Deus Ex 2 Invisible War


Deus Ex 2 Invisible War

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Walkthrough

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Recommended Modifications - Fast Reference For Retards

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How you tailor your body modifications will determine (and be determined by) the weapons you choose to keep and how you go about dealing with the enemies. The majority of bio-mods are more tailored for fighting bots and computers, but can be adapted for dealing with organics as well. Generally, if you have a lot of body modifications that can counter bots, you can tailor your arsenal to deal with organic (human and otherwise) enemies and vice versa. The main question is if you want to go with Bot Domination or Neural Interface. Both allow you to deal with the various security and robot devices impeding you, but both also require different sets of skills.

If you choose Neural Interface, you limit yourself to the various terminals that link hostile bots and cameras. Unless you know where all the terminals are, you will be fairly incompetent in dealing with various enemies. On the flipside, Neural Interface allows you greater flexibility in the urban areas early on. You can "earn" free money by hacking ATMs and free food by hacking vending machines. Terminals may be guarded, but they are immobile. This means you can probably get up to one from an angle that is unseen by a patrolling enemy.

If you choose Bot Domination, you have greater free reign when it comes to attacking Bots, since you can eventually control all manner of robots at max proficiency. However, Bot Domination requires you to get close to a bot, "touch it" (inappropriately I should add), and then flee the scene while the uplink occurs. Bots that are dominated can be used as hulks when you choose to leave it powered down in a narrow space or something -- for a limited time, you can also use the bot's weaponry to destroy enemies. However, as fun as this sounds, bots are universally weak against the EMP devices enemies usually carry. What's more, you need some measure of stealth to approach a hostile bot in the first place or you'll be shredded before the uplink occurs. Since bots patrol in coordination with humans, that means you usually need both Cloaking and Thermal Masking to make Bot Domination a "worth-while" investment.

If you just picked up this game and want to go through it easily (you're also playing Normal, et al), try going with this set-up:

(1) Neural Interface

(2) Strength Modification

(3) Electrostatic Discharge

These three skills (note they are in different slots) will let you bypass most security systems and have the option to carry a shit load of items and equipment your first time through the game. The Electrostatic Discharge also lets you disable laser beams using a melee weapon (energy blade works best) by simply swiping the laser emitter. Your other mods though, will determine how you should tailor your arsenal (and what mods to use).

Beginner (Passive Mods) Operative

Bio-mods:

- Strength Enhancement

- Neural Interface

- Enhanced Vision

- Electrostatic Discharge

- Move Silently or Leech Drone

Weapons:

- Energy Blade

- Shotgun/SMG (damage increase, frag round)

- Sniper rifle (silencer, damage increase)

- Mag Rail (damage increase, ammo increase)

Summary:

This is the recommended build for beginners since the majority of the powers are innate. It allows you to kill bots you face with some regularity (use the SMG with an EMP converter before you trade it for the mag-rail). The various abilities will let you hack most systems to shutdown bots and turrets while the mag rail (or SMG) deals with bots you need to confront. The shotgun with the damage increase and frag round (or SMG with same modifications) serves as your primary means to kill organic guards and the mag rail with the enhanced vision ability will let you sight through walls to deal with pesky turrets and cameras. When you come across lone guards, the energy blade will make short work of them; the strength enhancement will give you the ability to carry many items, and it will let you do heavy damage with the sword. Finally, the electrostatic discharge will let you bypass annoying lasers by destroying the emitter with the sword -- a very useful tactic if you're conserving EMP grenades and can't find a security terminal.

Anti-bot Operative with Anti-organic Arsenal

Bio-mods:

- Bot-Domination

- Thermal Masking

- Neural Interface

Weapons:

- Shotgun (damage increase, frag round)

- SMG (damage increase, frag round)

- Sniper rifle (Silencer, damage increase)

Summary:

Basically, the mods you've taken will let you dominate the various inorganic obstacles in your way. Hi-tech security is a joke to this archetype since all Alex has to do is interface with the variety of bots and security systems and it'll all be over soon. Thermal Masking will allow players to close up with various bots and cameras and disable them using bot domination (jack this up to level 3 quickly) and then using the various bots to kill your enemies. Makes the game fairly easy, allowing you to bull over bots and kill most human security using sniping tactics. Highly recommended if you're the stealthy type of Shadowrunner. The only obstacle you'll face will be organic enemies and lasers, which will require a sniper rifle for the former and EMP grenades and EMP prox mines for the latter.

Anti-Organic Operative/Anti-bot Arsenal

Bio-mods:

- Strength Enhancement

- Visual Cloaking

- Enhanced Vision

Weapons:

- Energy Blade

- SMG (EMP converter, ammo increase)

- Shotgun (EMP converter, fire rate increase)

- Mag Rail (damage increase, ammo increase)

Summary

This is a traditional anti-organic archetype, letting players sneak by most human enemies and dealing with bots with old fashioned, noisy weapons. Not very effective since bots are usually fewer than the number of human enemies you can reliably head shot with a scoped weapon. However, the number of normal bio-mod capsules usually outnumbers the black market ones in the long run, so you may find yourself using this type of player. The strongest point this player has is the see-through the wall/bot killing method using the mag-rail, making head on confrontation with bots a thing of the past once a mag rail is acquired. The main thing about this approach is that you sneak by human enemies, but destroy the few bots you encounter. In the case where you fight humans, you'll need to rely on your cloaking and vision to ambush people.

Drone Master Operative

Bio-mods:

- Spy Drone

- Hazard Drone

- Defence Drone

- Attack Drone

- Leech Drone

Weapons:

- SMG (EMP converter, ammo increase)

- SMG (damage increase, frag round)

- Sniper rifle (silencer, damage increase)

Summary:

This is a challenging archetype relying entirely on drones (or options). The attack drone can whack your organic enemies but you'll need to run and hide to deploy your spy drone. You'll also have a hard time with alarms since you cannot hack the various machines in the DX2 world, but instead you'll need to rely on the Spy Drone to look around and EMP unsuspecting sucker cameras, turrets, and bots.

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Bio-Mod Capsules - The Ultimate Easter Eggs

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Regular Capsule Total (Whole Game): 25

Illegal Capsule Total (Whole Game): 17

If you stick to one archetype of agent for the whole game, you can stop purchasing capsules midway through the game. However, you may want an extra load of capsules incase you feel like changing skills at the end of the game. Since you have several methods to deal with last stage in the game, you may want to keep a save file on Liberty Island to play around with different bio-mods.

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Seattle - Where Ex-Porn Star Hookers Go To Retire

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Regular module x3

Tarsus Bio-Mod Lab map, Tarsus Academy. First room (past Alex's dorm). Dr. Nassif will insist that Alex install at least one normal bio-mod before the player proceeds further through the lab to escape. Install it on the skill you will most likely use, otherwise, it will be wasted when you overwrite it with a black-market modification or another skill.

Illegal module x1

Tarsus Bio-Mod Lab map, Tarsus Academy. On the second floor after meeting with two groups of scientists (and two conversation cut scenes) and engaging in a mission to defend the scientists from two Order Seekers. If you're still not sure where, this is the area after meeting the first camera and gun turret combination in the game. One of the numerous cabinets will have a very large red canister that looks like one of the various grenades, except that it is a black market capsule. You'll need a multitool to retrieve it, naturally.

Regular capsule x1.

Emerald Apartments Map, Upper Seattle. Dr. Nassif's room (#2224) has a foot locker with the capsule. Access her room via the ventilation shaft leading into her room from the rear staircase (usually where the Janitor hangs out).

Illegal capsule x1

Nightclub map, Upper Seattle. Access the VIP area -- preferably by speaking with the club owner after assassinating a Mr. O'Rourke in the Emerald Apartments (the guard inside may fire if you are not VIP ...). An Omar Trader within sells one illegal capsule at the going rate of 1000 credits (or 500 credits, if another mini-mission is successful). No one said being a hot cyborg chick would be cheap.

Illegal capsule x1

Nightclub map, Upper Seattle. Access the VIP area -- preferably by speaking with the club owner after assassinating a Mr. O'Rourke in the Emerald Apartments (the guard inside may fire if you are not VIP ...). An Omar Trader within will give Alex an illegal capsule as a gift for completing the mini-mission "Scan Grey Tissue in Nightclub Basement". This capsule is in addition to the one normally sold by this particular trader.

Illegal capsule x1

WTO Hangar map, WTO Terminal. The only reason you're here is to rescue Ava Johnson, one of two pilots you'll come to rely on for the rest of the game. While breaking into one of the various doors to disable the two missile emplacements, you'll probably find a datacube with a cryptic message about "something in a storage room" and "lay low". This should give you the passcode to a small storage room inside the central tunnel area under the helipad that has an illegal capsule. Note this is not the tunnel area that is accessed by three blue-lit manholes, but the tunnel area accessed by one of four doors on the centre of the long helipad structure.

Illegal capsule x1

Lower Seattle Slums map, Lower Seattle. An Omar trader has shop in an alleyway next to the QueeQueg coffee shop (that area is past the alley by the Greasel Pit pub). If the "Scan Grey Tissue in Nightclub Basement" mini-mission is cleared, the price will be an acceptable 500 cees. Otherwise, Alex will need to sell her bio-modified body for the next few days to gather up the hefty 1000 cees to buy the capsule at full price.

Regular capsule x1

Mako Biolab map, Mako Ballistics Interior. One of the numerous cabinets in the area has this locked up. Be sure to take out the guards and don't trip the turrets by breaking any glass (unless your weapon is modified) or this will be more painful than expected. Should be easy, as the capsule is almost in plain sight.

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Cairo - Proudly Killing Foreigners Since Pre-History

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Regular capsule x1

Nassif Greenhouse map, Southern Medina. Head to where the plants are in the greenhouse. This area, patrolled by two security bots, can be climbed. Mantle up to the top of the shelves holding the plants. A vent at this height is in the corner of this room -- head in. As you travel through the vent, visit all the various forks in the vent shaft to find one wreckage of a room with a capsule inside a foot chest. You can also go into the filtration system room, destroy it and head down the shaft under the machine (it's the same shaft).

Illegal capsules x2

Northern Medina map. Purchase a set of two from the Omar Trader across from the Medina Apartment complex. You must buy both capsules at once -- you may as well since the price is "discounted" when you buy both. Do some math if you doubt it.

Normal capsule x1

Tarsus Academy map, Arcology Level 107. Inside the science lab with the loose greasels is a locked cabinet with the capsule. Easy pickings.

Illegal capsule x1

SSC Office, Arcology Level 108. There is a capsule hidden behind a vent in the detention cell of the SSC office. Speak with the guard to turn him around so you can disable the camera with an EMP (or a multi-tool) and do it again to the lasers. If you have the electrostatic discharge skill, you can whack the lasers with an energy blade and simply ignore the camera and guard (they don't do anything).

Normal capsule x1

ApostleCorps' Facility Corporate Suite, Arcology Level 108. Getting the Mag-Rail at Mako Ballistics will make you look more attractive to covert classmate Klara Sparks. She'll pass you a capsule if you followed the WTO objective.

Normal capsule x1

ApostleCorp Facility Laboratory, Arcology Level 108. In the same large lab room where Dr. Nassif is, there's another locked cabinet with a bio-mod capsule.

Normal capsule x1

Pequod's Coffee shop, Arcology Level 107. This mini-quest will have you bribe N.G. Resonance's manager in the Arcology Air Terminal (above Level 110) for the Pequod's endorsement. If you choose to do that instead of the QueeQueg mini-quest, you can get a bio-mod capsule by reporting back to the Pequod's manager.

