Deus Ex - Manual - PC

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Moving W, W Move forward Z, S Move backward A, A Strafe (sidestep) left S,  D Strafe (sidestep) right Z Turn left C Turn right Q Lean left E Lean right z, i Jump X, Num . Crouch M Mouse look s(hold)  Walk/run lToggle walk/run Looking Around d, R Look up y, V Look down j, F Center view Using Items/Weapons <, e Use object in hand ? Use object in world t, > Drop/throw item b Put item away Mousewheel Select next bel t it em Mousewhee l Sel ect pre viou s belt ite m 0-9 Select belt items 1 Open Inventory screen ; Reload weapon [ Toggle scope ] Toggle laser sight ' Change ammo Other p Pause game q Open main menu 2 Open Goals/Notes screen 3-= Toggle nanoaugmenta- tions on and off Num + Quick save Num / Quick load Num * Take screen shot     DEFAULT KEY MAPPING Credits Producer and Project Director:  Warren Spector Lead Programmer and Assistant Director : Chris Norden Programmers: Scott Martin,  Albert Yarusso Lead Designer: Harvey Smith Designers: Marshall Andrews, Ricardo Bare, Monte Martinez, Steve Powers, Robert White Dialogue: Sheldon Pacotti Additional Dialogue: Austin Grossman In-Game Text and Intro/Endgame Cinematics: Chris Todd Lead Artist: Jay Lee Artists: Clay Hoffman, Russell Hughes, Rob Kovach, Nghia Lam, Terry Manderfeld, Hugh Suh Audio: Peter Marquardt, Stan Neuvo, Will Nevins, Darren  Walsh Music: Alexander Brandon of Straylight Productions New York, Hong Kong and Paris Club Songs: Reeves Gabrels QA Leads: James Flores (Ion Storm  Austin), Jay Franke (Ion Storm Dallas), Mike Orenich (Eidos Interactive US), Tom Murton (Eidos Interactive Europe) Assistant Lead Tester (Eidos Interactive US): Carlo Delallana QA Ion Storm: Marshall  Andrews, Dane Caruthers,  Andy Dombroski, Peter Hushvahtov, Nathan Regener,  Wendy Regener, Bonnie Steele, Chris Waltrip QA Eidos Interactive: Carlo Delallana, Eruch Adams, Daryl Bibby, Lawrence Day, Steve Didd, James Featherstone, Daniel Franklin, Erik Kennedy , Ron Lauron, Chris Lovenguth, Clayton Palma, Corey Fong, Colby McCracken, Ryan Natale, Ralph Ortiz, Bill Schmidt, Kenneth Schmidt, Beau Teora, Kjell Vistad, Jason Walker Eidos Honcho: John Kavanagh Associate Producer: Peter Marquardt Hardware/Net/Tech/Video Support : Einar Dietz, Chad Warren ION Storm PR and Marketing : Chad Barron, Mike Breslin Documentation by IMGS, Inc.: Chris McCubbin (Writing), Jennifer Spohrer (Graphic Design) To hear more music by Reeves Gabrels, go to www.reevesgabrels.com.

Transcript of Deus Ex - Manual - PC

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MovingW, W Move forward

Z, S Move backward

A, A Strafe (sidestep) left

S,  D Strafe (sidestep) right

Z Turn left

C Turn right

Q Lean left

E Lean right

z,i Jump

X, Num . Crouch

M Mouse look

s (hold)  Walk/run

l Toggle walk/run

Looking Aroundd, R Look up

y, V Look downj, F Center view

Using Items/Weapons<,e Use object in hand

? Use object in world

t, > Drop/throw item

b Put item away

Mousewheel Select next belt item

Mousewheel Select previous belt item

0-9 Select belt items

1 Open Inventory screen

; Reload weapon

[ Toggle scope

] Toggle laser sight

' Change ammo

Otherp Pause game

q Open main menu

2 Open Goals/Notes screen3-= Toggle nanoaugmenta-

tions on and off 

Num + Quick save

Num / Quick load

Num * Take screen shot

➝    ➝

DEFAULT KEY MAPPING

CreditsProducer and Project Director: Warren Spector 

Lead Programmer and Assistant Director : Chris Norden

Programmers: Scott Martin,

 Albert YarussoLead Designer: Harvey Smith

Designers: Marshall Andrews,Ricardo Bare, Monte Martinez,Steve Powers, Robert White

