Games Microsoft XBOX DEUS EX-INVISIBLE WAR User Manual

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SAFETY INFORMATION (left) THE MAIN MENU 2 GAME SET-UP 2
Select Game Difficulty . . . . . . . . . . .2
Select HUD Color Scheme . . . . . . . .2
Select Portrait . . . . . . . . . . . . . . . . .3
Saving and Loading a Game . . . . . .3
MOVING 4
Facing and Moving . . . . . . . . . . . . .4
Jumping and Falling . . . . . . . . . . . .5
Crouching . . . . . . . . . . . . . . . . . . . .5
Ladders . . . . . . . . . . . . . . . . . . . . . .5
Mantling . . . . . . . . . . . . . . . . . . . . .5
TARGETING AND FOCUS 6 USING AND
COLLECTING OBJECTS 6
Non-Inventory Items . . . . . . . . . . . .6
Throwing and Dropping . . . . . . . . .6
Multitools . . . . . . . . . . . . . . . . . . . .7
COMMUNICATING 7
Talking to People . . . . . . . . . . . . . . .7
Holo Projectors . . . . . . . . . . . . . . . .7
Datacubes . . . . . . . . . . . . . . . . . . . .8
Purchasing/Credits . . . . . . . . . . . . .8
COMBAT 8
Aiming . . . . . . . . . . . . . . . . . . . . . .8
Damage and Healing . . . . . . . . . . . .8
EMP Damage . . . . . . . . . . . . . . . . .9
Ammo . . . . . . . . . . . . . . . . . . . . . . .9
Alt Fire . . . . . . . . . . . . . . . . . . . . . . .9
Stealth . . . . . . . . . . . . . . . . . . . . . .10
Non-Lethal Options . . . . . . . . . . . .10
Weapon Modifications . . . . . . . . . .10
HUD 11
Health Meter . . . . . . . . . . . . . . . . .11
Compass . . . . . . . . . . . . . . . . . . . .11
Ammo Display . . . . . . . . . . . . . . . .11
Biomods . . . . . . . . . . . . . . . . . . . .12
Energy Meter . . . . . . . . . . . . . . . . .12
Toolbelt . . . . . . . . . . . . . . . . . . . . .12
TABLE OF CONTENTS
Hazard Icons . . . . . . . . . . . . . . . . .12
Biomod Upgrade Icon . . . . . . . . . .12
TARGETING INFORMATION 13
Target Brackets . . . . . . . . . . . . . . .13
Enemy Health Bar . . . . . . . . . . . . .13
Direction-of-Fire Indicator . . . . . . .14
Doors & Containers . . . . . . . . . . . .14
INVENTORY & DATA VAULT 15
Inventory . . . . . . . . . . . . . . . . . . . .15
Biomod Screen . . . . . . . . . . . . . . .16
Data Vault . . . . . . . . . . . . . . . . . . .16
BIOMODS 16
Black Market Mods . . . . . . . . . . . .17
Active and Passive Biomods . . . . . .17
Bio Energy . . . . . . . . . . . . . . . . . . .17
Biomod Screen . . . . . . . . . . . . . . .17
Installing and Upgrading . . . . . . . .18
Hot Switching . . . . . . . . . . . . . . . .18
BIOMOD LIST 18 WEAPONS & INVENTORY
EQUIPMENT LISTS 20 WEAPON MODS 24 THE OPTIONS MENU 25
Game Menu . . . . . . . . . . . . . . . . .25
Audio . . . . . . . . . . . . . . . . . . . . . .25
Video . . . . . . . . . . . . . . . . . . . . . . .25
Control . . . . . . . . . . . . . . . . . . . . .25
Credits . . . . . . . . . . . . . . . . . . . . . .25
TARSUS ACADEMIES: SECURITY OPERATIONS RESIDENCY® 26
TARSUS SOR PROGRAM: PERSONNEL PROFILES 27
Dr. Leila Nassif . . . . . . . . . . . . . . . .27
Billie Adams . . . . . . . . . . . . . . . . . .28
Leo Jankowski . . . . . . . . . . . . . . . .28
Klara Sparks . . . . . . . . . . . . . . . . . .29
DEUS EX: INVISIBLE WAR TEAM 30
EIDOS INC. LIMITED WARRANTY 32
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GETTING STARTED
GETTING STARTED
THE MAIN MENU
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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GAMEPLAY
The rocket launcher’s alt-fire mode requires a bit of explanation: You can fire the rocket launcher in guided fire mode. If you fire a missile with guided fire, you will be shown a point of view from the nose of the missile. You can then guide the missile to its target using the RIGHT
THUMBSTICK
to maneuver the projectile.
Stealth
Stealth can be an important tactical consideration. Depending on your style of play, it can be as important as, or even more important than, offensive prowess.
“Ninja” characters will find they can often use stealth to bypass com­bat entirely, while even the most aggressive “commando” fighters will find that their survival odds are significantly increased if they use stealth tactics to position themselves for the most effective assault.
To increase your chances of going unnoticed, move slowly or crouch, and stick to dimly lit areas.
