Deus Ex Manual

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Installing & Starting............................2 System Requirements............................2 Starting the Game..............................2 Main Menu...........................................3 Pausing the Game......................3 Saving & Loading........................3 Combat Difficulty Level..............4 Character Creation..............................4 Appearance..................................5 Skills.............................................5 Greetings, Agent Denton....................6 Passive Readouts...................................6 Damage Monitor ..........................6 Active Augmentation....................7 & Device Icons Items-at-Hand..............................7 Information Screens..............................7 Inventory......................................8 Health..........................................9 Augs (Augmentations)..............9 Skills............................................11 Goals/Notes........................... 11 Conversations..............................12 Images........................................12 Logs............................................13 Looking Around.........................13 Focusing.....................................13 Vision Enhancements..................13 Text & Readouts........................14 Movement..........................................14 Stealth (Crouching &..............15 Crawling) TABLE OF CONTENTS Using Equipment.................................16 Nanokeys...................................17 Self-Powered Items.....................17 Inventory Management..............18 Weapon Upgrades......................18 Communicating.............................18 Combat ...................................... 19 Aiming..................................19 Weapon Types.......................20 Reloading & Ammunition..........21 Booby Traps...............................22 Damage & Healing..............................22 Taking Damage..........................22 Healing............................... 22 Energy.......................................... 23 Spy Stuff..............................................24 Lockpicking............................... 24 Electrical Intrusion......................24 The World..........................................25 Long-Range Transport.........................25 Moving & Throwing............................25 Containers......................................25 Computer Terminals............................25 Credit Chits & ATMs............................26 Security Stations..................................26 Settings...................................... 26 Keyboard/Mouse........................27 Controls.....................................27 Game Options............................28 Display.......................................28 Colors........................................29 Sound........................................30 Previous Menu...........................30 Technical Support inside back cover Note. All references in this playguide to a “click” refer to a left mouse click. Right-clicks are referred to as “right-clicks.” 1

description

Deus Ex Manual

Transcript of Deus Ex Manual

Page 1: Deus Ex Manual

Installing & Starting............................2

System Requirements............................2

Starting the Game..............................2

Main Menu...........................................3

Pausing the Game......................3

Saving & Loading........................3

Combat Difficulty Level..............4

Character Creation..............................4

Appearance..................................5

Skills.............................................5

Greetings, Agent Denton....................6

Passive Readouts...................................6

Damage Monitor..........................6

Active Augmentation....................7

& Device Icons

Items-at-Hand..............................7

Information Screens..............................7

Inventory......................................8

Health..........................................9

Augs (Augmentations)..............9

Skills............................................11

Goals/Notes...........................11

Conversations..............................12

Images........................................12

Logs............................................13Looking Around.........................13

Focusing.....................................13

Vision Enhancements..................13

Text & Readouts........................14

Movement..........................................14

Stealth (Crouching &..............15Crawling)

TABLE OF CONTENTSUsing Equipment.................................16

Nanokeys...................................17

Self-Powered Items.....................17

Inventory Management..............18

Weapon Upgrades......................18

Communicating.............................18

Combat......................................19

Aiming..................................19

Weapon Types.......................20

Reloading & Ammunition..........21

Booby Traps...............................22

Damage & Healing..............................22

Taking Damage..........................22

Healing...............................22

Energy..........................................23

Spy Stuff..............................................24

Lockpicking...............................24

Electrical Intrusion......................24

The World..........................................25

Long-Range Transport.........................25

Moving & Throwing............................25

Containers......................................25

Computer Terminals............................25

Credit Chits & ATMs............................26

Security Stations..................................26

Settings......................................26

Keyboard/Mouse........................27

Controls.....................................27

Game Options............................28

Display.......................................28

Colors........................................29

Sound........................................30

Previous Menu...........................30

Technical Support insideback cover

Note. All references in this playguide to a “click” refer to a left mouse

click. Right-clicks are referred to as “right-clicks.”1

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Main MenuThe first thing you see whenDeus Ex loads will be theMain Menu, which has thefollowing options.

New Game. Begins a com-pletely new game, startingwith difficulty level andcharacter creation.

Save Game (only active ifyou go to the Main Menufrom gameplay). See Saving& Loading, p. 3.

Load Game. See Saving &Loading, p. 3.

Settings. A variety ofoptions which allow you tofully customize your controlsand settings. For moredetails, see Settings, p. 18.

Training. Takes you to anintroductory tutorial trainingmission. It is not necessaryto complete the trainingmission before playing DeusEx, but training is stronglyrecommended for first-timeplayers.

Play Intro. Replays openingcinematic.

Credits. Displays the game’scredits.

Back To Game. Returns youto your game in progress.This button is only active ifyou go to the Main Menufrom gameplay.

Exit. Closes the game andreturns you to yourWindows desktop. You will

be prompted to confirm thisselection before the gamecloses.

You can return to thisscreen at any time duringplay, by hitting q.

Pausing theGameIf you wish to pause thegame without quitting, hitp. Hit it again to returnto the game.

You can also use q to callthe Main Menu or 1 or2 to call the Informationscreens. The game willremain paused as long asthe Main Menu (or one ofits sub-menus) or an infor-mation screen remains up.

Saving &LoadingYou can save or load a gamefrom the Main Menu. TheSave Game option is onlyactive when you enter theMain Menu from gameplay.You won’t be able to saveyour game during a conver-sation or InfoLink message.

NOTE. You can have as manysaved games as you want inDeus Ex. If you like to savefrequently, it is recommendedthat you periodically deletesome of your older savedgames, in order to save harddrive space. You can also con-serve drive space by overwrit-ing existing saved games,rather than creating new

INSTALLING& STARTINGTo install Deus Ex, insert thegame CD into your CD-ROM drive. After a few sec-onds, the Launch Panel willappear. Click Next to beginthe install, and follow theonscreen prompts.

In the event the Launch Paneldoes not appear when youinsert the CD, double-click onthe my computer icon, thenthe cd-rom icon, and thenthe setup.exe file to bring upthe Launch Panel.

You will be asked to select thecomponents you wish toinstall. The game will runmore smoothly with less loadtime if the Game Content,Maps and Speech files areinstalled to the hard drive. Donot uncheck DirectX unlessyou are absolutely sure youhave already installed DirectX7.0a on your machine.

If you install DirectX 7.0a,you will need to reboot yourcomputer before you beginplaying the game.

