20
Installing & Starting ....................2 System Requirements ....................2 Starting the Game ........................2 Main Menu ..................................2 Pausing the Game ..................3 Saving & Loading ..................3 Combat Difficulty Level ..............3 Character Creation ......................3 Appearance ............................4 Skills ......................................4 Greetings, Agent Denton ............4 Passive Readouts ..........................4 Damage Monitor ....................4 Active Augmentation ..............5 & Device Icons Items-at-Hand ........................5 Information Screens ......................5 Inventory................................6 Health ....................................6 Augs (Augmentations) ............7 Skills ......................................8 Goals/Notes ..........................8 Conversations ........................8 Images ..................................9 Logs ......................................9 Looking Around ............................9 Focusing ................................9 Vision Enhancements..............9 Text & Readouts ..................10 Movement ..................................10 Stealth (Crouching & ..........11 Crawling) Using Equipment ........................11 Nanokeys ............................12 Self-Powered Items ..............12 Inventory Management ........12 Weapon Upgrades ................12 Communicating ..........................13 Combat ......................................13 Aiming ................................13 Weapon Types ......................14 Reloading & Ammunition ....14 Booby Traps ........................15 Damage & Healing ....................15 Taking Damage ....................15 Healing ................................15 Energy ........................................16 Spy Stuff ....................................16 Lockpicking ..........................16 Electrical Intrusion ................16 The World ..................................17 Long-Range Transport ................17 Moving & Throwing....................17 Containers ..................................17 Computer Terminals ....................17 Credit Chits & ATMs ..................17 Security Stations ..........................18 Settings ......................................18 Keyboard/Mouse ..................18 Controls ..............................18 Game Options ......................19 Display ................................19 Colors ..................................20 Sound ..................................20 Previous Menu ....................20 Technical Support inside back cover 1 TABLE OF CONTENTS Note. All references in this playguide to a “click” refer to a left mouse click. Right-clicks are referred to as “right-clicks.”

TABLE OF CONTENTSvztimg.exent.com/Prem/products/95250/manual.pdf · skill at Untrained Level (except for Weapons: Pistol, which begins at Trained Level), and you are given 5000 points

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Page 1: TABLE OF CONTENTSvztimg.exent.com/Prem/products/95250/manual.pdf · skill at Untrained Level (except for Weapons: Pistol, which begins at Trained Level), and you are given 5000 points

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

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

Combat Difficulty Level ..............3Character Creation ......................3

Appearance ............................4Skills ......................................4

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

Damage Monitor....................4Active Augmentation..............5

& Device IconsItems-at-Hand ........................5

Information Screens ......................5Inventory................................6Health ....................................6Augs (Augmentations)............7Skills ......................................8Goals/Notes ..........................8Conversations ........................8Images ..................................9Logs ......................................9

Looking Around ............................9Focusing ................................9Vision Enhancements..............9Text & Readouts ..................10

Movement ..................................10Stealth (Crouching & ..........11

Crawling)

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

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

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

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

Energy ........................................16Spy Stuff ....................................16

Lockpicking ..........................16Electrical Intrusion ................16

The World ..................................17Long-Range Transport ................17Moving & Throwing....................17Containers ..................................17Computer Terminals....................17Credit Chits & ATMs ..................17Security Stations..........................18Settings ......................................18

Keyboard/Mouse ..................18Controls ..............................18Game Options......................19Display ................................19Colors ..................................20Sound ..................................20Previous Menu ....................20Technical Support inside

back cover

1

TABLE OF CONTENTS

Note. All references in this playguide to a “click” refer to a left mouse click.Right-clicks are referred to as “right-clicks.”

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2

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

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

You will be asked to select the compo-nents you wish to install. The game willrun more smoothly with less load time ifthe Game Content, Maps and Speechfiles are installed to the hard drive. Donot uncheck DirectX unless you areabsolutely sure you have alreadyinstalled DirectX 7.0a on your machine.

If you install DirectX 7.0a, you willneed to reboot your computer beforeyou begin playing the game.

System RequirementsMinimum Requirements:* 300 MHz PentiumTM II or equivalent* Windows 95/98* 64 MB RAM* DirectX 7.0a compliant 3D acceler-

ated video card* DirectX 7.0a compliant sound card* DirectX 7.0a (included) or higher * 4X CD-ROM drive* 150 MB uncompressed hard drive

space, plus space 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, plus save game space* EAX-compliant audio card

NOTE: A 3D accelerated video card isrequired; 3Dfx Glide and Direct3D aresupported. It may be necessary to updateyour hardware drivers before playing.

Starting the GameTo play Deus Ex, make sure the gameis installed and your computer isbooted to the Windows desktop. Goto the Windows START menu and clickon PROGRAMS/DEUS EX/PLAY DEUS EX.

Main MenuThe first thing you see when Deus Exloads will be the Main Menu, whichhas the following options.

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

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

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

Settings. A variety of options whichallow you to fully customize yourcontrols and settings. For moredetails, see Settings, p. 18.

Training. Takes you to an introducto-ry tutorial training mission. It is notnecessary to complete the trainingmission before playing Deus Ex, buttraining is strongly recommended forfirst-time players.

Play Intro. Replays opening cinematic.

Credits. Displays the game’s credits.