Dialogue: Sheldon Pacotti

Additional Dialogue: AustinGrossman

In-Game Text and Intro/Endgame Cinematics: Chris Todd

Lead Artist: Jay Lee

Artists: Clay Hoffman, RussellHughes, Rob Kovach, Nghia Lam,Terry Manderfeld, Hugh Suh

Audio: Peter Marquardt, StanNeuvo, Will Nevins, Darren Walsh

Music: Alexander Brandon of Straylight Productions

New York, Hong Kong and Paris Club Songs: Reeves Gabrels

QA Leads: James Flores (Ion Storm

 Austin), Jay Franke (Ion StormDallas), Mike Orenich (EidosInteractive US), Tom Murton(Eidos Interactive Europe)

Assistant Lead Tester (EidosInteractive US): Carlo Delallana

QA Ion Storm: Marshall Andrews, Dane Caruthers, Andy Dombroski, Peter Hushvahtov, Nathan Regener, Wendy Regener, Bonnie Steele,Chris Waltrip

QA Eidos Interactive: CarloDelallana, Eruch Adams, DarylBibby, Lawrence Day, SteveDidd, James Featherstone,Daniel Franklin, Erik Kennedy,Ron Lauron, Chris Lovenguth,

Clayton Palma, Corey Fong,Colby McCracken, Ryan Natale,Ralph Ortiz, Bill Schmidt,Kenneth Schmidt, Beau Teora,Kjell Vistad, Jason Walker 

Eidos Honcho: John KavanaghAssociate Producer: Peter Marquardt

Hardware/Net/Tech/Video Support :Einar Dietz, Chad Warren

ION Storm PR and Marketing :Chad Barron, Mike Breslin

Documentation by IMGS, Inc.:Chris McCubbin (Writing),Jennifer Spohrer (Graphic Design)

To hear more music byReeves Gabrels, go towww.reevesgabrels.com.

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Installing & Starting ....................2System Requirements ....................2Starting the Game ........................2Main Menu ..................................2

Pausing the Game..................3Saving & Loading ..................3

Combat Difficulty Level ..............3

Character Creation ......................3 Appearance ............................4Skills ......................................4

Greetings, Agent Denton............4Passive Readouts ..........................4

Damage Monitor....................4

  Active Augmentation..............5& Device Icons

Items-at-Hand ........................5

Using Equipment ........................11Nanokeys ............................12Self-Powered Items ..............12Inventory Management........12 Weapon Upgrades................12

Communicating ..........................13Combat ......................................13

 Aiming ................................13 Weapon Types......................14Reloading & Ammunition ....14Booby Traps ........................15

Damage & Healing ....................15Taking Damage ....................15

Healing ................................15Energy ........................................16Spy Stuff ....................................16

Lockpicking 16

TABLE OF CONTENTS

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INSTALLING &

STARTINGTo install Deus Ex , insert the game CDinto your CD-ROM drive. After a fewseconds, the Launch Panel will appear.Click Next to begin the install, and follow the onscreen prompts.

In the event the Launch Panel does notappear when you insert the CD, double-click on the MY COMPUTER icon, then theCD-ROM icon, and then the SETUP.EXE fileto bring up the Launch Panel.

 You will be asked to select the compo-

nents you wish to install. The game willrun more smoothly with less load time if the Game Content, Maps and Speech files are installed to the hard drive. Donot uncheck DirectX unless you areabsolutely sure you have already

installed DirectX 7.0a on your machine.If you install DirectX 7.0a , you willneed to reboot your computer before

NOTE: A 3D accelerated video card is required; 3Dfx Glide and Direct3D are supported. It may be necessary to update 

your hardware drivers before playing.

Starting the GameTo play Deus Ex , make sure the gameis installed and your computer isbooted to the Windows desktop. Go

to the Windows START menu and clickon PROGRAMS/DEUS EX/PLAY DEUS EX.

Main MenuThe first thing you see when Deus Ex loads will be the Main Menu, which

has the following options.

New Game. Begins a completely newgame, starting with difficulty leveland character creation.

Save Game (only active if you go tothe Main Menu from gameplay). SeeSaving & Loading, p. 3.

Load Game. See Saving & Loading,3

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Pausing the GameIf you wish to pause the game with-

out quitting, hitp. Hit it again toreturn to the game.

 You can also useq to call the MainMenu or 1 or 2 to call theInformation screens. The game willremain paused as long as the Main

Menu (or one of its sub-menus) or aninformation screen remains up.

