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{{Header Nav|game=Deus Ex}}
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This page contains information regarding the progress sequence of the main plot and a list of all the side missions of ''[[Deus Ex]]''.
This page contains information regarding the progress sequence of the main plot and a list of all the side missions of ''[[Deus Ex]]''.
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==Statue of Liberty==
==Statue of Liberty==
===South Docks===
===South Docks===
You'll begin on the south pier of Liberty Island, equipped only with a Pistol, Riot Prod, and Medkit. Alex Jacobson messages you through your infolink and tells you that your brother, Paul Denton, is on his way to meet you on the pier. Move forward and you'll see a figure in a trenchcoat heading towards your direction: this is Paul, and a conversation will trigger as soon as he's near you.
You'll begin on the south pier of Liberty Island, equipped only with a [[Pistol]], [[Riot Prod]], and [[Medkit]]. [[Alex Jacobson]] messages you through your infolink and tells you that your brother, [[Paul Denton]], is on his way to meet you on the pier. Move forward and you'll see a figure in a trenchcoat heading towards your direction: this is Paul, and a conversation will trigger as soon as he's near you.


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


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


Afterwards, proceed up the ramp and take a look around. Alex will transmit to you a map of the island, so take a look at this to plan your approach. Two guards patrol this area, so either avoid them or get their attention so they will chase you down onto the docks to be eliminated by a friendly Security Bot. These two guards will carry 10mm Ammo and a Combat Knife, which is standard for most of the NSF enemies.
Afterwards, proceed up the ramp and take a look around. Alex will transmit to you a map of the island, so take a look at this to plan your approach. Two guards patrol this area, so either avoid them or get their attention so they will chase you down onto the docks to be eliminated by a friendly [[Page Bravo-3 Peacebringer|Security Bot]]. These two guards will carry 10mm Ammo and a [[Combat Knife]], which is standard for most of the NSF enemies.
 
Once both guards are down, head left after the ramp and look for a small metal crate. Take the crate and place it next to the large stack of crates left of the path: jump on top and smash the wooden crate to find a Gas grenade. Below you, you'll notice a small storage area that houses a medbot, but the door requires a lockpick, so don't bother opening it. Keep going down the main path - there are two guards ahead, you can either kill them now or sneak past them to deal with them later - whatever the case turn left towards UNATCO HQ.


Once both guards are down, head left after the ramp and look for a small metal crate. Take the crate and place it next to the large stack of crates left of the path: jump on top and smash the wooden crate to find a [[Gas grenade]]. Below you, you'll notice a small storage area that houses a medbot, but the door requires a lockpick, so don't bother opening it. Keep going down the main path - there are two guards ahead, you can either kill them now or sneak past them to deal with them later - whatever the case turn left towards UNATCO HQ.
===UNATCO HQ===
===UNATCO HQ===
At the entrance you'll find Tech Sergeant Kaplan, who triggers a conversation with you. You'll have to make a choice halfway through. Your choice will have a small effect: if you choose the first one, he'll give you the code (''0451'') to the shed next to the helipad, but he won't give you the code if you select the second option. Afterward, he'll offer you some hardware: a Scope for 700 credits, some 10mm Ammo for 200 credits, or some Tranquilizer Darts for 60 credits. Buy the darts if you're going for a pacifist playthrough, or 10mm if you are going for regular playthrough. The scope is expensive, and generally not worth buying.
At the entrance you'll find [[Kaplan|Tech Sergeant Kaplan]], who triggers a conversation with you. You'll have to make a choice halfway through. Your choice will have a small effect: if you choose the first one, he'll give you the code (''0451'') to the shed next to the helipad, but he won't give you the code if you select the second option. Afterward, he'll offer you some hardware: a Scope for 700 credits, some 10mm Ammo for 200 credits, or some Tranquilizer Darts for 60 credits. Buy the darts if you're going for a pacifist playthrough, or 10mm if you are going for regular playthrough. The scope is expensive, and generally not worth buying.


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


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


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


On top of the nearby container, you'll notice a datacube, a Prod Charger, and a Pepper Spray Cartridge. Read the datacube to find out that the login is ''NSF001'' and the password ''smashthestate''. From here, you can head in two directions: Straight ahead, to the front entrance of the statue complex, or right, to circle around it.
[[File:800px-DeusExLIDataCube1.JPG|225px|left|thumb|The datacube. The Statue's Front Entrance is behind.]] On top of the nearby container, you'll notice a datacube, a Prod Charger, and a Pepper Spray Cartridge. Read the datacube to find out that the login is ''NSF001'' and the password ''smashthestate''. From here, you can head in two directions: Straight ahead, to the front entrance of the statue complex, or right, to circle around it.


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


Follow Alex's advice and don't cross through the arcs. Press the button on the forklift and quickly get on the fork, from here you can jump onto the power box and safely avoid the arcs. Collect the goodies in the crates (these include two weapon modifications) then use the metal crate to get back onto the powerbox, climb across it and back to safety.
Follow Alex's advice and don't cross through the arcs. Press the button on the forklift and quickly get on the fork, from here you can jump onto the power box and safely avoid the arcs. Collect the goodies in the crates (these include two weapon modifications) then use the metal crate to get back onto the powerbox, climb across it and back to safety.
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Leaving the storage facility, head northwest towards the north dock. Don't worry about the bot, it's friendly (a fact which you may wish to exploit) but will only patrol this immediate vicinity. Go down the ramp to the north dock. Watch out for the two guards. The one dressed in black stands in one place on the right side of the crates, while the other patrols in a circular pattern. You can either eliminate them yourselves, or grab their attention and let the bot deal with them. Once they're taken care of, break the wooden crates open to find some rockets and some 30.06 ammo. Continue down the dock and turn right, at the end on the left is another crate, break it open to find a medkit.
Leaving the storage facility, head northwest towards the north dock. Don't worry about the bot, it's friendly (a fact which you may wish to exploit) but will only patrol this immediate vicinity. Go down the ramp to the north dock. Watch out for the two guards. The one dressed in black stands in one place on the right side of the crates, while the other patrols in a circular pattern. You can either eliminate them yourselves, or grab their attention and let the bot deal with them. Once they're taken care of, break the wooden crates open to find some rockets and some 30.06 ammo. Continue down the dock and turn right, at the end on the left is another crate, break it open to find a medkit.


