- Liberty Island, Reaching the Statue
- Raiding the Island, Optional
- Entering the Statue
- Rescuing Gunther
- Capturing the Commander
- UNATCO HQ
So, we're at the first mission of the game! The NSF is raiding the island, has captured a top UNATCO agent, and taken over the statue of Liberty. We only need to get a hold of the NSF commander at the top of the statue, but completing the other objectives isn't too bad of an idea, the skill points are a nice bonus.
This mission is pure, good old fashioned fun, and not difficult. I recommend just trying for everything, if worst comes to worst, you can always lure someone after you back to your nearest ally. As for allies, there are several.
If you started at the docks, and kept circling the island while keeping the water to your left, here's who you'd run into: Corporal Collins, Paul Denton, a security bot on the docks, Kaplan in front of UNATCO HQ, a nameless soldier by the satcom van, and finally, a security bot patrolling near the docks at the far end of the island. Inside the statue, Gunther is being help captive on the ground floor.
The invincible AIs in this mission (list courtesy of Marecki) are Paul, Harley Filben, Gunther, all UNATCO troopers which appear after the "mission accomplished" message from Alex, and Private Lloyd.
I'd recommend not bothering the boys by UNATCO HQ, they're mortal and easily killed. We don't want to loose any allies on a simple child's play mission like this, right? Most of your foes will be torn to shreds when dealing with the likes of security 'bots and Paul, and Gunther can take care of that annoying little security 'bot patrolling near the statue entrance if you can hold him in place until it arrives.
You can raid crates and such after the NSF have been subdued, the only thing you'll miss by waiting is the ammunition on the bodies, and I don't need to tell you why we don't have to worry about that, right?
Well, what am I rambling for? Let's get the violence underway!
Liberty Island, Reaching the Statue
When you arrive, you'll be on the docks, near the boat that took you there. Directly north-east of where you are, there's a bottle of beer and a can of soda lying on the docks. Swipe them, and you'll be warned by Alex Jacobson about an impending meeting with your pansy of an older brother along the way. Head south east and swipe a crowbar off the docks, then crack open the crates here to get a lockpick, and binoculars.
Odds are by now Paul has caught up to you, talk to him and marvel at how they force you to pick a ranged weapon here. I like to pick the sniper rifle just to upset him, but whatever you pick won't matter, you'll be throwing it away anyways.
Once you've gotten your supplies from Paul, talk to him twice, then talk to Corporal Collins. After all the chatting is done, go down the ramp on the docks into the water, and swim over to 2 crates. Crack them open, then dive down after their contents, a bioelectric cell and a multitool.
Walk back up ramp, then go around the corner of the door, heading for the ramp which leads up to the NSF baddies. To the left of the ramp there's a baton of the railing, and inside the 3 crates are a dart clip, 10 mm ammo clip, and a riot prod charger.
When you go up the ramp, there will be one terrorist patrolling directly ahead of you, and another to your right. Leading them to the 'bot couldn't hurt you that much. Check the crates to your left, there's a small door in one of them which, when picked, reveals a nice little cluster of med bots. The wooden crate on top of them yields nothing interesting, just a lone gas grenade.
Keep going down the path, and take the first left. Be careful, there are 2 NSF troopers down the way, and both of them came after me. If you follow the path, you should wind up at the locked down UNATCO HQ, and run into Kaplan. Chat up with him a bit, then when the fork in the conversation arrives, tell him you're going to clean the place out. We are, after all. Maybe kill someone so he isn't disappointed, and doesn't think he gave you the code for the satcom van for nothing.
With the code he gives you, enter the van, and lift a med kit from the top of the computer to your left. Then, read the data cube under the table to your right, use the login on the security computer, and open the hatch just outside the door. You won't be able to use the EMP grenade you'll find, but hey, the skill points are nice. Before leaving, crack open the crate in front of the van and take the multitool, then go behind the van and crack open the crate back there and borrow the lockpick.
Leave UNATCO HQ, follow the path and take the first left, and make your way to the datacube on one of the crates, in view of the statue doors. There are 2 NSF troopers to worry about, one of them stops near a low, gray crate, wait for him to stop there before creeping up behind him and bopping him. The other NSF trooper stops near the datacube crate, bop him too. Once you've read the data cube, you'll be able to get into the statue by using the security computer by the front doors.
Raiding the Island
This section is entirely optional, all we'll be doing is looting the rest of the island. If you want to go straight inside, jump ahead to the Entering the Statue section.