Saving & Loading You can save or load a game from theMain Menu. The Save Game option is

only active when you enter the MainMenu from gameplay. You won’t beable to save your game during a con-versation or InfoLink message.

NOTE. You can have as many saved games as you want in Deus Ex. If you like to save frequently, it is recommend-ed that you periodically delete some of your older saved games, in order tosave hard drive space. You can also

To the right of the screen is a windowthat includes a small, monochromeimage of your view at the time of thesave, and the location of that save.

 At the bottom are three buttons:

Delete. Deletes a selected save, eras-ing it from your hard drive.

Save/Load. Depending on the screen,

tells the game to go ahead and load or save the selected game.

Cancel. Returns you to the Main Menu.

There is a built in Quick Save/Load fea-ture which allows you to save your game using hot keys. Use numpad+to Quick Save, and numpad- toQuick Load while in-game.

Note: Pressing Quick Save will overwrite your previous Quick Save.

CombatDifficulty LevelWhen you start a new game of Deus

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ally be addressed by your code name,J.C. Denton. Your code name cannotbe changed.

There are three buttons at the bottomof the Character Creation screen:

Reset to Defaults. Undoes all choicesand returns your character to defaultappearance and skill values.

Start Game. Saves your choices andstarts the game. Your appearance is set,and you can only make further modifi-cations to your skills through normaladvancement — see Skills, p. 8.

Cancel. Returns you to the Main

Menu without starting a new game.

AppearanceUsing the arrow buttons beneath thecharacter portrait, you can selectamong several combinations of hair color and skin tone. The portrait that’svisible when you exit the Character Creation screen will determine your appearance throughout the game.

value of that level to your point pool.

 While creating your character, you

can downgrade your automatic levelof Pistol to increase your point total for other skills, but this is not recom-mended for first time players.Downgrade is only available at thestart of a new game.

GREETINGS,AGENT DENTONIn Deus Ex  you are agent “J.C.Denton,” a nano-augmented specialcovert operative for UNATCO, theUnited Nations Anti-Terrorist Coalition.

Passive Readouts Your internal nano-processors con-stantly make diagnostic checks on your physical status. This information

is transmitted directly to your opticnerve, in the form of a passive statusreadout, which appears along both

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tions. If the bar goes all the way tothe top of the diagram’s head, your bio-energy is fully charged.

Air Supply Bar. This bar, to the rightof the body diagram, is only visiblewhen you’re underwater. The longer  you go without air, the smaller thisbar grows. When it is fully depleted, you begin to take physical damage

 from drowning. If you get a breath of  fresh air, even for a moment, this bar will be fully replenished.

Environmental Hazard Readouts.These icons on the left side of thescreen flash only when you’re in an

environmental hazard capable of doing physical damage. Environmentalhazards include radioactivity, electrici-ty, poison gas and fire.

ActiveAugmentation& Device IconsThese icons appear alongthe right side of your view

boxes represent items already on your Inventory screen, not additional spaceapart from your inventory. (For instruc-

tions on moving or changing your items-at-hand, see Inventory, p. 6.)

These items can be grasped immedi-ately by hitting the number key corre-sponding to the number of their box.For example, if you have a crowbar in

box 3, hitting3 will bring the crowbar immediately to hand, ready to use. If  you already have something else in your hand, the crowbar will automati-cally replace it. If your mouse has awheel, you can use it to move betweenand select the items-at-hand.

Equipped Items. If you actually havean object equipped and in your hand,that object will be visible in your view. If you wish to put the objectaway without replacing it with some-thing, make sure that your cursor isnot over a named object, thenB or right-click.

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InventoryThis screen records every usable

object you are carrying on your per-son at the moment. Your inventorycontains 30 slots, and each object you can carry takes up one or moreslots. For more on managing andarranging your inventory, seeInventory Management, p. 12.

Click on any object in your inventoryto move or view it. When you click onan object, a description of it appearsin the window to the right.

 You can move objects around on your 

inventory grid by clicking and dragging,provided there’s an empty space largeenough to hold the object you wish tomove. The position of the objects onthe grid won’t affect their availability ingameplay. You may need to rearrange your inventory (or drop objects) to

make room for a large object.

 You can also drag objects between your items-at-hand bar and your inventory

Nanokey ring. This window shows your nanokey ring, and the number of nanokeys it currently holds. Click

on it to display a list of all your nanokeys, in the order they were found (most recent first).

Ammunition. Click on the ammobutton to view a list of ammo typesin your possession, the number of 

rounds, and a description of eachammo type.