Back To Game. Returns you to yourgame in progress. This button is onlyactive if you go to the Main Menufrom gameplay.

Exit. Closes the game and returnsyou to your Windows desktop. Youwill be prompted to confirm thisselection before the game closes.

You can return to this screen at anytime during play, by hitting q.

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Pausing the GameIf you wish to pause the game with-out quitting, hit p. Hit it again toreturn to the game.

You can also use q to call the MainMenu or 1 or 2 to call theInformation screens. The game willremain paused as long as the MainMenu (or one of its sub-menus) or aninformation screen remains up.

Saving & LoadingYou can save or load a game from theMain Menu. The Save Game option isonly active when you enter the MainMenu from gameplay. You won’t beable to save your game during a con-versation or InfoLink message.

NOTE. You can have as many savedgames as you want in Deus Ex. If youlike to save frequently, it is recommend-ed that you periodically delete some ofyour older saved games, in order tosave hard drive space. You can alsoconserve drive space by overwritingexisting saved games, rather than cre-ating new ones.

The Save/Load windows have thefollowing options.

To the left of the screen is a scrollablelist of all the currently saved games, list-ed chronologically with the most recentat the top. The saves are identified byname and date/time of save. Thedefault name of a save is its in-gamelocation, but you can rename any saveby clicking on it to highlight the name,then just typing in a new one.

Click on a save in the list to select it,so that you can load it, delete it orsave a new game over it. Rename thenew save game, if you want it tohave a different name.

If you don’t highlight an existing savebefore pressing Save, the game willcreate a new save at the top of the list.

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

At the bottom are three buttons:

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

Save/Load. Depending on the screen,tells the game to go ahead and load orsave the selected game.

Cancel. Returns you to the Main Menu.

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

Note: Pressing Quick Save will overwriteyour previous Quick Save.

CombatDifficulty LevelWhen you start a new game of DeusEx, the first thing you have to do isselect the Combat Difficulty Level foryour new game. There are four settings— Easy, Medium, Hard and Realistic. Athigher difficulty levels you will takesignificantly more damage in combat.There are no other differences betweendifficulty levels. Once you select a diffi-culty level, you cannot change itwithout starting a new game.

CHARACTERCREATION Before beginning play, you must com-plete your game character. You areautomatically taken to the CharacterCreation screen any time you start anew game.

You may replace the name in the“real name” field by clicking on thename menu and typing a new name.This will become your “real” namein the game, but you will still usu-

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

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

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

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

Cancel. Returns you to the MainMenu without starting a new game.

AppearanceUsing the arrow buttons beneath thecharacter portrait, you can selectamong several combinations of haircolor and skin tone. The portrait that’svisible when you exit the CharacterCreation screen will determine yourappearance throughout the game.

SkillsThere are 11 skills in the game. Eachskill has four levels of mastery —Untrained, Trained, Advanced andMaster. You begin the game with eachskill at Untrained Level (except forWeapons: Pistol, which begins atTrained Level), and you are given 5000points with which to increase yourskills. The cost for the next level ineach skill is given beside its name. Formore information, see Skills, p. 8.

A small window next to the buttonskeeps a running total of your currentunspent skill points. There are twobuttons beneath the skill list.

Upgrade. Highlight a skill and clickUPGRADE to increase that skill one level, ifyou have sufficient points available.

Downgrade. Highlight a skill andclick on this button to reduce that

skill by one level (minimum level,Untrained), and return the point

value of that level to your point pool.

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

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

Passive ReadoutsYour internal nano-processors con-stantly make diagnostic checks onyour physical status. This informationis transmitted directly to your opticnerve, in the form of a passive statusreadout, which appears along bothsides of the screen.

Damage MonitorIn the upper left corner of your viewis a diagram of your body. This color-coded graphic displays theapproximate degree ofdamage you have sus-tained in any given part ofyour body.

The colors, from best toworst status, are Green(near-perfect health), Pale Green,Yellow (moderate damage), Orange,Red (seriously damaged), Black (totallyincapacitated). Only your arms andlegs can appear as black … if yourhead or torso receive this much dam-age, you’re dead. However, damagedarms and legs will affect your aim, runand jump abilities.

Bio-Energy Bar. This bar, to the leftof the body diagram, tracks theamount of bio-energy currently avail-able to power your nano-augmenta-

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

Air Supply Bar. This bar, to the rightof the body diagram, is only visiblewhen you’re underwater. The longeryou go without air, the smaller thisbar grows. When it is fully depleted,you begin to take physical damagefrom drowning. If you get a breath offresh air, even for a moment, this barwill be fully replenished.

Environmental Hazard Readouts.These icons on the left side of thescreen flash only when you’re in anenvironmental hazard capable ofdoing physical damage. Environmentalhazards include radioactivity, electrici-ty, poison gas and fire.

ActiveAugmentation& Device IconsThese icons appear alongthe right side of your view.They tell you which, if any,augmentations or protec-tive devices you haveactive at the moment.

The icons for protective devices withinternal energy supplies (poweredarmor, hazmat suits, etc.) will also dis-play a bar that shows how muchenergy remains in that item. Whenthe bar disappears, that item isexhausted and useless, and is auto-matically deleted from your inventory.