Avoid the line of sight of hostiles — it’s easier to sneak past an enemy if his back is turned. It can be useful to distract the enemy with thrown objects or other diversions (for example, a mine set to timed detonation). However, this can also put the enemy on alert that some­thing is amiss, so use this tactic cautiously.
Several biomods, such as Cloak and Move Silent, can dramatically increase your stealth potential. See the list beginning on p. 18.
Non-Lethal Options
There are numerous non-lethal combat options available throughout the game. Sometimes the best way to get through a combat situation is simply to avoid it with stealth, but even if you choose to engage the enemy, you can choose to do so with non-lethal means like the bolt­caster, the stun prod or gas grenades. Remember, in Deus Ex: Invisible War, deadly force is always a choice, not a requirement. Let your own sense of ethics and morality (and fun!) be your guide.
GAMEPLAY
HUD
The HUD is a collection of readouts containing useful information that is overlaid on your field of vision. The following information is displayed on your HUD.
Health
Meter
Toolbelt
Ammo
Clip
Indicator
Compass
Pool
Health Meter
On the top left side of your HUD is your Health Meter. This curved red bar displays your current health status. If the bar is full, your health is fully charged. If the bar is empty your character is dead.
Compass
The Compass indicates the direction you are facing. Use the Compass to help you find your way around. The Compass is at the top center of your HUD.
Energy
Meter
Biomod
Display
Weapon Modifications
Ranged weapons can be customized with weapon modifications. These devices enhance the performance of your weapon in various ways. A list of available weapon mods can be found on p. 24.
Once you have acquired a weapon mod, open your Inventory Screen, select the weapon on which you wish to install the mod and press listing of available mods will be displayed. Select the mod to install and
A. Each weapon can have two weapon mods installed.
press
10
Y. A
Ammo Display
The Ammo Display in the lower left corner of your HUD shows the amount of ammo you have. The Ammo Display has two main readouts.
The Ammo Pool shows how much of the current clip remains. When the Ammo Pool is depleted, a new full clip refills the pool, if a clip is available.
The Clip Indicator shows how many clips of ammo you’re carrying, up to a maximum of 10.
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GAMEPLAY
GAMEPLAY
Biomods
The Biomod Display, on the right side of the screen, shows all your biomod slots and the biomods currently installed in each slot (if any).
To activate a biomod, highlight it on the HUD by pressing the D-PAD 1, and press A, or press the button to display the Biomod Screen. Some biomods are passive, and work all the time, with no need of activation.
Energy Meter
The Energy Meter shows the amount of energy you currently have available to power biomods (see p. 17). It is a curved purple bar next to the Biomod Display.
B Toolbelt
Your Toolbelt, on the left side of the screen, consists of six slots that can hold Inventory items that are “at hand” — ready for use at any time, without access­ing your Inventory Screen. To use a Toolbelt item, press B. This will cycle through your toolbelt, equipping each item in turn until you get to the one you want. Alternatively, use D-PAD 2 to highlight the Toolbelt, then select the item you want to use. Then press A to take the item in hand.
See p. 15 for more on your Toolbelt and Inventory.
Hazard Icons
BIOTOX
ELECTRICAL
EMP
FALLING
FIRE
HEALTH LEECH
RADIATION
Hazard icons appear in the center of the screen when harmful envi­ronmental hazards are present.
Environmental hazards include radiation, bio-toxins, heat and electromagnetic fields.
Biomod Upgrade Icon
The Biomod Upgrade icon appears when an unused biomod canister (including black-market biomod canisters) is in your pos­session. Press the button to access the Biomod install screen. See page 18 for information on installing biomods.
TARGETING INFORMATION
Your cursor does more than show your point of aim. Thanks to your internal IFF system, it also shows you a great deal of useful information about your environment.
Target Brackets
Targeting brackets appear around whatever you are looking at. When something is target-
Target
Brackets
Enemy Health Bar
Enemy Health
Bar
ed you can aim a weapon at it, pick it up or use it. If a friendly character is targeted, pressing A will initiate a conversation.
If your IFF system identifies a poten­tially hostile target, it will display a bar to the right of the target showing the target’s current damage level. The bar will shorten as the target sustains damage, allowing you to see how effective your attacks are.
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GAMEPLAY
GAMEPLAY
Direction-of-Fire Indicator
If you are being hit by enemy attacks, arrows will flash in the center of the screen showing you the general direc­tion that each hit came from (front, rear,
Direction-of-Fire
Indicators
right or left).
Doors & Containers
Your internal sensors provide valuable infor­mation about doors and containers you
Lock
Strength
Door Strength
Many doors can be bashed or blown open. A red bar indicates the door’s relative strength. No bar indicates the door is indestructible.
The indicator on the right displays the lock’s strength. Each lock icon that is displayed represents the number of multitools that are needed to pick the lock. A door can require up to three multitools to open.
When you focus on a locked door or container and press automatically draw a multitool to pick the lock, if you have any multi­tools in inventory.
If no lock icons are displayed, that means the door or container is unlocked and can be opened simply by pressing
may want to open. When you focus on a
door or container, two vertical indicators are displayed.
The bar on the left dis­plays the door or con­tainer’s structural integrity (its strength).
