Deus Ex: Invisible War Walkthrough Pt. II
By Chuck "Absynthe" Simciak
Web Enhanced Version Available At: http://www.planetdesuex.com/denton

Table of Contents

Cairo (pt. II)- Trier, Germany - Antarctica
Cairo Again - Liberty Island - The Ends
WALKTHROUGH PART I

 

Arcology - Poor People Viewing At 2pm

As you enter the Arcology read the datacube on the railing in front of you. Its has a map. Veer right and head down. Talk to the manager of Pequod's Coffee.

Secondary Goal: Coffee Wars: Bribe NG's Manager

The safe behind the manager can be opened just make sure he isn't watching. Inside you'll discover 100 credits and an increased range mod. In the northeast corner is NG Resonance. Say "hi".

Secondary Goal: NG Resonance: Find Information

Due south you can find some people talking about conspiracies. Journey west. On your left is a Public Terminal with the latest news. Keep going west and talk with the nice people at Templar Recruiting. Go north up the stairs. On your left move the, whatever it is, aside and enter the vent. Disable the security beams and proceed south to the vent grate to overhear the Templar conversation.

Secondary Goal: Templar Raid: Protect Omar

Work your way back out of the vents and enter Tarsus Academy.

 

My Child Is A Tarsus Honor Role Student So Bite Me

Enter and talk with the overworked receptionist. Read the datacube by her window.

Secondary Goal: Missing Students: Find

Open the door and continue. Turn left. This is the start of a square shaped hallway. We'll be visiting everyone around it in a clockwise manner. Begin by entering the Lecture Hall. Talk to everyone for background information. Leave the room and turn left then right. Talk to the guard in front of the nanotech lab.

Secondary Goal: Greasel Infestation: Kill Greasels

Enter the lab. Only two to deal with.

Secondary Goal: Greasel Infestation: Collect Reward.

Before running off look around the lab. A few cabinets contain medkits. The desk has a datacube atop it and a multitool underneath. The two locked cabinets (near the open grate) contain a biomod canister and an energy cell. Dart outside to get your reward from the guard. Continue around the hall to the next area which is Dr. Archer's office. Talk to him. Hack the computer to open the safe for 100 credits and a medkit (watch the guards) and talk to the girl in the corner. A datacube near her has a login you'll find useful. Exit but turn left then right. Down the hall you'll find the receptionist. Don't talk with her it will spin her around. Crouch and access the computer to get Mina enrolled.

Secondary Goal: Mina Ameer: Share News

Leave and find your back to the square shaped hallway. Continue around it to talk with the two girls. Now with all this out of the way, return to the nanotech lab. Crawl down the open vent at the back to find the missing children. Take the first option and enter the vent atop the metal cage covering the other path. Knock out the two spideybots (the mag rail is VERY good for this, it shoots through the walls). Follow the vent to its end. Open the grate. Duck behind the boxes for cover. When the camera pans run under it and disable it. Hack the nearby terminal to open the safe. Inside are two ammo clips and a fragmentary mod. Read the datacube on the table (near the coffee machine) and snag the softkey. Read the datacube on the desk and check up on the Holocomm Unit.

Secondary Goal: Interrogate Dr. Nassif

In the next room is a repairbot and spiderbomb. The ladder leads to a room below with three Templars. Take them out and many things will be available for the taking (ammo clips, multitools, gas grenades, emp prox mines, etc.) Exit north up the spiral stair case. You can chose to duel it out with the Headmaster but it gets messy. Better to leave Tarsus and report him to the authorities. So back out to the Arcology. Run down stairs, make a left, and go talk to NG Resonance. Spin around and make a right up the ramp. Follow it to the top and run west to the SCC office. Talk to the SCC Chief. Tell him the truth, you get nothing for telling him its a prank. Reward in hand you can return to Tarsus to tell the kids the good news. Or, knock the SCC Chief out and raid his locker (mag rail and spiderbomb). You should probably disable the camera first when he's not looking. Infiltrate the jail cell. Behind the spinning fan grate is a black market biomod. Leave. Listen to the chatter box if you like or proceed to Arcology Air, the first entrance on your left.

 

Arcology Air - Check Out Our New Pine Tree Scent

Stroll south until you find the NG Manager. Chat.

Secondary Goal: Coffee Wars: Collect Reward

My personal preference was for Pequods and biomod canister. In defense of Queequegs, they do give you a choice of one of three weapon mods (ammo scavenger mod, glass destabilizer mod, fragmentary rounds mod). Walk around the room and chat. A medkit sits on the cart. Return to the elevator but make a right to go down the ramp. Hop behind the bar at the corner to find a multitool. At the bottom look under the nearest bench for 50 credits. Against the north wall a Public Terminal has some news and the ATM can be hacked. Approach the desk to listen to the two women talk. Speak with the WTO Tax Auditor.

Secondary Goal: Tax Audit: Search Hangar 24

Talk to the Air Terminal Reception Agent. Enter one of the halls leading back and enter Bay23. Not much to look at, one lonely repairbot. A multitool lays behind the machine near the pilot beacon. The cargo storage area (west wall, blinking red light) has a few things. Two emp prox mines are locked in a chest. Leave the bay. Run down the hall and take the second right. Where the hall splits look left for a multitool. To your right is a vent shaft. Crawl in and out the other end. Up the ladder to a nice view overlooking Bay23. Right of the ladder, among the junk is an energy cell. Left of the ladder are two lockers. Read the datacube you find in one for a keycode. The other has a refire rate mod. In the remaining room 50 credits is on a desk. Remember this place, we'll come back to it later. Return down the ladder, through the vent, and west into Bay24.

Secondary Goal: Power Armor Spec: Upload to Omar

You have three guards and a big ass bot to deal with. Best to take the one on your right first and hall his limp body back to the hallway. Climb the ladder in the northeast corner and take down the 2nd guard. Check the Holocomm Unit for an email.

Secondary Goal: NG Resonance: Report Information
Secondary Goal: Cure for Plague: Confront Chairman
Secondary Goal: Kill Dr. Nassif

Look around, an ammo clip is on a desk. From up here you can snipe or whatever you want with the third guard. You might also want to handle the bot from up here. Either that or play dodge with it by running between the crates in the middle. Now that Bay24 is clear time to claim some prizes.

In the chest on the west wall is an emp prox mine, scrambler prox mine and the datacube with the power armor information the Omar want.