Items-at-HandThis row of boxes along the bottomof your screen displays up to nineitems from your inventory that youhave “at hand,” ready to produce ata moment’s notice without enteringyour Inventory screen. The tenth boxalways holds your nanokey ring. These

boxes represent items already on yourInventory screen, not additional spaceapart from your inventory. (For instruc-tions on moving or changing youritems-at-hand, see Inventory, p. 6.)

These items can be grasped immedi-ately by hitting the number key corre-sponding to the number of their box.For example, if you have a crowbar inbox 3, hitting 3 will bring the crowbarimmediately to hand, ready to use. Ifyou already have something else inyour hand, the crowbar will automati-cally replace it. If your mouse has awheel, you can use it to move betweenand select the items-at-hand.

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

InformationScreensYour internal nano-processors keep avery detailed record of your condi-tion, equipment and recent history.You can access this data at any timeduring play by hitting 1 to get tothe Inventory screen or 2 to get tothe Goals/Notes screen. Once youhave accessed your informationscreens, you can move between thescreens by clicking on the tabs at thetop of the screen. You can map otherinformation screens to hotkeys usingSettings, Keyboard/Mouse.

There are eight Information Screens.

Note. The Information Screens appeartranslucent by default, so you can retain a(rather dim) view of your surroundingswhile in them. The game is paused whilean information screen is open.

Certain menu options will have a letterunderlined. Press a plus the under-lined letter to select those options. 5

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

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

You can move objects around on yourinventory grid by clicking and dragging,provided there’s an empty space largeenough to hold the object you wish tomove. The position of the objects onthe grid won’t affect their availability ingameplay. You may need to rearrangeyour inventory (or drop objects) tomake room for a large object.

You can also drag objects between youritems-at-hand bar and your inventory.Drag an object out of items-at-hand toremove it, or drag an object frominventory to an items-at-hand box toplace it in that box (replacing any itemthat’s already there).

Remember, items-at-hand are not anaddition to your inventory — they areitems in your inventory that are moreeasily accessible.

Stacks. Some objects, including foodand several other useful items, arestackable. That is, many objects of thattype can occupy a single inventoryslot. If the object in your inventory isactually a stack, the number of itemsin the stack appears next to the item.There is a stack limit to weapons suchas LAMs, EMPs and gas grenades.

Nanokey ring. This window showsyour nanokey ring, and the numberof nanokeys it currently holds. Clickon it to display a list of all yournanokeys, in the order they werefound (most recent first).

Ammunition. Click on the ammobutton to view a list of ammo typesin your possession, the number ofrounds, and a description of eachammo type.

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

Buttons on the Inventory screen are:

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

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

Drop. Drops an item from yourInventory. When you close theInventory screen, the item will fall to thefloor, where it can be picked up normal-ly. If you return to that location duringthe same mission, the dropped itemmay still be there. If you return in a latermission, it will be gone. You can alsodrop an item in hand with t or >.

Change Ammo. Only active for pro-jectile weapons. Cycles through allavailable types of ammo for thatweapon. The currently active ammotype for the weapon will highlight inthe weapon description window eachtime you click this button. You canalso press ' to change ammo.

HealthThis screen allows you to keep precisetrack of your current physical condition.It shows exactly how much damageeach area of your body has sustained.

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Click on any of the six areas of thebody diagram for a detailed descrip-tion of the effects of damage to thatregion. Click on the Heal tab for theregion to apply one medkit to thatregion.

Clicking the Heal All tab will applyenough medkits to your body to bringyou up to full health. Caution shouldbe observed in using Heal All, as it canquickly deplete your medkit supply.

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

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

Augs (Augmentations)This screen allows you to keep trackof your nano-augmentations and bio-energy levels.

You begin with three nano-augsalready installed. They are listed onthe bottom left of the screen.

Infolink. Your infolink allows HQ tomonitor your activities, and allowsyou to receive realtime neural com-munications. It is always on.

IFF. An IFF (Identification: Friend orFoe) system is included in your soft-ware package. This analyzes peopleand creatures in your field of view, andidentifies those that may be hostile. Itis always on.

Light. The light can be toggled on andoff with =, and is the only one of yourthree “standard” augs that drains bio-energy when in use. Careful — thebeam may draw unwanted attention in

stealth situations.

You have nine additional slotsfor nano-augmentations, dis-tributed around your body asindicated in the diagramonscreen. You can fill theseslots by finding augmentationcanisters.

To install a new augmentation youmust have an augmentation canisterand have access to a medbot. If youactivate a medbot with an augmenta-tion canister in your possession, avariant of this screen will appearwhich includes an option for you toinstall the aug.

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

You won’t know what any given aug-mentation slot can do until its canis-ter is in your possession. At that timeyou can click on the canister in inven-tory to see the names of availableoptions. More information about theaugs will be available when you reacha medbot.

Upgrades. Once an aug is installed, itcan be upgraded. All augs are installedat tech 1, and most can be upgradedto tech 4. Each upgrade makes theaug more powerful and efficient.

To upgrade an aug, you needan upgrade canister. You do notneed a medbot to upgrade anaug — just Use the upgradecanister at any time. Anupgrade canister will increaseany one installed aug by onetech level, up to the maximum.

