New York City - Battery Park / Hell's Kitchen
Exploration Bonus (20 points): |
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Received after you enter the area behind the soda machine at the start
of the mission, whether by stealth or force. If you went in the main entrance
of Castle Clinton you can probably still earn this.
Accomplishment Bonus (150 points): |
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You've earned it upon finding the Ambrosia, completing your secondary
objective.
Area Location Bonus (65 points): |
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Earned by entering the computer room in Castle Clinton. If you're coming
in from the main entrance its after you open the metal hatch, past the
red light, at the end of the hall. From below you head up the stairs past
the ambrosia, then make a left. I recommend using an explosive on the
door, it will also shatter the safe inside containing an augmentation
canister, amongst other things.
Secondary Goal Completion (10 points): |
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After finding the ambrosia, talk with Agent Navarre. So simple and minor
I don't know why any points are awarded.
Primary Goal Completion (300 points): |
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After dealing with all the terrorists at the subway station, you've earned
it. Screw up and you'll only receive 100 skill points.
Accomplishment Bonus (40 points): |
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Whether you've subdued the terrorists or not, just entering the area
where the subway is located is all it takes.
Accomplishment Bonus (40 points): |
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If you assault Castle Clinton with Agent Navarre, entering the small
building in the middle of the castle earns you the points. Even if you've
already gotten the Ambrosia you can still do this.
Area Location Bonus (20 points): |
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After entering the building mentioned above, opening the hatch and going
down stairs you'll get this as you pass the red lit area. You can still
earn this even after finding the ambrosia.
I Can Act Like I Care Bonus (50 points): |
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Upon entering the middle building of Castle Clinton, talk with the kid
and feed him something. The information he provides is not very useful
but the 50 skill points makes it worthwhile.
Exploration Bonus (50 points): |
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Inside Osgood & Sons towards the back, push the two large metal crates
away from the opening. Head down and past the security beams to earn this.
Exploration Bonus (50 points): |
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Inside Osgood & Sons, head to the back and enter the passage behind
the door on your right.
Exploration Bonus (40 points): |
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Climb the fire escape on the north face of the 'Ton Hotel, or if you
remember where the two UNATCO officers talked to you about the gas grenades,
crawl through the crack in the fence behind them. You'll need a grate
to jump on in order to grab the first ladder. Points awarded upon reaching
the bedroom window for Paul's room. If you enter the 'Ton Hotel from the
front and climb out the window from the inside, you will not earn this.
Accomplishment Bonus (65 points): |
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Inside the 'Ton Hotel, after all three terrorists have been neutralized,
head up to the second floor.
Exploration Bonus (40 points): |
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Enter the secret cache area of Paul's room in the 'Ton Hotel.
Goal Accomplishment Bonus (150 points): |
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You receive this for completing the secondary objective of finding the
generator. However, due to a bug you won't receive the points right away.
Two ways of ompleting this objective include rescuing Sandy Renton or
talking with the bums at the Free Clinic. Heck, there might be more ways
than that. At some point in the Bar or the Free Clinic you'll be awarded
these points from out of nowhere. (Thanks to Eduardo for
clearing this up.)
Exploration Bonus (50 points): |
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One way of reaching the smuggler in Hell's Kitchen is to enter a locked
storage container found by heading east from the subway station entrance
to the basketball court. Then turn left down the small alley, then right
to find the storage containers.
Area Location Bonus (20 points): |
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You'll get this when you reach the main work area of the smuggler.
Area Location Bonus (50 points): |
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Cross the middle part of the rotating bridge in the MJ12 sewer facility.
(Conspiratorial nod to The Burdman for the reminder.)
Accomplishment Bonus (50 points): |
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Enter the sewer tunnel held by the secret government agency. This particular
tunnel is the one leading to the main area where the smuggler's friend
is held.
Secondary Goal Completion (80 points): |
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Free Ford Schick, the smuggler's friend, and get him safely to his destination.
Location Bonus (60 points): |
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For entering the computer room in the basement of the generator warehouse
held by the NSF in the warehouse district.
Critical Location Bonus (70 points): |
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Find and enter the generator control room located inside the NSF warehouse.
Accomplishment Bonus (500 points): |
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Take down the NSF generator by whatever means.
Accomplishment Bonus (20 points): |
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Reach the top of the ladder on the west side of the building containg
the NSF generator. Doesn't matter if you climb the ladder or descend,
just as long as you tap the spot that matters for earning the points.
Area Location Bonus (30 points): |
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Earned in the middle of a abandoned building east of the NSF generator
building.
Accomplishment Bonus (20 points): |
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Shatter the window and enter the abandoned building east of the NSF generator
building. The window is on the south end of the run down building. Or
alternately, just head to the south end of the abandoned building if you
entered from the shattered stainedglass roof.
Area Location Bonus (30 points): |
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After reaching the roofs using the elevator, move forward, then turn
right and climb the steps. Open the door and move into the hall. Or, after
climbing a very long ladder, turn left and move to the edge of the roof.
Climb down onto the fire escape and smash the window to enter the same
hall. You have to move to the middle area of the hall to earn the points.
Area Location Bonus (30 points): |
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From the elevator mentioned above, turn right then right again and climb
the ladder. Sneak or disable the guard then approach the ladder of the
taller building to the south. Doesn't matter if you approach the ladder
from the north or south, just so long as you touch the bottom of the ladder.
(Secret hand signal to Edward for the info.)
Accomplishment Bonus (20 points): |
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South of the NSF held warehouse is a building with a ladder leading down
to a nearby grate by which you enter the sewers. Throw a LAM to the east
to blow apart the wooden fence. I kept earning this twice fo some reason.
Note, that if you follow the next tip below you do not earn the points.
The fence must be destroyed by your hardware to get the credit. (Thanks
to everyone who kept emailing me about this. I almost missed it.)
Area Location Bonus (40 points): |
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This one is tough to describe. From the main entrance to the generator
building (1st floor), head south in a straight line and into an alley.
At its end is a large crate, camera, turret and the spot you need to hit
to earn these points. The "proper" approach is to descend off
the south side of the building west of the one you might have climbed
when starting the warehouse section. As you climb down shoot the LAM to
blow apart the fence then head east through the hole to reach this area.
Accomplishment Bonus (20 points): |
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If you entered the sewer area in the warehouse district, south of the
NSF held building, use a LAM or something to blow apart the crack in the
wall.
Exploration Bonus (20 points): |
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From the room mentioned above, swim halfway through the sewer pipe located
in the water. Its opened by turing the valve on the end of the small pipe
that runs through the middle of this room.
Area Location Bonus (30 points): |
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After going through the hole blown open in the room mentioned above,
get past the first security beam to earn this. Or alternately, disable
the beams by swimming through the sewer pipe, then run back to this area
to get the ponts.
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