A, you will
A to use it.
INVENTORY & DATA VAULT
Your internal data storage generates useful informational screens.
X Inventory
Use X to access your Inventory Screen. You can carry up to 12 items in Inventory (or 14 with the Enhanced
Strength biomod). Each slot holds one item (or stack of identical items), regardless of the item’s size.
Many items can be taken in hand, but not placed in Inventory. An item that can go into your Inventory will automatically be placed there when you press A to pick it up.
Consumable items (food, medkits, energy cells and so forth) can be stacked in a single Inventory slot. If you have more than the allowable maximum for a single stack, a new stack will be started in a second Inventory slot (if one is available).
You can carry as many different identical weapons and non-stackable items as you have space for.
From the Inventory Screen you can cycle among the items in your possession using the selected an item in the Inventory Screen, you have two options:
A Equip/Use. You will take the item in-hand, and hold it ready.
Items that are usable on yourself will be automatically used — medkits, if you’ve taken damage, power cells if you need energy, and so forth. To actually use other items, first exit the Inventory Screen, then pull the
Y Drop. Drop the item where you stand. You can return and pick
it up again later, if you wish.
When an item is selected, moving the D-PAD to another Inventory or Toolbelt slot will give you another option:
Swap. Swaps the selected Inventory item into the selected space. This option allows you to move items between your Inventory and Toolbelt or to adjust the position of items within your Inventory.
D-PAD. To select an item press A. Once you have
R-TRIGGER.
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EQUIPMENT
EQUIPMENT
Biomod Screen
Access the Biomod Screen with the button. This screen displays detailed information about all biomods and dis-
plays your current biomod upgrade levels. You can access information about both installed and uninstalled biomods from this screen. A detailed guide to your biomods begins on p. 18.
Data Vault
Access your Data Vault with the button. The Data Vault stores the Goals, Notes and Images that you receive while playing the game. Cycle through the Goals, Notes and Images with D-PAD 2 and 1.
The Data Vault represents your internal “hard drive.” It can store images and data files for access at any time. There are three sections through which you can cycle.
The Goals Screen lists assigned mission goals waiting to be fulfilled. The Notes Screen records important messages, keycodes and other
significant data. Completed goals also are displayed on your Notes Screen.
The Images Screen records maps, diagrams and photographs that are important to your mission.
Use D-PAD 3 and 4 to scroll through the various pages of each of these screens.
BIOMODS
Biomods are modular nanotechnology implants that imbue you with extraordinary abilities. They are your principal operational assets both in and out of combat, as well as your main means of customizing your character.
You have five assignable biomod slots corresponding with various parts of your body. The light biomod is fixed in the sixth slot, and cannot be upgraded or removed. Each additional slot can carry one biomod at a time, and you must choose from three possible biomods (two standard and one black market, see below) for each slot. Standard biomod canisters can establish or upgrade any standard bio­mod in any slot, and black market canisters can establish or upgrade a black market biomod in any slot.
Black Market Mods
Black market biomods use illegal nanotech to create powerful modifi­cations. Black market biomod canisters work just like standard canis­ters. However, they can only be used to establish or upgrade black market biomods. There is one and only one possible black market biomod for each slot.
Standard biomod canisters cannot be used to upgrade black market biomods.
Active and Passive Biomods
There are two types of biomods, active and passive. Active biomods must be activated to use, and drain bio energy as long
as they are in use. Passive biomods are always on. A passive biomod automatically acti-
vates when its effect is needed. Active biomods can be activated from your HUD, or from the Biomod
Screen. In either case, highlight the biomod you wish to activate and press A. To deactivate the biomod, highlight it and press A again. Remember to deactivate active biomods when not in use, to save bio energy.
Bio Energy
Bio energy is the electrical energy that powers your biomods. You have internal bio energy “batteries” that must be recharged from an external source when your reserves become low. Bio energy can be recharged using repair bots or energy cells. Some biomods drain your bio energy far faster than others. EMP attacks can also drain your bio energy rapidly.
Biomod Screen
If you have an unused biomod canister in your possession you can use it to establish or upgrade a biomod from your Biomod Screen. The Biomod Screen is accessed with the button.
From the Biomod Screen, use D-PAD 3 and 4 to scroll through your six biomod slots. As you highlight each slot, icons will appear in the middle of the screen displaying the biomods that can be installed.
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EQUIPMENT
Y Installing and Upgrading
To install a new biomod, you must have an unused biomod canister available (standard or black market, as appropriate).
Go to the Biomod Screen, highlight the slot where you wish to install the new mod and press Y. Use D-PAD 2 and 1 to scroll through all of the mods currently available for installation or upgrade in that slot (two regular biomods if you have a normal biomod canister in Inventory, one black market biomod if you have a black market canis­ter, or all three mods if you have both). Select the mod that you wish to install and press A.
Once you’ve installed a biomod in a slot, you can choose to use any further biomod canisters you may find to upgrade that mod. Each successive upgrade significantly increases the power of your mod. You may upgrade a given mod up to three times.
Using a biomod canister to upgrade a mod is exactly like installing a new mod, except that the mod you select has already been installed.
