DEFAULT KEY MAPPING Moving Using Items/Weapons W, W Move forward <, e Use object in hand Z, S Move backward ? Use object in world A, A Strafe (sidestep) left t, > Drop/throw item S, D Strafe (sidestep) right b Put item away

Z Turn left Mousewheel➝ Select next belt item ➝ C Turn right Mousewheel Select previous belt item Q Lean left 0-9 Select belt items E Lean right 1 Open Inventory screen z, i Jump ; Reload weapon X, Num . Crouch [ Toggle scope M Mouse look ] Toggle laser sight s (hold) Walk/run ' Change ammo l Toggle walk/run Other Looking Around p Pause game d, R Look up q Open main menu y, V Look down 2 Open Goals/Notes screen j, F Center view 3-= Toggle nanoaugmenta- tions on and off Num + Quick save Num / Quick load Num * Take screen shot Credits Producer and Project Director: Music: Alexander Brandon of Clayton Palma, Corey Fong, Straylight Productions Colby McCracken, Ryan Natale, Lead Programmer and Assistant New York, Hong Kong and Paris Ralph Ortiz, Bill Schmidt, Director: Chris Norden Club Songs: Reeves Gabrels Kenneth Schmidt, Beau Teora, Kjell Vistad, Jason Walker Programmers: Scott Martin, QA Leads: James Flores ( Albert Yarusso Austin), Jay Franke (Ion Storm Eidos Honcho: John Kavanagh Lead Designer: Harvey Smith Dallas), Mike Orenich (Eidos Associate Producer: Peter Interactive US), Tom Murton Marquardt Designers: Marshall Andrews, (Eidos Interactive Europe) Ricardo Bare, Monte Martinez, Hardware/Net/Tech/Video Support: Steve Powers, Robert White Assistant Lead Tester (Eidos Einar Dietz, Chad Warren Interactive US): Carlo Delallana Dialogue: Sheldon Pacotti ION Storm PR and Marketing: QA Ion Storm: Marshall Chad Barron, Mike Breslin Additional Dialogue: Austin Andrews, Dane Caruthers, Grossman Documentation by IMGS, Inc.: Andy Dombroski, Peter Chris McCubbin (Writing), In-Game Text and Intro/Endgame Hushvahtov, Nathan Regener, Jennifer Spohrer (Graphic Design) Cinematics: Chris Todd Wendy Regener, Bonnie Steele, To hear more music by Lead Artist: Jay Lee Chris Waltrip Reeves Gabrels, go to Artists: Clay Hoffman, Russell QA Eidos Interactive: Carlo www.reevesgabrels.com. Hughes, Rob Kovach, Nghia Lam, Delallana, Eruch Adams, Daryl Terry Manderfeld, Hugh Suh Bibby, Lawrence Day, Steve Audio: Peter Marquardt, Stan Didd, James Featherstone, Neuvo, Will Nevins, Darren Daniel Franklin, Erik Kennedy, Walsh Ron Lauron, Chris Lovenguth, TABLE OF CONTENTS Installing & Starting ...... 2 Using Equipment ...... 11 System Requirements ...... 2 Nanokeys ...... 12 Starting the Game ...... 2 Self-Powered Items ...... 12 Main Menu ...... 2 Inventory Management...... 12 Pausing the Game ...... 3 Weapon Upgrades...... 12 Saving & Loading ...... 3 Communicating ...... 13 Combat Difficulty Level ...... 3 Combat ...... 13 Character Creation ...... 3 Aiming ...... 13 Appearance ...... 4 Weapon Types...... 14 Skills ...... 4 Reloading & Ammunition ....14 Greetings, Agent Denton...... 4 Booby Traps ...... 15 Passive Readouts ...... 4 Damage & Healing ...... 15 Damage Monitor...... 4 Taking Damage ...... 15 Active Augmentation...... 5 Healing ...... 15 & Device Icons Energy ...... 16 Items-at-Hand ...... 5 Spy Stuff ...... 16 Information Screens ...... 5 Lockpicking ...... 16 Inventory...... 6 Electrical Intrusion ...... 16 Health ...... 6 The World ...... 17 Augs (Augmentations)...... 7 Long-Range Transport ...... 17 Skills ...... 8 Moving & Throwing...... 17 Goals/Notes ...... 8 Containers ...... 17 Conversations ...... 8 Computer Terminals...... 17 Images ...... 9 Credit Chits & ATMs ...... 17 Logs ...... 9 Security Stations...... 18 Looking Around ...... 9 Settings ...... 18 Focusing ...... 9 Keyboard/Mouse...... 18 Vision Enhancements...... 9 Controls ...... 18 Text & Readouts ...... 10 Game Options...... 19 Movement ...... 10 Display ...... 19 Stealth (Crouching & ...... 11 Colors ...... 20 Crawling) Sound ...... 20 Previous Menu ...... 20 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 NOTE: A 3D accelerated video card is INSTALLING & required; 3Dfx Glide and Direct3D are supported. It may be necessary to update STARTING your hardware drivers before playing. To install , insert the game CD into your CD-ROM drive. After a few Starting the Game seconds, the Launch Panel will appear. To play Deus Ex, make sure the game Click Next to begin the install, and is installed and your computer is follow the onscreen prompts. booted to the Windows desktop. Go In the event the Launch Panel does not to the Windows START menu and click appear when you insert the CD, double- on PROGRAMS/DEUS EX/PLAY DEUS EX. click on the MY COMPUTER icon, then the CD-ROM icon, and then the SETUP.EXE file Main Menu to bring up the Launch Panel. The first thing you see when Deus Ex You will be asked to select the compo- loads will be the Main Menu, which nents you wish to install. The game will has the following options. run more smoothly with less load time if New Game. Begins a completely new the Game Content, Maps and Speech game, starting with difficulty level files are installed to the hard drive. Do and character creation. not uncheck DirectX unless you are absolutely sure you have already Save Game (only active if you go to installed DirectX 7.0a on your machine. the Main Menu from gameplay). See Saving & Loading, p. 3. If you install DirectX 7.0a, you will need to reboot your computer before Load Game. See Saving & Loading, you begin playing the game. p. 3. Settings. A variety of options which System Requirements allow you to fully customize your Minimum Requirements: controls and settings. For more * 300 MHz PentiumTM II or equivalent details, see Settings, p. 18. * Windows 95/98 Training. Takes you to an introducto- * 64 MB RAM ry tutorial training mission. It is not * DirectX 7.0a compliant 3D acceler- necessary to complete the training ated video card mission before playing Deus Ex, but * DirectX 7.0a compliant sound card training is strongly recommended for * DirectX 7.0a (included) or higher first-time players. * 4X CD-ROM drive Play Intro. Replays opening cinematic. * 150 MB uncompressed hard drive space, plus space for save games Credits. Displays the game’s credits. * Keyboard and mouse Back To Game. Returns you to your Recommended Requirements: game in progress. This button is only * AMD AthlonTM or Intel PentiumTM III active if you go to the Main Menu processor from gameplay. * 128 MB RAM Exit. Closes the game and returns * 3D accelerator with 16 MB VRAM you to your Windows desktop. You * 8X CD-ROM Drive will be prompted to confirm this * 750 MB uncompressed hard drive selection before the game closes. space, plus save game space You can return to this screen at any * EAX-compliant audio card time during play, by hitting q. 2 To the right of the screen is a window Pausing the Game that includes a small, monochrome If you wish to pause the game with- image of your view at the time of the out quitting, hit p. Hit it again to save, and the location of that save. return to the game. At the bottom are three buttons: You can also use q to call the Main Menu or 1 or 2 to call the Delete. Deletes a selected save, eras- Information screens. The game will ing it from your hard drive. remain paused as long as the Main Save/Load. Depending on the screen, Menu (or one of its sub-menus) or an tells the game to go ahead and load or information screen remains up. save the selected game. Saving & Loading Cancel. Returns you to the Main Menu. You can save or load a game from the There is a built in Quick Save/Load fea- Main Menu. The Save Game option is ture which allows you to save your only active when you enter the Main game using hot keys. Use numpad + Menu from gameplay. You won’t be to Quick Save, and numpad - to able to save your game during a con- Quick Load while in-game. versation or InfoLink message. Note: Pressing Quick Save will overwrite NOTE. You can have as many saved your previous Quick Save. games as you want in Deus Ex. If you like to save frequently, it is recommend- Combat ed that you periodically delete some of your older saved games, in order to Difficulty Level save hard drive space. You can also When you start a new game of Deus conserve drive space by overwriting Ex, the first thing you have to do is existing saved games, rather than cre- select the Combat Difficulty Level for ating new ones. your new game. There