Credits. This small window at the topof your inventory box shows thenumber of credits you currently haveavailable for cash transactions.

Buttons on the Inventory screen are:

Equip/Unequip. Places the selectedobject from inventory in your hand,ready to use, or unequips anequipped object.

Use. Instantly uses an item on your-self. For example, food may be eaten.Each press of this button will con-sume only a single item in a stack

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Click on any of the six areas of thebody diagram for a detailed descrip-tion of the effects of damage to that

region. Click on the Heal tab for theregion to apply one medkit to thatregion.

Clicking the Heal All tab will applyenough medkits to your body to bring you up to full health. Caution should

be observed in using Heal All, as it canquickly deplete your medkit supply.

 A small window on the right side of the screen keeps track of the currentnumber of medkits in your inventory.

(You can also Use a medkit from your Inventory screen or in-hand, but inthose cases the healing cannot bespecifically allocated.)

Augs (Augmentations)This screen allows you to keep track

of your nano-augmentations and bio-energy levels.

You begin with three nano-augs

To install a new augmentation youmust have an augmentation canister and have access to a medbot. If you

activate a medbot with an augmenta-tion canister in your possession, avariant of this screen will appear which includes an option for you toinstall the aug.

Choosing Augmentations. Each aug-

mentation canister is designed for onespecific upgrade slot. When you installa canister, you get to choose one of two augmentations available for thatslot. Once you fill a slot, that aug ispermanently installed, and the secondoption is gone, so choose wisely. Theaugmentations you select will greatlyaffect how your character develops,and what strategies will be mostadvantageous against different foesand challenges.

 You won’t know what any given aug-mentation slot can do until its canis-ter is in your possession. At that time you can click on the canister in inven-

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ed to be used, and will drain bio-energy as long as they remain active. You can activate an aug from the

 Augs screen, by clicking on aninstalled aug, then clicking theActivate button. You can also activateaugmentations with hot keys (3through=).

In the Augs screen, you can click on

any installed aug to display a detaileddescription of its function, and theeffect of each successive upgrade.

Bio-Energy. You can alsokeep track of your bio-energy levels

 from the Augsscreen. Displays onthe lower right of thescreen show your current bio-energylevels, and the number of biocellscurrently available. The Use Cell but-ton will apply a single cell to your energy reserves each time you clickon it. (You can also Use a biocell frominventory or in-hand.) The use of 1

Goals/NotesTo access the Goals/Notes screen

directly from play, press2.

This extremely important screen tracks your progress through the game.

The top of the screen displays your cur-rent mission goals, divided into Primary(essential) and Secondary (optional).Primary Goals must be achieved inorder to complete a mission. You willbe rewarded in a variety of ways whenachieving Secondary Goals.

The Display Completed Goals check boxallows you to toggle back and forth

between displaying all the goals you’vereceived for that mission, and display-ing only those goals that still remain tobe achieved. The scrollable window atthe bottom of the screen displays all your notes for the entire game.

Culled from e-mails, conversationsand data cubes, these notes includeany known passwords or securitycodes as well as a great deal of other

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ImagesThese are graphics or photographs

that you have loaded into your mem-ory. Images are listed from the mostrecent to the oldest, and are identifiedby the name of the object theydepict. Click on the image name todisplay that image.

Notes. The Image screen allows youto make notes directly on the image.

Add Note. Click on this button, thenclick on the spot of the image where you wish to place your note, thenbegin typing. When you’re finished,

click off your note.Delete Note. Click on a note, thenclick this button to remove it.

Show Notes. This button allows you totoggle your notes from visible toinvisible, to permit unobstructed

viewing of the image.

Logs

Crosshairs. Your crosshairs appear atthe center of your point of view. Thismakes it easy to target objects in

combat, or pick them up and usethem. The crosshairs can be turnedoff using Game Options — see p. 19.

Focusing When you pass the crosshairs over an

object in the game that’s within reachand that can be interacted with(including people, since you can talkto them or attack them), you auto-matically focus on that thing. Theobject’s name will appear, and brack-ets will appear around it. While you

are focused on an object, you canright-click to attempt to Use thatobject in the most appropriate way(pick up a small object, open a door,read a book, etc.).

Vision EnhancementsThere are several items in the gamethat will augment your vision.

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Text & ReadoutsMany objects in the game provide

information in text or numeric form.These include books, newspapers,and data cubes. In general, theseobjects cannot be picked up andplaced in inventory. Instead, when you right-click on the object, a textwindow opens on your screen fromwhich you can read the data. If youmove your view away from theobject, the text window will close. If the data is important to your mission,it will be stored in your Goals andNotes screen as a note. An image

may also be stored in your Imagesscreen.

