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.

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.

'Ton Hotel
If you have not done so already, talk to a pair of UNATCO troopers near the 'Ton Hotel. They will offer you some gas grenades. Take them, then head into the alley behind the 'Ton. You should see a ladder that can be reached by placing a small crate in front of it. Climb up the fire escape until you reach an open window. Enter the window and you'll end up in Paul's apartment and will receive skill points, but be careful not to make too much noise as NSF troopers are standing in the hallway. Search the apartment for a credit chit in the bedroom, a medkit in the bathroom and the secret closest full of goodies.

Use Paul's nanokey to open the front door and you should see two NSF troopers and two hostages. Chuck a gas grenade out into the hall and pump a tranquilizer dart into each of the NSF troopers while they are blinded. Talk to the hostages to receive some information before heading downstairs. Chuck another gas grenade into the hotel office and fire another dart into the lone NSF trooper. Talk to Gilbert Renton and search the room for a nanokey and credit chit.