Secondary Goal: Power Armor Spec: Analysis
Secondary Goal: Tax Auditor: Report Armor

Behind the nearby machine is a multitool. If you climb the crates in the middle of the bay at the top is a sniper rifle and ammo clip. Finally, in the northwest corner is a door to the secured area. Among the toxins you can find a scrambler prox mine, a wall safe with two medkits, an energy cell and the incriminating datacube. Also in one corner is a multitool.

Secondary Goal: Cure for Plague: Reprogram Bots

Leave Bay24 and take the vent to go back to the ladder that put you above Bay23. The Arcology Chairman has appeared here in an office. Talk with him. Go ahead and take a bribe, we're reporting him anyway. Leave the bay area and return to the reception desk. Find the auditor. Talk with her to get your reward. Leave Air Arcology and return to the main Arcology Levels 107-108. As you leave the Air Arcology elevator hang a left and then another. Hack the ATM and move on into the Corporate Suites.

 

ApostleCorp Facility

Enter and talk to Klara. She'll give you a biomod canister if you picked up the mag rail back in Mako Ballistics. Now, Klara goes a bit crazy at this point. Try to assist her in handling all the Templars. She's not invincible. Clear out the goods you can find, acquire the ammo clip from the desk and proceed through the door in the southwest corner. Pass through the small hall to the next room. One guard patrols on your right. The terminal on the left side of the pillar can be hacked to disabled the security beams and align a turret. Knock the guard on patrol out. Push aside the debris in the southeast corner. Vent dive and follow it to the nearby office. From here take down the two Templars. If their friend from the next office doesn't join them make sure you get her as well through the west door. Look around. In the bookcase you climbed over an ammo clip sits on the bottom shelf. 100 credits is under the table. A spiderbomb lies on the table in the office to the west. From there, enter the north office to talk with the Security Chief. Tell him you're there to kill him and he'll try to deal by giving you a keycode.

Secondary Goal: Spare Security Chief

If you're seriously hard up for cash you might consider killing him. Knocking him unconscious won't work even if the game makes it seem as though it does. Leave the office out the east door and turn left. When you reach the security beams disable them and sneak up on the two guards. Listen to them and then use a grenade or flashbomb to take them down. From their position clean out the two guards down below. An energy sword is on the table if you're interested. Leave and turn left. Down the steps and through the door. Search the cubicles for a multitool, concussion prox mine, and silencer mod. Leave out the west door. Enter the Laboratory Suite.

Only two dog bots guard this area. Take the medkit from the table and hack the Security Computer behind it to disable the only camera. Due east of the table you'll find a biomod canister in a cabinet. An energy cell rests atop the rail overlooking Dr. Nassif's room. Other locked cabinets contain an energy cell, ammo clips, and even a spiderbomb. Over a door frame before you reach Dr. Nassif is a multitool. Proceed down the ramp and around the corner. Talk to Dr. Nassif.

Primary Goal: Find Tracer Tong in Trier
Primary Goal: Hire a Pilot

Decision time. If you're not going to kill her chat it up for more information. Leave ApostleCorp and return to the Arcology. Keep turning and take the ramp all the way to the bottom. If you traveled with Ava she'll remind you that she's still available.

Secondary Goal: Pilot Ava: Meet at Helipad

Talk with NG Resonance to clear up everything. Make sure you tell her about how her manager accepts bribes. Talk with Sid Black, he's hanging around Pequods. If you bribed NG's manager to favor Pequods talk with the manager to get your reward. Leave heading west and take the ramp down to level 107, Maintenance. By the power box pick up the 100 credits. Use your multitools to disable the power box and hop over the area the electrical spark arced over. Look around. On your right behind some pipes is a multitool. Behind the barrel is a fragmentary mod. Left of the barrel is an opening to a small room. In there collect the ammo clip, energy cell, and medkit. Return to the main hallway and head east. Talk with two guards. If the you have the proper keycode head on in otherwise you might have to engage the guards. Talk with the technician. Use the terminal to unleash the plaque cure. A nearby locker contains an energy cell and refire rate mod. Go back out to the hall, down and around, and finally out the elevator to South Medina. If Quequeegs has your reward talk with the manager. If not, talk with him anyway. Head to North Medina. Talk to Leo (the raid is any minute).

Secondary Goal: Templar Raid: Check on Leo

Talk to the Omar, the Harvester if you killed the Security Chief, and Nassif about his daughter. Enter the Order Mosque and head down to the basement.

Secondary Goal: Templar Raid: Check on Leo

Tell Mina's Mom her daughter is going to Skool, I mean Tarsus Academy. Return to North Medina and talk to Leo again. Consider raiding the Harvester's box 'o' goodies (energy clip, ammo clip, medkit, increase range mod). You can get to him from a vent shaft near the Her Holiness of Holocomm worshippers. Its behind a wooden packing slat. If you're using Ava as your pilot, return to the helipad in South Medina and leave for Trier, Germany.

 

Neither Trier Nor There

Time to start working. Talk with the guy standing nearby to get some info. Read the datacube on the bench for a map. Check out the Public Terminal for more.

Primary Goal: Find Tracer Tong

Talk with the two guards to the northeast for a bit. Enter the SSC HQ through the double-doors to the west. Talk with everyone, especially Vera Maxwell.

Primary Goal: Talk to Chairman Dumier

Follow Vera to her office. Clean up her desk by taking the multitool, ammo clip and energy cell from it. Leave her office and cross the hall to the stairs (we'll tackle the evidence room later). Look under the stairs for a multitool and 100 credits. Climb the stairs and check out the holding cells on your left. Talk with the tech. Nab the multitool and emp grenade from the table. Leave and talk with the two guards at the end of the hall. Enter the nearby observation room and listen to Dumier chat with the Order Seeker. As he suggests, proceed to the other observation room and chat. He'll give you a biomod canister. Leave SSC HQ and return to the streets.

Hang a left and leave the square out the northwest corner. Make a right and listen to the Panzerwerks techs. Hack the nearby atm for cash (just stand under the camera when you do). Don't bother sewer trolling, yet. Enter QueeQueg's coffee shop near where you found the two techs talking.

 

Its A Coffee Shop - Of The Future!

Listen to the two chatter boxes at the table. Talk with the Store Manager.

Secondary Goal: Coffee Wars: Investigate Lawsuit

Look behind him for a bunch of food stuffs and a softkey (behind a bag of coffee). Talk with NG Resonance. Tell her what you want. Now talk with the lone guy standing nearby, its David Kurczec.