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Trier - Some Place In Germany

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Illegal capsule x1

Abandoned Curio Shop/Black Gate Ruins map. A mini-quest for one lousy capsule. Look for a well dressed negro named David Kurzec in the QueeQueg's coffee shop in Trier. He'll "connect" you to the local Omar cell in Trier. He'll direct you to where the Omar are, where you make the purchase as normal. Unfortunately, you will need to get the capsule in enemy held territory (how the Omar get there in the first place is a mystery) by fighting/sneaking through the Black Gate ruins (including the Templars shiny new mil-bot) to the ruin's west tower and getting the capsule on the top floor.

Normal capsule x1

Nine Worlds' Tavern map. Find a Chinaman named Tracer Tong inside the tavern. Finish the cut scene for a normal capsule of nannite goodness.

Illegal capsule x1

Evidence room, SSC Headquarters map. Break into the evidence lock-up of the SSC HQ, avoid the camera (or EMP it) and the turret for a capsule on the shelf. You can also finish a side mission for the QueeQueg's manager while you're at it.

Normal capsule x1

Visiting room (2F), SC Headquarters map. Speak with Tracer Tong, then head for SSC HQ. Dumier will ask to meet at SSC HQ. Speak to Dumier after he and Saman are done with their parley for a normal capsule.

Normal capsules x3

Tracer Tong's Office, Black Gate Lab map. On the first floor (not the basement) of the lab, look for Tracer Tong's office and break into the cabinet for three helpful capsules.

Illegal capsules x2

Templar Compound Grounds map. Look for a beggar boy near a dumpster offering information for credits. Mantle atop the dumpster and head into the raised area above the Templar held area. Deal with the turrets and Templar paladins with whatever means you prefer -- the two illegal capsules are inside a container sitting on a ledge overlooking the lower streets.

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Antarctica - Planet Earth's Cum Scab

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Normal capsule x1

Tent 04, Shackleton Ice Shelf map. Look insider tent 4 for a locked container with a capsule within. Hack it or blow it up to experience your nannite buddies crawling over your skin.

Normal capsule x1

Before activating the first Helios node, JC Denton's Sanctuary map. Head down the ladders in the room to find a capsule in a pit with arcing electricity. Deal with the transgenics and fetch the capsule safely without harm by staying close to the wall.

Normal capsule x1

Before activating the second Helios node, JC Denton's Sanctuary map. Head down the ladders in the room to find a capsule in a pit with arcing electricity. Deal with the transgenics and fetch the capsule safely without harm by staying close to the wall.

Normal capsule x1

Before activating the third Helios node, JC Denton's Sanctuary map. Head down the ladders in the room to find a capsule lying in the middle of the bottom floor, near a container with spilled supplies. Deal with the transgenics and fetch the capsule.

Illegal capsule x1

Abandoned Versalife Complex. Head to the back of the abandoned base and locate a section of floor gouged open by bio-active feces (from greasel droppings). Head down and search the crawlspace look for the capsule.

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Return to Cairo - The Biggest Bigot Orgy On Earth

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Illegal capsule x1

Northern Medina map. Purchase the capsule from the Omar Trader in the North Medina map. Do this before speaking with Leo Jankowski ... in case stuff (or bodies) start to fly.

Normal capsule x1

Nanoformer Bay, Level 107, Cairo Arcology. Break into the area where WTO soldiers are holding a "dangerous prisoner" (Klara Sparks) and climb down the ladder beside the computer terminal to fetch the capsule.

Normal capsule x1

Bay 23, Arcology Air Terminal map. Speak with Dr. Leila Nassif in Bay 23 for another capsule. Note if you killed her as the Order suggested earlier, you will not find Dr. Nassif later in the game.

Normal capsules x2

Bay 23, Arcology Air Terminal map. These are two capsules in a container designated as Paul Denton's "personal effects". Climb up into the control room overlooking Bay 24 to find them.

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Liberty Island - Misrepresenting Freedom Since 1878

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Illegal capsule x1

Leo Jankowski's bivouac, Liberty Island West map. Locate Leo Jankowski (he must be alive) near the UNATCO structure. An illegal capsule is in his mini-base as a final payment from his employers.

Normal capsule x1

Tracer Tong's bivouac, Liberty Island East map. Tracer Tong is based on the north docks of Liberty Island. Find him and either talk to or kill him to get into his hobo shed. A capsule is inside the shack.

Normal capsule x1

Illuminati Encampment map. The command shack with Dumier and Her Holiness (DuClaire) has a capsule inside a locked container.

Illegal capsule x1

Storage rooms, UNATCO Facility map. There is a storage room in the long hallway patrolled (usually) by a Templar Power Suit. One of them has a capsule inside a container.

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Seattle - Main Missions

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Meet Billie in Tarsus Apartments

This is your first objective in the whole game and impossible to fail. While you can dick around in your own apartment, you may want to find out why the whole building is shaking and why muffled explosions are surrounding the place you just happen to be in at the time. Be sure to loot your whole apartment (refrigerator included) of food or any other goodies you can stack. You probably will drop the binoculars soon after you get a sniper rifle or boltcaster, but you can take it with you for now. Head to your holo-comm and get the v-mail from Dr. Leila Nassif for this objective. Head out the hall, and turn left past the busted vent to Billie Adams' room. The janitor will usually stand there by her door. Use the room intercom to gain entry. Note Billie Adams' foot locker is securely locked and you will need to open it by using tools or force later on.

Meet Dr. Nassif and the other residents

This is your next obvious objective. What the fork is going on with the building? Leila Nassif will meet you just past the lift in the Tarsus Academy map for a cut scene and a new objective. Klara "I'm Sooooo Spunky, I Can Chew Cum -- I mean Gum" Sparks is just at the end of the hallway just dying to be someone's fuck buddy. You can talk to her or to Leo Jankowski (in the interior race track) first, but keep in mind that the second person you speak with will trigger a new set of objectives, as well as enemies to fight with. The answers in the conversations at this point do not seem to put any weight with factions or reactions, so feel free to phrase your answer as you like. Keep in mind that future conversations will start affecting your standing with various factions (or may cause people to attack you) so you should be ready to fight or flee as you pick your answers. Lastly, note the various vending machines selling overpriced crap; the recommendation is for you to avoid using them now, as you will need your credits for other uses later.

Get Equipment From Alex's Locker

The loud explosion is your cue to get the fork out of here. The locker rooms are on the lower level, underneath the running track. You should have little difficulty in locating the stairs leading down from the track to the basketball court. An SSC soldier should be on this level, telling you to grab your gear in the locker and then to escape. Leila Nassif should've given you a keycode for your locker; use it. Grab all the items there, and open up any other locker you can. Locked lockers and storage chests may be blown open with explosives or opened using the multi-tool. Multi-tools are fairly common IF YOU DO NOT WASTE THEM. When there is a room or container that lets you use a multi-tool to enter it, see if there is another way to go about it (there almost always is); lockers can be blown up using concussion grenades if you aren't in need of stealth. For now, use the multi-tools on the lockers and grab the goodies, then head out to the basketball court.

Escape Tarsus Academy

Head out and answer the SSC guard anyway you want to handle the armed Order Seeker fanatic. If you want to fight, ask the SSC guard to come with you to attack the fool. If not, you can sneak by, but without your stealth mods, you will be discovered very quickly if you move faster than a snail's pace. The best thing is to ask the SSC Guard to lay down cover fire, then immediately shoot the enemy in the back. Head back to the lift and engage in a little cut scene with Billie.

Get Bio-Mods and Escape Tarsus Academy

In the apartments, talk to the next SSC Guard and send him ahead by saying you can cover him. If you prefer not to fight (there's only one enemy here on Normal), you can simply ask him to stay put and sneak through Leo's and Klara's rooms as Billie suggests. Various weapons and stuff are inside the rooms -- be sure to nab all the food you can get your hands on (you can carry 50 food items) -- go around the enemy occupied hallway into your room. If you choose to visit Billie's room and open her locker, you can get a few items (ammo, etc.) that are probably not worth the trouble. Hit the next map by entering the Tarsus Labs.

Get Bio-Mods

Inside the labs, approach the holo-comm and get a brief from Leila Nassif. Afterwards, you may want to save the game so you can experiment with the various bio-mods by installing them, dicking around with them, then re-loading the game. You will never have the chance to use all the bio-mods you want in one game, so you should learn to operate with what you have. Refer to the bio-mod section at the top to get some ideas. You cannot proceed out of this area without injecting at least one capsule of nanotech into your body. If you want the most challenging game of your life, inject one capsule into the Strength Enhancement, then do not use any capsules for the rest of the game. If you're playing this the first time, take all three capsules in Strength Enhancement. You can carry more items if you do.

Escape Tarsus Academy

Now that you have nannites swimming with your blood, the door to the next area opens. This will be your first camera and turret exercise, so be prepared to use stealth (cameras do not detect sounds, but are very visually acute) or an EMP grenade. Since there's more havoc to be done later, it's suggested you sneak by using the boxes or simply running past the stairs when the camera is looking the other way. Head up the stairs and engage in a cut scene, once you do, quickly move deeper into the lab (may trigger a second cut scene) to pick up an explosive box. You can set this box (do not throw it using the fire button) down at the end of the hall where you came up from -- two Order Seekers are looking to kill the scientists, and killing them earns you a weapon silencer when you speak with the scientists.

On the other hand, if you fail, kill the scientists, or simply flee, the Seekers will still try to kill you. Best to get the silencer by blowing up the box (shoot it) when the Seeker(s) come near. Before leaving, be sure to use a multitool on the locker for an illegal bio-mod capsule of nannites. Take Neural Interface, if you're playing this the first time, as that skill will let you hack into various terminals and stuff (as the game's designers intended) as well as get you free food (hacking) and credits (again, hacky hacky).

There're two more Seekers in another room with a camera and turret. If you're careful, you can probably hack the camera from the terminal and turn it off or quite prosaically, EMP the camera or turret and get on with it. Once Alex reaches the end of the hall, a Chinawoman by the name of Lin-May Chen (no relation to Mai Lin, the 1970s porn star). She offers you clues to your next objective. Whether you choose to follow them once you're outside Tarsus is your business.

Go to the Order Church AND Go to the WTO Terminal

These far-reaching missions are actually long term objectives that will place Alex in the next area, leaving Seattle forever. So why not indulge in a little Shadowrunning/Bladerunning action and explore the city? You'd think that you can do one or the other (the game makes you think so), but you should meet with both the Order and the WTO to create some interesting "sit on the fence" situations where Alex can work for one side or the other. Leo Jankowski thinks he's a bad-ass mo'fo merc ... apparently, he's never met Alexandra Denton after her little phuck and suck with the Simalcrum. Huhuhuhuhu.

To head into Lower Seattle, look for the Inclinator (a giant cargo lift) on the ground level where you start the Upper Seattle map on (from Tarsus). Alex will need to head by some punks before she can get to the Inclinator -- if you are looking to save ammo and money, give them the "ATM" answer. Conversely, pull out a gun once the patrolling Aerobot is out of sight and nick any of the thugs with a shot. Once you do, back away and watch the Aerobot turn the thugs into one of Alexandra's 30 day specials. Be sure to check the dumpsters for items (that should be natural).