Hot Switching
If you install a biomod in a given slot, and later decide you would pre­fer a different mod there — for example, to replace a standard bio­mod with a black market biomod, or simply because you changed your mind — you can use a new canister to make the switch at will. However, the effects of the original mod, along with any upgrades you have applied to that mod, are lost in the switch.
To switch biomods simply install the new biomod normally (select the slot you wish to install on the Biomod Screen and press Y to display Biomods, then use A to select the Biomod.) You will be prompted to confirm your choice before the previous biomod is deleted.
BIOMOD LIST
BIOTOX ATTACK DRONE (active)
Arm
STRENGTH ENHANCEMENT
(passive)
Adds damage to melee and thrown attacks. Allows you to lift heavier objects and carry more items in your inventory.
when you attack. The drone’s dart attack is fairly quiet. Only attacks organic targets.
Launches a drone armed with a non­lethal biotox weapon. Hovers near you and attacks
BOT DOMINATION (active)
BLACK MARKET
Allows you to trans­fer your view/per­ceptions/control to a nearby bot, camera or turret.
Cranial
CLOAK (active)
Renders you invisible to humans and ani­mals. Not effective against turrets, bots or cameras.
HAZARD DRONE (active)
Protects you from environmental haz­ards such as poison and radiation.
NEURAL INTERFACE (passive)
BLACK MARKET
You can enter com­puter systems with­out a password. Important email, key
phrases and codes found in a computer system get added to your Datavault as Notes.
Eye
VISION ENHANCEMENT (active)
Improves your
vision. Provides low-
light enhancement
and increased tar-
geting accuracy.
EQUIPMENT
REGENERATION (active)
Rapidly restores lost health. Automatically deac­tivates when full health is reached.
SPY DRONE (active)
BLACK MARKET
A remote camera and EMP weapon. This drone can be piloted — you can
see through the drone’s “eye” and maneuver it normally. The drone can fly verti­cally, but it has a fairly low maxi­mum flight altitude. It can fire an EMP attack (which destroys the drone) over a small radius.
Leg
SPEED ENHANCEMENT (active)
Increases speed and
jumping distance.
Decreases damage
from falls.
MOVE SILENT (passive)
Reduces the noise
made by walking,
running or jumping.
HEALTH LEECH DRONE (active)
BLACK MARKET
Allows you to heal
yourself when in
close proximity to a
corpse or uncon-
scious body, by breaking down the body’s organ­ic material nanotechnologically.
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EQUIPMENT
THERMAL MASKING (active)
Skeletal
AGGRESSIVE DEFENSE DRONE
(passive)
Forces incoming missile projectiles to detonate premature­ly. Detonates hurled enemy grenades and projectiles.
ELECTROSTATIC DISCHARGE
(passive) BLACK MARKET
Renders you less vis­ible to bots and electronic devices, including cameras and turrets.
Enhances your hand­to-hand attacks with EMP damage.
WEAPONS & INVENTORY EQUIPMENT LISTS
BIOMOD CANISTER
STANDARD
Can be used to install a new biomod or to upgrade an existing biomod. Standard canisters cannot install or upgrade black-market biomods.
BIOMOD CANISTER
BLACK MARKET
Can be used to install or upgrade a black-market biomod.
BINOCULARS
A high-tech vision device that enhances view­ing distance and clarity.
FIRE EXTINGUISHER
A device to put out small fires. It may also be used creatively, for example, to blind unpro­tected organic oppo­nents. Each extinguisher is effective for a limited duration, after which it is drained and use-
less.
Resources
ENERGY CELL
These compact, single-use batteries will restore some of your lost bio energy. Energy cells can be stacked in a single inven­tory slot.
MEDKIT
Restores a small amount of lost health when used. Medkits can be stacked in a single inven­tory slot.
MULTITOOL
An all-pur­pose nanotech device that can be used to bypass security devices (like keypads, cameras and turrets) and to pick locks. Some complex tasks will require several multi­tools. Multitools can be stacked in a single inventory slot.
Virtual Resources
CREDITS
The global “virtual cur­rency.” Your current total is dis­played in its own window at the top center of the Inventory Screen.
SOFT KEY
A nano-code for a specific lock. Your soft key “ring” (a list of soft keys currently stored by your software) can be viewed in your Datavault. Once a soft key is in your possession, you can open its associated lock at will. Since they are data, soft keys take up no physical inventory space.
Consumables
You can collect food and drink resources of various types. Food and drink (including water from water fountains) can be processed by your internal sys­tems to heal a small amount of physical damage. All consum­ables are consumed upon use.
CANDY BAR (MONTYBITES ! )
The candy of the future, tai­lored by nanotechnology to maximize nutrition.
BEER/WINE
Mild alcoholic beverages.
Alcohol reacts with your nano-
systems to create a brief but fairly intense period of disorien­tation before it is metabolized.
CIGARETTES
If you choose to smoke, you will actually lose
health from the cigarette.
EQUIPMENT
Furthermore, a small cloud of smoke follows you around, and you are more likely to attract the attention of thermal sensors.
SODA
A popular drink, often dis­pensed through vending machines.