InteractiveReadouts. Readouts for e-mail, securitysystems and so on

are interactive. Youinput information inthe form of codesor commands

Leaning. You can lean to the right or left to take a quick look around thecorner. Your lean will last only as long

as you hold the lean key.

Q to lean left.

E to lean right.

Speed. You can move at two basicspeeds, a walk or a run (certain augs

will allow you to run even faster). Your default rate of movement is arun (you can change this in your Options menu — see p. 19). You arestealthier while walking or crawling,because you make less noise.

l to toggle from one move-ment rate to the other.

Hold downs to go temporarily from one rate of movement to another.

Jumping. You can jump across gapsand up onto objects. The exact dis-

tance of your jumps depends on your speed (which varies depending on your augs and your current damage).

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Stealth(Crouching & Crawling)

Hold downX or numpad . tocrouch.

 You can crawl, or move whilecrouched, but at a reduced rate.

Crouching has a number of importantpurposes in the game. First, it allows you to take cover behind low objectsor pass through low openings.

More importantly, however, when you are crouched you become muchstealthier, taking full advantage of whatever cover is available and mov-ing almost silently. It becomes verydifficult for most enemies to see you.

Of course, stealth has its limits. Youmay still be vulnerable to electronicsensors, or in a very open area, or if the enemy is very close. Any noise

 you make may give you away. It’salways a good idea to stick to shad-ows and keep as much distance as

Using EquipmentThroughout a mission you will find

many objects that you can pick upand carry. Anything that you can carryin your inventory can be useful.

The easiest way to use an object is tohave it in your hand, and left-click (youcan also use an object directly from

 your Inventory screen — see p. 6).

The easiest way to bring it to hand is tohave it in one of the nine items-at-handslots across the bottom of your screen.Each of these boxes is numbered andthe corresponding number key will bring

the item in that box to hand.

 You can place items from your inven-tory into your items-at-hand slots asdescribed in Inventory, p. 6.

t or the middle mouse button willdiscard an item without using it.

B or the right mouse buttonwill return an item to your inventory

ith t i it t i

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Multiple Items. You can carry morethan one of some non-stackable items(including most of the self-powered

items; see below), each in a separateslot. For other objects (including mostweapons), you can put only one ininventory — if you try to pick upanother, the game will tell you that youalready have one. (However, it will add

the ammo from the second weapon to your inventory, if applicable.)

Object Size. Several objects, particu-larly large weapons, take up severalslots in your inventory. Rifles, LAWSand swords are all particularly bulky.

Note that however many slots aweapon takes up in your inventory, itwill only take up a single box in your items-at-hand.

Nanokeys A nanokey is a unique pattern of nanites used to open a particular nanolock. They are found in smallblue cylinders and are stored in your

Inventory ManagementThere is no place to store items

between missions, other than in your inventory. If you go back to the samelocation in different missions, any-thing you left behind will be gone.

Therefore, it is extremely importantthat you take only those items that

 you expect to find most useful. Your choices will have a great impact on your strategy and character develop-ment throughout the game. Gameessential items cannot be discarded.

Weapon UpgradesReloadable ranged weapons can beupgraded in a number of ways. Theseupgrades are found in the form of nanokits throughout the game. Toupgrade a weapon, drag the upgradenanokit over the weapon

in your inventory that you wish to upgrade.Once a weapon isupgraded that upgrade

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CommunicatingIf you walk up to friendly people (not a

“foe” according to your IFF), you canclick on them and they’ll usually havesomething to say to you. If you’re notin a hurry (or being shot at), it’s usuallyworthwhile to try to talk to everyone you can.

Conversations. Throughout the gamethere are certain particularly importantpeople who you’ll need to have longer conversations with. When you approachthese people and click on them, thescreen changes to a “third-person” viewand the conversation begins.

 You cannot abort a conversation onceit begins. While in conversation youcannot be attacked, but enemies canuse the time to get into position toattack you as soon as you stop talking.

Infolink Messages. From time totime you will also receive messages from HQ via your neural infolink.I f li k ll

AimingIn Deus Ex , it is important not only to

know who you’re shooting at, butalso where you’re hitting them. Justlike you, enemies take damage tospecific areas of the body.