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


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


Either continue to '''The Front Door''' or '''Using the Back Way'''.
Either continue to '''The Front Door''' or '''Using the Back Way'''.
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===Using the Back Way===
===Using the Back Way===
Climb back onto the dock and make your way back to the storage facility and the huge piles of crates and containers nearby. Climb the containers, using the ladders and small metal crates, and climb over the wall onto the outside of the statue complex. There are two guards patrolling to the south, you can engage them if you like but it's easier to avoid them. From here, go west until you run into another guard, dispatch him, but watch out, there are two around the corner. You may want to lure them around the corner and then shoot the box of TNT as they pass it, but this is difficult to do reliably unless you invested most of your skills in pistol marksmanship. Once they're out of the way follow the two ramps up to the tower. Watch out, three of the four passages here are booby-trapped with gas grenades. Move in quickly and right click on them to defuse them before they go off - just like in training. Once that's done quietly move into the center and listen as the two thugs nearby talk about "the shipment". You can dispatch them if you wish, but as long as you keep crouched and stay behind them you can just ignore them. Head downstairs, ignore the patrolling guard, and continue downwards in to the lobby. Behind the corner on the right is a security camera and a crate containing a lockpick. You can either disable the camera or evade it if you are quick enough. Take note of the gun turret on the roof, which will activate if an alarm is tripped.
Climb back onto the dock and make your way back to the storage facility and the huge piles of crates and containers nearby. Climb the containers, using the ladders and small metal crates, and climb over the wall onto the outside of the statue complex. There are two guards patrolling to the south, you can engage them if you like but it's easier to avoid them. From here, go west until you run into another guard, dispatch him, but watch out, there are two around the corner. You may want to lure them around the corner and then shoot the box of TNT as they pass it, but this is difficult to do reliably unless you invested most of your skills in pistol marksmanship. Once they're out of the way follow the two ramps up to the tower. Watch out, three of the four passages here are booby-trapped with gas grenades. Move in quickly and right click on them to defuse them before they go off - just like in training. Once that's done quietly move into the center and listen as the two thugs nearby talk about "the shipment". You can dispatch them if you wish, but as long as you keep crouched and stay behind them you can just ignore them. Head downstairs, ignore the patrolling guard, and continue downwards in to the lobby. Behind the corner on the right is a security camera and a crate containing a lockpick. You can either disable the camera or evade it if you are quick enough. Take note of the gun turret on the roof, which will activate if an alarm is tripped.
===Inside the Statue===
===Inside the Statue===
Two guards patrol the lobby. One on the north balcony on the second floor, who patrols east to west, and one on the ground floor who patrols counter-clockwise around the torch monument in the center. If you want to avoid the guards, you can simply crawl into a small vent that lies left of the stairs leading to the upper floors of the statue. Crawl through the vent until you notice a doorway on the left. Ignore this for now and pick up the multitool on the floor, before continuing on through the vent. Read the datacube on the desk to discover some bank account details (''230023/4558'') and pick up the Medkit.
Two guards patrol the lobby. One on the north balcony on the second floor, who patrols east to west, and one on the ground floor who patrols counter-clockwise around the torch monument in the center. If you want to avoid the guards, you can simply crawl into a small vent that lies left of the stairs leading to the upper floors of the statue. Crawl through the vent until you notice a doorway on the left. Ignore this for now and pick up the multitool on the floor, before continuing on through the vent. Read the datacube on the desk to discover some bank account details (''230023/4558'') and pick up the Medkit.


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


During your conversation with Gunther, you'll need to give him a weapon to maintain his favor (usually the pistol, you don't have a choice in the matter). If you've already applied some weapon modifications to your pistol and don't want to lose it, drop it before speaking to Gunther and you'll give him something else, like the knife. If you drop ''all'' of your weapons before talking to Gunther, JC will say something like "I'd like to help but I'm not very well armed myself" and you won't lose anything. This completes your secondary objective and will give you a skill points bonus and additional credits later on. Go back into the vent system you used before, ignoring or eliminating any guards along the way, before heading up the stairs to the top of the statue.
[[File:25.jpg|225px|left|thumb|When talking to the Terrorist Leader, pick the second option.]] During your conversation with Gunther, you'll need to give him a weapon to maintain his favor (usually the pistol, you don't have a choice in the matter). If you've already applied some weapon modifications to your pistol and don't want to lose it, drop it before speaking to Gunther and you'll give him something else, like the knife. If you drop ''all'' of your weapons before talking to Gunther, JC will say something like "I'd like to help but I'm not very well armed myself" and you won't lose anything. This completes your secondary objective and will give you a skill points bonus and additional credits later on. Go back into the vent system you used before, ignoring or eliminating any guards along the way, before heading up the stairs to the top of the statue.


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


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


==UNATCO==
==UNATCO==
Go back to UNATCO HQ, chatting to the troopers on the way, and talk to Paul. He will praise or scold your handling of the situation depending on your actions. Continue through the front doors, talk to Private Lloyd and enter the building. Within the HQ, you are given the introduction to your base. You can use the retinal scanner go through the door and explore the base. On level one there are two locked office doors, one to the left and one on the right. Ignore them for now.
[[Image:UNATCOHQ.jpg|thumb|250px|left|UNATCO HQ]] Go back to UNATCO HQ, chatting to the troopers on the way, and talk to Paul. He will praise or scold your handling of the situation depending on your actions. Continue through the front doors, talk to Private Lloyd and enter the building. Within the HQ, you are given the introduction to your base. You can use the retinal scanner go through the door and explore the base. On level one there are two locked office doors, one to the left and one on the right. Ignore them for now.


You will need to see Joseph Manderley on level two; his office has a personal secretary who will give you the login and password to your UNATCO computer. Also, on her desk is a NanoKey, which unlocks two doors nearby, as well as a DataCube with Manderley's computer login details.
You will need to see [[Joseph Manderley]] on level two; his office has a personal secretary who will give you the login and password to your UNATCO computer. Also, on her desk is a NanoKey, which unlocks two doors nearby, as well as a DataCube with Manderley's computer login details.


