Deus Ex 2: Enemies and NPCs

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Overview[edit | edit source]

Deus Ex 2, despite being so small, does have quite a few NPCs to interact with. Interaction ranges from talking to outright obliterating with shotguns and explosives. A constant in DX2 is that every chapter has someone or something that is hostile to you. It is not necessary to murder them all.

Furthermore, with the exception of bots, most opponents will belong to a faction of some sort. They are organized as such below.

Classification[edit | edit source]

All NPCs can be easily broken down into three classes. Organics, including human, who are fully organic, Bots, who are fully mechanical, and Hybrids, who are part machine and part human, be it mechanical or nano augmentation. It is important to know which you are dealing with, to determine what weapons are viable against them.

Organic Opponents[edit | edit source]

  • "Organics" as we call them are the most common enemy you will face. They are unarmored, usually take full damage from fire and poison, are vulnerable to flash and smoke attacks and are generally all around weak in terms of defensive prowess. They can be lit on fire.
  • Organics have the widest array of weaponry available to them
  • Organic opponents suffer no damage from EMP attacks
  • Excluding some uniques, all organics are easily dispatched with headshots
  • Organic opponents sort of include Transgenis. Transgenis are Greasels, Karkians and Greys, who, though being organic, do have varying levels of resistances to fire, poison, et cetera.

Mechanical Opponents[edit | edit source]

  • Mechanical enemies include security robots, turrets, attack robots, et cetera. They are generally very resistant to small arms fire and melee damage and are immune to fire, poison and gas attacks.
  • Mechanical enemies have a very limited array of weaponry
  • Mechanical opponents are extremely vulnerable to EMP attacks
  • Mechanical opponents explode violently when destroyed

Hybrid Opponents[edit | edit source]

  • Hybrid opponents include those like Nano-augmented humans, Illuminati Commandos, the Omar and others. They have a less diverse weapons profile as compared to humans (excluding the Protagonist), but are much more difficult to defeat in combat.
  • Hybrid opponents all suffer varying levels of damage from EMP attacks.
  • For all intents and purposes, Alex counts as a "Hybrid", though Alex will only suffer energy drain, not damage, from EMP attacks.
  • As all hybrid opponents suffer EMP damage, and are the most dangerous, they are the best justification for Enhanced Vision, coupling it with the Mag Rail and its ability to EMP-wallhack.

Order Seekers[edit | edit source]

Order Seeker[edit | edit source]

  • Description: The first opponents you will face. You will encounter them in the first 1/3 of the game, though rarely in numbers greater than one or two. And, in fact, only six total in the game start as hostile towards you. They are very weak and carry a limited array of weaponry.
  • Class: Organic
  • Weaponry: Pistols, Boltcasters, SMG, Shotgun
  • Grenades: Concussion, Flashbomb, Spiderbomb
  • Resistances: None
  • First Encountered: Tarsus

Lin-May Chen[edit | edit source]

  • Description: High Augur to Her Holiness. Encountered several times, and is never hostile. Aside from that, she is an Order Seeker and just as easy to kill.
  • Class: Organic
  • Weaponry: Boltcaster
  • Grenades: None
  • Resistances: None
  • First Encountered: Trier, Germany

SSC Security[edit | edit source]

SSC Security Guard[edit | edit source]

  • Description: Gun-for-hire security goons that will be both Ally and Enemy throughout the game. You'll encounter them a lot in the first 2/3 of the game. They are often in groups and often have patrol routes. They have the same defenses as a WTO Soldier and have a very diverse array of weaponry. The quickest way to put them down is a headshot. It takes at least two pistol headshots to put them down at Close to Medium range.
  • Class: Organic
  • Weaponry: Pistols, Boltcasters, SMG, Shotguns, Flamethrowers, Sniper Rifle
  • Grenades: Flashbomb, Concussion, Spiderbomb, EMP
  • Resistances: None
  • First Encountered: Tarsus

Vera Maxwell[edit | edit source]

  • Description: The head of SSC Security. You have the option of dispatching her several times, though she will never be hostile.
  • Class: Organic
  • Weaponry: ???
  • Grenades: ???
  • Resistances: None
  • First Encountered: Trier, Germany (SSC Headquarters)