Directly north of the crate the datacube is on, there's a brick building/shed. Slip into in and you'll find some flares, and a locker, hidden in the dark. There's 30.06 ammo and 100 credits in the locker, in my opinion, it's not worth wasting your lockpicks to get in there.
You probably spotted a NSF trooper patrolling west of the doorway of the shed, sneak up behind him and bop him. Now, we shall start working our way towards Harley Filben. Follow the path north, northwest of you you'll see an NSF trooper, bop him. Keep going north, bop another NSF trooper, then follow the path right, (east) and bop the mercenary thug you'll probably run into. Follow path east, and take the first left to arrive at the docks.
There are 2 jerks to worry about, both are by the crates down the ramp ahead of you. The NSF trooper patrols in a counterclockwise circle around the crates, while the mercenary thug stays where he is. Wait for the NSF trooper to turn his back to you as he walks towards the thug, then crouch and walk towards them. Time your approach carefully, stay out of the NSF troopers field of view, and stay out of the mercenary thug's field of view as you approach him. I'd recommend waiting for the NSF trooper to walk behind the crates, out of sight, before creeping up and bopping the thug. Quickly round the crates and bop the NSF trooper before he discovers his buddy unconscious.
There's nothing of interest in the crates, just some 30.06 ammo and GEP rockets, so head over to the little shack on the docks and talk to Harley Filben, picking up the can of soda off the docks beforehand. Tell him you'll leave the NSF commander alone, and he'll give you a key to the statue doors, although we won't be needing it.
On the docks, you should notice a ramp leading down to the water. Peek into the water, and you'll see a sunken ship. There's nothing we're going to be using in there, there's a shotgun, and two weapon mods, accuracy and reload ones. You get 50 skill points for getting in there, but if you ask me, wasting a lockpick for 50 skill points is laughably stupid. Why flares can't light up TNT, I'll never know.
Leave the docks, and when you get back to the path, turn left, (east) and head towards the large stack of crates in the distance. An NSF trooper patrols around the underground storage area, bop him. There's a breakable crate near the large crate stacks, but it only has some 10 mm ammo in it. If you're like me, you'll get all the ammo just for the hell of it.
In the underground storage area is an NSF trooper, we'll need to send him to nap land before we continue. He stops and looks at a hazmat suit before walking towards a fried power box, wait for him to turn his back before creeping up and bopping him. Take the hazmat suit, and climb the little ladder on the crate stack, you'll find a multitool hidden in the dark up there.
We need to get past that fried power box before we'll get a nice helping of skill points, there's several different ways to do it. Mine involves simply pushing the button on the nearby forklift to raise the forks, then hopping onto them before they get too high. Once they've fully risen, walk onto the power box and off it to receive your 250 skill points.
There's not much of interest in the crates back here, although there is a bioelectric cell. Take it, then grab the metal crate and put it near the immobile crates, jump onto them and hop back onto the power box, and head on out of there.
Once you emerge, follow the path away from the underground area. Don't actually walk on the path, you'll upset the NSF troopers by doing this. There's an NSF trooper who patrols a fairly long area that stretches from the underground storage area all the way back to, and past, an NSF trooper and mercenary thug, who're standing right by a low stack of crates you can hide behind. Keep walking parallel to the path, and keep an eye out for two NSF troopers who talk about Gunther a bit. One of them may spot you, but as long as you don't hang around, he probably won't come after you.
From here, you can keep on the path until you can see the crate stack which have the med bots in them ahead of you. There may or may not be an NSF trooper around here, so keep an eye open for one. On the crates directly west of, and furthest from the med bots, you should find a breakable wooden crate that contains a multitool. Take it for yourself, bop the NSF trooper that may be here if you didn't bop him earlier, then once you reach the med bot crates, go north back to the statue.
Entering the Statue
Keep in mind that the little 'bot patrolling near here may be able to see you, but he can't hear you. I literally walked right into him but he didn't react until I stepped in front of him. There are crates directly in front of the front doors, use them for cover if the 'bot is around. Wait for him to leave the area before charging the security computer, using it to turn off the cameras and perhaps turn the turrets to your side, then open the doors. If you use the turrets to destroy the 'bot, keep the doors closed so nobody inside is alarmed by the gunfire and explosions. Smash the crate the camera was watching over to receive a lockpick, then quickly slip inside.
Assuming you left the turrets alone, you should be able to take over the statue without anyone noticing you until they get bopped. In the first room in the statue, an NSF trooper patrols the room counterclockwise, while another patrols upstairs. He'll see you bopping his buddy if you're to the right of the front doors, I'd recommend going upstairs to deal with him first before dealing with the downstairs fello.
