Hello and welcome to my fifth year of forcing myself to make at least one FAQ
each year, last year I managed two; this year, well it was hard to find
something I was both interested in and that wasn't already covered by somebody
better than me. Until I stumbled upon this game, well I loved Deus Ex: Human
Revolution and this game is basically Human Revolution lite, how could they mess
it up?
So what is this game? Deus Ex: The Fall was an IOS game for Apple devices and
then it expanded out to Android devices. It's a prequel to Deus Ex: Human
Revolution and a follow up to the novel Deus Ex: Icarus Effect. So you better
believe people were very disappointed to learn that it was a tablet game. Many
people, myself included, lost interest but were quietly hopeful for a port to PC
and a year after its début we finally got that port. Sadly it's not a good
port, or indeed a good game. The thing is for a portable game it is at the very
least laudable; it has potential but it's clear that a lot of corners had to be
cut to get anything resembling a working game on those devices. With the PC
however it's clear it was simply a money grab; throw out the game with barely
any effort given to actually porting it over and hope against hope the IP
branding will allow the company to gain a bit of money.
The game was stated to be episodic but no new information has been given about
any new content; will any come? I don't know. The game did well on the portable
market and most people enjoyed that experience, so it's possible that will get
an update. However Eidos published massive losses in 2013 (the game's release
year) the founder and general manager (Stephane D'Astous) resigned and David
Anfossi (head of the Deus Ex games Human Revolution and The Fall) took his
place. This resulted in massive lay-offs and lots of changes to the higher-ups,
meaning any plans may have been scrapped. It's possible fans may get something
to promote the upcoming Deus Ex game whose working title is “Deus Ex Universe”
which is set to be a PC game but also be a “transmedia project”, but I wouldn't
expect a large instalment if that was the case.
+------------------------------------------------------------------------------+
|How to Enjoy this Game--------------------------------------------------[HTEG]|
+------------------------------------------------------------------------------+
Okay so you've probably already heard about this game and if you read the above
intro you know it's not the best port ever created. I would like to say one of
the worst, but we all know that's not true. So how the hell can you possibility
enjoy it?
First of all use a controller, the keyboard controls are un-mappable and clunky
as hell. Using a controller however makes everything easier to navigate (except
in the hacking mini-game, switch to mouse control for that). Next shooting in
this game just urgh, simple solution, don't shoot. Now I know this isn't really
a solution but Deus Ex has always encouraged being stealthy over frontal
assaults and the experience system rewards those who use melee attacks. Unlike
it's parent game The Fall allows you to buy energy-bars so if you're inpatient
you don't have to worry about that. Using this method you can at least enjoy the
game, maybe not enjoy it as you would like, but at least get your monies worth.
Finally lower your expectations, get past the first mission filled with
tutorials and you'll get to the main game which isn't actually that bad.
Goodluck.
Mouse Controls
Look/Aim: Mouse Movement
Fire Weapon: Left Click
Cover: Right Click
Grenade: (Press) Scroll Wheel
Quick Slot: (Hold) Scroll Wheel
Switch Weapons: Scroll Wheel
Keyboard Controls
Movement: W,A,S,D & Arrow Keys
Interact: E
Reload Weapon: R
Takedown: Q
Lethal Takedown: (Hold) Q
Toggle Crouch: C
Crouch: Ctrl
Use Quick Health: Z
Use Quick Energy: X
Switch Cover: (Press) Space
Corner Cover: (Hold) Space
Vault: Space while holding W/Up
Grenade: (Press) G
Grenade Menu: (Hold) G
Holster/Draw Weapon: H
Weapon Menu: (Hold) H
Inventory: I
Augmentations: O
Maps: M
Mission Logs: K, {[
Back: Tab, Backspace
Quickslot: (Press) F
Quickslot Menu: (Hold) F
Weapons: 1,2,3,4,5
Items: 6,7,8,9,0
Pause Menu: Esc
Cloak: F1
Armour: F2
Stealth Dash: F3
Smart Vision: F4
Save F5
Load: F8
Controller Controls
Left Analogue Stick: Movement
Right Analogue Stick: Camera
A: Cover
B: (Press) Non-lethal Takedown, (Hold) Lethal Takedown
X: Interact, Reload
Y: (Press) Holster/Draw Weapon, (Hold) Weapon Quickslots
Right Trigger: Fire
Right Bumper: (Press) Grenade, (Hold) Grenade Quickslots
Left Trigger: Cover
Left Bumper: (Press) Use Quickslot item, (Hold) Quickslot Menu
D-pad Up: Cloak
D-pad Left: Smart Vision
D-pad Right: Stealth Dash
D-pad Down: Armour
+------------------------------------------------------------------------------+
|Cranium Augments--------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Hacking Stealth---------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Hacking Stealth 1------------------------------------------------------Cost: 1|
|Passive: Decreases the chance of detection when hacking by 15%----------------|
|------------------------------------------------------------------------------|
|Hacking Stealth 2------------------------------------------------------Cost: 1|
|Passive: Decreases the chance of detection when hacking by 30%----------------|
|------------------------------------------------------------------------------|
|Hacking Stealth 3------------------------------------------------------Cost: 1|
|Passive: Decreases the chance of detction when hacking by 45%-----------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Hacking Fortify---------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Hacking Fortify 1------------------------------------------------------Cost: 1|
|Passive: Increases a node's rating by 1 in order to slow down trace attempts.-|
|------------------------------------------------------------------------------|
|Hacking Fortify 2------------------------------------------------------Cost: 1|
|Passive: Increases a node's rating by 2 in order to slow down trace attempts.-|
|------------------------------------------------------------------------------|
|Hacking Fortify 3------------------------------------------------------Cost: 1|
|Passive: Increases a node's rating by 3 in order to slow down trace attempts.-|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Infolink----------------------------------------------------------------------|
|------------------------------------------------------------------------------|
[Infolink---------------------------------------------------------------Cost: 0|
|Passive: Communicate wirelessly anywhere.-------------------------------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Social Enhancer---------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Emotional Enchancer----------------------------------------------------Cost: 2|
|Passive:Analyse people and persuade them to follow a certain course of action.|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Hacking Capture---------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Hacking 1--------------------------------------------------------------Cost: 0|
|Passive: Able to hack level 1 terminals.--------------------------------------|
|------------------------------------------------------------------------------|
|Hacking 2--------------------------------------------------------------Cost: 1|
|Passive: Able to hack level 2 terminals.--------------------------------------|
|------------------------------------------------------------------------------|
|Hacking 3--------------------------------------------------------------Cost: 1|
|Passive: Able to hack level 3 terminals.--------------------------------------|
|------------------------------------------------------------------------------|
|Hacking 4--------------------------------------------------------------Cost: 1|
|Passive: Able to hack level 4 terminals.--------------------------------------|
|------------------------------------------------------------------------------|
|Hacking 5--------------------------------------------------------------Cost: 1|
|Passive: Able to hack level 5 terminals.--------------------------------------|
|------------------------------------------------------------------------------|
|Camera Domination------------------------------------------------------Cost: 0|
|Passive: Deactivate camera's linked to security hubs.-------------------------|
|------------------------------------------------------------------------------|
|Robot Domination-------------------------------------------------------Cost: 1|
|Passive: Disable robots and turrets or turn them against their allies.--------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Skin Augments-----------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Cloaking System---------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Cloaking Level 1-------------------------------------------------------Cost: 2|
|Active: Become invisible for a short period of time.--------------------------|
|------------------------------------------------------------------------------|
|Cloaking Level 2-------------------------------------------------------Cost: 1|
|Passive: Reduce energy consumption by 40%.------------------------------------|
|------------------------------------------------------------------------------|
|Cloaking Level 3-------------------------------------------------------Cost: 1|
|Passive: Reduce energy consumption by 60%.------------------------------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Armour------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Armour Level 1---------------------------------------------------------Cost: 1|
|Active: Charge armour to reduce incoming damage by 20%------------------------|
|------------------------------------------------------------------------------|
|Armour Level 2---------------------------------------------------------Cost: 1|
|Passive: Reduce damage while armour is active by 40%--------------------------|
|------------------------------------------------------------------------------|
|Armour Level 3---------------------------------------------------------Cost: 1|
|Passive: Reduce damage while armour is active by 60%--------------------------|
|------------------------------------------------------------------------------|
|EMP Shielding----------------------------------------------------------Cost: 1|
|Passive: Prevents augmentation deactivation and energy loss from EMP grenades-|
|and electricity.--------------------------------------------------------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Arms Augments-----------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Strength----------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Move Heavy Objects-----------------------------------------------------Cost: 1|
|Passive: Move heavier objects out of your way.--------------------------------|
|------------------------------------------------------------------------------|
|Punch Through Walls----------------------------------------------------Cost: 1|
|Passive: Blast through weakened walls.----------------------------------------|
|------------------------------------------------------------------------------|
|Recoil Compensation 1--------------------------------------------------Cost: 1|
|Passive: Reduces recoil by 50%------------------------------------------------|
|------------------------------------------------------------------------------|
|Recoil Compensation 2--------------------------------------------------Cost: 1|
|Passive: Eliminates all recoil.-----------------------------------------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Aim Stabilization-------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Motion Control 1-------------------------------------------------------Cost: 1|
|Passive: Reduces reticule growth due to movement by 50%-----------------------|
|------------------------------------------------------------------------------|
|Motion Control 2-------------------------------------------------------Cost: 1|
|Passive: Negates all movement-induced reticule growth.------------------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Torso Augments----------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Energy Converter--------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Energy Level Upgrade 1-------------------------------------------------Cost: 1|
|Passive: Grants an extra energy cell.-----------------------------------------|
|------------------------------------------------------------------------------|
|Energy Level Upgrade 2-------------------------------------------------Cost: 1|
|Passive: Grants an extra energy cell.-----------------------------------------|
|------------------------------------------------------------------------------|
|Energy Level Upgrade 3-------------------------------------------------Cost: 1|
|Passive: Grants an extra energy cell.-----------------------------------------|
|------------------------------------------------------------------------------|
|Recharge Capacity Upgrade----------------------------------------------Cost: 1|
|Passive: Increases amount of rechargeable cells by 1.-------------------------|
|------------------------------------------------------------------------------|
|Energy Recharge Rate 1-------------------------------------------------Cost: 1|
|Passive: Speeds up energy recharge.-------------------------------------------|
|------------------------------------------------------------------------------|
|Energy Recharge Rate 2-------------------------------------------------Cost: 1|
|Passive: Speeds up energy recharge.-------------------------------------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Eye Augments------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Smart Vision------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Wall Penetrating Imager------------------------------------------------Cost: 1|
|Active: Track threats through walls.------------------------------------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Radar System------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Radar 1----------------------------------------------------------------Cost: 0|
|Passive: Track hostile targets up to a range of 30m.--------------------------|
|------------------------------------------------------------------------------|
|Radar 2----------------------------------------------------------------Cost: 1|
|Passive: Doubles the radar range up to 60m.-----------------------------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Retinal Prosthesis------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Flash Suppressant------------------------------------------------------Cost: 1|
|Passive: Protects against the effects of concussion grenades.----------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Back Augments-----------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Reflex Booster----------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Multiple Take-Down-----------------------------------------------------Cost: 1|
|Passive: Take-down 2 opponents at once.--------------------------------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Icarus Landing System---------------------------------------------------------|
|------------------------------------------------------------------------------|
|Icarus Landing System--------------------------------------------------Cost: 0|
|Passive: Fall from any height without fear of injury.-------------------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Leg Augments------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Cybernetic Leg Prosthesis-----------------------------------------------------|
|------------------------------------------------------------------------------|
|Run Silently-----------------------------------------------------------Cost: 1|
|Passive: Run and walk silently.-----------------------------------------------|
|------------------------------------------------------------------------------|
|Movement Speed Enhancer------------------------------------------------Cost: 1|
|Passive: Increase movement speed by 25%.--------------------------------------|
|------------------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Stealth Dash------------------------------------------------------------------|
|------------------------------------------------------------------------------|
|Stealth Dash-----------------------------------------------------------Cost: 2|
|Active: Move Undetected quickly with a burst of speed.------------------------|
+------------------------------------------------------------------------------+
We open on a golden globe where “mysterious” people talk about future plans as
the camera tracks across the world projecting points of interest; like
Uluru/Ayers Rock in Australia. Well that better be important or was important in
one of the previous games I didn't play because otherwise I'm going to get
annoyed. Anyway with our tour over the heroes of the piece are revealed
“Benjamin Anthony Saxon” and “Anna Kalao” who have “interfered”; Bob, erm,
mysterious guy sounds annoyed and we cut to a long tedious conversation between
the above two mentioned. Bad voice acting and obvious exposition abound and
we're thrust back to Benjamin's first mission with the Tyrants from Deus Ex:
Human Revolution (it's a much better game, why aren't you playing that?).