SOY FOOD
The food of the future, tai­lored by nanotechnology to maximize nutrition.
BREAD, MEAT AND SO FORTH
Old-fashioned provisions.
Melee Weapons
The advantage of melee weapons is that they do not (in general) require ammo. The disadvantage is that they have no ranged attack.
COMBAT KNIFE
Damage Type
PHYSICAL
Heavy, military-style knife useful for slashing.
CROWBAR
Damage Type
PHYSICAL
Standard warehouse implement, which can be used as a cudgel.
ENERGY BLADE
Damage Type
ENERGY
This weapon is the high end of the melee weapon curve. When “inactive,” it is a hilt and a dark inert rod. When activated, the rod glows with energy.
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EQUIPMENT
The energy blade has its own internal power source, and does not need ammo or power cells.
RIOT CONTROL BATON
Damage Type
PHYSICAL
A police baton. Use as a cudgel.
STUN PROD
Damage Type
ELECTRICAL
Administers an electrical stun attack. The stun prod uses ammo as an energy source.
Thrown Weapons
GRENADES
Grenades are fused, hurled explo­sives. When thrown normally, grenades explode after a short time. (It’s possible to bounce a grenade off a wall to throw it around a corner.) When thrown using alt-fire mode the grenade will explode immediately on contact.
Concussion Grenade
Damage Type
EXPLOSIVE
A basic anti-personnel explosive. Very noisy.
EMP Grenade
Damage Type
EMP
Attacks the control systems of robotic units. Temporarily dis­rupts electronic devices like cam­eras, and temporarily reduces energy weapons to half effect.
Gas Grenade
Damage Type
BIOTOX
Emits a cloud of incapaci­tating gas. Relatively quiet.
Scrambler Grenade
Damage Type
NONE
Emits a viral electronic transmis­sion that temporarily causes bots to regard their allies as hostiles and their enemies as neutrals — basically, the bot goes over to your side for a time. Does no physical damage.
FLASH BOMB
Damage Type
STUN
Emits a brilliant flash fol­lowed by a temporary illuminat­ing flare effect. Blinds organic units. Can cause bots with ther­mal targeting systems to lose tar­get lock.
SPIDERBOMB
Damage Type
EMP/STUN
This “bomb” deploys a spiderbot that will attack any nearby ene­mies with an EMP/stun blast.
PHOSPHORUS FLARE
Damage Type
NONE
Radiates bright light. Can cause bots with thermal targeting sys­tems to lose target lock. Does no physi­cal damage.
NOISEMAKER
Damage Type
NONE
When thrown, it emits noise, which can be used to pro­vide a distraction.
Pistol Weapons
BALLISTIC PISTOL
Damage Type
BALLISTIC
Alternate Fire
FLASHLIGHT
The basic hand-held slug-thrower.
BOLTCASTER
Damage Type
BIOTOX
Alternate Fire
SMART SCOPE
Rather than a traditional tension­based crossbow, the boltcaster accelerates a bolt electromagneti­cally. The bolt injects a toxin that inflicts non-lethal poison damage over time.
Two-Handed Ranged Weapons
SHOTGUN
Damage Type
BALLISTIC
Alternate Fire
SMOKE CANISTER LAUNCHER
Fires an anti-personnel blast.
SMG
Damage Type
BALLISTIC
Alternate Fire
FLASHBANG GRENADE LAUNCHER
A compact, fully automatic weapon.
NOTE: Extended auto-fire causes the shot grouping to spray.
EQUIPMENT
SNIPER RIFLE
Damage Type
BALLISTIC
Alternate Fire
SMART SCOPE
A powerful, extremely accurate distance weapon with a slow refire rate.
RAIL GUN
Damage Type
BALLISTIC & ENERGY
Alternate Fire
FIRES THROUGH WALLS
The rail gun produces a powerful energy beam. In alt-fire mode, it can be fired through walls and other solid objects, striking the target without damaging the intervening objects.
Heavy Weapons
NOTE: Heavy weapons do not inflict extra damage for head shots.
FLAME THROWER
Damage Type
FIRE
Alternate Fire
NAPALM GLOBE
Spews liquid fire that sticks to a sur­face and burns brightly for awhile.
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EQUIPMENT
OPTIONS
ROCKET LAUNCHER
Damage Type
EXPLOSIVE
Alternate Fire
GUIDED FIRE
(see p. 10) Fires a self-propelled tracking rocket.
NOTE: The rocket launcher must have time to lock on to a target before fir­ing, or it will not guide itself in.
Mines
Mines must be attached to a flat sur­face to be activated. In the default proximi-
ty mode they will det­onate if an enemy passes nearby (you cannot set off your own proximity mines, even if you leave the area and return). Using alt-fire mode sets a 15-second timer, at the end of which the mine will detonate. Mines can be attached to walls, floors and ceil­ings. You can recover your own undetonated proximity mines if they are no longer needed.
CONCUSSION PROXIMITY MINE
Damage Type: EXPLOSIVE
Explodes when an enemy approaches.
EMP PROXIMITY MINE
Damage Type: EMP
Temporarily disrupts electronic devices like bots and cameras. Temporarily causes energy weapons to work at half effect.