After an introduction to your superior officer, he will recommend you check in with Sam Carter in the armory (for equipment) and Jaime Reyes in Medical on level three. The doctor, Jaime Reyes, will give a brief description on how the augmentations work, and checks if you found one. On a book shelf by Jaime's computer is a NanoKey behind a small plant, pick it up and use it to open the nearby medical closet. Inside are crates containing some medkits. Also in his office is a medbot which will heal you and install any augmentations you have found. There is also passage to level 4, a secure area. The quartermaster, Sam Carter, located on level three, will give you a Stealth Pistol. This weapon is silenced, and thus won't alert enemies if the weapon is fired (however, the "death scream" an enemy gives off will usually alert enemies anyway.) You also have a choice of a lockpick, multitool or additional ammo. You may choose any of the three items. Take your time to visit the other places within the floor. Alex Jacobson is located in the Computer Ops room in the north-east section of the base. In his email box is a list of passwords for every person at UNATCO. Open the closest door using the code ''2001'', found via Alex's computer. Break open the crates inside for a lockpick and a biocell. There is also a hidden floor panel in the Computer Ops room (directly opposite a DataCube), containing a scope weapon modification, 30.06 ammo, and an office door key for the locked offices on the first floor (mentioned earlier). Unlock them to find an accuracy mod and NanoKey in the one, and a lockpick and multitool inside the other.
After an introduction to your superior officer, he will recommend you check in with [[Sam Carter]] in the armory (for equipment) and [[Jaime Reyes]] in Medical on level three. The doctor, Jaime Reyes, will give a brief description on how the augmentations work, and checks if you found one. On a book shelf by Jaime's computer is a NanoKey behind a small plant, pick it up and use it to open the nearby medical closet. Inside are crates containing some medkits. Also in his office is a medbot which will heal you and install any augmentations you have found. There is also passage to level 4, a secure area. The quartermaster, Sam Carter, located on level three, will give you a Stealth Pistol. This weapon is silenced, and thus won't alert enemies if the weapon is fired (however, the "death scream" an enemy gives off will usually alert enemies anyway.) You also have a choice of a lockpick, multitool or additional ammo. You may choose any of the three items. Take your time to visit the other places within the floor. [[Alex Jacobson]] is located in the Computer Ops room in the north-east section of the base. In his email box is a list of passwords for every person at UNATCO. Open the closest door using the code ''2001'', found via Alex's [[Alex Jacobson's computer|computer]]. Break open the crates inside for a lockpick and a biocell. There is also a hidden floor panel in the Computer Ops room (directly opposite a DataCube), containing a [[Weapon modifications (DX1)#Scope|scope weapon modification]], 30.06 ammo, and an office door key for the locked offices on the first floor (mentioned earlier). Unlock them to find an [[Weapon modifications (DX1)#Accuracy|accuracy mod]] and NanoKey in the one, and a lockpick and multitool inside the other.


If you wish, enter the woman's bathroom for some humorous results and scolding from Manderley, but otherwise continue back upstairs. Enter your office for information about UNATCO, as well as to check your email. Nearby is the breakroom, where you can hack an ATM for cash and overhear a conversation that almost every ''Deus Ex'' player will know. ''I wanted orange... it gave me lemon-lime.''
If you wish, enter the woman's bathroom for some humorous results and scolding from Manderley, but otherwise continue back upstairs. Enter your office for information about UNATCO, as well as to check your email. Nearby is the breakroom, where you can hack an ATM for cash and overhear a conversation that almost every ''Deus Ex'' player will know. ''I wanted orange... it gave me lemon-lime.''
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Either continue to '''Side Entrance''' or '''Main Entrance'''.
Either continue to '''Side Entrance''' or '''Main Entrance'''.
===Side Entrance===
===Side Entrance===
Enter through the vending machine and continue into the next room to be rewarded additional skill points. Pick up the bioelectric cell, multitool and flares by the desk. There's also some 10mm ammo in the water if you feel like a swim. Exit the room and quietly descend the stairs, watching for a lone guard which patrols the hallway. Take an immediate right and pick up the prod charger before crawling into the ventilation shaft. Climb down the ladder and head north until you reach the end of the vents. Watch for the patrolling guards and after they pass, exit the vent and continue north until you enter a small room. Pick up the multitool in the corner and head west, watching for a guard which patrols nearby. Eliminate the guard loot his body for a NanoKey for the Castle Clinton safe (make sure that his body is out of sight). Head left while avoiding a wall-mounted camera. You should be in a dock-like area, with a barrel of Ambrosia sitting nearby. Approach it and Alex will radio in.
Enter through the vending machine and continue into the next room to be rewarded additional skill points. Pick up the bioelectric cell, multitool and flares by the desk. There's also some 10mm ammo in the water if you feel like a swim. Exit the room and quietly descend the stairs, watching for a lone guard which patrols the hallway. Take an immediate right and pick up the prod charger before crawling into the ventilation shaft. Climb down the ladder and head north until you reach the end of the vents. Watch for the patrolling guards and after they pass, exit the vent and continue north until you enter a small room. Pick up the multitool in the corner and head west, watching for a guard which patrols nearby. Eliminate the guard loot his body for a NanoKey for the Castle Clinton safe (make sure that his body is out of sight). Head left while avoiding a wall-mounted camera. You should be in a dock-like area, with a barrel of Ambrosia sitting nearby. Approach it and Alex will radio in.
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==Hell's Kitchen==
==Hell's Kitchen==
Hell's Kitchen is a location in New York City that will be important later in the game. There are also several side quests as well. The main buildings are the Underworld Tavern, the 'Ton Hotel, and a Free Clinic.
 
Hell's Kitchen is a location in New York City that will be important later in the game. There are also several side quests as well. The main buildings are the [[Underworld Tavern]], the [['Ton Hotel]], and a [[Free Clinic]].


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


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


===Clinic===
===Clinic===
This place is pretty straightforward. Just go down the corridor, and listen to the bums if you want. Then head into the main clinic room. Nothing in the bathrooms. Use the water fountain if you want.
This place is pretty straightforward. Just go down the corridor, and listen to the bums if you want. Then head into the main clinic room. Nothing in the bathrooms. Use the water fountain if you want.


