After Deus Ex: Invisible War loads you will see the main menu screen.
To pick one of the options on this screen, use the D-PAD to highlight
your selection and then press A to continue.
New Game. Begins a completely new game.
Save Game. Saves a game that is currently in progress. The Save
Game choice is only active if you visit the Main Menu screen from
gameplay.
Load Game. Resumes a previously saved game.
Options. Customizes your control, sound, graphic and other game
settings. See p. 25 for more information.
You can return to this menu any time during gameplay by pressing
the START button.
GAME SET-UP
When you begin a new game of Deus Ex: Invisible War, you must first
make a few choices.
Select Game Difficulty
This choice determines how deadly in-game combat will be. Difficulty
levels affect four things: ammo per clip, damage taken by enemies,
damage taken by Alex D (your character), and enemy accuracy. There
are four levels to choose from, in ascending order of difficulty:
Easy. Increased damage taken by enemies, decreased
•
enemy accuracy
• Normal. Base level
• Hard. Decreased damage taken by enemies, increased enemy
accuracy, decreased ammo received from ammo clips
Realistic. Increased damage taken by enemies, significantly
•
increased damage taken by Alex D, increased enemy accuracy,
decreased ammo received from ammo clips
You may change this setting at any time during the game, using the
Options Menu (see p. 25).
Select Portrait
Choose the image that will represent your character, Alex D, in the
game. This will determine both your appearance and your gender in the
game. There are three male and three female portraits to choose from.
When you have made your selections above, highlight the DONE box
and press A to start the game.
Saving and Loading a Game
As you play Deus Ex: Invisible War you will want to save your game fre-
quently. From the Main Menu you can save or load a game at any time.
Saving. From the Main Menu, select SAVE GAME and press A. A listing
of current saved games is displayed. You may create a new saved
game by selecting NEW SAVE and pressing A, or you may choose to
overwrite an existing saved game by selecting it and pressing A. If
you overwrite an existing saved game that game is lost permanently.
You may delete a saved game by highlighting it and pressing Y.
Once a saved game has been deleted it cannot be recovered.
Loading. To load a previously saved game, select LOAD GAME from the
Main Menu. Your saved games are listed with the most recent save at
the top of the screen. The map where the game was saved is the
default name of the saved game. The amount of time that the game
was played is also displayed with the map name. Use the D-PAD to
highlight the game you wish to load and press A. If you have a game
in progress when you choose to load a saved game, all progress in
your current game is lost.
Select Interface Color Scheme
You may select the color of your interface for maximum readability.
You may change this setting at any time during the game, using the
Options Menu (see p. 25).
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GAMEPLAY
CONTROLLER COMMAND
SCHEME
The diagram below shows the default command scheme for
your controller.
L-TRIGGER
R-TRIGGER
Fire / Throw
LEFT THUMBSTICK
Move / Strafe
(Click to Crouch)
D-PAD
Cycle Inventory / Mods
RIGHT THUMBSTICK
Look / Turn
Biomod Screen
Data Vault Screen
There are several alternative configurations available. These can be
viewed and accessed by going to the Options Menu (see p. 25) and
selecting Control. From the Control Menu choose Controller Layout.
Alt-Fire
Y
Jump / Mantle
X
Inventory Screen
B
Toolbelt Switching
A
Use / Select / Speak
- BLACK BUTTON
- WHITE BUTTON
MOVING
In Deus Ex: Invisible War you move around and interact with the world
freely. This section will show you how to get to, through, past, around
or over whatever you find in the game.
Facing and Moving
The RIGHT THUMBSTICK controls the direction you are facing.
Move the
Move the
The direction you are facing determines your aiming point in combat
(p. 8) or for using objects (p. 6).
RIGHT THUMBSTICK 2 or 1 to turn.
RIGHT THUMBSTICK 3 to look up and 4 to look down.
GAMEPLAY
The LEFT THUMBSTICK controls your direction of movement.
Push 3 to move ahead.
Push 2 or 1 to strafe side-to-side.
Push 4 to back up.
Y Jumping and Falling
Press Y to jump. Jumping while standing still takes you straight up
and down — this can be useful for seeing over obstacles and grabbing
objects placed on high shelves.
To jump over or onto an obstacle, press Y while running.
The Speed Enhancement biomod can greatly increase your jumping
distance (see p. 19).
If you miss a jump from a high elevation — or simply step over a
precipice — you can take falling damage. Depending on the height from
which you fall, falling damage can be crippling or even fatal. The Speed
Enhancement biomod significantly decreases the damage from falling.
Crouching
Click LEFT THUMBSTICK to crouch. Crouching allows you to fit through
small openings and helps you take advantage of cover and concealment in stealth situations.
You can move while crouched. Moving while crouched is significantly
slower than normal movement, but you are much more silent and
harder to spot, making crouched movement the preferred method in
stealth situations.
Ladders
To climb a ladder, move toward it while looking in the direction you
wish to climb. You will automatically begin climbing when you reach
the ladder.
Mantling
You can “boost yourself up” onto objects too high to jump onto
directly. This is called “mantling.” Move next to the object you want
to climb onto, face it, and press and hold Y to mantle.
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GAMEPLAY
GAMEPLAY
TARGETING AND FOCUS
Your targeting/aiming cursor always appears at the center of the
screen. To interact with an object in the world, focus on the object by
approaching and centering your cursor on the object. The name of the
object will appear in your HUD along with brackets around the object.
When the object has focus — in other words, when you see its name and
brackets appear around it — you may interact with it by pressing A.
USING AND COLLECTING
OBJECTS
The game contains a variety of objects to pick up, use or otherwise
manipulate. Weapons, tools, food and other usable items that you can
carry with you are automatically added to your inventory when you
pick them up (provided you still have inventory slots available).