are four settings — Easy, Medium, Hard and Realistic. At The Save/Load windows have the higher difficulty levels you will take following options. significantly more damage in combat. To the left of the screen is a scrollable There are no other differences between list of all the currently saved games, list- difficulty levels. Once you select a diffi- ed chronologically with the most recent culty level, you cannot change it at the top. The saves are identified by without starting a new game. name and date/time of save. The default name of a save is its in-game location, but you can rename any save CHARACTER by clicking on it to highlight the name, then just typing in a new one. CREATION Before beginning play, you must com- Click on a save in the list to select it, plete your game character. You are so that you can load it, delete it or automatically taken to the Character save a new game over it. Rename the Creation screen any time you start a new save game, if you want it to new game. have a different name. You may replace the name in the If you don’t highlight an existing save “real name” field by clicking on the before pressing Save, the game will name menu and typing a new name. create a new save at the top of the list. This will become your “real” name in the game, but you will still usu- 3 ally be addressed by your code name, value of that level to your point pool. J.C. Denton. Your code name cannot While creating your character, you be changed. can downgrade your automatic level There are three buttons at the bottom of Pistol to increase your point total of the Character Creation screen: for other skills, but this is not recom- mended for first time players. Reset to Defaults. Undoes all choices Downgrade is only available at the and returns your character to default start of a new game. appearance and skill values. Start Game. Saves your choices and starts the game. Your appearance is set, GREETINGS, and you can only make further modifi- cations to your skills through normal AGENT DENTON advancement — see Skills, p. 8. In Deus Ex you are agent “J.C. Denton,” a nano-augmented special Cancel. Returns you to the Main covert operative for UNATCO, the Menu without starting a new game. United Nations Anti-Terrorist Coalition. Appearance Using the arrow buttons beneath the Passive Readouts character portrait, you can select Your internal nano-processors con- among several combinations of hair stantly make diagnostic checks on color and skin tone. The portrait that’s your physical status. This information visible when you exit the Character is transmitted directly to your optic Creation screen will determine your nerve, in the form of a passive status appearance throughout the game. readout, which appears along both sides of the screen. Skills There are 11 skills in the game. Each Damage Monitor skill has four levels of mastery — In the upper left corner of your view Untrained, Trained, Advanced and is a diagram of your body. This color- Master. You begin the game with each coded graphic displays the skill at Untrained Level (except for approximate degree of Weapons: Pistol, which begins at damage you have sus- Trained Level), and you are given 5000 tained in any given part of points with which to increase your your body. skills. The cost for the next level in The colors, from best to each skill is given beside its name. For worst status, are Green more information, see Skills, p. 8. (near-perfect health), Pale Green, A small window next to the buttons Yellow (moderate damage), Orange, keeps a running total of your current Red (seriously damaged), Black (totally unspent skill points. There are two incapacitated). Only your arms and buttons beneath the skill list. legs can appear as black … if your head or torso receive this much dam- Upgrade. Highlight a skill and click age, you’re dead. However, damaged UPGRADE to increase that skill one level, if arms and legs will affect your aim, run you have sufficient points available. and jump abilities. Downgrade. Highlight a skill and Bio-Energy Bar. This bar, to the left click on this button to reduce that of the body diagram, tracks the skill by one level (minimum level, amount of bio-energy currently avail- Untrained), and return the point able to power your nano-augmenta- 4 tions. If the bar goes all the way to boxes represent items already on your the top of the diagram’s head, your Inventory screen, not additional space bio-energy is fully charged. apart from your inventory. (For instruc- tions on moving or changing your Air Supply Bar. This bar, to the right items-at-hand, see Inventory, p. 6.) of the body diagram, is only visible when you’re underwater. The longer These items can be grasped immedi- you go without air, the smaller this ately by hitting the number key corre- bar grows. When it is fully depleted, sponding to the number of their box. you begin to take physical damage For example, if you have a crowbar in from drowning. If you get a breath of box 3, hitting 3 will bring the crowbar fresh air, even for a moment, this bar immediately to hand, ready to use. If will be fully replenished. you already have something else in your hand, the crowbar will automati- Environmental Hazard Readouts. cally replace it. If your mouse has a These icons on the left side of the wheel, you can use it to move between screen flash only when you’re in an and select the items-at-hand. environmental hazard capable of doing physical damage. Environmental Equipped Items. If you actually have hazards include radioactivity, electrici- an object equipped and in your hand, ty, poison gas and fire. that object will be visible in your view. If you wish to put the object Active away without replacing it with some- Augmentation thing, make sure that your cursor is & Device Icons not over a named object, then B or right-click. These icons appear along the right side of your view. They tell you which, if any, Information augmentations or protec- tive devices you have Screens active at the moment. Your internal nano-processors keep a very detailed record of your condi- The icons for protective devices with tion, equipment and recent history. internal energy supplies (powered You can access this data at any time armor, hazmat suits, etc.) will also dis- during play by hitting 1 to get to play a bar that shows how much the Inventory screen or 2 to get to energy remains in that item. When the Goals/Notes screen. Once you the bar disappears, that item is have accessed your information exhausted and useless, and is auto- screens, you can move between the matically deleted from your inventory. screens by clicking on the tabs at the top of the screen. You can map other Items-at-Hand information screens to hotkeys using This row of boxes along the bottom Settings, Keyboard/Mouse. of your screen displays up to nine There are eight Information Screens. items from your inventory that you have “at hand,” ready to produce at Note. The Information Screens appear a moment’s notice without entering translucent by default, so you can retain a your Inventory screen. The tenth box (rather dim) view of your surroundings always holds your nanokey ring. These while in them. The game is paused while an information screen is open. Certain menu options will have a letter underlined. Press a plus the under- lined letter to select those options. 