Head shots are devastating, but thehead is hard to hit except from sur-

prise or very close range.Torso shots are easy to make and cantake an enemy out, but it takes a lotof them to do so.

Arm and leg shots are easy to make,and can incapacitate an enemy, but

they are not fatal .

Sighting. When you have a weaponat the ready, a targeting crosshair willappear. When using a telescopicsight, you may notice that your crosshair wavers. Increased skill and

weapon upgrades will steady your hand, making it easier to sight. If youmove or lose your target, the

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Weapon TypesThere are dozens of different

weapons in Deus Ex . They include,but are not limited to, blunt instru-ments, knives, swords, pistols, rifles,assault guns and heavy weapons of various sorts. There are even exoticweapons like mini-crossbows andthrowing knives.

Some general advice on differentkinds of weapons …

Close Combat. The important thinghere, of course, is to make sure you’re in range. Be warned — ene-

mies who know you’re there won’tstand still and wait for you to hitthem.

Most close-combat weapons (crow-bars, batons, knives, swords) do notrequire ammo, but a few powered

items (like the riot-prod) do.Non-Lethal. Only weapons specifical-ly designed to be non-lethal, like the

area effect. This can be devastatingagainst crowds of enemies, butalways remember that if you’re stand-

ing too close, you can be hurt or even killed by your own weapon.

Grenades can be particularly treacher-ous. They bounce . If your aim is off,the grenade you were trying to throwthrough a window can bounce off the

sill and end up right back at your feet.

Reloading &Ammunition A weapon reloads automatically eachtime it runs out of ammo (assuming

more ammo is available). You canturn off auto-reload using the GameOptions screen, see p. 20.

However, reloading during a firefightcan cost precious moments. To makesure a weapon is fully loaded before

trouble starts, use; while theweapon is in-hand.

 Ammunition does not take up space

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Booby TrapsLAMs (Light Attack Munitions) and

other grenades are adhesive, andequipped with a proximity sensor that allows them to be used as amakeshift mine or booby trap.

To make a boobytrap, ready the

grenade and clickon any flat surfacewithin reach. (Your hand will turn toshow you’re withinreach of a suitablesurface.) After a few

seconds the proximity sensor will acti-vate and anyone passing within a few feet of the grenade will set it off. (Youcan’t set off your own booby traps,but you can be caught in the blast if a nearby enemy sets one off.)

Note that enemies can set booby traps for you. You can deactivate these byquickly moving towards the grenade

Medkits. These compactscientific wonders repair physical damage almost

instantaneously. A medkitwill heal between 30 and 50 points of damage, depending on the regionbeing healed and your skills. Medkitscan be Used in-hand, or from theInventory or Health screens. See

Health, p. 6.Medbots. Medbots aresemi-autonomous mobilesurgery units. A medbotcan heal up to 300 pointsof physical damage whenused. The same medbotcan be used any number of times, but they require one minute torecharge between uses. Medbots arealso necessary to install new augs. Themain limiting factor with medbots isthat you have to go where they are —

 you can’t take one with you.Augs. Certain nano-augmentationswill allow you to heal damage.

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Energy Your augs are powered by bio-electric

energy, bio-energy for short. Your body does not produce bio-energynaturally — you have to store it ininternal “batteries.” When this energyreserve is exhausted, you cannot useany augs (except your Neural Link

and IFF, which are not powered bybio-energy).

 You can track your current bio-energylevels by the height of the bar to theleft of your damage readout (thehigher the better), or by the graphon your Augs screen (see p. 7).

There are two ways to replenish your bio-energy when it starts to get low.

Repair Bots. These useful lit-tle mechs will charge your bio-energy (up to 75% of 

 your maximum capaci-ty per use). You canuse a repair bot any

b f ti

LockpickingThe modern lockpick is an

unstable matrix of naniteswhich will attempt to con- figure itself into the cor-rect nanokey patternto open a givenlock. Lockpicks aresingle-use objects, and it may takeseveral used in sequence to recreatethe correct nanokey pattern.

 When you approacha locked door your internal sensors willanalyze it and esti-

mate the number of lockpicks that will berequired to breach it.This information willautomatically displayitself. If the door cannot be picked, the

Lock Strength will be listed as "INF".Breaking Down Doors. Your sensorswill also estimate the physical strength

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THE WORLD

There are many things in the worldthat you can interact with directly.

Long-RangeTransport When you have to travel from one

place to another, you may need touse a boat, helicopter, subway or other means of long-range transit. Tomake such journeys, just approachthe vehicle and right-click on it (for boats and helicopters), or enter it(e.g., for subways). You will thenmake the remainder of the journeyautomatically.