SystemRequirementsMinimum Requirements:* 300 MHz PentiumTM II or

equivalent* Windows 95/98* 64 MB RAM* DirectX 7.0a compliant 3D

accelerated video card

* DirectX 7.0a compliantsound card

* DirectX 7.0a (included) orhigher

* 4X CD-ROM drive* 150 MB uncompressed

hard drive space, plusspace for save games

* Keyboard and mouse

Recommended Requirements:* AMD AthlonTM or Intel

PentiumTM III processor* 128 MB RAM* 3D accelerator with 16

MB VRAM* 8X CD-ROM Drive* 750 MB uncompressed

hard drive space, plussave game space

* EAX-compliant audiocard

NOTE: A 3D acceleratedvideo card is required;3Dfx Glide and Direct3Dare supported. It may benecessary to update yourhardware drivers beforeplaying.

Starting theGameTo play Deus Ex, make surethe game is installed andyour computer is booted tothe Windows desktop. Go tothe Windows START menuand click on PROGRAMS/DEUS

EX/PLAY DEUS EX.

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.

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ones.

The Save/Load windowshave the following options.

To the left of the screen is ascrollable list of all the current-ly saved games, listed chrono-logically with the most recentat the top. The saves areidentified by name anddate/time of save. The defaultname of a save is its in-gamelocation, but you can renameany save by clicking on it tohighlight the name, then justtyping in a new one.

Click on a save in the list toselect it, so that you canload it, delete it or save anew game over it. Renamethe new save game, if youwant it to have a differentname.

If you don’t highlight anexisting save before pressingSave, the game will create anew save at the top of thelist.

To the right of the screen isa window that includes asmall, monochrome imageof your view at the time ofthe save, and the location ofthat save.

At the bottom are threebuttons:

Delete. Deletes a selectedsave, erasing it from yourhard drive.

Save/Load. Depending onthe screen, tells the game togo ahead and load or save the

selected game.

Cancel. Returns you to theMain Menu.

There is a built in QuickSave/Load feature whichallows you to save your gameusing hot keys. Use numpad+ to Quick Save, andnumpad - to Quick Loadwhile in-game.

Note: Pressing Quick Save willoverwrite your previous QuickSave.

CombatDifficultyLevelWhen you start a new gameof Deus Ex, the first thing youhave to do is select theCombat Difficulty Level foryour new game. There arefour settings — Easy,Medium, Hard and Realistic.At higher difficulty levels youwill take significantly moredamage in combat. There areno other differences betweendifficulty levels. Once youselect a difficulty level, youcannot change it withoutstarting a new game.

CHARACTERCREATIONBefore beginning play, youmust complete your gamecharacter. You are automati-cally taken to the CharacterCreation screen any time you

start a new game.

You may replace the namein the “real name” field byclicking on the name menuand typing a new name.This will become your “real”name in the game, but youwill still usually be addressedby your code name, J.C.Denton. Your code namecannot be changed.

There are three buttons atthe bottom of the CharacterCreation screen:

Reset to Defaults. Undoesall choices and returns yourcharacter to default appear-ance and skill values.

Start Game. Saves yourchoices and starts the game.Your appearance is set, andyou can only make furthermodifications to your skillsthrough normal advance-ment — see Skills, p. 8.

Cancel. Returns you to theMain Menu without startinga new game.

AppearanceUsing the arrow buttonsbeneath the character por-trait, you can select amongseveral combinations of haircolor and skin tone. Theportrait that’s visible whenyou exit the CharacterCreation screen will deter-mine your appearancethroughout the game.

Skills

There are 11 skills in thegame. Each skill has four lev-els of mastery — Untrained,Trained, Advanced andMaster. You begin the gamewith each skill at UntrainedLevel (except for Weapons:Pistol, which begins atTrained Level), and you aregiven 5000 points withwhich to increase your skills.The cost for the next level ineach skill is given beside itsname. For more information,see Skills, p. 8.

A small window next to thebuttons keeps a runningtotal of your currentunspent skill points. Thereare two buttons beneaththe skill list.

Upgrade. Highlight a skill andclick UPGRADE to increase thatskill one level, if you have suf-ficient points available.

Downgrade. Highlight askill and click on this buttonto reduce that skill by onelevel (minimum level,Untrained), and return thepoint value of that level toyour point pool.

While creating your charac-ter, you can downgradeyour automatic level ofPistol to increase your pointtotal for other skills, but thisis not recommended for firsttime players. Downgrade isonly available at the start ofa new game.

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GREETINGS,AGENTDENTONIn Deus Ex you are agent“J.C. Denton,” a nano-aug-mented special covert opera-tive for UNATCO, the UnitedNations Anti-TerroristCoalition.

PassiveReadoutsYour internal nano-proces-sors constantly make diag-nostic checks on your physi-cal status. This information istransmitted directly to youroptic nerve, in the form of apassive status readout,which appears along bothsides of the screen.

Damage MonitorIn the upperleft corner ofyour view is adiagram ofyour body.This color-coded graphic displays theapproximate degree ofdamage you have sustainedin any given part of yourbody.

The colors, from best toworst status, are Green(near-perfect health), PaleGreen, Yellow (moderate

damage), Orange, Red (seri-ously damaged), Black(totally incapacitated). Onlyyour arms and legs canappear as black … if yourhead or torso receive thismuch damage, you’re dead.However, damaged armsand legs will affect your aim,run and jump abilities.

Bio-Energy Bar. This bar, tothe left of the body dia-gram, tracks the amount ofbio-energy currently avail-able to power your nano-augmentations. If the bargoes all the way to the topof the diagram’s head, yourbio-energy is fully charged.

Air Supply Bar. This bar, tothe right of the body dia-gram, is only visible whenyou’re underwater. Thelonger you go without air,the smaller this bar grows.When it is fully depleted,you begin to take physicaldamage from drowning. Ifyou get a breath of fresh air,even for a moment, this barwill be fully replenished.

Environmental HazardReadouts. These icons onthe left side of the screenflash only when you’re in anenvironmental hazard capa-ble of doing physical dam-age. Environmental hazards

include radioactivity, electric-ity, poison gas and fire.

ActiveAugmentation& Device IconsThese icons appearalong the right sideof your view. Theytell you which, ifany, augmentationsor protectivedevices you haveactive at themoment.

The icons for protectivedevices with internal energysupplies (powered armor,hazmat suits, etc.) will alsodisplay a bar that showshow much energy remainsin that item. When the bardisappears, that item isexhausted and useless, andis automatically deleted fromyour inventory.

