Friday, July 31, 2020

A Look at Deus Ex - Part 3

We return to this look at Deus Ex. Last time, JC departed from Liberty Island to accomplish his second mission. 

Arriving at Battery Park, JC is debriefed by Anna Navarre, his new partner.

Seeing as JC is the junior here, better to let Anna demonstrate the approach.

Er... is UNATCO a peacekeeping force or a bunch of exterminators?

Even JC is confused.

That is rather... bloodthirsty.

Good, re-focus the subject. That will avoid further awkward conversations.

Got it; before moving on with the main task, we finish this first one which is to find all the Ambrosia shipments.

Good point, I doubt the NSF would let JC waltz in without replying with pistol fire.

Hmm... I wonder why...

Objectives set. UNATCO agent, roll out!

A nearby child provides more conversation than usual. Probably because he is starving.

Now we could deny him food but I am pretty sure even JC could spare a candy bar.

Even the kid agrees.

True, no point having a meal with no shelter for sleep.

Docks? Speedboats?

This bears investigation.

Wait, a passage in a soda machine?

Like the one behind us?

Sweet, a code to get into the secret passage.

I guess Anna probably asked real 'nicely' and got no answers.

The good cop routine works.

I guess UNATCO did the preemptive bad cop routine already.

A short walk away has this guy.

Even though it would be easy to do so.

Uh uh uh… that is not the magic words.

Hopefully euthanasia is not the first option.

Yikes, the agony...

This here is a reminder that the Grey Death is part of the setting and a severe recurring problem for the people in this setting.

Too bad this JC's a pacifist.

Perhaps though it could be possible that the disease mutated into from something beyond human manipulation...

On this statue is this vial of Zyme.

That structure ahead is Castle Clinton, the place we are needed to break into. Now that we know the code to the side-passage, time to find it.

But first, a quick swim in the river. Please do not do this in real life.

A quick exploration rewards JC with supplies.

With that out of the way, a quick lockpick is needed to open the keypad.

Like so.

Looks like the kid had a good eye for codes.

There is the passage into Castle Clinton.

There is a side area as well.

Underwater is some ammunition.

Some chitchat with NPCs with their comments. I guess she did not know that JC found the side entrance.

Hey, chasing pigeons is important! Sometimes...

Yeah, JC found that bolt-hole so there goes that exit strategy.

Too bad JC can outwit any of them easily.

This NPC has a lot of dialogue for someone out of the way.

Well, the consequence of me not finishing my job here is not being able to progress satisfactorily. Yes, I am aware of the exploits to leave this level early.

That sounds important...

Tell that to Navarre. JC is a sneaky pacifist.

Going down the stairs leads to the insides of Castle Clinton.

Leading to this room.

The camera is quite annoying but the pattern can be exploited.

Underneath the camera is this vent.

Before going through though, there is one more matter to resolve.

While he is looking at me, I do have access to a prod and exploitable AI.

Ta-da! Resolved with a baton.

Now to the vent.

Leading downwards.

Into another hallway with patrolling guards.

Guards that are vulnerable to the quick bonce to the small area of the back.

One of these guards needs to be taken out quietly to avoid him using his flamethrower.

It is a heavy weapon but if I recall correctly, the flamethrower is immensely useful. I never used it due to its bulk and wanting to be a pacifist. Plus I doubt JC could fit this and the GEP gun together without future problems.

Now for the rest.

The distraction toss is quite useful against the AI.

This room has another annoying camera.

Past the camera is a room with this door. The door, while locked, is not vulnerable to explosives. So, a LAM should do the trick.

It worked so well that it destroyed several doors.

And a safe door. Nice!

Looks like we have a name for a NSF collaborator, Lebedev.

Now to hack the security.

And deal with any guards who may have heard the explosion.

JC's reward for this method; safe access to the Ambrosia barrel.

Mission complete here. Time to move on.

This computer has a unique function though.

It opens the bay doors so that JC can swim for the Ambrosia barrel.

Now to visit Anna. I guess she is just satisfied with JC's pacifist approach. Looks like all she wanted was a bloodbath.

Seeing as she is JC's senior, it would make sense to be polite.

Like how to not act in the field.

Looks like there are NSF terrorists in a nearby subway station. I imagine Anna could handle the task on her own but is probably ordered to test JC.

JC is ready in any case.

So the main objective is to kill the NSF and optionally, save the hostages? Right...

Good call, the EMP would be useful with disrupting any electronics they may have.