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


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===Sewer Lab===
===Sewer Lab===
Not strictly necessary to complete the game, but it's worth it to get cheaper prices and to get some more stuff and skill points. Once you've gotten the sewer key from Smuggler, go down one of the sewer grates. I'm going to give   
Not strictly necessary to complete the game, but it's worth it to get cheaper prices and to get some more stuff and skill points. Once you've gotten the sewer key from Smuggler, go down one of the sewer grates. I'm going to give   
the explanation as if you came down the one right by the back door to the bar.
the explanation as if you came down the one right by the back door to the bar.
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===Osgood & Sons===
===Osgood & Sons===
I know of 3 ways to get in here: pick the lock, use the key from the dead guard out front, or break the window on the side of the building (the right side). If you go in the front, you'll be in the same room as if you went in the side   
I know of 3 ways to get in here: pick the lock, use the key from the dead guard out front, or break the window on the side of the building (the right side). If you go in the front, you'll be in the same room as if you went in the side   
and then went up (not down) the stairs. You can use the 2 little crates to get on top of the stack and get the bio cell in the crate on top of the box stack. There is also a locked door here, with a keypad code. The code is 6549, behind the door is a crate with 10mm and an augmentation upgrade canister. This will allow you to increase the abilities of upgrades you have already installed (i.e. from level 1 to level 2 and so on).
and then went up (not down) the stairs. You can use the 2 little crates to get on top of the stack and get the bio cell in the crate on top of the box stack. There is also a locked door here, with a keypad code. The code is 6549, behind the door is a crate with 10mm and an augmentation upgrade canister. This will allow you to increase the abilities of upgrades you have already installed (i.e. from level 1 to level 2 and so on).
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===Another Way===
===Another Way===
If you go in the side window, you'll notice stairs down. Or, you can go down   
If you go in the side window, you'll notice stairs down. Or, you can go down   
the stairs through the open doorway in the entrance room, down to the anteroom   
the stairs through the open doorway in the entrance room, down to the anteroom   
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===Roof===
===Roof===
While the street has many guards (and guard dogs), the roof is relatively   
While the street has many guards (and guard dogs), the roof is relatively   
poorly guarded at first, but offers many guards on the upper levels.   
poorly guarded at first, but offers many guards on the upper levels.   
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===From The Ground===
===From The Ground===
Fall off the roof, as best you can, without hurting yourself. You're going to   
Fall off the roof, as best you can, without hurting yourself. You're going to   
want to fall off the edge with the ramp. Try and hit any guards or guard dogs   
want to fall off the edge with the ramp. Try and hit any guards or guard dogs   
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===Swimming===
===Swimming===
Swimming will get you into the basement of the warehouse, but you'll need good swimming or an aqualung to have a prayer of making it. Doing so gets you 20 exploration points, at about the halfway point.


Get out of the water, and use the security computer to deactivate a whole bunch of cameras and doors, etc.
Swimming will get you into the basement of the warehouse, but you'll need good 
swimming or an aqualung to have a prayer of making it. Doing so gets you 20 
exploration points, at about the halfway point.
 
Get out of the water, and use the security computer to deactivate a whole bunch
of cameras and doors, etc.


===Grate===
===Grate===
Now you can either go through the grate or down the hallway, both ways taking   
Now you can either go through the grate or down the hallway, both ways taking   
care to avoid trip lines. Going down the hallway leads you do a sealed door that   
care to avoid trip lines. Going down the hallway leads you do a sealed door that   
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mentioned above, near the pool you swam in.
mentioned above, near the pool you swam in.


If you go through the grate, there will be a panel that will deactivate most of the trip lines down that path. Go under the remaining one and take a left. Note the 10mm in the dark alcove to your right. Go straight, up to the window. If you go left you'll be spotted by the camera aiming down that hallway. When you get to the window, note the camera on the ceiling to your right. You're going to have to make your next move when it isn't looking, because there is a turret and a guard nearby. There is a locked door which can be gotten into with lockpicks, and inside are rockets, another lockpick, and 10mm. Also there is a security panel that disables a couple of laser lines that are easy to dodge (they are on a slant) so don't bother. The other locked door leads to a hallway that you can dash across to by going out the door and taking 2 immediate rights. Ease down the corridor under the trip lines and gun, and turn the corner, noting the guard waiting there at the top of a ramp. Be careful of the camera behind you if you try to shoot him here. Up that ramp is the ground floor of the warehouse where you will find the generator. For the most part, the rest of the basement is a maze full of cameras and traps, so explore at your own risk. There IS a control room down there (not sure of the keypad combo, but only 20% to get in) with good stuff in it. This includes 60 skill points, a LAM, the storeroom key (if you want to wait to get it), a security computer, and a safe with an aug canister (speed/silent running). You can get here if you head straight down the hallway that the storeroom is on, and it has two doors, one of which is keypad-locked and both of which are watched by cameras.
If you go through the grate, there will be a panel that will deactivate most of the trip lines down that path. Go under the remaining one and take a left. Note the 10mm in the dark alcove to your right. Go straight,
up to the window. If you go left you'll be spotted by the camera aiming down that hallway. When you get to the window, note the camera on the ceiling to your right. You're going to have to make your next move when it isn't looking,  
because there is a turret and a guard nearby. There is a locked door which can be gotten into with lockpicks, and inside are rockets, another lockpick, and 10mm. Also there is a security panel that disables a couple of laser lines that
are easy to dodge (they are on a slant) so don't bother. The other locked door leads to a hallway that you can dash across to by going out the door and taking 2 immediate rights. Ease down the corridor under the trip lines and gun, and turn the corner, noting the guard waiting there at the top of a ramp. Be careful of
the camera behind you if you try to shoot him here. Up that ramp is the ground floor of the warehouse where you will find the generator. For the most part, the rest of the basement is a maze full of cameras and traps, so explore at your
own risk. There IS a control room down there (not sure of the keypad combo, but only 20% to get in) with good stuff in it. This includes 60 skill points, a LAM, the storeroom key (if you want to wait to get it), a security computer, and a
safe with an aug canister (speed/silent running). You can get here if you head
straight down the hallway that the storeroom is on, and it has two doors, one of which is keypad-locked and both of which are watched by cameras.


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


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


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After speaking with Manderly, you can head to NYC via helicopter.
After speaking with Manderly, you can head to NYC via helicopter.
[[Category:Walkthroughs]]
[[Category:Deus Ex]]


==Battery Park==
==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:
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:


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===Brooklyn Station===
===Brooklyn Station===
Go down the passage, up the ladder, and open the sewer cover. You find yourself  
Go down the passage, up the ladder, and open the sewer cover. You find yourself  
in a very large subway station. There is a guy here that will ask you for zyme.  
in a very large subway station. There is a guy here that will ask you for zyme.  
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===Sewer line===
===Sewer line===
You have entered another dimension. A dimension where time and space have no  
You have entered another dimension. A dimension where time and space have no  
meaning. You have entered...the booby-trap zone. Oh boy. There aren't very many  
meaning. You have entered...the booby-trap zone. Oh boy. There aren't very many  
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walkway above you, accessible by a ladder near the hatch. Be careful; two well-  
walkway above you, accessible by a ladder near the hatch. Be careful; two well-  
placed sniper rifle shots can end your game rather quickly.
placed sniper rifle shots can end your game rather quickly.


