Posts Tagged Deus Ex

Mission 2 – Hell’s Kitchen

Paul meets me as I exit the subway, and explains he’ll be leading a raid on a warehouse where the NSF are holed up with the stolen Ambrosia. The warehouse is protected by an electromagnetic shield which is preventing UNATCO from proceeding with the attack, and  it’s my job to find the shield generator and shut it down so the attack can go forward.

Naturally, after throwing this critical mission at me, the game throws me into the most open-ended level thus far. The neighbohood is lousy with NSF, some of them harassing the locals, others engaging in shootouts with UNATCO troops. I waste them where I find them and gather information about the hidden (literal) underworld of Hell’s Kitchen, most notably an entire society of homeless living beneath the streets, and a weapons smuggler with an underground complex.

Paul has apparently been distributing tear gas grenades to the UNATCO troops here, resulting in a hilarious conversation with two troopers whose bitching about the grenades culminate in their reading the list of potential side effects that’s packaged with the grenades. They offer them to me, and I take them, since tear gas is great for incapacitating dudes while you shoot them in the head.

Luckily, Hell’s Kitchen does have a couple problems that can be solved without violence. I run across a pimp threatening a hooker, and run him off with a few well-placed threats. Naturally, I apparently already know the hooker in question: she’s the runaway daughter of the manager of the shitty hotel where Paul stays when he’s in New York. There’s also a public clinic where I manage to calm down an upset patient, which gets me a discount of medical care. An overheard conversation between two old guys at the clinic reveals that the NSF was formerly the Northwestern Secessionist Forces, and that the NSF kicked the government forces’ ass on at least one memorable occasion years ago.

Also of note is the Underworld bar. The bartender, a woman named Jordan, is a former UNATCO agent, and much of the clientele is apparently badass enough to not worry about the war going on just outside. Other notable individuals there include Jock, a UNATCO pilot, and Joe, and annoying tabloid reporter. They’re not particular important at this point, but become more interesting later in the game.

The other interesting above-ground structures are a warehouse and the Hilton hotel (known colloquially as the Ton), where Paul lives. There’s a shootout in front of the Ton, and after helping UNATCO wipe out the NSF, the UNATCO squad commander tells me there are still some NSF inside the hotel, with hostages. I go up the fire escape into the only open window I find, which happens to be Paul’s room.

Among the things in his room are a datacube telling me that there’s a secret keypad behind a painting, and giving me the code for it. Entering the code reveals a secret room full of ammo, tools, and a computer. Near the computer is a datacube addressed to me, explaining the Paul hasn’t had time to set me up with an email account, but giving me his login and password if I want to use it. His email includes all sorts of interesting messages from mysteriously-initialed strangers, which make it look like Paul is involved in some pretty shady business.

Let’s just say that I’m not impressed with Paul’s operational security.

After looting Paul’s suite, I head out into the hallway, where there are two NSF terrorists, each standing near a hostage. I sneak up on the nearest one and knife him, then dash around the corner to attack the other terrorist, forcing him to backpedal away from the hostage, and giving me the chance to kill him. I take a few bullets during the fight, but nothing too serious. A creep down the stairs to tehe lobby, where a third baddie is holding the manager hostage. I give the bad guy the good ol’ crossbow rhinoplasty, and the hotel is secure. There’s not much else of interest in the hotel, and most of the room doors are barred and inaccessible. There’s one room I can break into, but all it contains are some dead people and some drugs. Based on the circumstances, I elect not to experiment with the drugs.

In search of more firepower, I hunt down the smuggler people have been talking about. Getting in to see the smuggler involves giving a password to get through the front door, going through a laser barrier which sets off an alarm, fighting a security droid which attacks me when the alarm goes off, and then going down an elevator to see the smuggler. The smuggler doesn’t have a whole lot of merchandise available, and it’s expensive, but he offers a discount if I find his friend Ford, who’s gone missing. The Smuggler (who doesn’t seem to have a proper name) comes across as ridiculously paranoid, not surprisingly, claiming that people are being kidnapped and dragged into the sewers to be experimented on.

Naturally, before I leave, I help to prove his paranoia well-founded by hacking his computer and lifting whatever loot I can find lying around.

The funny thing is, it turns out that the Smuggler is right. After navigating a heavily-trapped tunnel in the sewers, I find a pair of dead guys on a ledge. One is an NSF fighter, while the other is in an unfamiliar uniform, and my HUD identifies him as a dead MJ-12 trooper. This is not a good sign. Investigating the ledge reveals a secret entrance into an unknown facility. Alex informs me that the facility isn’t on any of the maps, and warns me to be careful. Thank you, Captain Obvious.