Once both are unconscious, you can crack open the crates without anyone being alerted by the noise. If you go up the stairs to the right of the front doors, you'll find beer on the stairs. Turn left at the top of them, and smash open the crate there to discover a med kit. In the crate to the left of the front doors, on the first floor, you'll find another med kit.
We'll be busting Gunther out of his cell here, obviously, but if you want him to be a grumpy bastard to you later, you can move ahead to the Capturing the Commander section.
You probably saw a crate of TNT by the counter near the laser tripwires, swipe the lockpick nearby. Use a multitool on the laser panel, but listen to the patrolling NSF trooper. If he sounds like he's coming towards you, wait until he walks by the doorway and is heading east. Once the lasers are down, quickly get your baton ready, and go down the hallway leading right, (east) and take out the NSF troopers as fast as possible. Take the first left and bop the NSF trooper that stops closest to the windows first, then take out his buddy.
Once both are unconscious, double back and look for the NSF trooper sitting at a desk with an accuracy mod and newspaper sitting on it. I'd recommend using the riot prod on him, because odds are you'll alert him as you come barreling in. There's a camera that watches the desk, and it'll see you as you come in the room. You need to run in, render the NSF trooper unconscious, then run behind the desk before the camera sets off the alarm. Listen to the sound the camera is making, when it gets significantly quieter, you're safe. Use the security computer in front of the desk to turn off the camera and open the door, then run in and say hello to Gunther. Odds are you have a pistol on you from searching so many bodies, give him that and he'll be far friendlier to you later in the game.
Get some wine out of the holding cell, then leave the area. When you pass the laser panel again, turn left, and slip into the vent behind the column. Keep walking through it until you reach the first break, pick up a bottle of beer and multitool, which are to your right, then go left to the door and pick up some soy food. Return to the tunnel and continue crawling through it until you reach the second and final break, read the datacube on the table and take the medkit. Backtrack out of the tunnel and once you've emerged, head left and go to the ATM, use the login you found in the datacube to steal some cash.
Capturing the Commander
Go to the stairs across from the front doors and go up them, smashing the crate under the camera to discover a lockpick inside. Continue up the stairs until you see a crate of TNT ahead of you. If you want a med-kit, rush towards it, and hide behind the wall. An NSF trooper should be along shortly, ready to receive a hearty bop on the head from the baton. Once he's down, you can go outside in peace. The med kit is in a crate to the left and around the corner from the doors, but be careful. There's a nice helping of NSF friends wandering around here. If you went right out of the doorway, you'll discover enemies roughly in this order:
- NSF trooper by doors
- NSF trooper by crates
- NSF trooper wandering by the high ledge
- NSF trooper and mercenary thug by the statue head
If you go up the ramps here, you'll find nothing of interest. 3 of the doorways leading back into the statue had gas grenades in them, the other has an NSF trooper and a mercenary thug in it.
Return inside on the lower level, then wander upstairs, staying crouched to avoid alerting the mercenary thug and NSF trooper when you approach them. Keep going upstairs until you get an e-mail from Alex Jacobson about the missing Ambrosia. Be very, very careful as you come up the stairs, there's 2 NSF troopers up here who'll have a conversation when you get close enough. The trooper on the left will turn his head just enough that he'll see you as he comes up the stairs, so wait for the conversation to end before going anywhere.
When it's over, creep up the stairs and go right, hugging the wall to avoid being seen. If you want to take them out, wait until they have stopped talking and turned away from each other. You can walk right up to the near one and take him out as you wish, then quickly do the prod routine on the other.
Whatever you do with them, afterwards, pick up a candy bar in the corner of the room, then keep the wall on your left as you creep around the room. When you reach the ladder, climb up it. Alex will remind you to leave the commander alone in an e-mail part way up the ladder. Keep climbing up, rescue some beer off the floor, then talk to the commander. When the fork in the conversation arrives, don't choose the one along the lines of 'I'll send YOU back to the people in a body bag,' he won't like this and he'll pump some bullets into you for it. Assuming he doesn't kill you, taking him out will earn you a slap on the wrist from Manderley. Once he's surrendered, get the augmentation canister from the nearby table, and return to UNATCO HQ.
If you feel like taking out the commander without resembling swiss cheese afterwards, here's what Marecki sent me on the subject:
The most obvious way of verbally provoking him into a fight doesn't work too well in melee-only mode because he starts shooting fast and JC has to re-wield a weapon after each coversation. Sneaking up doesn't work either, as the conversation triggers whenever JC approaches him closely enough. However, it is possible to cheat the trigger! Having climbed the final flight of stairs, turn around and, hugging the wall, walk over the rail to the other side of the room so that you can approach the commander from behind. Ready your weapon of choice and jump at the guy, swinging in mid-air; if you manage to score an airborne hit the conversation will not trigger and attacking from behind means you probably won't have to swing again too many times - with advanced Low-Tech Weapons I managed to take the commander out with two baton swings.