We find ourself in an aircraft of some sort with Namir showing us a picture of
Mikhail Konstarsky; the man responsible for Ben's previous team being wiped out.
We're also introduced to the other Tyrants, who you should be familiar with if
you played Human Revolution. Barrett (the big guy) decides to be a complete jerk
and throws us out of the aircraft when we don't do it fast enough for his
liking, I'm guessing he's a bad guy. Well thankfully we already had the Icarus
augment upgraded and we gracefully land in a sphere of yellow light.
We finally get some gameplay; you're forced to look around and you have to look
around for a good long time before you're finally allowed to walk, cue more
lessons on how to walk. It's funny because FarCry 3: Blood Dragon's parody of
this kind of intrusion was less annoying. Well with that done follow Namir down
the only path available. Namir will decide to go extremely slowly until you come
across a group of guys on the area below you. Take cover and then use the
crossbow that is automatically equipped to tranquillise the three guards below.
Jump over the wall and once again follow Namir to the door. You should
automatically crouch (because it wouldn't learn otherwise) allowing you to sneak
up on the guy and use a take-down. As with it's parent game the length of time
you press the button depends on if you kill or simply knock out the enemy;
seeing as all enemies (killed or unconscious) disappear in this game there is no
draw-back for knocking the enemy out.
Follow the corridor around to find Barrett, you'll now need to go place the
jammer (just to the right). With the jammer in place Barrett will destroy the
opening to a vent (oh videogame vents, how I've missed you) which will allow you
access to the building without being constantly babysat. Crouch and go in.
Immediately after you enter you'll be bombarded with more tutorials this time
about equipping weapons. Remember if you want a no-kill run to equip the
crossbow again and/or rely solely on non-lethal takedowns. Go through the next
door to get a cut scene of a single guard patrolling the area. Crouch and either
go around to the left and when his back is turned go up to him and take him out
or go right jump over the boxes and then knock him out. With the enemy
neutralised search the table to find a beer and a pocket secretary about guard
duty. Yes alcohol in his game restores your health; you're basically a robot
from Futurama at this point. Go through the door, right of the one you came
through, and find an energy bar. These bars are important as each takedown will
remove one bar of energy and you will only recover one energy bar (or one that
is partially used) which effectively limits the number of takedowns you can
preform in quick succession.
Keep going and you'll get a cut-scene, a computer commentary, a message from
Namir, a pop-up and a massive glowing wall all at once telling you to use cover.
Now you have me also telling you to use cover, pressing on the direction of the
pillars to the left and then quickly flipping between them so the turret doesn't
fill you full of lead.
Once past the pillars go up to the small black box by the side of the door to
activate the hacking mini-game. Again this is just like it's parent game but it
doesn't matter now because again everything is done automatically. Through the
door you'll find another pocket secretary about construction on the floor to the
left, go to the back of the room (crouched) and on the right you'll find a vent
to crawl through. This will lead you to the room behind the turret, open the
door to the right and carefully go through and find an ebook on “Thermoptic
Shielding” on the floor; reading books in the game grants you exp so always
glance at any books you find even if you never intend to read anything. Go back
and through the door opposite of the vent you came through finding wine, beer
and another ebook on “Now to play Durak” to the right. Go left and through the
door to reach the next level (I don't get to say that as often as I like when
writing FAQs).
You've made it to level 13 already, you crafty hacker you. When you start off at
this level you'll see a silencer placed slap-dab (that's a phrase right?)
in-front of you. Pick it up get more forced tutorial where you slap the upgrade
onto your gun. This, as with practically every videogame silencer ever, will
magically make your gun sound like a pea-shooter. Once that is done head through
the door on the right to get some monotone about “teams” of enemies. You
probably know the drill; get spotted that guy will call for backup and all the
enemies in the area will shoot at you, simple stuff. To avoid that don't get
spotted and be stealthy.
Go through the door and wait for the three guards to break up (Namir is shouting
in your ear just to annoy you too). Be careful of the guy at the rear of the
building as he will have a clear line of sight down the left. Instead go right
and use a takedown, now quickly sneak around to the right keeping out of view of
the other two guards. Remember bodies disappear in this game so don't worry
about them being spotted after a few seconds. When they aren't looking head
forwards towards the vent (note the energy bar on the boxes just to the left)
and go through coming out in the room with the guard on the far side of the
room. There will be a concussion grenade on the boxes; take it and then take him
out when his back is turned. Wait for your energy to recharge (or use a crossbow
bolt for less exp, or use a energy bar if you're impatient) then go in for the
kill/non-lethal but still brain-damaging whack to the head when his back is
turned. Yeah it's less satisfying than Human Revolution isn't it? In the centre
of the room are two more bottles of beer and you can also pick up pistols from
the disarmed guards and a box of pistol ammo at the back. There is also a pocket
secretary to the right of the room (just before the vent) which tells just the
pass code to the generator room is 6980.
With the room cleared out go towards the raised back portion and through the
door; there's wine to the left and two doors to the right. Enter the first one
finding partially finished rooms with painkillers, a nuke virus, a pocket
secretary and an active mine on the floor. A useless countermeasure; crouch and
slowly edge up to it and disarm it with ease. Behind the mine is a vent that it
was protecting; enter it to get the experience and go back out of the room to
investigate the second door. It's locked and protected by a computer system.
Well we already know the code 6980 but entering that won't get you any
experience so instead hack it; should be easy enough but if you're finding it
tough (good luck in the future) use the Nuke Virus to instantly and stealthily
capture a node.
Go through the next door to get Namir shouting at you again to find a decoy
instead of your target. Don't do anything yet and instead look at the ebook
about “Thermoptic Shielding” on the desk (you should have already read this) and
access the computer terminal to read an e-mail by “Juggernaut”; huh and I
thought the Juggernaut would never slow down to type up an email. Anyway once
you remove the plug two guards will appear and the lights go red while Picard
jostles around in his seat screaming “Red Alert” in some alternate dimension.
Hide behind the computer desk, wait a while and the guards will assume the
computer magically unplugged itself and won't plug it back in for, um reasons.
So the guard that comes over to check will meander back, allowing you to go
forward getting a view on his friend covering his back, also allowing you to
plug him with a projectile of your choice. Once he is taken care of sneak up
to the remaining guard and use a takedown. Follow the marker to come across
the door to the exit.
Head down the stairs to be greeted with a tutorial (thought you had got past
that part huh? Poor deluded fool) forcing you to buy a EMP grenade. EMP grenades
knock out electrical equipment and so are handy at avoiding turrets, cameras
and electronic enemies. “Electronic Enemies, Like what?” you ask, well go
through the door and you'll find out. A large roomba goes back and forth on the
lower level; this robot doesn't clean the floors, instead it takes out the
trash, if you know what I mean? It shoots you basically.
Go up to the wall and strafe along it picking up the energy bar on the far
right. Now go left around the corner and find an ebook on “Neuropozyne
Withdrawal” on the floor. Now you can either use that EMP grenade you were
forced to buy (gaining 50 experience points) or just avoid it. Either way go to
the opposite side of the room (picking up another EMP grenade on the side) and
through the door.