The place is lousy with these MJ-12 guys, as well as toxic waste (found in both barrels and standing pools), giving my new Environmental Resistance ability a workout. Luckily, it turns out that the bad guys aren’t resistant to poison gas, and I exploit this fact mercilessly whenever I find them standing near barrels. After clearing out the base, I find Ford. He’s some kind of biochemist, and his captors were apparently kidnapping homeless people off the street and infecting them with the Grey Death for some sort of nefarious experiments. Charming.

Unfortunately, while wiping out a heretofore-unknown faction is fun, and prevents them from using their Nano-Ebola to wipe out New York, it doesn’t get me any closer to fulfilling my assigned mission. After visitng the Smuggler one last time to take advantage of his now-reduced prices, I’m ready to head into the last above-ground building I haven’t investigated, a warehouse.

It’s pretty empty on the inside, but on the roof I find an NSF sniper. I retire him and steal his rifle, which I use to kill some more baddies in the courtyard of an adjacent building. After some rooftop maneuvering, I locate the building where the enemy’s generator is. I can tell it’s the right place because it’s just crawling with guards and guard dogs. The roofs are pretty good for sneaking around, so it’s not hard to hit a few enemies with tranq darts and the just stay out of site until they fall unconscious. There’s some intense fighting as I make my way down several floors to the generator, but a combination of gas grenades and tranq darts make the hordes of enemies manageable.

I fin the generator control room and hack the systems to disable the generator and cause it to explode. Naturally, this is when a helicopter lands on the roof and disgorges Gunther to secure the area. Seeing him is never a treat, but I’ve accomplished my mission, acquired some useful new toys, and rid NYC of a whole bunch of undesirables.

Unfortunately, despite all my awesomeness, Paul appears to have screwed up his part of the operation, and the NSF managed to get away from his team, along with the stolen Ambrosia.

Honestly, if it weren’t for me, I get the feeling that UNATCO would be the least successful UN agency ever.

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Mission 2 – Battery Park

I arrive at Castle Clinton in the company of Agent Navarre and a couple nameless UNATCO troopers. They take up positions in front of the castle, waiting for my arrival.

Their plan lacks subtlety, so I look for alternatives. An ill-fed urchin hits me up for some food. I give him a candy bar and he lets me know that the NSF goes in and out of Castle Clinton through a secet passage behind a soda machine on the docks, and he gives me the code I need to enter into the nearby keypad to open up the passage. I sneak in, crossbowing a few terrorists guarding the secret passage, and scout around until I find some of the missing Ambrosia. It turns out that Computers is a really great skill for sneaky characters, as it allows you to hack any security computer you find, turn off security cameras and turrets, and open or close doors at will.

In addition to the Ambrosia, I find another nano enhancement. This one offers me the choice of Aqualung (increase the amount of time I can spend submerged in water) or Environmental Resistance (reduces the damage I take from radiation, gas, and poison). This is not a difficult choice.

I work my way up to the castle courtyard, where a bunch of NSF dudes are patrolling. I fire a few shots at them, which prompts them to run outside to seek cover. Anna and her troops are still waiting out there, and are apparently pretty bored, as they gun down the terrorists without warning. Anna is pleased about waxing all the terrorists, and gives me some EMP grenades. I move on to the next part of the mission, going on to the nearby subway station to resolve a hostage crisis. The NSF have wired the subway platform with explosives, and are threatening to blow it up.

They’ve set up a barricade of crates at the bottom of the stairs into the station, and I just don’t have the ammo for a prolonged shootout. I eventually hit upon the solution of chucking a gas grenade down the stairs, and shooting the bad guys while they’re helplessly choking and unable to shoot back. Rude, but effective.

Once I get to the bottom of the stairs, this entire gunfight turns out to have been a huge waste, since the NSF have set up laser tripwires in the doorway, and I can’t find any way to bypass or disarm them. Disturbing the lasers means detonating the many, many crates of TNT which are spaced strategically on the subway platform. This also makes any shootout with the remaining guards on the platform rather dangerous.