===Helipad===
===Helipad===
Whether or not you come out on the top of the pad doesn't matter. You want to   
Whether or not you come out on the top of the pad doesn't matter. You want to   
get below it. You have 2 choices; either use the elevator to the east, or the  
get below it. You have 2 choices; either use the elevator to the east, or the  
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===The Bay===
===The Bay===
Good luck hitting the guy(s) on the dock; your aim sucks from the water, and   
Good luck hitting the guy(s) on the dock; your aim sucks from the water, and   
they can see and hear you pretty well. There is a box of shotgun shells   
they can see and hear you pretty well. There is a box of shotgun shells   
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===Elevator===
===Elevator===
If you've just come up this way, you won't have the security key to get in the   
If you've just come up this way, you won't have the security key to get in the   
tower behind the elevator building. If, however, you came in from the bay, and   
tower behind the elevator building. If, however, you came in from the bay, and   
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==UNATCO Base==
==UNATCO Base==
Head to the comm van, and open it with the code 0451. Inside  
Head to the comm van, and open it with the code 0451. Inside  
are sabot shells for the shotgun and 10mm for the pistol. Now proceed into the  
are sabot shells for the shotgun and 10mm for the pistol. Now proceed into the  
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==Hell's Kitchen==
==Hell's Kitchen==
Back to New York. Go up the ramp onto the ledge and down the ladder there. When   
Back to New York. Go up the ramp onto the ledge and down the ladder there. When   
you get to the fire escape, to into the window there, into the apartment. Talk   
you get to the fire escape, to into the window there, into the apartment. Talk   
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==Prison Escape==
==Prison Escape==
(Note: As soon as you enter the prison and it is done loading, you'll only have your weapons for a second. If you access your inventory as soon as it is done loading, you'll be able to drop everything you have in front you. It'll make things a lot easier.)
(Note: As soon as you enter the prison and it is done loading, you'll only have your weapons for a second. If you access your inventory as soon as it is done loading, you'll be able to drop everything you have in front you. It'll make things a lot easier.)


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===Robot Maintenance===
===Robot Maintenance===
There are guards here. Many guards. They have machine guns, and the odds are that  
There are guards here. Many guards. They have machine guns, and the odds are that  
you don't. Be careful, and don't be seen. In the first alcove on the right is a  
you don't. Be careful, and don't be seen. In the first alcove on the right is a  
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===Armory===
===Armory===
The armory is guarded by 2 large robots that will kill you real fast. These aren't your regular, run-of-the-mill sentry bots; these are the kind of mechs that make battletech fans dance the happy dance. The door is locked with code 2971. Get in as quick as you can, and get the guard behind the desk with whatever you've got. Hopefully you won't set off any alarms or the camera in the corner. All your stuff should be in this room, but don't worry about that now. Get upstairs to the security computer and hack it to disable the camera, gun, and warbots outside. There's too much stuff in here for me to describe it all, but there is a LAW on the rack, several assault shotguns, several assault rifles, and a plasma gun in a locked box upstairs. Open it with code 5239 (you find this by hacking the  computer and reading the email).


Once you're done with this, it's time to head to another area. Clean up anything that you might not have done on the way to getting your stuff, and head back to the area that you started near, with the grate on the floor.
The armory is guarded by 2 large robots that will kill you real fast. These aren't
your regular, run-of-the-mill sentry bots; these are the kind of mechs that make
battletech fans dance the happy dance. The door is locked with code 2971. Get in 
as quick as you can, and get the guard behind the desk with whatever you've got. 
Hopefully you won't set off any alarms or the camera in the corner. All your 
stuff should be in this room, but don't worry about that now. Get upstairs to the
security computer and hack it to disable the camera, gun, and warbots outside. 
There's too much stuff in here for me to describe it all, but there is a LAW on 
the rack, several assault shotguns, several assault rifles, and a plasma gun in a
locked box upstairs. Open it with code 5239 (you find this by hacking the 
computer and reading the email).
 
Once you're done with this, it's time to head to another area. Clean up anything  
that you might not have done on the way to getting your stuff, and head back to  
the area that you started near, with the grate on the floor.


Next, you should head to the nanotech lab.
Next, you should head to the nanotech lab.


===Nanotech Lab===
===Nanotech Lab===
Getting there won't be too easy, but you have 2 ways of doing it; you can go into the air duct using the grate in the floor, or go around through the command post to get there. Using the grate is somewhat convenient; just go down the hole and take the right (the straight/left leads to the command center). There are several places that you can pop up in, under the unsuspecting eyes of several guards and a MIB, but that might not be the best choice. You can pop up and sneak or snipe some people, but you'll be invariably surrounded.


For those who wish to brave the command post, here is the path. Go down the hall that you' haven't been yet, past the sign that says 'command center'. You're going to want to sneak out when the guards aren't looking, staying against the righthand wall, and sneaking into the corridor immediately to your right. See the map for clarification (in your 'image' submenu).
Getting there won't be too easy, but you have 2 ways of doing it; you can go
into the air duct using the grate in the floor, or go around through the command
post to get there. Using the grate is somewhat convenient; just go down the hole
and take the right (the straight/left leads to the command center). There are
several places that you can pop up in, under the unsuspecting eyes of several
guards and a MIB, but that might not be the best choice. You can pop up and sneak
or snipe some people, but you'll be invariably surrounded.
 
For those who wish to brave the command post, here is the path. Go down the hall  
that you' haven't been yet, past the sign that says 'command center'. You're going  
to want to sneak out when the guards aren't looking, staying against the right-
hand wall, and sneaking into the corridor immediately to your right. See the map  
for clarification (in your 'image' submenu).


Now, run around the corner as fast as you can. You see, someone is going to talk to you around that corner, and if you are still visible from the doorway, the guards can walk by and notice while you are talking to him, and will attack you right after the conversation. This person will give you the medical code, 0199.
Now, run around the corner as fast as you can. You see, someone is going to talk  
to you around that corner, and if you are still visible from the doorway, the
guards can walk by and notice while you are talking to him, and will attack you  
right after the conversation. This person will give you the medical code, 0199.