Namir will say he's on his way, ahead to the left is a pocket secretary and to
the right is an [ID File] that'll unlock a model in the main menu. Go down the
stairs and head right to find wine, now go left into a server room to find a
vent, crawl through to overhear some more goons and get more exp. You should be
in a room with lots of cover and two guards milling around. Take out the guy
closest and then back off to wait for your energy to recharge. Once ready head
out to use another takedown on the remaining guard. Now if you've been following
this guide you should levelled up by now (if not sooner) you can spend your
praxis points now or store them up. What you want really depends on want type of
game you're playing but multiple takedown is handy on all playthroughs and
upgrading your hacking ability will be helpful later in the game, upgrading your
energy may sound good but as you only recharge your first bar it isn't that
helpful.
With the two guards taken out search the room to find a pocket secretary, an
ebook on the “Juggernaut Collective”, pistol ammo, two bottles of wine and
finally another pocket secretary near the locked door; this one gives you the
access code to the locked door in front of you (0451). Again knowing the code
doesn't mean you should just input it, instead hack it to gain the experience,
also hacking can net you extra items and experience by hacking the data nodes
along the way; so unless you're completely fed up of the mini-game always hack
the doors open if you can.
Through the door is an energy bar (use them if you got 'em, you can't keep them
after this mission) and another door, enter it to be confronted with a laser
grid blocking your way; where's Milla Jovovich when you need her? Another
tutorial will pop up forcing you to buy the cloaking ability (you're given the
praxis points freely, don't worry). Not a bad piece of kit, activate it and slip
through the grid undetected. To the right is a sentry bot (which will activate
if you step through the grid without the cloak) which you can destroy with a EMP
grenade for some easy exp, now head left to find a door. Go through the door to
confront Konstarsky; shockingly he doesn't want to die and you're told you're
being lied to. Either kill him or let him live and watch Namir kill him, your
choice boils down to whether you want the blood on your hands.
Flash-forward and Ben is giving a monologue to Anna, making you wonder if he
lied about not killing Konstarsky if you let him live to not scare off Anna.
I'm leaving on a jet-liner, I don't know when I'll be back again! Everybody all
together now...no? Oh well, it's time to delve into the Tyrants flying lair
which is a cool concept you've got to give the developers that.
You start in your cabin, in front of you is an ebook about the “Modern Warrior
Mag” and your computer terminal. Leave the room and go left to find a pocket
secretary from Gunther Hermann (sounds familiar) which tells you the code to
the ops room (0101), an auto secretary which is a recording, a computer terminal
with an e-mail about you and a bizarre collection of photos; the two smaller
ones are close ups of the one big one.
Putting aside Namir's bizarre photo collection leave the room and head left,
finding the ebook on “Praxis Software” to the right, until you come to the third
door. Enter it and give Barrett a piece of your mind, he looks like he needs it.
You can either be adversarial or just run away from the guy that has a cannon
built into his arm, if you choose to tell him off you'll gain an achievement
“Piss off Barrett”, yay?
Go out and head into the next room to find the lovely Yelena Fedorova; she's not
very talkative but you can find the ebook “Glass-Shield Cloaking System” in her
room so it's worth a pop in. Go back out and reach the final door in this
corridor. Go up the stairs, ignore the empty room to the left and instead
investigate the far door to find another auto secretary and a pocket secretary
talking about some kind of attack on Sarif Industries...whatever that is. Also
in this room you'll find an auto-hack, which does exactly what you think it
does, it will hack any computer in the game so keep it until you come across
something you can't hack. Now it's time to enter the locked room on the right,
hack in (or use the code if you must) then access the computer. Yes it turns out
Ben was lied to and his team was told to enter a dangerous flight-plan and it
was nothing to do with the Russian just killed.
With the truth unveiled head back downstairs to the furthest door (past the
cabins) finding an auto secretary. Go through the next door to see Namir to have
the worlds most monotone argument as Ben strains to put any emotion into “You
heartless fucking bastard”, I really thought it was impossible to sound bored
while saying that but I guess it just takes a skilled actor to really bring to
life the banality of finding out you were purposely set up and all your men
killed just to see if you were suitable to join the group. Well with that out of
the way Ben heroically blows a hole in hanger door and runs away into the
opening credits. Oh God it's only the opening credits!
Once again back to the conversation between Ben and Anna, turns out The Fall
(title drop) knocked all the common sense out of Ben's head leaving him to learn
all his augments again...but not those you chose to equip, so basically the
cloak then. Anyway Anna will have a seizure cause she's off her meds. Lets be
nice, and shut her up, get the Neuropozyne found in the bedroom behind you and
take it to her.
Well with her sorted out search the apartment to find an ebook on “Neuropozyne
Withdrawal” which you probably have already read, but it's apt if you didn't
read it the first time, on the coffee table, a pocket secretary and another
ebook on “Praxis Software” (again you should have read it already) on the dining
table. There is a bottle of wine and an auto secretary past the dining table, 13
credits in one of the bins in the kitchen, next to that some painkillers and on
the news broadcast we learn the British Queen is still alive in 2027 making her
the grand old age of 101! Poor Charles just can't catch a break huh? Behind that
there is an ebook called “Welcome to Costa Rica”, there's an energy bar in the
bin next to the computer, in the desk of the drawer there is 199 credits, on top
of the desk is a auto-secretary and on the computer itself you'll find e-mails
about attempting to gain the n-poz drug, to no avail. Inside the bedroom you'll
find an [ID File], 8 credits in the bin, another pocket secretary, more credits
in the bathroom, some medication in the bin and some credits on-top of the
cabinet (stand back to get a clear view to pick them up). With everything of
interest gathered and some question over their housekeeping skills go to the
marked terminal to reveal a secret bookcase entrance.
I WANT A SECRET BOOKCASE ENTRANCE! Anyway enter it and pick up yet more credits
on the shelves and head down to the right finding; a Stop Worm, concussion
grenade, credits, nuke virus and an auto secretary. With that talk to Janus; he
suggests looking up Alvarez, an underground doctor that'll be able to hook us up
with some sweet new drugs. Head back up to talk to Anna, depending on your
choice you'll leave the conversation with a 10mm pistol or a stun-gun; your
choice but I'm going stun-gun. Plus you can pick up pistols from loads of
enemies if you really want one. Now exit the apartment when ready.
Straight off the train lets delve into the rubbish bin finding a Hefecrocken
Beer, oohh sounds German, if you drink it immediately (don't hit collect all
instead select it for it to register) you'll get the achievement “Hard Times”.
Keep going forward and you'll find a heavy box, if you have the augment that
allows you to move heavy objects do so and you'll reveal a vent. Get inside to
gain experience and also access to a room blocked by a level two door. Inside
the room you'll find credits just to the right of the vent, a [ID File], an
energy bar, a beer in the bin, credits in the drawer, a stop worm on the desk,
and a level 1 computer. Hack it to reveal the code to the safe just to the right
(7712). The safe is level 2 hack so if you can't hack it yet either wait or
just enter the code to gain well over 500 credits. Go back down the vent.
From the vent search the bin in the next section of the corridor to find an
energy bar and keep going until you enter the main terminal of the station. To
the right is a level two door, behind it is the room the vent behind the crate
leads to. See above for what's inside, if you can't hack it yet the code is
0490. The bin in the centre of the terminal will have some credits in it and
there are a couple of bottles of beer lying around. The far side of the room has
a vent to the right, enter it to gain experience and to break into the woman's
bathroom. Really Benjamin? Well while we're here we might as well take
everything that isn't nailed down, pick up the pocket secretary telling you the
code to the office is 0490 and some credits worth 10 in the bin. Go into the
men's to find painkillers on the not-mirror and enter the vent at the far side
to gain more experience.
With everything collected in the area go out of this room and search the bin in
the next part of the corridor to find more credits and an ebook on “Panama City
Tourism” on the seat next to it. Finally you can leave the area and enter the
Boardwalk.
Outside you'll be greeted by your first hub area. To the left is a hackable gate
and a pious patrolling police person purposely preventing probing perusing
prejudicial programmers. Hit him over the head and hack the damn gate. Inside
you'll gain Traveller experience, pistol ammo, a concussion grenade and a [ID
File].
Return to the entrance of the train-station and now go right. On the food-stand
you'll find an energy bar and on the lower level behind that you'll find a
bottle of wine and an unimportant pocket secretary. Follow the path around the
waterfront finding a bottle of wine on a table and some credits on a chair
further on. Go across the road, past the parked cars, and hang a right to find
another pocket secretary but this time giving us a code to a stash...erm I think
we already hacked that. Well at any rate check the bins around this area to gain
more credits.
Follow the sound of that pulsating beat and find a nightclub called the
Nightshades, there is a beer stuck in one of the flower pots. Well we don't
really have time to go clubbing so instead head past the door towards the marked
spot. Once through the arch Ben's augments go haywire; guess it's lucky we're
going to see a doctor then huh?
This area has quite a bit of interest. To the left if a hackable gate behind
which you'll find some stun darts. To the right you'll find a level 2 gate which
gives you back access to the Nightshades club, also on the right there is a
heavy box you can move where you can find the pocket secretary telling you the
code to the door you may have just hacked, code 5463. Go for it if you want I'll
be heading to the marked location leading us to the Slums.
Ah the future, a world where there is a payphone every five feet. Truly it is
the world of instant global communication! To the right you'll find a beer in
the trash, fish it out and suck down on that cool refreshing taste like a famous
kickboxer that has just took a massive amount of money to promote it. Following
the road down, away from the marked location, you'll find a pocket secretary
which tells us code to a storage garage, code 6009. Further down the road is a
level three gate which I don't imagine many people will be able to enter at this
point, the code is 1999 but I would wait to hack it for experience. There isn't
too much inside on the ground floor there isn't anything on interest (although
later on a side-quest there will be) just some credits being a dumpster but
there is an entrance to the Drug Den (don't enter yet) and a ladder going up. Up
the ladder you'll find a mine, creep forward slowly and disarm it, underneath
you'll find an [ID File]. Go further on and disarm the next mine, gaining
explorer experience in the process, now go back.
If you went through the gate or not way head back the way you came, avoiding the
centre area as those delightful fellows in scarves aren't as friendly as they
may first appear. In the bin next to the gang member that tells you to back off
you'll find an energy bar and just by that is a barrier you can jump over. Hop
over to gain experience and some more pistol ammo. Now head back and go left
down the street. Keep going left (beer in the bin) following it around until you
find the door to the clinic.