I quickly retreat up the stairs and find and alternate entrance: a hatch leading into the steam tunnels above the station. I’m then able to drop from the tunnels onto the platform, kill the remaining NSF, and rescue their two hostages. Once I do this, I get the message that Battery Park is secure, and I hop on the subway train to proceed to Hell’s Kitchen. Alex tells me that Gunther will arrive to secure the park, which will become something of a running joke throughout the game: sure, he talks tough, but he only shows up once all the bad guys are unconscious or dead.

Overall assessment: being sneaky and looking for a back way into Castle Clinton worked splendidly. Being straightforward and mounting a frontal assault on the subway station resulted in a difficult gunfight, and I was forced to find an alternate route onto the platform in any event. It’s like this game is trying to tell me something.

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Chilling at UNATCO HQ

 The first event of note that occurs in UNATCO HQ is that as I’m running down the entrance hallway, there’s a loading screen which freezes the action. When the game resumes, I’m facing a wall and no longer sure of my heading. I can’t reorient myself by looking around, because inconveniently-placed corners prevent me from seeing anything other than blank walls.

This almost perfectly replicates the experience of being lost in a large UN complex. Unfortunately, my suspension of disbelief collapses once it becomes apparent that even though this is my first day on the job, I already have a login and password for my UNATCO work computer. Yeah, like I’m going to buy that.

Not that I need a login or password. Between my nanotech enhancements and my awesome computer skills, I can hack computers completely unnoticed, even if someone else is already using it. I can do that same with ATM machines, too, an ability which I take advantage of mercilessly. I’m a pretty shitty officer of the law, really.

Several important characters are hanging around at UNATCO HQ dealing with the current terrorism crisis. Jaime Reyes is a short, chubby Hispanic dude whose computer password is “amigo”. Classy. He’s also the resident doctor, and considering that people are shooting each other just outside HQ, he’s having a pretty shitty day. His lab contains a couple of medbots which can heal me and install the augmentation canister I picked up earlier. I go for the Microfibrial Muscle, which should help me wield heavy weapons (like the GEP gun) more effectively, and allow me to move heavy objects around.

Alex Jacobs is your typical nerdy hacker and mission control guy. Hacking his email account reveals that he keeps a list of everyone else’s login names and passwords. Awesome.

Sam Carter is a former general who was a hero during the previosu war against the NSF, but after his family were killed by the terrorists, he retired from active duty and now acts as UNATCO’s quartermaster. This means he gives me weapons and ammo, making him the most useful UNATCO dude thus far.

Joseph Manderley is the head of UNATCO. He gives me orders and money, so I have conflicted feelings about him. The NSF is running amok in New York City, and have stolen a freighter full of Ambrosia, which is needed to prevent various high mucky-mucks from contracting the Gray Death. The first step is to partner up with Agent Navarre to clear out the NSF occupying Battery Park, and the second step is to track down the missing Ambrosia.

Anna Navarre is your typical reformed Eastern European hardcase. She thinks Paul’s a wussbag for his reliance on non-lethal force, and that JC is a wussbag both because he’s Paul’s brother, and because she doesn’t think much of his fashion sense. The choice quote in this regard is something along the lines of ”Skill and experience are more important than fashionable sunglasses and baggy coats that make us look bigger than we really are.”

Anna and Gunther do have an amusing conversation in the employee lounge. Gunther thinks the maintenance staff is conspiring against him, because when he tried to get an orange soda from the vending machine, it gave him lemon-lime. Seriously.

Comedic value aside, Anna and Gunther are clearly bloodthirsty assclowns, possibly because they’re mechanically augmented, and thus look pretty creepy; this might be why they’re playing up the “psychotic killers” angle. Not that it gives me any sympathy for them.

After looting HQ as thoroughly as possible, and reading all my co-workers’ email without their permission, I head back to the docks and get in the boat to go to the next mission.

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An Off-Color Headline Involving Lady Liberty

I was feeling all smug and smart about sneaking into the Statue of Liberty without using the front door, which last for all of ten seconds before Alex, my mission control guy, reminds me that I need to rescue a UNATCO agent name Gunther, who’s being held prisoner on the ground floor. This eliminates pretty much any tactical advantage my stealthy approach might have given me. Things get much worse when I try to go down the stairs, and am ambushed by a security camera and an automated turret. One quickload later, and I reconnoiter the area more carefully.