Moving &Throwing

Even if an object is too large or bulkyto be placed in your inventory, youcan still move it from one place to

th M di i d bj t lik

Be careful what you smash open,other containers such as barrels andTNT crates may contain hazardous

materials like radioactives, poison gasor explosives. However, these objectscan be used against enemies, byshooting at them from a safe distance.

Computer

TerminalsComputer terminals often containuseful information such as email, andsometimes they can used to controlsecurity systems. To use a computer terminal, you need to enter the cor-

rect user name and password (thisinformation can be obtained fromdata cubes, email, or through conver-sations), or you must have sufficientComputer skill to hack your way in. Any user names or passwords youhappen to stumble upon are perma-nently recorded on your Goals andNotes screen (see p. 8).

P bli T i l Th f d i

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Security StationsSecurity stations are used to turn

security cameras on and off, opensealed doors, and even control auto-matic turrets. You can also use a secu-rity station to monitor the situation ata remote security camera. Securitystations require a login and password

to access (see Computer Terminals,p. 17), or sufficientComputer skill tohack your way in.

SETTINGSThe settings for the game can bechanged by clicking on the Settingsb h h

Keyboard/MouseThis screen includes a scrollable list of 

most of the keyboard and mousecommands in the game. In additionto providing an in-game ready refer-ence, it can also be used to remap your keyboard commands to better suit your playing style.

To remap a command, open theKeyboard/Mouse screen, highlightthe command you wish to changewith the mouse and hite or dou-ble click on the command, then pressthe key or button you wish to assign.Note that you will not be able to

reassign the1-= keys. After youhave finished binding all of your con-trols, click OK to exit.

Controls

This screen allows you to set variouscontrol settings.

Always Run. Your default movementspeed within the game is run. When

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Game OptionsThese options mostly deal with how

 you experience the world of thegame.

Object Names. When enabled, youwill see the name of an object when you pass your cursor over it. Thisoption is enabled by default.

Weapon Auto-Reload. If this optionis enabled, you will automaticallyreload your weapons (if you have theammo) whenever you empty your clip. This option is enabled bydefault.

Gore Level. This option can be set toNormal or Low. The Low Gore Levelshows none of the blood visible inthe default Normal level.

Subtitles. Allows you to set the gameto play voice only, or voice with sub-

titles, during conversations.

Crosshairs. You can toggle thecrosshairs that determine where you

Player Bob. Allows you to turn on or off the slight “bob” that occurs when your character is moving, to simulate

realistic walking.

Log Timeout Value. Determines theamount of time your Log screen willretain messages (see Logs, p. 9).

Display

These options allow you to increaseor decrease the visual realism of theworld. Often, performance can beenhanced on slower machines by sac-rificing some visual realism.

Adjust Brightness. Opens a slider 

window that can be adjusted to makethe game brighter or darker.

Toggle Full-Screen Mode. Togglesthe game between full-screen modeand an inset window on your desk-top. Expect the game to run signifi-

cantly faster in full-screen than in awindow.

Rendering Device. Allows you to

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World Texture Detail/ObjectTexture Detail. Allows you to set thedetail levels for the background

objects and architecture within thegame. Lowering the detail texturelevels may increase performance.

Detail Textures. Allows you to turndetail textures on or off. This mayimprove performance at the cost of 

some visual realism.

Decals. Allows you to turn decals(blood, shadows, scorch marks andsimilar visual effects) on or off.Disabling decals may improve per- formance on some slower machines.

ColorsThese options allow you to adjust thecolor scheme of in-game menus andicons.

Menu Translucency. Allows you to

set your menus between translucentand opaque.

Menu Color Scheme. Allows you to

SoundControls the volume and quality of 

the game’s sounds.Music Volume.

Sound Effects Volume.

Speech Volume.

These three sliders control their 

respective volume levels.

Effects Channels. Allows you to setthe maximum number of effectschannels, up to 16. More channelscreate a more rich and realistic sonicenvironment, but may require more

processing power.

Sample Rate. Allows you to select from three sample rates. Loweringthe sample rate may increase per- formance slightly, but will result inlower sound quality.

Sound Quality. Allows you to selectbetween 8 and 16-bit samples.Selecting 8-bit may increase perform-

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Deus Ex © Ion Storm LLP 2000Published by Eidos Interactive, Inc.