Managing your inventory is covered in detail beginning on p. 15, and
a complete list of usable objects can be found beginning on p. 20.
Non-Inventory Items
Many objects, ranging from basketballs to smaller furniture to dead
bodies, cannot be stored in your inventory, but can be picked up and
carried by hand. Focus on the item and press A to pick it up.
You can only have one object “in hand” at any given time, whether it
is an inventory or non-inventory item. If you are carrying a non-inventory object in hand, you have to drop it before you can ready, for
example, a weapon or multitool for use.
Some objects that are too heavy to lift — particularly large crates or
furniture — can be pushed. To push an object, position yourself with
the object in front of you, facing the direction you want to push, and
move forward.
R-TRIGGER Throwing Objects
You can throw most carried objects by pulling the R-TRIGGER.
The distance an object can be thrown is determined by its weight,
your strength, and where you are looking. If you want to throw for
distance, look ahead and slightly upwards. Thrown items can be used
to create a distraction.
Multitools
Multitools are self-configuring nano devices. In the hands of a skilled
operator (such as yourself) they can be used to modify or disable technological devices, and even to pick locks. The more difficult the task,
the more multitools are needed.
When you focus on a lock or object that can be disabled or modified
using multitools, your internal software will display how many multitools are required.
COMMUNICATING
Interacting with the people you meet as you progress through Deus
Ex: Invisible War is a vitally important part of the game.
Your internal software includes an IFF (Identification Friend or Foe) system that tells you whether a person is an enemy to be engaged in
combat or someone with whom you can speak peacefully. When you
are focused on a character, friendly characters are identified with
green brackets while hostiles have red brackets.
A Talking to People
To speak to characters, stand next to them until targeting brackets
appear, then press A to talk.
Sometimes you are given a choice of responses. You can cycle through
the various choices with the D-PAD, and press A to choose a response.
Your choice may affect how the character responds to you, and can
have significant repercussions over the course of the game. During a
conversation you may skip through the voice dialog by pressing A.
A Holo Projectors
Holo projectors are holographic communicators used to communicate
with characters in remote locations. They can both play recorded messages (“Vmail”) and transmit real-time conversations. To use a holo
projector, focus on it and press A. If there is
a message waiting for you, a mail icon is
shown on the projector. If someone wants
to speak to you, a holographic image of that
character is shown.
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GAMEPLAY
A Datacubes
Datacubes hold recorded data such as email, memos, pictures and graphics. To access the contents of a datacube,
focus on it and press A. Any data that’s important to your
mission will automatically be stored in your Data Vault (see p.
15).
Purchasing/Credits
As you progress through the game, you will from time to time find
Credits (the “virtual cash” of Deus Ex). Your credit total can be found
at the top of your Inventory Screen (X to access).
You can purchase weapons, ammo, information and other useful
items (including black-market biomods) with credits. If a character has
something he or she wishes to sell you, it will appear as an option
during conversation. You can choose to accept or decline the transaction just as you would choose any other conversation option — highlight your choice and press A to accept it.
COMBAT
In Deus Ex: Invisible War, combat is never the only way to accomplish
your goals. However, if you choose to resort to combat, you should
be aware of the resources at your disposal.
To engage a target, ready your weapon, face your enemy so that it’s
targeted and pull the R-TRIGGER to attack.
With hand-to-hand weapons, you must be standing within reach of
the target, of course.
Aiming
Taking time to aim at a distant target before firing increases your
chances of hitting. Some weapons, such as the sniper rifle and the
rocket launcher, take more time to aim.
Damage and Healing
When you hit an enemy in combat, the attack’s effectiveness depends
on its location — head shots are far more severe than body shots, but
the head is a harder target to hit.
Damage you sustain can be healed by eating or drinking, or by using
a medkit, a med-bot or the Regeneration biomod (see p. 19).
Food and drink heal only a very small amount of damage.
GAMEPLAY
Medkits can be carried with you. It may take several medkits to heal
severe wounds.
Med-bots can be found throughout the world. They provide much
greater healing power per use and they can be used multiple times.
The Regeneration biomod also provides quick and complete healing,
though using it requires bioenergy.
EMP Damage
EMP (Electromagnetic Pulse) weapons are designed for use against bots
and other mechanical targets. In general, EMP damage does not affect
organic targets (although some weapons are designed to both administer EMP damage and also affect organics through other means).
Thanks to your nano-systems, you are not entirely organic. If an EMP
weapon hits you, your bioenergy reserves will be drained severely.
Bots and other mechanical targets can be destroyed with either EMP
or physical damage.
Ammo
All weapons use the same ammunition: a nano-mass that is dynamically
configured by the weapon itself into ammunition of the appropriate type
— anything from a pistol shot to a guided rocket, or even incendiary fuel
for the flamethrower.
Heavier weapons use up more ammo per shot. You will get many more
pistol shots from a single magazine than you will rockets or grenades.
You can carry up to 10 magazines of ammo at any given time.
Your current ammunition is displayed on your HUD.
L-TRIGGER Alt Fire
Every ranged weapon in the game (plus all proximity mines) have an
“alt fire” mode, activated when you use the L-TRIGGER to fire. Alt-fire
effects range from targeting aids (the scope of the boltcaster and sniper
rifle), to completely different modes of attack (the SMG’s micro-grenade
launcher, or the flame thrower’s napalm caster). A list of the alt-fire
attacks can be found in the weapon descriptions that begin on p. 21.
While some alt-fire effects are passive and use no additional ammo at
all (e.g., scopes), other alt-fire attacks with high damage potential can
require significantly more ammo than a normal attack.
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