BIOTOX GAS PROXIMITY MINE
Damage Type: BIOTOX
Emits a cloud of paralyzing gas.
WEAPON MODS
A variety of weapon mods can be installed on the ballistic pistol, boltcaster, shotgun, SMG, sniper rifle and rail gun. The following is a sum­mary of the weapons mods that can be found scattered through­out the game. Be aware, though, that not all weapon mods can be installed on all weapons.
AMMO SCAVENGER
The weapon uses less ammo.
EMP CONVERTER
Adds EMP damage (effective against bots and electronic tar­gets) to shots.
FRAGMENTARY ROUND
Creates a small-radius explosion on impact that inflicts extra dam­age.
GLASS DESTABILIZER
Dissolves glass without setting off alarms. Note that the glass desta­bilizer does not affect non-break­able glass.
INCREASED DAMAGE
Adds more damage per shot.
INCREASED RANGE
Increases shot range.
REFIRE RATE
Weapon fires faster.
SILENCER
Weapon sound is dampened.
THE OPTIONS MENU
The Options Menu can be used to configure the game to your taste. It is accessed from the Main Menu. Select Options with the D-PAD and press A. The Options Menu has five sub-menus.
GAME MENU
Difficulty. You can change the game difficulty during play, if you need help getting past a tough challenge (or if you need a tougher challenge). Options are Easy, Normal, Hard and Realistic.
Interface Opacity. Controls how transparent your HUD is. A more opaque HUD might be easier to read, but may interfere with your view of surroundings. Choose a setting between 1 and 100, with 100 being the most opaque.
Minimal Interface. The dynam­ic HUD will constantly change in response to your circumstances. This setting defaults to On.
Interface Color. Allows you to select the color of your HUD for maximum readability.
Enable Auto Aim. Auto Aim allows for easier targeting and aiming.
Help Text. Toggles help text. Defaults to On. Help text appears when you focus on an item.
AUDIO
All volume controls can be set from 1 (softest) to 100 (loudest).
Speech Volume. Sets the loud­ness of speech.
Music Volume. Sets the level of background music.
Sound FX Volume. Sets the level of ambient sound effects.
Subtitles. Controls whether dialog will appear as both speech and text, or as speech only. Defaults to On.
VIDEO
Gamma / Brightness / Contrast. The three video set-
tings control the brightness, con­trast and definition (gamma) of the image. They can be adjusted to maximize the clarity of the game on your system.
CONTROL
Vibration. Toggles vibration effect on your XBox controller.
Sensitivity. Controls THUMBSTICK sensitivity, from 1 (least sensitive) to 100 (most sensitive).
Lookspring. Toggles lookspring On or Off. When On, your point of aim will automatically return to “front and center” after you’ve looked up or down.
Invert Look. Toggles invert look On or Off. By default, you look up when the and down when it’s moved toggle allows you to reverse that, if the reversed directions seem more natural to you.
Controller Layout. There are several schemes, or command sets, for your Xbox controller. The scheme shown on p. 4 is the default. This option allows you to view the other schemes and select the one you prefer.
THUMBSTICK is moved 3,
4. This
CREDITS
Displays game credits.
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INVITATION TO ACTION
TARSUS ACADEMIES: SECURITY OPERATIONS RESIDENCY®
A personal invitation to AlexD, from Tarsus Academies
Greetings, Alex. As one of the most outstanding graduates of the Tarsus Academies’ primary and secondary school systems, you have been selected to receive a full scholarship to our Security Operations Residency program.
The Tarsus Security Operations Residency is an intensive three-year program of training in leadership, technology, special operations, counterespionage and creative problem solving. As a Tarsus SOR resi­dent you will receive training and instruction from field-grade military officers and strategists, international prize-winning scientists, and pre­eminent experts in all fields. We wish we could tell you just a few of the SOR guest faculty members, but for reasons of personal and cor­porate security, the list must remain confidential until you confirm your enrollment.
Fewer than a dozen Tarsus graduates worldwide have been invited to participate in our inaugural residency. You, Alex, are one of them. As an SOR resident you will be housed comfortably in your own apart­ment in our New Chicago training facility located in the elite WTO enclave. Tuition, instructional materials (including your own unrestrict­ed data hub access and holoterminal), comprehensive medical, room and board are all fully paid by Tarsus Academies. In addition, you will receive a generous monthly living stipend. Finally, you will receive free medical screening and pre-operative prep for the very latest in field op biomodification. Residents who successfully complete the initial phase of training will receive a full suite of biomodifications and extensive training in their use.
Tarsus is willing to go to all this expense because we want to take the Tarsus Comprehensive Educational Doctrine® to its logical conclusion. Our trainees have already been guaranteed premium assignments at
IMPORTANT DOSSIERS
top corporations, because they are the very best going in, and will be even better coming out. We trust that you, Alex, will be among them.
Please discuss this opportunity with your loved ones and reply with your acceptance within 30 days to: TARSUS.SOR.INVITE. In the meantime, your further questions are welcome, but confidentiality restrictions may apply until acceptance is confirmed.