Items-at-HandThis row of boxes along thebottom of your screen dis-plays up to nine items fromyour inventory that youhave “at hand,” ready toproduce at a moment’snotice without entering yourInventory screen. The tenth

box always holds yournanokey ring. These boxesrepresent items already onyour Inventory screen, not

additional space apart fromyour inventory. (For instruc-tions on moving or changingyour items-at-hand, seeInventory, p. 6.)

These items can be graspedimmediately by hitting thenumber key correspondingto the number of their box.For example, if you have acrowbar in box 3, hitting 3will bring the crowbar imme-diately to hand, ready to use.If you already have some-thing else in your hand, thecrowbar will automaticallyreplace it. If your mouse hasa wheel, you can use it tomove between and select theitems-at-hand.

Equipped Items. If youactually have an objectequipped and in your hand,that object will be visible inyour view. If you wish to putthe object away withoutreplacing it with something,make sure that your cursoris not over a named object,then B or right-click.

InformationScreensYour internal nano-proces-sors keep a very detailedrecord of your condition,equipment and recent histo-ry. You can access this dataat any time during play byhitting 1 to get to theInventory screen or 2 toget to the Goals/Notesscreen. Once you have

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accessed your informationscreens, you can movebetween the screens byclicking on the tabs at thetop of the screen. You canmap other informationscreens to hotkeys usingSettings, Keyboard/Mouse.

There are eight InformationScreens.

Note. The Information Screensappear translucent by default,so you can retain a (rather dim)view of your surroundings whilein them. The game is pausedwhile an information screen isopen.

Certain menu options will havea letter underlined. Press aplus the underlined letter toselect those options.

InventoryThis screen records everyusable object you are carry-ing on your person at themoment. Your inventorycontains 30 slots, and eachobject you can carry takesup one or more slots. Formore on managing andarranging your inventory,see InventoryManagement, p. 12.

Click on any object in yourinventory to move or viewit. When you click on anobject, a description of itappears in the window tothe right.

You can move objects aroundon your inventory grid byclicking and dragging, provid-

ed there’s an empty spacelarge enough to hold theobject you wish to move. Theposition of the objects on thegrid won’t affect their avail-ability in gameplay. You mayneed to rearrange your inven-tory (or drop objects) to makeroom for a large object.

You can also drag objectsbetween your items-at-handbar and your inventory. Dragan object out of items-at-hand to remove it, or drag anobject from inventory to anitems-at-hand box to place itin that box (replacing anyitem that’s already there).

Remember, items-at-hand arenot an addition to yourinventory — they are items inyour inventory that are moreeasily accessible.

Stacks. Some objects, includ-ing food and several otheruseful items, are stackable.That is, many objects of thattype can occupy a singleinventory slot. If the objectin your inventory is actually astack, the number of items inthe stack appears next to theitem. There is a stack limit toweapons such as LAMs,EMPs and gas grenades.

Nanokey ring. This windowshows your nanokey ring,and the number ofnanokeys it currently holds.Click on it to display a list ofall your nanokeys, in theorder they were found(most recent first).

Ammunition. Click on theammo button to view a listof ammo types in your pos-session, the number ofrounds, and a description ofeach ammo type.

Credits. This small windowat the top of your inventorybox shows the number ofcredits you currently haveavailable for cash transac-tions.

Buttons on the Inventoryscreen are:

Equip/Unequip. Places theselected object from inven-tory in your hand, ready touse, or unequips anequipped object.

Use. Instantly uses an itemon yourself. For example,food may be eaten. Eachpress of this button will con-sume only a single item in astack.

Drop. Drops an item fromyour Inventory. When youclose the Inventory screen, theitem will fall to the floor,where it can be picked upnormally. If you return to thatlocation during the same mis-sion, the dropped item maystill be there. If you return in alater mission, it will be gone.You can also drop an item inhand with t or >.

Change Ammo. Only activefor projectile weapons.Cycles through all availabletypes of ammo for thatweapon. The currently active

ammo type for the weaponwill highlight in the weapondescription window eachtime you click this button.You can also press ' tochange ammo.

HealthThis screen allows you tokeep precise track of yourcurrent physical condition. Itshows exactly how muchdamage each area of yourbody has sustained.

Click on any of the six areasof the body diagram for adetailed description of theeffects of damage to thatregion. Click on the Heal tabfor the region to apply onemedkit to that region.

Clicking the Heal All tab willapply enough medkits toyour body to bring you upto full health. Caution shouldbe observed in using HealAll, as it can quickly depleteyour medkit supply.

A small window on the rightside of the screen keepstrack of the current numberof medkits in your inventory.

(You can also Use a medkitfrom your Inventory screenor in-hand, but in thosecases the healing cannot bespecifically allocated.)

Augs(Augmentations)This screen allows you tokeep track of your nano-augmentations and bio-

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energy levels.

You begin with three nano-augs already installed. Theyare listed on the bottom leftof the screen.

Infolink. Your infolink allowsHQ to monitor your activi-ties, and allows you toreceive realtime neural com-munications. It is always on.

IFF. An IFF (Identification:Friend or Foe) system isincluded in your softwarepackage. This analyzes peo-ple and creatures in yourfield of view, and identifiesthose that may be hostile. Itis always on.

Light. The light can be tog-gled on and off with =, and

is the only one ofyour three “stan-dard” augs thatdrains bio-energywhen in use.Careful — thebeam may drawunwanted atten-tion in stealth situ-

ations.

You have nine additionalslots for nano-augmenta-tions, distributed aroundyour body as indicated in thediagram onscreen. You canfill these slots by finding aug-mentation canisters.

To install a new augmenta-tion you must have an aug-mentation canister and haveaccess to a medbot. If youactivate a medbot with an

augmentation canister inyour possession, a variant ofthis screen will appearwhich includes an option foryou to install the aug.

Choosing Augmentations.Each augmentation canisteris designed for one specificupgrade slot. When youinstall a canister, you get tochoose one of two augmen-tations available for that slot.Once you fill a slot, that augis permanently installed, andthe second option is gone,so choose wisely. The aug-mentations you select willgreatly affect how your char-acter develops, and whatstrategies will be mostadvantageous against differ-ent foes and challenges.

You won’t know what anygiven augmentation slot cando until its canister is inyour possession. At thattime you can click on thecanister in inventory to seethe names of availableoptions. More informationabout the augs will be avail-able when you reach a med-bot.

Upgrades. Once an aug isinstalled, it can be upgraded.All augs areinstalled at tech1, and most canbe upgraded totech 4. Eachupgrade makesthe aug morepowerful and effi-cient.