Note that if you were rude to Anna, she only gives you one grenade. Seeing as the insult is a boast of your capabilities, she deems it unnecessary to provide the spare grenade.

Looks like Paul is in trouble.

Land where my fathers died!

Walking near the front entrance of Castle Clinton is not the best idea though.

As you could aggro the troops and the terrorists.

The bright side is that if the UNATCO soldiers start winning, the NSF will hide in here.

Making it easy to incapacitate all the terrorists.

A kid is also hiding here which gives in-universe incentive to not start a fire-fight.

Looks like there is an important Nanokey here.

This must be the normal stairs into Castle Clinton.

Once the kid calms down, JC is free to chat with the him.

Looks like this kid is in the same boat as the earlier one. JC can afford to spare one more candy bar.

Welcome.

Candy bars are not worth much. Now, soy food...

How?

Even JC is curious.

This tip is rather useless seeing as JC knows about side-passages already.

But finding out about the Ambrosia crates is important for JC.

Sounds about right.

Well, that info was not worth a lot.

A nearby crate can be picked. Ordinarily I would use a GEP gun but I was concerned that I could kill the kid with the explosion. So, pick it is.

All it contained was a code I did not need and a biocell I do not need yet.

*JC quick-loads.

Future foresight allows JC to use back the code he learnt though.

This is the front entrance for a direct assault.

In a nearby barrel bonfire is a sick person asking for credits.

He may as well give her something, seeing her condition.

Hopefully she does not spend it all on drugs.

Time to move onto the hostage situation. UNATCO troopers are already present.

Approaching the place starts the firefight with nearby NSF terrorists.

To maintain JC's pacifism, a crossbow is equipped. What the soldiers do is beyond JC's control so he cannot keep everyone here alive.

With assistance, UNATCO takes control of the perimeter.

Hostages are still in the subway as informed by the trooper. A quick note is that there are stuff in the shacks.

Going through the front entrance is suicide.

So when in doubt, vent it. It worked for Aliens and it works for JC.

In the shacks are other vents as well.

Before moving into the vents, JC better get rid of these terrorists out front so that the terrorists inside can be dealt with easily.

There are crates of supplies present, of course.

Now to head in.

The ducking-into vents works here in conjunction with the crossbow. Evidenced by the unconscious terrorist.

The danger here is all these TNT crates. A stray shot will blow up the platform.

Luckily, I have done this level countless times.

So the hostages are to be rescued with minimal lives lost.

If you do not eliminate all terrorists, JC will speak to the hostages.

He instructs the hostages (via this one hostage) to make a break for the train as soon as he opens the doors. That way they will be away from the firefight.

These are not difficult instructions to follow.

Here is the panel for the doors.

Activating it causes them to run for the train.

With the hostages secured, it is time to knock out the remaining terrorists.

Like so.

If there are others remaining, the vents make for good hiding spots.

Time to deal with this last one.

Good thing I did not have a shotgun or those pellets could have ended things badly.

Once the situation is resolved, the NPCs have additional dialogue.

Imagine the disappointment she would feel when she learns that most of them were knocked out.

So, this guy falls apart upon learning that the NSF were soundly defeated here.

 At least they are not dead.

Again, they are not dead. Yet...

Time to move onto Hell's Kitchen. The subway takes us here.

I know. You are welcome.

JC can speak with a local to find out the situation.

I guess JC had to be more specific.

Likely heavy. JC has to be sure though.

Looks like the situation is not as bad as it could be.

Though hostages are pretty bad in any case.

Looks like she does not have anything else.

Carry on, woman of the night.

Sound ominous...

A quick ATM hack for money.

Now to meet Paul

Hopefully the team does not mind waiting for JC to finish exploration.

That is important too.

There could be a lot of buildings where it could be hidden though. This is New York.

Ah... justification for side-activities. Love it.

This informs players of the locations to get information.

I am feeling parched. Also, good question.

Looks like the woman from before was not aware of this.

The crossbow still has some tranquilizer darts left.

Extra supplies would be useful in this situation. Also, a secret compartment behind a bookshelf? What is this, a spy flick?

I wonder if it is near a fire-escape.

At least JC did not cause the spree. Directly...

I doubt JC reject a spare prod charger.

I hope they enjoy waiting for a long time then...

With Paul ready to depart, we end this part of this look at Deus Ex. Join JC next time as he wanders through Hell's Kitchen for leads, experience and any cheap Gordon Ramsey references.