5 Nanokey ring. This window shows Inventory your nanokey ring, and the number This screen records every usable of nanokeys it currently holds. Click object you are carrying on your per- on it to display a list of all your son at the moment. Your inventory nanokeys, in the order they were contains 30 slots, and each object found (most recent first). you can carry takes up one or more slots. For more on managing and Ammunition. Click on the ammo arranging your inventory, see button to view a list of ammo types Inventory Management, p. 12. in your possession, the number of rounds, and a description of each Click on any object in your inventory ammo type. to move or view it. When you click on an object, a description of it appears Credits. This small window at the top in the window to the right. of your inventory box shows the number of credits you currently have You can move objects around on your available for cash transactions. inventory grid by clicking and dragging, provided there’s an empty space large Buttons on the Inventory screen are: enough to hold the object you wish to Equip/Unequip. Places the selected move. The position of the objects on object from inventory in your hand, the grid won’t affect their availability in ready to use, or unequips an gameplay. You may need to rearrange equipped object. your inventory (or drop objects) to make room for a large object. Use. Instantly uses an item on your- self. For example, food may be eaten. You can also drag objects between your Each press of this button will con- items-at-hand bar and your inventory. sume only a single item in a stack. Drag an object out of items-at-hand to remove it, or drag an object from Drop. Drops an item from your inventory to an items-at-hand box to Inventory. When you close the place it in that box (replacing any item Inventory screen, the item will fall to the that’s already there). floor, where it can be picked up normal- ly. If you return to that location during Remember, items-at-hand are not an the same mission, the dropped item addition to your inventory — they are may still be there. If you return in a later items in your inventory that are more mission, it will be gone. You can also easily accessible. drop an item in hand with t or >. Stacks. Some objects, including food Change Ammo. Only active for pro- and several other useful items, are jectile weapons. Cycles through all stackable. That is, many objects of that available types of ammo for that type can occupy a single inventory weapon. The currently active ammo slot. If the object in your inventory is type for the weapon will highlight in actually a stack, the number of items the weapon description window each in the stack appears next to the item. time you click this button. You can There is a stack limit to weapons such also press ' to change ammo. as LAMs, EMPs and gas grenades. Health This screen allows you to keep precise track of your current physical condition. It shows exactly how much damage each area of your body has sustained.

6 Click on any of the six areas of the To install a new augmentation you body diagram for a detailed descrip- must have an augmentation canister tion of the effects of damage to that and have access to a medbot. If you region. Click on the Heal tab for the activate a medbot with an augmenta- region to apply one medkit to that tion canister in your possession, a region. variant of this screen will appear which includes an option for you to Clicking the Heal All tab will apply install the aug. enough medkits to your body to bring you up to full health. Caution should Choosing Augmentations. Each aug- be observed in using Heal All, as it can mentation canister is designed for one quickly deplete your medkit supply. specific upgrade slot. When you install a canister, you get to choose one of A small window on the right side of two augmentations available for that the screen keeps track of the current slot. Once you fill a slot, that aug is number of medkits in your inventory. permanently installed, and the second (You can also Use a medkit from your option is gone, so choose wisely. The Inventory screen or in-hand, but in augmentations you select will greatly those cases the healing cannot be affect how your character develops, specifically allocated.) and what strategies will be most advantageous against different foes Augs (Augmentations) and challenges. This screen allows you to keep track You won’t know what any given aug- of your nano-augmentations and bio- mentation slot can do until its canis- energy levels. ter is in your possession. At that time You begin with three nano-augs you can click on the canister in inven- already installed. They are listed on tory to see the names of available the bottom left of the screen. options. More information about the augs will be available when you reach Infolink. Your infolink allows HQ to a medbot. monitor your activities, and allows you to receive realtime neural com- Upgrades. Once an aug is installed, it munications. It is always on. can be upgraded. All augs are installed at tech 1, and most can be upgraded IFF. An IFF (Identification: Friend or to tech 4. Each upgrade makes the Foe) system is included in your soft- aug more powerful and efficient. ware package. This analyzes people and creatures in your field of view, and To upgrade an aug, you need identifies those that may be hostile. It an upgrade canister. You do not is always on. need a medbot to upgrade an aug — just Use the upgrade Light. The light can be toggled on and canister at any time. An off with =, and is the only one of your upgrade canister will increase three “standard” augs that drains bio- any one installed aug by one energy when in use. Careful — the tech level, up to the maximum. beam may draw unwanted attention in stealth situations. The Augs screen will show you the number of upgrade canisters you cur- You have nine additional slots rently have. Click on the aug you wish for nano-augmentations, dis- to upgrade, then on the Upgrade but- tributed around your body as ton to complete an upgrade. indicated in the diagram Upgrades are permanent. onscreen. You can fill these slots by finding augmentation Using Augmentations. Almost all canisters. the installed augs must be activat- 7 ed to be used, and will drain bio- energy as long as they remain active. Goals/Notes You can activate an aug from the To access the Goals/Notes screen Augs screen, by clicking on an directly from play, press 2. installed aug, then clicking the This extremely important screen tracks Activate button. You can also activate your progress through the game. augmentations with hot keys (3 through =). The top of the screen displays your cur- rent mission goals, divided into Primary In the Augs screen, you can click on (essential) and Secondary (optional). any installed aug to display a detailed Primary Goals must be achieved in description of its function, and the order to complete a mission. You will effect of each successive upgrade. be rewarded in a variety of ways when Bio-Energy. You can also achieving Secondary Goals. keep track of your The Display Completed Goals check box bio-energy levels allows you to toggle back and forth from the Augs between displaying all the goals you’ve screen. Displays on received for that mission, and display- the lower right of the ing only those goals that still remain to screen show your current bio-energy be achieved. The scrollable window at levels, and the number of biocells the bottom of the screen displays all currently available. The Use Cell but- your notes for the entire game. ton will apply a single cell to your Culled from e-mails, conversations energy reserves each time you click and data cubes, these notes include on it. (You can also Use a biocell from any known passwords or security inventory or in-hand.) The use of 1 codes, as well as a great deal of other bio electric cell replenishes 25% of useful information. Data that was your bio-energy. obtained from e-mail or data cubes is stored verbatim, while other impor- Skills tant information is summarized. This screen allows you to view and increase your skills. It’s basically iden- You can add a note of your own by tical to the Skills screen for character clicking the Add Note button and then creation, except that you cannot entering your text. To end your note, “downgrade” skills for more skill just click elsewhere on the screen. points. Once you’re in the game, You can delete any note — yours or the skills can only improve. game’s — by clicking the Delete Note Click on any skill on the left side of button. You will be prompted to confirm the screen to display a detailed your choice before the note is deleted. description of its function and effec- tiveness at successive levels on the Conversations right side of the screen. This screen allows you to access a transcript of every conversation you’ve A window under the list of skills dis- held throughout the current mission. plays your current total unspent skill The conversations are listed chrono- points. logically (most recent first), and iden- Upgrading. You can upgrade any tified by contact, location and type skill at any time, provided you have (whether the conversation was face- the necessary skill points. Just click on to-face, or an infolink transmission). the skill you wish to upgrade, then Click on a conversation to display its click the Upgrade button. transcript in the lower window. 