Being inching along the wall I can get a good view of the ground-floor lobby without being spotted by the camera. Imagine my joy when I see that there’s a security panel situated very close to the fucking front door. Naturally, there isn’t one on the second floor landing, where I am. After some deliberation, I use my GEP gun to scrap the camera and the turret with a single rocket, which doesn’t seem to alert the guard in the lobby. I make it down the stairs and avoid the guard, finding a crawlspace along one wall. What’s a stealth game without human-sized ventilation ducts, right? Good thing it’s there, because the doorway between the lobby and the area where Gunther is locked up is blocked off with lasers. What are the odds?

After some sneaking around and picking up of loot, I find myself pretty much where I want to be, which is to say I’m crouched in a room full of computer equipment, staring at the back of a guard’s head. I’ve picked up some sort of one-shot plasma weapon, which I zap the guard with. It sets his head on fire, which rules, but it doesn’t actually kill him. It also doesn’t prevent him from running over to the door (the one with the laser tripwires) and setting off every alarm in the joint. I try to switch to my pistol to shoot him, but I can’t do it until I cycle through my “throw the now-useless plasma weapon away” animation, which eats up several seconds. Sigh. Quickload time.

When I try again, it turns out that whether I use my crossbow or my pistol to kill the guard, he makes enough noise while dying that he alerts his three compatriots in the next room, who come running into the room to set off the alarm. After a few tries, I get good enough with the combat system to murder all of them in short order before they can either set off the alarm or kill me. Once I’ve done that, there’s nothing to prevent me from letting Gunther out of his cell. Gunther is a large steel-plated Austrian man whose serial numbers appear to have been filed off. He’s all “Give me a gun so I can make these terrorists pay,” which is awfully big talk for a guy who was locked in a jail cell up until ten seconds ago. I give him my pistol to shut him up, and he runs off start killing people. I grab a pistol from one of the dead guards and beat him to it. There were only a couple guards left alive on the ground floor anyway, and Gunther stays there to “secure the area” or some such, leaving me to accomplish the actual mission. Thanks, G.

After all that, I go back up the stairs, and I’m right back to where I started. I decide to make good on my promise to clear the place out, and stealth-kill the guards on the exterior balcony, the same ones I’d sneaked past earlier. I like to think that maybe they used the extra ten minutes of their lives to sign their wills, tell their wives how much they loved them, sing lullabies to their kids, whatever. For everything there is a season, and now is the season for killing dudes and taking their ammo.

Things get more interesting as I ascend the stairs to the top of the statue. I listen in on a conversation between a mercenary talking to one of the NSF guys. The mercenary complains that the NSF commander has weird tattoos on his face, and that they wouldn’t put a guy like that in charge of a mission back in Alabama. I don’t care how they do things in Alabama, and I express this by shooting a few holes in the barrel full of toxic gas the two guys are standing next to. While they’re choking and dying, I sweep the area for booby traps, acquiring a couple gas grenades in the process, and once the cloud dissipates, I keep heading up the stairs to the command center.

I’ve saved some tranq darts for the NSF commander, but he’s not interested in fighting. In fact, when I ask him what the NSF is planning, he’s pretty forthcoming about admitting that the entire attack was a diversion so the NSF could hijack a tanker ship full of Ambrosia, a vaccine for the nano-age plague known as the Gray Death. Who says you need torture to make terrorists talk? Once I capture the enemy leader, the UNATCO troops apparently feel sufficiently empowered to occupy the area and clear out the remaining terrorists. I’m ordered to head back to UNATCO headquarters, but I first take the opportunity to search the room. After picking the lock of a floor safe, I find a nano-augmentation cannister, which the terrorists captured and didn’t know what to do with. So naturally they left it with their diversionary force for safekeeping. What? I’m starting to think the Alabama guy might have had a point.

Nano-augs are one of the primary ways to buff up your character in this game, so this a welcome find. The down side is that they can only be installed by a medical droid, so if you find one, you’ll probably have to carry it around for a while before you can take advantage of it. Furthermore, each canister requires you to choose one of two possible augmentations. This one offers an arm upgrade, either Microfibrial Muscle, which lets you lift heavier objects and wield heavy weapons more effectively, or Combat Strength, which increases your melee damage. Obviously, this is the sort of decision that can have a major effect on your gameplay, and the player is asked to make this decision after completing only the introductory mission. I think this is what they refer to as “replay value,” although it’s a slightly unfair way of doing it.

Next up: a fun trip to UNATCO HQ! Which is right by the docks where I started the game! Why did they need me to liberate this place on my own, when the entire New York branch of UNATCO was apparently sitting right on the terrorists’ doorstep? God only knows.

It’ll be nice to meet some of my coworkers, though. I bet they’re all pretty cool.