The Augs screen will show you thenumber of upgrade canisters you cur-rently have. Click on the aug you wishto upgrade, then on the Upgrade but-ton to complete an upgrade.Upgrades are permanent.

Using Augmentations. Almost allthe installed augs must be activat- 7

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ed to be used, and will drain bio-energy as long as they remain active.You can activate an aug from theAugs screen, by clicking on aninstalled aug, then clicking theActivate button. You can also activateaugmentations with hot keys (3through =).

In the Augs screen, you can click onany installed aug to display a detaileddescription of its function, and theeffect of each successive upgrade.

Bio-Energy. You can alsokeep track of yourbio-energy levelsfrom the Augsscreen. Displays onthe lower right of thescreen show your current bio-energylevels, and the number of biocellscurrently available. The Use Cell but-ton will apply a single cell to yourenergy reserves each time you clickon it. (You can also Use a biocell frominventory or in-hand.) The use of 1bio electric cell replenishes 25% ofyour bio-energy.

SkillsThis screen allows you to view andincrease your skills. It’s basically iden-tical to the Skills screen for charactercreation, except that you cannot“downgrade” skills for more skillpoints. Once you’re in the game,skills can only improve.

Click on any skill on the left side ofthe screen to display a detaileddescription of its function and effec-tiveness at successive levels on theright side of the screen.

A window under the list of skills dis-plays your current total unspent skillpoints.

Upgrading. You can upgrade anyskill at any time, provided you havethe necessary skill points. Just click on

the skill you wish to upgrade, thenclick the Upgrade button.

Goals/NotesTo access the Goals/Notes screendirectly from play, press 2.

This extremely important screen tracksyour progress through the game.

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

The Display Completed Goals check boxallows you to toggle back and forthbetween displaying all the goals you’vereceived for that mission, and display-ing only those goals that still remain tobe achieved. The scrollable window atthe bottom of the screen displays allyour notes for the entire game.Culled from e-mails, conversationsand data cubes, these notes includeany known passwords or securitycodes, as well as a great deal of otheruseful information. Data that wasobtained from e-mail or data cubes isstored verbatim, while other impor-tant information is summarized.

You can add a note of your own byclicking the Add Note button and thenentering your text. To end your note,just click elsewhere on the screen.

You can delete any note — yours or thegame’s — by clicking the Delete Notebutton. You will be prompted to confirmyour choice before the note is deleted.

ConversationsThis screen allows you to access atranscript of every conversation you’veheld throughout the current mission.The conversations are listed chrono-logically (most recent first), and iden-tified by contact, location and type(whether the conversation was face-to-face, or an infolink transmission).

Click on a conversation to display itstranscript in the lower window.

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

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

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

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

Show Notes. This button allows you totoggle your notes from visible toinvisible, to permit unobstructedviewing of the image.

LogsThis screen keeps track of specificactions performed in the immediatepast. Actions that might be loggedinclude activating or deactivating anaug, or picking up or discarding anobject.

Clear Log. Use this button to wipeyour log clean and start fresh.

Looking AroundThe first thing you want to do is totake a good look around you. Yourpoint of view is controlled by themouse. Move it forward or back tolook up or down, respectively, orfrom side to side to look in the indi-cated direction.

You can also control the elevation ofyour point of view with the keyboard. D or R to look up.Y or V to look down.j or F to center your view.

Crosshairs. Your crosshairs appear atthe center of your point of view. Thismakes it easy to target objects incombat, or pick them up and usethem. The crosshairs can be turnedoff using Game Options — see p. 19.

FocusingWhen you pass the crosshairs over anobject in the game that’s within reachand that can be interacted with(including people, since you can talkto them or attack them), you auto-matically focus on that thing. Theobject’s name will appear, and brack-ets will appear around it. While youare focused on an object, you canright-click to attempt to Use thatobject in the most appropriate way(pick up a small object, open a door,read a book, etc.).

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

Binoculars make distant objectsappear closer when you Use them(see Using Equipment, p. 11).

Telescopic Sights work similarly tobinoculars, but are Used differently.You must have a weapon equippedwith the telescopic sight (or scopeupgrade) in hand, then hit [ to seethrough the sight. If your skill withthe weapon is low, or if the target isvery far away, you may experiencesome wavering of the view.

Tech Goggles are like binoculars, exceptthey âlso provide light enhancement.Tech goggles won’t allow you to see inpitch darkness, but they do make itmuch easier to see in dim conditions.Each set of tech goggles can only beused once, for a limited amount oftime.

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

InteractiveReadouts. Readoutsfor e-mail, securitysystems and so onare interactive. Youinput information inthe form of codesor commands.Instructions arealways included onthe readout itself.

MovementBy default, your basic tools for move-ment in the game are the arrow keys.

Press W or W to move forward.

Press Z or S to back up.

Press Z to turn left and C to turn right.

Since you move forward in the direc-tion you’re facing, you can turn cor-ners by using your mouse to look(and turn) left or right while moving.

Strafing. Strafing is stepping to theright or left without facing in thatdirection.

A or A to strafe left.

S or D to strafe right.

You can also strafe by holding aand pressing Z and C.

Leaning. You can lean to the right orleft to take a quick look around thecorner. Your lean will last only as longas you hold the lean key.

Q to lean left.