WTO Soldiers[edit | edit source]

WTO Soldier[edit | edit source]

  • Description: The second most common Soldier-class you will encounter in the first 2/3 of the game, after SSC. They are functionally the same as an SSC Soldier.
  • Class: Organic
  • Weaponry: Pistols, Boltcasters, SMG, Shotguns, Flamethrowers, Sniper Rifle
  • Grenades: Flashbomb, Concussion, Spiderbomb, EMP
  • Resistances: None
  • First Encountered: Upper Seattle

Omar[edit | edit source]

Never hostile by default, the Omar are more useful to you than any other faction. They consist solely of hybrid humans who peddle in black market wares, and are the only group in the game that will never oppose you. Even if you attack

Omar Trader[edit | edit source]

  • Description: Encountered from map to map, they are always accompanied by an Omar Protector. They will always have hardware for sale, ranging from black market biomods to weapons to grenades. They will also occasionally give you other interesting things, such as an Arcology pass. They will send you on numerous quests for them, usually for gaining information more than anything. They are very vulnerable to EMP attacks and will die in 2-3 hits from an EMP Grenade.
  • Class: Hybrid
  • Weaponry: Flamethrowers, SMG, Mag Rail (???)
  • Grenades: ???
  • Resistances: Fire, Poison/Gas
  • First Encountered: Upper Seattle (Club Vox)

Omar Protector[edit | edit source]

  • Description: Bodyguards for the Omar Traders. They will never go hostile unless you harm another Omar or attempt to steal from them.
  • Class: Hybrid
  • Weaponry: Flamethrowers, SMG, Mag Rail (???)
  • Grenades: ???
  • Resistances: Fire, Poison/Gas
  • First Encountered: Lower Seattle (Outside)

Templar[edit | edit source]

While not always hostile, the Templar become your primary opponent about midway through the game and will still often attack you much sooner than that, whether or not you have done anything malevolent to them.

Templar Recruits[edit | edit source]

  • Description: Only encountered in Seattle, these are unarmored and weak people in street clothing that plan to become Templar. They have less defensive capabilities than other Templar and are easily dispatched.
  • Class: Organic
  • Weaponry: Pistols, Shotgun
  • Grenades: ???
  • Resistances: None
  • First Encountered: Upper Seattle (Inclinator)

Templar Knight[edit | edit source]

  • Description: Almost always hostile, these are the staple Templar soldiers at first. They are similar to SSC Guards and WTO Soldiers in terms of armament
  • Class: Organic
  • Weaponry: Pistols, Shotgun, SMG, Flamethrower, Sniper Rifle (Boltcaster??)
  • Grenades: ???
  • Resistances: None
  • First Encountered: Lower Seattle (Inclinator)

Armored Templar[edit | edit source]

  • Description: Heavily-armored Templars that replace the Knights as your staple opponent. They have high defensive capabilities and are not as vulnerable to headshots as other humans. They get a firepower upgrade as well. One of your quests for the Omar will point out that the outline of the triangle on the back is a 'weak spot', but in practice it's still better to go for a headshot. You do get bonus damage for hitting the triangle, just not very much.
  • Class: Hybrid
  • Weaponry: Mag Rail, Rocket Launcher
  • Grenades: ???
  • Resistances: Small Arms, Fire, Poison/Gas
  • First Encountered: Cairo (Second Visit)

Illuminati[edit | edit source]

Illuminati Commando[edit | edit source]

  • Description: Armored humans that wield Mag-Rails. For most of the game they will not be hostile to you. They are physically powerful, and upon death they release a massive cloud of toxic gas. If you dispatch them in melee, flee quickly afterward.
  • Class: Hybrid
  • Weaponry: Mag-Rail
  • Grenades: ???
  • Resistances: Small Arms, Fire, Poison/Gas
  • First Encountered: Black Gate

Robots[edit | edit source]