Yay, no AIDS for mice. And look, free beer on the table. Could this day get any
better? You've got to wonder though, this place has three TV's yet can't afford
some decent shelving? Anyway head forward finding a ebook on “Coping with DDS”,
an energy bar and some painkillers. Talk to Alvarez; this is the first time
where you can change the result of a conversion by talking. You can pick up the
augment that allows you to see how to affect a person....or you could just
follow this guide. Select the Direct approach, then ask about Alternatives,
request more info, and then make a Request then accept his offer. A new line of
questioning and he asks you a riddle, choose the Free answer. You'll get a LIMB
card that allows you to use the Clinics without questions and you'll gain the
achievement “Bargain Hunter”. If you want some extra cash talk to the good
doctor again to gain a side quest; side quests are (oddly enough) covered in the
side quest section of the guide.
Before we leave lets ransack the place, behind the doctor you'll find some
credits, go through the door on the right and find a ebook covering “Praxis
Software” in the bathroom (duplicate) and a bottle of beer in the next room. Of
course what's really enticing is the level two locked door at the end. Hack it
to gain access to the docs room which has some credits, a safe (level 3) and a
computer (level 2). Hack the computer to reveal the code to his safe 0001,
that's the kind of code an idiot would have on his luggage! Either hack your way
in or use the code to gain just under 200 credits and a [ID File], hope you're
happy with yourself. With the doctor fleeced head out to the LIMB Clinic.
</pre><pre id="faqspan-2">
------------------------------------Slums---------------------------------------
Heading out you'll find a woman (or a close approximation of a woman, clearly
not much time was given to the standard models in the game) worrying about her
boyfriend Luis being missing. I guess she just does this to everybody that
wanders past; you would think most people would avoid the muscular man clad in
black armour wearing sunglasses at night coming out of an illegal drug parlour,
and not tell them their life story. I don't think I would cut it as a NPC in a
videogame.
Either way if you want the side quest ask for more information; it reveals that
it's more about her than him but help her anyway...always help people in
distress you get experience points and cool stuff....just like in real-life!
Anyway side quests are dealt with in that section, check there for more info.
Go left and follow that passage, crouch through the hole to get traveller exp
and take out the lone Skull member in the next immediate area (careful not to be
spotted by the guy in the distance). Turn around and hack the terminal; inside
you'll find credits, beer and a pocket secretary telling you the backdoor code
to the Skulls compound (1999). On the other side of the street you'll find
another storage unit, we already have the code for this one but hack it if
you're able; inside you'll find some mines and an [Ammo Capacity Upgrade], which
increases the magazine size for the weapon of your choice. You can also go up
the ladder here, there is nothing up there but doing so will gain you explorer
points.
Well as we're here we might as well get some more experience; go down towards
where a group of Skulls are patrolling; take out the guy closest and then hide.
You can duck in the little alley and under some rubble to gain some traveller
experience, plus there is a breakable wall (if you have that upgrade) which you
can use to perform a takedown (deadly force). If the coast is clear search the
bin by the alleyway to find some credits. Explore more if you want to (you've
got those side quests but you'll be going to that area soon in the main game
anyhow) but I'm heading to the LIMB Clinic. Go through Boardwalk and you'll
find the entrance to Downtown on the sea front.
Directly to your right you'll find a bin with some credits in it and another
with a beer in it. Lets follow the road around to the right, notice all the
weird parking meters on a street with no parking spaces, and find a trash can
with some medication in it at the end. To the right you'll find a storage locker
protected by level four security (inside are ~200 credits, a revive pack, a
pocket secretary with a code for a storage locker near the XNG building, and a
[Reload Speed upgrade]. Then in the alley just left of that you'll find two
more, one level 2 (inside frag grenade and ~250 credits) and the other level 3
(shotgun ammo and [Rate Of Fire upgrade]) hack-em if you want/can.
From there this is another bin with an energy-bar just to the right. Follow the
road around and tucked away on the right in a little crevasse you'll find
another bin behind some rubbish that contains some shotgun cartridges. Knock out
the cop for some extra exp and go into the clinic.
----------------------------Panama City LIMB Clinic-----------------------------
Hey nice music, if there is ONE good thing you can say about this game; it's
that the music is good. Then again I think it was cut whole-cloth from DE:HR
wasn't it? Dammit, never mind. Go left and inspect the ebook “LIMB
International” and on the right another called “Coping with DDS” (duplicate).
Talk to the doctor behind the glass and try not to fall asleep; ask to see the
doctor and you'll be let through. Well almost we get a pointless scene where we
talk to a camera and then we're let it. Follow the corridor, read the ebook
“VersaLife and Neuropozyne” along the way; just after that there is a room to
the left with a level three safe containing an ebook on “Paxis Software”
(duplicate) and a [Praxis Kit] itself. Leave the room and go into the next
finding painkillers and a computer terminal with some dull emails. In the next
room over you'll find some credits and a pocket secretary telling you the code
to that safe mentioned above (2020).
Everything collected? Go to the marked room to have a conversation with Dr.
Camila; open up with Riezene, then be Inquisitive, be Curious, then accept. We
have to visit a guy called Cobra to get info on the Skulls so we can break in
and learn about the drug operating business. Just behind Camila, to the right,
you'll find an [ID File].
Outside the Clinic you'll be confronted by a cop. Be honest, Pursue and then
you'll find out the cop wants Alvarez; accept if you want. Go right to find an
ebook on “Limb International” (duplicate) and an energy-bar in the trash-can.
Follow the road around to the right to find credits on a bench and keep
following the road as it twists around. Search the bins for more goodies. You
can knock out the three cops in this area and steal their weapons without any
kind of comeback so why not?
Where the stationary cop was standing you'll find some painkillers on the bench,
follow the road around reading the ebook “Panama City Tourism” (duplicate) and
hack the level two gate (code 6114). Behind it you'll find credits in the
phone-booth, wine on the bench, crossbow bolts in the bin and an ammo upgrade
and pistol ammo under the shutter.
Go back and take the first road on the right, check the bin for more goodies,
follow the road around to come across a level 5 storage unit inside you'll find
crossbow bolts, credits ~400 an empty trash can and a [Praxis Kit]. To the left
of that there is a level three door, inside are stun darts, credits, an EMP
grenade and a stop worm. Just right of that you'll find another [ID File]. Go
right and head back through Boardwalk to the Train-station
We should have already cleared everything out in the station on our first visit
(but there is that office with the crate over the vent and the level 2 door if
you didn't have the level clearance and didn't use the code to explore) so head
over to the toilets to meet up with “Cobra”.
He's a lovely person, Ignore the insult, then be Direct, about for More Info on
the “little favour”, accept the offer. He'll give us more info on the Skulls now
plus we'll get a little something-something for our troubles. Ask about the
skulls, Diego and if were very nice (or just used the pheromones) you'll also
have the option to ask for some weapons, he won't give you any but will give you
some extra ammo.
With the conversation over the Skulls bust in, well I say bust in, I mean stand
around the main area and just kind of wander around. Basically you're stuck;
there are three exits, the corridor or the two vents, each one comes out in
basically the same spot. You can either get into a big fire-fight or carefully
take out the guy closest to the entrance being careful not to be spotted. Wait
for the first gang member on the left that takes a route close to the entrance
and remove him with nobody else is looking. Now go forward one row and right,
quickly flipping between the pillars and seats; as you do the guy staring at the
entrance will come forward allowing for a quick melee attack. Get going right
around the corner and I notice there is an ebook here about “Police Tactics” on
the seat, either it's new or I just missed it on the first time around. From
here keep going right and then forward to the pillar with a news-stand. Keep on
the side with the news-stand and wait for the last gang member in this room to
turn his back. Not over just yet, there is one more in the corridor to the exit
but with nobody else to worry about and with plenty of cover you should be able
to take him out easily. Coast clear leave the station, go through the Boardwalk
and into the Slums.
There are two entrances to the Drug Den, the Skulls compound. The main entrance
guarded by five thugs; only enter there if you really want to fight. You can get
the drop on them (literally) by using the ladder to the left side of the area.
The other, stealthier, way in is on the right. It's behind the gate where you
may have met a drug dealer in a side-quest. The gate code is 1999 but you can
also get in via the left passage, taking out the gang members on that side of
the street, using the ladder and disarming the mines. Personally I would just
take the gate but however you want to play the game.
So I'm assuming you took the right/back entrance to the place. Directly in front
of you is a vent, enter it (gaining experience) and follow it around and out to
behind a barrier. Grab the beer behind this barrier is a couch and on the other
side of the barrier there is a pile of mattresses with an [ID File] behind them,
it's possible (but tricky) to sneak in take the file and get away with only one
of the guards thinking he saw you. Probably easier to do when there are less
guards so bare it in mind. Anyway from the vent head right through another vent
(again gaining experience). Sneak left and quickly get past the doorway, keeping
tight to the left wall. Take out the guy hanging around in one of the far rooms
and wait; another gang member should wander in, take him out and anybody else
who's interested.
Explore the rooms you're in now; should be an energy-bar on the far right room,
some painkillers in the far left sink, a couple of beers on the table and an
[Ammo Capacity Upgrade] on the side. There is a breakable wall near the sink
with the painkillers; no reason to break it as it leads into the room with
all the enemies and I'm not even sure anybody ever stands there. Instead go
back to where you came out the vent and head upstairs.
Upstairs keep close to the wall on the left and peek around the side to see a
bridge over the lower level. There should be a guard hanging around, stay near
the entrance and wait for him to move towards you. Quickly use a melee attack
(it may pop you out of cover and make it look like you're fighting on the bridge
but you'll be safe when the animation ends) also gaining shotgun ammo in the
process.
Sneak over the bridge and pick up the stun darts. Go down the ladder, crouch and
sneak forward into the vent to gain experience and to disarm the mine. Follow
the vent around and into a new room. On the right there is another breakable
wall, this time there is a guy behind it so you can use that to kill a man if
you want. To the left there are some credits and vent, enter it to gain
experience but go back through the previous vent, up the ladder and now we have
a choice. We can either fight/sneak our way through The Garage (on the left) and
attempt to find the shipping manifest or we could go find Diego, if you want to
Go Diego, Go to the Drug Lab (on the right). Going for the manifest? Then skip
over the Optional part. Going for Diego then you can ignore the part afterwards.