On top of a stack of boxes is a crate with a gas grenade. You'll note, looking towards the lab, a grate at about eye level. If you get up there, you can ambush the guard on the platform there and maybe get some good shots at the enemies below. However, it will be difficult to get there without the speed aug. It is possible without it, if you use one of the small stepping boxes below. What i did was get up there and knock out the guard with the stun prod without anyone noticing. I then shot another guard with a silenced sniper rifle in the head, and he dropped like a rock, and i dodged into the space between the grates on the upper platform to avoid being spotted. Note that there is a security camera under the platform and facing the doorway into the next room. It's protected, so you can't shoot it or use tools on it from the side or behind. To get into the next room, it might be a good idea to use one of the grates in the floor to sneak into the next chamber.
On top of a stack of boxes is a crate with a gas grenade. You'll note, looking  
towards the lab, a grate at about eye level. If you get up there, you can ambush  
the guard on the platform there and maybe get some good shots at the enemies
below. However, it will be difficult to get there without the speed aug. It is  
possible without it, if you use one of the small stepping boxes below. What i did  
was get up there and knock out the guard with the stun prod without anyone
noticing. I then shot another guard with a silenced sniper rifle in the head, and  
he dropped like a rock, and i dodged into the space between the grates on the  
upper platform to avoid being spotted. Note that there is a security camera under  
the platform and facing the doorway into the next room. It's protected, so you  
can't shoot it or use tools on it from the side or behind. To get into the next  
room, it might be a good idea to use one of the grates in the floor to sneak into  
the next chamber.


The next room has an MIB you'll have to take care of, (remember he explodes when he dies) and several scientists that will likely run when you kill him. It also has tranq darts, a computer you should hack to open the containment field around the aug canister, and controls to let out the greasels. You can cause a lot of mayhem that way, but you'll have to kill them if you do; and they spit poison something fierce. Login is dmoreau, pw raptor, if you can't or won't hack it. The crate by the wall has a medkit. The Aug has Aggressive Defense System, which destroys incoming missiles, and Spy Drones, which allow you to power spy drones to fly around and spy for you. The file cabinet in the corner has a multitool a datacube with the 0199 door code and login Psherman pw Raven, and another data cube listing all of the logins for all the UNATCO people.
The next room has an MIB you'll have to take care of, (remember he explodes when  
he dies) and several scientists that will likely run when you kill him. It also  
has tranq darts, a computer you should hack to open the containment field around  
the aug canister, and controls to let out the greasels. You can cause a lot of  
mayhem that way, but you'll have to kill them if you do; and they spit poison  
something fierce. Login is dmoreau, pw raptor, if you can't or won't hack it.  
The crate by the wall has a medkit. The Aug has Aggressive Defense System, which  
destroys incoming missiles, and Spy Drones, which allow you to power spy drones  
to fly around and spy for you. The file cabinet in the corner has a multitool  
a datacube with the 0199 door code and login Psherman pw Raven, and another data  
cube listing all of the logins for all the UNATCO people.


* ajacobson - calvo
* ajacobson - calvo
Line 1,014: Line 1,103:
* scarter - antique
* scarter - antique


You can use these upstairs to figure out Anna Navarre's kill phrase, if you want it and she isn't already dead from the fight in the subway.
You can use these upstairs to figure out Anna Navarre's kill phrase, if you want  
it and she isn't already dead from the fight in the subway.


From here you can also get into some air duct tunnels that lead into a basement area with a greasel that got free. It's worth 100 skill points to go down there. You will find in the boxes some ballistic armor and a plasma clip. Don't forget to install your aug before you go.
From here you can also get into some air duct tunnels that lead into a basement  
area with a greasel that got free. It's worth 100 skill points to go down there.  
You will find in the boxes some ballistic armor and a plasma clip. Don't forget  
to install your aug before you go.


On to medlab.
On to medlab.


===Medical===
===Medical===
You're going to turn a corner and notice a waiting room of sorts to your left. The secretary inside is hostile, so see if you can knock her out with a riot prod before she sounds the alarm. Now, note the large cage in front of you. 2 large beasts roam there, with the addition of a machine gun. You have a couple of choices in how you deal with this.
 
You're going to turn a corner and notice a waiting room of sorts to your left. The  
secretary inside is hostile, so see if you can knock her out with a riot prod
before she sounds the alarm. Now, note the large cage in front of you. 2 large  
beasts roam there, with the addition of a machine gun. You have a couple of  
choices in how you deal with this.


* Don't mess with it.
* Don't mess with it.
* Open the doors and let the beasts take care of the guards in front of the medlab door. Then, kill the things by hand or with the autogun in the cage.
* Open the doors and let the beasts take care of the guards in front of the
medlab door. Then, kill the things by hand or with the autogun in the cage.
* Kill the things with the autogun, just for fun.
* Kill the things with the autogun, just for fun.
* Kill the things with the autogun, open the door, and let the autogun kill the guards by the medlab door.
* Kill the things with the autogun, open the door, and let the autogun kill the
guards by the medlab door.


Anyway, go right. You'll note a baton and a datacube with the security login info, namely MJ12:INVADER. There also a grate here, into the air duct system. From here, you can release the beasts on the guards, if you want. The grate leads to a duct in the medlab, so you can get in without any violence. Getting to Paul is worth 500 skill points. You'll also get the code to the exit door, 1125, which is in the command center. Going in the medlab door is also worth 500 points; if you came in the air duct, head to the door and get that 500, coming from the other direction (this may be a bug).
Anyway, go right. You'll note a baton and a datacube with the security login
info, namely MJ12:INVADER. There also a grate here, into the air duct system.  
From here, you can release the beasts on the guards, if you want. The grate leads  
to a duct in the medlab, so you can get in without any violence. Getting to Paul  
is worth 500 skill points. You'll also get the code to the exit door, 1125, which  
is in the command center. Going in the medlab door is also worth 500 points; if  
you came in the air duct, head to the door and get that 500, coming from the other  
direction (this may be a bug).


To actually activate the security features and autogun, you need to head left from the office. Then, knock out or kill the guard here and hack the security computer against the south wall. Set the gun to attack everything; that will shoot the beasts and the guards (if you open the door).
To actually activate the security features and autogun, you need to head left
from the office. Then, knock out or kill the guard here and hack the security  
computer against the south wall. Set the gun to attack everything; that will
shoot the beasts and the guards (if you open the door).


===Command Center===
===Command Center===
Now you want to get out of here. Head for the command center. This part here is rather non-easy, if you know what i'm saying. It might even be a good idea to go back to the air vent hatch in the floor outside of detention and use it to get into the command center.


The command center consists of an office surrounded by a walkway and then an elevated walkway. Guards circle it constantly. Getting in isn't that easy without being seen. There are also guards inside the office, and dogs too.
Now you want to get out of here. Head for the command center. This part here is
rather non-easy, if you know what i'm saying. It might even be a good idea to go
back to the air vent hatch in the floor outside of detention and use it to get
into the command center.
 