Get Metro Pass to WTO Terminal (to WTO)

In Upper Seattle, there will be a set of stairs to the train to the Air Terminal. To get past the gold security lasers, you need a metro pass and have the station attendant turn them off. If you're as dense as you think you are, you should be shot. Instead of paying 'da man, get yourself a firearm somewhere and head into the ventilation duct at the bottom of the station's stairs. Inside, you'll find that there's some thugs who need to be "eradicated". Do so and you'll find the real attendant shot dead. You'll find a free softkey metro pass in the locker, as well as some ammo and other stuff. Deactivate the gold lasers from the security terminal (use Neural Interface) or the manual switch in the station's ticket booth (watch the camera). Head to the WTO Terminal to meet hot British sluts-in-uniform Donna Morgan. Mmmm. Sluts. Huhuhuhuhuhu.

Investigate Dr. Nassif's Place/Minister of Culture's Place (WTO)

Alex gets this mission almost right off the bat. Since there's another WTO-related mission in this same area, you may be able to kill two birds with one stone, depending on how many multitools and EMP grenades you've acquired. Remember -- although you can fight (barely) with human guards, bots (inorganics) with high-speed mini-guns and riotguns can reduce you to chum in less time to say it. Try to pick up the glass-destabiliser from the three punks hanging outside the Inclinator door first though -- you need that mod to avoid tripping unnecessary alarms. You may also want to pick up the free energy blade in the Lower Seattle Slums map; it's by the dead Omar in the sewer outside the Greasel Pit pub. Watch out for the two Karkian transgenics who lurk down there however.

The Emerald Suites are in Upper Seattle, and is a good starting mission. Upon entering the complex, you may speak with the janitor about buying a softkey pass. You need to enter the penthouse, but you'll probably not be able to afford the softkeys (you also want to save your money ... for the cyber-strippers). Although Alex can break and enter any of the rooms without alerting the SSC, the top suite (2226) will most likely cause an alarm.

You'll probably be better off by entering the janitor's stairwell (back staircase) and going through the ventilation duct. From here, you can enter any of the lower rooms (including Dr. Nassif's place) and have some view of the hallway. It's advised you snipe the SSC guard now (breaking into the top suite #2226 will trigger alarms) and kill his partner when he shows up to investigate. With a handgun (don't silence it yet, by and by), you can take pot shots of the guard(s) as they pass under the vent shaft. Kill both guards (and the janitor, if you want) and take their ammo.

Drop down into Nassif's room to get the datacube (Billie will yammer more plot-related garbage) and the bio-mod capsule. The other room on the lower floor is home to a gun nut with plans on breaking into the Minister of Culture's penthouse. Waste him and root through his apartment for weapons and items. Depending on how you modify Alex's body (yeah, I like talking dirty to women) you may want to equip a boltcaster (in the gun nut's room) or stick with a handgun. The boltcaster is a slow sniper rifle that only kills organics, but uses less ammo than the sniper rifle.

After clearing out the lower floor, only two more things of interest are in the Emerald Suites' map: Mr. O'Rourke in room #2226 and the Minister of Culture's pad in the penthouse. You'll probably want to head to the roof if you're interested in breaking into O'Rourke's apartment. The roof has a security (bulldog) bot. Try to disable it using an EMP grenade (detonate it on impact). One should take it down. If your weapon doesn't have a glass

destabiliser, you may want to mod one now. You can also just shoot through the glass to alert everyone, but you'll need to take down four people (O'Rourke, his bodyguard, and two SSC who spawn out from the first floor). Clear the apartment from the roof, drop down and use a multitool on the gold beams for a sniper rifle. Other than killing O'Rourke, the sniper rifle is the only real reason to enter this area early on.

The penthouse can be accessed via the back stairs (which are next to the busted lift). You need at least one multitool to access the penthouse's back entrance. You can also brave shutting off the electricity in the broken penthouse lift, but the threat of being shocked is a bit too much with the recommended archetype for beginners. The penthouse has a few spiderbots (a handgun should suffice) but you really need to watch out for the red lasers that will activate the turret (that'll shred you), as well as the camera on the second floor that releases another spider bot. Another EMP grenade can get rid of the camera, or you can simply dash to the office door and head in before it sights you and use Neural Interface to turn off the camera. The terminal can also open the safe door, but you will need to hack it or use a multitool on the vault itself. The Minister's vault will have a datacube that will trigger some plot-related garbage from Donna's filthy whore of a mouth (mmmm ... whore). You can also find an Energy Blade in the vault, if you didn't pick one up already.

Decontaminate Inclinator Facility (to Order Church)

On the way to Lower Seattle, there will be a toxic spill that prevents the Inclinator from being used. The facility director will acknowledge that a Nanoformer is able to clean up the spill, but that it's been broken and the repairbot cannot reach the nanoformer unless it is freed from storage. This relatively exercise will have Alex moving silently past two bulldog bots patrolling just past the SSC guard. The fastest way to the repairbot is via the air-duct in the facility supervisor's office, on the right past the door behind the SSC guard. You'll have to act fast to stay out of the bulldog's sights. Once in the air-ducts (this is the office air-duct, not the one behind the pallet near the SSC guard) you'll come to the large inclinator room filled with very green, very toxic, heavy-duty industrial fart. Stay on the rafters above the gas and make way to the air-ducts on the side (duck to squeeze onto the rafters on the edge). You can activate the repairbot (which also gives bio-energy) and have the nanoformer take care of bid-nis, or hack the terminal on the second floor of the large gas-filled room and activating the clean-up program. If you do not have Neural Interface, you can get the softkey from the engineer trapped below the inclinator by getting to the side door (you take some gas damage). Clean up the place however you can and the Inclinator can be activated.

Investigate Rogue Order Captain (Order Church)

It's advisable to do Billie's optional mission "Investigate Dr. Nassif's apartment in the Emerald Suites first. This is the Order's preliminary "induction" mission. Doing this supposedly affects faction status, but not really. Meeting Her Holiness in the Order Church (easy, once that Inclinator business is done) is simple. The church is in the back alley behind the Greasel Pit pub once you arrive in the Lower Seattle slums. High Auger Lin-May Chen (who looks like Mai Lin, the porn actress) will give Alex a new mission after the talk with Her Holiness. The task is simple, although you'll want to take a machinegun and a silenced (modded) sniper rifle (the sniper rifle is more important) back to the Inclinator and start offing the various people you see there (during the mission, the non-hostile bystanders like the engineers are not present). It's advisable to kill all the Templar recruits since they don't hesitate to fire on Alex. Meeting with the Order Captain is optional (just more dialogue) since the datacube with the mission's objectives are on the desk of the Inclinator Supervisor's office (she won't be present either, so don't worry about gunning down some innocent pussy). Once the datacube revealing the extent of Templar infiltration of the Order is "read", the mission is effectively over. For this mission, if you do not have a sniper rifle, you may be able to substitute it with a Biotox attack drone, but it's doubtful you'll have the bio-mod capsules for it. If you have at least a submachinegun, you can probably strafe and blast some enemy with a sniper rifle and modify it. The best thing to do is to visit the Emerald Suite Apartments to get the sniper rifle in the attorney's (Mr. O'Rourke) suite.

Investigate Minister of Culture's Place (WTO)

Refer to "Investigate Dr. Nassif's Place" for pointers on the MiniCulture's pad. This is the WTO's preliminary "induction" mission. Doing this supposedly affects faction status, but not really. Meeting hot to trot buxom British babe Donna Morgan on the holo-comm at the WTO terminal will trigger this mission.

Investigate Mako Ballistics and Hire/Find a pilot

This mission is given by both "Older And Anal Asian" Lin-May Chen and "Horny British Housewife" Donna Morgan once the preliminary missions are finished and each individual is met again by Alex to advance the story. Getting to Mako Ballistics is a problem since air travel is the only way to get there. Neither the WTO nor the Order have any craft at Alex's disposal, so you need to find one. There are two pilots available in the whole game: Sid Black, a mercenary pilot and Ava Johnson, mysterious AI drone.

Sid Black is relatively easy to find -- he's in the Greasel Pit pub in Lower Seattle. However, his craft has been seized by a krezzy Russian black market woman named Sophia Sak (I'd like to sack her ... huhuhuhuhuhu). Getting Sid's plane back is easy: pay off his debt (not recommended) then speaking with Sid, or killing Sophia Sak's whole army (comprised of SSC basically) then speaking with Sid (recommended). Unfortunately, Sid Black charges players by the jump. Each time you use Sid Black, you need to pay him. If you choose to sack Sophia (and force her to choke on your filthy cock) it's advisable to finish the optional Club Vox missions for the Omar so you have more illegal bio-mod capsules to play with ... if you have a Neural Interface level of 3, you can enter the Heron's Loft Apartment via the gate entrance (kill the SSC guard there by the way) and hack the terminal so you have the turret under your control. Alex can sweep the landing pad with turret fire and clean up the strays.

Sophia Sak's hangar is a bit more tough though, as you will get Alex spotted almost immediately after entering the map. Crouch and move quickly to the left to avoid detection. If you have a silenced sniper rifle, taking out the meat (the SSC) will be easy. The only bots in the area are a bulldog in the maintenance trench, a camera in the far end of the hangar, and several turrets in the area. Although it's not necessary, the main reason to enter this small map is to grab any weapons you may have missed out, including a flamethrower in the weapons room overlooking Sid Black's Harrier.

The second pilot, Ava Johnson is harder to find at first. She contacts Alex either in one of the holo-comms in the Greasel Pit pub's back room, or just outside of Donna Morgan's office in the air terminal. Getting Ava Johnson is somewhat more profitable since the landing area where her avionic ass is parked also has an illegal bio-mod capsule in a locked room. Breaking her out of Seattle requires you to deactivate the two SAM sites (Neural Interface on the control terminals or blow 'em up with grenades) and then activating the pilot beacon in the control tower. Interestingly enough, if you break into Ava's pad before speaking with Donna Morgan about the Minister's penthouse or Mako Ballistics missions, she'll give a tongue lashing. Mmmmm ... tongue. Huhuhuhuhuhu.

Ava's area is guarded by two security (bulldog) bots and several WTO soldiers. You can probably snipe out several WTO from the safety of the lift and EMP the bots using grenades, spider bombs, or a spy drone. Taking down the SAM sites is best done through using the Neural Interface -- the softkeys for the security terminals in the landing pad are scattered all over the place. Once the SAM sites are turned off (or blown up), activate the pilot beacon in the control tower and you'll be off.

Take your pick of Ava Johnson or Sid Black -- there's no difference in using hiring pilot except for the credits involved and the spot where you appear in the next destination. Ava Johnson is free (and more interesting). Note that killing Sid Black at any point in the game will default you to using Ava Johnson's services (huhuhuhuhu) for the rest of the game.

Mako Ballistics is north of Seattle, and depending which pilot you choose, you will be deposited either on top of Mako Ballistics' rooftop (Sid Black), or in a side alley next to the company's public plaza (Ava Johnson). Ava's route is a bit from the bottom and somewhat harder, but not too much if you choose to snipe and sneak your way past the guards and patrolling bots. Let's take Ava's route now, as Alex will catch up to Sid's drop-off point later.

Ava Johnson deposits Alex in a small alley near Mako Ballistics' public plaza. There are two ways to approach the building (and three ways to enter it). The first approach is literally through the doors leading into the plaza. Unless you are complete death with a game controller and can take down armies of nasty aliens with a pop-gun, you may not want to go through this way. Instead, head for the ventilation shaft guarded by two spiderbots. This vent shaft empties into the groundskeeper's office where you may choose to purchase the softkey to Mako's front door. It's probably better to find one of the following methods to enter Mako Ballistics proper.

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Entry Method 1 - You can use the explosive crate in the groundskeeper's office to blow up the front doors of the Mako building. Not subtle, but it will allow you to use Neural Interface to kill the receptionist and SSC guard in the lobby, not to mention the patrolling bulldog bot. This puts you closest to Mako's bio-labs, where you will find clues to Dr. Nassif's destination.