Follow the corridor down and to the right to see a big room with a couple of
guards on the far-side and a lower section with two civilians. Stick to the
cover at the start and then work yourself around to the left when nobody is
looking, finding a vent behind a big round white thing (what is that thing?). At
any rate in the vent will be the familiar beeping of a mine, slowly edge towards
it and disable it, also gaining 75 Traveller experience.
Once through the door you'll come across Diego wearing a very fetching hat.
First Appease, then be Direct, when he asks if you're a cop Deflect and finally
Bait em. Oddly enough we learn that he uses dead bodies as bait. Do this and
you'll get 540 experience, don't and well you'll get into a fire-fight. After
the conversation knock Diego out and take his Assault Rifle and Pocket Secretary
for the Dirty Deeds Side-Quest (more info in the Side Quest section). With this
done you shouldn't be attacked by the Skulls. However the game is buggy so don't
expect that to always be the case.
In Diego's room you'll find out that a cure for AIDs may only be five years
away and two bottles of beer on the wall. To the left there will be a mine and
credits directly to the right of the mine. Disable it ( you can set it of and
the guards don't care at this point but you can't shoot it) to find another vent
which gives more experience points. Go straight, walking on the pipe, ducking
under another pipe with a mine close-by. Disable it and follow the corridor
around until you come to a switch. Hit it turning off the electrified water. Hop
down and look to the right to see a little passageway. Enter to gain more
experience a [Praxis Kit] and an [ID File]. Go back the way you came and out
into the main lab area.
Find a box of shells on the table close to where you come in. Do note you can
still knock the guards out to gain experience, and with the buggy nature of the
game I recommend you do so for more experience and just to prevent difficulties.
Down in the lower area you'll find a Revive Pack. You can still hack Diego's
door (although this will cause the guards to become hostile) and there is
probably an extra marker on your screen for side-quests.
From the electrified corridor's entrance go left and hack your way into the
first room and you'll find Luis' leg. Keep going, enter the vent to get some
more experience. With everything done go back out through the Drug Den. Now as
mentioned this game is pretty buggy so 9/10 if you leave the Drug Lab the
remaining Skulls will attack you. You can now leave with no issue or you could
follow the rest of the section to get all the items/experience/ID files.
From the start of the area go left, crouching, and pick up the crossbow bolts on
the chair. Get over to the window, vault out and take out the guard. Make use of
the cover and flip between them to avoid being spotted by the lower enemies. Go
through the doorway, find the beer (always get the beer!) and drop down the side
facing the stairs (not the one with the ladder) being careful not to fall in
front of the doorway. Take cover there and wait until the gang members are no
longer looking your way, one should just be staring in the opposite direction,
make his world dark when the other guy leaves the room. Hide again and wait for
him to come back so you can do the same to him.
To the left, behind the couch is a crawlspace, enter it to gain experience and
credits in the ruined room it leads to. At the end of the room is a moveable
crate, move it if you can to gain access to a room full of goodies. In the
briefcase there are some credits, next to that is a pocket secretary where they
talk about the safe, just to the left, and then say not to text each other the
pass-code; this level of competence worries me. Speaking of the safe it's only a
level 2 so you probably can open it without a code by now; inside you'll find a
laser sight and credits. You can jump out the window here and make it across to
the next building, in-fact that's probably easier, but for the sake of this
guide I'm going back out the crawlspace.
Outside the crawlspace go left and to the doorway. Watch the movement of the two
remaining guys in the area and move when the coast is clear. Take out one and
then quickly take out the remaining guard; looks like you've just cleared the
area *cue FFVII successful fight music*. If you couldn't move the crate you'll
find the room with the safe in the upper left, jump through the window. Also
check out the room in the upper right corner for the ebook "Modern Warrior Mag"
(duplicate).
That leaves us with one passage to go down and wouldn't you know it? It's mined.
Slowly work your way up to the mines (or shoot them, but there are more enemies
in the next area) and disarm them. Once inside there is the entrance to the Drug
Lab and a whole other section to the right. Ignore the Drug Lab, if you didn't
take that route before the way will be blocked, but you can get two free
takedowns if you really want. Anyway go right up the stairs and we'll over hear
a conversation about the drugs needing to be shipped out. Keep left and take
cover behind the toolbox(?) and take out the guard when his back is turned.
Keeping right against the far wall to avoid detection go right, in the bookcase
you'll find another [ID File], now go through the door.
Drop down a level and take cover, watching the guard in the back to see if he's
looking this way. When he isn't take out the guard closest to you. Hit the power
switch to the right to prevent being electrocuted (these guys must have thick
rubber soles) and take out the remaining guard in this room. In the corridor to
the left there is another guy wandering around, jump through one of the windows
and take him by surprise.
With the area clear head over to where the garage door that had electricity
running through the ground near it. Take cover on the wall to the right of the
entrance, look out for the turret and when it's facing the other way crouch and
head towards it, going underneath it's glaze. Then work around to the left going
around the van to find the manifest. You could leave or take out the last gang
member in this level, then leaving you free to use an EMP on the turret. Or if
you want to go the stealthy lethal approach you can just smash through the wall
where the guy is standing, your choice. Either way you do it once you get the
manifest get back to the Doc.
---------------------------Panama City LIMB Clinic------------------------------
With either Diego conversed or the manifest collected head over the LIMB clinic
and talk to the doc. She says we need to blow the lid of this whole operation
and to get in contact with somebody called Alex Vega (whose brother ends up
fighting against the Reapers). She's hanging out in Nightshades. Before leaving
however talk to the doc again and probe her *insert crude joke here* to activate
a new side-quest Stalkers. Also before you leave be sure to pick up your drugs
from the front desk for a measly 100 credits.
+------------------------------------------------------------------------------+
|M3 – Dark Ties----------------------------------------------------------[M3DT]|
+------------------------------------------------------------------------------+
Now if you took the pass from Cobra by completing the side quest “Dirty Deeds”
or if you have unlocked the pheromones ability simply head through the front
door. Once inside you'll find a cocktail, energy bar and some credits in the
immediate entrance. Talk to the bouncer blocking your way and show him the pass
or use your pheromones to easily get inside.
If you don't have either of those then head around to the back (going towards
the Slums) and hack through the level 2 gate in the back. Chances are high
you've already entered this before but if not you can find the code in a pocket
secretary to the left of the locked (level 2) gate (behind a heavy box) or you
can simply input the code 5463.
Assuming you entered through the back; head to the left and through the door
you'll find a group doing a power-point presentation (or something) with a beer
and energy-bar on the table. Go back and follow the corridor around to the
left/straight and hack the Level 3 door (code 3838). Inside you'll find wine on
the desk, credits and stun darts in the draw of the desk and a [ID File]
partially hidden on the left, on the shelves. There is also a hackable computer
(level 1) and a hackable safe (level 3). Inside the safe you'll find credits, an
ebook on “Police Tactics” (duplicate) and a [Praxis Kit]. Everything collected
here go out and to the right and then left. In the toilets to the left there are
some painkillers and in the toilets to the right in the bin there is a beer.
Straight ahead is a moveable box with a vent behind it, enter it to gain the
traveller experience but it's not needed. Instead turn around and go out through
the door
You can knock out the bouncer on the stairs if you really want (extra exp after
all) but you really don't need to. Follow the stairs up and to the left there is
a vent, you don't need to go down there as you've probably already done that. A
little bit further and to the left you'll find a passed out man with some
credits. In the next room loads of beer, cocktails, credits, etc found on the
various tables. Clear out the room. Knock out the bouncer (the guy in the purple
suit) and go behind the bar finding the ebook “Bartenders Survival Guide” and a
hackable computer (level 1) which tells you the code to the office downstairs.
The vent in this room doesn't gain you any exp so just go follow the corridor to
the left (picking up more alcohol) to find a mini-strip club. Steal all the
stripper's hard earned credits, a wine bottle on the floor and go talk to Alex.
First Appease, then bluff, inquire rather than advise and then be confident.
What does that get you? Well if you get on her good side she'll give you her
access codes. Codes I'll never advise using but hey, it's the thought that
counts right? Leave the way you came in and head to the hotel.
When you enter the building look to the right and there should be guard. Knock
him out when nobody is looking to gain experience. Talking to the receptionist
gets you nowhere so instead head right into the toilets, next to a moveable box
are some painkillers. Move the box and enter the vent to gain explorer
experience. Sneak into the room, quickly hiding behind the desk, activate the
computer and turn off all the cameras. Also in this small area you can find some
credits. Save maybe as it's hard to see the guards movement in the room. When
both of the guards backs are turned take out the one closest with melee and then
follow up on the second one when you've got the energy. Before happily exploring
the room take note of the guard outside in the next area, when ready sneak out
and take him out. Return to the previous room to find an energy-bar, a stop worm
virus, credits on-top of a cabinet, an [ID File] and a [Damage Upgrade].
In the next room (where you took out that guard) there is a vent on the far
side, behind some potted plants. Enter it to gain 75 exp, and access to a
storage locker containing, a stop worn, a nuke virus, some credits and an [Ammo
Capacity Upgrade]. Exit through the door and with no risk of being seen by the
camera punch out the remaining guard. With the guards taken out hack the
computer (level 2) and the safe (level 2) behind reception. The computer
contains the code to the supply cupboard we just raided while the safe has
credits and a [Praxis Kit].
In the toilet to the left of the entrance you'll find two credit cards and
following the corridor on the left around you'll find more credits under a sofa
along with a beer on the side-table. Keep following it around and in an alcove
you'll find an energy-bar. Keep going, past the elevator to find a shared
computer room, on the opened computer you'll find a message giving you the code
to the security room.
fo0l w3 H@v3 @lr3adly b33N 70 7HI$ L0c@7I0N, HAX0R ST7L1E !!1!
Ahem, with all the rooms cleared out, and everything not nailed down pilfered,
head over to the marked elevator and head up up!