To upgrade an aug, youneed an upgrade canister.You do not need a medbotto upgrade an aug — justUse the upgrade canister atany time. An upgrade canis-ter will increase any oneinstalled aug by one techlevel, up to the maximum.

The Augs screen will showyou the number of upgradecanisters you currently have.Click on the aug you wish toupgrade, then on theUpgrade button to completean upgrade. Upgrades arepermanent.

Using Augmentations.Almost all the installed augsmust be activated to beused, and will drain bio-energy as long as theyremain active. You can acti-vate an aug from the Augsscreen, by clicking on aninstalled aug, then clickingthe Activate button. You canalso activate augmentationswith hot keys (3 through=).

In the Augs screen, you canclick on any installed aug todisplay a detailed descrip-tion of its function, and theeffect of each successiveupgrade.

Bio-Energy. You can alsokeep track of your bio-ener-gy levelsfrom theAugsscreen.Displays

on the lower right of thescreen show your currentbio-energy levels, and thenumber of biocells currentlyavailable. The Use Cell but-ton will apply a single cell toyour energy reserves eachtime you click on it. (Youcan also Use a biocell frominventory or in-hand.) Theuse of 1 bio electric cellreplenishes 25% of yourbio-energy.

SkillsThis screen allows you toview and increase your skills.It’s basically identical to theSkills screen for charactercreation, except that youcannot “downgrade” skillsfor more skill points. Onceyou’re in the game, skillscan only improve.

Click on any skill on the leftside of the screen to displaya detailed description of itsfunction and effectiveness atsuccessive levels on theright side of the screen.

A window under the list ofskills displays your currenttotal unspent skill points.

Upgrading. You canupgrade any skill at anytime, provided you have thenecessary skill points. Justclick on the skill you wish toupgrade, then click theUpgrade button.

Goals/NotesTo access the Goals/Notes

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screen directly from play,press 2.

This extremely importantscreen tracks your progressthrough the game.

The top of the screen displaysyour current mission goals,divided into Primary (essen-tial) and Secondary (option-al). Primary Goals must beachieved in order to completea mission. You will be reward-ed in a variety of ways whenachieving Secondary Goals.

The Display Completed Goalscheck box allows you to tog-gle back and forth betweendisplaying all the goals you’vereceived for that mission, anddisplaying only those goalsthat still remain to beachieved. The scrollable win-dow at the bottom of thescreen displays all yournotes for the entire game.Culled from e-mails, conver-sations and data cubes,these notes include anyknown passwords or securi-ty codes, as well as a greatdeal of other useful informa-tion. Data that was obtainedfrom e-mail or data cubes isstored verbatim, while otherimportant information issummarized.

You can add a note of yourown by clicking the AddNote button and then enter-ing your text. To end yournote, just click elsewhere onthe screen.

You can delete any note —

yours or the game’s — byclicking the Delete Note but-ton. You will be prompted toconfirm your choice beforethe note is deleted.

ConversationsThis screen allows you toaccess a transcript of everyconversation you’ve heldthroughout the current mis-sion. The conversations arelisted chronologically (mostrecent first), and identifiedby contact, location andtype (whether the conversa-tion was face-to-face, or aninfolink transmission).

Click on a conversation todisplay its transcript in thelower window.

ImagesThese are graphics or photo-graphs that you have loadedinto your memory. Imagesare listed from the mostrecent to the oldest, and areidentified by the name ofthe object they depict. Clickon the image name to dis-play that image.

Notes. The Image screenallows you to make notesdirectly on the image.

Add Note. Click on this but-ton, then click on the spot ofthe image where you wish toplace your note, then begintyping. When you’re finished,click off your note.

Delete Note. Click on a note,then click this button to

remove it.

Show Notes. This buttonallows you to toggle yournotes from visible to invisi-ble, to permit unobstructedviewing of the image.

LogsThis screen keeps track ofspecific actions performedin the immediate past.Actions that might belogged include activating ordeactivating an aug, or pick-ing up or discarding anobject.

Clear Log. Use this button towipe your log clean andstart fresh.

LookingAroundThe first thing you want todo is to take a good lookaround you. Your point ofview is controlled by themouse. Move it forward orback to look up or down,respectively, or from side toside to look in the indicateddirection.

You can also control the ele-vation of your point of viewwith the keyboard. D or R to look up.Y or V to lookdown.j or F to center yourview.

Crosshairs. Your crosshairsappear at the center of yourpoint of view. This makes it

easy to target objects incombat, or pick them upand use them. Thecrosshairs can be turned offusing Game Options — seep. 19.

FocusingWhen you pass thecrosshairs over an object inthe game that’s within reachand that can be interactedwith (including people,since you can talk to themor attack them), you auto-matically focus on thatthing. The object’s namewill appear, and bracketswill appear around it. Whileyou are focused on anobject, you can right-click toattempt to Use that objectin the most appropriate way(pick up a small object,open a door, read a book,etc.).

VisionEnhancementsThere are several items inthe game that will augmentyour vision.

Binoculars make distantobjects appear closer whenyou Use them (see UsingEquipment, p. 11).

Telescopic Sights work simi-larly to binoculars, but areUsed differently. You musthave a weapon equippedwith the telescopic sight (orscope upgrade) in hand,then hit [ to see throughthe sight. If your skill with

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the weapon is low, or if thetarget is very far away, youmay experience somewavering of the view.

Tech Goggles are like binocu-lars, except they âlso providelight enhancement. Techgoggles won’t allow you tosee in pitch darkness, butthey do make it much easierto see in dim conditions.Each set of tech goggles canonly be used once, for a lim-ited amount of time.

Text &ReadoutsManyobjects inthe gameprovideinformationin text ornumericform. Theseincludebooks,newspa-pers, and data cubes. Ingeneral, these objects can-not be picked up andplaced in inventory. Instead,when you right-click on theobject, a text window openson your screen from whichyou can read the data. Ifyou move your view awayfrom the object, the textwindow will close. If thedata is important to yourmission, it will be stored inyour Goals and Notesscreen as a note. An imagemay also be stored in your

Images screen.

Interactive Readouts.Readouts for e-mail, securitysystems and so on are inter-active. You input informa-tion in the form of codes orcommands. Instructions arealways included on thereadout itself.

MovementBy default, your basic toolsfor movement in the gameare the arrow keys.

Press W or W to move for-ward.

Press Z or S to back up.

Press Z to turn left and C toturn right.

Since you move forward inthe direction you’re facing,you can turn corners byusing your mouse to look(and turn) left or right whilemoving.

Strafing. Strafing is steppingto the right or left withoutfacing in that direction.

A or A to strafe left.

S or D to strafe right.