E to lean right.

Speed. You can move at two basicspeeds, a walk or a run (certain augswill allow you to run even faster).Your default rate of movement is arun (you can change this in yourOptions menu — see p. 19). You arestealthier while walking or crawling,because you make less noise.

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

Hold down s to go temporarilyfrom one rate of movement to another.

Jumping. You can jump across gapsand up onto objects. The exact dis-tance of your jumps depends on yourspeed (which varies depending onyour augs and your current damage).

z or I to jump.

Ladders. Throughout the game youwill need to climb up and down lad-ders. To climb a ladder, center your-self in front of the ladder and use thearrow keys normally to move. If youbelieve you’re in front of a ladder, butyou’re not going up or down, tryjumping to get yourself started. If youcrouch before attempting to mount aladder from the top, you are are lesslikely to fall down.

To climb up, look up and press W orW. To climb down, press Z or S, orlook down and press W or W.

Swimming. Swimming is just likeregular movement, except that youcan move up or down as well as for-ward, back and side to side. If youface down (using the mouse) whileswimming you will submerge, and ifyou face upwards you’ll ascend.Remember that if you’re submergedfor too long you’ll start to take dam-age, and may drown.10

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

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

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

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

Of course, stealth has its limits. Youmay still be vulnerable to electronicsensors, or in a very open area, or ifthe enemy is very close. Any noiseyou make may give you away. It’salways a good idea to stick to shad-ows and keep as much distance aspossible between you and the enemywhile moving stealthily.

If you attack somebody, that willprobably attract the attention ofeverybody in the vicinity, even whilecrouched (although it is often possi-ble, with some skill and tactical fore-sight, to take down an enemy silentlyand quickly).

You cannot crouch while swimming.

Jump-Crouch. If you need to crawlover a low obstacle with limitedheadroom, or climb through a smallwindow, you can Jump-Crouch. HoldX to crouch, then immediately hitz to jump through.

Using EquipmentThroughout a mission you will findmany objects that you can pick upand carry. Anything that you can carryin your inventory can be useful.

The easiest way to use an object is tohave it in your hand, and left-click (youcan also use an object directly fromyour Inventory screen — see p. 6).

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

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

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

B or the right mouse buttonwill return an item to your inventorywithout using it, emptying yourhand. Note that the right mouse but-ton will only work if you are notfocusing on a usable object (like adoor or button — see Focusing, p. 9)in the game.

Stackable Items. Stackable itemsinclude grenades, food, medkits, bio-cells, lockpicks and nano-tools.

You can only have one slot full of agiven stackable item at any time. Ifyou have your slot full, and you findadditional items of that type, thegame will refuse to pick them upuntil you reduce the number in yourstack. Stacks can be placed in youritems-at-hand slots. See Stacks, p. 6.

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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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Multiple Items. You can carry morethan one of some non-stackable items(including most of the self-powereditems; see below), each in a separateslot. For other objects (including mostweapons), you can put only one ininventory — if you try to pick upanother, the game will tell you that youalready have one. (However, it will addthe ammo from the second weapon toyour inventory, if applicable.)

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

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

NanokeysA nanokey is a unique pattern ofnanites used to open a particularnanolock. They are found in smallblue cylinders, and are stored in yournanokey ring. The nanokey ring takesup no slots in your inventory, but isalways found in the last (0) slot ofyour items-at-hand, from which itcannot be removed.

Your nanokey ring can be brought tohand and used normally on anylocked door. If you have the correctnanokey encoded on your key ring,the lock will open.

Self-Powered ItemsSeveral defensive and survival items(including, but not limited to, pow-ered armor, tech goggles and re-breathers) have an internal powersupply. Once activated, self-powereditems will run until they exhaust allenergy. They cannot be reused orreturned to inventory. Typically, anitem’s charge lasts a few seconds orminutes … just long enough to getyou through the worst part of a fire-

fight, or to the end of a long under-water tunnel.

Inventory ManagementThere is no place to store itemsbetween missions, other than in yourinventory. If you go back to the samelocation in different missions, any-thing you left behind will be gone.

Therefore, it is extremely importantthat you take only those items thatyou expect to find most useful. Yourchoices will have a great impact onyour strategy and character develop-ment throughout the game. Gameessential items cannot be discarded.

Weapon UpgradesReloadable ranged weapons can beupgraded in a number of ways. Theseupgrades are found in the form ofnanokits throughout the game. Toupgrade a weapon, drag the upgradenanokit over the weaponin your inventory thatyou wish to upgrade.Once a weapon isupgraded, that upgradecannot be removed ortransferred. If you discardan upgraded weapon, youlose all its upgrades as well.

To see which weapons an upgradewill work on, click on it in the inven-tory. All your weapons compatiblewith that upgrade will highlight.

Some upgrades (e.g., sights andsilencers) can only be used once on agiven weapon. Others (e.g., accuracy,speed, recoil and clip mods) can beused multiple times for cumulativeeffect (although the effect oftendiminishes as more identical upgradesare added).

Some weapons come with “stan-dard” upgrades. The sniper riflecomes with a telescopic sight,while the stealth pistol and mini-crossbow have no need for asilencer weapon upgrade.