The command center consists of an office surrounded by a walkway and then an  
elevated walkway. Guards circle it constantly. Getting in isn't that easy without  
being seen. There are also guards inside the office, and dogs too.
 
Regardless, inside the central office you can find several items, including an
assault rifle with 7.62, a gas grenade, and a security camera that shows cameras
you've probably already seen. L: MJ12 PW: invader


Regardless, inside the central office you can find several items, including an assault rifle with 7.62, a gas grenade, and a security camera that shows cameras you've probably already seen. L: MJ12 PW: invader
On the opposite side of the office is the security door to get out. Use the code
1125 to open it. Go around the corner, and beware the guard at the desk there. By
now, I had rifles:3 and maxxed out the accuracy on the sniper rifle, plus fitted
it with a sniper scope, so i get no wobblies through the scope (maxxing out the
accuracy mods on a weapon is worth a whole skill level, it seems), so I took care
of him with a head shot.


On the opposite side of the office is the security door to get out. Use the code 1125 to open it. Go around the corner, and beware the guard at the desk there. By now, I had rifles:3 and maxxed out the accuracy on the sniper rifle, plus fitted it with a sniper scope, so i get no wobblies through the scope (maxxing out the accuracy mods on a weapon is worth a whole skill level, it seems), so I took care of him with a head shot.
Before you leave, don't forget to get the prisoner in detention. I always do.


Before you leave, don't forget to get the prisoner in detention. Continue down the hallway and it will change areas. 200 skill points. Go past the window and use the button to open the door. Now you're in UNATCO HQ.
Continue down the hallway and it will change areas. 200 skill points. Go past the  
window and use the button to open the door. Now you're in UNATCO HQ.


===UNATCO HQ===
===UNATCO HQ===
You find yourself in medical. Get the Aug canister next to Jamie, and install either energy shield or regeneration. Then talk to Jamie. You can either have him come with you, or stay here. I always choose stay at UNATCO because he'll show up later in France and give you Gunther's killswitch that way. Otherwise, you have to fight him, and Gunther + Plasma rifle = bad news. The closet has a medkit in a crate.


Go across the hall to Alex's. Grab the multitool on the table. Closet has a bio cell and a lockpick. Talk to Alex and he'll give you the key to the front door. Now go see Carter at the armory. He'll unlock the door for you. There's some good stuff in here including a GEP gun and a rebreather. Load up.
You find yourself in medical. Get the Aug canister next to Jamie, and install
either energy shield or regeneration. Then talk to Jamie. You can either have him
come with you, or stay here. I always choose stay at UNATCO because he'll show up
later in France and give you Gunther's killswitch that way. Otherwise, you have
to fight him, and Gunther + Plasma rifle = bad news. The closet has a medkit in
a crate.
 
Go across the hall to Alex's. Grab the multitool on the table. Closet has a bio  
cell and a lockpick. Talk to Alex and he'll give you the key to the front door.
 
Now go see Carter at the armory. He'll unlock the door for you. There's some good  
stuff in here including a GEP gun and a rebreather. Load up.


Across the Hall, Anna's Office has 30.06 and 7.62 on the table. If you have not killed Anna yet, it is very important that you get into her computer to decrypt part of her killphrase. Use: ghermann : zeitgeist
Across the Hall, Anna's Office has 30.06 and 7.62 on the table. If you have not  
killed Anna yet, it is very important that you get into her computer to decrypt  
part of her killphrase. Use: ghermann : zeitgeist


Now head up to the next level. Closet has a bio cell. The case in the break room has sabot shells and a plasma clip. There is 10mm to the left of it. Go into the room with the vending machine and talk to the woman there. She talks about  stealing stuff from HQ, and offers to sell you 3 scrambler grenades for 1250 each. ATM is worth 0. Other closet in the hall has a flare. Just one.
Now head up to the next level. Closet has a bio cell. The case in the break room  
has sabot shells and a plasma clip. There is 10mm to the left of it. Go into the  
room with the vending machine and talk to the woman there. She talks about   
stealing stuff from HQ, and offers to sell you 3 scrambler grenades for 1250 each.  
ATM is worth 0. Other closet in the hall has a flare. Just one.


Time to see Manderley. He'll be green for a short time after your conversation, and then he'll try to kill you. If that happens, or maybe before that happens, shoot him in the face. Repeatedly. It will make you feel better. Then, go get the candy bar in his bathroom. MMMM delicious. If you haven't killed Anna yet, get the other half of her killphrase from Manderley's computer.  
Time to see Manderley. He'll be green for a short time after your conversation,  
and then he'll try to kill you. If that happens, or maybe before that happens,  
shoot him in the face. Repeatedly. It will make you feel better. Then, go get  
the candy bar in his bathroom. MMMM delicious. If you haven't killed Anna yet,  
get the other half of her killphrase from Manderley's computer. jmanderley : 
knight_killer


One of the upper offices has a picture of an acoustic gunfire sensor and a multi-tool on the bookshelf. The other has a guard and a lockpick on the bookshelf. Use the key you got from Alex to open the glass door there. Go past the security door with the guard. 165 skill points. Now, someplace around here, i presume Anna will try to kill you, if you haven't already got her. If you meet her now, you can use here kill phrase and she'll die instantly. Neat trick, eh?
One of the upper offices has a picture of an acoustic gunfire sensor and a multi-  
tool on the bookshelf. The other has a guard and a lockpick on the bookshelf. Use  
the key you got from Alex to open the glass door there. Go past the security door  
with the guard. 165 skill points. Now, someplace around here, i presume Anna will  
try to kill you, if you haven't already got her. If you meet her now, you can use  
here kill phrase and she'll die instantly. Neat trick, eh?


Leave the building, skip the helicopter, and go over to the comm van. Behind it is a crate with 10mm. Avoid the camera, and open the door with 0451. Get the  scrambler grenade and 10mm off the table, and recharge with the maintenance bot. Use the security computer to open the hatch outside to get the EMP grenade within. The crate outside has a multitool. There is a crowbar nearby.
Leave the building, skip the helicopter, and go over to the comm van. Behind it is  
a crate with 10mm. Avoid the camera, and open the door with 0451. Get the   
scrambler grenade and 10mm off the table, and recharge with the maintenance bot.  
Use the security computer to open the hatch outside to get the EMP grenade within.  
The crate outside has a multitool. There is a crowbar nearby.