You can also strafe byholding a and pressingZ and C.

Leaning. You can lean tothe right or left to take aquick look around the cor-ner. Your lean will last onlyas long as you hold the leankey.

Q to lean left.

E to lean right.

Speed. You can move attwo basic speeds, a walk ora run (certain augs willallow you to run evenfaster). Your default rate ofmovement is a run (you canchange this in your Optionsmenu — see p. 19). You arestealthier while walking orcrawling, because you makeless noise.

l to toggle fromone movement rate to theother.

Hold down s to go tem-porarily from one rate ofmovement to another.

Jumping. You can jumpacross gaps and up ontoobjects. The exact distanceof your jumps depends onyour speed (which variesdepending on your augsand your current damage).

z or I to jump.

Ladders. Throughout thegame you will need to climbup and down ladders. Toclimb a ladder, center your-self in front of the ladderand use the arrow keys nor-mally to move. If youbelieve you’re in front of aladder, but you’re not goingup or down, try jumping toget yourself started. If youcrouch before attempting tomount a ladder from thetop, you are are less likely tofall down.

To climb up, look up andpress W or W. To climbdown, press Z or S, or lookdown and press W or W.

Swimming. Swimming isjust like regular movement,except that you can moveup or down as well as for-ward, back and side to side.If you face down (using themouse) while swimmingyou will submerge, and ifyou face upwards you’llascend. Remember that ifyou’re submerged for toolong you’ll start to takedamage, and may drown.

Stealth (Crouching &Crawling)Hold down X or numpad. to crouch.

You can crawl, or movewhile crouched, but at areduced rate.

Crouching has a number ofimportant purposes in thegame. First, it allows you totake cover behind lowobjects or pass through lowopenings.

More importantly, however,when you are crouched youbecome much stealthier,taking full advantage ofwhatever cover is availableand moving almost silently.It becomes very difficult formost enemies to see you.

Of course, stealth has its lim-its. You may still be vulnera-

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ble to electronic sensors, orin a very open area, or ifthe enemy is very close.Any noise you make maygive you away. It’s always agood idea to stick to shad-ows and keep as much dis-tance as possible betweenyou and the enemy whilemoving stealthily.

If you attack somebody,that will probably attractthe attention of everybodyin the vicinity, even whilecrouched (although it isoften possible, with someskill and tactical foresight,to take down an enemysilently and quickly).

You cannot crouch whileswimming.

Jump-Crouch. If you needto crawl over a low obsta-cle with limited headroom,or climb through a smallwindow, you can Jump-Crouch. Hold X to crouch,then immediately hitz to jump through.

UsingEquipmentThroughout a mission youwill find many objects thatyou can pick up and carry.Anything that you can carryin your inventory can beuseful.

The easiest way to use anobject is to have it in yourhand, and left-click (you canalso use an object directlyfrom your Inventory screen— see p. 6).

The easiest way to bring it tohand is to have it in one of thenine items-at-hand slots acrossthe bottom of your screen.Each of these boxes is num-bered and the correspondingnumber key will bring theitem in that box to hand.

You can place items fromyour inventory into youritems-at-hand slots asdescribed in Inventory, p.6.

t or the middle mouse

button will discard an itemwithout using it.

B or the rightmouse button will return anitem to your inventory with-out using it, emptying yourhand. Note that the rightmouse button will only workif you are not focusing on ausable object (like a door orbutton — see Focusing, p.9) in the game.

Stackable Items. Stackableitems include grenades,food, medkits, biocells, lock-picks and nano-tools.

You can only have one slotfull of a given stackable itemat any time. If you haveyour slot full, and you findadditional items of thattype, the game will refuse topick them up until youreduce the number in yourstack. Stacks can be placedin your items-at-hand slots.See Stacks, p. 6.

Multiple Items. You cancarry more than one of somenon-stackable items (includ-ing most of the self-powereditems; see below), each in aseparate slot. For otherobjects (including mostweapons), you can put onlyone in inventory — if you tryto pick up another, the gamewill tell you that you alreadyhave one. (However, it willadd the ammo from the sec-ond weapon to your invento-ry, if applicable.)

Object Size. Several objects,

particularly large weapons,take up several slots inyour inventory. Rifles,LAWS and swords are allparticularly bulky.

Note that however manyslots a weapon takes up inyour inventory, it will onlytake up a single box inyour items-at-hand.

NanokeysA nanokey is a uniquepattern of nanites used toopen a particularnanolock. They are foundin small blue cylinders,and are stored in yournanokey ring. Thenanokey ring takes up noslots in your inventory,but is always found in thelast (0) slot of youritems-at-hand, fromwhich it cannot beremoved.

Your nanokey ring can bebrought to hand andused normally on anylocked door. If you havethe correct nanokeyencoded on your key ring,the lock will open.

Self-PoweredItemsSeveral defensive and sur-vival items (including, butnot limited to, poweredarmor, tech goggles andrebreathers) have an inter-nal power supply. Onceactivated, self-powereditems will run until they

W

Moveforward

Q

Lean left

E

Leanright

R

Look up

A

Strafe left

S

Movebackward

D

Straferight

F

Centerview

Z

Turnleft

X

Crouch

C

Turnright

V

Lookdown

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exhaust all energy. Theycannot be reused orreturned to inventory.Typically, an item’s chargelasts a few seconds or min-utes … just long enoughto get you through theworst part of a firefight, orto the end of a longunderwater tunnel.

InventoryManagementThere is no place to storeitems between missions,other than in your inven-tory. If you go back to thesame location in differentmissions, anything you leftbehind will be gone.

Therefore, it is extremelyimportant that you takeonly those items that youexpect to find most useful.Your choices will have agreat impact on yourstrategy and characterdevelopment throughoutthe game. Game essentialitems cannot be discard-ed.

WeaponUpgradesReloadable rangedweapons can be upgradedin a number of ways.These upgrades are foundin the form of nanokitsthroughout the game. Toupgrade a weapon, dragthe upgrade nanokit overthe weapon in your inven-tory that you wish to

upgrade.Once aweapon isupgraded,thatupgradecannot beremoved ortransferred. Ifyou discard an upgradedweapon, you lose all itsupgrades as well.

To see which weapons anupgrade will work on, clickon it in the inventory. Allyour weapons compatiblewith that upgrade will high-light.

Some upgrades (e.g., sightsand silencers) can only beused once on a givenweapon. Others (e.g., accu-racy, speed, recoil and clipmods) can be used multipletimes for cumulative effect(although the effect oftendiminishes as more identicalupgrades are added).