Secondary Goal: Meet Omar

Feel the need for a bit more? Enter the door near Mr. Kurczec. Disable the greasel. Raid the safe for a spiderbomb, energy cell, two 100 credits, and a glass destabilizer mod. Check the desk for100 credits, and an ammo clip. Leave the coffee shop. Leave heading south and make a right. Climb the ladder of the helipad. Snag the energy cell and multitool two-pak in the corner. Climb back down. Continue south and go past the Nine Worlds Tavern. When you see the weapon shop use a glass destabilized weapon to raid it. Inside, besides the weapons, are two ammo clips, an increased range mod, and an increased damage mod. Continue southeast until you find the two Panzerwerks techs arguing with the Seeker. Talk with a Tech before the bullets start flying. Handle it however you wish. Now head back to the Nine Worlds Tavern and listen to the two Order Seekers standing outside the door. Talk with them. Enter the tavern.

 

Nine Worlds Tavern - Order Now, Get Tenth World Free

After you get past the guard catch up on the latest news at the Public Terminal. Go upstairs and talk to the Omar Trader. Lots of goodies to choose from including five multitools and a black market biomod. Push the boxes aside in the southwest corner. Underneath the bookcase you'll find an energy cell, two concussion prox mines, an ammo clip, and an assassin pistol. Read some of the books laying around. Go downstairs. Enter the first door you see and speak with Ava (if she's your pilot) and Tracer Tong. He'll give you a biomod canister.

Primary Goal: Black Gate: Find Lab Entrance
Primary Goal: Rescue Her Holiness

Take the energy cell from the table and leave out the other door. Turn right and examine the next two doors. The last one on the right is the bathroom. A multitool and medkit can be found inside. The other is an office. On the desk are four 100 credits and a medkit. Atop the bookshelf is an ammo clip. Leave and enter the bar area. Talk with everyone. Hey, Sid's here. Listen to the two people in the back corner. Leave the bar.

Secondary Goal: Talk to Chairman Dumier

Go ahead and return to the SSC HQ. This time, enter the Evidence room, its the door next to the stairwell. Just as you enter you'll find a Security Computer on your right. Hack it. Destabilize the window and hop in. Lots of stuff to collect (two energy cells, three ammo clips, two flashbombs, two scrambler prox mines, a black market biomod canister). Most of all, read the datacube near the lockers.

Secondary Goal: Coffee Wars: Collect Reward

Leave and head upstairs to talk with Dumier. Return to QueeQuegs and chat with the manager for your reward.

 

Trier And Loathing

Two routes can be used to enter south Trier. The obvious one being located between the two guards across from the SSC HQ. The semi-obvious one is the sewer grate found by the ATM near QueeQuegs. Both routes have their pluses and minuses. Though the sewer route does give you a slightly better position you'll have to fight your way past several greasels. While down there you can also pick up two multitools. Further on you'll find a scrambler prox mine, emp prox mine, spiderbomb, 100 credits, and an ammo clip. Keep going until you climb out the other end.

Once topside your first issue is to deal with the military grade butt-kicker. Staying behind the large box is suggested. Once he's down you'll have two guards to the north and one to the west to handle. In the dumpster on the east end you'll find a multitool. Next you need you get upstairs. Head north and consider your east and west options. East requires you to sneak past a camera and climb a ladder but it puts you next to two templars. The ammo clip near the ladder just doesn't cut it. West you can club a guard. Look under the stairs for 50 credits and a multitool. Climb the stairs. Head east and watch the guard patrolling the cross beam. Take him out in case he catches what needs to happen next. On the east end are two guards. There is also a door you can enter. In this room, behind the two crates on your right is the entrance to the Black Gate facility. You can either sneak in or handle the guards with some kind of grenade. Nearby you can claim two ammo clips from atop the box. Finally, climb the stairs where the two guards were to reach the top. Handle the one guard and enter the room on the west end. Inside you'll find a multitool and an energy cell. If you bought the black market biomod from the Omar this is where you'll find it. Head back down and take the elevator to the Black Gate facility. Don't forget the two energy cells, they sit atop a box near the elevator.

 

Black Gate Labs Are Great Dogs That... Oh, Nevermind

First, wait for the patrolling guard to turn his back. Leave the elevator, club him, and pull his body back. Destabilize the window across from the elevator and enter the room. Collect up the goods (emp grenade and ammo clip). Read the datacube and hack the Security Computer. Open the vent grate and crawl on to the maintenance room. Clean the shelves out (three ammo clips, an energy cell, multitool, food, and 25 credits). Climb the ladder and take down the two guards patrolling above. Then sneak northeast and make a left (after you pass the Gate Reactor) to handle the 3rd guard. OR, hop into the other vent and try handling both guards from the other end. Either way go past the Gate Reactor and dispose of the 3rd guard.

(If you have a moment, you can enter the Black Gate room, there is a multitool on the floor.) Head north down the hall and open up Tracer Tong's room. Inside you'll find some things on his desk (energy blade, multitool). Read the datacube for the Black Gate password. Check shelf behind the desk for 100 credits. The locked cabinet has three biomod canisters and a spiderbomb but it will take three multitools or one grenade to open it. Don't throw any grenades just yet there is one more guard to handle. Return to the hall heading north and climb the stairs to Gate Control. Open the door and disable the guard. You can also access the Gate Control room from a vent directly across from the stairs that lead to it. In the southwest corner of the Gate Control room is a Security Computer. In the northwest corner is a medkit. Now that everything is all nice and tidy its time to rescue some prisoners. Take a south or southwest course to cross to the opposite end of the lab. When you see signs that say Containment you're heading in the right direction. Disable the beams and enter. Walk past the captives to trigger the conversation. After Dumier talks to you the elite trooper will appear.

Primary Goal: Templar Compound: Hire Pilot
Primary Goal: Templar Compound: Talk to Dumier

Talk to him then enter the cell to talk some more with everyone. (If you block the elite's line of sight with someone else's body, say the person you are speaking with, he won't interrupt the conversation) Nearby is another occupied cell. Consider talking with the prisoner. Leave the laboratory and return to the streets of Trier.

First check in at SSC HQ for the map. Report to the bar and speak with Tong again. Now get yourself a pilot. Leave the bar and go to the helipad. Its atop the ladder between QueeQuegs and the Nine Worlds Tavern.

 

Templar Compound - Rub Into Infected Areas As Needed

Talk to Crazy Wendy. Ain't she fun?