Deus Ex is a trademark of Ion Storm. Eidos, Eidos Interactive, and the Eidos logo aretrademarks of the Eidos group of companies. Ion Storm is a trademark of Ion Storm LLP

ESRB RATING

This product has been rated by the Entertainment Software Rating Board. For infor-

mation about the ESRB rating, or to comment about the appropriateness of the rat-ing, please contact the ESRB at 1-800-771-3772.

HEALTH AND EPILEPSY WARNING

 A very small number of people are susceptible to epileptic seizures or loss of con-sciousness when exposed to certain flashing lights or light patterns that theyencounter in everyday life, such as those in certain television images or videogames. These seizures or loss of consciousness may occur even if the person hasnever had an epileptic seizure.

If you or anyone in your family has ever had symptoms related to epilepsy whenexposed to flashing lights, consult your doctor prior to playing PC games.

In all cases, parents should monitor the use of video games by their children. If anyplayer experiences dizziness, blurred vision, eye or muscle twitches, loss of con-sciousness, disorientation, any involuntary movement or convulsion, IMMEDIATELYDISCONTINUE USE AND CONSULT YOUR DOCTOR BEFORE RESUMING PLAY.

EIDOS INTERACTIVE LIMITED WARRANTY

EIDOS Interactive warrants to the original purchaser that this EIDOS Interactive discis free from defects in materials and workmanship for a period of ninety (90) days

 from the date of purchase. This EIDOS Interactive disc is sold “as is” withoutexpressed or implied warranty of any kind, and EIDOS Interactive is not liable for any losses or damages of nay kind resulting from use of this program. EIDOSInteractive agrees for a period of ninety (90) days to either repair or replace, at itsoption, free of charge, any EIDOS Interactive disc, postage paid, with proof of date

of purchase, as its Factory Service Center.

This limited warranty is not applicable to normal wear and tear. This limited warran-ty shall not be applicable and shall be void if the defect in the EIDOS Interactive dischas arisen through abuse, unreasonable use, mistreatment or neglect. This limitedwarranty is in lieu of all other warranties and no other representations or claims of any nature shall be binding on or obligate EIDOS Interactive. Any implied warrantiesof merchantability and fitness for a particular purpose are limited to the ninety (90)day period described above. In no event will EIDOS Interactive be liable for any spe-cial, incidental or consequential damages resulting from possession, use or malfunc-tion of this disc.

Some states do not allow limitation as to how long an implied warranty lasts and/or exclusions or limitations of incidental or consequential damages, so the above limita-

tions and / or exclusions of liability may not apply to you. This warranty gives you spe-cific legal rights, and you may also have other rights, which vary, from state to state.

TECHNICAL SUPPORTPlease read the following section before calling technical support:

Because of the millions of different hardware and software combinations possiblewith today’s Personal Computers, you may still have to refer to your computer man-ufacturer or operating system publisher to properly configure their product to runwith this game.

Contacting Tech Support

If you have questions about the game, our Technical Support Department is here tohelp. Our web site contains up-to-date information on the most common difficultieswith our products; this information is the same as that used by our support agents.If you are unable to find the information you need on our web site, please feel freeto contact us via e-mail, fax, telephone or letter.

If you need to talk to someone immediately, call us at (415) 547-1244. We are avail-able to take your calls Monday through Friday between 9:00 a.m. to 5:00 p.m.,Pacific Standard Time. If possible, be at your computer when you call. The supportrepresentative will need specific information about your computer and may need youto access or change some of the files while you are on the telephone. If it is impossi-ble for you to be at your computer, be sure to have the following information:

• A listing of your computers hardware and the settings from Device Manager,including what sound and video card your system has. (Contact your computer manufacturer if you aren’t sure.)

• What version of Windows™ you are using.

• What version of DirectX™ is currently loaded on your computer.

• How the game is currently configured.

Note: Our Technical Support agents do not have access to game hints, tips, strategies or codes. Please direct all game play questions to the 900-hint line listed below.

How to reach us: World Wide Web: http://www.eidosinteractive.com/help.html

Product Warranty Inquires: [email protected]

FTP: ftp://ftp.eidosinteractive.com/pub

Internet e-mail: [email protected]

Fax: (415) 547-1201 or (415) 537-0095

Mail: Eidos Interactive Customer Support651 Brannan Street, 4th floor San Francisco, CA 94107

Hint Line: Eidos Interactive's 24 hour automated hint line number is (900) 773-4367. The charge is $.95 per minute. You must be 18 years or older; or have your parent's permission to call.