|
New York City - Battery Park / Hell's Kitchen
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.
You've earned it upon finding the Ambrosia, completing your secondary objective.
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.
After finding the ambrosia, talk with Agent Navarre. So simple and minor I don't know why any points are awarded.
After dealing with all the terrorists at the subway station, you've earned it. Screw up and you'll only receive 100 skill points.
Whether you've subdued the terrorists or not, just entering the area where the subway is located is all it takes.
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.
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.
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.
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.
Inside Osgood & Sons, head to the back and enter the passage behind the door on your right.
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.
Inside the 'Ton Hotel, after all three terrorists have been neutralized, head up to the second floor.
Enter the secret cache area of Paul's room in the 'Ton Hotel.
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.)
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.
You'll get this when you reach the main work area of the smuggler.
Cross the middle part of the rotating bridge in the MJ12 sewer facility. (Conspiratorial nod to The Burdman for the reminder.)
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.
Free Ford Schick, the smuggler's friend, and get him safely to his destination.
For entering the computer room in the basement of the generator warehouse held by the NSF in the warehouse district.
Find and enter the generator control room located inside the NSF warehouse.
Take down the NSF generator by whatever means.
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.
Earned in the middle of a abandoned building east of the NSF generator building.
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.
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.
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.)
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.)
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.
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.
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.
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. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||