Crouch! Go through the doors and directly in front of you is a ebook on "Panama
Tourism" (duplicate). Look left and you'll see a Skull member behind a glass
door, take him roughly from behind. To the left you'll find a pocket secretary
from room 1303 telling you the code is 1702. There is a breakable wall to the
right but that will alarm some of the other skulls lurking about. Instead head
back down the corridor and wait for some potty mouthed goons to say something.
In the room before the one they're ransacking you can hack into the room next
door. Inside you'll find an energy-bar, an open computer talking about how Final
Fantasy 27 is going is going to be GOTY (please we all know it's was rubbish
compared against FFXXIV-3: Kefka's Revenge) and a breakable wall that'll kill
the guy behind it if used. If you don't use it go out and enter the room next
door, stun dart the first guy and then use a takedown notice on the second.
Go back out and take out the fourth guy. Of course the stealth aug would help.
Now if you're wondering what the hell I'm talking about, the thugs probably
aren't there. That is if you didn't take the side quest from Dr Camila and I
really don't want to play though this whole game again to double check. In
either case hack the two hotel rooms on the opposite side of the corridor. Room
1303, as we know, is code 1702 and inside you'll find a Nuke Virus a Stop! Worm!
and beer. There is also a vent that leads to a cleaners room netting you
traveller experience points but not much else.
In the other room you'll find credits, a pocket sectary about the safe (but not
giving the code) and the level 2 safe; contents include credits and a [Rate of
Fire Upgrade]. Also inside the bathroom you'll find a vent that leads to a wall
space (and gets you 150 explorer points) which also links up with the breakable
wall mentioned at the start of the Upstairs area. However the floor is
electrified so there is no point heading over there at this point.
Go out the room and up the stairs, going through the door to be greeted with
“Off limits buddy. OUT OF HERE!”. I aint your buddy, buddy you say as you punch
him in the face. Treat you to be rude to a man whose muscles are made of metal!
Hack the door in front of you (code 5872)
to find a level 1 computer and lots of credits in the desk drawer. In the
kitchenette you'll find an energy-bar and in the next room your target. Let's
not go in just yet.
Head back out and take out the guard walking the corridor outside. Heading
further in you'll find two bodyguards moaning about their life of endless work;
lets give them some sick pay. Carefully enter the room after the conversation
(although if you do interrupt it they won't notice) and take them out with melee
attacks in a way you're probably very adept at doing by now. Once taken care of
you'll find a couple of cocktails, a wine bottle, an [ID File] and two ebooks;
“Modern Warrior Mag” and “Bartender's Survival Guide” (both duplicates). Hacking
the door behind the bar will gain you credits, a shotgun/ammo and a [Reload
Speed Upgrade]. There is also a breakable wall that leads to the bathroom of the
target. Exit the room and hang a right and another right to find a vent. Enter
it to gain experience points (leads to the bathroom again) and go back out.
Keep going right into a wall-space/service shaft. Look to the right and you'll
find a switch. Hit it to turn of the electrified water (it kinda made sense in
the Drug Lab, not so much here) and drop down to find an [ID File]. If you
haven't already I would recommend destroying the wall to allow an expedient
exit/entrance *hint, hint*.
Go back up and you can explore the roof if you want (code 2122) you'll be able
to explore the area in peace gaining a couple ID files, be able to turn off the
camera and remove the electrified floor. So maybe worth doing, maybe handy for
the future *hint, hint*? If not let's head over to our target.
Well okay he's dead and if you didn't take out those remaining guards like I
told you to you'll be too. Head away from main entrance ducking into the
bathroom. Enter the vent and follow it around to the right getting out either
through the breakable wall or the vent on the lower level. Now get your ass to
Mars...er, Nightshades
Head over to Alex Vega and talk about who killed WHO. You'll find out that “Well
we're all screwed” and to cop it all there is no flight out of here unless we
head over to the XNG data facility and locate a hidden hanger base. Hey this
game is picking up, I sure hope it doesn't end shortly leaving a cliffhanger!
When the conversation is over a group of armed men appear looking for you. Duck
into the vent of the strip club and across the way down the stairs and out the
back door. You'll probably have to take out one bouncer but otherwise no big
hassle.
--------------------------------XNG Data Center--------------------------------
Well we're inside and we're not getting shot at. Always a bonus! The guards
still aren't very polite and the receptionist won't let us in. So head right
(pocket secretary on the sofas to the right, giving you a code to an office) and
take out the lone guard hanging around. Enter the toilets, finding nothing of
interest but a vent that goes behind the lobby. Go through getting points.
Behind the vent is a large moveable box and behind that there are two guards.
Hopefully you've unlocked the ability to move boxes and the double takedown
ability. In this room you'll find some credits, an energy-bar and a level 3
door. You can hack the door but don't go through, instead go left through the
open door.
This is the room right behind the reception, go right around the dividing wall
and through the door. You should be able to take out one of the guards in this
heavily guarded room off guard from the first piece of cover in the room. Ensure
nobody is looking (including troublesome robots) and wait for the guards to the
right to begin their patrol; they should split with both leaving the entrance
out of view. You know you have to sneak up and take them out one by one. With
them taken out you'll find credits and an [ID File] behind a computer (closest
wall to the reception). Also in this room is the security computer; access it
and turn off all cameras and robots (unless you want the robot to kill
everybody).
Through the door to the right there is a way back to the main entrance, nothing
of real interest there other than a box of stun darts. Instead go to the left of
the way we came in, through the unlocked door in the bottom corner to find two
guards. With the camera now deactivated we'll have an easier time of picking
these guys off. But still be careful they have a tight patrol route. Inside this
room you'll find credits, wine, an energy-bar, medication (remember to check the
drawers) and an open computer giving the code to the maintenance room 2882.
Right go back to the corridor with the security room, to find the maintenance
room door directly in front of you, hack or use the code. Inside you'll find an
auto-hack and probably an open door. Destroy the deactivated robot if you want
and head around to the right down the corridor. You'll find an intermittent
security grid, time yourself to get through when there are no ominous red
lasers. Go left into the elevator and enter...
Quickly head left to avoid the camera and hear some guards chewing the fat.
Ignore and find the vent, enter gaining experience points and keep going left to
find a room with a computer that gives us the code to the barracks (4319) and a
[Reload Speed Upgrade]. Go back in the vent and back to the beginning. Now go
right, skirting the edge to avoid detection, and find an unlocked room with a
concussion grenade in it and a moveable box with a vent behind it. Move it and
follow the vent along, finding an [ID File] along the way. You'll come out in a
security room with a lone guard. Take him out and use the computer to take out
the cameras.
If you're lucky a guard will be right outside the room. Hide behind the wall,
open the door and take him out before he knows what's happening. Failing that
just go right through the vent to get points and to get behind the furthest
guard in this area. Take him out and work your way back to secure the area. Once
done head back down the corridor to find an area that says “Restricted”, code is
4319 but it's an easy hack.
Go through the metal detector room and enter a corridor. Moveable box on the
right, hackable door in the front and long corridor with easily dispatched
patrolling guard to the left. I say take out the guard then move the box to
enter the vent to get experience points. Both the door and the vent takes you to
the barracks with a couple of goons wandering around. They're pretty far apart
so you should have too much of a problem take them out. Be careful of the camera
on the far side of the room but ransack the place finding credits, shotgun ammo
and an [ID File]. Also in this room there is a security hub allowing you to turn
off the cameras and turrets (note turrets will turn on every time you reload a
save).
With the turrets disabled go through the right door and stick to the wall going
right until you reach the vent. This will pop you out behind a heavy, take him
out. In the room next to where the heavy was you'll find an energy-bar in the
bin and a computer with a code for the bunk-room (1777) but you've already been
in there.
Go through the small foyer and take a left to hack the level 3 door (you should
have an auto-hack picked up from the robot maintenance room in the XNG Data
Center if you still can't hack level 3 doors). Inside you'll find a computer
with the code to the hanger (1022) and a security hub. Access it and turn off
everything. There are also some credits and a Stop Worm in here. Exit through
the vent in the back, gaining points, but go back out. Exit through the door and
then go left into the firing range.
There should be two guards, easy enough to take out without any issue. Hack the
level 1 computer to gain the code to the munitions locker (6006). Now go down
the firing range finding an [ID File] on a target at the end. Now enter the vent
to the right, gaining more experience points. At the end is a large moveable box
and a guard, move the box and take him out. Go right and remove the last guard
in this area. Destroy the robot if you want and poke about finding crossbow ammo
up the ladder. On the far side there is the munitions locker with a level 3
door. Inside are credits, a frag grenade, combat rifle ammo and an [Ammo
Capacity Upgrade]. There is also a computer giving you a code (5599).
With the munitions locker cleared go right through the door, down a corridor, to
find a level 1 door (1022). Behind that is a hackable computer which tells you a
code to the another door (1800). To the right is a hackable door, the code is
5599 even if it doesn't pop up. Go through (being careful of the camera) finding
the an [ID File] just to the right on some boxes. You should be able to sneak up
the side avoiding the camera and taking out the guard on this side of the room.
Go up the short ladder and enter the vent. Move the box at the end and hack the
door, or use the code 1800.
Inside disable the robots and camera before entering the marked room and hacking
a small box on the side of the computer. With that done Alex can get her bird
out of here so it's time for us to meet up on the roof of Hotel Etana.
Go back out the room and this time go right, keep low and take out the guard on
this raised level. Work your way down, move the box then and remove the second
guard on the slightly lower level. The only one left is now in the center of the
room, plenty of ways to get to him, just keep an eye on where he's looking.
----------------------------------XNG Data Center-------------------------------
You shouldn't have too big an issue getting out of here. Be sure to avoid
setting off the alarm as you leave the elevator. Go right and through the door,
seems the guard doesn't mind you coming out of a restricted area. You can take
any remaining guards out if you wish, also hacking the doors and computer for
extra experience points but keep in mind you only have one section of the game
left. Either case head out the door and over to the hotel. And, if you haven't
already, this is your last chance to complete the side quests.
Okay. Well maybe it was a bad idea to beat up all the guards the last time we
where here. You're greeted by one guard at the door, two blocking further access
and another two patrolling the edges of the room. They won't allow you to access
the rest of the hotel but they're not hostile until you leave the little railed
off area. However the solution is stupidly simple. Go up to the two guards, take
cover on the couches to the left, skirt around them and take out the guard on
the far left. Now you can either high tail it up to the next floor or take out
the guard on the far right (damn Nazi), then double takedown Tweedledee dee and
Tweedledum dumb in the centre before taking out the guy at the entrance.