Primary Goal: Templar Compound: Enter Base

Check the nearby dumpster for a mulitool and medkit then proceed north. Watch out for the Templar on your left as you turn the corner. Talk to Billy. Head north down the alley scooping up the multitool along the way. A medkit lies in the dumpster. Hop over the railing and disable the turret. Climb atop the boxes and take out the two guards. Silently handle the patrolling one first using the barrels for cover. Once both are disabled take care of their friend patrolling below you. Check the chest for two black market biomod canisters and an ammo clip. Hop over the railing. Open the grate and take a sewer dive. Make sure you disable the bot before he opens fire. Sneak south until you see the security beams on your right. Knock out the one guard on patrol, disable the beams and enter. (Or disable the beams then the guard, whatever works.) Sneak west and take the three multitools you'll find on your left in various areas. Guard number two patrols the hall at the end. Guard number three is to the north. Take care of him then clear out the six lockers for a wealth of goodies (four ammo clips, refire rate mod, noisemaker grenade, spiderbomb, medkit, and an energy cell). Inside the locked chest is an emp grenade and concussion grenade. Don't use the elevator to the north. You could but I found it oddly easier to use the front entrance when entering the Templar Church. Run all the way back and out of the sewers. Enter the door in the northwest corner.

 

State Your Sins At The Sound Of The Tone

First, take out the bot. Next, head west and dispose the guard. Disable the power panel and you'll be able to access the repair bot. On this side of the church you'll notice three windows. One is broken. Hop up and enter.

Primary Goal: Templar Compound: Get Module

Climb the stairs to the top. Crouch before crossing the balcony. In the chest you'll find an increased range mod, an ammo scavenger mod and an ammo clip. Don't leave yet. From atop the balcony you'll have a clean shot at the three guards patrolling down below. But before you shoot anyone take out the turret first. Once the room is clear hop over the railing, or if that's to dangerous go to the bottom of the stairs and open the door with a multitool or grenade. Underneath the stairs you'll find an energy cell. Go to the west end of the church. Close the door on your left so the camera doesn't see you. A multitool lies inside on a crate but not much else aside from the elevator we skipped back on the previous level. Check the Holocomm Unit for a message and read the datacube next to it. Open the door to the north and access the Security Terminal to obtain the missing module.

Primary Goal: Return to Trier

Before leaving for Trier look around the office. A medkit is housed safely in the chest. Atop the desk you'll find an ammo clip and 100 credits. Also, some creepy messages can be viewed there. Do as Dumier suggests and go all the way back to where you began (near Crazy Wendy). Talk with Klara. Fly back to Trier.

Primary Goal: Black Gate: Repair
Secondary Goal: Talk to Tracer Tong

Talk to Lin-May Chen, she's waiting outside the SSC HQ. Visit the bar one more time and talk with Tracer Tong. Return to the Black Gate Ruins. You'll encounter some resistance but SSC is on your side so let them handle it. Go back to the Black Gate Lab and head towards the Gate Control Room.

Primary Goal: Black Gate: Restore Power

But, instead of climbing the stairs climb the ladder to the east by the maintenance sign. Multitool the generator box on your right to disable the faulty generator. Head on to the back and activate the backup generator.

Primary Goal: Black Gate: Load Module

Along the way you can visit the repair bot. Should you want to conserve your multitools an alternate route can be found via a vent shaft. The opening is on your left, opposite the power box that you use to disable the main generator. Before you leave the backup gen look behind the toxic barrels for a datacube. It has the security beam disable code. Go back down the ladder and up the stairs. Access the Security Computer on the southwest end to active the gate.

Primary Goal: Black Gate: Step Into Gate

Now, go downstairs and enter the "gate". Its as simple as that.

 

Come For The Snow, Stay Because You're Stranded

Enjoy the ride? When the dust settles speak with your new friend.

Primary Goal: Revive JC Denton
Secondary Goal: Free Gray

Look south for some shelves. Grab the goods (medkit, ammo clip, multitool, phosphorous flare). Read the datacube for a map. On the north side you can find a spiderbomb, increased range mod, and scrambler grenade atop the ice. Leave the room and journey to the ice shelf.

Secondary Goal: Talk to Billie

Before you do anything make sure the military grade bot on your left is disabled. Mag rail is a safe bet. The explosive containers to the west help. If you're very sneaky, run under the shack and pop out behind it on its west end. Back there, if the guard doesn't catch you, is a Security Computer. Or, perhaps best of all, climb the ladder up the south side of the shack. From atop its roof you can easily handle the two guards (west and north). Leave the bot alone and crawl in through the vent on the east end. Listen to Billie using the Holocomm Unit. Don't make any noise, two guards are just outside the door. Open the door. Move in just an inch then pull back. Listen to them. Wait for them to leave. Close the door and stay crouched if they get nosey. Once you're clear you can find some items in the chests nearby (ammo clip, emp prox mine and a scrambler grenade in one and a medkit and biomod canister in the other). Get the softkey from the desk and the multitool on the floor next to it. Just outside the office on your right is a Security Computer. Hack it and you can disable the cameras as well as the bot. Check the three nearby lockers for goods (four ammo clips, a spiderbomb, and a scrambler grenade).

A well placed grenade will open all the lockers just as one could open all the chests back in the office.

Now go outside and take down the two remaining guards. One guard might check inside the tent so start with him first. Run to the west end and free the gray. You can let the greasel loose too, he/she/it is friendly. Look at the barrels to the west. On the loading slats you can find a multitool, ammo clip, and a phosphorous flare. Run northeast and enter the tunnel. Disable the turret and continue to the excavation site. Things get a bit dicey now. The Templar have deployed troops with power armor. With the exception of a small triangular weakness in their back they are tough to take down. Oh, and when they die they explode. So best bet is to use the mag rail alt fire to shoot through walls (or sneak if you have the cloak aug). If they can't see you they can't shoot you. Take your time. Let the fools come to a complete stop so your shots count. If you have an ammo scavenger mod the mag rail would be a good choice to use it on.

After defeating the first Templar toss an emp grenade to the turret. Three more Armored Templars later and you'll be at the entrance to the Sanctuary. If the last one gives you trouble you can wait until he's next to the explosive barrels and take advantage of them. You could also sneak past them all but you'll have to deal with them on the way out so unless you have cloak take them all down. Enter the Sanctuary.

 

Welcome To Sanctuary, Runner

Walk in. Look up. Neat, eh?