8 Crosshairs. Your crosshairs appear at Images the center of your point of view. This These are graphics or photographs makes it easy to target objects in that you have loaded into your mem- combat, or pick them up and use ory. Images are listed from the most them. The crosshairs can be turned recent to the oldest, and are identified off using Game Options — see p. 19. by the name of the object they depict. Click on the image name to Focusing display that image. When you pass the crosshairs over an Notes. The Image screen allows you object in the game that’s within reach to make notes directly on the image. and that can be interacted with (including people, since you can talk Add Note. Click on this button, then to them or attack them), you auto- click on the spot of the image where matically focus on that thing. The you wish to place your note, then object’s name will appear, and brack- begin typing. When you’re finished, ets will appear around it. While you click off your note. are focused on an object, you can Delete Note. Click on a note, then right-click to attempt to Use that click this button to remove it. object in the most appropriate way (pick up a small object, open a door, Show Notes. This button allows you to read a book, etc.). toggle your notes from visible to invisible, to permit unobstructed Vision Enhancements viewing of the image. There are several items in the game Logs that will augment your vision. This screen keeps track of specific Binoculars make distant objects actions performed in the immediate appear closer when you Use them past. Actions that might be logged (see Using Equipment, p. 11). include activating or deactivating an Telescopic Sights work similarly to aug, or picking up or discarding an binoculars, but are Used differently. object. You must have a weapon equipped Clear Log. Use this button to wipe with the telescopic sight (or scope your log clean and start fresh. upgrade) in hand, then hit [ to see through the sight. If your skill with the weapon is low, or if the target is Looking Around very far away, you may experience The first thing you want to do is to some wavering of the view. take a good look around you. Your point of view is controlled by the Tech Goggles are like binoculars, except mouse. Move it forward or back to they âlso provide light enhancement. look up or down, respectively, or Tech goggles won’t allow you to see in from side to side to look in the indi- pitch darkness, but they do make it cated direction. much easier to see in dim conditions. Each set of tech goggles can only be You can also control the elevation of used once, for a limited amount of your point of view with the keyboard. time. D or R to look up. Y or V to look down. j or F to center your view.

9 Leaning. You can lean to the right or Text & Readouts left to take a quick look around the Many objects in the game provide corner. Your lean will last only as long information in text or numeric form. as you hold the lean key. These include books, newspapers, and data cubes. In general, these Q to lean left. objects cannot be picked up and E to lean right. placed in inventory. Instead, when you right-click on the object, a text Speed. You can move at two basic window opens on your screen from speeds, a walk or a run (certain augs which you can read the data. If you will allow you to run even faster). move your view away from the Your default rate of movement is a object, the text window will close. If run (you can change this in your the data is important to your mission, Options menu — see p. 19). You are it will be stored in your Goals and stealthier while walking or crawling, Notes screen as a note. An image because you make less noise. may also be stored in your Images l to toggle from one move- screen. ment rate to the other. Interactive Hold down s to go temporarily Readouts. Readouts from one rate of movement to another. for e-mail, security systems and so on Jumping. You can jump across gaps are interactive. You and up onto objects. The exact dis- input information in tance of your jumps depends on your the form of codes speed (which varies depending on or commands. your augs and your current damage). Instructions are z or I to jump. always included on Ladders. Throughout the game you the readout itself. will need to climb up and down lad- ders. To climb a ladder, center your- Movement self in front of the ladder and use the By default, your basic tools for move- arrow keys normally to move. If you ment in the game are the arrow keys. believe you’re in front of a ladder, but you’re not going up or down, try Press W or W to move forward. jumping to get yourself started. If you Press Z or S to back up. crouch before attempting to mount a Press Z to turn left and C to turn right. ladder from the top, you are are less likely to fall down. Since you move forward in the direc- W tion you’re facing, you can turn cor- To climb up, look up and press or W Z S ners by using your mouse to look . To climb down, press or , or W W (and turn) left or right while moving. look down and press or . Strafing. Strafing is stepping to the Swimming. Swimming is just like right or left without facing in that regular movement, except that you direction. can move up or down as well as for- ward, back and side to side. If you A or A to strafe left. face down (using the mouse) while S or D to strafe right. swimming you will submerge, and if you face upwards you’ll ascend. You can also strafe by holding a Remember that if you’re submerged and pressing Z and C. for too long you’ll start to take dam- 10 age, and may drown. Stealth Using Equipment (Crouching & Crawling) Throughout a mission you will find Hold down X or numpad . to many objects that you can pick up crouch. and carry. Anything that you can carry You can crawl, or move while in your inventory can be useful. crouched, but at a reduced rate. The easiest way to use an object is to Crouching has a number of important have it in your hand, and left-click (you purposes in the game. First, it allows can also use an object directly from you to take cover behind low objects your Inventory screen — see p. 6). or pass through low openings. The easiest way to bring it to hand is to More importantly, however, when have it in one of the nine items-at-hand you are crouched you become much slots across the bottom of your screen. stealthier, taking full advantage of Each of these boxes is numbered and whatever cover is available and mov- the corresponding number key will bring ing almost silently. It becomes very the item in that box to hand. difficult for most enemies to see you. You can place items from your inven- Of course, stealth has its limits. You tory into your items-at-hand slots as may still be vulnerable to electronic described in Inventory, p. 6. sensors, or in a very open area, or if t or the middle mouse button will the enemy is very close. Any noise discard an item without using it. you make may give you away. It’s always a good idea to stick to shad- B or the right mouse button ows and keep as much distance as will return an item to your inventory possible between you and the enemy without using it, emptying your while moving stealthily. hand. Note that the right mouse but- ton will only work if you are not If you attack somebody, that will focusing on a usable object (like a probably attract the attention of door or button — see Focusing, p. 9) everybody in the vicinity, even while in the game. crouched (although it is often possi- ble, with some skill and tactical fore- Stackable Items. Stackable items sight, to take down an enemy silently include grenades, food, medkits, bio- and quickly). cells, lockpicks and nano-tools. You cannot crouch while swimming. You can only have one slot full of a given stackable item at any time. If Jump-Crouch. If you need to crawl you have your slot full, and you find over a low obstacle with limited additional items of that type, the headroom, or climb through a small game will refuse to pick them up window, you can Jump-Crouch. Hold until you reduce the number in your X to crouch, then immediately hit stack. Stacks can be placed in your z to jump through. items-at-hand slots. See Stacks, p. 6.