Crouch and sneak forward. There should be an elite guard right in front of the
door. Wait for his back to be turned and knock him out. Hopefully you busted a
hole in the wall to the left (like a told you to) to gain access to the upper
level with little fuss. If not you'll have to head to the closest hotel room and
go through the vent, assuming you turned off the electrified floor. If not
you're going to have to go through the main corridor. If you did manage to get
into the wall space you'll have to remove a mine at the top of the stairs. Go
through and take out the guard in the next area and head right up to the roof.
Chances are high you've already explored this area on your first trip to the
hotel but I'm going to assume you didn't. Directly to your left you'll find an
[ID File]. To the right there is a moveable box, behind that you'll gain exp and
a place to jump of the fence. The fence has a hackable door too but you're more
likely to be spotted going that way. Sneak around to the right and at the second
break in boxes go left, follow this route around and switch off the power. Go
back and keep following the path around until you come to a computer terminal.
Switch off the robot (kinda anticlimactic huh?) and cameras. You'll also find
the last [ID File] next to the computer here.
From this point on your aim is to take out the remaining guards so Alex can
land. I would advise going back and taking out the guy closest to the
power-switch first. Then going back to the computer to focus on taking out the
big guy at the top of the stairs. Once he's down you'll only have two guys left
on the lower level. Easy enough to take them out one by one as they're quite a
distance from each other.
With all the guys taken out “GET TO DA CHOPPA” Okay this is really your last
chance to do anything in this playthrough but personally I'm just glad it's
over. Hit enter to “go” to Australia.
Okay that's the game, yeah there is no Part 2 just yet and I personally don't
think there ever will be, but maybe that's just wishful thinking on my part. You
can however play through the game again with New Game Plus. New Game Plus
carries over all your inventory and Augmentations but makes the game harder by
removing the cross-hairs from your guns and having the enemies detect your
presence more easily. Why you would want to subject yourself to another round of
this game is beyond me though.
+------------------------------------------------------------------------------+
|Side Quests-------------------------------------------------------------[SQ01]|
+------------------------------------------------------------------------------+
+------------------------------------------------------------------------------+
|S1 - Drug Runner--------------------------------------------------------[SQDR]|
+------------------------------------------------------------------------------+
Talk to the doctor in the Underground Clinic and he'll tell you to go find the
gang-banger Joey who owes him some drugs. Simply find him and you'll get some
drugs yourself and a bit of money. Sounds easy enough.
To back to the start of the Slums and then take a right and up the street and
find the level 3 gate at the end. Hack it or use the code (1999). Inside you'll
find a gangster called Joey....not the most intimidating name ever. Anyway talk
to him, use Pressure and he'll sing like a well bred canary. Seems he got high,
the police turned up and he stashed the drugs somewhere near the Nightshades
club, where he doesn't remember. Great; punch him in the face...for the
experience you understand.
Well head back to the Boardwalk and enter the Nightshades from the back
entrance. The back entrance is behind a gate (level 2) near the slums. You can
find the code behind a heavy box to the left of the game, it's 5463. Once inside
go right and if you can move the heavy box and you'll find the drugs on the
floor. If you can't move the box go upstairs (don't worry about the bouncer he
shouldn't do anything more than warn you about entering off-limit areas) and
enter the vent at the top, follow it around and you'll end up behind the box.
Either way grab the drugs and exit the same way you came in. Now take the drugs
to Alvarez to receive 1000 credits.
You can't miss this one, after coming out of the Underground Clinic for the
first time a junkie will ask for help, accept and she'll tell you a tale of woe.
Her boyfriend Luis got addicted to drugs (is it addiction if you actually need
it to walk?) accepted help from The Skulls and what's worse; she was dependant
on him to get her drugs.
While you're running the mission “Secure Neuropozyne” enter the Drug Lab. I
would suggest talking to Diego to make the guards not hostile to you before you
attempt to enter the room on the right (from the main entrance) hacking through
the door (or using the vent from the room on the right) and finding a discarded
limb on the ground. Return to the girl under the new heading “Bad News”.
Return to the addict in the Slums outside of the Drug Clinic and tell her the
news, be gentle and you'll gain experience and a Sound Sleeper Tranq System
upgrade for the crossbow.
After meeting up with Dr Camila you'll be asked to talk to a fellow called
Cobra, when you infiltrate the Skulls compound he would like for you to do him a
“little favour”. Accept and you'll get this mission.
While you're running the mission Secure Neuropozyne enter the Drug Lab (entrance
found in the Drug Lab) and go talk to Diego, it should be a marked objective on
your map. If he isn't then you'll find him by going left through the vent and
taking him out there. Once dead/disabled take the Pocket Secretary to Cobra.
You'll find Cobra hanging out in the Boardwalk, down an alley just right of the
main entrance of Nightshades. You can choose your prize: a silencer, a pass for
Nightshades or 1000 credits. I would go for the money, you can easily sneak in
the club and you're probably not using more than one weapon, but it's up to
you.
+------------------------------------------------------------------------------+
|S4 - Ratting Out--------------------------------------------------------[SQRO]|
+------------------------------------------------------------------------------+
You get this one after leaving the LIMB Clinic in the main story after meeting
Camila. The cop wants some dirty intel on Alvarez; maybe our good doctor isn't
so good after all or maybe it's just a case of the man keeping the honest down,
like man, you know?
Head over to the Underground Clinic, it's in the Slums if you forgot. If you
talk to Alvarez and warn him you'll fail the mission (so it won't count against
the achievement) but you'll gain a [Praxis Kit]. However if you want to complete
the mission go into the back corridor, hack the room on far side (level 2 door)
and you'll find a level 2 computer and a level 3 safe. The code for the safe is
found in the computer (0001). Inside you'll find a pocket secretary showing the
Alvarez has been preforming cheap aug upgrades on gang members with little
concern for their health. If you hadn't already broken in you'll also find
credits and an ID File.
With the incriminating data head back to the police to gain 1000 credits. Seems
that they won't be busting down Alvarez door any time soon but they're one step
closer to stopping the Skulls now.
To start this quest head to the Panama City LIMB Clinic after completing the
main mission “Secure Neuropozyne”. Talk to Dr. Camila, “probe” *snigger* her
about her problems and, as the title suggests, she's got stalkers following her;
who presumably want to probe her *further sniggering*. Swing by the Hotel to
check out her room and deal with the problem.
Once you enter Etana Hotel Upstairs you'll find four skull members lurking
about. One to the left, two in the hotel room proper and another one lurking in
the corridor. Beat em, kill em, anyway you want them, and Camila will be
allllll-right.
Head back to the LIMB clinic and talk to Camila. You can choose your reward; 750
credits, a laser sight or just do it out of the goodness of your own heart.
Doing the latter will net you the achievement "Boy Scout".
Moscow
1: Maintenance Floor: Found in the room after the first sentry bot, to the right
behind a computer server.
Unlocks: Mikhail.
Panama
2: The Apartment: Found in the apartment bedroom, next to the Neuropozyne.
Unlocks: Anna Kelso.
3: Train Station: Found in the room behind the first level two door, or the
large crate, after exiting the train. On one of the shelves.
Unlocks: Ben Saxon.
4: Boardwalk: From the train station go left and hack the hack. It is on top of
a rubbish skip/trash container.
Unlocks: Cobra.
5: Slums: Go right from the entrance, follow the street and enter the hackable
gate (level 3) using the code 1999 if need be. Go up the ladder and you'll find
it under an active mine.
Unlocks: Panama Gangster.
6: Underground Clinic: Hidden in the doctor's (level 3) safe behind a level 2
door. The level 2 computer has the access code.
Unlocks: Alvarez.
7: Downtown: Found in the alleyway directly opposite the Hotel, it has several
storage containers, on the payphone.
Unlocks: Riot Cop.
8: Downtown: Left from the LIMB Clinic found in a small side-alley behind a
level 3 gate. Next to a level 2 and level 4 gate.
Unlocks: Federvoa.
9: LIMB Clinic: Just behind Dr. Camila, to the right.
Unlocks Dr. Camila.
10 Drug Den: In the centre of the main living area, behind a pile of mattresses.
Unlocks: Stripper.
11: Garage: Up a level after you've cleared the mines/ over looking a car-lift.
Unlocks: Turret.
12: Drug Lab: In the corridor with electrified water its in a little passageway
to the right.
Unlocks: Diego.
13: Nightshades: Basement behind a level 3 door (code 3838), partially hidden on
the left, on the shelves.
Unlocks: Alex Vega.
14: Hotel Etana Lobby: In the security room on the desk to the left closest to
the door.
Unlocks: Panama Cop.
15: Hotel Etana Upstairs: Upstairs in the bar area behind the bar itself.
Unlocks: Bodyguard.
16: Hotel Etana Upstairs: In the wall space accessble via upstairs, breakable
wall at the star and vent access from one of the rooms. Turn off the electrified
water from upstairs and find in a box next to the vent.
Unlocks: Sneaker.
17: Hotel Etana Roof: At the entrance turn left to find in the rubble.
Unlocks: Sam Duarte.
18: Hotel Etana Roof: On the far side, behind a computer terminal.
Unlocks: Box Guard.
19: XNG Data Center: In the security room, behind a computer, closest wall to
reception.
Unlocks: Sentry.
20: Belltower Base: From the start go right, move the box in the unlocked room
and it's in the vent.
Unlocks: Spec Ops.
21: Belltower Base: Found in the barracks between some bunk-beds.
Unlocks: Barrett.
22: Belltower Helipad: At the end of the firing rang, on a target.
Unlocks: Ogre.
23: Belltower Helipad: In the hanger itself, right from the entrance next to the
wall by some boxes.
Unlocks: Namir.
+------------------------------------------------------------------------------+
|Praxis Kits-------------------------------------------------------------[CLPK]|
+------------------------------------------------------------------------------+
</pre><pre id="faqspan-3">
1:Panama City LIMB Clinic: Found in the level three safe, code 2020.