Entry Method 2 - Head around to the other side of Mako plaza and look for a short flight of stairs leading down to an ATM and a locked door. Multitools can get you by the door and into Mako's basement. This is the furthest entry point from all your objectives, but gives you the luxury of turning off the power to a lot of the lights in the building, making it somewhat easier to sneak up on enemies.

Entry Method 3 - Head around to the other side of Mako plaza and look for the ladder guarded by some green lasers. Green lasers, as mentioned before, activate gas traps. Use Electrostatic Discharge to shutdown the beams (or EMP grenades) and head up the ladder to the roof. The rooftop on Mako's top is your exit later on, by and by. Head across the roof and shoot past the camera and flame turret to the vent. This puts you on the second floor of the interior.

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No matter how you enter Mako, there are only two main objectives (and a lot of small details) you need to do. The first order of business is to ask yourself if you want to use the Enhanced Vision/Mag-Rail bot killing combo mentioned earlier. If you do, you may want to glitch the game and do both the Order and WTO missions of killing the scientist and procuring the mag-rail in the weapons lab. The weapons lab is on the second floor of the facility. The bio-lab softkey is in the second floor office (where you'd start if entering from the roof) and the weapon lab softkey is on a shelf in the basement of the Mako building.

Glitch the game by speaking with the weapons scientist and asking him to help you test the mag-rail. Once the scientist is inside the "safe room", take a metal box (or two) to jam the doorway open. You may also want to save your game. Use your Neural Interface (or Bot Domination) to shutdown the allied bulldog in the room (you will have to duck and place the shelf between you and the SSC guard), then activate the switch to lower the mag-rail's plastic safety shield. The door to the scientist usually closes shut (permanently -- don't budge the boxes unless you are safely out of that room or you'll be stuck forever), but with the boxes holding it open, you can head into the safe room and kill the scientist. The scientist will have 20 times more life than average (possibly a hold over from the mag-rail's ability to shoot through walls) so you will need to use a melee weapon (preferably an Energy Blade) to kill the scientist. This glitch lets you nab a weapon mod from Billie later on, pick up a decent weapon (the mag-rail) early on, and get a bio-mod capsule from Klara (again, later on).

Resolve the mag-rail thing in the weapons lab and move on to the bio-labs on the first floor. The bio-labs has non-lethal scientists and such, but the SSC guards and turrets are still lethal. After speaking with the bald headed nurse hookers, you may want to quickly get to the far end of the lab and use Neural Interface to open the cell of the alien looking Gray. The Gray is friendly on this map (unless you shoot it) and will start assassinating all the living creatures in the lab when released, taking a lot of heat when you choose to head out to kill people. Talking to the project head is not necessary to find out the whereabouts of Dr. Nassif but you do want to pick up the project head's softkey to access the upstairs (it's in the lower bio-labs). A holo-comm in her lab office will tell Alex her next destination lies in Egypt. Don't miss the bio-mod capsule in the bio-labs, and make your way back out to Mako's roof for your ride.

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Seattle - Side Missions

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Investigate Club VOX manager (WTO)

Get this mission by speaking with the Civic Manager in the WTO Terminal. Your reward is 500 credits. Getting into the manager's office is not entirely difficult, but you may need to work a bit to do this and the other mini-missions involved with Club VOX. The easiest way to enter the manager's office is to head to the second floor dance area (you will be right above the Minister of Culture) and use the speaker boxes to reach the top of the small block of a building overlooking the whole dance area. Although you can enter through the door, that would use valuable multitools you can use for lockers later. The top up there should have a vent leading down around the door and into a hall past the VIP area; the manager's office is usually patrolled by a single merc thug and a spider bot. "Surprise" the guard by ramming an energy blade up his wazoo or use a silenced weapon (sniper rifle is best). The manager's wall safe has the datacube you need as well as a softkey to the club's basement.

Investigate Club VOX's VIP Area (WTO)

Get this mission by speaking with N.G. Resonance AI in Club VOX. Your reward is 300 credits but at the cost of the Omar's favour. Talking to the N.G. Resonance AI will get you this mini-mission. All you need to do is to talk to the Omar Trader after getting into the VIP area (doing it illegally through multitools or the second floor will result in hostile gunfire) then return to the N.G. Resonance kiosk. It's advisable not to snitch on the Omar since they can offer a whole lot more than 300 credits.

Kill Mr O'Rourke

Get this mission by speaking with the Club VOX manager. Your reward is a free pass into the Club VOX VIP area. You can do this mission easily when Investigating Dr. Nassif's suite in the Emerald Apartments. Refer to "Investigate Dr. Nassif's Place" for pointers on how to kill Mr. O'Rourke.

Get Gray tissue sample in Club VOX's basement

Get this mission by speaking with the Omar in the Club VOX VIP area, or the Omar in the Lower Seattle Slums. Your reward is substantial -- an illegal bio-mod capsule and a 50% discount with all future transactions with the Omar. The easiest thing to do is to break into the manager's office first to get the basement softkey. If you have Electrostatic Discharge or Neural Interface, you can hack past the lasers easily. If not, close the basement door, take out your energy blade or handgun and trip the alarm. Deal with the spiderbot, then wait for the alarm to die off. Once that's done, you can head to the basement and take the Gray's tissue sample. Head back up to the VIP area and get your reward.

Penthouse Softkey, Club VOX Vis a'Vis

Alex can get a softkey to the Minister of Culture's penthouse in one of several ways. As a woman, Alexandra may either buy the softkey to the Minister's penthouse from Lionel the starving artist for 300 credits. As a man, Alexander may masquerade as a homosexual to come onto the Minister and get the softkey for free after some ingenious fast-talking (you might as well, since you won't be coming back to Seattle). Both are unnecessary efforts if you already visited the penthouse and got the evidence the WTO required.

Destroy QueeQueg's Coffee Shop coffee beans

Get this mission by speaking with the Pequod's manager in Upper Seattle. Your reward is 100-300 credits. Head into the Lower Seattle Slums and locate the QueeQuegs by the Order Church. Break in by breaking the glass or via the ventilation duct near the dumpster. A softkey in the shop opens the door so the turret will not be activated. The coffee grounds are in the corner in the back of the shop.

Approve the zoning permit for QueeQueg's Coffee

Get this mission by speaking with the QueeQueg's manager in the Heron's Loft Apartments. Your reward is 100-300 credits. Another easy job. Simply head past the civic manager and break into his wallsafe for the terminal softkey or use Neural Interface and approve the zoning application. Head back to the Heron's Loft Apartments for the reward.

Fix a pitfight and kill Gob-zilla

Get this mission by speaking with Eddie (the black guy) in the Greasel Pit pub. Your reward is 100 credits, plus the buy in for the 4-to-1 odds, which can add up very well. Unless you're a total fucking moron, you saved before attempting the first bet. That money should tide you over for a long while. Take the bet on Green Dragon and bet the maximum amount (500 credits) then collect the money. Speaking to Eddie before or after the first battle will get you this mission. Head over to the Heron's Loft Apartments and locate the room with a caged greasel and a nasty looking female cyberpunk (yeah, I'd fuck her) and brain Gob-zilla with a shot to the head. If you used a boltcaster, be sure to carve the greasel up with a handgun or a sword or you will not collect the reward (Gob-zilla gets revived and kicks Snake Eyes' transgenic ass). Again, be sure to save before the second bet and to bet 500 credits again for the maximum return.

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Seattle - Leaving the area

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Leaving Seattle is merely a matter of finding a pilot. After the foray at Mako Ballistics, Sid Black or Ava Johnson will agree to pick up Alex from the building's rooftop. Make your way there and fly to the next destination.

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Cairo - Main Missions

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Meet Billie Adams At The Order Mosque

You get this mission automatically once you land in Cairo. Billie will be variously pissed (accounts for her hair colour) depending on if you whacked the scientist in Mako Ballistics or not. Having done the glitch every time at Mako Ballistics, I know she at least gives Alex a weapons mod if the glitch is done. Some dialogue will occur, and you should speak with the German (sieg heil!) Luminon Saman if you like. Billie will not be too helpful, so after meeting with her, you're pretty much free to do what you want in Cairo. The Order Mosque is in the Cairo Medina (you're in for a long walk if you hired Sid Black). Follow the signs and you'll come to the mosque fairly easily.

Gain Entry To Cairo Arcology

If you take Sid Black, you will get an Arcology pass as part of the bargain. If you take Ava Johnson's ride, you will need to find someone who will be willing to dole out a free Arcology pass. Two people in Cairo will give you the softkey for the Arcology -- the Omar black market dude and a "Harvester" who is basically a street surgeon in the apartments in South Medina. The Omar is in the North Medina map (with the Nassif family apartment and the entrance to the mosque). The Harvester is in the same map (what are the chances of that?) and he may be found past a gate one level below the Nassif family's residence. A man named Tarik serves as the Harvester's bodyguard. Speaking to both gets you optional missions and the Arcology softkey.

Interview Nassif's Family

You get this mission automatically from either Anal Asian Lin-May Chen or British Hump-post Donna Morgan upon your arrival in Cairo. It begins a series of related missions concerning the Nassif family that will lead to the softkey for ApostleCorp. I like faces with braces. Huhuhuhuhuhu. Dr. Nassif's uncle is in the North Medina apartment (the map with the mosque). Head to the second floor to speak with him. If you destroyed the Nassif Greenhouse as ordered by the WTO, the uncle will refuse to help and you will need to get the Tarsus softkey from his foot chest in the other room. Otherwise, the uncle will ask Alex to find his missing daughter (Leila's run-away teen cousin) and give Alex the Tarsus softkey.

Locate Nassif's Hot Nubile Underage Cousin Eva Nassif

The Tarsus Academy is in the Arcology Level 107, ironically, next to the Templar recruiting station. Enter the Tarsus Academy via the lift. You may not know it at first, but there is a secret agenda going on in Tarsus (at least in this campus). Speaking with the students will clue you in that the Headmaster is up to no good (and it ain't pedophilia). Locate the Headmaster in the rear of the complex and try to open the wall safe using multitools or the Neural Interface; time it so you start when the guards are turned away and walking away -- as soon as they see you hacking, you will be caught and shot at.

The headmaster's wallsafe has some interesting items, including a softkey for the admissions computer and more clues about his secret room. The secret room is on the wall between the student in detention and the headmaster. Simply brush aside the flag to find the keypad. Unless the SSC actually see you hacking something in this area, they will probably ignore you going in and out of the secret tunnel (which is somewhat retarded). The stairs lead down where you can find Eva and her lesbo fuck buddy hiding out from the Templar pervert slash killers. Some entertaining dialogue ensues and Alex can take out the few retarded Templars further down the tunnel complex and nab some gear if you want. After finding Eva, speaking with the Headmaster may get you killed if you confront him with his plan. To save Eva, simply head to the SSC office in the Arcology in Level 108 and speak with the SSC Chief. If the chief is dead (for some reason), simply killing the headmaster can save Eva. Otherwise, it's 14 year old girlie kibble.

The important data about ApostleCorp is in the room at the bottom of the spiral stairs from the Headmaster's office. The two teen girls are in an another room a bit away from the secret room, so some vent exploring may be necessary. The softkey is in the datacube on the table with the holo-comm. A side note is that there are three Templars in the maintenance room below the repair bot. If you want to brave that room, there are four gas grenades in that room you can use to take out people in Trier (which has some narrow spaces).