Primary Goal: Repair JC-Helios Core

Before you do anything check out the Holocomm Unit to the southeast. If Ava is your pilot you'll get some answers. If not, you'll get some answers anyway. South of the Holocomm Unit you'll find a datacube and a ladder leading down below. Three greasels run around but you'll also find a bunch of stuff (two ammo clips, a medkit, an emp grenade, and an energy cell). Conserve your ammo when hunting anything in here. You're going to need it later. Down below in the sparks its possible to retrieve a biomod canister without getting electrocuted. Return back up the ladder and activate the Helios Processing Module. Its the big purple disk across from the Holocomm Unit.

Nifty, eh? Talk with the gray. Snag the Dragon's Tooth Sword from atop the bookshelf. Take the energy cell from atop the drawers then climb upstairs. You may think you're back in the same room but you're not. Before activating the Helios Processing Module climb down the ladder in the southwest. Two karkians and one greasel but a wealth of goods also await (a medkit, two ammo clips, emp grenade, and an energy cell). As before, a biomod canister is yours just don't walk to close to the electrical shorts. Go back up the ladder and use the Helios Processing Module.

Yup, same thing again. Leave the room. If you like, go down the ladder its just two karkians and a greasel again. For those of you who invested in the Strength Enhancement using the sword I mentioned earlier makes quick work of everything. The goods this time include a very easy to obtain biomod canister and a broken chest down by the electrical shorts (a medkit, two ammo clips, an energy cell, and an emp grenade). Use the purple disc again to continue.

Yup, same thing again. A book to read is on the table. Leave. But this time you can't go down below. Use the purple disc. Before you move try taking out the turret you hear to the southeast. Ready a weapon. After you finish talking with Billie take her out. (Or sneak out and don't bother fighting her. However, you will see her later.) Whatever you do, do NOT stray to close to the inner railing or the turret(s) will open fire. When you're finished having fun exit out the south hall and play with the purple disc.

Primary Goal: Talk to JC Denton

Go west. Keep him talking there's some heavy stuff to be considered here.

Primary Goal: Return to Cairo: Meet Helicopter

Leave out the north alcove. Purple disc it one more time.

 

It's VersaLife Jim, But Not As We Know It!

When you emerge from the Sanctuary all is well. Until...

Secondary Goal: Talk to Saman

Getting to Tent 04 is complicated now. Five armored Templars are patrolling the area. At least one will be facing the tunnel you emerge from. You will have to fight them, or at least find a way to distract them. The good news is that should you defeat one of them you will be able to pick up a rocket launcher. This is a tough section. Once the area is cleared it gets easy again. A few ideas to try:

If you don't have any of the augs mentioned above don't worry. You should have enough extra biomod canisters by now to change whatever config you have to something else. Yes, you can change your biomods. What you've chosen isn't locked in forever.

Enter Tent 04 and talk with Saman. Exit and leave out the tunnel on the west end of the shelf. Time to conserve ammo. Pull out the riot baton and let the beatings begin. Club the guard directly in front. He'll be heading from your right towards your left.

Primary Goal: Return to Cairo: Turn on Power

Climb the tall nearby crate and hop from it over to the pilot beacon. Crouch down and crawl into the cabin taking the multitool as you enter. Head to the back and hack the Security Terminal. If you can't, mag rail the nasty turret that sits outside. You can see it from the window. Clean the office of its junk (in a chest you'll find food, an energy cell, and two ammo clips). Leave and go down the stairs to the west. Take down the next guard. Continue southwest around the corner. Watch for the next guard. His patrols take him in and out of the building on your right. If you don't see him you can either wait or go ahead and enter. You'll still have to deal with him when he enters from the door on the north end. As you turn the corner you have three doors and some lockers to look at. The two rooms that are locked can be accessed through the vent system but to get into the vents you have to brave greasel territory upstairs.

Go ahead and run down to the end of the hall, take the corner, and climb the stairs. Only two greasels to handle up there. You'll find a multitool and medkit along with the goods dropped by the Templar. Use the vents to reach the locked rooms. One room has a locked chest containing a fragmentary round mod. The other room has 50 credits on the desk and some stuff in the closet (two phosphorous flares, an ammo clip, and a medkit). Inside the two lockers you'll find two ammo clips. Take a moment to read the datacube near the lockers. It has maps of the base. The final room isn't locked. Inside you can find 50 credits on the desk and two ammo clips in the closet. Now that this part of the base is secure its time to head out. Go north down the hall, around the corner, and out the door. Make a right under the platform and spin around. On your right is a small rise in the snow. The wall has a sign reading "B Wing". Walk up to the wall and mantle atop it.

Take the energy cell if you need it and enter the vent heading north. Collect the multitool and exit into the utility closet. Only a medkit, an ammo clip, and two phosphorous flares here. Just outside the door are two greasels in a pool room. Take them down. Head outside across the helipad through the west door. Disable the patrolling guard (or wait and ambush him by the door) Terminate the turret at the end of the stairs. Now that its safe enter the vent under the stairs to reach a small security room. The terminal in here controls the turret so if you're skilled you could have tried ducking under the stairs when the turret was facing away. An ammo clip sits on the desk and some food on the shelves. Return to the greasel pool room and go down the steps. On your right open the door and when the time is right club the guard. Go inside. On your left is a multitool. The lockers have a few things (medkit in one, two concussion grenades and an energy cell in the other). Visit the repair bot. Now, go down the stairs to the base interior.

 

I'm A Doctor, Jim, Not A Mortician!

This place is a mess. And very creepy. First, dispatch the two greasels down below. Next, open the door to the east. Check the lockers for two ammo clips. Hack the Security Terminal at the back. There are a lot of things that are just better turned off. An energy cell and multitool lay atop the desk. Leave and return to the greasel room.

There are so many ways to approach this section its ridiculous. Under the stairs a grate provides access under the floors. You can also hop atop the steam pipes to access a second set of vents. These vents keep you up in the ceilings. When the vents run out, you can still walk across the pipes. This walkthrough will use a direct route to save time. If you have the strength aug and a sword pull it out. Swords make quick non-ammo consuming work of just about everything in this section. Calmly walk west and enter the storage area. If you need stuff you'll find two multitools, a scrambler prox mine, a concussion prox mine, and a medkit in here. Go back to the greasel room.