Lean Move Lean Look left forward right up Q W E R Strafe Move Strafe Center left backward right view A S D F Turn Crouch Turn Look left right down Z X C V 11 Multiple Items. You can carry more than one of some non-stackable items Inventory Management (including most of the self-powered There is no place to store items items; see below), each in a separate between missions, other than in your slot. For other objects (including most inventory. If you go back to the same weapons), you can put only one in location in different missions, any- inventory — if you try to pick up thing you left behind will be gone. another, the game will tell you that you Therefore, it is extremely important already have one. (However, it will add that you take only those items that the ammo from the second weapon to you expect to find most useful. Your your inventory, if applicable.) choices will have a great impact on Object Size. Several objects, particu- your strategy and character develop- larly large weapons, take up several ment throughout the game. Game slots in your inventory. Rifles, LAWS essential items cannot be discarded. and swords are all particularly bulky. Weapon Upgrades Note that however many slots a Reloadable ranged weapons can be weapon takes up in your inventory, it upgraded in a number of ways. These will only take up a single box in your upgrades are found in the form of items-at-hand. nanokits throughout the game. To upgrade a weapon, drag the upgrade Nanokeys nanokit over the weapon A nanokey is a unique pattern of in your inventory that nanites used to open a particular you wish to upgrade. nanolock. They are found in small Once a weapon is blue cylinders, and are stored in your upgraded, that upgrade nanokey ring. The nanokey ring takes cannot be removed or up no slots in your inventory, but is transferred. If you discard always found in the last (0) slot of an upgraded weapon, you your items-at-hand, from which it lose all its upgrades as well. cannot be removed. To see which weapons an upgrade Your nanokey ring can be brought to will work on, click on it in the inven- hand and used normally on any tory. All your weapons compatible locked door. If you have the correct with that upgrade will highlight. nanokey encoded on your key ring, the lock will open. Some upgrades (e.g., sights and silencers) can only be used once on a Self-Powered Items given weapon. Others (e.g., accuracy, Several defensive and survival items speed, recoil and clip mods) can be (including, but not limited to, pow- used multiple times for cumulative ered armor, tech goggles and re- effect (although the effect often breathers) have an internal power diminishes as more identical upgrades supply. Once activated, self-powered are added). items will run until they exhaust all Some weapons come with “stan- energy. They cannot be reused or dard” upgrades. The sniper rifle returned to inventory. Typically, an comes with a telescopic sight, item’s charge lasts a few seconds or while the stealth pistol and mini- minutes … just long enough to get crossbow have no need for a you through the worst part of a fire- silencer weapon upgrade. fight, or to the end of a long under- water tunnel. 12 Communicating Aiming If you walk up to friendly people (not a In Deus Ex, it is important not only to “foe” according to your IFF), you can know who you’re shooting at, but click on them and they’ll usually have also where you’re hitting them. Just something to say to you. If you’re not like you, enemies take damage to in a hurry (or being shot at), it’s usually specific areas of the body. worthwhile to try to talk to everyone Head shots are devastating, but the you can. head is hard to hit except from sur- Conversations. Throughout the game prise or very close range. there are certain particularly important Torso shots are easy to make and can people who you’ll need to have longer take an enemy out, but it takes a lot conversations with. When you approach of them to do so. these people and click on them, the screen changes to a “third-person” view Arm and leg shots are easy to make, and the conversation begins. and can incapacitate an enemy, but they are not fatal . You cannot abort a conversation once it begins. While in conversation you Sighting. When you have a weapon cannot be attacked, but enemies can at the ready, a targeting crosshair will use the time to get into position to appear. When using a telescopic attack you as soon as you stop talking. sight, you may notice that your crosshair wavers. Increased skill and Infolink Messages. From time to weapon upgrades will steady your time you will also receive messages hand, making it easier to sight. If you from HQ via your neural infolink. move or lose your target, the Infolink messages are usually very crosshair resets. important warnings or information, and should be attended to very close- The targeting crosshair indicates shot ly. Receiving an infolink message does accuracy. When you acquire a target, not interrupt your actions in any way. the crosshair is spread out. As you hold your aim, it contracts around Records. Everything said to you in your target, and when it is completely your current mission (remarks, conver- contracted, your hit chances are best. sations and infolink messages) is stored in your Conversations screen (see p. 8). There are two special sights which Mission-crucial information from con- require special commands to toggle versations (including all pass-codes) is on and off: permanently recorded on the Goals [ toggles a telescopic sight. and Notes screen (see p. 8). ] toggles a laser sight. Note that the laser produces a visible speck of light, Combat which may alert attentive enemies to To attack an enemy, you must have a your presence. weapon in your hand. Make sure you’re in range, position your cursor over the target, and click. Caution: Many otherwise friendly loca- tions will turn into deadly ambushes if you’re rash enough to enter with a weapon carried openly.