  • Robots vary in size from the tiny Spiderbot to the screen-wide Military Bot, and all are resistant to small arms and immune to fire/poison/gas. Luckily, however, bots can be overcome in a variety of other ways. Many of them have security terminals which control them nearby, which you can hack to disable. All of them are extremely vulnerable to EMP attacks, with only the Military Bot able to survive a single direct hit from an EMP Grenade. All of them can also be "Dominated" via Bot Domination, which is a guaranteed way to control and disable them
  • Also, all bots are vulnerable to scrambling, whether from Electrostatic Discharge or Scrambler Grenades/Prox Mines
  • All bots, when destroyed, will explode. Even cleaner bots. This will harm or kill you if you are too close. The Baton is the exception to this when paired with Electrostatic Discharge. If you plan to make heavy use of melee to deal with bots, be sure to keep a Baton around.

Stationary Security[edit | edit source]

Security Camera[edit | edit source]

  • Description: While not capable of harming you, these are notable because they are companions of other security devices and security forces in the area. If they spot you and you remain in their line of sight too long, they will sound an alarm. Also, damaging them also prompts an alarm. If you manage to wipe out the camera in one blow, though, it will not trigger. Alarms from a security camera will alert any forces nearby and activate any turrets.
  • Class: Bot (Security)
  • Weaponry: None
  • Resistances: Small Arms, Fire, Poison/Gas
  • First Encountered: Tarsus

Minigun Turret[edit | edit source]

  • Description: The most common type of stationary defense, this is almost always accompanied by a Security Camera. They are easy to avoid, being stationary and blatantly obvious, but are extremely damaging. Taking one on head to head with a small arm, even the shotgun, is suicidal. It is best to take pot-shots at them from cover or to disable them. These are always mounted to ceilings.
  • Class: Bot (Security)
  • Weaponry: Rapid-fire minigun
  • Resistances: Small Arms, Fire, Poison/Gas
  • First Encountered: Tarsus

Flame/Rocket Turret[edit | edit source]

  • Description: Less common than the minigun turret, they are more deadly if you happen to be unlucky enough to get caught by one. They are always mounted to the ground. The Flame Turrets have a range disadvantage, letting you take them on any way you wish except melee. The Rocket Turrets, however, have an extremely long range - and will fire at you from far away. A single rocket can kill you, so be careful around these.
  • Class: Bot (Security)
  • Weaponry: Flamethrower or Rocket Launcher
  • Resistances: Small Arms, Fire, Poison/Gas
  • First Encountered: WTO Hangar(Flame) / Antarctica (Rocket)

Utility Bots[edit | edit source]

Cleaner Bot[edit | edit source]

  • Description: A defenseless machine that just wanders around. It cannot harm you and is extremely slow moving. It wouldn't be worth mentioning where it not for the fact that you can essentially use it as a remote explosive. Injure it to where it is near death, then let it wander off. When it is near an opponent, finish it off with a single bullet or thrown object and watch the explosion instantly dispatch your foe. This works very well at the Metro Station.
  • Class: Bot
  • Weaponry: None
  • Resistances: Small Arms, Fire, Poison/Gas
  • First Encountered: Upper Seattle

Repair Bot / Medical Bot[edit | edit source]

  • Description: Two beneficial bots you will encounter throughout the game. The former will refill your Bioelectrical energy if you stand hear it, and the latter will heal you fully. It's rare you'll need to camp them, though it is actually possible for them to "run out" of energy to heal or refill you with. It takes several refills (3-4 I believe) for this to happen.
  • Class: Bot
  • Weaponry: None
  • Resistances: Small Arms, Fire, Poison/Gas
  • First Encountered: Inclinator (Repair Bot), Tarsus (Medical Bot)

Nanoformer Bot[edit | edit source]

  • Description: A really fat-looking bot you encounter only a very few times. It is completely passive and cannot harm you. It has no use other than perhaps using it as a remote explosive.
  • Class: Bot
  • Weaponry: None
  • Resistances: Small Arms, Fire, Poison/Gas
  • First Encountered: Inclinator

Armed Bots[edit | edit source]

Spiderbots[edit | edit source]