Stroll north and destabilize the glass. Slay the karkian or if he's wandered into the holding cell, close the door and move on. Check out the datacube by the cell door. Head east around the corner. Destabilize the next window to proceed. Keep going until youl find a "friendly" Templar. He's only friendly until you let him out but its up to you. Enter the long hall but watch the camera on your right. Hide under it, then enter the east door. Snag the multitool from the floor. Retire the two greasels then activate the generators. Its a powerbox between them. Another datacube sits nearby.

Secondary Goal: Return to Cairo: Activate Beacon

As you leave the room you can find two energy cells on a shelf, a medkit on another, and a chest of goodness (two concussion grenades and a refire rate mod). Now, you can either retread the path you followed here or continue west for a few more items. A karkian may still be patrolling the hall so look out for him. About halfway down the hall make a right. Climb the ladder and spin around to find a bonus chest (two ammo clips, concussion grenade, and a glass destabilizer mod). Behind a nearby door you'll find a greasel, a medbot, two energy cells and two ammo clips. The locked chest contains two medkits. Leave. If you continue west/south you'll eventually come back around to the entrance. However, a few Templar have decided to visit. With luck, the local population and some of the security systems will have taken care of them. If you're interested in a black market biomod drop through the big hole in the floor. Head north and look on your right. Return to the stairs and get out. Once topside, go activate the pilot beacon then leave from the helipad for Cairo.

 

I Was Told There Was A Movie On This Flight


Note: Computer hacking is useless at this point. Throughout Cairo and the last mission you will not need it. I strongly recommend changing the Neural Interface mod to something more useful like Cloak.

Once you arrive speak with your pilot. Again, you can pick up a multitool in the northeast corner.

Primary Goal: Revive Paul Denton
Primary Goal: Kill Paul Denton

Head west. Climb the ladder. In the locker you can find two scrambler prox mines. Head to the bottom and talk with Sid at the coffee shop. Talk to the Coffee Shop Manager. If you tell him about the conspiracy you'll receive a side quest (and a key to unlock the safe).

Secondary Goal: Coffee Wars: Loot Safe

Proceed southeast to Nassif's Greenhouse. You won't be able to enter it but you can defeat two greasels for a few items (phosphorous flare, 100 credits, medkit and a multitool). On the way back you'll have two more greasels to handle so think before you do this. Northwest of the burning barrel that you pass is a small alcove. Follow it around and across the pipe to an attic. Defeat the two greasels up here and you can claim the treasure in the corner (two ammo clips, a multitool, and food). Drop through the hole to get out. Return to the coffee shop. You might want to blast open the doors to the Arcology but its more trouble than its worth. First, the elevator is broken so you won't be entering from there. Second, there are two Armored Templars. Lastly, all you can get out of it is a medkit, a datacube to read, and a big mess. Just go back to the Coffee Shop and stroll north. Speak with the Elite. If you turn him down you will have to fight him. Agree with him and you can decide to fight him later. It all depends on whose side you take. Go past him and enter North Medina. Keep going around the corner and up the steps. Talk to the Omar trader for a few goods if needed. He does have a black market biomod canister and the ever elusive gas grenades.

Secondary Goal: Talk to Leo

Leave and go back down the steps. Hang a right and find Leo in front of the Mosque. When you speak with him pick at least one of two options that doesn't end the conversation. The more interesting option is NOT to offer him any money. If you do this make sure to follow him so you can cash in on the aftermath. Before he or you run off look behind the tires for a multitool. A bit further south behind the barrels and such are more things (two flashbombs, two 25 credits, two 100 credits). Head north and check out the Public Terminal. Keep going to where the Holocomm Unit is with Her Holiness. You might also find Lin-May Chen here (I did but then I misled her a bit back in Germany.) In the southwest corner is the vent shaft leading to the Harvester's lair or what's left of it. Under the loading slats are a few goodies (an ammo clip and inside the chest two ammo clips, and energy cell, and a medkit). Go back and enter Medina Apartments. Revisit Nassif on the first floor.

Secondary Goal: Hidden Templars: Investigate

You'll find most of the items the first time you were here are still there (medkit in a chest, two ammo clips on a shelf, an energy cell on a shelf). Go upstairs but just open the door this time and listen in on the conversation. Defeat both the Templar and Silas. In the apartment snag the medkit, energy cell, and ammo clip from the chest. A silencer mod rests on a table out on the balcony. Return to Nassif for a meager reward. Leave the apartment complex and enter the Order Mosque.

 

In Large Bots We Trust?

Secondary Goal: Free Mosque: Eliminate Bot

Open the door and take down the patrolling guard on your right. Try to be quiet about it or you'll have to handle the Armored Templar on your left. You'll find the guard patrolled a route past a table with two 25 credits ending near a basket with an ammo clip. The Armored Templar's route ends by a basket with an energy cell. A multitool sits atop a rafter. The bot in the Mosque can be handle easily using the remote drone or the mag rail with vision aug. Simply return to the entrance and run up to the wall with the vision aug. You should be able to make out enough to terminate it.

Secondary Goal: Free Mosque: Collect Reward

Walk south and turn right down the stairs. One guard patrols the hall so start with him. First entrance on your left has a guard. The next has two. If you can trigger their conversation the two will part, one heads north the other south. Divide and conquer. With the guards provided for, continue north and speak with the doctor and his friends. Leave and revisit the hall. When you find two barrels look behind them for two ammo clips. Under the stairs you can talk to the school girl and pick up another multitool. Go back upstairs and enter the Mosque. You may have to deal with a patrolling guard. Continue to the east end. Two guards patrol this end. Find the stairs in the southeast corner and climb up. Listen to the scientists. On the desk you'll find two ammo clips and in the cabinet are a few things (two energy cells and a medkit). Leave down the stairs and east through the elevator.

 

If The Templar Are Pure, I Must Be Dirty

Secondary Goal: Save Klara

Crouch and wait for the guard to pass. Now go get 'em. Go UP the ramp and mag rail the Armored Templar on your right. From up here you can easily mag rail the turret and the Armored Templar below. An ammo clip lays behind the two overturned couches. An ATM is at hand though cash at this point is ... well, pointless. Sneak west. Disable the two guards in the SSC Guard Station and collect the goods. (two ammo clips on the desk, an ammo clip, increased range mod and ammo scavenger mod in the locker, finally an increased damage mod under the bunk in the holding cell.)