13 area effect. This can be devastating Weapon Types against crowds of enemies, but There are dozens of different always remember that if you’re stand- weapons in Deus Ex. They include, ing too close, you can be hurt or but are not limited to, blunt instru- even killed by your own weapon. ments, knives, swords, pistols, rifles, assault guns and heavy weapons of Grenades can be particularly treacher- various sorts. There are even exotic ous. They bounce. If your aim is off, weapons like mini-crossbows and the grenade you were trying to throw throwing knives. through a window can bounce off the sill and end up right back at your feet. Some general advice on different kinds of weapons … Reloading & Close Combat. The important thing Ammunition here, of course, is to make sure A weapon reloads automatically each you’re in range. Be warned — ene- time it runs out of ammo (assuming mies who know you’re there won’t more ammo is available). You can stand still and wait for you to hit turn off auto-reload using the Game them. Options screen, see p. 20. Most close-combat weapons (crow- However, reloading during a firefight bars, batons, knives, swords) do not can cost precious moments. To make require ammo, but a few powered sure a weapon is fully loaded before items (like the riot-prod) do. trouble starts, use ; while the weapon is in-hand. Non-Lethal. Only weapons specifical- ly designed to be non-lethal, like the Ammunition does not take up space riot prod, can stun an enemy. A non- in your inventory. When you click on lethal weapon might stun an enemy a weapon in inventory, its description for only a moment, or it might also will display all the ammo types it can put him out for the duration. In gen- use, and any types that are currently eral, if a stunned enemy is still on his in your possession appear brighter. (It feet, either get away or hit him again, is possible to carry around ammuni- pronto. tion for a weapon you don’t have yet.) Auto-Fire. Automatic weapons like To find out how much ammunition of the assault gun are great, but thanks a given sort you have available, click to physics they have an annoying on the Ammo button in your habit of “pulling up” in combat, ruin- Inventory screen. The Ammo button ing your aim. To minimize this effect, will list the ammunition you have, fire in short bursts. High skill and and the types you need for the weapon upgrades also help minimize weapons in your possession. this problem. You can change ammo types from Fire and Forget. Some weapons, your Inventory screen, by clicking on notably the LAW (Light Anti-tank the weapon, then clicking on the Weapon), are strictly one-shot. Once ammo type you wish to load. You can you use them, they vanish from your also change ammo types by taking inventory forever (although of course the weapon in-hand and using '. you might find a different LAW later). Area-Effect. Some of the most pow- erful weapons — rockets, grenades, flame-throwers, etc. — have an 14 Medkits. These compact Booby Traps scientific wonders repair LAMs (Light Attack Munitions) and physical damage almost other grenades are adhesive, and instantaneously. A medkit equipped with a proximity sensor will heal between 30 and 50 points of that allows them to be used as a damage, depending on the region makeshift mine or booby trap. being healed and your skills. Medkits To make a booby can be Used in-hand, or from the trap, ready the Inventory or Health screens. See grenade and click Health, p. 6. on any flat surface Medbots. Medbots are within reach. (Your semi-autonomous mobile hand will turn to surgery units. A medbot show you’re within can heal up to 300 points reach of a suitable of physical damage when surface.) After a few used. The same medbot seconds the proximity sensor will acti- can be used any number of vate and anyone passing within a few times, but they require one minute to feet of the grenade will set it off. (You recharge between uses. Medbots are can’t set off your own booby traps, also necessary to install new augs. The but you can be caught in the blast if main limiting factor with medbots is a nearby enemy sets one off.) that you have to go where they are — Note that enemies can set booby traps you can’t take one with you. for you. You can deactivate these by Augs. Certain nano-augmentations quickly moving towards the grenade will allow you to heal damage. and right-clicking on it before it deto- nates. Once it is deactivated, right- Food. The nano-systems in your body click on it again to pick it up. can take complex carbohydrates and use them as “fuel” to repair physical damage. Food can be eaten from Damage & Healing inventory or in-hand. While the heal- Taking Damage ing from a single candy bar is negligi- ble, three candy bars, four sodas and When you take damage, it’s important a food packet can yield significant to remember that you take it to a spe- healing. Healing from food cannot be cific body region. The various regions allocated to specific parts of the body. and the effects of wounds are dis- cussed under Health, p. 6. Nutritionally balanced soy food is by far the best food for heal- Healing ing. Fresh water provides There is no “natural healing” in Deus minimal healing, as do Ex. You’ll need access to some sort of the sugars in candy bars healing agent to mend your wounds. and sodas. The main methods for healing are Alcoholic beverages (beer, wine and described below. liquor) also do limited healing, but Medkits used from the Health screen your nano-metabolism accelerates can be allocated to specific body their intoxicating effects. Expect to regions. All other forms of healing are experience a few moments of disorien- assigned by your internal systems to the tation after metabolizing alcohol. body regions that seem to need it most. Cigarettes have no healing effect. 15 Energy Lockpicking Your augs are powered by bio-electric The modern lockpick is an energy, bio-energy for short. Your unstable matrix of nanites body does not produce bio-energy which will attempt to con- naturally — you have to store it in figure itself into the cor- internal “batteries.” When this energy rect nanokey pattern reserve is exhausted, you cannot use to open a given any augs (except your Neural Link lock. Lockpicks are and IFF, which are not powered by single-use objects, and it may take bio-energy). several used in sequence to recreate the correct nanokey pattern. You can track your current bio-energy levels by the height of the bar to the When you approach left of your damage readout (the a locked door your higher the better), or by the graph internal sensors will on your Augs screen (see p. 7). analyze it and esti- mate the number of There are two ways to replenish your lockpicks that will be bio-energy when it starts to get low. required to breach it. Repair Bots. These useful lit- This information will tle mechs will charge your automatically display bio-energy (up to 75% of itself. If the door cannot be picked, the your maximum capaci- Lock Strength will be listed as "INF". ty per use). You can Breaking Down Doors. Your sensors use a repair bot any will also estimate the physical strength number of times, of the door, and you will be able to but they require tell if the door can be broken down by one minute of force. Explosives and heavy weaponry recharge time can be used to break down doors. If between uses. the door cannot be broken, the Door Biocells. These stackable cells are Strength will be listed as "INF". quite common. They give you a one- time shot of bio-ener- Electrical Intrusion gy. It takes about This technique is similar four biocells to to lockpicking, except it fully restore com- is used to bypass digital pletely depleted keypad locks, security energy reserves. cameras and turrets. A multitool is used for this pur- pose. Like lockpicks, your inter- Spy Stuff nal sensors can analyze a security sys- As a UNATCO special agent, you have tem and estimate the number of mul- been trained in advanced intrusion titools you will require to bypass it. techniques. Of course, it’s always a good idea to check and make sure Some doors with digital key- nobody’s left a nanokey or a dat- pads can only be bypassed acube with a digital code lying with multitools. Others can around, before using up your lock- either be bypassed with picks and multitools. multitools or opened with lockpicks, whichever is more efficient in the circumstances. 