To successfully finish this sidequest (you only need to come in this far to find ApostleCorp's softkey), report the activities to the SSC Chief in Arcology Level 108 (or if he's dead), speak to the Headmaster and say you're onto him. Once you do, all the SSC guards (loyal to the Templar) will attack inside the Tarsus school; kill the Headmaster and all the SSC inside the academy and Eva will be available to the first U.S. man who accepts her dowry ... in six years. Huhuhuhuhu. Otherwise, Eva Nassif will be considered "dead" the next time you return to Cairo (Cairo 2). If you're doing that, you might as well kill the whole Nassif family.

Infiltrate ApostleCorp and Locate Dr. Nassif

ApostleCorp is in an unmarked suite on Level 108 in the Cairo Arcology (for some strange reason, the Arcology reminds one of Caldoria in The Journeyman Project). Gaining entry is not as difficult as you think (the door is unlocked) but finding the suite your first time through is a hassle since you'll probably walk right by it. ApostleCorp's suite is right next to the lift to the Arcology Air Terminal (Level 110) and is on the Arcology Level 107-108 map. Entering it will simply place you face to face with bubbly cum muncher Klara Sparks. If the mag-rail specs were downloaded as per WTO procedure, little Miss Tuffet will give up a bio-mod capsule (which you may use immediately) before she gets nasty and hefts out a submachinegun to take out the Templar bad guys.

Alex should help Klara (she will be the focus of another mission later) and settle the three Templars inside the ApostleCorp lobby. Once that's done, the rest is up to you. The hall next to the lobby has a turret and a Templar patrolling. The best way is to hack the terminal, control the turret (Neural Interface at level 3) and blow the bigoted bastard away. There are three more Templars in the side offices but you should head straight down the hallway using EMP or Electrostatic Discharge on the lasers. The ApostleCorp Security Chief is in the side offices in the first hallway -- killing or sparing him will yield different results in a side mission. Refer to "Harvest the ApostleCorp Security Chief's Bio-Mods" mission for the benefits of either of your decisions.

Past the lasers, the second hallway has two Templars on the left and two more Templars in the room beyond. It's recommended that if you have any Gas Grenades to use them and gas both Templars in the hall so you have higher terrain advantage to take out the other two Templars. The room below leads to the bio-lab of ApostleCorp. Head there and get ready to EMP. There'll be two bulldogs, a camera, and a turret in the area, so be prepared to do some EMP work. Either grenades or a modified gun will take out the bulldog, although the terminal can turn off the camera and let you control the turret. The first bulldog cannot be lured using the flamer thrower (which is a shame) so use EMP. The second bulldog can be dealt with in a similar fashion. Be sure not to miss the bio-mod capsule and unlock Dr. Nassif's cell. If you are aiming to kill Leila Nassif as per the Order's orders, do it before speaking with her after unlocking her cell; otherwise, Klara shows up and you'll have to paint the lab red. When you're done messing around with Dr. Nassif, Alex gets the lead on Tracer Tong in Trier.

Killing Dr. Nassif is a little difficult, since Klara Sparks will be there. Klara will be extremely tough to take down since her bio-mods make her very tough. However, you can hit Klara with gas grenades -- with the cluttered lab environment, she'll be trapped trying to run around to escape. If you have her trapped, you can dash out the lab and lob a grenade or two (EMP grenades do not damage her much, but explosives do) and it should be over quickly. If you aim to get some bio-mod capsules from the WTO/Illuminati later, be sure to interrogate Dr. Nassif. Otherwise, the game will consider you to have failed to safeguard Dr. Nassif (even though you didn't kill her).

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Cairo - Side Missions

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Investigate and Destroy the Nassif Greenhouse

You get this mission automatically from Donna Morgan shortly after landing in Cairo. Your reward is nothing (not even a British tea-bagging) so you may want to leave it alone. The primary reason (OK two reasons) is to get the bio-mod capsule in the greenhouse and the Hellfire boltcaster (if you want it). You have to tangle with two bulldogs and at least the camera, turret and aero-bot in the courtyard when you first enter if you want to get the capsule. When you first enter the greenhouse, you only need to avoid the camera on the right; however, if you make any noise, the aero-bot in the cargo area will amble over to investigate. What you may want to do if you have good aim and Neural Interface is to use the turret to lure and kill the aero-bot while using the boxes as cover.

The bio-mod capsule is in a ventilation shaft. There are two ways to enter this shaft -- the most basic way is via the open end that empties out into the hydroponics garden (with the two bulldogs). The opening is on the mid-level above the plants, so you may have to jump down from the top level (where a camera, turret, and medibot are) to reach it. The second method is to use Enhanced Strength at level 3 to toss an explosive crate at the pump mechanism next to the room with the aerobot. The capsule is in a dead end inside the vent shaft.

Destroying the greenhouse is easy. You can use a flamethrower (or Hellfire Boltcaster) to destroy the plants individually, hack the terminal in the hydroponics garden to shut down, or use Enhanced Strength at level 3 to toss an explosive crate at the pump mechanism next to the room with the aerobot. Any three of these methods will effectively "lock down" the greenhouse and will make it impossible to re-enter it after you swap maps. Destroying the greenhouse will also anger the Order and two Seekers will be sent to kill Alex in the medina.

Clean Up The Greasels In Tarsus Academy

An optional mission you get when speaking with one of the SSC guards in the Tarsus Academy. An easy mission if you have a spiderbomb. Simply toss one into the room and wait for the greasels to get slaughtered. Once that's done, don't miss the bio-mod capsule. You can also get to where Eva Nassif is hiding through a vent in this greasel room. Speak to the guard afterward for the exterminator's fee.

Get Mina Ameer Into Tarsus Academy

An optional mission you get when speaking with Mrs. Ameer in the Order Mosque. You can fulfill this mini-mission by entering Tarsus in the Arcology by hacking the admissions terminal. While in the Tarsus Academy, head around to the receptionist's booth and hack the computer. The softkey for the computer is under the detention desk in the Headmaster's office. Approve Mina Ameer's application and speak with the mother again in the medina to collect the reward.

Harvest the ApostleCorp Security Chief's Bio-Mods

This mission is optional and you'll get it when you speak with the Harvester (not Tarik) in the Medina apartments. The Harvester is found past a gate one level below the Nassif family's residence. A man named Tarik serves as the Harvester's bodyguard. The ApostleCorp Security Chief is in one of the side rooms in the first hallway in the ApostleCorp suite. Speaking with him will reveal a second objective whereby the ApostleCorp Security Chief will escape and give you something (non-credit) in return. If you kill the chief, head back to the Harvester to collect the menial reward. To keep the ApostleCorp Security Chief alive, don't kill him (not sure if you can shoot him once then flee, leaving him alive) and when you head to the bot kennel on Level 107 in

the Cairo Arcology, the security chief gives you the softkey to the bot kennel's doors. Unless you totally do not have any multitools (i.e., you've been using them to disable locks and cameras and turrets) you may want to kill the guy and take the money instead. You can easily break into the bot kennel (part of the 'Cure Nano-Plague 11') by talking to both guards so they look down the hallway and then using a multitool behind their backs (they're fairly stupid).

Investigate Flight Bay 24/Get Powered Armour Schematics

This mission is optional but you'll get it when you speak with the Omar operating in Cairo. To a certain extent, you can also get this mission by speaking with the female WTO tax collector in the Arcology Air Terminal, although you will not get the softkey you need from the Omar sleeper agent. The softkey to Bay 24 is with the air terminal receptionist who will give you the Bay 24 softkey if you speak to her after chatting up the Omar in the North Medina. Bay 24 is guarded by four Templar (three on the ground and one in the control room) as well as a turret and a rocket-launching mil-bot. You need to deal with the guards by either luring them out or using the Spy Drone to fry them (or the bot). The main thing to avoid is fighting the mil-bot and the Templars at the same time. If you use cloaking, you can probably sneak by them all -- you can always refill your bio-energy using the repair bot in Bay 23.The softkeys you need are stored in the holo-comm unit in the Bay 24 control room (softkey for storage area) and the wallsafe (locker in upper tunnel above Bay 23). The storage area of Bay 24 experienced a ruptured gas line, so marching in there with low health or no medikits is a bad idea. The softkey for Plague 11 is in the wallsafe. The Powered Armour schematic is in a datacube in a foot chest behind the mil-bot.

Cure Nano-Plague 11/Confront the Arcology Director

This is an optional mission (actually, almost all the missions in the game are optional -- you only need to complete some objectives to progress to the end of the game) and you get it when Lin "Mai Lin" Chen contacts Alex about talking with Billie to find Dr. Nassif. You can also get this mission by speaking with the Omar or if Donna Morgan speaks with Alex after talking to the physician in the Order Mosque. As mentioned in the mission "Investigate Flight Bay 24/Get Powered Armour Schematics"; the softkeys you need are stored in the holo-comm unit in the Bay 24 control room (softkey for storage area) and the wallsafe (locker in upper tunnel above Bay 23). The storage area of Bay 24 experienced a ruptured gas line, so marching in there with low health or no medikits is a bad idea. The softkey for Plague 11 is in the wallsafe.

Once you have the cure of Plague 11 (which you should treat like an airborne version of HIV mixed with Pneumonic Plague) in your hands, head to the control room of Bay 23 to confront the Arcology Chairman with the evidence. You can blackmail him if you like, then report his scheming ass to the N.G. Resonance chatterbot on Level 107. You can even kill him after getting your money and then report him to the authorities for the same amount of money. To actually inject the cure into Cairo, head down to Level 107's maintenance area and enter the bot kennel. Work the terminal using the Plague 11 softkey and the bots will do the rest. Congrats! You actually helped people instead of raping, killing and looting!

Foil The Templars' Attack On The Omar

This mission is started by speaking with Leo Jankowski, that krezzy mercenary is now peddling his ass to the Omar cyborgs. The reward is a small credit pay-off. This is one mission you can easily scrap if you're trigger happy and tenacious. Normally, you enter the Arcology, dive into a vent and eavesdrop on a conversation by the two Templar cock bites by the recruiting post. You're then supposed to exit to the Medina and tell Leo that the Templars are calling in the heavy guns very soon. Assuming you didn't lie about the attack, you get some money from Jankowski (about 400 cees) and the Omar keep your discount running. Otherwise, the Omar get pissed and revoke your 50% discount.

You can solve this problem (without getting the money though) by simply heading to the floor upstairs of the Nassif apartment and either blow open the door (grenade) or make so much noise the Templars inside the apartment come out. You then apply a shotgun to their chin and turn their pretty bigot brains into freshly made chum. If you want to sneak into the apartment, there's a spiderbot inside the vent that will usually put out the alert.

Bribe N.G. Resonance's Manager For Coffee Endorsement

This mission you can get if you decide to capitalize on Pequod's and QueeQueg's ongoing coffee feud. Speak to both managers at both shops and make up your mind about what you'd like more. Personally, a legal bio-mod capsule is fairly useless by this point of the game since you can easily get more one or two missions later; the weapon mods the QueeQueg's manager offers includes some hard to find mods, so you may want to do his endorsement and keep the weapon mod for use later. Speak to both coffeehouse manager's for the side mission (you can pick later). Miss Withers is on Level 110 above the Arcology Air terminal. Speak to her and make your decision. The QueeQueg's manager offers you one of three weapon mods (you can only take one!) -- Ammo Scavenger, Fragmentary Round, and Glass Destabiliser. Take the ammo scavenger as it is a rare find (the Frag Round is also rare, but you cannot use it on some weapons).

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Cairo - Leaving the area

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All Alex needs to do here is to find Leila Nassif in ApostleCorp's suite. After the lead to Tracer Tong is given, find a pilot and take your leave in Bay 23 or by the medina heli-pad. The only way to activate the pilot is to head for Pequod's on Level 107 in the Arcology. You can meet up with Sid "Rip-Off" Black at the bar or Ava "I'm Such A Horny AI" Johnson at the holo-comm unit.