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CommunicatingIf you walk up to friendly people (not a“foe” according to your IFF), you canclick on them and they’ll usually havesomething to say to you. If you’re notin a hurry (or being shot at), it’s usuallyworthwhile to try to talk to everyoneyou can.

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

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

Infolink Messages. From time totime you will also receive messagesfrom HQ via your neural infolink.Infolink messages are usually veryimportant warnings or information,and should be attended to very close-ly. Receiving an infolink message doesnot interrupt your actions in any way.

Records. Everything said to you inyour current mission (remarks, conver-sations and infolink messages) is storedin your Conversations screen (see p. 8).Mission-crucial information from con-versations (including all pass-codes) ispermanently recorded on the Goalsand Notes screen (see p. 8).

CombatTo attack an enemy, you must have aweapon in your hand. Make sureyou’re in range, position your cursorover the target, and click.

Caution: Many otherwise friendly loca-tions will turn into deadly ambushes ifyou’re rash enough to enter with aweapon carried openly.

AimingIn Deus Ex, it is important not only toknow who you’re shooting at, butalso where you’re hitting them. Justlike you, enemies take damage tospecific areas of the body.

Head shots are devastating, but thehead is hard to hit except from sur-prise or very close range.

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

Arm and leg shots are easy to make,and can incapacitate an enemy, butthey are not fatal .

Sighting. When you have a weaponat the ready, a targeting crosshair willappear. When using a telescopicsight, you may notice that yourcrosshair wavers. Increased skill andweapon upgrades will steady yourhand, making it easier to sight. If youmove or lose your target, thecrosshair resets.

The targeting crosshair indicates shotaccuracy. When you acquire a target,the crosshair is spread out. As youhold your aim, it contracts aroundyour target, and when it is completelycontracted, your hit chances are best.

There are two special sights whichrequire special commands to toggleon and off:

[ toggles a telescopic sight.

] toggles a laser sight. Note that thelaser produces a visible speck of light,which may alert attentive enemies toyour presence.

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

Some general advice on differentkinds of weapons …

Close Combat. The important thinghere, of course, is to make sureyou’re in range. Be warned — ene-mies who know you’re there won’tstand still and wait for you to hitthem.

Most close-combat weapons (crow-bars, batons, knives, swords) do notrequire ammo, but a few powereditems (like the riot-prod) do.

Non-Lethal. Only weapons specifical-ly designed to be non-lethal, like theriot prod, can stun an enemy. A non-lethal weapon might stun an enemyfor only a moment, or it might alsoput him out for the duration. In gen-eral, if a stunned enemy is still on hisfeet, either get away or hit him again,pronto.

Auto-Fire. Automatic weapons likethe assault gun are great, but thanksto physics they have an annoyinghabit of “pulling up” in combat, ruin-ing your aim. To minimize this effect,fire in short bursts. High skill andweapon upgrades also help minimizethis problem.

Fire and Forget. Some weapons,notably the LAW (Light Anti-tankWeapon), are strictly one-shot. Onceyou use them, they vanish from yourinventory forever (although of courseyou might find a different LAW later).

Area-Effect. Some of the most pow-erful weapons — rockets, grenades,flame-throwers, etc. — have an

area effect. This can be devastatingagainst crowds of enemies, butalways remember that if you’re stand-ing too close, you can be hurt oreven killed by your own weapon.

Grenades can be particularly treacher-ous. They bounce. If your aim is off,the grenade you were trying to throwthrough a window can bounce off thesill and end up right back at your feet.

Reloading &AmmunitionA weapon reloads automatically eachtime it runs out of ammo (assumingmore ammo is available). You canturn off auto-reload using the GameOptions screen, see p. 20.

However, reloading during a firefightcan cost precious moments. To makesure a weapon is fully loaded beforetrouble starts, use ; while theweapon is in-hand.

Ammunition does not take up spacein your inventory. When you click ona weapon in inventory, its descriptionwill display all the ammo types it canuse, and any types that are currentlyin your possession appear brighter. (Itis possible to carry around ammuni-tion for a weapon you don’t have yet.)

To find out how much ammunition ofa given sort you have available, clickon the Ammo button in yourInventory screen. The Ammo buttonwill list the ammunition you have,and the types you need for theweapons in your possession.

You can change ammo types fromyour Inventory screen, by clicking onthe weapon, then clicking on theammo type you wish to load. You canalso change ammo types by takingthe weapon in-hand and using '.

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Booby TrapsLAMs (Light Attack Munitions) andother grenades are adhesive, andequipped with a proximity sensorthat allows them to be used as amakeshift mine or booby trap.

To make a boobytrap, ready thegrenade and clickon any flat surfacewithin reach. (Yourhand will turn toshow you’re withinreach of a suitablesurface.) After a few

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

Note that enemies can set booby trapsfor you. You can deactivate these byquickly moving towards the grenadeand right-clicking on it before it deto-nates. Once it is deactivated, right-click on it again to pick it up.

Damage & HealingTaking DamageWhen you take damage, it’s importantto remember that you take it to a spe-cific body region. The various regionsand the effects of wounds are dis-cussed under Health, p. 6.

HealingThere is no “natural healing” in DeusEx. You’ll need access to some sort ofhealing agent to mend your wounds.The main methods for healing aredescribed below.

