6. After the cutscene ends, you start on the rooftops of the under-construction hotel. This first area serves as a way of getting used to some of the controls, and hints will guide you. It’s mostly a "follow-your-nose" section, but you’ll very soon drop down into an area with your first secret
7. You approach this area from the left, where you drop down. The grate below can be opened for a secret.
8. Loot the body for credits and swipe the Triangle code.
9. Follow your nose through a ventilation shaft to this ladder. You can jump up to search the body hanging from the first level for a pocket secretary with the code 4801.
12. Smart vision shows a weakness in the wall that you can break through. Loot the bodies shown on the left for credits.
13. That lift on the right is your destination but has no power. Go through a gap in the wall behind the containers on the left.
14. Swipe the biocell and flick the switch. This electrifies the floor which will kill you because you don’t have the ability (yet!) to withstand it, so climb on top of the cabinet with the switch and follow it back to the other room.
17. Jump down where it’s safe, and see that the lift panel is now active, but locked. You can type the code (http://deusex.wikia.com/wiki/0451) for an achievement, or hack it for 5 extra XP if you manage it on the first try!
18. Hacking is a matter of capturing green registry nodes before the anti-virus red nodes catch up with you. This one is easy to hack.
19. In the next room you see two guards talking. Double-takedown isn’t possible here, but one them wanders into, and patrols, the room straight ahead. The remaining guard patrols the area you’re in. Take him out if you like for ammo, and loot the dead construction worker for painkillers.
20. If you take him out and look in the next room you’ll see 2 guards patrolling. Each carries ammo. Your destination is a lift on the right, but there are goodies in a room at the far end. An alternative strategy (my preference here) is to leave all these guards unharmed, including the one in the previous room, and use a ladder to the right of the previous room, swiping creds from a body as you go.
21. Search bodies and anything else you find as you go. Sometimes medical boxes like this one contain useful goodies. This one at the top of the ladder just has credits in.
22. Crawling over the roof joists brings you to the far end of the room, and you can drop over the locked fence to here. If you left the guards alone, beware because one of them routinely checks this area. Carefully loot the lockers for a credit chip, stun gun ammo, tranquilizer gun ammo, revolver ammo and combat rifle ammo. A hypostim is on a nearby table, too. Smart Vision indicates a wall weakness behind a heavy crate.
23. If you took the guards out, you can hack your way through the level 1 door (for precious XP) into the room. The wall weakness takes you behind the barred lift. To its right is a regular lift which is difficult to use if you don’t knock out the guards.
24. The wall weakness takes you to the top of an empty lift shaft, and earns you a 100XP traveller bonus. It’s a long drop, but don’t worry - you have augments for that!
25. Whichever route you take, you come out approximately here. If you used the lift, go round to the the empty lift shaft to loot some credits from a body. One of the 2 guards leaves for the next area, and the remaining patrol isn’t easy to evade, so knock him out for a credit chip and his pistol. A machine pistol is nearby. You can sell weapons you don’t need later in the game.
26. As you go into the next room, if you’re paying attention, you’ll see a grate cover falling off, shown top-right. Take this route for a 100XP traveller bonus and a biocell hidden under a cardboard box next to a broken observation vent at the far end.
27. That exit brings you to here. The door on the bottom-left is the one you just came through. 2 guards are chatting below you, and one of them goes into a pair of rooms to the right.
28. They are both easy to evade unless you’re desperate for a machine pistol and ammo. You should be able to stealthily loot a body in the room on the left for credits. Down the stairs are 2 more guards, and a background pocket secretary. You get a reminder from Miller to keep a lookout for the signal booster.
This area is crawling with guards, and taking them out quietly is not easy. My preference is to leave them alone. |
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33. You have some choices here. Bottom-left of this screen is the pocket secretary. You can sneak behind the crates near the window on the left to find a body with background on a pocket secretary, and a ladder that brings you to the overhead platform visible on the opposite side of the room.
34. The platform ends up here, on the right of the picture. You collected the pocket secretary from the crates and so on shown on the left.
35. Alternately, for a bit of a bonus, retrace your steps to here. A broken wall in the room on the left leads to a gas-filled area.
36. You can sneak to it without disturbing the patrolling guard. Below you is a weakenend wall for a noisy entrance to the lower floor. We are more interested in this vent, however…
37. ... which brings you roughly to here. The ladder just right of centre takes you up to the platform here. Take a moment to admire the architecture, before heading up the ladder, but not to the platform - head to the vent shown top right.
38. The path to the left takes you to a vent over a staircase very similar to one we’ve just left. The upper rooms on the right are our target here.
39. Smash the breakable vent and follow the duct to here. This looks mighty interesting! Two guards are in this room, but one spends all his time facing the door while the other prowls around. He looks at the vent every circuit and becomes suspicious if he hears or sees it open, so time your exit carefully. It’s possible to do this without violence.
40. If you choose to take the guards out, one new take-down method can often be performed from behind fences or (in this case) crates and boxes. One of the Jinn has credits, they both have ammo, and there’s a biocell in the lockers by the window. An unlocked PC has some background emails.
42. Don’t forget to read the EBook nearby for some more XP. Jam the signal booster and then it’s time for the main mission. Downstairs, 2 guards have ammo, a pocket secretary with some disturbing background on it, and some credits.
43. If you stay upstairs you can avoid yet more guards. Stay low, keep going right (North) until you reach this point. Your destination is that vent on the other side of the room.It’s easy enough to reach from this vantage point, but remember to take when you’re inside it too - the observation vent works both ways!
44. Eventually you come to here, where Macready needles you over the intercom. The Jinn you prowls the area, but he’s easy enough to evade, or take down. Some dead construction workers can be looted for credits.
45. Keep North until you reach this door. The code is 0682. Hacking it won’t provide any goodies, and only an extra 5XP if you do it first time. Opening the door triggers a cutscene.
48. You can’t take too much time here. A secondary objective to keep Singh alive is obviously important if you’re playing as a pacifist, and the terrorists will escape in the chopper unless you disable it. You have a little time to search these bodies for credits.
49. An incoming sandstorm helps somewhat by confusing the whole area. On this bird’s eye view the chopper is easily seen. On the right of it, below the the balconies is a container full of rubble. Take a flying leap off the balcony!
50. You can turn your landing into a non-lethal weapon and knock out some of the enemy. After landing, sneak around to the right.
51. Your augmented vision helps to identify both the chopper, and the rubble-filled container, accessed by a ladder…
53. For a quick ending which saves Singh and prevents the terrorists getting away, at the front-left of the chopper a hatch can be opened and the chopper disabled.
55. That’s that for Dubai. What follows is the opening credits which also provide a little confusing background (although they might make a little more sense if you’ve played the original Deus Ex).
56. You’re introduced to Alex, who provides some story background and sets out the plot, but as a player you take no part in the next 5 minutes! She does have a job for you to do: plant a bug in the communications of your employers - Interpol Task Force 29.






























