TARSUS
CONFIDENTIAL
SOR PROGRAM:
PERSONNEL
PROFILES
Dr. Leila Nassif
Position: Coordinator, Seattle Advanced Training Facility
Status: Active
Born in poverty in Cairo, at age 6 Leila Nassif was accepted into a local Tarsus Elementary pro­gram on a need-based scholarship. She thrived under the Tarsus program, and over the next 22 years completed an education that culminated in an MS degree in Administrative Science and a medical degree from Seville Medical Center, with certifications in biomodification and psy­chology. After four years as assistant administra­tor of the Quito Reconstructive Therapy Center, she was offered her current position.
Despite her youth, Dr. Nassif has shown herself to be fully qualified for her position. Energetic, personable and highly empathic, Dr. Nassif has earned the loyalty and affection of her students. Having herself benefit­ed extensively from Tarsus-backed scholarship programs, she can close­ly identify with the experiences of her residents. Her deep and abiding loyalty to the underlying principles of Tarsus ensure that she will carry out her mission in the SOR with objectivity and efficiency.
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IMPORTANT DOSSIERS
Billie Adams
Position: SOR Resident, Stage 2, New Chicago Facility Status: Active
In many ways, Billie Adams is both the most and the least successful of the Stage 2 SOR residents. On the one hand, she has absorbed her Stage 1 academic and physical training with an efficiency, and to a degree, that demonstrates her suitability for Stage 2. However, her behavioral adaptability is far less encouraging.
Adams grew up in post-Collapse Old Chicago, and her early experiences on the streets left her cynical and hardened, with a particular mistrust for institutional authority. Her impulses have frequently led her into conflict, bordering on insubordination, with her instructors. However, she has been retained in the SOR program due to her high competency, as well as her
SECURITY CLASSIFICATION
Billie has shown an interest in subversive thought and organizations that must be carefully monitored. She has formed a quasi-familial affection for fellow Stage 2 resident AlexD, which can perhaps be used to moderate her more volatile traits.
.
REFERENCE OMITTED AT YOUR
Leo Jankowski
Position: SOR Resident, Stage 2, Seattle Facility Status: Active
A top performer, Leo Jankowski has consistent­ly shown an extremely high level of assertive­ness, as well as remarkable loyalty and an unusual degree of suggestibility. These traits combined suggest that he is uniquely qualified for a future in military field operations. His physical prowess is exceptional, while his aca­demic achievement can best be described as adequate. His highest academic achievements have all related to biomodification science, probably due to his great eagerness to com­plete the biomodification process.
IMPORTANT DOSSIERS
Leo’s aggressive impulses must be moderated, as they tend to mani­fest themselves as overconfidence to the point of arrogance. Because of his ability to physically exceed fellow Stage 2 trainee Klara Sparks, he has convinced himself that he is the “star pupil” of the SOR pro­gram. It is hoped that exposure to fellow trainees Billie and AlexD will help Leo attain a more realistic appraisal of his own capabilities.
Because of his interest in military specialization, Leo has been allowed to participate in a limited number of low-level security operations. In the field, he has so far conducted himself in a disciplined and efficient fashion.
Klara Sparks
Position: SOR Resident, Stage 2, Seattle Facility Status: Active
Klara Sparks, sailing through her studies with alacrity, has also demonstrated a degree of empathy far surpassing any of her Stage 2 counterparts. She shows great potential for a career in negotiation or conflict resolution. Klara is charismatic, with a genuine affection for both her fellow residents and her instruc­tors. She is an excellent motivator of others. Her loyalty to the Tarsus program and her commitment to its ideals are absolute.
Klara’s main drawback as a trainee is a tenden­cy to subordinate her own progress to that of others. In fact, her close friendship with fellow resident Leo Jankowski has evolved into an almost co-dependent relationship, with Leo domi­nating Klara’s achievements in order to validate his own imagined superiority, and Klara holding back from her full potential in order not to threaten Leo. It is hoped that reintegrating Leo and Klara with the New Chicago Stage 2 trainees will break this cycle, and allow both to progress more according to their respective potentials.
