Deus Ex 2 Invisible War.doc

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Deus Ex 2 Invisible War

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                                  Walkthrough


Recommended Modifications - Fast Reference For Retards


 

 

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

 

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

 

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

 

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

 

(1) Neural Interface

(2) Strength Modification

(3) Electrostatic Discharge

 

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

 


Beginner (Passive Mods) Operative

 

Bio-mods:

- Strength Enhancement

- Neural Interface

- Enhanced Vision

- Electrostatic Discharge

- Move Silently or Leech Drone

 

Weapons:

- Energy Blade

- Shotgun/SMG (damage increase, frag round)

- Sniper rifle (silencer, damage increase)

- Mag Rail (damage increase, ammo increase)

 

Summary:

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

 

Anti-bot Operative with Anti-organic Arsenal

 

Bio-mods:

- Bot-Domination

- Thermal Masking

- Neural Interface

 

Weapons:

- Shotgun (damage increase, frag round)

- SMG (damage increase, frag round)

- Sniper rifle (Silencer, damage increase)

 

Summary:

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

 


Anti-Organic Operative/Anti-bot Arsenal

 

Bio-mods:

- Strength Enhancement

- Visual Cloaking

- Enhanced Vision

 

Weapons:

- Energy Blade

- SMG (EMP converter, ammo increase)

- Shotgun (EMP converter, fire rate increase)

- Mag Rail (damage increase, ammo increase)

 

Summary

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

 

Drone Master Operative

 

Bio-mods:

- Spy Drone

- Hazard Drone

- Defence Drone

- Attack Drone

- Leech Drone

 

Weapons:

- SMG (EMP converter, ammo increase)

- SMG (damage increase, frag round)

- Sniper rifle (silencer, damage increase)

 

Summary:

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

 


 

Bio-Mod Capsules - The Ultimate Easter Eggs


 

 

Regular Capsule Total (Whole Game): 25

Illegal Capsule Total (Whole Game): 17

 

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

 


 

Seattle - Where Ex-Porn Star Hookers Go To Retire


 

 

Regular module x3

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

 

Illegal module x1

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

 

Regular capsule x1.

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

 

Illegal capsule x1

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

 

Illegal capsule x1

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

 

Illegal capsule x1

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

 

Illegal capsule x1

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

 

Regular capsule x1

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

 



 

Cairo - Proudly Killing Foreigners Since Pre-History


 

 

Regular capsule x1

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

 

Illegal capsules x2

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

 

Normal capsule x1

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

 

Illegal capsule x1

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

 

Normal capsule x1

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

 

Normal capsule x1

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

 

Normal capsule x1

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

 


 

Trier - Some Place In Germany


 

 

Illegal capsule x1

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

 

Normal capsule x1

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

 

 

 

Illegal capsule x1

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

 

Normal capsule x1

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

 

Normal capsules x3

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

 

Illegal capsules x2

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

 


 

Antarctica - Planet Earth's Cum Scab


 

 

Normal capsule x1

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

 

Normal capsule x1

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

 

Normal capsule x1

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

 

Normal capsule x1

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

 

Illegal capsule x1

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

 


 

Return to Cairo - The Biggest Bigot Orgy On Earth


 

 

Illegal capsule x1

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

 

Normal capsule x1

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

Normal capsule x1

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

 

Normal capsules x2

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

 


 

Liberty Island - Misrepresenting Freedom Since 1878


 

 

Illegal capsule x1

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

 

Normal capsule x1

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

 

Normal capsule x1

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

 

Illegal capsule x1

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

 


 

Seattle - Main Missions


 

 

 

Meet Billie in Tarsus Apartments

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

 

 

Meet Dr. Nassif and the other residents

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

 

 

Get Equipment From Alex's Locker

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