  • Description: The most common type of robot. They are very small and are most often encountered in ventilation shafts. They have relatively weak defenses, but will still withstand more pistol shots than a human. It will take 3-5 direct shots from a pistol to dispatch one. Their death explosion is the weakest of all robots, making them safe to destroy in melee. Their only attack is not very damaging, but interferes with your vision and will sap your bio-energy. Multiple Spiderbots attacking you at once can spell trouble.
  • Class: Bot
  • Weaponry: Electro Bolt
  • Resistances: Small Arms, Fire, Poison/Gas
  • First Encountered: Tarsus

Aero Security Bot[edit | edit source]

  • Description: The only flying robot, it is a very slow-moving patrol bot that wields dual miniguns. It has a slow turning radius on top of slow movement, making it very easy to avoid. However, it is the only bot that will follow you up stairs and through narrow passages, so don't think turning a corner is enough to evade it. Their minigun is very damaging, though not instantly lethal. If you come under their fire you should be able to run to safety if you are quick about it.
  • Class: Bot
  • Weaponry: Dual rapid-fire minigun
  • Resistances: Small Arms, Fire, Poison/Gas
  • First Encountered: Upper Seattle

Bulldog[edit | edit source]

  • Description: The second-most common robot, it is a dog-shaped patrolling machine that will slowly walk back and forth in the area it is guarding. Don't let the slow walking speed fool you - once they are alerted to your presence, they can and will run faster than you and catch up to you. These bots are extremely deadly up close - they wield a shotgun and are very accurate with it. Their death explosion is also very damaging. Do not engage them in melee.
  • Class: Bot
  • Weaponry: Mounted shotgun
  • Resistances: Small Arms, Fire, Poison/Gas
  • First Encountered: Upper Seattle

Hunter Seeker[edit | edit source]

  • Description: Not very common at first, you will see the first of these at Mako and then more later in the game. They are slow moving, and have a nearly-useless cloaking function they employ when they are alerted to danger. The lame cloaking aside, they wield a very powerful matter beam (Mag-rail) that has an extremely long range. They are most accurate than any human opponent, and you can only survive two shots from them. If you come under their fire, get under cover quickly.
  • Class: Bot
  • Weaponry: Rail Beam
  • Resistances: Small Arms, Fire, Poison/Gas
  • First Encountered: Mako Ballistics

Military Robot[edit | edit source]

  • Description: Uncommon, and thankfully so. They are extremely tough and extremely large. They also wield some very powerful rocket launchers which they do not hesitate to lob at infidels. Even if you are fleeing at maximum speed from one, they can still often catch you with the radius explosion of their rockets. Luckily, their large size makes them very cumbersome and easy to avoid. They are the only robot which will survive an EMP Grenade, so if you are using EMP Grenades to take one out, don't face it head on as it will have time to react and end you.
  • Class: Bot
  • Weaponry: Rocket Launcher
  • Resistances: Small Arms, Fire, Poison/Gas
  • First Encountered: Arcology Hangar

Unaffiliated[edit | edit source]

Unarmed[edit | edit source]

Minister of Culture[edit | edit source]

  • Description: A gay(literally) character found in Club Vox. If you are male he coughs up his Penthouse Key if you offer to be his lover. If you are female you are more than welcome to ask him the following two-part question: "What are you doing dancing alone, and, should I light you on fire?". The latter is a rhetorical question. You know what to do.
  • Class: Human
  • Resistances: None
  • Encountered: Club Vox

Scientists[edit | edit source]

  • Description: Labcoat-wearing personnel you will encounter often in your travels. They are defenseless and will flee if Bad Shit(tm) is going down.
  • Class: Human
  • Resistances: None
  • First Encountered: Tarsus

Citizens[edit | edit source]

  • Description: Citizens of various cities. You'll encounter them in Seattle, Cairo and Trier. Many are called "Citizens", others will be various professions like Maintenance Workers, Panzerwerk Techs, et cetera.
  • Class: Human
  • Resistances: None
  • First Encountered: Tarsus

Children[edit | edit source]

  • Description: The future. You only encounter them in Cairo, oddly enough, despite women like "Lo-Town Lucy" floating around Seattle. Murdering them carries no penalty aside from the usual, except that Donna Morgan will chide you for doing so.
  • Class: Human
  • Resistances: None
  • First Encountered: Arcology

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