Now, get on the helicopter.
Now, get on the helicopter.
Line 1,075: Line 1,231:


When you are ready, release the chopper and let it blast the door out. I tried to time this so the energy bot was not near the blast. There will be an electricity barrier at the exit which I suggest using a multi-tool on. There are two multi-tools in the armory that should be easily reached now. The vents lead there too.
When you are ready, release the chopper and let it blast the door out. I tried to time this so the energy bot was not near the blast. There will be an electricity barrier at the exit which I suggest using a multi-tool on. There are two multi-tools in the armory that should be easily reached now. The vents lead there too.


===Wan Chai===
===Wan Chai===
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===Lucky Money===
===Lucky Money===
After getting the Dragon's Tooth go and talk to sdcscMax Chen and JC will tell to him that Maggie Chow was the one who had stolen the Dragon's Tooth so that she could make the Triads fight with each other and then the Majestic 12 could rule the streets.After the conversation mj commandos will come at lucky money to attack the people.You can help the Triads to kill them and then Tracer Tong will tell to come to meet him.Go to wan chai and talk to Gordon Quick and he will give you the password to access through the door behind him.
After getting the Dragon's Tooth go and talk to sdcscMax Chen and JC will tell to him that Maggie Chow was the one who had stolen the Dragon's Tooth so that she could make the Triads fight with each other and then the Majestic 12 could rule the streets.After the conversation mj commandos will come at lucky money to attack the people.You can help the Triads to kill them and then Tracer Tong will tell to come to meet him.Go to wan chai and talk to Gordon Quick and he will give you the password to access through the door behind him.


===Canal===
===Canal===
Tonnochi Road;here you will talk to Maggie Chow and she will tell you the code to reach the vault where you can find valuable goodies and then at wan chai talk to Gordon Quick and he tell you to bring the Dragon's Tooth from Maggie Chow.Here you will have a showdown with mj12 troops and you can here kill Maggie Chow if go before talking to Gordon Quick or else she will escape.At her house there is a secret place which can be accessed by using the red lantern.First go to her office and use the security system to unlock the door needed to get the Dragon's Tooth.Tracer Tong will then tell you to go at lucky money to talk to Max Chen.
Tonnochi Road;here you will talk to Maggie Chow and she will tell you the code to reach the vault where you can find valuable goodies and then at wan chai talk to Gordon Quick and he tell you to bring the Dragon's Tooth from Maggie Chow.Here you will have a showdown with mj12 troops and you can here kill Maggie Chow if go before talking to Gordon Quick or else she will escape.At her house there is a secret place which can be accessed by using the red lantern.First go to her office and use the security system to unlock the door needed to get the Dragon's Tooth.Tracer Tong will then tell you to go at lucky money to talk to Max Chen.


==VersaLife==
==VersaLife==
Enter the code number 06288 to enter the Versalife complex. As was mentioned in the briefing to enter Versalife, you can meet with the shift supervisor to obtain the password at the cost of a few thousand credits. You can also speak with a worker to get the password (after you assassinate the supervisor), or hack a terminal to retrieve the elevator password.
Enter the code number 06288 to enter the Versalife complex. As was mentioned in the briefing to enter Versalife, you can meet with the shift supervisor to obtain the password at the cost of a few thousand credits. You can also speak with a worker to get the password (after you assassinate the supervisor), or hack a terminal to retrieve the elevator password.


Line 1,099: Line 1,259:


Code for magnetic testing chamber is 6878.
Code for magnetic testing chamber is 6878.
===Versalife - Universal Constructor===
===Versalife - Universal Constructor===
When you return to Tracer Tong, you will be briefed about Versalife. There is a second laboratory level that could be the source of the virus. He gives you the code to that area, 55655, and asks you to return to Versalife.
When you return to Tracer Tong, you will be briefed about Versalife. There is a second laboratory level that could be the source of the virus. He gives you the code to that area, 55655, and asks you to return to Versalife.
Line 1,122: Line 1,281:
===The Path Underground===
===The Path Underground===
If you choose the path underground back track a little to the front of the guard quarters without going through the gate. There should be a grate which you can use to access the sewers. From here there will be a gap with three pipes that require some jumping. In the water below towards the end of the gap there should be a gas grenade and inside the first pipe there should be an emp grenade, grab them both. Once you pass the jumping puzzle there should be some laser trip wires here, these are blue and can be easily passed using the pepper spray trick, or if you want you can purposely trip them and unleash spider bots. After the laser trip wire set there is a ladder you can go up it to find yourself under a small bridge, also be careful to not be seen by the guard that patrols here. If you choose to go through here you will need to deal with 2 GIANT FREAKING SECURITY BOTS and several guards, but hey if you want to do it by all means go ahead(Only way I see you can do this without being shot to death is if you have a lot of thermoptic camos or some camos and master in environmental training).
If you choose the path underground back track a little to the front of the guard quarters without going through the gate. There should be a grate which you can use to access the sewers. From here there will be a gap with three pipes that require some jumping. In the water below towards the end of the gap there should be a gas grenade and inside the first pipe there should be an emp grenade, grab them both. Once you pass the jumping puzzle there should be some laser trip wires here, these are blue and can be easily passed using the pepper spray trick, or if you want you can purposely trip them and unleash spider bots. After the laser trip wire set there is a ladder you can go up it to find yourself under a small bridge, also be careful to not be seen by the guard that patrols here. If you choose to go through here you will need to deal with 2 GIANT FREAKING SECURITY BOTS and several guards, but hey if you want to do it by all means go ahead(Only way I see you can do this without being shot to death is if you have a lot of thermoptic camos or some camos and master in environmental training).
===First Ladder===


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


Line 1,208: Line 1,367:


===Helios Ending===
===Helios Ending===
:
Helios wishes to merge with Denton and rule the world as a benevolent dictator with infinite knowledge and reason.
Helios wishes to merge with Denton and rule the world as a benevolent dictator with infinite knowledge and reason.


Line 1,250: Line 1,411:


===Dark Age Ending===
===Dark Age Ending===
:
Tong seeks to plunge the world into a second Dark Age by destroying the global communications hub and preventing anyone from taking control of the world.
Tong seeks to plunge the world into a second Dark Age by destroying the global communications hub and preventing anyone from taking control of the world.


Line 1,259: Line 1,422:


<p style="text-align:right;">'''- Kahlil, Gibran'''</p>
<p style="text-align:right;">'''- Kahlil, Gibran'''</p>
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