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Trier - Main Missions

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Speak with Tracer Tong and Chad Dumier

Upon landing in Trier, you will need to speak with Tracer Tong or Chad Dumier to go to the next mission. Tracer Tong is in the Nine World's Tavern. It's easy to find if you click on each map junction since the tavern is a separate map. Tracer is the Chinaman in the back of the room (Ava Johnson may occasionally contact your there). Tracer will give out a bio-mod capsule as well after his little spiel. Meet Chad Dumier in the SSC Station second floor. Vera Maxwell will let you pass when Dumier contacts you. Dumier will be upstairs speaking with Saman about the recent kidnapping of Her Holiness. Once you speak with both men, your next goal becomes rather clear.

Find Her Holiness in the Black Gate Labs

Her Holiness -- a.k.a., slutty French chick Nicolette DuClaire -- is in the "left side" of the Black Gate Labs. Getting into Black Gate Labs is a slight chore since you need the softkey to the lab from Tracer Tong. Then you need to bypass the guards using Dumier's softkey to the ruins. You can avoid speaking with Dumier if you want though by locating a sewer grate in the street that leads into a greasel infested sewer. It's recommended if you go through the normal gate using WTO authority. Speak to Dumier in the SSC Station and he'll give you the Black Gate Ruins' softkey. If you have a spy drone, enhanced vision and a mag-rail or an aggressive defence drone and EMP grenades, you can easily take out the patrolling mil-bot (those players using thermal masking should simply move past and ignore the bot) in the ruins' courtyard.

The entrance to the lab is a hidden keypad/lift on the middle level of the East Tower. If you enter a tower with a turret and camera inside, climb the ladder and you'll be one room beyond the secret lab entrance. Enter the lab using the chinaman's softkey and get ready to do some selective sniping. Templars guard this lab (by taking it over). You can bypass them if possible (except the bot turrets and death lasers) since as soon as Her Holiness is rescued, Dumier sends in WTO troops to secure the compound.

The office directly across the lift entrance has a vent shaft that leads you close to the holding area of DuClaire. It's urged you take it if possible and then do a short climb up the ladder and move -- very quickly -- while following the left wall to the prisoners. Once you enter and trigger the cut-scene, the WTO guards who show up can take care of the Templars (you also get an allied Illuminati commando, who will run out if explosions start occurring). About the only thing you need to take care of are the four turrets (one near the start, one up the stairs to 2F, and two near the teleporter chamber's entrance). You should also visit Tracer Tong's office on the right side (i.e., opposite from the prisoner area) of the lab. His office has three bio-mod capsules in a cabinet. If you are low on mutlitools, use a grenade or mine. Once this is done, you can do the first of two steps to activate the teleporter. The lab's general softkey is also in Tracer Tong's office.

Activate Teleporter/Get Sequencer in Rauchstadt

Get this assignment after rescuing Her Holiness. Whether DuClaire is killed or not, Alex will be sent to the Templar Church in Rauchstadt to get the teleporter's sequencer (softkey). Dumier and Tracer Tong will both ask you to hire a pilot in the Nine World's Tavern. Ava Johnson is in Tracer's room and Sid Black (if you didn't kill him in Cairo) will be nursing drinks by the Seeker Monica Platz. The Rauchstadt area is like Mako Ballistics -- in Trier but actually a separate map. Sid lands you fairly near the Templar Church, but that just means you need to fight your way back out. Ava Johnson lands in the same spot you need to exit the area after getting the Sequencer.

Assuming you need to work towards the church using Ava's route, you can speak with the homeless woman about the sewer that leads right into the Templar Church. You really don't need to do that if you have a Spy Drone however. The main reason to avoid the church's front doors is the rocket turret in the church's main nave and the death lasers in the hallway. You can go around all this by using the sewers. A boy named Billy (not Billie Adams) is by a dumpster and will offer to mark your Templar Church map with the guards' locations. Frankly, it's not worth it as the map is too small for you to utilise it fully. Instead, Billy the boy serves as a useful landmark where you can mantle a dumpster and head along an alleyway to the illegal bio-mod capsule guarded by two Templars. The surprise is the flame turret just around the corner after climbing the dumpster.

The Church's sewer entrance is guarded by an aerobot. You can deal with it now and use EMP on the lasers (concussion grenades also destroy the laser emitters) and move in fighting the two Templars in the sewer. The lift takes you inside the church, bypassing the church's exterior defences. The front gate is guarded by several soft target Templar, so you can snipe them from high ground or from far away. Once the way is clear, you can enter the church's map from the front.

There is an aerobot in the church's front gate. You usually can avoid it by sneaking, but any shot from the rocket turret inside will alert it to something and it will enter the church to investigate. It's interesting to note that the exterior of the church lets you get into the top floors more easily than if you had snuck in using the sewers. The church's side has one Templar who can be taken out. A repair bot is past an electrical fence that can be shut down using multitools. If you have a spy drone, you can use it to disable all the bots and turrets and people (at level 3) and simply use the repairbot to recharge. The side of the church has a broken window you may mantle into the stairs leading up into the tower. A softkey for Saman's secret office is there. Grab it (you can't hack the secret room's door) and head back downstairs.

Downstairs, or if you entered the church from the sewer, has three Templars talking in the next room. A gas grenade is perfect here, if you have it. After taking out the three Templars in the church, the only threats are the rocket turret and the aerobot from outside. EMP them if you don't have thermal cloaking. Saman has a little spiel when you approach the lectern. Take the terminal softkey near the holo-comm and you can enter Saman's secret room -- the entrance is across the door to the spiral stairs leading up the church tower. Download the Teleporter's Sequencer and take your leave back outside to where Ava dropped you off. For those who took Sid Black, head past the patrols to the Templar's turf start and you'll find Klara Sparks (if still alive) and your pilot waiting for you.

Get back to the Black Gate Labs and use the Sequencer softkey on the terminal in the teleporter's control room. This will activate the teleporter provided you activated power earlier.

Activate Teleporter/Power Supply

Get this assignment after rescuing Her Holiness. Whether DuClaire is killed or not, Alex will need to power up the teleporter by using the auxiliary generator in the maintenance area. Shortly down the hall from Tracer Tong's office, there's a ladder that drops you into the generator room. The main generator has blown out and is arcing dangerous current -- shut it down using a multitool on the nearby power panel. The auxiliary generator is past the main and needs a simple switch to be thrown to be turned on. Do so and don't miss the repair bot in the maintenance closet.

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Trier - Side Missions

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Make Contact With Omar

The Omar operate in Trier as well, although you will need to make some headway into the population to find them. Head to the QueeQueg's coffee shop in Trier. Inside, a German negro named David Kurzec will come at you with a sales pitch. Hear him out and he'll give you the softkey to Der Blutande Rabe ('The leeding Raven'), an out of business curio shop now inhabited by Omar. It's above the Nine World's Tavern, and you won't be bringing weapons inside. The Omar have some interesting crap to sell, but more interesting is the extra "free crap" they have in the back of the curio shop. Root around the rubbish and you'll find the special Assassin's Pistol as well as some other goodies.

Investigate the QueeQueg manager's Lawsuit at the SSC Station

Get this mission from the QueeQueg's manager. The evidence you want is in the SSC Station in Trier. You need some multitools or a glass destabiliser weapon to break into the evidence room where the info is in. Entering the SSC station is easy. Once you do, head past Vera Maxwell's office and you'll be at the evidence locker. The turret is tied to the glass and the camera -- use a glass destabiliser to blast the window, then chuck EMP inside to disable the camera. The datacube is on the table near the weapon lockers. An illegal bio-mod capsule is also in this room if you look around. Take the evidence back to QueeQueg's and speak with the manager for the reward.

Speak With "Mai Lin" May Chen About the Truth of the Order

After rescuing Her Holiness, you will probably run into Lin May Chen in the Trier plaza (in front of the SSC Station). You may share your recent illuminating revelation with this older Asian babe or keep it all to yourself. It only affects the dialogue if you happen to find her later in Cairo 2. Would you have sex with an older athletic attractive Asian woman? I think we all know the answer to that.

Pick Up Illegal Bio-Mod Capsule from Black Gate Ruin Drop Point

This Omar side mission only occurs if you purchase the illegal bio-mod capsule in Trier and ask for it to be dropped for pick-up later. The drop point is at the "Black Gate Ruins, West Tower, in an unmarked container on the top floor". There are basically two towers in the Black Gate Ruins (both are fused together on the outside and criss-crossed by walkways on the inside). The East Tower is the one with a turret on the lowest floor and a ladder leading up to the Black Gate Laboratory. The East Tower is also the tower with stairs from the middle level to the upper level (where the capsule resides). The West Gate is the one with the spiral stairs from the ground floor to the middle floor; an upper portion is only accessible by crossing over from the East Tower. Pass by the Templar guards (or kill them) and the capsule is yours for the taking.

Rob Firearms Store

A weapon store in the Trier streets has some weapons and weapon mods for the taking. There are two problems: an SSC guard patrols this street and will attack you if you are in the store in his sight, and the turret inside the display window is tied to the windows. Destabilise the windows, then grab the mods (on the lower shelf) quickly before the guard comes around. If you have to, kill the guard using a sniper rifle or some other quick method to avoid being discovered.

Assist or Assassinate Troubled Order Seeker

When you first arrive in Trier, an Order Seeker will be harassed by two Panzerwerks employees. They will kill him if you do nothing (the Seeker is unarmed) and the SSC will probably come in to clean up. No one will target you unless you decide to interfere.

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Trier - Leaving the area

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There's only one way to leave Trier and that's to rescue DuClaire and get the Sequencer assignment. Activate the teleporter in Black Gate labs (making sure the device has power) and step into it to a winter wasteland.

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Antarctica - Main Missions

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Revive JC Denton

This is your primary goal in order to leave Antarctica. Once JC Denton is revived, Alexandra hauls ass to Liberty Island, where the first game supposedly started (I won't bother with the first game). To revive JC Denton, Alex has to muscle past some Templar Powered Armour. If you don't have a strong EMP or Increased Damage weapon, you're pretty much fucked if you get "finded out" by any Templar in this area. If you have visual cloaking, you can bypass the Powered Armour but you'll have to use care with the mil-bot when you first step near the Templar encampment in Tent 04 (side note for fan-fic writers -- where the hell are the other tents?). Snipe the mil-bot or avoid it. There's a bio-mod capsule inside tent 04 if you need one.

The excavation site can be hacked or the softkey used. The next section involves a series of ramps leading down to the lift into JC's Sanctuary. Unfortunately, there are four Powered Armour Templars patrolling the ramps with heavy weapons. You will need to use spy drone, EMP grenades, cloaking, or aggressive defense to muscle over or sneak past this contingent of Templars. If the repair bot is not destroyed in the melee, use it to repair Alex's bio-energy levels. The lift goes into JC's Sanctuary.

The only enemies you should worry about in the Sanctuary are the transgenics. There are three bio-mod capsules in the sanctuary (all before meeting Billie). Refer to the bio-mod section for their locations. All the capsules are in the same general area -- head down the ladder in the Helios Node room and toss a spider bot to mop up. The one weapon you should get is the Dragon Tooth Sword in the room after using the first Helios node. This weapon if used with the strength bio-mod at level 3, can kill almost any soft squishy enemy in one swipe. It kills Illuminati Commandos in two hits on Normal. Activate each Helios node (uploading your bio-mod architecture) and you will run into Billie Adams after using the fourth Helios node. Fight or flee (see 'Kill or Incapacitate Billie Adams' mission) and activate the final (fifth) Helios node and speak with JC Denton. Afterwards, you may leave Antarctica.