Medkits used from the Health screencan be allocated to specific bodyregions. All other forms of healing areassigned by your internal systems to thebody regions that seem to need it most.

Medkits. These compactscientific wonders repairphysical damage almost

instantaneously. A medkitwill heal between 30 and 50 points ofdamage, depending on the regionbeing healed and your skills. Medkitscan be Used in-hand, or from theInventory or Health screens. SeeHealth, p. 6.

Medbots. Medbots aresemi-autonomous mobilesurgery units. A medbotcan heal up to 300 pointsof physical damage whenused. The same medbotcan be used any number oftimes, but they require one minute torecharge between uses. Medbots arealso necessary to install new augs. Themain limiting factor with medbots isthat you have to go where they are —you can’t take one with you.

Augs. Certain nano-augmentationswill allow you to heal damage.

Food. The nano-systems in your bodycan take complex carbohydrates anduse them as “fuel” to repair physicaldamage. Food can be eaten frominventory or in-hand. While the heal-ing from a single candy bar is negligi-ble, three candy bars, four sodas anda food packet can yield significanthealing. Healing from food cannot beallocated to specific parts of the body.

Nutritionally balanced soy food is byfar the best food for heal-ing. Fresh water providesminimal healing, as dothe sugars in candy barsand sodas.

Alcoholic beverages (beer, wine andliquor) also do limited healing, butyour nano-metabolism acceleratestheir intoxicating effects. Expect toexperience a few moments of disorien-tation after metabolizing alcohol.

Cigarettes have no healing effect.

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EnergyYour augs are powered by bio-electricenergy, bio-energy for short. Yourbody does not produce bio-energynaturally — you have to store it ininternal “batteries.” When this energyreserve is exhausted, you cannot useany augs (except your Neural Linkand IFF, which are not powered bybio-energy).

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

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

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

your maximum capaci-ty per use). You canuse a repair bot anynumber of times,but they requireone minute of

recharge timebetween uses.

Biocells. These stackable cells arequite common. They give you a one-time shot of bio-ener-gy. It takes aboutfour biocells tofully restore com-pletely depletedenergy reserves.

Spy StuffAs a UNATCO special agent, you havebeen trained in advanced intrusiontechniques. Of course, it’s always agood idea to check and make surenobody’s left a nanokey or a dat-acube with a digital code lyingaround, before using up your lock-picks and multitools.

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

When you approacha locked door yourinternal sensors willanalyze it and esti-mate the number oflockpicks that will berequired to breach it.This information willautomatically displayitself. If the door cannot be picked, theLock Strength will be listed as "INF".

Breaking Down Doors. Your sensorswill also estimate the physical strengthof the door, and you will be able totell if the door can be broken down byforce. Explosives and heavy weaponrycan be used to break down doors. Ifthe door cannot be broken, the DoorStrength will be listed as "INF".

Electrical IntrusionThis technique is similarto lockpicking, except itis used to bypass digitalkeypad locks, securitycameras and turrets. Amultitool is used for this pur-pose. Like lockpicks, your inter-nal sensors can analyze a security sys-tem and estimate the number of mul-titools you will require to bypass it.

Some doors with digital key-pads can only be bypassedwith multitools. Others caneither be bypassed withmultitools or opened with

lockpicks, whichever is moreefficient in the circumstances.

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

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

Moving &ThrowingEven if an object is too large or bulkyto be placed in your inventory, youcan still move it from one place toanother. Medium-sized objects likeboxes and chairs can be picked upand carried if your hands are empty(right-click to pick up and move anobject) and even thrown short dis-tances (t or right-click again tothrow). Larger objects like crates andbarrels can be pushed around (justposition yourself behind the objectand move toward it). Certain augswill allow you to pick up and movemuch larger and heavier items.

ContainersKeep an eye open for wooden supplycrates. These can contain a variety ofuseful equipment, including ammo,medical supplies and tools. To open asupply crate, you need to break itopen with a crowbar, knife, sword orsimilar substantial object. (You caneven shoot it open, if you want toexpend the ammo.) Supply crates areidentified with symbols that showwhether they’re carrying munitions,medical supplies or general supplies.

Be careful what you smash open,other containers such as barrels andTNT crates may contain hazardousmaterials like radioactives, poison gasor explosives. However, these objectscan be used against enemies, byshooting at them from a safe distance.

ComputerTerminalsComputer terminals often containuseful information such as email, andsometimes they can used to controlsecurity systems. To use a computerterminal, you need to enter the cor-rect user name and password (thisinformation can be obtained fromdata cubes, email, or through conver-sations), or you must have sufficientComputer skill to hack your way in.Any user names or passwords youhappen to stumble upon are perma-nently recorded on your Goals andNotes screen (see p. 8).

Public Terminals. These are found inpublic places like subway stations.They do not require a user name orpassword to use, but they only con-vey bulletins of general public interest.

CreditChits &ATMsThe “hard currency” ofthe world is the creditchit, a sort of one-use,fixed-balance creditcard. They can be usedto buy food and sup-plies. ATMs are available in publicplaces that allow users to access theirbank accounts and withdraw funds inthe form of credit chits. ATMs can behacked for cash using the Computerskill. Once you obtain credit from anysource, it’s yours until you spend it.Your current funds on hand aredisplayed on your Inventory screen(see p. 6).