At this point you could leave and enter Air Arcology or explore a bit more. Make sure the Armored Templar and turret are disabled down below. Head down the ramp and handle the guards. If they've returned to their positions you'll find two right in front of you talking. Another guard stands in the corner on your left. On your right one guard stands by the ramp to the maintenance area, another at the Templar kiosk, and one more by the entrance to the Tarsus Academy. Start with two guards at by zooming with something in while standing next to the elevator. Each guard you take down may act as bait for the next one. If not, you can zoom from the base of the ramp and handle most of the other guards from long range. Once all the guards are napping raid the QueeQueg's safe (increased range mon, scrambler grenade, and 100 credits). Note: the goal may not mark itself as completed. Talk to NG Resonance.

Secondary Goal: NG Resonance: Trapped?

Inside the palm tree "forest" is an ammo clip. Continue west and check out the Public Terminal. The Templar Recruiting desk has 100 credits in the safe and an ammo clip on the desk. Take the ramp down to maintenance. Make a left and hop through the opening on your right. Among the remains of the guard you can pickup a few things including the Widowmaker SMG. Get back to the hall and head east to the end. Chat with the guard. Its like this, Chairman Dumier will have Klara killed if you don't agree with what he wants. Since you'll have a total of three conflicting goals (Dumier's being one) when you reach Air Arcology its better to keep ALL your options available without guilt. Baton the guard then likewise his two friends inside. Talk to Klara, she'll give you a range weapon mod. A nearby locker has two ammo clips. Through the broken wall climb down the ladder. Walk west and look under the rubble for some items (biomod canister, energy cell, ammo clip, emp converter mod). Leave and take the elevator to Air Arcology.

 

And If I'm Dirty, I Kinda Like It

If you didn't fight the Elite he'll be waiting for you. Have a short talk then go down the ramp. Half way down Saman will have some words with you.

Primary Goal: Give Blood

Do NOT shoot the Armored Templar. They are being nice right now. Check the Public Terminal for news. Hacking the ATM isn't worth the trouble but its there for you if you have the urge. Head on back to Bay23. Talk to the three guards. Pick up the two ammo clips from the shelf. Talk to Dr. Nassif (if you didn't killer her) and you'll receive a biomod canister. The repairbot can help replenish your energy (and those of you with the remote drone should just camp here). Talk to the SSC Chief, he's in the northwest corner. Open the door and head in. Talk with the brat. For some added insight, return to the Arcology and talk to the NG Resonance kiosk (and if you kill the brat you do get a different conversation). You could raid the travel trunks for a few things (medkit, ammo clip, two 100 credits). Leave and proceed to Bay24. Before you enter note that you pass a small hallway. On your left you can pick up an ammo clip near the datacube and on your right is a big box of boom near a vent shaft. Now, when you enter Bay24 Dr. Todd will demand blood. Whether he gets the blood or not a fight is going to break out. At this point you have to pick one side to fight for. Here's what you get:

No matter which side you pick the SSC guards in Bay23 will help until they are dead. Lets go with the third option to keep things interesting. Open Bay24 up but do NOT step in. At this point you can go to the end of the hall and fire guided rockets in. You could also leave a present for them. Lay down some prox mines along the hallway. Hide in Bay23 and remote drone your way to victory. Or toss a grenade and run. The key part to many of these ideas is to hide in the vent shaft. Pull out the mag rail and clean up. When you return to Bay24 disable the turret if its activated on your right and don't forget about the military bot. Watch out for the one guard patrolling above, again on your right. If the assigned Elite Trooper survived you might want to leave a few prox mines by the entrance of Bay24 as he will come in to complete the Illuminati's objectives. Stay clear when the Elite die. Don't allow any of them to die near Paul as the gas they emit can hurt him.

Now, go revive Paul. After he's awake keep talking to him for more info. Clear out Bay24 by claiming the two ammo clips and multitool from behind the machine on the west end. Climb up the ladder in the northeast corner. Paul's goodies are up here (two biomod canisters, two ammo clips, an energy sword, and a glass destabilizer mod). Leave Bay24 and turn left. Use the vent to get to the ladder and climb up. Take out the Elite Commando if he's there (siding with the Illuminati will cause him not to appear). Look north for a desk with two medkits. Where the Holocomm Unit sits are two spiderbombs in a locked cabinet. Now, before using the beacon you might want to go back through Cairo collecting whatever you need. Once you have everything use the beacon to depart.

 

The End Is Near

At this point so much is going on it feels like the whole world is about to collapse. And it very well could happen if that's what you want. To summarize there are three factions, depending on who you allied with at the end of the last mission. You have the following:

Now it doesn't matter who you sided with last mission you can still play through all four endings (and a fifth I'll mention later). Its just that if you allied with someone other than JC in the last mission you should know who your allies are in this one.

Primary Goal: ApostleCorp Great Advance
Primary Goal: Find Aquinas Spec

To begin lets assume you flew out with Ava. If you left with Sid, well, let's just say things could have been better. Sid will drop you off on a familiar helipad if you played the first Deus Ex. Head east and sneak past the Elite Troopers on your right if they don't like you. Keep going past the Armored Templar until you reach the East Docks door. Those who went with Ava just head east past the bot and through the door. Disable the bot if needed. Continue east and make a left. Disable the Elite Trooper (try to use melee weapons and conserve ammo). Head to the end of the dock, make a left and find Tong.

Secondary Goal: Repair Bots

In the room Tong stands in are few things (two ammo clips, medkit, two energy cells, a biomod canister and a fragmentary round mod). If you have enough multitools go ahead and activate all three bots using the power boxes on the back of each storage crate. Now, go back and talk with Tong. Telling Tong you have plans for the bots upsets him and is not required. Since Armored Templars are a pain to take out send the bots to the east side (but if you plan on playing all three endings make sure Saman doesn't die, he usually doesn't but just be sure). At this point try to start a few fights by tossing a grenade. Grenades are like magnets, they attract the curious from both sides. After you leave the docks you'll have two Armored Templars to handle behind the cargo containers to the south. A bit further south is another Armored Templar and a crate. Near it you'll find a concussion grenade and ammo clip. The structure on your right is Bunker K. Inside you'll find Saman and two Armored Templar. If you are allied with Saman go ahead and enter to talk with him. Grab a few things before leaving (three ammo clips, a spider bomb, and an emp converter). Continue south to find two Elite Troopers. With a path cleared its time to move on a bit. Go back north to the other side and through the door you originally entered to return to the West Side.