I feel stupid for writing a walkthrough on something as simple as healing up and getting a new assignment, but hey, when was I ever accused of doing something sensible? When you arrive at UNATCO HQ, Paul will be there to greet you. If you killed even one person, he will tell you to pace yourself, because you killed a lot of people. Yet another reason for me to wish that JC could have the pleasure of killing him manually. If you didn't kill anyone, he'll approve, but Kaplan won't.
You need to head on inside now, and as strange as it may sound, there's actually a fair bit to do in here. From spying on women in the bathroom, (she should've been a brunette!) to breaking into offices, to breaking beer bottles over the head of your boss, UNATCO HQ can be quite a bit of fun.
First of all, let's head on inside. Steal Private Lloyd's soda and candy bar, then keep going until you reach the retinal scanner, go through it, then keep going until you reach the wooden door. Go through it, and go left, down the small flight of stairs, then left again down the larger stairwell to level 3. At this point Alex should tell you to get some supplies from Carter, and to meet with Jaime Reyes for a medical check-up. Let's do that, shall we?
When you get to the bottom of the stairs, go past the bathrooms and take the first left, then turn right to arrive at the armory. Carter will offer you ammo, a multitool, or a lockpick. Obviously we're only interesting in multitools or a lockpick, I picked a multitool since I didn't have very many of them on me.
Turn around and enter the offices behind you, you'll find darts on the shelf to your left, soda behind the computer on the desk to your right, and a bioelectric cell on the table past the computer. Proceed down the hallway to discover another computer with another can of soda on it, take it for yourself.
Leave these offices, and when you can see Sam Carter again, take a right, then a left, to end up in the hallway James Reyes' office connects to. Enter the doorway on your left to meet Alex Jacobson, and to get a nice supply of goodies. On various tables you should find 3 cans of soda, and 2 candy bars. Talk to Alex, then go to the usable computer past the door locked with a keypad. Hack the computer, and you'll discover the code for the door is 2001. There's more interesting information on that computer; you can get all the logins for all the computers. Crack the door open, and after you've bashed all the crates, pick up a lockpick and a bioelectric cell.
When you leave the room, walk straight ahead, jogging right slightly to avoid crashing into a table. Once you've reached the wall, look straight down, and you'll discover you're standing directly over a false floor! Open it, climb down, and pick up the goodies in here. You should find a box with 30.06 ammo in it, a key, a scope mod, and cigarettes.
As we're done robbing Alex, let's move on, shall we? Leave the room and go through the door across the hall, into Jaime Reyes' office. Chat with him a few times, then steal his can of soda. Move the plant on the shelves near his computer desk, and get the key hidden behind it. Use the key on the door across from the dead NSF trooper, who has some throwing knives on him, and get the med kit out of the crate.
Track down the med bot, it should be in the other room, and heal up, then install the combat strength upgrade. Steal the can of soda next to a datacube on a table nearby, then leave the office, and head back to level 2, perhaps stopping to take a peek at the lovely Ms. Shannon. She doesn't appreciate peeping toms, though, and will be cranky towards you for the rest of the game if you do.
Once at the top of the stairs, go into the first room on the left, which is Manderley's office. Talk to his secretary, steal the key on her desk, then proceed to Manderley to get your new orders. Steal his can of soda on his desk, then get a candy bar off the bathroom sink, the door is right behind Manderley. Once you have it, leave his office, and go left, going into the first room on your left. There's nothing of interest in the closets, at the moment.
Go into the back room of the breakroom, and listen to the rather amusing conversation between Navarre and Gunther. Talk to them afterwards, and then leave the breakroom. Hang a left, then go straight into your office. Funny how Paul doesn't have one, eh? You can read your e-mails and the books on your desk if you want, but there's nothing important in them.
After you're done, leave your office, hang a left, go up the stairs, then go into the office on your left. There's a lockpick on the back shelf, and a multitool on the low shelves beside the door. Leave the office, going straight down the hall to the only office we haven't robbed yet. Go inside, there's some readables, and a key we already have, check them out if you want. Leave the office, take the first right, and head on out of UNATCO HQ. Once you're outside, follow the path and return to the docks in the south. Hop on the boat, and we're out of here!