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Security StationsSecurity stations are used to turnsecurity cameras on and off, opensealed doors, and even control auto-matic turrets. You can also use a secu-rity station to monitor the situation ata remote security camera. Securitystations require a login and passwordto access (see Computer Terminals,

p. 17), or sufficientComputer skill tohack your way in.

SETTINGSThe settings for the game can bechanged by clicking on the Settingsbutton in the Main Menu. Theseoptions provide great latitude in cus-tomizing your gaming experience.

All of the Settings screens include thefollowing buttons.

Reset To Defaults. Return all theoptions on this screen to their origi-nal, default values.

OK. Accept the information on thescreen as modified, and return to theMain Menu.

Cancel. Return to the Main Menuwithout saving any changes.

You can obtain an on-screen descrip-tion of each function in the Settingsmenu by passing your mouse cursorover that button.

From any Settings menu you can useq to save changes and return tothe previous menu.

Keyboard/MouseThis screen includes a scrollable list ofmost of the keyboard and mousecommands in the game. In additionto providing an in-game ready refer-ence, it can also be used to remapyour keyboard commands to bettersuit your playing style.

To remap a command, open theKeyboard/Mouse screen, highlightthe command you wish to changewith the mouse and hit e or dou-ble click on the command, then pressthe key or button you wish to assign.Note that you will not be able toreassign the 1-= keys. After youhave finished binding all of your con-trols, click OK to exit.

ControlsThis screen allows you to set variouscontrol settings.

Always Run. Your default movementspeed within the game is run. Whenthis option is turned off, your defaultmovement will change to walk. Walkis less noisy and more stealthy, butrun will get you there faster. Witheither setting, you will still be able totoggle your movement speed withl (see Movement, p. 10).

Toggle Crouch. This option changesthe crouch command (X, by default)from a press-and-hold function to atoggle. If this option is on, pressingthe X key will toggle between acrouched and an upright position.

Invert Mouse. This function invertsthe vertical mouse axis, so that whenyou push the mouse forward you lookdown, rather than up, and vice versa.

Mouse Sensitivity. Allows you toincrease or decrease the responsive-ness of your mouse.

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Game OptionsThese options mostly deal with howyou experience the world of thegame.

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

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

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

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

Crosshairs. You can toggle thecrosshairs that determine where youare aiming in combat between visibleand invisible.

HUD Augmentation Display. Thisoption allows you to toggle betweenshowing only active augmentations inyour view, or showing all your aug-mentations (and whether they areactive or inactive at the moment).

UI/Menu Background. Allows you toset what will be visible in the back-ground when you are looking at aninformation screen or menu. Theoptions are Render 3D, which con-tinues to show the animated world,Snapshot, which shows a still image,and Black, which shows nothing.Snapshot or Black may enhance per-formance on some slower machines.

Player Bob. Allows you to turn on oroff the slight “bob” that occurs whenyour character is moving, to simulaterealistic walking.

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

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

Adjust Brightness. Opens a sliderwindow that can be adjusted to makethe game brighter or darker.

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

Rendering Device. Allows you toselect the 3D graphics mode youwish to run the game in. This optionbrings up the same graphics menuthat is displayed when the game isrun for the first time. Be sure to saveyour game before you attempt tochange your rendering device,because the game will exit and restartwhen this option is selected.

Screen Resolution. Allows you toraise or lower the screen resolution.The higher resolutions offer bettergraphical quality, but you will get aslower frame rate. If the game is run-ning slow, try lowering the screenresolution.

Texture Color Depth. Allows you toselect between 16-bit and 32-bitcolor depth. 32-bit color is richer andmore realistic, but the game will runa bit slower, and not all graphic cardssupport 32-bit.

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World Texture Detail/ObjectTexture Detail. Allows you to set thedetail levels for the backgroundobjects and architecture within thegame. Lowering the detail texturelevels may increase performance.

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

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

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

Menu Translucency. Allows you toset your menus between translucentand opaque.

Menu Color Scheme. Allows you toselect among a variety of menu colors.

HUD Borders Visible. Allows you toturn the ornamental borders of yourstatus readouts on or off.

HUD Borders Translucency. Allowsyou to set the ornamental borders ofyour status readouts to be translucentor opaque.

HUD Background Translucency.Allows you to set the background ofyour status readouts to translucent oropaque.

HUD Color Scheme. Allows you tochange the color of in-game screens(HUD overlays, Inventory,Goals/Notes, etc.)

SoundControls the volume and quality ofthe game’s sounds.

Music Volume.

Sound Effects Volume.

Speech Volume.

These three sliders control theirrespective volume levels.

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

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

Sound Quality. Allows you to selectbetween 8 and 16-bit samples.Selecting 8-bit may increase perform-ance, but will result in lower soundquality.

Reverse Stereo. The sound going toyour left and right speakers isreversed.

Dolby Surround Sound. EnablesDolby Surround. (Your computermust be connected to a Dolby Pro-Logic receiver in order for you to hearthe Dolby Surround Sound.)

Hardware 3d Support. Enables 3Dsound, if your sound card supportsEAX or A3D.

Previous MenuThis button returns you to the MainMenu. q will also take you to theMain Menu.

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