Activate Pilot Beacon and Auxiliary Power At VersaLife Base

You can do this mission before or after you revive JC Denton, and it may help to do the mission beforehand so you can quickly leave Antarctica and not have to deal too much with the Templar Powered Armour who will swarm the area near Tent 04 after JC's revival. You need to activate the pilot beacon at the front of the VersaLife Base, but in order to do that, you need the base's power to be brought back up on line, and that means a little side trip into the VersaLife Base and some encounters with transgenics and Templars.

The VersaLife Base has an interior and exterior. The exterior has sparse Templar (all normal) patrols but they occasionally trip the alarms for the base and the turrets start turning you into chum. Also of note are the transgenics who inhabit the VersaLife base. There are greasels on the outside and greasels and karkians on the inside. The base exterior is separated into two buildings A and B (with the latter attached to the adjoining heli-pad). Try to look for vents leading into buildings A and B before resorting to multitools -- you may need them to disable turrets if you run out of EMP grenades or ammo for your EMP weapon. If you stuck with Neural Interface, you can hack some terminals (i.e., the first one at Building A) and take control of the rocket turrets to blast enemies. There are terminals for each templar ground turret in the base exterior -- you just need to brave the building interiors to find it. To save life and ammo, use one (1) spider bomb to kill the greasels (the greasels cannot kill bots) and your way should be relatively clear.

The entrance to the VersaLife base interior is in the ground floor of Building B. Inside the interior, try to mantle to the pipes above the main corridor. Your goal should be to avoid the transgenics and EMP the cameras. The reason why is after you activate the reserve power as mentioned by Tracer "Old Chinaman" Tong, you'll have a shitload of Templars (in winter gear) showing up Zo make your life interesting. Use EMP grenades or sneak by the cameras. Once the base is overrun by the Templars, the bots will actively engage them as well. There's an illegal bio-mod capsule in this abandoned base (although as a cautionary note to Alex, she probably shouldn't inject herself with 20 year old illegal nannites); refer to the bio-mod section to its location. If you are seriously injured, be sure to locate the medibot in this base (and kill the greasel lurking nearby). Given the situation with the Powered Armour, chances are you may have used a few medikits or food items. Your goal is the power box in the back of the base. Flip the switch and power should be restored. Retrace your steps back out to the entrance using the ducts on the ceiling to avoid the mayhem below. Fighting through all this is not recommended ... if you want a fight, you'll have one in about five minutes on your return to Cairo. Activate the pilot beacon at the exterior of the VersaLife base and head for Ava Johnson at the helipad, Building B.

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Antarctica - Side Missions

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Free Imprisoned Gray

Upon first arriving in Antarctica, you probably should speak with the Gray leader in the teleportation chamber. You ain't goin' back to Trier, so talk with the little alien dude and it'll give you a mini-mission to save one of its own that was captured by the Templars. You can free this guy by using a multitool on the prisoner's lock near Tent 04. Any answer afterwards will suffice, although it should be noted that the Gray's biotox attack will not affect Powered Armour after JC Denton's revival.

Speak with Billie Adams and/or Saman

You have the option to speak with Billie or Saman in Tent 04. You may as well, since the softkeys for the excavation site are in the command tent. Initially, two normal Templars (as opposed to the kick ass Powered Armour) will be patrolling the area around tent 04. A mil-bot will be there to lend support as well. The two normal Templar can be sniped (do it) but the mil-bot needs some finagling with the bio-mods or EMP grenades. Once these obstacles are overcome, you can speak with Billie via holo-comm in tent 04.

Speaking with Saman later (after JC's revival) will require some more assassination as three or four Powered Armour will be near tent 04. If you have a spy drone, you can use the repair bot at the top of the excavation site to blast the Templars from afar; if not, you'll have to rely on the mag-rail or EMP grenades. Conversely, visual cloaking can get you by this section without much problem. Again, Saman will be in tent 04's holo-comm if you want to speak to him.

Kill or Incapacitate Billie Adams

Billie will ambush Alex (and not in the good way) when you activate the fourth Helios node in JC Denton's sanctuary. Count the number of times you teleport and you may want to save right before the fourth time you use the large glowing orb. Billie will use a submachinegun and she'll have two spider bots to hassle you. If you choose to run to the next Helios node, you will encounter Billie again. If you choose to incapacitate Billie using any method (even non-lethal) the game will acknowledge that you "whacked" Billie and she will no longer appear in the game. You may want to kill her later, as the room is rather evil -- there are two rocket turrets in the large pit in this room, and they will tag you if you get in their line of sight. The submachinegun's flash bomb alternate fire is the best method to momentarily stun Billie for Alex to escape.

Free Imprisoned Templar

You get this mission in the VersaLife base. A Templar (normal) was the only survivor when a Templar patrol entered the base to activate the power but was instead decimated by the transgenics. The Templar is locked inside the cell and requires your assistance to free him. Whether you do or not, you don't gain squat; however, if you do free the Templar and attempt to speak with him repeatedly, he will draw his weapon and fire. Resolve this however you want.

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Antarctica - Leaving the area

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Getting the hell out of Antarctica is simply to revive JC and then activating the power and pilot beacon at VersaLife. Once that's done, Ava Johnson will appear and take you back to Cairo.

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Return To Cairo - Main Missions

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Rescue/Kill Paul Denton OR Submit to Templar Blood Test

Arriving in Cairo, the city will be in chaos following the Templar take over (this happens even if certain personages loyal to the Templars are killed). The Illuminati will now ask that you kill Paul Denton, while Ava and Tracer on behalf of ApostleCorp will plead you to safeguard his life. As you approach flight bay 24, Saman will ask that you submit to a blood test that will inviolate the other two factions. Depending on what you do, you will have a different experience on Liberty Island (the last stage of the game). Each faction has its merits (tactically speaking):

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ApostleCorp - The Grays are no match for Templar Powered Armour, but the base of the Statue of Liberty is loaded with turrets, and the Denton brothers. Additionally, Tracer Tong is available in the East side of the island and has three hunter killer bots that you may dispatch to where ever you want on the island at the cost of six multitools (read 'Speak with Tracer Tong' in the next area).

Illuminati - The Illuminati are concentrated on the West half of the island and near the frozen dock leading to the Illuminati Encampment. They are weaker than the Templar Power Armour, but they outnumber the Templar in terms of concentration of numbers per square unit of area in the West island only. In addition, all Hunter Killers on Liberty Island are under Illuminati control.Templars - The Powered Armour absolutely rules. There's a mil-bot supposedly under the Templars, but the other Powered Armour attack it on sight on the East end of the island (any one with clarification can notify simalcrum@hotmail.com about this mystery). Templar Powered Armour is the toughest damn thing on the island, and on a per unit basis, they will win out. They are the major opposition you'll have to deal with on the last stage if you screw them over.

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Now you know what each faction can offer, you can take your pick of mission. Chances are you will be contacted by the freaky looking Illuminati Commando in QueeQuegs when you drop down to the ground. Try not to work against the Illuminati for now -- you can always go back on your answers later. The commando will meet you in the Arcology. For you to get into the Arcology however, you will have to navigate the streets of Cairo to the Order Mosque and use the Arcology lift there. The lift in the Southern Medina is broken and guarded by several Templar. You won't actually have to fight until you enter the Order Mosque, but any of the side missions in Cairo will require some fast trigger fingers ('Liberate Order Mosque from Templars' and 'Foil Templar Assassination on the Nassif family').

Shoot past the mosque (read 'Liberate Order Mosque from Templars') and head into the Arcology lift in the back. Once up on Level 107, duck or leave the lift door closed. There are about a dozen Templar (mixed deployment with Normal and Powered Armour) on two different levels. All the sections (ApostleCorp and Tarsus Academy) are off limits due to their lifts or doors being destroyed or jammed. You can only proceed into Arcology Air and start wasting people there. The best way to fight this batch of enemies is to use the mag-rail on the Powered Armour (with enhanced vision) although a spy drone also works. Running and gunning is a bad idea since you'll be blowing away much needed ammo for Liberty Island later (where there are no places to hide).

If you are intending to have Klara Sparks survive the new age to -- how shall one put this politely -- have her bend over and be a brood mare during your reign in the new world order, you will need to rescue her from the clutches of closet lesbo Donna Morgan in the Nanoformer Bay, Level 107. Check the side mission (below) on the details.

There is a ventilation system that runs between levels 107 and 108 -- if you can reach it by the Templar recruiting kiosk (or at the Tarsus Academy doors) you can probably snipe or bomb everyone to death. The problem is that there are several guards of various persuasions in the Pequod coffee area that are certain to see you if you hurl past. What you can do if you still have a submachinegun left, is to flashbomb the group of guards as you zoom past their stations. Once you do, you can flee to the vents and start sniping and bombing people from the vents.

Head into Arcology Air and the Illuminati Commando will meet you there. Any answer will do for now. Saman will make a last minute offer with Alex by holo-comm before you enter the terminal proper (this is the third objective listed for this section). If you want to make the commando and the Templars fight, toss a bomb around the corner and watch the fireworks. Otherwise, the commando will most likely bite it trying to come through so many Templars (not to mention the mil-bot in Bay 24). Whether you want to work with the Templars or not, you probably can start offing Powered Armour and the mil-bot right off the bat (possible only with the mag-rail and enhanced vision). Once you reach Bay 24, the moment of decision will be to help one of the three factions (you may want to save before entering Bay 24).

Once you make the decision, start fighting who ever starts firing. The Illuminati will "warp in" several commandoes if you submit to the blood test or refuse to kill Paul Denton. The Templars will already be there (the mag-rail and enhanced vision combo is best for this scenario) and the SSC will not be doing much except dying. Head to Bay 23 and activate the pilot beacon in the upper maintenance hall to call in your pilot. Ava Johnson will be available by default, unless you hired Sid Black in the Medina coffee shop. Meet your pilot and leave. Last note about Sunfire Missiles -- don't waste the

money.

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Return to Cairo - Side Missions

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Liberate Order Mosque from Templars

This side mission is probably going to get done if you have the time and firepower to spare. The Order Mosque is overrun by a dozen Templar, some Powered Armour, and a mil-bot. You have to disable or destroy all the Templar units in the map to liberate the mosque so the hostages can be freed. The majority of the Templars are normal, so you can snipe them. The Powered Armour and the mil-bot require heavier weapons. This is a good old fashioned, kill everyone on the map kinda dealie. There are four Templar (normal) in the basement, two normal templar patrolling the main room with the mil-bot, and at least two Powered Armour and several other normal Templar walking around the mosque's upper level. Once you're done, use a medikit, and speak to the physician in the basement. Mrs. Ameer (definitely not a M.I.L.F.) will be grateful enough she can leave and will give you the SSC locker softkey for the SSC locker in Level 108 of the Arcology.

Chat Up "Mai Lin" Chen. Huhuhuhuhuhu

Lin May Chen is in the mosque's general praying area (the place with the vent to the Harvester's room). Talk to, or kill her as you see fit. Depending on your response to her in Trier, she will have different dialogue. If an option to fondle women (as a woman) existed as an easter egg in this game, that would've been cool. Ion Storm could've made a "pervert" mini-game that unlocked compromising CG photos in some kinda gallery as an extras feature. Ah, those silly stupid American game designers. They truly lack imagination on Omake content.