16 Be careful what you smash open, THE WORLD other containers such as barrels and There are many things in the world TNT crates may contain hazardous that you can interact with directly. materials like radioactives, poison gas or explosives. However, these objects can be used against enemies, by Long-Range shooting at them from a safe distance. Transport When you have to travel from one Computer place to another, you may need to use a boat, helicopter, subway or Terminals other means of long-range transit. To Computer terminals often contain make such journeys, just approach useful information such as email, and the vehicle and right-click on it (for sometimes they can used to control boats and helicopters), or enter it security systems. To use a computer (e.g., for subways). You will then terminal, you need to enter the cor- make the remainder of the journey rect user name and password (this automatically. information can be obtained from data cubes, email, or through conver- sations), or you must have sufficient Moving & Computer skill to hack your way in. Throwing Any user names or passwords you happen to stumble upon are perma- Even if an object is too large or bulky nently recorded on your Goals and to be placed in your inventory, you Notes screen (see p. 8). can still move it from one place to another. Medium-sized objects like Public Terminals. These are found in boxes and chairs can be picked up public places like subway stations. and carried if your hands are empty They do not require a user name or (right-click to pick up and move an password to use, but they only con- object) and even thrown short dis- vey bulletins of general public interest. tances (t or right-click again to throw). Larger objects like crates and Credit barrels can be pushed around (just position yourself behind the object Chits & and move toward it). Certain augs will allow you to pick up and move ATMs much larger and heavier items. The “hard currency” of the world is the credit chit, a sort of one-use, Containers fixed-balance credit Keep an eye open for wooden supply card. They can be used crates. These can contain a variety of to buy food and sup- useful equipment, including ammo, plies. ATMs are available in public medical supplies and tools. To open a places that allow users to access their supply crate, you need to break it bank accounts and withdraw funds in open with a crowbar, knife, sword or the form of credit chits. ATMs can be similar substantial object. (You can hacked for cash using the Computer even shoot it open, if you want to skill. Once you obtain credit from any expend the ammo.) Supply crates are source, it’s yours until you spend it. identified with symbols that show Your current funds on hand are whether they’re carrying munitions, displayed on your Inventory screen medical supplies or general supplies. (see p. 6). 17 Security Stations Keyboard/Mouse Security stations are used to turn This screen includes a scrollable list of security cameras on and off, open most of the keyboard and mouse sealed doors, and even control auto- commands in the game. In addition matic turrets. You can also use a secu- to providing an in-game ready refer- rity station to monitor the situation at ence, it can also be used to remap a remote security camera. Security your keyboard commands to better stations require a login and password suit your playing style. to access (see Computer Terminals, To remap a command, open the p. 17), or sufficient Keyboard/Mouse screen, highlight Computer skill to the command you wish to change hack your way in. with the mouse and hit e or dou- ble click on the command, then press the key or button you wish to assign. Note that you will not be able to reassign the 1-= keys. After you have finished binding all of your con- trols, click OK to exit. Controls This screen allows you to set various SETTINGS control settings. The settings for the game can be Always Run. Your default movement changed by clicking on the Settings speed within the game is run. When button in the Main Menu. These this option is turned off, your default options provide great latitude in cus- movement will change to walk. Walk tomizing your gaming experience. is less noisy and more stealthy, but All of the Settings screens include the run will get you there faster. With following buttons. either setting, you will still be able to toggle your movement speed with Reset To Defaults. Return all the l (see Movement, p. 10). options on this screen to their origi- nal, default values. Toggle Crouch. This option changes the crouch command (X, by default) OK. Accept the information on the from a press-and-hold function to a screen as modified, and return to the toggle. If this option is on, pressing Main Menu. the X key will toggle between a Cancel. Return to the Main Menu crouched and an upright position. without saving any changes. Invert Mouse. This function inverts You can obtain an on-screen descrip- the vertical mouse axis, so that when tion of each function in the Settings you push the mouse forward you look menu by passing your mouse cursor down, rather than up, and vice versa. over that button. Mouse Sensitivity. Allows you to From any Settings menu you can use increase or decrease the responsive- q to save changes and return to ness of your mouse. the previous menu.

18 Player Bob. Allows you to turn on or Game Options off the slight “bob” that occurs when These options mostly deal with how your character is moving, to simulate you experience the world of the realistic walking. game. Log Timeout Value. Determines the Object Names. When enabled, you amount of time your Log screen will will see the name of an object when retain messages (see Logs, p. 9). you pass your cursor over it. This option is enabled by default. Display Weapon Auto-Reload. If this option These options allow you to increase is enabled, you will automatically or decrease the visual realism of the reload your weapons (if you have the world. Often, performance can be ammo) whenever you empty your enhanced on slower machines by sac- clip. This option is enabled by rificing some visual realism. default. Adjust Brightness. Opens a slider Gore Level. This option can be set to window that can be adjusted to make Normal or Low. The Low Gore Level the game brighter or darker. shows none of the blood visible in Toggle Full-Screen Mode. Toggles the default Normal level. the game between full-screen mode Subtitles. Allows you to set the game and an inset window on your desk- to play voice only, or voice with sub- top. Expect the game to run signifi- titles, during conversations. cantly faster in full-screen than in a window. Crosshairs. You can toggle the crosshairs that determine where you Rendering Device. Allows you to are aiming in combat between visible select the 3D graphics mode you and invisible. wish to run the game in. This option brings up the same graphics menu HUD Augmentation Display. This that is displayed when the game is option allows you to toggle between run for the first time. Be sure to save showing only active augmentations in your game before you attempt to your view, or showing all your aug- change your rendering device, mentations (and whether they are because the game will exit and restart active or inactive at the moment). when this option is selected. UI/Menu Background. Allows you to Screen Resolution. Allows you to set what will be visible in the back- raise or lower the screen resolution. ground when you are looking at an The higher resolutions offer better information screen or menu. The graphical quality, but you will get a options are Render 3D, which con- slower frame rate. If the game is run- tinues to show the animated world, ning slow, try lowering the screen Snapshot, which shows a still image, resolution. and Black, which shows nothing. Snapshot or Black may enhance per- Texture Color Depth. Allows you to formance on some slower machines. select between 16-bit and 32-bit color depth. 32-bit color is richer and more realistic, but the game will run a bit slower, and not all graphic cards support 32-bit.

