Detailed instructions for use are in the User's Guide.
[. . . ] DEFAULT KEY MAPPING
Moving
W S A D Z C Q E z, i X, Num . M s (hold) l W, Z, A, S, Move forward Move backward Strafe (sidestep) left Strafe (sidestep) right Turn left Turn right Lean left Lean right Jump Crouch Mouse look Walk/run Toggle walk/run
Using Items/Weapons
<, e ?t, > b Mousewheel Mousewheel 0-9 1 ; [ ] ' Use object in hand Use object in world Drop/throw item Put item away Select next belt item Select previous belt item Select belt items Open Inventory screen Reload weapon Toggle scope Toggle laser sight Change ammo
Other
p q 2 3-= Pause game Open main menu Open Goals/Notes screen Toggle nanoaugmentations on and off Num + Quick save Num / Quick load Num * Take screen shot
Looking Around
d, R Look up y, V Look down j, F Center view
Credits
Producer and Project Director: Warren Spector Lead Programmer and Assistant Director: Chris Norden Programmers: Scott Martin, Albert Yarusso Lead Designer: Harvey Smith Designers: Marshall Andrews, Ricardo Bare, Monte Martinez, Steve Powers, Robert White Dialogue: Sheldon Pacotti Additional Dialogue: Austin Grossman In-Game Text and Intro/Endgame Cinematics: Chris Todd Lead Artist: Jay Lee Artists: Clay Hoffman, Russell Hughes, Rob Kovach, Nghia Lam, Terry Manderfeld, Hugh Suh Audio: Peter Marquardt, Stan Neuvo, Will Nevins, Darren Walsh Music: Alexander Brandon of Straylight Productions New York, Hong Kong and Paris Club Songs: Reeves Gabrels QA Leads: James Flores (Ion Storm Austin), Jay Franke (Ion Storm Dallas), Mike Orenich (Eidos Interactive US), Tom Murton (Eidos Interactive Europe) Assistant Lead Tester (Eidos Interactive US): Carlo Delallana QA Ion Storm: Marshall Andrews, Dane Caruthers, Andy Dombroski, Peter Hushvahtov, Nathan Regener, Wendy Regener, Bonnie Steele, Chris Waltrip QA Eidos Interactive: Carlo Delallana, Eruch Adams, Daryl Bibby, Lawrence Day, Steve Didd, James Featherstone, Daniel Franklin, Erik Kennedy, Ron Lauron, Chris Lovenguth, Clayton Palma, Corey Fong, Colby McCracken, Ryan Natale, Ralph Ortiz, Bill Schmidt, Kenneth Schmidt, Beau Teora, Kjell Vistad, Jason Walker Eidos Honcho: John Kavanagh Associate Producer: Peter Marquardt Hardware/Net/Tech/Video Support: Einar Dietz, Chad Warren ION Storm PR and Marketing: Chad Barron, Mike Breslin Documentation by IMGS, Inc. : Chris McCubbin (Writing), Jennifer Spohrer (Graphic Design) To hear more music by Reeves Gabrels, go to www. reevesgabrels. com.
TABLE OF CONTENTS
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
Note. All references in this playguide to a "click" refer to a left mouse click. [. . . ] You can place items from your inventory into your items-at-hand slots as described in Inventory, p. t or the middle mouse button will discard an item without using it. B or the right mouse button will return an item to your inventory without using it, emptying your hand. Note that the right mouse button will only work if you are not focusing on a usable object (like a door or button -- see Focusing, p. Stackable items include grenades, food, medkits, biocells, lockpicks and nano-tools. You can only have one slot full of a given stackable item at any time. If you have your slot full, and you find additional items of that type, the game will refuse to pick them up until you reduce the number in your stack. Stacks can be placed in your items-at-hand slots. 6.
Look up R Center view F Turn right C V Look down
Move backward S Turn left
Strafe right D
Crouch X
Z
11
Multiple Items. You can carry more than one of some non-stackable items (including most of the self-powered items; see below), each in a separate slot. For other objects (including most weapons), you can put only one in inventory -- if you try to pick up another, the game will tell you that you already have one. (However, it will add the ammo from the second weapon to your inventory, if applicable. ) Object Size. Several objects, particularly large weapons, take up several slots in your inventory. Rifles, LAWS and swords are all particularly bulky. Note that however many slots a weapon takes up in your inventory, it will only take up a single box in your items-at-hand.
Inventory Management
There is no place to store items between missions, other than in your inventory. If you go back to the same location in different missions, anything you left behind will be gone. Therefore, it is extremely important that you take only those items that you expect to find most useful. Your choices will have a great impact on your strategy and character development throughout the game. Game essential items cannot be discarded.
Weapon Upgrades
Reloadable ranged weapons can be upgraded in a number of ways. These upgrades are found in the form of nanokits throughout the game. To upgrade a weapon, drag the upgrade nanokit over the weapon in your inventory that you wish to upgrade. Once a weapon is upgraded, that upgrade cannot be removed or transferred. [. . . ] In all cases, parents should monitor the use of video games by their children. If any player experiences dizziness, blurred vision, eye or muscle twitches, loss of consciousness, disorientation, any involuntary movement or convulsion, IMMEDIATELY DISCONTINUE USE AND CONSULT YOUR DOCTOR BEFORE RESUMING PLAY. EIDOS INTERACTIVE LIMITED WARRANTY EIDOS Interactive warrants to the original purchaser that this EIDOS Interactive disc is free from defects in materials and workmanship for a period of ninety (90) days from the date of purchase. This EIDOS Interactive disc is sold "as is" without expressed or implied warranty of any kind, and EIDOS Interactive is not liable for any losses or damages of nay kind resulting from use of this program. [. . . ]