Some weapons come with“standard” upgrades. Thesniper rifle comes with atelescopic sight, while thestealth pistol and mini-crossbow have no need fora silencer weaponupgrade.

CommunicatingIf you walk up to friendlypeople (not a “foe” accord-ing to your IFF), you can click

on them and they’ll usuallyhave something to say toyou. If you’re not in a hurry(or being shot at), it’s usuallyworthwhile to try to talk toeveryone you can.

Conversations. Throughoutthe game there are certainparticularly important peoplewho you’ll need to havelonger conversations with.When you approach thesepeople and click on them, thescreen changes to a “third-person” view and the conver-sation begins.

You cannot abort a conversa-tion once it begins. While inconversation you cannot beattacked, but enemies canuse the time to get into posi-tion to attack you as soon asyou stop talking.

Infolink Messages. Fromtime to time you will alsoreceive messages from HQvia your neural infolink.Infolink messages are usuallyvery important warnings orinformation, and should beattended to very closely.Receiving an infolink mes-sage does not interrupt youractions in any way.

Records. Everything said toyou in your current mission(remarks, conversations andinfolink messages) is stored inyour Conversations screen(see p. 8). Mission-crucialinformation from conversa-tions (including all pass-codes) is permanently record-

ed on the Goals and Notesscreen (see p. 8).

CombatTo attack an enemy, youmust have a weapon inyour hand. Make sureyou’re in range, positionyour cursor over the tar-get, and click.

Caution: Many otherwisefriendly locations will turninto deadly ambushes ifyou’re rash enough to enterwith a weapon carriedopenly.

AimingIn Deus Ex, it is importantnot only to know whoyou’re shooting at, butalso where you’re hittingthem. Just like you, ene-mies take damage to spe-cific areas of the body.

Head shots are devastat-ing, but the head is hardto hit except from surpriseor very close range.

Torso shots are easy tomake and can take anenemy out, but it takes alot of them to do so.

Arm and leg shots areeasy to make, and canincapacitate an enemy, butthey are not fatal .

Sighting. When you havea weapon at the ready, atargeting crosshair willappear. When using a tele-scopic sight, you may

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notice that your crosshairwavers. Increased skill andweapon upgrades willsteady your hand, making iteasier to sight. If you moveor lose your target, thecrosshair resets.

The targeting crosshair indi-cates shot accuracy. Whenyou acquire a target, thecrosshair is spread out. Asyou hold your aim, it con-tracts around your target,and when it is completelycontracted, your hit chancesare best.

There are two special sightswhich require special com-mands to toggle on and off:

[ toggles a telescopic sight.

] toggles a laser sight.Note that the laser producesa visible speck of light,which may alert attentiveenemies to your presence.

Weapon TypesThere are dozens of differ-ent weapons in Deus Ex.They include, but are notlimited to, blunt instru-ments, knives, swords, pis-tols, rifles, assault guns and

heavy weapons of varioussorts. There are even exoticweapons like mini-cross-bows and throwing knives.

Some general advice on dif-ferent kinds of weapons …

Close Combat. The impor-tant thing here, of course, isto make sure you’re inrange. Be warned — ene-mies who know you’re therewon’t stand still and wait foryou to hit them.

Most close-combat weapons(crowbars, batons, knives,swords) do not requireammo, but a few powereditems (like the riot-prod) do.

Non-Lethal. Only weaponsspecifically designed to benon-lethal, like the riotprod, can stun an enemy. Anon-lethal weapon mightstun an enemy for only amoment, or it might alsoput him out for the dura-tion. In general, if a stunnedenemy is still on his feet,either get away or hit himagain, pronto.

Auto-Fire. Automaticweapons like the assault gunare great, but thanks tophysics they have an annoy-ing habit of “pulling up” incombat, ruining your aim.To minimize this effect, firein short bursts. High skilland weapon upgrades alsohelp minimize this problem.

Fire and Forget. Someweapons, notably the LAW

(Light Anti-tank Weapon),are strictly one-shot. Onceyou use them, they vanishfrom your inventory forever(although of course youmight find a different LAWlater).

Area-Effect. Some of themost powerful weapons —rockets, grenades, flame-throwers, etc. — have anarea effect. This can be dev-astating against crowds ofenemies, but always remem-ber that if you’re standingtoo close, you can be hurtor even killed by your ownweapon.

Grenades can be particularlytreacherous. They bounce. Ifyour aim is off, the grenadeyou were trying to throwthrough a window canbounce off the sill and endup right back at your feet.

Reloading &AmmunitionA weapon reloads automati-cally each time it runs out ofammo (assuming moreammo is available). You canturn off auto-reload usingthe Game Options screen,see p. 20.

However, reloading during afirefight can cost preciousmoments. To make sure aweapon is fully loadedbefore trouble starts, use ;while the weapon is in-hand.

Ammunition does not takeup space in your inventory.

When you click on aweapon in inventory, itsdescription will display allthe ammo types it canuse, and any types thatare currently in your pos-session appear brighter. (Itis possible to carry aroundammunition for a weaponyou don’t have yet.)

To find out how muchammunition of a givensort you have available,click on the Ammo buttonin your Inventory screen.The Ammo button will listthe ammunition you have,and the types you needfor the weapons in yourpossession.

You can change ammotypes from your Inventoryscreen, by clicking on theweapon, then clicking onthe ammo type you wishto load. You can alsochange ammo types bytaking the weapon in-hand and using '.

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Booby TrapsLAMs (Light AttackMunitions) and othergrenades are adhesive, andequipped with a proximitysensor that allows them tobe used as a makeshift mineor booby trap.

To makea boobytrap,ready thegrenadeand clickon anyflat sur-face with-

in reach.(Your hand will turn to showyou’re within reach of asuitable surface.) After a fewseconds the proximity sen-sor will activate and anyonepassing within a few feet ofthe grenade will set it off.(You can’t set off your ownbooby traps, but you can becaught in the blast if a near-by enemy sets one off.)

Note that enemies can setbooby traps for you. You candeactivate these by quicklymoving towards the grenadeand right-clicking on itbefore it detonates. Once itis deactivated, right-click onit again to pick it up.

Damage &HealingTaking DamageWhen you take damage, it’s

important to remember thatyou take it to a specific bodyregion. The various regionsand the effects of woundsare discussed under Health,p. 6.

HealingThere is no “natural heal-ing” in Deus Ex. You’ll needaccess to some sort of heal-ing agent to mend yourwounds. The main methodsfor healing are describedbelow.