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CREDITS
DEUS EX: INVISIBLE WAR TEAM
Ion Storm Austin
Studio Director Warren Spector Project Director Harvey Smith Executive Producer Denise Fulton Producer Bill Money Associate Producer Tara Thomas Lead Programmer Chris Carollo Programmers Matt Baer, Alex Duran, David Kalina, Jeremy Mappus, Art
Min, David Reese, Kain Shin Additional Programming Jon Blow, Alex Chrisman,
James Clarendon, Ian Dunlop, Gabe Farris, John Harries, Elan Ruskin, Paul Tozour
Director of Technology Tim Little Lead Technology Programmer John Talley Technology Group Ted Jump, Donavon Keithley, Tim Perry,
Mike Privett, Brian Sharp, Pete Shelus, Wendy White, David Whitney
Lead Designer Ricardo Bare Senior Designers Monte Martinez, Steve Powers Designer/Game Data Management Kent Hudson Designers Brian Glines, Clay Hoffman Additional Design Nate Blaisdell, Jeremy Graves, David Riegel Art Direction Whitney Ayres, Sergio Rosas Artists Gregory Callahan, Jared Carr, Chris Cobb, Mike Dean,
Paul Effinger, Steve Hartman, Raby Hampton, Rob Kovach, Jay Lee, Jim Magill, Terry Manderfeld, Joey Santori, Brady Townsend, Michael Washburn, Sam Yeates
Additonal Art Stefan Henry-Biskup, Clay Hoffman, Den Johnson, Frank Teran, Mark Vearrier
Lead Writer Sheldon Pacotti Writing Sarah Paetsch Intro Cinematics Saab and Miller Productions Endgame Cinematics vTorque Audio Director Alexander Brandon Audio Mark Lampert, Todd Simmons Session Musicians Joey Santori, Shane O’Madden, Ian Davidson
CREDITS
NG Resonance Performed by kidneythieves (www.kidneythieves.com) Quality Assurance Manager Kay Gilmore Quality Assurance Lead Dane Caruthers Senior Tester Jon Savinelli Quality Assurance Team John Alme, Elizabeth Becker, Jacob Beucler,
Thomas Bonner, Mark Capers, Andre Garcia, Tim Johnson, Devin Krieg, Patrick Moran, Nathan Regener, David Saleh, Tyler Sargent, Dwight Spaulding, Josh Stoke, Justin Wingard, Brad Woolwine, Matt Wydra
Ion Storm Support Staff Mark Fletcher, Stan Herndon, Ethan McDonald, Kim Wale, Chad Warren, Pam Wolford, Chuque Berry
Documentation Incan Monkey God Studios (Chris McCubbin, writer; Raini Madden, designer; David Ladyman, editor)
Special Thanks The Thief 3 Team, Doug Church, Lulu Lamer, Greg Richardson, Jim Black, NVidia, Ken Demarest, Peter Marquardt, Jake Hughes, Crystal Dynamics, Tracy Roswell Casting, Kyle Anderson, Microsoft ATG Team, Dave Watkins, Nghia Lam, Stephen Orsak, Bionatics, Danetracks, Despot and PlanetDeusEx, Our fans and supporters
And More Special Thanks to Unreal™ Technology Development, Tim Sweeney and the rest of the Unreal™ team at Epic Games, Inc.
Deus Ex: Invisible War uses Bink Video. ©1997-2003 by RAD Game Tools, Inc. Havok.com™, ©1999-2003 Telekinesys Research Limited
EIDOS INC. US
President Rob Dyer VP of Marketing Paul Baldwin Director of Marketing Chip Blundell Product Manager Matt Gorman Director of Product Operations Kathy Schoback Quality Assurance Manager Michael R. Kelly Asst. Quality Assurance Manager Colby McCracken Product Test Coordinator Erik Kennedy Asst. Product Test Coordinator Stephen Cavoretto Product Submissions Manager Brian King Customer Support Supervisor Scott Holbert PR Manager Michelle Seebach Curran PR Specialist Kjell Vistad Channel Marketing Director Kim Pendleton Website Yasuto Suga
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CREDITS
QA Test Team Ian Stasukevich, Darren Krommenhock, Jason Stevenson, Kip Ernst, Nicole Ferrara, Mike Gonos, Patrick Goodspeed, Kari Hattner, Julian Mehlfeld, Ralph Ortiz, Jordan Romaidis, Anthony Yuson, Daniel Franklin, Matthew Kagle.
Special Thanks Kevin Weston, Christian Chatterjee, Jamie Bartolomei, Paula Cook, Dan Johnson, Sharon Gamble, Michael Minson, Greg Wu, Mike Orenich, Shelley Porter, Adam Braswell, Denny Chiu, Malachi Boyle, Janty Sumimoto, Wyman Jung, Julie Leibowitz, Sam Tehrani, Rob Fitzpatrick and Greg Richardson.
EIDOS INC. UK
President Mike McGarvey Producer Patrick Cowan Executive Producer Martin Alltimes Development Director David Rose Office Manager Louise Fisher Group Localization Manager Flavia Timiani Localization Manager Caroline Simon Brand Manager Kathryn Clements Mastering/Compatibility Jason Walker QA Director Chris Rowley Assistant QA Manager John Ree Test Coordinator Lawrence Day Assistant Test Coordinator Andrew Standen QA Technicians Richard Acherki, Andrew Nicholas, Will Ormerod,
Tyrone O’Neil, Gabriel Allen, Mike Owusu, Paul Mulcare, Steve Addis
INFORMATION
EIDOS INC. LIMITED WARRANTY
EIDOS INC. warrants to the original purchaser that this EIDOS INC. disc is free from defects in materials and workmanship for a period of ninety (90) days from the date of purchase. This EIDOS INC. disc is sold “as is” without expressed or implied warranty of any kind, and EIDOS INC. is not liable for any losses or damages of any kind resulting from the use of this program. EIDOS INC. agrees for a period of ninety (90) days to either repair or replace, at its option, free of charge, any EIDOS INC. disc, postage paid, with proof of date of purchase at its Factory Service Center.
This limited warranty is not applicable to normal wear and tear. This limited warranty shall not be applicable and shall be void if the defect in the EIDOS
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