2: Underground Clinic: Start side mission S4 and warn Alvarez of the police
investigation.
3: Downtown: Inside the level 5 storage locker opposite the Hotel.
4: Drug Lab: In the corridor with electrified water its in a little passageway
to the right.
5: Nightshades: Basement level, in an office behind a level 3 door further
hidden in a safe, level 2.
6: Etana Hotel Lobby: In the level 2 safe behind the receptionist.
##Note: Purchable from the shop, at any time, for 2,500 credits.##
Panama
1: Ammo Capacity: Slums: In the storage locker by the Underground Clinic, it's
the one on the right with the level 2 security access.
2: Ammo Capacity: Downtown: From the start go left and hack the level two gate,
it's behind the damaged shutter.
3: Rate of Fire: Downtown: Left from the LIMB Clinic found in a small side-alley
behind a level 3 gate. Next to a level 2 and level 4 gate.
4: Reload Speed: Downtown: Same location as above, but behind the level 4 door.
5: Ammo Capacity: Drug Den: At the read of the ground floor, in the ruined
toilets on a counter.
6: Laser Sight: Garage: Ground floor in a level two safe behind a moveable crate
(you can also enter through the window.
7: Damage Upgrade: Etana Hotel Lobby: In the security room, found right of the
main entrance. Accessible though level 1 door or through vent in the toilets.
8: Ammo Capacity: Etana Hotel Lobby: Storage room just right of the sectary.
Hack the door (level 2) or enter through vent in room to the right.
9: Rate of Fire: Etana Hotel Upstairs: Go right from the entrance and hack the
first room on the left. It's inside a level 2 safe.
10: Reload Speed: Etana Hotel Upstairs: Upper area, in the cupboard behind the
bar, behind a level 3 door.
11: Reload Speed: Belltower Base: From the start go left, into the vent, left
again until you come to a room with a single computer in it. It's just behind
the computer.
12: Ammo Capacity: Belltower Helipad: In the munitions room behind a level 3
door, code 6006.
+------------------------------------------------------------------------------+
|Starting Off On the Right Foot |
|Complete the tutorial without killing anyone. |
| |
|Mercifully, you completed the tutorial with killing anyone! |
+------------------------------------------------------------------------------+
|Natural Born Pacifist |
|Complete the entirety of Part 1 without killing anyone. |
| |
|Born to pacify, you completed the entirely of Part 1 without killing anyone! |
+------------------------------------------------------------------------------+
|Smashing Entrance |
|Perform a takedown through a wall. |
| |
|He never saw it coming! You performed a Takedown through a wall. |
+------------------------------------------------------------------------------+
|Double Trouble |
|Perform a double takedown. |
| |
|You performed a double takedown! |
+------------------------------------------------------------------------------+
|Bomb Squad |
|Disarm a mine. |
| |
|Beads of sweat dripping from your forehead you disarmed a mine! |
+------------------------------------------------------------------------------+
|Unstoppable |
|Destroy a locked door. |
| |
|Boom! You destroyed a locked door! |
+------------------------------------------------------------------------------+
|Scavenger |
|Collect 2000 credits hidden in the world. |
| |
|You searched real hard and found 2000 credits hidden in the world! |
+------------------------------------------------------------------------------+
|Surprise Party |
|Perform a takedown on a stunned enemy. |
| |
|You performed a takedown on a stunned enemy! |
+------------------------------------------------------------------------------+
|One Shot, One Kill |
|Perform a headshot on an enemy with the crossbow. |
| |
|Silent and deadly. You performed a headshot on an enemy with the crossbow. |
+------------------------------------------------------------------------------+
|Hush Little Baby |
|Attach the tranquilliser modification to the crossbow. |
| |
|Nap Time! You attached the tranquilliser modification to the crossbow! |
+------------------------------------------------------------------------------+
|Bye Bye, Big brother |
|Use the stun gun to disable a security camera. |
| |
|You used the stun gun to disable a security camera. |
+------------------------------------------------------------------------------+
|Hack the Planet |
|Successfully hack 10 devices without using an Auto-Hack. |
| |
|You successfully hacked 10 devices without using an Auto-Hack. Very L337. |
+------------------------------------------------------------------------------+
|Smackdown |
|Perform 25 Takedowns. |
| |
|One by one, they fell by your hand. You performed 25 takedowns! |
+------------------------------------------------------------------------------+
|Total Evasion |
|Hide from an alerted guard until he loses interest and returns to his patrol. |
| |
|You are like the wind...you hid from an alerted guard until he lost interest! |
+------------------------------------------------------------------------------+
|Tools of the Trade |
|Attach a silencer and a laser sight to one of your weapons. |
| |
|You attached a silencer and a laser sight to one of your weapons. |
+------------------------------------------------------------------------------+
|Completionist |
|Complete all the Side Quests in Panama. |
| |
|You helped everyone you could in Panama. All Side Quests are complete! |
+------------------------------------------------------------------------------+
|Hard Times |
|??? |
| |
|You have got a problem. |
|You found a can of beer in the trash and then drank it. |
+------------------------------------------------------------------------------+
|Bargain Hunter |
|??? |
| |
|You sly dog! You convinced Alvarez Araijo to give you a LIMB card for free! |
+------------------------------------------------------------------------------+
|Spilling the Beans |
|??? |
| |
|You tricked the Skulls leader Diego into exposing where he is getting his |
|Riezene! |
+------------------------------------------------------------------------------+
|Packing Heat |
|Own a rocket launcher and a plasma rifle. |
| |
|A force to be reckoned with! You own a rocket launcher and a plasma rifle! |
+------------------------------------------------------------------------------+
|Stopping Power |
|Fully upgrade the damage of any shotgun. |
| |
|You fully upgraded the damage of a shotgun! |
+------------------------------------------------------------------------------+
|I Come In Peace |
|Turn a robot against its masters. |
| |
|Never trust a machine! You turn a robot against it's masters! |
+------------------------------------------------------------------------------+
|Unlock the Power |
|Purchase 10 praxis kits. |
| |
|You purchased 10 praxis kits! |
+------------------------------------------------------------------------------+
|It's Over 9000 |
|Spend 9001 credits in the store. |
| |
|You spent over 9000 credits in the store! |
+------------------------------------------------------------------------------+
|Not So Human After All |
|Spend 20 praxis points of Augmentations. |
| |
|More machine than man, you spent 20 praxis points on Augmentations. |
+------------------------------------------------------------------------------+
|Crunch Time |
|Eat 25 energy bars. |
| |
|Delicious and nutritious! You ate 25 energy bars! |
+------------------------------------------------------------------------------+
|Boy Scout |
|??? |
| |
|You didn't accept a reward for helping Camila with her stalker problem! |
|Such a nice boy! |
+------------------------------------------------------------------------------+
|Piss Off Barrett |
|??? |
| |
|You challenged Barrett's criticism for sparing Kontarsky and he wasn't too |
|happy about it. |
+------------------------------------------------------------------------------+
I don't pretend to know anything about how computers work but the game has a few
known issues so I'm going to try to help out those, of course Google (other
search engines are available) is your friend (Google is a business and most
definitely not your friend) so if this doesn't help go somewhere else, don't
e-mail me.
--------I keep Getting the error code <stringid: 1,942> when I bootup!----------
Go to the folder where the game is installed. This will be the steam folder
where you normally install your games.
1. Go into DeusEx_steam_DataPlugins
2. Copy SteamworksNative.dll.
3. Go back to top folder level of Deus Ex The Fall
4. Paste SteamworksNative.dll here, replacing the existing one when prompted.
This should, in theory, work. However I still had problems running the game
directly from my PC and instead had to load it via Steam.
--------------The game keeps crashing when I load up my save data!--------------
The game only has one save file and the solution, sadly, is to delete that file.
This will (obviously) delete your progress and your Turntable model collection
but on the positive side it doesn't affect your achievements, so there's that.
You should find your saved data under options, select reset data. You'll also
find the saved date in the folder AppData/LocalLow/N_Fusion Interactive/Deus Ex_
The Fall delete the file dxmsave.sav and you can start over again. This doesn't
stop the problem from recurring however so if it happens often I would just give
up on the game, you're not missing much.
----------------------The game keeps crashing at a set point!-------------------
Yeah. It does that.
I wish I had a better solution for you, as I had this problem throughout writing
this guide. As it stands I only have a work-around. Save before changing areas.
If you find you're crashing at a point in the middle of an area reload your save
and enter a different area, and then back-track to where you were planning on
going. This 9 times out of 10 will allow you to get past the point of crash.
Save soon afterwards and it shouldn't crash at that point for a while. Jeez it's
like getting past a scratched CD isn't it?
Everything in my guide has been my own work; only I could make the kind of
grammatical errors that I have made, call it my thumbprint. If you wish to use
this guide for non-profit reasons then please feel free to use it without my
permission. Although I do ask you credit me if you do, thank you.
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|A Word From the Maker---------------------------------------------------[WFTM]|
+------------------------------------------------------------------------------+
I never asked for this.
Oh come on! I managed to go through the whole guide without making that
joke/reference.
Fun fact this game clocks in at around ~5 hours long. I started this guide in
June 2014 and finished it in October...the end of October. I got to the Drug Den
and I truly meant to come back to this and finish it but ugh. I just couldn't.
This is a broken game, if everything worked it would have been a competent game.
Not a good game by any stretch of the imagination, but at the bare minimum a
tolerable one. As it stands it's a slog to get this thing to even work for any
length of time and is just a chore to play. I wish I had never started this
guide, it was the only reason I bothered to play it to completion; so you'll
excuse me if I file this under “complete waste of time” and move on, never to
think of this game ever again. Really hope we get a proper follow up to Deus Ex
in some form soon cause it's a great series.
If however there are any major issues please do email me at
jallen9000[at]hotmail.com. Note this is my junk e-mail and anything relating to
the guide should be clearly marked to avoid deletion, and I probably won't get
around to it in a timely manner.
Once again a big thank you to Selmiak's automatic formatting script found at:
selmiak.bplaced.net/gf/gf.php?lang=eng&page=linebreak
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Updates:
Version 1.1: Basic spelling and grammar corrections.