19 World Texture Detail/Object Texture Detail. Allows you to set the Sound detail levels for the background Controls the volume and quality of objects and architecture within the the game’s sounds. game. Lowering the detail texture Music Volume. levels may increase performance. Sound Effects Volume. Detail Textures. Allows you to turn detail textures on or off. This may Speech Volume. improve performance at the cost of These three sliders control their some visual realism. respective volume levels. Decals. Allows you to turn decals Effects Channels. Allows you to set (blood, shadows, scorch marks and the maximum number of effects similar visual effects) on or off. channels, up to 16. More channels Disabling decals may improve per- create a more rich and realistic sonic formance on some slower machines. environment, but may require more Colors processing power. Sample Rate. Allows you to select These options allow you to adjust the from three sample rates. Lowering color scheme of in-game menus and the sample rate may increase per- icons. formance slightly, but will result in Menu Translucency. Allows you to lower sound quality. set your menus between translucent Sound Quality. Allows you to select and opaque. between 8 and 16-bit samples. Menu Color Scheme. Allows you to Selecting 8-bit may increase perform- select among a variety of menu colors. ance, but will result in lower sound HUD Borders Visible. Allows you to quality. turn the ornamental borders of your Reverse Stereo. The sound going to status readouts on or off. your left and right speakers is HUD Borders Translucency. Allows reversed. you to set the ornamental borders of Dolby Surround Sound. Enables your status readouts to be translucent Dolby Surround. (Your computer or opaque. must be connected to a Dolby Pro- HUD Background Translucency. Logic receiver in order for you to hear Allows you to set the background of the Dolby Surround Sound.) your status readouts to translucent or Hardware 3d Support. Enables 3D opaque. sound, if your sound card supports HUD Color Scheme. Allows you to EAX or A3D. change the color of in-game screens (HUD overlays, Inventory, Previous Menu Goals/Notes, etc.) This button returns you to the Main Menu. q will also take you to the Main Menu.

20 Deus Ex © Ion Storm LLP 2000 TECHNICAL SUPPORT Please read the following section before calling technical support: Published by Eidos Interactive, Inc. Because of the millions of different hardware and software combinations possible Deus Ex is a trademark of Ion Storm. Eidos, Eidos Interactive, and the Eidos logo are with today’s Personal Computers, you may still have to refer to your computer man- trademarks of the Eidos group of companies. Ion Storm is a trademark of Ion Storm LLP ufacturer or operating system publisher to properly configure their product to run with this game. ESRB RATING This product has been rated by the Entertainment Software Rating Board. For infor- Contacting Tech Support mation about the ESRB rating, or to comment about the appropriateness of the rat- If you have questions about the game, our Technical Support Department is here to ing, please contact the ESRB at 1-800-771-3772. help. Our web site contains up-to-date information on the most common difficulties with 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 free HEALTH AND EPILEPSY WARNING to contact us via e-mail, fax, telephone or letter. A very small number of people are susceptible to epileptic seizures or loss of con- If you need to talk to someone immediately, call us at (415) 547-1244. We are avail- sciousness when exposed to certain flashing lights or light patterns that they able to take your calls Monday through Friday between 9:00 a.m. to 5:00 p.m., encounter in everyday life, such as those in certain television images or video Pacific Standard Time. If possible, be at your computer when you call. The support games. These seizures or loss of consciousness may occur even if the person has representative will need specific information about your computer and may need you never had an epileptic seizure. to access or change some of the files while you are on the telephone. If it is impossi- If you or anyone in your family has ever had symptoms related to epilepsy when ble for you to be at your computer, be sure to have the following information: exposed to flashing lights, consult your doctor prior to playing PC games. • A listing of your computers hardware and the settings from Device Manager, In all cases, parents should monitor the use of video games by their children. If any including what sound and video card your system has. (Contact your computer player experiences dizziness, blurred vision, eye or muscle twitches, loss of con- manufacturer if you aren’t sure.) sciousness, disorientation, any involuntary movement or convulsion, IMMEDIATELY • What version of Windows™ you are using. DISCONTINUE USE AND CONSULT YOUR DOCTOR BEFORE RESUMING PLAY. • What version of DirectX™ is currently loaded on your computer. • How the game is currently configured. EIDOS INTERACTIVE LIMITED WARRANTY EIDOS Interactive warrants to the original purchaser that this EIDOS Interactive disc Note: Our Technical Support agents do not have access to game hints, tips, strategies or is free from defects in materials and workmanship for a period of ninety (90) days codes. Please direct all game play questions to the 900-hint line listed below. from the date of purchase. This EIDOS Interactive disc is sold “as is” without expressed or implied warranty of any kind, and EIDOS Interactive is not liable for How to reach us: any losses or damages of nay kind resulting from use of this program. EIDOS World Wide Web: http://www.eidosinteractive.com/help.html Interactive agrees for a period of ninety (90) days to either repair or replace, at its Product Warranty Inquires: [email protected] option, free of charge, any EIDOS Interactive disc, postage paid, with proof of date of purchase, as its Factory Service Center. FTP: ftp://ftp.eidosinteractive.com/pub This limited warranty is not applicable to normal wear and tear. This limited warran- Internet e-mail: [email protected] ty shall not be applicable and shall be void if the defect in the EIDOS Interactive disc Fax: (415) 547-1201 or (415) 537-0095 has arisen through abuse, unreasonable use, mistreatment or neglect. This limited warranty is in lieu of all other warranties and no other representations or claims of Mail: Eidos Interactive Customer Support any nature shall be binding on or obligate EIDOS Interactive. Any implied warranties 651 Brannan Street, 4th floor of merchantability and fitness for a particular purpose are limited to the ninety (90) San Francisco, CA 94107 day period described above. In no event will EIDOS Interactive be liable for any spe- Hint Line: Eidos Interactive's 24 hour automated hint line number is (900) 773- cial, incidental or consequential damages resulting from possession, use or malfunc- 4367. The charge is $.95 per minute. You must be 18 years or older; or have your tion of this disc. parent's permission to call. 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.