Medkits used from the Healthscreen can be allocated tospecific body regions. Allother forms of healing areassigned by your internal sys-tems to the body regions thatseem to need it most.

Medkits.Thesecompactscientific

wondersrepair physical damagealmost instantaneously. Amedkit will heal between 30and 50 points of damage,depending on the regionbeing healed and your skills.Medkits can be Used in-hand, or from the Inventoryor Health screens. SeeHealth, p. 6.

Medbots.Medbots aresemi-autonomousmobile sur-gery units. Amedbot can

heal up to 300 points ofphysical damage when used.The same medbot can beused any number of times,but they require one minuteto recharge between uses.Medbots are also necessaryto install new augs. Themain limiting factor withmedbots is that you have togo where they are — youcan’t take one with you.

Augs. Certain nano-aug-mentations will allow you toheal damage.

Food. The nano-systems inyour body can take complexcarbohydrates and use themas “fuel” to repair physicaldamage. Food can be eatenfrom inventory or in-hand.While the healing from asingle candy bar is negligi-ble, three candy bars, foursodas and a food packet canyield significant healing.Healing fromfood cannotbe allocat-ed to spe-cific partsof the body.

Nutritionally balanced soyfood is by far the best foodfor healing. Fresh water pro-vides minimal healing, as dothe sugars in candy bars andsodas.

Alcoholic beverages (beer,wine and liquor) also do lim-ited healing, but your nano-metabolism accelerates theirintoxicating effects. Expect

to experience a fewmoments of disorientationafter metabolizing alcohol.

Cigarettes have no healingeffect.

EnergyYour augs are powered bybio-electric energy, bio-energy for short. Your bodydoes not produce bio-ener-gy naturally — you have tostore it in internal “batter-ies.” When this energyreserve is exhausted, youcannot use any augs (exceptyour Neural Link and IFF,which are not powered bybio-energy).

You can track your currentbio-energy levels by theheight of the bar to the leftof your damage readout(the higher the better), orby the graph on your Augsscreen (see p. 7).

There are two ways toreplenish your bio-energywhen it starts to get low.

Repair Bots. These usefullittle mechs will charge yourbio-energy (up to 75% of

your maximumcapacity per use).You can use arepair bot any

number oftimes, buttheyrequireoneminute

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time between uses.

Biocells. These stackablecells are quite common.They give you a one-timeshot of bio-energy. Ittakesaboutfour bio-cells to fullyrestore completely depletedenergy reserves.

Spy StuffAs a UNATCO special agent,you have been trained inadvanced intrusion tech-niques. Of course, it’salways a good idea to checkand make sure nobody’s lefta nanokey or a datacubewith a digital code lyingaround, before using upyour lockpicks and multi-tools.

LockpickingThe modern lockpick is anunstable matrix of naniteswhich will attempt to con-figure itself into the correctnanokey pattern to open agiven lock. Lockpicks aresingle-use objects, andit may take severalused in sequenceto recreate thecorrectnanokeypattern.

When you approach a lockeddoor your internal sensorswill analyze it and estimatethe number of lockpicks that

will berequiredtobreachit. Thisinforma-tion willauto-maticallydisplay itself. If the door can-not be picked, the LockStrength will be listed as"INF".

Breaking Down Doors. Yoursensors will also estimate thephysical strength of thedoor, and you will be able totell if the door can be brokendown by force. Explosivesand heavy weaponry can beused to break down doors. Ifthe door cannot be broken,the Door Strength will belisted as "INF".

ElectricalIntrusionThis technique is similar tolockpicking, except it is usedto bypassdigital key-pad locks,security cam-

eras andturrets. A

multitool is usedfor this purpose. Like lock-picks, your internal sensorscan analyze a security sys-tem and estimate the num-ber of multitools you willrequire to bypass it.

Some doors with digital key-pads can only be bypassed

with multitools. Others caneither be bypassed withmultitools or opened withlockpicks, whichever is moreefficient in the circum-stances.

THEWORLDThere are many things inthe world that you caninteract with directly.

Long-RangeTransportWhen you have to travelfrom one place to another,you may need to use aboat, helicopter, subway orother means of long-rangetransit. To make such jour-neys, just approach thevehicle and right-click on it(for boats and helicopters),or enter it (e.g., for sub-ways). You will then makethe remainder of the jour-ney automatically.

Moving &ThrowingEven if an object is too largeor bulky to be placed inyour inventory, you can stillmove it from one place toanother. Medium-sizedobjects like boxes and chairscan be picked up and car-ried if your hands are empty(right-click to pick up andmove an object) and even

thrown short distances (tor right-click again tothrow). Larger objects likecrates and barrels can bepushed around (just posi-tion yourself behind theobject and move toward it).Certain augs will allow youto pick up and move muchlarger and heavier items.

ContainersKeep an eye open for wood-en supply crates. These cancontain a variety of usefulequipment, includingammo, medical supplies andtools. To open a supplycrate, you need to break itopen with a crowbar, knife,sword or similar substantialobject. (You can even shootit open, if you want toexpend the ammo.) Supplycrates are identified withsymbols that show whetherthey’re carrying munitions,medical supplies or generalsupplies.

Be careful what you smashopen, other containers suchas barrels and TNT cratesmay contain hazardousmaterials like radioactives,poison gas or explosives.However, these objects canbe used against enemies, byshooting at them from a safedistance.

ComputerTerminalsComputer terminals often

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contain useful informationsuch as email, and some-times they can used to con-trol security systems. To usea computer terminal, youneed to enter the correctuser name and password(this information can beobtained from data cubes,email, or through conversa-tions), or you must have suf-ficient Computer skill tohack your way in. Any usernames or passwords youhappen to stumble upon arepermanently recorded onyour Goals and Notes screen(see p. 8).

Public Terminals. These arefound in public places likesubway stations. They donot require a user name orpassword to use, but theyonly convey bulletins of gen-eral public interest.

Credit Chits& ATMsThe “hardcurrency” ofthe world isthe creditchit, a sort ofone-use,fixed-balancecredit card.They can beused to buyfood and sup-plies. ATMsare available in public placesthat allow users to accesstheir bank accounts andwithdraw funds in the form

of credit chits. ATMs can behacked for cash using theComputer skill. Once youobtain credit from anysource, it’s yours until youspend it. Your current fundson hand are displayed onyour Inventory screen (seep. 6).

SecurityStationsSecurity stations are used toturn security cameras onand off, open sealed doors,and even control automaticturrets. You can also use asecurity station to monitorthe situation at a remotesecurity camera. Securitystations require a login andpassword to access (seeComputer Terminals, p.17), or sufficient Computerskill to hack your way in.