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Deus Ex – Liberty Island

The first mission in Deus Ex is to eliminate the NSF terrorists who have occupied the Statue of Liberty (which was apparently decapitated in a previous attack). The NSF stands for National Seccessionist Forces, by the way, which is sort of odd; are they planning on seceding and taking the entirety of America with them, or what? Anyway.

I get delivered to a dock by boat, and meet up with Paul. Paul is JC’s older brother, and the first UNATCO agent to have received nanotech augmentations (JC being the second). Paul is all “This is a police operation” and “Try not to kill too many people.” He then offers me a selection of weapons, and I take the GEP (guided explosive projectile) gun, which blows things up real good. I also have a pistol and an electrical riot prod. If you’re going to ask your highly-trained paramilitary agents to avoid killing people, maybe you should make sure they don’t have to rely on a melee weapon to subdue the gun-toting terrorists. Just a thought.

It also turns out that Deus Ex is one of those games that rewards exploration, regardless of whether it makes sense or not. Sure, I’ve been assigned an important mission, but I’d better make sure to take a swim and make sure there aren’t any valuable supply crates floating in the water under the docks. Oh, hey, there are! What are the odds?

When I finish dicking around on the docks, I head out onto the island itself, and promptly attract the attention of a couple of patrolling NSF. I head back to the dock areas to take cover behind some crates there, and the goons follow me, whereupon they’re promptly ventilated by Paul and a UNATCO security droid. Paul’s apparently a big believer in the maxim “Do as I say, not as I do.” I’m going to be generous to the designers and pretend that this is an intentional element of the obvious biblical allegory which attaches to JC and Paul.

A quick survey of the island reveals a UNATCO outpost with some troopers wandering around. They’re not happy about being asked to show restraint, and when I tell the sarge in charge that I intend to clear out the statue, he gives me access to the command center and sells me some ordinance.

I head toward the docks on the north end of the island, where I’m supposed to meet up with an informant. There are some guards on the way, but they don’t seem to be particularly alert, or have very good vision. This is good, because I’m hoping to ninja my way through this game, and I don’t want to have to put up with too much frustration.

One thing I do notice is that it usually takes a couple zaps from the electric prod to take the guys down, and the prod doesn’t have a whole lot of charge. By the time I’ve zorched three or four guys into unconciousness, I’m running critically low on juice. My pistol doesn’t have a whole lot of ammo, either, so I’m guessing ammo conservation is going to be a major issue in this game.

There are a couple guards on the northern dock who have decided to hang around next to a crate full of TNT (helpfully labeled, natch!) Combined with the ammo shortage, ths is all the incentive I need to ditch this “non-lethal combat” shit and blow the guys up. They gib nicely, and I meet with the informant, who gives me a key to the front door into the statue after I promise not to kill the NSF commander. Oh, and when I go for a swim off THESE docks, I find a sunken boat with a locked hatch containing some crates full of ammo and shotguns. My lockpicking skill is high enough to get me in without undue difficulty, and I make away with all manner of goodies.

Around the eastern side of the statue is an undergrond bunker with a couple more guards, who I promptly shoot in the face with a crossbow I found. The crossbow has both regular darts and tranquilizer darts, but the tranq darts take a while to work, and I don’t want my victims running around and alerting other enemies before they collapse, so it’s extrajudicial killing all the way. The bunker contains a jumping puzzle involving electrical arcs, crates, and a forklift. Ugh. I endure it and am rewarded with some weapon upgrades, which I promptly apply to the crossbow, which is now my favorite general-purpose weapon.

Somewhere along the way, I run into an NSF security droid. Unlike, say, System Shock, robots are really hard to take down with conventional munitions, but as always, are incredibly vulnerable to EMP grenades. Whee!

After thoroughly looting the island (while avoiding a trio of guards I really don’t want to tangle with), it’s time to assault the statue itself. The front door is a viable option, but near the bunker there are a bunch of crates and shipping containers piled up around the statue’s base. Sure enough, it’s possible to climb them up to a platform near about halfway up the statue. I feel all sneaky.

On the down side, the platform with crawling with NSF goons. On the bright side, as long as I crouch and stay near the statue while I move, they have a hard time seeing me, and I can work my way around to an entrance. The entrance leads to a narrow hallway patrolled by another guard, but a quick dart to the back of the head takes him down.  Is this the first time someone has been shot in the Statue of Liberty? I’m not sure, but I’m kind of hoping it is.

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