Deus Ex/LaGuardia Airfield

Unatco briefing
The third chapter starts when you return to Unatco. Alex sends an initial message that your mission was a success, which was the only bright side. Head inside Unatco and head to Manderly's office.

Be sure to collect the following items as desired:
 * Lockpick in Corporal Collin's office (upper floor, to the left).
 * Tranquilizer darts in vacant office (upper floor, on the right).
 * ~750 credits from the ATM (via hacking).
 * 2 medikits in medial closet.
 * Bioelectric cell in Computer room closet
 * Multitool in computer room
 * Lockpick and credit chit in the computer room floor.
 * Darts and Bioelectric cell in Anna Navarre's desk
 * 10mm ammo in the locked second-floor closet.
 * 2 Multitools and Weapon accurracy modification from Sam Carter. (7.62mm ammo clip if you tried to avoid a body count in Castle Clinton).
 * Upto 1200 credits as an op bonus for the previous mission.
 * A weapon recoil modification (requires 1 lockpick)

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

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

Battery Park
As you start the level on Battery Park, go to the subway entrance. If you rescued the bum at Hell's Kitchen's basketball court:
 * Enter the western shack, where two bums are talking. After their conversation, talk to the male bum, Curly, and he'll give you the phone booth code.  Proceed downstairs.

If not:
 * Go downstairs and either pay Harley Filben for the phone booth code (6653), use multitools to crack the keypad (50% strength), or pick a lock of a crate (10% lock, 50% blast) to see a password written down in a book.

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

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


 * 1) Talk to the bum (Charlie Fann) at the northeast corner of the station.  He'll ask you to fix the water supply, so continue north to the rubble and open the door facing east.  (If you lack explosives, see Available LAMs).  Use a rocket or LAM to clear your path, and proceed through the hallway.  In the next room, jump over the steaming pipes to receive minor leg damage instead of sacrificing a lockpick.  On the north wall, turn the two wheels on the pipes and return to the bum for the code.
 * 2) Go upstairs and head east, past the turnstiles.  Pick the lock on the map (20%) for three flares and a datacube.

Available LAMs

 * 1) Enter the men's bathroom on the western side of the station and speak to the junkie.  If you have zyme, then you can trade a vial for his LAM.  If not, then you can mug the drug dealer for two vials at the southeast corner of the station.
 * 2) Go upstairs and head west to make a deal with El Rey.  Take out the drug dealer at the southeast corner of the station if you haven't already, and return to El Rey for a free LAM.  In the vicinity you'll find a gas grenade in the booth and buckshot in a combat crate.  Southeast of that room, there is an ATM machine and a multitool above a telephone.

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

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

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