Walk west and take out the Templar if needed. Near a crate due west of where you entered you can find two ammo clips. Continue south. The small shed directly ahead (in front of the statue entrance) has a few things (three ammo clips, an emp grenade, and a medkit). If you are allied with JC go ahead and enter the statute to speak with him. In the nearby create you can collect quite a bit (three ammo clips, two energy cells, an increased damage mod). Two more ammo clips can be found in the northwest corner. Leave and continue south into the Illuminati camp. As you approach it you'll find Armored Templar on your left. Toss a grenade down the middle and watch the fun that begins. Or, snipe your way through. This map is fairly large and a single headshot can take down any Elite Trooper. Make sure your sniper rifle is silenced, otherwise you may be easily targetted. Another approach is to simply sneak past and save the Troopers for later when they can be helpful. Continue south through the door to the Illuminati Encampment. Say hi to the repairbot. Crawl to the right and hop over the ice to crawl beside the tent. Keep going to the front and make a left. Multitool open the floor hatch (or make your way past two Elite Troopers and a bot to enter the front door). Talk to everyone inside, they're all friendly.

Primary Goal: Illuminati Age of Light

A chest near where you entered has some goods (four ammo clips, a biomod canister, and a fragmentary round mod). Leave. Head north through the door and make a left once your past the docks. Turn right at the corner. Watch for an Armored Templar if she's there.

Secondary Goal: Talk to Leo

The CommVan is to the left of the UNATCO entrance, near the helipad. Talk to Leo. Don't tell him to do anything just yet.

Primary Goal: Defeat Everyone

Collect the goods near the crate (medkit, two energy cells, black market biomod canister, and a refire rate mod). For those of you planning on the completing Leo's goal skip this next bit and click on to the next page. DO save a game here for later in case you want to play Leo's ending. Return to the UNATCO entrance. Sneak or disable your way past the bot and enter.

 

Walking Among The Graves Of Good Intentions

If you didn't kill Billie back in Antarctica this is where you'll find her, at the base of the first staircase. If you've allied with the Templars she'll talk. If not, you can try getting past her and talk later if you choose to ally with the Templars. Keep going until you reach the two thugs by the table.Talk to the leader if you need a few things. Head down the steps to level two.

Primary Goal: Templar Flood

There isn't anything you need from level 2 but if you have time (or have killed the patrolling Armored Templar) check out the various areas. When done go north down the stairs. Be careful, you might run into another Armored Templar at the base of the stairs. Go through the doorway. Two more Armored Templars patrol the halls on the east and north ends. If you follow the hall heading north around the corner look for a datacube on the floor. Continue on to what remains of the holding cells. Another Armored Templar patrols here but he's guarding some goodies (five ammo clips, scrambler grenade, medkit, concussion grenade, noisemaker grenade, a black market biomod canister, and an emp converter mod). Once you've cleaned house walk east from the stairs and enter the office on your left. In the open areas of the floor you can climb down to find two multitools. Sneak east and find the Aquinas Hub terminal. Save your game. This is where we try the different endings.

 

If Everyone Is A Jerk That Makes Us All Equals?

Upload the spec to JC Denton. Get out of UNATCO. You'll find some Elite Troopers have appeared (one by the cleaning bot, one at the top of the stairs, another near the entrance before you reach the door to the West Side). Now, go to the base of the statue. You'll encounter several Armored Templar just outside UNATCO along with Saman. One piece of good news is that three bots have appeared at the statue entrance allied to you. Go inside the statue. Step onto the Helios Uplink Machine and use the purple disk.

 

Work, Consume, Mooch It!

Upload the spec to the Illuminati. Leave UNATCO. You'll find a few Armored Templar just outside the entrance along with Saman. Three Hunter-Seeker bots guard the outside of the statue along with JC and Paul (if you saved him back in Cairo). Any Elite Troopers you left standing in the dock area will help you when they hear the fight starting. One approach to use is to launch controlled rockets (alt-fire on the rocket launcher) from the Illuminati held dock. Guide them to the statue entrance targeting the bots and Denton(s) until they are eliminated. Sneak up to the statue entrance and open a door. Back off to a safe distance and use remote rockets to destroy the Helios machine inside.

 

We Tolerate Other Views If They Agree With Ours

Upload the spec to the Templars. At this point any Armored Templar you find will ally to you. As you leave some Elite Troopers will have appeared (see ApostleCorp ending for details). Leave UNATCO and head to the base of the statue. Outside you'll find the Denton(s). Since the Templar haven't appeared, as with the last two endings, you should still find Leo hanging around the CommVan. Send him in to help if you don't mind him dying (usually happens). Any Armored Templar you left alive in this area will help when they hear the battle. Pick a nice safe spot and remote rocket some help in (or silently snipe). With the outside secure you'll want to disable the two floor turrets and two ceiling turrets inside the statue evenly divided on your left and right. Fight the grays if needed. Now, try to use the Helios machine. Oops, JC's back, and he's mad! Run outside and fight him. Again. Hopefully a few Templar remain to help. Long range tactics work best. Once he's gone go back and step into the Helios Uplink Machine. Use the purple disk.

 

Ow, Thinking Makes My Head Hurt

Hopefully you saved a game before entering UNATCO. Load it up. Talk to Leo have him go after someone, well... anyone. To complete Leo's goal you need to kill everyone. JC Denton, Saman, and Dumier. You'll also need to destroy JC's machine. I'd suggest starting with the Denton's and their machine. Snipe and use remote rockets to handle it. Don't forget the small shed near the entrance for more ammo. Now, go south and eliminate Dumier in the Illuminati Encampment. You don't have to kill everyone, just him. Leave heading north. Make a right past the docks and take the door to the East Side of the island. Continue northeast until you see the bunker. Enter it and kill Saman (or just remote a few rockets in). Inside Bunker K you can find a few goods (three ammo clips, a spider bomb, and an emp converter).

Primary Goal: Kill JC Denton Again

Go back to the West Side of the island and enter the statue to trigger JC's resurrection. Pull back and hide. Fire remote rockets to the statue base. You'll find JC standing there... clueless.

 

You Can Dance If You Want To

Load your game from BEFORE you uploaded the spec to anyone. Otherwise, this ending may not work.

After you enter the UNATCO ruins take the first flag you see (near the broken door frame on your left) and run down the stairs to level 1 then level 2. Enter Maderley's old office (the north end of level two, last door on the right). Go all the way back to the bathroom and (while still holding the flag) flush the toilet. Make sure to read all the datacubes, they contain the Quote File divided into something like fourteen pieces. This is a one way trip so make sure you have a game saved before doing this.