Loot Pequod Manager's Wallsafe

Talk to the QueeQueg's manager and he'll hint you that the Pequod's manager is dead and has incriminating stuff in his Pequod's wallsafe. Simply open the wallsafe and loot the thing clean to clear this mini-mission.

Foil Templar Assassination on the Nassif family

Assuming you left Maskini Nassif alive and saved Eva Nassif (that nubile little minx) from being murdered by the Headmaster in Tarsus (report the incident to the SSC Chief), father and daughter will be holed up in their apartment afraid of the people upstairs from them. The Templar are upstairs planning an attack, and will kill the remaining Nassifs if not stopped. If you want to spend time on this excursion, head upstairs, blow the door open and waste the Templars inside. The Headmaster (Silas Archer) will be one of the operatives inside if you did not execute his fat ass on your first visit to Cairo. Speak to Maskini afterwards for a reward. Now, if only Islam permitted arranged marriages between women, you'd be set.

Speak with Leo Jankowski

Leo Jankowski is in front of the Order Mosque. You may not recognise him until he addresses you. Preferably, you should've already dealt with the Omar by buying the bio-mod capsule and any other gear you need. One of the answers you give to Jankowski can set the guy off like a Chinese pinwheel and he will start firing rockets at the Omar (usually killing them). Giving him money will probably be the nice thing to do (but unnecessary).

Rescue Klara Sparks

lara is being held by WTO security in the Nanoformer Bay on Level 107. If you defy Dumier's orders in regards to Paul Denton, Klara presumably dies. On the other hand, trying to rescue her will put you at odds with hot British chick Donna Morgan, so you'll have to decide who to keep around. Unlike some forms of pornography, you can't have both girls this time. You can acutally poison/snipe the two guards at the door from down the hall where you enter the vent for the Widowmaker weapon. This does draw Donna's attention, but none of the guards have really great weapons (like the Templars) so offing them with a Dragon Tooth Sword is not a problem. Note that if you use grenades or damage Klara in any fashion, the mission cannot be completed since her alliance will shift from friendly to hostile. It doesn't matter in terms of gameplay, but the dialogue will be missing or different.

Speak With Dr. Nassif

Dr. Leila "I Was An Egyptian Porn Star! How Else Did You Think I Paid For Post-Graduate School?" Nassif will be in Bay 23 if you did not kill her. Speak with her for a bio-mod capsule. Killing her now will piss off the SSC, so you may want to save the ammo for the Templars down the hall (or the Illuminati who show up later).

Locate The Real N.G. Resonance

N.G. Resonance -- in the flesh like Britney in her white lace skin suit but not as slutty -- will be in the cargo holding area of Bay 23. Simply speak with her to clear this mini-mission. Her entourage will have nothing much in terms of equipment, but there's some ammo in her luggage you can bag if you crack them open with a hand grenade. Watch it though, nicking the SSC guards with your grenade will result in a premature fire-fight.

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Return to Cairo - Leaving the area

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Cairo 2 can be left (in a hurry) when you deal with Paul Denton or give blood to the Templars. Head back to the upper gantry of Bay 23 (this room overlooks Bay 23) and whack the Illuminati Commando there if you didn't kill Paul Denton. Switch on the pilot beacon and you're off to Liberty Island.

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Liberty Island - Main Missions

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Upload Aquinas Router

Your main mission (and depending on who dropped you off where) will be to upload the remnants of the Aquinas router to what ever faction you favour (personally, I don't favour any faction). To get there, you need to brave a short run to the UNATCO ruins on the West Side of the island (where you start out regardless). Sid Black drops you almost right on top of the facility (and forget about the Sunfire Missiles as well, they don't work if you know what I mean and I think you do) but Ava hangs a bit back. Either way, you can enter the UNATCO ruins now or dick around with the various factions topside.

UNATCO is patrolled by an aerobot (Illuminati) and the interior will have both Templar Powered Armour and Illuminati Commandos fighting throughout the complex. In addition, Billie Adams will be just past the entrance to the UNATCO ruins. She'll be equipped with pretty much the same weapons as she was in Antarctica but will have no spider bots. However, the space is more confined, so you can resort to the Dragon Tooth Sword to slice open the bigoted bitch. Alternatively, you can flash her and move on. There are about three or four Powered Armour encounters (and an equal number of Commandos) as you make way down to the basement to the Aquinas terminal. Once you hack in and upload the spec to your faction, head back out.

If you uploaded to the Illuminati, you'll have things slightly easier as the commandoes in the UNATCO complex will not attack you. However, uploading to any other faction will result in a slightly more difficult fight back up the stairs to civilisation. All the homeless dregs in the UNATCO ruins can be killed without penalty. Meet the faction you favour (do the following other missions below) and Alex Denton will have ushered in a new age on Earth -- what ever it may be!

Using OR Destroying Helios

You can do this mission only if you are aligned with ApostleCorp. After uploading the Aquinas spec to JC Denton, walk right into the Helios platform and trigger the ApostleCorp ending. If you side with the Templars. Saman requires you to upload the Aquinas spec to the Templars and then merge your bio-mods with Helios to destroy it. Once you do, fight JC Denton and kill him twice to trigger the Templar ending.

If you side with the Illuminati or as a renegade unwittingly doing the bidding of the Omar. Basically, you blast Helios into a D-minis project from shop class with explosives. The Dragon Tooth Sword will work to a degree, but the explosion will probably kill Alex. Once Helios blows up and JC Denton is killed, the appropriate ending will occur.

Kill Paul and JC Denton

You can do this mission only if you are not aligned with ApostleCorp. Kill Paul and JC Denton and you can see one of the other endings instead of ApostleCorp's ending.

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Liberty Island - Side Missions

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Speak with Leo Jankowski

Now the only Polish Omar in the world, Jankowski will ask Alex to meet him by the van near the UNATCO facility. It's really not a van (probably left over dialogue) but a small brick and mortar building near the UNATCO entrance. An illegal bio-mod capsule will be next to him provided he makes it to Liberty Island. Leo will offer a home-made solution for this mess and that's to kill all the leaders of each faction. Doing so will trigger the Omar/Renegade ending however.

Speak with Tracer Tong

Assuming you didn't sell Paul Denton down river for $0.30, you can speak with Tracer Tong and he will offer three Hunter-Killers stored on Liberty Island since the Collapse (you'd think they'd upgrade the bots' form and weapons in 20 years). To free them though, you'll need to expend two multitools for each bot. Once all three bots are loose, speak to the Chinaman again and send the bots to where you think they can do the most damage -- the Illuminati camp or Templar bunker 23. Saying you have plans for the bots will change the rat-faced Mongloid's alliance to hostile and he and the bots will fire on you.

Speak with Dumier and DuClaire

Optional, if you speak with Dumier and DuClaire, they offer a last-minute pitch for Illuminati support. There's no real reason to come here except to pick up the bio-mod capsule in the tent and perhaps kill or speak to the sterile Illuminati leadership.

Speak with the Denton(s)

Speaking with the Denton "brothers" will be an equally "duh-duh" kinda thing. They basically shed more light on the backstory for DX if you can't get enough of it. You may want to deactivate the turrets in case you have a change of heart and go for another ending while under the employ of ApostleCorp.

Speak with Saman

peaking with Saman is difficult since his bunker is rather well protected. It's recommended you send a shit load of guided rockets into the bunker and watch him and his bigot buddies turn into bloody chunks and alloy confetti. There's at least four full clips of ammo inside the bunker if you are running short.

Rescue Paul Denton

if you submitted to the Templar blood test, you have a side mission to rescue Paul Denton. To do so successfully, kill all the Templar in Bunker 23 then hack the cryo-coffin for Paul to get out. If not, Paul will step out and 6,535 Templars will open fire simultaneously at a defenseless Paul Denton as he tries to escape. It's funny when you think about it, but probably not for the Denton clan.

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Endings - How To Get What You Want

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There are four different endings in DX2. If you play off each side (doing all the missions when you can) you'll be able to pull off a file on Liberty Island where you may achieve any of the four endings at your leisure. Throughout the game, try to keep all the major players alive and avoid incapacitating them by using non-lethal methods to complete you mission (meaning you try not to kill anyone who regularly contacts you). If you manage to complete as many of the missions as possible, you'll be able to keep most of the sides neutral to you at the last stage (at least one will be hostile, due to a mission just previous to the final stage). Still, you can win over one more faction by doing some mini-missions in the last stage to get the ending you're looking for.

Ending #1 - JC's Triumph (Denton)

A collective democracy is formed under the guidance of JC/Helios, although the entity refers to itself more as Helios than JC Denton (makes you wonder). Democracy is directly practised, as nannites allow all those interested to participate in day to day decisions in an instant. The Denton faction's objectives is easy -- transmit the Aquinas info to the Dentons at the end of the game to get this ending. If Paul Denton is captured, you may want to make a side trip to rescue him (but that's unnecessary). Do not destroy Helios or JC Denton for this ending. Once you upload yourself into Helios, the ending kicks in. Thanks to Andrew0824 on IGN for the correction.

Ending #2 - Emergence of Order (Illuminati)

A century of peace is looked back upon by the narrator, dating the origin of Pax Illumina Terra from the events of Liberty Island. The Illuminati AI Ophelia now manages all aspects of life, much like the older Aquinas Router managed communication 120 years before. The Illuminati ending does not require the objective to kill Paul Denton in Cairo 2; you may still rescue Klara Sparks from WTO confinement (meaning you will need to incapacitate Donna Morgan). Transmit the Aquinas info to the Illuminati, then destroy JC Denton and Helios to get this ending. Note that you will need to kill JC Denton twice for this ending. Destroying Helios and JC Denton is a part of this ending. Once you destroy Helios and kill JC Denton a second time, the ending kicks in. Thanks to Andrew0824 on IGN for the correction.

Ending #3 - Forever Pogrom (Templar)

Grand Master Saman preaches keeping the human genome pure of bio-modification by lynching all transgenics. Saman -- as do all demagogues from Adolf Hitler to Ariel Sharon -- goes further by discriminating against bio-modified humans as well. The Templar ending just requires you to upload the Aquinas info to the Templars, destroy JC Denton's forces. Next, upload Saman's viral agent into Helios to destroy it utterly. Note that you will need to kill JC Denton twice for this ending. Do not destroy Helios (strange, but true) for this ending. Once you contaminate Helios and kill JC Denton a second time, the ending kicks in. Thanks to Andrew0824 on IGN for the correction.

Ending #4 - Ashes of the Omar (Renegade)

An apocalypse follows as the Illuminati, the Dentons, and the Templar are destroyed. Without JC Denton and Helios, the world is lost. Without the Illuminati to control the WTO and the Order, balkanization occurs. In absence of the Templar, hatreds flare unchecked. The Omar wait patiently as the earth is swallowed in a global war from which nothing survives except the heavily bio-modified -- meaning the Omar come to fore. This is the default ending if you fail miserably in every faction-related objective and you need to kill all the leaders (Paul and JC Denton in the statue pedestal, Dumier and DuClaire in the Illuminati encampment, and Saman in Bunker 23). Leo Jankowski also gives you this objective as an option if he flees to Liberty Island with you. Remember the Blaster Launcher from X-Com? Use the Rocket Launcher like you would a Blaster Launcher on everything that moves on Liberty Island. Once you kill the last leader (JC usually, since you need to kill him twice) the ending kicks in.

Ending #5 - Lesbian Love Life (Pipe Dream / Complete Bullshit)

Billie admits her love of Alexandra will always survive despite their differences. The two french and fondle each other's groceries, while Klara edges in for a piece of the action. With bio-modification, those girls can operate all damn night. Huhuhuhuhuhu. I've been watching too much Zazel.



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