SETTINGSThe settings for the gamecan be changed by clickingon the Settings button inthe Main Menu. Theseoptions provide great lati-

tude in customizing yourgaming experience.

All of the Settings screensinclude the following but-tons.

Reset To Defaults. Returnall the options on thisscreen to their original,default values.

OK. Accept the informationon the screen as modified,and return to the MainMenu.

Cancel. Return to the MainMenu without saving anychanges.

You can obtain an on-screendescription of each functionin the Settings menu bypassing your mouse cursorover that button.

From any Settings menuyou can use q to savechanges and return to theprevious menu.

Keyboard/MouseThis screen includes a scroll-able list of most of the key-board and mouse com-mands in the game. In addi-tion to providing an in-game ready reference, it canalso be used to remap yourkeyboard commands to bet-ter suit your playing style.

To remap a command, openthe Keyboard/Mouse screen,highlight the command youwish to change with themouse and hit e or dou-ble click on the command,

then press the key or buttonyou wish to assign. Notethat you will not be able toreassign the 1-= keys.After you have finishedbinding all of your controls,click OK to exit.

ControlsThis screen allows you to setvarious control settings.

Always Run. Your defaultmovement speed within thegame is run. When thisoption is turned off, yourdefault movement willchange to walk. Walk is lessnoisy and more stealthy, butrun will get you there faster.With either setting, you willstill be able to toggle yourmovement speed withl (see Movement,p. 10).

Toggle Crouch. This optionchanges the crouch com-mand (X, by default) froma press-and-hold function toa toggle. If this option is on,pressing the X key will tog-gle between a crouched andan upright position.

Invert Mouse. This functioninverts the vertical mouseaxis, so that when you pushthe mouse forward you lookdown, rather than up, andvice versa.

Mouse Sensitivity. Allowsyou to increase or decreasethe responsiveness of yourmouse.

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Game OptionsThese options mostly dealwith how you experiencethe world of the game.

Object Names. Whenenabled, you will see thename of an object whenyou pass your cursor over it.This option is enabled bydefault.

Weapon Auto-Reload. Ifthis option is enabled, youwill automatically reloadyour weapons (if you havethe ammo) whenever youempty your clip. This optionis enabled by default.

Gore Level. This option canbe set to Normal or Low.The Low Gore Level showsnone of the blood visible inthe default Normal level.

Subtitles. Allows you to setthe game to play voice only,or voice with subtitles, dur-ing conversations.

Crosshairs. You can togglethe crosshairs that deter-mine where you are aimingin combat between visibleand invisible.

HUD AugmentationDisplay. This option allowsyou to toggle betweenshowing only active aug-mentations in your view, orshowing all your augmenta-tions (and whether they areactive or inactive at themoment).

UI/Menu Background.

Allows you to set what willbe visible in the backgroundwhen you are looking at aninformation screen or menu.The options are Render 3D,which continues to showthe animated world,Snapshot, which shows astill image, and Black,which shows nothing.Snapshot or Black mayenhance performance onsome slower machines.

Player Bob. Allows you toturn on or off the slight“bob” that occurs whenyour character is moving, tosimulate realistic walking.

Log Timeout Value.Determines the amount oftime your Log screen willretain messages (see Logs,p. 9).

DisplayThese options allow you toincrease or decrease thevisual realism of the world.Often, performance can beenhanced on slowermachines by sacrificingsome visual realism.

Adjust Brightness. Opens aslider window that can beadjusted to make the gamebrighter or darker.

Toggle Full-Screen Mode.Toggles the game betweenfull-screen mode and aninset window on your desk-top. Expect the game to runsignificantly faster in full-screen than in a window.

Rendering Device. Allowsyou to select the 3D graph-ics mode you wish to runthe game in. This optionbrings up the same graphicsmenu that is displayedwhen the game is run forthe first time. Be sure tosave your game before youattempt to change your ren-dering device, because thegame will exit and restartwhen this option is selected.

Screen Resolution. Allowsyou to raise or lower thescreen resolution. The high-er resolutions offer bettergraphical quality, but youwill get a slower frame rate.If the game is running slow,try lowering the screen reso-lution.

Texture Color Depth.Allows you to selectbetween 16-bit and 32-bitcolor depth. 32-bit color isricher and more realistic,but the game will run a bitslower, and not all graphiccards support 32-bit.

World TextureDetail/Object TextureDetail. Allows you to set thedetail levels for the back-ground objects and archi-tecture within the game.Lowering the detail texturelevels may increase perform-ance.

Detail Textures. Allows youto turn detail textures on oroff. This may improve per-formance at the cost of

some visual realism.

Decals. Allows you to turndecals (blood, shadows,scorch marks and similarvisual effects) on or off.Disabling decals mayimprove performance onsome slower machines.

ColorsThese options allow you toadjust the color scheme ofin-game menus and icons.

Menu Translucency. Allowsyou to set your menusbetween translucent andopaque.

Menu Color Scheme. Allowsyou to select among a vari-ety of menu colors.

HUD Borders Visible.Allows you to turn the orna-mental borders of your sta-tus readouts on or off.

HUD BordersTranslucency. Allows you toset the ornamental bordersof your status readouts tobe translucent or opaque.

HUD BackgroundTranslucency. Allows you toset the background of yourstatus readouts to translu-cent or opaque.

HUD Color Scheme. Allowsyou to change the color ofin-game screens (HUD over-lays, Inventory, Goals/Notes,etc.)

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SoundControls the volume andquality of the game’ssounds.

Music Volume.

Sound Effects Volume.

Speech Volume.

These three sliders controltheir respective volume lev-els.

Effects Channels. Allowsyou to set the maximumnumber of effects channels,up to 16. More channelscreate a more rich and real-istic sonic environment, butmay require more process-ing power.

Sample Rate. Allows you toselect from three samplerates. Lowering the samplerate may increase perform-ance slightly, but will resultin lower sound quality.

Sound Quality. Allows youto select between 8 and 16-bit samples. Selecting 8-bitmay increase performance,but will result in lowersound quality.

Reverse Stereo. The soundgoing to your left and rightspeakers is reversed.

Dolby Surround Sound.Enables Dolby Surround.(Your computer must beconnected to a Dolby Pro-Logic receiver in order foryou to hear the DolbySurround Sound.)

Hardware 3d Support.Enables 3D sound, if yoursound card supports EAX orA3D.

Previous MenuThis button returns you tothe Main Menu. q willalso take you to the MainMenu.

30

NOTES

31