first need to activate power to the elevator past the right passage, then turning on the generator. The elevator can then be used to reach the inner facility.

If you want to enter by the vent, the cheapest way is to jump on top, and destroy the fan. When you jump down, you should land in water. If desired, you can swim deeper to reach a laser mod. Head down the side corridor to reach the elevator area, and the entrance to Area 51.

Entrance
The first room has a camera-triggered turret, and a blue laser grid. Jump over or disrupt the grid to avoid releasing mini-spider bots. However, the first generator will begin to signal an alarm as you approach - it will explode after a few seconds.

Morgan Everett will try to speak with you through the comm station. He will relay the code for the local crew area, 8946, and warn you about Tracer Tong. This code allows you to reach the barracks, and recreation. You can find a code here, 0169, that opens one of the beds in the barracks, where you can retrieve the Sector 3 key.

Proceeding further south leads to a group of soldiers, including a sniper. It also is the entrance to Sector 3. Use either the key, or use enough picks to clear the 90% door strength.

The first room in Sector 3 is an elevator leading down. However, an MJ12 soldiers and a MIB will come out of the elevator and prevent you from passing. Page will comment on your performance, based on how much damage you receive. You will also speak with Tracer Tong, and get briefed on his opinion about Area 51 - he wants it destroyed.

Reactor lab and Helios
Past the door is the coolant filtration and separation tank. While a few transgenics are on the ground level, the threat is from the catwalks above, with MJ12 soldiers, an MJ12 sniper, an MJ12 soldier with a GEP gun, and a MiB. They may be useful as a fleeing individual may open the blast door to the Aquinas hub; but if you can't get past the door yourself, you'll have to find other means.

You can find a multitool in the separation tank, which can single-handedly open the reactor lab door. There is also a datacube with the login (area51, bravo13) for the security terminal that can also open the reactor lab door. Avoid the spider bots patrolling outside the blast door, and the two Grays in the reactor lab, and speak with the mechanic overseeing the reactors to obtain the code; if he somehow dies, you can retrieve the code from a dead mechanic in the irridated section below.

Open the Aquinas hub door with the code 1038. Climb down the ladder, and take a left to go across the bridge (with an MJ12 Commando en-route). Head to the elevator in the hub, and go to the third floor, and speak with Helios. The AI will want to integrate with you, give it's reasons, and allows you to proceed to Sector 4. Return, but you will quickly encounter four MJ12 commandos attempting to attack. These commandos can destroy the two robots that Helios sends out, but it is more than enough to allow you to escape.

Head to the stairwell. You can get an image of Sector 4 from the dead mechanic, but will need to climb down the stairs to continue. At bottom of the stairs is a large spider bot. It can be destroyed with the TNT crates, or disabled by any EMP grenades you have left. If you can run past the spider bot, you can also collect a LAW launcher.

Either Gary Savage or Paul Denton will use the communicator to speak with you, and give a summary of the situation. Helios has already shutdown power to government buildings, and has order the removal of barricades and closures of the triads.

Bob Page
Your final task is to prevent Bob Page from entering power, by following any of the three options given. You cannot attack him directly, as he is protected by shielding. Regardless of which path you take, there are the following defenses:
 * Near bob page are two turrets, which activate as soon as you enter his room. Bob Page also radiates an EMP, which will drain your energy.
 * On the top and bottom floors are universal constructors that produce mini-spiderbots or transgenics. You can enter nearby room by picking or breaking the door, and pulling the switch to close the UC.

Join Illuminati
Before you meet with Bob Page, Alex will give you first three digits for the Blue Fusion units, 7243. The four fusion units are found:
 * 1) In the south-west corner of the upper floor. Note that activating this unit will release two guard bots, but you can plant traps to take them out.
 * 2) Directly below Bob Page, on the second floor, past the radiation room.
 * 3) Directly below Bob Page on the ground floor, on the east side of the center pillar.
 * 4) In the south-east corner, in the radioactive room.

Once all four devices are activated, head to the control room behind Bob page, and press the button. Bob Page will be killed.

Merge with Helios AI
The Aquinas Substation is located on the north-east corner of the first floor. Despite having two entrances, the safest option is from the ground floor, since you do no have to cross electric arcs. Because this is a dangerous section, you may want to

Almost as soon as the door to the room opens, two power stations explode and release electrical arcs all over the room. You will first need to disarm them by using multitools on the electric panel. Once the electric arcs stop, hack the terminal in the corner to open the door for the Aquinas Routers. Take the southern elevator to the second floor and the routers.

Activate the bandwidth channels on both sides of the room, then login to the computer with the username and password provided (or hack into it). Once the primary router is active, return to Helios and begin the integraion.

New Dark Age
The coolant substation is located in the north-west corner of the lower floor. If you don't have multitools to pick the lock, you can either find the code within the middle floor on the south-east corner of the room, approach the coolant by swimming underneath the door.

Press the button in the coolant control room, to allow the reactors to overheat. You can leave either by the water or through the front door; while there is a vent in the coolant control area, it only leads to the nearby room rather than outside (and it is a one-way vent.)

Return to the reactor labs. Deactivate the failsafes at the bottom of the reactors, then head to the control room. Activate the ion injectors one by one. The mechanic will realize what is going to happen, and will attack you with his pistol. The button to engage the reactor will be revealed, and you can destroy Area 51.

Ending
Прохождение Deus Ex